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		<id>https://wiki.wesnoth.org/index.php?title=LuaWML/Units&amp;diff=59915</id>
		<title>LuaWML/Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LuaWML/Units&amp;diff=59915"/>
		<updated>2018-08-10T02:12:17Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: Remove 'experience' from incorrect section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the [[LuaWML]] functions for handling units.&lt;br /&gt;
&lt;br /&gt;
A unit is a proxy table with the following fields:&lt;br /&gt;
* '''x''', '''y''': integers (read only, read/write if the unit is not on the map. {{DevFeature1.13|11}} These are now read/write under all circumstances, including for on-map units)&lt;br /&gt;
* '''loc''': {{DevFeature1.13|11}} shortcut to get/set both x and y at once (read/write). Setting x and y individually would result in two moves, and there's the possibility one of those might move the unit off the map.&lt;br /&gt;
* '''side''': integer (read/write)&lt;br /&gt;
* '''id''': string (read only)&lt;br /&gt;
* '''type''': string (read only)&lt;br /&gt;
* '''name''': translatable string (read only)&lt;br /&gt;
* '''cost''' {{DevFeature1.13|10}}: integer (read)&lt;br /&gt;
* '''max_hitpoints''', '''max_experience''', '''max_moves''': integers (read only)&lt;br /&gt;
* '''max_attacks''': integer (read only)&lt;br /&gt;
* '''attacks_left''': integer (read/write) Setting below 0 is limited to 0.&lt;br /&gt;
* '''extra_recruit''': table (read/write)&lt;br /&gt;
* '''advances_to''': table (read/write)&lt;br /&gt;
* '''hitpoints''', '''experience''': integer (read/write)&lt;br /&gt;
* '''moves''': integer (read/write)&lt;br /&gt;
* '''level''': {{DevFeature1.13|5}} integer (read/write)&lt;br /&gt;
* '''resting''': boolean (read/write)&lt;br /&gt;
* '''hidden''': boolean (read/write)&lt;br /&gt;
* '''petrified''', '''canrecruit''': booleans (read only)&lt;br /&gt;
* '''role''', '''facing''': strings (read/write)&lt;br /&gt;
* '''status''': proxy associative table (read only, read/write fields), provides fields like [[SingleUnitWML#Unit_State|poisoned, slowed, petrified, uncovered, guardian, unhealable, invulnerable]]&lt;br /&gt;
* '''image_mods''': string (read only)&lt;br /&gt;
* '''upkeep''' {{DevFeature1.13|5}}: one of 'loyal', 'full' or a number (read/writre)&lt;br /&gt;
* '''variables''': proxy associative table (read only, read/write fields, including ''variables.__cfg''), only toplevel named fields are proxied. {{DevFeature1.13|2}} subcontainers can be accessed by using the usual variable syntax: &amp;lt;syntaxhighlight inline lang='lua'&amp;gt;unit.variables[&amp;quot;a.b.c[6].d&amp;quot;]&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
* '''attacks''': {{DevFeature1.13|0}}an object to access the units attacks, you can use the attacks index or the attacks name to index an attack. every attack has the following members:&lt;br /&gt;
** '''description''': translatable string (read/write)&lt;br /&gt;
** '''name''': string (read)&lt;br /&gt;
** '''type''': string (read/write)&lt;br /&gt;
** '''range''': string (read/write)&lt;br /&gt;
** '''damage''': number(read/write)&lt;br /&gt;
** '''number''': number(read/write)&lt;br /&gt;
** '''movement_used''': number(read/write)&lt;br /&gt;
** '''attack_weight''': number(read/write)&lt;br /&gt;
** '''defense_weight''':  number(read/write)&lt;br /&gt;
** '''specials''' wml table(read/write)&lt;br /&gt;
* '''valid''': string or nil (read only)&lt;br /&gt;
* '''advancements''': {{DevFeature1.13|2}} an array of wml tables (read/write)&lt;br /&gt;
* '''__cfg''': WML table (dump) ([[SingleUnitWML]])&lt;br /&gt;
* {{DevFeature1.13|2}} The following fields are unit methods synonymous to one of the functions described on this page:&lt;br /&gt;
** '''[[#wesnoth.match_unit|matches]]'''&lt;br /&gt;
** '''[[#wesnoth.put_recall_unit|to_recall]]'''&lt;br /&gt;
** '''[[#wesnoth.put_unit|to_map]]'''&lt;br /&gt;
** '''[[#wesnoth.erase_unit|erase]]'''&lt;br /&gt;
** '''[[#wesnoth.copy_unit|clone]]'''&lt;br /&gt;
** '''[[#wesnoth.extract_unit|extract]]'''&lt;br /&gt;
** '''[[#wesnoth.advance_unit|advance]]'''&lt;br /&gt;
** '''[[#wesnoth.add_modification|add_modification]]'''&lt;br /&gt;
** '''[[#wesnoth.remove_modification|remove_modification]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_resistance|resistance]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_defense|defense]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_movement_cost|movement]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_vision_cost|vision]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_jamming_cost|jamming]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_ability|ability]]'''&lt;br /&gt;
** '''[[#wesnoth.transform_unit|transform]]'''&lt;br /&gt;
The metatable of these proxy tables appears as '''&amp;quot;unit&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
A unit can be either visible on the map ([[#wesnoth.get_units]], [[#wesnoth.put_unit]]), or on a recall list ([[#wesnoth.get_recall_units]], [[#wesnoth.put_recall_unit]]), or private to the Lua code ([[#wesnoth.create_unit]], [[#wesnoth.copy_unit]], [[#wesnoth.extract_unit]]). The Lua code has complete control over the private units; they will not be modified unless accessed through the proxy unit. Units on the map and on the recall lists, however, can be modified by the user, the engine, WML, independently of the Lua code. In particular, if a unit is killed, any further use of the proxy unit will cause an error. For units on the map, the proxy unit is valid as long as there is a unit on the map that has the same &amp;quot;underlying_id&amp;quot; WML field as the original one. The behavior is similar for units on the recall lists. The ''valid'' field reflects the unit availability by returning '''&amp;quot;map&amp;quot;''', '''&amp;quot;recall&amp;quot;''', '''&amp;quot;private&amp;quot;''', or ''nil''. The latter value is used for units that were removed (e.g. killed). In that case, the ''valid'' field is the only one that can be read without causing an error.&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;proxy&amp;quot;, here in particular &amp;quot;proxy unit&amp;quot;, means that the variable retrieved in the lua code (with get_units for example) is an accessor (reference) to the C++ object which represents that unit. This is very different from unit variables obtained by [store_unit] in wml. The fields marked as &amp;quot;writable&amp;quot; above can be modified without the need to use put_unit afterwards. This same reason explains that modifications to the unit from outside the lua code (like [kill] invalidating the proxy unit) have immediate effect on the lua code's proxy unit variable (with the exception of private proxy units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_units ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_units(''filter'')'''&lt;br /&gt;
* {{DevFeature1.13|12}} '''wesnoth.get_units(''filter'', ''fake_location'')'''&lt;br /&gt;
* {{DevFeature1.13|12}} '''wesnoth.get_units(''filter'', ''other_unit'')'''&lt;br /&gt;
&lt;br /&gt;
Returns an array of all the units on the map matching the WML filter passed as the first argument. See [[StandardUnitFilter]] for details about filters. If a second unit is passed, it can be referenced via the $other_unit variable in the main filter as well as via the &amp;quot;other&amp;quot; variable in WFL formulas used in the main filter. If a location is passed, the filter is run as if the unit were at that location (rather than its real location). This affects things such as [filter_adjacent] and ability_active, and should work even for a unit on the recall list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local leaders_on_side_two = wesnoth.get_units { side = 2, canrecruit = true }&lt;br /&gt;
local name_of_leader = leaders_on_side_two[1].name&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_unit(''x'', ''y'')'''&lt;br /&gt;
* '''wesnoth.get_unit(''underlying_id'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the unit at the given location or with the given underlying ID.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local args = ...&lt;br /&gt;
local unit = wesnoth.get_unit(args.x1, args.y1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.match_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.match_unit(''unit'', ''filter'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''wesnoth.match_unit(''unit'', ''filter'', ''other_unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':matches(''filter'', [''other_unit''])'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''wesnoth.match_unit(''unit'', ''filter'', ''location'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':matches(''filter'', [''location''])'''&lt;br /&gt;
&lt;br /&gt;
Returns true if the given unit matches the WML filter passed as the second argument. If ''other_unit'' is specified, it is used for the ''$other_unit'' auto-stored variable in the filter. Otherwise, this variable is not stored for the filter. If an extra ''location'' is specified, the filter matches as if the unit were at that location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
assert(unit.canrecruit == wesnoth.match_unit(unit, { canrecruit = true }))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.put_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.put_unit(''unit'')'''&lt;br /&gt;
* '''wesnoth.put_unit(''x'', ''y'', ''unit'')'''&lt;br /&gt;
* '''wesnoth.put_unit(''x'', ''y'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''wesnoth.put_unit(''unit'', ''x'', ''y'')''' -- The above two forms are also deprecated.&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':to_map([''x'', ''y''])&lt;br /&gt;
&lt;br /&gt;
Places a unit on the map. This unit is described either by a WML table or by a proxy unit. Coordinates can be passed as the first two arguments, otherwise the table is expected to have two fields '''x''' and '''y''', which indicate where the unit will be placed. If the function is called with coordinates only, the unit on the map at the given coordinates is removed instead. {{DevFeature1.13|2}} This use is now deprecated; use wesnoth.erase_unit instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
-- create a unit with random traits, then erase it&lt;br /&gt;
wesnoth.put_unit(17, 42, { type = &amp;quot;Elvish Lady&amp;quot; })&lt;br /&gt;
wesnoth.put_unit(17, 42)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the argument is a proxy unit, no duplicate is created. In particular, if the unit was private or on a recall list, it no longer is; and if the unit was on the map, it has been moved to the new location. Note: passing a WML table is just a shortcut for calling [[#wesnoth.create_unit]] and then putting the resulting unit on the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
-- move the leader back to the top-left corner&lt;br /&gt;
wesnoth.put_unit(1, 1, wesnoth.get_units({ canrecruit = true })[1])&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.erase_unit ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.erase_unit(''unit'')'''&lt;br /&gt;
* '''wesnoth.erase_unit(''x'', ''y'')'''&lt;br /&gt;
* '''''unit'':erase()'''&lt;br /&gt;
&lt;br /&gt;
Erases a unit from the map. After calling this on a unit, the unit is no longer valid.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_recall_units ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_recall_units()'''&lt;br /&gt;
&lt;br /&gt;
Returns an array of all the units on the recall lists matching the WML filter passed as the first argument.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.put_recall_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.put_recall_unit(''unit'', [''side''])'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':to_recall([''side''])'''&lt;br /&gt;
&lt;br /&gt;
Places a unit on a recall list. This unit is described either by a WML table or by a proxy unit. The side of the recall list is given by the second argument, or by the side of the unit if missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
-- put the unit at location 17,42 on the recall list for side 2&lt;br /&gt;
wesnoth.put_recall_unit(wesnoth.get_units({ x= 17, y = 42 })[1], 2)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the argument is a proxy unit, no duplicate is created. In particular, if the unit was private or on the map, it no longer is. Note: passing a WML table is just a shortcut for calling [[#wesnoth.create_unit]] and then putting the resulting unit on a recall list.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.create_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.create_unit(''unit_info'')'''&lt;br /&gt;
&lt;br /&gt;
Creates a private unit from a WML table.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local u = wesnoth.create_unit { type = &amp;quot;White Mage&amp;quot;, gender = &amp;quot;female&amp;quot; }&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.copy_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.copy_unit(''unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':clone()'''&lt;br /&gt;
&lt;br /&gt;
Creates a private unit from another unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
-- extract a unit from the map&lt;br /&gt;
local u = wesnoth.copy_unit(wesnoth.get_units({ type = &amp;quot;Thug&amp;quot; })[1])&lt;br /&gt;
wesnoth.erase_unit(u.x, u.y)&lt;br /&gt;
-- u is still valid at this point&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.extract_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.extract_unit(''unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':extract()'''&lt;br /&gt;
&lt;br /&gt;
Removes a unit from the map or from a recall list and makes it private.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
-- remove all the units from the recall list of side 1 and put them in a WML container&lt;br /&gt;
local l = {}&lt;br /&gt;
for i,u in ipairs(wesnoth.get_recall_units { side = 1 }) do&lt;br /&gt;
    wesnoth.extract_unit(u)&lt;br /&gt;
    table.insert(l, u.__cfg)&lt;br /&gt;
end&lt;br /&gt;
helper.set_variable_array(&amp;quot;player_recall_list&amp;quot;, l)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: if the unit is on the map, it is just a shortcut for calling [[#wesnoth.copy_unit]] and then [[#wesnoth.put_unit]] without a unit. It is, however, the only way for removing a unit from a recall list without putting it on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.advance_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.advance_unit(''unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':advance()'''&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} Advances the unit (and shows the advance unit dialog if needed) if the unit has enough xp. This function should be called after modifying the units experience directly. A similar function is called by wesnoth internally after unit combat. The second argument is a boodean value that specifies whether the advancement should be animated. The third agrument is a boodean value that specifies whether advancement related events should be fired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function only works for units on the map.&lt;br /&gt;
&lt;br /&gt;
This function can also trigger multiple advancements if the unit has enough xp.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.add_modification ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.add_modification(''unit'', ''type'', ''effects'', [''write_to_mods''])'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':add_modification(''type'', ''effects'', [''write_to_mods''])'''&lt;br /&gt;
&lt;br /&gt;
Modifies a given unit. It needs to be a proxy unit. The second argument is the type of the modification (one of &amp;quot;trait&amp;quot;, &amp;quot;object&amp;quot;, or &amp;quot;advance&amp;quot;). The option &amp;quot;advance&amp;quot; applies effects as if the unit would advance (e.g. AMLA effects). The third argument is a WML table describing the effect, so mostly containing '''[effect]''' children. See [[EffectWML]] for details about effects.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}} In 1.13.2 and later, the &amp;quot;advance&amp;quot; type is replaced with &amp;quot;advancement&amp;quot;, to match the equivalent tag in [[UnitTypeWML|[unit_type]]]. Also, it takes a fourth argument which, if false, causes it to not write the modification tag to the unit's [modifications] (as would be done with an [object] with no_write=true).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local u = wesnoth.get_units { canrecruit = true }[1]&lt;br /&gt;
wesnoth.add_modification(u, &amp;quot;object&amp;quot;, { { &amp;quot;effect&amp;quot;, { apply_to = &amp;quot;image_mod&amp;quot;, replace = &amp;quot;RC(red&amp;gt;blue)&amp;quot; } } })&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.remove_modifications ====&lt;br /&gt;
&lt;br /&gt;
* {{DevFeature1.13|?}} '''wesnoth.remove_modifications(''unit'', ''cfg'' [, ''type''])'''&lt;br /&gt;
* {{DevFeature1.13|?}} '''''unit'':remove_modifications(''cfg'' [, ''type''])'''&lt;br /&gt;
&lt;br /&gt;
Modifies a given unit. The unit needs to be a proxy unit. The second argument is a filter for the modifications to remove. It takes the same syntax as [[FilterWML#Filtering_on_WML_data|[filter_wml]]]; all matching modifications will be removed. The third argument is the type (tag name) of the modifications to search for; it defaults to &amp;lt;tt&amp;gt;&amp;quot;object&amp;quot;&amp;lt;/tt&amp;gt;, but you can also pass &amp;lt;tt&amp;gt;&amp;quot;trait&amp;quot;&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;quot;advancement&amp;quot;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local u = wesnoth.get_units { canrecruit = true }[1]&lt;br /&gt;
wesnoth.remove_modifications(u, { id = your_object_id })&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_resistance ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_resistance(''unit'', ''damage_type'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':resistance(''damage_type'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the resistance of a unit against an attack type. (Note: it is a WML resistance. So the higher it is, the weaker the unit is.) The third argument indicates whether the unit is the attacker. Last arguments are the coordinates of an optional map location (for the purpose of taking abilities into account).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local fire_resistance = 100 - wesnoth.unit_resistance(u, &amp;quot;fire&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_defense ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_defense(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':defense(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the defense of a unit on a particular terrain. (Note: it is a WML defense. So the higher it is, the weaker the unit is.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local flat_defense = 100 - wesnoth.unit_defense(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_movement_cost ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_movement_cost(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':movement(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the movement cost of a unit on a particular terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local move_cost = wesnoth.unit_movement_cost(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_vision_cost ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_vision_cost(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':vision(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the vision cost of a unit on a particular terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local see_cost = wesnoth.unit_vision_cost(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_jamming_cost ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_jamming_cost(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':jamming(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the jamming cost of a unit on a particular terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local jam_cost = wesnoth.unit_jamming_cost(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_ability ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_ability(''unit'', ''ability_tag'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':ability(''ability_tag'')'''&lt;br /&gt;
&lt;br /&gt;
Returns true if the unit is currently under effect by an ability with this given TAG NAME. This means that the ability could be owned by the unit itself, or by an adjacent unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
function has_teleport(u)&lt;br /&gt;
    return wesnoth.unit_ability(u, &amp;quot;teleport&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_types ====&lt;br /&gt;
&lt;br /&gt;
This is not a function but a read-only table indexed by unit type ids. Its elements are proxy tables with these fields:&lt;br /&gt;
&lt;br /&gt;
* '''id''': string&lt;br /&gt;
* '''name''': translatable string (read only)&lt;br /&gt;
* '''max_moves''', '''max_experience''', '''max_hitpoints''', '''level''', '''cost''': integers (read only)&lt;br /&gt;
* '''abilities''': array of ability keys (strings), e.g. {&amp;quot;curing&amp;quot;, &amp;quot;regenerates&amp;quot;}&lt;br /&gt;
* {{DevFeature1.13|11}} '''advances_to''': array of unit types to which unit can advance&lt;br /&gt;
* {{DevFeature1.13|11}} '''advances_from''': array of unit types from which unit can advance. Note: this is OOS-unsafe in Multiplayer games. Different clients may have additional Era-s with units upgradable to this unit type.&lt;br /&gt;
* '''__cfg''': WML table (dump), see [[UnitTypeWML]]&lt;br /&gt;
&lt;br /&gt;
The metatable of these proxy tables appears as '''&amp;quot;unit type&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local lich_cost = wesnoth.unit_types[&amp;quot;Ancient Lich&amp;quot;].cost&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that different clients have different set of available units in a Multiplayer game. It is OOS-unsafe to e.g. count the number of units.&lt;br /&gt;
Presuming correctly written add-ons, it is still safe to e.g. access any given unit or its properties.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.races ====&lt;br /&gt;
&lt;br /&gt;
This is not a function but a table indexed by race ids. Its elements are proxy tables for all races the engine knows about.&lt;br /&gt;
known fields of each element:&lt;br /&gt;
* '''id''': string&lt;br /&gt;
* '''description''', '''name''', '''plural_name''' (translatable strings)&lt;br /&gt;
* '''num_traits''' (integer)&lt;br /&gt;
* '''ignore_global_traits''' (boolean)&lt;br /&gt;
* '''undead_variation''' (string)&lt;br /&gt;
(all read only)&lt;br /&gt;
* '''__cfg''': WML table (dump)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
wesnoth.message(tostring(wesnoth.races[&amp;quot;lizard&amp;quot;].name))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_traits ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_traits()'''&lt;br /&gt;
&lt;br /&gt;
Returns a table with named fields (trait id strings) holding the wml tables defining the traits. arguments: none. All global traits the engine knows about, race-specific traits are not included.&lt;br /&gt;
Known fields and subtags of each element are the ones which were given in the wml definition of the [[SingleUnitWML|trait]].&lt;br /&gt;
 wesnoth.message(tostring(wesnoth.get_traits().strong.male_name))&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.simulate_combat ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.simulate_combat(''attacker'', [''attacker_weapon_index''], ''defender'', [''defender_weapon_index''])'''&lt;br /&gt;
&lt;br /&gt;
Computes the hitpoint distribution and status chance after a combat between two units.  The first unit is the attacker; it does not have to be on the map, though its location should be meaningful. The second unit is the defender; it has to be on the map.&lt;br /&gt;
&lt;br /&gt;
Optional integers can be passed after each unit to select a particular weapon, otherwise the &amp;quot;best&amp;quot; one is selected.  When giving the weapon, the parameter is the weapon number (integer, starting at 1) and not an element from the table returned by helper.child_range(att, &amp;quot;attack&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local function display_stats(n, t)&lt;br /&gt;
    wesnoth.message(string.format(&lt;br /&gt;
        &amp;quot;Chance for the %s\n  to be slowed: %f,\n  to be poisoned: %f,\n  to die: %f.\nAverage HP: %f.&amp;quot;,&lt;br /&gt;
        n, t.slowed, t.poisoned, t.hp_chance[0], t.average_hp))&lt;br /&gt;
end&lt;br /&gt;
local att_stats, def_stats = wesnoth.simulate_combat(att, att_weapon, def, def_weapon)&lt;br /&gt;
display_stats(&amp;quot;attacker&amp;quot;, att_stats)&lt;br /&gt;
display_stats(&amp;quot;defender&amp;quot;, def_stats)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Returns 2 additional tables which contain information about the weapons and the effect of single hits with these keys: num_blows, damage, chance_to_hit, poisons, slows, petrifies, plagues, plague_type, backstabs, rounds, firststrike, drains, drain_constant, drain_percent, attack_num, name. &lt;br /&gt;
Name is the wml name not the description. If there is no weapon, then name will be nil&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local att_stats, def_stats, att_weapon, def_weapon = wesnoth.simulate_combat(attacker, att_weapon_number, defender)&lt;br /&gt;
wesnoth.message(string.format(&lt;br /&gt;
    &amp;quot;The attack %s should be countered with %s, which does %d damage, has %d%% chance to hit and forces %d attack rounds due to its berserk ability.&amp;quot;,&lt;br /&gt;
    att_weapon.name, def_weapon.name or &amp;quot;no weapon&amp;quot;, def_weapon.damage, def_weapon.chance_to_hit, def_weapon.rounds))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.transform_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.transform_unit(''unit'', ''to_type'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':transform(''to_type'')'''&lt;br /&gt;
&lt;br /&gt;
Changes the type of a unit and adjust attributes accordingly. Note that hit points are only changed if necessary to accommodate the new maximum hit points. Poison is automatically removed if the transformed unit is immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
local ev = wesnoth.current.event_context&lt;br /&gt;
local u = wesnoth.get_units{x=ev.x1, y=ev.y1}[1]&lt;br /&gt;
wesnoth.transform_unit(u, &amp;quot;Spearman&amp;quot;)&lt;br /&gt;
-- If a full heal is desired:&lt;br /&gt;
u.hitpoints = u.max_hitpoints&lt;br /&gt;
u.status.poisoned = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.add_known_unit ====&lt;br /&gt;
&lt;br /&gt;
* {{DevFeature1.13|10}} '''wesnoth.add_known_unit(''unit_type_id'')'''&lt;br /&gt;
&lt;br /&gt;
adds the unit type with the given id to the list of known units (so that they appear in the help)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.create_animator ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|7}}&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.create_animator()'''&lt;br /&gt;
&lt;br /&gt;
Returns an object that can be used to set up and run an animation. The object has three methods:&lt;br /&gt;
&lt;br /&gt;
* '''animator:run()'''&lt;br /&gt;
&lt;br /&gt;
Runs the animation.&lt;br /&gt;
&lt;br /&gt;
* '''animator:clear()'''&lt;br /&gt;
&lt;br /&gt;
Clears any units previously added to the animation.&lt;br /&gt;
&lt;br /&gt;
* '''animator:add(''unit'', ''flag'', ''hits'', ''params'')'''&lt;br /&gt;
&lt;br /&gt;
Adds a unit to the animation. The ''flag'' specifies which animation to play, and the ''hits'' parameter is required for attack animations to specify which variant of the animation to play. Possibly keys in ''params'' are:&lt;br /&gt;
&lt;br /&gt;
* '''facing''': A location. The animation will be played with the unit facing that location.&lt;br /&gt;
* '''value''': Either a number or a list of two numbers. Use this to pass ''value'' and/or ''value_second'' to default animations that use them.&lt;br /&gt;
* '''with_bars''': Whether to show HP bars and such while the animation plays.&lt;br /&gt;
* '''text''': Text to float as the animation plays.&lt;br /&gt;
* '''color''': Color of the floating text - a list of red, green, blue.&lt;br /&gt;
* '''primary''': The primary weapon to use for the animation. Must be a Lua unit attack proxy.&lt;br /&gt;
* '''secondary''': The secondary weapon to use for the animation.&lt;br /&gt;
&lt;br /&gt;
Normal usage would be to create it, call '''add''' one or more times, then call '''run'''.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.effects ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
This table contains the implementation of custom [[EffectWML|[effect]]]s. Each value is a function that takes a unit and the effect config. Note that the default effects defined by the Wesnoth engine are not in this table. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
function wesnoth.effects.min_resistance(u, cfg)&lt;br /&gt;
	local resistance_new = {}&lt;br /&gt;
	local resistance_old = helper.parsed(helper.get_child(cfg, &amp;quot;resistance&amp;quot;))&lt;br /&gt;
	for k,v in pairs(resistance_old) do&lt;br /&gt;
		if type(k) == &amp;quot;string&amp;quot; and type(v) == &amp;quot;number&amp;quot; and wesnoth.unit_resistance(u, k) &amp;gt;= v then&lt;br /&gt;
			resistance_new[k] = v&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	--important: use wesnoth.add_modification(..., false) so that the function will only execute the effects of that object and not store the object in the unit.&lt;br /&gt;
	wesnoth.add_modification(u, &amp;quot;object&amp;quot;, {&lt;br /&gt;
		T.effect {&lt;br /&gt;
			apply_to = &amp;quot;resistance&amp;quot;,&lt;br /&gt;
			replace = true,&lt;br /&gt;
			T.resistance (resistance_new),&lt;br /&gt;
		},&lt;br /&gt;
	}, false)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The code above adds a new &amp;lt;code&amp;gt;min_resistance&amp;lt;/code&amp;gt; effect that will set the resistances to specific values if they are currently below that value. It can then be used like this (for example, in [[DirectActionsWML#.5Bobject.5D|[object]]]):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='wml'&amp;gt;&lt;br /&gt;
[effect]&lt;br /&gt;
  apply_to=min_resistance&lt;br /&gt;
  [resistance]&lt;br /&gt;
    cold=50&lt;br /&gt;
  [/resistance]&lt;br /&gt;
[/effect]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that because currently all Lua code is executed after [unit]s in [side] are created, it is currently not possible to use these effects in [unit]s in [side]&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|5}}&lt;br /&gt;
&lt;br /&gt;
Built-in effects are now present in the &amp;lt;code&amp;gt;wesnoth.effects&amp;lt;/code&amp;gt; table and can be called by custom effects or by other Lua code. They take the same two arguments that a custom effect function does - the unit, and the effect WML.&lt;br /&gt;
&lt;br /&gt;
In addition, you can now specify description modifiers to be used if a custom effect is placed in a &amp;lt;code&amp;gt;[trait]&amp;lt;/code&amp;gt; tag. Instead of setting a function as the effect, you set a table with a &amp;lt;code&amp;gt;__call&amp;lt;/code&amp;gt; metafunction which does what the function would have done. The table can then have an additional &amp;lt;code&amp;gt;__descr&amp;lt;/code&amp;gt; metafunction which updates descriptions as necessary. The built-in effects all use this structure. This metafunction takes the same arguments as the regular effect function, but should not modify the unit. Instead, it returns a string to be appended to the trait's effect description.&lt;br /&gt;
&lt;br /&gt;
[[Category: Lua Reference]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=59162</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=59162"/>
		<updated>2018-02-17T00:32:00Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The [campaign] Tag */  Update KHALID/WARMASTER define info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Dacyn and/or Invisible Philosopher -- please be careful&lt;br /&gt;
you don't reduce the signal-to-noise ratio on the WML pages&lt;br /&gt;
when editing!  Eg. knowing that a tag is translatable is _important_&lt;br /&gt;
for the 29 translations we have in progress. -- ott&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page describes how the campaign is displayed in the &amp;quot;Campaign&amp;quot; menu, and how it starts.&lt;br /&gt;
&lt;br /&gt;
==The [campaign] Tag==&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized in '''[campaign]''' tags:&lt;br /&gt;
* '''id''': the internal campaign identifier used to classify saved games&lt;br /&gt;
* '''icon''': the image displayed in the campaign selection menu&lt;br /&gt;
* '''name''': (translatable) name displayed in the campaign selection menu&lt;br /&gt;
* '''abbrev''': (translatable) abbreviation used as a prefix for savefile names made from this campaign&lt;br /&gt;
* '''image''': the image shown in the information pane when this campaign is selected in the campaign selection menu (typically a transparent, 350×350 pixels portrait)&lt;br /&gt;
* '''description''': (translatable) text shown in the information pane when this campaign is selected in the campaign selection menu&lt;br /&gt;
* '''description_alignment''': {{DevFeature1.13|3}} The text alignment of the description. Choose between &amp;quot;left&amp;quot; (default), &amp;quot;center&amp;quot;, or &amp;quot;right&amp;quot;.&lt;br /&gt;
* '''type''': campaign's type to specify if it should be visible in singleplayer, multiplayer or both. Possible values are &amp;quot;sp&amp;quot;, &amp;quot;mp&amp;quot; and &amp;quot;hybrid&amp;quot;. Defaults to &amp;quot;sp&amp;quot;.&lt;br /&gt;
* '''define'''='''''CAMPAIGN_SYMBOL''''' when this campaign is started, the preprocessor symbol '''''CAMPAIGN_SYMBOL''''' will be defined. See '''#ifdef''' in [[PreprocessorRef]] for how this can be used to isolate parts of the campaign file from other campaigns. Only the tags '''[campaign]''' and '''[binary_path]''' (see [[BinaryPathWML]]) should go outside of '''#ifdef ''CAMPAIGN_SYMBOL'''''. This symbol will be defined ''before'' any .cfg is preprocessed. Important note: starting with 1.7.13, [binary_path] does no longer need to be outside of the '''#ifdef ''CAMPAIGN_SYMBOL''''' block to make custom binary data available, which could easily cause overwrites. E.g. icon=data/add-ons/whatever/something.png is supposed to work. This seems to have been a bug since at least BfW 1.0 which means that practically all available examples of user made add-ons are wrong in this aspect.&lt;br /&gt;
* '''extra_defines''': a comma(''',''') separated list of preprocessor symbols. Those symbols will be defined ''before'' any .cfg is preprocessed. Currently supported extra_defines are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
;ENABLE_ARMAGEDDON_DRAKE&lt;br /&gt;
:allows the advancement ''Inferno Drake'' -&amp;gt; ''Armageddon Drake''&lt;br /&gt;
;ENABLE_DWARVISH_ARCANISTER&lt;br /&gt;
:allows the advancement ''Dwarvish Runemaster'' -&amp;gt; ''Dwarvish Arcanister''&lt;br /&gt;
;ENABLE_DWARVISH_RUNESMITH&lt;br /&gt;
:allows the advancement ''Dwarvish Fighter'' -&amp;gt; ''Dwarvish Runesmith''&lt;br /&gt;
;DISABLE_GRAND_MARSHAL&lt;br /&gt;
:disallows the advancement ''General'' -&amp;gt; ''Grand Marshal''&lt;br /&gt;
;ENABLE_ANCIENT_LICH&lt;br /&gt;
:allows the advancement ''Lich'' -&amp;gt; ''Ancient Lich''&lt;br /&gt;
;ENABLE_DEATH_KNIGHT&lt;br /&gt;
:allows the advancement ''Revenant'' -&amp;gt; ''Death Knight'&lt;br /&gt;
;ENABLE_TROLL_SHAMAN&lt;br /&gt;
:allows the advancement ''Troll Whelp'' -&amp;gt; ''Troll Shaman''&lt;br /&gt;
;ENABLE_WOLF_ADVANCEMENT&lt;br /&gt;
:allows the advancements ''Wolf'' -&amp;gt; ''Great Wolf'' -&amp;gt; ''Direwolf''&lt;br /&gt;
;ENABLE_NIGHTBLADE {{DevFeature1.13|0}}&lt;br /&gt;
:allows the advancement ''Orcish Slayer'' -&amp;gt; ''Orcish Nightblade''&lt;br /&gt;
;ENABLE_KHALID {{DevFeature1.13|0}}&lt;br /&gt;
:allows the advancement ''Shuja'' -&amp;gt; ''Khalid''&lt;br /&gt;
:{{DevFeature1.13|11}} This define has been removed&lt;br /&gt;
;ENABLE_WARMASTER {{DevFeature1.13|11}}&lt;br /&gt;
:allows the advancement ''Dune Blademaster'' -&amp;gt; ''Dune Warmaster''&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* '''difficulties''': a comma(''',''') separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols '''EASY''', '''NORMAL''', and '''HARD''' are usually used, and there are several macros in utils.cfg (see [http://www.wesnoth.org/macro-reference.xhtml#file:utils.cfg| Macro Reference]) which check for these values to set WML keys to different values depending on difficulty.  If you use different difficulty symbols, you may need to define your own versions of these macros. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] define=.&lt;br /&gt;
* '''difficulty_descriptions''': the menu of difficulties; this is a list of descriptions (see [[DescriptionWML]]) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the ''difficulties'' list. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] define=&lt;br /&gt;
* '''[difficulty]''':  {{DevFeature1.13|2}} specifies a single campaign difficulty. The following keys are accepted:&lt;br /&gt;
** '''define''': the preprocessor symbol defined when this difficulty is selected. Uses the same format as an entry in the old ''difficulties'' list.&lt;br /&gt;
** '''image''': the image to display for this difficulty in the selection menu&lt;br /&gt;
** '''label''': a flavor label describing this difficulty. Displayed second after the image&lt;br /&gt;
** '''description''': a description of the difficulty, usually along the lines of &amp;quot;Beginner&amp;quot; or &amp;quot;Challenging&amp;quot;. Displayed third after the image.&lt;br /&gt;
** '''default''': whether this is the difficulty which will be selected by default when the difficulty selection menu is displayed.&lt;br /&gt;
* '''allow_difficulty_change''': Allows difficulty switching during an ongoing campaign. Default:yes&lt;br /&gt;
* '''first_scenario''': the ID of the first scenario in the campaign; see ''id'' in [[ScenarioWML]]&lt;br /&gt;
* '''[options]''':  {{DevFeature1.13|1}} Allows configuration options to be displayed to  the user, see [[OptionWML]]&lt;br /&gt;
* '''rank''': a number that determines the order of campaigns in the campaign selection menu.  Lower ''rank'' campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 0 to 399, with 0-99 for Novice campaigns, 100-199 for Intermediate campaigns, and 200-399 for Expert campaigns; if you specify this, it should not be less than 400.  (Note: This replaces an older convention that topped out at 50.)&lt;br /&gt;
* '''[about]''': inserts your own credits into the game's list of credits. See below for syntax.&lt;br /&gt;
* '''end_credits''': Whether to display the credits screen at the end of the campaign. Defaults to ''yes''.&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;.&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500.&lt;br /&gt;
* '''[event]''': {{DevFeature1.13|2}} events placed here will be automatically inserted into all scenarios of the campaign.&lt;br /&gt;
&lt;br /&gt;
The following keys are additionally recognized in multiplayer:&lt;br /&gt;
* '''min_players''': Minimum number of players campaign supports. Defaults to 2.&lt;br /&gt;
* '''max_players''': Maximum number of players campaign supports. Defaults to '''min_players''' or 2, whichever is higher.&lt;br /&gt;
* '''allow_era_choice''': Whether to hide era selection and use a default one when creating a game. Defaults to ''yes''.&lt;br /&gt;
* '''require_campaign''': Whether clients are required to have this campaign installed beforehand to be allowed join a game using this campaign. Possible values 'yes' (the default) and 'no'.&lt;br /&gt;
&lt;br /&gt;
== Campaign credits ==&lt;br /&gt;
&lt;br /&gt;
The campaign's name automatically is inserted at the top of the rolling credits followed by title/text key pairs.  There can be any number of '''[about]''' tags inside a '''[campaign]''' tag, but none of them will display credits if there is no &amp;quot;id&amp;quot; key present inside [campaign] (see above). The '''[about]''' tag has the following keys:&lt;br /&gt;
* '''title''': (translatable) large text used to start a new subsection (writers, artists, units, balancing) in the rolling credits&lt;br /&gt;
* '''text''': (translatable, but you probably won't want to make it such) smaller text which is displayed before the contributor names&lt;br /&gt;
* '''[entry]''': Contains information about a single contributor. Only the ''name'' key will be used in-game, the other three keys are for display on the [[Credits]] page ('''note:''' the values of these keys will only display on the Credits page for mainline campaigns; they will not display for UMC campaigns)&lt;br /&gt;
** '''name''': The name of the contributor&lt;br /&gt;
** '''comment''': Optional short note about what that person did&lt;br /&gt;
** '''email''': Optional email address&lt;br /&gt;
** '''wikiuser''': Optional, the user name on the wiki&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LuaWML/Units&amp;diff=59129</id>
		<title>LuaWML/Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LuaWML/Units&amp;diff=59129"/>
		<updated>2018-01-01T23:17:55Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* wesnoth.unit_types */ Add note about read-only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the [[LuaWML]] functions for handling units.&lt;br /&gt;
&lt;br /&gt;
A unit is a proxy table with the following fields:&lt;br /&gt;
* '''x''', '''y''': integers (read only, read/write if the unit is not on the map)&lt;br /&gt;
* '''side''': integer (read/write)&lt;br /&gt;
* '''id''': string (read only)&lt;br /&gt;
* '''type''': string (read only)&lt;br /&gt;
* '''name''': translatable string (read only)&lt;br /&gt;
* '''cost''' {{DevFeature1.13|10}}: integer (read)&lt;br /&gt;
* '''max_hitpoints''', '''experience''', '''max_experience''', '''max_moves''': integers (read only)&lt;br /&gt;
* '''max_attacks''': integer (read only)&lt;br /&gt;
* '''attacks_left''': integer (read/write) Setting below 0 is limited to 0.&lt;br /&gt;
* '''extra_recruit''': table (read/write)&lt;br /&gt;
* '''advances_to''': table (read/write)&lt;br /&gt;
* '''hitpoints''', '''experience''': integer (read/write)&lt;br /&gt;
* '''moves''': integer (read/write)&lt;br /&gt;
* '''level''': {{DevFeature1.13|5}} integer (read/write)&lt;br /&gt;
* '''resting''': boolean (read/write)&lt;br /&gt;
* '''hidden''': boolean (read/write)&lt;br /&gt;
* '''petrified''', '''canrecruit''': booleans (read only)&lt;br /&gt;
* '''role''', '''facing''': strings (read/write)&lt;br /&gt;
* '''status''': proxy associative table (read only, read/write fields), provides fields like [[SingleUnitWML#Unit_State|poisoned, slowed, petrified, uncovered, guardian, unhealable, invulnerable]]&lt;br /&gt;
* '''image_mods''': string (read only)&lt;br /&gt;
* '''upkeep''' {{DevFeature1.13|5}}: one of 'loyal', 'full' or a number (read/writre)&lt;br /&gt;
* '''variables''': proxy associative table (read only, read/write fields, including ''variables.__cfg''), only toplevel named fields are proxied. {{DevFeature1.13|2}} subcontainers can be accessed by using the usual variable syntax: &amp;lt;syntaxhighlight inline lang='lua'&amp;gt;unit.variables[&amp;quot;a.b.c[6].d&amp;quot;]&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
* '''attacks''': {{DevFeature1.13|0}}an object to access the units attacks, you can use the attacks index or the attacks name to index an attack. every attack has the following members:&lt;br /&gt;
** '''description''': translatable string (read/write)&lt;br /&gt;
** '''name''': string (read)&lt;br /&gt;
** '''type''': string (read/write)&lt;br /&gt;
** '''range''': string (read/write)&lt;br /&gt;
** '''damage''': number(read/write)&lt;br /&gt;
** '''number''': number(read/write)&lt;br /&gt;
** '''movement_used''': number(read/write)&lt;br /&gt;
** '''attack_weight''': number(read/write)&lt;br /&gt;
** '''defense_weight''':  number(read/write)&lt;br /&gt;
** '''specials''' wml table(read/write)&lt;br /&gt;
* '''valid''': string or nil (read only)&lt;br /&gt;
* '''advancements''': {{DevFeature1.13|2}} an array of wml tables (read/write)&lt;br /&gt;
* '''__cfg''': WML table (dump) ([[SingleUnitWML]])&lt;br /&gt;
* {{DevFeature1.13|2}} The following fields are unit methods synonymous to one of the functions described on this page:&lt;br /&gt;
** '''[[#wesnoth.match_unit|matches]]'''&lt;br /&gt;
** '''[[#wesnoth.put_recall_unit|to_recall]]'''&lt;br /&gt;
** '''[[#wesnoth.put_unit|to_map]]'''&lt;br /&gt;
** '''[[#wesnoth.erase_unit|erase]]'''&lt;br /&gt;
** '''[[#wesnoth.copy_unit|clone]]'''&lt;br /&gt;
** '''[[#wesnoth.extract_unit|extract]]'''&lt;br /&gt;
** '''[[#wesnoth.advance_unit|advance]]'''&lt;br /&gt;
** '''[[#wesnoth.add_modification|add_modification]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_resistance|resistance]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_defense|defense]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_movement_cost|movement]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_vision_cost|vision]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_jamming_cost|jamming]]'''&lt;br /&gt;
** '''[[#wesnoth.unit_ability|ability]]'''&lt;br /&gt;
** '''[[#wesnoth.transform_unit|transform]]'''&lt;br /&gt;
The metatable of these proxy tables appears as '''&amp;quot;unit&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
A unit can be either visible on the map ([[#wesnoth.get_units]], [[#wesnoth.put_unit]]), or on a recall list ([[#wesnoth.get_recall_units]], [[#wesnoth.put_recall_unit]]), or private to the Lua code ([[#wesnoth.create_unit]], [[#wesnoth.copy_unit]], [[#wesnoth.extract_unit]]). The Lua code has complete control over the private units; they will not be modified unless accessed through the proxy unit. Units on the map and on the recall lists, however, can be modified by the user, the engine, WML, independently of the Lua code. In particular, if a unit is killed, any further use of the proxy unit will cause an error. For units on the map, the proxy unit is valid as long as there is a unit on the map that has the same &amp;quot;underlying_id&amp;quot; WML field as the original one. The behavior is similar for units on the recall lists. The ''valid'' field reflects the unit availability by returning '''&amp;quot;map&amp;quot;''', '''&amp;quot;recall&amp;quot;''', '''&amp;quot;private&amp;quot;''', or ''nil''. The latter value is used for units that were removed (e.g. killed). In that case, the ''valid'' field is the only one that can be read without causing an error.&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;proxy&amp;quot;, here in particular &amp;quot;proxy unit&amp;quot;, means that the variable retrieved in the lua code (with get_units for example) is an accessor (reference) to the C++ object which represents that unit. This is very different from unit variables obtained by [store_unit] in wml. The fields marked as &amp;quot;writable&amp;quot; above can be modified without the need to use put_unit afterwards. This same reason explains that modifications to the unit from outside the lua code (like [kill] invalidating the proxy unit) have immediate effect on the lua code's proxy unit variable (with the exception of private proxy units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_units ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_units(''filter'')'''&lt;br /&gt;
&lt;br /&gt;
Returns an array of all the units on the map matching the WML filter passed as the first argument. See [[StandardUnitFilter]] for details about filters.&lt;br /&gt;
&lt;br /&gt;
 local leaders_on_side_two = get_units { side = 2, canrecruit = true }&lt;br /&gt;
 local name_of_leader = leaders_on_side_two[1].name&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_unit(''x'', ''y'')'''&lt;br /&gt;
* '''wesnoth.get_unit(''underlying_id'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the unit at the given location or with the given underlying ID.&lt;br /&gt;
&lt;br /&gt;
 local args = ...&lt;br /&gt;
 local unit = wesnoth.get_unit(args.x1, args.y1)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.match_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.match_unit(''unit'', ''filter'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''wesnoth.match_unit(''unit'', ''filter'', ''other_unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':matches(''filter'', [''other_unit''])'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''wesnoth.match_unit(''unit'', ''filter'', ''location'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':matches(''filter'', [''location''])'''&lt;br /&gt;
&lt;br /&gt;
Returns true if the given unit matches the WML filter passed as the second argument. If ''other_unit'' is specified, it is used for the ''$other_unit'' auto-stored variable in the filter. Otherwise, this variable is not stored for the filter. If an extra ''location'' is specified, the filter matches as if the unit were at that location.&lt;br /&gt;
&lt;br /&gt;
 assert(unit.canrecruit == wesnoth.match_unit(unit, { canrecruit = true }))&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.put_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.put_unit(''unit'')'''&lt;br /&gt;
* '''wesnoth.put_unit(''x'', ''y'', ''unit'')'''&lt;br /&gt;
* '''wesnoth.put_unit(''x'', ''y'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''wesnoth.put_unit(''unit'', ''x'', ''y'')''' -- The above two forms are also deprecated.&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':to_map([''x'', ''y''])&lt;br /&gt;
&lt;br /&gt;
Places a unit on the map. This unit is described either by a WML table or by a proxy unit. Coordinates can be passed as the first two arguments, otherwise the table is expected to have two fields '''x''' and '''y''', which indicate where the unit will be placed. If the function is called with coordinates only, the unit on the map at the given coordinates is removed instead. {{DevFeature1.13|2}} This use is now deprecated; use wesnoth.erase_unit instead.&lt;br /&gt;
&lt;br /&gt;
 -- create a unit with random traits, then erase it&lt;br /&gt;
 wesnoth.put_unit(17, 42, { type = &amp;quot;Elvish Lady&amp;quot; })&lt;br /&gt;
 wesnoth.put_unit(17, 42)&lt;br /&gt;
&lt;br /&gt;
When the argument is a proxy unit, no duplicate is created. In particular, if the unit was private or on a recall list, it no longer is; and if the unit was on the map, it has been moved to the new location. Note: passing a WML table is just a shortcut for calling [[#wesnoth.create_unit]] and then putting the resulting unit on the map.&lt;br /&gt;
&lt;br /&gt;
 -- move the leader back to the top-left corner&lt;br /&gt;
 wesnoth.put_unit(1, 1, wesnoth.get_units({ canrecruit = true })[1])&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.erase_unit ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.erase_unit(''unit'')'''&lt;br /&gt;
* '''wesnoth.erase_unit(''x'', ''y'')'''&lt;br /&gt;
* '''''unit'':erase()'''&lt;br /&gt;
&lt;br /&gt;
Erases a unit from the map. After calling this on a unit, the unit is no longer valid.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_recall_units ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_recall_units()'''&lt;br /&gt;
&lt;br /&gt;
Returns an array of all the units on the recall lists matching the WML filter passed as the first argument.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.put_recall_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.put_recall_unit(''unit'', [''side''])'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':to_recall([''side''])'''&lt;br /&gt;
&lt;br /&gt;
Places a unit on a recall list. This unit is described either by a WML table or by a proxy unit. The side of the recall list is given by the second argument, or by the side of the unit if missing.&lt;br /&gt;
&lt;br /&gt;
 -- put the unit at location 17,42 on the recall list for side 2&lt;br /&gt;
 wesnoth.put_recall_unit(wesnoth.get_units({ x= 17, y = 42 })[1], 2)&lt;br /&gt;
&lt;br /&gt;
When the argument is a proxy unit, no duplicate is created. In particular, if the unit was private or on the map, it no longer is. Note: passing a WML table is just a shortcut for calling [[#wesnoth.create_unit]] and then putting the resulting unit on a recall list.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.create_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.create_unit(''unit_info'')'''&lt;br /&gt;
&lt;br /&gt;
Creates a private unit from a WML table.&lt;br /&gt;
&lt;br /&gt;
 local u = wesnoth.create_unit { type = &amp;quot;White Mage&amp;quot;, gender = &amp;quot;female&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.copy_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.copy_unit(''unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':clone()'''&lt;br /&gt;
&lt;br /&gt;
Creates a private unit from another unit.&lt;br /&gt;
&lt;br /&gt;
 -- extract a unit from the map&lt;br /&gt;
 local u = wesnoth.copy_unit(wesnoth.get_units({ type = &amp;quot;Thug&amp;quot; })[1])&lt;br /&gt;
 wesnoth.put_unit(u.x, u.y)&lt;br /&gt;
 -- u is still valid at this point&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.extract_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.extract_unit(''unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':extract()'''&lt;br /&gt;
&lt;br /&gt;
Removes a unit from the map or from a recall list and makes it private.&lt;br /&gt;
&lt;br /&gt;
 -- remove all the units from the recall list of side 1 and put them in a WML container&lt;br /&gt;
 local l = {}&lt;br /&gt;
 for i,u in ipairs(wesnoth.get_recall_units { side = 1 }) do&lt;br /&gt;
     wesnoth.extract_unit(u)&lt;br /&gt;
     table.insert(l, u.__cfg)&lt;br /&gt;
 end&lt;br /&gt;
 helper.set_variable_array(&amp;quot;player_recall_list&amp;quot;, l)&lt;br /&gt;
&lt;br /&gt;
Note: if the unit is on the map, it is just a shortcut for calling [[#wesnoth.copy_unit]] and then [[#wesnoth.put_unit]] without a unit. It is, however, the only way for removing a unit from a recall list without putting it on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.advance_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.advance_unit(''unit'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':advance()'''&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}} Advances the unit (and shows the advance unit dialog if needed) if the unit has enough xp. This function should be called after modifying the units experience directly. A similar function is called by wesnoth internally after unit combat. The second argument is a boodean value that specifies whether the advancement should be animated. The third agrument is a boodean value that specifies whether advancement related events should be fired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This function only works for units on the map.&lt;br /&gt;
&lt;br /&gt;
This function can also trigger multiple advancements if the unit has enough xp.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.add_modification ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.add_modification(''unit'', ''type'', ''effects'', [''write_to_mods''])'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':add_modification(''type'', ''effects'', [''write_to_mods''])'''&lt;br /&gt;
&lt;br /&gt;
Modifies a given unit. It needs to be a proxy unit. The second argument is the type of the modification (one of &amp;quot;trait&amp;quot;, &amp;quot;object&amp;quot;, or &amp;quot;advance&amp;quot;). The option &amp;quot;advance&amp;quot; applies effects as if the unit would advance (e.g. AMLA effects). The third argument is a WML table describing the effect, so mostly containing '''[effect]''' children. See [[EffectWML]] for details about effects.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}} In 1.13.2 and later, the &amp;quot;advance&amp;quot; type is replaced with &amp;quot;advancement&amp;quot;, to match the equivalent tag in [[UnitTypeWML|[unit_type]]]. Also, it takes a fourth argument which, if false, causes it to not write the modification tag to the unit's [modifications] (as would be done with an [object] with no_write=true).&lt;br /&gt;
&lt;br /&gt;
 local u = wesnoth.get_units { canrecruit = true }[1]&lt;br /&gt;
 wesnoth.add_modification(u, &amp;quot;object&amp;quot;, { { &amp;quot;effect&amp;quot;, { apply_to = &amp;quot;image_mod&amp;quot;, replace = &amp;quot;RC(red&amp;gt;blue)&amp;quot; } } })&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_resistance ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_resistance(''unit'', ''damage_type'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':resistance(''damage_type'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the resistance of a unit against an attack type. (Note: it is a WML resistance. So the higher it is, the weaker the unit is.) The third argument indicates whether the unit is the attacker. Last arguments are the coordinates of an optional map location (for the purpose of taking abilities into account).&lt;br /&gt;
&lt;br /&gt;
 local fire_resistance = 100 - wesnoth.unit_resistance(u, &amp;quot;fire&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_defense ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_defense(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':defense(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the defense of a unit on a particular terrain. (Note: it is a WML defense. So the higher it is, the weaker the unit is.)&lt;br /&gt;
&lt;br /&gt;
 local flat_defense = 100 - wesnoth.unit_defense(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_movement_cost ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_movement_cost(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':movement(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the movement cost of a unit on a particular terrain.&lt;br /&gt;
&lt;br /&gt;
 local move_cost = wesnoth.unit_movement_cost(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_vision_cost ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_vision_cost(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':vision(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the vision cost of a unit on a particular terrain.&lt;br /&gt;
&lt;br /&gt;
 local see_cost = wesnoth.unit_vision_cost(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_jamming_cost ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_jamming_cost(''unit'', ''terrain_code'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':jamming(''terrain_code'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the jamming cost of a unit on a particular terrain.&lt;br /&gt;
&lt;br /&gt;
 local jam_cost = wesnoth.unit_jamming_cost(u, &amp;quot;Gt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_ability ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.unit_ability(''unit'', ''ability_tag'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':ability(''ability_tag'')'''&lt;br /&gt;
&lt;br /&gt;
Returns true if the unit is currently under effect by an ability with this given TAG NAME. This means that the ability could be owned by the unit itself, or by an adjacent unit.&lt;br /&gt;
&lt;br /&gt;
 function has_teleport(u)&lt;br /&gt;
     return wesnoth.unit_ability(u, &amp;quot;teleport&amp;quot;)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.unit_types ====&lt;br /&gt;
&lt;br /&gt;
This is not a function but a read-only table indexed by unit type ids. Its elements are proxy tables with these fields:&lt;br /&gt;
&lt;br /&gt;
* '''id''': string&lt;br /&gt;
* '''name''': translatable string (read only)&lt;br /&gt;
* '''max_moves''', '''max_experience''', '''max_hitpoints''', '''level''', '''cost''': integers (read only)&lt;br /&gt;
* '''abilities''': array of ability keys (strings), e.g. {&amp;quot;curing&amp;quot;, &amp;quot;regenerates&amp;quot;}&lt;br /&gt;
* {{DevFeature1.13|11}} '''advances_to''', '''advances_from''': array of unit types to/from which unit can advance&lt;br /&gt;
* '''__cfg''': WML table (dump), see [[UnitTypeWML]]&lt;br /&gt;
&lt;br /&gt;
The metatable of these proxy tables appears as '''&amp;quot;unit type&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
 local lich_cost = wesnoth.unit_types[&amp;quot;Ancient Lich&amp;quot;].cost&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.races ====&lt;br /&gt;
&lt;br /&gt;
This is not a function but a table indexed by race ids. Its elements are proxy tables for all races the engine knows about.&lt;br /&gt;
known fields of each element:&lt;br /&gt;
* '''id''': string&lt;br /&gt;
* '''description''', '''name''', '''plural_name''' (translatable strings)&lt;br /&gt;
* '''num_traits''' (integer)&lt;br /&gt;
* '''ignore_global_traits''' (boolean)&lt;br /&gt;
* '''undead_variation''' (string)&lt;br /&gt;
(all read only)&lt;br /&gt;
* '''__cfg''': WML table (dump)&lt;br /&gt;
&lt;br /&gt;
 wesnoth.message(tostring(wesnoth.races[&amp;quot;lizard&amp;quot;].name))&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_traits ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_traits()'''&lt;br /&gt;
&lt;br /&gt;
Returns a table with named fields (trait id strings) holding the wml tables defining the traits. arguments: none. All global traits the engine knows about, race-specific traits are not included.&lt;br /&gt;
Known fields and subtags of each element are the ones which were given in the wml definition of the [[SingleUnitWML|trait]].&lt;br /&gt;
 wesnoth.message(tostring(wesnoth.get_traits().strong.male_name))&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.simulate_combat ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.simulate_combat(''attacker'', [''attacker_weapon_index''], ''defender'', [''defender_weapon_index''])'''&lt;br /&gt;
&lt;br /&gt;
Computes the hitpoint distribution and status chance after a combat between two units.  The first unit is the attacker; it does not have to be on the map, though its location should be meaningful. The second unit is the defender; it has to be on the map.&lt;br /&gt;
&lt;br /&gt;
Optional integers can be passed after each unit to select a particular weapon, otherwise the &amp;quot;best&amp;quot; one is selected.  When giving the weapon, the parameter is the weapon number (integer, starting at 1) and not an element from the table returned by helper.child_range(att, &amp;quot;attack&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
 local function display_stats(n, t)&lt;br /&gt;
     wesnoth.message(string.format(&lt;br /&gt;
         &amp;quot;Chance for the %s\n  to be slowed: %f,\n  to be poisoned: %f,\n  to die: %f.\nAverage HP: %f.&amp;quot;,&lt;br /&gt;
         n, t.slowed, t.poisoned, t.hp_chance[0], t.average_hp))&lt;br /&gt;
 end&lt;br /&gt;
 local att_stats, def_stats = wesnoth.simulate_combat(att, att_weapon, def, def_weapon)&lt;br /&gt;
 display_stats(&amp;quot;attacker&amp;quot;, att_stats)&lt;br /&gt;
 display_stats(&amp;quot;defender&amp;quot;, def_stats)&lt;br /&gt;
&lt;br /&gt;
Returns 2 additional tables which contain information about the weapons and the effect of single hits with these keys: num_blows, damage, chance_to_hit, poisons, slows, petrifies, plagues, plague_type, backstabs, rounds, firststrike, drains, drain_constant, drain_percent, attack_num, name. &lt;br /&gt;
Name is the wml name not the description. If there is no weapon, then name will be nil&lt;br /&gt;
&lt;br /&gt;
 local att_stats, def_stats, att_weapon, def_weapon = wesnoth.simulate_combat(attacker, att_weapon_number, defender)&lt;br /&gt;
 wesnoth.message(string.format(&lt;br /&gt;
     &amp;quot;The attack %s should be countered with %s, which does %d damage, has %d%% chance to hit and forces %d attack rounds due to its berserk ability.&amp;quot;,&lt;br /&gt;
     att_weapon.name, def_weapon.name or &amp;quot;no weapon&amp;quot;, def_weapon.damage, def_weapon.chance_to_hit, def_weapon.rounds))&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.transform_unit ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.transform_unit(''unit'', ''to_type'')'''&lt;br /&gt;
* {{DevFeature1.13|2}} '''''unit'':transform(''to_type'')'''&lt;br /&gt;
&lt;br /&gt;
Changes the type of a unit and adjust attributes accordingly. Note that hit points are only changed if necessary to accommodate the new maximum hit points. Poison is automatically removed if the transformed unit is immune.&lt;br /&gt;
&lt;br /&gt;
 local ev = wesnoth.current.event_context&lt;br /&gt;
 local u = wesnoth.get_units{x=ev.x1, y=ev.y1}[1]&lt;br /&gt;
 wesnoth.transform_unit(u, &amp;quot;Spearman&amp;quot;)&lt;br /&gt;
 -- If a full heal is desired:&lt;br /&gt;
 u.hitpoints = u.max_hitpoints&lt;br /&gt;
 u.status.poisoned = false&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.create_animator ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|7}}&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.create_animator()'''&lt;br /&gt;
&lt;br /&gt;
Returns an object that can be used to set up and run an animation. The object has three methods:&lt;br /&gt;
&lt;br /&gt;
* '''animator:run()'''&lt;br /&gt;
&lt;br /&gt;
Runs the animation.&lt;br /&gt;
&lt;br /&gt;
* '''animator:clear()'''&lt;br /&gt;
&lt;br /&gt;
Clears any units previously added to the animation.&lt;br /&gt;
&lt;br /&gt;
* '''animator:add(''unit'', ''flag'', ''hits'', ''params'')'''&lt;br /&gt;
&lt;br /&gt;
Adds a unit to the animation. The ''flag'' specifies which animation to play, and the ''hits'' parameter is required for attack animations to specify which variant of the animation to play. Possibly keys in ''params'' are:&lt;br /&gt;
&lt;br /&gt;
* '''facing''': A location. The animation will be played with the unit facing that location.&lt;br /&gt;
* '''value''': Either a number or a list of two numbers. Use this to pass ''value'' and/or ''value_second'' to default animations that use them.&lt;br /&gt;
* '''with_bars''': Whether to show HP bars and such while the animation plays.&lt;br /&gt;
* '''text''': Text to float as the animation plays.&lt;br /&gt;
* '''color''': Color of the floating text - a list of red, green, blue.&lt;br /&gt;
* '''primary''': The primary weapon to use for the animation. Must be a Lua unit attack proxy.&lt;br /&gt;
* '''secondary''': The secondary weapon to use for the animation.&lt;br /&gt;
&lt;br /&gt;
Normal usage would be to create it, call '''add''' one or more times, then call '''run'''.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.effects ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
This table contains the implementation of custom [[EffectWML|[effect]]]s. Each value is a function that takes a unit and the effect config. Note that the default effects defined by the Wesnoth engine are not in this table. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='lua'&amp;gt;&lt;br /&gt;
function wesnoth.effects.min_resistance(u, cfg)&lt;br /&gt;
	local resistance_new = {}&lt;br /&gt;
	local resistance_old = helper.parsed(helper.get_child(cfg, &amp;quot;resistance&amp;quot;))&lt;br /&gt;
	for k,v in pairs(resistance_old) do&lt;br /&gt;
		if type(k) == &amp;quot;string&amp;quot; and type(v) == &amp;quot;number&amp;quot; and wesnoth.unit_resistance(u, k) &amp;gt;= v then&lt;br /&gt;
			resistance_new[k] = v&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	--important: use wesnoth.add_modification(..., false) so that the function will only execute the effects of that object and not store the object in the unit.&lt;br /&gt;
	wesnoth.add_modification(u, &amp;quot;object&amp;quot;, {&lt;br /&gt;
		T.effect {&lt;br /&gt;
			apply_to = &amp;quot;resistance&amp;quot;,&lt;br /&gt;
			replace = true,&lt;br /&gt;
			T.resistance (resistance_new),&lt;br /&gt;
		},&lt;br /&gt;
	}, false)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The code above adds a new &amp;lt;code&amp;gt;min_resistance&amp;lt;/code&amp;gt; effect that will set the resistances to specific values if they are currently below that value. It can then be used like this (for example, in [[DirectActionsWML#.5Bobject.5D|[object]]]):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang='wml'&amp;gt;&lt;br /&gt;
[effect]&lt;br /&gt;
  apply_to=min_resistance&lt;br /&gt;
  [resistance]&lt;br /&gt;
    cold=50&lt;br /&gt;
  [/resistance]&lt;br /&gt;
[/effect]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that because currently all Lua code is executed after [unit]s in [side] are created, it is currently not possible to use these effects in [unit]s in [side]&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|5}}&lt;br /&gt;
&lt;br /&gt;
Built-in effects are now present in the &amp;lt;code&amp;gt;wesnoth.effects&amp;lt;/code&amp;gt; table and can be called by custom effects or by other Lua code. They take the same two arguments that a custom effect function does - the unit, and the effect WML.&lt;br /&gt;
&lt;br /&gt;
In addition, you can now specify description modifiers to be used if a custom effect is placed in a &amp;lt;code&amp;gt;[trait]&amp;lt;/code&amp;gt; tag. Instead of setting a function as the effect, you set a table with a &amp;lt;code&amp;gt;__call&amp;lt;/code&amp;gt; metafunction which does what the function would have done. The table can then have an additional &amp;lt;code&amp;gt;__descr&amp;lt;/code&amp;gt; metafunction which updates descriptions as necessary. The built-in effects all use this structure. This metafunction takes the same arguments as the regular effect function, but should not modify the unit. Instead, it returns a string to be appended to the trait's effect description.&lt;br /&gt;
&lt;br /&gt;
[[Category: Lua Reference]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=59069</id>
		<title>DescentIntoDarkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=59069"/>
		<updated>2017-12-15T04:41:38Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Eternal Night */  Fix section title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Campaign-level notes ===&lt;br /&gt;
&lt;br /&gt;
==== Recruitment Strategy ====&lt;br /&gt;
&lt;br /&gt;
'''Ghosts'' will be a useful part of your force, and it's a good idea to allocate some experience to leveling them up. Now, while both the Wraith and Shadow units are nice advancements generally, in this particularly campaign it is especially useful to have at least 4 Shadows available for recall by a certain scenario. &lt;br /&gt;
&lt;br /&gt;
=== Saving Parthyn ===&lt;br /&gt;
* Objective: Defend the ford for two nights&lt;br /&gt;
* (Alternative Objective: Kill the enemy leader)&lt;br /&gt;
* Lose if: Malin Keshar or Drogan die&lt;br /&gt;
* Turns: 15&lt;br /&gt;
* Starting units: Malin Keshar, two Spearmen and a Bowman&lt;br /&gt;
* New Recruitment options: Walking Corpse (8 Gold).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your starting level is a small section of the Abez, with a ford between the South and Northern side. Your starting fort is just to its south, the L2 Orc Warrior enemy leader's - slightly farther away to its north. To your west, Drogan occupies another fort.&lt;br /&gt;
&lt;br /&gt;
While the Orc leader has more money than you, you have a triple advantage on him:&lt;br /&gt;
&lt;br /&gt;
# You start with a small initial force while your adversary begins with an empty fort.&lt;br /&gt;
# The scenario starts at Dawn, so the daily cycle gives you protection in turns 2 and 3, and is not too bad on turn 4.&lt;br /&gt;
# You have the ability to recruit walking corpses. Now, true, a Walking Corpse is a rather pathetic unit, but:&lt;br /&gt;
#* They're super-cheap&lt;br /&gt;
#* You get another one for every kill - and since they're typically numerous, you can probably get one of them to make the kills&lt;br /&gt;
#* They make the awesome Orcish Grunts ineffective, in that they can only kill one Walking Corpse per turn, so their 22 damage (at night) is not sunk into units you need to keep alive. And if your Corpse did make it somehow, a kill will heal it as it levels up&lt;br /&gt;
#* They level into Soulless. These are still weaklings at 28 HP, but at least they can be punishing at 27 maximum melee damage; Orcs have no impact resistance. &lt;br /&gt;
&lt;br /&gt;
So you'll want to send your Parthyners North to block the ford - while recruiting as many Walking Corpses as you can to back them up later. You can take the opposite riverbank by rushing with your Human units, but may get pushed back. That's okay, just try not to fight in the water while the enemy stands on the bank, or you will be at a disadvantage. If you're on Difficult - don't panic: once Drogan's troops arrive, they should make short work of the Orcs; if you're on Easy or Medium, you should be able to take them on yourself and your small horde of Corpses.&lt;br /&gt;
&lt;br /&gt;
The scenario will end early if the Orc leader is killed - which you should definitely try and make happen. Those corpses don't spawn for free after all...&lt;br /&gt;
&lt;br /&gt;
Spoiler: Your Spearmen and Bowman are Loyal, but don't bother trying to level them, because you lose them forever (sob) at the end of this scenario. Also, all your recruits are Walking Corpses, and they are almost never worth recalling (except after having been somehow both leveled and AMLA'ed several times, and close to AMLA'ing again so they will heal on impact - and this won't happen here). So if you're thinking about collecting experience for anyone - it should be yourself (Malin). Still, you do want to have the Walking Corpses do most of your kills, since that will give you an extra Corpse.&lt;br /&gt;
&lt;br /&gt;
=== A Peaceful Valley ===&lt;br /&gt;
* Objectives: Occupy all of the Goblin villages&lt;br /&gt;
* Lose if: Malin Keshar or Darken Volk die or time runs out&lt;br /&gt;
* Turns: 29/26/23 (easy/medium/hard)&lt;br /&gt;
* Starting units: Malin Keshar and Darken Volk&lt;br /&gt;
* New Recruitment options: Vampire Bat (13 Gold)&lt;br /&gt;
&lt;br /&gt;
In this small map you are tasked with occupying a Goblin settlement: The Western half of the level is full of village hexes. The settlement is guarded by an L2 Goblin Knight in the mid-North of the level, who recruits (Goblin) Wolf Riders, Goblin Spearmen and Goblin Rousers. He's not too rich, but don't underestimate him.&lt;br /&gt;
&lt;br /&gt;
The villages hold rather nasty surprises: 0 to 2 Goblins will spring out of each village you capture, ''including those that you recapture''. Thus the key is not to capture villages quickly, but rather to clear all defenders and kill the leader, allowing you to gang up on villages gradually. Ironically, this will allow you to capture all the villages more quickly than with a greedy approach.&lt;br /&gt;
&lt;br /&gt;
In this level you will be able recruit Bats in addition to Walking Corpses. Bats are generally very useful creatures to have:&lt;br /&gt;
* They're effective scouts: Flying allows them to ignore otherwise-unfriendly terrain, and they have 8 (later 9) movement points.&lt;br /&gt;
* They're good at remote village capture&lt;br /&gt;
* While they aren't skirmishers, their mobility often makes it possible for them to fly around part of an enemy line and attack vulnerable units. They're similarly often able to flee to safety after having engaged.&lt;br /&gt;
* They're one of the few Undead-associated units which are not vulnerable to Arcane attacks.&lt;br /&gt;
... but in this scenario, they won't be useful to you: It's a small map, the villages are close rather than remote, and your L1 Vampire Bat will have a hard time with the spawning Goblin guards. You could theoretically recruit a Bat intending to just level it up for later recall, but there's XP to distribute elsewhere.&lt;br /&gt;
&lt;br /&gt;
If not Bats, then - it's the Walking Corpse horde again. They'll be up against units with low HP and damage, so a few of them could even take out a Goblin, especially with some terrain advantage (but caution is advised, especially on Hard difficulty). Also, the replenishment of your ranks by the dead Goblins is important here - snowball your forces. Finally, place Walking Corpses as cheap captured-village guards to prevent retaking by a convergence of the Goblin forces. You'll appreciate the irony of the dead Goblins continuing the same guard duty they were assigned to before, only this time on your behalf.&lt;br /&gt;
&lt;br /&gt;
As you begin the level, Volken suggests you visit the swamp. That's a good idea, but don't do this before maxing out your Gold with WC recruitment, as the swamp is more than a turn's walk away, and you need those troops early. You see, the enemy leader will send out an attack wave, starting to hit you by turn 3 or so. In fact, the Goblin Knight leader ''himself'' is likely to join this raid, despite it being out of sight of its fort - something you may not be used to from other campaigns. He'll likely retreat soon enough (even if he's not badly hurt), so don't focus on him. You should have many Walking Corpses to set up a defensive line along the edge of the forested region to the North-West of your fort - this will give you a terrain advantage. Alternatively, you could let the enemy units come further South, into the forest, buying an extra turn before they hit you for a better defensive bonus for them. Anyway, if you support your WCs with Malin and Volken you should be fine.&lt;br /&gt;
&lt;br /&gt;
As the first attack subsides, have Malin visit the swamp (no need for Volken to do so as well). You'll be introduced to Ghouls - and get 3 of these for free. The only caveat is that it takes them a few turns to move out of the swamp. These can soak up some damage when you counter-attack, or if a Wolf Riders comes down South again. When the tide turns, remember: Easy on the villages; eyes on the enemy leader (which Malin and Volken should take care of).&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Not all Goblin village hexes are on the grassy plain: There are 2 in the hills/Montains to the NW of the enemy leader's fort, one near your own fort (that one's revealed to you when you start out), and one that's very easy to miss to the North-East of the level, North of the Swamp. Make sure you plan your village sweep to include those.&lt;br /&gt;
* It's difficult to get through this level without the Ghouls, so don't wait too long before visiting the swamp&lt;br /&gt;
* As in the previous scenario - don't bother trying to level-up the Walking Corpses. Almost-leveling up a Ghoul could be useful, and/or giving Malin more experience.&lt;br /&gt;
&lt;br /&gt;
=== A Haunting in Winter ===&lt;br /&gt;
* Objectives: Clear the cave of enemies&lt;br /&gt;
* Lose if: Malin Keshar or Darken Volk die, or time runs out&lt;br /&gt;
* Turns: 36/34/32 (easy/medium/hard)&lt;br /&gt;
* Starting units: Malin Keshar and Darken Volk&lt;br /&gt;
* New Recruitment options: Ghoul (16 Gold) Ghost (20 Gold).&lt;br /&gt;
&lt;br /&gt;
It's important to not get bottled up in the passageway prior to the central chamber, or you will burn up a lot of turns. Use Ghosts to speedily enter the chamber. After a certain point, you are going to split your forces, with Ghosts heading to the Dwarves in the northeast and your two leaders and ground forces headed to the outlaws in the southwest. So, you should recruit a lot of Ghosts, at least five. Bats are useful to snatch up villages.&lt;br /&gt;
&lt;br /&gt;
This scenario is a good opportunity to gain experience for your Ghosts. With foresight, make it a priority to level a Ghost or two into Shadows. Your Ghosts can get easy experience from killing the Dwarves as they wade through the swamp in the northeast, and you should be able to level one or more to Shadows. Then you can use a Shadow or two, accompanied by a Ghost or two, to kill the Dwarven leader. Also note that there are two routes to the Dwarven leader. One is through the swamp, but you can also send flying units over the chasm to the south of the swamp and attack the Dwarves on two fronts.&lt;br /&gt;
&lt;br /&gt;
Spoiler: At one point in this scenario, a special event occurs: one of your Ghosts will rebel and run off to the outlaw's keep. For each turn until you kill him, another of your units will rebel. You'll want to keep all of your Ghosts close by until one rebels, and then kill the rebel quickly. So, delay your Dwarf hunting expedition until the rebellion occurs, or recruit several Ghosts and keep them together so that the rest can subdue the one that goes rogue.&lt;br /&gt;
&lt;br /&gt;
=== Beginning of the Revenge ===&lt;br /&gt;
* Objectives: Either Defeat the Orc leaders, or move Malin Keshar to the mountain pass&lt;br /&gt;
* Lose if: Malin Keshar or Darken Volk die, or time runs out&lt;br /&gt;
* Turns: 36&lt;br /&gt;
* Starting units: Malin Keshar and Darken Volk&lt;br /&gt;
* New Recruitment options: Skeleton, Skeleton Archer.&lt;br /&gt;
&lt;br /&gt;
Note that the scenario ends when both orc leaders are dead; you do not need to move Malin Keshar to the signpost.&lt;br /&gt;
&lt;br /&gt;
The mountainous geography begs you to use ghosts and their kin for mobility. Ghosts can cross the mountains and river left of your starting fortress. (So can Corpses, by the way, but slowly.) Unfortunately, the fire arrows are quite effective against ghosts, so tread carefully.&lt;br /&gt;
&lt;br /&gt;
Players have used different strategies with success...&lt;br /&gt;
&lt;br /&gt;
'''Option 1, defeat in detail:''' This is probably the easiest plan, with the highest chance of success. Attack the southern orc first, then the northern orc. You can recruit/recall mostly Ghosts, Shadows, and Wraiths, supplemented by Vampire Bats. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes. Keep Malin Keshar and Darken Volk alive by hiding them in the mountains, which have two chokepoints. Either give them a small guard force or be prepared to redirect some of your leveled Ghosts to assist as needed.&lt;br /&gt;
&lt;br /&gt;
'''Option 2, assassination:''' Kill both leaders at once. Recruit/recall almost exclusively Ghosts, Shadows, and Wraiths, and split them into two, one taskforce for each leader. A minimal strike force for one leader would be four Ghosts and two Shadows. Wait patiently across the river from the strongholds until darkness descends on turn 8. Then assassinate both leaders. If all goes well, the leaders will be dead by turn 9, for a nice gold bonus. Just in case it doesn't end so quickly, Malin Keshar and Darken Volk should have already been running into the deepest part of the southern mountains for safety. Exercise restraint with respect to capturing villages with bats or ghosts near the strongholds before the strike, as the enemy may divert units to intercept, which may interfere with your assassination plot.&lt;br /&gt;
&lt;br /&gt;
'''Option 3, feint:''' Use ghosts to discourage the enemy from concentrating his forces at the lake. Sending a few ghosts over the mountains and river allows you to distract the computer into sending troops back to its base, because it interprets the closer enemies as a larger threat. By doing this, you can delay the southern orcs and meet the northern orcs at the lake. Just be careful, because if you distract them too long, they build up a substantial force (rather then sending troops in piecemeal like the computer usually does) which takes a while to cut through.&lt;br /&gt;
&lt;br /&gt;
'''Spoiler:''' Be careful when moving non-flying units onto the ice next to the bridge which separates you from the orcs' valley, as the ice weakens when a non-flying unit starts a turn on it and weakened ice then breaks and drowns any unit which starts a turn on in. This even applies to Skeletons and Skeleton Archers! Use breaking ice to your advantage; try to lure high level orcs to their demise by placing ghosts in the middle of weakened ice.&lt;br /&gt;
&lt;br /&gt;
=== Orc War ===&lt;br /&gt;
* Objectives: Defeat the orc leaders&lt;br /&gt;
* Lose if: Malin Keshar or Darken Volk die or time runs out&lt;br /&gt;
* Turns: 30&lt;br /&gt;
* Starting units: Malin Keshar and Darken Volk&lt;br /&gt;
Starting with this mission you can recruit Dark Adepts.  &lt;br /&gt;
There are a couple of ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
*One strategy is to recruit two major forces and send one south to hold back the orcs at the bridge (a Wraith does a good job of holding the bridge) then send the other force northwest to take out that leader first.  At that point, if you've had particularly good luck on the the southern front you might want to go after that leader next, but more likely, you will want to recruit a few more units plus the units you used to kill the northwest leader and head south to kill the southwest orc leader.&lt;br /&gt;
*Another strategy is to recruit one large force and take out either the northwestern or southeastern orc leaders before the other orcish troops can catch up with you.  Then you'll probably want to take out the southwestern orc leader.  When I tried this I took heavier casualties and had less gold at the end of the scenario but it did work.&lt;br /&gt;
*If you've managed to acquire at least two Shadows you can try slipping them behind enemy lines and assassinating one of the orc leaders. If you have at least 4 Shadows your chances of success increase greatly.&lt;br /&gt;
&lt;br /&gt;
Spoiler: After you kill two orc leaders the third will flee and this will end the scenario.  You probably will want to postpone this as long as possible to allow your forces to gain experience.&lt;br /&gt;
&lt;br /&gt;
=== Return to Parthyn ===&lt;br /&gt;
* Objectives: Kill Drogan then escape to the northwest&lt;br /&gt;
* Lose if: Malin Keshar dies or any people from Parthyn die (except Drogan)&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Malin Keshar and a Wraith, Shadow, or Spectre, if available&lt;br /&gt;
&lt;br /&gt;
Your first objective is to kill Drogan; if any other human unit dies before Drogan, you lose. A Wraith, Shadow, or Spectre will probably start with Malin. If you recall an appealing target like a Revenant into the keep's northwest hex, Drogan should run out to shoot some arrows at it. Between this and recalling another Wraith or Shadow as a backup plan, it should be easy to take out Drogan and discover, oops, the Parthyn townspeople hate you anyway. Wraiths and Shadows are particularly effective, since they can fly across the river quite quickly. After you kill Drogan, you should escape across the river and to the west.&lt;br /&gt;
&lt;br /&gt;
Option 1: Kill the orcs so that you can flee across the ford. This shouldn't be a problem. What might be a problem is that the Parthyn troops will continue to attack you as you flee.  &lt;br /&gt;
&lt;br /&gt;
Option 2: Leave the ford open, and cross in water at far right, hoping for the orcs and village militia to clash and leave you alone, at least until the orcs are dead. As an additional distraction, you can send some Ghouls and Walking Corpses south/southwest in the forest. Both this and the first option have the disadvantage that you will lose all the villages you hold south of the river and will probably end up losing a bunch of gold but, oh well.&lt;br /&gt;
&lt;br /&gt;
Option 3: Stay and fight. You don't &amp;lt;i&amp;gt;have&amp;lt;/i&amp;gt; to flee immediately. But you face fairly strong opposition and will probably take enough casualties that it isn't really worth it to stay and fight longer than you need to. Also, you'll have to recruit enough units that you lose gold each turn, since there's no time limit, if you defeat the Parthyn townspeople after taking heavy enough casualties that you gain gold each turn, you can wait and make up the loss. It isn't really worth it, however, because you'll need your high level troops for the next mission.&lt;br /&gt;
&lt;br /&gt;
===A Small Favor - Part One===&lt;br /&gt;
* Objectives: Malin Keshar and Darken Volk enter the manor&lt;br /&gt;
* Lose if: Malin Keshar or Darken Volk die or time runs out&lt;br /&gt;
* Turns: 28/26/22 (easy/medium/hard)&lt;br /&gt;
* Starting units: Malin Keshar and Darken Volk&lt;br /&gt;
&lt;br /&gt;
First off, you can capture the free villages scattered around near your keep, but don't capture any enemy-owned villages using units that lack Nightstalk ability.&lt;br /&gt;
&lt;br /&gt;
Then there are a few options that players have tried with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1, leader assassination:''' You should have at least 2 Shadows (or Nightgaunts), preferably more, to assassinate the leader. Their nightstalk ability gets them past the perimeter guards and directly to the enemy leader. Take him out in one turn or two, or he will recruit heavily. Keep Malin and Volk out of sight. After you takeout the enemy leader, take out the rest of the human troops and capture the rest of the villages at your leisure. Once that is accomplished, send Volk directly to the manor, but send Malin to the enemy commander's keep. Wait here accumulating cash each turn until the penultimate turn. On the penultimate turn recruit all the units you will want to take forward into part 2; Wraiths and Shadows are particularly useful, while level 1 units are not. Then move Malin towards the manor. On the last turn move Malin into the manor to join Volk to end the scenario. While carry over gold won't help you in parts two and three (no recruiting), it will carry over to the next scenario. &lt;br /&gt;
&lt;br /&gt;
'''Option 2, mage assassination:''' It is possible to win this part without any Shadows. You can use about 6 Wraiths/Spectres and slip them around the north of the map as near to the entrance of the manor as possible while staying out of sight (you can see how much your enemies can see with Ctrl-v). Malin and Darken Volk should take the same route, but can't get as far as the Ghosts. Then take out as many enemies as you can with your Ghosts, targeting the Mages first, and rush towards the manor with your heroes. You should be inside before the battle gets ugly.&lt;br /&gt;
&lt;br /&gt;
'''Option 3, guard assassination:''' If you kill a guard in one turn, he won't have time to raise the alarm. Therefore, you can proceed across the map, assassinating guards one by one, until you get within strike distance of the leader.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: Each guard will only leave its post to attack you if it can personally see you, and the enemy leader doesn't actually recruit all that much. So what worked for me was to trigger one isolated guard, then pull back and fight the enemy army without triggering any more guards. After they were done, I moved through the level killing one or two guards at a time until I reached the manor. This probably would not have worked if I didn't have 5 level-three units to recall, though. ]&lt;br /&gt;
&lt;br /&gt;
===A Small Favor - Part Two===&lt;br /&gt;
* Objectives: Defeat Mage Lord Karres then move through the northwest passage&lt;br /&gt;
* Lose if: Malin Keshar or Darken Volk die or time runs out&lt;br /&gt;
* Turns: 30/27/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Malin Keshar, Darken Volk and any units that survived the previous scenario&lt;br /&gt;
&lt;br /&gt;
* Other: You can't recruit or recall; only the units from last scenario will be present&lt;br /&gt;
You start with the units you recalled at the end of the last mission, but you don't have to pay their upkeep for this scenario (nor are there any villages, anyway). Since there are no villages, you won't be able to heal your units unless they have a drain attack.  &lt;br /&gt;
&lt;br /&gt;
Anyway, your first task is to kill Karres, who is a Great Mage and is put into one of the rooms at random.  Each room is filled with mages of one variety or another. They won't leave the rooms of their own accord, although a couple of Swordsmen and other human units wander the halls, but these shouldn't be a big deal. The mages, however, can be quite deadly. Always make sure you have sufficient forces to wipe out at least three Red or White Mages before opening a door. (You open doors by placing a unit in front of the door). However, most rooms only have one or two Mages in it, and they may be level one Mages. The skirmishing of Shadows and Nightgaunts is useful in wiping out mages. If you let the mages counter-attack, you will risk losing one or more units. Head northwest with Malin and move on.&lt;br /&gt;
&lt;br /&gt;
There doesn't seem to be any bonus for an early finish, so if you get the objective early, you can hold off and harvest some XP.&lt;br /&gt;
&lt;br /&gt;
===A Small Favor - Part Three===&lt;br /&gt;
* Objectives: Find the book and then escape&lt;br /&gt;
* Lose if: Malin Keshar or Darken Volk die or time runs out&lt;br /&gt;
* Turns: 30/27/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Malin Keshar and any units that survived the previous scenario&lt;br /&gt;
* Other&lt;br /&gt;
** You can't recruit or recall; only the units from last scenario will be present&lt;br /&gt;
** You no longer control Darken Volk&lt;br /&gt;
&lt;br /&gt;
Darken Volk will operate separately with an army of allied undead. Hmmm, in all previous missions you commanded him directly... could this be foreshadowing? Head to the northwest to grab the book. Then head to the northeast to exit.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: The enemy here is all mages, which can kill even one of your level 3's if you get unlucky. But on hard in 1.12.2, Darken Volk's army is strong enough to take them by itself. So I just let them do the dirty work and headed straight to the exit once Volk picked up the book. ]&lt;br /&gt;
&lt;br /&gt;
===Alone at Last===&lt;br /&gt;
* Objectives: Take the book from Darken Volk and bring it back to Malin's castle&lt;br /&gt;
* Lose if: Malin Keshar dies&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Malin Keshar and one unit&lt;br /&gt;
* Other: Ghosts and Bats (and the rest of their unit trees) cannot pick up the book&lt;br /&gt;
&lt;br /&gt;
The situation is that you must take the book from Darken Volk, but two additional armies will appear in the middle of the battle, bent on killing both your army and Volk's, making the task more than a little difficult. When the battle reaches its peek, you probably won't have much money, and your forces will be outnumbered and at great disadvantage.&lt;br /&gt;
&lt;br /&gt;
Sir Cadaeus arrives on turn 8 to take revenge for your attack on the city of Tath. He sets up camp in the southeast corner of the map, and his army of paladins and mages will present a grave danger to your army of undead. However, his forces will attack Volk's as well. More importantly, Volk's forces will attack &amp;lt;i&amp;gt;Sir Cadaeus'&amp;lt;/i&amp;gt;. Effectively, Volk is a bit of an ally, even if he is trying to kill you.&lt;br /&gt;
&lt;br /&gt;
By the end of turn 11, Dela Keshar will show up to the north, set up camp and send her army of loyalists and outlaws to attack you as well.&lt;br /&gt;
&lt;br /&gt;
By around this time, Volk should be dead, by Sir Cadaeus' hands if not yours. He leaves behind the book, which you need to retrieve and bring to your initial keep. Ghosts and Bats (and Spectres, Shadows, Wraiths, and Nightgaunts) can't carry the book. Try to use the quickest unit you can to pick it up and bring it back.&lt;br /&gt;
&lt;br /&gt;
For general strategy, players have had success with at least three alternatives...&lt;br /&gt;
&lt;br /&gt;
'''Option 1, grab and run:''' Run for the book with a few elite units capable of carrying it. Along the way, you can either engage Volk's forces or try to run away from them. To kill Volk, you can use leveled ghostly units, e.g., Nightgaunts. Run back once you get the book. You will lose units in rear guard action during the retreat, but you can try to choose which ones.&lt;br /&gt;
&lt;br /&gt;
'''Option 2, the northern end around:''' Summon all your good troops and move everyone almost due north. Once Sir Cadaeus arrives, Volk's forces will shift attention southwards, and you can start moving east. As you do so, Dela will arrive close to your forces, where she will build a stronghold and recruit. You can surround her stronghold to prevent her from getting more than six recruits, then kill her recruits and her (not possible on older versions.) Kill her quickly before Sir Cadaeus' forces crash into your forces after killing Volk. Break Sir Cadaeus' assault wave and then send someone to get the book and take it back to your stronghold. Optionally, back at the start, you can try to pull Volk's attention south with a fast, strong feint to the southeast using Ghosts, Bats and possibly your leader (since the enemy likes to hone in on him.)&lt;br /&gt;
&lt;br /&gt;
'''Option 3, the waiting game:''' Recruit just a couple of bats initially for village capturing out of range of the enemy. Once Sir Cadeus' forces arrive, begin recruiting in earnest and make a dash for the book. You will probably lose a lot of the units in the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whatever initial course you take, the end game is the same: you will need to retrieve the book with a nonflying unit and head west, back to your stronghold.&lt;br /&gt;
&lt;br /&gt;
Grabbing villages after a few at the start won't help you in this scenario. You will likely end negative on gold.&lt;br /&gt;
&lt;br /&gt;
If you decide you need more gold to play this scenario, you have to go all the way back three scenarios to Return to Parthyn - Part One. There, one way to get gold is to use Shadows to steal the enemy's villages without him noticing. However, your first option above, the grab and run, should not require much gold.&lt;br /&gt;
&lt;br /&gt;
'''Note''': This scenario was rebalanced some time after v1.8.5, so if you are playing an old version, there will be many differences.&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
* Objectives: Defeat the troll leader&lt;br /&gt;
* Lose if: Mal Keshar is destroyed&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Mal Keshar&lt;br /&gt;
The first segment of the mission is pretty self-explanatory. After you reach the small keep you need to decide which way to send your troops to the large castle, there is a main passage and two side passages. I'm not sure it matters, but I successfully advanced through the main passage. You will face some high level trolls, including Troll Shamans capable of throwing deadly fireballs at your undead minions. Wraiths and Spectres and quite good at killing Troll Shamans, since they deal arcane damage. You just have to make sure that you kill the Shamans before they get to attack you. Note that all the trolls deal impact damage, which your Skeletons are weak against, so you may want to avoid recalling your Skeletons.&lt;br /&gt;
&lt;br /&gt;
Since this scenario is quite easy, it's a good chance to train your units and see strange monsters. In both side passages you can find a Troll Shaman, few Trolls and lots of villages. But the left passage is more interesting: in the middle of some water there's a tree where an Ancient Woose waits to ambush. Shadows and Wraiths will kill him easily. Enjoy its dying animation! At the top left of this room there's a path that leads to the hardest step of the scenario: 3 Giant Spiders. Try to make them follow you outside through the corridor to sorround them one by one.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to avoid all that if you wish. Once you find your castle, just recall at least two Nightgaunts, three to be safe, and send them up the main passageway. They can kill the troll leader before he knows what hit him, leading to an instant victory.&lt;br /&gt;
&lt;br /&gt;
===Endless Night===&lt;br /&gt;
* Objectives: Defeat the foolish hero&lt;br /&gt;
* Lose if: Mal Keshar is destroyed&lt;br /&gt;
* Turns: Unlimited&lt;br /&gt;
* Starting units: Mal Keshar&lt;br /&gt;
&lt;br /&gt;
And so we reach the conclusion of the campaign. We learn that Mal Keshar—formerly Malin—has become a somewhat powerful lich that has gained a reputation for himself for fighting the orc armies (and anyone who comes in his way) every summer.&lt;br /&gt;
&lt;br /&gt;
For this reason, heroes of every race that has been victimized by Mal Keshar's troops follow him to his lair, wanting to finally put an end to his advances. In this scenario you will be fighting this ''foolish'' hero, which will be either an elf, a loyalist, an outlaw, a dwarf, or an orc, chosen at random. You will be fighting them in your cave, so you have some advantage, but every time you beat one of these heroes, the scenario will repeat itself and a new hero will come for you, with more gold on his side, so it will be increasingly difficult to fight their armies.&lt;br /&gt;
&lt;br /&gt;
You can play this scenario as many times as you want to. You really have to beat only the very first hero—when Malin is defeated by any subsequent hero, the victor will give a short monologue and the campaign will end.&lt;br /&gt;
&lt;br /&gt;
Addition by cMaster: If you care to play this scenario more than just a few times, it might be worth noting the small cavity to the right at the bottom of the map. You can easily place 11 units inside (you won't be able to recall more than 10 units + Mal Keshar) and it's got a choke point of only two hexes. Use this to chew away any enemy foolish enough to enter the choke point, and forget about the seven villages. Your enemy will not be able to pay the upkeep of his troops anyway. Correctly used you should not have to fear any number of enemies!&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=59052</id>
		<title>User:SigurdFireDragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=59052"/>
		<updated>2017-12-05T00:23:37Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* How to be a WML Contributor (Work in progress) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm SigurdFireDragon.&lt;br /&gt;
&lt;br /&gt;
I started playing Battle for Wesnoth on December 17th, 2010. Shortly thereafter, I started making some add-ons for it.&lt;br /&gt;
&lt;br /&gt;
I found Battle for Wesnoth after looking for a game that was close enough to my favorite comic, Erfworld. A few posts on their forum mentioned this game, and here I am.&lt;br /&gt;
&lt;br /&gt;
== Development Setup: ==&lt;br /&gt;
&lt;br /&gt;
Windows 7 x64&lt;br /&gt;
Compiling Master &amp;amp; 1.12 Branch using MinGW / Scons&lt;br /&gt;
&lt;br /&gt;
== Add-ons I've written: ==&lt;br /&gt;
&lt;br /&gt;
See my github page: https://github.com/sigurdfdragon&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=59051</id>
		<title>User:SigurdFireDragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=59051"/>
		<updated>2017-12-05T00:22:49Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Add-ons I've written: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm SigurdFireDragon.&lt;br /&gt;
&lt;br /&gt;
I started playing Battle for Wesnoth on December 17th, 2010. Shortly thereafter, I started making some add-ons for it.&lt;br /&gt;
&lt;br /&gt;
I found Battle for Wesnoth after looking for a game that was close enough to my favorite comic, Erfworld. A few posts on their forum mentioned this game, and here I am.&lt;br /&gt;
&lt;br /&gt;
== Development Setup: ==&lt;br /&gt;
&lt;br /&gt;
Windows 7 x64&lt;br /&gt;
Compiling Master &amp;amp; 1.12 Branch using MinGW / Scons&lt;br /&gt;
&lt;br /&gt;
== Add-ons I've written: ==&lt;br /&gt;
&lt;br /&gt;
See my github page: https://github.com/sigurdfdragon&lt;br /&gt;
&lt;br /&gt;
== How to be a WML Contributor (Work in progress) ==&lt;br /&gt;
&lt;br /&gt;
Download and install [https://git-scm.com/ Git]&lt;br /&gt;
&lt;br /&gt;
Create a [https://github.com/ Github] account&lt;br /&gt;
&lt;br /&gt;
Follow the [https://wiki.wesnoth.org/Git_for_Wesnoth_Crash_Course Git Crash Course Guide] to set up your repository.&lt;br /&gt;
&lt;br /&gt;
Install [https://www.python.org/ Python 2.7]&lt;br /&gt;
&lt;br /&gt;
Install [https://sourceforge.net/projects/pywin32/files/pywin32/Build%20220/ Pywin32] for Python 2.7 (Windows only, optional, must match python version, may be needed on windows for multi-core builds.)&lt;br /&gt;
&lt;br /&gt;
Install [https://www.python.org/ Python 3]. This is used for the wml tools.&lt;br /&gt;
&lt;br /&gt;
Run the bootstrap.py script in your git checkout of wesnoth to download and build the dependencies for wesnoth. (Windows only, not in master yet.)&lt;br /&gt;
&lt;br /&gt;
Run the resulting compile.cmd to build wesnoth. (Windows only)&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=59032</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=59032"/>
		<updated>2017-11-28T01:48:27Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Showdown in the Northern Swamp */ Add note about changed objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
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|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else. See [[#Showdown_in_the_Northern_Swamp|Showdown in the Northern Swamp]] for the implications of finishing this scenario with or without any undead remaining. {{DevFeature1.13|11}} There is no longer any point to getting rid of your undead at the end of this scenario, see [[#Showdown_in_the_Northern_Swamp|Showdown in the Northern Swamp]].&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.] {{DevFeature1.13|10}} Iliah-Malal no longer disappears temporarily when killed, he heals immediately and can't be defeated in this scenario.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, {{DevFeature1.13|10}} Ulrek.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it. {{DevFeature1.13|11}} Either your undead veterans or Delfador can give the killing blow to Illah-Malal.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him. {{DevFeature1.13|10}} When you spot the enemy leader, he will unleash a second wave of recruits on the following turn.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=59031</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=59031"/>
		<updated>2017-11-28T01:44:37Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The Gate Between Worlds */  Add note about S19 change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
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|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
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As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else. See [[#Showdown_in_the_Northern_Swamp|Showdown in the Northern Swamp]] for the implications of finishing this scenario with or without any undead remaining. {{DevFeature1.13|11}} There is no longer any point to getting rid of your undead at the end of this scenario, see [[#Showdown_in_the_Northern_Swamp|Showdown in the Northern Swamp]].&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.] {{DevFeature1.13|10}} Iliah-Malal no longer disappears temporarily when killed, he heals immediately and can't be defeated in this scenario.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, {{DevFeature1.13|10}} Ulrek.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him. {{DevFeature1.13|10}} When you spot the enemy leader, he will unleash a second wave of recruits on the following turn.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=59027</id>
		<title>InterfaceActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=59027"/>
		<updated>2017-11-23T01:35:32Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [objectives] */  Add [show_if] to gold carryover&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;
* '''duration''': (default: 10) the minimum number of frames for this message to be displayed. (A frame lasts about 30 milliseconds.) During this time any dialog decisions will be disregarded.&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;
* '''[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 (see [[DescriptionWML]]) {{DevFeature1.13|2}} This is now a synonym for '''label='''.&lt;br /&gt;
** '''image''', '''label''', '''description''', '''default''': See [[DescriptionWML#WML_Format|DescriptionWML]].&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;
* '''[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 [http://developer.gnome.org/pango/unstable/PangoMarkupFormat.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.&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 [sycn_variable].&lt;br /&gt;
* '''synced''' {{DevFeature1.13|1}}: if ''no'' (default ''yes'') the command hanlder will onlybe run on the client that invoked the menu item, this means that changing the gamestate in a command hanlder of a menu item with ''synced=no'' will casue 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;
* '''[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 'theme=' (empty key) to change to the theme that the player has selected in preferences.&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 [[ImagePathFunctionWML#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.&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.&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;
&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 [[ImagePathFunctionWML|image path functions]] appended to the original image 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''': [[ImagePathFunctionWML|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;
* '''[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;
=== [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;
* '''x''', '''y''': the hex to scroll to&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;
&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;
&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;
=== [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>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeveloperGuide&amp;diff=59015</id>
		<title>DeveloperGuide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeveloperGuide&amp;diff=59015"/>
		<updated>2017-11-16T00:09:33Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Commit messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes guidelines developers with push access to the Wesnoth repository should follow. Most items apply to prospective contributors as well, in addition to the [[PatchSubmissionGuidelines|patch submission guidelines]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
{{NewDevsGoHereSidebox}}&lt;br /&gt;
&lt;br /&gt;
* [[WesnothRepository#Push_access|Set up developer access to the repository]], if applicable.&lt;br /&gt;
* Subscribe to the [https://mail.gna.org/listinfo/wesnoth-dev wesnoth-dev mailing list], wherein major announcements are made and project-changing discussions take place.&lt;br /&gt;
* Participate in the #wesnoth-dev IRC channel on irc.freenode.net to coordinate with other developers. Bots report commits and regression testing status, and other developers may ask you questions or provide feedback.&lt;br /&gt;
&lt;br /&gt;
== Commits ==&lt;br /&gt;
&lt;br /&gt;
* Any given branch should &amp;lt;b&amp;gt;compile without warnings&amp;lt;/b&amp;gt; and run after every commit -- we use [https://travis-ci.org/wesnoth/wesnoth Travis CI], which will report any build failures on master and maintenance branches (1.12, 1.14, etc.) to the #wesnoth-dev IRC channel.&lt;br /&gt;
* All &amp;lt;b&amp;gt;unit tests&amp;lt;/b&amp;gt; should pass after commit -- Travis will also test this. To run the C++ unit tests on your own machine, compile the &amp;quot;test&amp;quot; executable and run it. To run the WML unit tests, run &amp;lt;code&amp;gt;run_wml_tests -u&amp;lt;/code&amp;gt; in the checkout root. If a test times out spuriously on Travis, you can restart the build by &lt;br /&gt;
*# Clicking on the link posted to IRC by the Travis bot:&lt;br /&gt;
*#: 20141009 20:40:27-!- travis-ci [~travis-ci@ec2-184-73-55-78.compute-1.amazonaws.com] has joined #wesnoth-dev&lt;br /&gt;
*#: 20141009 20:40:27&amp;lt; travis-ci&amp;gt; wesnoth/wesnoth#4154 (master - c91604a : Ignacio R. Morelle): The build was broken.&lt;br /&gt;
*#: 20141009 20:40:27&amp;lt; travis-ci&amp;gt; Build details : http://travis-ci.org/wesnoth/wesnoth/builds/37536345&lt;br /&gt;
*#: 20141009 20:40:27-!- travis-ci [~travis-ci@ec2-184-73-55-78.compute-1.amazonaws.com] has left #wesnoth-dev []&lt;br /&gt;
*# Clicking on the [http://i.imgur.com/mxwVKJP.png restart button] on the Travis website.&lt;br /&gt;
* Do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; disable or ignore unit tests without a very good reason!&lt;br /&gt;
* A few small commits are better than a single large commit (which is hard to review), so when possible split it in working parts with info about where you are going&lt;br /&gt;
* &amp;lt;b&amp;gt;Always&amp;lt;/b&amp;gt; review your changes, both before committing locally and before pushing upstream (see [[WesnothRepository#Reviewing your changes]]).&lt;br /&gt;
* &amp;lt;b&amp;gt;Never&amp;lt;/b&amp;gt; use the &amp;quot;force&amp;quot; option when pushing to the upstream Wesnoth repositories (see [[WesnothRepository#Force-pushing_policy]]).&lt;br /&gt;
&lt;br /&gt;
=== Changelogs and release notes ===&lt;br /&gt;
&lt;br /&gt;
We provide two separate changelogs at the root of the Wesnoth distribution and Git checkouts. The &amp;lt;b&amp;gt;players_changelog&amp;lt;/b&amp;gt; file only contains entries for changes deemed relevant for players (not content creators), while the main &amp;lt;b&amp;gt;changelog&amp;lt;/b&amp;gt; contains all changes, except for those that are only relevant to mainline developers and which are not expected to impact players or creators in any way.&lt;br /&gt;
&lt;br /&gt;
It is your responsibility to update both changelogs as you see fit for every commit. For large changes spread over long series of commits, you will probably prefer to commit your changelog additions in a separate last commit to avoid or mitigate conflicts when merging upstream.&lt;br /&gt;
&lt;br /&gt;
Important changes that might be expected to inconvenience or confuse players (including those building from source) or content creators, major bug fixes, and noteworthy feature additions for a future release should be mentioned and explained in &amp;lt;b&amp;gt;RELEASE_NOTES&amp;lt;/b&amp;gt; as well, so that the release team can include this information in official announcements. See the contents of the file for instructions.&lt;br /&gt;
&lt;br /&gt;
=== Commit messages ===&lt;br /&gt;
&lt;br /&gt;
A good commit should not only contain good changes, but also include a helpful description of them for other developers, people tracking regressions, project maintainers, and even yourself in the future. There are many style guides on the Web describing best practices for documenting your Git commits.&lt;br /&gt;
&lt;br /&gt;
For Wesnoth in particular, the general consensus is that contributors should adhere to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Every commit message should begin with a self-contained &amp;lt;b&amp;gt;summary/subject line&amp;lt;/b&amp;gt; no more than 72 characters long. This is the first (and often the only) line someone using browsing tools will see. Like with email subjects, this line should not have a trailing stop.&lt;br /&gt;
* If your message needs more than a leading summary line, separate it from the rest with a blank line.&lt;br /&gt;
* Subsequent lines should also be no more than 72 characters long. Use blank lines to separate paragraphs and list items.&lt;br /&gt;
* When working on a mainline campaign/scenario, start the commit message with its acronym. For example &amp;lt;code&amp;gt;HttT: &amp;lt;/code&amp;gt; when working on HttT in general and &amp;lt;code&amp;gt;HttT S03: &amp;lt;/code&amp;gt; if the commit only applies to the third scenario of HttT (see below).&lt;br /&gt;
* Likewise, if you work on the code of a specific component, you may want to use it as a prefix. That is e.g., &amp;lt;code&amp;gt;gui2: &amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wesnothd: &amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you are performing branch merges, Git may include a list of conflicted paths in the commit message template. Edit this out; it ceases to be interesting after the conflicts have been resolved.&lt;br /&gt;
* If you need to mention commit SHA1 hashes (e.g. in revert messages), make sure to use hashes from the upstream repository that are unlikely to change due to a future local or remote merge or rebase operation.&lt;br /&gt;
&lt;br /&gt;
There are a few additional points to keep in mind for the wording of the contents:&lt;br /&gt;
&lt;br /&gt;
* Include &amp;quot;bug #1234&amp;quot; somewhere in your commit message if it addresses a bug or feature request from the Wesnoth bug tracker.&lt;br /&gt;
* Use the project's [[Glossary#Wesnothian_Acronyms|standard abbreviations]] for campaigns and gameplay concepts, like HttT for &amp;lt;cite&amp;gt;Heir to the Throne&amp;lt;/cite&amp;gt;, ZoC for &amp;quot;Zone of Control&amp;quot;, etc. If referring to a particular campaign or scenario in your commit subject, you should use this convention: &amp;quot;HttT S01: Made Galdrad less suicidal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
* Any changes to Wesnoth's build and run-time dependencies must be discussed on the developers mailing list first.&lt;br /&gt;
* Update the CMake and SCons recipes accordingly.&lt;br /&gt;
* Changes must be mentioned in the RELEASE_NOTES file, so they can be included in the forum announcement for the next release, and in the emails to packagers.&lt;br /&gt;
&lt;br /&gt;
== Bugs management ==&lt;br /&gt;
* Change Status field of fixed bugs to &amp;quot;Fixed&amp;quot; after pushing upstream&lt;br /&gt;
* Change Open/Closed field of fixed bugs to &amp;quot;Closed&amp;quot; after a release including the relevant commits has been published. See [[ReportingBugs#Bug_protocol]] for details.&lt;br /&gt;
* Check regularly if there are new bugs relevant to your code and, if any, assign them to you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[WesnothRepository]]&lt;br /&gt;
* [[PatchSubmissionGuidelines]]&lt;br /&gt;
* [[SoftwareTesting]]&lt;br /&gt;
* [[Project]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeveloperGuide&amp;diff=59014</id>
		<title>DeveloperGuide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeveloperGuide&amp;diff=59014"/>
		<updated>2017-11-16T00:06:27Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Commit messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes guidelines developers with push access to the Wesnoth repository should follow. Most items apply to prospective contributors as well, in addition to the [[PatchSubmissionGuidelines|patch submission guidelines]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
{{NewDevsGoHereSidebox}}&lt;br /&gt;
&lt;br /&gt;
* [[WesnothRepository#Push_access|Set up developer access to the repository]], if applicable.&lt;br /&gt;
* Subscribe to the [https://mail.gna.org/listinfo/wesnoth-dev wesnoth-dev mailing list], wherein major announcements are made and project-changing discussions take place.&lt;br /&gt;
* Participate in the #wesnoth-dev IRC channel on irc.freenode.net to coordinate with other developers. Bots report commits and regression testing status, and other developers may ask you questions or provide feedback.&lt;br /&gt;
&lt;br /&gt;
== Commits ==&lt;br /&gt;
&lt;br /&gt;
* Any given branch should &amp;lt;b&amp;gt;compile without warnings&amp;lt;/b&amp;gt; and run after every commit -- we use [https://travis-ci.org/wesnoth/wesnoth Travis CI], which will report any build failures on master and maintenance branches (1.12, 1.14, etc.) to the #wesnoth-dev IRC channel.&lt;br /&gt;
* All &amp;lt;b&amp;gt;unit tests&amp;lt;/b&amp;gt; should pass after commit -- Travis will also test this. To run the C++ unit tests on your own machine, compile the &amp;quot;test&amp;quot; executable and run it. To run the WML unit tests, run &amp;lt;code&amp;gt;run_wml_tests -u&amp;lt;/code&amp;gt; in the checkout root. If a test times out spuriously on Travis, you can restart the build by &lt;br /&gt;
*# Clicking on the link posted to IRC by the Travis bot:&lt;br /&gt;
*#: 20141009 20:40:27-!- travis-ci [~travis-ci@ec2-184-73-55-78.compute-1.amazonaws.com] has joined #wesnoth-dev&lt;br /&gt;
*#: 20141009 20:40:27&amp;lt; travis-ci&amp;gt; wesnoth/wesnoth#4154 (master - c91604a : Ignacio R. Morelle): The build was broken.&lt;br /&gt;
*#: 20141009 20:40:27&amp;lt; travis-ci&amp;gt; Build details : http://travis-ci.org/wesnoth/wesnoth/builds/37536345&lt;br /&gt;
*#: 20141009 20:40:27-!- travis-ci [~travis-ci@ec2-184-73-55-78.compute-1.amazonaws.com] has left #wesnoth-dev []&lt;br /&gt;
*# Clicking on the [http://i.imgur.com/mxwVKJP.png restart button] on the Travis website.&lt;br /&gt;
* Do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; disable or ignore unit tests without a very good reason!&lt;br /&gt;
* A few small commits are better than a single large commit (which is hard to review), so when possible split it in working parts with info about where you are going&lt;br /&gt;
* &amp;lt;b&amp;gt;Always&amp;lt;/b&amp;gt; review your changes, both before committing locally and before pushing upstream (see [[WesnothRepository#Reviewing your changes]]).&lt;br /&gt;
* &amp;lt;b&amp;gt;Never&amp;lt;/b&amp;gt; use the &amp;quot;force&amp;quot; option when pushing to the upstream Wesnoth repositories (see [[WesnothRepository#Force-pushing_policy]]).&lt;br /&gt;
&lt;br /&gt;
=== Changelogs and release notes ===&lt;br /&gt;
&lt;br /&gt;
We provide two separate changelogs at the root of the Wesnoth distribution and Git checkouts. The &amp;lt;b&amp;gt;players_changelog&amp;lt;/b&amp;gt; file only contains entries for changes deemed relevant for players (not content creators), while the main &amp;lt;b&amp;gt;changelog&amp;lt;/b&amp;gt; contains all changes, except for those that are only relevant to mainline developers and which are not expected to impact players or creators in any way.&lt;br /&gt;
&lt;br /&gt;
It is your responsibility to update both changelogs as you see fit for every commit. For large changes spread over long series of commits, you will probably prefer to commit your changelog additions in a separate last commit to avoid or mitigate conflicts when merging upstream.&lt;br /&gt;
&lt;br /&gt;
Important changes that might be expected to inconvenience or confuse players (including those building from source) or content creators, major bug fixes, and noteworthy feature additions for a future release should be mentioned and explained in &amp;lt;b&amp;gt;RELEASE_NOTES&amp;lt;/b&amp;gt; as well, so that the release team can include this information in official announcements. See the contents of the file for instructions.&lt;br /&gt;
&lt;br /&gt;
=== Commit messages ===&lt;br /&gt;
&lt;br /&gt;
A good commit should not only contain good changes, but also include a helpful description of them for other developers, people tracking regressions, project maintainers, and even yourself in the future. There are many style guides on the Web describing best practices for documenting your Git commits.&lt;br /&gt;
&lt;br /&gt;
For Wesnoth in particular, the general consensus is that contributors should adhere to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Every commit message should begin with a self-contained &amp;lt;b&amp;gt;summary/subject line&amp;lt;/b&amp;gt; no more than 72 characters long. This is the first (and often the only) line someone using browsing tools will see. Like with email subjects, this line should not have a trailing stop.&lt;br /&gt;
* If your message needs more than a leading summary line, separate it from the rest with a blank line.&lt;br /&gt;
* Subsequent lines should also be no more than 72 characters long. Use blank lines to separate paragraphs and list items.&lt;br /&gt;
* When working on a mainline campaign/scenario, start the commit message with its acronym. For example &amp;lt;code&amp;gt;HttT: &amp;lt;/code&amp;gt; when working on HttT in general and &amp;lt;code&amp;gt;HttT S03: &amp;lt;/code&amp;gt; if the commit only applies to the third scenario of HttT (see below).&lt;br /&gt;
* Likewise, if you work on the code of a specific component, you may want to use it as a prefix. That is e.g., &amp;lt;code&amp;gt;gui2: &amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wesnothd: &amp;lt;/code&amp;gt;.&lt;br /&gt;
* If you are performing branch merges, Git may include a list of conflicted paths in the commit message template. Edit this out; it ceases to be interesting after the conflicts have been resolved.&lt;br /&gt;
* If you need to mention commit SHA1 hashes (e.g. in revert messages), make sure to use hashes from the upstream repository that are unlikely to change due to a future local or remote merge or rebase operation.&lt;br /&gt;
&lt;br /&gt;
There are a few additional points to keep in mind for the wording of the contents:&lt;br /&gt;
&lt;br /&gt;
* Include &amp;quot;bug #1234&amp;quot; somewhere in your commit message if it addresses a bug or feature request from the Wesnoth bug tracker.&lt;br /&gt;
* Use the project's [[Glossary#Wesnothian_Acronyms|standard abbreviations]] for campaigns and gameplay concepts, like HttT for &amp;lt;cite&amp;gt;Heir to the Throne&amp;lt;/cite&amp;gt;, ZoC for &amp;quot;Zone of Control&amp;quot;, etc. If referring to a particular campaign or scenario in your commit subject, you should use this convention: &amp;quot;HttT S1: Made Galdrad less suicidal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
* Any changes to Wesnoth's build and run-time dependencies must be discussed on the developers mailing list first.&lt;br /&gt;
* Update the CMake and SCons recipes accordingly.&lt;br /&gt;
* Changes must be mentioned in the RELEASE_NOTES file, so they can be included in the forum announcement for the next release, and in the emails to packagers.&lt;br /&gt;
&lt;br /&gt;
== Bugs management ==&lt;br /&gt;
* Change Status field of fixed bugs to &amp;quot;Fixed&amp;quot; after pushing upstream&lt;br /&gt;
* Change Open/Closed field of fixed bugs to &amp;quot;Closed&amp;quot; after a release including the relevant commits has been published. See [[ReportingBugs#Bug_protocol]] for details.&lt;br /&gt;
* Check regularly if there are new bugs relevant to your code and, if any, assign them to you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[WesnothRepository]]&lt;br /&gt;
* [[PatchSubmissionGuidelines]]&lt;br /&gt;
* [[SoftwareTesting]]&lt;br /&gt;
* [[Project]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=58985</id>
		<title>InterfaceActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=58985"/>
		<updated>2017-10-24T20:54:26Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [change_theme] */  Add empty key usage&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;
* '''duration''': (default: 10) the minimum number of frames for this message to be displayed. (A frame lasts about 30 milliseconds.) During this time any dialog decisions will be disregarded.&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;
* '''[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 (see [[DescriptionWML]]) {{DevFeature1.13|2}} This is now a synonym for '''label='''.&lt;br /&gt;
** '''image''', '''label''', '''description''', '''default''': See [[DescriptionWML#WML_Format|DescriptionWML]].&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;
* '''[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 [http://developer.gnome.org/pango/unstable/PangoMarkupFormat.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.&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;
* '''[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 [sycn_variable].&lt;br /&gt;
* '''synced''' {{DevFeature1.13|1}}: if ''no'' (default ''yes'') the command hanlder will onlybe run on the client that invoked the menu item, this means that changing the gamestate in a command hanlder of a menu item with ''synced=no'' will casue 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;
* '''[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 'theme=' (empty key) to change to the theme that the player has selected in preferences.&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 [[ImagePathFunctionWML#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.&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.&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;
&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 [[ImagePathFunctionWML|image path functions]] appended to the original image 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''': [[ImagePathFunctionWML|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;
* '''[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;
=== [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;
* '''x''', '''y''': the hex to scroll to&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;
&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;
&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;
=== [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>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58944</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58944"/>
		<updated>2017-10-12T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The Gate Between Worlds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
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As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else. See [[#Showdown_in_the_Northern_Swamp|Showdown in the Northern Swamp]] for the implications of finishing this scenario with or without any undead remaining.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.] {{DevFeature1.13|10}} Iliah-Malal no longer disappears temporarily when killed, he heals immediately and can't be defeated in this scenario.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, {{DevFeature1.13|10}} Ulrek.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him. {{DevFeature1.13|10}} When you spot the enemy leader, he will unleash a second wave of recruits on the following turn.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58943</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58943"/>
		<updated>2017-10-12T21:23:43Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The Gate Between Worlds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
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|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
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|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else. See [[#Showdown_in_the_Northern_Swamp|Showdown in the Northern _Swamp]] for the implications of finishing this scenario with or without any undead remaining.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.] {{DevFeature1.13|10}} Iliah-Malal no longer disappears temporarily when killed, he heals immediately and can't be defeated in this scenario.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, {{DevFeature1.13|10}} Ulrek.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him. {{DevFeature1.13|10}} When you spot the enemy leader, he will unleash a second wave of recruits on the following turn.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58942</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58942"/>
		<updated>2017-10-12T20:50:06Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Face of the Enemy */  Add note about second wave&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
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|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
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&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.&lt;br /&gt;
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===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
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===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
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'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
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'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
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Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
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===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
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Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
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===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
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===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.] {{DevFeature1.13|10}} Iliah-Malal no longer disappears temporarily when killed, he heals immediately and can't be defeated in this scenario.&lt;br /&gt;
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===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, {{DevFeature1.13|10}} Ulrek.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
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===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
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Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
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Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
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The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
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[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
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===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him. {{DevFeature1.13|10}} When you spot the enemy leader, he will unleash a second wave of recruits on the following turn.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58941</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58941"/>
		<updated>2017-10-12T20:47:32Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Showdown in the Northern Swamp */  mention Ulrek is now auto recalled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.] {{DevFeature1.13|10}} Iliah-Malal no longer disappears temporarily when killed, he heals immediately and can't be defeated in this scenario.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, {{DevFeature1.13|10}} Ulrek.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58940</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58940"/>
		<updated>2017-10-12T20:46:15Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The Portal of Doom */  Add note about improved Iliah-Malal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
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|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
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|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
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When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
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{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
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===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
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===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
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'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
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'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
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'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
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In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
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Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
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You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
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===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
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You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
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As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
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Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
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===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
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Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
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===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
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===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
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===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
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''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
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Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.] {{DevFeature1.13|10}} Iliah-Malal no longer disappears temporarily when killed, he heals immediately and can't be defeated in this scenario.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
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===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
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Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
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'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58939</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58939"/>
		<updated>2017-10-12T20:41:38Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Terror at the Ford of Parthyn */ Add note about orcs and undead not killing each other&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
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==Walkthrough==&lt;br /&gt;
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You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
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Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
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===Overture===&lt;br /&gt;
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Just an introduction - sit back and enjoy the show.&lt;br /&gt;
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===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
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This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
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The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
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===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
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You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
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This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
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Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
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===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
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You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
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You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
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Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
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Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
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===Council in Weldyn===&lt;br /&gt;
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Just story.&lt;br /&gt;
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===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
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Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
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On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
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Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
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Still, you do have both options.&lt;br /&gt;
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'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
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If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
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A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
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'''Pay up like a boss:'''&lt;br /&gt;
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The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
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===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
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This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
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As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
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You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
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Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
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===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
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This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
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You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
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Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
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On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
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On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
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===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
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Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
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This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
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Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
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The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
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When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
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Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
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When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
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{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
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===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
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You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
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Players have used two options with success:&lt;br /&gt;
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'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
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'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
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It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.&lt;br /&gt;
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===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
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Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
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===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
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In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
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'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
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'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.'' {{DevFeature1.13|6}} The orcs and undead are no longer hostile to each other.&lt;br /&gt;
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[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
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Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
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By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
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'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
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You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
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===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
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This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
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Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
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Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
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In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.]&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58938</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58938"/>
		<updated>2017-10-12T20:18:41Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Houses of the Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage. There is now an early finish bonus.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.]&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58937</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58937"/>
		<updated>2017-10-12T20:17:55Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Houses of the Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#555753&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#8ae234&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#3465a4&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#73d216&amp;quot;|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#204a87&amp;quot;|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  6 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  7 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  8 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  9 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 11 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 12 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 13 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 14 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 15 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 16 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 17 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 18 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#ef2929&amp;quot;|&amp;lt;!-- 19 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 20 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 21 --&amp;gt;&lt;br /&gt;
|&amp;lt;!-- 22 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|10}} This level is 50 turns and the undead that join you are under your command immediately. The secret passage is bi-directional for all after the first usage.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.]&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58936</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=58936"/>
		<updated>2017-10-12T20:14:38Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Night in the Swamp */ Add 1.13.10 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign. '''NOTE: plot spoilers below'''. &lt;br /&gt;
&lt;br /&gt;
In this campaign, you work with multiple armies from different factions: Human (Loyalists essentially), Elves, Dwarves and even Undead; and the availability of these armies for recall varies from scenario to scenario. To an extent this means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back ten whole levels to fix it.&lt;br /&gt;
&lt;br /&gt;
=== Army participation by scenario ===&lt;br /&gt;
&lt;br /&gt;
To help you keep track of the armies you will be managing and their incidence, the following table summarizes their races, the context in which they first appear, and the scenarios in which they will be available:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-width: 1px; border-color: #333;border-style: solid;padding:8px;&amp;quot;&lt;br /&gt;
!Army&lt;br /&gt;
!Context&lt;br /&gt;
! colspan=&amp;quot;22&amp;quot;|Scenarios&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[#Overture|1]]&lt;br /&gt;
|[[#This Valley Belongs to Me|2]]&lt;br /&gt;
|[[#The_Road_to_Weldyn|3]]&lt;br /&gt;
|[[#Leollyn|4]]&lt;br /&gt;
|[[#Council_in_Weldyn|5]]&lt;br /&gt;
|[[#Swamps_of_Illuven|6]]&lt;br /&gt;
|[[#Night_in_the_Swamp|7]]&lt;br /&gt;
|[[#Ur-Thorodor|8]]&lt;br /&gt;
|[[#Houses_of_the_Dead|9]]&lt;br /&gt;
|[[#The_Gate_Between_Worlds|10]]&lt;br /&gt;
|[[#Wasteland|11]]&lt;br /&gt;
|[[#Terror_at_the_Ford_of_Parthyn|12]]&lt;br /&gt;
|[[#The_Return_of_Trouble_|13]]&lt;br /&gt;
|[[#Shadows_in_the_Dark|14]]&lt;br /&gt;
|[[#Save_the_King|15]]&lt;br /&gt;
|[[#Dark_Sky_Over_Weldyn|16]]&lt;br /&gt;
|[[#A_New_Ally|17]]&lt;br /&gt;
|[[#The_Portal_of_Doom|18]]&lt;br /&gt;
|[[#Showdown_in_the_Northern_Swamp|19]]&lt;br /&gt;
|[[#Prince_of_Wesnoth|20]]&lt;br /&gt;
|[[#Clash_at_the_Manor|21]]&lt;br /&gt;
|[[#Face_of_the_Enemy|22]]&lt;br /&gt;
|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's initial force&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  2 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  3 --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#729fcf&amp;quot;|&amp;lt;!--  4 --&amp;gt;&lt;br /&gt;
|&amp;lt;!--  5 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Undead&lt;br /&gt;
|Supporters from the land of the dead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Chantal's forces&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Garrison &amp;amp; Mage school of Parthyn&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|Elves&lt;br /&gt;
|Kalenz' army&lt;br /&gt;
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|-&lt;br /&gt;
|Humans&lt;br /&gt;
|Delfador's reinforcements&lt;br /&gt;
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|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|Allies against the undead&lt;br /&gt;
|&amp;lt;!--  1 --&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce, and you'll recall ever-smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very few exceptions, loyal units will not be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra length you can go to on each scenario to avoid over–recruiting is very likely to pay off later on.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment &amp;amp; Leveling ===&lt;br /&gt;
&lt;br /&gt;
==== Loyalists ====&lt;br /&gt;
&lt;br /&gt;
* '''Mages''': for your starting Loyalist army, Mages are important. '''Get two White Mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of Undead. You'll have little use for Red Mages; just one (other than Delfador) really is enough.&lt;br /&gt;
* '''Heavy Infantry''': not that useful, despite the numbers of Undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or Dwarves and thus have better options. Nonetheless, it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some point but can still recall them later on.&lt;br /&gt;
* '''Horsemen''': Now these are useful! The early levels suit them well and you can employ them in numbers. Later you'll be mostly facing Undead - and Paladins will be excellent, but it will be hard to level up any more Horsemen into Knights (and not so easy to level low-XP Knights into Paladins either). Make your Paladins while you're still facing Orcs; you'll hardly be able to level up more than three (and probably employ only two).&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
&lt;br /&gt;
The standard mixture of Elves is fine; although there are many Undead, you get holy water to deal with them. The notable exceptions are:&lt;br /&gt;
&lt;br /&gt;
* '''Druids''': You get one Druid free, but you'll will want to level-up a second one.&lt;br /&gt;
* '''Sorceresses''': On Hard, these will be important for your Elven army's well being, you should get several of Sorceresses/Enchantresses - as these are a good match for the sort of Undead that you don't want to face in melee even with holy water (e.g. Spectres).&lt;br /&gt;
* '''Rangers/Avengers''': Some consider these &amp;quot;compromise&amp;quot; units an undesirable promotion for Archers, seeing how Elvish Marksmen are more deadly with the Marksmanship capability increasing their changes to hit. However, Orcs will likely go after your warriors more than your archers; and you'll probably have enough Marksmen/Sharpshooters; and last but not least - Rangers' camouflage evens things up by allowing you to retreat more safely, to lure units into an ambush or to circumnavigate them.&lt;br /&gt;
&lt;br /&gt;
==== Delfador's &amp;quot;career path&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important long run strategy in this campaign is to get Delfador to Mage Commander (i.e. Great Mage, i.e. Level 3) early, and if you're on Hard - making sure he's near reaching Mage Magister (i.e. Arch Mage, i.e. Level 4) by the end of the [[#Army participation by scenario|Loyalist levels]]. Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it's quite difficult unless he is at or near level 4 by then; the free heal from the level-up would be useful during that level.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
* Objective: Defeat Grogor-Tuk, the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, Methor.&lt;br /&gt;
&lt;br /&gt;
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, a Bowman, two Horsemen.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.&lt;br /&gt;
&lt;br /&gt;
This level is dead-easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle: At night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your Horsemen can ride out, take villages, and make it back to fight at dawn on day 2. At daytime, crush them with the Horsemen and the Mages. You want to level up Mages to White Mages and Horsemen to Knights, as per the [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
Once you have broken the enemy army, take the remaining villages and milk the remaining enemy forces for XP - the early finish bonus is only +15/turn, and you should be able to get +14/turn or even +15/turn while keeping the leader alive to recruit and occasionally take a jab at your troops.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
* Objective: Defeat Hagha-Tan.&lt;br /&gt;
* Lose if: Delfador or Leollyn die or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, two Bowmen (which will be recalled if you have any in your list, or fresh recruits otherwise).&lt;br /&gt;
&lt;br /&gt;
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.&lt;br /&gt;
&lt;br /&gt;
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. If you've managed that, there are probably still some Archers, Assassin and/or Wolf Riders closing in on you; instead of focusing on clearing all of them, try to lure out the enemy leader by putting units in his range of movement. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
* Objective: Move Delfador to the signpost in the northeast.&lt;br /&gt;
* Lose if: Delfador or Lionel die or turns run out.&lt;br /&gt;
* Turns: 28.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other&lt;br /&gt;
** You can recruit Cavalryman and Heavy Infantryman units now.&lt;br /&gt;
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of whatever gold you have, and gets rid of Garrath, the North-Western leader (the one not in the way of getting to the signpost). The North-Eastern enemy leader (Harold, the one blocking the signpost) gets a small gold bonus if you make the deal. You are thus giving away 80% of your gold to get rid of around 40% of the enemy's gold: Your business sense (if they teach that in magic school) should be telling you to refuse to pay. If you're still not convinced: Garrath is hiding his spoils from past extortions (or just robberies) in a chest in a treasure chest, in his keep in the North-West. If you take him on, not only will *you* not be paying *him* - *he* will end up paying *you*. Well, sort off.&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty, the deal is even worse, as the net effect is only about -25% of the enemy gold. &lt;br /&gt;
&lt;br /&gt;
Finally, if you employ in-game logic - paying Garrath does not improve your security one bit: He's still a bandit; why would he keep his end of the bargain? Not to mention the fact that he seems to be in kahoots with Harold, the other leader. And there's the moral issue of abetting felons; and a public relations disaster: If it becomes known that you misused large amounts of royal funds while on official crown business in the middle of a war, your career is not very likely to blossom further, shall we say.&lt;br /&gt;
&lt;br /&gt;
Still, you do have both options.&lt;br /&gt;
&lt;br /&gt;
'''Refuse to pay &amp;amp; take them both on:'''&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. Both leaders' forces tend to scatter out, fail to support each other well enough and don't really follow your own forces' movements so much. One strategy is to move your forces into the central island and holding it against the NE leader's push -  while yourself sending off a force to press North-West towards Garrath and his treasure chest. Another approach (at least on Medium difficult) is to have your force targeting Garrath just press Northwards right from your own keep in the South-West; you'll pay for this with more pressure on the central island, but reach him faster, easily dispatching him - as he'll typically only have money for a single recruit to help defend himself, and his other troops may not make it back in time.&lt;br /&gt;
&lt;br /&gt;
A balanced force for this option would consist of couple of Horsemen (recall them, don't pay the extra 3 gold for nothing), 2 White Mages (you _have_ leveled them up already, right?), a couple of other Level 2s - Knights perhaps, a couple of level 1 Mages (which are pretty good against Footpads and Poachers, as they ignore their high defense ratings), and the rest - Spearmen as fodder to form your defensive line. On Middle difficult you might even skip one of the L1 Mages. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
'''Pay up like a boss:'''&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may take this approach if you prefer a challenging small-army scouting battle rather than a big army battle. Alternative, you can win by starting with as little as two raw recruit Spearman and a recalled Horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
* Objective: Survive until daybreak.&lt;br /&gt;
* Lose if: Delfador or Lionel die.&lt;br /&gt;
* Turns: 13.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
* Other: This scenario doesn't follow the usual day/night cycle. &lt;br /&gt;
&lt;br /&gt;
This is a very small level - four villages within a turn's reach from your keep, and magical Skeleton generator stones a bit further away; and you have nowhere else to go other than that. You'll have 1 generator stone on Easy and 2 on Medium. On Easy or Medium, each turn the stone generates an enemy unit - either a Skeleton or a Skeleton Archer. The generated unit does not act immediately - just like a unit recalled or recruited at a keep. {{DevFeature1.13|10}} There are 2 stones on easy &amp;amp; medium, and hard has 3.&lt;br /&gt;
&lt;br /&gt;
As the scenario name suggests, it occurs over a single night, stretched onto 13 turns. The first turn is Dusk, the last turn is Dawn, and all other turns are night-time - so the Skeletons have the Chaotic advantage over you.&lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any Level 2 or better Mage on it, ({{DevFeature1.13|10}} any mage or paladin) and if you take out all generators you'll win and get an early finish bonus, but - it's probably a better idea to use this level as a training ground to level-up some units.&lt;br /&gt;
&lt;br /&gt;
Recruit considering the [[#Campaign Strategy]]; specifically, this is an opportunity to recruit some Heavy Infantry, which will not be available later, to get some Mages more experience, and maybe also advance a Knight further towards leveling up into a Paladin.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
* Objective: Move Delfador to Ur-Thorodor's castle.&lt;br /&gt;
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Delfador, Lionel.&lt;br /&gt;
&lt;br /&gt;
This is another small level area-wise - but not nearly as easy as the previous nightly interlude... you need to cross over from the South side of the main river to a small river-island to your North-East, populated by Woses. The enemy leader is an Ancient Wose (Ur-Thorodor), who rejects your attempts to parley because of grudges against past human transgressions. In addition to his grudge, he also has a tidy sum of gold to recruit Woses and Wose Shamans, who will do their best to block your way, forming a defensive line. They also have the benefit of forest or fortification hexes.&lt;br /&gt;
&lt;br /&gt;
You, on the other hand, will be moving across shallow water and sand, at an uneven pace and with a limited number of units. This, while being hounded by another kind of recruits - Gryphons. Remember they're extremely mobile and will simply not fail to attack those vulnerable units you failed to surround. You may need to use some fodder units to lure the Gryphons, then blast them with your stronger/ranged-attack units.&lt;br /&gt;
&lt;br /&gt;
Be careful with Lionel and Delfador: While they may not be singled out by the Ur-Thorodor's forces, Delfador must be able to press forward while being able to withstand an attack, and Lionel's leadership is crucial to have an effect on the Woses, with their being highly resistant to piercing and otherwise well-protected. Remember that he affects Red Mages and White Mages - they're still just Level 2's.&lt;br /&gt;
&lt;br /&gt;
On Hard difficulty, a suggested recall could be: A Red Mage (you _have_ leveled a Red Mage, haven't you?), a good damage sink (a Knight will do; if he's close to leveling - that's perfect), a Healer, and perhaps another Mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your Mages and get Delfador into the castle as soon as you can; you are not likely to win a long fight. &lt;br /&gt;
&lt;br /&gt;
On Easy or Medium you can do about the same, but with a second round of recall (if you have the money) you should be able to subdue Ur-Thorodor's forces and take control of the island, stepping into the castle at your leisure. Note that you're not going to be keeping any money from this scenario, so prolonging the fight only makes sense for leveling units up.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
* Objective: Move Delfador to the signpost.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 64.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
* Other: Delfador acquires the Staff of An-Usrukhar, which grants him his 4-hits lightning attack ans boosts his melee attack.&lt;br /&gt;
&lt;br /&gt;
Relax, this isn't a 64-turn long arduous fight. What you have here is one enemy leader - a Death Knight - near the sign post to which you need to get - who churns out a Skeleton every turn or two; and those Skeletons slowly advance in your direction.&lt;br /&gt;
&lt;br /&gt;
This place is rather well-populated with villages - apparently the dead are rather industrious; you want to capture these, since you'll need gold in subsequent scenarios. Each captured village houses some undead - and they are surprisingly friendly and helpful. Funny how they don't act that way back in the real world.&lt;br /&gt;
&lt;br /&gt;
Explore to your North-West first - it's a dead-end, but there's one village in that direction. To your North is an impassable barrier behind some mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything (but do watch the forks in the road). If you pay attention to what you're told, you'll learn about a secret passage that _will_ make life easier: It is located North of the village where you find a ghost by the name Sythan, on the East side of the map. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as a temporary distraction. Any survivors will be available for recall on the next level, one even for free — but that's a huge benefit, since Ghosts cost as much to recruit as to recall (20 Gold) while Ghouls are _more_ expensive to recall than to recruit. On Medium difficult, You do get at least one Shadow, so consider delaying tapping his village (to the West of the road and right below the pass with the cobbled road on  which the Skeletons advance. A Shadow and a Ghoul with some XP are very doable on Medium. But, again, don't bend over backwards for it.&lt;br /&gt;
&lt;br /&gt;
When you reach the Death Knight's keep, to the North-West, don't capture his two villages until after you have dealt with him: Additional skeleton guards are waiting in there and will come out if 'prodded'. The guards will ask you to declare whether you serve Iliah-Malal; but they don't really care about your answer.&lt;br /&gt;
&lt;br /&gt;
Be careful about timing your use of the secret passage too quickly; remember you're facing a long line of Skeleton Warriors which, while easily done away with individually, occasionally also hit you, and you could end up dying a sad death at the hand of the n'th weakling - even if you hole up in the village near where you found the staff. This is especially an issue if Delfador is not a Great Mage (Mage Magister) yet. If you make it to the staff by, say, turn 17 you should be ok even with Delfador as an Arch Mage (Mage Commander). And once you've gotten the staff you have to attack the Death Knight right away, or you'll be awash with Skeletons.&lt;br /&gt;
&lt;br /&gt;
When you're done with the action here, get close to the signpost, but don't walk onto its hex until turn 64, as there is no early finish bonus and you want to maximize your income this level.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
* Objective: Defeat Iliah-Malal.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
'''Option 1: attack with Ghouls.'''  Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies (if they're not busy with distant Bats and such). On Medium difficulty, a castle of Ghouls, a half-castle of Ghosts and recalling  the Shadow from Houses of the Dead is enough to comfortably defeat Iliah-Malal; you might be able to do it with less.&lt;br /&gt;
&lt;br /&gt;
'''Option 2: Leader assassination with Ghosts.''' Send 8 Ghosts (on Hard difficulty) around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if you finish this scenario with any Undead veterans, you will be able to recall them one more time in the future - in fact, you will have to recall at least one. However, it's unlikely they will be incredibly useful to you then, so just focus on leveling one of them - preferably a Ghost, and preferably to L3 if you can.&lt;br /&gt;
. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find shelter.&lt;br /&gt;
*# Defeat the enemy leader.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. On Hard, consider recruiting 1 or 2 shamans, as a sorceress would come in handy early in the next level (on Medium this is less of a priority.)&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Find out what is happening at the Ford.&lt;br /&gt;
*# Defeat all enemy leaders (orc and undead).&lt;br /&gt;
* Lose if: Delfador or Chantal die or turns run out.&lt;br /&gt;
* Turns: 36/36/34 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Chantal.&lt;br /&gt;
&lt;br /&gt;
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
* Objective: Defeat all enemies.&lt;br /&gt;
* Lose if: Kalenz dies or turns run out.&lt;br /&gt;
* Turns: 24/27/30 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking means that it is hard to keep units in the front line alive, and so recruiting good numbers of units will matter: A few Druids and Captains, supporting L1 units as the bulk of the army, should work well. Specifically, on Medium difficulty 2 Druids and 2 Captains should suffice if you place and move them carefully &lt;br /&gt;
&lt;br /&gt;
Note that Orcish Grunts and Warriors are less likely to attack a Captain than Archers or Fighters. (In fact, on Medium, Orc forces seem to really focus on the Fighters first with all their units.) So you can have Captains in rotation on the front line - as they will still inspire their adjacent units, so you're not losing their effect this way (in fact, you might get 3 effective-L2 units on the line instead of 2 in some cases).&lt;br /&gt;
&lt;br /&gt;
In addition to your own forces, you have an Elvish ally to the South in this scenario. Unfortunately, he spends his forces quickly and unwisely, so he will die out early (on Hard) or possibly by mid-Scenario (on Medium and with a bit of luck); remember you aren't required to keep him alive, so don't worry about him. He might be outlasted by a unit or two of his, which may even end up tailing your own forces and picking out the occasional enemy.&lt;br /&gt;
&lt;br /&gt;
At lower skill levels, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. On Hard, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  &lt;br /&gt;
&lt;br /&gt;
Note: With the right recruits (e.g. quick Marksmen) it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the West side of the woods for a few tiles and this is where Kalenz should be; and a line back East inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for two days and the onslaught will eventually subside; you will probably have heavy losses, but your survivors should all be L3 or close to it (on Hard) or mostly L2 (on Medium) by that time. Now you go on the offensive...&lt;br /&gt;
&lt;br /&gt;
At this point you might have enough gold to recruit again; do ''not'' be tempted to send Kalenz to one of the keeps to recruit. You'll miss him on the battlefield and by the time he recruits, and the new recruit(s) make it to combat - either you won't need them anyway, or you will be so far behind you won't make it by the turn limit anyway. Save your money.&lt;br /&gt;
&lt;br /&gt;
You're attacking the South-Western leader first: Just across the stream, the forest leads up to his keep; and you've probably dealt with most of his units - since they're pretty helpless against you in the forest. Focus on taking him out ASAP, even at the price of exposing your units to damage from of his leftover units. This focus is especially important if you're past turn 20, since you can't spare the time to play it safe.&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Dark===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.&lt;br /&gt;
* Turns: 32/28/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.&lt;br /&gt;
&lt;br /&gt;
You'll have  three holy water vials near your keep to hand out to your troops: Note they only affect your ''melee'' attack, so giving them to archers is a waste; you'll want Heroes or Rangers taking them (or Avengers/Champions, but then you'd be wasting experience). Don't bother having Druids or Kalenz himself take holy water - they have magical attacks with a good chance to hit and impact or arcane damage type anyway.&lt;br /&gt;
&lt;br /&gt;
As for recruitment - it's likely you don't have more than the starting gold, so (on Medium) you'll probably just be recalling 5 units. Facing Undead, go for Champions and Avengers if you have them; otherwise, if you have Rangers and Heros - recall some of them and a Marshal, or a Captain close to leveling. It's a good idea to recall another Druid, so the Druids can heal each other; but perhaps another Champion or Avenger instead is also a reasonable choice. A Sorceress may also be relevant, although a bit of a gamble.&lt;br /&gt;
&lt;br /&gt;
Alternative recruitment advice (for Hard difficulty): Because you are facing some L1 and L2 troops here, recruit- a mix of L1 and L2 units; they should advance all the way to L3 during the level. Recall any Elven Sorcerers or Shaman with good XP, and Shamans are good extra recruits at the start, again to level to Sorcerers.&lt;br /&gt;
&lt;br /&gt;
After recruiting and picking up the holy water, gather your forces and head West, to take out the first Necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. &lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.&lt;br /&gt;
&lt;br /&gt;
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up. Don't get duped into taking them out - even if you've isolated one or two of them; you have other priorities.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.&lt;br /&gt;
&lt;br /&gt;
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.&lt;br /&gt;
&lt;br /&gt;
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
* Objective: Defeat Gruv-Malal.&lt;br /&gt;
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.&lt;br /&gt;
* Turns: 32.&lt;br /&gt;
* Starting units: Delfador.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. &lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy''': Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The Dwarves wear down the undead and your Mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
'''Assertive strategy''': On Easy or Medium, don't both with Ulrek's keep - just keep your eyes on the prize. If you recall enough muscle to be able to reach Gruv-Malal before night has fallen. A Paladin, a Knight, a Mage of Light, a quick Red Mage / Arch Mage and more of these to the extent you have the money - should do the trick. Pressing North immediately (Delfador leaves the keep at Dawn), your horseback units should land their first hit(s) on Gruv-Malal by Dusk, preferably backed by the illumination of a Mage of Light. The undead should be busy with the Dwarves to the west, and will not have time to fall back to their keep before, say, Second Watch at the earliest - while you'll finish the Necromancer off by First Watch. On Hard this may be more difficult but should still be possible.&lt;br /&gt;
&lt;br /&gt;
The early finish bonus for this scenario is very important for making the next one manageable, so consider trying out the more aggressive approach.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Guide Delfador to the portal to close it.&lt;br /&gt;
*# Move all your units into the mine entrance where you came from, moving Delfador last.&lt;br /&gt;
* Lose if: Delfador dies or turns run out.&lt;br /&gt;
* Turns: 40.&lt;br /&gt;
* Starting units: Delfador, Ulrek.&lt;br /&gt;
&lt;br /&gt;
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.&lt;br /&gt;
&lt;br /&gt;
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.&lt;br /&gt;
&lt;br /&gt;
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white Mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive Nightgaunt and Spectre attacks. revolution_peasent: Mopped all of my enemies up with this strategy - no losses - on Medium. I actually ended up being pushed into the mountains, and everyone was one me, so by the time Delfador got the portal all the Undead except the second coming of Iliah-Malal had already come and gone, i.e. died, so the way back was just a stroll with a brief dispatching of Lich.]&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
* Objective: Defeat all  enemies.&lt;br /&gt;
* Lose if: Delfador, Lionel or Kalenz die or turns run out.&lt;br /&gt;
* Turns: 24/28/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz.&lt;br /&gt;
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.&lt;br /&gt;
&lt;br /&gt;
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.&lt;br /&gt;
&lt;br /&gt;
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
* Objective: Defeat Eldred.&lt;br /&gt;
* Lose if: Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (Easy/Medium/Hard).&lt;br /&gt;
* Starting units: Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
'''Strategies for the rich:''' &lt;br /&gt;
&lt;br /&gt;
The central woods seem like a tempting spot to fight from, but if you have a decent amount of gold, you may struggle to maximize your recruitment and still get all your units across into it: The Southern enemy camp is not far from your line of advance into the forest, and he'll recruit fast Cavalrymen that will quickly catch up with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.&lt;br /&gt;
&lt;br /&gt;
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the Mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
'''Strategy for the poor (but experienced):'''&lt;br /&gt;
&lt;br /&gt;
The following has been reported to work on Medium and on Hard with only the starting gold (100). &lt;br /&gt;
&lt;br /&gt;
Recall a second Shyde (in addition to Chantal) and 4 Avengers/Rangers. These will be invisible in those woods, a trait which will sure comes in handy in this scenario seeing how outnumbered you are... you did remember to level enough of those up, right? ... you will likely be able to make another recall before your enemies flag enough villages; you could go for another Ranger/Avenger, a Sylph if you have one, a Sharpshooter, or even an Outrider which would be able to move from the central to the Western woods or back in a single turn.&lt;br /&gt;
&lt;br /&gt;
Kalenz, either one or two Shydes, and the extra unit if you got one, stay in the Western woods. Start moving them up to the Northern part of the woods in the beginning and then back down South. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns (on Hard; less on Medium) wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off within a single turn or two turns at the most.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
* Objectives:&lt;br /&gt;
*# Defeat Pilafman.&lt;br /&gt;
*# Find the secret door.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.&lt;br /&gt;
* Turns: 40/32/30 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
* Objective: Defeat Sagus.&lt;br /&gt;
* Lose if: Delfador, Kalenz or Chantal die or turns run out.&lt;br /&gt;
* Turns: 20/22/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Delfador, Kalenz, Chantal.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=58935</id>
		<title>ScenarioWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=58935"/>
		<updated>2017-10-12T19:51:32Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The [scenario] tag */ Add some guidance for the theme key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the toplevel tags [multiplayer], [test], [tutorial], [scenario] ==&lt;br /&gt;
&lt;br /&gt;
The top level tags '''[multiplayer]''', '''[test]''', '''[tutorial]''' and '''[scenario]''' are all formatted the same way.&lt;br /&gt;
The difference between these tags is the way that the scenarios they describe are accessed.&lt;br /&gt;
&lt;br /&gt;
The keys '''id''' and '''next_scenario''' affect how scenarios can be accessed.&lt;br /&gt;
Whenever a scenario is won, the scenario with id=''next_scenario'' of the same tag type will be played.&lt;br /&gt;
Units from the first scenario will be available for recall in the second.&lt;br /&gt;
&lt;br /&gt;
Some scenarios can be played without playing other scenarios first&lt;br /&gt;
(in this case there is nothing on the recall list).&lt;br /&gt;
These scenarios are called ''initial scenario''s.&lt;br /&gt;
&lt;br /&gt;
A list of initial scenarios, and how to access them:&lt;br /&gt;
&lt;br /&gt;
* All '''[multiplayer]''' scenarios (without ''allow_new_game=no'') are initial scenarios listed in the multiplayer scenario selector screen (accessed by the &amp;quot;multiplayer&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
* Any '''[test]''' scenario is an initial scenario. A test scenario can be accessed by running the game in test mode. (note: this is NOT the same as debug mode. It can be accessed using -t or --test followed by an optional scenario ID which defaults to 'test'.)&lt;br /&gt;
&lt;br /&gt;
* The '''[tutorial]''' scenario with the attribute '''id=tutorial''' is an initial scenario. The tutorial is accessed by clicking on the &amp;quot;tutorial&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
* Any '''[scenario]''' scenario with an id listed in the value of ''first_scenario'' in a campaign tag (see [[CampaignWML]]) is an initial scenario accessed by selecting that campaign after clicking on the &amp;quot;campaign&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== The [scenario] tag ==&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized in '''[scenario]''' tags:&lt;br /&gt;
&lt;br /&gt;
* '''id''': A unique identifier for this scenario. All scenarios must have an id. Can't clash with '''id''' used in '''[multiplayer]''' tags.&lt;br /&gt;
&lt;br /&gt;
* '''next_scenario''': The id of the scenario to load when the current one is won. This can be changed dynamically, to build non-linear campaigns.&lt;br /&gt;
&lt;br /&gt;
* '''description''': (translatable) only for multiplayer maps. Will show up as a tooltip when mousing over the minimap in the multiplayer setup screen.&lt;br /&gt;
&lt;br /&gt;
* '''name''': (translatable) is shown in several places in the level, including the intro screen. It is also the default name for saves on the level.&lt;br /&gt;
&lt;br /&gt;
* '''map_data''': inputs valid Wesnoth map data. See [[BuildingMaps]] for a description of the Wesnoth map syntax.&lt;br /&gt;
&lt;br /&gt;
* '''turns''': sets an event on turn ''turns'' causing the player to lose. Use ''-1'' to have no turn limit (default). See also [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* '''turn_at''': the turn to start on (default=1)&lt;br /&gt;
&lt;br /&gt;
: Note that none of the regular start-of-turn behavior, including poison damage, healing, income and refreshing unit movement and status, will occur before the start of turn 2.  All start-of-turn [[EventWML|WML events]] will still be fired, however.&lt;br /&gt;
&lt;br /&gt;
* '''random_start_time''': controls random starting time of day. Possible values are yes and no or list of possible start times; starting from 1 to number of times. for example ''random_start_time=2,3,5,6'' (default depends on version and mp/sp, better include this key)&lt;br /&gt;
&lt;br /&gt;
* '''music''': the music file relative to ''./music/'' to play during the scenario&lt;br /&gt;
&lt;br /&gt;
* '''[music]''': specifies the music tracks to play during this scenario, see [[MusicListWML]].&lt;br /&gt;
&lt;br /&gt;
* '''defeat_music''': specifies a comma-separated list of music tracks which may be chosen to play on defeat. If not provided, the default in [[GameConfigWML]] is used instead. May be overridden by [[DirectActionsWML|endlevel]] clauses.&lt;br /&gt;
&lt;br /&gt;
* '''victory_music''': specifies a comma-separated list of music tracks which may be chosen to play on victory. If not provided, the default in [[GameConfigWML]] is used instead. May be overridden by [[DirectActionsWML|endlevel]] clauses.&lt;br /&gt;
&lt;br /&gt;
* '''theme''': the name of the UI theme that should be used when playing this scenario. Valid ids to use can be found in the files in data/themes. Cutscene and Cutscene_Minimal can be useful for dialog only scenarios.&lt;br /&gt;
&lt;br /&gt;
* '''victory_when_enemies_defeated''': when this is set to '''yes''' (default), the player wins once all non-allied units with '''canrecruit=yes''' (aka leaders) are killed. (Currently this only controls the win condition for when all enemies are defeated; it does not prevent the player from losing if he has no leader.) See Also [[SideWML]]. When this value is true the following keys can be used:&lt;br /&gt;
** '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
** '''carryover_add''': if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.&lt;br /&gt;
&lt;br /&gt;
* '''remove_from_carryover_on_defeat''': when this is set to '''yes''' (default), for sides who got defeated (according to the side.defeat_condition), carryover will be removed.&lt;br /&gt;
&lt;br /&gt;
* '''disallow_recall''': when this is set to 'no'(default), the player is allowed to recall units from previous scenarios.&lt;br /&gt;
&lt;br /&gt;
* '''experience_modifier''': the percentage that required XP to level up (for all units in the scenario) is multiplied by. Default 100. Note that when used in a campaign, weird things (like units being above the required XP to level up) can happen if this value is different for different scenarios.&lt;br /&gt;
&lt;br /&gt;
* '''[story]''': describes the intro screen. See [[IntroWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[label]''': sets a label&lt;br /&gt;
** '''x''', '''y''': location to set label&lt;br /&gt;
** '''text''': the label&lt;br /&gt;
&lt;br /&gt;
* '''[item]''': places an item on map. See [[InterfaceActionsWML#.5Bitem.5D|InterfaceActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* '''[time]''': how a day should progress. See [[TimeWML]]&lt;br /&gt;
&lt;br /&gt;
* '''current_time''': The time of day slot number (starting from zero) active at scenario start.&lt;br /&gt;
&lt;br /&gt;
* '''[time_area]''': how a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag&lt;br /&gt;
** takes x and y coordinates.&lt;br /&gt;
** '''[time]''': how a day should progress in those locations. See [[TimeWML]]&lt;br /&gt;
** '''current_time''': The time slot number (starting with zero) active at the creation of the area.&lt;br /&gt;
** time areas can be used in events, assigned identifiers, and removed at discretion. They also accept complete Standard Location Filters. See [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* '''[side]''': describes one player. See [[SideWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[event]''': describes an event that may be triggered at a certain point of the scenario. See [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* '''map_generation''': another way to generate a map. The map will be generated randomly&lt;br /&gt;
** '''default''': the default random map generator&lt;br /&gt;
&lt;br /&gt;
* '''[generator]''' if this is present, the map and scenario will be generated randomly. See [[MapGeneratorWML]]&lt;br /&gt;
&lt;br /&gt;
== The [multiplayer] tag ==&lt;br /&gt;
&lt;br /&gt;
The following keys and subtags are additionally recognized in '''[multiplayer]''' scenarios:&lt;br /&gt;
&lt;br /&gt;
* '''force_lock_settings''': provides a default value for [[SideWML]] ''lock'' attributes and forces the &amp;quot;Use map settings&amp;quot; to be checked and disabled. This is useful if author wants to limit game customization in order to keep the scenario/campaign balanced. Individual options can still be enabled if this key is set to '''yes'''. E.g. color selection can be enabled by explicitly setting ''color_lock=yes'' in [[SideWML]].&lt;br /&gt;
* '''new_game_title''': if provided will be used instead of '''name''' for campaign entry points.&lt;br /&gt;
* '''allow_new_game''': (default=yes) allow/prevent the scenario to be listed in the game configuration screen. This is intended for multiplayer campaigns with multiple entry points.&lt;br /&gt;
* '''allow_era''': a list of era ids. Only the eras with matching ids will be allowed to be played with this scenario.&lt;br /&gt;
* '''disallow_era''': a list of era ids. Only the eras with matching ids will not be allowed to be played with this scenario. Cannot be used in parallel with allow_era.&lt;br /&gt;
* '''ignore_incompatible_era''': a list of era ids. The eras with matching ids will be considered compatible with this scenario regardless their dependencies.&lt;br /&gt;
* '''allow_modification''': same as allow_era, but for modifications.&lt;br /&gt;
* '''disallow_modification''': same as disallow_era, but for modifications. Cannot be used in parallel with allow_modification.&lt;br /&gt;
* '''ignore_incompatible_modification''': same as ignore_incompatible_era, but for modifications.&lt;br /&gt;
* '''force_modification''': a list of modification ids. The specified modifications must be enabled to play this scenario.&lt;br /&gt;
* '''[options]''': custom options. See [[OptionWML]] for details.&lt;br /&gt;
* '''require_scenario''': {{DevFeature1.13|0}} In a multiplayer scenario, this indicates that the scenario file is not enough (you have custom assets like terrain or additional unit art) and other player must download the full add-on not just the scenario WML to join a game. This will also mean that the '''addon_min_version''' attribute will control the minimum version number of your add-on which is compatible with this version.&lt;br /&gt;
&lt;br /&gt;
== The [test] tag ==&lt;br /&gt;
&lt;br /&gt;
The following keys and subtags are additionally recognized in '''[test]''' scenarios:&lt;br /&gt;
&lt;br /&gt;
* '''is_unit_test''': {{DevFeature1.13|8}} If set to 'yes', this scenario will not appear in the list of test scenarios.  The list of test scenarios can be reached from the titlescreen via the Start Test Scenario hotkey.  This hotkey is not set by default.&lt;br /&gt;
&lt;br /&gt;
== Scenario End Conditions ==&lt;br /&gt;
&lt;br /&gt;
In this section we will give a more precise explanation of things that can cause a scenario to end.&lt;br /&gt;
&lt;br /&gt;
* At the '''end of every turn''', the turn number will be compared with the turn limit. &lt;br /&gt;
** If we pass the limit, the ''time over'' event will fire. If turns are not added by WML in response to this event, then the scenario will immediately end in defeat. [[EventWML#The_.27name.27_Key_.28Mandatory.29]]&lt;br /&gt;
* At the '''beginning of any turn''', and at '''the end of any user or ai action''', the victory conditions will be checked. This will result either in the scenario ending or continuing. The procedure for this is as follows:&lt;br /&gt;
** Every side will have its ''defeat_condition'' evaluated based on the units it currently has on the board. [[SideWML]]&lt;br /&gt;
*** At this time, villages of defeated sides will be unflagged, and if ''remove_from_carryover_on_defeat = yes'' then their carryover will be cleared as well.&lt;br /&gt;
** If any two not-defeated sides are enemies, the scenario will continue.&lt;br /&gt;
*** At this time, the ''enemies defeated'' event will fire.&lt;br /&gt;
** Furthermore, if ''victory_when_enemies_defeated=no'' and there exists a human controlled side, then the scenario will continue.&lt;br /&gt;
*** The human controlled side may be local or remote, for networked mp play.&lt;br /&gt;
** If neither of these conditions is met then the scenario will end. &lt;br /&gt;
***In victory or defeat according to whether a local human-controlled side is not defeated.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=OptionWML&amp;diff=58664</id>
		<title>OptionWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=OptionWML&amp;diff=58664"/>
		<updated>2017-07-09T14:19:27Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The [options] tag */  Add 1.12/1.13 campaign usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [options] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag might be a child of an [era], [multiplayer], [modification] or [campaign] tag. Its subtags describe a set of configuration options which are displayed to the user as widgets on the game creation screen, and the entered values are translated into WML variables in the game. Please note that the option variables are initialized in a prestart event, therefore they can't be used before the first prestart event. The created variables' name is identical to the option's id they're attached to, so option ids must be unique across all kinds of options.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized for '''[options]''':&lt;br /&gt;
&lt;br /&gt;
* '''[checkbox]''': registers a checkbox.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': boolean value, determines if the box should be checked initially. Default no.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;br /&gt;
* '''[combo]''': registers a combo box.  {{DevFeature1.13|6}} This was renamed.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': the default value of the widget.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;br /&gt;
** '''[item]''': adds an item to the combo box.&lt;br /&gt;
*** '''name''': the displayed name of this item.&lt;br /&gt;
*** '''value''': the value the widget will take when this item is selected.&lt;br /&gt;
* '''[entry]''': registers a text entry.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': the string initially displayed by the widget.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;br /&gt;
* '''[slider]''': registers an integer slider.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': an integer value. The slider will be positioned at this value by default.&lt;br /&gt;
** '''min''': the minimal value the slider can take.&lt;br /&gt;
** '''max''': the maximal value the slider can take.&lt;br /&gt;
** '''step''': the difference between adjacent values the slider can take. Default 1.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;br /&gt;
&lt;br /&gt;
in 1.12 those variables are inserted as preload event that set these variables.&lt;br /&gt;
{{DevFeature1.13|0}} These variables are now inserted directly in the scenario without events, this means you can also use those variables in scenariolevel [lua] tags and prestart events.&lt;br /&gt;
&lt;br /&gt;
For [campaign] use in 1.12, options need to be inserted in the first [scenario]. {{DevFeature1.13|x}} Options for campaigns no longer work inside the first [scenario] and must now be placed directly inside [campaign].&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReportingBugs&amp;diff=58561</id>
		<title>ReportingBugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReportingBugs&amp;diff=58561"/>
		<updated>2017-05-31T23:42:58Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Bug protocol */ Some updates for GitHub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where to report bugs ==&lt;br /&gt;
The preferred way to report bugs is through our bug tracking system on Github, but you can also post your problem to the forums.&lt;br /&gt;
* [https://github.com/wesnoth/wesnoth/issues/ Wesnoth bugs page on Github]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=4 Wesnoth forum - Technical Support]&lt;br /&gt;
&lt;br /&gt;
Note, however, that simple typos and story/flavor text errors should be reported on the [[SpellingMistakes]] wiki page.&lt;br /&gt;
&lt;br /&gt;
Note also, that bugs of user made content should be reported on the forum in the appropriate thread of the add-on in question. Usually those threads are in either the [http://www.wesnoth.org/forum/viewforum.php?f=8 Scenario &amp;amp; Campaign Development], [http://www.wesnoth.org/forum/viewforum.php?f=19 Faction &amp;amp; Era Development] or [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer Development] sub forum.&lt;br /&gt;
&lt;br /&gt;
== Needed information ==&lt;br /&gt;
* What version of the game are you running?&lt;br /&gt;
* Have you built (from sources) the game by yourself? gcc/g++ version? SDL library versions?&lt;br /&gt;
* What operating system are you using? What version/release of that operating system?&lt;br /&gt;
* Can you reproduce the problem? If you can please provide steps to do it.&lt;br /&gt;
On special request another note: Use common sense! If you know the information can't be relevant to your report simply omit it. Nevertheless too much information usually doesn't hurt.&lt;br /&gt;
&lt;br /&gt;
== How to be ignored ==&lt;br /&gt;
&lt;br /&gt;
Your bug report is more likely to be tagged Invalid and ignored if you:&lt;br /&gt;
&lt;br /&gt;
* File it as anonymous so we can't ask you followup questions&lt;br /&gt;
* Provide only the vaguest description of the problem&lt;br /&gt;
* Don't include a savefile and a recipe for reproducing it from the savefile&lt;br /&gt;
* Post feature requests without prior discussion at the forum or IRC&lt;br /&gt;
&lt;br /&gt;
If you crave being ignored, do these things.  If you want your bug addressed quickly and effectively, don't do any of them.&lt;br /&gt;
&lt;br /&gt;
== Guidelines for suggesting features ==&lt;br /&gt;
# First, please make sure the feature you are suggesting does not already exist (particularly in the latest development version of the game, consult the [http://changelog.wesnoth.org changelog]) by double-checking the help files and options to make sure you aren't missing something.&lt;br /&gt;
# If it hasn't been implemented, please check that it hasn't been already submitted, by searching [http://bugs.wesnoth.org http://bugs.wesnoth.org].&lt;br /&gt;
# If your feature request hasn't been submitted, start a topic about your feature at the [http://www.wesnoth.org/forum/ Forums] after reading [http://www.wesnoth.org/forum/viewtopic.php?t=10152 &amp;quot;Giving your idea the best chance of being accepted&amp;quot;].&lt;br /&gt;
# If you get positive results on the forum (preferably from at least one developer) you can go ahead and submit your feature request using the [https://github.com/wesnoth/wesnoth/issues issues] tab on Github.&lt;br /&gt;
# Please post only one feature per feature request. If you have multiple feature ideas that are related, you can cross reference them easily with &amp;quot;bug #123&amp;quot;.&lt;br /&gt;
# Be as specific as possible on how the feature should work so that anyone trying to implement it knows exactly what to do.&lt;br /&gt;
&lt;br /&gt;
== Guidelines for reporting bugs ==&lt;br /&gt;
When reporting simple spelling mistakes use the [[SpellingMistakes]] page.&lt;br /&gt;
&lt;br /&gt;
# First, please make sure the bug you are reporting has not already been fixed (consult http://changelog.wesnoth.org/ to see the history of changes to the game).&lt;br /&gt;
# If it hasn't been fixed yet, please check that the bug hasn't already been reported, by [http://bugs.wesnoth.org http://bugs.wesnoth.org].&lt;br /&gt;
# If your bug hasn't been reported, please go ahead and report it.&lt;br /&gt;
# Please post only one bug per bug report. If you have multiple bugs that are related, you can cross reference them easily with &amp;quot;bug #1234&amp;quot;, where 1234 is the number of the previous bug report.&lt;br /&gt;
&lt;br /&gt;
Keep bug reports to the point, and make sure your bug is easily reproducible given the information you provide.  Clearly written, reproducible single bug reports will get attention before those reports that mix several different bugs into one report, or that are incomprehensible.&lt;br /&gt;
&lt;br /&gt;
If there is already an existing bug report, do not hesitate to add a comment with your details - this way we know when some bug is getting &amp;quot;popular&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
An account at Github is free and takes very little time to set up.&lt;br /&gt;
&lt;br /&gt;
=== In-play problems ===&lt;br /&gt;
If it is in-play problem that you can reproduce, save the game and send the savegame to us with details how to reproduce the problem from the savegame.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer out-of-sync errors ===&lt;br /&gt;
* We need wesnoth stdout/stderr output from person who got the error (if you started wesnoth in terminal stdout/stderr is in that terminal).&lt;br /&gt;
* We need savegame from person who got the error.&lt;br /&gt;
* Savegame from some other player if possible.&lt;br /&gt;
* The person who got the error should report the bug, other players can then add their savegames to that bug.&lt;br /&gt;
&lt;br /&gt;
=== Segfault ===&lt;br /&gt;
* In Unix follow the instructions at [[DebuggingWesnoth]] to generate information to send to a developer.&lt;br /&gt;
* In NT based OS's (including Win2k, XP) you enable/configure core dumps by running 'drwtsn32', the location of the dumps can be changed there.&lt;br /&gt;
* In Mac OS X, you can enable Crash Reporter -- the output is a backtrace. Run Applications -&amp;gt; Utilities -&amp;gt; Console to see log output. See http://www.mozilla.org/mailnews/osxinfo.html for information on how to enable Crash Reporter.&lt;br /&gt;
&lt;br /&gt;
=== Sending savegames, screenshots, coredumps, etc ===&lt;br /&gt;
* Please compress the files (bzip2, gzip, zip). Do not compress images or sounds, unless you're posting several in a batch. In particular, don't compress screenshots.&lt;br /&gt;
* You can attach files if you submit your bug through Github by dragging and dropping the file onto the comment box.&lt;br /&gt;
* You can attach files to forum posts.&lt;br /&gt;
&lt;br /&gt;
== Bug protocol ==&lt;br /&gt;
&lt;br /&gt;
* When adding a new bug, please choose either &amp;quot;Bug&amp;quot; or &amp;quot;Feature Request&amp;quot; as its Category; it may not be noticed if you leave the Category as &amp;quot;None&amp;quot;.&lt;br /&gt;
* We use the Status values &amp;quot;None&amp;quot; (awaiting action), &amp;quot;Fixed&amp;quot;, &amp;quot;Won't Fix&amp;quot;, &amp;quot;Invalid&amp;quot; (not a bug), &amp;quot;Works For Me&amp;quot; (unreproducible), or &amp;quot;Need Info&amp;quot;.&lt;br /&gt;
* A bug which is fixed is marked &amp;quot;Fixed&amp;quot; by a developer, probably the one committing the fix or reviewing it.&lt;br /&gt;
* A bug which has been fixed is closed immediately.&lt;br /&gt;
* If a bug has been in a named release, add a milestone for the next release when it is fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=58560</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=58560"/>
		<updated>2017-05-31T22:48:29Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The Hammer of Thursagan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
===Secrets of the Ancients===&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
* [leadership]: id=leadership&lt;br /&gt;
* This unit can lead our own units that are next to it...&lt;br /&gt;
&amp;gt;&amp;gt; … can lead your own units ...&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=58559</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=58559"/>
		<updated>2017-05-31T22:41:43Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Secrets of the Ancients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador’s Memoirs===&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
===Secrets of the Ancients===&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
====Scenario 08: Fear====&lt;br /&gt;
&lt;br /&gt;
* The presence of Master Perrin’s journeymen gives you the ability to recruit mages.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; There is only one journeyman on NORMAL/HARD difficulties&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
* [leadership]: id=leadership&lt;br /&gt;
* This unit can lead our own units that are next to it...&lt;br /&gt;
&amp;gt;&amp;gt; … can lead your own units ...&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=58353</id>
		<title>InternalActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=58353"/>
		<updated>2017-04-09T17:07:09Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [store_side] */  Fix incorrect income description and add base_income key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Part of [[ActionWML]], Internal actions are actions that WML uses internally that do not directly affect game play (or, at least, are not readily apparent to the player). For example, storing a variable is an internal action.&lt;br /&gt;
&lt;br /&gt;
== Variable Actions ==&lt;br /&gt;
&lt;br /&gt;
These actions are focused, in one way or another, on [[VariablesWML|variables]]. Creating them, modifying them, capturing game data to them, you name it, these actions are all about the variables.&lt;br /&gt;
&lt;br /&gt;
=== [set_variable] ===&lt;br /&gt;
&lt;br /&gt;
The '''[set_variable]''' tag is used to create and manipulate WML variables. The [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE VARIABLE] macro is a quick syntactic shortcut for simple variable creation and the [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE_OP VARIABLE_OP] macro is a quick syntactic shortcut for performing simple mathematical operations on variables.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''value''': set the variable to the given value (can be numeric or string).Use literal for no substitution. (see [[VariablesWML]])&lt;br /&gt;
&lt;br /&gt;
* '''literal''': set the variable to the given value (can be numeric or string). This does not interpret any dollar signs.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': set the variable to the value of the given variable, e.g. 'to_variable=temp' would be equivalent to 'value=$temp'.&lt;br /&gt;
&lt;br /&gt;
* '''add''': add the given amount to the variable.&lt;br /&gt;
&lt;br /&gt;
* '''sub''': subtract the given amount from the variable.&lt;br /&gt;
&lt;br /&gt;
* '''multiply''': multiply the variable by the given number. The result is a float.&amp;lt;br /&amp;gt;To negate a number, multiply by -1. If you negate 0, the result is a floating-point negative zero -0. To display -0 as 0, use a second tag with add=0; it will flip -0 to 0 but not affect other numbers.&lt;br /&gt;
&lt;br /&gt;
* '''divide''': divide the variable by the given number. The result is a float. Wesnoth 1.9 and later no longer uses integer division. Use a second tag with round=floor if you relied on this.&lt;br /&gt;
&lt;br /&gt;
* '''modulo''': returns the remainder of a division.&lt;br /&gt;
&lt;br /&gt;
* '''rand''': the variable will be randomly set.&amp;lt;br&amp;gt;You may provide a comma separated list of possibilities, e.g. 'rand=Bob,Bill,Bella'.&amp;lt;br&amp;gt;You may provide a range of numbers (integers), e.g. 'rand=3..5'.&amp;lt;br&amp;gt;You may combine these, e.g. 'rand=100,1..9', in which case there would be 1/10th chance of getting 100, just like for each of 1 to 9. If a number or item is repeated, it is sampled more frequently as appropriate. See [[MultiplayerContent]] for more info on the MP case.&amp;lt;br&amp;gt;Using rand= will automatically result in the current action being non undoable. Ignoring possible [allow_undo].&lt;br /&gt;
&lt;br /&gt;
* '''time=stamp''': Retrieves a timestamp in milliseconds since wesnoth was started, can be used as timing aid. Don't try to use this as random value in MP since it will cause an OOS.&lt;br /&gt;
&lt;br /&gt;
* '''string_length''': Retrieves the length in characters of the string passed as this attribute's value; such string is parsed and variable substitution applied automatically (see [[VariablesWML]] for details).&lt;br /&gt;
&lt;br /&gt;
* '''[join]''' joins an array of strings to create a textual list&lt;br /&gt;
** '''variable''': name of the array&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to connect the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
* '''ipart''': Assigns the integer part (the part to the left of the decimal point) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''fpart''': Assigns the decimal part (the part to the right of the decimal point) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''round''': Rounds the variable to the specified number of digits of precision. Negative precision works as expected (rounding 19517 to -2 = 19500). Special values:&lt;br /&gt;
**'''round=ceil''': Rounds upward to the nearest integer.&lt;br /&gt;
**'''round=floor''': Rounds down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== [set_variables] ===&lt;br /&gt;
&lt;br /&gt;
Manipulates a WML array or container&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the array or container to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''mode''': one of the following values:&lt;br /&gt;
** ''replace'': will clean the array '''name''' and replace it with given data&lt;br /&gt;
** ''append'': will append given data to the current array&lt;br /&gt;
** ''merge'': will merge in the given data into '''name'''&lt;br /&gt;
** ''insert'': will insert the given data at the index specified in the '''name''' attribute, such as name=my_array[1]. The default index is zero, which will insert to the front of the array. '''Note:''' if an invalid index is used, empty containers will be created before the insertion is performed. In other words, do not attempt to insert at an index greater than (or equal to) the array's current length. This limitation may be removed in future versions.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': data will be set to the given array&lt;br /&gt;
&lt;br /&gt;
* '''[value]''': the WML inside the [value] tags will be stored in data, variables will be interpolated directly, use $| in order to escape the $ sign, you can store arrays of WML by supplying multiple [value] tags. ([[#Using_.5Bset_variables.5D_to_Create_Arrays_of_WML|See Example]])&lt;br /&gt;
&lt;br /&gt;
* '''[literal]''': same as '''[value]''', but variables will not be substituted, '''[literal]''' and '''[value]''' can not be used in the same [set_variables] tag, i.e. you can not create arrays by piling a mix of '''[value]''' and '''[literal]''' tags&lt;br /&gt;
&lt;br /&gt;
*'''[split]''' splits a textual list into an array which will then be set to data&lt;br /&gt;
** '''list''': textual list to split&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to separate the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|4}} You can now mix '''[value]''', '''[literal]''', and '''[split]''' in the same '''[set_variables]''' tag. They will be processed in order of appearance. Multiple instances of [split] are also supported now.&lt;br /&gt;
&lt;br /&gt;
=== Capturing Game Data ===&lt;br /&gt;
&lt;br /&gt;
These actions capture different bits of game data and store them to variables so they can be examined and/or manipulated.&lt;br /&gt;
&lt;br /&gt;
==== [store_gold] ====&lt;br /&gt;
&lt;br /&gt;
Stores a side's gold into a variable.&lt;br /&gt;
&lt;br /&gt;
* '''[[StandardSideFilter]]''': The first matching side's gold will be stored in the variable &amp;quot;variable&amp;quot;.&lt;br /&gt;
* '''variable''': (default='gold') the name of the variable to store the gold in&lt;br /&gt;
&lt;br /&gt;
==== [store_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations that pass certain criteria into an array. Each member of the array has members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side' (villages only). The array will include any unreachable border hexes, if applicable.&lt;br /&gt;
&lt;br /&gt;
* [[StandardLocationFilter]]: a location or location range which specifies the locations to store. By default, all locations on the map are stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_reachable_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores locations reachable by the given units. Can store either the movement, attack or vision ranges.&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': a [[StandardUnitFilter]]. The locations reachable by any of the matching units will be stored.&lt;br /&gt;
* '''[filter_location]''': (optional) a [[StandardLocationFilter]]. Only locations which also match this filter will be stored.&lt;br /&gt;
* '''range''': possible values ''movement'' (default), ''attack'', ''vision''. If ''movement'', stores the locations within the movement range of the unit, taking Zone of Control into account. If ''attack'', stores the attack range (movement range + 1 hex). If ''vision'', stores the vision range (movement range ignoring Zone of Control + 1 hex).&lt;br /&gt;
* '''moves''':  possible values ''current'' (default), ''max''. Specifies whether to use the current or maximum movement points when calculating the range.&lt;br /&gt;
* '''viewing_side''': (optional) the side whose vision to use when calculating the reach. This only has meaning in the presence of fog, shroud, or units with the ambush ability. If left out, then fog, shroud and ambushers are ignored and the real reach of the units is stored.&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_map_dimensions] ====&lt;br /&gt;
&lt;br /&gt;
Stores the map dimensions in a variable.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable where the values will be saved into. If it is skipped, a variable 'map_size' is used, and its contents overridden, if they existed already. The result is a container variable, with members ''width'' and ''height''.&lt;br /&gt;
&lt;br /&gt;
==== [store_side] ====&lt;br /&gt;
&lt;br /&gt;
Stores information about a certain side in a variable.&lt;br /&gt;
&lt;br /&gt;
'''Keys:'''&lt;br /&gt;
* '''[[StandardSideFilter]]''': All matching sides are stored. (An array is created if several sides match - access it with side[2].team_name and so on.)&lt;br /&gt;
* '''variable''': the name of the variable to store the information in (default: &amp;quot;side&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''Result'''&lt;br /&gt;
&lt;br /&gt;
Variable will contain following members:&lt;br /&gt;
* '''color''': It indicates team color. Can be one of the following:&lt;br /&gt;
{| border = 1&lt;br /&gt;
| ''color''&lt;br /&gt;
| red&lt;br /&gt;
| blue&lt;br /&gt;
| green&lt;br /&gt;
| purple&lt;br /&gt;
| black&lt;br /&gt;
| brown&lt;br /&gt;
| orange&lt;br /&gt;
| white&lt;br /&gt;
| teal&lt;br /&gt;
|-&lt;br /&gt;
| ''value''&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
* '''controller''': Indicates type of player that control this side. ''In networked multiplayer, the controller attribute is ambiguous. Be very careful or you have OOS errors.''&lt;br /&gt;
** '''human''': Human player&lt;br /&gt;
** '''ai''': If players assigns &amp;quot;Computer Player&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
** '''network''': In multiplayer for sides that client does not control, both what would normally be human and ai. For host values are as usual, this is where OOS comes from.&lt;br /&gt;
** '''null''': If players assigns &amp;quot;Empty&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
* '''fog''': Indicates whether this side is affected by fog of war.&lt;br /&gt;
* '''gold''': The amount of gold the side has.&lt;br /&gt;
* '''hidden''': (boolean) If 'yes', side is not shown in status table.&lt;br /&gt;
* '''income''': Income for this side (base income + all village income. AKA gross income. Note that this is different from the [side] income key).&lt;br /&gt;
* '''name''': Name of player.&lt;br /&gt;
* '''recruit''': A comma-separated list of unit types that can be recruited by this side.&lt;br /&gt;
* '''shroud''': Whether this side is affected by shroud.&lt;br /&gt;
* '''side''': The $side_number of the side belonging to this container&lt;br /&gt;
* '''team_name''': String representing the team's description.&lt;br /&gt;
* '''user_team_name''': Translated string representing the team's description.&lt;br /&gt;
* '''village_gold''': The amount of gold given to this side per village it controls per turn.&lt;br /&gt;
* '''scroll_to_leader''': (boolean) Whether the game view scrolls to the side leader at the start of their turn.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]). Unless previously specified in [side] or changed with WML (see [[DirectActionsWML#.5Bmodify_side.5D|[modify_side]]]), this value may be empty for the default flag animation.&lt;br /&gt;
* '''flag_icon''': Flag icon for the status bar for this side (see [[SideWML|[side]]]). Unless previously specified in [side] or changed with WML (see [[DirectActionsWML#.5Bmodify_side.5D|[modify_side]]]), this value may be empty for the default flag icon.&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
* '''defeat_condition''': {{DevFeature1.13|7}} When the side will be considered defeated. See description at [[SideWML]], [[ScenarioWML#Scenario_End_Conditions]]&lt;br /&gt;
* '''faction''': {{DevFeature1.13|7}} id of the selected faction, string (multiplayer-only)&lt;br /&gt;
* '''faction_name''': {{DevFeature1.13|7}} Name of the selected faction, string (multiplayer-only)&lt;br /&gt;
* '''num_units''' {{DevFeature1.13|7}}: The number of units the side currently has on the map.&lt;br /&gt;
* '''num_villages''' {{DevFeature1.13|7}}: The number of villages the side currently controls.&lt;br /&gt;
* '''total_upkeep''' {{DevFeature1.13|7}}: The number of unit levels the side is currently supporting.&lt;br /&gt;
* '''expenses''' {{DevFeature1.13|7}}: The amount of gold the side is currently spending to support units.&lt;br /&gt;
* '''net_income''' {{DevFeature1.13|7}}: The income the side gains per turn after expenses.&lt;br /&gt;
* '''base_income''' {{DevFeature1.13|8}}: The income the side gains per turn (same as [side] income key)&lt;br /&gt;
&lt;br /&gt;
* {{DevFeature1.13|7}} All other keys and tags of the side that are contained in [[LuaWML:Sides#wesnoth.sides|wesnoth.sides]] .__cfg&lt;br /&gt;
&lt;br /&gt;
==== [store_starting_location] ====&lt;br /&gt;
&lt;br /&gt;
Stores the starting location of a side's leader in a variable. The variable is a composite type which will have members 'x', 'y', 'terrain' and 'owner_side' (villages only)&lt;br /&gt;
&lt;br /&gt;
* [[StandardSideFilter]]: The starting locations of all matching sides will be stored. If multiple sides are matched, a WML array will be created.&lt;br /&gt;
* '''variable''': (default='location'): the name of the variable to store the location in&lt;br /&gt;
&lt;br /&gt;
==== [store_time_of_day] ====&lt;br /&gt;
&lt;br /&gt;
Stores time of day information from the current scenario into a WML variable container.&lt;br /&gt;
&lt;br /&gt;
* '''x, y''': Location to store the time for. [[DirectActionsWML#.5Btime_area.5D|Time areas]] matter; illumination does not. If this is omitted, the global (location-independent) time is stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='time_of_day') name of the container on which to store the information. The container will be filled with the same attributes found on [[TimeWML]].&lt;br /&gt;
&lt;br /&gt;
* '''turn''': (defaults to the current turn number) changes the turn number for which time of day information should be retrieved.&lt;br /&gt;
&lt;br /&gt;
==== [store_turns] ====&lt;br /&gt;
&lt;br /&gt;
Stores the turn limit (the maximum number of turns). If there is no limit, this stores ''-1''.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='turns') the name of the variable in which to store the turn limit.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit] ====&lt;br /&gt;
&lt;br /&gt;
Stores details about units into a [[VariablesWML#Container|container]] variable. When a unit is stored, all keys and tags in the unit definition may be manipulated, including some others, with [[InternalActionsWML#.5Bset_variable.5D|[set_variable]]]. A sample '''list of these tags and keys''' can be found at [[InternalActionsWMLUnitTags]].&lt;br /&gt;
&lt;br /&gt;
If you have a doubt about what keys are valid or what the valid value range is for each key, code a [store_unit] event, save the game, and examine what keys are in the file (or just examine the '''[unit]''' tag(s) in any save file). One can also use the [[CommandMode|:inspect]] command or the [[InterfaceActionsWML#.5Binspect.5D|[inspect]]] tag to open a game-state inspector dialog, which can be used to view unit properties.&lt;br /&gt;
&lt;br /&gt;
Common usage is to manipulate a unit by using '''[store_unit]''' to store it into a variable, followed by manipulation of the variable, and then [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] to re-create the unit with the modified variables.&lt;br /&gt;
&lt;br /&gt;
''Note: stored units also exist on the field, and modifying the stored variable will not automatically change the stats of the units. You need to use [unstore_unit]. See also [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] and [http://www.wesnoth.org/macro-reference.xhtml#FOREACH FOREACH].''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter will be stored. If there are multiple units, they will be stored into an array of variables. The units will be stored in order of their internal ''underlying_id'' attribute, which is usually in creation order (but you normally should not depend on the order).&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit(s)&lt;br /&gt;
&lt;br /&gt;
* '''mode''': defaults to ''always_clear'', which clears the variable, whether or not a match is found. If mode is set to ''replace'', the variable will not be cleared, and units which match the filter will overwrite existing elements at the start of the array, leaving any additional elements intact if the original array contained more elements than there are units matching the filter. If mode is set to ''append'', the variable will not be cleared, and units which match the filter will be added to the array after the existing elements.&lt;br /&gt;
&lt;br /&gt;
* '''kill''': if 'yes' the units that are stored will be removed from play. This is useful for instance to remove access to a player's recall list, with the intent to restore the recall list later.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type] ====&lt;br /&gt;
&lt;br /&gt;
* '''type''': (required) the defined ID of the unit type, for example &amp;quot;Goblin Knight&amp;quot;. Do not use a translation mark or it will not work correctly for different languages. A comma-separated list of IDs may also be used to store an array of unit types.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit type information (default &amp;quot;unit_type&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type_ids] ====&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store a comma-separated list of all unit type IDs including all from all loaded addons&lt;br /&gt;
&lt;br /&gt;
==== [store_villages] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations of villages that pass certain criteria into an array. Each member of the result array will have members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side'.&lt;br /&gt;
&lt;br /&gt;
Note: This differs from using [store_locations] only in that the hexes considered for match are restricted to those with villages (those whose terrain type has its 'gives_income' flag set to true), in the same way that use of either the 'owner_side' key or the '[filter_owner]' will. In fact, if either of these are present, [store_villages] and [store_locations] will behave identically.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations (default: &amp;quot;location&amp;quot;)&lt;br /&gt;
* '''[[StandardLocationFilter]]''' tags and keys as arguments&lt;br /&gt;
&lt;br /&gt;
==== [store_items] ====&lt;br /&gt;
&lt;br /&gt;
Stores current items in the scenario into an array. Each entry has at least members x and y and can have all of the other keys listed in the documentation of [[InterfaceActionsWML#.5Bitem.5D|[item]]] (depending on what was set during creating the item).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': name of the wml variable array to use (default &amp;quot;items&amp;quot;)&lt;br /&gt;
*'''[[StandardLocationFilter]]''' keys as arguments: only items on locations matching this [[StandardLocationFilter]] will be stored&lt;br /&gt;
&lt;br /&gt;
==== [store_relative_direction] ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Gets the relative direction from one hex to another. This is an interface to the function wesnoth uses to decide how a unit will face while it is moving / attacking / defending.&lt;br /&gt;
&lt;br /&gt;
* '''[source]''' x and y must describe a map location&lt;br /&gt;
* '''[destination]''' similar&lt;br /&gt;
* '''variable''' name of the variable to store string result in (one of 'n', 'nw', 'ne', 's', 'sw', 'se')&lt;br /&gt;
* '''mode''' optional. 0 is the default setting corresponding to default wesnoth implementation used in animations. 1 is an alternate &amp;quot;radially symmetric&amp;quot; mode. The default mode breaks ties in the direction of south, since this makes more units face the player directly on screen. The radially symmetric mode breaks ties in the direction of counter-clockwise, and might be more appropriate in some cases.&lt;br /&gt;
&lt;br /&gt;
==== [find_path] ====&lt;br /&gt;
&lt;br /&gt;
A WML interface to the pathfinder. Calculates the path between a unit and a location and returns the result in a WML variable, that contains also an array for every step of the path.&lt;br /&gt;
&lt;br /&gt;
*'''[traveler]''': [[StandardUnitFilter]], only the first matching unit will be used for calculation&lt;br /&gt;
*'''[destination]''': [[StandardLocationFilter]], only the first matching nearest hex will be used&lt;br /&gt;
*'''variable''': the variable name where the result will be stored, if no value is supplied 'path' will be used as default name. Each step will be stored in a [step] array inside that variable.&lt;br /&gt;
*'''allow_multiple_turns''': default no, if yes also moves that require more than one turn will be calculated.&lt;br /&gt;
*'''check_visibility''': default no, if yes the path will not be computed if some hexes are not visible due to shroud.&lt;br /&gt;
*'''check_teleport''': default yes; if no, teleport won't be taken in account while computing path.&lt;br /&gt;
*'''check_zoc''': default yes; if no, unit ZOCs won't be considered while calculating the path.&lt;br /&gt;
This is the structure of the variable returned by [find_path]:&lt;br /&gt;
 [path]&lt;br /&gt;
 	hexes = the total length of the path&lt;br /&gt;
 		if the path is calculated to an impassable hex, or the move requires multiple turns&lt;br /&gt;
 		and allow_multiple_turns is no, its value will be 0.&lt;br /&gt;
 	from_x, from_y = location of the unit&lt;br /&gt;
 	to_x, to_y = destination&lt;br /&gt;
 	movement_cost = total movement cost required by unit to reach that hex&lt;br /&gt;
 	required_turns = total turns required by unit to reach that hex&lt;br /&gt;
 	[step]&lt;br /&gt;
 		x, y = location of the step&lt;br /&gt;
 		terrain = terrain of the step&lt;br /&gt;
 		movement_cost = movement cost required by unit to reach that hex&lt;br /&gt;
 		required_turns = turns required by unit to reach that hex&lt;br /&gt;
 	[/step]&lt;br /&gt;
 [/path]&lt;br /&gt;
&lt;br /&gt;
==== [unit_worth] ====&lt;br /&gt;
Takes only an inline [[StandardUnitFilter]] (only the first matching unit will be used for calculation) and outputs the following variables: &lt;br /&gt;
*''cost'', the current unit cost;&lt;br /&gt;
*''next_cost'', the cost of the most expensive advancement;&lt;br /&gt;
*''health'', the health of the unit in percentage;&lt;br /&gt;
*''experience'', current experience in percentage;&lt;br /&gt;
*''unit_worth'', how much the unit is worth.&lt;br /&gt;
&lt;br /&gt;
Mainly used for internal AI checks, but one could in theory just do anything with it.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     [unit_worth]&lt;br /&gt;
        x,y=$x1,$y1&lt;br /&gt;
     [/unit_worth]&lt;br /&gt;
     [message]&lt;br /&gt;
         id=$unit.id&lt;br /&gt;
         message=_&amp;quot;I cost $cost gold, with $health|% of my hitpoints and $experience|% on the way to cost $next_cost|.&lt;br /&gt;
 I am estimated to be worth $unit_worth&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
     [clear_variable]&lt;br /&gt;
         name=cost,next_cost,health,experience,unit_worth&lt;br /&gt;
     [/clear_variable]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== [clear_variable] ===&lt;br /&gt;
&lt;br /&gt;
This will delete the given variable. This tag can delete a scalar or an entire array; it can also delete one container at an array index. The macro [http://www.wesnoth.org/macro-reference.xhtml#CLEAR_VARIABLE CLEAR_VARIABLE] is a shortcut for this tag.&lt;br /&gt;
&lt;br /&gt;
This action is good to use to clean up the set of variables; for example, a well-behaved scenario will delete any variables that should not be kept for the next scenario before the end of the scenario. One can also clear tags and variables of stored units; for example, one can remove [trait]s and [object]s.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to clear. This can also be a comma-separated list of multiple variable names.&lt;br /&gt;
** If a name ends with an array index, then it deletes that one container, and shifts the indexes of all subsequent containers. For example, &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[2]}&amp;lt;/code&amp;gt; deletes &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, but then moves &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, moves &amp;lt;code&amp;gt;my_awesome_array[4]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt;, and so on until the end of the array.&lt;br /&gt;
** Note that &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array}&amp;lt;/code&amp;gt; deletes the entire array, but &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[0]}&amp;lt;/code&amp;gt; deletes only the first container.&lt;br /&gt;
&lt;br /&gt;
=== [sync_variable] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Sets one or multiple variables to the same value as on all clients and also on replays, it uses the value from the currently active side.&lt;br /&gt;
* '''name''' the name of the variable to synchonize this can be a comma seperated list.&lt;br /&gt;
&lt;br /&gt;
== Other Internal Actions ==&lt;br /&gt;
&lt;br /&gt;
Believe it or not, there are some internal actions that are not focused primarily on variables. They are all grouped here.&lt;br /&gt;
&lt;br /&gt;
=== [fire_event] ===&lt;br /&gt;
&lt;br /&gt;
Trigger a WML event (used often for [[EventWML#Custom_events|custom events]])&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of event to trigger&lt;br /&gt;
** ''(Optional)'' {{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
* '''id''': ''(Optional)'' the id of a single event to trigger {{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
* '''[primary_unit]''': ''(Optional)'' Primary unit for the event. Will never match on a recall list unit. The first unit matching the filter will be chosen.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_unit]''': ''(Optional)'' Same as '''[primary_unit]''' except for the secondary unit.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[primary_attack]''': Information passed to the primary attack filter and $weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_attack]''': Information passed to the second attack filter and $second_weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
=== [remove_event] ===&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Removes the event with the specified id. Equivalent to &amp;lt;i&amp;gt;[event] id=foo remove=yes&amp;lt;/i&amp;gt;. See [[EventWML#remove|EventWML]].&lt;br /&gt;
&lt;br /&gt;
* '''id''': the id of the event to remove. May be a comma separated list.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] ===&lt;br /&gt;
&lt;br /&gt;
Inserts a variable as WML. In other words, the value of the passed [[VariablesWML#Container|container variable]] will be injected into the game as if they had been written out in WML form. ([[#.5Binsert_tag.5D_Example|See Example]]).&lt;br /&gt;
&lt;br /&gt;
Tag insertion is a special case in that it can be used in places where other ActionWML cannot be used. The basic rule is that anywhere that $variable syntax works, tag insertion will also work. In practice this means pretty much everywhere except directly within top-level scenario tags.&lt;br /&gt;
&lt;br /&gt;
*'''name''': The [&amp;quot;name&amp;quot;] to be given to the tag. This must be a tag which would be valid at the place where [insert_tag] is used, for anything to happen. (For example, if used as ActionWML, it should be a [[ActionWML]] tag name, and it may be a recognized subtag such as &amp;quot;option&amp;quot; when used within a [message]).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': Name of the container variable which will have its value inserted into the tag.&lt;br /&gt;
&lt;br /&gt;
=== [role] ===&lt;br /&gt;
&lt;br /&gt;
Tries to find a unit to assign a role to.&amp;lt;br&amp;gt;This is useful if you want to choose a non-major character to say some things during the game. Once a role is assigned, you can use '''role=''' in a unit filter to identify the unit with that role (See [[FilterWML]]).&amp;lt;br&amp;gt;However, there is no guarantee that roles will ever be assigned. You can use '''[have_unit]''' (see [[ConditionalActionsWML#Condition_Tags|Condition Tags]]) to see whether a role was assigned. This tag uses a [[StandardUnitFilter]] (without [filter]) with the modification to order the search by type, mark only the first unit found with the role, and the role attribute is not used in the search. If for some reason you want to search for units that have or don't have existing roles, you can use one or more [not] filters. The will check recall lists in addition to units on the map. In normal use, you will probably want to include a ''side'' attribute to force the unit to be on a particular side.&lt;br /&gt;
&lt;br /&gt;
* '''role''': the value to store as the unit's role. This role is not used in the [[StandardUnitFilter]] when doing the search for the unit to assign this role to.&lt;br /&gt;
&lt;br /&gt;
* '''type''': a comma-separated list of possible types the unit can be. If any types are given, then units will be searched by type in the order listed. If no type is given, then no particular order with respect to type is guaranteed.&lt;br /&gt;
&lt;br /&gt;
* '''search_recall_list''': {{DevFeature1.13|5}} whether to consider units on the recall list when assigning the role. Can be either yes or no, defaults to yes. {{DevFeature1.13|6}} If set to 'only', then units on the map are not considered when assigning the role - only units on the recall list can receive it.&lt;br /&gt;
&lt;br /&gt;
* '''[else]''' {{DevFeature1.13|5}} ActionWML to execute if the game is unable to find a unit to assign the role to. For example, this could be used to create a new unit satisfying the role.&lt;br /&gt;
&lt;br /&gt;
* '''[auto_recall]''' {{DevFeature1.13|6}} If present, and the role is assigned to a unit on the recall list, then that unit is recalled. Supports all unique keys of [[DirectActionsWML#.5Brecall.5D|&amp;amp;#x5b;recall&amp;amp;#x5d;]], but no [[StandardUnitFilter]].&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]], do not use a [filter] sub-tag. SUF's role= and type= keys are not used: if you want to use them, use a nested SUF wrapped inside a [and] tag.&lt;br /&gt;
&lt;br /&gt;
=== [random_placement] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
Selects randomly a given number of locations from a given set of locations and exectutes the given code for each of those locations.&lt;br /&gt;
&lt;br /&gt;
* '''[filter_location]''': a [[StandardLocationFilter]].&lt;br /&gt;
* '''[command]''': contains ActionWml that is executed for each of the locations.&lt;br /&gt;
* '''num_items''': the number of locations that should be selected, this can be a (lua) expression to calculate the number of locations based on the number of locations that match the filter, for example (size * 0.5) will execute the command for exactly half of the locations (rounded down)&lt;br /&gt;
* '''variable''': The name of the variable that contains the current location during the execution of [command]. This is a container with the attributes x and y.&lt;br /&gt;
* '''min_distance''': The minimum distance of 2 chosen locations, a value less than 0 means that the same locations can be chosen more than one time.&lt;br /&gt;
* '''allow_less''': If yes, the tag will not show an error in case there were less than num_items locations available.&lt;br /&gt;
&lt;br /&gt;
=== Flow control actions ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
There are three actions that alter the flow of execution. They are '''[break]''', '''[continue]''', and '''[return]'''. All of them take no arguments.&lt;br /&gt;
&lt;br /&gt;
* '''[break]''': The nearest enclosing loop immediately stops executing, and control continues with the next action after the end of that loop. If there is no enclosing loop, this is equivalent to '''[return]'''.&lt;br /&gt;
* '''[continue]''': The nearest enclosing loop immediately stops executing, and control continues at the beginning of that loop, with any iteration variables updated for the next iteration. If there is no enclosing loop, this is an error.&lt;br /&gt;
* '''[return]''': Control immediately returns to the Wesnoth engine. No further WML actions are executed in this context. If there was another event queued, that event will be run as usual.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Using [set_variables] to Create Arrays of WML ===&lt;br /&gt;
&lt;br /&gt;
 [set_variables]&lt;br /&gt;
     name=arr&lt;br /&gt;
     mode=replace&lt;br /&gt;
     [value]&lt;br /&gt;
         foo=bar&lt;br /&gt;
     [/value]&lt;br /&gt;
     [value]&lt;br /&gt;
        foo=more&lt;br /&gt;
     [/value]&lt;br /&gt;
 [/set_variables]&lt;br /&gt;
 {DEBUG_MSG $arr[0].foo}&lt;br /&gt;
 {DEBUG_MSG $arr[1].foo}&lt;br /&gt;
&lt;br /&gt;
This will produce two output messages, first one saying '''bar''' and next one saying '''more'''.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] Example ===&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.speaker&lt;br /&gt;
         value=Konrad&lt;br /&gt;
     [/set_variable]&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.message&lt;br /&gt;
         value= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/set_variable]    &lt;br /&gt;
     &lt;br /&gt;
     [insert_tag]&lt;br /&gt;
         name=message&lt;br /&gt;
         variable=temp&lt;br /&gt;
     [/insert_tag]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
This is effectively identical to:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [message]&lt;br /&gt;
         speaker=Konrad&lt;br /&gt;
         message= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VariablesWML]]&lt;br /&gt;
* [[ActionWML]]&lt;br /&gt;
** [[ConditionalWML]]&lt;br /&gt;
** [[DirectActionsWML]]&lt;br /&gt;
** [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=58352</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=58352"/>
		<updated>2017-04-08T17:28:19Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Secrets of the Ancients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mainline_Campaigns/Translations}}&lt;br /&gt;
&lt;br /&gt;
These scenarios are included in the Wesnoth distribution. Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios using the Wesnoth Markup Language. The following links are very likely to contain spoilers regarding the storyline.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[https://raw.github.com/wesnoth/wesnoth-old/3464f2198e92f8173c3b418f3ff24ebb3e212693/data/campaigns/Heir_To_The_Throne/images/campaign_image.png http://i.picresize.com/images/2013/08/24/QR4qN.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Heir_to_the_Throne Characters], [http://wiki.wesnoth.org/WesnothFigures#Heir_to_the_Throne Biographies], [http://wiki.wesnoth.org/CampaignDialogue:HttT Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10322 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Heir_To_The_Throne.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Heir_To_The_Throne Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#517_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A Tale of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Two_Brothers/images/campaign_image.png http://i.picresize.com/images/2013/08/15/qDabd.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black Mage. He is defeated, but the local Mage, Baran, is kidnapped. His brother, Arvith, must go rescue him. It has 4 scenarios, and is aimed at first-time players on Easy.&lt;br /&gt;
&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[A Tale Of Two Brothers Story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#A_Tale_Of_Two_Brothers Characters], [http://wiki.wesnoth.org/CampaignDialogue:TB1.9 Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10339 Discussion thread]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#A_Tale_of_Two_Brothers Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#363_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== An Orcish Incursion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/An_Orcish_Incursion/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nVI6O.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by Josh Parsons; adapted for mainline by ESR.&lt;br /&gt;
&lt;br /&gt;
Erlornas is an elven noble of Wesmere during the first years after the arrival of humans and orcs on the western shore of the Great Continent.  It is his fate to be the first of his people to be directly confronted by the invading orcs.&lt;br /&gt;
&lt;br /&gt;
* [[AnOrcishIncursion|Walkthrough]] &lt;br /&gt;
* [[An_Orcish_Incursion story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#An_Orcish_Incursion Characters], [http://wiki.wesnoth.org/CampaignDialogue:AOI Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20249 Discussion thread]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#An_Orcish_Incursion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#8_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_South_Guard/images/campaign_image.png http://i.picresize.com/images/2013/08/15/UMJFY.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_South_Guard Characters], [http://wiki.wesnoth.org/CampaignDialogue:TSG Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10323 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/The_South_Guard.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_South_Guard Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#607_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Liberty/images/campaign_image.png http://i.picresize.com/images/2013/08/15/rseVU.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 9 scenarios and some goodies to boot. The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do. While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.&lt;br /&gt;
&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Liberty Characters], [http://wiki.wesnoth.org/CampaignDialogue:L Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20252 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Liberty.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Liberty Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#501_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legend of Wesmere ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Legend_of_Wesmere/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nJGZu.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by Santi; adapted for mainline by esr and fendrin&lt;br /&gt;
&lt;br /&gt;
''The tale of Kalenz, the High Lord who rallied his people after the second orcish invasion of the Great Continent and became the most renowned hero in the recorded history of the Elves.''&lt;br /&gt;
&lt;br /&gt;
* [[LegendofWesmere|Walkthrough]]&lt;br /&gt;
* [[LegendofWesmereStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Legend_of_Wesmere Characters], [http://wiki.wesnoth.org/WesnothFigures#Legend_of_Wesmere Biographies], [http://wiki.wesnoth.org/CampaignDialogue:LOW Dialogue]&lt;br /&gt;
* [http://forums.wesnoth.org/viewforum.php?f=51 Discussion threads]&lt;br /&gt;
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Legend_of_Wesmere Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#20_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Eastern_Invasion/images/campaign_image.png http://i.picresize.com/images/2014/12/12/OcYhN.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more are planned.&lt;br /&gt;
&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[EiStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Eastern_Invasion Characters], [http://wiki.wesnoth.org/CampaignDialogue:EI Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10325 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Eastern_Invasion.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Eastern_Invasion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#625_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hammer of Thursagan ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Hammer_of_Thursagan/images/campaign_image.png http://i.picresize.com/images/2013/08/15/kavI.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by ESR (Eric S. Raymond)&lt;br /&gt;
&lt;br /&gt;
In the first years of the Northern Alliance, the dwarves of Knalga attempt to re-establish contact with their kin in the east at Kal Kartha.  Many perils beset the expedition, but none so dire as the dark secret they will discover at their destination.&lt;br /&gt;
&lt;br /&gt;
* [[TheHammerOfThursagan|Walkthrough]] &lt;br /&gt;
* [[TheHammerOfThursagan story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Hammer_of_Thursagan Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Hammer_Of_Thursagan Biographies], [http://wiki.wesnoth.org/CampaignDialogue:THOT Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20258 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Hammer_of_Thursagan.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Hammer_of_Thursagan Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#550_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Descent into Darkness ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Descent_Into_Darkness/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JTXUi.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. He learns the forbidden art of raising and controlling the deceased and the true power of the undead, and is gradually drawn further into the secrets of necromancy.&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthrough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Descent_into_Darkness Characters], [http://wiki.wesnoth.org/CampaignDialogue:DID Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20251 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Descent_into_Darkness.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Descent_Into_Darkness Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#389_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Delfador's Memoirs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Delfadors_Memoirs/images/campaign_image.png http://i.picresize.com/images/2013/08/15/PUG3x.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Wesnoth seems to be slipping inexorably into chaos, as marauding orcs pour south across the Great River, and mysterious and deadly creatures roam the night. Who is the shadowy Iliah-Malal? Can you defeat him before he destroys all life in Wesnoth?''&lt;br /&gt;
&lt;br /&gt;
* [[DelfadorsMemoirs|Walkthrough]]&lt;br /&gt;
* [[DelfadorsMemoirsStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Delfador.27s_Memoirs Characters], [http://wiki.wesnoth.org/CampaignDialogue:DM Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Delfadors_Memoirs.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Delfador.27s_Memoirs Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#468_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dead Water ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Dead_Water/images/campaign_image.png http://i.picresize.com/images/2013/08/15/QpIvg.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By [http://forums.wesnoth.org/memberlist.php?mode=viewprofile&amp;amp;u=107794 beetlenaut]&lt;br /&gt;
&lt;br /&gt;
''You are Kai Krellis, a merman king, but only a child. A necromancer has arrived and is turning your subjects into undead slaves! Lead your people on a mission to convince a powerful mermaid to help you repel the invasion. The oceans near the Northern Lands are perilous, so you will need cunning and bravery to survive, but first you need to gain the respect of your troops!''&lt;br /&gt;
(Intermediate Level, 10 scenarios)&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.wesnoth.org/Dead_Water Walkthrough]&lt;br /&gt;
*[http://wiki.wesnoth.org/CharactersStorys#Dead_Water Characters], [http://wiki.wesnoth.org/WesnothFigures#Dead_Water Biographies], [http://wiki.wesnoth.org/CampaignDialogue:DW Dialogue]&lt;br /&gt;
*[http://forums.wesnoth.org/viewtopic.php?f=38&amp;amp;t=31283 Discussion Thread]&lt;br /&gt;
*[http://units.wesnoth.org/trunk/mainline/en_US/Dead_Water.html Custom units]&lt;br /&gt;
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#Dead_Water Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#626_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secrets of the Ancients ==&lt;br /&gt;
{{DevFeature1.13|7}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Secrets_of_the_Ancients/images/portraits/campaign-image.png http://i.picresize.com/images/2017/04/05/rJhip.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By [http://forums.wesnoth.org/memberlist.php?mode=viewprofile&amp;amp;u=107794 beetlenaut]&lt;br /&gt;
&lt;br /&gt;
''Rediscover the secrets known by the lich lords of the Green Isle. They knew how to live forever, so why can't you?''&lt;br /&gt;
(Intermediate level, 21 scenarios.)&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.wesnoth.org/Secrets_of_the_Ancients_Walkthrough Walkthrough]&lt;br /&gt;
*[http://wiki.wesnoth.org/CharactersStorys#Secrets_of_the_Ancients Characters], [http://wiki.wesnoth.org/WesnothFigures#Secrets_of_the_Ancients Biographies], [http://wiki.wesnoth.org/CampaignDialogue:SOTA Dialogue]&lt;br /&gt;
*[https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545 Discussion Thread],[https://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=43116 Feedback Thread]&lt;br /&gt;
*[http://units.wesnoth.org/trunk/mainline/en_US/Secrets%20of%20the%20Ancients.html Custom units]&lt;br /&gt;
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#Secrets_of_the_Ancients Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#22-23_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Sceptre of Fire ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Sceptre_of_Fire/images/campaign_image.png http://i.picresize.com/images/2013/08/15/HmBs1.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
King Haldric of the humans strikes a deal with the young dwarf Rugnor. In exchange for ten thousand in silver, the dwarves will create a sceptre of fire for the human king.&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Sceptre_of_Fire Characters], [http://wiki.wesnoth.org/CampaignDialogue:SOF Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20255 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Sceptre_of_Fire.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Scepter_of_Fire Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#25-40_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Son of the Black-Eye ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Son_Of_The_Black_Eye/images/campaign_image.png http://i.picresize.com/images/2013/08/15/K5pvI.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
You are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Son_of_the_Black_Eye Characters], [http://wiki.wesnoth.org/WesnothFigures#Son_Of_The_Black_Eye Biographies], [http://wiki.wesnoth.org/CampaignDialogue:SOTBE Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20257 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Son_of_the_Black-Eye.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Son_Of_The_Black_Eye Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#842_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Rise_Of_Wesnoth/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JdZB3.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 25 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Rise_of_Wesnoth Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Rise_Of_Wesnoth Biographies], [http://wiki.wesnoth.org/CampaignDialogue:TROW Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10613 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Rise_of_Wesnoth.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Rise_of_Wesnoth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#5-2_BW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Northern Rebirth ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Northern_Rebirth/images/campaign_image.jpg http://i.picresize.com/images/2013/08/15/JTXI5.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]] , [http://wiki.wesnoth.org/CharactersStorys#Northern_Rebirth Characters], [http://wiki.wesnoth.org/CampaignDialogue:NR Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20253 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Northern_Rebirth.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Northern_Rebirth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#534_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Under the Burning Suns ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Under_the_Burning_Suns/images/campaign_image.png http://i.picresize.com/images/2013/08/15/spPBH.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Under_the_Burning_Sun Characters], [http://wiki.wesnoth.org/CampaignDialogue:UTBS Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10491 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Under_the_Burning_Suns.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Under_The_Burning_Suns Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#After_the_Fall Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Guide_to_UMC_Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Review on Release]]&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:World_of_Wesnoth]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58351</id>
		<title>Secrets of the Ancients Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58351"/>
		<updated>2017-04-08T17:27:13Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: Add devfeature  tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545 here.] {{DevFeature1.13|7}} This is now a mainline campaign.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
Over the course of the campaign you'll gain access to the following recruits:&lt;br /&gt;
&lt;br /&gt;
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.&lt;br /&gt;
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.&lt;br /&gt;
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.&lt;br /&gt;
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.&lt;br /&gt;
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.&lt;br /&gt;
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.&lt;br /&gt;
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.&lt;br /&gt;
&lt;br /&gt;
==Chapter One: Unlawful Research==&lt;br /&gt;
&lt;br /&gt;
===S1 Slipping Away===&lt;br /&gt;
*Objectives: Move Ardonna to the signpost in the northeast.&lt;br /&gt;
&lt;br /&gt;
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.&lt;br /&gt;
&lt;br /&gt;
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.&lt;br /&gt;
&lt;br /&gt;
===S2 Dark Business===&lt;br /&gt;
*Objectives: Kill all the guards, and occupy the guardhouse.&lt;br /&gt;
&lt;br /&gt;
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Be sure to recruit a bat to fly over the fence and grab the three villages. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.&lt;br /&gt;
&lt;br /&gt;
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.&lt;br /&gt;
&lt;br /&gt;
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving a unit to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.&lt;br /&gt;
&lt;br /&gt;
===S3 Bandits===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.&lt;br /&gt;
&lt;br /&gt;
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.&lt;br /&gt;
&lt;br /&gt;
===S4 Becalmed===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.&lt;br /&gt;
&lt;br /&gt;
===S5 Blackwater===&lt;br /&gt;
*Objectives: Kill all enemy units.&lt;br /&gt;
&lt;br /&gt;
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.&lt;br /&gt;
&lt;br /&gt;
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.&lt;br /&gt;
&lt;br /&gt;
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).&lt;br /&gt;
&lt;br /&gt;
===S6 Following the Shadow===&lt;br /&gt;
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.&lt;br /&gt;
&lt;br /&gt;
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.&lt;br /&gt;
&lt;br /&gt;
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you  kill the wolf leader before turn 25, you should be fine.)&lt;br /&gt;
&lt;br /&gt;
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.&lt;br /&gt;
&lt;br /&gt;
===S7 Meeting of the Minds===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Two: Two Missions==&lt;br /&gt;
&lt;br /&gt;
===S8 Carcyn===&lt;br /&gt;
*Objectives: Own every village on the map, or kill every enemy unit.&lt;br /&gt;
&lt;br /&gt;
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.&lt;br /&gt;
&lt;br /&gt;
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.&lt;br /&gt;
&lt;br /&gt;
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.&lt;br /&gt;
&lt;br /&gt;
===S9 Training Session===&lt;br /&gt;
*Objectives: Destroy all 3 waves of undead.&lt;br /&gt;
&lt;br /&gt;
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.&lt;br /&gt;
&lt;br /&gt;
===S10 Merfolk Revenge===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. &lt;br /&gt;
&lt;br /&gt;
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are the most dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. &lt;br /&gt;
&lt;br /&gt;
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.&lt;br /&gt;
&lt;br /&gt;
===S11 Battleground===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.&lt;br /&gt;
&lt;br /&gt;
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.&lt;br /&gt;
&lt;br /&gt;
===S12 Walking Trees===&lt;br /&gt;
*Objectives: Move Ardonna to the northeast corner of the map.&lt;br /&gt;
&lt;br /&gt;
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.&lt;br /&gt;
&lt;br /&gt;
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.&lt;br /&gt;
&lt;br /&gt;
===S13 Together Again===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Three: To Conquer Death==&lt;br /&gt;
===S14 Entering the Northlands===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. &lt;br /&gt;
&lt;br /&gt;
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn your army northwest to deal with the rest of the orcs, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage, especially at night, so it really helps to have some expendable cannon fodder units as distractions. When they die, use plague to make more&amp;amp;mdash;it might even be worth recalling one or two soulless here.&lt;br /&gt;
&lt;br /&gt;
===S15 Mountain Pass===&lt;br /&gt;
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.&lt;br /&gt;
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes them harder to kill.&lt;br /&gt;
&lt;br /&gt;
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.&lt;br /&gt;
&lt;br /&gt;
===S16 The Mage===&lt;br /&gt;
*Objectives: Defeat Crelanu.&lt;br /&gt;
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.&lt;br /&gt;
&lt;br /&gt;
===S17 Mortality===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
===S18 Abandoned Outpost===&lt;br /&gt;
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.&lt;br /&gt;
&lt;br /&gt;
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.&lt;br /&gt;
&lt;br /&gt;
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.&lt;br /&gt;
&lt;br /&gt;
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.&lt;br /&gt;
&lt;br /&gt;
===S19 Lava and Stone===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.&lt;br /&gt;
&lt;br /&gt;
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).&lt;br /&gt;
&lt;br /&gt;
===S20 North Knalga===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).&lt;br /&gt;
&lt;br /&gt;
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.&lt;br /&gt;
&lt;br /&gt;
===S21 Against the World===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
*Notes:&lt;br /&gt;
**On turn 2, a saurian leader will appear in the eastern swamp castle.&lt;br /&gt;
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.&lt;br /&gt;
**On turn 12, a mage leader will appear in the northwest.&lt;br /&gt;
**On turn 13, an elf leader will appear in the southeastern forest.&lt;br /&gt;
&lt;br /&gt;
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited. Parking some units just outside the keep to assassinate the leader will have the same effect.&lt;br /&gt;
&lt;br /&gt;
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58350</id>
		<title>Secrets of the Ancients Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58350"/>
		<updated>2017-04-08T17:14:23Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: Change category to reflect mainline status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545 here.]&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
Over the course of the campaign you'll gain access to the following recruits:&lt;br /&gt;
&lt;br /&gt;
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.&lt;br /&gt;
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.&lt;br /&gt;
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.&lt;br /&gt;
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.&lt;br /&gt;
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.&lt;br /&gt;
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.&lt;br /&gt;
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.&lt;br /&gt;
&lt;br /&gt;
==Chapter One: Unlawful Research==&lt;br /&gt;
&lt;br /&gt;
===S1 Slipping Away===&lt;br /&gt;
*Objectives: Move Ardonna to the signpost in the northeast.&lt;br /&gt;
&lt;br /&gt;
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.&lt;br /&gt;
&lt;br /&gt;
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.&lt;br /&gt;
&lt;br /&gt;
===S2 Dark Business===&lt;br /&gt;
*Objectives: Kill all the guards, and occupy the guardhouse.&lt;br /&gt;
&lt;br /&gt;
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Be sure to recruit a bat to fly over the fence and grab the three villages. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.&lt;br /&gt;
&lt;br /&gt;
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.&lt;br /&gt;
&lt;br /&gt;
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving a unit to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.&lt;br /&gt;
&lt;br /&gt;
===S3 Bandits===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.&lt;br /&gt;
&lt;br /&gt;
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.&lt;br /&gt;
&lt;br /&gt;
===S4 Becalmed===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.&lt;br /&gt;
&lt;br /&gt;
===S5 Blackwater===&lt;br /&gt;
*Objectives: Kill all enemy units.&lt;br /&gt;
&lt;br /&gt;
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.&lt;br /&gt;
&lt;br /&gt;
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.&lt;br /&gt;
&lt;br /&gt;
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).&lt;br /&gt;
&lt;br /&gt;
===S6 Following the Shadow===&lt;br /&gt;
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.&lt;br /&gt;
&lt;br /&gt;
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.&lt;br /&gt;
&lt;br /&gt;
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you  kill the wolf leader before turn 25, you should be fine.)&lt;br /&gt;
&lt;br /&gt;
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.&lt;br /&gt;
&lt;br /&gt;
===S7 Meeting of the Minds===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Two: Two Missions==&lt;br /&gt;
&lt;br /&gt;
===S8 Carcyn===&lt;br /&gt;
*Objectives: Own every village on the map, or kill every enemy unit.&lt;br /&gt;
&lt;br /&gt;
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.&lt;br /&gt;
&lt;br /&gt;
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.&lt;br /&gt;
&lt;br /&gt;
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.&lt;br /&gt;
&lt;br /&gt;
===S9 Training Session===&lt;br /&gt;
*Objectives: Destroy all 3 waves of undead.&lt;br /&gt;
&lt;br /&gt;
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.&lt;br /&gt;
&lt;br /&gt;
===S10 Merfolk Revenge===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. &lt;br /&gt;
&lt;br /&gt;
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are the most dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. &lt;br /&gt;
&lt;br /&gt;
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.&lt;br /&gt;
&lt;br /&gt;
===S11 Battleground===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.&lt;br /&gt;
&lt;br /&gt;
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.&lt;br /&gt;
&lt;br /&gt;
===S12 Walking Trees===&lt;br /&gt;
*Objectives: Move Ardonna to the northeast corner of the map.&lt;br /&gt;
&lt;br /&gt;
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.&lt;br /&gt;
&lt;br /&gt;
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.&lt;br /&gt;
&lt;br /&gt;
===S13 Together Again===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Three: To Conquer Death==&lt;br /&gt;
===S14 Entering the Northlands===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. &lt;br /&gt;
&lt;br /&gt;
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn your army northwest to deal with the rest of the orcs, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage, especially at night, so it really helps to have some expendable cannon fodder units as distractions. When they die, use plague to make more&amp;amp;mdash;it might even be worth recalling one or two soulless here.&lt;br /&gt;
&lt;br /&gt;
===S15 Mountain Pass===&lt;br /&gt;
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.&lt;br /&gt;
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes them harder to kill.&lt;br /&gt;
&lt;br /&gt;
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.&lt;br /&gt;
&lt;br /&gt;
===S16 The Mage===&lt;br /&gt;
*Objectives: Defeat Crelanu.&lt;br /&gt;
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.&lt;br /&gt;
&lt;br /&gt;
===S17 Mortality===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
===S18 Abandoned Outpost===&lt;br /&gt;
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.&lt;br /&gt;
&lt;br /&gt;
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.&lt;br /&gt;
&lt;br /&gt;
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.&lt;br /&gt;
&lt;br /&gt;
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.&lt;br /&gt;
&lt;br /&gt;
===S19 Lava and Stone===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.&lt;br /&gt;
&lt;br /&gt;
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).&lt;br /&gt;
&lt;br /&gt;
===S20 North Knalga===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).&lt;br /&gt;
&lt;br /&gt;
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.&lt;br /&gt;
&lt;br /&gt;
===S21 Against the World===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
*Notes:&lt;br /&gt;
**On turn 2, a saurian leader will appear in the eastern swamp castle.&lt;br /&gt;
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.&lt;br /&gt;
**On turn 12, a mage leader will appear in the northwest.&lt;br /&gt;
**On turn 13, an elf leader will appear in the southeastern forest.&lt;br /&gt;
&lt;br /&gt;
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited. Parking some units just outside the keep to assassinate the leader will have the same effect.&lt;br /&gt;
&lt;br /&gt;
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58344</id>
		<title>Secrets of the Ancients Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58344"/>
		<updated>2017-04-05T04:08:43Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545 here.]&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
Over the course of the campaign you'll gain access to the following recruits:&lt;br /&gt;
&lt;br /&gt;
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.&lt;br /&gt;
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.&lt;br /&gt;
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.&lt;br /&gt;
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.&lt;br /&gt;
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.&lt;br /&gt;
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.&lt;br /&gt;
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.&lt;br /&gt;
&lt;br /&gt;
==Chapter One: Unlawful Research==&lt;br /&gt;
&lt;br /&gt;
===S1 Slipping Away===&lt;br /&gt;
*Objectives: Move Ardonna to the signpost in the northeast.&lt;br /&gt;
&lt;br /&gt;
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.&lt;br /&gt;
&lt;br /&gt;
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.&lt;br /&gt;
&lt;br /&gt;
===S2 Dark Business===&lt;br /&gt;
*Objectives: Kill all the guards, and occupy the guardhouse.&lt;br /&gt;
&lt;br /&gt;
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Be sure to recruit a bat to fly over the fence and grab the three villages. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.&lt;br /&gt;
&lt;br /&gt;
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.&lt;br /&gt;
&lt;br /&gt;
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving a unit to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.&lt;br /&gt;
&lt;br /&gt;
===S3 Bandits===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.&lt;br /&gt;
&lt;br /&gt;
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.&lt;br /&gt;
&lt;br /&gt;
===S4 Becalmed===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.&lt;br /&gt;
&lt;br /&gt;
===S5 Blackwater===&lt;br /&gt;
*Objectives: Kill all enemy units.&lt;br /&gt;
&lt;br /&gt;
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.&lt;br /&gt;
&lt;br /&gt;
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.&lt;br /&gt;
&lt;br /&gt;
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).&lt;br /&gt;
&lt;br /&gt;
===S6 Following the Shadow===&lt;br /&gt;
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.&lt;br /&gt;
&lt;br /&gt;
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.&lt;br /&gt;
&lt;br /&gt;
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you  kill the wolf leader before turn 25, you should be fine.)&lt;br /&gt;
&lt;br /&gt;
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.&lt;br /&gt;
&lt;br /&gt;
===S7 Meeting of the Minds===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Two: Two Missions==&lt;br /&gt;
&lt;br /&gt;
===S8 Carcyn===&lt;br /&gt;
*Objectives: Own every village on the map, or kill every enemy unit.&lt;br /&gt;
&lt;br /&gt;
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.&lt;br /&gt;
&lt;br /&gt;
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.&lt;br /&gt;
&lt;br /&gt;
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.&lt;br /&gt;
&lt;br /&gt;
===S9 Training Session===&lt;br /&gt;
*Objectives: Destroy all 3 waves of undead.&lt;br /&gt;
&lt;br /&gt;
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.&lt;br /&gt;
&lt;br /&gt;
===S10 Merfolk Revenge===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. &lt;br /&gt;
&lt;br /&gt;
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are the most dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. &lt;br /&gt;
&lt;br /&gt;
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.&lt;br /&gt;
&lt;br /&gt;
===S11 Battleground===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.&lt;br /&gt;
&lt;br /&gt;
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.&lt;br /&gt;
&lt;br /&gt;
===S12 Walking Trees===&lt;br /&gt;
*Objectives: Move Ardonna to the northeast corner of the map.&lt;br /&gt;
&lt;br /&gt;
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.&lt;br /&gt;
&lt;br /&gt;
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.&lt;br /&gt;
&lt;br /&gt;
===S13 Together Again===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Three: To Conquer Death==&lt;br /&gt;
===S14 Entering the Northlands===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. &lt;br /&gt;
&lt;br /&gt;
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn your army northwest to deal with the rest of the orcs, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage, especially at night, so it really helps to have some expendable cannon fodder units as distractions. When they die, use plague to make more&amp;amp;mdash;it might even be worth recalling one or two soulless here.&lt;br /&gt;
&lt;br /&gt;
===S15 Mountain Pass===&lt;br /&gt;
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.&lt;br /&gt;
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes them harder to kill.&lt;br /&gt;
&lt;br /&gt;
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.&lt;br /&gt;
&lt;br /&gt;
===S16 The Mage===&lt;br /&gt;
*Objectives: Defeat Crelanu.&lt;br /&gt;
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.&lt;br /&gt;
&lt;br /&gt;
===S17 Mortality===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
===S18 Abandoned Outpost===&lt;br /&gt;
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.&lt;br /&gt;
&lt;br /&gt;
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.&lt;br /&gt;
&lt;br /&gt;
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.&lt;br /&gt;
&lt;br /&gt;
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.&lt;br /&gt;
&lt;br /&gt;
===S19 Lava and Stone===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.&lt;br /&gt;
&lt;br /&gt;
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).&lt;br /&gt;
&lt;br /&gt;
===S20 North Knalga===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).&lt;br /&gt;
&lt;br /&gt;
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.&lt;br /&gt;
&lt;br /&gt;
===S21 Against the World===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
*Notes:&lt;br /&gt;
**On turn 2, a saurian leader will appear in the eastern swamp castle.&lt;br /&gt;
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.&lt;br /&gt;
**On turn 12, a mage leader will appear in the northwest.&lt;br /&gt;
**On turn 13, an elf leader will appear in the southeastern forest.&lt;br /&gt;
&lt;br /&gt;
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited. Parking some units just outside the keep to assassinate the leader will have the same effect.&lt;br /&gt;
&lt;br /&gt;
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=58343</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=58343"/>
		<updated>2017-04-05T04:06:55Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mainline_Campaigns/Translations}}&lt;br /&gt;
&lt;br /&gt;
These scenarios are included in the Wesnoth distribution. Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios using the Wesnoth Markup Language. The following links are very likely to contain spoilers regarding the storyline.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[https://raw.github.com/wesnoth/wesnoth-old/3464f2198e92f8173c3b418f3ff24ebb3e212693/data/campaigns/Heir_To_The_Throne/images/campaign_image.png http://i.picresize.com/images/2013/08/24/QR4qN.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Heir_to_the_Throne Characters], [http://wiki.wesnoth.org/WesnothFigures#Heir_to_the_Throne Biographies], [http://wiki.wesnoth.org/CampaignDialogue:HttT Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10322 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Heir_To_The_Throne.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Heir_To_The_Throne Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#517_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A Tale of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Two_Brothers/images/campaign_image.png http://i.picresize.com/images/2013/08/15/qDabd.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black Mage. He is defeated, but the local Mage, Baran, is kidnapped. His brother, Arvith, must go rescue him. It has 4 scenarios, and is aimed at first-time players on Easy.&lt;br /&gt;
&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[A Tale Of Two Brothers Story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#A_Tale_Of_Two_Brothers Characters], [http://wiki.wesnoth.org/CampaignDialogue:TB1.9 Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10339 Discussion thread]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#A_Tale_of_Two_Brothers Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#363_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== An Orcish Incursion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/An_Orcish_Incursion/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nVI6O.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by Josh Parsons; adapted for mainline by ESR.&lt;br /&gt;
&lt;br /&gt;
Erlornas is an elven noble of Wesmere during the first years after the arrival of humans and orcs on the western shore of the Great Continent.  It is his fate to be the first of his people to be directly confronted by the invading orcs.&lt;br /&gt;
&lt;br /&gt;
* [[AnOrcishIncursion|Walkthrough]] &lt;br /&gt;
* [[An_Orcish_Incursion story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#An_Orcish_Incursion Characters], [http://wiki.wesnoth.org/CampaignDialogue:AOI Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20249 Discussion thread]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#An_Orcish_Incursion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#8_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_South_Guard/images/campaign_image.png http://i.picresize.com/images/2013/08/15/UMJFY.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_South_Guard Characters], [http://wiki.wesnoth.org/CampaignDialogue:TSG Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10323 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/The_South_Guard.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_South_Guard Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#607_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Liberty/images/campaign_image.png http://i.picresize.com/images/2013/08/15/rseVU.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 9 scenarios and some goodies to boot. The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do. While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.&lt;br /&gt;
&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Liberty Characters], [http://wiki.wesnoth.org/CampaignDialogue:L Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20252 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Liberty.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Liberty Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#501_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legend of Wesmere ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Legend_of_Wesmere/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nJGZu.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by Santi; adapted for mainline by esr and fendrin&lt;br /&gt;
&lt;br /&gt;
''The tale of Kalenz, the High Lord who rallied his people after the second orcish invasion of the Great Continent and became the most renowned hero in the recorded history of the Elves.''&lt;br /&gt;
&lt;br /&gt;
* [[LegendofWesmere|Walkthrough]]&lt;br /&gt;
* [[LegendofWesmereStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Legend_of_Wesmere Characters], [http://wiki.wesnoth.org/WesnothFigures#Legend_of_Wesmere Biographies], [http://wiki.wesnoth.org/CampaignDialogue:LOW Dialogue]&lt;br /&gt;
* [http://forums.wesnoth.org/viewforum.php?f=51 Discussion threads]&lt;br /&gt;
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Legend_of_Wesmere Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#20_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Eastern_Invasion/images/campaign_image.png http://i.picresize.com/images/2014/12/12/OcYhN.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more are planned.&lt;br /&gt;
&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[EiStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Eastern_Invasion Characters], [http://wiki.wesnoth.org/CampaignDialogue:EI Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10325 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Eastern_Invasion.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Eastern_Invasion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#625_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hammer of Thursagan ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Hammer_of_Thursagan/images/campaign_image.png http://i.picresize.com/images/2013/08/15/kavI.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by ESR (Eric S. Raymond)&lt;br /&gt;
&lt;br /&gt;
In the first years of the Northern Alliance, the dwarves of Knalga attempt to re-establish contact with their kin in the east at Kal Kartha.  Many perils beset the expedition, but none so dire as the dark secret they will discover at their destination.&lt;br /&gt;
&lt;br /&gt;
* [[TheHammerOfThursagan|Walkthrough]] &lt;br /&gt;
* [[TheHammerOfThursagan story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Hammer_of_Thursagan Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Hammer_Of_Thursagan Biographies], [http://wiki.wesnoth.org/CampaignDialogue:THOT Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20258 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Hammer_of_Thursagan.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Hammer_of_Thursagan Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#550_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Descent into Darkness ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Descent_Into_Darkness/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JTXUi.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. He learns the forbidden art of raising and controlling the deceased and the true power of the undead, and is gradually drawn further into the secrets of necromancy.&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthrough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Descent_into_Darkness Characters], [http://wiki.wesnoth.org/CampaignDialogue:DID Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20251 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Descent_into_Darkness.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Descent_Into_Darkness Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#389_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Delfador's Memoirs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Delfadors_Memoirs/images/campaign_image.png http://i.picresize.com/images/2013/08/15/PUG3x.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Wesnoth seems to be slipping inexorably into chaos, as marauding orcs pour south across the Great River, and mysterious and deadly creatures roam the night. Who is the shadowy Iliah-Malal? Can you defeat him before he destroys all life in Wesnoth?''&lt;br /&gt;
&lt;br /&gt;
* [[DelfadorsMemoirs|Walkthrough]]&lt;br /&gt;
* [[DelfadorsMemoirsStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Delfador.27s_Memoirs Characters], [http://wiki.wesnoth.org/CampaignDialogue:DM Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Delfadors_Memoirs.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Delfador.27s_Memoirs Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#468_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dead Water ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Dead_Water/images/campaign_image.png http://i.picresize.com/images/2013/08/15/QpIvg.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By [http://forums.wesnoth.org/memberlist.php?mode=viewprofile&amp;amp;u=107794 beetlenaut]&lt;br /&gt;
&lt;br /&gt;
''You are Kai Krellis, a merman king, but only a child. A necromancer has arrived and is turning your subjects into undead slaves! Lead your people on a mission to convince a powerful mermaid to help you repel the invasion. The oceans near the Northern Lands are perilous, so you will need cunning and bravery to survive, but first you need to gain the respect of your troops!''&lt;br /&gt;
(Intermediate Level, 10 scenarios)&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.wesnoth.org/Dead_Water Walkthrough]&lt;br /&gt;
*[http://wiki.wesnoth.org/CharactersStorys#Dead_Water Characters], [http://wiki.wesnoth.org/WesnothFigures#Dead_Water Biographies], [http://wiki.wesnoth.org/CampaignDialogue:DW Dialogue]&lt;br /&gt;
*[http://forums.wesnoth.org/viewtopic.php?f=38&amp;amp;t=31283 Discussion Thread]&lt;br /&gt;
*[http://units.wesnoth.org/trunk/mainline/en_US/Dead_Water.html Custom units]&lt;br /&gt;
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#Dead_Water Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#626_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secrets of the Ancients ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Secrets_of_the_Ancients/images/portraits/campaign-image.png http://i.picresize.com/images/2017/04/05/rJhip.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By [http://forums.wesnoth.org/memberlist.php?mode=viewprofile&amp;amp;u=107794 beetlenaut]&lt;br /&gt;
&lt;br /&gt;
''Rediscover the secrets known by the lich lords of the Green Isle. They knew how to live forever, so why can't you?''&lt;br /&gt;
(Intermediate level, 21 scenarios.)&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.wesnoth.org/Secrets_of_the_Ancients_Walkthrough Walkthrough]&lt;br /&gt;
*[http://wiki.wesnoth.org/CharactersStorys#Secrets_of_the_Ancients Characters], [http://wiki.wesnoth.org/WesnothFigures#Secrets_of_the_Ancients Biographies], [http://wiki.wesnoth.org/CampaignDialogue:SOTA Dialogue]&lt;br /&gt;
*[https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545 Discussion Thread],[https://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=43116 Feedback Thread]&lt;br /&gt;
*[http://units.wesnoth.org/trunk/mainline/en_US/Secrets%20of%20the%20Ancients.html Custom units]&lt;br /&gt;
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#Secrets_of_the_Ancients Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#22-23_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Sceptre of Fire ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Sceptre_of_Fire/images/campaign_image.png http://i.picresize.com/images/2013/08/15/HmBs1.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
King Haldric of the humans strikes a deal with the young dwarf Rugnor. In exchange for ten thousand in silver, the dwarves will create a sceptre of fire for the human king.&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Sceptre_of_Fire Characters], [http://wiki.wesnoth.org/CampaignDialogue:SOF Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20255 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Sceptre_of_Fire.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Scepter_of_Fire Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#25-40_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Son of the Black-Eye ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Son_Of_The_Black_Eye/images/campaign_image.png http://i.picresize.com/images/2013/08/15/K5pvI.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
You are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Son_of_the_Black_Eye Characters], [http://wiki.wesnoth.org/WesnothFigures#Son_Of_The_Black_Eye Biographies], [http://wiki.wesnoth.org/CampaignDialogue:SOTBE Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20257 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Son_of_the_Black-Eye.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Son_Of_The_Black_Eye Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#842_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Rise_Of_Wesnoth/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JdZB3.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 25 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Rise_of_Wesnoth Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Rise_Of_Wesnoth Biographies], [http://wiki.wesnoth.org/CampaignDialogue:TROW Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10613 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Rise_of_Wesnoth.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Rise_of_Wesnoth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#5-2_BW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Northern Rebirth ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Northern_Rebirth/images/campaign_image.jpg http://i.picresize.com/images/2013/08/15/JTXI5.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]] , [http://wiki.wesnoth.org/CharactersStorys#Northern_Rebirth Characters], [http://wiki.wesnoth.org/CampaignDialogue:NR Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20253 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Northern_Rebirth.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Northern_Rebirth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#534_YW Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Under the Burning Suns ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Under_the_Burning_Suns/images/campaign_image.png http://i.picresize.com/images/2013/08/15/spPBH.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Under_the_Burning_Sun Characters], [http://wiki.wesnoth.org/CampaignDialogue:UTBS Dialogue]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10491 Discussion thread]&lt;br /&gt;
* [http://units.wesnoth.org/trunk/mainline/en_US/Under_the_Burning_Suns.html Custom units]&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Under_The_Burning_Suns Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#After_the_Fall Position in timeline]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Guide_to_UMC_Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Review on Release]]&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:World_of_Wesnoth]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Geography_of_Wesnoth&amp;diff=58342</id>
		<title>Geography of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Geography_of_Wesnoth&amp;diff=58342"/>
		<updated>2017-04-05T03:42:48Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* Campaign References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Geography of Wesnoth/Translations}}&lt;br /&gt;
= Irdya =&lt;br /&gt;
&lt;br /&gt;
The name of the world in which the kingdom of Wesnoth is situated is &amp;quot;Irdya&amp;quot;.  This term is , however, only rarely used in the era depicted by the main map.  People normally just say &amp;quot;the world&amp;quot; or, poetically, &amp;quot;the wide green world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth and Surrounding Lands ==&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/core/images/maps/wesnoth.png&lt;br /&gt;
&lt;br /&gt;
This map is current for approximately YW 450.  Named cities were founded during the Golden Age of Wesnoth and have thus have existed for at least 200 years. &lt;br /&gt;
&lt;br /&gt;
Place names in '''bold''' are marked on the main map.&lt;br /&gt;
&lt;br /&gt;
* Major features:&lt;br /&gt;
** '''The Great Ocean''': Lies to the west of the continent and all rivers eventually flow to it.  &lt;br /&gt;
** The '''Bay of Pearls''': The Elensefar Peninsula in the North and the '''Isle of Alduin''' in the southwest separate this from the Great Ocean.  This is where human refugees from the Green Isle first landed in 1YW.&lt;br /&gt;
** '''Isle of Alduin''': Inhabited island off the west coast of the Great Continent.  Home of the Great Academy of Magic and a traditional center of magecraft.&lt;br /&gt;
** '''The Three Sisters''': Group of three islands north-northwest of Alduin.  The nearest is individually known as the Isle of the Damned and has an evil reputation.&lt;br /&gt;
** '''The Great River''': Runs east to west on the main map, unmarked.&lt;br /&gt;
** '''Ford of Abez''': Easternmost point at which the Great River can be crossed without ships.  A traditional invasion route for armies crossing in either direction.&lt;br /&gt;
** '''River Weldyn''': Tributary running north from the '''Dulatus Hills''' to the '''Great River'''.&lt;br /&gt;
** River Aethen: River running from the '''Dulatus Hills''' to the '''Great Ocean''' through the '''Aethenwood'''.&lt;br /&gt;
** '''The Heart Mountains''': the major mountain range surrounding '''Lake Vrug'''.&lt;br /&gt;
&lt;br /&gt;
=== Wesnoth ===&lt;br /&gt;
The Kingdom of Wesnoth is located in the north-central portion of the Great Continent. Most of the mainline campaigns revolve around it. It is bounded on the map by the '''Great River''' to the north, the shore of the '''Great Ocean''' to the west, the Aethenwood to the southwest, and the '''Bitter Swamp''' to the southeast (lower right corner of the main map).&lt;br /&gt;
&lt;br /&gt;
Over the '''River Aethen''', south of '''Fort Tahn''', is a Wesnothian frontier region. It is bounded to the south (off-map) by dense woods of which the '''Aethenwood''' may be considered a northernmost extension. &lt;br /&gt;
&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** '''Weldyn''': The capital of Wesnoth.&lt;br /&gt;
** '''Aldril''': City lying on the Bay of Pearls.&lt;br /&gt;
** '''Blackwater Port''': City lying south of the Bay of Pearls.&lt;br /&gt;
** '''Carcyn''': Located between the Grey Woods and the Great River. &lt;br /&gt;
** '''Dan'Tonk''': Wesnoth's largest city, located in the center of the country, just west and north of Weldyn.&lt;br /&gt;
** '''Soradoc''': The northernmost border outpost of Wesnoth, controls the confluence of the Weldyn River and the Great River.&lt;br /&gt;
** '''Fort Tahn''': The southernmost border outpost, controls the north/south road crossing the River Aethen.&lt;br /&gt;
** '''Tath''': Important fort city north of Dan'Tonk, exerts control over the wilderness country around the east of the Brown Hills and north to the '''Ford of Abez'''. &lt;br /&gt;
&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** '''Gryphon Mountain''': Home of the fabled Gryphons&lt;br /&gt;
** '''Ford of Abez''': Shallow part of the Great River, it is usually controlled by Wesnothian forces&lt;br /&gt;
** '''Weldyn River''': It branches from the Great River and goes south&lt;br /&gt;
** Great Central Plain: Area bounded by Weldyn, Dan'Tonk, and Fort Tahn, this plain is Wesnoth's bread basket and home to most of its population&lt;br /&gt;
** '''Dulatus Hills''': These rolling hills bordering the Great Central Plain provide much of Wesnoth's livestock and agriculture&lt;br /&gt;
** Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-populated and occasionally very dangerous.&lt;br /&gt;
** Horse Plains: Region of rolling plains just south of the '''Great River''', bounded by '''Glyn's Forest''' to the west and the '''River Weldyn''' to the east; the southern reach merges into the Central Plain.  Home of the powerful Clans; the best horses in Wesnoth are bred here.  &lt;br /&gt;
** '''Estmark Hills''': Largish range rising south of the Great River and east of the Weldyn River.  The northernmost portion, nearest the '''River Weldyn''', has at various times been settled by Wesnothians, but the Kingdom's control is tenuous at best and banditry is common.&lt;br /&gt;
** '''Glyn's Forest''': Sometimes known as the Royal Forest, named for one of Haldric II's sons&lt;br /&gt;
** '''Grey Woods''': Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted&lt;br /&gt;
** Green Swamp: Large swamp in the heart of the wilds of Wesnoth, south of Aldril. (Not shown on the main map.)&lt;br /&gt;
&lt;br /&gt;
=== Southwest Elven Lands ===&lt;br /&gt;
The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries. Its borders are the Green Swamp to the northeast, the desert (not shown) to the south, and the Ocean to the west.&lt;br /&gt;
* Notable cities&lt;br /&gt;
** None known&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** '''Aethen Forest''': The largest southern forest, it extends far to the southwest - much farther than is charted - and is home to elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elensefar ===&lt;br /&gt;
'''Elensefar''' is at times a province of Wesnoth, at times an independent country, and at times in a treaty federation with Wesnoth. Its borders are the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west.  More information is found in the [[Timeline of Wesnoth|historical narrative]] of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** '''Elensefar''': The capital, located on an island in the Great River delta&lt;br /&gt;
** '''Carcyn''': City on the Wesnoth-Elensefar border, disputed with Wesnoth&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** '''Great River''': It is very wide at this point, and only ships can cross it.&lt;br /&gt;
&lt;br /&gt;
=== Northlands ===&lt;br /&gt;
&lt;br /&gt;
There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the '''Great River''', and the western border is the '''Great Ocean'''.&lt;br /&gt;
&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** '''Glamdrol''': An Orcish tribal capital&lt;br /&gt;
** '''Romyr''': Another Orcish tribal capital &lt;br /&gt;
** '''Wesmere''': The location of the Ka'lian - the Elvish Council&lt;br /&gt;
** Dwarven Doors: A mixed human/dwarven town in the region of Knalga in the southern Heart Mountains. A major trade center.&lt;br /&gt;
** Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth's Golden Age expansion.  Now abandoned.  The forested area northeast of '''Elensefar''', where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.&lt;br /&gt;
&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** '''Heart Mountains''': A virtually impassable barrier between the river country and the Northern Plains.&lt;br /&gt;
** Heartfangs: the particularly forbidding stretch of high peaks southwest of '''Lake Vrug''' and north of the '''Forest of Wesmere'''.  The most inhospitable and dangerous portion of the '''Heart Mountains'''; only hermits, madmen, and mages live there.&lt;br /&gt;
** '''Swamp of Dread''': a very large bog located between the '''Heart Mountains''' and the '''Great River'''.  A notoriously dangerous place.&lt;br /&gt;
** '''Lake Vrug''': A large mountain lake whose river carves the only pathway through the Northern Mountains&lt;br /&gt;
** '''Arkan-thoria''': The river than comes out of Lake Vrug.  This is the elvish name; among humans it is called Longlier.  &lt;br /&gt;
** '''River Listra''': The south-running tributary of the Great River into which the '''Arkan-thoria''' empties.&lt;br /&gt;
** '''Lintanir Forest''': The southernmost portion of the Great Northern Forest, a gigantic wood whose eastern and northern boundaries are known only the elves.  Their capitol, Elensiria, has only seldom been visited by humans.&lt;br /&gt;
** '''Great River''': The origin of this river is somewhere in the east of the northern lands&lt;br /&gt;
&lt;br /&gt;
==== Wesmere====&lt;br /&gt;
The location of the Ka'lian - the Elvish Council in the Eastern part of the forest. The river Telfar flows through the forest. The Kal'ian is on an island in the Telfar. The River Telfar is crossed by the Northern Shallows, the Ford of Alyas, the Ford of Tifranur and the North Bridge. Villages surrounding the Ka'lian are named Telionath, Arthen, Arryn, Illissa, Viricon, Tireas, Essarn, Valcathra, Aelion, Elendor, Erethean. Other areas near the Ka'lian are Brightleaf Wood, Telfar Green (an opening in the forest), Dancer’s Green (an opening in the forest), Karmarth Hills, Westwind Wood (possibly the foothills of the Heart Mountains to the north east of Wesmere), Southwind Wood. East and outside are the forest are the villages of Dallben and Delwyn.&lt;br /&gt;
&lt;br /&gt;
== Far North ==&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/campaigns/Son_Of_The_Black_Eye/images/maps/sotbe.png?revision=56565&amp;amp;comment=sotbe.png&lt;br /&gt;
Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate.  It lies north of the Heart Mountains, which the Orcs call the Haggid-Dargor and claim (without merit) as their own.  To the east lie the Unaligned Tribes of the Wild Steppe, who fell out of the control of the Clannate, instead roaming with wild human barbarians and clashing with the High Elves of the North Plains (known as North Elves in human lands).  The High Elves themselves reside further east, where it is rumored they rule a vast kingdom.&lt;br /&gt;
&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Barag Gor, a city home to the Orcish Council&lt;br /&gt;
** Bitok&lt;br /&gt;
** Borstep&lt;br /&gt;
** Castelfrang&lt;br /&gt;
** Farzi&lt;br /&gt;
** Festog&lt;br /&gt;
** Grisbi&lt;br /&gt;
** Lmarig&lt;br /&gt;
** Melmog&lt;br /&gt;
** Prestim&lt;br /&gt;
** Tirigaz&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Swamp of Desolation&lt;br /&gt;
** Mountains of Dorth&lt;br /&gt;
** Mountains of Haag&lt;br /&gt;
** Green Forest&lt;br /&gt;
** Silent Forest&lt;br /&gt;
** Forest of Thelien&lt;br /&gt;
** River Oumph&lt;br /&gt;
** River Bork&lt;br /&gt;
** Wild Steppe&lt;br /&gt;
&lt;br /&gt;
===Area around Tirigaz===&lt;br /&gt;
Featured in [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_Water Dead Water].&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/campaigns/Dead_Water/images/dead-water-map.png?revision=51584&amp;amp;comment=dead-water-map.png&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Tirigaz&lt;br /&gt;
** Jotha&lt;br /&gt;
**Agvorad&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Swamp of Desolation&lt;br /&gt;
** Mountains of Dorth&lt;br /&gt;
** Bilheld, a large island.&lt;br /&gt;
** A small island of coast of Bilheld&lt;br /&gt;
&lt;br /&gt;
== The Southern Land ==&lt;br /&gt;
&amp;lt;tt&amp;gt;Where is this confirmed?&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the land to the far south of wesnoth.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Serrul: a peaceful city that excels at sea trade.&lt;br /&gt;
** Varrant: a prosperous trade city.&lt;br /&gt;
** Kesh: a powerful military city.&lt;br /&gt;
** Azen: capitol of the Azgar (a Expansionist clan with a strong military force)&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** The Ashland Desert: a long and hot desert that leads to Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== The Green Isle ==&lt;br /&gt;
The geography features in [http://wiki.wesnoth.org/Mainline_Campaigns#The_Rise_of_Wesnoth The Rise of Wesnoth]. In this place names are placed over the map below as overlays.&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/campaigns/The_Rise_Of_Wesnoth/images/story/the_green_isle.png&lt;br /&gt;
=== Wesfolk Land ===&lt;br /&gt;
This is where the Wesfolk live, with their Lich overlords. The boundary between it and the Islefolk land is the hilly area running south-west to north-east. The Wesfolk land is in the north-west. Little is known about what happened to the island after Haldric left.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Jevyan's Haven: The capital of the Wesfolk, where Jevyan reigned; presumably where the gates to orcland were opened&lt;br /&gt;
* Notable land features&lt;br /&gt;
** None. (its not a very detailed map, is it? :) )&lt;br /&gt;
&lt;br /&gt;
=== Islefolk Land ===&lt;br /&gt;
This is where the Islefolk (Haldric's folk) live. The boundary is the same as that of the Wesfolk; the islefolk land is to the southeast.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Blackmore: {??}&lt;br /&gt;
** Clearwater Port: {??}&lt;br /&gt;
** Southbay: {??}&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** None. (see Wesfolk land)&lt;br /&gt;
&lt;br /&gt;
== Campaign References ==&lt;br /&gt;
&lt;br /&gt;
This section collates specific facts about geography asserted in the the text of mainline campaigns, implied by map dots (track) or by features on a battle map (map).  It aims to be complete as to locations on the main map and identifiably adjacent to it.  Two groups of off-map locations are confined to single campaigns, the Green Isle in ''The Rise of Wesnoth'' and the Far North in ''Son of the Black Eye''; those locations are not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Heir To The Throne ===&lt;br /&gt;
&lt;br /&gt;
Konrad was raised in the '''Aethenwood''' (track, ''The Elves Besieged'').  He returns to the mainland very near the location where Haldric the Great first landed in 1YW.  (map, ''Bay of Pearls''). The fight with Muff Malal takes place on the peninsula north of the '''Bay of Pearls''' (track, ''Bay of Pearls'').  The city of '''Elensefar''' is actually located on a large island in the mouth of the '''Great River''' (map, ''The Siege of Elensefar'').  The crossroads fight takes place where the roads from '''Carcyn''', '''Dan'Tonk''' and '''Fort Tahn''' meet (track, ''Crossroads''). Konrad meets Li'sar on the road between '''Dan'Tonk''' and '''Carcyn''' (track, ''The Princess of Wesnoth''). Konrad fights undead in the Brown Hills southeast of '''Gryphon Mountain''' (track, ''Valley of Death''). The track for ''Gryphon Mountain'' unsurprisingly lands on the '''Gryphon Mountain''' map feature; equally unsurprisingly, the track for ''Ford of Abez'' lands on the '''Ford of Abez''' map feature.&lt;br /&gt;
&lt;br /&gt;
North of the '''Great River''' this campaign is our basic textual evidence for several important features.  The country around the easternmost tip of the '''Swamp of Dread''' is described as &amp;quot;abundant pine forests nestled in rolling foothills&amp;quot; (track and text, ''Northern Winter'') and, at least during the Turmoil of Asheviere, is inhabited by orcs.  Dwarven Doors and Knalga are located in the center of the southern arm of the Heart Mountains, south-southeast of Lake Vrug (''The Dwarven Doors'').  Lionel, the Lost General, is found in an orcish warren at the northern edge of the southern '''Heart Mountains''', north-northeast of Knalga and adjacent to the valley of the Arkan-thoria (''The Lost General'').  Konrad re-encounters Li'sar north across that valley in the foothills of the northern '''Heart Mountains''' (track, ''Hasty Alliance'').  The Scepter of Fire is found in those same foothills a bit further east and south, just north of the southernmost bend of the '''Arkan-thoria''' (''Scepter of Fire''). &lt;br /&gt;
&lt;br /&gt;
Konrad's party travels southeast through the caverns, under the '''Arkan-thoria''',  to just south of a northward bend of the river (''A Choice Must Be Made'').  Kalenz says that this river is called 'Longlier' by men and 'Arkan-thoria' by the Elves.  He further says that the homeland of his people lies to the east and north.  Kalenz identifies their location at the easternmost edge of the southern '''Heart Mountains''' (track, ''Snow Plains'') as &amp;quot;...once the home of my people. We left here centuries ago&amp;quot; (text).  In the next scenario, the North Elves are contacted at the confluence of the '''Arkan-thoria''' and the '''Listra''' (track, ''Home of the North Elves'').  Konrad's party take refuge in Emetria, an Elven castle located just within the border of the southern lobe '''Lintanir Forest'''. ''The Elven Council'' takes place in the elven capital of Elensiria, location not specified. &lt;br /&gt;
&lt;br /&gt;
Konrad crosses the '''Great River''' into Wesnoth just north of '''Soradoc''' (''Return to Wesnoth''). The country between the Elven forests and the river is inhabited by, among other things, &amp;quot;hermit mages&amp;quot; (text). He then crosses the river into the '''Estmark Hills''' hills east of the '''Weldyn River''' (track, ''Test of the Clans'').&lt;br /&gt;
&lt;br /&gt;
Neither the '''Estmark Hills''', nor the '''Heart Mountains''', nor the swamp between them and the '''Great River''' are named in this campaign, but one scenario title refers to the latter as ''Swamp of Dread''.&lt;br /&gt;
&lt;br /&gt;
Continuity problems: the map for 'The Princess of Wesnoth' is difficult to reconcile with the track location; the lake to the south should be large enough to show on the main map and is difficult to fit in a valley in the Brown Hills.&lt;br /&gt;
Likewise, the map for ''Home of the North Elves'' shows only an east-west river probably too small to be the '''Arkan-thoria''', and not the '''Listra''' that it should flow into.&lt;br /&gt;
&lt;br /&gt;
The campaign maps feature [http://wiki.wesnoth.org/CampaignDialogue:HttT#Labels map labels]&lt;br /&gt;
&lt;br /&gt;
=== A Tale of Two Brothers ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a tracking map.  In text, the village of Maghre is described as being in the &amp;quot;western reaches of Wesnoth&amp;quot; (''Rooting Out a Mage''). In ''The Chase'', the haunted forest is identified as the Grey Woods.&lt;br /&gt;
&lt;br /&gt;
=== An Orcish Incursion ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a map and a journey track.  No places are named other than '''Wesmere'''; the action takes place north and west of there.  A pass that is bottleneck route through the northern mountains figures in the action.&lt;br /&gt;
&lt;br /&gt;
=== The South Guard ===&lt;br /&gt;
&lt;br /&gt;
This campaign takes place off the main map and has its own background map.&lt;br /&gt;
&lt;br /&gt;
We know from it that the city of Westin is located southwest of '''Fort Tahn''' (track, ''Born To The Banner'') and is capital of the frontier province of Kerlath (text), also that the Aethenwood is to the west (text).&lt;br /&gt;
&lt;br /&gt;
There is no map track after the second scenario.  We learn that south of Westin , Kerlath is bounded by dense woods, &amp;quot;a bastion of the ancient heart forest of the Great Continent so dense and gloomy that even elves forbore from dwelling there.&amp;quot;&lt;br /&gt;
(''Born to the Banner'') South of it an unspecified distance lies the elven Vale of Tears, and much further south of that the Black River, of which Etheliel says &amp;quot;No elf, still living, has crossed it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The campaign maps feature [http://wiki.wesnoth.org/CampaignDialogue:TSG#Labels map labels]&lt;br /&gt;
&lt;br /&gt;
=== Liberty ===&lt;br /&gt;
&lt;br /&gt;
This campaign uses a modified version of the main Wesnoth map for tracking.  The map shows the villages of Dallben and Delwyn, and some small patches of forest, between the forest of Wesmere and the ocean; also it labels the '''Grey Woods'''.  Text (''The Raid'') identifies this as the province of Annuvin, a frontier area of Wesnoth.  It is clear that '''Elensefar''' is the chief city of Annuvin.&lt;br /&gt;
&lt;br /&gt;
Baldras and his party travel south to '''Elensefar''' (track, ''A Strategy of Hope''). From there they go upriver to '''Carcyn''' (track, ''Hide And Seek''), and south to the '''Grey Woods''' (track, ''The Grey Woods''), then south on the road to ''Aldril''.  The campaign finishes at '''Halstead'''.  In the Epilogue, there is a reference to villagers fleeing southwest to settle on the '''Three Sisters'''.&lt;br /&gt;
&lt;br /&gt;
The scenario maps feature [http://wiki.wesnoth.org/CampaignDialogue:L#Labels map labels]&lt;br /&gt;
&lt;br /&gt;
=== The Rise of Wesnoth ===&lt;br /&gt;
&lt;br /&gt;
This campaign has its own tracking map for the Green Isle, which is our only actual source of information about the Green Isle's geography.  The only Great Continent location of interest is the Ka'lian, which has the same location in the '''Forest of Wesmere''' that it does in other campaigns.&lt;br /&gt;
&lt;br /&gt;
The lady Jessene uses the term &amp;quot;Old Continent&amp;quot; to describe the ancestral home of her people, and implies that it lies in &amp;quot;the far West&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== The Legend of Wesmere ===&lt;br /&gt;
This campaign uses a [http://wiki.wesnoth.org/Geography_of_Wesnoth#LOW_Custom_Map modified version of the main Wesnoth map] for tracking. The map shows far fewer settlements with the notable addition of a castle settlement in the '''Swamp of Dread''', called '''Saurgrath''' (the location of ''The Saurian Treasury'').&lt;br /&gt;
&lt;br /&gt;
The map track for ''Hostile Mountains'' shows Kalenz starting from the '''Lintanir Forest''' and moving across the easternmost '''Heart Mountains''' to a spot on the Arkan-thoria. They travel to '''Wesmere Forest''' (''The Ka'lian Under Attack''); the map tracking runs almost lengthwise through the '''Heart Mountains'''.  The Ka'lian is near the northeast edge of '''Wesmere forest'''; the Elvish treasury is further west (track, ''The Elvish Treasury''). The Saurian treasury in the westernmost foothills of the '''Heart Mountains''' (track, ''The Saurian Treasury''); Kalenz and his men avoid the direct route from it back to Wesmere by going north from it and that they return via the eastern approaches to Wesmere.  On the way, they re-encounter Olurf in the southeastern reaches of the '''Heart Mountains''' (''Acquaintance In Need''). They march back to the north edge of '''Wesmere Forest''' (track, ''Elves' Last Stand'').&lt;br /&gt;
&lt;br /&gt;
In ''Council of Hard Choices'' we learn that the mage Crelanu lives in &amp;quot;the mountains of Thoria&amp;quot;.  The route north goes over the mountains to the &amp;quot;Arkan-thoria&amp;quot; (track: ''Bounty Hunters''), the name is confirmed in text.  The mountains of Thoria themselves are just north of the valley of the '''Arkan-thoria''' (track, ''Cliffs of Thoria''). Crelanu's keep is well into the northern '''Heart Mountains''', right at the northern edge of the map (track, ''Battle of the Book'').&lt;br /&gt;
&lt;br /&gt;
Kalenz and friends &amp;quot;return to the Ka'lian&amp;quot; (''News From The Front''); then to orcish forces are &amp;quot;encamped south of the '''Great River''', and have surrounded the fortified human settlement of Tath&amp;quot;.  The track for ''Breaking the Siege'' indicates that the killing of the Great Chief took place at the southeastern tip of the '''Heart Mountains''' and that ''Breaking the Siege'' takes place on the '''River Listra''', just north of the confluence with the '''Arkan-thoria'''.&lt;br /&gt;
&lt;br /&gt;
The remaining scenarios convey no new information; the track points are all east of the '''River Listra''' between it and the '''Lintanir Forest'''.&lt;br /&gt;
&lt;br /&gt;
Kalenz's home map has big water to the east.  This has to be a lake off the NE corner of the main map, emptying into the main course of the Listra.&lt;br /&gt;
&lt;br /&gt;
The campaign maps feature [http://wiki.wesnoth.org/CampaignDialogue:LOW#Labels map labels]&lt;br /&gt;
====LOW Custom Map====&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/campaigns/Legend_of_Wesmere/images/legend-of-wesmere-map.png&lt;br /&gt;
&lt;br /&gt;
=== Eastern Invasion ===&lt;br /&gt;
&lt;br /&gt;
This campaign has its own map, with the River Guard outposts shown, and a tracking map.  The intro describes the location of the River Guard posts on &amp;quot;the near bank of the Weldyn&amp;quot;, alludes to trouble in the Estmarks, and refers to &amp;quot;raiders from the great desert&amp;quot;, location unspecified.&lt;br /&gt;
&lt;br /&gt;
One path from ''An Unexpected Appearance'' leads west, the other east (text).  But the western path forces Gweddry and his men to travel north, into &amp;quot;known forest country just south of the Great River&amp;quot; (text).  On the other branch, Mal-Ravanal's capitol is in the '''Bitter Swamp''' (''Mal-Ravanal's Capitol''); the party flees &amp;quot;west and north&amp;quot; until they find a &amp;quot;low pass in the Estmarks, and [are] greatly relieved to see the valley of the Weldyn open before them.&amp;quot; (text). In ''Undead Crossing'', Gweddry's party crosses the '''Great River''' to the north (text). One of the following scenarios is named '''Lake Vrug'''. In ''Drowned Plains'' the party goes south to the '''Great River''', crosses it, and Owaec announces that they have entered the Horse Plains. '''Weldyn''' is on the map of the final scenario.&lt;br /&gt;
&lt;br /&gt;
The Orc kings stronghold map has [http://wiki.wesnoth.org/CampaignDialogue:EI#King_Dra-Nak.27s_City_.28labels.29 map labels]&lt;br /&gt;
&lt;br /&gt;
=== The Hammer of Thursagan ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a tracking map. It begins at Knalga, and the heroes travel generally eastwards.  There are no other specific geographical references in it, except to &amp;quot;the High Pass&amp;quot; about halfway between Knalga and Kal Kartha.&lt;br /&gt;
&lt;br /&gt;
=== Descent Into Darkness ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a journey track, and a map on which the the &amp;quot;northern border town of Parthyn&amp;quot; (''Saving Parthyn'') appears. An eartly fight (''Orc War'') takes place near the river Longlier (the '''Arkan-thoria'''). This is denoted by a [http://wiki.wesnoth.org/CampaignDialogue:DID#Places_.28labels.29 map label]. Later in the campaign (''Return To Parthyn'') it is specified that Malin follows a trail south across the '''Great River''' and west to Parthyn. Part of the action (''A Small Favor'' and three sequels) takes place in the city of '''Tath'''.&lt;br /&gt;
&lt;br /&gt;
=== Scepter of Fire ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a tracking map.&lt;br /&gt;
The campaign begins in &amp;quot;the foothills of Knalga&amp;quot; (text, ''A Bargain Is Struck'') when Haldric II rides north from there from the '''Ford of Abez'''.  Rugnur looks for Thursagan in &amp;quot;the northern wastelands&amp;quot;, which is near the coast north-northeast of Rumyr (''Searching for the Runecrafter'').  Much of the rest of the campaign takes place in the old eastern mines just north of the Arkan-thoria; this is where the Scepter will be found in ''Heir To The Throne''. Alanin's running battle with the outriders takes place just north of the '''Ford of Abez''' (track, ''Outriding the Outriders'').&lt;br /&gt;
&lt;br /&gt;
(Note: earlier versions of SoF were set in a completely different location in the far western foothills of the Heart Mountains.  This was an error by some hapless chronicler.)&lt;br /&gt;
&lt;br /&gt;
=== Son Of The Black Eye ===&lt;br /&gt;
&lt;br /&gt;
This campaign takes place off the northern edge of the main map and has its own tracking map (see &amp;quot;The Far North&amp;quot;) above.  There is no reference to anywhere on the main map other than Dwarven Doors, and that does not indicate either distance or direction.&lt;br /&gt;
&lt;br /&gt;
=== Dead Water ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a tracking map.  It takes place on and near the coast of the Far North; the port city of Tirigaz, mentioned in '''Son of the Black-Eye''', is a locale of one scenario.  We learn that one of the small islands off the coast is called Bilheld and is inhabited by drakes.&lt;br /&gt;
&lt;br /&gt;
=== Secrets of the Ancients ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a tracking map.  It begins at the Great Academy on Alduin.&lt;br /&gt;
&lt;br /&gt;
=== Delfador's Memoirs ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a tracking map.  Its scenario locations are in general well known from other campaigns. The campaing maps feature some [http://wiki.wesnoth.org/CampaignDialogue:DM#Places_.28labels.29 map labels]&lt;br /&gt;
&lt;br /&gt;
=== Northern Rebirth ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a tracking map.  It begins in Dwarven Doors.  No distances or directions to places elsewhere in canon are indicated.&lt;br /&gt;
&lt;br /&gt;
=== Under The Burning Suns ===&lt;br /&gt;
&lt;br /&gt;
This campaign has no tracking map. It takes place long after the fall of Wesnoth and none of its locations can be clearly tied to anywhere in the main map.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Timeline of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Wesnoth]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=58341</id>
		<title>Timeline of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=58341"/>
		<updated>2017-04-05T03:34:35Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* 20-130 YW: The Taming of the Wild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Timeline_of_Wesnoth/translations}}&lt;br /&gt;
&lt;br /&gt;
This is a chronological history of the country of Wesnoth and surrounding regions, gleaned from written accounts and verbal histories passed down through the generations.  Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information.  The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base.  BW=Before Wesnoth, YW=Years Wesnoth.  They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins.  This history of the Great Continent is a subject of active scholarship.&lt;br /&gt;
&lt;br /&gt;
The world that Wesnoth resides in is called Irdya.  Before the Fall and the (unchronicled) technological age, this name is only rarely used. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spoiler warning!'''&lt;br /&gt;
This page contains plot spoilers to several campaigns.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]&lt;br /&gt;
&lt;br /&gt;
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]&lt;br /&gt;
&lt;br /&gt;
[[#530-630 YW: The Age of Fear|The Age of Fear]]&lt;br /&gt;
&lt;br /&gt;
[[#628-673 YW: The Silver Age of Wesnoth|The Silver Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#761-816 YW: The Legacy of Black-Eye Karun|The Legacy of Black-Eye Karun]]&lt;br /&gt;
&lt;br /&gt;
[[#After the Fall|After the Fall]]&lt;br /&gt;
&lt;br /&gt;
== Prehistory - 20 YW: The Founding of Wesnoth ==&lt;br /&gt;
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Prehistory ===&lt;br /&gt;
* Elves and Dwarves inhabit the Great Continent.&lt;br /&gt;
* Humans inhabit the distant West.&lt;br /&gt;
* Haldric's people colonise the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle] from a continent further to the west.&lt;br /&gt;
&lt;br /&gt;
=== 200 BW ===&lt;br /&gt;
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.&lt;br /&gt;
* After a long war Haldric's people come to dominate the Green Isle.&lt;br /&gt;
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.&lt;br /&gt;
&lt;br /&gt;
=== 12 BW ===&lt;br /&gt;
* The Crown Prince of Southbay discovers the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 11-7 BW ===&lt;br /&gt;
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 6 BW ===&lt;br /&gt;
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies.&lt;br /&gt;
* His younger brother is implicated in a plot to kill him.&lt;br /&gt;
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.&lt;br /&gt;
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.&lt;br /&gt;
&lt;br /&gt;
=== 5-2 BW ===&lt;br /&gt;
* The Green Isle is overrun with Orcs.&lt;br /&gt;
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Prince_HaldricPrince  Haldric] leads the evacuation of the survivors to the Great Continent. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Rise_of_Wesnoth '''The Rise of Wesnoth'''] begins.&lt;br /&gt;
&lt;br /&gt;
=== 1 BW ===&lt;br /&gt;
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.&lt;br /&gt;
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.&lt;br /&gt;
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.&lt;br /&gt;
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.&lt;br /&gt;
* Prince Haldric asks the Four Elvish Lords ([http://wiki.wesnoth.org/CharactersStorys#Lady_Dionli Dionli], [http://wiki.wesnoth.org/CharactersStorys#Lord_Logalmier Logalmier], Aryad, and El'Isomithir) for help and land.&lt;br /&gt;
* They set before him four quests to prove his worth, which he completes.&lt;br /&gt;
&lt;br /&gt;
=== 1 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric] is granted the plains north and south of the Great River.&lt;br /&gt;
* Haldric agrees to a Pact of Mutual Defence with the Elves, but the Ka'lian decides it will betray him and allow humans and orcs to exhaust each other in war if the opportunity presents. Haldric, learning of this, considers the Pact a dead letter.&lt;br /&gt;
* The Ruby of Fire is temporarily hidden, and the [http://wiki.wesnoth.org/CharactersStorys#Lich-Lord_Jevyan lich-lord Jevyan] is deceived into believing it is held by the Elves. &lt;br /&gt;
* Haldric founds the country of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] in the central plain south of the great River.&lt;br /&gt;
* Reign of Haldric I (formerly prince Haldric) begins.  [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth '''The Rise of Wesnoth'''] ends.&lt;br /&gt;
&lt;br /&gt;
=== 2 YW ===&lt;br /&gt;
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.&lt;br /&gt;
* These Orcs are defeated by Haldric's forces.&lt;br /&gt;
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.&lt;br /&gt;
* King Haldric helps the Elves fight the surviving Orcs.&lt;br /&gt;
&lt;br /&gt;
=== 8 YW ===&lt;br /&gt;
* A second wave of Orcs arrive from the Green Isle; these Orcs begin claiming large portions of the northern Great Continent for themselves.&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Erlornas Erlornas] of Wesmere is involved in the first direct elvish clash with orcs ([http://wiki.wesnoth.org/Mainline_Campaigns#An_Orcish_Incursion '''An Orcish Incursion'''] takes place in 8-9YW).&lt;br /&gt;
* Haldric I publicly repudiates the Pact he spoke with the Elves, refusing to give aid.&lt;br /&gt;
&lt;br /&gt;
=== 9-11 YW ===&lt;br /&gt;
* Many Elves are killed in battle by the Orcs.&lt;br /&gt;
* Elvish emissaries are turned away from Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 12 YW ===&lt;br /&gt;
* Orcs fail to take the Wesmere Forest and instead march down the coast, devastating human settlements there.&lt;br /&gt;
* Elves refuse to aid the Humans in confronting the Orcs.&lt;br /&gt;
* Human refugees from the coastal settlements relocate in what will become known as the Great Central Plain.  Dan'Tonk, which will become Wesnoth's largest city, is founded.&lt;br /&gt;
&lt;br /&gt;
=== 20 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Prince_Haldric Haldric I] dies.&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] ascends to the throne.&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] escape an orcish invasion of their home in Lintanir Forest. [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere'''] begins.&lt;br /&gt;
* Humans and elves decisively defeat the orcs at Tath, thus halting the orcish advance.&lt;br /&gt;
* A new treaty between humans and elves is signed and King Haldric II allows emissaries of the Elves to return to Wesnoth.&lt;br /&gt;
* Elves inform [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] of the danger posed by the unshielded Ruby of Fire.&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] and [http://wiki.wesnoth.org/CharactersStorys#Landar Landar], later to become successive High Lords of the Elves, are able to sneak into an orcish camp by stealth and assassinate the Great Chief Brurbar. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period during which it can expand with little opposition.&lt;br /&gt;
&lt;br /&gt;
== 20-130 YW: The Taming of the Wild ==&lt;br /&gt;
This era is that in which the kingdom of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnoth] expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as to the colonization of the Northlands. The end of this era is marked by friction between the city-state of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] and the country of Wesnoth, which will continue for the next several hundred years.&lt;br /&gt;
&lt;br /&gt;
=== 21 YW ===&lt;br /&gt;
* Founding of the Great Academy on Alduin.&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz] is relieved of command by the Ka'lian.  He retires to Lintanir Forest with [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil].  A faction of xenophobic elves begins to gather around [http://wiki.wesnoth.org/CharactersStorys#Landar Landar].&lt;br /&gt;
&lt;br /&gt;
=== 22-23 YW ===&lt;br /&gt;
* Action of '''Secrets of the Ancients''' takes place.&lt;br /&gt;
&lt;br /&gt;
=== 25-40 YW ===&lt;br /&gt;
* In 25 YW [http://wiki.wesnoth.org/CharactersStorys#Haldric_II Haldric II] sends an expedition to retrieve the Ruby of Fire from its place of concealment.&lt;br /&gt;
* Haldric II commissions a Dwarven tribe to build the Scepter of Fire with the Ruby of Fire as its centerpiece; Elves associated with [http://wiki.wesnoth.org/CharactersStorys#Landar Landar's] faction attack during the transfer. [http://wiki.wesnoth.org/Mainline_Campaigns#Sceptre_of_Fire '''Scepter of Fire'''] begins.&lt;br /&gt;
* Action of '''The Scepter of Fire''' takes place.  Haldric II is informed that the Scepter was both completed and lost in the year 40.  It will not be recovered for nearly 500 years.&lt;br /&gt;
* With the death of [http://wiki.wesnoth.org/CharactersStorys#Thursagan Thursagan], the Runemaster, all runemasters are killed and runesmithing is lost for several centuries.&lt;br /&gt;
&lt;br /&gt;
=== 26-50 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Landar Landar] declares himself High Lord of the Elves, leading to civil war.&lt;br /&gt;
&lt;br /&gt;
=== 51 YW ===&lt;br /&gt;
* Wesnothian New Writing (the script later called &amp;quot;steel-hand&amp;quot;, to distinguish it from the more complex &amp;quot;brush-hand&amp;quot; cursive brought from the [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Green_Isle Green Isle]) is promulgated by royal decree.  From this date all royal documents and public inscriptions are in New Writing. It spreads rapidly via the mercantile class. The older brush-hand writing continues to be used for magical purposes, scholarship, and in certain elevated literary forms.&lt;br /&gt;
&lt;br /&gt;
=== 50-93 YW ===&lt;br /&gt;
* Elvish civil war (and [http://wiki.wesnoth.org/Mainline_Campaigns#Legend_of_Wesmere '''The Legend of Wesmere''']) ends.  [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz] declared High Lord, begins reorganizing and militarizing Elvish society to fight the orcs.  In late 93 YW he cedes control to a reconstituted Ka'lian and retires again to the Forest of Lintanir.&lt;br /&gt;
&lt;br /&gt;
=== 121 YW ===&lt;br /&gt;
* Orcish civil war sputters to a halt. Raids on elves and humans resume.  Period of uncontested human expansion ends, but the [http://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth Wesnothian] Army is more than equal to any of its opponents in battle.&lt;br /&gt;
&lt;br /&gt;
=== 122 YW ===&lt;br /&gt;
* City of [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] is sacked by orcs.&lt;br /&gt;
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city. UMC '''Saving Elensefar''' begins.&lt;br /&gt;
&lt;br /&gt;
=== 123 YW ===&lt;br /&gt;
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.&lt;br /&gt;
* Elensefar becomes an independent city-state for the first time. UMC '''Saving Elensefar''' ends.&lt;br /&gt;
&lt;br /&gt;
=== 161-164 YW ===&lt;br /&gt;
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.&lt;br /&gt;
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.&lt;br /&gt;
* The city-state of Elensefar is formally united to the kingdom. Settlements from it spread north of the river into the new frontier province of Annuvin, carefully avoiding the margins of Wesmere Forest.&lt;br /&gt;
&lt;br /&gt;
=== 164-176 YW ===&lt;br /&gt;
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the western wilderlands.&lt;br /&gt;
&lt;br /&gt;
=== 199 YW ===&lt;br /&gt;
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes&lt;br /&gt;
* The settlements of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River&lt;br /&gt;
* Settlers from Carcyn cross the Great River to establish the first settlements north of it and east of Wesmere.&lt;br /&gt;
&lt;br /&gt;
== 200-350 YW: The Golden Age of Wesnoth ==&lt;br /&gt;
The Golden Age of Wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
=== 251 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Cleodil Cleodil], wife of [http://wiki.wesnoth.org/CharactersStorys#Kalenz_2 Kalenz], dies.&lt;br /&gt;
&lt;br /&gt;
=== 350 YW ===&lt;br /&gt;
* Disintegration of the Kingdom follows the death of Haldric IV.&lt;br /&gt;
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Elensefar Elensefar] remains a province of Wesnoth but exerts increasing independence due to isolation.&lt;br /&gt;
* Treaty between lord of Elensefar and king of Wesnoth signed.&lt;br /&gt;
&lt;br /&gt;
== 350-417 YW: The First Dark Age of Wesnoth ==&lt;br /&gt;
The first Dark Age was a time of strife and invasion. When Haldric IV died, he left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.&lt;br /&gt;
&lt;br /&gt;
=== 360 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] born in Parthyn.&lt;br /&gt;
&lt;br /&gt;
=== 363 YW ===&lt;br /&gt;
* Last of [http://wiki.wesnoth.org/CharactersStorys#Kalenz Kalenz's] children dies.  Kalenz, condemned to outlive his offspring by the potion of Crelanu, leaves the Forest of Lintanir and begins wandering the Great Continent.&lt;br /&gt;
&lt;br /&gt;
* Village of Maghre terrorized by a minor necromancer. Action of [http://wiki.wesnoth.org/Mainline_Campaigns#A_Tale_Of_Two_Brothers '''A Tale of Two Brothers'''] takes place.&lt;br /&gt;
&lt;br /&gt;
=== 389 YW ===&lt;br /&gt;
* Garard, a future king of Wesnoth, is born.&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Malin_Keshar Malin Keshar] returns to Parthyn from the Academy at Alduin. [http://wiki.wesnoth.org/Mainline_Campaigns#Descent_into_Darkness '''Descent Into Darkness'''] begins.&lt;br /&gt;
&lt;br /&gt;
== 417-530 YW: The Turmoil of Asheviere ==&lt;br /&gt;
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the end of the first king's reign was marred by orcish and undead raids, and the second was murdered by his own wife and son. It was not until 517 YW that the usurpation of the throne by Queen Mother Asheviere was ended.&lt;br /&gt;
&lt;br /&gt;
=== 417 YW ===&lt;br /&gt;
* Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth, beginning the [[Garardine Dynasty]].&lt;br /&gt;
&lt;br /&gt;
=== 440 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Garard_II Crown Prince Garard II] is born.&lt;br /&gt;
&lt;br /&gt;
=== 442 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador], later called &amp;quot;the Great&amp;quot;, is born.&lt;br /&gt;
&lt;br /&gt;
=== 450 YW ===&lt;br /&gt;
* Prince Arand is born.&lt;br /&gt;
&lt;br /&gt;
=== 468 YW ===&lt;br /&gt;
* Zorlan becomes Great Chief of the northern orcs&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Delfador Delfador] graduates from the Great Academy. [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs '''Delfador's Memoirs'''] begins.&lt;br /&gt;
&lt;br /&gt;
=== 470 YW ===&lt;br /&gt;
* Garard I dies; [http://wiki.wesnoth.org/CharactersStorys#Garard_II Garard II] ascends to the throne of Wesnoth&lt;br /&gt;
* Orcs under Great Chief Zorlan and undead raised by the necromancer [http://wiki.wesnoth.org/CharactersStorys#Iliah-Malal Iliah-Malal] raid Wesnoth's borders. All but the first and the last three scenarios of [http://wiki.wesnoth.org/Mainline_Campaigns#Delfador.27s_Memoirs'''Delfador's Memoirs''' ] take place in this year.&lt;br /&gt;
* Control of the Estmarks is effectively lost during this war, not to be regained for decades.  Outposts are built on the near side of the Weldyn to repel orc raids.  The long watch of the River Guard begins.&lt;br /&gt;
&lt;br /&gt;
=== 478 YW ===&lt;br /&gt;
* Garard II marries Asheviere.&lt;br /&gt;
* Garard issues the Edict of the Scepter, providing that the crown shall settle after his death on whichever member of the royal family successfully retrieves it from the Caverns of Flame.&lt;br /&gt;
&lt;br /&gt;
=== 480 YW ===&lt;br /&gt;
* Crown Prince Eldred is born.&lt;br /&gt;
&lt;br /&gt;
=== 483 YW ===&lt;br /&gt;
* Erain and Ethyn, identical twins and brothers of Eldred, are born.&lt;br /&gt;
&lt;br /&gt;
=== 498 YW ===&lt;br /&gt;
* Princess Li'sar is born.&lt;br /&gt;
&lt;br /&gt;
=== 500 YW ===&lt;br /&gt;
* Prince Konrad is born, the youngest of several sons of Prince Arand.&lt;br /&gt;
* Wesnoth and the orcs of the north go to war.&lt;br /&gt;
&lt;br /&gt;
=== 501 YW ===&lt;br /&gt;
&lt;br /&gt;
===== Betrayal on the battlefield =====&lt;br /&gt;
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.&lt;br /&gt;
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.&lt;br /&gt;
* Eldred betrays his father and attacks him with the troops under his control.&lt;br /&gt;
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.&lt;br /&gt;
&lt;br /&gt;
===== Reprisal =====&lt;br /&gt;
* Delfador escapes the battle and heads to Weldyn.&lt;br /&gt;
* Eldred gives tribute to the Orcish king, who stops his attacks.&lt;br /&gt;
* Delfador gathers a force of Loyalists to avenge Garard's Death.&lt;br /&gt;
* Eldred's forces confront Delfador's Loyalists at Weldyn.&lt;br /&gt;
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.&lt;br /&gt;
&lt;br /&gt;
===== Asheviere seizes power =====&lt;br /&gt;
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.&lt;br /&gt;
* Hearing of the news Delfador infiltrates the palace.&lt;br /&gt;
* Delfador finds the youngest prince Konrad as he is slain.&lt;br /&gt;
* Delfador flees, taking Konrad's body for burial to the land of the Elves.&lt;br /&gt;
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.&lt;br /&gt;
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.&lt;br /&gt;
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.&lt;br /&gt;
&lt;br /&gt;
===== The country resists Asheviere =====&lt;br /&gt;
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.&lt;br /&gt;
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom.  The western Wesnothian border recedes, is fixed, and remains heavily defended.&lt;br /&gt;
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.&lt;br /&gt;
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power.  They are eventually forced to abandon their home and settle in the Three Sisters ('''Liberty''').&lt;br /&gt;
&lt;br /&gt;
=== 502-517 YW ===&lt;br /&gt;
* Delfador raises Konrad under the protection of the Elves.&lt;br /&gt;
&lt;br /&gt;
=== 517 YW ===&lt;br /&gt;
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.&lt;br /&gt;
* Orcish forces converge on Delfador's refuge.&lt;br /&gt;
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.  '''Heir To The Throne''' begins.&lt;br /&gt;
&lt;br /&gt;
=== 518 YW ===&lt;br /&gt;
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.&lt;br /&gt;
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.&lt;br /&gt;
* They return to Wesnoth and claim the throne.  '''Heir to the Throne''' ends.&lt;br /&gt;
&lt;br /&gt;
=== 522 YW ===&lt;br /&gt;
* Birth of Princess Ana'sar.&lt;br /&gt;
&lt;br /&gt;
=== 530 YW ===&lt;br /&gt;
* Wesnothian colonists begin reclaiming the Estmarks.&lt;br /&gt;
&lt;br /&gt;
=== 544 YW ===&lt;br /&gt;
* With both sides of the lower Weldyn River again civilized territory, the River Guard posts south of Soradoc are abandoned.  Wesnothian military activity shifts eastward into the Estmarks.&lt;br /&gt;
&lt;br /&gt;
== 530-630 YW: The Age of Fear ==&lt;br /&gt;
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 77 years were very uneventful for the kingdom of Wesnoth. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.&lt;br /&gt;
&lt;br /&gt;
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the &amp;quot;Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.&lt;br /&gt;
&lt;br /&gt;
=== 533 YW ===&lt;br /&gt;
* Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor.&lt;br /&gt;
* The next great sage of Wesnoth, [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn], is born.&lt;br /&gt;
&lt;br /&gt;
=== 534 YW ===&lt;br /&gt;
&lt;br /&gt;
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords.  '''Northern Rebirth''' begins.&lt;br /&gt;
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.&lt;br /&gt;
* Their combined forces destroy a lich who is attempting to claim Knalga as his own.&lt;br /&gt;
* Abhai finds the [http://wiki.wesnoth.org/CampaignDialogue:NR#Abhai_Finds_Rod_of_Justice Rod of Justice]&lt;br /&gt;
&lt;br /&gt;
=== 535 YW ===&lt;br /&gt;
&lt;br /&gt;
* The warlord-aspirant Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.&lt;br /&gt;
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.&lt;br /&gt;
* Assisted by his new allies, Tallin smashes the forces of Rakshas.&lt;br /&gt;
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.&lt;br /&gt;
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance.  '''Northern Rebirth''' ends.&lt;br /&gt;
&lt;br /&gt;
=== 550 YW ===&lt;br /&gt;
&lt;br /&gt;
* Lord Hamel of Knalga sends an expedition to Kal Kartha to determine the fate of the Hammer of Thursagan ('''The Hammer of Thursagan''' takes place in late 550 YW to early 551 YW.).&lt;br /&gt;
* Dwarves at Knalga and elsewhere  begin to reclaim the lost art of runesmithing.&lt;br /&gt;
* Wesnothian colonization expands southward past Fort Tahn.&lt;br /&gt;
&lt;br /&gt;
=== 563 YW ===&lt;br /&gt;
* Konrad and Li'sar die after an extraordinarily long reign.&lt;br /&gt;
* Princess Ana'sar becomes queen.&lt;br /&gt;
* The seer Galdren becomes prominent at the court of Weldyn.&lt;br /&gt;
&lt;br /&gt;
=== 585 YW ===&lt;br /&gt;
* Queen Ana'sar retires.&lt;br /&gt;
* Haldric VII becomes king of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 589 YW ===&lt;br /&gt;
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.&lt;br /&gt;
* The seer Galdren dies after advising Haldric VII to choose Dacyn.&lt;br /&gt;
* The king does as Galdren advises.&lt;br /&gt;
&lt;br /&gt;
=== 593 YW ===&lt;br /&gt;
* Ravanal reveals that he has turned to evil, and flees from Weldyn.&lt;br /&gt;
* Konrad II is born.&lt;br /&gt;
* Certain southern frontier regions are formally annexed to the Kingdom of Wesnoth as the Province of Kerlath.&lt;br /&gt;
&lt;br /&gt;
=== 598 YW ===&lt;br /&gt;
* South Guard organized as  a semi-detached formation of the Royal Army, to protect the inhabitants of the frontier province of Kerlath.&lt;br /&gt;
&lt;br /&gt;
=== 607 YW ===&lt;br /&gt;
* South Guard ceases reporting.  Haldric VII sends Deoran, grandson of Haldiel, to investigate.  '''The South Guard''' takes place in 607-608 YW.&lt;br /&gt;
&lt;br /&gt;
=== 612 YW ===&lt;br /&gt;
* Haldric VII dies. Konrad II is crowned King of Wesnoth.&lt;br /&gt;
* Dacyn continues his duties as advisor with Konrad II.&lt;br /&gt;
&lt;br /&gt;
=== 625 YW ===&lt;br /&gt;
* Mysterious disappearances of livestock and peasants cause partial evacuation of the the '''Estmark Hills'''.  Lords of the Horse Plains report increased banditry from there.&lt;br /&gt;
* Konrad II sends [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec] and [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] to man the old River Guard strongpoints. [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion'''] begins.&lt;br /&gt;
&lt;br /&gt;
=== 626 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal] attacks the middle outpost where [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry] and [http://wiki.wesnoth.org/CharactersStorys#Dacyn Dacyn] are stationed.&lt;br /&gt;
* Dacyn and Gweddry travel to the northern outpost, and, with [http://wiki.wesnoth.org/CharactersStorys#Owaec Owaec], retreat into the northlands.&lt;br /&gt;
* In the Far North, the wife of Kai Laudiss slain in a large raid by the orcs of Tirigaz on Jotha&lt;br /&gt;
* Kai Laudiss slain by poisoned orcish dart during failed attack on the Port of Tirigaz orcs. His son, [http://wiki.wesnoth.org/CharactersStorys#Kai_Krellis Krellis] suceeds him as Kai and relies on the wisdom of [http://wiki.wesnoth.org/CharactersStorys#Cylanna Cylanna], a priestess.&lt;br /&gt;
* The merfolk city of Jotha is overrun by undead (Mal Kevek and others).  The action of [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_Water '''Dead Water'''] takes place.&lt;br /&gt;
&lt;br /&gt;
=== 627 YW ===&lt;br /&gt;
* Wesnoth's last defences are broken and the undead march on Wesnoth&lt;br /&gt;
* In the northlands, the orcs drive [http://wiki.wesnoth.org/CharactersStorys#Gweddry Gweddry's] army back across the river.&lt;br /&gt;
* Weldyn is besieged.&lt;br /&gt;
* Gweddry breaks through undead lines to reach Weldyn and a council is held.&lt;br /&gt;
* Gweddry's army is fortunate and kills [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal].  [http://wiki.wesnoth.org/Mainline_Campaigns#The_Eastern_Invasion '''Eastern Invasion''' ] ends. [http://wiki.wesnoth.org/Mainline_Campaigns#Dead_water '''Dead Water'''] ends (about this time).&lt;br /&gt;
* Wesnoth is saved, but large portions have been laid waste by the undead.&lt;br /&gt;
* After destroying [http://wiki.wesnoth.org/CharactersStorys#Mal-Ravanal Mal-Ravanal's] henchmen the mermen relaxed and began rebuilding in earnest, and soon Jotha was restored.&lt;br /&gt;
&lt;br /&gt;
== 628-673 YW: The Silver Age of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
The Silver Age, or restoration of the Wesnothian kingdom, essentially coincides with the rest of the long and successful reign of [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II].  During this period Wesnoth largely recovered from the damage that Mal-Ravanal's undead attack had done. It would, however, never quite regain the majesty it had at the height of its power.&lt;br /&gt;
&lt;br /&gt;
The Northlands, aided by a second wave of colonization north from Wesnoth, become more civilised and stable. Although nowhere near as prosperous as Wesnoth was during its Golden Age, the Northlands developed towns of significant size and a thriving - if somewhat dangerous - trade network. &lt;br /&gt;
&lt;br /&gt;
Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who controlled most of the mountains and a vast array of underground tunnels and caverns. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars smoldered between human and orcish forces. &lt;br /&gt;
&lt;br /&gt;
=== 628-635 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] begins his attempt to rebuild Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 673 YW ===&lt;br /&gt;
* [http://wiki.wesnoth.org/CharactersStorys#Konrad_II Konrad II] dies, bringing the [[Garardine Dynasty]] to an end.  Second Wesnothian civil war begins.&lt;br /&gt;
&lt;br /&gt;
== 761-816 YW: The Legacy of Black-Eye Karun ==&lt;br /&gt;
&lt;br /&gt;
After decades of struggle, Black-Eye Karun becomes the first warlord since the assassination of Great Chief Brurbar in 20 YW to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council. &lt;br /&gt;
&lt;br /&gt;
Karun was a far-sighted individual and he knew that after his death the orcish tribes would once again turn to fighting among themselves, with little he could do to prevent that and consequent peril from the Wesnothians and elves.&lt;br /&gt;
&lt;br /&gt;
Consequently, Karun selected from among all the different tribes six of the most sober and wisest orcs and thus created the Great Council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call up The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde.&lt;br /&gt;
&lt;br /&gt;
===812 YW===&lt;br /&gt;
Rahul I becomes Lord Protector of the Northern Alliance&lt;br /&gt;
&lt;br /&gt;
===816 YW===&lt;br /&gt;
* Rahul I (Lord Protector of the Northern Alliance) and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed in mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===829 YW===&lt;br /&gt;
Howgarth III succeeds Rahul I as Lord Protector of the Northern Alliance&lt;br /&gt;
&lt;br /&gt;
===842 YW===&lt;br /&gt;
* Famine in the Northlands. Famine led humans to colonize some orcish lands and push orcs into desolated hill country. The few orcish tribes who had remained part of the Alliance, feeling the pressure, either left Alliance territory or revolted and were destroyed.&lt;br /&gt;
* Retaliating, the orcs systematically slaughtered human colonies and villages on their lands. Then, Earl Lanbec'h — the most powerful human warlord of the North — determined to abolish the orcish menace raised an army and conferred leadership of it to his son-in-law Baron Alber.&lt;br /&gt;
* In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e]; [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] begins.&lt;br /&gt;
&lt;br /&gt;
===843 YW===&lt;br /&gt;
* Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs.&lt;br /&gt;
* After 843: Portions of Kapou'e's army act as mercenaries in foreign struggles with other races which keeps them from attacking their nearest neighbors.&lt;br /&gt;
&lt;br /&gt;
===852 YW===&lt;br /&gt;
*[http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e] repels a large elvish invasion.&lt;br /&gt;
&lt;br /&gt;
===858 YW===&lt;br /&gt;
&lt;br /&gt;
*The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of [http://wiki.wesnoth.org/CharactersStorys#Kapou.27e Kapou’e].  [http://wiki.wesnoth.org/Mainline_Campaigns#Son_of_the_Black_Eye '''Son of the Black Eye'''] ends.&lt;br /&gt;
&lt;br /&gt;
==After the Fall==&lt;br /&gt;
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. The Wesnoth magicians try to raise up a 3rd sun in the sky, but they fail and the 'sun' falls down over Weldyn. The capital is no more. The King and his family are dead and there is no heir. The local leaders tear apart Wesnoth. The nights become longer, days hotter. Evil creatures show up.  Forests die, hills turn into rocky wastelands and fields become barren deserts. In the apocalypse allies turn against each other and friends fight over what few resources remain. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns, Sela and Naia, of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
===??? Post-Wesnoth===&lt;br /&gt;
&lt;br /&gt;
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.&lt;br /&gt;
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.&lt;br /&gt;
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. '''Under the Burning Suns''' begins. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.&lt;br /&gt;
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.&lt;br /&gt;
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.&lt;br /&gt;
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.&lt;br /&gt;
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.&lt;br /&gt;
* Kaleh defies commands given him by a vision of Eloh.&lt;br /&gt;
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.&lt;br /&gt;
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.&lt;br /&gt;
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle. '''Under the Burning Suns''' ends.&lt;br /&gt;
&lt;br /&gt;
== History Credits ==&lt;br /&gt;
&lt;br /&gt;
* Timelined by Kamahawk and Turin.  Revised to incorporate material from later version of Legend of Wesmere and reconcile different versions of the history of the Scepter of Fire by Eric S. Raymond.&lt;br /&gt;
&lt;br /&gt;
* History derived from:&lt;br /&gt;
** Eastern Invasion&lt;br /&gt;
** Heir to the Throne&lt;br /&gt;
** Legend of Wesmere&lt;br /&gt;
** Liberty&lt;br /&gt;
** Northern Rebirth&lt;br /&gt;
** The Hammer of Thursagan&lt;br /&gt;
** The Rise of Wesnoth&lt;br /&gt;
** Under the Burning Suns&lt;br /&gt;
** Dead Water&lt;br /&gt;
** Delfador's Memoirs&lt;br /&gt;
&lt;br /&gt;
* Setting details derived from:&lt;br /&gt;
** Invasion from the Unknown&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Geography of Wesnoth]]&lt;br /&gt;
* [[Poetry of Wesnoth]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[FactionHistory]]&lt;br /&gt;
* [[Future History]] '''(unofficial)'''&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Wesnoth]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=58270</id>
		<title>InternalActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=58270"/>
		<updated>2017-03-18T00:24:24Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [store_side] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Part of [[ActionWML]], Internal actions are actions that WML uses internally that do not directly affect game play (or, at least, are not readily apparent to the player). For example, storing a variable is an internal action.&lt;br /&gt;
&lt;br /&gt;
== Variable Actions ==&lt;br /&gt;
&lt;br /&gt;
These actions are focused, in one way or another, on [[VariablesWML|variables]]. Creating them, modifying them, capturing game data to them, you name it, these actions are all about the variables.&lt;br /&gt;
&lt;br /&gt;
=== [set_variable] ===&lt;br /&gt;
&lt;br /&gt;
The '''[set_variable]''' tag is used to create and manipulate WML variables. The [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE VARIABLE] macro is a quick syntactic shortcut for simple variable creation and the [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE_OP VARIABLE_OP] macro is a quick syntactic shortcut for performing simple mathematical operations on variables.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''value''': set the variable to the given value (can be numeric or string).Use literal for no substitution. (see [[VariablesWML]])&lt;br /&gt;
&lt;br /&gt;
* '''literal''': set the variable to the given value (can be numeric or string). This does not interpret any dollar signs.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': set the variable to the value of the given variable, e.g. 'to_variable=temp' would be equivalent to 'value=$temp'.&lt;br /&gt;
&lt;br /&gt;
* '''add''': add the given amount to the variable.&lt;br /&gt;
&lt;br /&gt;
* '''sub''': subtract the given amount from the variable.&lt;br /&gt;
&lt;br /&gt;
* '''multiply''': multiply the variable by the given number. The result is a float.&amp;lt;br /&amp;gt;To negate a number, multiply by -1. If you negate 0, the result is a floating-point negative zero -0. To display -0 as 0, use a second tag with add=0; it will flip -0 to 0 but not affect other numbers.&lt;br /&gt;
&lt;br /&gt;
* '''divide''': divide the variable by the given number. The result is a float. Wesnoth 1.9 and later no longer uses integer division. Use a second tag with round=floor if you relied on this.&lt;br /&gt;
&lt;br /&gt;
* '''modulo''': returns the remainder of a division.&lt;br /&gt;
&lt;br /&gt;
* '''rand''': the variable will be randomly set.&amp;lt;br&amp;gt;You may provide a comma separated list of possibilities, e.g. 'rand=Bob,Bill,Bella'.&amp;lt;br&amp;gt;You may provide a range of numbers (integers), e.g. 'rand=3..5'.&amp;lt;br&amp;gt;You may combine these, e.g. 'rand=100,1..9', in which case there would be 1/10th chance of getting 100, just like for each of 1 to 9. If a number or item is repeated, it is sampled more frequently as appropriate. See [[MultiplayerContent]] for more info on the MP case.&amp;lt;br&amp;gt;Using rand= will automatically result in the current action being non undoable. Ignoring possible [allow_undo].&lt;br /&gt;
&lt;br /&gt;
* '''time=stamp''': Retrieves a timestamp in milliseconds since wesnoth was started, can be used as timing aid. Don't try to use this as random value in MP since it will cause an OOS.&lt;br /&gt;
&lt;br /&gt;
* '''string_length''': Retrieves the length in characters of the string passed as this attribute's value; such string is parsed and variable substitution applied automatically (see [[VariablesWML]] for details).&lt;br /&gt;
&lt;br /&gt;
* '''[join]''' joins an array of strings to create a textual list&lt;br /&gt;
** '''variable''': name of the array&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to connect the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
* '''ipart''': Assigns the integer part (the part to the left of the decimal point) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''fpart''': Assigns the decimal part (the part to the right of the decimal point) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''round''': Rounds the variable to the specified number of digits of precision. Negative precision works as expected (rounding 19517 to -2 = 19500). Special values:&lt;br /&gt;
**'''round=ceil''': Rounds upward to the nearest integer.&lt;br /&gt;
**'''round=floor''': Rounds down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== [set_variables] ===&lt;br /&gt;
&lt;br /&gt;
Manipulates a WML array or container&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the array or container to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''mode''': one of the following values:&lt;br /&gt;
** ''replace'': will clean the array '''name''' and replace it with given data&lt;br /&gt;
** ''append'': will append given data to the current array&lt;br /&gt;
** ''merge'': will merge in the given data into '''name'''&lt;br /&gt;
** ''insert'': will insert the given data at the index specified in the '''name''' attribute, such as name=my_array[1]. The default index is zero, which will insert to the front of the array. '''Note:''' if an invalid index is used, empty containers will be created before the insertion is performed. In other words, do not attempt to insert at an index greater than (or equal to) the array's current length. This limitation may be removed in future versions.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': data will be set to the given array&lt;br /&gt;
&lt;br /&gt;
* '''[value]''': the WML inside the [value] tags will be stored in data, variables will be interpolated directly, use $| in order to escape the $ sign, you can store arrays of WML by supplying multiple [value] tags. ([[#Using_.5Bset_variables.5D_to_Create_Arrays_of_WML|See Example]])&lt;br /&gt;
&lt;br /&gt;
* '''[literal]''': same as '''[value]''', but variables will not be substituted, '''[literal]''' and '''[value]''' can not be used in the same [set_variables] tag, i.e. you can not create arrays by piling a mix of '''[value]''' and '''[literal]''' tags&lt;br /&gt;
&lt;br /&gt;
*'''[split]''' splits a textual list into an array which will then be set to data&lt;br /&gt;
** '''list''': textual list to split&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to separate the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|4}} You can now mix '''[value]''', '''[literal]''', and '''[split]''' in the same '''[set_variables]''' tag. They will be processed in order of appearance. Multiple instances of [split] are also supported now.&lt;br /&gt;
&lt;br /&gt;
=== Capturing Game Data ===&lt;br /&gt;
&lt;br /&gt;
These actions capture different bits of game data and store them to variables so they can be examined and/or manipulated.&lt;br /&gt;
&lt;br /&gt;
==== [store_gold] ====&lt;br /&gt;
&lt;br /&gt;
Stores a side's gold into a variable.&lt;br /&gt;
&lt;br /&gt;
* '''[[StandardSideFilter]]''': The first matching side's gold will be stored in the variable &amp;quot;variable&amp;quot;.&lt;br /&gt;
* '''variable''': (default='gold') the name of the variable to store the gold in&lt;br /&gt;
&lt;br /&gt;
==== [store_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations that pass certain criteria into an array. Each member of the array has members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side' (villages only). The array will include any unreachable border hexes, if applicable.&lt;br /&gt;
&lt;br /&gt;
* [[StandardLocationFilter]]: a location or location range which specifies the locations to store. By default, all locations on the map are stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_reachable_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores locations reachable by the given units. Can store either the movement, attack or vision ranges.&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': a [[StandardUnitFilter]]. The locations reachable by any of the matching units will be stored.&lt;br /&gt;
* '''[filter_location]''': (optional) a [[StandardLocationFilter]]. Only locations which also match this filter will be stored.&lt;br /&gt;
* '''range''': possible values ''movement'' (default), ''attack'', ''vision''. If ''movement'', stores the locations within the movement range of the unit, taking Zone of Control into account. If ''attack'', stores the attack range (movement range + 1 hex). If ''vision'', stores the vision range (movement range ignoring Zone of Control + 1 hex).&lt;br /&gt;
* '''moves''':  possible values ''current'' (default), ''max''. Specifies whether to use the current or maximum movement points when calculating the range.&lt;br /&gt;
* '''viewing_side''': (optional) the side whose vision to use when calculating the reach. This only has meaning in the presence of fog, shroud, or units with the ambush ability. If left out, then fog, shroud and ambushers are ignored and the real reach of the units is stored.&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_map_dimensions] ====&lt;br /&gt;
&lt;br /&gt;
Stores the map dimensions in a variable.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable where the values will be saved into. If it is skipped, a variable 'map_size' is used, and its contents overridden, if they existed already. The result is a container variable, with members ''width'' and ''height''.&lt;br /&gt;
&lt;br /&gt;
==== [store_side] ====&lt;br /&gt;
&lt;br /&gt;
Stores information about a certain side in a variable.&lt;br /&gt;
&lt;br /&gt;
'''Keys:'''&lt;br /&gt;
* '''[[StandardSideFilter]]''': All matching sides are stored. (An array is created if several sides match - access it with side[2].team_name and so on.)&lt;br /&gt;
* '''variable''': the name of the variable to store the information in (default: &amp;quot;side&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''Result'''&lt;br /&gt;
&lt;br /&gt;
Variable will contain following members:&lt;br /&gt;
* '''color''': It indicates team color. Can be one of the following:&lt;br /&gt;
{| border = 1&lt;br /&gt;
| ''color''&lt;br /&gt;
| red&lt;br /&gt;
| blue&lt;br /&gt;
| green&lt;br /&gt;
| purple&lt;br /&gt;
| black&lt;br /&gt;
| brown&lt;br /&gt;
| orange&lt;br /&gt;
| white&lt;br /&gt;
| teal&lt;br /&gt;
|-&lt;br /&gt;
| ''value''&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
* '''controller''': Indicates type of player that control this side. ''In networked multiplayer, the controller attribute is ambiguous. Be very careful or you have OOS errors.''&lt;br /&gt;
** '''human''': Human player&lt;br /&gt;
** '''ai''': If players assigns &amp;quot;Computer Player&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
** '''network''': In multiplayer for sides that client does not control, both what would normally be human and ai. For host values are as usual, this is where OOS comes from.&lt;br /&gt;
** '''null''': If players assigns &amp;quot;Empty&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
* '''fog''': Indicates whether this side is affected by fog of war.&lt;br /&gt;
* '''gold''': The amount of gold the side has.&lt;br /&gt;
* '''hidden''': (boolean) If 'yes', side is not shown in status table.&lt;br /&gt;
* '''income''': Base income for this side (without villages).&lt;br /&gt;
* '''name''': Name of player.&lt;br /&gt;
* '''recruit''': A comma-separated list of unit types that can be recruited by this side.&lt;br /&gt;
* '''shroud''': Whether this side is affected by shroud.&lt;br /&gt;
* '''side''': The $side_number of the side belonging to this container&lt;br /&gt;
* '''team_name''': String representing the team's description.&lt;br /&gt;
* '''user_team_name''': Translated string representing the team's description.&lt;br /&gt;
* '''village_gold''': The amount of gold given to this side per village it controls per turn.&lt;br /&gt;
* '''scroll_to_leader''': (boolean) Whether the game view scrolls to the side leader at the start of their turn.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]). Unless previously specified in [side] or changed with WML (see [[DirectActionsWML#.5Bmodify_side.5D|[modify_side]]]), this value may be empty for the default flag animation.&lt;br /&gt;
* '''flag_icon''': Flag icon for the status bar for this side (see [[SideWML|[side]]]). Unless previously specified in [side] or changed with WML (see [[DirectActionsWML#.5Bmodify_side.5D|[modify_side]]]), this value may be empty for the default flag icon.&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
* '''defeat_condition''': {{DevFeature1.13|7}} When the side will be considered defeated. See description at [[SideWML]], [[ScenarioWML#Scenario_End_Conditions]]&lt;br /&gt;
* '''faction''': {{DevFeature1.13|7}} id of the selected faction, string (multiplayer-only)&lt;br /&gt;
* '''faction_name''': {{DevFeature1.13|7}} Name of the selected faction, string (multiplayer-only)&lt;br /&gt;
* '''num_units''' {{DevFeature1.13|7}}: The number of units the side currently has on the map.&lt;br /&gt;
* '''num_villages''' {{DevFeature1.13|7}}: The number of villages the side currently controls.&lt;br /&gt;
* '''total_upkeep''' {{DevFeature1.13|7}}: The number of unit levels the side is currently supporting.&lt;br /&gt;
* '''expenses''' {{DevFeature1.13|7}}: The amount of gold the side is currently spending to support units.&lt;br /&gt;
* '''net_income''' {{DevFeature1.13|7}}: The income the side gains per turn after expenses.&lt;br /&gt;
&lt;br /&gt;
* {{DevFeature1.13|7}} All other keys and tags of the side that are contained in [[LuaWML:Sides#wesnoth.sides|wesnoth.sides]] .__cfg&lt;br /&gt;
&lt;br /&gt;
==== [store_starting_location] ====&lt;br /&gt;
&lt;br /&gt;
Stores the starting location of a side's leader in a variable. The variable is a composite type which will have members 'x', 'y', 'terrain' and 'owner_side' (villages only)&lt;br /&gt;
&lt;br /&gt;
* [[StandardSideFilter]]: The starting locations of all matching sides will be stored. If multiple sides are matched, a WML array will be created.&lt;br /&gt;
* '''variable''': (default='location'): the name of the variable to store the location in&lt;br /&gt;
&lt;br /&gt;
==== [store_time_of_day] ====&lt;br /&gt;
&lt;br /&gt;
Stores time of day information from the current scenario into a WML variable container.&lt;br /&gt;
&lt;br /&gt;
* '''x, y''': Location to store the time for. [[DirectActionsWML#.5Btime_area.5D|Time areas]] matter; illumination does not. If this is omitted, the global (location-independent) time is stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='time_of_day') name of the container on which to store the information. The container will be filled with the same attributes found on [[TimeWML]].&lt;br /&gt;
&lt;br /&gt;
* '''turn''': (defaults to the current turn number) changes the turn number for which time of day information should be retrieved.&lt;br /&gt;
&lt;br /&gt;
==== [store_turns] ====&lt;br /&gt;
&lt;br /&gt;
Stores the turn limit (the maximum number of turns). If there is no limit, this stores ''-1''.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='turns') the name of the variable in which to store the turn limit.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit] ====&lt;br /&gt;
&lt;br /&gt;
Stores details about units into a [[VariablesWML#Container|container]] variable. When a unit is stored, all keys and tags in the unit definition may be manipulated, including some others, with [[InternalActionsWML#.5Bset_variable.5D|[set_variable]]]. A sample '''list of these tags and keys''' can be found at [[InternalActionsWMLUnitTags]].&lt;br /&gt;
&lt;br /&gt;
If you have a doubt about what keys are valid or what the valid value range is for each key, code a [store_unit] event, save the game, and examine what keys are in the file (or just examine the '''[unit]''' tag(s) in any save file). One can also use the [[CommandMode|:inspect]] command or the [[InterfaceActionsWML#.5Binspect.5D|[inspect]]] tag to open a game-state inspector dialog, which can be used to view unit properties.&lt;br /&gt;
&lt;br /&gt;
Common usage is to manipulate a unit by using '''[store_unit]''' to store it into a variable, followed by manipulation of the variable, and then [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] to re-create the unit with the modified variables.&lt;br /&gt;
&lt;br /&gt;
''Note: stored units also exist on the field, and modifying the stored variable will not automatically change the stats of the units. You need to use [unstore_unit]. See also [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] and [http://www.wesnoth.org/macro-reference.xhtml#FOREACH FOREACH].''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter will be stored. If there are multiple units, they will be stored into an array of variables. The units will be stored in order of their internal ''underlying_id'' attribute, which is usually in creation order (but you normally should not depend on the order).&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit(s)&lt;br /&gt;
&lt;br /&gt;
* '''mode''': defaults to ''always_clear'', which clears the variable, whether or not a match is found. If mode is set to ''replace'', the variable will not be cleared, and units which match the filter will overwrite existing elements at the start of the array, leaving any additional elements intact if the original array contained more elements than there are units matching the filter. If mode is set to ''append'', the variable will not be cleared, and units which match the filter will be added to the array after the existing elements.&lt;br /&gt;
&lt;br /&gt;
* '''kill''': if 'yes' the units that are stored will be removed from play. This is useful for instance to remove access to a player's recall list, with the intent to restore the recall list later.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type] ====&lt;br /&gt;
&lt;br /&gt;
* '''type''': (required) the defined ID of the unit type, for example &amp;quot;Goblin Knight&amp;quot;. Do not use a translation mark or it will not work correctly for different languages. A comma-separated list of IDs may also be used to store an array of unit types.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit type information (default &amp;quot;unit_type&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type_ids] ====&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store a comma-separated list of all unit type IDs including all from all loaded addons&lt;br /&gt;
&lt;br /&gt;
==== [store_villages] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations of villages that pass certain criteria into an array. Each member of the result array will have members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side'.&lt;br /&gt;
&lt;br /&gt;
Note: This differs from using [store_locations] only in that the hexes considered for match are restricted to those with villages (those whose terrain type has its 'gives_income' flag set to true), in the same way that use of either the 'owner_side' key or the '[filter_owner]' will. In fact, if either of these are present, [store_villages] and [store_locations] will behave identically.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations (default: &amp;quot;location&amp;quot;)&lt;br /&gt;
* '''[[StandardLocationFilter]]''' tags and keys as arguments&lt;br /&gt;
&lt;br /&gt;
==== [store_items] ====&lt;br /&gt;
&lt;br /&gt;
Stores current items in the scenario into an array. Each entry has at least members x and y and can have all of the other keys listed in the documentation of [[InterfaceActionsWML#.5Bitem.5D|[item]]] (depending on what was set during creating the item).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': name of the wml variable array to use (default &amp;quot;items&amp;quot;)&lt;br /&gt;
*'''[[StandardLocationFilter]]''' keys as arguments: only items on locations matching this [[StandardLocationFilter]] will be stored&lt;br /&gt;
&lt;br /&gt;
==== [store_relative_direction] ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Gets the relative direction from one hex to another. This is an interface to the function wesnoth uses to decide how a unit will face while it is moving / attacking / defending.&lt;br /&gt;
&lt;br /&gt;
* '''[source]''' x and y must describe a map location&lt;br /&gt;
* '''[destination]''' similar&lt;br /&gt;
* '''variable''' name of the variable to store string result in (one of 'n', 'nw', 'ne', 's', 'sw', 'se')&lt;br /&gt;
* '''mode''' optional. 0 is the default setting corresponding to default wesnoth implementation used in animations. 1 is an alternate &amp;quot;radially symmetric&amp;quot; mode. The default mode breaks ties in the direction of south, since this makes more units face the player directly on screen. The radially symmetric mode breaks ties in the direction of counter-clockwise, and might be more appropriate in some cases.&lt;br /&gt;
&lt;br /&gt;
==== [find_path] ====&lt;br /&gt;
&lt;br /&gt;
A WML interface to the pathfinder. Calculates the path between a unit and a location and returns the result in a WML variable, that contains also an array for every step of the path.&lt;br /&gt;
&lt;br /&gt;
*'''[traveler]''': [[StandardUnitFilter]], only the first matching unit will be used for calculation&lt;br /&gt;
*'''[destination]''': [[StandardLocationFilter]], only the first matching nearest hex will be used&lt;br /&gt;
*'''variable''': the variable name where the result will be stored, if no value is supplied 'path' will be used as default name. Each step will be stored in a [step] array inside that variable.&lt;br /&gt;
*'''allow_multiple_turns''': default no, if yes also moves that require more than one turn will be calculated.&lt;br /&gt;
*'''check_visibility''': default no, if yes the path will not be computed if some hexes are not visible due to shroud.&lt;br /&gt;
*'''check_teleport''': default yes; if no, teleport won't be taken in account while computing path.&lt;br /&gt;
*'''check_zoc''': default yes; if no, unit ZOCs won't be considered while calculating the path.&lt;br /&gt;
This is the structure of the variable returned by [find_path]:&lt;br /&gt;
 [path]&lt;br /&gt;
 	hexes = the total length of the path&lt;br /&gt;
 		if the path is calculated to an impassable hex, or the move requires multiple turns&lt;br /&gt;
 		and allow_multiple_turns is no, its value will be 0.&lt;br /&gt;
 	from_x, from_y = location of the unit&lt;br /&gt;
 	to_x, to_y = destination&lt;br /&gt;
 	movement_cost = total movement cost required by unit to reach that hex&lt;br /&gt;
 	required_turns = total turns required by unit to reach that hex&lt;br /&gt;
 	[step]&lt;br /&gt;
 		x, y = location of the step&lt;br /&gt;
 		terrain = terrain of the step&lt;br /&gt;
 		movement_cost = movement cost required by unit to reach that hex&lt;br /&gt;
 		required_turns = turns required by unit to reach that hex&lt;br /&gt;
 	[/step]&lt;br /&gt;
 [/path]&lt;br /&gt;
&lt;br /&gt;
==== [unit_worth] ====&lt;br /&gt;
Takes only an inline [[StandardUnitFilter]] (only the first matching unit will be used for calculation) and outputs the following variables: &lt;br /&gt;
*''cost'', the current unit cost;&lt;br /&gt;
*''next_cost'', the cost of the most expensive advancement;&lt;br /&gt;
*''health'', the health of the unit in percentage;&lt;br /&gt;
*''experience'', current experience in percentage;&lt;br /&gt;
*''unit_worth'', how much the unit is worth.&lt;br /&gt;
&lt;br /&gt;
Mainly used for internal AI checks, but one could in theory just do anything with it.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     [unit_worth]&lt;br /&gt;
        x,y=$x1,$y1&lt;br /&gt;
     [/unit_worth]&lt;br /&gt;
     [message]&lt;br /&gt;
         id=$unit.id&lt;br /&gt;
         message=_&amp;quot;I cost $cost gold, with $health|% of my hitpoints and $experience|% on the way to cost $next_cost|.&lt;br /&gt;
 I am estimated to be worth $unit_worth&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
     [clear_variable]&lt;br /&gt;
         name=cost,next_cost,health,experience,unit_worth&lt;br /&gt;
     [/clear_variable]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== [clear_variable] ===&lt;br /&gt;
&lt;br /&gt;
This will delete the given variable. This tag can delete a scalar or an entire array; it can also delete one container at an array index. The macro [http://www.wesnoth.org/macro-reference.xhtml#CLEAR_VARIABLE CLEAR_VARIABLE] is a shortcut for this tag.&lt;br /&gt;
&lt;br /&gt;
This action is good to use to clean up the set of variables; for example, a well-behaved scenario will delete any variables that should not be kept for the next scenario before the end of the scenario. One can also clear tags and variables of stored units; for example, one can remove [trait]s and [object]s.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to clear. This can also be a comma-separated list of multiple variable names.&lt;br /&gt;
** If a name ends with an array index, then it deletes that one container, and shifts the indexes of all subsequent containers. For example, &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[2]}&amp;lt;/code&amp;gt; deletes &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, but then moves &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, moves &amp;lt;code&amp;gt;my_awesome_array[4]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt;, and so on until the end of the array.&lt;br /&gt;
** Note that &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array}&amp;lt;/code&amp;gt; deletes the entire array, but &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[0]}&amp;lt;/code&amp;gt; deletes only the first container.&lt;br /&gt;
&lt;br /&gt;
=== [sync_variable] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Sets one or multiple variables to the same value as on all clients and also on replays, it uses the value from the currently active side.&lt;br /&gt;
* '''name''' the name of the variable to synchonize this can be a comma seperated list.&lt;br /&gt;
&lt;br /&gt;
== Other Internal Actions ==&lt;br /&gt;
&lt;br /&gt;
Believe it or not, there are some internal actions that are not focused primarily on variables. They are all grouped here.&lt;br /&gt;
&lt;br /&gt;
=== [fire_event] ===&lt;br /&gt;
&lt;br /&gt;
Trigger a WML event (used often for [[EventWML#Custom_events|custom events]])&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of event to trigger&lt;br /&gt;
** ''(Optional)'' {{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
* '''id''': ''(Optional)'' the id of a single event to trigger {{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
* '''[primary_unit]''': ''(Optional)'' Primary unit for the event. Will never match on a recall list unit. The first unit matching the filter will be chosen.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_unit]''': ''(Optional)'' Same as '''[primary_unit]''' except for the secondary unit.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[primary_attack]''': Information passed to the primary attack filter and $weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_attack]''': Information passed to the second attack filter and $second_weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
=== [remove_event] ===&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Removes the event with the specified id. Equivalent to &amp;lt;i&amp;gt;[event] id=foo remove=yes&amp;lt;/i&amp;gt;. See [[EventWML#remove|EventWML]].&lt;br /&gt;
&lt;br /&gt;
* '''id''': the id of the event to remove. May be a comma separated list.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] ===&lt;br /&gt;
&lt;br /&gt;
Inserts a variable as WML. In other words, the value of the passed [[VariablesWML#Container|container variable]] will be injected into the game as if they had been written out in WML form. ([[#.5Binsert_tag.5D_Example|See Example]]).&lt;br /&gt;
&lt;br /&gt;
Tag insertion is a special case in that it can be used in places where other ActionWML cannot be used. The basic rule is that anywhere that $variable syntax works, tag insertion will also work. In practice this means pretty much everywhere except directly within top-level scenario tags.&lt;br /&gt;
&lt;br /&gt;
*'''name''': The [&amp;quot;name&amp;quot;] to be given to the tag. This must be a tag which would be valid at the place where [insert_tag] is used, for anything to happen. (For example, if used as ActionWML, it should be a [[ActionWML]] tag name, and it may be a recognized subtag such as &amp;quot;option&amp;quot; when used within a [message]).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': Name of the container variable which will have its value inserted into the tag.&lt;br /&gt;
&lt;br /&gt;
=== [role] ===&lt;br /&gt;
&lt;br /&gt;
Tries to find a unit to assign a role to.&amp;lt;br&amp;gt;This is useful if you want to choose a non-major character to say some things during the game. Once a role is assigned, you can use '''role=''' in a unit filter to identify the unit with that role (See [[FilterWML]]).&amp;lt;br&amp;gt;However, there is no guarantee that roles will ever be assigned. You can use '''[have_unit]''' (see [[ConditionalActionsWML#Condition_Tags|Condition Tags]]) to see whether a role was assigned. This tag uses a [[StandardUnitFilter]] (without [filter]) with the modification to order the search by type, mark only the first unit found with the role, and the role attribute is not used in the search. If for some reason you want to search for units that have or don't have existing roles, you can use one or more [not] filters. The will check recall lists in addition to units on the map. In normal use, you will probably want to include a ''side'' attribute to force the unit to be on a particular side.&lt;br /&gt;
&lt;br /&gt;
* '''role''': the value to store as the unit's role. This role is not used in the [[StandardUnitFilter]] when doing the search for the unit to assign this role to.&lt;br /&gt;
&lt;br /&gt;
* '''type''': a comma-separated list of possible types the unit can be. If any types are given, then units will be searched by type in the order listed. If no type is given, then no particular order with respect to type is guaranteed.&lt;br /&gt;
&lt;br /&gt;
* '''search_recall_list''': {{DevFeature1.13|5}} whether to consider units on the recall list when assigning the role. Can be either yes or no, defaults to yes. {{DevFeature1.13|6}} If set to 'only', then units on the map are not considered when assigning the role - only units on the recall list can receive it.&lt;br /&gt;
&lt;br /&gt;
* '''[else]''' {{DevFeature1.13|5}} ActionWML to execute if the game is unable to find a unit to assign the role to. For example, this could be used to create a new unit satisfying the role.&lt;br /&gt;
&lt;br /&gt;
* '''[auto_recall]''' {{DevFeature1.13|6}} If present, and the role is assigned to a unit on the recall list, then that unit is recalled. Supports all unique keys of [[DirectActionsWML#.5Brecall.5D|&amp;amp;#x5b;recall&amp;amp;#x5d;]], but no [[StandardUnitFilter]].&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]], do not use a [filter] sub-tag. SUF's role= and type= keys are not used: if you want to use them, use a nested SUF wrapped inside a [and] tag.&lt;br /&gt;
&lt;br /&gt;
=== [random_placement] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
Selects randomly a given number of locations from a given set of locations and exectutes the given code for each of those locations.&lt;br /&gt;
&lt;br /&gt;
* '''[filter_location]''': a [[StandardLocationFilter]].&lt;br /&gt;
* '''[command]''': contains ActionWml that is executed for each of the locations.&lt;br /&gt;
* '''num_items''': the number of locations that should be selected, this can be a (lua) expression to calculate the number of locations based on the number of locations that match the filter, for example (size * 0.5) will execute the command for exactly half of the locations (rounded down)&lt;br /&gt;
* '''variable''': The name of the variable that contains the current location during the execution of [command]. This is a container with the attributes x and y.&lt;br /&gt;
* '''min_distance''': The minimum distance of 2 chosen locations, a value less than 0 means that the same locations can be chosen more than one time.&lt;br /&gt;
* '''allow_less''': If yes, the tag will not show an error in case there were less than num_items locations available.&lt;br /&gt;
&lt;br /&gt;
=== Flow control actions ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
There are three actions that alter the flow of execution. They are '''[break]''', '''[continue]''', and '''[return]'''. All of them take no arguments.&lt;br /&gt;
&lt;br /&gt;
* '''[break]''': The nearest enclosing loop immediately stops executing, and control continues with the next action after the end of that loop. If there is no enclosing loop, this is equivalent to '''[return]'''.&lt;br /&gt;
* '''[continue]''': The nearest enclosing loop immediately stops executing, and control continues at the beginning of that loop, with any iteration variables updated for the next iteration. If there is no enclosing loop, this is an error.&lt;br /&gt;
* '''[return]''': Control immediately returns to the Wesnoth engine. No further WML actions are executed in this context. If there was another event queued, that event will be run as usual.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Using [set_variables] to Create Arrays of WML ===&lt;br /&gt;
&lt;br /&gt;
 [set_variables]&lt;br /&gt;
     name=arr&lt;br /&gt;
     mode=replace&lt;br /&gt;
     [value]&lt;br /&gt;
         foo=bar&lt;br /&gt;
     [/value]&lt;br /&gt;
     [value]&lt;br /&gt;
        foo=more&lt;br /&gt;
     [/value]&lt;br /&gt;
 [/set_variables]&lt;br /&gt;
 {DEBUG_MSG $arr[0].foo}&lt;br /&gt;
 {DEBUG_MSG $arr[1].foo}&lt;br /&gt;
&lt;br /&gt;
This will produce two output messages, first one saying '''bar''' and next one saying '''more'''.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] Example ===&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.speaker&lt;br /&gt;
         value=Konrad&lt;br /&gt;
     [/set_variable]&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.message&lt;br /&gt;
         value= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/set_variable]    &lt;br /&gt;
     &lt;br /&gt;
     [insert_tag]&lt;br /&gt;
         name=message&lt;br /&gt;
         variable=temp&lt;br /&gt;
     [/insert_tag]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
This is effectively identical to:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [message]&lt;br /&gt;
         speaker=Konrad&lt;br /&gt;
         message= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VariablesWML]]&lt;br /&gt;
* [[ActionWML]]&lt;br /&gt;
** [[ConditionalWML]]&lt;br /&gt;
** [[DirectActionsWML]]&lt;br /&gt;
** [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=58231</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=58231"/>
		<updated>2017-03-13T21:34:24Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [transform_unit] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay. They can be used inside of [[EventWML|events]].&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
&lt;br /&gt;
=== [endlevel] ===&lt;br /&gt;
Ends the scenario.&lt;br /&gt;
* '''result''': before the scenario is over, all events with ''name=result'' are triggered. If ''result=victory'', the player progresses to the next level (i.e., the next scenario in single player); if ''result=defeat'', the game returns to the main menu. &lt;br /&gt;
&lt;br /&gt;
When the result is &amp;quot;victory&amp;quot; the following keys can be used:&lt;br /&gt;
* '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes. {{DevFeature1.13|2}} Alternatively, a number, defining the bonus percentage (1.0 meaning full).&lt;br /&gt;
* '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.&lt;br /&gt;
* '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes. Do not confuse this with saving of replays for the current scenario.&lt;br /&gt;
* '''replay_save''': whether a replay save for the current scenario is allowed, the default is replay_save=yes. If yes, the player's settings in preferences will be used to determine if a replay is saved. If no, will override and not save a replay.&lt;br /&gt;
* '''linger_mode''': If ...=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes.&lt;br /&gt;
* '''reveal_map''': (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.&lt;br /&gt;
* '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
* '''carryover_add''': if yes the gold will be added to the starting gold the next scenario, if no the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is no.&lt;br /&gt;
* '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.&lt;br /&gt;
* '''end_credits''': Whether to display the credits screen at the end of a single-player campaign. Defaults to ''yes''. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_settings]''': Any tags or attribute children of this optional argument to [endlevel] are merged into the scenario/multiplayer tag of the *next* scenario. This allows you to e.g. reconfigure the [side] tags or settings, just before load. &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_append]''': Any tags of this optional argument are appended at high level to the next scenario. This is most appropriate for [event] tags, although you may find other uses. Example test scenario for these features: https://gna.org/support/download.php?file_id=20119 &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* '''[result]''' {{DevFeature1.13|0}} Allows specification of a side specific result, this is for competitive multiplayer scenarios/campaigns where it might happen that one player wins but another player loses.  The following attributes are accepted and have the same effect as in '''[endlevel]''':&lt;br /&gt;
** '''result'''&lt;br /&gt;
** '''bonus'''&lt;br /&gt;
** '''carryover_percentage'''&lt;br /&gt;
** '''carryover_add'''&lt;br /&gt;
&lt;br /&gt;
And there is also&lt;br /&gt;
** '''side''' The number of the side for which these results should apply.&lt;br /&gt;
&lt;br /&gt;
=== [unit] ===&lt;br /&gt;
Creates a unit (either on the map, on a recall list, or into a variable for later use.)  For syntax see [[SingleUnitWML]].&lt;br /&gt;
* {{Short Note:Predefined Macro|GENERIC_UNIT}}&lt;br /&gt;
&lt;br /&gt;
=== [recall] ===&lt;br /&gt;
Recalls a unit taking into account any [http://wiki.wesnoth.org/SingleUnitWML filter_recall] of the leader.   The unit is recalled free of charge, and is placed near its leader, e.g., if multiple leaders are present, near the first found which would be able to normally recall it.&lt;br /&gt;
&lt;br /&gt;
If neither a valid map location is provided nor a leader on the map would be able to recall it, the tag is ignored.&lt;br /&gt;
 &lt;br /&gt;
* [[StandardUnitFilter]]: the first matching unit will be recalled.  If no units match this tag is ignored. Do not use a [filter] tag. If a comma separated list is given, every unit currently considered for recall is checked against all the types (not each single one of the types against all units).&lt;br /&gt;
* '''x,y''': the unit is placed here instead of next to the leader.&lt;br /&gt;
* '''show''': yes/no, default yes: whether the unit is animated (faded in) or instantly displayed&lt;br /&gt;
* '''fire_event''': boolean yes|no (default no); whether any according prerecall or recall events shall be fired.&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit (a nearby passable hex is chosen).&lt;br /&gt;
&lt;br /&gt;
=== [teleport] ===&lt;br /&gt;
Teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the first unit matching this filter will be teleported.&lt;br /&gt;
* '''x,y''': the hex to teleport to. If that hex is occupied, the closest unoccupied hex will be used instead.&lt;br /&gt;
* '''clear_shroud''': should shroud be cleared on arrival&lt;br /&gt;
* '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): normally, units will not be teleported into terrain that is impassable for them. Setting this attribute to &amp;quot;no&amp;quot; permits it.&lt;br /&gt;
&lt;br /&gt;
(Note: There is also a ability named teleport, see [[AbilitiesWML]].)&lt;br /&gt;
&lt;br /&gt;
=== [terrain_mask] ===&lt;br /&gt;
Changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
&lt;br /&gt;
=== [terrain] ===&lt;br /&gt;
Changes the terrain on the map.&lt;br /&gt;
* '''terrain''': the character of the terrain to use.  See [[TerrainCodesWML]] to see what letter a type of terrain uses.&lt;br /&gt;
* [[StandardLocationFilter]]. This [[StandardLocationFilter]]'s terrain= key is used for the new terrain, filtering by terrain can be done with a nested [[StandardLocationFilter]]: [and]terrain=terrain_string_to_be_filtered_for.&lt;br /&gt;
* '''layer''': (overlay|base|both, default=both) only change the specified layer.&lt;br /&gt;
* '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.&lt;br /&gt;
&lt;br /&gt;
If you want to remove the overlays from a terrain and leave only the base, use:&lt;br /&gt;
 layer=overlay&lt;br /&gt;
 terrain=&amp;quot;^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [gold] ===&lt;br /&gt;
Gives sides gold.&lt;br /&gt;
* '''amount''': the amount of gold to give.&lt;br /&gt;
* '''side''': (default=1) the number of the side to give the gold to. Can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [unstore_unit] ===&lt;br /&gt;
Creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]].&lt;br /&gt;
* '''variable''': the name of the variable.&lt;br /&gt;
* '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed. &lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit. This key has no effect if find_vacant=no (no check performed then). Before 1.9 this key is always &amp;quot;no&amp;quot;.&lt;br /&gt;
* '''text''': (translatable) floating text to display above the unit, such as a damage amount&lt;br /&gt;
* '''male_text''', '''female_text''': {{DevFeature1.13|2}} (translatable) gender-specific versions of the above&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)&lt;br /&gt;
* '''advance''': (default=yes) if yes the unit is advanced if it has enough XP. When modifying XP make sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors especially when several advancement paths exist. Note that advance and post advance events are called, so infinite loops can happen.&lt;br /&gt;
* '''fire_event''': (boolean yes|no, default no) Whether any advance/post advance events shall be fired if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''animate''': (boolean yes|no, default yes) Whether &amp;quot;levelout&amp;quot; and &amp;quot;levelin&amp;quot; (or fade to white and back) animations shall be played if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''x''' ,'''y''': override unit location, &amp;quot;x,y=recall,recall&amp;quot; will put the unit on the unit's side's recall list.&lt;br /&gt;
Units can be unstored with negative (or zero) hit points. This can be useful if modifying a unit in its last_breath event (as the unit's death is already the next step), but tends to look wrong in other cases. In particular, it is possible to have units with negative hit points in play. Such units are aberrations, subject to unusual behavior as the game compensates for them. (For example, such units are currently automatically hit&amp;amp;ndash;and killed&amp;amp;ndash;in combat.) The details of the unusual behavior are subject to change between stable releases without warning.&lt;br /&gt;
&lt;br /&gt;
=== [allow_recruit] ===&lt;br /&gt;
Allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is being allowed to recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [allow_extra_recruit] ===&lt;br /&gt;
Allows a leader to recruit units it couldn't previously recruit.&lt;br /&gt;
These types add to the types the leader can recruit because of [side]recruit=.&lt;br /&gt;
* '''extra_recruit''': the types of units that the unit can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_recruit] ===&lt;br /&gt;
Prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can no longer recruit. {{DevFeature1.13|0}} If omitted, all recruits for matching sides will be disallowed.&lt;br /&gt;
* '''side''': (default=1) the number of the side that may no longer recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_extra_recruit] ===&lt;br /&gt;
Prevents a leader from recruiting units it could previously recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the side can no longer recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [set_recruit] ===&lt;br /&gt;
Sets the units a side can recruit.&lt;br /&gt;
* '''recruit''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is having its recruitment set. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [set_extra_recruit] === &lt;br /&gt;
Sets the units a leader can recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the leader can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [modify_side] ===&lt;br /&gt;
Modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
* '''side''': (default=1) the number of the side that is to be changed. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* '''income''': the income given at the begining of each turn.&lt;br /&gt;
* '''recruit''': a list of unit types, replacing the side's current recruitment list.&lt;br /&gt;
* '''team_name''': the team in which the side plays the scenario.&lt;br /&gt;
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.&lt;br /&gt;
* '''gold''': the amount of gold the side owns.&lt;br /&gt;
* '''village_gold''': the income setting per village for the side.&lt;br /&gt;
* '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.&lt;br /&gt;
* '''fog''': a boolean string (yes/no) describing the status of Fog for the side.&lt;br /&gt;
* '''shroud''': a boolean string describing the status of Shroud for the side.&lt;br /&gt;
* '''hidden''': a boolean string specifying whether side is shown in status table.&lt;br /&gt;
* '''color''': a team color range specification, name (e.g. &amp;quot;red&amp;quot;, &amp;quot;blue&amp;quot;), or number (e.g. &amp;quot;1&amp;quot;, &amp;quot;2&amp;quot;) for this side. The default color range names, numbers, and definitions can be found in data/core/team_colors.cfg.&lt;br /&gt;
* '''[ai]''': sets/changes AI parameters for the side. Only parameters that are specified in the tag are changed, this does not reset others to their default values. Uses the same syntax as described in [[AiWML]].  Note that [modify_side][ai] works for all simple AI parameters and some, but not all, of the composite ones. If in doubt, use [http://wiki.wesnoth.org/AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag [modify_ai]] instead, which always works.&lt;br /&gt;
* '''switch_ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.&lt;br /&gt;
* '''reset_maps''': If set to &amp;quot;yes&amp;quot;, then the shroud is spread to all hexes, covering the parts of the map that had already been explored by the side, including hexes currently seen. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if shroud is on, but this is evaluated after shroud= (and before shroud_data=).&lt;br /&gt;
* '''reset_view''': If set to &amp;quot;yes&amp;quot;, then the fog of war is spread to all hexes, covering the parts of the map that had already been seen this turn by the side, including hexes currently seen, excluding hexes affected by multi-turn {{tag|DirectActionsWML|lift_fog}}. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if fog is on, but this is evaluated after fog=.&lt;br /&gt;
* '''share_maps''': change the share_maps side attribute. Be sure to use shroud=yes for that side and have it as an ally&lt;br /&gt;
* '''share_view''': change the share_view side attribute. Be sure to use fog=yes for that side and have it as an ally&lt;br /&gt;
* '''shroud_data''': changes to the side's shroud, using the same format as when defining the [side].&lt;br /&gt;
* '''suppress_end_turn_confirmation''': Boolean value controlling whether or not a player is asked for confirmation when skipping a turn.&lt;br /&gt;
* '''scroll_to_leader''': Boolean value controlling whether or not the game view scrolls to the side leader at the start of their turn when present.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]).&lt;br /&gt;
* '''flag_icon''': Flag icon used for this side in the status bar (see [[SideWML|[side]]]).&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
* '''defeat_condition''' {{DevFeature1.13|0}}: When the side is considered defeated (see [[SideWML|[side]]]).&lt;br /&gt;
&lt;br /&gt;
=== [modify_turns] ===&lt;br /&gt;
Modifies the turn limit in the middle of a scenario.&lt;br /&gt;
* '''value''': the new turn limit.&lt;br /&gt;
* '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).&lt;br /&gt;
* '''current''': changes the current turn number after applying turn limit modifications, if any. It is not possible to change the turn number to exceed the turn limit (1 &amp;lt;= current turns &amp;lt;= max turns).&lt;br /&gt;
&lt;br /&gt;
=== [allow_end_turn] ===&lt;br /&gt;
Allows human players to end their turn through the user interface if they were previously affected by the '''[disallow_end_turn]''' action. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_end_turn] ===&lt;br /&gt;
Disallows human players to end their turn through the user interface. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [capture_village] ===&lt;br /&gt;
Changes the ownership of a village.&lt;br /&gt;
* [[StandardLocationFilter]]: all village locations matching the filter are affected.&lt;br /&gt;
* '''side''': the side that takes control of the village. This side needs to have a leader (canrecruit=yes). If the side key is not given, the village will become neutral (unless [filter_side] is present, in which case that side fiter decides, see below).&lt;br /&gt;
* '''[filter_side]''' with [[StandardSideFilter]] tags and keys as arguments; if both this tag and inline side= are present it's an error. Otherwise, the first matching side gets ownership (or the village becomes neutral if none match).&lt;br /&gt;
* '''fire_event''' (boolean yes|no, default: no): Whether any capture events shall be fired.&lt;br /&gt;
&lt;br /&gt;
=== [kill] ===&lt;br /&gt;
Removes all units (including units in a recall list) that match the filter from the game.&lt;br /&gt;
* [[StandardUnitFilter]]: Selection criterion; do not use a [filter] tag.&lt;br /&gt;
* '''animate''': if 'yes', displays the unit dying (fading away).&lt;br /&gt;
* '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that events are only fired for killed units that have been on the map (as opposed to recall list).&lt;br /&gt;
* '''[secondary_unit]''' with a [[StandardUnitFilter]] as argument. Do not use a [filter] tag. Has an effect only if fire_event=yes. The first on-map unit matching the filter becomes second_unit in any fired die and last breath events. If an on-map unit matches and if there are several units killed with a single [kill] tag, second_unit is this same unit for all of them. If no on-map unit matches or [secondary_unit] isn't present, the variable second_unit in each of the die and last breath events is always the same as the variable unit (the dying unit).&lt;br /&gt;
&lt;br /&gt;
=== [move_unit] ===&lt;br /&gt;
works like the MOVE_UNIT macro.&lt;br /&gt;
* [[StandardUnitFilter]] as argument; do not use a [filter] tag. All units matching the filter are moved. If the target location is occupied, the nearest free location is chosen.&lt;br /&gt;
* '''to_x''' (unsigned integer): The units are moved to this x coordinate. Can be a comma-separated list, in which case the unit follows this given path during the move.&lt;br /&gt;
* '''to_y''' (unsigned integer): The units are moved to this y coordinate. Can be a comma-separated list.&lt;br /&gt;
* '''fire_event''' (optional, boolean yes|no, default no): Whether any according moveto events shall be fired. The target location ($x1, $y1 in the event) may not be the same location that the unit was tried to be moved to, if the original target location is occupied or impassable.&lt;br /&gt;
* '''check_passability''' (boolean yes|no, default yes): Whether the terrain the unit is moved to should be checked for suiting the unit. (If it does not, a nearby suitable hex is chosen.)&lt;br /&gt;
* '''force_scroll''': Whether to scroll the map or not even when [[InterfaceActionsWML#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to using [[InterfaceActionsWML#.5Bmove_unit_fake.5D|[move_unit_fake]]]'s default value.&lt;br /&gt;
&lt;br /&gt;
=== [modify_ai] ===&lt;br /&gt;
Changes AI objects (aspects, goals, candidate actions or stages) for a specified side. See [[Modifying_AI_Components#The_.5Bmodify_ai.5D_Tag|Modifying AI Components]] for full description.&lt;br /&gt;
&lt;br /&gt;
* '''action''' (string): Takes values 'add', 'change', 'delete' or 'try_delete' to do just that for the AI object.&lt;br /&gt;
* '''path''' (string): Describes which AI object is to be modified.  &lt;br /&gt;
* '''[facet]''', '''[goal]''', '''[candidate_action]''' or '''[stage]''': Details about the AI object to be modified.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [modify_unit] ===&lt;br /&gt;
works similar to the MODIFY_UNIT macro.&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter are modified. Matches on recall list units too.&lt;br /&gt;
* '''[object]''', '''[trait]''', {{DevFeature1.13|5}} '''[advancement]''' - The given modifications will be immediately applied to all units matching the filter.&lt;br /&gt;
** '''delayed_variable_substitution''' {{DevFeature1.13|5}} (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object], [trait], or [advancement] is not variable-substituted at execution time of the event containing this [modify_unit]. You need this to work around a bug when adding ABILITY_TELEPORT, ABILITY_LEADERSHIP, SPECIAL_BACKSTAB, or any other effect that uses variable substitution or when using [effect][filter] with a $this_unit (see http://gna.org/bugs/index.php?18893).&lt;br /&gt;
* '''[effect]''' {{DevFeature1.13|6}} Applies the effect directly to the unit.&lt;br /&gt;
* Accepts generally the syntax inside of wml unit variables created by [store_unit] which can be viewed in a savefile or by using the [[CommandMode|inspect command]]. Cannot remove things or add/alter unit animations. Subtags with the same name must be written in the correct order to match them with the tag they are supposed to modify. Note that keys will be processed in arbitrary order, which may cause problems if you use formulas that depend on other formulas. To work around this you may need to use the tag twice with the same filter.&lt;br /&gt;
example usage (see also the test scenario):&lt;br /&gt;
&amp;lt;syntaxhighlight lang='wml'&amp;gt;&lt;br /&gt;
[modify_unit]&lt;br /&gt;
  [filter]&lt;br /&gt;
    x,y=38,6&lt;br /&gt;
  [/filter]&lt;br /&gt;
  hitpoints=10&lt;br /&gt;
  {TRAIT_HEALTHY}&lt;br /&gt;
[/modify_unit]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit which is currently modified is accessible via $this_unit, e.g. hitpoints = &amp;quot;$($this_unit.hitpoints / 2)&amp;quot; to set the hitpoints of all units to half of their particular maxima. This this_unit variable is independent from the this_unit variable available in the SUF used to determine which units to modify (first all matching units are gathered, and then all those are modified).&lt;br /&gt;
&lt;br /&gt;
=== [transform_unit] ===&lt;br /&gt;
Transforms every unit on the map matching the filter to the given unit type. Keeps intact hit points, experience and status. If the unit is transformed to a non-living type (undead or mechanical), it will be also unpoisoned. Hit points will be changed if necessary to respect the transformed unit's maximum hit points.&lt;br /&gt;
* [[StandardUnitFilter]]: do not use a [filter] tag.&lt;br /&gt;
* '''transform_to''': the unit type in which all the units matching the filter will be transformed. If missing, the units will follow their normal advancement.&lt;br /&gt;
&lt;br /&gt;
=== [petrify] ===&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are petrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [unpetrify] ===&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are unpetrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [object] ===&lt;br /&gt;
Gives some unit an object which modifies their stats in some way.&lt;br /&gt;
* '''id''': (Optional) when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per scenario. In a campaign objects with the same id can be assigned once per scenario. For filtering objects, custom key can be used, such as item_id.&lt;br /&gt;
* '''take_only_once''': (default yes) {{DevFeature1.13|6}} Enables the above behaviour. If set to no, the object ID is not used to prevent the object from being taken more than once, but can still be used to remove it using [remove_object].&lt;br /&gt;
* '''delayed_variable_substitution''' (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object] is not variable-substituted at execution time of the event where this [object] is within. You need this to work around a bug when adding ABILITY_TELEPORT (or any other effect that uses variable substitution) via an [object] or when using [object][effect][filter]with a $this_unit (see http://gna.org/bugs/index.php?18893). {{DevFeature1.13|5}} ABILITY_LEADERSHIP and SPECIAL_BACKSTAB now also use variable substitution and thus require this to be set to &amp;quot;yes&amp;quot;.&lt;br /&gt;
* '''[effect]''': one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
* '''duration''':&lt;br /&gt;
**if 'scenario', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up).&lt;br /&gt;
**if 'forever' or not set, effects never wear off.&lt;br /&gt;
** if 'turn', effects only last until the start of the unit's next turn (when the unit refreshes movement and attacks). (Like other start-of-turn behavior, objects with a duration of &amp;quot;turn&amp;quot; won't expire before turn 2.)&lt;br /&gt;
** {{DevFeature1.13|1}} if 'turn end' or 'turn_end', effects only last until the end of the unit's next turn (exactly like the slowed status).&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. The first unit found that matches the filter will be given the object. Only on-map units are considered. If no unit matches or no [filter] is supplied, it is tried to apply the object to the unit at the $x1,$y1 location of the event where this [object] is in. The case of no unit being at that spot is handled in the same way as no unit matching a given filter ([else] commands executed, cannot_use_message displayed)&lt;br /&gt;
* '''[then]''': a subtag that lets you execute actions if the filter conditions are met.  The most common action that should be inside here is a '''[remove_item]''' tag, but you could probably put any tags that otherwise work in a [then] tag.&lt;br /&gt;
* '''[else]''': a subtag that lets you execute actions if the filter conditions are *not* met.&lt;br /&gt;
* '''silent''': whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;. {{DevFeature1.13|2}} If no description is provided, this defaults to yes, but can still be overridden.&lt;br /&gt;
* '''image''': the displayed image of the object.&lt;br /&gt;
* '''name''': (translatable) displayed as a caption of the image.&lt;br /&gt;
&lt;br /&gt;
* '''description''': (translatable) displayed as a message of the image.&lt;br /&gt;
* '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
* '''no_write''': {{DevFeature1.13|1}} (bool, default no). If yes, the contents of [effect] will be applied to the relevant unit, but the [object] tag will not be written to unit.modifications. This renders duration= irrelevant. {{DevFeature1.13|6}} This is deprecated and will probably be removed in the release after 1.13.6. To get the same effect, use [effect] tags in [modify_unit].&lt;br /&gt;
&lt;br /&gt;
=== [remove_object] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
Removes an object from matching units.&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]]: All units matching the filter have matching objects removed&lt;br /&gt;
* '''object_id''': The id of the object to be removed.&lt;br /&gt;
&lt;br /&gt;
=== [remove_shroud] ===&lt;br /&gt;
Removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to remove shroud. This can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles for which shroud should be removed&lt;br /&gt;
&lt;br /&gt;
=== [place_shroud] ===&lt;br /&gt;
Places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to place shroud. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles on which shroud should be placed&lt;br /&gt;
&lt;br /&gt;
=== [lift_fog] ===&lt;br /&gt;
Lifts the fog of war from parts of the map for a certain side (only relevant for sides that have fog=yes), allowing a player to witness what occurs there even if that player has no units within vision range.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the tiles from which fog should be lifted.&lt;br /&gt;
* '''multiturn''': ''yes/no, default:no''. The default (not multiturn) causes fog to be removed in the same way that normal vision works; the cleared tiles will remain cleared until fog is recalculated (which normally happens when a side ends its turn). When multiturn is set to &amp;quot;yes&amp;quot;, the cleared tiles remain clear until {{tag||reset_fog}} cancels the clearing. This allows tiles to remain clear for multiple turns, or to be refogged before the end of the current turn (without also refogging all tiles). Multiturn lifted fog is not shared with allies (even when share_view=yes).&lt;br /&gt;
&lt;br /&gt;
=== [reset_fog] ===&lt;br /&gt;
The primary use of this tag is to remove multiturn lifted fog (created by {{tag||lift_fog}}), which causes the fog to reset to what it would have been had WML not interfered. (That is, hexes that a side's units could not see at any point this turn will be re-fogged, while seen hexes remain defogged.)&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the fog reset will be restricted to these tiles.&lt;br /&gt;
* '''reset_view''': ''yes/no, default: no'' If set to &amp;quot;yes&amp;quot;, then in addition to removing multiturn fog, the side's current view is canceled (independent of the SLF). This means that all hexes will become fogged for the side unless multiturn fog exists outside the tiles selected by the SLF. Normally, one would want the currently seen hexes to become clear of fog; this is done automatically at the end of many events, and it can be done manually with {{tag|InterfaceActionsWML|redraw}}.&lt;br /&gt;
Omitting both the SSF and the SLF would cancel all earlier uses of [lift_fog].&lt;br /&gt;
Additionally setting reset_view=&amp;quot;yes&amp;quot; would cause the side's entire map to be fogged (unless an ally keeps hexes clear by sharing its view).&lt;br /&gt;
&lt;br /&gt;
=== [allow_undo] ===&lt;br /&gt;
Normally when an event with a handler fires, the player's undo stack is cleared, preventing all actions performed so far from being undone. Including this tag in the event handler prevents the stack from being cleared for this reason, allowing the player to undo actions. (However, the stack might still be cleared for other reasons, such as fog being cleared or combat occurring.) In the common cases, this means '''[allow_undo]''' allows the current action to be undone even though an event was handled. There is a less common case, though &amp;amp;mdash; specifically when handling a menu item, where there is no current action &amp;amp;mdash; and in this case, '''[allow_undo]''' means merely that earlier actions can still be undone.&lt;br /&gt;
* Using this tag in a menu item has an additional side effect in 1.11. Starting with version 1.11.1, executing a WML menu item normally counts as doing something as far as the &amp;quot;you have not started your turn yet&amp;quot; dialog is concerned. However, a menu item whose handler includes '''[allow_undo]''' will not count.&lt;br /&gt;
&lt;br /&gt;
The types of actions that can be undone are movement, recruitment, recalling, and dismissing a unit from the recall list. If an action is undone, only the position (or existence) of the involved unit will be restored; any altered variables or changes to the game will remain changed after the action is undone.  It is up to the scenario designer to avoid abusing this command.&lt;br /&gt;
* Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the action the first time.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in 1.12 (https://gna.org/bugs/?23323) '''[allow_undo]''' should not be used in events that use one of the following things because it might cause OOS: &lt;br /&gt;
* [message] with [option]s&lt;br /&gt;
* [get_global_variable]&lt;br /&gt;
* wesnoth.synchronize_choice&lt;br /&gt;
&lt;br /&gt;
While in 1.13 using '''[allow_undo]''' together with those things won't give you a guaranteed OOS, there are some non-obvious situations where it will, for example assume the following event:&lt;br /&gt;
&lt;br /&gt;
   [event]&lt;br /&gt;
     name=&amp;quot;moveto&amp;quot;&lt;br /&gt;
     [message]&lt;br /&gt;
       message = &amp;quot;message&amp;quot;&lt;br /&gt;
       [option]&lt;br /&gt;
         message = &amp;quot;option 1&amp;quot;&lt;br /&gt;
         [command]&lt;br /&gt;
         [/command]&lt;br /&gt;
       [/option]&lt;br /&gt;
       [option]&lt;br /&gt;
         message = &amp;quot;option 2&amp;quot;&lt;br /&gt;
         [command]&lt;br /&gt;
         [/command]&lt;br /&gt;
       [/option]&lt;br /&gt;
     [/message]&lt;br /&gt;
     [allow_undo]&lt;br /&gt;
     [/allow_undo]&lt;br /&gt;
   [/event]&lt;br /&gt;
&lt;br /&gt;
It will cause OOS when the message is undone: since the event is already executed (erased) on one client only , the clients will disagree about how many choices happen during the next moveto action.&lt;br /&gt;
&lt;br /&gt;
=== [on_undo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Contains commands to execute when the player undoes the action which triggered the parent event.&lt;br /&gt;
*'''delayed_variable_substitution''' {{DevFeature1.13|5}}: ''yes/no, default no (always no before 1.13.5)'' As in [[EventWML]], specifies whether to perform variable substitution when the parent event is run, or when the contents are run. If delayed substitution is used, [[SyntaxWML#Automatically_Stored_Variables|automatically stored variables]] from the parent event context are available, but may occasionally have unexpected values. (In particular, $unit.x and $unit.y may not have the expected value when undoing a move event, though $x1 and $y1 should be correct.)&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is not clear where whether the actionwml in [on_undo] in exceuted before or after the action is undone. Also, specially for enter/leave_hex events the units position when executing the [on_undo] code is usually different than when executing the original event. The reccomended way to wokr around these issues is to refer to the unit by is instead of position and store all other needed information variables as 'upvalues'. You can also move the actual undo code to an external event. For example&lt;br /&gt;
 [event]&lt;br /&gt;
   name=&amp;quot;undo_blah&amp;quot;&lt;br /&gt;
   first_time_only=no&lt;br /&gt;
   [store_unit]&lt;br /&gt;
     id=&amp;quot;$moved_unit_id&amp;quot;&lt;br /&gt;
   [/store_unit]&lt;br /&gt;
   ... do undo stuff stuff&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 ...&lt;br /&gt;
 ... in some other event&lt;br /&gt;
   [on_undo]&lt;br /&gt;
     # store ''upvalues&lt;br /&gt;
     {VARIABLE moved_unit_id $unit.id}&lt;br /&gt;
     # call actual undo handler&lt;br /&gt;
     [fire_event]&lt;br /&gt;
       name = &amp;quot;undo_blah&amp;quot;&lt;br /&gt;
     [/fire_event]&lt;br /&gt;
   [on_undo]&lt;br /&gt;
&lt;br /&gt;
=== [on_redo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Same as [on_undo], except executes the commands on redo. Note that the parent event is not triggered again on a redo.&lt;br /&gt;
&lt;br /&gt;
Note that [on_redo] is not guaranteed to be called when redoing an action, the engine might also decide to just fire the original events again.&lt;br /&gt;
&lt;br /&gt;
=== [heal_unit] ===&lt;br /&gt;
Heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed). $heal_amount contains only the number of hitpoints the first unit that was found got healed.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] All matching on-map units are healed. If no filter is supplied, it is tried to take the unit at $x1, $y1.&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to yes) for each of the units healed.&lt;br /&gt;
*  '''amount''': (integer, default full) the maximum points the unit(s) will be healed. Can't set below 1 or above max_hitpoints. If &amp;quot;full&amp;quot;, sets hitpoints to max_hitpoints. Before 1.9 the default is 0.&lt;br /&gt;
*  '''animate''': a boolean which indicate if the healing animations must be played. (default no)&lt;br /&gt;
*  '''moves''': (integer, default 0) The maximum current movement points the units will be &amp;quot;healed&amp;quot;. Can't set below 0 or above max_moves. If &amp;quot;full&amp;quot;, sets moves to max_moves.&lt;br /&gt;
* '''restore_attacks''': (boolean, default no) Whether the units' attacks_left should be reset to their max_attacks (usually 1).&lt;br /&gt;
* '''restore_statuses''': (boolean, default yes) Whether standard statuses should be reset to &amp;quot;no&amp;quot;. This affects poisoned, slowed, petrified and unhealable. Before 1.9 this is always &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [harm_unit] ===&lt;br /&gt;
Harms every unit matching the filter, for the specific damage amount.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] all matching units will be harmed (required).&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] if present, the first matching unit will attack all the units matching the filter above.&lt;br /&gt;
*  '''amount''': the amount of damage that will be done (required).&lt;br /&gt;
*  '''alignment''': (default neutral) applies an alignment to the damage, this means that if alignment=chaotic, the damage will be increased at night and reduced at day.&lt;br /&gt;
*  '''damage_type''': if present, amount will be altered by unit resistance to the damage type specified.&lt;br /&gt;
*  '''kill''': (default yes) if yes, when a harmed unit goes to or below 0 HP, it is killed; if no its HP are set to 1.&lt;br /&gt;
*  '''fire_event''': (default no) if yes, when a unit is killed by harming, the corresponding events are fired.  If yes, also the corresponding advance and post advance events are fired.&lt;br /&gt;
*  '''animate''': (default no) if yes, scrolls to each unit before harming it and plays its defense (or attack, if it's the harmer) and death animations. Special values supported, other than the usual yes and no, are &amp;quot;attacker&amp;quot;, that means only the harmer will be animated, and &amp;quot;defender&amp;quot;, that means only the harmed units will be animated. If the supplied value is yes, attacker or defender also advancement animations are played.&lt;br /&gt;
*  '''[primary_attack], [secondary_attack]''': these set the weapon against which the harmed units will defend, and that the harming unit will use to attack, respectively (notice this is the opposite of '''[filter]''' and '''[filter_second]''' above). This allows for playing specific defense and attack animations. Both tags are expected to contain a [[FilterWML#Filtering_Weapons|Standard Weapon Filter]].&lt;br /&gt;
*  '''delay''': if animate=yes, sets the delay (in milliseconds, default 500) between each unit harming.&lt;br /&gt;
*  '''variable''': if present, the damage caused to the unit, altered by resistances, will be stored in a WML array with the given name, under the &amp;quot;harm_amount&amp;quot; key.&lt;br /&gt;
*  '''poisoned, slowed, petrified, unhealable''': (default no) if yes, every harmed unit that doesn't already have such status will have it set.&lt;br /&gt;
*  '''experience''': if yes, and there is a harmer, experience will be attributed like in regular combat.&lt;br /&gt;
*  '''resistance_multiplier''': the harmed unit's resistance is multiplied by the supplied value; this means that a value lower than 1 increases it, and a value greater than 1 decreases it. Default value is 1, that means no modification.&lt;br /&gt;
&lt;br /&gt;
=== [time_area] ===&lt;br /&gt;
How a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag.&lt;br /&gt;
* [[StandardLocationFilter]]: the locations to affect. ''note: only for [event][time_area]s - at scenario toplevel [time_area] does not support [[StandardLocationFilter]], only location ranges''&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.&lt;br /&gt;
* '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at the creation of the area.&lt;br /&gt;
&lt;br /&gt;
''Example:'' (caves in parts of a map)&lt;br /&gt;
 [time_area]&lt;br /&gt;
     x=1-2,4-5&lt;br /&gt;
     y=1-2,1-2&lt;br /&gt;
     {UNDERGROUND}&lt;br /&gt;
 [/time_area]&lt;br /&gt;
&lt;br /&gt;
=== [remove_time_area] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
This is a syntactic shortcut for [time_area] remove=.&lt;br /&gt;
* '''id''': Comma-separated list of time area ids to remove.&lt;br /&gt;
&lt;br /&gt;
=== [end_turn] ===&lt;br /&gt;
End the current side's turn. The current event is finished before the turn is ended. Also, if the current event (where the tag appears) has been fired by another event, that event (and the complete stack of other possible parent events) is ended before [end_turn] comes into affect. Also, events following the event stack that fired [end_turn] are not omitted (e.g. [end_turn] is used by a side turn event and a turn refresh event does something afterwards).&lt;br /&gt;
&lt;br /&gt;
=== [replace_map] ===&lt;br /&gt;
&lt;br /&gt;
Replaces the entire map.&lt;br /&gt;
* '''map''': Content of a wesnoth map file. example:&lt;br /&gt;
 map=&amp;quot;{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}&amp;quot;&lt;br /&gt;
* '''expand''': if 'yes', allows the map size to increase. The expansion direction is currently always bottom-right.&lt;br /&gt;
* '''shrink''': if 'yes', allows the map size to decrease. If the map size is reduced, any units that would no longer be on the map due to its coordinates no longer existing will be put into the recall list.&lt;br /&gt;
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [replace_schedule] ===&lt;br /&gt;
Replace the time of day schedule of the entire scenario.&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at schedule replacement.&lt;br /&gt;
&lt;br /&gt;
=== [tunnel] ===&lt;br /&gt;
&lt;br /&gt;
Create a tunnel between some locations, later usable by units to move from source hex to target hex (using the movement cost of unit on the target terrain).&lt;br /&gt;
&lt;br /&gt;
'''Behavior Change as of Wesnoth 1.13.6:''' Vision is now possible (and enabled by default) through tunnels and allied units on the exit hex do not block a tunnel by default any more. This is done in order for moves through tunnels to be consistent with other moves. The previous behavior can still be accomplished by using the new optional keys listed below.&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': (required) [[StandardUnitFilter]] the units which can use the tunnel. Leave empty for &amp;quot;all units&amp;quot;.&lt;br /&gt;
* '''[source]''': (required) [[StandardLocationFilter]] the source hex(es).&lt;br /&gt;
* '''[target]''': (required) [[StandardLocationFilter]] the target hex(es).&lt;br /&gt;
* '''id''': (optional) identifier for the tunnel, to allow removing.&lt;br /&gt;
* '''remove''': (boolean, default: no)  If yes, removes all defined tunnels with the same ID (then only id= is necessary).&lt;br /&gt;
* '''bidirectional''': (boolean, default: yes) If yes, creates also a tunnel in the other direction. &lt;br /&gt;
* '''always_visible''': (boolean, default: no) If yes, the possible movement of enemies under fog can be seen.&lt;br /&gt;
* '''allow_vision''': (boolean, default: yes) {{DevFeature1.13|6}} If no, vision through a tunnel is not possible. Note that in that case the tunnel cannot be used if the tunnel exit is under shroud (which previously was ''always'' the case).&lt;br /&gt;
* '''pass_allied_units''': (boolean, default: yes) {{DevFeature1.13|6}} If no, allied (including own) units on the exit hex block a tunnel.&lt;br /&gt;
&lt;br /&gt;
(Note: The tunnel tag can also be used inside the [[AbilitiesWML|[teleport]]] ability, without remove= and id=).&lt;br /&gt;
&lt;br /&gt;
=== [do_command] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Executes a command, specified using the same syntax as a [command] tag in [[ReplayWML]]. Not all [command]'s are valid: only these are accepted&lt;br /&gt;
&lt;br /&gt;
* [attack]&lt;br /&gt;
* [move]&lt;br /&gt;
* [recruit]&lt;br /&gt;
* [recall]&lt;br /&gt;
* [disband]&lt;br /&gt;
* [fire_event]&lt;br /&gt;
* [lua_ai]&lt;br /&gt;
&lt;br /&gt;
The tags corresponding to player actions generally use the same codepath as if a player had ordered it.&lt;br /&gt;
&lt;br /&gt;
One purpose of this tag is to allow scripting of noninteractive scenarios -- without a tag like this, this might require elaborate mechanisms to coerce ais in order to test these code paths.&lt;br /&gt;
&lt;br /&gt;
This command should always be replay safe.&lt;br /&gt;
&lt;br /&gt;
=== [put_to_recall_list] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Puts a unit to the recall list of its side.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': the unit(s) to get put to the recall list.&lt;br /&gt;
* '''heal''': (default=no) Whether the unit should be refreshed, similar to the unit moving to the recall list at the end of a scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for direct 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;
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])&lt;br /&gt;
* '''{FULL_HEAL}''': Brings a unit to full HP&lt;br /&gt;
* '''{LOYAL_UNIT}''': Create a loyal unit&lt;br /&gt;
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58180</id>
		<title>Secrets of the Ancients Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&amp;diff=58180"/>
		<updated>2017-03-01T04:49:53Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* S2 Dark Business */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) add-on campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545 here.]&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
Over the course of the campaign you'll gain access to the following recruits:&lt;br /&gt;
&lt;br /&gt;
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.&lt;br /&gt;
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.&lt;br /&gt;
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.&lt;br /&gt;
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.&lt;br /&gt;
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.&lt;br /&gt;
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.&lt;br /&gt;
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.&lt;br /&gt;
&lt;br /&gt;
==Chapter One: Unlawful Research==&lt;br /&gt;
&lt;br /&gt;
===S1 Slipping Away===&lt;br /&gt;
*Objectives: Move Ardonna to the signpost in the northeast.&lt;br /&gt;
&lt;br /&gt;
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.&lt;br /&gt;
&lt;br /&gt;
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.&lt;br /&gt;
&lt;br /&gt;
===S2 Dark Business===&lt;br /&gt;
*Objectives: Kill all the guards, and occupy the guardhouse.&lt;br /&gt;
&lt;br /&gt;
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Be sure to recruit a bat to fly over the fence and grab the three villages. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.&lt;br /&gt;
&lt;br /&gt;
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.&lt;br /&gt;
&lt;br /&gt;
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving a unit to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.&lt;br /&gt;
&lt;br /&gt;
===S3 Bandits===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.&lt;br /&gt;
&lt;br /&gt;
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.&lt;br /&gt;
&lt;br /&gt;
===S4 Becalmed===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.&lt;br /&gt;
&lt;br /&gt;
===S5 Blackwater===&lt;br /&gt;
*Objectives: Kill all enemy units.&lt;br /&gt;
&lt;br /&gt;
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.&lt;br /&gt;
&lt;br /&gt;
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.&lt;br /&gt;
&lt;br /&gt;
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).&lt;br /&gt;
&lt;br /&gt;
===S6 Following the Shadow===&lt;br /&gt;
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.&lt;br /&gt;
&lt;br /&gt;
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.&lt;br /&gt;
&lt;br /&gt;
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you  kill the wolf leader before turn 25, you should be fine.)&lt;br /&gt;
&lt;br /&gt;
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.&lt;br /&gt;
&lt;br /&gt;
===S7 Meeting of the Minds===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Two: Two Missions==&lt;br /&gt;
&lt;br /&gt;
===S8 Carcyn===&lt;br /&gt;
*Objectives: Own every village on the map, or kill every enemy unit.&lt;br /&gt;
&lt;br /&gt;
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.&lt;br /&gt;
&lt;br /&gt;
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.&lt;br /&gt;
&lt;br /&gt;
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.&lt;br /&gt;
&lt;br /&gt;
===S9 Training Session===&lt;br /&gt;
*Objectives: Destroy all 3 waves of undead.&lt;br /&gt;
&lt;br /&gt;
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.&lt;br /&gt;
&lt;br /&gt;
===S10 Merfolk Revenge===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. &lt;br /&gt;
&lt;br /&gt;
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are the most dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. &lt;br /&gt;
&lt;br /&gt;
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.&lt;br /&gt;
&lt;br /&gt;
===S11 Battleground===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.&lt;br /&gt;
&lt;br /&gt;
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.&lt;br /&gt;
&lt;br /&gt;
===S12 Walking Trees===&lt;br /&gt;
*Objectives: Move Ardonna to the northeast corner of the map.&lt;br /&gt;
&lt;br /&gt;
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.&lt;br /&gt;
&lt;br /&gt;
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.&lt;br /&gt;
&lt;br /&gt;
===S13 Together Again===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
==Chapter Three: To Conquer Death==&lt;br /&gt;
===S14 Entering the Northlands===&lt;br /&gt;
*Objectives: Defeat both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. &lt;br /&gt;
&lt;br /&gt;
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn your army northwest to deal with the rest of the orcs, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage, especially at night, so it really helps to have some expendable cannon fodder units as distractions. When they die, use plague to make more&amp;amp;mdash;it might even be worth recalling one or two soulless here.&lt;br /&gt;
&lt;br /&gt;
===S15 Mountain Pass===&lt;br /&gt;
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.&lt;br /&gt;
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.&lt;br /&gt;
&lt;br /&gt;
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes them harder to kill.&lt;br /&gt;
&lt;br /&gt;
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.&lt;br /&gt;
&lt;br /&gt;
===S16 The Mage===&lt;br /&gt;
*Objectives: Defeat Crelanu.&lt;br /&gt;
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.&lt;br /&gt;
&lt;br /&gt;
===S17 Mortality===&lt;br /&gt;
Story.&lt;br /&gt;
&lt;br /&gt;
===S18 Abandoned Outpost===&lt;br /&gt;
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.&lt;br /&gt;
&lt;br /&gt;
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.&lt;br /&gt;
&lt;br /&gt;
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.&lt;br /&gt;
&lt;br /&gt;
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.&lt;br /&gt;
&lt;br /&gt;
===S19 Lava and Stone===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.&lt;br /&gt;
&lt;br /&gt;
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).&lt;br /&gt;
&lt;br /&gt;
===S20 North Knalga===&lt;br /&gt;
*Objectives: Defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).&lt;br /&gt;
&lt;br /&gt;
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.&lt;br /&gt;
&lt;br /&gt;
===S21 Against the World===&lt;br /&gt;
*Objectives: Defeat all enemy leaders.&lt;br /&gt;
*Notes:&lt;br /&gt;
**On turn 2, a saurian leader will appear in the eastern swamp castle.&lt;br /&gt;
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.&lt;br /&gt;
**On turn 12, a mage leader will appear in the northwest.&lt;br /&gt;
**On turn 13, an elf leader will appear in the southeastern forest.&lt;br /&gt;
&lt;br /&gt;
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited. Parking some units just outside the keep to assassinate the leader will have the same effect.&lt;br /&gt;
&lt;br /&gt;
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=58173</id>
		<title>InternalActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=58173"/>
		<updated>2017-02-21T18:48:26Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [store_side] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Part of [[ActionWML]], Internal actions are actions that WML uses internally that do not directly affect game play (or, at least, are not readily apparent to the player). For example, storing a variable is an internal action.&lt;br /&gt;
&lt;br /&gt;
== Variable Actions ==&lt;br /&gt;
&lt;br /&gt;
These actions are focused, in one way or another, on [[VariablesWML|variables]]. Creating them, modifying them, capturing game data to them, you name it, these actions are all about the variables.&lt;br /&gt;
&lt;br /&gt;
=== [set_variable] ===&lt;br /&gt;
&lt;br /&gt;
The '''[set_variable]''' tag is used to create and manipulate WML variables. The [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE VARIABLE] macro is a quick syntactic shortcut for simple variable creation and the [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE_OP VARIABLE_OP] macro is a quick syntactic shortcut for performing simple mathematical operations on variables.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''value''': set the variable to the given value (can be numeric or string).Use literal for no substitution. (see [[VariablesWML]])&lt;br /&gt;
&lt;br /&gt;
* '''literal''': set the variable to the given value (can be numeric or string). This does not interpret any dollar signs.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': set the variable to the value of the given variable, e.g. 'to_variable=temp' would be equivalent to 'value=$temp'.&lt;br /&gt;
&lt;br /&gt;
* '''add''': add the given amount to the variable.&lt;br /&gt;
&lt;br /&gt;
* '''sub''': subtract the given amount from the variable.&lt;br /&gt;
&lt;br /&gt;
* '''multiply''': multiply the variable by the given number. The result is a float.&amp;lt;br /&amp;gt;To negate a number, multiply by -1. If you negate 0, the result is a floating-point negative zero -0. To display -0 as 0, use a second tag with add=0; it will flip -0 to 0 but not affect other numbers.&lt;br /&gt;
&lt;br /&gt;
* '''divide''': divide the variable by the given number. The result is a float. Wesnoth 1.9 and later no longer uses integer division. Use a second tag with round=floor if you relied on this.&lt;br /&gt;
&lt;br /&gt;
* '''modulo''': returns the remainder of a division.&lt;br /&gt;
&lt;br /&gt;
* '''rand''': the variable will be randomly set.&amp;lt;br&amp;gt;You may provide a comma separated list of possibilities, e.g. 'rand=Bob,Bill,Bella'.&amp;lt;br&amp;gt;You may provide a range of numbers (integers), e.g. 'rand=3..5'.&amp;lt;br&amp;gt;You may combine these, e.g. 'rand=100,1..9', in which case there would be 1/10th chance of getting 100, just like for each of 1 to 9. If a number or item is repeated, it is sampled more frequently as appropriate. See [[MultiplayerContent]] for more info on the MP case.&amp;lt;br&amp;gt;Using rand= will automatically result in the current action being non undoable. Ignoring possible [allow_undo].&lt;br /&gt;
&lt;br /&gt;
* '''time=stamp''': Retrieves a timestamp in milliseconds since wesnoth was started, can be used as timing aid. Don't try to use this as random value in MP since it will cause an OOS.&lt;br /&gt;
&lt;br /&gt;
* '''string_length''': Retrieves the length in characters of the string passed as this attribute's value; such string is parsed and variable substitution applied automatically (see [[VariablesWML]] for details).&lt;br /&gt;
&lt;br /&gt;
* '''[join]''' joins an array of strings to create a textual list&lt;br /&gt;
** '''variable''': name of the array&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to connect the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
* '''ipart''': Assigns the integer part (the part to the left of the decimal point) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''fpart''': Assigns the decimal part (the part to the right of the decimal point) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''round''': Rounds the variable to the specified number of digits of precision. Negative precision works as expected (rounding 19517 to -2 = 19500). Special values:&lt;br /&gt;
**'''round=ceil''': Rounds upward to the nearest integer.&lt;br /&gt;
**'''round=floor''': Rounds down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== [set_variables] ===&lt;br /&gt;
&lt;br /&gt;
Manipulates a WML array or container&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the array or container to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''mode''': one of the following values:&lt;br /&gt;
** ''replace'': will clean the array '''name''' and replace it with given data&lt;br /&gt;
** ''append'': will append given data to the current array&lt;br /&gt;
** ''merge'': will merge in the given data into '''name'''&lt;br /&gt;
** ''insert'': will insert the given data at the index specified in the '''name''' attribute, such as name=my_array[1]. The default index is zero, which will insert to the front of the array. '''Note:''' if an invalid index is used, empty containers will be created before the insertion is performed. In other words, do not attempt to insert at an index greater than (or equal to) the array's current length. This limitation may be removed in future versions.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': data will be set to the given array&lt;br /&gt;
&lt;br /&gt;
* '''[value]''': the WML inside the [value] tags will be stored in data, variables will be interpolated directly, use $| in order to escape the $ sign, you can store arrays of WML by supplying multiple [value] tags. ([[#Using_.5Bset_variables.5D_to_Create_Arrays_of_WML|See Example]])&lt;br /&gt;
&lt;br /&gt;
* '''[literal]''': same as '''[value]''', but variables will not be substituted, '''[literal]''' and '''[value]''' can not be used in the same [set_variables] tag, i.e. you can not create arrays by piling a mix of '''[value]''' and '''[literal]''' tags&lt;br /&gt;
&lt;br /&gt;
*'''[split]''' splits a textual list into an array which will then be set to data&lt;br /&gt;
** '''list''': textual list to split&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to separate the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|4}} You can now mix '''[value]''', '''[literal]''', and '''[split]''' in the same '''[set_variables]''' tag. They will be processed in order of appearance. Multiple instances of [split] are also supported now.&lt;br /&gt;
&lt;br /&gt;
=== Capturing Game Data ===&lt;br /&gt;
&lt;br /&gt;
These actions capture different bits of game data and store them to variables so they can be examined and/or manipulated.&lt;br /&gt;
&lt;br /&gt;
==== [store_gold] ====&lt;br /&gt;
&lt;br /&gt;
Stores a side's gold into a variable.&lt;br /&gt;
&lt;br /&gt;
* '''[[StandardSideFilter]]''': The first matching side's gold will be stored in the variable &amp;quot;variable&amp;quot;.&lt;br /&gt;
* '''variable''': (default='gold') the name of the variable to store the gold in&lt;br /&gt;
&lt;br /&gt;
==== [store_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations that pass certain criteria into an array. Each member of the array has members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side' (villages only). The array will include any unreachable border hexes, if applicable.&lt;br /&gt;
&lt;br /&gt;
* [[StandardLocationFilter]]: a location or location range which specifies the locations to store. By default, all locations on the map are stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_reachable_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores locations reachable by the given units. Can store either the movement, attack or vision ranges.&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': a [[StandardUnitFilter]]. The locations reachable by any of the matching units will be stored.&lt;br /&gt;
* '''[filter_location]''': (optional) a [[StandardLocationFilter]]. Only locations which also match this filter will be stored.&lt;br /&gt;
* '''range''': possible values ''movement'' (default), ''attack'', ''vision''. If ''movement'', stores the locations within the movement range of the unit, taking Zone of Control into account. If ''attack'', stores the attack range (movement range + 1 hex). If ''vision'', stores the vision range (movement range ignoring Zone of Control + 1 hex).&lt;br /&gt;
* '''moves''':  possible values ''current'' (default), ''max''. Specifies whether to use the current or maximum movement points when calculating the range.&lt;br /&gt;
* '''viewing_side''': (optional) the side whose vision to use when calculating the reach. This only has meaning in the presence of fog, shroud, or units with the ambush ability. If left out, then fog, shroud and ambushers are ignored and the real reach of the units is stored.&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_map_dimensions] ====&lt;br /&gt;
&lt;br /&gt;
Stores the map dimensions in a variable.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable where the values will be saved into. If it is skipped, a variable 'map_size' is used, and its contents overridden, if they existed already. The result is a container variable, with members ''width'' and ''height''.&lt;br /&gt;
&lt;br /&gt;
==== [store_side] ====&lt;br /&gt;
&lt;br /&gt;
Stores information about a certain side in a variable.&lt;br /&gt;
&lt;br /&gt;
'''Keys:'''&lt;br /&gt;
* '''[[StandardSideFilter]]''': All matching sides are stored. (An array is created if several sides match - access it with side[2].team_name and so on.)&lt;br /&gt;
* '''variable''': the name of the variable to store the information in (default: &amp;quot;side&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''Result'''&lt;br /&gt;
&lt;br /&gt;
Variable will contain following members:&lt;br /&gt;
* '''color''': It indicates team color. Can be one of the following:&lt;br /&gt;
{| border = 1&lt;br /&gt;
| ''color''&lt;br /&gt;
| red&lt;br /&gt;
| blue&lt;br /&gt;
| green&lt;br /&gt;
| purple&lt;br /&gt;
| black&lt;br /&gt;
| brown&lt;br /&gt;
| orange&lt;br /&gt;
| white&lt;br /&gt;
| teal&lt;br /&gt;
|-&lt;br /&gt;
| ''value''&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
* '''controller''': Indicates type of player that control this side. ''In networked multiplayer, the controller attribute is ambiguous. Be very careful or you have OOS errors.''&lt;br /&gt;
** '''human''': Human player&lt;br /&gt;
** '''ai''': If players assigns &amp;quot;Computer Player&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
** '''network''': In multiplayer for sides that client does not control, both what would normally be human and ai. For host values are as usual, this is where OOS comes from.&lt;br /&gt;
** '''null''': If players assigns &amp;quot;Empty&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
* '''fog''': Indicates whether this side is affected by fog of war.&lt;br /&gt;
* '''gold''': The amount of gold the side have.&lt;br /&gt;
* '''hidden''': (boolean) If 'yes', side is not shown in status table.&lt;br /&gt;
* '''income''': Base income for this side (without villages).&lt;br /&gt;
* '''name''': Name of player.&lt;br /&gt;
* '''recruit''': A comma-separated list of unit types that can be recruited by this side.&lt;br /&gt;
* '''shroud''': Whether this side is affected by shroud.&lt;br /&gt;
* '''side''': The $side_number of the side belonging to this container&lt;br /&gt;
* '''team_name''': String representing the team's description.&lt;br /&gt;
* '''user_team_name''': Translated string representing the team's description.&lt;br /&gt;
* '''village_gold''': The amount of gold given to this side per village it controls per turn.&lt;br /&gt;
* '''scroll_to_leader''': (boolean) Whether the game view scrolls to the side leader at the start of their turn.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]). Unless previously specified in [side] or changed with WML (see [[DirectActionsWML#.5Bmodify_side.5D|[modify_side]]]), this value may be empty for the default flag animation.&lt;br /&gt;
* '''flag_icon''': Flag icon for the status bar for this side (see [[SideWML|[side]]]). Unless previously specified in [side] or changed with WML (see [[DirectActionsWML#.5Bmodify_side.5D|[modify_side]]]), this value may be empty for the default flag icon.&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
* '''defeat_condition''': {{DevFeature1.13|7}} When the side will be considered defeated. See description at [[SideWML]], [[ScenarioWML#Scenario_End_Conditions]]&lt;br /&gt;
* '''faction''': {{DevFeature1.13|7}} id of the selected faction, string (multiplayer-only)&lt;br /&gt;
* '''faction_name''': {{DevFeature1.13|7}} name of the selected faction, string (multiplayer-only)&lt;br /&gt;
&lt;br /&gt;
* {{DevFeature1.13|7}} All other keys and tags of the side that are contained in [[LuaWML:Sides#wesnoth.sides|wesnoth.sides]] .__cfg&lt;br /&gt;
&lt;br /&gt;
==== [store_starting_location] ====&lt;br /&gt;
&lt;br /&gt;
Stores the starting location of a side's leader in a variable. The variable is a composite type which will have members 'x', 'y', 'terrain' and 'owner_side' (villages only)&lt;br /&gt;
&lt;br /&gt;
* [[StandardSideFilter]]: The starting locations of all matching sides will be stored. If multiple sides are matched, a WML array will be created.&lt;br /&gt;
* '''variable''': (default='location'): the name of the variable to store the location in&lt;br /&gt;
&lt;br /&gt;
==== [store_time_of_day] ====&lt;br /&gt;
&lt;br /&gt;
Stores time of day information from the current scenario into a WML variable container.&lt;br /&gt;
&lt;br /&gt;
* '''x, y''': Location to store the time for. [[DirectActionsWML#.5Btime_area.5D|Time areas]] matter; illumination does not. If this is omitted, the global (location-independent) time is stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='time_of_day') name of the container on which to store the information. The container will be filled with the same attributes found on [[TimeWML]].&lt;br /&gt;
&lt;br /&gt;
* '''turn''': (defaults to the current turn number) changes the turn number for which time of day information should be retrieved.&lt;br /&gt;
&lt;br /&gt;
==== [store_turns] ====&lt;br /&gt;
&lt;br /&gt;
Stores the turn limit (the maximum number of turns). If there is no limit, this stores ''-1''.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='turns') the name of the variable in which to store the turn limit.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit] ====&lt;br /&gt;
&lt;br /&gt;
Stores details about units into a [[VariablesWML#Container|container]] variable. When a unit is stored, all keys and tags in the unit definition may be manipulated, including some others, with [[InternalActionsWML#.5Bset_variable.5D|[set_variable]]]. A sample '''list of these tags and keys''' can be found at [[InternalActionsWMLUnitTags]].&lt;br /&gt;
&lt;br /&gt;
If you have a doubt about what keys are valid or what the valid value range is for each key, code a [store_unit] event, save the game, and examine what keys are in the file (or just examine the '''[unit]''' tag(s) in any save file). One can also use the [[CommandMode|:inspect]] command or the [[InterfaceActionsWML#.5Binspect.5D|[inspect]]] tag to open a game-state inspector dialog, which can be used to view unit properties.&lt;br /&gt;
&lt;br /&gt;
Common usage is to manipulate a unit by using '''[store_unit]''' to store it into a variable, followed by manipulation of the variable, and then [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] to re-create the unit with the modified variables.&lt;br /&gt;
&lt;br /&gt;
''Note: stored units also exist on the field, and modifying the stored variable will not automatically change the stats of the units. You need to use [unstore_unit]. See also [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] and [http://www.wesnoth.org/macro-reference.xhtml#FOREACH FOREACH].''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter will be stored. If there are multiple units, they will be stored into an array of variables. The units will be stored in order of their internal ''underlying_id'' attribute, which is usually in creation order (but you normally should not depend on the order).&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit(s)&lt;br /&gt;
&lt;br /&gt;
* '''mode''': defaults to ''always_clear'', which clears the variable, whether or not a match is found. If mode is set to ''replace'', the variable will not be cleared, and units which match the filter will overwrite existing elements at the start of the array, leaving any additional elements intact if the original array contained more elements than there are units matching the filter. If mode is set to ''append'', the variable will not be cleared, and units which match the filter will be added to the array after the existing elements.&lt;br /&gt;
&lt;br /&gt;
* '''kill''': if 'yes' the units that are stored will be removed from play. This is useful for instance to remove access to a player's recall list, with the intent to restore the recall list later.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type] ====&lt;br /&gt;
&lt;br /&gt;
* '''type''': (required) the defined ID of the unit type, for example &amp;quot;Goblin Knight&amp;quot;. Do not use a translation mark or it will not work correctly for different languages. A comma-separated list of IDs may also be used to store an array of unit types.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit type information (default &amp;quot;unit_type&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type_ids] ====&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store a comma-separated list of all unit type IDs including all from all loaded addons&lt;br /&gt;
&lt;br /&gt;
==== [store_villages] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations of villages that pass certain criteria into an array. Each member of the result array will have members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side'.&lt;br /&gt;
&lt;br /&gt;
Note: This differs from using [store_locations] only in that the hexes considered for match are restricted to those with villages (those whose terrain type has its 'gives_income' flag set to true), in the same way that use of either the 'owner_side' key or the '[filter_owner]' will. In fact, if either of these are present, [store_villages] and [store_locations] will behave identically.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations (default: &amp;quot;location&amp;quot;)&lt;br /&gt;
* '''[[StandardLocationFilter]]''' tags and keys as arguments&lt;br /&gt;
&lt;br /&gt;
==== [store_items] ====&lt;br /&gt;
&lt;br /&gt;
Stores current items in the scenario into an array. Each entry has at least members x and y and can have all of the other keys listed in the documentation of [[InterfaceActionsWML#.5Bitem.5D|[item]]] (depending on what was set during creating the item).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': name of the wml variable array to use (default &amp;quot;items&amp;quot;)&lt;br /&gt;
*'''[[StandardLocationFilter]]''' keys as arguments: only items on locations matching this [[StandardLocationFilter]] will be stored&lt;br /&gt;
&lt;br /&gt;
==== [store_relative_direction] ====&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Gets the relative direction from one hex to another. This is an interface to the function wesnoth uses to decide how a unit will face while it is moving / attacking / defending.&lt;br /&gt;
&lt;br /&gt;
* '''[source]''' x and y must describe a map location&lt;br /&gt;
* '''[destination]''' similar&lt;br /&gt;
* '''variable''' name of the variable to store string result in (one of 'n', 'nw', 'ne', 's', 'sw', 'se')&lt;br /&gt;
* '''mode''' optional. 0 is the default setting corresponding to default wesnoth implementation used in animations. 1 is an alternate &amp;quot;radially symmetric&amp;quot; mode. The default mode breaks ties in the direction of south, since this makes more units face the player directly on screen. The radially symmetric mode breaks ties in the direction of counter-clockwise, and might be more appropriate in some cases.&lt;br /&gt;
&lt;br /&gt;
==== [find_path] ====&lt;br /&gt;
&lt;br /&gt;
A WML interface to the pathfinder. Calculates the path between a unit and a location and returns the result in a WML variable, that contains also an array for every step of the path.&lt;br /&gt;
&lt;br /&gt;
*'''[traveler]''': [[StandardUnitFilter]], only the first matching unit will be used for calculation&lt;br /&gt;
*'''[destination]''': [[StandardLocationFilter]], only the first matching nearest hex will be used&lt;br /&gt;
*'''variable''': the variable name where the result will be stored, if no value is supplied 'path' will be used as default name. Each step will be stored in a [step] array inside that variable.&lt;br /&gt;
*'''allow_multiple_turns''': default no, if yes also moves that require more than one turn will be calculated.&lt;br /&gt;
*'''check_visibility''': default no, if yes the path will not be computed if some hexes are not visible due to shroud.&lt;br /&gt;
*'''check_teleport''': default yes; if no, teleport won't be taken in account while computing path.&lt;br /&gt;
*'''check_zoc''': default yes; if no, unit ZOCs won't be considered while calculating the path.&lt;br /&gt;
This is the structure of the variable returned by [find_path]:&lt;br /&gt;
 [path]&lt;br /&gt;
 	hexes = the total length of the path&lt;br /&gt;
 		if the path is calculated to an impassable hex, or the move requires multiple turns&lt;br /&gt;
 		and allow_multiple_turns is no, its value will be 0.&lt;br /&gt;
 	from_x, from_y = location of the unit&lt;br /&gt;
 	to_x, to_y = destination&lt;br /&gt;
 	movement_cost = total movement cost required by unit to reach that hex&lt;br /&gt;
 	required_turns = total turns required by unit to reach that hex&lt;br /&gt;
 	[step]&lt;br /&gt;
 		x, y = location of the step&lt;br /&gt;
 		terrain = terrain of the step&lt;br /&gt;
 		movement_cost = movement cost required by unit to reach that hex&lt;br /&gt;
 		required_turns = turns required by unit to reach that hex&lt;br /&gt;
 	[/step]&lt;br /&gt;
 [/path]&lt;br /&gt;
&lt;br /&gt;
==== [unit_worth] ====&lt;br /&gt;
Takes only an inline [[StandardUnitFilter]] (only the first matching unit will be used for calculation) and outputs the following variables: &lt;br /&gt;
*''cost'', the current unit cost;&lt;br /&gt;
*''next_cost'', the cost of the most expensive advancement;&lt;br /&gt;
*''health'', the health of the unit in percentage;&lt;br /&gt;
*''experience'', current experience in percentage;&lt;br /&gt;
*''unit_worth'', how much the unit is worth.&lt;br /&gt;
&lt;br /&gt;
Mainly used for internal AI checks, but one could in theory just do anything with it.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     [unit_worth]&lt;br /&gt;
        x,y=$x1,$y1&lt;br /&gt;
     [/unit_worth]&lt;br /&gt;
     [message]&lt;br /&gt;
         id=$unit.id&lt;br /&gt;
         message=_&amp;quot;I cost $cost gold, with $health|% of my hitpoints and $experience|% on the way to cost $next_cost|.&lt;br /&gt;
 I am estimated to be worth $unit_worth&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
     [clear_variable]&lt;br /&gt;
         name=cost,next_cost,health,experience,unit_worth&lt;br /&gt;
     [/clear_variable]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== [clear_variable] ===&lt;br /&gt;
&lt;br /&gt;
This will delete the given variable. This tag can delete a scalar or an entire array; it can also delete one container at an array index. The macro [http://www.wesnoth.org/macro-reference.xhtml#CLEAR_VARIABLE CLEAR_VARIABLE] is a shortcut for this tag.&lt;br /&gt;
&lt;br /&gt;
This action is good to use to clean up the set of variables; for example, a well-behaved scenario will delete any variables that should not be kept for the next scenario before the end of the scenario. One can also clear tags and variables of stored units; for example, one can remove [trait]s and [object]s.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to clear. This can also be a comma-separated list of multiple variable names.&lt;br /&gt;
** If a name ends with an array index, then it deletes that one container, and shifts the indexes of all subsequent containers. For example, &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[2]}&amp;lt;/code&amp;gt; deletes &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, but then moves &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, moves &amp;lt;code&amp;gt;my_awesome_array[4]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt;, and so on until the end of the array.&lt;br /&gt;
** Note that &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array}&amp;lt;/code&amp;gt; deletes the entire array, but &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[0]}&amp;lt;/code&amp;gt; deletes only the first container.&lt;br /&gt;
&lt;br /&gt;
=== [sync_variable] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Sets one or multiple variables to the same value as on all clients and also on replays, it uses the value from the currently active side.&lt;br /&gt;
* '''name''' the name of the variable to synchonize this can be a comma seperated list.&lt;br /&gt;
&lt;br /&gt;
== Other Internal Actions ==&lt;br /&gt;
&lt;br /&gt;
Believe it or not, there are some internal actions that are not focused primarily on variables. They are all grouped here.&lt;br /&gt;
&lt;br /&gt;
=== [fire_event] ===&lt;br /&gt;
&lt;br /&gt;
Trigger a WML event (used often for [[EventWML#Custom_events|custom events]])&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of event to trigger&lt;br /&gt;
** ''(Optional)'' {{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
* '''id''': ''(Optional)'' the id of a single event to trigger {{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
* '''[primary_unit]''': ''(Optional)'' Primary unit for the event. Will never match on a recall list unit. The first unit matching the filter will be chosen.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_unit]''': ''(Optional)'' Same as '''[primary_unit]''' except for the secondary unit.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[primary_attack]''': Information passed to the primary attack filter and $weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_attack]''': Information passed to the second attack filter and $second_weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
=== [remove_event] ===&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Removes the event with the specified id. Equivalent to &amp;lt;i&amp;gt;[event] id=foo remove=yes&amp;lt;/i&amp;gt;. See [[EventWML#remove|EventWML]].&lt;br /&gt;
&lt;br /&gt;
* '''id''': the id of the event to remove. May be a comma separated list.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] ===&lt;br /&gt;
&lt;br /&gt;
Inserts a variable as WML. In other words, the value of the passed [[VariablesWML#Container|container variable]] will be injected into the game as if they had been written out in WML form. ([[#.5Binsert_tag.5D_Example|See Example]]).&lt;br /&gt;
&lt;br /&gt;
Tag insertion is a special case in that it can be used in places where other ActionWML cannot be used. The basic rule is that anywhere that $variable syntax works, tag insertion will also work. In practice this means pretty much everywhere except directly within top-level scenario tags.&lt;br /&gt;
&lt;br /&gt;
*'''name''': The [&amp;quot;name&amp;quot;] to be given to the tag. This must be a tag which would be valid at the place where [insert_tag] is used, for anything to happen. (For example, if used as ActionWML, it should be a [[ActionWML]] tag name, and it may be a recognized subtag such as &amp;quot;option&amp;quot; when used within a [message]).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': Name of the container variable which will have its value inserted into the tag.&lt;br /&gt;
&lt;br /&gt;
=== [role] ===&lt;br /&gt;
&lt;br /&gt;
Tries to find a unit to assign a role to.&amp;lt;br&amp;gt;This is useful if you want to choose a non-major character to say some things during the game. Once a role is assigned, you can use '''role=''' in a unit filter to identify the unit with that role (See [[FilterWML]]).&amp;lt;br&amp;gt;However, there is no guarantee that roles will ever be assigned. You can use '''[have_unit]''' (see [[ConditionalActionsWML#Condition_Tags|Condition Tags]]) to see whether a role was assigned. This tag uses a [[StandardUnitFilter]] (without [filter]) with the modification to order the search by type, mark only the first unit found with the role, and the role attribute is not used in the search. If for some reason you want to search for units that have or don't have existing roles, you can use one or more [not] filters. The will check recall lists in addition to units on the map. In normal use, you will probably want to include a ''side'' attribute to force the unit to be on a particular side.&lt;br /&gt;
&lt;br /&gt;
* '''role''': the value to store as the unit's role. This role is not used in the [[StandardUnitFilter]] when doing the search for the unit to assign this role to.&lt;br /&gt;
&lt;br /&gt;
* '''type''': a comma-separated list of possible types the unit can be. If any types are given, then units will be searched by type in the order listed. If no type is given, then no particular order with respect to type is guaranteed.&lt;br /&gt;
&lt;br /&gt;
* '''search_recall_list''': {{DevFeature1.13|5}} whether to consider units on the recall list when assigning the role. Can be either yes or no, defaults to yes. {{DevFeature1.13|6}} If set to 'only', then units on the map are not considered when assigning the role - only units on the recall list can receive it.&lt;br /&gt;
&lt;br /&gt;
* '''[else]''' {{DevFeature1.13|5}} ActionWML to execute if the game is unable to find a unit to assign the role to. For example, this could be used to create a new unit satisfying the role.&lt;br /&gt;
&lt;br /&gt;
* '''[auto_recall]''' {{DevFeature1.13|6}} If present, and the role is assigned to a unit on the recall list, then that unit is recalled. Supports all unique keys of [[DirectActionsWML#.5Brecall.5D|&amp;amp;#x5b;recall&amp;amp;#x5d;]], but no [[StandardUnitFilter]].&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]], do not use a [filter] sub-tag. SUF's role= and type= keys are not used: if you want to use them, use a nested SUF wrapped inside a [and] tag.&lt;br /&gt;
&lt;br /&gt;
=== [random_placement] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
Selects randomly a given number of locations from a given set of locations and exectutes the given code for each of those locations.&lt;br /&gt;
&lt;br /&gt;
* '''[filter_location]''': a [[StandardLocationFilter]].&lt;br /&gt;
* '''[command]''': contains ActionWml that is executed for each of the locations.&lt;br /&gt;
* '''num_items''': the number of locations that should be selected, this can be a (lua) expression to calculate the number of locations based on the number of locations that match the filter, for example (size * 0.5) will execute the command for exactly half of the locations (rounded down)&lt;br /&gt;
* '''variable''': The name of the variable that contains the current location during the execution of [command]. This is a container with the attributes x and y.&lt;br /&gt;
* '''min_distance''': The minimum distance of 2 chosen locations, a value less than 0 means that the same locations can be chosen more than one time.&lt;br /&gt;
* '''allow_less''': If yes, the tag will not show an error in case there were less than num_items locations available.&lt;br /&gt;
&lt;br /&gt;
=== Flow control actions ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
There are three actions that alter the flow of execution. They are '''[break]''', '''[continue]''', and '''[return]'''. All of them take no arguments.&lt;br /&gt;
&lt;br /&gt;
* '''[break]''': The nearest enclosing loop immediately stops executing, and control continues with the next action after the end of that loop. If there is no enclosing loop, this is equivalent to '''[return]'''.&lt;br /&gt;
* '''[continue]''': The nearest enclosing loop immediately stops executing, and control continues at the beginning of that loop, with any iteration variables updated for the next iteration. If there is no enclosing loop, this is an error.&lt;br /&gt;
* '''[return]''': Control immediately returns to the Wesnoth engine. No further WML actions are executed in this context. If there was another event queued, that event will be run as usual.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Using [set_variables] to Create Arrays of WML ===&lt;br /&gt;
&lt;br /&gt;
 [set_variables]&lt;br /&gt;
     name=arr&lt;br /&gt;
     mode=replace&lt;br /&gt;
     [value]&lt;br /&gt;
         foo=bar&lt;br /&gt;
     [/value]&lt;br /&gt;
     [value]&lt;br /&gt;
        foo=more&lt;br /&gt;
     [/value]&lt;br /&gt;
 [/set_variables]&lt;br /&gt;
 {DEBUG_MSG $arr[0].foo}&lt;br /&gt;
 {DEBUG_MSG $arr[1].foo}&lt;br /&gt;
&lt;br /&gt;
This will produce two output messages, first one saying '''bar''' and next one saying '''more'''.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] Example ===&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.speaker&lt;br /&gt;
         value=Konrad&lt;br /&gt;
     [/set_variable]&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.message&lt;br /&gt;
         value= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/set_variable]    &lt;br /&gt;
     &lt;br /&gt;
     [insert_tag]&lt;br /&gt;
         name=message&lt;br /&gt;
         variable=temp&lt;br /&gt;
     [/insert_tag]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
This is effectively identical to:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [message]&lt;br /&gt;
         speaker=Konrad&lt;br /&gt;
         message= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VariablesWML]]&lt;br /&gt;
* [[ActionWML]]&lt;br /&gt;
** [[ConditionalWML]]&lt;br /&gt;
** [[DirectActionsWML]]&lt;br /&gt;
** [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=58103</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=58103"/>
		<updated>2016-12-29T05:18:08Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [modify_side] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay. They can be used inside of [[EventWML|events]].&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
&lt;br /&gt;
=== [endlevel] ===&lt;br /&gt;
Ends the scenario.&lt;br /&gt;
* '''result''': before the scenario is over, all events with ''name=result'' are triggered. If ''result=victory'', the player progresses to the next level (i.e., the next scenario in single player); if ''result=defeat'', the game returns to the main menu. &lt;br /&gt;
&lt;br /&gt;
When the result is &amp;quot;victory&amp;quot; the following keys can be used:&lt;br /&gt;
* '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes. {{DevFeature1.13|2}} Alternatively, a number, defining the bonus percentage (1.0 meaning full).&lt;br /&gt;
* '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.&lt;br /&gt;
* '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes. Do not confuse this with saving of replays for the current scenario.&lt;br /&gt;
* '''replay_save''': whether a replay save for the current scenario is allowed, the default is replay_save=yes. If yes, the player's settings in preferences will be used to determine if a replay is saved. If no, will override and not save a replay.&lt;br /&gt;
* '''linger_mode''': If ...=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes.&lt;br /&gt;
* '''reveal_map''': (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.&lt;br /&gt;
* '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
* '''carryover_add''': if yes the gold will be added to the starting gold the next scenario, if no the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is no.&lt;br /&gt;
* '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.&lt;br /&gt;
* '''end_credits''': Whether to display the credits screen at the end of a single-player campaign. Defaults to ''yes''. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_settings]''': Any tags or attribute children of this optional argument to [endlevel] are merged into the scenario/multiplayer tag of the *next* scenario. This allows you to e.g. reconfigure the [side] tags or settings, just before load. &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_append]''': Any tags of this optional argument are appended at high level to the next scenario. This is most appropriate for [event] tags, although you may find other uses. Example test scenario for these features: https://gna.org/support/download.php?file_id=20119 &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* '''[result]''' {{DevFeature1.13|0}} Allows specification of a side specific result, this is for competitive multiplayer scenarios/campaigns where it might happen that one player wins but another player loses.  The following attributes are accepted and have the same effect as in '''[endlevel]''':&lt;br /&gt;
** '''result'''&lt;br /&gt;
** '''bonus'''&lt;br /&gt;
** '''carryover_percentage'''&lt;br /&gt;
** '''carryover_add'''&lt;br /&gt;
&lt;br /&gt;
And there is also&lt;br /&gt;
** '''side''' The number of the side for which these results should apply.&lt;br /&gt;
&lt;br /&gt;
=== [unit] ===&lt;br /&gt;
Creates a unit (either on the map, on a recall list, or into a variable for later use.)  For syntax see [[SingleUnitWML]].&lt;br /&gt;
* {{Short Note:Predefined Macro|GENERIC_UNIT}}&lt;br /&gt;
&lt;br /&gt;
=== [recall] ===&lt;br /&gt;
Recalls a unit taking into account any [http://wiki.wesnoth.org/SingleUnitWML filter_recall] of the leader.   The unit is recalled free of charge, and is placed near its leader, e.g., if multiple leaders are present, near the first found which would be able to normally recall it.&lt;br /&gt;
&lt;br /&gt;
If neither a valid map location is provided nor a leader on the map would be able to recall it, the tag is ignored.&lt;br /&gt;
 &lt;br /&gt;
* [[StandardUnitFilter]]: the first matching unit will be recalled.  If no units match this tag is ignored. Do not use a [filter] tag. If a comma separated list is given, every unit currently considered for recall is checked against all the types (not each single one of the types against all units).&lt;br /&gt;
* '''x,y''': the unit is placed here instead of next to the leader.&lt;br /&gt;
* '''show''': yes/no, default yes: whether the unit is animated (faded in) or instantly displayed&lt;br /&gt;
* '''fire_event''': boolean yes|no (default no); whether any according prerecall or recall events shall be fired.&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit (a nearby passable hex is chosen).&lt;br /&gt;
&lt;br /&gt;
=== [teleport] ===&lt;br /&gt;
Teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the first unit matching this filter will be teleported.&lt;br /&gt;
* '''x,y''': the hex to teleport to. If that hex is occupied, the closest unoccupied hex will be used instead.&lt;br /&gt;
* '''clear_shroud''': should shroud be cleared on arrival&lt;br /&gt;
* '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): normally, units will not be teleported into terrain that is impassable for them. Setting this attribute to &amp;quot;no&amp;quot; permits it.&lt;br /&gt;
&lt;br /&gt;
(Note: There is also a ability named teleport, see [[AbilitiesWML]].)&lt;br /&gt;
&lt;br /&gt;
=== [terrain_mask] ===&lt;br /&gt;
Changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
&lt;br /&gt;
=== [terrain] ===&lt;br /&gt;
Changes the terrain on the map.&lt;br /&gt;
* '''terrain''': the character of the terrain to use.  See [[TerrainCodesWML]] to see what letter a type of terrain uses.&lt;br /&gt;
* [[StandardLocationFilter]]. This [[StandardLocationFilter]]'s terrain= key is used for the new terrain, filtering by terrain can be done with a nested [[StandardLocationFilter]]: [and]terrain=terrain_string_to_be_filtered_for.&lt;br /&gt;
* '''layer''': (overlay|base|both, default=both) only change the specified layer.&lt;br /&gt;
* '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.&lt;br /&gt;
&lt;br /&gt;
If you want to remove the overlays from a terrain and leave only the base, use:&lt;br /&gt;
 layer=overlay&lt;br /&gt;
 terrain=&amp;quot;^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [gold] ===&lt;br /&gt;
Gives sides gold.&lt;br /&gt;
* '''amount''': the amount of gold to give.&lt;br /&gt;
* '''side''': (default=1) the number of the side to give the gold to. Can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [unstore_unit] ===&lt;br /&gt;
Creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]].&lt;br /&gt;
* '''variable''': the name of the variable.&lt;br /&gt;
* '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed. &lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit. This key has no effect if find_vacant=no (no check performed then). Before 1.9 this key is always &amp;quot;no&amp;quot;.&lt;br /&gt;
* '''text''': (translatable) floating text to display above the unit, such as a damage amount&lt;br /&gt;
* '''male_text''', '''female_text''': {{DevFeature1.13|2}} (translatable) gender-specific versions of the above&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)&lt;br /&gt;
* '''advance''': (default=yes) if yes the unit is advanced if it has enough XP. When modifying XP make sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors especially when several advancement paths exist. Note that advance and post advance events are called, so infinite loops can happen.&lt;br /&gt;
* '''fire_event''': (boolean yes|no, default no) Whether any advance/post advance events shall be fired if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''animate''': (boolean yes|no, default yes) Whether &amp;quot;levelout&amp;quot; and &amp;quot;levelin&amp;quot; (or fade to white and back) animations shall be played if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''x''' ,'''y''': override unit location, &amp;quot;x,y=recall,recall&amp;quot; will put the unit on the unit's side's recall list.&lt;br /&gt;
Units can be unstored with negative (or zero) hit points. This can be useful if modifying a unit in its last_breath event (as the unit's death is already the next step), but tends to look wrong in other cases. In particular, it is possible to have units with negative hit points in play. Such units are aberrations, subject to unusual behavior as the game compensates for them. (For example, such units are currently automatically hit&amp;amp;ndash;and killed&amp;amp;ndash;in combat.) The details of the unusual behavior are subject to change between stable releases without warning.&lt;br /&gt;
&lt;br /&gt;
=== [allow_recruit] ===&lt;br /&gt;
Allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is being allowed to recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [allow_extra_recruit] ===&lt;br /&gt;
Allows a leader to recruit units it couldn't previously recruit.&lt;br /&gt;
These types add to the types the leader can recruit because of [side]recruit=.&lt;br /&gt;
* '''extra_recruit''': the types of units that the unit can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_recruit] ===&lt;br /&gt;
Prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can no longer recruit. {{DevFeature1.13|0}} If omitted, all recruits for matching sides will be disallowed.&lt;br /&gt;
* '''side''': (default=1) the number of the side that may no longer recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_extra_recruit] ===&lt;br /&gt;
Prevents a leader from recruiting units it could previously recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the side can no longer recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [set_recruit] ===&lt;br /&gt;
Sets the units a side can recruit.&lt;br /&gt;
* '''recruit''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is having its recruitment set. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [set_extra_recruit] === &lt;br /&gt;
Sets the units a leader can recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the leader can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [modify_side] ===&lt;br /&gt;
Modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
* '''side''': (default=1) the number of the side that is to be changed. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* '''income''': the income given at the begining of each turn.&lt;br /&gt;
* '''recruit''': a list of unit types, replacing the side's current recruitment list.&lt;br /&gt;
* '''team_name''': the team in which the side plays the scenario.&lt;br /&gt;
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.&lt;br /&gt;
* '''gold''': the amount of gold the side owns.&lt;br /&gt;
* '''village_gold''': the income setting per village for the side.&lt;br /&gt;
* '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.&lt;br /&gt;
* '''fog''': a boolean string (yes/no) describing the status of Fog for the side.&lt;br /&gt;
* '''shroud''': a boolean string describing the status of Shroud for the side.&lt;br /&gt;
* '''hidden''': a boolean string specifying whether side is shown in status table.&lt;br /&gt;
* '''color''': a team color range specification, name (e.g. &amp;quot;red&amp;quot;, &amp;quot;blue&amp;quot;), or number (e.g. &amp;quot;1&amp;quot;, &amp;quot;2&amp;quot;) for this side. The default color range names, numbers, and definitions can be found in data/core/team_colors.cfg.&lt;br /&gt;
* '''[ai]''': sets/changes AI parameters for the side. Only parameters that are specified in the tag are changed, this does not reset others to their default values. Uses the same syntax as described in [[AiWML]].  Note that [modify_side][ai] works for all simple AI parameters and some, but not all, of the composite ones. If in doubt, use [http://wiki.wesnoth.org/AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag [modify_ai]] instead, which always works.&lt;br /&gt;
* '''switch_ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.&lt;br /&gt;
* '''reset_maps''': If set to &amp;quot;yes&amp;quot;, then the shroud is spread to all hexes, covering the parts of the map that had already been explored by the side, including hexes currently seen. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if shroud is on, but this is evaluated after shroud= (and before shroud_data=).&lt;br /&gt;
* '''reset_view''': If set to &amp;quot;yes&amp;quot;, then the fog of war is spread to all hexes, covering the parts of the map that had already been seen this turn by the side, including hexes currently seen, excluding hexes affected by multi-turn {{tag|DirectActionsWML|lift_fog}}. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if fog is on, but this is evaluated after fog=.&lt;br /&gt;
* '''share_maps''': change the share_maps side attribute. Be sure to use shroud=yes for that side and have it as an ally&lt;br /&gt;
* '''share_view''': change the share_view side attribute. Be sure to use fog=yes for that side and have it as an ally&lt;br /&gt;
* '''shroud_data''': changes to the side's shroud, using the same format as when defining the [side].&lt;br /&gt;
* '''suppress_end_turn_confirmation''': Boolean value controlling whether or not a player is asked for confirmation when skipping a turn.&lt;br /&gt;
* '''scroll_to_leader''': Boolean value controlling whether or not the game view scrolls to the side leader at the start of their turn when present.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]).&lt;br /&gt;
* '''flag_icon''': Flag icon used for this side in the status bar (see [[SideWML|[side]]]).&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
* '''defeat_condition''': When the side is considered defeated (see [[SideWML|[side]]]).&lt;br /&gt;
&lt;br /&gt;
=== [modify_turns] ===&lt;br /&gt;
Modifies the turn limit in the middle of a scenario.&lt;br /&gt;
* '''value''': the new turn limit.&lt;br /&gt;
* '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).&lt;br /&gt;
* '''current''': changes the current turn number after applying turn limit modifications, if any. It is not possible to change the turn number to exceed the turn limit (1 &amp;lt;= current turns &amp;lt;= max turns).&lt;br /&gt;
&lt;br /&gt;
=== [allow_end_turn] ===&lt;br /&gt;
Allows human players to end their turn through the user interface if they were previously affected by the '''[disallow_end_turn]''' action. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_end_turn] ===&lt;br /&gt;
Disallows human players to end their turn through the user interface. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [capture_village] ===&lt;br /&gt;
Changes the ownership of a village.&lt;br /&gt;
* [[StandardLocationFilter]]: all village locations matching the filter are affected.&lt;br /&gt;
* '''side''': the side that takes control of the village. This side needs to have a leader (canrecruit=yes). If the side key is not given, the village will become neutral (unless [filter_side] is present, in which case that side fiter decides, see below).&lt;br /&gt;
* '''[filter_side]''' with [[StandardSideFilter]] tags and keys as arguments; if both this tag and inline side= are present it's an error. Otherwise, the first matching side gets ownership (or the village becomes neutral if none match).&lt;br /&gt;
* '''fire_event''' (boolean yes|no, default: no): Whether any capture events shall be fired.&lt;br /&gt;
&lt;br /&gt;
=== [kill] ===&lt;br /&gt;
Removes all units (including units in a recall list) that match the filter from the game.&lt;br /&gt;
* [[StandardUnitFilter]]: Selection criterion; do not use a [filter] tag.&lt;br /&gt;
* '''animate''': if 'yes', displays the unit dying (fading away).&lt;br /&gt;
* '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that events are only fired for killed units that have been on the map (as opposed to recall list).&lt;br /&gt;
* '''[secondary_unit]''' with a [[StandardUnitFilter]] as argument. Do not use a [filter] tag. Has an effect only if fire_event=yes. The first on-map unit matching the filter becomes second_unit in any fired die and last breath events. If an on-map unit matches and if there are several units killed with a single [kill] tag, second_unit is this same unit for all of them. If no on-map unit matches or [secondary_unit] isn't present, the variable second_unit in each of the die and last breath events is always the same as the variable unit (the dying unit).&lt;br /&gt;
&lt;br /&gt;
=== [move_unit] ===&lt;br /&gt;
works like the MOVE_UNIT macro.&lt;br /&gt;
* [[StandardUnitFilter]] as argument; do not use a [filter] tag. All units matching the filter are moved. If the target location is occupied, the nearest free location is chosen.&lt;br /&gt;
* '''to_x''' (unsigned integer): The units are moved to this x coordinate. Can be a comma-separated list, in which case the unit follows this given path during the move.&lt;br /&gt;
* '''to_y''' (unsigned integer): The units are moved to this y coordinate. Can be a comma-separated list.&lt;br /&gt;
* '''fire_event''' (optional, boolean yes|no, default no): Whether any according moveto events shall be fired. The target location ($x1, $y1 in the event) may not be the same location that the unit was tried to be moved to, if the original target location is occupied or impassable.&lt;br /&gt;
* '''check_passability''' (boolean yes|no, default yes): Whether the terrain the unit is moved to should be checked for suiting the unit. (If it does not, a nearby suitable hex is chosen.)&lt;br /&gt;
* '''force_scroll''': Whether to scroll the map or not even when [[InterfaceActionsWML#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to using [[InterfaceActionsWML#.5Bmove_unit_fake.5D|[move_unit_fake]]]'s default value.&lt;br /&gt;
&lt;br /&gt;
=== [modify_ai] ===&lt;br /&gt;
Changes AI objects (aspects, goals, candidate actions or stages) for a specified side. See [[Modifying_AI_Components#The_.5Bmodify_ai.5D_Tag|Modifying AI Components]] for full description.&lt;br /&gt;
&lt;br /&gt;
* '''action''' (string): Takes values 'add', 'change', 'delete' or 'try_delete' to do just that for the AI object.&lt;br /&gt;
* '''path''' (string): Describes which AI object is to be modified.  &lt;br /&gt;
* '''[facet]''', '''[goal]''', '''[candidate_action]''' or '''[stage]''': Details about the AI object to be modified.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [modify_unit] ===&lt;br /&gt;
works similar to the MODIFY_UNIT macro.&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter are modified. Matches on recall list units too.&lt;br /&gt;
* '''[object]''', '''[trait]''', {{DevFeature1.13|5}} '''[advancement]''' - The given modifications will be immediately applied to all units matching the filter.&lt;br /&gt;
** '''delayed_variable_substitution''' {{DevFeature1.13|5}} (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object], [trait], or [advancement] is not variable-substituted at execution time of the event containing this [modify_unit]. You need this to work around a bug when adding ABILITY_TELEPORT, ABILITY_LEADERSHIP, SPECIAL_BACKSTAB, or any other effect that uses variable substitution or when using [effect][filter] with a $this_unit (see http://gna.org/bugs/index.php?18893).&lt;br /&gt;
* '''[effect]''' {{DevFeature1.13|6}} Applies the effect directly to the unit.&lt;br /&gt;
* Accepts generally the syntax inside of wml unit variables created by [store_unit] which can be viewed in a savefile or by using the [[CommandMode|inspect command]]. Cannot remove things or add/alter unit animations. Subtags with the same name must be written in the correct order to match them with the tag they are supposed to modify.&lt;br /&gt;
example usage (see also the test scenario):&lt;br /&gt;
&amp;lt;syntaxhighlight lang='wml'&amp;gt;&lt;br /&gt;
[modify_unit]&lt;br /&gt;
  [filter]&lt;br /&gt;
    x,y=38,6&lt;br /&gt;
  [/filter]&lt;br /&gt;
  hitpoints=10&lt;br /&gt;
  {TRAIT_HEALTHY}&lt;br /&gt;
[/modify_unit]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit which is currently modified is accessible via $this_unit, e.g. hitpoints = &amp;quot;$($this_unit.hitpoints / 2)&amp;quot; to set the hitpoints of all units to half of their particular maxima. This this_unit variable is independent from the this_unit variable available in the SUF used to determine which units to modify (first all matching units are gathered, and then all those are modified).&lt;br /&gt;
&lt;br /&gt;
=== [transform_unit] ===&lt;br /&gt;
Transforms every unit matching the filter to the given unit type. Keeps intact hit points, experience and status. If the unit is transformed to a non-living type (undead or mechanical), it will be also unpoisoned. Hit points will be changed if necessary to respect the transformed unit's maximum hit points.&lt;br /&gt;
* [[StandardUnitFilter]]: do not use a [filter] tag.&lt;br /&gt;
* '''transform_to''': the unit type in which all the units matching the filter will be transformed. If missing, the units will follow their normal advancement.&lt;br /&gt;
&lt;br /&gt;
=== [petrify] ===&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are petrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [unpetrify] ===&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are unpetrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [object] ===&lt;br /&gt;
Gives some unit an object which modifies their stats in some way.&lt;br /&gt;
* '''id''': (Optional) when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per scenario. In a campaign objects with the same id can be assigned once per scenario. For filtering objects, custom key can be used, such as item_id.&lt;br /&gt;
* '''take_only_once''': (default yes) {{DevFeature1.13|6}} Enables the above behaviour. If set to no, the object ID is not used to prevent the object from being taken more than once, but can still be used to remove it using [remove_object].&lt;br /&gt;
* '''delayed_variable_substitution''' (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object] is not variable-substituted at execution time of the event where this [object] is within. You need this to work around a bug when adding ABILITY_TELEPORT (or any other effect that uses variable substitution) via an [object] or when using [object][effect][filter]with a $this_unit (see http://gna.org/bugs/index.php?18893). {{DevFeature1.13|5}} ABILITY_LEADERSHIP and SPECIAL_BACKSTAB now also use variable substitution and thus require this to be set to &amp;quot;yes&amp;quot;.&lt;br /&gt;
* '''[effect]''': one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
* '''duration''':&lt;br /&gt;
**if 'scenario', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up).&lt;br /&gt;
**if 'forever' or not set, effects never wear off.&lt;br /&gt;
** if 'turn', effects only last until the start of the unit's next turn (when the unit refreshes movement and attacks). (Like other start-of-turn behavior, objects with a duration of &amp;quot;turn&amp;quot; won't expire before turn 2.)&lt;br /&gt;
** {{DevFeature1.13|1}} if 'turn end' or 'turn_end', effects only last until the end of the unit's next turn (exactly like the slowed status).&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. The first unit found that matches the filter will be given the object. Only on-map units are considered. If no unit matches or no [filter] is supplied, it is tried to apply the object to the unit at the $x1,$y1 location of the event where this [object] is in. The case of no unit being at that spot is handled in the same way as no unit matching a given filter ([else] commands executed, cannot_use_message displayed)&lt;br /&gt;
* '''[then]''': a subtag that lets you execute actions if the filter conditions are met.  The most common action that should be inside here is a '''[remove_item]''' tag, but you could probably put any tags that otherwise work in a [then] tag.&lt;br /&gt;
* '''[else]''': a subtag that lets you execute actions if the filter conditions are *not* met.&lt;br /&gt;
* '''silent''': whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;. {{DevFeature1.13|2}} If no description is provided, this defaults to yes, but can still be overridden.&lt;br /&gt;
* '''image''': the displayed image of the object.&lt;br /&gt;
* '''name''': (translatable) displayed as a caption of the image.&lt;br /&gt;
&lt;br /&gt;
* '''description''': (translatable) displayed as a message of the image.&lt;br /&gt;
* '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
* '''no_write''': {{DevFeature1.13|1}} (bool, default no). If yes, the contents of [effect] will be applied to the relevant unit, but the [object] tag will not be written to unit.modifications. This renders duration= irrelevant. {{DevFeature1.13|6}} This is deprecated and will probably be removed in the release after 1.13.6. To get the same effect, use [effect] tags in [modify_unit].&lt;br /&gt;
&lt;br /&gt;
=== [remove_object] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
Removes an object from matching units.&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]]: All units matching the filter have matching objects removed&lt;br /&gt;
* '''object_id''': The id of the object to be removed.&lt;br /&gt;
&lt;br /&gt;
=== [remove_shroud] ===&lt;br /&gt;
Removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to remove shroud. This can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles for which shroud should be removed&lt;br /&gt;
&lt;br /&gt;
=== [place_shroud] ===&lt;br /&gt;
Places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to place shroud. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles on which shroud should be placed&lt;br /&gt;
&lt;br /&gt;
=== [lift_fog] ===&lt;br /&gt;
Lifts the fog of war from parts of the map for a certain side (only relevant for sides that have fog=yes), allowing a player to witness what occurs there even if that player has no units within vision range.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the tiles from which fog should be lifted.&lt;br /&gt;
* '''multiturn''': ''yes/no, default:no''. The default (not multiturn) causes fog to be removed in the same way that normal vision works; the cleared tiles will remain cleared until fog is recalculated (which normally happens when a side ends its turn). When multiturn is set to &amp;quot;yes&amp;quot;, the cleared tiles remain clear until {{tag||reset_fog}} cancels the clearing. This allows tiles to remain clear for multiple turns, or to be refogged before the end of the current turn (without also refogging all tiles). Multiturn lifted fog is not shared with allies (even when share_view=yes).&lt;br /&gt;
&lt;br /&gt;
=== [reset_fog] ===&lt;br /&gt;
The primary use of this tag is to remove multiturn lifted fog (created by {{tag||lift_fog}}), which causes the fog to reset to what it would have been had WML not interfered. (That is, hexes that a side's units could not see at any point this turn will be re-fogged, while seen hexes remain defogged.)&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the fog reset will be restricted to these tiles.&lt;br /&gt;
* '''reset_view''': ''yes/no, default: no'' If set to &amp;quot;yes&amp;quot;, then in addition to removing multiturn fog, the side's current view is canceled (independent of the SLF). This means that all hexes will become fogged for the side unless multiturn fog exists outside the tiles selected by the SLF. Normally, one would want the currently seen hexes to become clear of fog; this is done automatically at the end of many events, and it can be done manually with {{tag|InterfaceActionsWML|redraw}}.&lt;br /&gt;
Omitting both the SSF and the SLF would cancel all earlier uses of [lift_fog].&lt;br /&gt;
Additionally setting reset_view=&amp;quot;yes&amp;quot; would cause the side's entire map to be fogged (unless an ally keeps hexes clear by sharing its view).&lt;br /&gt;
&lt;br /&gt;
=== [allow_undo] ===&lt;br /&gt;
Normally when an event with a handler fires, the player's undo stack is cleared, preventing all actions performed so far from being undone. Including this tag in the event handler prevents the stack from being cleared for this reason, allowing the player to undo actions. (However, the stack might still be cleared for other reasons, such as fog being cleared or combat occurring.) In the common cases, this means '''[allow_undo]''' allows the current action to be undone even though an event was handled. There is a less common case, though &amp;amp;mdash; specifically when handling a menu item, where there is no current action &amp;amp;mdash; and in this case, '''[allow_undo]''' means merely that earlier actions can still be undone.&lt;br /&gt;
* Using this tag in a menu item has an additional side effect in 1.11. Starting with version 1.11.1, executing a WML menu item normally counts as doing something as far as the &amp;quot;you have not started your turn yet&amp;quot; dialog is concerned. However, a menu item whose handler includes '''[allow_undo]''' will not count.&lt;br /&gt;
&lt;br /&gt;
The types of actions that can be undone are movement, recruitment, recalling, and dismissing a unit from the recall list. If an action is undone, only the position (or existence) of the involved unit will be restored; any altered variables or changes to the game will remain changed after the action is undone.  It is up to the scenario designer to avoid abusing this command.&lt;br /&gt;
* Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the action the first time.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in 1.12 (https://gna.org/bugs/?23323) '''[allow_undo]''' should not be used in events that use one of the following things because it might cause OOS: &lt;br /&gt;
* [message] with [option]s&lt;br /&gt;
* [get_global_variable]&lt;br /&gt;
* wesnoth.syncronize_choice&lt;br /&gt;
&lt;br /&gt;
=== [on_undo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Contains commands to execute when the player undoes the action which triggered the parent event.&lt;br /&gt;
*'''delayed_variable_substitution''' {{DevFeature1.13|5}}: ''yes/no, default no (always no before 1.13.5)'' As in [[EventWML]], specifies whether to perform variable substitution when the parent event is run, or when the contents are run. If delayed substitution is used, [[SyntaxWML#Automatically_Stored_Variables|automatically stored variables]] from the parent event context are available, but may occasionally have unexpected values. (In particular, $unit.x and $unit.y may not have the expected value when undoing a move event, though $x1 and $y1 should be correct.)&lt;br /&gt;
&lt;br /&gt;
=== [on_redo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Same as [on_undo], except executes the commands on redo. Note that the parent event is not triggered again on a redo.&lt;br /&gt;
&lt;br /&gt;
=== [heal_unit] ===&lt;br /&gt;
Heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed). $heal_amount contains only the number of hitpoints the first unit that was found got healed.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] All matching on-map units are healed. If no filter is supplied, it is tried to take the unit at $x1, $y1.&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to yes) for each of the units healed.&lt;br /&gt;
*  '''amount''': (integer, default full) the maximum points the unit(s) will be healed. Can't set below 1 or above max_hitpoints. If &amp;quot;full&amp;quot;, sets hitpoints to max_hitpoints. Before 1.9 the default is 0.&lt;br /&gt;
*  '''animate''': a boolean which indicate if the healing animations must be played. (default no)&lt;br /&gt;
*  '''moves''': (integer, default 0) The maximum current movement points the units will be &amp;quot;healed&amp;quot;. Can't set below 0 or above max_moves. If &amp;quot;full&amp;quot;, sets moves to max_moves.&lt;br /&gt;
* '''restore_attacks''': (boolean, default no) Whether the units' attacks_left should be reset to their max_attacks (usually 1).&lt;br /&gt;
* '''restore_statuses''': (boolean, default yes) Whether standard statuses should be reset to &amp;quot;no&amp;quot;. This affects poisoned, slowed, petrified and unhealable. Before 1.9 this is always &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [harm_unit] ===&lt;br /&gt;
Harms every unit matching the filter, for the specific damage amount.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] all matching units will be harmed (required).&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] if present, the first matching unit will attack all the units matching the filter above.&lt;br /&gt;
*  '''amount''': the amount of damage that will be done (required).&lt;br /&gt;
*  '''alignment''': (default neutral) applies an alignment to the damage, this means that if alignment=chaotic, the damage will be increased at night and reduced at day.&lt;br /&gt;
*  '''damage_type''': if present, amount will be altered by unit resistance to the damage type specified.&lt;br /&gt;
*  '''kill''': (default yes) if yes, when a harmed unit goes to or below 0 HP, it is killed; if no its HP are set to 1.&lt;br /&gt;
*  '''fire_event''': (default no) if yes, when a unit is killed by harming, the corresponding events are fired.  If yes, also the corresponding advance and post advance events are fired.&lt;br /&gt;
*  '''animate''': (default no) if yes, scrolls to each unit before harming it and plays its defense (or attack, if it's the harmer) and death animations. Special values supported, other than the usual yes and no, are &amp;quot;attacker&amp;quot;, that means only the harmer will be animated, and &amp;quot;defender&amp;quot;, that means only the harmed units will be animated. If the supplied value is yes, attacker or defender also advancement animations are played.&lt;br /&gt;
*  '''[primary_attack], [secondary_attack]''': these set the weapon against which the harmed units will defend, and that the harming unit will use to attack, respectively (notice this is the opposite of '''[filter]''' and '''[filter_second]''' above). This allows for playing specific defense and attack animations. Both tags are expected to contain a [[FilterWML#Filtering_Weapons|Standard Weapon Filter]].&lt;br /&gt;
*  '''delay''': if animate=yes, sets the delay (in milliseconds, default 500) between each unit harming.&lt;br /&gt;
*  '''variable''': if present, the damage caused to the unit, altered by resistances, will be stored in a WML array with the given name, under the &amp;quot;harm_amount&amp;quot; key.&lt;br /&gt;
*  '''poisoned, slowed, petrified, unhealable''': (default no) if yes, every harmed unit that doesn't already have such status will have it set.&lt;br /&gt;
*  '''experience''': if yes, and there is a harmer, experience will be attributed like in regular combat.&lt;br /&gt;
*  '''resistance_multiplier''': the harmed unit's resistance is multiplied by the supplied value; this means that a value lower than 1 increases it, and a value greater than 1 decreases it. Default value is 1, that means no modification.&lt;br /&gt;
&lt;br /&gt;
=== [time_area] ===&lt;br /&gt;
How a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag.&lt;br /&gt;
* [[StandardLocationFilter]]: the locations to affect. ''note: only for [event][time_area]s - at scenario toplevel [time_area] does not support [[StandardLocationFilter]], only location ranges''&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.&lt;br /&gt;
* '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at the creation of the area.&lt;br /&gt;
&lt;br /&gt;
''Example:'' (caves in parts of a map)&lt;br /&gt;
 [time_area]&lt;br /&gt;
     x=1-2,4-5&lt;br /&gt;
     y=1-2,1-2&lt;br /&gt;
     {UNDERGROUND}&lt;br /&gt;
 [/time_area]&lt;br /&gt;
&lt;br /&gt;
=== [remove_time_area] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
This is a syntactic shortcut for [time_area] remove=.&lt;br /&gt;
* '''id''': Comma-separated list of time area ids to remove.&lt;br /&gt;
&lt;br /&gt;
=== [end_turn] ===&lt;br /&gt;
End the current side's turn. The current event is finished before the turn is ended. Also, if the current event (where the tag appears) has been fired by another event, that event (and the complete stack of other possible parent events) is ended before [end_turn] comes into affect. Also, events following the event stack that fired [end_turn] are not omitted (e.g. [end_turn] is used by a side turn event and a turn refresh event does something afterwards).&lt;br /&gt;
&lt;br /&gt;
=== [replace_map] ===&lt;br /&gt;
&lt;br /&gt;
Replaces the entire map.&lt;br /&gt;
* '''map''': Content of a wesnoth map file. example:&lt;br /&gt;
 map=&amp;quot;{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}&amp;quot;&lt;br /&gt;
* '''expand''': if 'yes', allows the map size to increase. The expansion direction is currently always bottom-right.&lt;br /&gt;
* '''shrink''': if 'yes', allows the map size to decrease. If the map size is reduced, any units that would no longer be on the map due to its coordinates no longer existing will be put into the recall list.&lt;br /&gt;
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [replace_schedule] ===&lt;br /&gt;
Replace the time of day schedule of the entire scenario.&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at schedule replacement.&lt;br /&gt;
&lt;br /&gt;
=== [tunnel] ===&lt;br /&gt;
&lt;br /&gt;
Create a tunnel between some locations, later usable by units to move from source hex to target hex (using the movement cost of unit on the target terrain).&lt;br /&gt;
&lt;br /&gt;
'''Behavior Change as of Wesnoth 1.13.6:''' Vision is now possible (and enabled by default) through tunnels and allied units on the exit hex do not block a tunnel by default any more. This is done in order for moves through tunnels to be consistent with other moves. The previous behavior can still be accomplished by using the new optional keys listed below.&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': (required) [[StandardUnitFilter]] the units which can use the tunnel. Leave empty for &amp;quot;all units&amp;quot;.&lt;br /&gt;
* '''[source]''': (required) [[StandardLocationFilter]] the source hex(es).&lt;br /&gt;
* '''[target]''': (required) [[StandardLocationFilter]] the target hex(es).&lt;br /&gt;
* '''id''': (optional) identifier for the tunnel, to allow removing.&lt;br /&gt;
* '''remove''': (boolean, default: no)  If yes, removes all defined tunnels with the same ID (then only id= is necessary).&lt;br /&gt;
* '''bidirectional''': (boolean, default: yes) If yes, creates also a tunnel in the other direction. &lt;br /&gt;
* '''always_visible''': (boolean, default: no) If yes, the possible movement of enemies under fog can be seen.&lt;br /&gt;
* '''allow_vision''': (boolean, default: yes) {{DevFeature1.13|6}} If no, vision through a tunnel is not possible. Note that in that case the tunnel cannot be used if the tunnel exit is under shroud (which previously was ''always'' the case).&lt;br /&gt;
* '''pass_allied_units''': (boolean, default: yes) {{DevFeature1.13|6}} If no, allied (including own) units on the exit hex block a tunnel.&lt;br /&gt;
&lt;br /&gt;
(Note: The tunnel tag can also be used inside the [[AbilitiesWML|[teleport]]] ability, without remove= and id=).&lt;br /&gt;
&lt;br /&gt;
=== [do_command] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Executes a command, specified using the same syntax as a [command] tag in [[ReplayWML]]. Not all [command]'s are valid: only these are accepted&lt;br /&gt;
&lt;br /&gt;
* [attack]&lt;br /&gt;
* [move]&lt;br /&gt;
* [recruit]&lt;br /&gt;
* [recall]&lt;br /&gt;
* [disband]&lt;br /&gt;
* [fire_event]&lt;br /&gt;
* [lua_ai]&lt;br /&gt;
&lt;br /&gt;
The tags corresponding to player actions generally use the same codepath as if a player had ordered it.&lt;br /&gt;
&lt;br /&gt;
One purpose of this tag is to allow scripting of noninteractive scenarios -- without a tag like this, this might require elaborate mechanisms to coerce ais in order to test these code paths.&lt;br /&gt;
&lt;br /&gt;
This command should always be replay safe.&lt;br /&gt;
&lt;br /&gt;
=== [put_to_recall_list] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Puts a unit to the recall list of its side.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': the unit(s) to get put to the recall list.&lt;br /&gt;
* '''heal''': (default=no) Whether the unit should be refreshed, similar to the unit moving to the recall list at the end of a scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for direct 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;
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])&lt;br /&gt;
* '''{FULL_HEAL}''': Brings a unit to full HP&lt;br /&gt;
* '''{LOYAL_UNIT}''': Create a loyal unit&lt;br /&gt;
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=58102</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=58102"/>
		<updated>2016-12-29T05:17:02Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [modify_side] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay. They can be used inside of [[EventWML|events]].&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
&lt;br /&gt;
=== [endlevel] ===&lt;br /&gt;
Ends the scenario.&lt;br /&gt;
* '''result''': before the scenario is over, all events with ''name=result'' are triggered. If ''result=victory'', the player progresses to the next level (i.e., the next scenario in single player); if ''result=defeat'', the game returns to the main menu. &lt;br /&gt;
&lt;br /&gt;
When the result is &amp;quot;victory&amp;quot; the following keys can be used:&lt;br /&gt;
* '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes. {{DevFeature1.13|2}} Alternatively, a number, defining the bonus percentage (1.0 meaning full).&lt;br /&gt;
* '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.&lt;br /&gt;
* '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes. Do not confuse this with saving of replays for the current scenario.&lt;br /&gt;
* '''replay_save''': whether a replay save for the current scenario is allowed, the default is replay_save=yes. If yes, the player's settings in preferences will be used to determine if a replay is saved. If no, will override and not save a replay.&lt;br /&gt;
* '''linger_mode''': If ...=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes.&lt;br /&gt;
* '''reveal_map''': (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.&lt;br /&gt;
* '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
* '''carryover_add''': if yes the gold will be added to the starting gold the next scenario, if no the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is no.&lt;br /&gt;
* '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.&lt;br /&gt;
* '''end_credits''': Whether to display the credits screen at the end of a single-player campaign. Defaults to ''yes''. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_settings]''': Any tags or attribute children of this optional argument to [endlevel] are merged into the scenario/multiplayer tag of the *next* scenario. This allows you to e.g. reconfigure the [side] tags or settings, just before load. &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_append]''': Any tags of this optional argument are appended at high level to the next scenario. This is most appropriate for [event] tags, although you may find other uses. Example test scenario for these features: https://gna.org/support/download.php?file_id=20119 &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* '''[result]''' {{DevFeature1.13|0}} Allows specification of a side specific result, this is for competitive multiplayer scenarios/campaigns where it might happen that one player wins but another player loses.  The following attributes are accepted and have the same effect as in '''[endlevel]''':&lt;br /&gt;
** '''result'''&lt;br /&gt;
** '''bonus'''&lt;br /&gt;
** '''carryover_percentage'''&lt;br /&gt;
** '''carryover_add'''&lt;br /&gt;
&lt;br /&gt;
And there is also&lt;br /&gt;
** '''side''' The number of the side for which these results should apply.&lt;br /&gt;
&lt;br /&gt;
=== [unit] ===&lt;br /&gt;
Creates a unit (either on the map, on a recall list, or into a variable for later use.)  For syntax see [[SingleUnitWML]].&lt;br /&gt;
* {{Short Note:Predefined Macro|GENERIC_UNIT}}&lt;br /&gt;
&lt;br /&gt;
=== [recall] ===&lt;br /&gt;
Recalls a unit taking into account any [http://wiki.wesnoth.org/SingleUnitWML filter_recall] of the leader.   The unit is recalled free of charge, and is placed near its leader, e.g., if multiple leaders are present, near the first found which would be able to normally recall it.&lt;br /&gt;
&lt;br /&gt;
If neither a valid map location is provided nor a leader on the map would be able to recall it, the tag is ignored.&lt;br /&gt;
 &lt;br /&gt;
* [[StandardUnitFilter]]: the first matching unit will be recalled.  If no units match this tag is ignored. Do not use a [filter] tag. If a comma separated list is given, every unit currently considered for recall is checked against all the types (not each single one of the types against all units).&lt;br /&gt;
* '''x,y''': the unit is placed here instead of next to the leader.&lt;br /&gt;
* '''show''': yes/no, default yes: whether the unit is animated (faded in) or instantly displayed&lt;br /&gt;
* '''fire_event''': boolean yes|no (default no); whether any according prerecall or recall events shall be fired.&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit (a nearby passable hex is chosen).&lt;br /&gt;
&lt;br /&gt;
=== [teleport] ===&lt;br /&gt;
Teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the first unit matching this filter will be teleported.&lt;br /&gt;
* '''x,y''': the hex to teleport to. If that hex is occupied, the closest unoccupied hex will be used instead.&lt;br /&gt;
* '''clear_shroud''': should shroud be cleared on arrival&lt;br /&gt;
* '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): normally, units will not be teleported into terrain that is impassable for them. Setting this attribute to &amp;quot;no&amp;quot; permits it.&lt;br /&gt;
&lt;br /&gt;
(Note: There is also a ability named teleport, see [[AbilitiesWML]].)&lt;br /&gt;
&lt;br /&gt;
=== [terrain_mask] ===&lt;br /&gt;
Changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
&lt;br /&gt;
=== [terrain] ===&lt;br /&gt;
Changes the terrain on the map.&lt;br /&gt;
* '''terrain''': the character of the terrain to use.  See [[TerrainCodesWML]] to see what letter a type of terrain uses.&lt;br /&gt;
* [[StandardLocationFilter]]. This [[StandardLocationFilter]]'s terrain= key is used for the new terrain, filtering by terrain can be done with a nested [[StandardLocationFilter]]: [and]terrain=terrain_string_to_be_filtered_for.&lt;br /&gt;
* '''layer''': (overlay|base|both, default=both) only change the specified layer.&lt;br /&gt;
* '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.&lt;br /&gt;
&lt;br /&gt;
If you want to remove the overlays from a terrain and leave only the base, use:&lt;br /&gt;
 layer=overlay&lt;br /&gt;
 terrain=&amp;quot;^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [gold] ===&lt;br /&gt;
Gives sides gold.&lt;br /&gt;
* '''amount''': the amount of gold to give.&lt;br /&gt;
* '''side''': (default=1) the number of the side to give the gold to. Can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [unstore_unit] ===&lt;br /&gt;
Creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]].&lt;br /&gt;
* '''variable''': the name of the variable.&lt;br /&gt;
* '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed. &lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit. This key has no effect if find_vacant=no (no check performed then). Before 1.9 this key is always &amp;quot;no&amp;quot;.&lt;br /&gt;
* '''text''': (translatable) floating text to display above the unit, such as a damage amount&lt;br /&gt;
* '''male_text''', '''female_text''': {{DevFeature1.13|2}} (translatable) gender-specific versions of the above&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)&lt;br /&gt;
* '''advance''': (default=yes) if yes the unit is advanced if it has enough XP. When modifying XP make sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors especially when several advancement paths exist. Note that advance and post advance events are called, so infinite loops can happen.&lt;br /&gt;
* '''fire_event''': (boolean yes|no, default no) Whether any advance/post advance events shall be fired if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''animate''': (boolean yes|no, default yes) Whether &amp;quot;levelout&amp;quot; and &amp;quot;levelin&amp;quot; (or fade to white and back) animations shall be played if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''x''' ,'''y''': override unit location, &amp;quot;x,y=recall,recall&amp;quot; will put the unit on the unit's side's recall list.&lt;br /&gt;
Units can be unstored with negative (or zero) hit points. This can be useful if modifying a unit in its last_breath event (as the unit's death is already the next step), but tends to look wrong in other cases. In particular, it is possible to have units with negative hit points in play. Such units are aberrations, subject to unusual behavior as the game compensates for them. (For example, such units are currently automatically hit&amp;amp;ndash;and killed&amp;amp;ndash;in combat.) The details of the unusual behavior are subject to change between stable releases without warning.&lt;br /&gt;
&lt;br /&gt;
=== [allow_recruit] ===&lt;br /&gt;
Allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is being allowed to recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [allow_extra_recruit] ===&lt;br /&gt;
Allows a leader to recruit units it couldn't previously recruit.&lt;br /&gt;
These types add to the types the leader can recruit because of [side]recruit=.&lt;br /&gt;
* '''extra_recruit''': the types of units that the unit can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_recruit] ===&lt;br /&gt;
Prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can no longer recruit. {{DevFeature1.13|0}} If omitted, all recruits for matching sides will be disallowed.&lt;br /&gt;
* '''side''': (default=1) the number of the side that may no longer recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_extra_recruit] ===&lt;br /&gt;
Prevents a leader from recruiting units it could previously recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the side can no longer recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [set_recruit] ===&lt;br /&gt;
Sets the units a side can recruit.&lt;br /&gt;
* '''recruit''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is having its recruitment set. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [set_extra_recruit] === &lt;br /&gt;
Sets the units a leader can recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the leader can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [modify_side] ===&lt;br /&gt;
Modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
* '''side''': (default=1) the number of the side that is to be changed. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* '''income''': the income given at the begining of each turn.&lt;br /&gt;
* '''recruit''': a list of unit types, replacing the side's current recruitment list.&lt;br /&gt;
* '''team_name''': the team in which the side plays the scenario.&lt;br /&gt;
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.&lt;br /&gt;
* '''gold''': the amount of gold the side owns.&lt;br /&gt;
* '''village_gold''': the income setting per village for the side.&lt;br /&gt;
* '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.&lt;br /&gt;
* '''fog''': a boolean string (yes/no) describing the status of Fog for the side.&lt;br /&gt;
* '''shroud''': a boolean string describing the status of Shroud for the side.&lt;br /&gt;
* '''hidden''': a boolean string specifying whether side is shown in status table.&lt;br /&gt;
* '''color''': a team color range specification, name (e.g. &amp;quot;red&amp;quot;, &amp;quot;blue&amp;quot;), or number (e.g. &amp;quot;1&amp;quot;, &amp;quot;2&amp;quot;) for this side. The default color range names, numbers, and definitions can be found in data/core/team_colors.cfg.&lt;br /&gt;
* '''[ai]''': sets/changes AI parameters for the side. Only parameters that are specified in the tag are changed, this does not reset others to their default values. Uses the same syntax as described in [[AiWML]].  Note that [modify_side][ai] works for all simple AI parameters and some, but not all, of the composite ones. If in doubt, use [http://wiki.wesnoth.org/AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag [modify_ai]] instead, which always works.&lt;br /&gt;
* '''switch_ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.&lt;br /&gt;
* '''reset_maps''': If set to &amp;quot;yes&amp;quot;, then the shroud is spread to all hexes, covering the parts of the map that had already been explored by the side, including hexes currently seen. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if shroud is on, but this is evaluated after shroud= (and before shroud_data=).&lt;br /&gt;
* '''reset_view''': If set to &amp;quot;yes&amp;quot;, then the fog of war is spread to all hexes, covering the parts of the map that had already been seen this turn by the side, including hexes currently seen, excluding hexes affected by multi-turn {{tag|DirectActionsWML|lift_fog}}. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if fog is on, but this is evaluated after fog=.&lt;br /&gt;
* '''share_maps''': change the share_maps side attribute. Be sure to use shroud=yes for that side and have it as an ally&lt;br /&gt;
* '''share_view''': change the share_view side attribute. Be sure to use fog=yes for that side and have it as an ally&lt;br /&gt;
* '''shroud_data''': changes to the side's shroud, using the same format as when defining the [side].&lt;br /&gt;
* '''suppress_end_turn_confirmation''': Boolean value controlling whether or not a player is asked for confirmation when skipping a turn.&lt;br /&gt;
* '''scroll_to_leader''': Boolean value controlling whether or not the game view scrolls to the side leader at the start of their turn when present.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]).&lt;br /&gt;
* '''flag_icon''': Flag icon used for this side in the status bar (see [[SideWML|[side]]]).&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
* '''defeat_condition''': when the side is considered defeated. (see [[SideWML|[side]]]).&lt;br /&gt;
&lt;br /&gt;
=== [modify_turns] ===&lt;br /&gt;
Modifies the turn limit in the middle of a scenario.&lt;br /&gt;
* '''value''': the new turn limit.&lt;br /&gt;
* '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).&lt;br /&gt;
* '''current''': changes the current turn number after applying turn limit modifications, if any. It is not possible to change the turn number to exceed the turn limit (1 &amp;lt;= current turns &amp;lt;= max turns).&lt;br /&gt;
&lt;br /&gt;
=== [allow_end_turn] ===&lt;br /&gt;
Allows human players to end their turn through the user interface if they were previously affected by the '''[disallow_end_turn]''' action. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_end_turn] ===&lt;br /&gt;
Disallows human players to end their turn through the user interface. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [capture_village] ===&lt;br /&gt;
Changes the ownership of a village.&lt;br /&gt;
* [[StandardLocationFilter]]: all village locations matching the filter are affected.&lt;br /&gt;
* '''side''': the side that takes control of the village. This side needs to have a leader (canrecruit=yes). If the side key is not given, the village will become neutral (unless [filter_side] is present, in which case that side fiter decides, see below).&lt;br /&gt;
* '''[filter_side]''' with [[StandardSideFilter]] tags and keys as arguments; if both this tag and inline side= are present it's an error. Otherwise, the first matching side gets ownership (or the village becomes neutral if none match).&lt;br /&gt;
* '''fire_event''' (boolean yes|no, default: no): Whether any capture events shall be fired.&lt;br /&gt;
&lt;br /&gt;
=== [kill] ===&lt;br /&gt;
Removes all units (including units in a recall list) that match the filter from the game.&lt;br /&gt;
* [[StandardUnitFilter]]: Selection criterion; do not use a [filter] tag.&lt;br /&gt;
* '''animate''': if 'yes', displays the unit dying (fading away).&lt;br /&gt;
* '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that events are only fired for killed units that have been on the map (as opposed to recall list).&lt;br /&gt;
* '''[secondary_unit]''' with a [[StandardUnitFilter]] as argument. Do not use a [filter] tag. Has an effect only if fire_event=yes. The first on-map unit matching the filter becomes second_unit in any fired die and last breath events. If an on-map unit matches and if there are several units killed with a single [kill] tag, second_unit is this same unit for all of them. If no on-map unit matches or [secondary_unit] isn't present, the variable second_unit in each of the die and last breath events is always the same as the variable unit (the dying unit).&lt;br /&gt;
&lt;br /&gt;
=== [move_unit] ===&lt;br /&gt;
works like the MOVE_UNIT macro.&lt;br /&gt;
* [[StandardUnitFilter]] as argument; do not use a [filter] tag. All units matching the filter are moved. If the target location is occupied, the nearest free location is chosen.&lt;br /&gt;
* '''to_x''' (unsigned integer): The units are moved to this x coordinate. Can be a comma-separated list, in which case the unit follows this given path during the move.&lt;br /&gt;
* '''to_y''' (unsigned integer): The units are moved to this y coordinate. Can be a comma-separated list.&lt;br /&gt;
* '''fire_event''' (optional, boolean yes|no, default no): Whether any according moveto events shall be fired. The target location ($x1, $y1 in the event) may not be the same location that the unit was tried to be moved to, if the original target location is occupied or impassable.&lt;br /&gt;
* '''check_passability''' (boolean yes|no, default yes): Whether the terrain the unit is moved to should be checked for suiting the unit. (If it does not, a nearby suitable hex is chosen.)&lt;br /&gt;
* '''force_scroll''': Whether to scroll the map or not even when [[InterfaceActionsWML#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to using [[InterfaceActionsWML#.5Bmove_unit_fake.5D|[move_unit_fake]]]'s default value.&lt;br /&gt;
&lt;br /&gt;
=== [modify_ai] ===&lt;br /&gt;
Changes AI objects (aspects, goals, candidate actions or stages) for a specified side. See [[Modifying_AI_Components#The_.5Bmodify_ai.5D_Tag|Modifying AI Components]] for full description.&lt;br /&gt;
&lt;br /&gt;
* '''action''' (string): Takes values 'add', 'change', 'delete' or 'try_delete' to do just that for the AI object.&lt;br /&gt;
* '''path''' (string): Describes which AI object is to be modified.  &lt;br /&gt;
* '''[facet]''', '''[goal]''', '''[candidate_action]''' or '''[stage]''': Details about the AI object to be modified.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [modify_unit] ===&lt;br /&gt;
works similar to the MODIFY_UNIT macro.&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter are modified. Matches on recall list units too.&lt;br /&gt;
* '''[object]''', '''[trait]''', {{DevFeature1.13|5}} '''[advancement]''' - The given modifications will be immediately applied to all units matching the filter.&lt;br /&gt;
** '''delayed_variable_substitution''' {{DevFeature1.13|5}} (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object], [trait], or [advancement] is not variable-substituted at execution time of the event containing this [modify_unit]. You need this to work around a bug when adding ABILITY_TELEPORT, ABILITY_LEADERSHIP, SPECIAL_BACKSTAB, or any other effect that uses variable substitution or when using [effect][filter] with a $this_unit (see http://gna.org/bugs/index.php?18893).&lt;br /&gt;
* '''[effect]''' {{DevFeature1.13|6}} Applies the effect directly to the unit.&lt;br /&gt;
* Accepts generally the syntax inside of wml unit variables created by [store_unit] which can be viewed in a savefile or by using the [[CommandMode|inspect command]]. Cannot remove things or add/alter unit animations. Subtags with the same name must be written in the correct order to match them with the tag they are supposed to modify.&lt;br /&gt;
example usage (see also the test scenario):&lt;br /&gt;
&amp;lt;syntaxhighlight lang='wml'&amp;gt;&lt;br /&gt;
[modify_unit]&lt;br /&gt;
  [filter]&lt;br /&gt;
    x,y=38,6&lt;br /&gt;
  [/filter]&lt;br /&gt;
  hitpoints=10&lt;br /&gt;
  {TRAIT_HEALTHY}&lt;br /&gt;
[/modify_unit]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit which is currently modified is accessible via $this_unit, e.g. hitpoints = &amp;quot;$($this_unit.hitpoints / 2)&amp;quot; to set the hitpoints of all units to half of their particular maxima. This this_unit variable is independent from the this_unit variable available in the SUF used to determine which units to modify (first all matching units are gathered, and then all those are modified).&lt;br /&gt;
&lt;br /&gt;
=== [transform_unit] ===&lt;br /&gt;
Transforms every unit matching the filter to the given unit type. Keeps intact hit points, experience and status. If the unit is transformed to a non-living type (undead or mechanical), it will be also unpoisoned. Hit points will be changed if necessary to respect the transformed unit's maximum hit points.&lt;br /&gt;
* [[StandardUnitFilter]]: do not use a [filter] tag.&lt;br /&gt;
* '''transform_to''': the unit type in which all the units matching the filter will be transformed. If missing, the units will follow their normal advancement.&lt;br /&gt;
&lt;br /&gt;
=== [petrify] ===&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are petrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [unpetrify] ===&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are unpetrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [object] ===&lt;br /&gt;
Gives some unit an object which modifies their stats in some way.&lt;br /&gt;
* '''id''': (Optional) when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per scenario. In a campaign objects with the same id can be assigned once per scenario. For filtering objects, custom key can be used, such as item_id.&lt;br /&gt;
* '''take_only_once''': (default yes) {{DevFeature1.13|6}} Enables the above behaviour. If set to no, the object ID is not used to prevent the object from being taken more than once, but can still be used to remove it using [remove_object].&lt;br /&gt;
* '''delayed_variable_substitution''' (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object] is not variable-substituted at execution time of the event where this [object] is within. You need this to work around a bug when adding ABILITY_TELEPORT (or any other effect that uses variable substitution) via an [object] or when using [object][effect][filter]with a $this_unit (see http://gna.org/bugs/index.php?18893). {{DevFeature1.13|5}} ABILITY_LEADERSHIP and SPECIAL_BACKSTAB now also use variable substitution and thus require this to be set to &amp;quot;yes&amp;quot;.&lt;br /&gt;
* '''[effect]''': one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
* '''duration''':&lt;br /&gt;
**if 'scenario', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up).&lt;br /&gt;
**if 'forever' or not set, effects never wear off.&lt;br /&gt;
** if 'turn', effects only last until the start of the unit's next turn (when the unit refreshes movement and attacks). (Like other start-of-turn behavior, objects with a duration of &amp;quot;turn&amp;quot; won't expire before turn 2.)&lt;br /&gt;
** {{DevFeature1.13|1}} if 'turn end' or 'turn_end', effects only last until the end of the unit's next turn (exactly like the slowed status).&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. The first unit found that matches the filter will be given the object. Only on-map units are considered. If no unit matches or no [filter] is supplied, it is tried to apply the object to the unit at the $x1,$y1 location of the event where this [object] is in. The case of no unit being at that spot is handled in the same way as no unit matching a given filter ([else] commands executed, cannot_use_message displayed)&lt;br /&gt;
* '''[then]''': a subtag that lets you execute actions if the filter conditions are met.  The most common action that should be inside here is a '''[remove_item]''' tag, but you could probably put any tags that otherwise work in a [then] tag.&lt;br /&gt;
* '''[else]''': a subtag that lets you execute actions if the filter conditions are *not* met.&lt;br /&gt;
* '''silent''': whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;. {{DevFeature1.13|2}} If no description is provided, this defaults to yes, but can still be overridden.&lt;br /&gt;
* '''image''': the displayed image of the object.&lt;br /&gt;
* '''name''': (translatable) displayed as a caption of the image.&lt;br /&gt;
&lt;br /&gt;
* '''description''': (translatable) displayed as a message of the image.&lt;br /&gt;
* '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
* '''no_write''': {{DevFeature1.13|1}} (bool, default no). If yes, the contents of [effect] will be applied to the relevant unit, but the [object] tag will not be written to unit.modifications. This renders duration= irrelevant. {{DevFeature1.13|6}} This is deprecated and will probably be removed in the release after 1.13.6. To get the same effect, use [effect] tags in [modify_unit].&lt;br /&gt;
&lt;br /&gt;
=== [remove_object] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|6}}&lt;br /&gt;
&lt;br /&gt;
Removes an object from matching units.&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]]: All units matching the filter have matching objects removed&lt;br /&gt;
* '''object_id''': The id of the object to be removed.&lt;br /&gt;
&lt;br /&gt;
=== [remove_shroud] ===&lt;br /&gt;
Removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to remove shroud. This can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles for which shroud should be removed&lt;br /&gt;
&lt;br /&gt;
=== [place_shroud] ===&lt;br /&gt;
Places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to place shroud. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles on which shroud should be placed&lt;br /&gt;
&lt;br /&gt;
=== [lift_fog] ===&lt;br /&gt;
Lifts the fog of war from parts of the map for a certain side (only relevant for sides that have fog=yes), allowing a player to witness what occurs there even if that player has no units within vision range.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the tiles from which fog should be lifted.&lt;br /&gt;
* '''multiturn''': ''yes/no, default:no''. The default (not multiturn) causes fog to be removed in the same way that normal vision works; the cleared tiles will remain cleared until fog is recalculated (which normally happens when a side ends its turn). When multiturn is set to &amp;quot;yes&amp;quot;, the cleared tiles remain clear until {{tag||reset_fog}} cancels the clearing. This allows tiles to remain clear for multiple turns, or to be refogged before the end of the current turn (without also refogging all tiles). Multiturn lifted fog is not shared with allies (even when share_view=yes).&lt;br /&gt;
&lt;br /&gt;
=== [reset_fog] ===&lt;br /&gt;
The primary use of this tag is to remove multiturn lifted fog (created by {{tag||lift_fog}}), which causes the fog to reset to what it would have been had WML not interfered. (That is, hexes that a side's units could not see at any point this turn will be re-fogged, while seen hexes remain defogged.)&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the fog reset will be restricted to these tiles.&lt;br /&gt;
* '''reset_view''': ''yes/no, default: no'' If set to &amp;quot;yes&amp;quot;, then in addition to removing multiturn fog, the side's current view is canceled (independent of the SLF). This means that all hexes will become fogged for the side unless multiturn fog exists outside the tiles selected by the SLF. Normally, one would want the currently seen hexes to become clear of fog; this is done automatically at the end of many events, and it can be done manually with {{tag|InterfaceActionsWML|redraw}}.&lt;br /&gt;
Omitting both the SSF and the SLF would cancel all earlier uses of [lift_fog].&lt;br /&gt;
Additionally setting reset_view=&amp;quot;yes&amp;quot; would cause the side's entire map to be fogged (unless an ally keeps hexes clear by sharing its view).&lt;br /&gt;
&lt;br /&gt;
=== [allow_undo] ===&lt;br /&gt;
Normally when an event with a handler fires, the player's undo stack is cleared, preventing all actions performed so far from being undone. Including this tag in the event handler prevents the stack from being cleared for this reason, allowing the player to undo actions. (However, the stack might still be cleared for other reasons, such as fog being cleared or combat occurring.) In the common cases, this means '''[allow_undo]''' allows the current action to be undone even though an event was handled. There is a less common case, though &amp;amp;mdash; specifically when handling a menu item, where there is no current action &amp;amp;mdash; and in this case, '''[allow_undo]''' means merely that earlier actions can still be undone.&lt;br /&gt;
* Using this tag in a menu item has an additional side effect in 1.11. Starting with version 1.11.1, executing a WML menu item normally counts as doing something as far as the &amp;quot;you have not started your turn yet&amp;quot; dialog is concerned. However, a menu item whose handler includes '''[allow_undo]''' will not count.&lt;br /&gt;
&lt;br /&gt;
The types of actions that can be undone are movement, recruitment, recalling, and dismissing a unit from the recall list. If an action is undone, only the position (or existence) of the involved unit will be restored; any altered variables or changes to the game will remain changed after the action is undone.  It is up to the scenario designer to avoid abusing this command.&lt;br /&gt;
* Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the action the first time.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in 1.12 (https://gna.org/bugs/?23323) '''[allow_undo]''' should not be used in events that use one of the following things because it might cause OOS: &lt;br /&gt;
* [message] with [option]s&lt;br /&gt;
* [get_global_variable]&lt;br /&gt;
* wesnoth.syncronize_choice&lt;br /&gt;
&lt;br /&gt;
=== [on_undo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Contains commands to execute when the player undoes the action which triggered the parent event.&lt;br /&gt;
*'''delayed_variable_substitution''' {{DevFeature1.13|5}}: ''yes/no, default no (always no before 1.13.5)'' As in [[EventWML]], specifies whether to perform variable substitution when the parent event is run, or when the contents are run. If delayed substitution is used, [[SyntaxWML#Automatically_Stored_Variables|automatically stored variables]] from the parent event context are available, but may occasionally have unexpected values. (In particular, $unit.x and $unit.y may not have the expected value when undoing a move event, though $x1 and $y1 should be correct.)&lt;br /&gt;
&lt;br /&gt;
=== [on_redo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Same as [on_undo], except executes the commands on redo. Note that the parent event is not triggered again on a redo.&lt;br /&gt;
&lt;br /&gt;
=== [heal_unit] ===&lt;br /&gt;
Heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed). $heal_amount contains only the number of hitpoints the first unit that was found got healed.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] All matching on-map units are healed. If no filter is supplied, it is tried to take the unit at $x1, $y1.&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to yes) for each of the units healed.&lt;br /&gt;
*  '''amount''': (integer, default full) the maximum points the unit(s) will be healed. Can't set below 1 or above max_hitpoints. If &amp;quot;full&amp;quot;, sets hitpoints to max_hitpoints. Before 1.9 the default is 0.&lt;br /&gt;
*  '''animate''': a boolean which indicate if the healing animations must be played. (default no)&lt;br /&gt;
*  '''moves''': (integer, default 0) The maximum current movement points the units will be &amp;quot;healed&amp;quot;. Can't set below 0 or above max_moves. If &amp;quot;full&amp;quot;, sets moves to max_moves.&lt;br /&gt;
* '''restore_attacks''': (boolean, default no) Whether the units' attacks_left should be reset to their max_attacks (usually 1).&lt;br /&gt;
* '''restore_statuses''': (boolean, default yes) Whether standard statuses should be reset to &amp;quot;no&amp;quot;. This affects poisoned, slowed, petrified and unhealable. Before 1.9 this is always &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [harm_unit] ===&lt;br /&gt;
Harms every unit matching the filter, for the specific damage amount.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] all matching units will be harmed (required).&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] if present, the first matching unit will attack all the units matching the filter above.&lt;br /&gt;
*  '''amount''': the amount of damage that will be done (required).&lt;br /&gt;
*  '''alignment''': (default neutral) applies an alignment to the damage, this means that if alignment=chaotic, the damage will be increased at night and reduced at day.&lt;br /&gt;
*  '''damage_type''': if present, amount will be altered by unit resistance to the damage type specified.&lt;br /&gt;
*  '''kill''': (default yes) if yes, when a harmed unit goes to or below 0 HP, it is killed; if no its HP are set to 1.&lt;br /&gt;
*  '''fire_event''': (default no) if yes, when a unit is killed by harming, the corresponding events are fired.  If yes, also the corresponding advance and post advance events are fired.&lt;br /&gt;
*  '''animate''': (default no) if yes, scrolls to each unit before harming it and plays its defense (or attack, if it's the harmer) and death animations. Special values supported, other than the usual yes and no, are &amp;quot;attacker&amp;quot;, that means only the harmer will be animated, and &amp;quot;defender&amp;quot;, that means only the harmed units will be animated. If the supplied value is yes, attacker or defender also advancement animations are played.&lt;br /&gt;
*  '''[primary_attack], [secondary_attack]''': these set the weapon against which the harmed units will defend, and that the harming unit will use to attack, respectively (notice this is the opposite of '''[filter]''' and '''[filter_second]''' above). This allows for playing specific defense and attack animations. Both tags are expected to contain a [[FilterWML#Filtering_Weapons|Standard Weapon Filter]].&lt;br /&gt;
*  '''delay''': if animate=yes, sets the delay (in milliseconds, default 500) between each unit harming.&lt;br /&gt;
*  '''variable''': if present, the damage caused to the unit, altered by resistances, will be stored in a WML array with the given name, under the &amp;quot;harm_amount&amp;quot; key.&lt;br /&gt;
*  '''poisoned, slowed, petrified, unhealable''': (default no) if yes, every harmed unit that doesn't already have such status will have it set.&lt;br /&gt;
*  '''experience''': if yes, and there is a harmer, experience will be attributed like in regular combat.&lt;br /&gt;
*  '''resistance_multiplier''': the harmed unit's resistance is multiplied by the supplied value; this means that a value lower than 1 increases it, and a value greater than 1 decreases it. Default value is 1, that means no modification.&lt;br /&gt;
&lt;br /&gt;
=== [time_area] ===&lt;br /&gt;
How a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag.&lt;br /&gt;
* [[StandardLocationFilter]]: the locations to affect. ''note: only for [event][time_area]s - at scenario toplevel [time_area] does not support [[StandardLocationFilter]], only location ranges''&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.&lt;br /&gt;
* '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at the creation of the area.&lt;br /&gt;
&lt;br /&gt;
''Example:'' (caves in parts of a map)&lt;br /&gt;
 [time_area]&lt;br /&gt;
     x=1-2,4-5&lt;br /&gt;
     y=1-2,1-2&lt;br /&gt;
     {UNDERGROUND}&lt;br /&gt;
 [/time_area]&lt;br /&gt;
&lt;br /&gt;
=== [remove_time_area] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
This is a syntactic shortcut for [time_area] remove=.&lt;br /&gt;
* '''id''': Comma-separated list of time area ids to remove.&lt;br /&gt;
&lt;br /&gt;
=== [end_turn] ===&lt;br /&gt;
End the current side's turn. The current event is finished before the turn is ended. Also, if the current event (where the tag appears) has been fired by another event, that event (and the complete stack of other possible parent events) is ended before [end_turn] comes into affect. Also, events following the event stack that fired [end_turn] are not omitted (e.g. [end_turn] is used by a side turn event and a turn refresh event does something afterwards).&lt;br /&gt;
&lt;br /&gt;
=== [replace_map] ===&lt;br /&gt;
&lt;br /&gt;
Replaces the entire map.&lt;br /&gt;
* '''map''': Content of a wesnoth map file. example:&lt;br /&gt;
 map=&amp;quot;{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}&amp;quot;&lt;br /&gt;
* '''expand''': if 'yes', allows the map size to increase. The expansion direction is currently always bottom-right.&lt;br /&gt;
* '''shrink''': if 'yes', allows the map size to decrease. If the map size is reduced, any units that would no longer be on the map due to its coordinates no longer existing will be put into the recall list.&lt;br /&gt;
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [replace_schedule] ===&lt;br /&gt;
Replace the time of day schedule of the entire scenario.&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at schedule replacement.&lt;br /&gt;
&lt;br /&gt;
=== [tunnel] ===&lt;br /&gt;
&lt;br /&gt;
Create a tunnel between some locations, later usable by units to move from source hex to target hex (using the movement cost of unit on the target terrain).&lt;br /&gt;
&lt;br /&gt;
'''Behavior Change as of Wesnoth 1.13.6:''' Vision is now possible (and enabled by default) through tunnels and allied units on the exit hex do not block a tunnel by default any more. This is done in order for moves through tunnels to be consistent with other moves. The previous behavior can still be accomplished by using the new optional keys listed below.&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': (required) [[StandardUnitFilter]] the units which can use the tunnel. Leave empty for &amp;quot;all units&amp;quot;.&lt;br /&gt;
* '''[source]''': (required) [[StandardLocationFilter]] the source hex(es).&lt;br /&gt;
* '''[target]''': (required) [[StandardLocationFilter]] the target hex(es).&lt;br /&gt;
* '''id''': (optional) identifier for the tunnel, to allow removing.&lt;br /&gt;
* '''remove''': (boolean, default: no)  If yes, removes all defined tunnels with the same ID (then only id= is necessary).&lt;br /&gt;
* '''bidirectional''': (boolean, default: yes) If yes, creates also a tunnel in the other direction. &lt;br /&gt;
* '''always_visible''': (boolean, default: no) If yes, the possible movement of enemies under fog can be seen.&lt;br /&gt;
* '''allow_vision''': (boolean, default: yes) {{DevFeature1.13|6}} If no, vision through a tunnel is not possible. Note that in that case the tunnel cannot be used if the tunnel exit is under shroud (which previously was ''always'' the case).&lt;br /&gt;
* '''pass_allied_units''': (boolean, default: yes) {{DevFeature1.13|6}} If no, allied (including own) units on the exit hex block a tunnel.&lt;br /&gt;
&lt;br /&gt;
(Note: The tunnel tag can also be used inside the [[AbilitiesWML|[teleport]]] ability, without remove= and id=).&lt;br /&gt;
&lt;br /&gt;
=== [do_command] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Executes a command, specified using the same syntax as a [command] tag in [[ReplayWML]]. Not all [command]'s are valid: only these are accepted&lt;br /&gt;
&lt;br /&gt;
* [attack]&lt;br /&gt;
* [move]&lt;br /&gt;
* [recruit]&lt;br /&gt;
* [recall]&lt;br /&gt;
* [disband]&lt;br /&gt;
* [fire_event]&lt;br /&gt;
* [lua_ai]&lt;br /&gt;
&lt;br /&gt;
The tags corresponding to player actions generally use the same codepath as if a player had ordered it.&lt;br /&gt;
&lt;br /&gt;
One purpose of this tag is to allow scripting of noninteractive scenarios -- without a tag like this, this might require elaborate mechanisms to coerce ais in order to test these code paths.&lt;br /&gt;
&lt;br /&gt;
This command should always be replay safe.&lt;br /&gt;
&lt;br /&gt;
=== [put_to_recall_list] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Puts a unit to the recall list of its side.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': the unit(s) to get put to the recall list.&lt;br /&gt;
* '''heal''': (default=no) Whether the unit should be refreshed, similar to the unit moving to the recall list at the end of a scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for direct 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;
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])&lt;br /&gt;
* '''{FULL_HEAL}''': Brings a unit to full HP&lt;br /&gt;
* '''{LOYAL_UNIT}''': Create a loyal unit&lt;br /&gt;
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=58099</id>
		<title>InterfaceActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=58099"/>
		<updated>2016-12-22T04:53:11Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [print] */&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;
* '''duration''': (default: 10) the minimum number of frames for this message to be displayed. (A frame lasts about 30 milliseconds.) During this time any dialog decisions will be disregarded.&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;
* '''[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 (see [[DescriptionWML]]) {{DevFeature1.13|2}} This is now a synonym for '''label='''.&lt;br /&gt;
** '''image''', '''label''', '''description''', '''default''': See [[DescriptionWML#WML_Format|DescriptionWML]].&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;
* '''[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 [http://developer.gnome.org/pango/unstable/PangoMarkupFormat.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.&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.&lt;br /&gt;
* '''defeat_string''': Default ' _ &amp;quot;Defeat:&amp;quot;', this text precedes the defeat objectives.&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;
&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;
** '''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.&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;
* '''[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 false.&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;
* '''[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;
=== [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 [[ImagePathFunctionWML#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.&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.&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;
&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 [[ImagePathFunctionWML|image path functions]] appended to the original image 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''': [[ImagePathFunctionWML|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;
* '''[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;
=== [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;
=== [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;
* '''x''', '''y''': the hex to scroll to&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 ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' 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 ''false'').&lt;br /&gt;
* '''highlight''': {{DevFeature1.13|5}} Whether to highlight the hex being scrolled to (defaults to ''false'').&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 ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' 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 ''false'').&lt;br /&gt;
* '''highlight''': {{DevFeature1.13|5}} Whether to highlight the hex the unit is on (defaults to ''false'').&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)&lt;br /&gt;
* '''repeat''': repeats the sound for a specified additional number of times (default=0)&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 &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true the source will not play if its locations are fogged&lt;br /&gt;
* '''check_shrouded''': possible values &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true 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;
=== [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;
&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;
&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;
=== [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 visible for observers: [[LuaWML:Display#wesnoth.message]]&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;
* '''[[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;
== 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>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=57712</id>
		<title>WesnothRepository</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=57712"/>
		<updated>2016-06-08T22:07:13Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* FAQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Compiling Wesnoth}}&lt;br /&gt;
&lt;br /&gt;
'''The &amp;lt;cite&amp;gt;Battle for Wesnoth&amp;lt;/cite&amp;gt; code-base''' is stored in a '''&amp;lt;dfn&amp;gt;version control repository&amp;lt;/dfn&amp;gt;'''. Version control allows the entire development team to edit files concurrently. The version control software tracks revisions, stores a record of all edits, and prevents simultaneous editing from causing clashes. All changes are stored in the version control repository.&lt;br /&gt;
&lt;br /&gt;
When a release is planned, the current set of the files in the repository is ''&amp;quot;frozen&amp;quot;'', given a version number, and shipped out to the world at large. Then, as files continue to be edited by the developers, the repository code advances past that point. The repository (or &amp;quot;'''&amp;lt;dfn&amp;gt;repo&amp;lt;/dfn&amp;gt;'''&amp;quot;) version is by definition the most up-to-date version of the code.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;cite&amp;gt;Wesnoth&amp;lt;/cite&amp;gt; repository is a '''Git''' repository and is hosted on '''GitHub''':&lt;br /&gt;
&lt;br /&gt;
{{FeaturedURL|https://github.com/wesnoth/wesnoth}}&lt;br /&gt;
&lt;br /&gt;
== What is &amp;lt;cite&amp;gt;Git&amp;lt;/cite&amp;gt;? ==&lt;br /&gt;
&lt;br /&gt;
{{SideBox|heading=Are you a newcomer to Git or GitHub who would like to work on &amp;lt;cite&amp;gt;Wesnoth&amp;lt;/cite&amp;gt;?|If so, you may find iceiceice's &amp;lt;cite&amp;gt;[[Git for Wesnoth Crash Course]]&amp;lt;/cite&amp;gt; to be a useful read -- while &amp;lt;cite&amp;gt;WesnothRepository&amp;lt;/cite&amp;gt; is also beginner-focused, it's not as extensive as iceiceice's &amp;lt;cite&amp;gt;Crash Course&amp;lt;/cite&amp;gt;).}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dfn&amp;gt;Git&amp;lt;/dfn&amp;gt; is the most widely used open-source version-control system. You can learn more about it at its website:&lt;br /&gt;
&lt;br /&gt;
{{FeaturedURL|https://git-scm.com}}&lt;br /&gt;
&lt;br /&gt;
Git replaced '''Subversion (&amp;lt;dfn&amp;gt;SVN&amp;lt;/dfn&amp;gt;)''' as &amp;lt;cite&amp;gt;Wesnoth&amp;lt;/cite&amp;gt;'s version-control system in March 2013. Subversion had, itself, previously replaced an older program, '''Concurrent Versioning System (&amp;lt;dfn&amp;gt;CVS&amp;lt;/dfn&amp;gt;)''', in 2005. These earlier systems have left a few traces in the version history which you might encounter; some older documentation and a few files refer to them.&lt;br /&gt;
&lt;br /&gt;
== Browse the code ==&lt;br /&gt;
&lt;br /&gt;
{{SideBox|heading=Want a {{abbr|GUI|Graphical User Interface}} for Git?|[https://www.syntevo.com/smartgit/ &amp;lt;cite&amp;gt;SmartGit&amp;lt;/cite&amp;gt;] is cross-platform and supposedly powerful, and the {{abbr|IDEs|Integrated Development Environments}} [https://www.qt.io/download-open-source/ &amp;lt;cite&amp;gt;Qt Creator&amp;lt;/cite&amp;gt;] and &amp;lt;cite&amp;gt;Microsoft Visual Studio&amp;lt;/cite&amp;gt; provide Git GUIs. &amp;lt;em&amp;gt;&amp;lt;strong&amp;gt;However&amp;lt;/strong&amp;gt;&amp;lt;/em&amp;gt;, the official Git command-line program is &amp;lt;em&amp;gt;by far&amp;lt;/em&amp;gt; the easiest Git program to get help with -- you may well have trouble finding people who can help you with a Git GUI.}}&lt;br /&gt;
&lt;br /&gt;
You can use a Web browser to view the source code at the following Web address:&lt;br /&gt;
{{FeaturedURL|https://github.com/wesnoth/wesnoth}}&lt;br /&gt;
&lt;br /&gt;
There are currently two main streams of development (&amp;quot;&amp;lt;dfn&amp;gt;branches&amp;lt;/dfn&amp;gt;&amp;quot;): the '''master''' branch (1.13.x), and the '''stable''' branch (1.12.x). (1.10.x is now '''oldstable'''.) Most other branches are only used for a short time to do some testing without disturbing the main development.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
To '''''clone''''' a copy of the repository into a directory named &amp;quot;''wesnoth''&amp;quot;, run this command:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git clone &amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;quot; wesnoth&lt;br /&gt;
&lt;br /&gt;
{{SideBox|style=font-size:.75em;line-height:1.6|heading=Technical aside: Git transport protocols|There are other '''&amp;lt;dfn&amp;gt;transport protocols&amp;lt;/dfn&amp;gt;''', in addition to '''Hypertext Transfer Protocol Secure (&amp;lt;dfn&amp;gt;HTTPS&amp;lt;/dfn&amp;gt;)''', over which one can clone a Git repository from GitHub, including:&lt;br /&gt;
&lt;br /&gt;
* '''Secure Shell (&amp;lt;dfn&amp;gt;SSH&amp;lt;/dfn&amp;gt;)''' (&amp;quot;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;ssh://git@github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;, or &amp;quot;&amp;lt;code&amp;gt;git@github.com:wesnoth/wesnoth.git&amp;lt;/code&amp;gt;&amp;quot;), which provides a bit more security, and can be more convenient for developers, but needs to be set up first (see the &amp;quot;Push access&amp;quot; section, below).&lt;br /&gt;
* Git's '''native transport''' protocol (&amp;quot;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;git://github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;), which &amp;lt;em&amp;gt;may&amp;lt;/em&amp;gt; be somewhat faster than HTTPS (though GitHub uses a faster '''&amp;quot;smart&amp;quot; HTTPS''' transport), but is &amp;lt;em&amp;gt;&amp;lt;strong&amp;gt;insecure&amp;lt;/strong&amp;gt;&amp;lt;/em&amp;gt; and should be used (if one &amp;lt;em&amp;gt;must&amp;lt;/em&amp;gt; use it) with caution (&amp;lt;em&amp;gt;check the commit hashes!&amp;lt;/em&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
'''A more detailed explanation''' is available [https://gist.github.com/grawity/4392747 here].}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small style=&amp;quot;font-size: 95%&amp;quot;&amp;gt;('''Note:''' the &amp;quot;'''&amp;gt;'''&amp;quot; sigil represents a command prompt; '''don't type it in'''.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FAQ ===&lt;br /&gt;
&lt;br /&gt;
'''Q: The repository is about three gigabytes large, and my Internet connection is not stable enough to reliably download it. What should I do?'''&lt;br /&gt;
&lt;br /&gt;
'''A:''' https://stackoverflow.com/questions/9268378/how-do-i-clone-a-large-git-repository-on-an-unreliable-connection&lt;br /&gt;
&lt;br /&gt;
# Use a download manager to download the directory &amp;quot;https://github.com/wesnoth/wesnoth.git&amp;quot;, in one or more sessions.&lt;br /&gt;
# Put this &amp;quot;''wesnoth.git''&amp;quot; directory, which is the internals of the &amp;lt;cite&amp;gt;Wesnoth&amp;lt;/cite&amp;gt; repository, in a new, empty directory.&lt;br /&gt;
# Rename the &amp;quot;''wesnoth.git''&amp;quot; directory to &amp;quot;''.git''&amp;quot;.&lt;br /&gt;
# Finally, run these commands in the directory that contains the &amp;quot;''.git''&amp;quot; directory:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git remote add remote &amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 '''&amp;gt;''' git reset --hard HEAD&lt;br /&gt;
&lt;br /&gt;
The first command links your local repository to the upstream repository; the second &amp;lt;dfn&amp;gt;checks out&amp;lt;/dfn&amp;gt; a &amp;lt;dfn&amp;gt;working tree&amp;lt;/dfn&amp;gt; (i.e., copies the files out of the &amp;quot;''.git''&amp;quot; directory into a form that you can use).&lt;br /&gt;
&lt;br /&gt;
'''Alternative:''' This will make a shallow clone and allow you to fetch additional history as desired.&lt;br /&gt;
# Start by using a clone command&lt;br /&gt;
# Run a git fetch command with an increased depth, such as &amp;quot;git fetch --depth=2000&amp;quot;&lt;br /&gt;
# Continue to run additional fetch commands, each time increasing the depth, based on what your connection can handle. As of this writing, the max depth is around 60-70K.&lt;br /&gt;
# When an increase in depth no longer brings additional data, verify you have a complete repository by using &amp;quot;git fetch --unshallow&amp;quot;&lt;br /&gt;
# To fix the single branch checkout aspect, use git config and fetch commands.&lt;br /&gt;
A sample sequence is shown below. You may want to use smaller depth increases (i.e.,2-5K) based on your connection speed and reliability.&lt;br /&gt;
 '''&amp;gt;''' git clone --depth 1 &amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;quot; wesnoth&lt;br /&gt;
 '''&amp;gt;''' git fetch --depth=10000&lt;br /&gt;
 '''&amp;gt;''' git fetch --depth=20000&lt;br /&gt;
 '''&amp;gt;''' git fetch --depth=30000&lt;br /&gt;
 '''&amp;gt;''' git fetch --depth=40000&lt;br /&gt;
 '''&amp;gt;''' git fetch --depth=50000&lt;br /&gt;
 '''&amp;gt;''' git fetch --depth=60000&lt;br /&gt;
 '''&amp;gt;''' git fetch --depth=70000&lt;br /&gt;
 '''&amp;gt;''' git fetch --unshallow&lt;br /&gt;
 '''&amp;gt;''' git config remote.origin.fetch &amp;quot;&amp;lt;nowiki&amp;gt;+refs/heads/*:refs/remotes/origin/*&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 '''&amp;gt;''' git fetch origin&lt;br /&gt;
&lt;br /&gt;
'''Q: I don't want any alternate branches or repository history. How could I avoid downloading that?'''&lt;br /&gt;
&lt;br /&gt;
'''A:''' This simply requires a more elaborate command. For example, to only download the last revision of the 1.12 branch, and store it in a directory named &amp;quot;''wesnoth-1.12-single-branch-test''&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git clone --branch 1.12 --single-branch --depth 1 &amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;quot; wesnoth-1.12-single-branch-test&lt;br /&gt;
&lt;br /&gt;
Example results:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git clone --branch 1.12 --single-branch --depth 1 &amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;quot; wesnoth-1.12-single-branch-test&lt;br /&gt;
 Cloning into 'wesnoth-1.12-single-branch-test'...&lt;br /&gt;
 remote: Counting objects: 18725, done.&lt;br /&gt;
 remote: Compressing objects: 100% (17541/17541), done.&lt;br /&gt;
 remote: Total 18725 (delta 1571), reused 7397 (delta 1004)&lt;br /&gt;
 Receiving objects: 100% (18725/18725), 376.17 MiB | 171.00 KiB/s, done.&lt;br /&gt;
 Resolving deltas: 100% (1571/1571), done.&lt;br /&gt;
 Checking connectivity... done.&lt;br /&gt;
 Checking out files: 100% (18593/18593), done.&lt;br /&gt;
 '''&amp;gt;''' du -sh wesnoth-1.12-single-branch-test ''# &amp;quot;du&amp;quot; means &amp;quot;disk usage&amp;quot;.''&lt;br /&gt;
 1.1G	wesnoth-1.12-single-branch-test&lt;br /&gt;
&lt;br /&gt;
However, for development and testing, it is often better to have some of the repository history, so that you can quickly check out older versions of the repository to pin down a bug.&lt;br /&gt;
&lt;br /&gt;
== Push access ==&lt;br /&gt;
&lt;br /&gt;
For '''&amp;lt;dfn&amp;gt;push access&amp;lt;/dfn&amp;gt;''' (the capability to ''push'' changes from your local repository) to our ''upstream'' repository on GitHub, you must have an account on GitHub, which must be registered as part of the [https://github.com/wesnoth ''Battle for Wesnoth''] organization.&lt;br /&gt;
&lt;br /&gt;
It may be convenient to use Git's '''Secure Shell (SSH) transport protocol''', so that you needn't either enter your username and password each time you push commits, or insecurely store those credentials in an unencrypted configuration file. To use the SSH transport, you will need to generate an SSH '''''key pair''''' with a command like (on Unix descendent operating systems, including Linux distributions and Apple OS X, at least) this:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' ssh-keygen -t rsa -b 15360 -f &amp;quot;&amp;lt;var&amp;gt;&amp;lt;file&amp;gt;&amp;lt;/var&amp;gt;&amp;quot; -C &amp;quot;&amp;lt;var&amp;gt;&amp;lt;your name&amp;gt;&amp;lt;/var&amp;gt;'s SSH key for GitHub&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On a typical Linux distribution or on Apple OS X, &amp;lt;var&amp;gt;&amp;lt;file&amp;gt;&amp;lt;/var&amp;gt; would be, e.g., &amp;quot;''~/.ssh/id-key-for-github''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Note&amp;lt;/strong&amp;gt; that generating an SSH key pair can potentially take a while and be fairly CPU-intensive.&lt;br /&gt;
&lt;br /&gt;
Once you have generated an SSH key pair, put the following into your SSH configuration file (on Unix descendent systems, this is generally &amp;quot;''~/.ssh/config''&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
 Host github.com&lt;br /&gt;
 	IdentityFile &amp;lt;var&amp;gt;&amp;lt;file&amp;gt;&amp;lt;/var&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then register the key with GitHub, by going to [https://github.com/settings/ssh &amp;lt;https://github.com/settings/ssh&amp;gt;], selecting &amp;quot;Add SSH key&amp;quot;, and pasting the contents of the '''''public key''''' file (&amp;lt;var&amp;gt;&amp;lt;file&amp;gt;&amp;lt;/var&amp;gt;, but with a &amp;quot;''.pub''&amp;quot; extension) into the &amp;quot;Key&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Then, if you have not yet cloned the repository, clone it via SSH:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git clone &amp;quot;&amp;lt;nowiki&amp;gt;ssh://git@github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;quot; wesnoth&lt;br /&gt;
&lt;br /&gt;
If you have already cloned the repository, you can set it to use SSH transfer:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git remote set-url origin &amp;quot;&amp;lt;nowiki&amp;gt;ssh://git@github.com/wesnoth/wesnoth.git&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Force-pushing policy ===&lt;br /&gt;
&lt;br /&gt;
A '''&amp;lt;dfn&amp;gt;forced push&amp;lt;/dfn&amp;gt;''' rewrites a branch tip to point to a new commit without checking first whether the new commit is a descendant of the current tip. This effectively allows you to rewrite the commit history of a branch, which may be useful when working with pull requests from your own [[#Push_to_your_own_fork|personal fork]].&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git push --force fork &amp;lt;var&amp;gt;&amp;lt;branch name&amp;gt;&amp;lt;/var&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, for a public repository depended upon by more than a handful people like any of the &amp;lt;cite&amp;gt;Wesnoth&amp;lt;/cite&amp;gt; repositories at [https://github.com/wesnoth &amp;lt;https://github.com/wesnoth&amp;gt;], force-pushing becomes a serious inconvenience that may have negative consequences in some cases, if history is lost in the process. For this reason, &amp;lt;strong&amp;gt;force-pushing to the upstream &amp;lt;cite&amp;gt;Wesnoth&amp;lt;/cite&amp;gt; repositories is &amp;lt;em&amp;gt;NOT allowed&amp;lt;/em&amp;gt; unless specifically authorized by the repository administrators in order to resolve an urgent issue&amp;lt;/strong&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
&lt;br /&gt;
Do this from inside the ''wesnoth'' directory:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git pull&lt;br /&gt;
&lt;br /&gt;
== Reviewing your changes ==&lt;br /&gt;
&lt;br /&gt;
Before committing, it's always wise to run:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git diff&lt;br /&gt;
&lt;br /&gt;
and look at the output. Some kinds of mistakes that are hard to see embedded in all the code you have modified are more easily spotted in the isolated diff lines.&lt;br /&gt;
&lt;br /&gt;
== Generating patches ==&lt;br /&gt;
&lt;br /&gt;
Under Git on a Unix-like operating system, you'll typically do&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git format-patch HEAD~1..HEAD&lt;br /&gt;
&lt;br /&gt;
or something similar; &amp;quot;HEAD~1&amp;quot; may be replaced by a hash or symbolic reference to any earlier revision. This will produce one or more patch files, numbered and ending with the extension &amp;quot;.patch&amp;quot;.  See [[PatchSubmissionGuidelines]] for more on how to get these merged into the public repository.&lt;br /&gt;
&lt;br /&gt;
== Push to your own fork ==&lt;br /&gt;
&lt;br /&gt;
If you have an account on GitHub, you can fork the repository and add your fork as a remote of your clone.&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git remote add fork git@github.com:YOUR_USERNAME/wesnoth.git&lt;br /&gt;
&lt;br /&gt;
You can then push your branches to your fork:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git push fork branch_name&lt;br /&gt;
&lt;br /&gt;
Or, if you want to push one branch in your local repository to another in the remote repository:&lt;br /&gt;
&lt;br /&gt;
 '''&amp;gt;''' git push fork local_branch_name:remote_branch_name&lt;br /&gt;
&lt;br /&gt;
You can then create pull requests from your branches in GitHub’s Web interface.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Git for Wesnoth Crash Course]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=OptionWML&amp;diff=57704</id>
		<title>OptionWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=OptionWML&amp;diff=57704"/>
		<updated>2016-05-27T02:42:26Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The [options] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [options] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag might be a child of an [era], [multiplayer], [modification] or [campaign] tag. Its subtags describe a set of configuration options which are displayed to the user as widgets on the game creation screen, and the entered values are translated into WML variables in the game. Please note that the option variables are initialized in a prestart event, therefore they can't be used before the first prestart event. The created variables' name is identical to the option's id they're attached to, so option ids must be unique across all kinds of options.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized for '''[options]''':&lt;br /&gt;
&lt;br /&gt;
* '''[checkbox]''': registers a checkbox.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': boolean value, determines if the box should be checked initially. Default no.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;br /&gt;
* '''[combo]''': registers a combo box.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': the default value of the widget.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;br /&gt;
** '''[item]''': adds an item to the combo box.&lt;br /&gt;
*** '''name''': the displayed name of this item.&lt;br /&gt;
*** '''value''': the value the widget will take when this item is selected.&lt;br /&gt;
* '''[entry]''': registers a text entry.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': the string initially displayed by the widget.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;br /&gt;
* '''[slider]''': registers an integer slider.&lt;br /&gt;
** '''id''': the id for this option. Must be unique.&lt;br /&gt;
** '''default''': an integer value. The slider will be positioned at this value by default.&lt;br /&gt;
** '''min''': the minimal value the slider can take.&lt;br /&gt;
** '''max''': the maximal value the slider can take.&lt;br /&gt;
** '''step''': the difference between adjacent values the slider can take. Default 1.&lt;br /&gt;
** '''name''': a string to be displayed next to the widget.&lt;br /&gt;
** '''description''': the tooltip text to be displayed when the user hovers the mouse over the widget.&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=57703</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=57703"/>
		<updated>2016-05-27T02:40:09Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The [campaign] Tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Dacyn and/or Invisible Philosopher -- please be careful&lt;br /&gt;
you don't reduce the signal-to-noise ratio on the WML pages&lt;br /&gt;
when editing!  Eg. knowing that a tag is translatable is _important_&lt;br /&gt;
for the 29 translations we have in progress. -- ott&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page describes how the campaign is displayed in the &amp;quot;Campaign&amp;quot; menu, and how it starts.&lt;br /&gt;
&lt;br /&gt;
==The [campaign] Tag==&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized in '''[campaign]''' tags:&lt;br /&gt;
* '''id''': the internal campaign identifier used to classify saved games&lt;br /&gt;
* '''icon''': the image displayed in the campaign selection menu&lt;br /&gt;
* '''name''': (translatable) name displayed in the campaign selection menu&lt;br /&gt;
* '''abbrev''': (translatable) abbreviation used as a prefix for savefile names made from this campaign&lt;br /&gt;
* '''image''': the image shown in the information pane when this campaign is selected in the campaign selection menu (typically a transparent, 350×350 pixels portrait)&lt;br /&gt;
* '''description''': (translatable) text shown in the information pane when this campaign is selected in the campaign selection menu&lt;br /&gt;
* '''description_alignment''': {{DevFeature1.13|3}} The text alignment of the description. Choose between &amp;quot;left&amp;quot; (default), &amp;quot;center&amp;quot;, or &amp;quot;right&amp;quot;.&lt;br /&gt;
* '''type''': campaign's type to specify if it should be visible in singleplayer, multiplayer or both. Possible values are &amp;quot;sp&amp;quot;, &amp;quot;mp&amp;quot; and &amp;quot;hybrid&amp;quot;. Defaults to &amp;quot;sp&amp;quot;.&lt;br /&gt;
* '''define'''='''''CAMPAIGN_SYMBOL''''' when this campaign is started, the preprocessor symbol '''''CAMPAIGN_SYMBOL''''' will be defined. See '''#ifdef''' in [[PreprocessorRef]] for how this can be used to isolate parts of the campaign file from other campaigns. Only the tags '''[campaign]''' and '''[binary_path]''' (see [[BinaryPathWML]]) should go outside of '''#ifdef ''CAMPAIGN_SYMBOL'''''. This symbol will be defined ''before'' any .cfg is preprocessed. Important note: starting with 1.7.13, [binary_path] does no longer need to be outside of the '''#ifdef ''CAMPAIGN_SYMBOL''''' block to make custom binary data available, which could easily cause overwrites. E.g. icon=data/add-ons/whatever/something.png is supposed to work. This seems to have been a bug since at least BfW 1.0 which means that practically all available examples of user made add-ons are wrong in this aspect.&lt;br /&gt;
* '''extra_defines''': a comma(''',''') separated list of preprocessor symbols. Those symbols will be defined ''before'' any .cfg is preprocessed. Currently supported extra_defines are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
;ENABLE_ARMAGEDDON_DRAKE&lt;br /&gt;
:allows the advancement ''Inferno Drake'' -&amp;gt; ''Armageddon Drake''&lt;br /&gt;
;ENABLE_DWARVISH_ARCANISTER&lt;br /&gt;
:allows the advancement ''Dwarvish Runemaster'' -&amp;gt; ''Dwarvish Arcanister''&lt;br /&gt;
;ENABLE_DWARVISH_RUNESMITH&lt;br /&gt;
:allows the advancement ''Dwarvish Fighter'' -&amp;gt; ''Dwarvish Runesmith''&lt;br /&gt;
;DISABLE_GRAND_MARSHAL&lt;br /&gt;
:disallows the advancement ''General'' -&amp;gt; ''Grand Marshal''&lt;br /&gt;
;ENABLE_ANCIENT_LICH&lt;br /&gt;
:allows the advancement ''Lich'' -&amp;gt; ''Ancient Lich''&lt;br /&gt;
;ENABLE_DEATH_KNIGHT&lt;br /&gt;
:allows the advancement ''Revenant'' -&amp;gt; ''Death Knight'&lt;br /&gt;
;ENABLE_TROLL_SHAMAN&lt;br /&gt;
:allows the advancement ''Troll Whelp'' -&amp;gt; ''Troll Shaman''&lt;br /&gt;
;ENABLE_WOLF_ADVANCEMENT&lt;br /&gt;
:allows the advancements ''Wolf'' -&amp;gt; ''Great Wolf'' -&amp;gt; ''Direwolf''&lt;br /&gt;
;ENABLE_NIGHTBLADE {{DevFeature1.13|0}}&lt;br /&gt;
:allows the advancement ''Orcish Slayer'' -&amp;gt; ''Orcish Nightblade''&lt;br /&gt;
;ENABLE_KHALID {{DevFeature1.13|0}}&lt;br /&gt;
:allows the advancement ''Shuja'' -&amp;gt; ''Khalid''&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* '''difficulties''': a comma(''',''') separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols '''EASY''', '''NORMAL''', and '''HARD''' are usually used, and there are several macros in utils.cfg (see [http://www.wesnoth.org/macro-reference.xhtml#file:utils.cfg| Macro Reference]) which check for these values to set WML keys to different values depending on difficulty.  If you use different difficulty symbols, you may need to define your own versions of these macros. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] define=.&lt;br /&gt;
* '''difficulty_descriptions''': the menu of difficulties; this is a list of descriptions (see [[DescriptionWML]]) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the ''difficulties'' list. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] define=&lt;br /&gt;
* '''[difficulty]''':  {{DevFeature1.13|2}} specifies a single campaign difficulty. The following keys are accepted:&lt;br /&gt;
** '''define''': the preprocessor symbol defined when this difficulty is selected. Uses the same format as and entry in the old ''difficulties'' list.&lt;br /&gt;
** '''image''': the image to display for this difficulty in the selection menu&lt;br /&gt;
** '''label''': a flavor label describing this difficulty. Displayed second after the image&lt;br /&gt;
** '''description''': a description of the difficulty, usually along the lines of &amp;quot;Beginner&amp;quot; or &amp;quot;Challenging&amp;quot;. Displayed third after the image.&lt;br /&gt;
** '''default''': whether this is the difficulty which will be selected by default when the difficulty selection menu is displayed.&lt;br /&gt;
* '''allow_difficulty_change''': Allows difficulty switching during an ongoing campaign. Default:yes&lt;br /&gt;
* '''first_scenario''': the ID of the first scenario in the campaign; see ''id'' in [[ScenarioWML]]&lt;br /&gt;
* '''[options]''':  {{DevFeature1.13|1}} Allows configuration options to be displayed to  the user, see [[OptionWML]]&lt;br /&gt;
* '''rank''': a number that determines the order of campaigns in the campaign selection menu.  Lower ''rank'' campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 0 to 399, with 0-99 for Novice campaigns, 100-199 for Intermediate campaigns, and 200-399 for Expert campaigns; if you specify this, it should not be less than 400.  (Note: This replaces an older convention that topped out at 50.)&lt;br /&gt;
* '''[about]''': inserts your own credits into the game's list of credits. See below for syntax.&lt;br /&gt;
* '''end_credits''': Whether to display the credits screen at the end of the campaign. Defaults to ''yes''.&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;.&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500.&lt;br /&gt;
&lt;br /&gt;
The following keys are additionally recognized in multiplayer:&lt;br /&gt;
* '''min_players''': Minimum number of players campaign supports. Defaults to 2.&lt;br /&gt;
* '''max_players''': Maximum number of players campaign supports. Defaults to '''min_players'''.&lt;br /&gt;
* '''allow_era_choice''': Whether to hide era selection and use a default one when creating a game. Defaults to ''yes''.&lt;br /&gt;
* '''require_campaign''': Whether clients are required to have this campaign installed beforehand to be allowed join a game using this campaign. Possible values 'yes' (the default) and 'no'.&lt;br /&gt;
&lt;br /&gt;
== Campaign credits ==&lt;br /&gt;
&lt;br /&gt;
The campaign's name automatically is inserted at the top of the rolling credits followed by title/text key pairs.  There can be any number of '''[about]''' tags inside a '''[campaign]''' tag, but none of them will display credits if there is no &amp;quot;id&amp;quot; key present inside [campaign] (see above). The '''[about]''' tag has the following keys:&lt;br /&gt;
* '''title''': (translatable) large text used to start a new subsection (writers, artists, units, balancing) in the rolling credits&lt;br /&gt;
* '''text''': (translatable, but you probably won't want to make it such) smaller text which is displayed before the contributor names&lt;br /&gt;
* '''[entry]''': Contains information about a single contributor. Only the ''name'' key will be used in-game, the other three keys are for display on the [[Credits]] page ('''note:''' the values of these keys will only display on the Credits page for mainline campaigns; they will not display for UMC campaigns)&lt;br /&gt;
** '''name''': The name of the contributor&lt;br /&gt;
** '''comment''': Optional short note about what that person did&lt;br /&gt;
** '''email''': Optional email address&lt;br /&gt;
** '''wikiuser''': Optional, the user name on the wiki&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=57699</id>
		<title>WesCamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=57699"/>
		<updated>2016-05-25T03:51:14Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* The translatable strings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Note: As of April 4th, 2015, Wescamp appears to have been abandoned for about a year.  It might be back soon, it might not.  Someone with knowledge of the project should update this page.''&lt;br /&gt;
&lt;br /&gt;
This page is dedicated to describing how to translate user-made content with the help of the [https://github.com/organizations/wescamp WesCamp-i18n] project.&lt;br /&gt;
&lt;br /&gt;
This project is hosted at [https://www.github.com/ GitHub] and maintained by AI/AI0867. Add-ons are uploaded to git repositories and .po files of the content are created. The .po files are updated regularly and the stats can be found at http://gettext.wesnoth.org.&lt;br /&gt;
&lt;br /&gt;
== If you are someone who just wants to translate  ==&lt;br /&gt;
&lt;br /&gt;
Then, simply go to http://gettext.wesnoth.org, and download the .po file of your chosen add-on and language. Then read the information '''for translators''' on this page here to know whom to tell what you are working on, and where to submit your translations.&lt;br /&gt;
&lt;br /&gt;
== Preparing your add-on for WesCamp ==&lt;br /&gt;
&lt;br /&gt;
In order for your add-on to be compatible with WesCamp’s translation tools, certain things must be done. This section describes what must be done and what should be done anyway.&lt;br /&gt;
&lt;br /&gt;
=== Encoding and Filenames ===&lt;br /&gt;
&lt;br /&gt;
Your files '''must''' be in UTF-8 (not whatever other encoding you might happen to be using/want to use, such as ISO-8859-15) and there '''must''' be '''no''' spaces in any of your add-on’s files’ names.&lt;br /&gt;
&lt;br /&gt;
=== The textdomain declaration ===&lt;br /&gt;
First, your add-on must declare a textdomain. To do this, make sure something like the following is inside of your _main.cfg:&lt;br /&gt;
&lt;br /&gt;
  [textdomain]&lt;br /&gt;
      name=&amp;quot;wesnoth-Son_of_Haldric&amp;quot;&lt;br /&gt;
      path=&amp;quot;data/add-ons/Son_of_Haldric/translations&amp;quot;&lt;br /&gt;
  [/textdomain]&lt;br /&gt;
&lt;br /&gt;
Note that to be compatible with WesCamp’s tools, the part of the textdomain after ''wesnoth-'' must match your add-on’s directory name. In this example, the add-on’s directory is ''Son_of_Haldric'', thus we would get ''wesnoth-Son_of_Haldric''.&lt;br /&gt;
&lt;br /&gt;
The ''translations'' directory is where compiled translations would go.&lt;br /&gt;
&lt;br /&gt;
=== The textdomain bindings ===&lt;br /&gt;
&lt;br /&gt;
All files with translatable strings must be bound to your domain. See the example below:&lt;br /&gt;
&lt;br /&gt;
   #textdomain wesnoth-Son_of_Haldric&lt;br /&gt;
   &lt;br /&gt;
   [unit_type]&lt;br /&gt;
       id=Mu&lt;br /&gt;
       name= _ &amp;quot;Mu&amp;quot;&lt;br /&gt;
       ...&lt;br /&gt;
   [/unit_type]&lt;br /&gt;
&lt;br /&gt;
Note that you can reuse translations for strings in mainline domains by using multiple textdomain bindings or a gettext helper file (which will be explained later):&lt;br /&gt;
&lt;br /&gt;
    # textdomain wesnoth-Son_of_Haldric&lt;br /&gt;
    &lt;br /&gt;
    [unit_type]&lt;br /&gt;
        id=Mu&lt;br /&gt;
        name= _ &amp;quot;Mu&amp;quot;&lt;br /&gt;
        ...&lt;br /&gt;
   &lt;br /&gt;
        [attack]&lt;br /&gt;
            id=sword&lt;br /&gt;
            #textdomain wesnoth-units&lt;br /&gt;
            description= _ &amp;quot;sword&amp;quot;&lt;br /&gt;
            ...&lt;br /&gt;
        [/attack]&lt;br /&gt;
   &lt;br /&gt;
        #textdomain wesnoth-Son_of_Haldric&lt;br /&gt;
&lt;br /&gt;
Of course, if you use bindings for multiple textdomains, make sure the right parts of the file are bound to the right domains. Also, never try to use the mainline campaigns’ domains, for there is no guarantee that the mainline campaigns will be available on all setups. So, only use the core domains: wesnoth, wesnoth-editor, wesnoth-lib, wesnoth-help, wesnoth-test, and wesnoth-units.&lt;br /&gt;
&lt;br /&gt;
Note that it is highly recommended that the first textdomain binding be on the first line of the file. Otherwise, odd stuff may happen.&lt;br /&gt;
&lt;br /&gt;
=== The translatable strings ===&lt;br /&gt;
&lt;br /&gt;
To mark a string as translatable, just put an underscore ( _ ) in front of the string you wish to be marked as translatable, like the example below:&lt;br /&gt;
&lt;br /&gt;
    name= _ &amp;quot;Mu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that there are certain things you should never do. For example, '''never''' mark an empty string as translatable, for wmlxgettext (the tool that extracts strings from WML) will abort upon detecting one. Therefore, what is seen below should never be done:&lt;br /&gt;
&lt;br /&gt;
   name= _ &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, never put macro arguments in a translatable string, for it will not work. The reason for this is that the preprocessor does its job before gettext, thus gettext will try to replace a string that does not exist. Therefore, what is shown below should not be done:&lt;br /&gt;
&lt;br /&gt;
    name= _ &amp;quot;{TYPE} Mu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To show why it will not work:&lt;br /&gt;
&lt;br /&gt;
   #define UNIT_NAME TYPE&lt;br /&gt;
       name= _ &amp;quot;{TYPE} Mu&amp;quot;&lt;br /&gt;
   #enddef&lt;br /&gt;
   &lt;br /&gt;
   {UNIT_NAME ( _ &amp;quot;Sword&amp;quot;)}&lt;br /&gt;
   {UNIT_NAME ( _ &amp;quot;Bow&amp;quot;)}&lt;br /&gt;
   &lt;br /&gt;
   Translation catalogues would have this: &amp;quot;{TYPE} Mu&amp;quot;, therefore gettext will look for it even though it will not exist because we, in fact, have these after the preprocessor is done:&lt;br /&gt;
   &lt;br /&gt;
   name= _ &amp;quot;Sword Mu&amp;quot;&lt;br /&gt;
   name= _ &amp;quot;Bow Mu&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
   Since those are not in the catalogues, they will not get translated.&lt;br /&gt;
&lt;br /&gt;
If you think a translatable string needs additional guidance to be translated properly, you can provide a special comment that will be seen by the translators. Just begin the comment with '#po:' above the string in question:&lt;br /&gt;
&lt;br /&gt;
   #po: &amp;quot;northern marches&amp;quot; is *not* a typo for &amp;quot;northern marshes&amp;quot; here.&lt;br /&gt;
   #po: In archaic English, &amp;quot;march&amp;quot; means &amp;quot;border country&amp;quot;.&lt;br /&gt;
   story=_ &amp;quot;The orcs were first sighted from the north marches of the great forest of Wesmere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== The gettext helper file ===&lt;br /&gt;
&lt;br /&gt;
A gettext helper file is a lovely file that makes reusing mainline translations nice and easy. It is also more wmllint-friendly.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a gettext helper file:&lt;br /&gt;
&lt;br /&gt;
   #textdomain wesnoth-lib&lt;br /&gt;
   &lt;br /&gt;
   #define STR_ICE&lt;br /&gt;
   _&amp;quot;Ice&amp;quot; #enddef&lt;br /&gt;
   &lt;br /&gt;
   #textdomain wesnoth-units&lt;br /&gt;
   &lt;br /&gt;
   #define STR_SWORD&lt;br /&gt;
   _&amp;quot;sword&amp;quot; #enddef&lt;br /&gt;
&lt;br /&gt;
A typical name for gettext helper files is ''mainline-strings.cfg''.&lt;br /&gt;
&lt;br /&gt;
To use it, just wire it into your add-on and use the macros:&lt;br /&gt;
&lt;br /&gt;
   [attack]&lt;br /&gt;
       id=sword&lt;br /&gt;
       name={STR_SWORD}&lt;br /&gt;
       ...&lt;br /&gt;
   [/attack]&lt;br /&gt;
&lt;br /&gt;
   [terrain_type]&lt;br /&gt;
       id=ice2&lt;br /&gt;
       name={STR_ICE}&lt;br /&gt;
       ...&lt;br /&gt;
   [/terrain_type]&lt;br /&gt;
&lt;br /&gt;
=== Getting your add-on into WesCamp ===&lt;br /&gt;
&lt;br /&gt;
Now, to get your add-on into WesCamp, all you do is put this line into your add-on’s .pbl file and upload to the add-ons server:&lt;br /&gt;
&lt;br /&gt;
   translate=true&lt;br /&gt;
&lt;br /&gt;
And your add-on will eventually be uploaded to WesCamp.&lt;br /&gt;
&lt;br /&gt;
== How to contribute to this project ==&lt;br /&gt;
&lt;br /&gt;
=== Translators ===&lt;br /&gt;
&lt;br /&gt;
Translating add-ons works the same as translating mainline. All of the information about this already exists in the wiki (see the links below). The files you need are located in the project’s [https://github.com/wescamp Github repositories] (they might take a bit of effort to locate. Alternatively, you can use [http://gettext.wesnoth.org gettext.wesnoth.org]). When they are translated, send them to [mailto:AI0867_AT_gmail.com AI/AI0867].&lt;br /&gt;
&lt;br /&gt;
Before you start translating you should:&lt;br /&gt;
* Look at the subpage of the add-on you wish to translate to see if someone is already working on it.&lt;br /&gt;
* Contact the translation team for your target language for guidance.&lt;br /&gt;
&lt;br /&gt;
If you have questions, join the [irc://irc.freenode.net/wesnoth #wesnoth] channel on the Freenode IRC network and ask in there. Of course, you will also get answers if you ask your questions in the [http://forums.wesnoth.org/viewforum.php?f=7 Translations &amp;amp; Internationalization forum], or e-mail [mailto:AI0867_AT_gmail.com AI/AI0867].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[GettextForTranslators|GetText for Translators]] - how to translate Wesnoth using [[GetText]]&lt;br /&gt;
* [[WesnothTranslations|Wesnoth Translations]]&lt;br /&gt;
* [[TranslatorsGuide|Translators' Guide]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translation statistics]&lt;br /&gt;
* [https://github.com/wescamp WesCamp project at Github]&lt;br /&gt;
* [[Wescamp.py_Instructions|Wescamp for Maintainers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=57685</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=57685"/>
		<updated>2016-05-19T01:57:19Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* [object] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay. They can be used inside of [[EventWML|events]].&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
&lt;br /&gt;
=== [endlevel] ===&lt;br /&gt;
Ends the scenario.&lt;br /&gt;
* '''result''': before the scenario is over, all events with ''name=result'' are triggered. If ''result=victory'', the player progresses to the next level (i.e., the next scenario in single player); if ''result=defeat'', the game returns to the main menu. &lt;br /&gt;
&lt;br /&gt;
When the result is &amp;quot;victory&amp;quot; the following keys can be used:&lt;br /&gt;
* '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes. {{DevFeature1.13|2}} Alternatively, a number, defining the bonus percentage (1.0 meaning full).&lt;br /&gt;
* '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.&lt;br /&gt;
* '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes. Do not confuse this with saving of replays for the current scenario.&lt;br /&gt;
* '''replay_save''': whether a replay save for the current scenario is allowed, the default is replay_save=yes. If yes, the player's settings in preferences will be used to determine if a replay is saved. If no, will override and not save a replay.&lt;br /&gt;
* '''linger_mode''': If ...=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes.&lt;br /&gt;
* '''reveal_map''': (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.&lt;br /&gt;
* '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
* '''carryover_add''': if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.&lt;br /&gt;
* '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.&lt;br /&gt;
* '''end_credits''': Whether to display the credits screen at the end of a single-player campaign. Defaults to ''yes''. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_settings]''': Any tags or attribute children of this optional argument to [endlevel] are merged into the scenario/multiplayer tag of the *next* scenario. This allows you to e.g. reconfigure the [side] tags or settings, just before load. &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_append]''': Any tags of this optional argument are appended at high level to the next scenario. This is most appropriate for [event] tags, although you may find other uses. Example test scenario for these features: https://gna.org/support/download.php?file_id=20119 &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* '''[result]''' {{DevFeature1.13|0}} Allows specification of a side specific result, this is for competitive multiplayer scenarios/campaigns where it might happen that one player wins but another player loses.  The following attributes are accepted and have the same effect as in '''[endlevel]''':&lt;br /&gt;
** '''result'''&lt;br /&gt;
** '''bonus'''&lt;br /&gt;
** '''carryover_percentage'''&lt;br /&gt;
** '''carryover_add'''&lt;br /&gt;
&lt;br /&gt;
And there is also&lt;br /&gt;
** '''side''' The number of the side for which these results should apply.&lt;br /&gt;
&lt;br /&gt;
=== [unit] ===&lt;br /&gt;
Places a unit on the map.  For syntax see [[SingleUnitWML]].&lt;br /&gt;
* {{Short Note:Predefined Macro|GENERIC_UNIT}}&lt;br /&gt;
* '''to_variable''':  spawn directly into a variable instead of on the map.&lt;br /&gt;
&lt;br /&gt;
=== [recall] ===&lt;br /&gt;
Recalls a unit taking into account any [http://wiki.wesnoth.org/SingleUnitWML filter_recall] of the leader.   The unit is recalled free of charge, and is placed near its leader, e.g., if multiple leaders are present, near the first found which would be able to normally recall it.&lt;br /&gt;
&lt;br /&gt;
If neither a valid map location is provided nor a leader on the map would be able to recall it, the tag is ignored.&lt;br /&gt;
 &lt;br /&gt;
* [[StandardUnitFilter]]: the first matching unit will be recalled.  If no units match this tag is ignored. Do not use a [filter] tag. If a comma separated list is given, every unit currently considered for recall is checked against all the types (not each single one of the types against all units).&lt;br /&gt;
* '''x,y''': the unit is placed here instead of next to the leader.&lt;br /&gt;
* '''show''': yes/no, default yes: whether the unit is animated (faded in) or instantly displayed&lt;br /&gt;
* '''fire_event''': boolean yes|no (default no); whether any according prerecall or recall events shall be fired.&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit (a nearby passable hex is chosen).&lt;br /&gt;
&lt;br /&gt;
=== [teleport] ===&lt;br /&gt;
Teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the first unit matching this filter will be teleported.&lt;br /&gt;
* '''x,y''': the position to teleport to. If that position is not empty, some other location will be chosen.&lt;br /&gt;
* '''clear_shroud''': should shroud be cleared on arrival&lt;br /&gt;
* '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): normally, units will not be teleported into terrain that is impassable for them. Setting this attribute to &amp;quot;no&amp;quot; permits it.&lt;br /&gt;
&lt;br /&gt;
(Note: There is also a ability named teleport, see [[AbilitiesWML]].)&lt;br /&gt;
&lt;br /&gt;
=== [terrain_mask] ===&lt;br /&gt;
Changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
&lt;br /&gt;
=== [terrain] ===&lt;br /&gt;
Changes the terrain on the map.&lt;br /&gt;
* '''terrain''': the character of the terrain to use.  See [[TerrainCodesWML]] to see what letter a type of terrain uses.&lt;br /&gt;
* [[StandardLocationFilter]]. This [[StandardLocationFilter]]'s terrain= key is used for the new terrain, filtering by terrain can be done with a nested [[StandardLocationFilter]]: [and]terrain=terrain_string_to_be_filtered_for.&lt;br /&gt;
* '''layer''': (overlay|base|both, default=both) only change the specified layer.&lt;br /&gt;
* '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.&lt;br /&gt;
&lt;br /&gt;
If you want to remove the overlays from a terrain and leave only the base, use:&lt;br /&gt;
 layer=overlay&lt;br /&gt;
 terrain=&amp;quot;^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [gold] ===&lt;br /&gt;
Gives sides gold.&lt;br /&gt;
* '''amount''': the amount of gold to give.&lt;br /&gt;
* '''side''': (default=1) the number of the side to give the gold to. Can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [unstore_unit] ===&lt;br /&gt;
Creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]].&lt;br /&gt;
* '''variable''': the name of the variable.&lt;br /&gt;
* '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed. &lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit. This key has no effect if find_vacant=no (no check performed then). Before 1.9 this key is always &amp;quot;no&amp;quot;.&lt;br /&gt;
* '''text''': (translatable) floating text to display above the unit, such as a damage amount&lt;br /&gt;
* '''male_text''', '''female_text''': {{DevFeature1.13|2}} (translatable) gender-specific versions of the above&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)&lt;br /&gt;
* '''advance''': (default=true) if true the unit is advanced if it has enough XP. When modifying XP make sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors especially when several advancement paths exist. Note that advance and post advance events are called, so infinite loops can happen.&lt;br /&gt;
* '''fire_event''': (boolean yes|no, default no) Whether any advance/post advance events shall be fired if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''animate''': (boolean yes|no, default yes) Whether &amp;quot;levelout&amp;quot; and &amp;quot;levelin&amp;quot; (or fade to white and back) animations shall be played if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''x''' ,'''y''': override unit location, &amp;quot;x,y=recall,recall&amp;quot; will put the unit on the unit's side's recall list.&lt;br /&gt;
Units can be unstored with negative (or zero) hit points. This can be useful if modifying a unit in its last_breath event (as the unit's death is already the next step), but tends to look wrong in other cases. In particular, it is possible to have units with negative hit points in play. Such units are aberrations, subject to unusual behavior as the game compensates for them. (For example, such units are currently automatically hit&amp;amp;ndash;and killed&amp;amp;ndash;in combat.) The details of the unusual behavior are subject to change between stable releases without warning.&lt;br /&gt;
&lt;br /&gt;
=== [allow_recruit] ===&lt;br /&gt;
Allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is being allowed to recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [allow_extra_recruit] ===&lt;br /&gt;
Allows a leader to recruit units it couldn't previously recruit.&lt;br /&gt;
These types add to the types the leader can recruit because of [side]recruit=.&lt;br /&gt;
* '''extra_recruit''': the types of units that the unit can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_recruit] ===&lt;br /&gt;
Prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can no longer recruit. {{DevFeature1.13|0}} If omitted, all recruits for matching sides will be disallowed.&lt;br /&gt;
* '''side''': (default=1) the number of the side that may no longer recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_extra_recruit] ===&lt;br /&gt;
Prevents a leader from recruiting units it could previously recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the side can no longer recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [set_recruit] ===&lt;br /&gt;
Sets the units a side can recruit.&lt;br /&gt;
* '''recruit''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is having its recruitment set. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [set_extra_recruit] === &lt;br /&gt;
Sets the units a leader can recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the leader can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [modify_side] ===&lt;br /&gt;
Modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
* '''side''': (default=1) the number of the side that is to be changed. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* '''income''': the income given at the begining of each turn.&lt;br /&gt;
* '''recruit''': a list of unit types, replacing the side's current recruitment list.&lt;br /&gt;
* '''team_name''': the team in which the side plays the scenario.&lt;br /&gt;
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.&lt;br /&gt;
* '''gold''': the amount of gold the side owns.&lt;br /&gt;
* '''village_gold''': the income setting per village for the side.&lt;br /&gt;
* '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.&lt;br /&gt;
* '''fog''': a boolean string (yes/no) describing the status of Fog for the side.&lt;br /&gt;
* '''shroud''': a boolean string describing the status of Shroud for the side.&lt;br /&gt;
* '''hidden''': a boolean string specifying whether side is shown in status table.&lt;br /&gt;
* '''color''': a team color range specification, name (e.g. &amp;quot;red&amp;quot;, &amp;quot;blue&amp;quot;), or number (e.g. &amp;quot;1&amp;quot;, &amp;quot;2&amp;quot;) for this side. The default color range names, numbers, and definitions can be found in data/core/team_colors.cfg.&lt;br /&gt;
* '''[ai]''': sets/changes AI parameters for the side. Only parameters that are specified in the tag are changed, this does not reset others to their default values. Uses the same syntax as described in [[AiWML]].  Note that [modify_side][ai] works for all simple AI parameters and some, but not all, of the composite ones. If in doubt, use [http://wiki.wesnoth.org/AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag [modify_ai]] instead, which always works.&lt;br /&gt;
* '''switch_ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.&lt;br /&gt;
* '''reset_maps''': If set to &amp;quot;yes&amp;quot;, then the shroud is spread to all hexes, covering the parts of the map that had already been explored by the side, including hexes currently seen. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if shroud is on, but this is evaluated after shroud= (and before shroud_data=).&lt;br /&gt;
* '''reset_view''': If set to &amp;quot;yes&amp;quot;, then the fog of war is spread to all hexes, covering the parts of the map that had already been seen this turn by the side, including hexes currently seen, excluding hexes affected by multi-turn {{tag|DirectActionsWML|lift_fog}}. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if fog is on, but this is evaluated after fog=.&lt;br /&gt;
* '''share_maps''': change the share_maps side attribute. Be sure to use shroud=yes for that side and have it as an ally&lt;br /&gt;
* '''share_view''': change the share_view side attribute. Be sure to use fog=yes for that side and have it as an ally&lt;br /&gt;
* '''shroud_data''': changes to the side's shroud, using the same format as when defining the [side].&lt;br /&gt;
* '''suppress_end_turn_confirmation''': Boolean value controlling whether or not a player is asked for confirmation when skipping a turn.&lt;br /&gt;
* '''scroll_to_leader''': Boolean value controlling whether or not the game view scrolls to the side leader at the start of their turn when present.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]).&lt;br /&gt;
* '''flag_icon''': Flag icon used for this side in the status bar (see [[SideWML|[side]]]).&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
&lt;br /&gt;
=== [modify_turns] ===&lt;br /&gt;
Modifies the turn limit in the middle of a scenario.&lt;br /&gt;
* '''value''': the new turn limit.&lt;br /&gt;
* '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).&lt;br /&gt;
* '''current''': changes the current turn number after applying turn limit modifications, if any. It is not possible to change the turn number to exceed the turn limit (1 &amp;lt;= current turns &amp;lt;= max turns).&lt;br /&gt;
&lt;br /&gt;
=== [allow_end_turn] ===&lt;br /&gt;
Allows human players to end their turn through the user interface if they were previously affected by the '''[disallow_end_turn]''' action. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_end_turn] ===&lt;br /&gt;
Disallows human players to end their turn through the user interface. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [capture_village] ===&lt;br /&gt;
Changes the ownership of a village.&lt;br /&gt;
* [[StandardLocationFilter]]: all village locations matching the filter are affected.&lt;br /&gt;
* '''side''': the side that takes control of the village. This side needs to have a leader (canrecruit=yes). If the side key is not given, the village will become neutral (unless [filter_side] is present, in which case that side fiter decides, see below).&lt;br /&gt;
* '''[filter_side]''' with [[StandardSideFilter]] tags and keys as arguments; if both this tag and inline side= are present it's an error. Otherwise, the first matching side gets ownership (or the village becomes neutral if none match).&lt;br /&gt;
* '''fire_event''' (boolean yes|no, default: no): Whether any capture events shall be fired.&lt;br /&gt;
&lt;br /&gt;
=== [kill] ===&lt;br /&gt;
Removes all units (including units in a recall list) that match the filter from the game.&lt;br /&gt;
* [[StandardUnitFilter]]: Selection criterion; do not use a [filter] tag.&lt;br /&gt;
* '''animate''': if 'yes', displays the unit dying (fading away).&lt;br /&gt;
* '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that events are only fired for killed units that have been on the map (as opposed to recall list).&lt;br /&gt;
* '''[secondary_unit]''' with a [[StandardUnitFilter]] as argument. Do not use a [filter] tag. Has an effect only if fire_event=yes. The first on-map unit matching the filter becomes second_unit in any fired die and last breath events. If an on-map unit matches and if there are several units killed with a single [kill] tag, second_unit is this same unit for all of them. If no on-map unit matches or [secondary_unit] isn't present, the variable second_unit in each of the die and last breath events is always the same as the variable unit (the dying unit).&lt;br /&gt;
&lt;br /&gt;
=== [move_unit] ===&lt;br /&gt;
works like the MOVE_UNIT macro.&lt;br /&gt;
* [[StandardUnitFilter]] as argument; do not use a [filter] tag. All units matching the filter are moved. If the target location is occupied, the nearest free location is chosen.&lt;br /&gt;
* '''to_x''' (unsigned integer): The units are moved to this x coordinate. Can be a comma-separated list, in which case the unit follows this given path during the move.&lt;br /&gt;
* '''to_y''' (unsigned integer): The units are moved to this y coordinate. Can be a comma-separated list.&lt;br /&gt;
* '''fire_event''' (optional, boolean yes|no, default no): Whether any according moveto events shall be fired. The target location ($x1, $y1 in the event) may not be the same location that the unit was tried to be moved to, if the original target location is occupied or impassable.&lt;br /&gt;
* '''check_passability''' (boolean yes|no, default yes): Whether the terrain the unit is moved to should be checked for suiting the unit. (If it does not, a nearby suitable hex is chosen.)&lt;br /&gt;
* '''force_scroll''': Whether to scroll the map or not even when [[InterfaceActionsWML#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to using [[InterfaceActionsWML#.5Bmove_unit_fake.5D|[move_unit_fake]]]'s default value.&lt;br /&gt;
&lt;br /&gt;
=== [modify_ai] ===&lt;br /&gt;
Changes AI objects (aspects, goals, candidate actions or stages) for a specified side. See [[Modifying_AI_Components#The_.5Bmodify_ai.5D_Tag|Modifying AI Components]] for full description.&lt;br /&gt;
&lt;br /&gt;
* '''action''' (string): Takes values 'add', 'change', 'delete' or 'try_delete' to do just that for the AI object.&lt;br /&gt;
* '''path''' (string): Describes which AI object is to be modified.  &lt;br /&gt;
* '''[facet]''', '''[goal]''', '''[candidate_action]''' or '''[stage]''': Details about the AI object to be modified.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [modify_unit] ===&lt;br /&gt;
works similar to the MODIFY_UNIT macro.&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter are modified. Matches on recall list units too.&lt;br /&gt;
* Accepts generally the syntax inside of wml unit variables created by [store_unit] which can be viewed in a savefile or by using the :inspect command. It can add [trait]s and [object]s without needing to wrap them inside a [modifications] tag, and their effects are applied immediately. Cannot remove things. Subtags with the same name must be written in the correct order to match them with the tag they are supposed to modify.&lt;br /&gt;
example usage (see also the test scenario):&lt;br /&gt;
 [modify_unit]&lt;br /&gt;
   [filter]&lt;br /&gt;
     x,y=38,6&lt;br /&gt;
   [/filter]&lt;br /&gt;
   hitpoints=10&lt;br /&gt;
   {TRAIT_HEALTHY}&lt;br /&gt;
 [/modify_unit]&lt;br /&gt;
&lt;br /&gt;
The unit which is currently modified is accessible via $this_unit, e.g. hitpoints = &amp;quot;$($this_unit.hitpoints / 2)&amp;quot; to set the hitpoints of all units to half of their particular maxima. This this_unit variable is independent from the this_unit variable available in the SUF used to determine which units to modify (first all matching units are gathered, and then all those are modified).&lt;br /&gt;
&lt;br /&gt;
note: The syntax allowed is somehow vague. Just try things and possibly correct/add/modify this documentation. (a [http://forums.wesnoth.org/viewtopic.php?f=21&amp;amp;t=31676&amp;amp; forum thread] discusses some related issues).&lt;br /&gt;
&lt;br /&gt;
=== [transform_unit] ===&lt;br /&gt;
Transforms every unit matching the filter to the given unit type. Keeps intact hit points, experience and status. If the unit is transformed to a non-living type (undead or mechanical), it will be also unpoisoned. Hit points will be changed if necessary to respect the transformed unit's maximum hit points.&lt;br /&gt;
* [[StandardUnitFilter]]: do not use a [filter] tag.&lt;br /&gt;
* '''transform_to''': the unit type in which all the units matching the filter will be transformed. If missing, the units will follow their normal advancement.&lt;br /&gt;
&lt;br /&gt;
=== [petrify] ===&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are petrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [unpetrify] ===&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are unpetrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [object] ===&lt;br /&gt;
Gives some unit an object which modifies their stats in some way.&lt;br /&gt;
* '''id''': (Optional) when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per scenario. In a campaign objects with the same id can be assigned once per scenario. For filtering objects, custom key can be used, such as item_id.&lt;br /&gt;
* '''delayed_variable_substitution''' (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object] is not variable-substituted at execution time of the event where this [object] is within. You need this to work around a bug when adding ABILITY_TELEPORT (or any other effect that uses variable substitution) via an [object] or when using [object][effect][filter]with a $this_unit (see http://gna.org/bugs/index.php?18893).&lt;br /&gt;
* '''[effect]''': one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
* '''duration''':&lt;br /&gt;
**if 'scenario', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up).&lt;br /&gt;
**if 'forever' or not set, effects never wear off.&lt;br /&gt;
** if 'turn', effects only last until the start of the unit's next turn (when the unit refreshes movement and attacks). (Like other start-of-turn behavior, objects with a duration of &amp;quot;turn&amp;quot; won't expire before turn 2.)&lt;br /&gt;
** {{DevFeature1.13|1}} if 'turn end' or 'turn_end', effects only last until the end of the unit's next turn (exactly like the slowed status).&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. The first unit found that matches the filter will be given the object. Only on-map units are considered. If no unit matches or no [filter] is supplied, it is tried to apply the object to the unit at the $x1,$y1 location of the event where this [object] is in. The case of no unit being at that spot is handled in the same way as no unit matching a given filter ([else] commands executed, cannot_use_message displayed)&lt;br /&gt;
* '''[then]''': a subtag that lets you execute actions if the filter conditions are met.  The most common action that should be inside here is a '''[remove_item]''' tag, but you could probably put any tags that otherwise work in a [then] tag.&lt;br /&gt;
* '''[else]''': a subtag that lets you execute actions if the filter conditions are *not* met.&lt;br /&gt;
* '''silent''': whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;. {{DevFeature1.13|2}} If no description is provided, this defaults to true, but can still be overridden.&lt;br /&gt;
* '''image''': the displayed image of the object.&lt;br /&gt;
* '''name''': (translatable) displayed as a caption of the image.&lt;br /&gt;
&lt;br /&gt;
* '''description''': (translatable) displayed as a message of the image.&lt;br /&gt;
* '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
* '''no_write''': {{DevFeature1.13|1}} (bool, default false). If true, the contents of [effect] will be applied to the relevant unit, but the [object] tag will not be written to unit.modifications. This renders duration= irrelevant.&lt;br /&gt;
&lt;br /&gt;
=== [remove_shroud] ===&lt;br /&gt;
Removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to remove shroud. This can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles for which shroud should be removed&lt;br /&gt;
&lt;br /&gt;
=== [place_shroud] ===&lt;br /&gt;
Places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to place shroud. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles on which shroud should be placed&lt;br /&gt;
&lt;br /&gt;
=== [lift_fog] ===&lt;br /&gt;
Lifts the fog of war from parts of the map for a certain side (only relevant for sides that have fog=yes), allowing a player to witness what occurs there even if that player has no units within vision range.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the tiles from which fog should be lifted.&lt;br /&gt;
* '''multiturn''': ''yes/no, default:no''. The default (not multiturn) causes fog to be removed in the same way that normal vision works; the cleared tiles will remain cleared until fog is recalculated (which normally happens when a side ends its turn). When multiturn is set to &amp;quot;yes&amp;quot;, the cleared tiles remain clear until {{tag||reset_fog}} cancels the clearing. This allows tiles to remain clear for multiple turns, or to be refogged before the end of the current turn (without also refogging all tiles). Multiturn lifted fog is not shared with allies (even when share_view=yes).&lt;br /&gt;
&lt;br /&gt;
=== [reset_fog] ===&lt;br /&gt;
The primary use of this tag is to remove multiturn lifted fog (created by {{tag||lift_fog}}), which causes the fog to reset to what it would have been had WML not interfered. (That is, hexes that a side's units could not see at any point this turn will be re-fogged, while seen hexes remain defogged.)&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the fog reset will be restricted to these tiles.&lt;br /&gt;
* '''reset_view''': ''yes/no, default: no'' If set to &amp;quot;yes&amp;quot;, then in addition to removing multiturn fog, the side's current view is canceled (independent of the SLF). This means that all hexes will become fogged for the side unless multiturn fog exists outside the tiles selected by the SLF. Normally, one would want the currently seen hexes to become clear of fog; this is done automatically at the end of many events, and it can be done manually with {{tag|InterfaceActionsWML|redraw}}.&lt;br /&gt;
Omitting both the SSF and the SLF would cancel all earlier uses of [lift_fog].&lt;br /&gt;
Additionally setting reset_view=&amp;quot;yes&amp;quot; would cause the side's entire map to be fogged (unless an ally keeps hexes clear by sharing its view).&lt;br /&gt;
&lt;br /&gt;
=== [allow_undo] ===&lt;br /&gt;
Normally when an event with a handler fires, the player's undo stack is cleared, preventing all actions performed so far from being undone. Including this tag in the event handler prevents the stack from being cleared for this reason, allowing the player to undo actions. (However, the stack might still be cleared for other reasons, such as fog being cleared or combat occurring.) In the common cases, this means '''[allow_undo]''' allows the current action to be undone even though an event was handled. There is a less common case, though &amp;amp;mdash; specifically when handling a menu item, where there is no current action &amp;amp;mdash; and in this case, '''[allow_undo]''' means merely that earlier actions can still be undone.&lt;br /&gt;
* Using this tag in a menu item has an additional side effect in 1.11. Starting with version 1.11.1, executing a WML menu item normally counts as doing something as far as the &amp;quot;you have not started your turn yet&amp;quot; dialog is concerned. However, a menu item whose handler includes '''[allow_undo]''' will not count.&lt;br /&gt;
&lt;br /&gt;
The types of actions that can be undone are movement, recruitment, recalling, and dismissing a unit from the recall list. If an action is undone, only the position (or existence) of the involved unit will be restored; any altered variables or changes to the game will remain changed after the action is undone.  It is up to the scenario designer to avoid abusing this command.&lt;br /&gt;
* Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the action the first time.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in 1.12 (https://gna.org/bugs/?23323) '''[allow_undo]''' should not be used in events that use one of the following things brcause it might cause OOS: &lt;br /&gt;
* [message] with [option]s&lt;br /&gt;
* [get_global_variable]&lt;br /&gt;
* wesnoth.syncronize_choice&lt;br /&gt;
&lt;br /&gt;
=== [on_undo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Contains commands to execute when the player undoes the action which triggered the parent event.&lt;br /&gt;
*'''delayed_variable_substitution''' {{DevFeature1.13|5}}: ''yes/no, default no (always no before 1.13.5)'' As in [[EventWML]], specifies whether to perform variable substitution when the parent event is run, or when the contents are run. Note that if delayed substitution is used, [[SyntaxWML#Automatically_Stored_Variables|automatically stored variables]] from the parent event context are '''not''' available.&lt;br /&gt;
&lt;br /&gt;
=== [on_redo] ===&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
Same as [on_undo], except executes the commands on redo. Note that the parent event is not triggered again on a redo.&lt;br /&gt;
&lt;br /&gt;
=== [heal_unit] ===&lt;br /&gt;
Heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed). $heal_amount contains only the number of hitpoints the first unit that was found got healed.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] All matching on-map units are healed. If no filter is supplied, it is tried to take the unit at $x1, $y1.&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to true) for each of the units healed.&lt;br /&gt;
*  '''amount''': (integer, default full) the maximum points the unit(s) will be healed. Can't set below 1 or above max_hitpoints. If &amp;quot;full&amp;quot;, sets hitpoints to max_hitpoints. Before 1.9 the default is 0.&lt;br /&gt;
*  '''animate''': a boolean which indicate if the healing animations must be played. (default no)&lt;br /&gt;
*  '''moves''': (integer, default 0) The maximum current movement points the units will be &amp;quot;healed&amp;quot;. Can't set below 0 or above max_moves. If &amp;quot;full&amp;quot;, sets moves to max_moves.&lt;br /&gt;
* '''restore_attacks''': (boolean, default no) Whether the units' attacks_left should be reset to their max_attacks (usually 1).&lt;br /&gt;
* '''restore_statuses''': (boolean, default yes) Whether standard statuses should be reset to &amp;quot;no&amp;quot;. This affects poisoned, slowed, petrified and unhealable. Before 1.9 this is always &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [harm_unit] ===&lt;br /&gt;
Harms every unit matching the filter, for the specific damage amount.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] all matching units will be harmed (required).&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] if present, the first matching unit will attack all the units matching the filter above.&lt;br /&gt;
*  '''amount''': the amount of damage that will be done (required).&lt;br /&gt;
*  '''alignment''': (default neutral) applies an alignment to the damage, this means that if alignment=chaotic, the damage will be increased at night and reduced at day.&lt;br /&gt;
*  '''damage_type''': if present, amount will be altered by unit resistance to the damage type specified.&lt;br /&gt;
*  '''kill''': (default yes) if yes, when a harmed unit goes to or below 0 HP, it is killed; if no its HP are set to 1.&lt;br /&gt;
*  '''fire_event''': (default no) if yes, when a unit is killed by harming, the corresponding events are fired.  If yes, also the corresponding advance and post advance events are fired.&lt;br /&gt;
*  '''animate''': (default no) if yes, scrolls to each unit before harming it and plays its defense (or attack, if it's the harmer) and death animations. Special values supported, other than the usual yes and no, are &amp;quot;attacker&amp;quot;, that means only the harmer will be animated, and &amp;quot;defender&amp;quot;, that means only the harmed units will be animated. If the supplied value is yes, attacker or defender also advancement animations are played.&lt;br /&gt;
*  '''[primary_attack], [secondary_attack]''': these set the weapon against which the harmed units will defend, and that the harming unit will use to attack, respectively (notice this is the opposite of '''[filter]''' and '''[filter_second]''' above). This allows for playing specific defense and attack animations. Both tags are expected to contain a [[FilterWML#Filtering_Weapons|Standard Weapon Filter]].&lt;br /&gt;
*  '''delay''': if animate=yes, sets the delay (in milliseconds, default 500) between each unit harming.&lt;br /&gt;
*  '''variable''': if present, the damage caused to the unit, altered by resistances, will be stored in a WML array with the given name, under the &amp;quot;harm_amount&amp;quot; key.&lt;br /&gt;
*  '''poisoned, slowed, petrified, unhealable''': (default no) if yes, every harmed unit that doesn't already have such status will have it set.&lt;br /&gt;
*  '''experience''': if yes, and there is a harmer, experience will be attributed like in regular combat.&lt;br /&gt;
*  '''resistance_multiplier''': the harmed unit's resistance is multiplied by the supplied value; this means that a value lower than 1 increases it, and a value greater than 1 decreases it. Default value is 1, that means no modification.&lt;br /&gt;
&lt;br /&gt;
=== [time_area] ===&lt;br /&gt;
How a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag.&lt;br /&gt;
* [[StandardLocationFilter]]: the locations to affect. ''note: only for [event][time_area]s - at scenario toplevel [time_area] does not support [[StandardLocationFilter]], only location ranges''&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.&lt;br /&gt;
* '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at the creation of the area.&lt;br /&gt;
&lt;br /&gt;
''Example:'' (caves in parts of a map)&lt;br /&gt;
 [time_area]&lt;br /&gt;
     x=1-2,4-5&lt;br /&gt;
     y=1-2,1-2&lt;br /&gt;
     {UNDERGROUND}&lt;br /&gt;
 [/time_area]&lt;br /&gt;
&lt;br /&gt;
=== [remove_time_area] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
This is a syntactic shortcut for [time_area] remove=.&lt;br /&gt;
* '''id''': Comma-separated list of time area ids to remove.&lt;br /&gt;
&lt;br /&gt;
=== [end_turn] ===&lt;br /&gt;
End the current side's turn. The current event is finished before the turn is ended. Also, if the current event (where the tag appears) has been fired by another event, that event (and the complete stack of other possible parent events) is ended before [end_turn] comes into affect. Also, events following the event stack that fired [end_turn] are not omitted (e.g. [end_turn] is used by a side turn event and a turn refresh event does something afterwards).&lt;br /&gt;
&lt;br /&gt;
=== [replace_map] ===&lt;br /&gt;
&lt;br /&gt;
Replaces the entire map.&lt;br /&gt;
* '''map''': Content of a wesnoth map file. example:&lt;br /&gt;
 map=&amp;quot;{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}&amp;quot;&lt;br /&gt;
* '''expand''': if 'yes', allows the map size to increase. The expansion direction is currently always bottom-right.&lt;br /&gt;
* '''shrink''': if 'yes', allows the map size to decrease. If the map size is reduced, any units that would no longer be on the map due to its coordinates no longer existing will be put into the recall list.&lt;br /&gt;
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [replace_schedule] ===&lt;br /&gt;
Replace the time of day schedule of the entire scenario.&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at schedule replacement.&lt;br /&gt;
&lt;br /&gt;
=== [tunnel] ===&lt;br /&gt;
&lt;br /&gt;
Create a tunnel between some locations, later usable by units to move from source hex to target hex (using the movement cost of unit on the target terrain). ([http://forums.wesnoth.org/viewtopic.php?f=21&amp;amp;t=14749&amp;amp;p=405667&amp;amp;hilit=tunnel#p405667 source])&lt;br /&gt;
&lt;br /&gt;
* '''id''' identifier for the tunnel, to allow removing (optional).&lt;br /&gt;
* '''remove''': (boolean) yes/no value. If yes, removes all defined tunnels with the same ID (then only id= is necessary). (default: no)&lt;br /&gt;
* '''bidirectional''': (boolean) if yes, creates also a tunnel in the other direction. (default: yes)&lt;br /&gt;
* '''always_visible''': (boolean) if yes, the possible movement of enemies under fog can be seen. (default: no)&lt;br /&gt;
* '''[source]''': [[StandardLocationFilter]] the source hex(es) (required).&lt;br /&gt;
* '''[target]''': [[StandardLocationFilter]] the target hex(es) (required).&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the units which can use the tunnel (required). Leave empty for &amp;quot;all units&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(Note: The tunnel tag can also be used inside the [[AbilitiesWML|[teleport]]] ability, without remove= and id=).&lt;br /&gt;
&lt;br /&gt;
=== [do_command] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Executes a command, specified using the same syntax as a [command] tag in [[ReplayWML]]. Not all [command]'s are valid: only these are accepted&lt;br /&gt;
&lt;br /&gt;
* [attack]&lt;br /&gt;
* [move]&lt;br /&gt;
* [recruit]&lt;br /&gt;
* [recall]&lt;br /&gt;
* [disband]&lt;br /&gt;
* [fire_event]&lt;br /&gt;
* [lua_ai]&lt;br /&gt;
&lt;br /&gt;
The tags corresponding to player actions generally use the same codepath as if a player had ordered it.&lt;br /&gt;
&lt;br /&gt;
One purpose of this tag is to allow scripting of noninteractive scenarios -- without a tag like this, this might require elaborate mechanisms to coerce ais in order to test these code paths.&lt;br /&gt;
&lt;br /&gt;
This command should always be replay safe.&lt;br /&gt;
&lt;br /&gt;
=== [put_to_recall_list] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Puts a unit to the recall list of its side.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': the unit(s) to get put to the recall list.&lt;br /&gt;
* '''heal''': (default=no) Whether the unit should be refreshed, similar to the unit moving to the recall list at the end of a scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for direct 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;
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])&lt;br /&gt;
* '''{FULL_HEAL}''': Brings a unit to full HP&lt;br /&gt;
* '''{LOYAL_UNIT}''': Create a loyal unit&lt;br /&gt;
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LuaWML/Sides&amp;diff=57678</id>
		<title>LuaWML/Sides</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LuaWML/Sides&amp;diff=57678"/>
		<updated>2016-05-15T05:33:28Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* wesnoth.get_sides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the [[LuaWML]] functions and helpers for handling sides and villages.&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.sides ====&lt;br /&gt;
&lt;br /&gt;
This is not a function but a table indexed by side numbers. Its elements are proxy tables with these fields:&lt;br /&gt;
* '''side''': the side number&lt;br /&gt;
* '''gold''', '''village_gold''', '''base_income''': integers (read/write)&lt;br /&gt;
* '''total_income''': integer (read only)&lt;br /&gt;
* '''objectives''', '''user_team_name''': translatable strings (read/write)&lt;br /&gt;
* '''objectives_changed''': boolean (read/write)&lt;br /&gt;
* '''team_name''': string (read/write)&lt;br /&gt;
* '''controller''': string (read/write) :&lt;br /&gt;
:''note: In networked multiplayer, the controller attribute is ambiguous (won't be the same on all clients). Be very careful or you'll have OOS errors.''&lt;br /&gt;
: The controller attribute has 6 possible values: human, network, ai, network_ai, null, idle. &lt;br /&gt;
&lt;br /&gt;
: A local human should always be &amp;quot;human&amp;quot;, a local ai should always be &amp;quot;ai&amp;quot;, a remote human should always be &amp;quot;network&amp;quot;. and a remote ai should always be &amp;quot;network_ai&amp;quot;. An empty side should be null on all clients. &lt;br /&gt;
&lt;br /&gt;
: An idle side should appear similarly as a &amp;quot;human&amp;quot; side for all sides that don't own the idle side, i.e. as &amp;quot;network&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: These values may be checked using lua, or the :controller command in game.&lt;br /&gt;
&lt;br /&gt;
: This value can only be set to 'human', 'ai' or 'null'.&lt;br /&gt;
* '''fog''': boolean (read)&lt;br /&gt;
* '''shroud''': boolean (read)&lt;br /&gt;
* '''hidden''': boolean (read/write)&lt;br /&gt;
* '''name''': string (read)&lt;br /&gt;
* '''color''': string (read/write)&lt;br /&gt;
* '''recruit''': table of strings (read/write)&lt;br /&gt;
* '''scroll_to_leader''': boolean (read/write)&lt;br /&gt;
* '''village_support''': string (read/write)&lt;br /&gt;
* '''flag''': string (read)&lt;br /&gt;
* '''flag_icon''': string (read)&lt;br /&gt;
* '''defeat_condition''': string (read/write) See description at [[SideWML]], [[ScenarioWML#Scenario_End_Conditions]]&lt;br /&gt;
* '''lost''': bool (read/write) If lost=true this side will be removed from the persitent list at the end of the scenario. This key can also be used to stop the engine from removing a side by setting it to false. Writing this key only works in a victory/defeat event.&lt;br /&gt;
* '''__cfg''': WML table (dump)&lt;br /&gt;
&lt;br /&gt;
The metatable of these proxy tables appears as '''&amp;quot;side&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
 local team = wesnoth.sides[1]&lt;br /&gt;
 team.gold = team.gold + 50&lt;br /&gt;
 wesnoth.message(string.format(&amp;quot;%d sides&amp;quot;, #wesnoth.sides))&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_sides ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_sides(''filter'')'''&lt;br /&gt;
&lt;br /&gt;
Returns a table array containing proxy tables for these sides matching the passed [[StandardSideFilter]]. The output is the same format as the wesnoth.sides table, above.&lt;br /&gt;
 --set gold to 0 for all sides with a leader&lt;br /&gt;
 local sides = wesnoth.get_sides({ {&amp;quot;has_unit&amp;quot;, { canrecruit = true }} })&lt;br /&gt;
 for i,v in ipairs(sides) do&lt;br /&gt;
     v.gold = 0&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_village_owner ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_village_owner(''x'', ''y'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the side that owns the village at the given location.&lt;br /&gt;
&lt;br /&gt;
 local owned_by_side_1 = wesnoth.get_village_owner(12, 15) == 1&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.set_village_owner ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.set_village_owner(''x'', ''y'', ''side'', [''fire_events''])'''&lt;br /&gt;
&lt;br /&gt;
Gives ownership of the village at the given location to the given side (or remove ownership if none). Ownership is also removed if nil or 0 is passed for the third parameter, but no capture events are fired in this case.&lt;br /&gt;
An optional 4th parameter (boolean true|false, default: false) can be passed determining whether to fire any capture events.&lt;br /&gt;
&lt;br /&gt;
 wesnoth.set_village_owner(12, 15, 1)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.is_enemy ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.is_enemy(''side1'', ''side2'')'''&lt;br /&gt;
&lt;br /&gt;
Returns true if side A is enemy of side B, false otherwise.&lt;br /&gt;
&lt;br /&gt;
 local enemy_flag = wesnoth.is_enemy(1, 3)&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.match_side ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.match_side(''side'', ''filter'')'''&lt;br /&gt;
&lt;br /&gt;
Matches a side against a given [[StandardSideFilter]].&lt;br /&gt;
&lt;br /&gt;
 wesnoth.message(tostring(wesnoth.match_side(1, {{&amp;quot;has_unit&amp;quot;, { type = &amp;quot;Troll&amp;quot; }}})))&lt;br /&gt;
&lt;br /&gt;
==== wesnoth.get_starting_location ====&lt;br /&gt;
&lt;br /&gt;
* '''wesnoth.get_starting_location(''side'')'''&lt;br /&gt;
&lt;br /&gt;
Returns the starting location of the given side.&lt;br /&gt;
&lt;br /&gt;
 local loc = wesnoth.get_starting_location(1)&lt;br /&gt;
 wesnoth.message(string.format(&amp;quot;side 1 starts at (%u, %u)&amp;quot;, loc[1], loc[2]))&lt;br /&gt;
&lt;br /&gt;
==== helper.all_teams ====&lt;br /&gt;
&lt;br /&gt;
* '''helper.all_teams()'''&lt;br /&gt;
&lt;br /&gt;
Returns an iterator over teams that can be used in a for-in loop.&lt;br /&gt;
&lt;br /&gt;
 for team in helper.all_teams() do team.gold = 200 end&lt;br /&gt;
&lt;br /&gt;
[[Category: Lua Reference]]&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=57676</id>
		<title>User:SigurdFireDragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=57676"/>
		<updated>2016-05-04T02:08:09Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* How to be a WML Contributor (Work in progress) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm SigurdFireDragon.&lt;br /&gt;
&lt;br /&gt;
I started playing Battle for Wesnoth on December 17th, 2010. Shortly thereafter, I started making some add-ons for it.&lt;br /&gt;
&lt;br /&gt;
I found Battle for Wesnoth after looking for a game that was close enough to my favorite comic, Erfworld. A few posts on their forum mentioned this game, and here I am.&lt;br /&gt;
&lt;br /&gt;
== Development Setup: ==&lt;br /&gt;
&lt;br /&gt;
Windows 7 x64&lt;br /&gt;
Compiling Master &amp;amp; 1.12 Branch using MinGW / Scons&lt;br /&gt;
&lt;br /&gt;
== Add-ons I've written: ==&lt;br /&gt;
&lt;br /&gt;
Random Campaign - Play a random campaign with factions from the era of your choice.&lt;br /&gt;
&lt;br /&gt;
Custom Campaign - Play MP scenarios, using an army of your design that persists between battles.&lt;br /&gt;
&lt;br /&gt;
Ultimate Random Maps - Many different random map generators.&lt;br /&gt;
&lt;br /&gt;
Era of Legends - AoH, one step higher. Recruit level 3 units, and lead with a level 4.&lt;br /&gt;
&lt;br /&gt;
== How to be a WML Contributor (Work in progress) ==&lt;br /&gt;
&lt;br /&gt;
Download and install [https://git-scm.com/ Git]&lt;br /&gt;
&lt;br /&gt;
Create a [https://github.com/ Github] account&lt;br /&gt;
&lt;br /&gt;
Follow the [https://wiki.wesnoth.org/Git_for_Wesnoth_Crash_Course Git Crash Course Guide] to set up your repository.&lt;br /&gt;
&lt;br /&gt;
Install [https://www.python.org/ Python 2.7]&lt;br /&gt;
&lt;br /&gt;
Install [https://sourceforge.net/projects/pywin32/files/pywin32/Build%20220/ Pywin32] for Python 2.7 (Windows only, optional, must match python version, may be needed on windows for multi-core builds.)&lt;br /&gt;
&lt;br /&gt;
Install [https://www.python.org/ Python 3]. This is used for the wml tools.&lt;br /&gt;
&lt;br /&gt;
Run the bootstrap.py script in your git checkout of wesnoth to download and build the dependencies for wesnoth. (Windows only, not in master yet.)&lt;br /&gt;
&lt;br /&gt;
Run the resulting compile.cmd to build wesnoth. (Windows only)&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=57675</id>
		<title>User:SigurdFireDragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=57675"/>
		<updated>2016-05-04T02:07:08Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: /* How to be a WML Contributor (Work in progress) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm SigurdFireDragon.&lt;br /&gt;
&lt;br /&gt;
I started playing Battle for Wesnoth on December 17th, 2010. Shortly thereafter, I started making some add-ons for it.&lt;br /&gt;
&lt;br /&gt;
I found Battle for Wesnoth after looking for a game that was close enough to my favorite comic, Erfworld. A few posts on their forum mentioned this game, and here I am.&lt;br /&gt;
&lt;br /&gt;
== Development Setup: ==&lt;br /&gt;
&lt;br /&gt;
Windows 7 x64&lt;br /&gt;
Compiling Master &amp;amp; 1.12 Branch using MinGW / Scons&lt;br /&gt;
&lt;br /&gt;
== Add-ons I've written: ==&lt;br /&gt;
&lt;br /&gt;
Random Campaign - Play a random campaign with factions from the era of your choice.&lt;br /&gt;
&lt;br /&gt;
Custom Campaign - Play MP scenarios, using an army of your design that persists between battles.&lt;br /&gt;
&lt;br /&gt;
Ultimate Random Maps - Many different random map generators.&lt;br /&gt;
&lt;br /&gt;
Era of Legends - AoH, one step higher. Recruit level 3 units, and lead with a level 4.&lt;br /&gt;
&lt;br /&gt;
== How to be a WML Contributor (Work in progress) ==&lt;br /&gt;
&lt;br /&gt;
Download and install [https://git-scm.com/ Git]&lt;br /&gt;
&lt;br /&gt;
Create a [https://github.com/ Github] account&lt;br /&gt;
&lt;br /&gt;
Follow the [https://wiki.wesnoth.org/Git_for_Wesnoth_Crash_Course Git Crash Course Guide] to set up your repository.&lt;br /&gt;
&lt;br /&gt;
Install [https://www.python.org/ Python 2.7]&lt;br /&gt;
&lt;br /&gt;
Install [https://sourceforge.net/projects/pywin32/files/pywin32/Build%20220/ Pywin32] for Python 2.7 (Windows only, optional, must match python version, may be needed on windows for multi-core builds.)&lt;br /&gt;
&lt;br /&gt;
Install [https://www.python.org/ Python 3]. This is used for the wml tools.&lt;br /&gt;
&lt;br /&gt;
Run the bootstrap.py script to download and build the dependencies for wesnoth. (Windows only)&lt;br /&gt;
&lt;br /&gt;
Run the resulting compile.cmd to build wesnoth. (Windows only)&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=57674</id>
		<title>User:SigurdFireDragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:SigurdFireDragon&amp;diff=57674"/>
		<updated>2016-05-04T01:53:04Z</updated>

		<summary type="html">&lt;p&gt;SigurdFireDragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm SigurdFireDragon.&lt;br /&gt;
&lt;br /&gt;
I started playing Battle for Wesnoth on December 17th, 2010. Shortly thereafter, I started making some add-ons for it.&lt;br /&gt;
&lt;br /&gt;
I found Battle for Wesnoth after looking for a game that was close enough to my favorite comic, Erfworld. A few posts on their forum mentioned this game, and here I am.&lt;br /&gt;
&lt;br /&gt;
== Development Setup: ==&lt;br /&gt;
&lt;br /&gt;
Windows 7 x64&lt;br /&gt;
Compiling Master &amp;amp; 1.12 Branch using MinGW / Scons&lt;br /&gt;
&lt;br /&gt;
== Add-ons I've written: ==&lt;br /&gt;
&lt;br /&gt;
Random Campaign - Play a random campaign with factions from the era of your choice.&lt;br /&gt;
&lt;br /&gt;
Custom Campaign - Play MP scenarios, using an army of your design that persists between battles.&lt;br /&gt;
&lt;br /&gt;
Ultimate Random Maps - Many different random map generators.&lt;br /&gt;
&lt;br /&gt;
Era of Legends - AoH, one step higher. Recruit level 3 units, and lead with a level 4.&lt;br /&gt;
&lt;br /&gt;
== How to be a WML Contributor (Work in progress) ==&lt;br /&gt;
&lt;br /&gt;
Download and install [https://git-scm.com/ Git]&lt;br /&gt;
&lt;br /&gt;
Create a [https://github.com/ Github] account&lt;br /&gt;
&lt;br /&gt;
Follow the [https://wiki.wesnoth.org/Git_for_Wesnoth_Crash_Course Git Crash Course Guide] to set up your repository.&lt;br /&gt;
&lt;br /&gt;
Install [https://www.python.org/ Python 2.7]&lt;br /&gt;
&lt;br /&gt;
Install Pywin32 (Optional, may be needed on windows for building wesnoth with multiple processors.&lt;br /&gt;
&lt;br /&gt;
Install Python 3&lt;br /&gt;
&lt;br /&gt;
Run the bootstrap.py script to download and build the dependencies for wesnoth. (Windows only)&lt;br /&gt;
&lt;br /&gt;
Run the resulting compile.cmd to build wesnoth. (Windows only)&lt;/div&gt;</summary>
		<author><name>SigurdFireDragon</name></author>
		
	</entry>
</feed>