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		<id>https://wiki.wesnoth.org/index.php?title=Jessene&amp;diff=74015</id>
		<title>Jessene</title>
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		<summary type="html">&lt;p&gt;Wedge009: WebP doesn't display in Wiki - 1.16 was last branch to use PNG.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name=Jessene&lt;br /&gt;
| image=https://raw.githubusercontent.com/wesnoth/wesnoth/refs/heads/1.16/data/campaigns/The_Rise_Of_Wesnoth/images/portraits/jessica.png&lt;br /&gt;
| titles=&lt;br /&gt;
* Lady&lt;br /&gt;
* Queen consort of Wesnoth&lt;br /&gt;
| gender=Female&lt;br /&gt;
| race=[[Humans|Human]]&lt;br /&gt;
| types=&lt;br /&gt;
* [https://units.wesnoth.org/1.16/mainline/en_US/Wesfolk%20Outcast.html Wesfolk Outcast] (level 1)&lt;br /&gt;
* [https://units.wesnoth.org/1.16/mainline/en_US/Wesfolk%20Lady.html Wesfolk Lady] (level 2)&lt;br /&gt;
* [https://units.wesnoth.org/1.16/mainline/en_US/Wesfolk%20Leader.html Wesfolk Leader] (level 3)&lt;br /&gt;
| relatives=&lt;br /&gt;
* [[Haldric I|King Haldric I]] (husband)&lt;br /&gt;
* King Haldric II (son)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Jessene''' (also known as '''Wesfolk Leader''', '''Lady Outlaw''', '''Lady Jessene''', and '''Queen Jessene''') was the husband of [[Haldric I]] and first royal consort of [[Wesnoth]]. She was born into nobility as a princess of the [[Wesfolk]]. During the time of peace between the Wesfolk and the [[Green Isle]] kingdoms, she was the navigator responsible for the [[First Crown Prince of Southbay|Crown Prince of Southbay]]'s voyage to the [[Great Continent]].&lt;br /&gt;
&lt;br /&gt;
After her return, war broke out again, and she was forced to flee her home as an outcast when the [[Lich-Lords]] built a portal, allowing orcs to invade. At first, she attempted to settle with her fellow refugees in [[Stormvale]], but was soon driven out. When Stormvale itself fell under siege by the orcs, however, she joined forces with its evacuees. She served as an important ally and advisor to Haldric during his exodus to the Great Continent, translating the [[Book of Fire and Darkness]] such that Haldric was able to use the [[Ruby of Fire]].&lt;br /&gt;
&lt;br /&gt;
When Jessene and Haldric reached the Great Continent, she helped Haldric complete each of the [[Ka'lian]]'s four quests, and discovered the elves' plan to betray their pact. She aided Haldric in deceiving the [[Jevyan|Lich-Lord Jevyan]] by hiding the Ruby of Fire inside a cave located in the [[Brown Hills]]. By the time of the establishment of the Kingdom of Wesnoth, she had earned Haldric's trust and admiration. The two were subsequently married, making Jessene the queen consort of Wesnoth. Jessene had multiple children, including Haldric II, the second King of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
=== Wesfolk noble ===&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=I am the Lady Jessene, a noble, a princess of the Wesfolk! I was betrayed by the Lich-Lords' dark pact with the orcs, in no small part because your fool Prince of Southbay convinced them that their immortal un-lives were over!&lt;br /&gt;
|source=Lady Jessene reveals her true identity to Prince Haldric.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Jessene was born a princess of the [[Wesfolk]],&amp;lt;ref name=&amp;quot;return&amp;quot;&amp;gt;{{Cite|return to oldwood}}&amp;lt;/ref&amp;gt; and had an understanding of the Old Wesfolk tongue,&amp;lt;ref name=&amp;quot;fallen&amp;quot;&amp;gt;{{Cite|fallen}}&amp;lt;/ref&amp;gt; as well as an awareness of the dangers the Wesfolk had escaped from the land to the west. During the time of peace between the two peoples of the [[Green Isle]], she became a companion and the navigator for the [[First Crown Prince of Southbay|Crown Prince of Southbay]].&amp;lt;ref name=&amp;quot;southbay&amp;quot;&amp;gt;{{Cite|southbay in winter}}&amp;lt;/ref&amp;gt; Despite a strong north wind over the Eastern Ocean, Jessene was able to compensate for this by sailing northeast.&amp;lt;ref name=&amp;quot;storms&amp;quot;&amp;gt;{{Cite|summer}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During a voyage with the Crown Prince, she sailed with him in a single{{Note pointer|no=1}} ship to the east, receiving assistance from the merman [[Typhon|Lord Typhon]] in return for steel. During her explorations, she had discovered the northernmost island of [[Morogor]], slowly sinking into the ocean. Though the island had resources suitable for sea-faring,&amp;lt;ref name=&amp;quot;final&amp;quot;&amp;gt;{{Cite|a final spring}}&amp;lt;/ref&amp;gt; it was dominated by a number of hostile drakes, which were subsequently pacified.&amp;lt;ref name=&amp;quot;decline&amp;quot;&amp;gt;{{Cite|peoples}}&amp;lt;/ref&amp;gt; The most important discovery of the voyage, however, was the [[Great Continent]], where the ship caught the attention of the elves.&amp;lt;ref name=&amp;quot;new&amp;quot;&amp;gt;{{Cite|a new land-trow}}&amp;lt;/ref&amp;gt; Her vital role in the journey was forgotten after the death of the Crown Prince, however.&amp;lt;ref name=&amp;quot;southbay&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exodus ===&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=See to it that you trouble us no more, for the custom states that you may invoke surrender but once. If we meet again, I won't be so merciful.&lt;br /&gt;
|source=[[Eldaric IV|King Eldaric]] warns Lady Jessene never to return to [[Stormvale]].&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
When the [[Second Crown Prince of Southbay|new Crown Prince of Southbay]] [[Second Wesfolk War|declared war]] against the Wesfolk, the [[Lich-Lords]] eventually became desperate enough to open a gate to the [[Old Continent]], from which they brought forth orcs against their enemies.&amp;lt;ref name=&amp;quot;storms&amp;quot; /&amp;gt; As a result, the Wesfolk faced being eaten by the orcs or forced into slavery.&amp;lt;ref name=&amp;quot;return&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To avoid this fate, many of the Wesfolk, led by a masked Lady Jessene, fled as refugees to the Kingdom of Stormvale, seizing the Northern Keep near the time of the summer harvest. After threatening [[Haldric I|Prince Haldric]] and his men, Jessene was captured, but invoked the right of surrender. When questioned why she encroached on Stormvale's lands, she confessed her plight, and was made to leave.&amp;lt;ref name=&amp;quot;storms&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite this, she later returned and settled in the mouth of the southern pass, blocking Haldric's flight south. Once again, Haldric managed to defeat her Wesfolk forces and capture her once more. As King Eldaric IV was about to have her beheaded, she pleaded for her life, offering to lend her services to the Stormvale evacuees. Eldaric allowed Haldric to decide whether or not to take up her offer.&amp;lt;ref name=&amp;quot;fall&amp;quot;&amp;gt;{{Cite|fall}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Plot branch&lt;br /&gt;
| branch text=Haldric chose to spare Jessene's life&lt;br /&gt;
| contents=Haldric decided that Jessene would be useful for the future, so he spared Jessene's life. In turn, Jessene conceded command of her fighting men to Haldric. Refusing to reveal her identity, she chose to be called by the alias &amp;quot;Lady Outlaw&amp;quot;. She accompanied Haldric and the people of Stormvale south, while Eldaric remained behind to cover their retreat.&amp;lt;ref name=&amp;quot;fall&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As they proceeded through the southern pass, they encountered two orcish encampments blocking them. In the ensuing battle, Haldric's men discovered a nearby house where [[Burin|Burin the Lost]], a dwarf, resided. Excited by the prospect of fighting orcs, Burin agreed to accompany Haldric and Jessene south. They eventually managed to kill the orcish warlords, arriving at a crossroads, the southeast path leading to the [[Swamp of Esten]], while the southwest path led to the [[Midlands]].&amp;lt;ref name=&amp;quot;harrowing&amp;quot;&amp;gt;{{Cite|harrowing}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Plot branch&lt;br /&gt;
| branch text=Haldric chose to to travel southeast&lt;br /&gt;
| contents={{Image&lt;br /&gt;
|image=https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/The_Rise_Of_Wesnoth/images/story/trow_story_04a-The_Swamp_of_Esten.jpg&lt;br /&gt;
|message=Lady Jessene accompanies Prince Haldric in the Swamp of Esten.&lt;br /&gt;
}}&lt;br /&gt;
To Jessene's approval, Haldric decided to take the river road through the Swamp of Esten.&amp;lt;ref name=&amp;quot;harrowing&amp;quot; /&amp;gt; A shroud of fog covered the swamp, and Jessene was particularly unnerved by the silence. In a nearby temple, Haldric's forces found [[Edren|Minister Edren]], a white mage who resided in the swamp, who offered to join the refugees in their journey. With his help, Jessene and Haldric cleared the swamp of undead, and killed the three dark cultists who had settled there. Before they could proceed further south, they were intercepted by [[Ruddry|Sir Ruddry]] from [[Clearwater|Clearwater Port]], who informed them that the road ahead was blocked by orcs. As a result, Haldric's forces were forced to take a detour through the [[Oldwood Forest]].&amp;lt;ref&amp;gt;{{Cite|esten}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| branch text 2=Haldric chose to travel southwest&lt;br /&gt;
| contents 2=In spite of Jessene's concerns, Haldric decided to travel through the Midlands.&amp;lt;ref name=&amp;quot;harrowing&amp;quot; /&amp;gt; They arrived at the Midlands in the aftermath of its sacking by the orcs. However, some of the orcs still remained, and Haldric's forces engaged with them in battle, killing the orcish warlords there. Before they can proceed onwards towards [[Southbay]], they were approached by Sir Ladoc, who reported that the road towards Southbay was blocked by the bulk of the orcish armies. They decided to change their trajectory and travel instead through the Oldwood Forest to Clearwater Port, with Sir Ladoc joining their company.&amp;lt;ref name=&amp;quot;midlands&amp;quot;&amp;gt;{{Cite|midlands}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She explored the area ahead of Haldric's refugees, discerning that the road leading southwest to Southbay was blocked by orcs, whereas the road leading east to Clearwater Port was clear. She returned to Haldric immediately after he had found the [[Ruby of Fire]], and informed him of her discoveries. Haldric expressed surprise that she'd returned, but was still suspcious that she might betray him.&amp;lt;ref name=&amp;quot;return&amp;quot; /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
They eventually reached Oldwood Forest, where they discovered a group of woses under siege from the orcs. The leader of the woses, Elilmaldur-Rithrandil, demanded that the refugees prove their non-aggression by helping the woses kill the surrounding orcish chieftains, Tan-Gralg and Tan-Rugar. Afterwards, Haldric inquired as to whether Elilmaldur-Rithrandil could help fight the orcs, who instead offered Haldric the opportunity to seize a powerful artifact, sealed underground with a Lich-Lord some time prior. Jessene realized that the wose was referring to the Ruby of Fire. Haldric accepted the wose's offer, who then opened the [[Oldwood catacombs|catacombs]] beneath the nearby temple for Haldric's men to enter. Jessene refused to go with him, stating her discomfort with confronting a Lich-Lord. Haldric voiced confusion as to why the Wesfolk had allowed themselves to be led by the Lich-Lords, so she explained the ambition and thirst for power that had driven them to pursue necromancy. Haldric allowed Jessene instead to scout the path ahead.&amp;lt;ref name=&amp;quot;oldwood&amp;quot;&amp;gt;{{Cite|the oldwood}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to gain Haldric's trust, Jessene removed her mask and told him her true identity as a former noblewoman of the Wesfolk. She led Haldric to understand they shared a common plight, and encouraged him to continue onwards to Clearwater Port before winter arrived. Hadric considered her to speak the truth, and they left Oldwood Forest to continue east.&lt;br /&gt;
| branch text 2=Haldric chose to execute Jessene&lt;br /&gt;
| contents 2=Deciding that Jessene was too untrustworthy, he ordered her execution. Before this could be carried out, however, she managed to slip away, having to leave behind some of her gold.&amp;lt;ref name=&amp;quot;fall&amp;quot; /&amp;gt; Having evaded capture, she explored the area ahead of Haldric's refugees, discerning that the road leading southwest to Southbay was blocked by orcs, whereas the road leading east to Clearwater Port was clear. She returned to Haldric immediately after he had found the Ruby of Fire, and informed him of her discoveries. Haldric voiced confusion as to why the Wesfolk had allowed themselves to be led by the Lich-Lords, so she explained the ambition and thirst for power that had driven them to pursue necromancy.&amp;lt;ref name=&amp;quot;return&amp;quot; /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==== Haldric's advisor ====&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=Haldric, I feel a strong foreboding. Have you noticed that anything that happens to be strong in the ways of magic can sense that ruby? Elilmaldur-Rithrandil felt it, and so did Lich-Lord Caror, now these two.&lt;br /&gt;
|source=Lady Jessene voices her concern regarding the Ruby of Fire.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Though the orcs continued their pursuit, Haldric and Jessene eventually arived at Clearwater Port during the onset of winter, where Haldric alarmed to discover that there were no ships docked at the shore. [[Aethyr|Commander Aethyr]] informed him that the [[List of supporting characters from The Rise of Wesnoth#Final King of Clearwater|King of Clearwater]] and the bulk of his fighting men had perished in an attempt to drive back the orcs, leaving the survivors until the ice set to evacuate the city on three separate ships. Though Aethyr was initially questioned Haldric's judgement in aiding the Wesfolk, Jessene insisted that she and the Wesfolk would be needed for the fight ahead. Though orcs attacked on three fronts, Haldric's forces successfully held out long enough to board a ship with his men and set sail, though Aethyr remained behind, intending to fight to the death. On the advice of Lady Jessene, Haldric set sail not for Southbay, but instead for [[Fallen Lich Point (peninsula)|Fallen Lich Point]] to claim the [[Book of Fire and Darkness]], a study of the Ruby of Fire, then to navigate to Southbay through a nearby [[Southbay sewers|sewer]].&amp;lt;ref name=&amp;quot;clearwater&amp;quot;&amp;gt;{{Cite|clearwater}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The refugees sailed along the southern shoreline until reaching Fallen Lich Point, where two orcish chieftains, [[List of supporting characters from The Rise of Wesnoth#Tan-Pulk|Tan-Pulk]] and [[List of supporting characters from The Rise of Wesnoth#Ut'Tan-Grilg|Ut'Tan-Grilg]], were garrisoned. Jessene assured Haldric that she would be able to translate the text they sought.  Amidst the ensuing battle, Haldric's forces discovered a monolith near the entrance of the [[Caror|Lich-Lord Caror]]'s castle which kept Caror bound in stone, along with the Book of Fire and Darkness. Haldric uttered the inscribed incantation, thereby releasing Caror, who immediately sensed the Ruby of Fire. Upon killing Caror, Haldric's forces hastened northwards with the book and managed to enter the sewers, despite the orcs guarding the entrance.&amp;lt;ref name=&amp;quot;fallen&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the refugees made their way into the sewers, they met banished twin Magi, [[List of supporting characters from The Rise of Wesnoth#Tinry|Tinry the Red]] and [[List of supporting characters from The Rise of Wesnoth#Daellyn|Daellyn the Red]], who were both able to sense the Ruby of Fire's presence. This worried Jessene, given that Elilmaldur-Rithrandil and the Lich-Lord Caror were also capable of sensing the Ruby of Fire. Haldric and his troops fought off bats, scorpions and subservient red magi until they reached the sewer exit on the other side, leading to the heart of Southbay.&amp;lt;ref&amp;gt;{{Cite|sewer}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leaving the Green Isle ====&lt;br /&gt;
&lt;br /&gt;
{{Quote&lt;br /&gt;
|width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=Learn the lesson of my people. If we had fled here while even one of our great cities still stood we could have taken this Isle with ease. But we fought on until the bitter end. There can be no compromise with the orcs, their numbers are limitless, and you have no way to stop more orcs from coming.&lt;br /&gt;
|source=Lady Jessene warns [[Addroran IX|King Addroran]] not to stay at Southbay.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Haldric and Jessene emerged from the sewer and sought an audience with the King of Southbay, King Addroran IX. When Addroran saw Jessene, realizing she was one of the Wesfolk, he was initially hostile, but Haldric persuaded him that the Wesfolk had been of service. Jessene revealed her role as a navigator for the former Crown Prince of Southbay, and that unless they fled to the west, the orcs would kill them, a fate that had once befallen the majority of the Wesfolk. Seeing her words as truthful, Addroran conceded that the people of Southbay could flee eastwards, but only after winter had finished. During the winter, Jessene worked on translating the Book of Fire and Darkness.&amp;lt;ref name=&amp;quot;southbay&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eventually, Jessene managed to complete her translation of the Book of Fire and Darkness, allowing Haldric to use the Ruby of Fire. Soon thereafter, a group of orcs launched an offensive against Southbay. As night fell on the battlefield, the [[Jevyan|Lich-Lord Jevyan]] emerged with [[List of supporting characters from The Rise of Wesnoth#Jevyan's familiar|his familiar]] and the reanimated corpse of the second Crown Prince of Southbay, Addroran's son. Jevyan was able to sense the power of the Ruby of Fire, and left a number of undead to aid the orcs in their siege. During that night, Lord Typhon returned with a number of mermen, seeking the first Crown Prince of Southbay. As before, Jessene negotiated a deal with him, and the mermen joined the fight against the orcs. With Typhon's mermen at their disposal, Haldric defeated the orcs and undead, including the second Crown Prince. Nevertheless, Jessene remained worried that Jevyan would now continue to seek the Ruby of Fire. Haldric agreed to return to Southbay to rescue survivors if possible before setting sail with the refugees to the east.&amp;lt;ref name=&amp;quot;final&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After some time at sea, Jessene navigated towards the volcanic island she'd previously visited on her previous voyage to the Great Continent, surprised to see that the drakes they had pacified had since returned, and were no less hostile than before. In order to be able to reprovision their ships in peace, Haldric attacked the drakes and killed their leaders. From a distance, the familiar of Jevyan kept watch, monitoring their activities.&amp;lt;ref name=&amp;quot;decline&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replenishing their supplies, Haldric continued east towards the Great Continent, but encountered particularly severe weather, causing the &amp;lt;i&amp;gt;Eldaric&amp;lt;/i&amp;gt; to take on water, while most of the other ships had been separated. Typhon guided them to [[Naga archipelago|a small archipelago]] to regroup, warning them that nagas controlled the area. Nevertheless, Haldric managed to kill enough nagas to regroup all his ships, even resisting the colossal sea serpents that lurked in the waters. Jessene informed Haldric that after setting sail once more, they would next see land upon arriving at the Great Continent. Once again, Jevyan's familiar spied upon their efforts, this time being spotted by Jessene.&amp;lt;ref&amp;gt;{{Cite|rough}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The four quests ====&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=Well then, human. Each of us lords has a specific quest for you. If you complete them all you will be granted all of the plains in our domain and the hills south of the Great River, if not you will be forced to depart.&lt;br /&gt;
|source=[[Aryad|Lord Aryad]] negotiates with Prince Haldric and Lady Jessene.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The ships faced milder weather during the remaining week at sea, and eventually made landfall on at the [[Bay of Pearls]] on the [[Western coast of the Great Continent|western coast of the Great Continent]] in the summer. Immediately, they found they had disturbed a conflict between an elvish outpost and some mercantile dwarves, who both agreed to ally themselves against the refugees, believing them an invasion. Haldric's attempts at diplomacy fell upon deaf ears, and the two sides quickly engaged in battle, Jessene commenting on the irony of their situation. Just as the first warrior died, however, yet another elf, [[Dionli|Lady Dionli]], arrived and demanded an explanation for the events. Haldric and his close advisors, including Jessene, advisers were instructed to accompany Dionli to the Council of Elven Lords, while the remaining refugees disembarked. Upon seeing Jevyan's familiar watching from a distance, Jessene advised Haldric not to speak to the elves of Jevyan. Before departing with the elves, Haldric secretly asked Jessene to have one third of their ships to return to the Green Isle to search for survivors. Lord Typhon departed, leaving behind only the mermen who had already aided Haldric in combat.&amp;lt;ref name=&amp;quot;new&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dionli brought them before the Council of Elven Lords, also known as the [[Ka'lian]], situated in the [[Grey Woods]]. Haldric requested that his people be allowed to settle in the land between the elven forests and dwarven mountains. The Council concluded that such a concession would only be made if Haldric completed a quest from each of the four lords. [[Logalmier|Lord Logalmier]] requested that Haldric slay the dragon of the [[Green Swamp]], along with its saurian minions. Lady Dionli requested that Haldric halt the operations of a group of coastal metal-trading saurians. Lord Aryad requested that travel to the [[Brown Hills]] to eradicate the inhabitant trolls. Finally, [[El'Isomithir|Lord El'Isomithir]] requested that Haldric travel to the [[Isle of Tears]] to end the curse upon the elves that once lived there.&amp;lt;ref name=&amp;quot;kalian&amp;quot;&amp;gt;{{Cite|the ka'lian}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Plot disorder&lt;br /&gt;
|title 1=Haldric killed the Dragon&lt;br /&gt;
|contents 1=Haldric travelled to the Green Swamp, wherein he found a small island, speculating that the dragon lived in the mountain thereupon. Surrounding the mountain were scores of saurians, as well as a number of bats and mudcrawlers. As Haldric engaged in battle, the dragon, [[List of supporting characters from The Rise of Wesnoth#Shek'kahan|Shek'kahan]], emerged from the mountain and attacked Haldric's men. Eventually, Haldric managed to slay Shek'kahan and steal his gold. Jessene jokingly insisted her refusal to call Haldric by the honorary title &amp;quot;Dragonbane&amp;quot;, before returning to the Ka'lian, where Logalmier remarked how impressed he was.&amp;lt;ref name=&amp;quot;dragon&amp;quot;&amp;gt;{{Cite|the dragon-trow}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|title 2=Haldric drove away the metal-trading saurians&lt;br /&gt;
|contents 2=Haldric travelled northwest to the beach where the saurian traders were at work. Haldric responded viscerally to the saurians calling his men &amp;quot;monsters&amp;quot;, leading Jessene to remark on the irony of his response. Upon seeing the advancing humans, the saurians prepared themselves to hold the beach until their naga reinforcements arrived, sending mudcrawlers and scorpions against the humans. As Haldric's forces pushed closer to the saurians' base of operations, a band of nagas came to the aid of the saurians, hoping to protect their trading partnership. Nevertheless, Haldric cleared the beach of enemies, before returning with his men to the Ka'lian.&amp;lt;ref name=&amp;quot;lizard&amp;quot;&amp;gt;{{Cite|lizard}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|title 3=Haldric eradicated the trolls&lt;br /&gt;
|contents 3=An elven guide led Haldric's men to the entrance to the cave of trolls. Jessene cautioned that the trolls would be a challenging fight, due to the fact the elves had sent the humans there in the first place. Within the cave, they encountered a large number of trolls, as well as giant spiders. They managed to kill each of the four troll warriors occupying the caves, before ascending to the surface and returning to the Ka'lian.&amp;lt;ref&amp;gt;{{Cite|hole}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|title 4=Haldric ended the curse upon the Isle of Tears&lt;br /&gt;
|contents 4=Haldric returned with his men to their original landing point, from which they sailed to the Isle of Tears, covered in a thick fog. Haldric and some of his men landed on the island, organizing to be picked up once they had finished clearing the island. Jessene warned Haldric that the undead they would face would be unlike that they had fought previously. They fought against various undead forces, eventually managing to purge them from the island, although Haldric was cursed in the process. Jessene expressed her skepticism that the curses would hold any weight.&amp;lt;ref name=&amp;quot;cursed&amp;quot;&amp;gt;{{Cite|cursed}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
Having completed the four quests, the Ka'lian honoured their word by granting the humans the plains to the north of the Great River, and the plains and hills to the south of the Great River. Logalmier warned Haldric to take care of the land, and also to be of aid to the elves in return for their generosity. Haldric agreed to these terms, but before the meeting could conclude, Aethyr unexpectedly appeared before the council, cryptically informing Haldric that some &amp;quot;old friends&amp;quot; had arrived. Understanding this to mean the orcs had followed them to the Great Continent, Haldric hurried away. While Jessene pretended to leave, she remained behind to spy upon the elves, suspecting that Aethyr had revealed too much.&amp;lt;ref name=&amp;quot;kalian&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Concealed from the elves, Jessene overheard the Ka'lian reveal that they had become aware of the orcish threat. After a brief conversation, the council resolved itself to stay out of the conflict, unless the humans were weakened by the orcs to the point of vulnerability, in which case, the elves would 'deal' with the survivors. Realizing the council's betrayal, left to catch up with Haldric and tell him what she had overheard.&amp;lt;ref name=&amp;quot;spy&amp;quot;&amp;gt;{{Cite|spy}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jevyan's return ====&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=Even if we defeat him, the other Lich-Lords will follow. It's because of that ruby. If I were paranoid I’d say that our dear old 'tree-friend' might have known as much.&lt;br /&gt;
|source=Lady Jessene posits that killing Lich-Lord Jevyan will only be a temporary victory.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Hastening west, Jessene found Haldric and his men preparing for battle with a number of orcish forces. She told Haldric of the elves' plan, emphasising the importance of winning the battle against the orcs soundly. She theorized that it was the Ruby of Fire which was luring the orcs, more of whom were likely to follow. Haldric instructred her to take the Ruby of Fire and hide it within the troll hole they had cleared earlier.&amp;lt;ref name=&amp;quot;vanguard&amp;quot;&amp;gt;{{Cite|vanguard}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After carrying out her orders without issue, she returned to find Haldric attempting to clear the foggy shoreline of orcs and undead, whose presence was preventing the safe landing of a number of refugee ships. After eventually managing to vanquish the numerous foes, Jessene asked Haldric what he was planning to do, voicing her concern that Jevyan and his forces would continue their assault on the refugees until finding the Ruby of Fire. Haldric took Jessene aside to talk in private.&amp;lt;ref name=&amp;quot;fleet&amp;quot;&amp;gt;{{Cite|fleet}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once alone, Haldric informed Jessene of his plan to deceive Jevyan into believing that the elves had acquired the Ruby of Fire in a deal, such that the elves would bear the brunt of any further invasions. Jessene reminded him that he would be expected to honour his pact, yet he revealed that it was unimportant what other people thought of his honour, as he expected to be personally killed by Jevyan during the ruse. Jessene protested, and was joined by Aethyr who had been eavesdropping. The two of pleaded with Haldric not to sacrifice himself, who only relented when Aethyr insisted on taking Haldric's place in the deception. Before returning to their forces, Jessene reminded Haldric to spare the lives of enough orcs, such that their plan would succeed.&amp;lt;ref name=&amp;quot;plan&amp;quot;&amp;gt;{{Cite|plan}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jessene accompanied Haldric's forces south along the coastline until they reached Jevyan's primary landing point. Jessene told Jevyan of the fictitious exchange of the Ruby of Fire with the elves, who remained suspicious. In the ensuing battle, Aethyr died at the hands of Jevyan, revealing the forged treaty. Having successfully led Jevyan to believe their story, they eradicated three of the four orcish chieftains, as well as destroying Jevyan himself. As intended, they allowed a single chieftain to flee, hoping that he would convince the other orcs still at the Green Isle.&amp;lt;ref name=&amp;quot;rise&amp;quot;&amp;gt;{{Cite|rise}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Queen consort ===&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=Then take my hand, Jessene, if you won’t accept crown or kingdom. You have earned both. We can’t make this work without your people... and I don’t think I can make it work without you.&lt;br /&gt;
|source=King Haldric asks for Lady Jessene's hand in marriage.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
With Jevyan finally defeated, Jessene and Haldric laid Aethyr's body to rest. Haldric told his closest allies there of the forged treaty, making them pledge never to speak of it again. Realizing he was finally a king with a kingdom, Haldric pondered over what to name the land he had earned. Jessene proposed that it was to be named &amp;quot;Wesnoth&amp;quot; after the Wesfolk, and the fact that the elves had considered humans to be the &amp;quot;west-north&amp;quot;. Haldric agreed, and subsequently asked Jessene if she would marry him. Despite her initial reluctance, Jessene accepted Haldric's proposal.&amp;lt;ref name=&amp;quot;epilogue&amp;quot;&amp;gt;{{Cite|epilogue-trow}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They were wedded, making Queen Jessene the first queen consort of Wesnoth. Though it was later suggested that their marriage was not tranquil, the two desired each other's company. Jessene bore Haldric multiple children, including Haldric II. Their interracial marriage was successful in convincing others to do the same, eventually fusing the two ethnic groups into a single kingdom.&amp;lt;ref name=&amp;quot;epilogue&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
{{Quote gap}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=Haldric! I won't do it... I won't help. What is it with your kind, always rushing to a fool's death? Who'll lead these people? I... we need you alive.&lt;br /&gt;
|source=Lady Jessene pleads with Prince Haldric not to sacrifice himself.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Prior to revealing her true identity to Haldric, Jessene maintained a consistent tone of scorn and bitterness, such as when she is questioned by Eldaric regarding her encroachment on Stormvale land.&amp;lt;ref name=&amp;quot;storms&amp;quot;/&amp;gt; Though she did become less hostile with time, she maintained great pride in her heritage, and would be quick to defend the honour of her fellow Wesfolk.&amp;lt;ref name=&amp;quot;southbay&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;oldwood&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jessene was also a cunning advisor to Haldric, and offered him invaluable advice. Much of this was due to her extensive knowledge of Wesfolk history,&amp;lt;ref name=&amp;quot;clearwater&amp;quot;/&amp;gt; but she was also discerning enough to first realize that it was the Ruby of Fire which lured Jevyan's forces.&amp;lt;ref name=&amp;quot;final&amp;quot;/&amp;gt; At various times, she expressed her frustration with Haldric's naïveté or bravado.&amp;lt;ref name=&amp;quot;decline&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;plan&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jessene's sense of humour was regularly cynical and mocking, such as when she suggested that Haldric was insecure about the validity of his bloodline.&amp;lt;ref name=&amp;quot;fallen&amp;quot;/&amp;gt; She also regularly teased him for his hubris when and after slaying Shek'kahan.&amp;lt;ref name=&amp;quot;dragon&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;epilogue&amp;quot;/&amp;gt; Despite this, she eventually expressed her devotion to him,&amp;lt;ref name=&amp;quot;plan&amp;quot;/&amp;gt; and ultimately even agreed to become his wife.&amp;lt;ref name=&amp;quot;epilogue&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{Note start}}&lt;br /&gt;
{{Note item&lt;br /&gt;
|no=1&lt;br /&gt;
|text=[[Glimir]], an elvish marshal, noted that there had only been a single ship which arrived at the Great Continent.&amp;lt;ref name=&amp;quot;new&amp;quot;/&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Note end}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{s-start}}&lt;br /&gt;
{{s-non|reason=Establishment of Wesnoth}}&lt;br /&gt;
{{s-ttl|title=Queen consort of Wesnoth|years=1YW–???}}&lt;br /&gt;
{{s-aft|after=???}}&lt;br /&gt;
{{s-end}}&lt;br /&gt;
{{The Rise of Wesnoth}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Female]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:Major characters from The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Wesfolk]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=1.19_Roadmap&amp;diff=72745</id>
		<title>1.19 Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=1.19_Roadmap&amp;diff=72745"/>
		<updated>2024-04-25T00:41:08Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* 1.19.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for consolidating and planning when new features and fixes are intended to land in the 1.19 development branch. The release schedule for Development releases can be found [https://forums.wesnoth.org/viewtopic.php?f=2&amp;amp;t=52785 here (link is to the 1.17 page, might change for 1.19)].&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
Place the feature or fix you intend to implement within the section of the point release that you intend to have it implemented by, as well as your forum username in parenthesis after the feature description. The point release something is planned to be released with is not set in stone, and can be updated as needed depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
This is just an outline currently, with some point releases for the early, middle and late parts of the branch.&lt;br /&gt;
&lt;br /&gt;
== 1.19.0 ==&lt;br /&gt;
* Move the Dunefolk into Default Era (Pentarctagon)&lt;br /&gt;
&lt;br /&gt;
== 1.19.1 ==&lt;br /&gt;
* [https://github.com/wesnoth/wesnoth/pull/6826 #6826] Merge hardware accelerated unit submerge effect, if possible (Pentarctagon)&lt;br /&gt;
** Completed in [https://github.com/wesnoth/wesnoth/pull/8687 #8687].&lt;br /&gt;
&lt;br /&gt;
== 1.19.2 ==&lt;br /&gt;
* Finish adding ability/weapon special unit tests (Pentarctagon)&lt;br /&gt;
&lt;br /&gt;
== 1.19.3 ==&lt;br /&gt;
* Investigate replacing mariadbpp with Boost.MySql (Pentarctagon)&lt;br /&gt;
&lt;br /&gt;
== 1.19.5 ==&lt;br /&gt;
* [https://github.com/wesnoth/wesnoth/pull/6512 #6512] New type of deprecation warning, when a deprecated attribute is used alongside its replacement (octalot)&lt;br /&gt;
* [https://github.com/wesnoth/wesnoth/pull/7082 #7082] Get wmllint running against mainline during CI with no errors (Pentarctagon)&lt;br /&gt;
&lt;br /&gt;
== 1.19.10 ==&lt;br /&gt;
* [https://github.com/wesnoth/wesnoth/issues/5041 #5041] Draw text on images in [[IntroWML]], useable for place-name labels on the journey-tracker maps (octalot)&lt;br /&gt;
&lt;br /&gt;
== 1.19.15 ==&lt;br /&gt;
* Play through any remaining mainline campaigns worth playing through (ie: not LoW) and add at least a minimum baseline of achievements to them (Pentarctagon)&lt;br /&gt;
&lt;br /&gt;
== 1.19.20 ==&lt;br /&gt;
&lt;br /&gt;
== 1.19.?? (Beta 1) ==&lt;br /&gt;
'''This marks the beginning of the feature freeze and string freeze for 1.19;''' the only API changes made past this point must be to fix bugs.&lt;br /&gt;
&lt;br /&gt;
== 1.19.?? (RC1) ==&lt;br /&gt;
'''This marks the beginning of the API freeze;''' no API changes for for any reason can be made at this point. Additional RC releases will be done as needed.&lt;br /&gt;
&lt;br /&gt;
* Add new screenshots for 1.20&lt;br /&gt;
&lt;br /&gt;
== 1.20.0 ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ThemeWML&amp;diff=70856</id>
		<title>ThemeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ThemeWML&amp;diff=70856"/>
		<updated>2023-04-11T23:21:29Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* The toplevel [theme] tag */ Minor clarification on rect co-ordinates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The toplevel [theme] tag ==&lt;br /&gt;
&lt;br /&gt;
Themes are used both for the wesnoth game and the wesnoth editor.&lt;br /&gt;
Themes allow flexible configuration of how everything is laid out on-screen.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized in '''[theme]''':&lt;br /&gt;
* '''id''': The internal id of the theme.&lt;br /&gt;
* '''name''': Translatable theme name displayed in Preferences.&lt;br /&gt;
* '''hidden''': Boolean value (defaults to '''no'''), determines whether the theme will be displayed in Preferences or not. This can be used to prevent players from choosing themes that are not intended for use in regular gameplay.&lt;br /&gt;
* '''description''': A short description of the theme to display in Preferences.&lt;br /&gt;
&lt;br /&gt;
The only tag in '''[theme]''' is '''[[ThemeSystem|[resolution]]]''', but each theme can have multiple [resolution] tags.&lt;br /&gt;
The [resolution] tags are scanned until the first one which is of the same or lower resolution than is currently being used is found, and this is used as our theme.&lt;br /&gt;
This allows us to define themes to work differently on different resolutions, &lt;br /&gt;
and will allow us to support both high and low resolutions elegantly.&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized for [resolution]:&lt;br /&gt;
&lt;br /&gt;
* '''width''', '''height''': dimensions in pixels&lt;br /&gt;
&lt;br /&gt;
All subtags of [resolution] use the following keys:&lt;br /&gt;
* '''rect'''=''a,b,c,d'': defines the rectangle to display on, where a,b are top-left XY co-ordinates and c,d are bottom-right XY co-ordinates. So, for example rec=&amp;quot;0,10,20,30&amp;quot; would create a rectangle that has top left corner at the very left side of the screen, 10 pixels below the very top and is 20 pixels wide and tall. Each of a,b,c,d may be specified as:&lt;br /&gt;
** number : absolute positions&lt;br /&gt;
** ''='' : same value as the same field in reference rect (alignment with reference)&lt;br /&gt;
** +number or -number : for a and b, add this value to reference's c and d respectively (spacing from reference); for c and d, add this value to self's a and b (specify by width and height)&lt;br /&gt;
** =+number or =-number : add this value to same field in reference rect (eg. consider reference as a container box)&lt;br /&gt;
* '''xanchor''', '''yanchor''': control the behavior of how this rectangle changes as the resolution changes.&lt;br /&gt;
** '''left''': its distance from the left side of the screen always remain the same, while changes in the resolution will change its size by the same amount (top for the y axis).&lt;br /&gt;
** '''right''': its size always remain the same, as well as its distance to the right side of the screen (bottom for the y axis).&lt;br /&gt;
** '''fixed''': its co-ordinates in that axis remain constant&lt;br /&gt;
** '''proportional''': its co-ordinates multiplied by the ratio of the resolution being used to the canonical resolution.&lt;br /&gt;
&lt;br /&gt;
== [main_map] ==&lt;br /&gt;
&lt;br /&gt;
defines where the main game display (i.e. all the hexagons and units) is displayed.&lt;br /&gt;
&lt;br /&gt;
== [main_map_border] ==&lt;br /&gt;
Defines the border of the main map area. It has the following keys.&lt;br /&gt;
&lt;br /&gt;
* '''border_size''': the size of the border, the value should be between 0.0 and 0.5. The images which are used by default are sized for 0.5. If the border gets smaller the images still need the same size. They're simply cut off at the right spot.&lt;br /&gt;
* '''background_image''': the filename of the image to use as background.&lt;br /&gt;
* '''tile_image''': the filename of the image to use for the _off^_usr tile. The image in the minimal can't be controlled only the image in the main map. This image must be in the terrain directory and a png image. When specifying the image the 'terrain/' prefix and '.png' suffix _must_ be ommitted.&lt;br /&gt;
&lt;br /&gt;
== [mini_map] ==&lt;br /&gt;
&lt;br /&gt;
Determines where the mini map is displayed&lt;br /&gt;
&lt;br /&gt;
== [panel] ==&lt;br /&gt;
&lt;br /&gt;
Displays an image as a panel on-screen.&lt;br /&gt;
* '''image''': the image used for the panel&lt;br /&gt;
&lt;br /&gt;
== [label] ==&lt;br /&gt;
&lt;br /&gt;
Displays a text label on screen.&lt;br /&gt;
* '''prefix''': a string that will be printed before the text in all languages&lt;br /&gt;
* '''text''': a text string id to be displayed&lt;br /&gt;
* '''postfix''': a string that will be printed after the text in all languages&lt;br /&gt;
* '''icon''': an image that will be displayed instead of the text if it is available&lt;br /&gt;
* '''font_size''': the size of font to use for the label&lt;br /&gt;
&lt;br /&gt;
== [menu] ==&lt;br /&gt;
&lt;br /&gt;
* '''title''': the id of the string to write on the button&lt;br /&gt;
* '''title_literal''': a string that will be displayed &amp;quot;as is&amp;quot; in all language after the title&lt;br /&gt;
* '''image''': the image to use if available&lt;br /&gt;
* '''is_context_menu''': if set to true this menu will not be placed, but displayed on a right click&lt;br /&gt;
* '''items''': comma separated list of actions to put in the menu. if there is only one action, it will be executed immediately and no menu will be displayed&lt;br /&gt;
** '''cycle''': move to next movable unit&lt;br /&gt;
** '''endunitturn''': consume this unit's move and cycle to the next one&lt;br /&gt;
** '''leader''': center on the leader&lt;br /&gt;
** '''undo''': undo last action&lt;br /&gt;
** '''redo''': redo undone action&lt;br /&gt;
** '''zoomin''': zoom the map in&lt;br /&gt;
** '''zoomout''': zoom the map out&lt;br /&gt;
** '''zoomdefault''': return to default zoom&lt;br /&gt;
** '''fullscreen''': switch fulscreen mode&lt;br /&gt;
** '''accelerated''': switch turbo mode&lt;br /&gt;
** '''resistance''': show resistance table of current unit&lt;br /&gt;
** '''terraintable''': show terrain table of current unit&lt;br /&gt;
** '''describeunit''': show unit description&lt;br /&gt;
** '''renameunit''': change unit name&lt;br /&gt;
** '''save''': save the game&lt;br /&gt;
** '''recruit''': recruit a unit&lt;br /&gt;
** '''repeatrecruit''': repeat last recruitement&lt;br /&gt;
** '''recall''': recall a unit from previous scenario&lt;br /&gt;
** '''endturn''': end current turn&lt;br /&gt;
** '''togglegrid''': toggle grid display&lt;br /&gt;
** '''statustable''': show status table&lt;br /&gt;
** '''mute''': mute all sounds&lt;br /&gt;
** '''speak''': send message to other players&lt;br /&gt;
** '''createunit''': debug create a unit on the map&lt;br /&gt;
** '''preferences''': open preference dialog&lt;br /&gt;
** '''objectives''': show objective window&lt;br /&gt;
** '''unitlist''': list units&lt;br /&gt;
** '''statistics''': show game statistics&lt;br /&gt;
** '''quit''': quit the game&lt;br /&gt;
** '''labelterrain''': label current location&lt;br /&gt;
** '''clearlabels''': clear all labels on map&lt;br /&gt;
** '''showenemymoves''': show grids reachable by the enemy&lt;br /&gt;
** '''bestenemymoves''': show grids reachable by the enemy with no zone of control&lt;br /&gt;
** '''editnewmap''': editor only start a new map&lt;br /&gt;
** '''editloadmap''': editor only loads an existing map&lt;br /&gt;
** '''editsavemap''': editor only saves the current map&lt;br /&gt;
** '''editsaveas''': editor only saves the current map, let you choose a filename&lt;br /&gt;
** '''editsetstartpos''': editor only set a starting position for a team&lt;br /&gt;
** '''editfloodfill''': editor only flood the map with a terrain&lt;br /&gt;
** '''toggleshroud''': toggle the &amp;quot;moving removes shroud&amp;quot; behaviour&lt;br /&gt;
** '''updateshroud''': removes all possible shroud&lt;br /&gt;
** '''AUTOSAVES''': expands to a list of all Auto-Save games prior to this one&lt;br /&gt;
&lt;br /&gt;
== [status] ==&lt;br /&gt;
&lt;br /&gt;
This tag describes the Status Table.&lt;br /&gt;
This tag contains many other tags, which determine where other game statistics, such as the current turn, and a description of selected units go.&lt;br /&gt;
For instance, the [time_of_day] tag will determine where the time of day image goes.&lt;br /&gt;
Each subtag of [status] can contain the following attributes&lt;br /&gt;
&lt;br /&gt;
** '''font_size''': the size of font to use for the status&lt;br /&gt;
** '''rect''': the rectangle as for the main_map attribute&lt;br /&gt;
** '''xanchor''': the x-wise anchoring as for the main_map attribute&lt;br /&gt;
** '''yanchor''': the y-wise anchoring as for the main_map attribute&lt;br /&gt;
** '''prefix''': the string to display before the actual status, this is the string id for internationalisation&lt;br /&gt;
** '''prefix_literal''': a string to put after the prefix, but before the label for all languages.&lt;br /&gt;
** '''postfix_literal''': a string to put after the status&lt;br /&gt;
** '''postfix''': the string to display after the postfix_literal, this is the string id for internationalisation&lt;br /&gt;
&lt;br /&gt;
the following tags are recognized for [status]:&lt;br /&gt;
* '''[unit_description]''': the user description of the current unit. Note: this tag is now obsolete&lt;br /&gt;
* '''[unit_name]''': the user description of the current unit&lt;br /&gt;
* '''[unit_type]''': the type of the current unit&lt;br /&gt;
* '''[unit_race]''': the race of the current unit&lt;br /&gt;
* '''[unit_level]''': the level of the current unit&lt;br /&gt;
* '''[unit_side]''': the side of the current unit (flag)&lt;br /&gt;
* '''[unit_traits]''': the traits of the current unit&lt;br /&gt;
* '''[unit_status]''': the status of the current unit&lt;br /&gt;
* '''[unit_alignment]''': the alignment of the current unit&lt;br /&gt;
* '''[unit_abilities]''': the abilities of the current unit&lt;br /&gt;
* '''[unit_hp]''': the HP of the current unit&lt;br /&gt;
* '''[unit_xp]''': the XP of the current unit&lt;br /&gt;
* '''[unit_moves]''': the moves remaining for the current unit&lt;br /&gt;
* '''[unit_weapons]''': the attacks of the current unit&lt;br /&gt;
* '''[unit_image]''': the icon for the current unit&lt;br /&gt;
* '''[unit_profile]''': the portait for the current unit&lt;br /&gt;
* '''[unit_advancement_options]''': the advancement(s) of the current unit appear in the tooltip of this element&lt;br /&gt;
* '''[time_of_day]''': the time of day on the current location&lt;br /&gt;
* '''[turn]''': the turn number and turn remaining&lt;br /&gt;
* '''[gold]''': the gold remaining&lt;br /&gt;
* '''[villages]''': the number of villages owned&lt;br /&gt;
* '''[num_units]''': the number of units owned&lt;br /&gt;
* '''[upkeep]''': the money needed to keep your units every turn&lt;br /&gt;
* '''[expenses]''': the money lost each turn when you don't have enough income&lt;br /&gt;
* '''[income]''': the income per turn (can be positive)&lt;br /&gt;
* '''[terrain]''': the text description of the current terrain&lt;br /&gt;
* '''[position]''': the current terrain's position&lt;br /&gt;
* '''[side_playing]''': the current playing side (flag)&lt;br /&gt;
* '''[observers]''': the current observers&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ThemeSystem]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Malin_Keshar&amp;diff=70636</id>
		<title>Malin Keshar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Malin_Keshar&amp;diff=70636"/>
		<updated>2023-03-06T09:38:00Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: Update link to Malin's portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name=Malin/Mal Keshar&lt;br /&gt;
| image=https://raw.githubusercontent.com/wesnoth/wesnoth/1.16/data/campaigns/Descent_Into_Darkness/images/portraits/malin_old.png&lt;br /&gt;
| titles= Malin the Damned&lt;br /&gt;
| gender=Male&lt;br /&gt;
| race=[[Humans|Human]], later [[Undead]]&lt;br /&gt;
| types=&lt;br /&gt;
* [https://units.wesnoth.org/1.14/mainline/en_US/apprentice_mage.html Apprentice Mage] (level 1)&lt;br /&gt;
* [https://units.wesnoth.org/1.14/mainline/en_US/apprentice_necromancer.html Apprentice Necromancer] (level 2)&lt;br /&gt;
* [https://units.wesnoth.org/1.14/mainline/en_US/dark_mage.html Dark Mage] (level 3)&lt;br /&gt;
* [https://units.wesnoth.org/1.14/mainline/en_US/Ancient%20Lich.html Ancient Lich] (level 4)&lt;br /&gt;
| relatives= [[Dela Keshar]] (sister)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:Undead]]&lt;br /&gt;
[[Category:Major characters from Descent into Darkness]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=69091</id>
		<title>UnderTheBurningSuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=69091"/>
		<updated>2021-12-08T12:25:38Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* The Rebellion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This campaign takes place eons after the others.  At the height of Wesnoth's power, an additional sun was created and magically raised into the sky.  Millennia later, entropy has its due: The fertile plains of Wesnoth have turned to desert.  There are few survivors from the age of the empire. The focus of these scenarios are the Quenoth Elves, who are particularly well adapted to living on the sands.&lt;br /&gt;
&lt;br /&gt;
In terms of gameplay, Under the Burning Suns' scenarios tend to be somewhat longer than in other campaigns. They are not boring, though, as victory conditions typically change several times before the scenario is 'won'.&lt;br /&gt;
&lt;br /&gt;
== Campaign-Level Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
Under the Burning Suns changes several of the rules you may be used to from other scenarios.  Here is a list of the most crucial changes:&lt;br /&gt;
* regarding movement and defense, sand is the new forest&lt;br /&gt;
* Elves' movement cost in caves is 2 (not 3)&lt;br /&gt;
* Your elves are lawful and subject to the day-night cycle, which has changed quite a bit:&lt;br /&gt;
** First Dawn&lt;br /&gt;
** First Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** First Dusk&lt;br /&gt;
** The Short Dark (Night)&lt;br /&gt;
** Second Dawn&lt;br /&gt;
** Second Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** Second Dusk&lt;br /&gt;
** The Long Dark 1-4&lt;br /&gt;
* Prior to 1.14, most Elvish units have similar attacks, promotions, and resistances.&lt;br /&gt;
* In Wesnoth 1.14+, the Quenoth elves are a new faction with entirely new units.&lt;br /&gt;
&lt;br /&gt;
===Kaleh and Nym ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;As Quenoth elves (Wesnoth 1.14.x and later)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These characters don't level up like ordinary units. Every time they reach maximum XP, their HP and attack damage will improve a bit, and you're asked what else you want them to learn on top of that, like &amp;quot;become a better warrior&amp;quot; or &lt;br /&gt;
&amp;quot;become a better hunter&amp;quot;. You needn't worry about the choice: none of the abilities is game-breaking in one way or another, and eventually they'll learn almost all of them.&lt;br /&gt;
&lt;br /&gt;
* On the first level-up, you'll have three choices &amp;quot;warrior&amp;quot;, &amp;quot;hunter&amp;quot; or &amp;quot;leader&amp;quot;. Whichever you choose, you'll still be able to choose the other two on later level ups.&lt;br /&gt;
* On the second level-up and later, you'll also be able to choose specializations that say &amp;quot;choose only one&amp;quot;. You'll be able to choose one for each of Warrior, Hunter and Leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;As Desert elves (Wesnoth 1.13.x and earlier)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The skill tree is different to the Quenoth version, for example &amp;quot;become a better swordsman&amp;quot; or &amp;quot;learn to use the bolas&amp;quot;. The two most important things to know are:&lt;br /&gt;
&lt;br /&gt;
* the very first swordsman&amp;lt;-&amp;gt;archer choice defines his later field of excellence (he'll be merely good in the other)&lt;br /&gt;
* bolas and leadership are mutually exclusive&lt;br /&gt;
&lt;br /&gt;
=== Unit advancement ===&lt;br /&gt;
&lt;br /&gt;
There's no way to know this beforehand, but you'll have to fight a some big underground battles. The army you build during the first scenarios should be capable of fighting in caves. There are two main variables to consider for underground battles:&lt;br /&gt;
# Can each unit move at least 3 cave hexes per turn?&lt;br /&gt;
# How can I maximize damage in narrow corridors?&lt;br /&gt;
&lt;br /&gt;
Because of these two priorities, deciding which units to level in early campaigns is very important.  For instance, the following units are not as effective:&lt;br /&gt;
* After 1.14: Tauroch units, Scout units, and Quenoth Fighters, unless they are Quick&lt;br /&gt;
* Prior to 1.14: Marksman, Hero, Scout&lt;br /&gt;
&lt;br /&gt;
There are more effective units:&lt;br /&gt;
* Desert Sylphs and Shydes fly over rough terrain. Sun Sylphs also Illuminate, which is crucial for supporting your Lawful units.&lt;br /&gt;
* The Fighter line's defense buffs can be effective in caves, so long as they are Quick.&lt;br /&gt;
&lt;br /&gt;
=== Other Units ===&lt;br /&gt;
There's no way to know this, either, but you'll be granted several units in the course of this campaign whose sole purpose is to die (or leave you) to serve the story. They are still valuable fighters, but bear in mind how they are not as valuable as your main units -- especially Kaleh and Nym.&lt;br /&gt;
* Garak, captain of the Quenoth guards&lt;br /&gt;
* All but 1 of the loyal troops (dwarf or troll) who join you underground will leave you before Out of the Frying Pan. They are truly expendable.&lt;br /&gt;
* The Flesh Golem, Kromph, will eventually turn on you. Expendable unless you want the 16 XP that will come from killing him by your own hands.&lt;br /&gt;
* The fire mage Eyrissa leaves you before Out of the Frying Pan. If you kept her alive, she will grant you a Flaming Sword.&lt;br /&gt;
&lt;br /&gt;
== The Morning After ==&lt;br /&gt;
&lt;br /&gt;
* '''Objectives''': &lt;br /&gt;
** Rescue surviving elves in villages&lt;br /&gt;
** Defeat the Necromancer (L2) leader to the North&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 32 / ?? (Easy/Medium/Hard)&lt;br /&gt;
* '''Starting units''': Kaleh, Nym&lt;br /&gt;
* '''Starting gold''': 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some strange meteors have destroyed the homes of our heroes.  Kaleh and Nym must search for survivors by capturing villages inside the city walls.  Landing on an empty village will sometimes flush out a few elves.  In the beginning, they will be battling Mud-crawlers.  Since you have no keep in which to recruit, put the Mud-crawlers to the sword and save all the new units.  Note that, unlike other campaigns, Giant Mud-crawlers here will not spawn smaller Mud-crawlers upon their death.  Also note that the grey brown trail around the lake is not as good defensively for you as the sand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The villages will lead you counter-clockwise around the lake.  At the southernmost portion of the lake you'll find a shattered bridge leading to a shrine in the center of the lake.  You don't have to go there right away, but the scenario won't complete until you rescue the Druid and both Shamans there.  Be aware that stepping off the island will trigger the appearance of an enemy Cuttlefish -- use fresh units to wear down its health with ranged attacks before finishing it off with melee.&lt;br /&gt;
&lt;br /&gt;
Garak the Captain will be found with a few recruits on the Training Ground, which is just to the East of the bridge.  It's possible that your people headed for the bridge will trigger this encounter - you'll find a bigger mob of Mud-crawlers than you've seen so far, and likely get some bruises cleaning them out.  [Wesnoth 1.14.x] Garak's &amp;quot;teaching&amp;quot; ability allows him to share EXP with adjacent units, so don't be afraid to brawl with him.&lt;br /&gt;
&lt;br /&gt;
The villages on the East side of the city represent stables - capturing them will give you Scouts.  If the Scouts explore the outer edges of the map, they will find 2-3 more villages and units, but no more Mud-crawlers.  You're now ready for bigger game!&lt;br /&gt;
&lt;br /&gt;
Completing the circuit around the lake reveals the destroyed keep on the North side.  The tribe leader Tanuil is pronounced dead, Kaleh now leads the tribe.  On turn 11, a Necromancer Xanthos will show up to lead the Undead against the elves.  Head north to take the battle to his keep.  On turn 16, the Quenoth hunting party returns on the North edge of the map, to the west of Xanthos.&lt;br /&gt;
&lt;br /&gt;
== Across the Harsh Sands ==&lt;br /&gt;
&lt;br /&gt;
* '''Objectives''': &lt;br /&gt;
** Kaleh must reach &amp;quot;Pinnacle Rock&amp;quot; at the North end of the map. &lt;br /&gt;
** Defeat the Outlaw leader.&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 60 / ?? (Easy / Medium / Hard)&lt;br /&gt;
* '''Starting units''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Starting gold''': 300&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Scenario-specific gameplay rules&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the two-sun daily cycle for this entire campaign, this particular scenario has more particular rules involving water economy, which make it play quite differently than usual: Your refugees are traveling through an &amp;quot;extra-barren&amp;quot; area and they are short on water-skins and even food. They are therefore at risk of ''dehydrating''. The rule for this effect triggering is:&lt;br /&gt;
&lt;br /&gt;
If a unit is:&lt;br /&gt;
&lt;br /&gt;
* At the ''beginning'' of a turn,&lt;br /&gt;
* during the ''day'': any of Dawn, Morning, Midday, Afternoon, Dusk;&lt;br /&gt;
* On a ''sandy'' hex: sand, road, rubble or sand-dunes;&lt;br /&gt;
* ''Without a nearby healer'' - a Shaman, Mystic etc. standing in an adjacent hex;&lt;br /&gt;
&lt;br /&gt;
Then the unit will experience &amp;quot;thirst&amp;quot; and lose:&lt;br /&gt;
&lt;br /&gt;
* - 4 / 5 / 6 HP (Easy / Medium / Hard)&lt;br /&gt;
* -1 point of damage on each attack (melee and ranged)&lt;br /&gt;
&lt;br /&gt;
These effects are cumulative. The HP loss may be healed by any healer, during the day or the night - but the attack degradation is only healed at an oasis, i.e. by being located on a water hex at the beginning of a turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may be wondering &amp;quot;What about staying in villages?&amp;quot; - well, there are effectively no villages along your way. Instead, the water hexes of oases heal 8 points of damage, regardless of the source of damage, in addition to removing the effects of dehydration. Thus, an oasis becomes a point of healing, surrounded by no-thirst grassland hexes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Map Layout&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a long vertical map. You start at the South end and move North. At your destination there's the headquarters The Black Hand, a band of outlaws. (Not that it's clear what being an &amp;quot;outlaw&amp;quot; even means in a tribal, stateless, semi-nomadic society and in the middle of the desert, but whatever.) Between you and them, other than desert, dunes and mountains, are 4 oases; these are located at east and west edges of the level, with occasional short stretches of road peeking out of the sands, indicating the direction of the next one. The oases are (in order):&lt;br /&gt;
&lt;br /&gt;
# The small oasis you start in.&lt;br /&gt;
# An oasis with Giant Scorpions.&lt;br /&gt;
# An oasis with a contingent from an outlaw band, The Black Hand.&lt;br /&gt;
# An oasis surrounded by a castle (complete with a keep and a leader), inhabited either by:&lt;br /&gt;
## A colony of Ogres, or&lt;br /&gt;
## A Wight with his undead minions&lt;br /&gt;
# A &amp;quot;mirage oasis&amp;quot; which disappears as you near it&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Recruitment and formation&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While 60 turns might sound like a lot, your navigation in this level is quite constrained: In the day, by the risk of dehydration, and at night by roving Ghosts (see below). So, don't stay in the keep too long; you should be able to handle everything you'll run across with a single castle's worth of troops (6 units) if you're careful. If you're not careful, it doesn't matter how many troops you get. Also, remember there are no villages on your way, and all of your recruits are supported &amp;quot;out-of-pocket&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
All your recalled/recruited units can become dehydrated - including healers, therefore you should keep your healers in pairs. A reasonable formation is a &amp;quot;hedgehog&amp;quot; around Zhul and a Quenoth Mystic:&lt;br /&gt;
&lt;br /&gt;
      __&lt;br /&gt;
   __/U \__&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/H \__/&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/H \__/&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/U \__/&lt;br /&gt;
     \__/&lt;br /&gt;
&lt;br /&gt;
or along a diagonal axis:&lt;br /&gt;
         __   &lt;br /&gt;
      __/U \__&lt;br /&gt;
   __/U \__/U \&lt;br /&gt;
  /U \__/H \__/&lt;br /&gt;
  \__/H \__/U \&lt;br /&gt;
  /U \__/U \__/&lt;br /&gt;
  \__/U \__/&lt;br /&gt;
     \__/ &lt;br /&gt;
&lt;br /&gt;
this is 10 units: 2 healers ('H') + 8 any other ('U') = 4 starting units + 6 recalls/recruits. Out of those six, make one the Mystic/Shaman; another - a Quenoth Scout, and the other four could be, say, two Quenoth Fighters and two Tauroch Riders.&lt;br /&gt;
&lt;br /&gt;
Why place the two healers adjacent to each other? Because a healer, by him/herself,  is ''not'' in itself safe from dehydration, so the healers must support each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your hedgehog will begin following the remains of the old road East-North-East.  You won't be able to keep the hedgehog together if the group travels faster than 5 hexes per turn - the speed of the slowest unit - so that Scout you got will not be very effective right now beyond increasing you range of view.  That's okay, we'll be able to let it loose soon. At night, of course, you can break this formation - but you must reform it before Dawn to avoid dehydration.&lt;br /&gt;
&lt;br /&gt;
One reason you might break formation at night is your being attacked by roving ghosts: Indeed, in most areas (outside oases), and at every turn of night (including dusk but excluding dawn), one or two Ghosts will appear near to your units, to &amp;quot;prey on the weak&amp;quot;. You're not all that weak, but a Ghost may be able to pick off a wounded character of yours if you just keep the hedgehog formation. If your characters have high HP, you have the option of just ignoring the Ghosts' harassment - after all, your units are ineffective against them (except for Garak), and they against you with your good sand defense; they will spontaneously disappear at dawn. &lt;br /&gt;
&lt;br /&gt;
You should arrive at the second oasis at about first-dusk, and promptly be attacked by the Scorpions - who have decent desert movement and vision range - plus the roving Ghosts. Focus on the Scorpions first, unless you can land a terminal blow on a low-HP ghost; in fact, the Ghosts might even attack some Scorpions for you.  After you take out the Scorpions, you'll find a Traveler's Ring.  This artifact will make the designated unit invulnerable to hunger and thirst.  Give it to your Scout; it can take off on its own without getting dehydrated.&lt;br /&gt;
&lt;br /&gt;
If you somehow got dehydrated on day 1, or took a really bad beating - you might wish to rest in the oasis (remember: +8 HP in the water) before reforming your hedgehog; the bandit bathers' oasis is due West-by-Northwest.&lt;br /&gt;
&lt;br /&gt;
As you approach the midline of the level, you'll find it a hilly region infested by several Ogres. Despite their high HP, they're not so difficult to beat, since they're slow in sand and will not all gang up on you; they're not Chaotic, so they won't get a bonus when you're able to break formation; they have no ranged attack; and - if you catch them on sand hexes, you'll have twice their chance to hit. A Pathfinder (leveled Scout), Nym, or Kaleh - with the hunting skill - can slow them down to make sure even their relaliation loses its sting. The issue you may have here is your formation, which will likely break up (unless you go very slowly), and in daytime will result in some dehydration - that will be a handicap in your next encounter.&lt;br /&gt;
&lt;br /&gt;
If you dispose of the entire group of Ogres, you'll receive a special treat: A Loyal [http://units.wesnoth.org/1.15/mainline/en_US/Dust%20Devil.html Dust Devil] - an elemental earth spirit. It has a respectable arcane-type melee attack, and a nice impact-type swarm ranged attack - both effective against the Undead. If that's not enough - it has 8 MP and low movement cost over most terrain, _and_ it has at least 50% defense everywhere, _and_ it recovers 6 HP per turn on sand or dirt hexes; so it's an excellent scout. It won't be your &amp;quot;tank&amp;quot; against the Undead, though, due to limited HP and its vulnerability to cold and arcane attacks.&lt;br /&gt;
&lt;br /&gt;
The Black Hand's pool outing oasis is next: You'll find a mixed bag of Bandits, Thugs, Poachers and Trappers enjoying the pool (after all, it's not like they have a lot of crime to attend to). If you had your Scout in their sights before, they might have even joined the fray against the Ogres and yourself. By now should have some extra leveled-up units, so it won't be anything you can't handle - especially if you make sure to fight in daytime. The main issue here being the hills and the Ogres having impeded your formation. Depending on how effective you are in keeping everybody together, you might have some units go into battle wounded rather than wait for the healers to attend to them. When you are done here tack East-by-Northeast towards the castle oasis.&lt;br /&gt;
&lt;br /&gt;
Close to the castle, you'll chance upon a Red Mage named Elyssa, who is being changed by a force of skeletal units. You'll obviously save her - you just let her fill the empty spot in your hedgehog formation (with the scout no longer needing its former spot). Remember she's very effective against the Undead - but you need to keep her safe from the counter-attacks of Skeletons and Revenants.&lt;br /&gt;
&lt;br /&gt;
As for the castle itself - there is some random roll-of-the-dice which decides whether you'll find Ogres or the Undead in it. If it's the Wight leader (an L2), it will have an &amp;quot;honor guard&amp;quot; of four units (Ghosts on Medium difficulty), and will have amassed some money for recruiting (it has a high base-income despite the lack of villages). Remember that Wights are quite mobile, and this one won't hesitate to leave its castle to target someone vulnerable.&lt;br /&gt;
&lt;br /&gt;
The last (non-)oasis has a signpost at its entrance, announcing you've reached the home of the Black Hand of (existentially-unemployed) outlaws. When you cross some horizontal line, they will have already begun recruiting in earnest - and between the leader's basic income and their tent villages, they can recruit two units each turn without any gold reserves... So, hurry North. The leader of bandits is named Thorn, an L2 Outlaw (on Medium; probably a fugitive on Hard); when you take him out, he bargains for his life - and when you accept, he takes all of the remaining bandits with him. &lt;br /&gt;
&lt;br /&gt;
The bandit leader's offering in exchange for his life is a vial of Holy Water. As you may recall from other campaigns, the unit which picks it up has its melee attack change type to arcane. Choose carefully - you probably want to give this to a unit with a pierce-type attack, add&lt;br /&gt;
Now you have a second unit with a highly-effective attack against the Undead (in addition to the trampling Tuaroch riders).&lt;br /&gt;
&lt;br /&gt;
When you complete your objectives, you get a 20-per-turn early finish bonus (which doesn't correspond to the number of villages), before carryover deduction.&lt;br /&gt;
&lt;br /&gt;
== A Stirring in the Night ==&lt;br /&gt;
&lt;br /&gt;
* '''Alternative Objectives''': &lt;br /&gt;
** Survive until the (elongated) night is over with no more than 6 villages lost, or&lt;br /&gt;
** Defeat both Undead leaders&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Starting units''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 12 / ?? (Easy / Medium / Hard)&lt;br /&gt;
* '''Starting gold''': 200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Layout&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This map is on the small side compared to the last scenario - it's just the surroundings of the Elves' encampment for a single night: Tents/villages and some bonfires, on sand and sandy hills, at the edge of proper hills with a bit of forest. The right of the level is a North-South path between the (5-hex + keep) castles of two Undead leaders: A Lich and a Death Knight. They are, in fact, each other's enemies, and you are just in the way: One of your villages is almost smack on the path; and four more are close to it (one turn for a Ghost, two turns at most for other Undead, from the path). Your castle is on the left of the level, with an oasis blocking the way - meaning it takes a few turns to get from there to where the action is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This scenario has a special consequence for the rest of the campaign: Whenever you lose a tent/village to enemy forces in this scenario, its inhabitants are turned to un-death, i.e. part of the group Elvish survivors from your village is lost. The consequence: Higher recruitment price for units, for the rest of the ''entire campaign'', if more than 3 tents/villages are lost. And it doesn't help if you regain a village - those inhabitants are just gone. So - protecting villages from the Undead is job #1. &lt;br /&gt;
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Seeing how the rival Undead forces are fighting each other, not you - you would expect that such protection shouldn't be that big of a deal. Unfortunately, they seem to be rather fond of tents... Undead units will opportunistically leave the N-S path to capture a tent/village - particularly the high-mobility units like Ghosts and Bats. On the other hand, the Undead also crave mortal flesh (a little retroactive pun there), so when faced with a choice between a village + sentry and an empty village - they won't always go for the village, especially if it's farther away from the N-S path. Still, play it safe and try to man villages that are within an enemy's movement range, whenever this is tenable.&lt;br /&gt;
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This scenario feels quite different depending on how frugal and speedy you were in your voyage North. If you were reasonable and kept a tight formation with ~10 or a few more units, and didn't meander too much - you should be awash in gold. If that's the case, you will probably want to aim for the two Undead leaders; three rounds of recruitment/recall should be sufficient in this case. On Hard, that might be less feasible even with the extra gold, or require much more cannon fodder. If you've started this scenario with a lot less gold then you're in for more of a challenge, and will be hard-pressed to take the maximalist stance of &amp;quot;no village left behind&amp;quot;.&lt;br /&gt;
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The first couple of turns of the level, though, are not affected by your recruitment - since even scouts will take until turn 3 to even arrive at the Eastern villages. An important first dilemma is whether to protect that easternmost village in &amp;quot;no-man's land&amp;quot;, in the middle of the path. Do that, and you've guaranteed most of the Undead's attention will be directed at _you_: They have to go through you to get to their rivals anyway. &lt;br /&gt;
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As for recruitment and recall - bear in mind that all fighting will be at night - a major disadvantage for you vis-a-vis the Undead. That means it is even more important to use their movement impairment in the sand, to isolate and gang up on them. And you will have a lot of switching-of-positions, to get to villages which come into danger: The Bats and Ghosts will fly around you, and later there's another surprise (see below). Fighters will be rather un-useful for this purpose - slow (even the quick ones) and with the wrong attack types (except if one of your fighters took the holy water potion); Tauroch riders have Impact attacks, and if you have L2 stalwarts they'll defend pretty well from the skeletal units - but they're even slower; when you recall or recruit some on turn X, they will come into play on turn X+3 or X+4 (!), and will be mostly limited to one region of the map. &lt;br /&gt;
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This means that, in this scenario, the Dustbok riders - the Scout line of units - must shine. You'll need quite a bunch of them to support and replace your early-turn front-line units. They bruise easy, but remember that, after being attacked, they can retaliate and retreat on he same turn (their Disengage ability) - this will come in very handy. You will likely find yourself attacking with a wounded Scout, moving it away, then replacing it with a fresh one, on the same village, and attacking again. When advancing Scouts on this level, Pathfinders will be much more useful than Archers, due to their ability to Slow. This is important to reduce your losses against the damage-bonus-enhanced Undead.&lt;br /&gt;
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If you plan on disposing of the Undead leaders, try moving in earlier rather than later, even at the price of unit losses, because both leaders make 20 gold per turn before any income from villages, and will often recruit a pair of units per turn. Keep in mind that voodoo ceremony Garak undertook before this battle: If you keep him in good health, he can repeat his attack on an enemy target again and again: The Lich is where you should send him, since its melee is much weaker than the Death Knight's.&lt;br /&gt;
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On Hard, you're more likely to be on the defensive throughout the scenario - requiring some good luck, as well judicious use of slowing and leadership. If any of your Archers have leveled-up to be Desert Rangers, their Backstab ability may also come in handy.&lt;br /&gt;
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On turn 7, a contingent of Orcs - a patrol? - moves down the path from the Northwestern outcropping. These are certainly easier to deal with - you can properly stab them; but that doesn't make their weapons sting any less. Make sure and keep your terrain benefit by sticking to the sand. Their leader, Ganthos, has no keep - but he does have an income; so if you let him, he will sneak down the Western edge of the map and use your own keep while his minions ravage the encampment. Finally, note that the Orcs are quite willing to attack the Undead, not just your own units, and may do so if a lot of the Death Knight (Northeast leader)'s minions remain.&lt;br /&gt;
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Garak will meet his demise at the end of this scenario, in a rather arbitrary way (which, even after being foreshadowed, seems rather arbitrary). But - you can't let him die earlier.&lt;br /&gt;
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== Descending Into Darkness ==&lt;br /&gt;
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Starting now, you lose the comfort and protection of the sand. The terrain here is primarily hills and mountains, interlaced with river and swamp.  When you initially step into the mountains, Goblins will appear.  The mountain road forks West or North.  The western fork leads you to a bridge over the river that has a village on either side.  Stepping anywhere close to here triggers the appearance of more Goblins and some Naga led by an Orcish Slayer [or Assassin on Easy difficulty].  It's probably more fight than the two villages are worth.  However, if you're playing on Medium or Hard, you have to fight these sooner or later - may as well face them now before you get too busy.  Plus, you can choose to face them during daylight.&lt;br /&gt;
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The northern fork takes you over another bridge to the keep of Panok the Direwolf Rider.  He moves ridiculously fast, so you might have a hard time pinning him down.  His troops are mostly Goblins, so consider him to be a warmup for the tougher foes you'll face in the caverns.  Upon his death, he drops a ring and possibly triggers the Naga and the Slayer.&lt;br /&gt;
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From here, there are two roads: the North, and the West.  Both lead to tunnels into the mountains, and each ends in the keep of an Orcish Warlord [Orcish Warrior on Easy].  The exit tunnel could randomly be behind either keep.  Though the two keeps are linked by paths inside the mountain, it might be quicker overall to leave Kaleh outside until you determine whether he needs to go East or West.  You could either split your troops and tackle the entrances separately, or send the whole bunch down the closest hole.  In that case, expect a pitched battle as the furthest Orc reinforces the nearest.&lt;br /&gt;
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The turn after Kaleh first enters either cavern, he will be pursued by a Cloaked Figure/Dark Assassin.  It doesn't matter if Kaleh is surrounded, the Assassin will temporarily displace any Elf or Orc that is in his way when he appears.  Other findings:&lt;br /&gt;
*If you follow the river where it enters the mountain, it will lead you to a Goblin Impaler guarding a treasure chest.  Not exceptionally tough, but he will fight from solid ground while you stand in the water.  The chest contains 40 to 80 gold.&lt;br /&gt;
*Continuing around the river, there is a passageway [coordinates 18,10] that ends in a pool.  If you step into the pool, you will find a glowing blade.  You may choose to either take it or leave it.  If you take it, that character's melee attack will now deal cold damage, but a monster will appear to block your escape.  It's only level one [and cute at that!], but again it will be on dry land while you will be starting in water.  It's kind of a long trip, so you'd be unlikely to finish it before the end of the scenario unless you send a Scout or other fast unit.  Alternately, if Nym didn't get the Holy Water, have her get it.&lt;br /&gt;
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== A Subterranean Struggle ==&lt;br /&gt;
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You're in a tunnel headed East.  Soon you will see a squad of Giant Ants in front of you, while a Cave Spider tries to sneak up behind you.  If you flee the Spider, stalactites will crush and kill it.  Eventually you find yourself in a great chamber where Dwarves and Trolls are doing battle.  You are forced to choose which side to ally with, and then you will be required to eliminate the other side.  Your choice will stay with you for a few more scenarios, as the campaign forks after this.  Fortunately, there is a keep right in front of you, though the battle is currently raging in it.&lt;br /&gt;
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Soon after choosing sides [probably about the time you get your keep clear], your opponent will pull a sneak attack that nearly wipes out your allies.  Most of the rest retreat.  Three turns later, they make it up to you by giving some loyal troops to you.  If you are allied with the Dwarves, the two tribes of Trolls are Southeast and Southwest from your keep.  If you are allied with the Trolls, the two tribes of Dwarves are Northeast and Northwest from your keep.&lt;br /&gt;
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Guard Kaleh well: some time after receiving your reinforcements (turn 20 on Medium difficulty), the Cloaked Assassin will reappear.  This time they will Slow Kaleh and take up to half his hit points.  There's some more crazy talk, and the Slow effect lasts until the Assassin has been removed again.  Note that even if your troops now succeed in destroying the enemy tribes, this scenario won't end until the Assassin has been dealt with.&lt;br /&gt;
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==Diverging Campaign Path==&lt;br /&gt;
===In the Tunnels of the Trolls===&lt;br /&gt;
You start in a small keep with few places to go.  The tunnel leading West is where you just came from.  To kick things off, move a unit to the East-most dirt hex.  At the end of the turn, Dwarven demolitions will make this wall an entrance to the Troll kingdom.  You will immediately see a Troll leader and his minions in a keep.  Don't get too excited; he's not your target, merely an outpost.  However, the clock is ticking, so finish them off quickly.  Afterward you might wish to use his keep to recruit an additional healer to support Zhul, and if you have a unit with the cold blade bring them as well.. Since it costs no upkeep, you may as well recall all the Dwarves that you've been given by your allies.&lt;br /&gt;
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This cavern has exits leading North, East, and South.  North only goes to the edge of the map.  East leads to some Trolls interrogating some Dwarves.  Play your cards right and you'll be able to rescue a Dwarvish Stalwart, who joins your party out of gratitude [though he's not grateful enough to be Loyal...].  South is the exit going toward the objective.  This leads into a large lava cavern.  Similar to the second scenario, you'll need to keep as many troops as possible gathered around a healer.  However, the lava hexes are not safe for your units to end their turns on, other than the flying units.  This is going to slow down your progress, as most units will not be able to use all their movement points.&lt;br /&gt;
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The Troll Shamen blow up the bridge going directly to them, so you'll have to take an alternate route clockwise around the rim of the lava pit.  They will conjure up a fire elemental to slow your progress; after you kill it, it will periodically regenerate.  Additionally, as you reach certain checkpoints the Shamen will create more Fire Guardians, though these don't regenerate.  When you reach the southern part of the rim, you'll be rewarded by a small pool of water that will heal whomever is standing in it by ten points per turn.  The rim is interrupted here by a rock projection sticking out to bar your way.  After this, you have to proceed by &amp;quot;island hopping&amp;quot;.&lt;br /&gt;
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By the way, there are two passages on the western side of the lava pit that aren't strictly necessary to get to, but might be worth exploring [flying units only].  The lower is blocked by the ghost of a Dwarf who died in the upper.  Burying the remains of the Dwarf allows you to proceed further down the lower passageway to a Troll crypt guarded by a Zombie Troll Whelp.  Flying over the Chasm allows you to loot the crypt for the poison wand it contains.  Whomever picks it up will add poison damage to their melee attacks.&lt;br /&gt;
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When you reach the spit of land that the Shamen are standing on, one will run to the boss.  I got lucky in that the other chose to stand in the lava to get around me.  He was a lot easier to finish off then.  ;^)  After that, follow South and East.  The tunnel quickly narrows down to a single lane, and your progress will be impeded by some Whelps.  The lair has a pair of alcoves containing Troll dead, who will eventually be turned into Zombies to further slow you down.  By the time you deal with these and the army of Trolls the boss is recruiting, you might not have much time left.  Finally take out the other Shaman and the Chieftain.  Good luck!&lt;br /&gt;
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&amp;lt;Big&amp;gt;Dealing With Dwarves&amp;lt;/Big&amp;gt;&lt;br /&gt;
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This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Dwarves.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Dwarf will volunteer to guide you.  If you saved the Stalwart, it'll be him.&lt;br /&gt;
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=== In the Domain of the Dwarves ===&lt;br /&gt;
You start in a small keep. Move a unit to the West-most dirt hex.  At the end of the turn, Troll fire magic will make this wall an entrance to the Dwarven kingdom.  You will immediately see a small contingent of Dwarves in a fortress.  Since it costs no upkeep, you may as well recall all the Trolls that you've been given by your allies.  Recruit healers and quite a few expendable troops (the Dwarves aren't shy about using Berserkers!).&lt;br /&gt;
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The area around the fortress has several tunnels.  Going clockwise from your current position, the South-East avenue only goes to the edge of the map.  South-West leads to a humorous scene of a Dwarven drill instructor berating his troops.  Bring two mid-level Trolls, preferably a mix of melee and ranged types to deal with these.  Past this will be a Troll being tortured by a Dwarf.  He pretty much rescues himself, but joins your party out of gratitude.  North-West is the exit going toward the objective.  North is a Dwarf guarding what will become a dead end.&lt;br /&gt;
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The main path crosses two single hex wide bridges over a chasm.  After you push the Dwarves back to the bridges, your flying units support your front line from the chasm.  The leader of this Dwarven contingent challenges you to get up close and personal.  After you do, however, he blows up the main entrance to the Dwarven Keep.  Now you'll have to make a right turn detour through the Black Lake.  &lt;br /&gt;
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Bats and Giant Tentacles will accost you in the lake.  Your flying units (Zhul, and Sun Slyphs if you have them) will need to head northeast, using coral reef as cover, if they want to assassinate the Dread Bat leader. Meanwhile, your main army should circle westward as quickly as possible -- you can't afford to get bottlenecked by L2 Dwarves if you hope for an early finish. Send a small contingent (supported by a flyer) to the northernmost part of the lake, there is a Dwarven Hermit speaking some Gollum-like speech.  When he dies, all your troops will have access to his amulet, which is basically a key.  The southeast portion of the lake contains a crypt which the key will unlock.&lt;br /&gt;
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Looting the crypt gives one unit a belt of strength that is supposedly good for 12 additional hit points.  Sun Sylphs are ideal recipients, due to their low health.  Upon putting on the belt your exit will be blocked by a ghost -- a piece of cake for a Sun Sylph, but troublesome for most other units.&lt;br /&gt;
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Back to the mainland, the Chieftain and his troops will be almost directly west of where your people get back on land.  There's a wall in the way, though, with entrances on both the North and South portions of it.  The southern route is slightly closer, but is also a chokepoint.  Send some faster troops the northern way to attack the Dwarves' rear.&lt;br /&gt;
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&amp;lt;Big&amp;gt;Talking With Trolls&amp;lt;/Big&amp;gt;&lt;br /&gt;
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This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Trolls.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take it and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Troll will volunteer to guide you.  If you saved the victim of Vengeful Dwarf, it'll be him.&lt;br /&gt;
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== Out Of The Frying Pan ==&lt;br /&gt;
Thankfully, this is the last of the underground fighting.  It's too bad you can't recruit more of the Dwarves/Trolls you've allied with, as they could really help here.  Your opponents have dammed the river and the whole tunnel system is being flooded.  This is bad: every turn you will lose several hexes of floor.  Recruit/recall no more than a single castle's worth of troops, as you'll lose more to drowning than to fighting.  Actually, it's best to not recruit any units, though you should recall the Dust Devil, since it is loyal; you are going to need your gold later at a second keep, and you don't want to pay upkeep until then.&lt;br /&gt;
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It is best to play this similar to &amp;quot;The Elves Beseiged&amp;quot;.  Don't fight any more than you absolutely have to, prefer to instead move past the enemies and let them drown behind you.  Water areas that you haven't seen yet won't rise, so don't send fast scouts ahead of your slower troops (an exception: the Dust Devil doesn't trigger the &amp;quot;more water&amp;quot; events, except for the one at the end of the secret passage).&lt;br /&gt;
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The first cavern will have your exit blocked by three of your opponents, be they Dwarf or Troll.  Next is a scattering of Giant Ants.  They don't put up much of a fight.  The exit is the North West tunnel.  The following cavern is populated by three humans who decide  to attack you.  The tunnel behind them is also flooding, so you need to make haste to the western tunnel.  The next cavern is marked by a magical warding [looks like clouds] that blocks passage except through the red rune 'gate'.  It won't hurt to step onto the rune, but upon leaving it the lead character will be burned for 25%-35% of their total hit points while both gates disappear.  Also, a variety mix of undead will suddenly appear in the chamber.  Some of them will gather around around the entrance chokehold, so you'll need skirmish ability to effectively assist the now lonely lead character.  If you have Grog, best to send him in first, as he can heal up the damage by the time the battle is over.  Also, his impact weapon is best used against the skeletons in the back of the room.  The same goes for Rogrimir, naturally, but he'll need healing afterward.&lt;br /&gt;
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There is a secret door at 24,49 that will lead you around the red rune room.  It has more water there, though [not to mention the Soulless], so it's another opportunity to have good troops drowned.  The cavern where this tunnel connects back behind the red runed room has two blue runes that will heal whomever steps upon them to 100%, but not cure poison.  They are also only good for a few uses, so probably just use it to heal Zhul and your badly bruised ally.&lt;br /&gt;
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The exits out of the blue runed room are thus: South is back to the red runed room.  South-West is the water-logged Soulless.  North-West is the 'Training Room'.  A ghostly teacher in back of the room runs his ghostly students through weapons drills with you as targets.  Destroying the students is not helpful, as the master keeps reanimating them.  You need to take him out, but the Zone of Control of the students keeps you from getting to him.  Yet another call for the Skirmish ability.  I don't bother going in there, as there's no real gain for the amount of time you'll have to spend here.  What i like to think of as the 'main exit' from the blue runed room is due north.  This leads to a sleeping area where you will be assaulted by the skeletal remains of its former inhabitants.  Your ally should have half of them cleaned up by the time the last of your troops gets in.  This route is slightly longer in terms of hexes than going through the Training Room, but i still get through in fewer turns.  &lt;br /&gt;
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Besides, there is a goody to be had this way: North of the skeletons is the lab area.  You'll find the secret door at 17,36.  Inside, you'll find a red rune blocking the way, then two more further up.  Stepping upon the first rune causes the character to suffer the usual 25%-35% damage PLUS poison.  Then the other two runes are covered by angry monsters [failed experiments].  Both are first level.  Behind them is a Frankenstein-style monster trapped in a ring of fire.  If you Skirmish past the two, you can break the ring to release the second level Flesh Golem.  It will fight for you.  You have to be careful, as its Berserk fighting style can be a double edged weapon.  Nonetheless, it can be useful to have another Chaotic fighter on your side.&lt;br /&gt;
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The next room beyond either the Training Room or sleeping area is the sacrificial altar.  Setting foot in here conjures two second-level fire demons the next turn.  Bring out your Cold Blade and whatever ranged weapons you have handy.  Note that every time you step on the tiled floor around the altar you are given the chance to pull a lever.  Do not pull the lever until all your people are in this room and ready to leave.  Pulling the lever opens two secret passages behind the Altar.  The eastern is your exit; the western is flooded.  Six turns after you pull the lever, the entire temple area will be Deep Water.&lt;br /&gt;
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The exit goes through a Crypt area that is guarded by a Spider Lich.  It is tough, but vulnerable to Fire and impact damage; you should still have both.  After you leave the Crypt, you will again be stopped by: the ever mysterious Cloaked Assassin.  This time you are able to capture him and get his whole sad story.  I think it was about turn 30 or so that i got my people past the dangers of the raging waters.  Woo-hoo!: you've made it out into the sand again, and are ready for some real fighting!!  Fortunately there's a rather haughty group of humans who seem to think your people are meant to be sacrificed to their 'Dark Lady'.&lt;br /&gt;
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By all means, start recalling troops to teach them a lesson.  You probably need to spend all your gold.  Figure the opposition is 20-something in Sergeant Durstrag's tribe plus five messengers and periodic visits by vengeful undead.  These will mostly just bother your troops who are near the South end of the valley.  Don't bother looking for the messenger; it isn't on the map yet.  At some point, a messenger will materialize just East of the oasis.  After taking him out, you only have a half dozen or so turns to finish off Sergeant Durstrag or another messenger will be created, along with his escorts.  Don't forget the chest of gold just South of your Keep.  If the battle goes on long enough, the flood waters will eventually come out of the side of mountain on the West end of the valley and make a new river.&lt;br /&gt;
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== Blood is Thicker than Water ==&lt;br /&gt;
Out of the frying pan, into hot water!  Let's break this down into parts for each objective:&lt;br /&gt;
===Free the Mermen===&lt;br /&gt;
If you click too rapidly through the introductory text you will miss some crucial details: Namely that your enemies lie to the northwest, and that you're looking for ''five'' merfolk.  It's worthwhile to get them all, as each will become a loyal troop once freed from the cage.  The humans are Loyalist factioned in three tribes.  They are not the mysterious 'Iron Council', just followers.  The leader is a third level commander while the other two are second level lieutenants.  Depending on the level of difficulty, you could be seeing things like Shock Troopers, Swordsmen and Cavaliers.  Probably about three keeps worth should be good.  If you wipe out all the bad guys before the sacrifice, but don't free all five merfolk, your troops will just wander idly until the time of the sacrifice.  Freeing the fifth mermaid starts the rebellion, thus potentially saving a few turns for the end of scenario bonus.&lt;br /&gt;
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It's easy to miss the the fifth Mermaid, as she is hidden in the small cave just north of the eastmost humans' keep.  This is in deep water, so the land lubbers won't be able to help.  Have the Mermaid Priestess and another Merman approach the island from the East side.  The cage there holds a Mermaid Enchantress and is guarded by a few Walking Corpses/Souless.  The other large island in the Northwest is closed off, you won't be able to get there yet.  If it isn't obvious, use your freed merpeople very sparingly on land.  Unless the humans are standing on the shore, or otherwise making themselves easy targets, just park your finny allies in the water.  Sometimes they can jump on a village to prevent a wounded bad guy from getting a rest.  If you have dealt with all the humans before turn 16, don't just stand around.  Start shifting all the elves where they will next be needed next: the east side of the mainland and the eastmost island.  Dwarves, Trolls, and Golems move slowly enough that they probably won't make it to the rebels before the rebellion is over.  May as well leave them on the North-West island [the village at 20,23 is a good location] in readiness for the third objective, possibly accompanied by any of your elves with a move of 5.&lt;br /&gt;
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On turn 16, any merpeople still caught will be pan-fried in a little butter as an offering to the Dark Lady.  This is performed by a briefly seen Necromancer named Hekuba.  He is a member of the Iron Council.  Or is that an Iron Chef?  Should any leaders of the Loyalists still remain, they will depart to prepare 'Plan B'.  Sigh.  It was so much easier to get to them on the mainland.  If they are all dead, the Iron Council will then begin 'Plan C'.&lt;br /&gt;
===The Rebellion===&lt;br /&gt;
After the Dark Lady is newly invigorated by the sacrifice, the apparition of Eloh appears to (and appeals to) one of your elves.  He expresses his faith in the apparition, and challenges you for leadership of the elves.  You'll have to fight him for supremacy, and you won't be able to recruit new troops until this is over.  Zhul will be torn between her admiration of Kaleh and Eloh.  She will go to Eloh and sell Kaleh's goodness.  The apparition rebuffs Zhul and petrifies her.  If you don't have any other healers you might wish to recall some before making the long trek East.  The rebel base is the northeast island.  This was inaccessible to non-swimmers, but the merfolk will show you some Shallow Water paths to the island.  If you're feeling shorthanded, you can wait offshore (backed up by a healer, of course) and hammer the defenders in the water.  They seem quite eager to rush out to you.  It might take a little longer this way, though.&lt;br /&gt;
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As you approach the island, some Crab Men will appear and attempt to eat you.  They're not terribly tough, but they're in their natural element and you're not.  As insurance, have the ranged attack merfolk provide a screen in the deep water around you.  The melee attack merfolk could perhaps approach the island from the north side.  There is a river that goes right to where Eloh is standing.  Four successful hits from Merman Warrior can do it...&lt;br /&gt;
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If you have Kromph, the Flesh Golem, it will soon fall under the sway of the Dark Lady.  It talks to itself for a few turns as a warning.  When that happens, best surround it with ranged attacks.  It changes sides on the beginning of your turn, so you can blast it before it gets a chance to attack.  If you manage to strike down Eloh before she complete's Kromph's sub&amp;amp;shy;&amp;amp;&amp;amp;shy;&amp;amp;shy;shy;version, her final command to it causes it to collapse into a heap of confusion.  Oh, but we barely knew ye...&lt;br /&gt;
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If your costs to recruit are high as a result of the battle between the Spectres, it might interest you to know that the rebel elves are not your target - Eloh and Tanstafaal are.  Whenever you destroy the apparition and capture Tanstafaal, the remaining elves will automatically switch over to your side.  You might not want the extra overhead for the rest of this scenario, though. (The returning elves are loyal from 1.16.2.) Besides, they screen Tanstafaal so well that most of them will have to be done in to get to him.  Oh, and Zhul comes around after the apparition is gone.&lt;br /&gt;
&lt;br /&gt;
===Capture Ships===&lt;br /&gt;
The next fight will take place on the formerly closed northwest island.  This is the home of the Iron Council - a trio of Necromancers.  Hekuba is their leader and stays on his keep.  The other two are free to move and not even shy about stepping into the water.  Nevertheless, they can hold their own out there at night.  Plan C is the Necromancers raising the seabed to provide Shallow Water paths from the island - they actually think they're attacking YOU.  Well, pride goeth before a fall.  With the settling of the rebellion, you are able to recruit again.  If you find yourself needing to do that, you have to chose whether it is better to use Tanstafaal's keep and march them all the way back West, or detour Kaleh down to one of the humans' keeps south of the action.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The troops of the Iron Council include a mixed bag of skeletal types and if plan B is place the human leaders will also be here.  Hekuba can recruit the same troops as the humans did, plus more Necromancers, Skeletons/Revenants and Skeletal Archers/Bone Shooters.  You'll have quite a fight on your hands to make landfall.  After you do get on solid ground things aren't so bad.  Of course, if the enemy captures the island at 20,23, you'll have to fight them through the water twice.  It's probably better to continue to press them at night to prevent that.  It'll be a little easier to take on the Necromancers if you can level up the Enchantress and the Priestess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bad guys won't be able to destroy the ships.  For game purposes, the ships are actually villages.  Thus, the worst thing that can happen to the ships is they get recaptured.  The merfolk can't cross or occupy ship terrain - not even after they've been captured.  I suppose they would have a hard time climbing ladders.  When you have all four, the scenario immediately ends.  You might wish to finish off any of your opponents that are close before capturing the last ship.&lt;br /&gt;
&lt;br /&gt;
== Speaking With The Fishes ==&lt;br /&gt;
Just dialog.  A curiosity is that the queen of the Merfolk - Melusand - is giving all your people a seashell brooch, but doesn't say what they're good for other than they enable her to track your progress!&lt;br /&gt;
&lt;br /&gt;
== The Battle for Zocthanol Isle ==&lt;br /&gt;
Wow!  This time around you'll have to battle five tribes, plus bats.  You immediately have to head West along the southern shore of the island, searching for a keep.  You'll soon find a Saurian Oracle who looks like he doesn't really need the keep he's sitting in.  It's not a particularly tough fight, but you're under time pressure to immediately begin churning out units.  As soon as Kaleh takes his seat in the center of the keep, your loyal merfolk return bringing the remaining ships and a group of merfolk you can recruit.  They also capture the villages South of you, so you can immediately begin sending the troops North.  Zhul makes a comment about not needing gold if you lose.  I will simplify: this is the last scenario in which you do any recruiting, so you may as well bust the budget.  You still have to face down four tribes. From left to right:&lt;br /&gt;
&lt;br /&gt;
* '''Naga #1:''' If you follow the Shallow Water from your keep North, it'll lead to a small keep with a Naga Myrmidon.  His tribe is not heavily populated, but you'll see them first due to closeness.  Send half your loyal merfolk up there to deal with them, and recruit some new merfolk to assist.&lt;br /&gt;
* '''Undead:''' Not too far North of your keep will be a Draug recruiting a fairly strong assortment of undead: Blood Bats, Ghosts/Wraiths, various second level skeletal types, Soul Shooters, and Necrophages.  On higher levels of difficulty, there will be Spectres and Draugs as well.&lt;br /&gt;
* '''Orcs:''' On the northeast corner of the island will be a peninsula.  There you'll find a Orcish Sovereign recruiting a stiff mix of Orcs and leveled Wolf Riders, nothing under second level.&lt;br /&gt;
* '''Naga #2:''' On the east side of the island is more shallow water leading to another Naga Myrmidon.  He is a twin to the western Naga, but he'll have more time to recruit before you get to him.  Packs of Naga Hunters shooting poison can be deadly day or night.  You can take them out with a mix of fast Elves supported by Mermen and a healer.  If you're not used to recruiting merfolk, please note that the Mermaid Initiate is not capable of any healing or curing until she's levelled up.&lt;br /&gt;
&lt;br /&gt;
The other threat you'll face are the bats that show up every dusk and harry you until morning.  Easy difficulty gives you five Vampire Bats every night.  Higher levels of difficulty take away two of those, but add Blood Bats.  Like the Ghosts in the second scenario, these are not worth chasing after.  They will, however, pick off the weakest of your troops.  Anybody who is below 20 hit points is vulnerable at night.  Hedgehog like crazy at night, if you don't have enough units for a massive line.  If the bats don't see any likely targets, they will unflag any of your unguarded villages.  You don't need the money, however, so who cares?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as you have the keep, victory conditions change to reaching the black citadel.  However, that'll take some work, as hordes of undead will soon begin pouring down your way.  If you dally in recruiting/recalling, you might get flanked by Direwolf Riders and packs of Naga on your eastern side.  Send the Dwarf/Troll (You ''do'' still have him, don't you?) along with Nym, Zhul and what's left of your initial landing to deal with the undead while the faster troops you recall head East along the beach.  By all means also send whomever has the holy water North. Your merfolk can nail down your watery flanks, both west and east. You'll also need some sturdy elves to block the gap between the lagoons.  You'll need another healer for the eastern front, and ideally a third to support the middle.  If you don't have the Mermaid Priestess/Diviner in the eastern group, better send along a Shyde/Star.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melusand told you that the black citadel was in the center of the island.  It is, if by &amp;quot;center&amp;quot; you mean &amp;quot;north side&amp;quot;.  However, it is surrounded by mountains, so merfolk will be of no help there.  If any undead come to the coast, then merfolk spellcasters could be helpful.  There's a secret area off the northwest shore of the island that the merfolk could explore if they have nothing better to do.  A wrecked ship is guarded by a Sea Serpent.  Just South of the ship is a sunken treasure worth a little gold.  We're really not worried about gold anymore, however.  Northwest of the wreck is a sandbar containing another merman in a cage.  Inside is a badly wounded Merman Triton. You can send him and the rest of your mermen east across the top of the board and then down to the orc leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might reach the black citadel before finishing off the Orc.  If so, victory conditions change: you will need to kill both the undead and orcish leaders before being able to open the door.  After finishing them off, victory conditions change again: now get any unit to the door of the black citadel.  Since you probably won't need ''everybody'' to take on the Orc, you may as well leave somebody near the citadel.  When the door is open, there's some drama that ends up in having Kaleh, Nym, and Zhul go into the citadel to again face the apparition of Eloh.  If your ally is still alive, he comes along as well.&lt;br /&gt;
&lt;br /&gt;
== The Final Confrontation ==&lt;br /&gt;
Earlier I alluded to the fact that during this battle you won't be able to recruit.  You come into a hexagonal cave/chamber that is partially paved and partly rock floor.  It somewhat reminded me of &amp;quot;The Duel&amp;quot; scenario ending the Eastern Invasion campaign.  It's just the people I mentioned in the last paragraph of the Zocthanol scenario: Kaleh, Nym, Zhul and possibly Grog or Rogrimir. The Apparition of Eloh will be in the front of you, and she will have charmed some of your young troops to use against you.  The objective is to defeat the apparition, quite possibly the easiest objective ever.  By all means have the ally go first, since he will move faster and defend better on the cavern floor.  When i did it, Grog the Troll Warrior took her out in a single move: both swings connected and she was done.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this may not be as emotionally satisfying as having Kaleh or Zhul finish her off, it has the beneficial effect of leaving more characters able to move to fulfill the second objective.  The two recruits are freed from their charm, if you are able to keep them alive in this pit of despair.  After the apparition is gone you get to see &amp;quot;the man behind the curtain&amp;quot; so to speak.  The evil creature doing all this isn't a standard brand demon, but some relation to Cthulhu.  Yechnagoth is composed of a brain (Central Body), energy source (Pulsing Spires), and multiple fists (Crawling Horrors.)  Don't even waste your time attacking the Central Body yet.  Note that the Spires are a different team than the others.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As long as the Pulsing Spires are alive, the Central Body has 100% resistance to any attack AND it fully heals every turn.  Every turn it can attack any adjacent unit, spray slime [hurts 10-12 points and slows] on any unit in the cavern, AND summon one or more new Crawlers.  There is no turn limit, but you want to hurry before you get overwhelmed by Crawling Horrors.  Due to my lucky start, I was able to finish before turn 5.  The Spires have no melee attack, so hammer them as you reach them. (Well, even their ranged attack is nothing to write home about.)  Even though the paved parts of the floor all lead to the Central Body, try not to have any character end their turn next to it until the Pulsing Spires are gone.  You might find yourself using the hedgehog again, with characters not actively attacking surrounding Zhul to heal up from the constant depredations of the Crawlers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have taken out the third Spire, the Central Body becomes a Weakened Central Body, which is a much more reasonable opponent.  The healing stops, and the hit points, resistances and attack damages drop.  Again, two mighty hammer blows could finish it off.  Congratulations!  You've just won yourself a tropical paradise island!!&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=69048</id>
		<title>UnderTheBurningSuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=69048"/>
		<updated>2021-11-30T08:57:02Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* A Stirring in the Night */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This campaign takes place eons after the others.  At the height of Wesnoth's power, an additional sun was created and magically raised into the sky.  Millennia later, entropy has its due: The fertile plains of Wesnoth have turned to desert.  There are few survivors from the age of the empire. The focus of these scenarios are the Quenoth Elves, who are particularly well adapted to living on the sands.&lt;br /&gt;
&lt;br /&gt;
In terms of gameplay, Under the Burning Suns' scenarios tend to be somewhat longer than in other campaigns. They are not boring, though, as victory conditions typically change several times before the scenario is 'won'.&lt;br /&gt;
&lt;br /&gt;
== Campaign-Level Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
Under the Burning Suns changes several of the rules you may be used to from other scenarios.  Here is a list of the most crucial changes:&lt;br /&gt;
* regarding movement and defense, sand is the new forest&lt;br /&gt;
* Elves' movement cost in caves is 2 (not 3)&lt;br /&gt;
* Your elves are lawful and subject to the day-night cycle, which has changed quite a bit:&lt;br /&gt;
** First Dawn&lt;br /&gt;
** First Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** First Dusk&lt;br /&gt;
** The Short Dark (Night)&lt;br /&gt;
** Second Dawn&lt;br /&gt;
** Second Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** Second Dusk&lt;br /&gt;
** The Long Dark 1-4&lt;br /&gt;
* Prior to 1.14, most Elvish units have similar attacks, promotions, and resistances.&lt;br /&gt;
* In Wesnoth 1.14+, the Quenoth elves are a new faction with entirely new units.&lt;br /&gt;
&lt;br /&gt;
===Kaleh and Nym ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;As Quenoth elves (Wesnoth 1.14.x and later)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These characters don't level up like ordinary units. Every time they reach maximum XP, their HP and attack damage will improve a bit, and you're asked what else you want them to learn on top of that, like &amp;quot;become a better warrior&amp;quot; or &lt;br /&gt;
&amp;quot;become a better hunter&amp;quot;. You needn't worry about the choice: none of the abilities is game-breaking in one way or another, and eventually they'll learn almost all of them.&lt;br /&gt;
&lt;br /&gt;
* On the first level-up, you'll have three choices &amp;quot;warrior&amp;quot;, &amp;quot;hunter&amp;quot; or &amp;quot;leader&amp;quot;. Whichever you choose, you'll still be able to choose the other two on later level ups.&lt;br /&gt;
* On the second level-up and later, you'll also be able to choose specializations that say &amp;quot;choose only one&amp;quot;. You'll be able to choose one for each of Warrior, Hunter and Leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;As Desert elves (Wesnoth 1.13.x and earlier)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The skill tree is different to the Quenoth version, for example &amp;quot;become a better swordsman&amp;quot; or &amp;quot;learn to use the bolas&amp;quot;. The two most important things to know are:&lt;br /&gt;
&lt;br /&gt;
* the very first swordsman&amp;lt;-&amp;gt;archer choice defines his later field of excellence (he'll be merely good in the other)&lt;br /&gt;
* bolas and leadership are mutually exclusive&lt;br /&gt;
&lt;br /&gt;
=== Unit advancement ===&lt;br /&gt;
&lt;br /&gt;
There's no way to know this beforehand, but you'll have to fight a some big underground battles. The army you build during the first scenarios should be capable of fighting in caves. There are two main variables to consider for underground battles:&lt;br /&gt;
# Can each unit move at least 3 cave hexes per turn?&lt;br /&gt;
# How can I maximize damage in narrow corridors?&lt;br /&gt;
&lt;br /&gt;
Because of these two priorities, deciding which units to level in early campaigns is very important.  For instance, the following units are not as effective:&lt;br /&gt;
* After 1.14: Tauroch units, Scout units, and Quenoth Fighters, unless they are Quick&lt;br /&gt;
* Prior to 1.14: Marksman, Hero, Scout&lt;br /&gt;
&lt;br /&gt;
There are more effective units:&lt;br /&gt;
* Desert Sylphs and Shydes fly over rough terrain. Sun Sylphs also Illuminate, which is crucial for supporting your Lawful units.&lt;br /&gt;
* The Fighter line's defense buffs can be effective in caves, so long as they are Quick.&lt;br /&gt;
&lt;br /&gt;
=== Other Units ===&lt;br /&gt;
There's no way to know this, either, but you'll be granted several units in the course of this campaign whose sole purpose is to die (or leave you) to serve the story. They are still valuable fighters, but bear in mind how they are not as valuable as your main units -- especially Kaleh and Nym.&lt;br /&gt;
* Garak, captain of the Quenoth guards&lt;br /&gt;
* All but 1 of the loyal troops (dwarf or troll) who join you underground will leave you before Out of the Frying Pan. They are truly expendable.&lt;br /&gt;
* The Flesh Golem, Kromph, will eventually turn on you. Expendable unless you want the 16 XP that will come from killing him by your own hands.&lt;br /&gt;
* The fire mage Eyrissa leaves you before Out of the Frying Pan. If you kept her alive, she will grant you a Flaming Sword.&lt;br /&gt;
&lt;br /&gt;
== The Morning After ==&lt;br /&gt;
&lt;br /&gt;
* '''Objectives''': &lt;br /&gt;
** Rescue surviving elves in villages&lt;br /&gt;
** Defeat the Necromancer (L2) leader to the North&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 32 / ?? (Easy/Medium/Hard)&lt;br /&gt;
* '''Starting units''': Kaleh, Nym&lt;br /&gt;
* '''Starting gold''': 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some strange meteors have destroyed the homes of our heroes.  Kaleh and Nym must search for survivors by capturing villages inside the city walls.  Landing on an empty village will sometimes flush out a few elves.  In the beginning, they will be battling Mud-crawlers.  Since you have no keep in which to recruit, put the Mud-crawlers to the sword and save all the new units.  Note that, unlike other campaigns, Giant Mud-crawlers here will not spawn smaller Mud-crawlers upon their death.  Also note that the grey brown trail around the lake is not as good defensively for you as the sand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The villages will lead you counter-clockwise around the lake.  At the southernmost portion of the lake you'll find a shattered bridge leading to a shrine in the center of the lake.  You don't have to go there right away, but the scenario won't complete until you rescue the Druid and both Shamans there.  Be aware that stepping off the island will trigger the appearance of an enemy Cuttlefish -- use fresh units to wear down its health with ranged attacks before finishing it off with melee.&lt;br /&gt;
&lt;br /&gt;
Garak the Captain will be found with a few recruits on the Training Ground, which is just to the East of the bridge.  It's possible that your people headed for the bridge will trigger this encounter - you'll find a bigger mob of Mud-crawlers than you've seen so far, and likely get some bruises cleaning them out.  [Wesnoth 1.14.x] Garak's &amp;quot;teaching&amp;quot; ability allows him to share EXP with adjacent units, so don't be afraid to brawl with him.&lt;br /&gt;
&lt;br /&gt;
The villages on the East side of the city represent stables - capturing them will give you Scouts.  If the Scouts explore the outer edges of the map, they will find 2-3 more villages and units, but no more Mud-crawlers.  You're now ready for bigger game!&lt;br /&gt;
&lt;br /&gt;
Completing the circuit around the lake reveals the destroyed keep on the North side.  The tribe leader Tanuil is pronounced dead, Kaleh now leads the tribe.  On turn 11, a Necromancer Xanthos will show up to lead the Undead against the elves.  Head north to take the battle to his keep.  On turn 16, the Quenoth hunting party returns on the North edge of the map, to the west of Xanthos.&lt;br /&gt;
&lt;br /&gt;
== Across the Harsh Sands ==&lt;br /&gt;
&lt;br /&gt;
* '''Objectives''': &lt;br /&gt;
** Kaleh must reach &amp;quot;Pinnacle Rock&amp;quot; at the North end of the map. &lt;br /&gt;
** Defeat the Outlaw leader.&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 60 / ?? (Easy / Medium / Hard)&lt;br /&gt;
* '''Starting units''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Starting gold''': 300&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Scenario-specific gameplay rules&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the two-sun daily cycle for this entire campaign, this particular scenario has more particular rules involving water economy, which make it play quite differently than usual: Your refugees are traveling through an &amp;quot;extra-barren&amp;quot; area and they are short on water-skins and even food. They are therefore at risk of ''dehydrating''. The rule for this effect triggering is:&lt;br /&gt;
&lt;br /&gt;
If a unit is:&lt;br /&gt;
&lt;br /&gt;
* At the ''beginning'' of a turn,&lt;br /&gt;
* during the ''day'': any of Dawn, Morning, Midday, Afternoon, Dusk;&lt;br /&gt;
* On a ''sandy'' hex: sand, road, rubble or sand-dunes;&lt;br /&gt;
* ''Without a nearby healer'' - a Shaman, Mystic etc. standing in an adjacent hex;&lt;br /&gt;
&lt;br /&gt;
Then the unit will experience &amp;quot;thirst&amp;quot; and lose:&lt;br /&gt;
&lt;br /&gt;
* - 4 / 5 / 6 HP (Easy / Medium / Hard)&lt;br /&gt;
* -1 point of damage on each attack (melee and ranged)&lt;br /&gt;
&lt;br /&gt;
These effects are cumulative. The HP loss may be healed by any healer, during the day or the night - but the attack degradation is only healed at an oasis, i.e. by being located on a water hex at the beginning of a turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may be wondering &amp;quot;What about staying in villages?&amp;quot; - well, there are effectively no villages along your way. Instead, the water hexes of oases heal 8 points of damage, regardless of the source of damage, in addition to removing the effects of dehydration. Thus, an oasis becomes a point of healing, surrounded by no-thirst grassland hexes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Map Layout&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a long vertical map. You start at the South end and move North. At your destination there's the headquarters The Black Hand, a band of outlaws. (Not that it's clear what being an &amp;quot;outlaw&amp;quot; even means in a tribal, stateless, semi-nomadic society and in the middle of the desert, but whatever.) Between you and them, other than desert, dunes and mountains, are 4 oases; these are located at east and west edges of the level, with occasional short stretches of road peeking out of the sands, indicating the direction of the next one. The oases are (in order):&lt;br /&gt;
&lt;br /&gt;
# The small oasis you start in.&lt;br /&gt;
# An oasis with Giant Scorpions.&lt;br /&gt;
# An oasis with a contingent from an outlaw band, The Black Hand.&lt;br /&gt;
# An oasis surrounded by a castle (complete with a keep and a leader), inhabited either by:&lt;br /&gt;
## A colony of Ogres, or&lt;br /&gt;
## A Wight with his undead minions&lt;br /&gt;
# A &amp;quot;mirage oasis&amp;quot; which disappears as you near it&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Recruitment and formation&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While 60 turns might sound like a lot, your navigation in this level is quite constrained: In the day, by the risk of dehydration, and at night by roving Ghosts (see below). So, don't stay in the keep too long; you should be able to handle everything you'll run across with a single castle's worth of troops (6 units) if you're careful. If you're not careful, it doesn't matter how many troops you get. Also, remember there are no villages on your way, and all of your recruits are supported &amp;quot;out-of-pocket&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
All your recalled/recruited units can become dehydrated - including healers, therefore you should keep your healers in pairs. A reasonable formation is a &amp;quot;hedgehog&amp;quot; around Zhul and a Quenoth Mystic:&lt;br /&gt;
&lt;br /&gt;
      __&lt;br /&gt;
   __/U \__&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/H \__/&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/H \__/&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/U \__/&lt;br /&gt;
     \__/&lt;br /&gt;
&lt;br /&gt;
or along a diagonal axis:&lt;br /&gt;
         __   &lt;br /&gt;
      __/U \__&lt;br /&gt;
   __/U \__/U \&lt;br /&gt;
  /U \__/H \__/&lt;br /&gt;
  \__/H \__/U \&lt;br /&gt;
  /U \__/U \__/&lt;br /&gt;
  \__/U \__/&lt;br /&gt;
     \__/ &lt;br /&gt;
&lt;br /&gt;
this is 10 units: 2 healers ('H') + 8 any other ('U') = 4 starting units + 6 recalls/recruits. Out of those six, make one the Mystic/Shaman; another - a Quenoth Scout, and the other four could be, say, two Quenoth Fighters and two Tauroch Riders.&lt;br /&gt;
&lt;br /&gt;
Why place the two healers adjacent to each other? Because a healer, by him/herself,  is ''not'' in itself safe from dehydration, so the healers must support each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your hedgehog will begin following the remains of the old road East-North-East.  You won't be able to keep the hedgehog together if the group travels faster than 5 hexes per turn - the speed of the slowest unit - so that Scout you got will not be very effective right now beyond increasing you range of view.  That's okay, we'll be able to let it loose soon. At night, of course, you can break this formation - but you must reform it before Dawn to avoid dehydration.&lt;br /&gt;
&lt;br /&gt;
One reason you might break formation at night is your being attacked by roving ghosts: Indeed, in most areas (outside oases), and at every turn of night (including dusk but excluding dawn), one or two Ghosts will appear near to your units, to &amp;quot;prey on the weak&amp;quot;. You're not all that weak, but a Ghost may be able to pick off a wounded character of yours if you just keep the hedgehog formation. If your characters have high HP, you have the option of just ignoring the Ghosts' harassment - after all, your units are ineffective against them (except for Garak), and they against you with your good sand defense; they will spontaneously disappear at dawn. &lt;br /&gt;
&lt;br /&gt;
You should arrive at the second oasis at about first-dusk, and promptly be attacked by the Scorpions - who have decent desert movement and vision range - plus the roving Ghosts. Focus on the Scorpions first, unless you can land a terminal blow on a low-HP ghost; in fact, the Ghosts might even attack some Scorpions for you.  After you take out the Scorpions, you'll find a Traveler's Ring.  This artifact will make the designated unit invulnerable to hunger and thirst.  Give it to your Scout; it can take off on its own without getting dehydrated.&lt;br /&gt;
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If you somehow got dehydrated on day 1, or took a really bad beating - you might wish to rest in the oasis (remember: +8 HP in the water) before reforming your hedgehog; the bandit bathers' oasis is due West-by-Northwest.&lt;br /&gt;
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As you approach the midline of the level, you'll find it a hilly region infested by several Ogres. Despite their high HP, they're not so difficult to beat, since they're slow in sand and will not all gang up on you; they're not Chaotic, so they won't get a bonus when you're able to break formation; they have no ranged attack; and - if you catch them on sand hexes, you'll have twice their chance to hit. A Pathfinder (leveled Scout), Nym, or Kaleh - with the hunting skill - can slow them down to make sure even their relaliation loses its sting. The issue you may have here is your formation, which will likely break up (unless you go very slowly), and in daytime will result in some dehydration - that will be a handicap in your next encounter.&lt;br /&gt;
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If you dispose of the entire group of Ogres, you'll receive a special treat: A Loyal [http://units.wesnoth.org/1.15/mainline/en_US/Dust%20Devil.html Dust Devil] - an elemental earth spirit. It has a respectable arcane-type melee attack, and a nice impact-type swarm ranged attack - both effective against the Undead. If that's not enough - it has 8 MP and low movement cost over most terrain, _and_ it has at least 50% defense everywhere, _and_ it recovers 6 HP per turn on sand or dirt hexes; so it's an excellent scout. It won't be your &amp;quot;tank&amp;quot; against the Undead, though, due to limited HP and its vulnerability to cold and arcane attacks.&lt;br /&gt;
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The Black Hand's pool outing oasis is next: You'll find a mixed bag of Bandits, Thugs, Poachers and Trappers enjoying the pool (after all, it's not like they have a lot of crime to attend to). If you had your Scout in their sights before, they might have even joined the fray against the Ogres and yourself. By now should have some extra leveled-up units, so it won't be anything you can't handle - especially if you make sure to fight in daytime. The main issue here being the hills and the Ogres having impeded your formation. Depending on how effective you are in keeping everybody together, you might have some units go into battle wounded rather than wait for the healers to attend to them. When you are done here tack East-by-Northeast towards the castle oasis.&lt;br /&gt;
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Close to the castle, you'll chance upon a Red Mage named Elyssa, who is being changed by a force of skeletal units. You'll obviously save her - you just let her fill the empty spot in your hedgehog formation (with the scout no longer needing its former spot). Remember she's very effective against the Undead - but you need to keep her safe from the counter-attacks of Skeletons and Revenants.&lt;br /&gt;
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As for the castle itself - there is some random roll-of-the-dice which decides whether you'll find Ogres or the Undead in it. If it's the Wight leader (an L2), it will have an &amp;quot;honor guard&amp;quot; of four units (Ghosts on Medium difficulty), and will have amassed some money for recruiting (it has a high base-income despite the lack of villages). Remember that Wights are quite mobile, and this one won't hesitate to leave its castle to target someone vulnerable.&lt;br /&gt;
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The last (non-)oasis has a signpost at its entrance, announcing you've reached the home of the Black Hand of (existentially-unemployed) outlaws. When you cross some horizontal line, they will have already begun recruiting in earnest - and between the leader's basic income and their tent villages, they can recruit two units each turn without any gold reserves... So, hurry North. The leader of bandits is named Thorn, an L2 Outlaw (on Medium; probably a fugitive on Hard); when you take him out, he bargains for his life - and when you accept, he takes all of the remaining bandits with him. &lt;br /&gt;
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The bandit leader's offering in exchange for his life is a vial of Holy Water. As you may recall from other campaigns, the unit which picks it up has its melee attack change type to arcane. Choose carefully - you probably want to give this to a unit with a pierce-type attack, add&lt;br /&gt;
Now you have a second unit with a highly-effective attack against the Undead (in addition to the trampling Tuaroch riders).&lt;br /&gt;
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When you complete your objectives, you get a 20-per-turn early finish bonus (which doesn't correspond to the number of villages), before carryover deduction.&lt;br /&gt;
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== A Stirring in the Night ==&lt;br /&gt;
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* '''Alternative Objectives''': &lt;br /&gt;
** Survive until the (elongated) night is over with no more than 6 villages lost, or&lt;br /&gt;
** Defeat both Undead leaders&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Starting units''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 12 / ?? (Easy / Medium / Hard)&lt;br /&gt;
* '''Starting gold''': 200&lt;br /&gt;
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&amp;lt;big&amp;gt;Layout&amp;lt;/big&amp;gt;&lt;br /&gt;
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This map is on the small side compared to the last scenario - it's just the surroundings of the Elves' encampment for a single night: Tents/villages and some bonfires, on sand and sandy hills, at the edge of proper hills with a bit of forest. The right of the level is a North-South path between the (5-hex + keep) castles of two Undead leaders: A Lich and a Death Knight. They are, in fact, each other's enemies, and you are just in the way: One of your villages is almost smack on the path; and four more are close to it (one turn for a Ghost, two turns at most for other Undead, from the path). Your castle is on the left of the level, with an oasis blocking the way - meaning it takes a few turns to get from there to where the action is.&lt;br /&gt;
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&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;&lt;br /&gt;
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This scenario has a special consequence for the rest of the campaign: Whenever you lose a tent/village to enemy forces in this scenario, its inhabitants are turned to un-death, i.e. part of the group Elvish survivors from your village is lost. The consequence: Higher recruitment price for units, for the rest of the ''entire campaign'', if more than 3 tents/villages are lost. And it doesn't help if you regain a village - those inhabitants are just gone. So - protecting villages from the Undead is job #1. &lt;br /&gt;
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Seeing how the rival Undead forces are fighting each other, not you - you would expect that such protection shouldn't be that big of a deal. Unfortunately, they seem to be rather fond of tents... Undead units will opportunistically leave the N-S path to capture a tent/village - particularly the high-mobility units like Ghosts and Bats. On the other hand, the Undead also crave mortal flesh (a little retroactive pun there), so when faced with a choice between a village + sentry and an empty village - they won't always go for the village, especially if it's farther away from the N-S path. Still, play it safe and try to man villages that are within an enemy's movement range, whenever this is tenable.&lt;br /&gt;
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This scenario feels quite different depending on how frugal and speedy you were in your voyage North. If you were reasonable and kept a tight formation with ~10 or a few more units, and didn't meander too much - you should be awash in gold. If that's the case, you will probably want to aim for the two Undead leaders; three rounds of recruitment/recall should be sufficient in this case. On Hard, that might be less feasible even with the extra gold, or require much more cannon fodder. If you've started this scenario with a lot less gold then you're in for more of a challenge, and will be hard-pressed to take the maximalist stance of &amp;quot;no village left behind&amp;quot;.&lt;br /&gt;
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The first couple of turns of the level, though, are not affected by your recruitment - since even scouts will take until turn 3 to even arrive at the Eastern villages. An important first dilemma is whether to protect that easternmost village in &amp;quot;no-man's land&amp;quot;, in the middle of the path. Do that, and you've guaranteed most of the Undead's attention will be directed at _you_: They have to go through you to get to their rivals anyway. &lt;br /&gt;
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As for recruitment and recall - bear in mind that all fighting will be at night - a major disadvantage for you vis-a-vis the Undead. That means it is even more important to use their movement impairment in the sand, to isolate and gang up on them. And you will have a lot of switching-of-positions, to get to villages which come into danger: The Bats and Ghosts will fly around you, and later there's another surprise (see below). Fighters will be rather un-useful for this purpose - slow (even the quick ones) and with the wrong attack types (except if one of your fighters took the holy water potion); Tauroch riders have Impact attacks, and if you have L2 stalwarts they'll defend pretty well from the skeletal units - but they're even slower; when you recall or recruit some on turn X, they will come into play on turn X+3 or X+4 (!), and will be mostly limited to one region of the map. &lt;br /&gt;
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This means that, in this scenario, the Dustbok riders - the Scout line of units - must shine. You'll need quite a bunch of them to support and replace your early-turn front-line units. They bruise easy, but remember that, after being attacked, they can retaliate and retreat on he same turn (their Disengage ability) - this will come in very handy. You will likely find yourself attacking with a wounded Scout, moving it away, then replacing it with a fresh one, on the same village, and attacking again. When advancing Scouts on this level, Pathfinders will be much more useful than Archers, due to their ability to Slow. This is important to reduce your losses against the damage-bonus-enhanced Undead.&lt;br /&gt;
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If you plan on disposing of the Undead leaders, try moving in earlier rather than later, even at the price of unit losses, because both leaders make 20 gold per turn before any income from villages, and will often recruit a pair of units per turn. Keep in mind that voodoo ceremony Garak undertook before this battle: If you keep him in good health, he can repeat his attack on an enemy target again and again: The Lich is where you should send him, since its melee is much weaker than the Death Knight's.&lt;br /&gt;
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On Hard, you're more likely to be on the defensive throughout the scenario - requiring some good luck, as well judicious use of slowing and leadership. If any of your Archers have leveled-up to be Desert Rangers, their Backstab ability may also come in handy.&lt;br /&gt;
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On turn 7, a contingent of Orcs - a patrol? - moves down the path from the Northwestern outcropping. These are certainly easier to deal with - you can properly stab them; but that doesn't make their weapons sting any less. Make sure and keep your terrain benefit by sticking to the sand. Their leader, Ganthos, has no keep - but he does have an income; so if you let him, he will sneak down the Western edge of the map and use your own keep while his minions ravage the encampment. Finally, note that the Orcs are quite willing to attack the Undead, not just your own units, and may do so if a lot of the Death Knight (Northeast leader)'s minions remain.&lt;br /&gt;
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Garak will meet his demise at the end of this scenario, in a rather arbitrary way (which, even after being foreshadowed, seems rather arbitrary). But - you can't let him die earlier.&lt;br /&gt;
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== Descending Into Darkness ==&lt;br /&gt;
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Starting now, you lose the comfort and protection of the sand. The terrain here is primarily hills and mountains, interlaced with river and swamp.  When you initially step into the mountains, Goblins will appear.  The mountain road forks West or North.  The western fork leads you to a bridge over the river that has a village on either side.  Stepping anywhere close to here triggers the appearance of more Goblins and some Naga led by an Orcish Slayer [or Assassin on Easy difficulty].  It's probably more fight than the two villages are worth.  However, if you're playing on Medium or Hard, you have to fight these sooner or later - may as well face them now before you get too busy.  Plus, you can choose to face them during daylight.&lt;br /&gt;
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The northern fork takes you over another bridge to the keep of Panok the Direwolf Rider.  He moves ridiculously fast, so you might have a hard time pinning him down.  His troops are mostly Goblins, so consider him to be a warmup for the tougher foes you'll face in the caverns.  Upon his death, he drops a ring and possibly triggers the Naga and the Slayer.&lt;br /&gt;
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From here, there are two roads: the North, and the West.  Both lead to tunnels into the mountains, and each ends in the keep of an Orcish Warlord [Orcish Warrior on Easy].  The exit tunnel could randomly be behind either keep.  Though the two keeps are linked by paths inside the mountain, it might be quicker overall to leave Kaleh outside until you determine whether he needs to go East or West.  You could either split your troops and tackle the entrances separately, or send the whole bunch down the closest hole.  In that case, expect a pitched battle as the furthest Orc reinforces the nearest.&lt;br /&gt;
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The turn after Kaleh first enters either cavern, he will be pursued by a Cloaked Figure/Dark Assassin.  It doesn't matter if Kaleh is surrounded, the Assassin will temporarily displace any Elf or Orc that is in his way when he appears.  Other findings:&lt;br /&gt;
*If you follow the river where it enters the mountain, it will lead you to a Goblin Impaler guarding a treasure chest.  Not exceptionally tough, but he will fight from solid ground while you stand in the water.  The chest contains 40 to 80 gold.&lt;br /&gt;
*Continuing around the river, there is a passageway [coordinates 18,10] that ends in a pool.  If you step into the pool, you will find a glowing blade.  You may choose to either take it or leave it.  If you take it, that character's melee attack will now deal cold damage, but a monster will appear to block your escape.  It's only level one [and cute at that!], but again it will be on dry land while you will be starting in water.  It's kind of a long trip, so you'd be unlikely to finish it before the end of the scenario unless you send a Scout or other fast unit.  Alternately, if Nym didn't get the Holy Water, have her get it.&lt;br /&gt;
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== A Subterranean Struggle ==&lt;br /&gt;
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You're in a tunnel headed East.  Soon you will see a squad of Giant Ants in front of you, while a Cave Spider tries to sneak up behind you.  If you flee the Spider, stalactites will crush and kill it.  Eventually you find yourself in a great chamber where Dwarves and Trolls are doing battle.  You are forced to choose which side to ally with, and then you will be required to eliminate the other side.  Your choice will stay with you for a few more scenarios, as the campaign forks after this.  Fortunately, there is a keep right in front of you, though the battle is currently raging in it.&lt;br /&gt;
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Soon after choosing sides [probably about the time you get your keep clear], your opponent will pull a sneak attack that nearly wipes out your allies.  Most of the rest retreat.  Three turns later, they make it up to you by giving some loyal troops to you.  If you are allied with the Dwarves, the two tribes of Trolls are Southeast and Southwest from your keep.  If you are allied with the Trolls, the two tribes of Dwarves are Northeast and Northwest from your keep.&lt;br /&gt;
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Guard Kaleh well: some time after receiving your reinforcements (turn 20 on Medium difficulty), the Cloaked Assassin will reappear.  This time they will Slow Kaleh and take up to half his hit points.  There's some more crazy talk, and the Slow effect lasts until the Assassin has been removed again.  Note that even if your troops now succeed in destroying the enemy tribes, this scenario won't end until the Assassin has been dealt with.&lt;br /&gt;
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==Diverging Campaign Path==&lt;br /&gt;
===In the Tunnels of the Trolls===&lt;br /&gt;
You start in a small keep with few places to go.  The tunnel leading West is where you just came from.  To kick things off, move a unit to the East-most dirt hex.  At the end of the turn, Dwarven demolitions will make this wall an entrance to the Troll kingdom.  You will immediately see a Troll leader and his minions in a keep.  Don't get too excited; he's not your target, merely an outpost.  However, the clock is ticking, so finish them off quickly.  Afterward you might wish to use his keep to recruit an additional healer to support Zhul, and if you have a unit with the cold blade bring them as well.. Since it costs no upkeep, you may as well recall all the Dwarves that you've been given by your allies.&lt;br /&gt;
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This cavern has exits leading North, East, and South.  North only goes to the edge of the map.  East leads to some Trolls interrogating some Dwarves.  Play your cards right and you'll be able to rescue a Dwarvish Stalwart, who joins your party out of gratitude [though he's not grateful enough to be Loyal...].  South is the exit going toward the objective.  This leads into a large lava cavern.  Similar to the second scenario, you'll need to keep as many troops as possible gathered around a healer.  However, the lava hexes are not safe for your units to end their turns on, other than the flying units.  This is going to slow down your progress, as most units will not be able to use all their movement points.&lt;br /&gt;
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The Troll Shamen blow up the bridge going directly to them, so you'll have to take an alternate route clockwise around the rim of the lava pit.  They will conjure up a fire elemental to slow your progress; after you kill it, it will periodically regenerate.  Additionally, as you reach certain checkpoints the Shamen will create more Fire Guardians, though these don't regenerate.  When you reach the southern part of the rim, you'll be rewarded by a small pool of water that will heal whomever is standing in it by ten points per turn.  The rim is interrupted here by a rock projection sticking out to bar your way.  After this, you have to proceed by &amp;quot;island hopping&amp;quot;.&lt;br /&gt;
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By the way, there are two passages on the western side of the lava pit that aren't strictly necessary to get to, but might be worth exploring [flying units only].  The lower is blocked by the ghost of a Dwarf who died in the upper.  Burying the remains of the Dwarf allows you to proceed further down the lower passageway to a Troll crypt guarded by a Zombie Troll Whelp.  Flying over the Chasm allows you to loot the crypt for the poison wand it contains.  Whomever picks it up will add poison damage to their melee attacks.&lt;br /&gt;
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When you reach the spit of land that the Shamen are standing on, one will run to the boss.  I got lucky in that the other chose to stand in the lava to get around me.  He was a lot easier to finish off then.  ;^)  After that, follow South and East.  The tunnel quickly narrows down to a single lane, and your progress will be impeded by some Whelps.  The lair has a pair of alcoves containing Troll dead, who will eventually be turned into Zombies to further slow you down.  By the time you deal with these and the army of Trolls the boss is recruiting, you might not have much time left.  Finally take out the other Shaman and the Chieftain.  Good luck!&lt;br /&gt;
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&amp;lt;Big&amp;gt;Dealing With Dwarves&amp;lt;/Big&amp;gt;&lt;br /&gt;
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This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Dwarves.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Dwarf will volunteer to guide you.  If you saved the Stalwart, it'll be him.&lt;br /&gt;
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=== In the Domain of the Dwarves ===&lt;br /&gt;
You start in a small keep. Move a unit to the West-most dirt hex.  At the end of the turn, Troll fire magic will make this wall an entrance to the Dwarven kingdom.  You will immediately see a small contingent of Dwarves in a fortress.  Since it costs no upkeep, you may as well recall all the Trolls that you've been given by your allies.  Recruit healers and quite a few expendable troops (the Dwarves aren't shy about using Berserkers!).&lt;br /&gt;
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The area around the fortress has several tunnels.  Going clockwise from your current position, the South-East avenue only goes to the edge of the map.  South-West leads to a humorous scene of a Dwarven drill instructor berating his troops.  Bring two mid-level Trolls, preferably a mix of melee and ranged types to deal with these.  Past this will be a Troll being tortured by a Dwarf.  He pretty much rescues himself, but joins your party out of gratitude.  North-West is the exit going toward the objective.  North is a Dwarf guarding what will become a dead end.&lt;br /&gt;
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The main path crosses two single hex wide bridges over a chasm.  After you push the Dwarves back to the bridges, your flying units support your front line from the chasm.  The leader of this Dwarven contingent challenges you to get up close and personal.  After you do, however, he blows up the main entrance to the Dwarven Keep.  Now you'll have to make a right turn detour through the Black Lake.  &lt;br /&gt;
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Bats and Giant Tentacles will accost you in the lake.  Your flying units (Zhul, and Sun Slyphs if you have them) will need to head northeast, using coral reef as cover, if they want to assassinate the Dread Bat leader. Meanwhile, your main army should circle westward as quickly as possible -- you can't afford to get bottlenecked by L2 Dwarves if you hope for an early finish. Send a small contingent (supported by a flyer) to the northernmost part of the lake, there is a Dwarven Hermit speaking some Gollum-like speech.  When he dies, all your troops will have access to his amulet, which is basically a key.  The southeast portion of the lake contains a crypt which the key will unlock.&lt;br /&gt;
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Looting the crypt gives one unit a belt of strength that is supposedly good for 12 additional hit points.  Sun Sylphs are ideal recipients, due to their low health.  Upon putting on the belt your exit will be blocked by a ghost -- a piece of cake for a Sun Sylph, but troublesome for most other units.&lt;br /&gt;
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Back to the mainland, the Chieftain and his troops will be almost directly west of where your people get back on land.  There's a wall in the way, though, with entrances on both the North and South portions of it.  The southern route is slightly closer, but is also a chokepoint.  Send some faster troops the northern way to attack the Dwarves' rear.&lt;br /&gt;
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&amp;lt;Big&amp;gt;Talking With Trolls&amp;lt;/Big&amp;gt;&lt;br /&gt;
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This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Trolls.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take it and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Troll will volunteer to guide you.  If you saved the victim of Vengeful Dwarf, it'll be him.&lt;br /&gt;
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== Out Of The Frying Pan ==&lt;br /&gt;
Thankfully, this is the last of the underground fighting.  It's too bad you can't recruit more of the Dwarves/Trolls you've allied with, as they could really help here.  Your opponents have dammed the river and the whole tunnel system is being flooded.  This is bad: every turn you will lose several hexes of floor.  Recruit/recall no more than a single castle's worth of troops, as you'll lose more to drowning than to fighting.  Actually, it's best to not recruit any units, though you should recall the Dust Devil, since it is loyal; you are going to need your gold later at a second keep, and you don't want to pay upkeep until then.&lt;br /&gt;
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It is best to play this similar to &amp;quot;The Elves Beseiged&amp;quot;.  Don't fight any more than you absolutely have to, prefer to instead move past the enemies and let them drown behind you.  Water areas that you haven't seen yet won't rise, so don't send fast scouts ahead of your slower troops (an exception: the Dust Devil doesn't trigger the &amp;quot;more water&amp;quot; events, except for the one at the end of the secret passage).&lt;br /&gt;
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The first cavern will have your exit blocked by three of your opponents, be they Dwarf or Troll.  Next is a scattering of Giant Ants.  They don't put up much of a fight.  The exit is the North West tunnel.  The following cavern is populated by three humans who decide  to attack you.  The tunnel behind them is also flooding, so you need to make haste to the western tunnel.  The next cavern is marked by a magical warding [looks like clouds] that blocks passage except through the red rune 'gate'.  It won't hurt to step onto the rune, but upon leaving it the lead character will be burned for 25%-35% of their total hit points while both gates disappear.  Also, a variety mix of undead will suddenly appear in the chamber.  Some of them will gather around around the entrance chokehold, so you'll need skirmish ability to effectively assist the now lonely lead character.  If you have Grog, best to send him in first, as he can heal up the damage by the time the battle is over.  Also, his impact weapon is best used against the skeletons in the back of the room.  The same goes for Rogrimir, naturally, but he'll need healing afterward.&lt;br /&gt;
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There is a secret door at 24,49 that will lead you around the red rune room.  It has more water there, though [not to mention the Soulless], so it's another opportunity to have good troops drowned.  The cavern where this tunnel connects back behind the red runed room has two blue runes that will heal whomever steps upon them to 100%, but not cure poison.  They are also only good for a few uses, so probably just use it to heal Zhul and your badly bruised ally.&lt;br /&gt;
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The exits out of the blue runed room are thus: South is back to the red runed room.  South-West is the water-logged Soulless.  North-West is the 'Training Room'.  A ghostly teacher in back of the room runs his ghostly students through weapons drills with you as targets.  Destroying the students is not helpful, as the master keeps reanimating them.  You need to take him out, but the Zone of Control of the students keeps you from getting to him.  Yet another call for the Skirmish ability.  I don't bother going in there, as there's no real gain for the amount of time you'll have to spend here.  What i like to think of as the 'main exit' from the blue runed room is due north.  This leads to a sleeping area where you will be assaulted by the skeletal remains of its former inhabitants.  Your ally should have half of them cleaned up by the time the last of your troops gets in.  This route is slightly longer in terms of hexes than going through the Training Room, but i still get through in fewer turns.  &lt;br /&gt;
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Besides, there is a goody to be had this way: North of the skeletons is the lab area.  You'll find the secret door at 17,36.  Inside, you'll find a red rune blocking the way, then two more further up.  Stepping upon the first rune causes the character to suffer the usual 25%-35% damage PLUS poison.  Then the other two runes are covered by angry monsters [failed experiments].  Both are first level.  Behind them is a Frankenstein-style monster trapped in a ring of fire.  If you Skirmish past the two, you can break the ring to release the second level Flesh Golem.  It will fight for you.  You have to be careful, as its Berserk fighting style can be a double edged weapon.  Nonetheless, it can be useful to have another Chaotic fighter on your side.&lt;br /&gt;
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The next room beyond either the Training Room or sleeping area is the sacrificial altar.  Setting foot in here conjures two second-level fire demons the next turn.  Bring out your Cold Blade and whatever ranged weapons you have handy.  Note that every time you step on the tiled floor around the altar you are given the chance to pull a lever.  Do not pull the lever until all your people are in this room and ready to leave.  Pulling the lever opens two secret passages behind the Altar.  The eastern is your exit; the western is flooded.  Six turns after you pull the lever, the entire temple area will be Deep Water.&lt;br /&gt;
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The exit goes through a Crypt area that is guarded by a Spider Lich.  It is tough, but vulnerable to Fire and impact damage; you should still have both.  After you leave the Crypt, you will again be stopped by: the ever mysterious Cloaked Assassin.  This time you are able to capture him and get his whole sad story.  I think it was about turn 30 or so that i got my people past the dangers of the raging waters.  Woo-hoo!: you've made it out into the sand again, and are ready for some real fighting!!  Fortunately there's a rather haughty group of humans who seem to think your people are meant to be sacrificed to their 'Dark Lady'.&lt;br /&gt;
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By all means, start recalling troops to teach them a lesson.  You probably need to spend all your gold.  Figure the opposition is 20-something in Sergeant Durstrag's tribe plus five messengers and periodic visits by vengeful undead.  These will mostly just bother your troops who are near the South end of the valley.  Don't bother looking for the messenger; it isn't on the map yet.  At some point, a messenger will materialize just East of the oasis.  After taking him out, you only have a half dozen or so turns to finish off Sergeant Durstrag or another messenger will be created, along with his escorts.  Don't forget the chest of gold just South of your Keep.  If the battle goes on long enough, the flood waters will eventually come out of the side of mountain on the West end of the valley and make a new river.&lt;br /&gt;
&lt;br /&gt;
== Blood is Thicker than Water ==&lt;br /&gt;
Out of the frying pan, into hot water!  Let's break this down into parts for each objective:&lt;br /&gt;
===Free the Mermen===&lt;br /&gt;
If you click too rapidly through the introductory text you will miss some crucial details: Namely that your enemies lie to the northwest, and that you're looking for ''five'' merfolk.  It's worthwhile to get them all, as each will become a loyal troop once freed from the cage.  The humans are Loyalist factioned in three tribes.  They are not the mysterious 'Iron Council', just followers.  The leader is a third level commander while the other two are second level lieutenants.  Depending on the level of difficulty, you could be seeing things like Shock Troopers, Swordsmen and Cavaliers.  Probably about three keeps worth should be good.  If you wipe out all the bad guys before the sacrifice, but don't free all five merfolk, your troops will just wander idly until the time of the sacrifice.  Freeing the fifth mermaid starts the rebellion, thus potentially saving a few turns for the end of scenario bonus.&lt;br /&gt;
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It's easy to miss the the fifth Mermaid, as she is hidden in the small cave just north of the eastmost humans' keep.  This is in deep water, so the land lubbers won't be able to help.  Have the Mermaid Priestess and another Merman approach the island from the East side.  The cage there holds a Mermaid Enchantress and is guarded by a few Walking Corpses/Souless.  The other large island in the Northwest is closed off, you won't be able to get there yet.  If it isn't obvious, use your freed merpeople very sparingly on land.  Unless the humans are standing on the shore, or otherwise making themselves easy targets, just park your finny allies in the water.  Sometimes they can jump on a village to prevent a wounded bad guy from getting a rest.  If you have dealt with all the humans before turn 16, don't just stand around.  Start shifting all the elves where they will next be needed next: the east side of the mainland and the eastmost island.  Dwarves, Trolls, and Golems move slowly enough that they probably won't make it to the rebels before the rebellion is over.  May as well leave them on the North-West island [the village at 20,23 is a good location] in readiness for the third objective, possibly accompanied by any of your elves with a move of 5.&lt;br /&gt;
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On turn 16, any merpeople still caught will be pan-fried in a little butter as an offering to the Dark Lady.  This is performed by a briefly seen Necromancer named Hekuba.  He is a member of the Iron Council.  Or is that an Iron Chef?  Should any leaders of the Loyalists still remain, they will depart to prepare 'Plan B'.  Sigh.  It was so much easier to get to them on the mainland.  If they are all dead, the Iron Council will then begin 'Plan C'.&lt;br /&gt;
===The Rebellion===&lt;br /&gt;
After the Dark Lady is newly invigorated by the sacrifice, the apparition of Eloh appears to (and appeals to) one of your elves.  He expresses his faith in the apparition, and challenges you for leadership of the elves.  You'll have to fight him for supremacy, and you won't be able to recruit new troops until this is over.  Zhul will be torn between her admiration of Kaleh and Eloh.  She will go to Eloh and sell Kaleh's goodness.  The apparition rebuffs Zhul and petrifies her.  If you don't have any other healers you might wish to recall some before making the long trek East.  The rebel base is the northeast island.  This was inaccessible to non-swimmers, but the merfolk will show you some Shallow Water paths to the island.  If you're feeling shorthanded, you can wait offshore (backed up by a healer, of course) and hammer the defenders in the water.  They seem quite eager to rush out to you.  It might take a little longer this way, though.&lt;br /&gt;
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As you approach the island, some Crab Men will appear and attempt to eat you.  They're not terribly tough, but they're in their natural element and you're not.  As insurance, have the ranged attack merfolk provide a screen in the deep water around you.  The melee attack merfolk could perhaps approach the island from the north side.  There is a river that goes right to where Eloh is standing.  Four successful hits from Merman Warrior can do it...&lt;br /&gt;
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If you have Kromph, the Flesh Golem, it will soon fall under the sway of the Dark Lady.  It talks to itself for a few turns as a warning.  When that happens, best surround it with ranged attacks.  It changes sides on the beginning of your turn, so you can blast it before it gets a chance to attack.  If you manage to strike down Eloh before she complete's Kromph's sub&amp;amp;shy;&amp;amp;&amp;amp;shy;&amp;amp;shy;shy;version, her final command to it causes it to collapse into a heap of confusion.  Oh, but we barely knew ye...&lt;br /&gt;
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If your costs to recruit are high as a result of the battle between the Spectres, it might interest you to know that the rebel elves are not your target - Eloh and Tanstafaal are.  Whenever you destroy the apparition and capture Tanstafaal, the remaining elves will automatically switch over to your side.  You might not want the extra overhead for the rest of this scenario, though.  Besides, they screen Tanstafaal so well that most of them will have to be done in to get to him.  Oh, and Zhul comes around after the apparition is gone.&lt;br /&gt;
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===Capture Ships===&lt;br /&gt;
The next fight will take place on the formerly closed northwest island.  This is the home of the Iron Council - a trio of Necromancers.  Hekuba is their leader and stays on his keep.  The other two are free to move and not even shy about stepping into the water.  Nevertheless, they can hold their own out there at night.  Plan C is the Necromancers raising the seabed to provide Shallow Water paths from the island - they actually think they're attacking YOU.  Well, pride goeth before a fall.  With the settling of the rebellion, you are able to recruit again.  If you find yourself needing to do that, you have to chose whether it is better to use Tanstafaal's keep and march them all the way back West, or detour Kaleh down to one of the humans' keeps south of the action.  &lt;br /&gt;
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The troops of the Iron Council include a mixed bag of skeletal types and if plan B is place the human leaders will also be here.  Hekuba can recruit the same troops as the humans did, plus more Necromancers, Skeletons/Revenants and Skeletal Archers/Bone Shooters.  You'll have quite a fight on your hands to make landfall.  After you do get on solid ground things aren't so bad.  Of course, if the enemy captures the island at 20,23, you'll have to fight them through the water twice.  It's probably better to continue to press them at night to prevent that.  It'll be a little easier to take on the Necromancers if you can level up the Enchantress and the Priestess.&lt;br /&gt;
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The bad guys won't be able to destroy the ships.  For game purposes, the ships are actually villages.  Thus, the worst thing that can happen to the ships is they get recaptured.  The merfolk can't cross or occupy ship terrain - not even after they've been captured.  I suppose they would have a hard time climbing ladders.  When you have all four, the scenario immediately ends.  You might wish to finish off any of your opponents that are close before capturing the last ship.&lt;br /&gt;
&lt;br /&gt;
== Speaking With The Fishes ==&lt;br /&gt;
Just dialog.  A curiosity is that the queen of the Merfolk - Melusand - is giving all your people a seashell brooch, but doesn't say what they're good for other than they enable her to track your progress!&lt;br /&gt;
&lt;br /&gt;
== The Battle for Zocthanol Isle ==&lt;br /&gt;
Wow!  This time around you'll have to battle five tribes, plus bats.  You immediately have to head West along the southern shore of the island, searching for a keep.  You'll soon find a Saurian Oracle who looks like he doesn't really need the keep he's sitting in.  It's not a particularly tough fight, but you're under time pressure to immediately begin churning out units.  As soon as Kaleh takes his seat in the center of the keep, your loyal merfolk return bringing the remaining ships and a group of merfolk you can recruit.  They also capture the villages South of you, so you can immediately begin sending the troops North.  Zhul makes a comment about not needing gold if you lose.  I will simplify: this is the last scenario in which you do any recruiting, so you may as well bust the budget.  You still have to face down four tribes. From left to right:&lt;br /&gt;
&lt;br /&gt;
* '''Naga #1:''' If you follow the Shallow Water from your keep North, it'll lead to a small keep with a Naga Myrmidon.  His tribe is not heavily populated, but you'll see them first due to closeness.  Send half your loyal merfolk up there to deal with them, and recruit some new merfolk to assist.&lt;br /&gt;
* '''Undead:''' Not too far North of your keep will be a Draug recruiting a fairly strong assortment of undead: Blood Bats, Ghosts/Wraiths, various second level skeletal types, Soul Shooters, and Necrophages.  On higher levels of difficulty, there will be Spectres and Draugs as well.&lt;br /&gt;
* '''Orcs:''' On the northeast corner of the island will be a peninsula.  There you'll find a Orcish Sovereign recruiting a stiff mix of Orcs and leveled Wolf Riders, nothing under second level.&lt;br /&gt;
* '''Naga #2:''' On the east side of the island is more shallow water leading to another Naga Myrmidon.  He is a twin to the western Naga, but he'll have more time to recruit before you get to him.  Packs of Naga Hunters shooting poison can be deadly day or night.  You can take them out with a mix of fast Elves supported by Mermen and a healer.  If you're not used to recruiting merfolk, please note that the Mermaid Initiate is not capable of any healing or curing until she's levelled up.&lt;br /&gt;
&lt;br /&gt;
The other threat you'll face are the bats that show up every dusk and harry you until morning.  Easy difficulty gives you five Vampire Bats every night.  Higher levels of difficulty take away two of those, but add Blood Bats.  Like the Ghosts in the second scenario, these are not worth chasing after.  They will, however, pick off the weakest of your troops.  Anybody who is below 20 hit points is vulnerable at night.  Hedgehog like crazy at night, if you don't have enough units for a massive line.  If the bats don't see any likely targets, they will unflag any of your unguarded villages.  You don't need the money, however, so who cares?&lt;br /&gt;
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As soon as you have the keep, victory conditions change to reaching the black citadel.  However, that'll take some work, as hordes of undead will soon begin pouring down your way.  If you dally in recruiting/recalling, you might get flanked by Direwolf Riders and packs of Naga on your eastern side.  Send the Dwarf/Troll (You ''do'' still have him, don't you?) along with Nym, Zhul and what's left of your initial landing to deal with the undead while the faster troops you recall head East along the beach.  By all means also send whomever has the holy water North. Your merfolk can nail down your watery flanks, both west and east. You'll also need some sturdy elves to block the gap between the lagoons.  You'll need another healer for the eastern front, and ideally a third to support the middle.  If you don't have the Mermaid Priestess/Diviner in the eastern group, better send along a Shyde/Star.  &lt;br /&gt;
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Melusand told you that the black citadel was in the center of the island.  It is, if by &amp;quot;center&amp;quot; you mean &amp;quot;north side&amp;quot;.  However, it is surrounded by mountains, so merfolk will be of no help there.  If any undead come to the coast, then merfolk spellcasters could be helpful.  There's a secret area off the northwest shore of the island that the merfolk could explore if they have nothing better to do.  A wrecked ship is guarded by a Sea Serpent.  Just South of the ship is a sunken treasure worth a little gold.  We're really not worried about gold anymore, however.  Northwest of the wreck is a sandbar containing another merman in a cage.  Inside is a badly wounded Merman Triton. You can send him and the rest of your mermen east across the top of the board and then down to the orc leader.&lt;br /&gt;
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You might reach the black citadel before finishing off the Orc.  If so, victory conditions change: you will need to kill both the undead and orcish leaders before being able to open the door.  After finishing them off, victory conditions change again: now get any unit to the door of the black citadel.  Since you probably won't need ''everybody'' to take on the Orc, you may as well leave somebody near the citadel.  When the door is open, there's some drama that ends up in having Kaleh, Nym, and Zhul go into the citadel to again face the apparition of Eloh.  If your ally is still alive, he comes along as well.&lt;br /&gt;
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== The Final Confrontation ==&lt;br /&gt;
Earlier I alluded to the fact that during this battle you won't be able to recruit.  You come into a hexagonal cave/chamber that is partially paved and partly rock floor.  It somewhat reminded me of &amp;quot;The Duel&amp;quot; scenario ending the Eastern Invasion campaign.  It's just the people I mentioned in the last paragraph of the Zocthanol scenario: Kaleh, Nym, Zhul and possibly Grog or Rogrimir. The Apparition of Eloh will be in the front of you, and she will have charmed some of your young troops to use against you.  The objective is to defeat the apparition, quite possibly the easiest objective ever.  By all means have the ally go first, since he will move faster and defend better on the cavern floor.  When i did it, Grog the Troll Warrior took her out in a single move: both swings connected and she was done.  &lt;br /&gt;
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While this may not be as emotionally satisfying as having Kaleh or Zhul finish her off, it has the beneficial effect of leaving more characters able to move to fulfill the second objective.  The two recruits are freed from their charm, if you are able to keep them alive in this pit of despair.  After the apparition is gone you get to see &amp;quot;the man behind the curtain&amp;quot; so to speak.  The evil creature doing all this isn't a standard brand demon, but some relation to Cthulhu.  Yechnagoth is composed of a brain (Central Body), energy source (Pulsing Spires), and multiple fists (Crawling Horrors.)  Don't even waste your time attacking the Central Body yet.  Note that the Spires are a different team than the others.  &lt;br /&gt;
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As long as the Pulsing Spires are alive, the Central Body has 100% resistance to any attack AND it fully heals every turn.  Every turn it can attack any adjacent unit, spray slime [hurts 10-12 points and slows] on any unit in the cavern, AND summon one or more new Crawlers.  There is no turn limit, but you want to hurry before you get overwhelmed by Crawling Horrors.  Due to my lucky start, I was able to finish before turn 5.  The Spires have no melee attack, so hammer them as you reach them. (Well, even their ranged attack is nothing to write home about.)  Even though the paved parts of the floor all lead to the Central Body, try not to have any character end their turn next to it until the Pulsing Spires are gone.  You might find yourself using the hedgehog again, with characters not actively attacking surrounding Zhul to heal up from the constant depredations of the Crawlers.&lt;br /&gt;
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After you have taken out the third Spire, the Central Body becomes a Weakened Central Body, which is a much more reasonable opponent.  The healing stops, and the hit points, resistances and attack damages drop.  Again, two mighty hammer blows could finish it off.  Congratulations!  You've just won yourself a tropical paradise island!!&lt;br /&gt;
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[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=69047</id>
		<title>UnderTheBurningSuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=69047"/>
		<updated>2021-11-30T08:55:57Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* A Stirring in the Night */&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
This campaign takes place eons after the others.  At the height of Wesnoth's power, an additional sun was created and magically raised into the sky.  Millennia later, entropy has its due: The fertile plains of Wesnoth have turned to desert.  There are few survivors from the age of the empire. The focus of these scenarios are the Quenoth Elves, who are particularly well adapted to living on the sands.&lt;br /&gt;
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In terms of gameplay, Under the Burning Suns' scenarios tend to be somewhat longer than in other campaigns. They are not boring, though, as victory conditions typically change several times before the scenario is 'won'.&lt;br /&gt;
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== Campaign-Level Strategy ==&lt;br /&gt;
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=== Gameplay ===&lt;br /&gt;
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Under the Burning Suns changes several of the rules you may be used to from other scenarios.  Here is a list of the most crucial changes:&lt;br /&gt;
* regarding movement and defense, sand is the new forest&lt;br /&gt;
* Elves' movement cost in caves is 2 (not 3)&lt;br /&gt;
* Your elves are lawful and subject to the day-night cycle, which has changed quite a bit:&lt;br /&gt;
** First Dawn&lt;br /&gt;
** First Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** First Dusk&lt;br /&gt;
** The Short Dark (Night)&lt;br /&gt;
** Second Dawn&lt;br /&gt;
** Second Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** Second Dusk&lt;br /&gt;
** The Long Dark 1-4&lt;br /&gt;
* Prior to 1.14, most Elvish units have similar attacks, promotions, and resistances.&lt;br /&gt;
* In Wesnoth 1.14+, the Quenoth elves are a new faction with entirely new units.&lt;br /&gt;
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===Kaleh and Nym ===&lt;br /&gt;
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&amp;lt;big&amp;gt;As Quenoth elves (Wesnoth 1.14.x and later)&amp;lt;/big&amp;gt;&lt;br /&gt;
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These characters don't level up like ordinary units. Every time they reach maximum XP, their HP and attack damage will improve a bit, and you're asked what else you want them to learn on top of that, like &amp;quot;become a better warrior&amp;quot; or &lt;br /&gt;
&amp;quot;become a better hunter&amp;quot;. You needn't worry about the choice: none of the abilities is game-breaking in one way or another, and eventually they'll learn almost all of them.&lt;br /&gt;
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* On the first level-up, you'll have three choices &amp;quot;warrior&amp;quot;, &amp;quot;hunter&amp;quot; or &amp;quot;leader&amp;quot;. Whichever you choose, you'll still be able to choose the other two on later level ups.&lt;br /&gt;
* On the second level-up and later, you'll also be able to choose specializations that say &amp;quot;choose only one&amp;quot;. You'll be able to choose one for each of Warrior, Hunter and Leader.&lt;br /&gt;
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&amp;lt;big&amp;gt;As Desert elves (Wesnoth 1.13.x and earlier)&amp;lt;/big&amp;gt;&lt;br /&gt;
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The skill tree is different to the Quenoth version, for example &amp;quot;become a better swordsman&amp;quot; or &amp;quot;learn to use the bolas&amp;quot;. The two most important things to know are:&lt;br /&gt;
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* the very first swordsman&amp;lt;-&amp;gt;archer choice defines his later field of excellence (he'll be merely good in the other)&lt;br /&gt;
* bolas and leadership are mutually exclusive&lt;br /&gt;
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=== Unit advancement ===&lt;br /&gt;
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There's no way to know this beforehand, but you'll have to fight a some big underground battles. The army you build during the first scenarios should be capable of fighting in caves. There are two main variables to consider for underground battles:&lt;br /&gt;
# Can each unit move at least 3 cave hexes per turn?&lt;br /&gt;
# How can I maximize damage in narrow corridors?&lt;br /&gt;
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Because of these two priorities, deciding which units to level in early campaigns is very important.  For instance, the following units are not as effective:&lt;br /&gt;
* After 1.14: Tauroch units, Scout units, and Quenoth Fighters, unless they are Quick&lt;br /&gt;
* Prior to 1.14: Marksman, Hero, Scout&lt;br /&gt;
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There are more effective units:&lt;br /&gt;
* Desert Sylphs and Shydes fly over rough terrain. Sun Sylphs also Illuminate, which is crucial for supporting your Lawful units.&lt;br /&gt;
* The Fighter line's defense buffs can be effective in caves, so long as they are Quick.&lt;br /&gt;
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=== Other Units ===&lt;br /&gt;
There's no way to know this, either, but you'll be granted several units in the course of this campaign whose sole purpose is to die (or leave you) to serve the story. They are still valuable fighters, but bear in mind how they are not as valuable as your main units -- especially Kaleh and Nym.&lt;br /&gt;
* Garak, captain of the Quenoth guards&lt;br /&gt;
* All but 1 of the loyal troops (dwarf or troll) who join you underground will leave you before Out of the Frying Pan. They are truly expendable.&lt;br /&gt;
* The Flesh Golem, Kromph, will eventually turn on you. Expendable unless you want the 16 XP that will come from killing him by your own hands.&lt;br /&gt;
* The fire mage Eyrissa leaves you before Out of the Frying Pan. If you kept her alive, she will grant you a Flaming Sword.&lt;br /&gt;
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== The Morning After ==&lt;br /&gt;
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* '''Objectives''': &lt;br /&gt;
** Rescue surviving elves in villages&lt;br /&gt;
** Defeat the Necromancer (L2) leader to the North&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 32 / ?? (Easy/Medium/Hard)&lt;br /&gt;
* '''Starting units''': Kaleh, Nym&lt;br /&gt;
* '''Starting gold''': 0&lt;br /&gt;
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Some strange meteors have destroyed the homes of our heroes.  Kaleh and Nym must search for survivors by capturing villages inside the city walls.  Landing on an empty village will sometimes flush out a few elves.  In the beginning, they will be battling Mud-crawlers.  Since you have no keep in which to recruit, put the Mud-crawlers to the sword and save all the new units.  Note that, unlike other campaigns, Giant Mud-crawlers here will not spawn smaller Mud-crawlers upon their death.  Also note that the grey brown trail around the lake is not as good defensively for you as the sand.&lt;br /&gt;
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The villages will lead you counter-clockwise around the lake.  At the southernmost portion of the lake you'll find a shattered bridge leading to a shrine in the center of the lake.  You don't have to go there right away, but the scenario won't complete until you rescue the Druid and both Shamans there.  Be aware that stepping off the island will trigger the appearance of an enemy Cuttlefish -- use fresh units to wear down its health with ranged attacks before finishing it off with melee.&lt;br /&gt;
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Garak the Captain will be found with a few recruits on the Training Ground, which is just to the East of the bridge.  It's possible that your people headed for the bridge will trigger this encounter - you'll find a bigger mob of Mud-crawlers than you've seen so far, and likely get some bruises cleaning them out.  [Wesnoth 1.14.x] Garak's &amp;quot;teaching&amp;quot; ability allows him to share EXP with adjacent units, so don't be afraid to brawl with him.&lt;br /&gt;
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The villages on the East side of the city represent stables - capturing them will give you Scouts.  If the Scouts explore the outer edges of the map, they will find 2-3 more villages and units, but no more Mud-crawlers.  You're now ready for bigger game!&lt;br /&gt;
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Completing the circuit around the lake reveals the destroyed keep on the North side.  The tribe leader Tanuil is pronounced dead, Kaleh now leads the tribe.  On turn 11, a Necromancer Xanthos will show up to lead the Undead against the elves.  Head north to take the battle to his keep.  On turn 16, the Quenoth hunting party returns on the North edge of the map, to the west of Xanthos.&lt;br /&gt;
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== Across the Harsh Sands ==&lt;br /&gt;
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* '''Objectives''': &lt;br /&gt;
** Kaleh must reach &amp;quot;Pinnacle Rock&amp;quot; at the North end of the map. &lt;br /&gt;
** Defeat the Outlaw leader.&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 60 / ?? (Easy / Medium / Hard)&lt;br /&gt;
* '''Starting units''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Starting gold''': 300&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Scenario-specific gameplay rules&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the two-sun daily cycle for this entire campaign, this particular scenario has more particular rules involving water economy, which make it play quite differently than usual: Your refugees are traveling through an &amp;quot;extra-barren&amp;quot; area and they are short on water-skins and even food. They are therefore at risk of ''dehydrating''. The rule for this effect triggering is:&lt;br /&gt;
&lt;br /&gt;
If a unit is:&lt;br /&gt;
&lt;br /&gt;
* At the ''beginning'' of a turn,&lt;br /&gt;
* during the ''day'': any of Dawn, Morning, Midday, Afternoon, Dusk;&lt;br /&gt;
* On a ''sandy'' hex: sand, road, rubble or sand-dunes;&lt;br /&gt;
* ''Without a nearby healer'' - a Shaman, Mystic etc. standing in an adjacent hex;&lt;br /&gt;
&lt;br /&gt;
Then the unit will experience &amp;quot;thirst&amp;quot; and lose:&lt;br /&gt;
&lt;br /&gt;
* - 4 / 5 / 6 HP (Easy / Medium / Hard)&lt;br /&gt;
* -1 point of damage on each attack (melee and ranged)&lt;br /&gt;
&lt;br /&gt;
These effects are cumulative. The HP loss may be healed by any healer, during the day or the night - but the attack degradation is only healed at an oasis, i.e. by being located on a water hex at the beginning of a turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may be wondering &amp;quot;What about staying in villages?&amp;quot; - well, there are effectively no villages along your way. Instead, the water hexes of oases heal 8 points of damage, regardless of the source of damage, in addition to removing the effects of dehydration. Thus, an oasis becomes a point of healing, surrounded by no-thirst grassland hexes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Map Layout&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a long vertical map. You start at the South end and move North. At your destination there's the headquarters The Black Hand, a band of outlaws. (Not that it's clear what being an &amp;quot;outlaw&amp;quot; even means in a tribal, stateless, semi-nomadic society and in the middle of the desert, but whatever.) Between you and them, other than desert, dunes and mountains, are 4 oases; these are located at east and west edges of the level, with occasional short stretches of road peeking out of the sands, indicating the direction of the next one. The oases are (in order):&lt;br /&gt;
&lt;br /&gt;
# The small oasis you start in.&lt;br /&gt;
# An oasis with Giant Scorpions.&lt;br /&gt;
# An oasis with a contingent from an outlaw band, The Black Hand.&lt;br /&gt;
# An oasis surrounded by a castle (complete with a keep and a leader), inhabited either by:&lt;br /&gt;
## A colony of Ogres, or&lt;br /&gt;
## A Wight with his undead minions&lt;br /&gt;
# A &amp;quot;mirage oasis&amp;quot; which disappears as you near it&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Recruitment and formation&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While 60 turns might sound like a lot, your navigation in this level is quite constrained: In the day, by the risk of dehydration, and at night by roving Ghosts (see below). So, don't stay in the keep too long; you should be able to handle everything you'll run across with a single castle's worth of troops (6 units) if you're careful. If you're not careful, it doesn't matter how many troops you get. Also, remember there are no villages on your way, and all of your recruits are supported &amp;quot;out-of-pocket&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
All your recalled/recruited units can become dehydrated - including healers, therefore you should keep your healers in pairs. A reasonable formation is a &amp;quot;hedgehog&amp;quot; around Zhul and a Quenoth Mystic:&lt;br /&gt;
&lt;br /&gt;
      __&lt;br /&gt;
   __/U \__&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/H \__/&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/H \__/&lt;br /&gt;
  /U \__/U \&lt;br /&gt;
  \__/U \__/&lt;br /&gt;
     \__/&lt;br /&gt;
&lt;br /&gt;
or along a diagonal axis:&lt;br /&gt;
         __   &lt;br /&gt;
      __/U \__&lt;br /&gt;
   __/U \__/U \&lt;br /&gt;
  /U \__/H \__/&lt;br /&gt;
  \__/H \__/U \&lt;br /&gt;
  /U \__/U \__/&lt;br /&gt;
  \__/U \__/&lt;br /&gt;
     \__/ &lt;br /&gt;
&lt;br /&gt;
this is 10 units: 2 healers ('H') + 8 any other ('U') = 4 starting units + 6 recalls/recruits. Out of those six, make one the Mystic/Shaman; another - a Quenoth Scout, and the other four could be, say, two Quenoth Fighters and two Tauroch Riders.&lt;br /&gt;
&lt;br /&gt;
Why place the two healers adjacent to each other? Because a healer, by him/herself,  is ''not'' in itself safe from dehydration, so the healers must support each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your hedgehog will begin following the remains of the old road East-North-East.  You won't be able to keep the hedgehog together if the group travels faster than 5 hexes per turn - the speed of the slowest unit - so that Scout you got will not be very effective right now beyond increasing you range of view.  That's okay, we'll be able to let it loose soon. At night, of course, you can break this formation - but you must reform it before Dawn to avoid dehydration.&lt;br /&gt;
&lt;br /&gt;
One reason you might break formation at night is your being attacked by roving ghosts: Indeed, in most areas (outside oases), and at every turn of night (including dusk but excluding dawn), one or two Ghosts will appear near to your units, to &amp;quot;prey on the weak&amp;quot;. You're not all that weak, but a Ghost may be able to pick off a wounded character of yours if you just keep the hedgehog formation. If your characters have high HP, you have the option of just ignoring the Ghosts' harassment - after all, your units are ineffective against them (except for Garak), and they against you with your good sand defense; they will spontaneously disappear at dawn. &lt;br /&gt;
&lt;br /&gt;
You should arrive at the second oasis at about first-dusk, and promptly be attacked by the Scorpions - who have decent desert movement and vision range - plus the roving Ghosts. Focus on the Scorpions first, unless you can land a terminal blow on a low-HP ghost; in fact, the Ghosts might even attack some Scorpions for you.  After you take out the Scorpions, you'll find a Traveler's Ring.  This artifact will make the designated unit invulnerable to hunger and thirst.  Give it to your Scout; it can take off on its own without getting dehydrated.&lt;br /&gt;
&lt;br /&gt;
If you somehow got dehydrated on day 1, or took a really bad beating - you might wish to rest in the oasis (remember: +8 HP in the water) before reforming your hedgehog; the bandit bathers' oasis is due West-by-Northwest.&lt;br /&gt;
&lt;br /&gt;
As you approach the midline of the level, you'll find it a hilly region infested by several Ogres. Despite their high HP, they're not so difficult to beat, since they're slow in sand and will not all gang up on you; they're not Chaotic, so they won't get a bonus when you're able to break formation; they have no ranged attack; and - if you catch them on sand hexes, you'll have twice their chance to hit. A Pathfinder (leveled Scout), Nym, or Kaleh - with the hunting skill - can slow them down to make sure even their relaliation loses its sting. The issue you may have here is your formation, which will likely break up (unless you go very slowly), and in daytime will result in some dehydration - that will be a handicap in your next encounter.&lt;br /&gt;
&lt;br /&gt;
If you dispose of the entire group of Ogres, you'll receive a special treat: A Loyal [http://units.wesnoth.org/1.15/mainline/en_US/Dust%20Devil.html Dust Devil] - an elemental earth spirit. It has a respectable arcane-type melee attack, and a nice impact-type swarm ranged attack - both effective against the Undead. If that's not enough - it has 8 MP and low movement cost over most terrain, _and_ it has at least 50% defense everywhere, _and_ it recovers 6 HP per turn on sand or dirt hexes; so it's an excellent scout. It won't be your &amp;quot;tank&amp;quot; against the Undead, though, due to limited HP and its vulnerability to cold and arcane attacks.&lt;br /&gt;
&lt;br /&gt;
The Black Hand's pool outing oasis is next: You'll find a mixed bag of Bandits, Thugs, Poachers and Trappers enjoying the pool (after all, it's not like they have a lot of crime to attend to). If you had your Scout in their sights before, they might have even joined the fray against the Ogres and yourself. By now should have some extra leveled-up units, so it won't be anything you can't handle - especially if you make sure to fight in daytime. The main issue here being the hills and the Ogres having impeded your formation. Depending on how effective you are in keeping everybody together, you might have some units go into battle wounded rather than wait for the healers to attend to them. When you are done here tack East-by-Northeast towards the castle oasis.&lt;br /&gt;
&lt;br /&gt;
Close to the castle, you'll chance upon a Red Mage named Elyssa, who is being changed by a force of skeletal units. You'll obviously save her - you just let her fill the empty spot in your hedgehog formation (with the scout no longer needing its former spot). Remember she's very effective against the Undead - but you need to keep her safe from the counter-attacks of Skeletons and Revenants.&lt;br /&gt;
&lt;br /&gt;
As for the castle itself - there is some random roll-of-the-dice which decides whether you'll find Ogres or the Undead in it. If it's the Wight leader (an L2), it will have an &amp;quot;honor guard&amp;quot; of four units (Ghosts on Medium difficulty), and will have amassed some money for recruiting (it has a high base-income despite the lack of villages). Remember that Wights are quite mobile, and this one won't hesitate to leave its castle to target someone vulnerable.&lt;br /&gt;
&lt;br /&gt;
The last (non-)oasis has a signpost at its entrance, announcing you've reached the home of the Black Hand of (existentially-unemployed) outlaws. When you cross some horizontal line, they will have already begun recruiting in earnest - and between the leader's basic income and their tent villages, they can recruit two units each turn without any gold reserves... So, hurry North. The leader of bandits is named Thorn, an L2 Outlaw (on Medium; probably a fugitive on Hard); when you take him out, he bargains for his life - and when you accept, he takes all of the remaining bandits with him. &lt;br /&gt;
&lt;br /&gt;
The bandit leader's offering in exchange for his life is a vial of Holy Water. As you may recall from other campaigns, the unit which picks it up has its melee attack change type to arcane. Choose carefully - you probably want to give this to a unit with a pierce-type attack, add&lt;br /&gt;
Now you have a second unit with a highly-effective attack against the Undead (in addition to the trampling Tuaroch riders).&lt;br /&gt;
&lt;br /&gt;
When you complete your objectives, you get a 20-per-turn early finish bonus (which doesn't correspond to the number of villages), before carryover deduction.&lt;br /&gt;
&lt;br /&gt;
== A Stirring in the Night ==&lt;br /&gt;
&lt;br /&gt;
* '''Alternative Objectives''': &lt;br /&gt;
** Survive until the (elongated) night is over with no more than 6 villages lost, or&lt;br /&gt;
** Defeat both Undead leaders&lt;br /&gt;
* '''Must survive''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Starting units''': Kaleh, Nym, Zhul, Garak&lt;br /&gt;
* '''Turn limit''': ?? / 12 / ?? (Easy / Medium / Hard)&lt;br /&gt;
* '''Starting gold''': 200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Layout&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This map is on the small side compared to the last scenario - it's just the surroundings of the Elves' encampment for a single night: Tents/villages and some bonfires, on sand and sandy hills, at the edge of proper hills with a bit of forest. The right of the level is a North-South path between the (5-hex + keep) castles of two Undead leaders: A Lich and a Death Knight. They are, in fact, each other's enemies, and you are just in the way: One of your villages is almost smack on the path; and four more are close to it (one turn for a Ghost, two turns at most for other Undead, from the path). Your castle is on the left of the level, with an oasis blocking the way - meaning it takes a few turns to get from there to where the action is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Strategy&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This scenario has a special consequence for the rest of the campaign: Whenever you lose a tent/village to enemy forces in this scenario, its inhabitants are turned to un-death, i.e. part of the group Elvish survivors from your village is lost. The consequence: Higher recruitment price for units, for the rest of the ''entire campaign'', if more than 3 tents/villages are lost. And it doesn't help if you regain a village - those inhabitants are just gone. So - protecting villages from the Undead is job #1. &lt;br /&gt;
&lt;br /&gt;
Seeing how the rival Undead forces are fighting each other, not you - you would expect that such protection shouldn't be that big of a deal. Unfortunately, they seem to be rather fond of tents... Undead units will opportunistically leave the N-S path to capture a tent/village - particularly the high-mobility units like Ghosts and Bats. On the other hand, the Undead also crave mortal flesh (a little retroactive pun there), so when faced with a choice between a village + sentry and an empty village - they won't always go for the village, especially if it's farther away from the N-S path. Still, play it safe and try to man villages that are within an enemy's movement range, whenever this is tenable.&lt;br /&gt;
&lt;br /&gt;
This scenario feels quite different depending on how frugal and speedy you were in your voyage North. If you were reasonable and kept a tight formation with ~10 or a few more units, and didn't meander too much - you should be awash in gold. If that's the case, you will probably want to aim for the two Undead leaders; three rounds of recruitment/recall should be sufficient in this case. On Hard, that might be less feasible even with the extra gold, or require much more cannon fodder. If you've started this scenario with a lot less gold then you're in for more of a challenge, and will be hard-pressed to take the maximalist stance of &amp;quot;no village left behind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first couple of turns of the level, though, are not affected by your recruitment - since even scouts will take until turn 3 to even arrive at the Eastern villages. An important first dilemma is whether to protect that easternmost village in &amp;quot;no-man's land&amp;quot;, in the middle of the path. Do that, and you've guaranteed most of the Undead's attention will be directed at _you_: They have to go through you to get to their rivals anyway. &lt;br /&gt;
&lt;br /&gt;
As for recruitment and recall - bear in mind that all fighting will be at night - a major disadvantage for you vis-a-vis the Undead. That means it is even more important to utilize their movement impairment in the sand, to isolate and gang up on them. And you will have a lot of switching-of-positions, to get to villages which come into danger: The Bats and Ghosts will fly around you, and later there's another surprise (see below). Fighters will be rather un-useful for this purpose - slow (even the quick ones) and with the wrong attack types (except if one of your fighters took the holy water potion); Tuaroch riders have Impact attacks, and if you have L2 stalwarts they'll defend pretty well from the skeletal units - but they're even slower; when you recall or recruit some on turn X, they will come into play on turn X+3 or X+4 (!), and will be mostly limited to one region of the map. &lt;br /&gt;
&lt;br /&gt;
This means that, in this scenario, the Dustbok riders - the Scout line of units - must shine. You'll need quite a bunch of them to support and replace your early-turn front-line units. They bruise easy, but remember that, after being attacked, they can retaliate and retreat on he same turn (their Disengage ability) - this will come in very handy. You will likely find yourself attacking with a wounder Scout, moving it away, then replacing it with a fresh one, on the same village, and attacking again. When leveling Scouts on this level, Pathfinders will be much more useful than Archers, due to their ability to Slow. This is important to reduce your losses against the damage-bonus-enhanced Undead.&lt;br /&gt;
&lt;br /&gt;
If you plan on disposing of the Undead leaders, try moving in earlier rather than later, even at the price of unit losses, because both leaders make 20 gold per turn before any income from villages, and will often recruit a pair of units per turn. Keep in mind that voodoo ceremony Garak undertook before this battle: If you keep him in good health, he can repeat his attack on an enemy target again and again: The Lich is where you should send him, since its melee is much weaker than the Death Knight's.&lt;br /&gt;
&lt;br /&gt;
On Hard, you're more likely to be on the defensive throughout the scenario - requiring some good luck, as well judicious use of slowing and leadership. If any of your Archers have leveled-up to be Desert Rangers, their Backstab ability may also come in handy.&lt;br /&gt;
&lt;br /&gt;
On turn 7, a contingent of Orcs - a patrol? - moves down the path from the Northwestern outcropping. These are certainly easier to deal with - you can properly stab them; but that doesn't make their weapons sting any less. Make sure and keep your terrain benefit by sticking to the sand. Their leader, Ganthos, has no keep - but he does have an income; so if you let him, he will sneak down the Western edge of the map and use your own keep while his minions ravage the encampment. Finally, note that the Orcs are quite willing to attack the Undead, not just your own units, and may do so if a lot of the Death Knight (Northeast leader)'s minions remain.&lt;br /&gt;
&lt;br /&gt;
Garak will meet his demise at the end of this scenario, in a rather arbitrary way (which, even after being foreshadowed, seems rather arbitrary). But - you can't let him die earlier.&lt;br /&gt;
&lt;br /&gt;
== Descending Into Darkness ==&lt;br /&gt;
&lt;br /&gt;
Starting now, you lose the comfort and protection of the sand. The terrain here is primarily hills and mountains, interlaced with river and swamp.  When you initially step into the mountains, Goblins will appear.  The mountain road forks West or North.  The western fork leads you to a bridge over the river that has a village on either side.  Stepping anywhere close to here triggers the appearance of more Goblins and some Naga led by an Orcish Slayer [or Assassin on Easy difficulty].  It's probably more fight than the two villages are worth.  However, if you're playing on Medium or Hard, you have to fight these sooner or later - may as well face them now before you get too busy.  Plus, you can choose to face them during daylight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The northern fork takes you over another bridge to the keep of Panok the Direwolf Rider.  He moves ridiculously fast, so you might have a hard time pinning him down.  His troops are mostly Goblins, so consider him to be a warmup for the tougher foes you'll face in the caverns.  Upon his death, he drops a ring and possibly triggers the Naga and the Slayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From here, there are two roads: the North, and the West.  Both lead to tunnels into the mountains, and each ends in the keep of an Orcish Warlord [Orcish Warrior on Easy].  The exit tunnel could randomly be behind either keep.  Though the two keeps are linked by paths inside the mountain, it might be quicker overall to leave Kaleh outside until you determine whether he needs to go East or West.  You could either split your troops and tackle the entrances separately, or send the whole bunch down the closest hole.  In that case, expect a pitched battle as the furthest Orc reinforces the nearest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The turn after Kaleh first enters either cavern, he will be pursued by a Cloaked Figure/Dark Assassin.  It doesn't matter if Kaleh is surrounded, the Assassin will temporarily displace any Elf or Orc that is in his way when he appears.  Other findings:&lt;br /&gt;
*If you follow the river where it enters the mountain, it will lead you to a Goblin Impaler guarding a treasure chest.  Not exceptionally tough, but he will fight from solid ground while you stand in the water.  The chest contains 40 to 80 gold.&lt;br /&gt;
*Continuing around the river, there is a passageway [coordinates 18,10] that ends in a pool.  If you step into the pool, you will find a glowing blade.  You may choose to either take it or leave it.  If you take it, that character's melee attack will now deal cold damage, but a monster will appear to block your escape.  It's only level one [and cute at that!], but again it will be on dry land while you will be starting in water.  It's kind of a long trip, so you'd be unlikely to finish it before the end of the scenario unless you send a Scout or other fast unit.  Alternately, if Nym didn't get the Holy Water, have her get it.&lt;br /&gt;
&lt;br /&gt;
== A Subterranean Struggle ==&lt;br /&gt;
&lt;br /&gt;
You're in a tunnel headed East.  Soon you will see a squad of Giant Ants in front of you, while a Cave Spider tries to sneak up behind you.  If you flee the Spider, stalactites will crush and kill it.  Eventually you find yourself in a great chamber where Dwarves and Trolls are doing battle.  You are forced to choose which side to ally with, and then you will be required to eliminate the other side.  Your choice will stay with you for a few more scenarios, as the campaign forks after this.  Fortunately, there is a keep right in front of you, though the battle is currently raging in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soon after choosing sides [probably about the time you get your keep clear], your opponent will pull a sneak attack that nearly wipes out your allies.  Most of the rest retreat.  Three turns later, they make it up to you by giving some loyal troops to you.  If you are allied with the Dwarves, the two tribes of Trolls are Southeast and Southwest from your keep.  If you are allied with the Trolls, the two tribes of Dwarves are Northeast and Northwest from your keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guard Kaleh well: some time after receiving your reinforcements (turn 20 on Medium difficulty), the Cloaked Assassin will reappear.  This time they will Slow Kaleh and take up to half his hit points.  There's some more crazy talk, and the Slow effect lasts until the Assassin has been removed again.  Note that even if your troops now succeed in destroying the enemy tribes, this scenario won't end until the Assassin has been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Diverging Campaign Path==&lt;br /&gt;
===In the Tunnels of the Trolls===&lt;br /&gt;
You start in a small keep with few places to go.  The tunnel leading West is where you just came from.  To kick things off, move a unit to the East-most dirt hex.  At the end of the turn, Dwarven demolitions will make this wall an entrance to the Troll kingdom.  You will immediately see a Troll leader and his minions in a keep.  Don't get too excited; he's not your target, merely an outpost.  However, the clock is ticking, so finish them off quickly.  Afterward you might wish to use his keep to recruit an additional healer to support Zhul, and if you have a unit with the cold blade bring them as well.. Since it costs no upkeep, you may as well recall all the Dwarves that you've been given by your allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This cavern has exits leading North, East, and South.  North only goes to the edge of the map.  East leads to some Trolls interrogating some Dwarves.  Play your cards right and you'll be able to rescue a Dwarvish Stalwart, who joins your party out of gratitude [though he's not grateful enough to be Loyal...].  South is the exit going toward the objective.  This leads into a large lava cavern.  Similar to the second scenario, you'll need to keep as many troops as possible gathered around a healer.  However, the lava hexes are not safe for your units to end their turns on, other than the flying units.  This is going to slow down your progress, as most units will not be able to use all their movement points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Troll Shamen blow up the bridge going directly to them, so you'll have to take an alternate route clockwise around the rim of the lava pit.  They will conjure up a fire elemental to slow your progress; after you kill it, it will periodically regenerate.  Additionally, as you reach certain checkpoints the Shamen will create more Fire Guardians, though these don't regenerate.  When you reach the southern part of the rim, you'll be rewarded by a small pool of water that will heal whomever is standing in it by ten points per turn.  The rim is interrupted here by a rock projection sticking out to bar your way.  After this, you have to proceed by &amp;quot;island hopping&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the way, there are two passages on the western side of the lava pit that aren't strictly necessary to get to, but might be worth exploring [flying units only].  The lower is blocked by the ghost of a Dwarf who died in the upper.  Burying the remains of the Dwarf allows you to proceed further down the lower passageway to a Troll crypt guarded by a Zombie Troll Whelp.  Flying over the Chasm allows you to loot the crypt for the poison wand it contains.  Whomever picks it up will add poison damage to their melee attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you reach the spit of land that the Shamen are standing on, one will run to the boss.  I got lucky in that the other chose to stand in the lava to get around me.  He was a lot easier to finish off then.  ;^)  After that, follow South and East.  The tunnel quickly narrows down to a single lane, and your progress will be impeded by some Whelps.  The lair has a pair of alcoves containing Troll dead, who will eventually be turned into Zombies to further slow you down.  By the time you deal with these and the army of Trolls the boss is recruiting, you might not have much time left.  Finally take out the other Shaman and the Chieftain.  Good luck!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Big&amp;gt;Dealing With Dwarves&amp;lt;/Big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Dwarves.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Dwarf will volunteer to guide you.  If you saved the Stalwart, it'll be him.&lt;br /&gt;
&lt;br /&gt;
=== In the Domain of the Dwarves ===&lt;br /&gt;
You start in a small keep. Move a unit to the West-most dirt hex.  At the end of the turn, Troll fire magic will make this wall an entrance to the Dwarven kingdom.  You will immediately see a small contingent of Dwarves in a fortress.  Since it costs no upkeep, you may as well recall all the Trolls that you've been given by your allies.  Recruit healers and quite a few expendable troops (the Dwarves aren't shy about using Berserkers!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The area around the fortress has several tunnels.  Going clockwise from your current position, the South-East avenue only goes to the edge of the map.  South-West leads to a humorous scene of a Dwarven drill instructor berating his troops.  Bring two mid-level Trolls, preferably a mix of melee and ranged types to deal with these.  Past this will be a Troll being tortured by a Dwarf.  He pretty much rescues himself, but joins your party out of gratitude.  North-West is the exit going toward the objective.  North is a Dwarf guarding what will become a dead end.&lt;br /&gt;
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The main path crosses two single hex wide bridges over a chasm.  After you push the Dwarves back to the bridges, your flying units support your front line from the chasm.  The leader of this Dwarven contingent challenges you to get up close and personal.  After you do, however, he blows up the main entrance to the Dwarven Keep.  Now you'll have to make a right turn detour through the Black Lake.  &lt;br /&gt;
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Bats and Giant Tentacles will accost you in the lake.  Your flying units (Zhul, and Sun Slyphs if you have them) will need to head northeast, using coral reef as cover, if they want to assassinate the Dread Bat leader. Meanwhile, your main army should circle westward as quickly as possible -- you can't afford to get bottlenecked by L2 Dwarves if you hope for an early finish. Send a small contingent (supported by a flyer) to the northernmost part of the lake, there is a Dwarven Hermit speaking some Gollum-like speech.  When he dies, all your troops will have access to his amulet, which is basically a key.  The southeast portion of the lake contains a crypt which the key will unlock.&lt;br /&gt;
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Looting the crypt gives one unit a belt of strength that is supposedly good for 12 additional hit points.  Sun Sylphs are ideal recipients, due to their low health.  Upon putting on the belt your exit will be blocked by a ghost -- a piece of cake for a Sun Sylph, but troublesome for most other units.&lt;br /&gt;
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Back to the mainland, the Chieftain and his troops will be almost directly west of where your people get back on land.  There's a wall in the way, though, with entrances on both the North and South portions of it.  The southern route is slightly closer, but is also a chokepoint.  Send some faster troops the northern way to attack the Dwarves' rear.&lt;br /&gt;
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&amp;lt;Big&amp;gt;Talking With Trolls&amp;lt;/Big&amp;gt;&lt;br /&gt;
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This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Trolls.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take it and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Troll will volunteer to guide you.  If you saved the victim of Vengeful Dwarf, it'll be him.&lt;br /&gt;
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== Out Of The Frying Pan ==&lt;br /&gt;
Thankfully, this is the last of the underground fighting.  It's too bad you can't recruit more of the Dwarves/Trolls you've allied with, as they could really help here.  Your opponents have dammed the river and the whole tunnel system is being flooded.  This is bad: every turn you will lose several hexes of floor.  Recruit/recall no more than a single castle's worth of troops, as you'll lose more to drowning than to fighting.  Actually, it's best to not recruit any units, though you should recall the Dust Devil, since it is loyal; you are going to need your gold later at a second keep, and you don't want to pay upkeep until then.&lt;br /&gt;
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It is best to play this similar to &amp;quot;The Elves Beseiged&amp;quot;.  Don't fight any more than you absolutely have to, prefer to instead move past the enemies and let them drown behind you.  Water areas that you haven't seen yet won't rise, so don't send fast scouts ahead of your slower troops (an exception: the Dust Devil doesn't trigger the &amp;quot;more water&amp;quot; events, except for the one at the end of the secret passage).&lt;br /&gt;
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The first cavern will have your exit blocked by three of your opponents, be they Dwarf or Troll.  Next is a scattering of Giant Ants.  They don't put up much of a fight.  The exit is the North West tunnel.  The following cavern is populated by three humans who decide  to attack you.  The tunnel behind them is also flooding, so you need to make haste to the western tunnel.  The next cavern is marked by a magical warding [looks like clouds] that blocks passage except through the red rune 'gate'.  It won't hurt to step onto the rune, but upon leaving it the lead character will be burned for 25%-35% of their total hit points while both gates disappear.  Also, a variety mix of undead will suddenly appear in the chamber.  Some of them will gather around around the entrance chokehold, so you'll need skirmish ability to effectively assist the now lonely lead character.  If you have Grog, best to send him in first, as he can heal up the damage by the time the battle is over.  Also, his impact weapon is best used against the skeletons in the back of the room.  The same goes for Rogrimir, naturally, but he'll need healing afterward.&lt;br /&gt;
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There is a secret door at 24,49 that will lead you around the red rune room.  It has more water there, though [not to mention the Soulless], so it's another opportunity to have good troops drowned.  The cavern where this tunnel connects back behind the red runed room has two blue runes that will heal whomever steps upon them to 100%, but not cure poison.  They are also only good for a few uses, so probably just use it to heal Zhul and your badly bruised ally.&lt;br /&gt;
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The exits out of the blue runed room are thus: South is back to the red runed room.  South-West is the water-logged Soulless.  North-West is the 'Training Room'.  A ghostly teacher in back of the room runs his ghostly students through weapons drills with you as targets.  Destroying the students is not helpful, as the master keeps reanimating them.  You need to take him out, but the Zone of Control of the students keeps you from getting to him.  Yet another call for the Skirmish ability.  I don't bother going in there, as there's no real gain for the amount of time you'll have to spend here.  What i like to think of as the 'main exit' from the blue runed room is due north.  This leads to a sleeping area where you will be assaulted by the skeletal remains of its former inhabitants.  Your ally should have half of them cleaned up by the time the last of your troops gets in.  This route is slightly longer in terms of hexes than going through the Training Room, but i still get through in fewer turns.  &lt;br /&gt;
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Besides, there is a goody to be had this way: North of the skeletons is the lab area.  You'll find the secret door at 17,36.  Inside, you'll find a red rune blocking the way, then two more further up.  Stepping upon the first rune causes the character to suffer the usual 25%-35% damage PLUS poison.  Then the other two runes are covered by angry monsters [failed experiments].  Both are first level.  Behind them is a Frankenstein-style monster trapped in a ring of fire.  If you Skirmish past the two, you can break the ring to release the second level Flesh Golem.  It will fight for you.  You have to be careful, as its Berserk fighting style can be a double edged weapon.  Nonetheless, it can be useful to have another Chaotic fighter on your side.&lt;br /&gt;
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The next room beyond either the Training Room or sleeping area is the sacrificial altar.  Setting foot in here conjures two second-level fire demons the next turn.  Bring out your Cold Blade and whatever ranged weapons you have handy.  Note that every time you step on the tiled floor around the altar you are given the chance to pull a lever.  Do not pull the lever until all your people are in this room and ready to leave.  Pulling the lever opens two secret passages behind the Altar.  The eastern is your exit; the western is flooded.  Six turns after you pull the lever, the entire temple area will be Deep Water.&lt;br /&gt;
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The exit goes through a Crypt area that is guarded by a Spider Lich.  It is tough, but vulnerable to Fire and impact damage; you should still have both.  After you leave the Crypt, you will again be stopped by: the ever mysterious Cloaked Assassin.  This time you are able to capture him and get his whole sad story.  I think it was about turn 30 or so that i got my people past the dangers of the raging waters.  Woo-hoo!: you've made it out into the sand again, and are ready for some real fighting!!  Fortunately there's a rather haughty group of humans who seem to think your people are meant to be sacrificed to their 'Dark Lady'.&lt;br /&gt;
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By all means, start recalling troops to teach them a lesson.  You probably need to spend all your gold.  Figure the opposition is 20-something in Sergeant Durstrag's tribe plus five messengers and periodic visits by vengeful undead.  These will mostly just bother your troops who are near the South end of the valley.  Don't bother looking for the messenger; it isn't on the map yet.  At some point, a messenger will materialize just East of the oasis.  After taking him out, you only have a half dozen or so turns to finish off Sergeant Durstrag or another messenger will be created, along with his escorts.  Don't forget the chest of gold just South of your Keep.  If the battle goes on long enough, the flood waters will eventually come out of the side of mountain on the West end of the valley and make a new river.&lt;br /&gt;
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== Blood is Thicker than Water ==&lt;br /&gt;
Out of the frying pan, into hot water!  Let's break this down into parts for each objective:&lt;br /&gt;
===Free the Mermen===&lt;br /&gt;
If you click too rapidly through the introductory text you will miss some crucial details: Namely that your enemies lie to the northwest, and that you're looking for ''five'' merfolk.  It's worthwhile to get them all, as each will become a loyal troop once freed from the cage.  The humans are Loyalist factioned in three tribes.  They are not the mysterious 'Iron Council', just followers.  The leader is a third level commander while the other two are second level lieutenants.  Depending on the level of difficulty, you could be seeing things like Shock Troopers, Swordsmen and Cavaliers.  Probably about three keeps worth should be good.  If you wipe out all the bad guys before the sacrifice, but don't free all five merfolk, your troops will just wander idly until the time of the sacrifice.  Freeing the fifth mermaid starts the rebellion, thus potentially saving a few turns for the end of scenario bonus.&lt;br /&gt;
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It's easy to miss the the fifth Mermaid, as she is hidden in the small cave just north of the eastmost humans' keep.  This is in deep water, so the land lubbers won't be able to help.  Have the Mermaid Priestess and another Merman approach the island from the East side.  The cage there holds a Mermaid Enchantress and is guarded by a few Walking Corpses/Souless.  The other large island in the Northwest is closed off, you won't be able to get there yet.  If it isn't obvious, use your freed merpeople very sparingly on land.  Unless the humans are standing on the shore, or otherwise making themselves easy targets, just park your finny allies in the water.  Sometimes they can jump on a village to prevent a wounded bad guy from getting a rest.  If you have dealt with all the humans before turn 16, don't just stand around.  Start shifting all the elves where they will next be needed next: the east side of the mainland and the eastmost island.  Dwarves, Trolls, and Golems move slowly enough that they probably won't make it to the rebels before the rebellion is over.  May as well leave them on the North-West island [the village at 20,23 is a good location] in readiness for the third objective, possibly accompanied by any of your elves with a move of 5.&lt;br /&gt;
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On turn 16, any merpeople still caught will be pan-fried in a little butter as an offering to the Dark Lady.  This is performed by a briefly seen Necromancer named Hekuba.  He is a member of the Iron Council.  Or is that an Iron Chef?  Should any leaders of the Loyalists still remain, they will depart to prepare 'Plan B'.  Sigh.  It was so much easier to get to them on the mainland.  If they are all dead, the Iron Council will then begin 'Plan C'.&lt;br /&gt;
===The Rebellion===&lt;br /&gt;
After the Dark Lady is newly invigorated by the sacrifice, the apparition of Eloh appears to (and appeals to) one of your elves.  He expresses his faith in the apparition, and challenges you for leadership of the elves.  You'll have to fight him for supremacy, and you won't be able to recruit new troops until this is over.  Zhul will be torn between her admiration of Kaleh and Eloh.  She will go to Eloh and sell Kaleh's goodness.  The apparition rebuffs Zhul and petrifies her.  If you don't have any other healers you might wish to recall some before making the long trek East.  The rebel base is the northeast island.  This was inaccessible to non-swimmers, but the merfolk will show you some Shallow Water paths to the island.  If you're feeling shorthanded, you can wait offshore (backed up by a healer, of course) and hammer the defenders in the water.  They seem quite eager to rush out to you.  It might take a little longer this way, though.&lt;br /&gt;
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As you approach the island, some Crab Men will appear and attempt to eat you.  They're not terribly tough, but they're in their natural element and you're not.  As insurance, have the ranged attack merfolk provide a screen in the deep water around you.  The melee attack merfolk could perhaps approach the island from the north side.  There is a river that goes right to where Eloh is standing.  Four successful hits from Merman Warrior can do it...&lt;br /&gt;
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If you have Kromph, the Flesh Golem, it will soon fall under the sway of the Dark Lady.  It talks to itself for a few turns as a warning.  When that happens, best surround it with ranged attacks.  It changes sides on the beginning of your turn, so you can blast it before it gets a chance to attack.  If you manage to strike down Eloh before she complete's Kromph's sub&amp;amp;shy;&amp;amp;&amp;amp;shy;&amp;amp;shy;shy;version, her final command to it causes it to collapse into a heap of confusion.  Oh, but we barely knew ye...&lt;br /&gt;
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If your costs to recruit are high as a result of the battle between the Spectres, it might interest you to know that the rebel elves are not your target - Eloh and Tanstafaal are.  Whenever you destroy the apparition and capture Tanstafaal, the remaining elves will automatically switch over to your side.  You might not want the extra overhead for the rest of this scenario, though.  Besides, they screen Tanstafaal so well that most of them will have to be done in to get to him.  Oh, and Zhul comes around after the apparition is gone.&lt;br /&gt;
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===Capture Ships===&lt;br /&gt;
The next fight will take place on the formerly closed northwest island.  This is the home of the Iron Council - a trio of Necromancers.  Hekuba is their leader and stays on his keep.  The other two are free to move and not even shy about stepping into the water.  Nevertheless, they can hold their own out there at night.  Plan C is the Necromancers raising the seabed to provide Shallow Water paths from the island - they actually think they're attacking YOU.  Well, pride goeth before a fall.  With the settling of the rebellion, you are able to recruit again.  If you find yourself needing to do that, you have to chose whether it is better to use Tanstafaal's keep and march them all the way back West, or detour Kaleh down to one of the humans' keeps south of the action.  &lt;br /&gt;
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The troops of the Iron Council include a mixed bag of skeletal types and if plan B is place the human leaders will also be here.  Hekuba can recruit the same troops as the humans did, plus more Necromancers, Skeletons/Revenants and Skeletal Archers/Bone Shooters.  You'll have quite a fight on your hands to make landfall.  After you do get on solid ground things aren't so bad.  Of course, if the enemy captures the island at 20,23, you'll have to fight them through the water twice.  It's probably better to continue to press them at night to prevent that.  It'll be a little easier to take on the Necromancers if you can level up the Enchantress and the Priestess.&lt;br /&gt;
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The bad guys won't be able to destroy the ships.  For game purposes, the ships are actually villages.  Thus, the worst thing that can happen to the ships is they get recaptured.  The merfolk can't cross or occupy ship terrain - not even after they've been captured.  I suppose they would have a hard time climbing ladders.  When you have all four, the scenario immediately ends.  You might wish to finish off any of your opponents that are close before capturing the last ship.&lt;br /&gt;
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== Speaking With The Fishes ==&lt;br /&gt;
Just dialog.  A curiosity is that the queen of the Merfolk - Melusand - is giving all your people a seashell brooch, but doesn't say what they're good for other than they enable her to track your progress!&lt;br /&gt;
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== The Battle for Zocthanol Isle ==&lt;br /&gt;
Wow!  This time around you'll have to battle five tribes, plus bats.  You immediately have to head West along the southern shore of the island, searching for a keep.  You'll soon find a Saurian Oracle who looks like he doesn't really need the keep he's sitting in.  It's not a particularly tough fight, but you're under time pressure to immediately begin churning out units.  As soon as Kaleh takes his seat in the center of the keep, your loyal merfolk return bringing the remaining ships and a group of merfolk you can recruit.  They also capture the villages South of you, so you can immediately begin sending the troops North.  Zhul makes a comment about not needing gold if you lose.  I will simplify: this is the last scenario in which you do any recruiting, so you may as well bust the budget.  You still have to face down four tribes. From left to right:&lt;br /&gt;
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* '''Naga #1:''' If you follow the Shallow Water from your keep North, it'll lead to a small keep with a Naga Myrmidon.  His tribe is not heavily populated, but you'll see them first due to closeness.  Send half your loyal merfolk up there to deal with them, and recruit some new merfolk to assist.&lt;br /&gt;
* '''Undead:''' Not too far North of your keep will be a Draug recruiting a fairly strong assortment of undead: Blood Bats, Ghosts/Wraiths, various second level skeletal types, Soul Shooters, and Necrophages.  On higher levels of difficulty, there will be Spectres and Draugs as well.&lt;br /&gt;
* '''Orcs:''' On the northeast corner of the island will be a peninsula.  There you'll find a Orcish Sovereign recruiting a stiff mix of Orcs and leveled Wolf Riders, nothing under second level.&lt;br /&gt;
* '''Naga #2:''' On the east side of the island is more shallow water leading to another Naga Myrmidon.  He is a twin to the western Naga, but he'll have more time to recruit before you get to him.  Packs of Naga Hunters shooting poison can be deadly day or night.  You can take them out with a mix of fast Elves supported by Mermen and a healer.  If you're not used to recruiting merfolk, please note that the Mermaid Initiate is not capable of any healing or curing until she's levelled up.&lt;br /&gt;
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The other threat you'll face are the bats that show up every dusk and harry you until morning.  Easy difficulty gives you five Vampire Bats every night.  Higher levels of difficulty take away two of those, but add Blood Bats.  Like the Ghosts in the second scenario, these are not worth chasing after.  They will, however, pick off the weakest of your troops.  Anybody who is below 20 hit points is vulnerable at night.  Hedgehog like crazy at night, if you don't have enough units for a massive line.  If the bats don't see any likely targets, they will unflag any of your unguarded villages.  You don't need the money, however, so who cares?&lt;br /&gt;
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As soon as you have the keep, victory conditions change to reaching the black citadel.  However, that'll take some work, as hordes of undead will soon begin pouring down your way.  If you dally in recruiting/recalling, you might get flanked by Direwolf Riders and packs of Naga on your eastern side.  Send the Dwarf/Troll (You ''do'' still have him, don't you?) along with Nym, Zhul and what's left of your initial landing to deal with the undead while the faster troops you recall head East along the beach.  By all means also send whomever has the holy water North. Your merfolk can nail down your watery flanks, both west and east. You'll also need some sturdy elves to block the gap between the lagoons.  You'll need another healer for the eastern front, and ideally a third to support the middle.  If you don't have the Mermaid Priestess/Diviner in the eastern group, better send along a Shyde/Star.  &lt;br /&gt;
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Melusand told you that the black citadel was in the center of the island.  It is, if by &amp;quot;center&amp;quot; you mean &amp;quot;north side&amp;quot;.  However, it is surrounded by mountains, so merfolk will be of no help there.  If any undead come to the coast, then merfolk spellcasters could be helpful.  There's a secret area off the northwest shore of the island that the merfolk could explore if they have nothing better to do.  A wrecked ship is guarded by a Sea Serpent.  Just South of the ship is a sunken treasure worth a little gold.  We're really not worried about gold anymore, however.  Northwest of the wreck is a sandbar containing another merman in a cage.  Inside is a badly wounded Merman Triton. You can send him and the rest of your mermen east across the top of the board and then down to the orc leader.&lt;br /&gt;
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You might reach the black citadel before finishing off the Orc.  If so, victory conditions change: you will need to kill both the undead and orcish leaders before being able to open the door.  After finishing them off, victory conditions change again: now get any unit to the door of the black citadel.  Since you probably won't need ''everybody'' to take on the Orc, you may as well leave somebody near the citadel.  When the door is open, there's some drama that ends up in having Kaleh, Nym, and Zhul go into the citadel to again face the apparition of Eloh.  If your ally is still alive, he comes along as well.&lt;br /&gt;
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== The Final Confrontation ==&lt;br /&gt;
Earlier I alluded to the fact that during this battle you won't be able to recruit.  You come into a hexagonal cave/chamber that is partially paved and partly rock floor.  It somewhat reminded me of &amp;quot;The Duel&amp;quot; scenario ending the Eastern Invasion campaign.  It's just the people I mentioned in the last paragraph of the Zocthanol scenario: Kaleh, Nym, Zhul and possibly Grog or Rogrimir. The Apparition of Eloh will be in the front of you, and she will have charmed some of your young troops to use against you.  The objective is to defeat the apparition, quite possibly the easiest objective ever.  By all means have the ally go first, since he will move faster and defend better on the cavern floor.  When i did it, Grog the Troll Warrior took her out in a single move: both swings connected and she was done.  &lt;br /&gt;
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While this may not be as emotionally satisfying as having Kaleh or Zhul finish her off, it has the beneficial effect of leaving more characters able to move to fulfill the second objective.  The two recruits are freed from their charm, if you are able to keep them alive in this pit of despair.  After the apparition is gone you get to see &amp;quot;the man behind the curtain&amp;quot; so to speak.  The evil creature doing all this isn't a standard brand demon, but some relation to Cthulhu.  Yechnagoth is composed of a brain (Central Body), energy source (Pulsing Spires), and multiple fists (Crawling Horrors.)  Don't even waste your time attacking the Central Body yet.  Note that the Spires are a different team than the others.  &lt;br /&gt;
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As long as the Pulsing Spires are alive, the Central Body has 100% resistance to any attack AND it fully heals every turn.  Every turn it can attack any adjacent unit, spray slime [hurts 10-12 points and slows] on any unit in the cavern, AND summon one or more new Crawlers.  There is no turn limit, but you want to hurry before you get overwhelmed by Crawling Horrors.  Due to my lucky start, I was able to finish before turn 5.  The Spires have no melee attack, so hammer them as you reach them. (Well, even their ranged attack is nothing to write home about.)  Even though the paved parts of the floor all lead to the Central Body, try not to have any character end their turn next to it until the Pulsing Spires are gone.  You might find yourself using the hedgehog again, with characters not actively attacking surrounding Zhul to heal up from the constant depredations of the Crawlers.&lt;br /&gt;
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After you have taken out the third Spire, the Central Body becomes a Weakened Central Body, which is a much more reasonable opponent.  The healing stops, and the hit points, resistances and attack damages drop.  Again, two mighty hammer blows could finish it off.  Congratulations!  You've just won yourself a tropical paradise island!!&lt;br /&gt;
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[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=69044</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=69044"/>
		<updated>2021-11-29T23:24:04Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Available Versions */&lt;/p&gt;
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&lt;div&gt;{{Translations}}&lt;br /&gt;
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&amp;lt;div class=&amp;quot;tright&amp;quot;&amp;gt; __TOC__ &amp;lt;/div&amp;gt;&lt;br /&gt;
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Not all distributions carry the latest stable or development releases. If you want to make sure you are running the newest official version of Wesnoth from either branch, either get the sources from the [[Download]] page and [https://github.com/wesnoth/wesnoth/blob/master/INSTALL.md compile them yourself] or use the nightly flatpak below.&lt;br /&gt;
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== Flatpak ==&lt;br /&gt;
A nightly flatpak of Wesnoth's development branch is available.  Instructions for getting it can be found [https://forums.wesnoth.org/viewtopic.php?f=5&amp;amp;t=47872 here].&lt;br /&gt;
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A flatpak of the current stable release is also available [https://flathub.org/apps/details/org.wesnoth.Wesnoth here].&lt;br /&gt;
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== Arch Linux ==&lt;br /&gt;
* The latest stable version can be installed from the [community] repository: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* There's a wesnoth-devel package for development releases in [https://aur.archlinux.org/packages/wesnoth-devel/ the AUR].&lt;br /&gt;
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== Debian ==&lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages] including the development releases. If you want a different version, you need to explicitly request which branch you want, e.g. [http://packages.debian.org/wesnoth-1.12 1.12] (stretch), or [http://packages.debian.org/wesnoth-1.14 1.14] (buster, bullseye, and sid)&lt;br /&gt;
* [http://backports-master.debian.org/ backports.debian.org] offers the latest stable wesnoth releases, albeit only backported to stretch at this time. For more info on Debian backports, click [http://wiki.debian.org/Backports here].&lt;br /&gt;
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===Command-line install===&lt;br /&gt;
To install Wesnoth, run the following to pull in everything:&lt;br /&gt;
 aptitude install wesnoth wesnoth-music&lt;br /&gt;
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===Compiling===&lt;br /&gt;
&lt;br /&gt;
If you want to run a newer release than the ones provided in the Debian repositories, or an unreleased version from the [[WesnothRepository|Git repository]], you will have to build it from source. See [https://github.com/wesnoth/wesnoth/blob/master/INSTALL.md Compiling Wesnoth] for more details.&lt;br /&gt;
&lt;br /&gt;
To install Wesnoth's dependencies if you have Debian's source repositories enabled in your config, you can just use apt's &amp;lt;code&amp;gt;build-dep&amp;lt;/code&amp;gt; command with the package that best matches the version you are trying to build:&lt;br /&gt;
&lt;br /&gt;
 # Stable version&lt;br /&gt;
 aptitude build-dep wesnoth&lt;br /&gt;
 # Development version&lt;br /&gt;
 aptitude build-dep wesnoth-1.14&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you have already installed an older version of Wesnoth, you should uninstall it first by running:&lt;br /&gt;
&lt;br /&gt;
 # Stable version&lt;br /&gt;
 aptitude purge wesnoth&lt;br /&gt;
 # Development version&lt;br /&gt;
 aptitude purge wesnoth-1.14&lt;br /&gt;
&lt;br /&gt;
Bear in mind that this will '''not''' remove downloaded data or saved games stored in your [[EditingWesnoth#The_user_data_directory|home directory]].&lt;br /&gt;
&lt;br /&gt;
Additionally, build-dep will not install libssl-dev automatically due to a Debian patch to use WolfSSL instead due to a licence incompatibility with OpenSSL, so you will need to install that manually. This will likely be resolved within the next couple of years once OpenSSL 3 comes into use since that version will resolve the license incompatibility.&lt;br /&gt;
&lt;br /&gt;
== Ubuntu ==&lt;br /&gt;
&lt;br /&gt;
[http://apt.ubuntu.com/p/wesnoth Click here] to install the latest version of the &amp;lt;code&amp;gt;wesnoth&amp;lt;/code&amp;gt; packaged for your release. Alternatively, search for &amp;quot;wesnoth&amp;quot; in the ''Ubuntu Software Center'' or use following command:&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install wesnoth&lt;br /&gt;
&lt;br /&gt;
===Available Versions===&lt;br /&gt;
&lt;br /&gt;
Different releases of Ubuntu provide different versions of Wesnoth in their repositories. Often, this version will be older than the most current Wesnoth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Release&lt;br /&gt;
! Packaged Version&lt;br /&gt;
|-&lt;br /&gt;
| 20.04 LTS (Focal)&lt;br /&gt;
| 1.14.9&lt;br /&gt;
|-&lt;br /&gt;
| 19.10 (Eoan)&lt;br /&gt;
| 1.14.7&lt;br /&gt;
|-&lt;br /&gt;
| 19.04 (Disco)&lt;br /&gt;
| 1.14.6&lt;br /&gt;
|-&lt;br /&gt;
| 18.10 (Cosmic)&lt;br /&gt;
| 1.14.4&lt;br /&gt;
|-&lt;br /&gt;
| 18.04 LTS (Bionic)&lt;br /&gt;
| 1.12.6&lt;br /&gt;
|-&lt;br /&gt;
| 16.04 LTS (Xenial)&lt;br /&gt;
| 1.12.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reference: https://packages.ubuntu.com/wesnoth&lt;br /&gt;
&lt;br /&gt;
== Fedora ==&lt;br /&gt;
Battle for Wesnoth is included in [http://koji.fedoraproject.org/koji/packageinfo?packageID=4097 Fedora].  The current version of Battle for Wesnoth is available for ARMv7HL, AArch64, ppc64le, s390x, x86, and x86_64 architectures. If you have problems with these packages, or other questions, please contact the Fedora maintainer [mailto:klember@redhat.com Kalev Lember].&lt;br /&gt;
&lt;br /&gt;
To install from command-line, simply run:&lt;br /&gt;
 dnf install wesnoth wesnoth-tools wesnoth-server &lt;br /&gt;
&lt;br /&gt;
== Gentoo ==&lt;br /&gt;
To install the game only, run the following as root:&lt;br /&gt;
 emerge wesnoth&lt;br /&gt;
&lt;br /&gt;
To install the game and the server, add 'server' to your USE flags, then run emerge as above.&lt;br /&gt;
&lt;br /&gt;
Note: Gentoo currently operates as a rolling-release, updated approximately weekly.&lt;br /&gt;
&lt;br /&gt;
To install the latest unstable version (when available), add the following line to your /etc/portage/package.keywords file before running the emerge command:&lt;br /&gt;
&lt;br /&gt;
 games-strategy/wesnoth ~*&lt;br /&gt;
&lt;br /&gt;
The ebuild is currently maintained by [https://wiki.gentoo.org/wiki/Project:Games the Gentoo Games Project]&lt;br /&gt;
&lt;br /&gt;
== Mageia / Rosa Linux / OpenMandriva Lx ==&lt;br /&gt;
&lt;br /&gt;
To install the latest stable version (as root):&lt;br /&gt;
&lt;br /&gt;
 urpmi wesnoth&lt;br /&gt;
&lt;br /&gt;
For the development version (Rosa Linux and OpenMandriva Lx only, as root):&lt;br /&gt;
&lt;br /&gt;
 urpmi wesnoth-unstable&lt;br /&gt;
&lt;br /&gt;
You can also use the GUI package manager RPMDrake (in the Control Centre).&lt;br /&gt;
&lt;br /&gt;
To install latest Battle for Wesnoth version available you need to enable the following repository using the Control Centre:&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|Distribution&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|Repository for wesnoth&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|Repository for wesnoth-unstable&lt;br /&gt;
|-&lt;br /&gt;
|Rosa Linux Desktop / OpenMandriva Lx&lt;br /&gt;
|contrib release&lt;br /&gt;
|contrib updates&lt;br /&gt;
|-&lt;br /&gt;
|Rosa Linux LTS&lt;br /&gt;
|contrib updates&lt;br /&gt;
|contrib updates&lt;br /&gt;
|-&lt;br /&gt;
|Mageia&lt;br /&gt;
|core release&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Begin Carriage returns to keep the next entry from crashing into the Mandriva-based table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End Carriage returns to keep the next entry from crashing into the Mandriva-based table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==openSUSE==&lt;br /&gt;
&lt;br /&gt;
These are builds of The Battle For Wesnoth for several versions of openSUSE, made for both i386 and x86_64 architectures.&lt;br /&gt;
&lt;br /&gt;
The openSUSE packages are maintained by [https://build.opensuse.org/package/view_file/openSUSE:Factory/wesnoth/wesnoth.changes multiple contributors].&lt;br /&gt;
&lt;br /&gt;
===Install using One-Click Installation===&lt;br /&gt;
&lt;br /&gt;
Use the correct link for your version of openSUSE:&lt;br /&gt;
&lt;br /&gt;
* openSUSE Tumbleweed (rolling release) [https://software.opensuse.org/ymp/openSUSE:Factory/standard/wesnoth.ymp One-Click Install]&lt;br /&gt;
* openSUSE Leap 15.3 (fixed release) [https://software.opensuse.org/ymp/openSUSE:Backports:SLE-15-SP3/standard/wesnoth.ymp One-Click Install]&lt;br /&gt;
&lt;br /&gt;
== Void Linux ==&lt;br /&gt;
&lt;br /&gt;
Void Linux is another rolling release distribution, utilizing its own package manager.&lt;br /&gt;
The current version is available for x86, x86_64, armv6, and armv7.&lt;br /&gt;
&lt;br /&gt;
To install simply run:&lt;br /&gt;
&amp;lt;code&amp;gt;xbps-install -S wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The build is currently maintained by [mailto:itself@hanspolo.net Phillip Hirsch]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://github.com/wesnoth/wesnoth/blob/master/INSTALL.md Compiling Wesnoth]&lt;br /&gt;
* [[Download]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=69043</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=69043"/>
		<updated>2021-11-29T23:22:08Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translations}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tright&amp;quot;&amp;gt; __TOC__ &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not all distributions carry the latest stable or development releases. If you want to make sure you are running the newest official version of Wesnoth from either branch, either get the sources from the [[Download]] page and [https://github.com/wesnoth/wesnoth/blob/master/INSTALL.md compile them yourself] or use the nightly flatpak below.&lt;br /&gt;
&lt;br /&gt;
== Flatpak ==&lt;br /&gt;
A nightly flatpak of Wesnoth's development branch is available.  Instructions for getting it can be found [https://forums.wesnoth.org/viewtopic.php?f=5&amp;amp;t=47872 here].&lt;br /&gt;
&lt;br /&gt;
A flatpak of the current stable release is also available [https://flathub.org/apps/details/org.wesnoth.Wesnoth here].&lt;br /&gt;
&lt;br /&gt;
== Arch Linux ==&lt;br /&gt;
* The latest stable version can be installed from the [community] repository: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* There's a wesnoth-devel package for development releases in [https://aur.archlinux.org/packages/wesnoth-devel/ the AUR].&lt;br /&gt;
&lt;br /&gt;
== Debian ==&lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages] including the development releases. If you want a different version, you need to explicitly request which branch you want, e.g. [http://packages.debian.org/wesnoth-1.12 1.12] (stretch), or [http://packages.debian.org/wesnoth-1.14 1.14] (buster, bullseye, and sid)&lt;br /&gt;
* [http://backports-master.debian.org/ backports.debian.org] offers the latest stable wesnoth releases, albeit only backported to stretch at this time. For more info on Debian backports, click [http://wiki.debian.org/Backports here].&lt;br /&gt;
&lt;br /&gt;
===Command-line install===&lt;br /&gt;
To install Wesnoth, run the following to pull in everything:&lt;br /&gt;
 aptitude install wesnoth wesnoth-music&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
&lt;br /&gt;
If you want to run a newer release than the ones provided in the Debian repositories, or an unreleased version from the [[WesnothRepository|Git repository]], you will have to build it from source. See [https://github.com/wesnoth/wesnoth/blob/master/INSTALL.md Compiling Wesnoth] for more details.&lt;br /&gt;
&lt;br /&gt;
To install Wesnoth's dependencies if you have Debian's source repositories enabled in your config, you can just use apt's &amp;lt;code&amp;gt;build-dep&amp;lt;/code&amp;gt; command with the package that best matches the version you are trying to build:&lt;br /&gt;
&lt;br /&gt;
 # Stable version&lt;br /&gt;
 aptitude build-dep wesnoth&lt;br /&gt;
 # Development version&lt;br /&gt;
 aptitude build-dep wesnoth-1.14&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you have already installed an older version of Wesnoth, you should uninstall it first by running:&lt;br /&gt;
&lt;br /&gt;
 # Stable version&lt;br /&gt;
 aptitude purge wesnoth&lt;br /&gt;
 # Development version&lt;br /&gt;
 aptitude purge wesnoth-1.14&lt;br /&gt;
&lt;br /&gt;
Bear in mind that this will '''not''' remove downloaded data or saved games stored in your [[EditingWesnoth#The_user_data_directory|home directory]].&lt;br /&gt;
&lt;br /&gt;
Additionally, build-dep will not install libssl-dev automatically due to a Debian patch to use WolfSSL instead due to a licence incompatibility with OpenSSL, so you will need to install that manually. This will likely be resolved within the next couple of years once OpenSSL 3 comes into use since that version will resolve the license incompatibility.&lt;br /&gt;
&lt;br /&gt;
== Ubuntu ==&lt;br /&gt;
&lt;br /&gt;
[http://apt.ubuntu.com/p/wesnoth Click here] to install the latest version of the &amp;lt;code&amp;gt;wesnoth&amp;lt;/code&amp;gt; packaged for your release. Alternatively, search for &amp;quot;wesnoth&amp;quot; in the ''Ubuntu Software Center'' or use following command:&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install wesnoth&lt;br /&gt;
&lt;br /&gt;
===Available Versions===&lt;br /&gt;
&lt;br /&gt;
Different releases of Ubuntu provide different versions of Wesnoth in their repositories. Often, this version will be older than the most current Wesnoth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Release&lt;br /&gt;
! Packaged Version&lt;br /&gt;
|-&lt;br /&gt;
| 20.04 LTS (Focal)&lt;br /&gt;
| 1.14.9&lt;br /&gt;
|-&lt;br /&gt;
| 19.10 (Eoan)&lt;br /&gt;
| 1.14.7&lt;br /&gt;
|-&lt;br /&gt;
| 19.04 (Disco)&lt;br /&gt;
| 1.14.6&lt;br /&gt;
|-&lt;br /&gt;
| 18.10 (Cosmic)&lt;br /&gt;
| 1.14.4&lt;br /&gt;
|-&lt;br /&gt;
| 18.04 LTS (Bionic)&lt;br /&gt;
| 1.12.6&lt;br /&gt;
|-&lt;br /&gt;
| 16.04 LTS (Xenial)&lt;br /&gt;
| 1.12.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fedora ==&lt;br /&gt;
Battle for Wesnoth is included in [http://koji.fedoraproject.org/koji/packageinfo?packageID=4097 Fedora].  The current version of Battle for Wesnoth is available for ARMv7HL, AArch64, ppc64le, s390x, x86, and x86_64 architectures. If you have problems with these packages, or other questions, please contact the Fedora maintainer [mailto:klember@redhat.com Kalev Lember].&lt;br /&gt;
&lt;br /&gt;
To install from command-line, simply run:&lt;br /&gt;
 dnf install wesnoth wesnoth-tools wesnoth-server &lt;br /&gt;
&lt;br /&gt;
== Gentoo ==&lt;br /&gt;
To install the game only, run the following as root:&lt;br /&gt;
 emerge wesnoth&lt;br /&gt;
&lt;br /&gt;
To install the game and the server, add 'server' to your USE flags, then run emerge as above.&lt;br /&gt;
&lt;br /&gt;
Note: Gentoo currently operates as a rolling-release, updated approximately weekly.&lt;br /&gt;
&lt;br /&gt;
To install the latest unstable version (when available), add the following line to your /etc/portage/package.keywords file before running the emerge command:&lt;br /&gt;
&lt;br /&gt;
 games-strategy/wesnoth ~*&lt;br /&gt;
&lt;br /&gt;
The ebuild is currently maintained by [https://wiki.gentoo.org/wiki/Project:Games the Gentoo Games Project]&lt;br /&gt;
&lt;br /&gt;
== Mageia / Rosa Linux / OpenMandriva Lx ==&lt;br /&gt;
&lt;br /&gt;
To install the latest stable version (as root):&lt;br /&gt;
&lt;br /&gt;
 urpmi wesnoth&lt;br /&gt;
&lt;br /&gt;
For the development version (Rosa Linux and OpenMandriva Lx only, as root):&lt;br /&gt;
&lt;br /&gt;
 urpmi wesnoth-unstable&lt;br /&gt;
&lt;br /&gt;
You can also use the GUI package manager RPMDrake (in the Control Centre).&lt;br /&gt;
&lt;br /&gt;
To install latest Battle for Wesnoth version available you need to enable the following repository using the Control Centre:&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|Distribution&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|Repository for wesnoth&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|Repository for wesnoth-unstable&lt;br /&gt;
|-&lt;br /&gt;
|Rosa Linux Desktop / OpenMandriva Lx&lt;br /&gt;
|contrib release&lt;br /&gt;
|contrib updates&lt;br /&gt;
|-&lt;br /&gt;
|Rosa Linux LTS&lt;br /&gt;
|contrib updates&lt;br /&gt;
|contrib updates&lt;br /&gt;
|-&lt;br /&gt;
|Mageia&lt;br /&gt;
|core release&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Begin Carriage returns to keep the next entry from crashing into the Mandriva-based table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End Carriage returns to keep the next entry from crashing into the Mandriva-based table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==openSUSE==&lt;br /&gt;
&lt;br /&gt;
These are builds of The Battle For Wesnoth for several versions of openSUSE, made for both i386 and x86_64 architectures.&lt;br /&gt;
&lt;br /&gt;
The openSUSE packages are maintained by [https://build.opensuse.org/package/view_file/openSUSE:Factory/wesnoth/wesnoth.changes multiple contributors].&lt;br /&gt;
&lt;br /&gt;
===Install using One-Click Installation===&lt;br /&gt;
&lt;br /&gt;
Use the correct link for your version of openSUSE:&lt;br /&gt;
&lt;br /&gt;
* openSUSE Tumbleweed (rolling release) [https://software.opensuse.org/ymp/openSUSE:Factory/standard/wesnoth.ymp One-Click Install]&lt;br /&gt;
* openSUSE Leap 15.3 (fixed release) [https://software.opensuse.org/ymp/openSUSE:Backports:SLE-15-SP3/standard/wesnoth.ymp One-Click Install]&lt;br /&gt;
&lt;br /&gt;
== Void Linux ==&lt;br /&gt;
&lt;br /&gt;
Void Linux is another rolling release distribution, utilizing its own package manager.&lt;br /&gt;
The current version is available for x86, x86_64, armv6, and armv7.&lt;br /&gt;
&lt;br /&gt;
To install simply run:&lt;br /&gt;
&amp;lt;code&amp;gt;xbps-install -S wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The build is currently maintained by [mailto:itself@hanspolo.net Phillip Hirsch]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://github.com/wesnoth/wesnoth/blob/master/INSTALL.md Compiling Wesnoth]&lt;br /&gt;
* [[Download]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68936</id>
		<title>NotSpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68936"/>
		<updated>2021-11-19T14:15:05Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Usages to Avoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page exists to collect some notes for non-native speakers of English, who have a tendency to read certain archaic dialect words and usages as incorrect.&lt;br /&gt;
&lt;br /&gt;
== Not Broken, Don't Fix It ==&lt;br /&gt;
&lt;br /&gt;
For the plural of &amp;quot;dwarf&amp;quot; we use Tolkien's form &amp;quot;dwarves&amp;quot;, not &amp;quot;dwarfs&amp;quot;. This is probably expected by native speakers, as it has become general in English since the early 1970s.&lt;br /&gt;
&lt;br /&gt;
In ''An Orcish Incursion'' and elsewhere, &amp;quot;march&amp;quot; is ''not'' a typo for &amp;quot;marsh&amp;quot;; also, in ''Liberty'', &amp;quot;marchlander&amp;quot; is not a typo for &amp;quot;marshlander&amp;quot;.  &amp;quot;The marches&amp;quot; is archaic English for the border country of a kingdom.  The word was originally Norse &amp;quot;mark&amp;quot; and is related to the ordinary English word &amp;quot;mark&amp;quot;; it also appears as an element in the place name &amp;quot;the Estmark Hills&amp;quot; which is &amp;quot;the hills of the eastern border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', the phrasing &amp;quot;the River Bork&amp;quot; is correct.  Modern English usage would favor &amp;quot;the Bork River&amp;quot;, but &amp;quot;the River Bork&amp;quot; is historically common and still used in fantasy literature.  &lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', &amp;quot;whupping&amp;quot; is a Southern US rural dialect word - a rather rough and rude one - that means &amp;quot;a severe beating&amp;quot;, either as verb or noun. It is an appropriate word for Orcs to use.&lt;br /&gt;
&lt;br /&gt;
In ''Liberty'' and ''Two Brothers'' we make an exception to the normal rule of using American spellings in preference to British in the base text.  Thus, &amp;quot;Grey Woods&amp;quot; rather than &amp;quot;Gray woods&amp;quot;. We do this because to anyone who notices the difference, &amp;quot;Grey&amp;quot; will probably appear slightly archaic.&lt;br /&gt;
&lt;br /&gt;
In ''Sceptre of Fire'' we make another exception: &amp;quot;scepter&amp;quot; is spelled British fashion, for the same reason. &lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, do not mistakenly change the verb 'preying' to 'praying'. They mean different things.&lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, &amp;quot;to espy&amp;quot; is an early-modern-English variant of the verb &amp;quot;to spy&amp;quot; inserted as a deliberate archaism. The form &amp;quot;espied&amp;quot; occurs as well. (compare &amp;quot;espionage&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In ''Heir To The Throne'', the word &amp;quot;thutter&amp;quot; is not a misspelling of &amp;quot;thunder&amp;quot;. It is a rare and specialized word describing a fast series of striking or slapping sounds, found mainly in SF novels and possibly invented by the writer Poul Anderson. In modern English one might speak, for example, of the thutter of helicopter blades.&lt;br /&gt;
&lt;br /&gt;
In the Dwarvish unit descriptions and elsewhere, the correct plural of &amp;quot;staff&amp;quot; is not &amp;quot;staffs&amp;quot; but &amp;quot;staves&amp;quot;.  Thus &amp;quot;one Dragonguard's staff&amp;quot; but &amp;quot;the staves of the Dragonguards&amp;quot;.  Compare &amp;quot;hoof&amp;quot; vs. &amp;quot;hooves&amp;quot; and &amp;quot;dwarf&amp;quot; vs. &amp;quot;dwarves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that we capitalize the name of a race when (and only when) referring to the entire race.  Thus: &amp;quot;the lore of the Elves&amp;quot;, but &amp;quot;a band of elves&amp;quot;. [November 2021 Update: Candidate for removal? Appears to contradict Usage Notes in https://wiki.wesnoth.org/ProseStyle]&lt;br /&gt;
&lt;br /&gt;
==Usages to Avoid==&lt;br /&gt;
&lt;br /&gt;
* '''alot''' &amp;amp;ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.&lt;br /&gt;
&lt;br /&gt;
* '''alright''' &amp;amp;ndash; Technically, 'alright' ''is'' acceptable; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.  Consider using &amp;quot;Very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''anymore''' &amp;amp;ndash; No, this ''is'' wrong. '''any more''' should be two words. [Appears acceptable as one word in current US English...]&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;being through with&amp;lt;/b&amp;gt;' &amp;amp;ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Great.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, but very modern, especially when used ironically.&lt;br /&gt;
&lt;br /&gt;
* '''guys''' &amp;amp;ndash; Very modern usage. Please avoid.&lt;br /&gt;
&lt;br /&gt;
* '''malus''' &amp;amp;ndash; The opposite of bonus. Unfortunately, while it's a convenient coinage this word is not yet widely accepted. It appears in the Urban Dictionary, but no other online authorities list it yet. A better opposite for 'bonus' is ''penalty''. [Disputed: malus is Latin for 'bad', although penalty is probably a better word to use in most situations.]&lt;br /&gt;
&lt;br /&gt;
* '''nevermind''' &amp;amp;ndash; Two words, please.&lt;br /&gt;
&lt;br /&gt;
* '''OK, okay''' &amp;amp;ndash; Modern; avoid.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Princess&amp;lt;/b&amp;gt;' &amp;amp;ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&amp;amp;egrave;se majest&amp;amp;eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as &amp;quot;Princess&amp;quot; would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Right.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;technically&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern; use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Uh, Um, Er,&amp;lt;/b&amp;gt;' &amp;amp;ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;'Yeah.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern phrasing.&lt;br /&gt;
&lt;br /&gt;
===Fantasy, archaic and other terms clarified===&lt;br /&gt;
&lt;br /&gt;
* '''alternate/alternative'''&lt;br /&gt;
&lt;br /&gt;
''Alternate'' means 'one, then the other, then the first, and so on', ''alternative'' means ''an''other. 90% of the time, people incorrectly use 'alternate' when they should be using 'alternative'. If it's a choice of two, you should use '''alternative'''.&lt;br /&gt;
&lt;br /&gt;
* '''behold'''&lt;br /&gt;
&lt;br /&gt;
''Behold'' means 'see'. This means you can't behold sounds, or smells.&lt;br /&gt;
&lt;br /&gt;
* '''besieged/beset'''&lt;br /&gt;
&lt;br /&gt;
You can only be ''besieged'' if you're on some sort of defensible structure, but you don't have to be outmatched.&lt;br /&gt;
&lt;br /&gt;
You can be ''beset'' in the middle of a flat featureless plain, but only if you're outmatched or close to it.&lt;br /&gt;
&lt;br /&gt;
* '''breech/breach'''&lt;br /&gt;
&lt;br /&gt;
A ''breach'' is a break. Breach can also be a verb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once more unto the breach, dear friends!&amp;quot;, as King Henry V once said.&lt;br /&gt;
&lt;br /&gt;
A ''breech'' is part of a gun. Breech can't be a verb.&lt;br /&gt;
&lt;br /&gt;
* '''breeches'''&lt;br /&gt;
&lt;br /&gt;
''Breeches'' also means a type of trousers or pants that usually extend to the knee. Hence also 'knee breeches'. May sometimes be known as 'breeks'.&lt;br /&gt;
&lt;br /&gt;
* '''Hear hear'''&lt;br /&gt;
&lt;br /&gt;
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the English parliament in the 18th century.&lt;br /&gt;
&lt;br /&gt;
* '''horde/hoard'''&lt;br /&gt;
&lt;br /&gt;
A ''horde'' of barbarians.&lt;br /&gt;
&lt;br /&gt;
A ''hoard'' of treasure. Hoard can also be a verb.&lt;br /&gt;
&lt;br /&gt;
*'''prey/pray'''&lt;br /&gt;
&lt;br /&gt;
Predators ''prey'' on their ''prey''. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
Priests ''pray'' prayers. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
The insects are known as ''praying mantises''.&lt;br /&gt;
&lt;br /&gt;
* '''ravish/ravage'''&lt;br /&gt;
&lt;br /&gt;
''Ravish'' has sexual connotations which ''ravage'' does not.&lt;br /&gt;
&lt;br /&gt;
You can ravish a fair maiden, and an old crone could have ravaged features.&lt;br /&gt;
&lt;br /&gt;
You can ravage the land. You can't ravish the land, however.&lt;br /&gt;
&lt;br /&gt;
* '''rise up'''&lt;br /&gt;
&lt;br /&gt;
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.&lt;br /&gt;
&lt;br /&gt;
* '''wield'''&lt;br /&gt;
&lt;br /&gt;
''Wield'' is a verb referring to carrying or using a weapon. A phrase such as 'he wields his father's enchanted sword and boots' implies the existence of a new martial art of some kind. Presumably you tie the laces together and use the boots as a sort of bola...&lt;br /&gt;
&lt;br /&gt;
== UTF-8==&lt;br /&gt;
&lt;br /&gt;
The mainline campaigns are being switched to UTF-8. We are adopting the use of the following glyphs:&lt;br /&gt;
&lt;br /&gt;
 en dash:            &amp;amp;#x2013; U+2013 (8211)   &lt;br /&gt;
 em dash:            &amp;amp;#x2014; U+2014 (8212)&lt;br /&gt;
 horizontal bar:     &amp;amp;#x2015; U+2015 (8213) aka quotation bar&lt;br /&gt;
 minus sign:         &amp;amp;#x2212; U+2212 (8722)&lt;br /&gt;
 apostrophe:         &amp;amp;#x2019; U+2019 (8217) same character as the right single quote&lt;br /&gt;
 left single quote:  &amp;amp;#x2018; U+2018 (8216)&lt;br /&gt;
 right single quote: &amp;amp;#x2019; U+2019 (8217) same character as the apostrophe&lt;br /&gt;
 left double quote:  &amp;amp;#x201C; U+201C (8220)&lt;br /&gt;
 right double quote: &amp;amp;#x201D; U+201D (8221)&lt;br /&gt;
&lt;br /&gt;
This replaces the current uses of - ' and -- in dialogue, most of which have already been cleared out. If you see characters such as &amp;quot;'''... the land&amp;amp;acirc;&amp;amp;euro;&amp;amp;trade;s very heart...'''&amp;quot; instead of &amp;quot;'''... the land&amp;amp;#x2019;s very heart...'''&amp;quot; (the exact triplet shown may vary depending on your operating system), your system/editor/viewer/whatever is not displaying UTF-8 characters correctly.&lt;br /&gt;
&lt;br /&gt;
We are also adopting the use of Pango-style markup, allowing us to mark up text with colours, bold, italics and large or small text.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68935</id>
		<title>NotSpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68935"/>
		<updated>2021-11-19T14:09:14Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Usages to Avoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page exists to collect some notes for non-native speakers of English, who have a tendency to read certain archaic dialect words and usages as incorrect.&lt;br /&gt;
&lt;br /&gt;
== Not Broken, Don't Fix It ==&lt;br /&gt;
&lt;br /&gt;
For the plural of &amp;quot;dwarf&amp;quot; we use Tolkien's form &amp;quot;dwarves&amp;quot;, not &amp;quot;dwarfs&amp;quot;. This is probably expected by native speakers, as it has become general in English since the early 1970s.&lt;br /&gt;
&lt;br /&gt;
In ''An Orcish Incursion'' and elsewhere, &amp;quot;march&amp;quot; is ''not'' a typo for &amp;quot;marsh&amp;quot;; also, in ''Liberty'', &amp;quot;marchlander&amp;quot; is not a typo for &amp;quot;marshlander&amp;quot;.  &amp;quot;The marches&amp;quot; is archaic English for the border country of a kingdom.  The word was originally Norse &amp;quot;mark&amp;quot; and is related to the ordinary English word &amp;quot;mark&amp;quot;; it also appears as an element in the place name &amp;quot;the Estmark Hills&amp;quot; which is &amp;quot;the hills of the eastern border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', the phrasing &amp;quot;the River Bork&amp;quot; is correct.  Modern English usage would favor &amp;quot;the Bork River&amp;quot;, but &amp;quot;the River Bork&amp;quot; is historically common and still used in fantasy literature.  &lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', &amp;quot;whupping&amp;quot; is a Southern US rural dialect word - a rather rough and rude one - that means &amp;quot;a severe beating&amp;quot;, either as verb or noun. It is an appropriate word for Orcs to use.&lt;br /&gt;
&lt;br /&gt;
In ''Liberty'' and ''Two Brothers'' we make an exception to the normal rule of using American spellings in preference to British in the base text.  Thus, &amp;quot;Grey Woods&amp;quot; rather than &amp;quot;Gray woods&amp;quot;. We do this because to anyone who notices the difference, &amp;quot;Grey&amp;quot; will probably appear slightly archaic.&lt;br /&gt;
&lt;br /&gt;
In ''Sceptre of Fire'' we make another exception: &amp;quot;scepter&amp;quot; is spelled British fashion, for the same reason. &lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, do not mistakenly change the verb 'preying' to 'praying'. They mean different things.&lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, &amp;quot;to espy&amp;quot; is an early-modern-English variant of the verb &amp;quot;to spy&amp;quot; inserted as a deliberate archaism. The form &amp;quot;espied&amp;quot; occurs as well. (compare &amp;quot;espionage&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In ''Heir To The Throne'', the word &amp;quot;thutter&amp;quot; is not a misspelling of &amp;quot;thunder&amp;quot;. It is a rare and specialized word describing a fast series of striking or slapping sounds, found mainly in SF novels and possibly invented by the writer Poul Anderson. In modern English one might speak, for example, of the thutter of helicopter blades.&lt;br /&gt;
&lt;br /&gt;
In the Dwarvish unit descriptions and elsewhere, the correct plural of &amp;quot;staff&amp;quot; is not &amp;quot;staffs&amp;quot; but &amp;quot;staves&amp;quot;.  Thus &amp;quot;one Dragonguard's staff&amp;quot; but &amp;quot;the staves of the Dragonguards&amp;quot;.  Compare &amp;quot;hoof&amp;quot; vs. &amp;quot;hooves&amp;quot; and &amp;quot;dwarf&amp;quot; vs. &amp;quot;dwarves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that we capitalize the name of a race when (and only when) referring to the entire race.  Thus: &amp;quot;the lore of the Elves&amp;quot;, but &amp;quot;a band of elves&amp;quot;. [November 2021 Update: Candidate for removal? Appears to contradict Usage Notes in https://wiki.wesnoth.org/ProseStyle]&lt;br /&gt;
&lt;br /&gt;
==Usages to Avoid==&lt;br /&gt;
&lt;br /&gt;
* '''alot''' &amp;amp;ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.&lt;br /&gt;
&lt;br /&gt;
* '''alright''' &amp;amp;ndash; Technically, 'alright' ''is'' acceptable; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.  Consider using &amp;quot;Very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''anymore''' &amp;amp;ndash; No, this ''is'' wrong. '''any more''' should be two words.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;being through with&amp;lt;/b&amp;gt;' &amp;amp;ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Great.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, but very modern, especially when used ironically.&lt;br /&gt;
&lt;br /&gt;
* '''guys''' &amp;amp;ndash; Very modern usage. Please avoid.&lt;br /&gt;
&lt;br /&gt;
* '''malus''' &amp;amp;ndash; The opposite of bonus. Unfortunately, while it's a convenient coinage this word is not yet widely accepted. It appears in the Urban Dictionary, but no other online authorities list it yet. A better opposite for 'bonus' is ''penalty''. [Disputed: malus is Latin for 'bad', although penalty is probably a better word to use in most situations.]&lt;br /&gt;
&lt;br /&gt;
* '''nevermind''' &amp;amp;ndash; Two words, please.&lt;br /&gt;
&lt;br /&gt;
* '''OK, okay''' &amp;amp;ndash; Modern; avoid.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Princess&amp;lt;/b&amp;gt;' &amp;amp;ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&amp;amp;egrave;se majest&amp;amp;eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as &amp;quot;Princess&amp;quot; would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Right.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;technically&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern; use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Uh, Um, Er,&amp;lt;/b&amp;gt;' &amp;amp;ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;'Yeah.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern phrasing.&lt;br /&gt;
&lt;br /&gt;
===Fantasy, archaic and other terms clarified===&lt;br /&gt;
&lt;br /&gt;
* '''alternate/alternative'''&lt;br /&gt;
&lt;br /&gt;
''Alternate'' means 'one, then the other, then the first, and so on', ''alternative'' means ''an''other. 90% of the time, people incorrectly use 'alternate' when they should be using 'alternative'. If it's a choice of two, you should use '''alternative'''.&lt;br /&gt;
&lt;br /&gt;
* '''behold'''&lt;br /&gt;
&lt;br /&gt;
''Behold'' means 'see'. This means you can't behold sounds, or smells.&lt;br /&gt;
&lt;br /&gt;
* '''besieged/beset'''&lt;br /&gt;
&lt;br /&gt;
You can only be ''besieged'' if you're on some sort of defensible structure, but you don't have to be outmatched.&lt;br /&gt;
&lt;br /&gt;
You can be ''beset'' in the middle of a flat featureless plain, but only if you're outmatched or close to it.&lt;br /&gt;
&lt;br /&gt;
* '''breech/breach'''&lt;br /&gt;
&lt;br /&gt;
A ''breach'' is a break. Breach can also be a verb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once more unto the breach, dear friends!&amp;quot;, as King Henry V once said.&lt;br /&gt;
&lt;br /&gt;
A ''breech'' is part of a gun. Breech can't be a verb.&lt;br /&gt;
&lt;br /&gt;
* '''breeches'''&lt;br /&gt;
&lt;br /&gt;
''Breeches'' also means a type of trousers or pants that usually extend to the knee. Hence also 'knee breeches'. May sometimes be known as 'breeks'.&lt;br /&gt;
&lt;br /&gt;
* '''Hear hear'''&lt;br /&gt;
&lt;br /&gt;
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the English parliament in the 18th century.&lt;br /&gt;
&lt;br /&gt;
* '''horde/hoard'''&lt;br /&gt;
&lt;br /&gt;
A ''horde'' of barbarians.&lt;br /&gt;
&lt;br /&gt;
A ''hoard'' of treasure. Hoard can also be a verb.&lt;br /&gt;
&lt;br /&gt;
*'''prey/pray'''&lt;br /&gt;
&lt;br /&gt;
Predators ''prey'' on their ''prey''. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
Priests ''pray'' prayers. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
The insects are known as ''praying mantises''.&lt;br /&gt;
&lt;br /&gt;
* '''ravish/ravage'''&lt;br /&gt;
&lt;br /&gt;
''Ravish'' has sexual connotations which ''ravage'' does not.&lt;br /&gt;
&lt;br /&gt;
You can ravish a fair maiden, and an old crone could have ravaged features.&lt;br /&gt;
&lt;br /&gt;
You can ravage the land. You can't ravish the land, however.&lt;br /&gt;
&lt;br /&gt;
* '''rise up'''&lt;br /&gt;
&lt;br /&gt;
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.&lt;br /&gt;
&lt;br /&gt;
* '''wield'''&lt;br /&gt;
&lt;br /&gt;
''Wield'' is a verb referring to carrying or using a weapon. A phrase such as 'he wields his father's enchanted sword and boots' implies the existence of a new martial art of some kind. Presumably you tie the laces together and use the boots as a sort of bola...&lt;br /&gt;
&lt;br /&gt;
== UTF-8==&lt;br /&gt;
&lt;br /&gt;
The mainline campaigns are being switched to UTF-8. We are adopting the use of the following glyphs:&lt;br /&gt;
&lt;br /&gt;
 en dash:            &amp;amp;#x2013; U+2013 (8211)   &lt;br /&gt;
 em dash:            &amp;amp;#x2014; U+2014 (8212)&lt;br /&gt;
 horizontal bar:     &amp;amp;#x2015; U+2015 (8213) aka quotation bar&lt;br /&gt;
 minus sign:         &amp;amp;#x2212; U+2212 (8722)&lt;br /&gt;
 apostrophe:         &amp;amp;#x2019; U+2019 (8217) same character as the right single quote&lt;br /&gt;
 left single quote:  &amp;amp;#x2018; U+2018 (8216)&lt;br /&gt;
 right single quote: &amp;amp;#x2019; U+2019 (8217) same character as the apostrophe&lt;br /&gt;
 left double quote:  &amp;amp;#x201C; U+201C (8220)&lt;br /&gt;
 right double quote: &amp;amp;#x201D; U+201D (8221)&lt;br /&gt;
&lt;br /&gt;
This replaces the current uses of - ' and -- in dialogue, most of which have already been cleared out. If you see characters such as &amp;quot;'''... the land&amp;amp;acirc;&amp;amp;euro;&amp;amp;trade;s very heart...'''&amp;quot; instead of &amp;quot;'''... the land&amp;amp;#x2019;s very heart...'''&amp;quot; (the exact triplet shown may vary depending on your operating system), your system/editor/viewer/whatever is not displaying UTF-8 characters correctly.&lt;br /&gt;
&lt;br /&gt;
We are also adopting the use of Pango-style markup, allowing us to mark up text with colours, bold, italics and large or small text.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68934</id>
		<title>NotSpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68934"/>
		<updated>2021-11-19T14:08:31Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Usages to Avoid */ Acceptable, though some caution against its use.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page exists to collect some notes for non-native speakers of English, who have a tendency to read certain archaic dialect words and usages as incorrect.&lt;br /&gt;
&lt;br /&gt;
== Not Broken, Don't Fix It ==&lt;br /&gt;
&lt;br /&gt;
For the plural of &amp;quot;dwarf&amp;quot; we use Tolkien's form &amp;quot;dwarves&amp;quot;, not &amp;quot;dwarfs&amp;quot;. This is probably expected by native speakers, as it has become general in English since the early 1970s.&lt;br /&gt;
&lt;br /&gt;
In ''An Orcish Incursion'' and elsewhere, &amp;quot;march&amp;quot; is ''not'' a typo for &amp;quot;marsh&amp;quot;; also, in ''Liberty'', &amp;quot;marchlander&amp;quot; is not a typo for &amp;quot;marshlander&amp;quot;.  &amp;quot;The marches&amp;quot; is archaic English for the border country of a kingdom.  The word was originally Norse &amp;quot;mark&amp;quot; and is related to the ordinary English word &amp;quot;mark&amp;quot;; it also appears as an element in the place name &amp;quot;the Estmark Hills&amp;quot; which is &amp;quot;the hills of the eastern border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', the phrasing &amp;quot;the River Bork&amp;quot; is correct.  Modern English usage would favor &amp;quot;the Bork River&amp;quot;, but &amp;quot;the River Bork&amp;quot; is historically common and still used in fantasy literature.  &lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', &amp;quot;whupping&amp;quot; is a Southern US rural dialect word - a rather rough and rude one - that means &amp;quot;a severe beating&amp;quot;, either as verb or noun. It is an appropriate word for Orcs to use.&lt;br /&gt;
&lt;br /&gt;
In ''Liberty'' and ''Two Brothers'' we make an exception to the normal rule of using American spellings in preference to British in the base text.  Thus, &amp;quot;Grey Woods&amp;quot; rather than &amp;quot;Gray woods&amp;quot;. We do this because to anyone who notices the difference, &amp;quot;Grey&amp;quot; will probably appear slightly archaic.&lt;br /&gt;
&lt;br /&gt;
In ''Sceptre of Fire'' we make another exception: &amp;quot;scepter&amp;quot; is spelled British fashion, for the same reason. &lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, do not mistakenly change the verb 'preying' to 'praying'. They mean different things.&lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, &amp;quot;to espy&amp;quot; is an early-modern-English variant of the verb &amp;quot;to spy&amp;quot; inserted as a deliberate archaism. The form &amp;quot;espied&amp;quot; occurs as well. (compare &amp;quot;espionage&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In ''Heir To The Throne'', the word &amp;quot;thutter&amp;quot; is not a misspelling of &amp;quot;thunder&amp;quot;. It is a rare and specialized word describing a fast series of striking or slapping sounds, found mainly in SF novels and possibly invented by the writer Poul Anderson. In modern English one might speak, for example, of the thutter of helicopter blades.&lt;br /&gt;
&lt;br /&gt;
In the Dwarvish unit descriptions and elsewhere, the correct plural of &amp;quot;staff&amp;quot; is not &amp;quot;staffs&amp;quot; but &amp;quot;staves&amp;quot;.  Thus &amp;quot;one Dragonguard's staff&amp;quot; but &amp;quot;the staves of the Dragonguards&amp;quot;.  Compare &amp;quot;hoof&amp;quot; vs. &amp;quot;hooves&amp;quot; and &amp;quot;dwarf&amp;quot; vs. &amp;quot;dwarves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that we capitalize the name of a race when (and only when) referring to the entire race.  Thus: &amp;quot;the lore of the Elves&amp;quot;, but &amp;quot;a band of elves&amp;quot;. [November 2021 Update: Candidate for removal? Appears to contradict Usage Notes in https://wiki.wesnoth.org/ProseStyle]&lt;br /&gt;
&lt;br /&gt;
==Usages to Avoid==&lt;br /&gt;
&lt;br /&gt;
* '''alot''' &amp;amp;ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.&lt;br /&gt;
&lt;br /&gt;
* '''alright''' &amp;amp;ndash; Technically, 'alright' ''is'' acceptable; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.  Consider using &amp;quot;Very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''anymore''' &amp;amp;ndash; No, this ''is'' wrong. '''any more''' should be two words.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;being through with&amp;lt;/b&amp;gt;' &amp;amp;ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Great.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, but very modern, especially when used ironically.&lt;br /&gt;
&lt;br /&gt;
* '''guys''' &amp;amp;ndash; Very modern usage. Please avoid.&lt;br /&gt;
&lt;br /&gt;
* '''malus''' &amp;amp;ndash; The opposite of bonus. Unfortunately, while it's a convenient coinage this word is not yet widely accepted. It appears in the Urban Dictionary, but no other online authorities list it yet. A better opposite for 'bonus' is ''penalty''.&lt;br /&gt;
&lt;br /&gt;
* '''nevermind''' &amp;amp;ndash; Two words, please.&lt;br /&gt;
&lt;br /&gt;
* '''OK, okay''' &amp;amp;ndash; Modern; avoid.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Princess&amp;lt;/b&amp;gt;' &amp;amp;ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&amp;amp;egrave;se majest&amp;amp;eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as &amp;quot;Princess&amp;quot; would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Right.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;technically&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern; use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Uh, Um, Er,&amp;lt;/b&amp;gt;' &amp;amp;ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;'Yeah.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern phrasing.&lt;br /&gt;
&lt;br /&gt;
===Fantasy, archaic and other terms clarified===&lt;br /&gt;
&lt;br /&gt;
* '''alternate/alternative'''&lt;br /&gt;
&lt;br /&gt;
''Alternate'' means 'one, then the other, then the first, and so on', ''alternative'' means ''an''other. 90% of the time, people incorrectly use 'alternate' when they should be using 'alternative'. If it's a choice of two, you should use '''alternative'''.&lt;br /&gt;
&lt;br /&gt;
* '''behold'''&lt;br /&gt;
&lt;br /&gt;
''Behold'' means 'see'. This means you can't behold sounds, or smells.&lt;br /&gt;
&lt;br /&gt;
* '''besieged/beset'''&lt;br /&gt;
&lt;br /&gt;
You can only be ''besieged'' if you're on some sort of defensible structure, but you don't have to be outmatched.&lt;br /&gt;
&lt;br /&gt;
You can be ''beset'' in the middle of a flat featureless plain, but only if you're outmatched or close to it.&lt;br /&gt;
&lt;br /&gt;
* '''breech/breach'''&lt;br /&gt;
&lt;br /&gt;
A ''breach'' is a break. Breach can also be a verb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once more unto the breach, dear friends!&amp;quot;, as King Henry V once said.&lt;br /&gt;
&lt;br /&gt;
A ''breech'' is part of a gun. Breech can't be a verb.&lt;br /&gt;
&lt;br /&gt;
* '''breeches'''&lt;br /&gt;
&lt;br /&gt;
''Breeches'' also means a type of trousers or pants that usually extend to the knee. Hence also 'knee breeches'. May sometimes be known as 'breeks'.&lt;br /&gt;
&lt;br /&gt;
* '''Hear hear'''&lt;br /&gt;
&lt;br /&gt;
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the English parliament in the 18th century.&lt;br /&gt;
&lt;br /&gt;
* '''horde/hoard'''&lt;br /&gt;
&lt;br /&gt;
A ''horde'' of barbarians.&lt;br /&gt;
&lt;br /&gt;
A ''hoard'' of treasure. Hoard can also be a verb.&lt;br /&gt;
&lt;br /&gt;
*'''prey/pray'''&lt;br /&gt;
&lt;br /&gt;
Predators ''prey'' on their ''prey''. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
Priests ''pray'' prayers. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
The insects are known as ''praying mantises''.&lt;br /&gt;
&lt;br /&gt;
* '''ravish/ravage'''&lt;br /&gt;
&lt;br /&gt;
''Ravish'' has sexual connotations which ''ravage'' does not.&lt;br /&gt;
&lt;br /&gt;
You can ravish a fair maiden, and an old crone could have ravaged features.&lt;br /&gt;
&lt;br /&gt;
You can ravage the land. You can't ravish the land, however.&lt;br /&gt;
&lt;br /&gt;
* '''rise up'''&lt;br /&gt;
&lt;br /&gt;
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.&lt;br /&gt;
&lt;br /&gt;
* '''wield'''&lt;br /&gt;
&lt;br /&gt;
''Wield'' is a verb referring to carrying or using a weapon. A phrase such as 'he wields his father's enchanted sword and boots' implies the existence of a new martial art of some kind. Presumably you tie the laces together and use the boots as a sort of bola...&lt;br /&gt;
&lt;br /&gt;
== UTF-8==&lt;br /&gt;
&lt;br /&gt;
The mainline campaigns are being switched to UTF-8. We are adopting the use of the following glyphs:&lt;br /&gt;
&lt;br /&gt;
 en dash:            &amp;amp;#x2013; U+2013 (8211)   &lt;br /&gt;
 em dash:            &amp;amp;#x2014; U+2014 (8212)&lt;br /&gt;
 horizontal bar:     &amp;amp;#x2015; U+2015 (8213) aka quotation bar&lt;br /&gt;
 minus sign:         &amp;amp;#x2212; U+2212 (8722)&lt;br /&gt;
 apostrophe:         &amp;amp;#x2019; U+2019 (8217) same character as the right single quote&lt;br /&gt;
 left single quote:  &amp;amp;#x2018; U+2018 (8216)&lt;br /&gt;
 right single quote: &amp;amp;#x2019; U+2019 (8217) same character as the apostrophe&lt;br /&gt;
 left double quote:  &amp;amp;#x201C; U+201C (8220)&lt;br /&gt;
 right double quote: &amp;amp;#x201D; U+201D (8221)&lt;br /&gt;
&lt;br /&gt;
This replaces the current uses of - ' and -- in dialogue, most of which have already been cleared out. If you see characters such as &amp;quot;'''... the land&amp;amp;acirc;&amp;amp;euro;&amp;amp;trade;s very heart...'''&amp;quot; instead of &amp;quot;'''... the land&amp;amp;#x2019;s very heart...'''&amp;quot; (the exact triplet shown may vary depending on your operating system), your system/editor/viewer/whatever is not displaying UTF-8 characters correctly.&lt;br /&gt;
&lt;br /&gt;
We are also adopting the use of Pango-style markup, allowing us to mark up text with colours, bold, italics and large or small text.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68933</id>
		<title>NotSpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68933"/>
		<updated>2021-11-19T14:06:30Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Not Broken, Don't Fix It */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page exists to collect some notes for non-native speakers of English, who have a tendency to read certain archaic dialect words and usages as incorrect.&lt;br /&gt;
&lt;br /&gt;
== Not Broken, Don't Fix It ==&lt;br /&gt;
&lt;br /&gt;
For the plural of &amp;quot;dwarf&amp;quot; we use Tolkien's form &amp;quot;dwarves&amp;quot;, not &amp;quot;dwarfs&amp;quot;. This is probably expected by native speakers, as it has become general in English since the early 1970s.&lt;br /&gt;
&lt;br /&gt;
In ''An Orcish Incursion'' and elsewhere, &amp;quot;march&amp;quot; is ''not'' a typo for &amp;quot;marsh&amp;quot;; also, in ''Liberty'', &amp;quot;marchlander&amp;quot; is not a typo for &amp;quot;marshlander&amp;quot;.  &amp;quot;The marches&amp;quot; is archaic English for the border country of a kingdom.  The word was originally Norse &amp;quot;mark&amp;quot; and is related to the ordinary English word &amp;quot;mark&amp;quot;; it also appears as an element in the place name &amp;quot;the Estmark Hills&amp;quot; which is &amp;quot;the hills of the eastern border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', the phrasing &amp;quot;the River Bork&amp;quot; is correct.  Modern English usage would favor &amp;quot;the Bork River&amp;quot;, but &amp;quot;the River Bork&amp;quot; is historically common and still used in fantasy literature.  &lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', &amp;quot;whupping&amp;quot; is a Southern US rural dialect word - a rather rough and rude one - that means &amp;quot;a severe beating&amp;quot;, either as verb or noun. It is an appropriate word for Orcs to use.&lt;br /&gt;
&lt;br /&gt;
In ''Liberty'' and ''Two Brothers'' we make an exception to the normal rule of using American spellings in preference to British in the base text.  Thus, &amp;quot;Grey Woods&amp;quot; rather than &amp;quot;Gray woods&amp;quot;. We do this because to anyone who notices the difference, &amp;quot;Grey&amp;quot; will probably appear slightly archaic.&lt;br /&gt;
&lt;br /&gt;
In ''Sceptre of Fire'' we make another exception: &amp;quot;scepter&amp;quot; is spelled British fashion, for the same reason. &lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, do not mistakenly change the verb 'preying' to 'praying'. They mean different things.&lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, &amp;quot;to espy&amp;quot; is an early-modern-English variant of the verb &amp;quot;to spy&amp;quot; inserted as a deliberate archaism. The form &amp;quot;espied&amp;quot; occurs as well. (compare &amp;quot;espionage&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In ''Heir To The Throne'', the word &amp;quot;thutter&amp;quot; is not a misspelling of &amp;quot;thunder&amp;quot;. It is a rare and specialized word describing a fast series of striking or slapping sounds, found mainly in SF novels and possibly invented by the writer Poul Anderson. In modern English one might speak, for example, of the thutter of helicopter blades.&lt;br /&gt;
&lt;br /&gt;
In the Dwarvish unit descriptions and elsewhere, the correct plural of &amp;quot;staff&amp;quot; is not &amp;quot;staffs&amp;quot; but &amp;quot;staves&amp;quot;.  Thus &amp;quot;one Dragonguard's staff&amp;quot; but &amp;quot;the staves of the Dragonguards&amp;quot;.  Compare &amp;quot;hoof&amp;quot; vs. &amp;quot;hooves&amp;quot; and &amp;quot;dwarf&amp;quot; vs. &amp;quot;dwarves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that we capitalize the name of a race when (and only when) referring to the entire race.  Thus: &amp;quot;the lore of the Elves&amp;quot;, but &amp;quot;a band of elves&amp;quot;. [November 2021 Update: Candidate for removal? Appears to contradict Usage Notes in https://wiki.wesnoth.org/ProseStyle]&lt;br /&gt;
&lt;br /&gt;
==Usages to Avoid==&lt;br /&gt;
&lt;br /&gt;
* '''alot''' &amp;amp;ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.&lt;br /&gt;
&lt;br /&gt;
* '''alright''' &amp;amp;ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.  Consider using &amp;quot;Very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''anymore''' &amp;amp;ndash; No, this ''is'' wrong. '''any more''' should be two words.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;being through with&amp;lt;/b&amp;gt;' &amp;amp;ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Great.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, but very modern, especially when used ironically.&lt;br /&gt;
&lt;br /&gt;
* '''guys''' &amp;amp;ndash; Very modern usage. Please avoid.&lt;br /&gt;
&lt;br /&gt;
* '''malus''' &amp;amp;ndash; The opposite of bonus. Unfortunately, while it's a convenient coinage this word is not yet widely accepted. It appears in the Urban Dictionary, but no other online authorities list it yet. A better opposite for 'bonus' is ''penalty''.&lt;br /&gt;
&lt;br /&gt;
* '''nevermind''' &amp;amp;ndash; Two words, please.&lt;br /&gt;
&lt;br /&gt;
* '''OK, okay''' &amp;amp;ndash; Modern; avoid.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Princess&amp;lt;/b&amp;gt;' &amp;amp;ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&amp;amp;egrave;se majest&amp;amp;eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as &amp;quot;Princess&amp;quot; would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Right.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;technically&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern; use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Uh, Um, Er,&amp;lt;/b&amp;gt;' &amp;amp;ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;'Yeah.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern phrasing.&lt;br /&gt;
&lt;br /&gt;
===Fantasy, archaic and other terms clarified===&lt;br /&gt;
&lt;br /&gt;
* '''alternate/alternative'''&lt;br /&gt;
&lt;br /&gt;
''Alternate'' means 'one, then the other, then the first, and so on', ''alternative'' means ''an''other. 90% of the time, people incorrectly use 'alternate' when they should be using 'alternative'. If it's a choice of two, you should use '''alternative'''.&lt;br /&gt;
&lt;br /&gt;
* '''behold'''&lt;br /&gt;
&lt;br /&gt;
''Behold'' means 'see'. This means you can't behold sounds, or smells.&lt;br /&gt;
&lt;br /&gt;
* '''besieged/beset'''&lt;br /&gt;
&lt;br /&gt;
You can only be ''besieged'' if you're on some sort of defensible structure, but you don't have to be outmatched.&lt;br /&gt;
&lt;br /&gt;
You can be ''beset'' in the middle of a flat featureless plain, but only if you're outmatched or close to it.&lt;br /&gt;
&lt;br /&gt;
* '''breech/breach'''&lt;br /&gt;
&lt;br /&gt;
A ''breach'' is a break. Breach can also be a verb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once more unto the breach, dear friends!&amp;quot;, as King Henry V once said.&lt;br /&gt;
&lt;br /&gt;
A ''breech'' is part of a gun. Breech can't be a verb.&lt;br /&gt;
&lt;br /&gt;
* '''breeches'''&lt;br /&gt;
&lt;br /&gt;
''Breeches'' also means a type of trousers or pants that usually extend to the knee. Hence also 'knee breeches'. May sometimes be known as 'breeks'.&lt;br /&gt;
&lt;br /&gt;
* '''Hear hear'''&lt;br /&gt;
&lt;br /&gt;
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the English parliament in the 18th century.&lt;br /&gt;
&lt;br /&gt;
* '''horde/hoard'''&lt;br /&gt;
&lt;br /&gt;
A ''horde'' of barbarians.&lt;br /&gt;
&lt;br /&gt;
A ''hoard'' of treasure. Hoard can also be a verb.&lt;br /&gt;
&lt;br /&gt;
*'''prey/pray'''&lt;br /&gt;
&lt;br /&gt;
Predators ''prey'' on their ''prey''. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
Priests ''pray'' prayers. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
The insects are known as ''praying mantises''.&lt;br /&gt;
&lt;br /&gt;
* '''ravish/ravage'''&lt;br /&gt;
&lt;br /&gt;
''Ravish'' has sexual connotations which ''ravage'' does not.&lt;br /&gt;
&lt;br /&gt;
You can ravish a fair maiden, and an old crone could have ravaged features.&lt;br /&gt;
&lt;br /&gt;
You can ravage the land. You can't ravish the land, however.&lt;br /&gt;
&lt;br /&gt;
* '''rise up'''&lt;br /&gt;
&lt;br /&gt;
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.&lt;br /&gt;
&lt;br /&gt;
* '''wield'''&lt;br /&gt;
&lt;br /&gt;
''Wield'' is a verb referring to carrying or using a weapon. A phrase such as 'he wields his father's enchanted sword and boots' implies the existence of a new martial art of some kind. Presumably you tie the laces together and use the boots as a sort of bola...&lt;br /&gt;
&lt;br /&gt;
== UTF-8==&lt;br /&gt;
&lt;br /&gt;
The mainline campaigns are being switched to UTF-8. We are adopting the use of the following glyphs:&lt;br /&gt;
&lt;br /&gt;
 en dash:            &amp;amp;#x2013; U+2013 (8211)   &lt;br /&gt;
 em dash:            &amp;amp;#x2014; U+2014 (8212)&lt;br /&gt;
 horizontal bar:     &amp;amp;#x2015; U+2015 (8213) aka quotation bar&lt;br /&gt;
 minus sign:         &amp;amp;#x2212; U+2212 (8722)&lt;br /&gt;
 apostrophe:         &amp;amp;#x2019; U+2019 (8217) same character as the right single quote&lt;br /&gt;
 left single quote:  &amp;amp;#x2018; U+2018 (8216)&lt;br /&gt;
 right single quote: &amp;amp;#x2019; U+2019 (8217) same character as the apostrophe&lt;br /&gt;
 left double quote:  &amp;amp;#x201C; U+201C (8220)&lt;br /&gt;
 right double quote: &amp;amp;#x201D; U+201D (8221)&lt;br /&gt;
&lt;br /&gt;
This replaces the current uses of - ' and -- in dialogue, most of which have already been cleared out. If you see characters such as &amp;quot;'''... the land&amp;amp;acirc;&amp;amp;euro;&amp;amp;trade;s very heart...'''&amp;quot; instead of &amp;quot;'''... the land&amp;amp;#x2019;s very heart...'''&amp;quot; (the exact triplet shown may vary depending on your operating system), your system/editor/viewer/whatever is not displaying UTF-8 characters correctly.&lt;br /&gt;
&lt;br /&gt;
We are also adopting the use of Pango-style markup, allowing us to mark up text with colours, bold, italics and large or small text.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68932</id>
		<title>NotSpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=68932"/>
		<updated>2021-11-19T14:05:12Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Not Broken, Don't Fix It */ Not to be confused with South American.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page exists to collect some notes for non-native speakers of English, who have a tendency to read certain archaic dialect words and usages as incorrect.&lt;br /&gt;
&lt;br /&gt;
== Not Broken, Don't Fix It ==&lt;br /&gt;
&lt;br /&gt;
For the plural of &amp;quot;dwarf&amp;quot; we use Tolkien's form &amp;quot;dwarves&amp;quot;, not &amp;quot;dwarfs&amp;quot;. This is probably expected by native speakers, as it has become general in English since the early 1970s.&lt;br /&gt;
&lt;br /&gt;
In ''An Orcish Incursion'' and elsewhere, &amp;quot;march&amp;quot; is ''not'' a typo for &amp;quot;marsh&amp;quot;; also, in ''Liberty'', &amp;quot;marchlander&amp;quot; is not a typo for &amp;quot;marshlander&amp;quot;.  &amp;quot;The marches&amp;quot; is archaic English for the border country of a kingdom.  The word was originally Norse &amp;quot;mark&amp;quot; and is related to the ordinary English word &amp;quot;mark&amp;quot;; it also appears as an element in the place name &amp;quot;the Estmark Hills&amp;quot; which is &amp;quot;the hills of the eastern border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', the phrasing &amp;quot;the River Bork&amp;quot; is correct.  Modern English usage would favor &amp;quot;the Bork River&amp;quot;, but &amp;quot;the River Bork&amp;quot; is historically common and still used in fantasy literature.  &lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', &amp;quot;whupping&amp;quot; is a Southern US rural dialect word - a rather rough and rude one - that means &amp;quot;a severe beating&amp;quot;, either as verb or noun. It is an appropriate word for Orcs to use.&lt;br /&gt;
&lt;br /&gt;
In ''Liberty'' and ''Two Brothers'' we make an exception to the normal rule of using American spellings in preference to British in the base text.  Thus, &amp;quot;Grey Woods&amp;quot; rather than &amp;quot;Gray woods&amp;quot;. We do this because to anyone who notices the difference, &amp;quot;Grey&amp;quot; will probably sound slightly archaic.&lt;br /&gt;
&lt;br /&gt;
In ''Sceptre of Fire'' we make another exception: &amp;quot;scepter&amp;quot; is spelled British fashion, for the same reason. &lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, do not mistakenly change the verb 'preying' to 'praying'. They mean different things.&lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, &amp;quot;to espy&amp;quot; is an early-modern-English variant of the verb &amp;quot;to spy&amp;quot; inserted as a deliberate archaism. The form &amp;quot;espied&amp;quot; occurs as well. (compare &amp;quot;espionage&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In ''Heir To The Throne'', the word &amp;quot;thutter&amp;quot; is not a misspelling of &amp;quot;thunder&amp;quot;. It is a rare and specialized word describing a fast series of striking or slapping sounds, found mainly in SF novels and possibly invented by the writer Poul Anderson. In modern English one might speak, for example, of the thutter of helicopter blades.&lt;br /&gt;
&lt;br /&gt;
In the Dwarvish unit descriptions and elsewhere, the correct plural of &amp;quot;staff&amp;quot; is not &amp;quot;staffs&amp;quot; but &amp;quot;staves&amp;quot;.  Thus &amp;quot;one Dragonguard's staff&amp;quot; but &amp;quot;the staves of the Dragonguards&amp;quot;.  Compare &amp;quot;hoof&amp;quot; vs. &amp;quot;hooves&amp;quot; and &amp;quot;dwarf&amp;quot; vs. &amp;quot;dwarves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that we capitalize the name of a race when (and only when) referring to the entire race.  Thus: &amp;quot;the lore of the Elves&amp;quot;, but &amp;quot;a band of elves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Usages to Avoid==&lt;br /&gt;
&lt;br /&gt;
* '''alot''' &amp;amp;ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.&lt;br /&gt;
&lt;br /&gt;
* '''alright''' &amp;amp;ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.  Consider using &amp;quot;Very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''anymore''' &amp;amp;ndash; No, this ''is'' wrong. '''any more''' should be two words.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;being through with&amp;lt;/b&amp;gt;' &amp;amp;ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Great.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, but very modern, especially when used ironically.&lt;br /&gt;
&lt;br /&gt;
* '''guys''' &amp;amp;ndash; Very modern usage. Please avoid.&lt;br /&gt;
&lt;br /&gt;
* '''malus''' &amp;amp;ndash; The opposite of bonus. Unfortunately, while it's a convenient coinage this word is not yet widely accepted. It appears in the Urban Dictionary, but no other online authorities list it yet. A better opposite for 'bonus' is ''penalty''.&lt;br /&gt;
&lt;br /&gt;
* '''nevermind''' &amp;amp;ndash; Two words, please.&lt;br /&gt;
&lt;br /&gt;
* '''OK, okay''' &amp;amp;ndash; Modern; avoid.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Princess&amp;lt;/b&amp;gt;' &amp;amp;ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&amp;amp;egrave;se majest&amp;amp;eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as &amp;quot;Princess&amp;quot; would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Right.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;technically&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern; use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Uh, Um, Er,&amp;lt;/b&amp;gt;' &amp;amp;ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;'Yeah.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern phrasing.&lt;br /&gt;
&lt;br /&gt;
===Fantasy, archaic and other terms clarified===&lt;br /&gt;
&lt;br /&gt;
* '''alternate/alternative'''&lt;br /&gt;
&lt;br /&gt;
''Alternate'' means 'one, then the other, then the first, and so on', ''alternative'' means ''an''other. 90% of the time, people incorrectly use 'alternate' when they should be using 'alternative'. If it's a choice of two, you should use '''alternative'''.&lt;br /&gt;
&lt;br /&gt;
* '''behold'''&lt;br /&gt;
&lt;br /&gt;
''Behold'' means 'see'. This means you can't behold sounds, or smells.&lt;br /&gt;
&lt;br /&gt;
* '''besieged/beset'''&lt;br /&gt;
&lt;br /&gt;
You can only be ''besieged'' if you're on some sort of defensible structure, but you don't have to be outmatched.&lt;br /&gt;
&lt;br /&gt;
You can be ''beset'' in the middle of a flat featureless plain, but only if you're outmatched or close to it.&lt;br /&gt;
&lt;br /&gt;
* '''breech/breach'''&lt;br /&gt;
&lt;br /&gt;
A ''breach'' is a break. Breach can also be a verb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once more unto the breach, dear friends!&amp;quot;, as King Henry V once said.&lt;br /&gt;
&lt;br /&gt;
A ''breech'' is part of a gun. Breech can't be a verb.&lt;br /&gt;
&lt;br /&gt;
* '''breeches'''&lt;br /&gt;
&lt;br /&gt;
''Breeches'' also means a type of trousers or pants that usually extend to the knee. Hence also 'knee breeches'. May sometimes be known as 'breeks'.&lt;br /&gt;
&lt;br /&gt;
* '''Hear hear'''&lt;br /&gt;
&lt;br /&gt;
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the English parliament in the 18th century.&lt;br /&gt;
&lt;br /&gt;
* '''horde/hoard'''&lt;br /&gt;
&lt;br /&gt;
A ''horde'' of barbarians.&lt;br /&gt;
&lt;br /&gt;
A ''hoard'' of treasure. Hoard can also be a verb.&lt;br /&gt;
&lt;br /&gt;
*'''prey/pray'''&lt;br /&gt;
&lt;br /&gt;
Predators ''prey'' on their ''prey''. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
Priests ''pray'' prayers. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
The insects are known as ''praying mantises''.&lt;br /&gt;
&lt;br /&gt;
* '''ravish/ravage'''&lt;br /&gt;
&lt;br /&gt;
''Ravish'' has sexual connotations which ''ravage'' does not.&lt;br /&gt;
&lt;br /&gt;
You can ravish a fair maiden, and an old crone could have ravaged features.&lt;br /&gt;
&lt;br /&gt;
You can ravage the land. You can't ravish the land, however.&lt;br /&gt;
&lt;br /&gt;
* '''rise up'''&lt;br /&gt;
&lt;br /&gt;
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.&lt;br /&gt;
&lt;br /&gt;
* '''wield'''&lt;br /&gt;
&lt;br /&gt;
''Wield'' is a verb referring to carrying or using a weapon. A phrase such as 'he wields his father's enchanted sword and boots' implies the existence of a new martial art of some kind. Presumably you tie the laces together and use the boots as a sort of bola...&lt;br /&gt;
&lt;br /&gt;
== UTF-8==&lt;br /&gt;
&lt;br /&gt;
The mainline campaigns are being switched to UTF-8. We are adopting the use of the following glyphs:&lt;br /&gt;
&lt;br /&gt;
 en dash:            &amp;amp;#x2013; U+2013 (8211)   &lt;br /&gt;
 em dash:            &amp;amp;#x2014; U+2014 (8212)&lt;br /&gt;
 horizontal bar:     &amp;amp;#x2015; U+2015 (8213) aka quotation bar&lt;br /&gt;
 minus sign:         &amp;amp;#x2212; U+2212 (8722)&lt;br /&gt;
 apostrophe:         &amp;amp;#x2019; U+2019 (8217) same character as the right single quote&lt;br /&gt;
 left single quote:  &amp;amp;#x2018; U+2018 (8216)&lt;br /&gt;
 right single quote: &amp;amp;#x2019; U+2019 (8217) same character as the apostrophe&lt;br /&gt;
 left double quote:  &amp;amp;#x201C; U+201C (8220)&lt;br /&gt;
 right double quote: &amp;amp;#x201D; U+201D (8221)&lt;br /&gt;
&lt;br /&gt;
This replaces the current uses of - ' and -- in dialogue, most of which have already been cleared out. If you see characters such as &amp;quot;'''... the land&amp;amp;acirc;&amp;amp;euro;&amp;amp;trade;s very heart...'''&amp;quot; instead of &amp;quot;'''... the land&amp;amp;#x2019;s very heart...'''&amp;quot; (the exact triplet shown may vary depending on your operating system), your system/editor/viewer/whatever is not displaying UTF-8 characters correctly.&lt;br /&gt;
&lt;br /&gt;
We are also adopting the use of Pango-style markup, allowing us to mark up text with colours, bold, italics and large or small text.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=68483</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=68483"/>
		<updated>2021-09-15T03:32:47Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* GUI2 features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''We are permanently updating this page. Parts marked by &amp;lt;s&amp;gt;strikeout&amp;lt;/s&amp;gt; will likely be deleted shortly.&lt;br /&gt;
&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature we'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
If none of these are to your liking, feel free to check our [http://bugs.wesnoth.org/?q=is%3Aissue+is%3Aopen+label%3A%22Good+first+issue%22 bug tracker] with a broad spectrum of tasks.&lt;br /&gt;
&lt;br /&gt;
== Engine related features ==&lt;br /&gt;
&lt;br /&gt;
=== Make a &amp;quot;map diff&amp;quot; tool to visualizes changes between two version of a map ===&lt;br /&gt;
&lt;br /&gt;
Maintainers of maps often make small tweaks for balance purposes. For someone who doesn't know the map like the back of their hand it may be very difficult to spot exactly what changed. There isn't any really good way to do this right now -- using the 'diff' tool at command line doesn't give good results for .map files.&lt;br /&gt;
&lt;br /&gt;
Such a tool would be helpful for someone who maintains a map pool containing maps made by others, also for someone who wants to browse a repository and examine balance changes on several maps, which could be instructive for someone who wants to make and balance their own maps.&lt;br /&gt;
&lt;br /&gt;
There's any number of ways to actually do this, one might be to have a feature in the map editor that takes the name of another map and adds map labels to indicate what hexes changed. It could also be a command accessible in debug mode when playing the game, or it could be an additional command-line argument (--diff [map1] [map2] ?) for the game. (It could be a standalone application but that's probably going to end up with much more work for you.)&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2323&lt;br /&gt;
&lt;br /&gt;
=== Add an option to not store replays ===&lt;br /&gt;
&lt;br /&gt;
As noted in https://wiki.wesnoth.org/SavefileWML all normal savefiles usually contain [replay] and [replay_start] tags that usually take over 50% of the total savefile size and are only used for providing the possibilty to replay scenarios. It's be nice to have an option to skip these information to reduce the savefile size. Alternativeley one could create a tool inrtegated in a load/savegame dialog to remove the replay information from a given savegame file.&lt;br /&gt;
&lt;br /&gt;
See the feature request https://github.com/wesnoth/wesnoth/issues/1457&lt;br /&gt;
&lt;br /&gt;
== MP related features ==&lt;br /&gt;
&lt;br /&gt;
=== Add possibility to switch off mod dependency checking ===&lt;br /&gt;
MP modifications can define dependencies. Currently there's no way to force a &amp;quot;broken&amp;quot; configuration, although overzealous use of the system by UMC authors could make this feature useful. Add an option to the MP game creation screen to switch on/off dependency checking. Ask lipk (forum)/lipkab (IRC).&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2324&lt;br /&gt;
&lt;br /&gt;
=== Make a header for the add-on when we organize scenarios by add-on in the MP create dialog ===&lt;br /&gt;
&lt;br /&gt;
Using an established GUI technique to signal when one block of scenarios for an add-on ends and the next begins would make it much easier to use this dialog, if the user has several add-ons.&lt;br /&gt;
&lt;br /&gt;
See one proposal here:&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/1365&lt;br /&gt;
&lt;br /&gt;
=== Timer pause button ===&lt;br /&gt;
&lt;br /&gt;
Longstanding feature request here:&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/1237&lt;br /&gt;
&lt;br /&gt;
Request is for either a button, or a simple chat command like :pause, :unpause, to allow players to put the timer on hold if they are interrupted.&lt;br /&gt;
&lt;br /&gt;
Ideally would be accompanied with a multiplayer-only scenario attribute &amp;quot;number_of_pauses&amp;quot; which decreases each time a client pauses the game. Pause should use a blindfold object to black out the screen, and send a chat message automatically when it occurs / resume occurs. For an example of how it might look, start a local hotseat mp game and enable the Preferences-&amp;gt;General-&amp;gt;Turn Dialog option. (This behavior was introduced in this commit: https://github.com/wesnoth/wesnoth/commit/bab03d554bea92f1ce6f585ef1123202173a3491)&lt;br /&gt;
&lt;br /&gt;
Wintermute/happygrue also has other ideas about how the timer should/could work. For example, instead of their client ending their turn, the networked opponents could be required to &amp;quot;confirm&amp;quot; the time out. (This is probably a networked MP-only idea.)&lt;br /&gt;
&lt;br /&gt;
A very fancy implementation might instead of a counter, allow the other players to vote on whether a pause request is granted.&lt;br /&gt;
&lt;br /&gt;
Make sure that the paused client still responds to network commands, so that it is possible to kick a person who pauses and then doesn't ever unpause.&lt;br /&gt;
&lt;br /&gt;
=== Add a &amp;quot;concede&amp;quot; button ===&lt;br /&gt;
&lt;br /&gt;
Often times in mp, players concede the game before their leader is actually killed. When the game ends 'officially' the map is revealed, which can sometimes be instructive for the losing player. Additionally, it makes it easier to analyze the results of many games, for purposes of balancing, or for maintaining a ladder. So while it may seem small, this would actually be a pretty useful feature.&lt;br /&gt;
&lt;br /&gt;
FIXME: figure out gh issue id&lt;br /&gt;
&lt;br /&gt;
This could be implemented in lua.&lt;br /&gt;
&lt;br /&gt;
=== Show [options] values in the mp lobby gameslist ===&lt;br /&gt;
&lt;br /&gt;
It' be useful for newly joining payer to see the chosen [options] of a mp game, since most likeley there isn't enough space we could for example wigher show the options via an extra dropdown button in th elobby or show them in the mp waiting dialog instead.&lt;br /&gt;
&lt;br /&gt;
See the featurerequest https://github.com/wesnoth/wesnoth/issues/1514&lt;br /&gt;
&lt;br /&gt;
== WML-related features ==&lt;br /&gt;
&lt;br /&gt;
=== Side filter support in [item] ===&lt;br /&gt;
&lt;br /&gt;
currently [items] allows a team_name= attribute to specify for which side the item is displayed, it would be better if [item] allowed a side filter to specify for which side the item is displayed.&lt;br /&gt;
&lt;br /&gt;
See the bug report https://github.com/wesnoth/wesnoth/issues/1477&lt;br /&gt;
&lt;br /&gt;
=== Support variable poison properties ===&lt;br /&gt;
&lt;br /&gt;
See a feature request here:&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/1339&lt;br /&gt;
&lt;br /&gt;
=== Events Manipulation ===&lt;br /&gt;
&lt;br /&gt;
* [event] persistent=&amp;quot;yes&amp;quot; - creates an event that lasts for the rest of the campaign&lt;br /&gt;
* [disable_event][/disable_event] disables the event within which it appears (useful with conditionals). A more complex take on first_time_only=yes/no.&lt;br /&gt;
''This is largely possible with event IDs, but could be useful when multiple copies of an event should be floating around''&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2326&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
&lt;br /&gt;
* [query_location] - queries a location from the user&lt;br /&gt;
** variable&lt;br /&gt;
** [filter_location]&lt;br /&gt;
''Regarding [query_location]: probably a better name would be choose_location. This is used when a wml event is running and needs to get a target location hex from the user. For example, you right click on a catapult unit and choose the menu item &amp;quot;fire Catapult.&amp;quot; Now a [message] says to click on any target within 5 hexes. Now [choose_location] is encountered and the mouse cursor changes to a target sign (possibly customizable). If the user's mouse drifts outside of the allowed locations it changes to a cancel icon. If the operation is cancelled then the variable is cleared and no location stored. --Sapient''&lt;br /&gt;
&lt;br /&gt;
''This can be implemented in lua by using wesnoth.game_events.on_mouse_action and wesnoth.syncronize_choice''&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2325&lt;br /&gt;
&lt;br /&gt;
== Improvements to AI ==&lt;br /&gt;
&lt;br /&gt;
=== Existing bugs or undesirable features ===&lt;br /&gt;
&lt;br /&gt;
Most of these are probably relatively easy to fix, although we can, of course, not guarantee that.&lt;br /&gt;
&lt;br /&gt;
* Bug: Adding a candidate action mid-turn does not include it where it belongs in terms of its evaluation score. Instead, it gets added at the end of the candidate action list and might not be executed on the current turn, because other CAs with lower scores get evaluated first.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2345&lt;br /&gt;
&lt;br /&gt;
* Bug: ai.get_new_enemy_dst_src and related functions have several problems:&lt;br /&gt;
** They use the current moves of the enemy units, which generally are all zero.&lt;br /&gt;
** Hexes occupied by other enemy units count as not reachable.&lt;br /&gt;
** Working around this with a Lua wrapper makes this actually slower than ai_helper.get_enemy_dst_src, which makes the functions pretty much useless, as speed is the only thing speaking for them.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2346&lt;br /&gt;
&lt;br /&gt;
== GUI2 features ==&lt;br /&gt;
&lt;br /&gt;
Although mordante developed a new GUI system, GUI2, some dialogs still use the older GUI1 and could be improved or transferred. mordante has since disappeared, leaving GUI2's core code unmaintained; shadowm and vultraz should be able to answer most GUI2 (and even GUI1) related questions in his absence.&lt;br /&gt;
&lt;br /&gt;
* Information on the wiki can be found under [[GUIToolkit]] on the wiki.&lt;br /&gt;
* The source code is under [https://github.com/wesnoth/wesnoth/tree/master/src/gui src/gui/]&lt;br /&gt;
* All mainline GUI2 WML resides in [https://github.com/wesnoth/wesnoth/tree/master/data/gui data/gui/]&lt;br /&gt;
&lt;br /&gt;
* Make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)&lt;br /&gt;
* The biggest feature yet to be converted to GUI2 is the in-game Help documentation (first available from the main screen).&lt;br /&gt;
** There was an [https://github.com/wesnoth/wesnoth/pull/3653 initial effort to convert Help to GUI2], but appears to be pending on the implementation of a [https://github.com/wesnoth/wesnoth/issues/2687 rich-text label widget].&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Debug mode ===&lt;br /&gt;
&lt;br /&gt;
* New debug command functionality (setting additional status.variables, possibly terrain)&lt;br /&gt;
&lt;br /&gt;
=== woptipng / wesnoth-optipng ===&lt;br /&gt;
&lt;br /&gt;
For lossless png compression we use woptipng, a script using an external toolchain (ImageMagick, OptiPNG, Advdef). Perhaps the performance could be improved by using PNGOut instead of advdef. This task includes&lt;br /&gt;
* a quick profiling of compression ratio and decompression speed for both tools&lt;br /&gt;
* if it provides a higher compression while not significantly slowing down decompression, adapt woptipng to use PNGOut&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[NotSoEasyCoding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=68480</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=68480"/>
		<updated>2021-09-15T03:18:27Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* GUI2 features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''We are permanently updating this page. Parts marked by &amp;lt;s&amp;gt;strikeout&amp;lt;/s&amp;gt; will likely be deleted shortly.&lt;br /&gt;
&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature we'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
If none of these are to your liking, feel free to check our [http://bugs.wesnoth.org/?q=is%3Aissue+is%3Aopen+label%3A%22Good+first+issue%22 bug tracker] with a broad spectrum of tasks.&lt;br /&gt;
&lt;br /&gt;
== Engine related features ==&lt;br /&gt;
&lt;br /&gt;
=== Make a &amp;quot;map diff&amp;quot; tool to visualizes changes between two version of a map ===&lt;br /&gt;
&lt;br /&gt;
Maintainers of maps often make small tweaks for balance purposes. For someone who doesn't know the map like the back of their hand it may be very difficult to spot exactly what changed. There isn't any really good way to do this right now -- using the 'diff' tool at command line doesn't give good results for .map files.&lt;br /&gt;
&lt;br /&gt;
Such a tool would be helpful for someone who maintains a map pool containing maps made by others, also for someone who wants to browse a repository and examine balance changes on several maps, which could be instructive for someone who wants to make and balance their own maps.&lt;br /&gt;
&lt;br /&gt;
There's any number of ways to actually do this, one might be to have a feature in the map editor that takes the name of another map and adds map labels to indicate what hexes changed. It could also be a command accessible in debug mode when playing the game, or it could be an additional command-line argument (--diff [map1] [map2] ?) for the game. (It could be a standalone application but that's probably going to end up with much more work for you.)&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2323&lt;br /&gt;
&lt;br /&gt;
=== Add an option to not store replays ===&lt;br /&gt;
&lt;br /&gt;
As noted in https://wiki.wesnoth.org/SavefileWML all normal savefiles usually contain [replay] and [replay_start] tags that usually take over 50% of the total savefile size and are only used for providing the possibilty to replay scenarios. It's be nice to have an option to skip these information to reduce the savefile size. Alternativeley one could create a tool inrtegated in a load/savegame dialog to remove the replay information from a given savegame file.&lt;br /&gt;
&lt;br /&gt;
See the feature request https://github.com/wesnoth/wesnoth/issues/1457&lt;br /&gt;
&lt;br /&gt;
== MP related features ==&lt;br /&gt;
&lt;br /&gt;
=== Add possibility to switch off mod dependency checking ===&lt;br /&gt;
MP modifications can define dependencies. Currently there's no way to force a &amp;quot;broken&amp;quot; configuration, although overzealous use of the system by UMC authors could make this feature useful. Add an option to the MP game creation screen to switch on/off dependency checking. Ask lipk (forum)/lipkab (IRC).&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2324&lt;br /&gt;
&lt;br /&gt;
=== Make a header for the add-on when we organize scenarios by add-on in the MP create dialog ===&lt;br /&gt;
&lt;br /&gt;
Using an established GUI technique to signal when one block of scenarios for an add-on ends and the next begins would make it much easier to use this dialog, if the user has several add-ons.&lt;br /&gt;
&lt;br /&gt;
See one proposal here:&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/1365&lt;br /&gt;
&lt;br /&gt;
=== Timer pause button ===&lt;br /&gt;
&lt;br /&gt;
Longstanding feature request here:&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/1237&lt;br /&gt;
&lt;br /&gt;
Request is for either a button, or a simple chat command like :pause, :unpause, to allow players to put the timer on hold if they are interrupted.&lt;br /&gt;
&lt;br /&gt;
Ideally would be accompanied with a multiplayer-only scenario attribute &amp;quot;number_of_pauses&amp;quot; which decreases each time a client pauses the game. Pause should use a blindfold object to black out the screen, and send a chat message automatically when it occurs / resume occurs. For an example of how it might look, start a local hotseat mp game and enable the Preferences-&amp;gt;General-&amp;gt;Turn Dialog option. (This behavior was introduced in this commit: https://github.com/wesnoth/wesnoth/commit/bab03d554bea92f1ce6f585ef1123202173a3491)&lt;br /&gt;
&lt;br /&gt;
Wintermute/happygrue also has other ideas about how the timer should/could work. For example, instead of their client ending their turn, the networked opponents could be required to &amp;quot;confirm&amp;quot; the time out. (This is probably a networked MP-only idea.)&lt;br /&gt;
&lt;br /&gt;
A very fancy implementation might instead of a counter, allow the other players to vote on whether a pause request is granted.&lt;br /&gt;
&lt;br /&gt;
Make sure that the paused client still responds to network commands, so that it is possible to kick a person who pauses and then doesn't ever unpause.&lt;br /&gt;
&lt;br /&gt;
=== Add a &amp;quot;concede&amp;quot; button ===&lt;br /&gt;
&lt;br /&gt;
Often times in mp, players concede the game before their leader is actually killed. When the game ends 'officially' the map is revealed, which can sometimes be instructive for the losing player. Additionally, it makes it easier to analyze the results of many games, for purposes of balancing, or for maintaining a ladder. So while it may seem small, this would actually be a pretty useful feature.&lt;br /&gt;
&lt;br /&gt;
FIXME: figure out gh issue id&lt;br /&gt;
&lt;br /&gt;
This could be implemented in lua.&lt;br /&gt;
&lt;br /&gt;
=== Show [options] values in the mp lobby gameslist ===&lt;br /&gt;
&lt;br /&gt;
It' be useful for newly joining payer to see the chosen [options] of a mp game, since most likeley there isn't enough space we could for example wigher show the options via an extra dropdown button in th elobby or show them in the mp waiting dialog instead.&lt;br /&gt;
&lt;br /&gt;
See the featurerequest https://github.com/wesnoth/wesnoth/issues/1514&lt;br /&gt;
&lt;br /&gt;
== WML-related features ==&lt;br /&gt;
&lt;br /&gt;
=== Side filter support in [item] ===&lt;br /&gt;
&lt;br /&gt;
currently [items] allows a team_name= attribute to specify for which side the item is displayed, it would be better if [item] allowed a side filter to specify for which side the item is displayed.&lt;br /&gt;
&lt;br /&gt;
See the bug report https://github.com/wesnoth/wesnoth/issues/1477&lt;br /&gt;
&lt;br /&gt;
=== Support variable poison properties ===&lt;br /&gt;
&lt;br /&gt;
See a feature request here:&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/1339&lt;br /&gt;
&lt;br /&gt;
=== Events Manipulation ===&lt;br /&gt;
&lt;br /&gt;
* [event] persistent=&amp;quot;yes&amp;quot; - creates an event that lasts for the rest of the campaign&lt;br /&gt;
* [disable_event][/disable_event] disables the event within which it appears (useful with conditionals). A more complex take on first_time_only=yes/no.&lt;br /&gt;
''This is largely possible with event IDs, but could be useful when multiple copies of an event should be floating around''&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2326&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
&lt;br /&gt;
* [query_location] - queries a location from the user&lt;br /&gt;
** variable&lt;br /&gt;
** [filter_location]&lt;br /&gt;
''Regarding [query_location]: probably a better name would be choose_location. This is used when a wml event is running and needs to get a target location hex from the user. For example, you right click on a catapult unit and choose the menu item &amp;quot;fire Catapult.&amp;quot; Now a [message] says to click on any target within 5 hexes. Now [choose_location] is encountered and the mouse cursor changes to a target sign (possibly customizable). If the user's mouse drifts outside of the allowed locations it changes to a cancel icon. If the operation is cancelled then the variable is cleared and no location stored. --Sapient''&lt;br /&gt;
&lt;br /&gt;
''This can be implemented in lua by using wesnoth.game_events.on_mouse_action and wesnoth.syncronize_choice''&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2325&lt;br /&gt;
&lt;br /&gt;
== Improvements to AI ==&lt;br /&gt;
&lt;br /&gt;
=== Existing bugs or undesirable features ===&lt;br /&gt;
&lt;br /&gt;
Most of these are probably relatively easy to fix, although we can, of course, not guarantee that.&lt;br /&gt;
&lt;br /&gt;
* Feature: Convert E_NOT_REACHED_DESTINATION from an error to a warning.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2344&lt;br /&gt;
&lt;br /&gt;
* Bug: Adding a candidate action mid-turn does not include it where it belongs in terms of its evaluation score. Instead, it gets added at the end of the candidate action list and might not be executed on the current turn, because other CAs with lower scores get evaluated first.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2345&lt;br /&gt;
&lt;br /&gt;
* Bug: ai.get_new_enemy_dst_src and related functions have several problems:&lt;br /&gt;
** They use the current moves of the enemy units, which generally are all zero.&lt;br /&gt;
** Hexes occupied by other enemy units count as not reachable.&lt;br /&gt;
** Working around this with a Lua wrapper makes this actually slower than ai_helper.get_enemy_dst_src, which makes the functions pretty much useless, as speed is the only thing speaking for them.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2346&lt;br /&gt;
&lt;br /&gt;
=== Add new features to the AI ===&lt;br /&gt;
&lt;br /&gt;
* Add a cost function to the C++ path finding code that takes avoided hexes into account, that is, hexes defined in an [ai][avoid] tag onto which the AI never moves.  Also add an option to the Lua wesnoth.find_path() function with which using this cost functions can be turned on and off.&lt;br /&gt;
** The background behind this task is the way how the default AI's move-to-targets candidate action works.  It does path finding for units without taking avoided hexes into account, and ''afterwards'' eliminates moves for which the end point falls onto an avoided hex.  As a result, some units might not move at all, even if it is, in principle, easily possible to move around an avoided area.  The inclusion of the new path-finding in the AI's move-to-targets phase could therefore be a follow-up task.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2347&lt;br /&gt;
&lt;br /&gt;
* Add a Lua function ai.get_individual_attacks() that returns all the single attacks the side can do (as opposed to attack combinations).  This needs to include an option to recalculate and take the current situation on the map into account (making the function believe that the game state has changed).&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2348&lt;br /&gt;
&lt;br /&gt;
* Set up an option the allows us to exclude units from the move-to-targets phase similar to [filter_own] for the combat phase (other than setting ai_special=guardian, which has a number of other side effects). Actually, having this option for all CA's would be nice.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2349&lt;br /&gt;
&lt;br /&gt;
* Change the aspects &amp;quot;passive_leader&amp;quot;, &amp;quot;passive_leader_shares_keep&amp;quot;, &amp;quot;leader_ignores_keep&amp;quot; to work with multiple leaders. The idea is to change the type of those aspects from yes/no to string so both &amp;quot;passive_leader=yes&amp;quot; and &amp;quot;passive_leader=leader_id_1,leader_id_2&amp;quot; is possible.&lt;br /&gt;
&lt;br /&gt;
https://github.com/wesnoth/wesnoth/issues/2350&lt;br /&gt;
&lt;br /&gt;
== GUI2 features ==&lt;br /&gt;
&lt;br /&gt;
Although mordante developed a new GUI system, GUI2, some dialogs still use the older GUI1 and could be improved or transferred. mordante has since disappeared, leaving GUI2's core code unmaintained; shadowm and vultraz should be able to answer most GUI2 (and even GUI1) related questions in his absence.&lt;br /&gt;
&lt;br /&gt;
* Information on the wiki can be found under [[GUIToolkit]] on the wiki.&lt;br /&gt;
* The source code is under [https://github.com/wesnoth/wesnoth/tree/master/src/gui src/gui/]&lt;br /&gt;
* All mainline GUI2 WML resides in [https://github.com/wesnoth/wesnoth/tree/master/data/gui data/gui/]&lt;br /&gt;
&lt;br /&gt;
* Make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud)&lt;br /&gt;
* The biggest feature yet to be converted to GUI2 is the in-game Help documentation (first available from the main screen).&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Debug mode ===&lt;br /&gt;
&lt;br /&gt;
* New debug command functionality (setting additional status.variables, possibly terrain)&lt;br /&gt;
&lt;br /&gt;
=== woptipng / wesnoth-optipng ===&lt;br /&gt;
&lt;br /&gt;
For lossless png compression we use woptipng, a script using an external toolchain (ImageMagick, OptiPNG, Advdef). Perhaps the performance could be improved by using PNGOut instead of advdef. This task includes&lt;br /&gt;
* a quick profiling of compression ratio and decompression speed for both tools&lt;br /&gt;
* if it provides a higher compression while not significantly slowing down decompression, adapt woptipng to use PNGOut&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[NotSoEasyCoding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NotSoEasyCoding&amp;diff=68479</id>
		<title>NotSoEasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NotSoEasyCoding&amp;diff=68479"/>
		<updated>2021-09-15T03:11:44Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* SDL 2 + OpenGL port */ SDL2 was introduced for 1.14 release - accelerated graphics is the next major improvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists projects which are considered a good idea by the developers but which have nobody working on them so far. If you think you've got the required skill for a task go on, implement it and you've got a high chance that it'll be accepted. The remaining barrier will only be that it's done well. :-)&lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you spend too long at working on a feature we'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....). We sometimes forget to update this page so it is reccomended that, before you start to work on a task, that you ask in irc whether its still considered a good idea.&lt;br /&gt;
&lt;br /&gt;
If you are  part of the wesnoth dev team you can also add new entries to the list, a new entry must contain at least&lt;br /&gt;
&lt;br /&gt;
1) A description of the problem.&lt;br /&gt;
2) A motivation why or in which situlations this is important.&lt;br /&gt;
3) A link to a corresping ticket on our bugtracker for discussion, if there is no ticket yet then  make one.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Game engine ==&lt;br /&gt;
&lt;br /&gt;
=== [[OpenGL port]] ===&lt;br /&gt;
&lt;br /&gt;
While software rendering is all good and nice, Wesnoth's approach does not scale well as display resolutions increase and the need for supporting high DPI configurations is factored in. One can easily see that our zoom functionality is clunky and inefficient. Having support for OpenGL and shaders would also enable us to implement fancier graphical gimmicks such as particle effects and atmospheric lighting. The downside of adding OpenGL to the mix is that we'd need people with a specific skillset to help us maintain the graphics engine in the long term, as hardware and driver-specific quirks are inevitable. Some users are also concerned about changing Wesnoth's hardware requirements so that they would be unable to play using old or unsupported hardware/OS configurations.&lt;br /&gt;
&lt;br /&gt;
For hardware rendering to be effective, in particular, Wesnoth would necessitate a complete rewrite of the graphics rendering code (the display and game_display classes), the image cache manager (used to abstract the process of loading images from disk and applying image path functions), and potentially GUI2's canvas code. All three would have to limit the amount of textures they allocate to the absolute minimum, using larger textures instead. For example, the image cache could be reimplemented to load images from an internal spritesheet generated during the game loading process. (WML/Lua support for spritesheets would be nice would defining an API for it would only distract from the actual task at hand.)&lt;br /&gt;
&lt;br /&gt;
The greatest difficulty in handling this task probably lies in writing a new optimized rendering engine and updating all code that relies on the old display/game_display API and semantics accordingly. The GUI2 framework code is presently unmaintained and it would take some time for somebody to study and change the current implementation. Finally, as we don't have a graphics engine maintainer at this time, this task involves an implicit long-term commitment to the project that extends beyond whichever Wesnoth series that will see this project completed.&lt;br /&gt;
&lt;br /&gt;
=== Improve WML error reporting ===&lt;br /&gt;
&lt;br /&gt;
There are many programming bugs that give very unclear or cryptic error messages when using WML. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strike&amp;gt;When calling a macro with the wrong number of arguments, Wesnoth tells the number it expected, and the number it got, and at which line number it was instantiated. However, it would be helpful if it would also tell the line number of the definition of the macro. This might be helpful if someone is redefining macros.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For places where a standard unit filter is expected, if one is not found, the game should point out a problem. For places where such a filter is expected but [filter] child should not appear, if one does it should report an error and a line number. Many users have a hard time with this kind of thing.&lt;br /&gt;
&lt;br /&gt;
* When doing scenario transitions in a campaign, if the side definitions don't matchup exactly the game tends to give unintelligible error messages. For instance, if one is transitioning and there is an AI side which does not have a leader (but it has a starting location in the map) it must have &amp;quot;no_leader = yes&amp;quot; in its [side] tag, or else when the team_builder objects enter stage two, the game will try to create a unit with an empty type, and the constructor of class unit will fail giving the error message &amp;quot;game::game_error tried to create unit with empty type&amp;quot;. This really needs to be much better. For instance, giving a line number of a problem, or suggesting that no_leader should be used. (Note that, it is often possible to debug problems like this by turning on --log-debug=team_construction at commandline but I doubt that there are any users that know about this, you would only learn from reading the C++... without such debug info, fixing things like this can literally take hours.) For that matter it's some question why the team_builder doesn't just stop trying to build a unit when it sees it doesn't have enough info...&lt;br /&gt;
&lt;br /&gt;
* Recursive macros break the game, and not by stack overflow but by exhausting the heap (which usually takes forever on modern OSes and results in memory thrashing &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; resource starvation). It would be nice if we could catch this and report an error.&lt;br /&gt;
&lt;br /&gt;
Many WML users are students or beginners to programming, so any improvements to WML error reporting are a big help for their learning process -- many veterans would appreciate the extra help as well. In part we need fixits here and there, but more broadly we need a smarter system that can figure out what's really wrong when things go wrong, and give helpful suggestions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Don't store all events in savefiles ===&lt;br /&gt;
&lt;br /&gt;
Currently all events in a scenario are stored twice in each savefile (in [snapshot] and it [replay_start]), specially on wml-heavy umc content this can make savefiles quite big, The proposed solution is that events are not stored in savefiles when they are the same as in the sceanrio/era/modification file (e.g. not dynamically added with actionwml).&lt;br /&gt;
In detail the savefile should for all events that have an id and are not generated dynamically ([event] actionwml), store dummy events like &lt;br /&gt;
 [event]&lt;br /&gt;
  id=event_id&lt;br /&gt;
  is_unchanged=yes&lt;br /&gt;
 [/event]&lt;br /&gt;
in the savefiles (instead of full events), where the event is then read from the scenaro/era/modification tag when the scenario is loaded. This should only apply to campaigns/modifications/mp maps/eras that require download (which is usually the case for campaigns but not for mp maps)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also https://gna.org/bugs/?23917&lt;br /&gt;
&lt;br /&gt;
== Multiplayer/replay features ==&lt;br /&gt;
&lt;br /&gt;
=== Gold graph ===&lt;br /&gt;
&lt;br /&gt;
Make a graph feature, presumably in a dialog, that helps depict the history of a Wesnoth match for the benefit of spectators of a live game or replay. For example it could display army value, army + bank value, number of villages tagged, luck swings... This would also be particularly helpful for AI tweaking development, by helping coders identify the AI's weaknesses and strengths in the context of a particular scenario.&lt;br /&gt;
&lt;br /&gt;
A possible nice feature for this purpose would be to allow the user to click on the graph at key points which would trigger the &amp;quot;back to turn&amp;quot; mechanism to jump back in the replay, or automatically play the replay forwards from the beginning to that point... etc.&lt;br /&gt;
&lt;br /&gt;
Related email on dev-talk: https://mail.gna.org/public/wesnoth-dev/2014-02/msg00089.html&lt;br /&gt;
&lt;br /&gt;
=== Automatically link up to wesnothd server on a local network ===&lt;br /&gt;
&lt;br /&gt;
The feature request was to use ZeroConf technology, if available, to publish info of a running wesnothd instance to other machines on a local network. Then when they are searching to connect to an unofficial server, they won't have to learn the IP address.&lt;br /&gt;
&lt;br /&gt;
The extra code should be guarded with preprocessor flags so that ZeroConf does not become a mandatory build dependency of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
https://gna.org/bugs/?13703&lt;br /&gt;
&lt;br /&gt;
=== Stock MP chat messages for language-independent communication ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth has seen a large acceptance by international communities, and many players don't speak English. It would be nice we could have a set of messages that could be chatted, but which will be translated by our translators and displayed always in the current locale on each client, to make it easier to communicate in mp games / on the mp server.&lt;br /&gt;
&lt;br /&gt;
The easy part is adding the messages. They would ideally be stored in a WML file in the core data dir so they can be easily modified and translated like all other mainline WML. The hard part is devising the interaction mechanism so that a player can easily make use of these stock messages in the MP lobby or in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI2 framework ==&lt;br /&gt;
&lt;br /&gt;
As of 1.13.1+dev, GUI2's core and framework (including widgets and their APIs) are completely unmaintained. A prospective maintainer would have to be able to understand pretty advanced C++ making abundant use of template-based abstractions (most notably, the event handling code is almost completely implemented this way), multiple inheritance, and polymorphism. There is also some missing functionality (such as combo boxes and modeless dialogs) that the author did not get to implement, as well as work-in-progress functionality (new listbox and tooltip implementations, not enabled by default).&lt;br /&gt;
&lt;br /&gt;
=== Multi-line textbox, single-line textbox improvements ===&lt;br /&gt;
&lt;br /&gt;
GUI2 has a single-line textbox widget which works well for most purposes but falls short in a few niche cases. In particular, it's not possible to make it read-only without entirely disabling the user's ability to interact with the contents, which is inconvenient in places like the Game Paths dialog (or the About dialog in version 1.13.2 and later).&lt;br /&gt;
&lt;br /&gt;
The widget also does not support multi-line contents. For this reason, GUI2 dialogs that present multi-line (read-only) text to the user make use of the scroll_label+clipboard button convention introduced by shadowm in 1.12.x (see the Chat Log, Gamestate Inspector, and WML load error dialogs for examples). This has the obvious limitations of not allowing the user to select specific portions of the contents, and not supporting editing.&lt;br /&gt;
&lt;br /&gt;
=== Generic tab_container widget ===&lt;br /&gt;
&lt;br /&gt;
After 1.13.1 was released, shadowm discovered a trick to implement tabbed dialogs in GUI2, involving a general widget bug fix to make children consider their parents' visibility when processing events, and an addition to the stacked_widget API enabling users to hide all but a single active layer.&lt;br /&gt;
&lt;br /&gt;
The About dialog introduced in version 1.13.2 will use a horizontal listbox in combination with a stacked_widget, but ideally we should be able to reuse this pattern in more places without having to clutter up dialog implementations with the requisite code to synchronize the listbox and the stacked_widget's states. This hypothetical tab_container widget would combine the listbox and the stacked_widget to implement tabs in a cleaner fashion without having to expose the implementation details to individual dialog instances.&lt;br /&gt;
&lt;br /&gt;
By all means, this should be an EasyCoding task, but GUI2's unusual code layout and API design conventions (compared to the rest of Wesnoth) ''may'' make it harder than it's supposed to be.&lt;br /&gt;
&lt;br /&gt;
If you want to work on this, you should poke shadowm to make sure you don't duplicate efforts as he is working on a GUI2 port of the Preferences dialog and may take up this task after a while if no-one has done so first.&lt;br /&gt;
&lt;br /&gt;
=== GUI2 themable in-game UI ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;themable&amp;quot; in-game UI refers to the gameplay UI including the sidebar, menu/status bar, and map view. Most of it is not implemented using proper GUI1 widgets at all, except for the various interactive buttons, menus (which are floating GUI1 listboxes), and the command and chat input boxes (floating GUI1 textboxes).&lt;br /&gt;
&lt;br /&gt;
Moving the theme UI to GUI2 would probably require finishing up theme support in GUI2 (which is largely incomplete), and may benefit from a rendering engine redesign as is also required for porting the game to SDL 2; in particular so that the GUI aspects are more clearly separated from the game board rendering aspect.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This task is here solely for the sake of completeness, and only somebody very well versed in the intricacies of Wesnoth's game rendering code and GUI2 should '''ever''' try to take it up. (And even then, I would not want to be anywhere near that person when they inevitably break down and fling one or more tables around upon realizing the sheer complexity of the task. -- shadowm)&lt;br /&gt;
&lt;br /&gt;
=== Rich Text Label Widget ===&lt;br /&gt;
&lt;br /&gt;
As of version 1.13.11, the one last dialog that hasn't yet been converted to GUI2 is the help dialog. In order to finish this conversion, a new type of widget is required. It needs to be able to support text with embedded images (both centered as a block and with text wrapped around them), clickable links that trigger a callback, and tab stops, on top of the regular Pango formatting stuff. This can probably all be done with Pango, but requires digging deeper into the API (particularly for the text wrap shapes). It would also need to parse markup, for example an extension of the standard Pango markup.&lt;br /&gt;
&lt;br /&gt;
== Add-ons server and client ==&lt;br /&gt;
&lt;br /&gt;
=== Passphrase hashing ===&lt;br /&gt;
&lt;br /&gt;
The add-ons server (campaignd) uses a very dumb authentication scheme for uploading add-ons where an author sets a passphrase (or gets a random passphrase assigned by the game) the first time they upload to the server, and subsequent uploads of the same add-on are only allowed if the passphrase matches. The passphrase is stored in clear text form both client and server-side, which has [http://forums.wesnoth.org/viewtopic.php?f=62&amp;amp;t=42663 various implications].&lt;br /&gt;
&lt;br /&gt;
Ideally, the server would store all passphrases in a hashed form.&lt;br /&gt;
&lt;br /&gt;
=== Port redirection ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth's MP server (wesnothd) uses a single port (15000) for servicing most requests and redirects clients to different ports according to the game client's version number. This allows the server administrators to reassign ports freely without having to modify the game client.&lt;br /&gt;
&lt;br /&gt;
The add-ons server (campaignd) and client instead have a hardcoded default port number for a Wesnoth version series. For example, 1.12.x is hardcoded to default to 15006. This becomes a maintainability issue as add-on servers get decommissioned and their port numbers can't be reused for fear of misdirecting obsolete client versions to the wrong instance with incompatible add-ons.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer server and client ==&lt;br /&gt;
&lt;br /&gt;
=== Improve server WML processing ===&lt;br /&gt;
&lt;br /&gt;
The server uses its own custom WML implementation separate from the main engine's to store and process WML objects for games -- see [[WesnothdDesign#simple_wml]]. This is intended to improve performance and reduce wesnothd's memory footprint with large numbers of games and complex scenarios. However, the simple_wml code sometimes messes up WML attribute translatability, resulting in MP scenarios/campaigns being untranslated for non-hosts in networked MP (http://gna.org/bugs/?22989). Fixing this is not easy due to the aforementioned performance requirements.&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=68478</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=68478"/>
		<updated>2021-09-12T09:31:05Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: Update broken image links, remove old dev note for SotA, note AOI's removal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{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://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Heir_To_The_Throne/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Heir_To_The_Throne/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [//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]], [[CharactersStorys#Heir_to_the_Throne|Characters]], [[WesnothFigures#Heir_to_the_Throne|Biographies]], [[CampaignDialogue:HttT|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10322 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Heir_To_The_Throne.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Heir_To_The_Throne|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Two_Brothers/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Two_Brothers/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* by [//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]], [[CharactersStorys#A_Tale_Of_Two_Brothers|Characters]], [[CampaignDialogue:TB1.9|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10339 Discussion thread]&lt;br /&gt;
* [[Geography_of_Wesnoth#A_Tale_of_Two_Brothers|Geographical references]], [[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;
(Removed in 1.15.3)&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/1.14/data/campaigns/An_Orcish_Incursion/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/1.14/data/campaigns/An_Orcish_Incursion/images/campaign_image.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]], [[CharactersStorys#An_Orcish_Incursion|Characters]], [[CampaignDialogue:AOI|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20249 Discussion thread]&lt;br /&gt;
* [[Geography_of_Wesnoth#An_Orcish_Incursion|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/The_South_Guard/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/The_South_Guard/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* by [//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]], [[CharactersStorys#The_South_Guard|Characters]], [[CampaignDialogue:TSG|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10323 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/The_South_Guard.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#The_South_Guard|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Liberty/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Liberty/images/campaign_image.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]], [[CharactersStorys#Liberty|Characters]], [[CampaignDialogue:L|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20252 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Liberty.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Liberty|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Legend_of_Wesmere/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Legend_of_Wesmere/images/campaign_image.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]], [[CharactersStorys#Legend_of_Wesmere|Characters]], [[WesnothFigures#Legend_of_Wesmere|Biographies]], [[CampaignDialogue:LOW|Dialogue]]&lt;br /&gt;
* [//forums.wesnoth.org/viewforum.php?f=51 Discussion threads]&lt;br /&gt;
*[[Geography_of_Wesnoth#The_Legend_of_Wesmere|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Eastern_Invasion/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Eastern_Invasion/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [//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]], [[CharactersStorys#Eastern_Invasion|Characters]], [[CampaignDialogue:EI|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10325 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Eastern_Invasion.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Eastern_Invasion|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/The_Hammer_of_Thursagan/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/The_Hammer_of_Thursagan/images/campaign_image.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]], [[CharactersStorys#The_Hammer_of_Thursagan|Characters]], [[WesnothFigures#The_Hammer_Of_Thursagan|Biographies]], [[CampaignDialogue:THOT|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20258 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/The_Hammer_of_Thursagan.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#The_Hammer_of_Thursagan|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Descent_Into_Darkness/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Descent_Into_Darkness/images/campaign_image.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]], [[CharactersStorys#Descent_into_Darkness|Characters]], [[CampaignDialogue:DID|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20251 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Descent_into_Darkness.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Descent_Into_Darkness|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Delfadors_Memoirs/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Delfadors_Memoirs/images/campaign_image.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]], [[CharactersStorys#Delfador.27s_Memoirs|Characters]], [[CampaignDialogue:DM|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Delfadors_Memoirs.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Delfador.27s_Memoirs|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Dead_Water/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Dead_Water/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By [//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;
*[[Dead_Water|Walkthrough]]&lt;br /&gt;
*[[CharactersStorys#Dead_Water|Characters]], [[WesnothFigures#Dead_Water|Biographies]], [[CampaignDialogue:DW|Dialogue]]&lt;br /&gt;
*[//forums.wesnoth.org/viewtopic.php?f=45&amp;amp;t=31304 Discussion Thread]&lt;br /&gt;
*[//units.wesnoth.org/trunk/mainline/en_US/Dead_Water.html Custom units]&lt;br /&gt;
*[[Geography_of_Wesnoth#Dead_Water|Geographical references]], [[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;
&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 https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Secrets_of_the_Ancients/images/portraits/campaign-image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By [//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;
*[[Secrets_of_the_Ancients_Walkthrough|Walkthrough]]&lt;br /&gt;
*[[CharactersStorys#Secrets_of_the_Ancients|Characters]], [[WesnothFigures#Secrets_of_the_Ancients|Biographies]], [[CampaignDialogue:SOTA|Dialogue]]&lt;br /&gt;
*[//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545 Discussion Thread], [//forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=43116 Feedback Thread]&lt;br /&gt;
*[//units.wesnoth.org/trunk/mainline/en_US/Secrets%20of%20the%20Ancients.html Custom units]&lt;br /&gt;
*[[Geography_of_Wesnoth#Secrets_of_the_Ancients|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Sceptre_of_Fire/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Sceptre_of_Fire/images/campaign_image.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]], [[CharactersStorys#Sceptre_of_Fire|Characters]], [[CampaignDialogue:SOF|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20255 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Sceptre_of_Fire.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Scepter_of_Fire|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Son_Of_The_Black_Eye/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Son_Of_The_Black_Eye/images/campaign_image.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]], [[CharactersStorys#Son_of_the_Black_Eye|Characters]], [[WesnothFigures#Son_Of_The_Black_Eye|Biographies]], [[CampaignDialogue:SOTBE|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20257 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Son_of_the_Black-Eye.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Son_Of_The_Black_Eye|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/The_Rise_Of_Wesnoth/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/The_Rise_Of_Wesnoth/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [//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]], [[CharactersStorys#The_Rise_of_Wesnoth|Characters]], [[WesnothFigures#The_Rise_Of_Wesnoth|Biographies]], [[CampaignDialogue:TROW|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10613 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/The_Rise_of_Wesnoth.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#The_Rise_of_Wesnoth|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Northern_Rebirth/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Northern_Rebirth/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [//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]] , [[CharactersStorys#Northern_Rebirth|Characters]], [[CampaignDialogue:NR|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20253 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Northern_Rebirth.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Northern_Rebirth|Geographical references]], [[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;
[https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Under_the_Burning_Suns/images/campaign_image.png https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/campaigns/Under_the_Burning_Suns/images/campaign_image.png]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [//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]], [[CharactersStorys#Under_the_Burning_Sun|Characters]], [[CampaignDialogue:UTBS|Dialogue]]&lt;br /&gt;
* [//www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10491 Discussion thread]&lt;br /&gt;
* [//units.wesnoth.org/trunk/mainline/en_US/Under_the_Burning_Suns.html Custom units]&lt;br /&gt;
* [[Geography_of_Wesnoth#Under_The_Burning_Suns|Geographical references]], [[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>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=60946</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=60946"/>
		<updated>2019-04-17T02:58:13Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Heir to the Throne */ Included in PR #3979&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;
&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>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56805</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56805"/>
		<updated>2015-09-28T08:29:29Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: These have been merged into master.&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;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&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;
&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>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56803</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56803"/>
		<updated>2015-09-28T08:07:19Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* The Hammer of Thursagan */ Punctuation added in master&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;
Scenario 05a: line 2571 of [https://github.com/wesnoth/wesnoth/blob/ca66e1f1fcc4efbbaab79ce364365cddf214a167/data/campaigns/Northern_Rebirth/scenarios/05a_01_The_Pursuit.cfg#L2571 this commit]: &amp;quot;Even fire has no affect on him!&amp;quot; should be &amp;quot;Even fire has no effect on him!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
Scenario 6_Towards_the_Caves&lt;br /&gt;
&lt;br /&gt;
Durstorn: It’s not yours to give, '''its''' mine, and Rugnur’s, and Baglur’s. &amp;gt; '''it’s''' mine&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
Scenario 07_Mages_and_Drakes&lt;br /&gt;
&lt;br /&gt;
* Ratheln: I’ll return with your apprentices as soon as I may.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; On NORMAL difficulty there is only one apprentice (Master Perrin: I’d like to send one of our senior apprentices with you to the east. It has come time for him to be journeyman...)&lt;br /&gt;
&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;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
in v1.13.0, 02_Tutorial_part_2.cfg :&lt;br /&gt;
 &amp;quot;Each turn, you will gain 2 gold '''pus''' one for each village you own.&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>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56802</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=56802"/>
		<updated>2015-09-28T07:59:40Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Sceptre of Fire */ Thanks for your input - these two are in master. Will arrange for other corrections to be made as well.&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;
Scenario 05a: line 2571 of [https://github.com/wesnoth/wesnoth/blob/ca66e1f1fcc4efbbaab79ce364365cddf214a167/data/campaigns/Northern_Rebirth/scenarios/05a_01_The_Pursuit.cfg#L2571 this commit]: &amp;quot;Even fire has no affect on him!&amp;quot; should be &amp;quot;Even fire has no effect on him!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
&lt;br /&gt;
Scenario 6_Towards_the_Caves&lt;br /&gt;
&lt;br /&gt;
Durstorn: It’s not yours to give, '''its''' mine, and Rugnur’s, and Baglur’s. &amp;gt; '''it’s''' mine&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
Scenario 07_Mages_and_Drakes&lt;br /&gt;
&lt;br /&gt;
* Ratheln: I’ll return with your apprentices as soon as I may.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; On NORMAL difficulty there is only one apprentice (Master Perrin: I’d like to send one of our senior apprentices with you to the east. It has come time for him to be journeyman...)&lt;br /&gt;
&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;
* Aiglondur: &amp;quot;They are defeated&amp;quot; &amp;gt;&amp;gt; missing punctuation mark&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;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
in v1.13.0, 02_Tutorial_part_2.cfg :&lt;br /&gt;
 &amp;quot;Each turn, you will gain 2 gold '''pus''' one for each village you own.&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>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EnglishGBTranslation&amp;diff=56710</id>
		<title>EnglishGBTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EnglishGBTranslation&amp;diff=56710"/>
		<updated>2015-08-23T10:19:50Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: As discussed with ivanovic, taking responsibility for English (GB). Updates for 1.13 development in progress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This translation was begun in February 2005 and first appeared in wesnoth-0.8.11. All strings in this release were translated.&lt;br /&gt;
&lt;br /&gt;
== Current Translation Team ==&lt;br /&gt;
&lt;br /&gt;
=== Maintainer ===&lt;br /&gt;
* Wedge009 [mailto:wedge009ATwedge009DOTnet]&lt;br /&gt;
&lt;br /&gt;
=== Translators ===&lt;br /&gt;
&lt;br /&gt;
== Inactive Translators ==&lt;br /&gt;
* András Salamon (ott)&lt;br /&gt;
* Eric S. Raymond (esr) [mailto:esr@thyrsus.com]&lt;br /&gt;
* Espreon [mailto:Majora700ATgmailDOTcom]&lt;br /&gt;
* pjr [mailto:peadar.ruadh@btinternet.com]&lt;br /&gt;
* Thomas Hockings (Deusite) [mailto:elprofeshATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
[Unchanged since this localisation fell into neglect, last modified October 2014. I (Wedge009) don't agree with all of this but will follow these established guidelines for the time being. Opinions/suggestions or general feedback on these is appreciated.]&lt;br /&gt;
&lt;br /&gt;
Since 1.9.4, we have begun to use Oxford’s spellings, thus we use ''-ize'' instead of ''-ise'' where applicable. Just follow the originals when translating.&lt;br /&gt;
&lt;br /&gt;
Use ''æ'' and ''œ'' when translating. As byspel, ''encyclopædia'' instead of ''encyclopaedia''; ''phœnix'' instead of ''phoenix''. Note that there are some words that shouldn’t have these ligatures. As byspel, ''færie'' is actually wrong, thus ''faerie'' should be used. Ask when in doubt.&lt;br /&gt;
&lt;br /&gt;
Also, note that ''fœtus'' and ''foetus'' are actually incorrect, thus ''fetus'' should be used instead.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=56709</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=56709"/>
		<updated>2015-08-23T10:14:32Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: As discussed with ivanovic, taking responsibility for English (GB).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - maintainer: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: CloudiDust - [mailto:cloudidustATgmailDOTcom]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - maintainer: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - maintainer: Ivica Đurenec (charlieh65) - [mailto:ivicaDOTdurenecATgmailDOTcom]&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: Wedge009 [mailto:wedge009ATwedge009DOTnet]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - maintainer: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - maintainer: Manuel Ortega - [mailto:manuelATelarteDOTcoop]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Jarkko Patteri (Jarkko) - [mailto:jarkkopatteriATgmailDOTcom], Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Guillaume Pascal (Haldric) - Please use the translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - maintainer:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Farkas János - [mailto:mailDOTjanosDOTfarkasATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - maintainer: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - maintainer: Yuristyawan Pambudi Wicaksana [mailto:yuris_wicaksana@yahoo.com]&lt;br /&gt;
* [[IrishTranslation|Irish]] - maintainer: Carson &amp;quot;Mountain_King&amp;quot; [mailto:tree_ringsATrocketmailDOTcom]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Antonio Rosella - [mailto:arosellaATyahooDOTcom]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: Hironori Fujimoto (RatArmy) [mailto:broadbarredfirefishATgmailDOTcom], IWAI Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: mistzone - [mailto:drier22ATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - maintainer: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - maintainer: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - maintainer: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - maintainer: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[OldEnglishTranslation|Old English]] - maintainer: no one (contact Espreon for information [mailto:Majora700ATgmailDOTcom])&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Paweł Jackowski (fatality), contact via translation thread&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Diego Inácio Goergen - [mailto:thegoergenATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|Portuguese (European)]] - maintainer: trewe [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
* [[RACVTranslation|RACV]] - maintainer: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - maintainer: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[Scottish_Gaelic_Translation|Scottish Gaelic]] - maintainer: GunChleoc- [mailto:fiosAIGforamnagaidhligDOTnet]&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - maintainer: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Klemen Košir (nNa) - [mailto:klemen913ATgmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: Pepe - [mailto:donpepe1963ATgmailDOTcom])&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Niklas Bolmdahl (dacovale) - [mailto:wesnothATniklasDOTbolmdahlDOTse]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - maintainer: robson - [mailto:arobsonATyandexDOTru]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Huynh Yen Loc (hhyloc) - [mailto:nightgaunt13ATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
== Mailing List ==&lt;br /&gt;
&lt;br /&gt;
There now is a mailinglist dedicated to translation matters. It is mainly intended to be used for informing translation maintainers about important changes, to announce string freezes and other special things. Everyone is free to subscribe to this list. You can find this list, entitled wesnoth-i18n at the listing of all Wesnoth mailing lists:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
The archive for this list is to be found [http://mail.gna.org/public/wesnoth-i18n/ here].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (stable)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Translations statistics (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
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[[Category:Translations|*]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=55979</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=55979"/>
		<updated>2014-12-15T07:46:49Z</updated>

		<summary type="html">&lt;p&gt;Wedge009: /* Son of the Black Eye */ then-vs-than errors&lt;/p&gt;
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&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;
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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;
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==Mainline Campaigns==&lt;br /&gt;
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===An Orcish Incursion===&lt;br /&gt;
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===Dead Water===&lt;br /&gt;
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===Delfador’s Memoirs===&lt;br /&gt;
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===Descent into Darkness===&lt;br /&gt;
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===Eastern Invasion===&lt;br /&gt;
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===Heir to the Throne===&lt;br /&gt;
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===Liberty===&lt;br /&gt;
Scenario 7: The Hunters; Baldras says &amp;quot;If the noble lord of Elensefar is unwilling to resist the Queen, how should I ever expect to?&amp;quot; Should be &amp;quot;...who should I ever expect to?&amp;quot;, shouldn't it?&lt;br /&gt;
:The first sentence is grammatically correct and probably the intent of the author.  [[User:RJaguar3|RJaguar3]] ([[User talk:RJaguar3|talk]]) 05:27, 5 October 2014 (UTC)&lt;br /&gt;
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===Northern Rebirth===&lt;br /&gt;
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===Sceptre of Fire===&lt;br /&gt;
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===Son of the Black Eye===&lt;br /&gt;
I'm using 1.12.0 as a reason to replay this campaign for the first time since 1.4. Not sure if I missed it previously or if I just ignored it but I'm noticing a lot of then-vs-than spelling mistakes in the dialogue. I understand it's an easy mistake to make, but Wesnoth strives to be as polished and professional in appearance as possible, no? That being the case, I hope the errors can be corrected for the next release (I can volunteer to do a proof-read if necessary, and not just for this campaign).&lt;br /&gt;
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Al’Brock in Giving Some Back: 'Easier said '''then''' done, Chief.'&lt;br /&gt;
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Darstang in The Dwarvish Stand: 'Elf, our kind can move and fight far better and faster in these conditions '''then''' your kind can.'&lt;br /&gt;
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Kapou’e in Back Home: 'Better late '''then''' never.'&lt;br /&gt;
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Kapou’e in The Coward: 'Well let’s see, first he betrays the trust of his sworn sovereign and becomes no less '''then''' a boot-licking spy for the humans.'&lt;br /&gt;
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Narrator in Epilogue: 'People of all races took advantage of this and, consequently, those orcs thirsting for battle got more '''then''' enough to keep them from attacking their nearest neighbours.'&lt;br /&gt;
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===The Hammer of Thursagan===&lt;br /&gt;
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===The Legend of Wesmere===&lt;br /&gt;
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===The Rise of Wesnoth===&lt;br /&gt;
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===The South Guard===&lt;br /&gt;
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===Two Brothers===&lt;br /&gt;
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===Under the Burning Suns===&lt;br /&gt;
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==Wesnoth Game==&lt;br /&gt;
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===Editor===&lt;br /&gt;
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===Help===&lt;br /&gt;
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===Tutorial===&lt;br /&gt;
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===Manual===&lt;br /&gt;
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===Manpages===&lt;br /&gt;
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===Units===&lt;br /&gt;
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===Other (unit descriptions, ...)===&lt;br /&gt;
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===Multiplayer maps===&lt;br /&gt;
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===Translation code bugs===&lt;br /&gt;
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==Announcements==&lt;br /&gt;
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[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Wedge009</name></author>
		
	</entry>
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