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| This document is identical to the manual shipped with the game, thus it is protected from editing. To suggest improvements to the manual, make your changes to the [[Improved_Manual]]. | | This document is identical to the manual shipped with the game, thus it is protected from editing. |
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| If you are new to ''Battle for Wesnoth'' you might want to read the [[GettingStarted]] guide first.
| | == Available Languages == |
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| | The HTML manual is available in various languages. To read the manual, just click the link of the language of your choice. |
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| == Controls == | | === Stable version === |
| | * [https://www.wesnoth.org/manual/stable/manual.id.html Bahasa Indonesian] |
| | * [https://www.wesnoth.org/manual/stable/manual.zh_TW.html Chinese (Traditional)] |
| | * [https://www.wesnoth.org/manual/stable/manual.zh_CN.html Chinese (Zhongwen)] |
| | * [https://www.wesnoth.org/manual/stable/manual.cs.html Czech] |
| | * [https://www.wesnoth.org/manual/stable/manual.en_GB.html English (GB)] |
| | * [https://www.wesnoth.org/manual/stable/manual.en.html English (US)] |
| | * [https://www.wesnoth.org/manual/stable/manual.et.html Estonian] |
| | * [https://www.wesnoth.org/manual/stable/manual.fi.html Finnish] |
| | * [https://www.wesnoth.org/manual/stable/manual.fr.html French] |
| | * [https://www.wesnoth.org/manual/stable/manual.gl.html Galician] |
| | * [https://www.wesnoth.org/manual/stable/manual.de.html German] |
| | * [https://www.wesnoth.org/manual/stable/manual.hu.html Hungarian] |
| | * [https://www.wesnoth.org/manual/stable/manual.it.html Italian] |
| | * [https://www.wesnoth.org/manual/stable/manual.ja.html Japanese] |
| | * [https://www.wesnoth.org/manual/stable/manual.pl.html Polish] |
| | * [https://www.wesnoth.org/manual/stable/manual.pt.html Portuguese] |
| | * [https://www.wesnoth.org/manual/stable/manual.pt_BR.html Portuguese (Brazil)] |
| | * [https://www.wesnoth.org/manual/stable/manual.ru.html Russian] |
| | * [https://www.wesnoth.org/manual/stable/manual.sr.html Serbian] |
| | * [https://www.wesnoth.org/manual/stable/manual.sr@latin.html Serbian (Latin transliteration)] |
| | * [https://www.wesnoth.org/manual/stable/manual.sr@ijekavian.html Serbian (Ijekavian transliteration)] |
| | * [https://www.wesnoth.org/manual/stable/manual.sr@ijekavianlatin.html Serbian (Ijekavian Latin transliteration)] |
| | * [https://www.wesnoth.org/manual/stable/manual.sk.html Slovak] |
| | * [https://www.wesnoth.org/manual/stable/manual.es.html Spanish] |
| | * [https://www.wesnoth.org/manual/stable/manual.uk.html Ukrainian] |
| | * [https://www.wesnoth.org/manual/stable/manual.vi.html Vietnamese] |
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| F1 The Battle for Wesnoth Help
| | === Development version === |
| Arrow keys Scroll
| | * [https://www.wesnoth.org/manual/dev/manual.id.html Bahasa Indonesian] |
| Left click Select unit, move unit
| | * [https://www.wesnoth.org/manual/dev/manual.zh_TW.html Chinese (Traditional)] |
| Right click Main menu, cancel action
| | * [https://www.wesnoth.org/manual/dev/manual.zh_CN.html Chinese (Zhongwen)] |
| Middle click Center on pointer location
| | * [https://www.wesnoth.org/manual/dev/manual.cs.html Czech] |
| Escape Exit game, exit menu, cancel message
| | * [https://www.wesnoth.org/manual/dev/manual.en_GB.html English (GB)] |
| ctrl-r Recruit unit
| | * [https://www.wesnoth.org/manual/dev/manual.en.html English (US)] |
| ctrl-shift-r Repeat last recruit
| | * [https://www.wesnoth.org/manual/dev/manual.et.html Estonian] |
| alt-r Recall unit
| | * [https://www.wesnoth.org/manual/dev/manual.fi.html Finnish] |
| u Undo last move (only deterministic moves can be undone)
| | * [https://www.wesnoth.org/manual/dev/manual.fr.html French] |
| r Redo move
| | * [https://www.wesnoth.org/manual/dev/manual.gl.html Galician] |
| m Message another player (in multiplayer)
| | * [https://www.wesnoth.org/manual/dev/manual.de.html German] |
| M Message your allies (in multiplayer)
| | * [https://www.wesnoth.org/manual/dev/manual.hu.html Hungarian] |
| alt-m Message everyone in the game (in multiplayer)
| | * [https://www.wesnoth.org/manual/dev/manual.it.html Italian] |
| n Cycle through units that have movement left
| | * [https://www.wesnoth.org/manual/dev/manual.ja.html Japanese] |
| N Cycle through units that have movement left, in reverse order
| | * [https://www.wesnoth.org/manual/dev/manual.pl.html Polish] |
| space End unit turn and cycle to next unit that has movement left
| | * [https://www.wesnoth.org/manual/dev/manual.pt.html Portuguese] |
| alt-e End this player's turn (Wesnoth 0.9.4 and earlier)
| | * [https://www.wesnoth.org/manual/dev/manual.pt_BR.html Portuguese (Brazil)] |
| alt-space End this player's turn (Wesnoth 0.9.5 and later)
| | * [https://www.wesnoth.org/manual/dev/manual.ru.html Russian] |
| ctrl-space Hold unit position; skip this unit when cycling through units
| | * [https://www.wesnoth.org/manual/dev/manual.sr.html Serbian] |
| ctrl-v Show enemy moves (where the enemy can move next turn)
| | * [https://www.wesnoth.org/manual/dev/manual.sr@latin.html Serbian (Latin transliteration)] |
| ctrl-b Show potential enemy moves, if your units were not on the map
| | * [https://www.wesnoth.org/manual/dev/manual.sr@ijekavian.html Serbian (Ijekavian transliteration)] |
| ctrl-f Toggle full screen/windowed mode
| | * [https://www.wesnoth.org/manual/dev/manual.sr@ijekavianlatin.html Serbian (Ijekavian Latin transliteration)] |
| ctrl-a Toggle accelerated game mode
| | * [https://www.wesnoth.org/manual/dev/manual.sk.html Slovak] |
| ctrl-s Save game
| | * [https://www.wesnoth.org/manual/dev/manual.es.html Spanish] |
| ctrl-l Load game
| | * [https://www.wesnoth.org/manual/dev/manual.uk.html Ukrainian] |
| | | * [https://www.wesnoth.org/manual/dev/manual.vi.html Vietnamese] |
| / Search
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| t Continue interrupted unit move
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| z Zoom in
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| x Zoom out
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| c Reset zoom to default
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| ctrl-n Rename unit
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| 1-7 Show how far currently selected unit can move in that many turns
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| l Move to leader unit
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| d Describe current unit
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| ctrl-d View defensive ratings of current unit against attacks
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| ctrl-g Toggle grid
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| alt-k Toggle shroud
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| ctrl-k Update shroud
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| alt-l Attach a text label to a terrain hex
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| alt-s Show status table
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| ctrl-t Show terrain table
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| ctrl-m Toggle muting of game sounds
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| : Command mode, see http://www.wesnoth.org/wiki/CommandMode
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| == Orbs ==
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| On the top of the energy bar shown next to each unit of yours is an orb.
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| This orb is:
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| * green if you control the unit and it hasn't moved this turn,
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| * yellow if you control the unit and it has moved this turn, but could still move further or attack,
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| * red if you control the unit, but it has used all its movement this turn, or
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| * blue if the unit is an ally you do not control.
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| Enemy units have no orb on the top of their energy bar.
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| == Description ==
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| The game takes place over a series of battles, or scenarios.
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| Each scenario pits your troops against the troops of one or
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| more adversaries. Each side begins with one leader in their keep.
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| == Gold ==
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| Each side is given some amount of gold to begin with,
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| and receives 2 gold pieces per turn, plus 1 more gold piece for
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| every village that side controls.
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| Each unit also has an upkeep cost.
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| The upkeep cost is generally equal to the level of the unit,
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| unless the unit has the 'Loyal' trait (see below).
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| Units that are not recalled or recruited - i.e. that lead the side
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| or join the side voluntarily - usually have the Loyal trait.
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| Upkeep is only paid if the total upkeep of a
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| side's units is greater than the number of villages that side controls.
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| Upkeep paid is the difference between the number
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| of villages and the upkeep cost.
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| So, the formula for determining the income per turn is
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| 2 + villages - maximum(0,upkeep - villages)
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| where upkeep is equal to the sum of the levels of all your non-loyal units.
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| If the upkeep cost is greater than the number of villages+2 then the side
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| starts losing gold, if it is equal, no income is gained or lost.
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| == Recruiting and Recalling ==
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| New units may be recruited with gold as long as the leader is on a keep whose castle has at least one vacant castle hex. Right-click in an empty castle hex and select Recruit to recruit new
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| units from the list that is presented. The cost to Recruit depends on
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| the unit, but is usually between 10 and 20 gold.
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| After you complete a scenario, all surviving units will be available to
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| you in the next scenario. Right-click and select Recall to recall units
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| from previous scenarios. Recalling costs 20 pieces of gold. A Recalled
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| unit retains its previous Level, Experience Points, and
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| (sometimes) any magic items acquired, but will arrive with full hitpoints. | |
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| You are not able to move or attack with a unit on the turn you recruit
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| or recall that unit.
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| == Unit Specialties ==
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| Unit specialties are described under Unit Description in-game.
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| == Traits ==
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| Units have traits which reflect aspects of their character.
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| Traits are assigned randomly to units when they are created.
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| Most units receive two traits. The possible traits are as follows:
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| Strong does 1 extra damage per strike in melee, and has 2 extra hitpoints
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| Quick has one extra movement point, but 10% fewer hitpoints
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| Resilient has 7 more hitpoints
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| Intelligent requires 20% less experience to advance a level (not Trolls)
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| There are also some traits that are not assigned randomly:
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| Loyal has zero upkeep cost
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| Dextrous does 1 extra damage per strike in ranged combat (Elves only)
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| Undead immune to poison (Undead only)
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| == Moving ==
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| When a unit is clicked on, all the places it can move to on the current
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| turn become lit up, while everywhere it can't move is marked in grey.
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| You can then click on the hex you want it to move to.
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| Moving onto a village that is neutral or owned by an enemy will take
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| ownership of it.
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| If you select a destination which is beyond reach in the current turn,
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| the unit will enter 'goto-mode' and continue moving towards
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| that destination in subsequent turns.
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| You can easily undo goto movements in the beginning of your turn;
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| goto can be broken by selecting unit and choosing a new destination.
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| You may not move through hexes adjacent to enemy units
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| (their Zone of Control) without stopping.
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| However, level 0 units have no Zone of Control.
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| == Fighting ==
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| If you move next to an enemy unit, you may attack it.
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| Click on your unit that is next to an enemy unit, and click on
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| the enemy you want to attack.
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| Every unit has one or more weapons it can attack with.
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| Some weapons, such as swords, are melee weapons, and some weapons,
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| such as bows, are ranged weapons.
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| If you attack with a melee weapon, the enemy you attack
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| will be able to strike back at you with its melee weapon.
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| If you attack with a ranged weapon, the
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| enemy will be able to attack back with its ranged weapon, if it has one.
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| Different types of attacks do different amounts of damage,
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| and a certain number of strikes may be made with each weapon.
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| For instance, an Elvish Fighter does 5 points of damage with
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| its sword every time it hits, and can strike 4 blows with the sword
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| in one exchange. This is generally written as 5-4,
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| meaning 5 damage per hit, and 4 strikes.
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| Every unit has a chance of being hit based on the terrain it is in.
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| For instance, units in castles and villages have a lower chance of
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| being hit, and Elves in forest have a low chance of being hit.
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| To see a unit's defense rating (i.e. chance not to be hit) in terrain,
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| click on the unit, and then mouse over the terrain you're
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| interested in, and the defense rating will be displayed as a
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| percentage value in the status pane, as well as shown over the terrain hex.
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| == Alignment ==
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| Every unit has an alignment: lawful, neutral, or chaotic. Alignment
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| affects how units perform at different times of day. Neutral units are
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| unaffected by the time of day. Lawful units do more damage during the
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| day and less at night. Chaotic units do more damage at night and less
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| during the day.
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| The two "day" and "night" phases are differentiated as Morning,
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| Afternoon and First Watch, Second Watch, by the positions of the sun and
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| moon in the time of day graphic.
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| The following table shows the effects of different times of the
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| day on the damage dealt by lawful and chaotic units:
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| | turn | day-phase | lawful | chaotic |
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| | ---------------------------------------------------------- |
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| | 1 | dawn | -- | -- |
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| | 2 | day (Morning) | +25% | -25% |
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| | 3 | day (Afternoon) | +25% | -25% |
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| | 4 | dusk | -- | -- |
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| | 5 | night (First Watch) | -25% | +25% |
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| | 6 | night (Second Watch) | -25% | +25% |
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| For example:
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| consider a fight between a Lawful and a Chaotic unit when both
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| have a base damage of 12. At dawn and dusk, both will do 12 points
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| of damage if they hit. During Morning or Afternoon, the
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| Lawful unit will do (12 * 1.25) or 15 points, while the Chaotic unit
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| will do (12 * 0.75) or 9 points. During First or Second Watch, the
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| Lawful unit would do 9 points compared to the Chaotic unit's 15.
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| If an equivalent Neutral unit were fighting, it would always do 12 points
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| of damage regardless of the hour.
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| == Healing ==
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| Injured units in villages will recover 8 hitpoints every turn.
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| Injured units that are adjacent to units with the 'heal' or 'cure'
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| abilities will also heal. A unit that does not move or fight during
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| a turn is 'resting' and will recover 2 hitpoints.
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| Hitpoints recovered through 'resting' are added on top of hitpoints
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| recovered through healing or regenerating.
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| A unit with the 'heals' ability may heal up to 8 hitpoints total per turn.
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| A unit with the 'cures' ability may heal up to 18 hitpoints total per turn.
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| Units next to unit(s) with the 'heals' ability will recover a maximum of
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| 4 hitpoints per turn; units next to unit(s) with the 'cures' ability will
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| recover a maximum of 8 hitpoints per turn.
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| The more units around a unit that can heal, the less each one will be healed.
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| An example of 'heals' with multiple adjacent units:
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| Two units next to a 'healer' will receive 4 hitpoints each.
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| 3 units next to a 'healer' will NOT receive 4 hitpoints each:
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| two will receive 3 hitpoints and one will receive 2 hitpoints.
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| A unit may be healed a maximum of 8 hitpoints per turn,
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| with a possible 2 hitpoints extra if resting.
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| Trolls, which have the regenerate ability, will
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| only recover 8 hitpoints when residing in a village, not 16.
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| Nor will a unit inside a village get extra healing from
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| adjacent healers.
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| 'Heals' prevents poison from causing damage while 'cures' removes poison.
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| When poison is cured or prevented the unit does not gain or lose hitpoints on
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| that turn due to healing/poisoning.
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| For more information see the in-game help.
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| == Experience ==
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| Units are awarded experience for fighting.
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| After obtaining enough experience, they will advance a level
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| and become more powerful.
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| The amount of experience gained depends on the level of the enemy
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| unit and the outcome of the battle: if a unit kills its opponent,
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| it receives 8 experience points per level of the enemy
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| (4 if the enemy is level 0), while units that survive a battle | |
| without killing their opponents are awarded 1 experience point
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| per level of the enemy. In other words:
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| | enemy level | kill bonus | fighting bonus |
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| | ----------------------------------------- |
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| | 0 | 4 | 0 |
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| | 1 | 8 | 1 |
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| | 2 | 16 | 2 |
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| | 3 | 24 | 3 |
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| | 4 | 32 | 4 |
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| | 5 | 40 | 5 |
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| | 6 | 48 | 6 |
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| == Multiplayer ==
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| You can host multiplayer games with your client or
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| connect to the official wesnoth game server and setup your game there.
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| If you host a game with your client, other players need to
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| be able to connect to your port 15000 using TCP. If you are
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| behind a firewall, you will probably need to change your
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| firewall settings to allow incoming connections to port 15000,
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| and tell your firewall to forward such traffic to the machine
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| hosting the game.
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| You should not need to make firewall changes to join games
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| hosted on a public server or by someone else.
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| Official and user setup servers are listed at [[MultiplayerServers]]
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| Setting up a multiplayer game
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| * Step 1: select multiplayer from main screen and choose to either: | |
| ** a) join official server and create game,
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| ** b) join any other server or game hosted by another player,
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| ** c) select to host game on your client,
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| ** d) create a multiplayer game on your own computer as a hotseat game, or
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| ** e) play against the computer.
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| * Step 2: select map and configure game settings (fog of war, shroud, gold per village, time limit, etc.).
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| * Step 3: configure players (teams/alliances, starting gold, faction)
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| and then wait for all players set to "network player" to join the game.
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| You will see "network player" replaced with their nicknames as they join.
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| * Step 4: click [I'm Ready]. | |
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| == Campaign Server ==
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| You can fetch additional campaigns by selecting Campaign from the title
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| screen, and in the campaign menu, selecting Get More Campaigns. There are usually two different versions of the game, a release version of the game, and a development version of the game. Each release type of game uses slightly different ports to make connections for campaign download. For a release version of the game (such as 1.0.*) the software will attempt to make a TCP connection to port 15002 of the campaign server ([http://campaigns.wesnoth.org campaigns.wesnoth.org]) so you need to ensure your firewall allows this. For development versions of the game (such as 1.1<sup>†</sup> and 1.1.1) the software will attempt to make a TCP connection to port 15003 of the campaign server ([http://campaigns.wesnoth.org campaigns.wesnoth.org]). Separation of the two services is necessary due to incompatibilities between release and development versions.
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| The campaigns are contributed by users and not all will work
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| properly on the current release of the game -- check the [http://www.wesnoth.org/forum forum] if
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| you are having problems.
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| <sup>†</sup> Version 1.1 although a release, was released using the development port for campaign updates.
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| == Other Resources ==
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| In-game Help is available in scenarios, press the Help hotkey or select
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| Help from the menu. The overall homepage of the project is at
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| http://www.wesnoth.org/ and this links to many other pages related to
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| the game. Of these, our wiki at http://wiki.wesnoth.org/ contains
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| contributed walkthroughs and tips for playing the game, the unit
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| advancement tree, information about making your own scenarios and
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| campaigns, how to contribute as a developer or a translator, and much
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| more. You can also join us to chat on IRC at irc.wesnoth.org in channel #wesnoth or join our forum community at http://forum.wesnoth.org/ where
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| you can discuss the game with over 2000 forum members. The forums also
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| contain a searchable archive of tens of thousands of posts, spanning
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| over two years -- an invaluable source of information.
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|
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|
| == See Also == | | == See Also == |
| * http://forum.wesnoth.org/ | | * [https://forum.wesnoth.org/ Official Wesnoth Forums] |
| * [irc://irc.wesnoth.org/wesnoth #wesnoth IRC channel] | | * [https://discord.gg/battleforwesnoth Official Wesnoth Discord] |
| * http://www.wesnoth.org/ | | * [ircs://irc.libera.chat/wesnoth Official #wesnoth IRC channel on Libera.Chat] |
| * [[WesnothMan|wesnoth(6) man page]]
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| {{Play}} | | {{Play}} |
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| | [[Category:Review on Release]] |