Difference between revisions of "WesnothManual"

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''This document is kept in synch with the MANUAL file distributed with the game -- please do not edit.''
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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.
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== Available Languages ==
  
 +
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 ==
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=== 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
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=== Development version ===
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Arrow keys    Scroll
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* [https://www.wesnoth.org/manual/dev/manual.id.html Bahasa Indonesian]
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Left click    Select unit, move unit
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* [https://www.wesnoth.org/manual/dev/manual.zh_TW.html Chinese (Traditional)]
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Right click    Main menu, cancel action
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* [https://www.wesnoth.org/manual/dev/manual.zh_CN.html Chinese (Zhongwen)]
−
Middle click  Center on pointer location
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* [https://www.wesnoth.org/manual/dev/manual.cs.html Czech]
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Escape        Exit game, exit menu, cancel message
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* [https://www.wesnoth.org/manual/dev/manual.en_GB.html English (GB)]
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ctrl-r        Recruit unit
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* [https://www.wesnoth.org/manual/dev/manual.en.html English (US)]
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ctrl-shift-r  Repeat last recruit
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* [https://www.wesnoth.org/manual/dev/manual.et.html Estonian]
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alt-r          Recall unit
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* [https://www.wesnoth.org/manual/dev/manual.fi.html Finnish]
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u              Undo last move (only deterministic moves can be undone)
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* [https://www.wesnoth.org/manual/dev/manual.fr.html French]
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r              Redo move
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* [https://www.wesnoth.org/manual/dev/manual.gl.html Galician]
−
m              Message another player (in multiplayer)
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* [https://www.wesnoth.org/manual/dev/manual.de.html German]
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M              Message your allies (in multiplayer)
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* [https://www.wesnoth.org/manual/dev/manual.hu.html Hungarian]
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alt-m          Message everyone in the game (in multiplayer)
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* [https://www.wesnoth.org/manual/dev/manual.it.html Italian]
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n              Cycle through units that have movement left
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* [https://www.wesnoth.org/manual/dev/manual.ja.html Japanese]
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N              Cycle through units that have movement left, in reverse order
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* [https://www.wesnoth.org/manual/dev/manual.pl.html Polish]
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space          End unit turn and cycle to next unit that has movement left
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* [https://www.wesnoth.org/manual/dev/manual.pt.html Portuguese]
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alt-e          End this player's turn (Wesnoth 0.9.4 and earlier)
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* [https://www.wesnoth.org/manual/dev/manual.pt_BR.html Portuguese (Brazil)]
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alt-space      End this player's turn (Wesnoth 0.9.5 and later)
+
* [https://www.wesnoth.org/manual/dev/manual.ru.html Russian]
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ctrl-space    Hold unit position; skip this unit when cycling through units
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* [https://www.wesnoth.org/manual/dev/manual.sr.html Serbian]
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ctrl-v        Show enemy moves (where the enemy can move next turn)
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* [https://www.wesnoth.org/manual/dev/manual.sr@latin.html Serbian (Latin transliteration)]
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ctrl-b        Show potential enemy moves, if your units were not on the map
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* [https://www.wesnoth.org/manual/dev/manual.sr@ijekavian.html Serbian (Ijekavian transliteration)]
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ctrl-f        Toggle full screen/windowed mode
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* [https://www.wesnoth.org/manual/dev/manual.sr@ijekavianlatin.html Serbian (Ijekavian Latin transliteration)]
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ctrl-a        Toggle accelerated game mode
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* [https://www.wesnoth.org/manual/dev/manual.sk.html Slovak]
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ctrl-s        Save game
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* [https://www.wesnoth.org/manual/dev/manual.es.html Spanish]
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ctrl-l        Load game
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* [https://www.wesnoth.org/manual/dev/manual.uk.html Ukrainian]
−
 
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* [https://www.wesnoth.org/manual/dev/manual.vi.html Vietnamese]
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/              Search
 
−
t              Continue interrupted unit move
 
−
z              Zoom in
 
−
x              Zoom out
 
−
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
 
−
alt-s          Show status table
 
−
ctrl-t        Show terrain table
 
−
ctrl-m        Toggle muting of game sounds
 
−
:              Command mode, see http://wesnoth.slack.it/?[[CommandMode]]
 
−
 
 
−
== Orbs ==
 
−
 
 
−
On the top of the energy bar shown next to each unit of yours is an orb.
 
−
This orb is:
 
−
* green if you control the unit and it hasn't moved this turn,
 
−
* yellow if you control the unit and it has moved this turn, but could still move further or attack,
 
−
* 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.
 
−
 
 
−
Enemy units have no orb on the top of their energy bar.
 
−
 
 
−
 
 
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== Description ==
 
−
 
 
−
The game takes place over a series of battles, or scenarios.
 
−
Each scenario pits your troops against the troops of one or
 
−
more adversaries. Each side begins with one leader in their keep.
 
−
 
 
−
 
 
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== Gold ==
 
−
 
 
−
Each side is given some amount of gold to begin with,
 
−
and receives 2 gold pieces per turn, plus 1 more gold piece for
 
−
every village that side controls.
 
−
 
 
−
Each unit also has an upkeep cost.
 
−
The upkeep cost is generally equal to the level of the unit,
 
−
unless the unit has the 'Loyal' trait (see below).
 
−
Units that are not recalled or recruited - i.e. that lead the side
 
−
or join the side voluntarily - usually have the Loyal trait.
 
−
Upkeep is only paid if the total upkeep of a
 
−
side's units is greater than the number of villages that side controls.
 
−
Upkeep paid is the difference between the number
 
−
of villages and the upkeep cost.
 
−
 
 
−
So, the formula for determining the income per turn is
 
−
 
 
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  2 + villages - maximum(0,upkeep - villages)
 
−
 
 
−
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
 
−
starts loosing gold, if it is equal, no income is gained or lost.
 
−
 
 
−
== Recruiting and Recalling ==
 
−
 
 
−
Units may be recruited with gold, as long as the leader is on a keep,
 
−
and there is at least one vacant castle hex in the castle the leader is
 
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in. Right-click in the empty hex and select Recruit to recruit new
 
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units from the list that is presented. The cost to Recruit depends on
 
−
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
 
−
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
 
−
unit retains its previous Level, Experience Points, and
 
−
(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
 
−
or recall that unit.
 
−
 
 
−
 
 
−
== Unit Specialties ==
 
−
 
 
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Unit specialties are described under Unit Description in-game.
 
−
 
 
−
 
 
−
== Traits ==
 
−
 
 
−
Units have traits which reflect aspects of their character.
 
−
Traits are assigned randomly to units when they are created.
 
−
Most units receive two traits. The possible traits are as follows:
 
−
 
 
−
Strong      does 1 extra damage per strike in melee, and has 2 extra hitpoints
 
−
Quick        has one extra movement point, but 10% fewer hitpoints
 
−
Resilient    has 7 more hitpoints
 
−
Intelligent  requires 20% less experience to advance a level (not Trolls)
 
−
 
 
−
There are also some traits that are not assigned randomly:
 
−
 
 
−
Loyal        has zero upkeep cost
 
−
Dextrous    does 1 extra damage per strike in ranged combat (Elves only)
 
−
Undead      immune to poison (Undead only)
 
−
 
 
−
 
 
−
== Moving ==
 
−
 
 
−
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.
 
−
Moving onto a village that is neutral or owned by an enemy will take
 
−
ownership of it.
 
−
If you select a destination which is beyond reach in the current turn,
 
−
the unit will enter 'goto-mode' and continue moving towards
 
−
that destination in subsequent turns.
 
−
You can easily undo goto movements in the beginning of your turn;
 
−
goto can be broken by selecting unit and choosing a new destination.
 
−
 
 
−
You may not move through hexes adjacent to enemy units
 
−
(their Zone of Control) without stopping.
 
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However, level 0 units have no Zone of Control.
 
−
 
 
−
 
 
−
== Fighting ==
 
−
 
 
−
If you move next to an enemy unit, you may attack it.
 
−
Click on your unit that is next to an enemy unit, and click on
 
−
the enemy you want to attack.
 
−
Every unit has one or more weapons it can attack with.
 
−
Some weapons, such as swords, are melee weapons, and some weapons,
 
−
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.
 
−
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.
 
−
 
 
−
Different types of attacks do different amounts of damage,
 
−
and a certain number of strikes may be made with each weapon.
 
−
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
 
−
in one exchange. This is generally written as 5-4,
 
−
meaning 5 damage per hit, and 4 strikes.
 
−
 
 
−
Every unit has a chance of being hit based on the terrain it is in.
 
−
For instance, units in castles and villages have a lower chance of
 
−
being hit, and Elves in forest have a low chance of being hit.
 
−
To see a unit's defense rating (i.e. chance not to be hit) in terrain,
 
−
click on the unit, and then mouse over the terrain you're
 
−
interested in, and the defense rating will be displayed as a
 
−
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
 
−
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.
 
−
 
 
−
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 |
 
−
| -------------------------------------------------- |
 
−
|  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:
 
−
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'
 
−
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.
 
−
 
 
−
An example of 'heals' with multiple adjacent units:
 
−
 
 
−
  Two units next to a 'healer' will receive 4 hitpoints each.
 
−
 
 
−
  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.
 
−
 
 
−
For more information see the in-game help.
 
−
 
 
−
== Experience ==
 
−
 
 
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Units are awarded experience for fighting.
 
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After obtaining enough experience, they will advance a level
 
−
and become more powerful.
 
−
The amount of experience gained depends on the level of the enemy
 
−
unit and the outcome of the battle: if a unit kills its opponent,
 
−
it receives 8 experience points per level of the enemy
 
−
(4 if the enemy is level 0), while units that survive a battle
 
−
without killing their opponents are awarded 1 experience point
 
−
per level of the enemy. In other words:
 
−
 
 
−
| enemy level | kill bonus | fighting bonus |
 
−
| ----------------------------------------- |
 
−
| 0          | 4          | 0              |
 
−
| 1          | 8          | 1              |
 
−
| 2          | 16        | 2              |
 
−
| 3          | 24        | 3              |
 
−
| 4          | 32        | 4              |
 
−
| 5          | 40        | 5              |
 
−
| 6          | 48        | 6              |
 
−
 
 
−
== Multiplayer ==
 
−
 
 
−
You can host multiplayer games with your client or
 
−
connect to the wesnoth game server and setup your game there.
 
−
If you host a game with your client, other players need to
 
−
be able to connect to your port 15000 using TCP. If you are
 
−
behind a firewall, you will probably need to change your
 
−
firewall settings to allow incoming connections to port 15000,
 
−
and tell your firewall to forward such traffic to the machine
 
−
hosting the game.
 
−
You should not need to make firewall changes to join games
 
−
hosted on a public server or by someone else.
 
−
 
 
−
Public Official servers:
 
−
  server.wesnoth.org       most recent release of the game
 
−
  devsrv.wesnoth.org       up-to-date CVS version of the game
 
−
 
 
−
Additional servers are listed at http://wesnoth.slack.it/?[[MultiplayerServers]]
 
−
 
 
−
 
 
−
Setting up a multiplayer game
 
−
 
 
−
* Step 1: select multiplayer from main screen and choose to either:
 
−
** a) join official server and create game,
 
−
** b) join any other server or game hosted by another player,
 
−
** c) select to host game on your client,
 
−
** d) create a multiplayer game on your own computer as a hotseat game, or
 
−
** e) play against the computer.
 
−
* Step 2: select map and configure game settings
 
−
(fog of war, shroud, gold per village).
 
−
* Step 3: configure players (teams/alliances, starting gold, faction)
 
−
and then wait for all players set to 'network player' to join the game.
 
−
You will see "network player" replaced with their nicknames as they join.
 
−
* Step 4: click [I'm Ready].
 
−
 
 
−
 
 
−
== Campaign Server ==
 
−
 
 
−
You can fetch additional campaigns by selecting Campaign from the title
 
−
screen, and in the campaign menu, selecting Get More Campaigns.  This
 
−
will attempt to make a TCP connection to port 15002 of the campaign
 
−
server ('''campaigns.wesnoth.org''') so you need to ensure your firewall
 
−
allows this. The campaigns are contributed by users and not all will
 
−
work properly on the current release of the game -- check the forums at
 
−
if you are having problems.
 
−
 
 
−
 
 
−
== Other Resources ==
 
−
 
 
−
In-game Help is available in scenarios, press the Help hotkey or select
 
−
Help from the menu.  The overall homepage of the project is at
 
−
http://www.wesnoth.org/ and this links to many other pages related to
 
−
the game.  Of these, our wiki at http://wiki.wesnoth.org/ contains
 
−
contributed walkthroughs and tips for playing the game, the unit
 
−
advancement tree, information about making your own scenarios and
 
−
campaigns, how to contribute as a developer or a translator, and much
 
−
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
 
−
you can discuss the game with over 2000 forum members. The forums also
 
−
contain a searchable archive of tens of thousands of posts, spanning
 
−
over two years -- an invaluable source of information.
 
  
 
== 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]
  
  
 
{{Play}}
 
{{Play}}
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[[Category:Review on Release]]

Latest revision as of 01:08, 6 September 2021

This page was last edited on 6 September 2021, at 01:08.