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.
  
If you are new to ''Battle for Wesnoth'' you might want to read the [[GettingStarted]] guide first.
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== 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.
  
== Controls ==
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=== Stable version ===
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* [https://www.wesnoth.org/manual/stable/manual.id.html Bahasa Indonesian]
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* [https://www.wesnoth.org/manual/stable/manual.zh_TW.html Chinese (Traditional)]
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* [https://www.wesnoth.org/manual/stable/manual.zh_CN.html Chinese (Zhongwen)]
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* [https://www.wesnoth.org/manual/stable/manual.cs.html Czech]
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* [https://www.wesnoth.org/manual/stable/manual.en_GB.html English (GB)]
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* [https://www.wesnoth.org/manual/stable/manual.en.html English (US)]
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* [https://www.wesnoth.org/manual/stable/manual.et.html Estonian]
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* [https://www.wesnoth.org/manual/stable/manual.fi.html Finnish]
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* [https://www.wesnoth.org/manual/stable/manual.fr.html French]
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* [https://www.wesnoth.org/manual/stable/manual.gl.html Galician]
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* [https://www.wesnoth.org/manual/stable/manual.de.html German]
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* [https://www.wesnoth.org/manual/stable/manual.hu.html Hungarian]
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* [https://www.wesnoth.org/manual/stable/manual.it.html Italian]
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* [https://www.wesnoth.org/manual/stable/manual.ja.html Japanese]
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* [https://www.wesnoth.org/manual/stable/manual.pl.html Polish]
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* [https://www.wesnoth.org/manual/stable/manual.pt.html Portuguese]
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* [https://www.wesnoth.org/manual/stable/manual.pt_BR.html Portuguese (Brazil)]
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* [https://www.wesnoth.org/manual/stable/manual.ru.html Russian]
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* [https://www.wesnoth.org/manual/stable/manual.sr.html Serbian]
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* [https://www.wesnoth.org/manual/stable/manual.sr@latin.html Serbian (Latin transliteration)]
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* [https://www.wesnoth.org/manual/stable/manual.sr@ijekavian.html Serbian (Ijekavian transliteration)]
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* [https://www.wesnoth.org/manual/stable/manual.sr@ijekavianlatin.html Serbian (Ijekavian Latin transliteration)]
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* [https://www.wesnoth.org/manual/stable/manual.sk.html Slovak]
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* [https://www.wesnoth.org/manual/stable/manual.es.html Spanish]
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* [https://www.wesnoth.org/manual/stable/manual.uk.html Ukrainian]
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* [https://www.wesnoth.org/manual/stable/manual.vi.html Vietnamese]
  
F1    The Battle for Wesnoth Help
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=== Development version ===
Arrow keys    Scroll
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* [https://www.wesnoth.org/manual/dev/manual.id.html Bahasa Indonesian]
Left click    Select unit, move unit
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* [https://www.wesnoth.org/manual/dev/manual.zh_TW.html Chinese (Traditional)]
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]
Escape        Exit game, exit menu, cancel message
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* [https://www.wesnoth.org/manual/dev/manual.en_GB.html English (GB)]
ctrl-r        Recruit unit
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* [https://www.wesnoth.org/manual/dev/manual.en.html English (US)]
ctrl-shift-r  Repeat last recruit
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* [https://www.wesnoth.org/manual/dev/manual.et.html Estonian]
alt-r          Recall unit
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* [https://www.wesnoth.org/manual/dev/manual.fi.html Finnish]
u              Undo last move (only deterministic moves can be undone)
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* [https://www.wesnoth.org/manual/dev/manual.fr.html French]
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]
M              Message your allies (in multiplayer)
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* [https://www.wesnoth.org/manual/dev/manual.hu.html Hungarian]
alt-m          Message everyone in the game (in multiplayer)
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* [https://www.wesnoth.org/manual/dev/manual.it.html Italian]
n              Cycle through units that have movement left
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* [https://www.wesnoth.org/manual/dev/manual.ja.html Japanese]
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]
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]
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)]
alt-space      End this player's turn (Wesnoth 0.9.5 and later)
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* [https://www.wesnoth.org/manual/dev/manual.ru.html Russian]
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]
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)]
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)]
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)]
ctrl-a        Toggle accelerated game mode
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* [https://www.wesnoth.org/manual/dev/manual.sk.html Slovak]
ctrl-s        Save game
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* [https://www.wesnoth.org/manual/dev/manual.es.html Spanish]
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]
  
/              Search
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== See Also ==
t              Continue interrupted unit move
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* [https://forum.wesnoth.org/ Official Wesnoth Forums]
z              Zoom in
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* [https://discord.gg/battleforwesnoth Official Wesnoth Discord]
x              Zoom out
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* [ircs://irc.libera.chat/wesnoth Official #wesnoth IRC channel on Libera.Chat]
c              Reset zoom to default
 
ctrl-n        Rename unit
 
1-7            Show how far currently selected unit can move in that many turns
 
l              Move to leader unit
 
d              Describe current unit
 
ctrl-d        View defensive ratings of current unit against attacks
 
ctrl-g        Toggle grid
 
alt-k          Toggle shroud
 
ctrl-k        Update shroud
 
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
 
* blue if the unit is an ally you do not control.
 
 
 
Enemy units have no orb on the top of their energy bar.
 
 
 
 
 
== 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.
 
 
 
 
 
== 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
 
 
 
  2 + villages - maximum(0,upkeep - villages)
 
 
 
where upkeep is equal to the sum of the levels of all your non-loyal units.
 
 
 
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
 
in.  Right-click in the empty hex and select Recruit to recruit new
 
units from the list that is presented.  The cost to Recruit depends on
 
the unit, but is usually between 10 and 20 gold.
 
 
 
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
 
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.
 
 
 
You are not able to move or attack with a unit on the turn you recruit
 
or recall that unit.
 
 
 
 
 
== Unit Specialties ==
 
 
 
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
 
turn become lit up, while everywhere it can't move is marked in grey.
 
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.
 
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.
 
 
 
If you attack with a melee weapon, the enemy you attack
 
will be able to strike back at you with its melee weapon.
 
If you attack with a ranged weapon, the
 
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
 
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.
 
 
 
 
 
== Alignment ==
 
 
 
Every unit has an alignment: lawful, neutral, or chaotic.  Alignment
 
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
 
day and less at night.  Chaotic units do more damage at night and less
 
during the day.
 
 
 
The two "day" and "night" phases are differentiated as Morning,
 
Afternoon and First Watch, Second Watch, by the positions of the sun and
 
moon in the time of day graphic.
 
 
 
The following table shows the effects of different times of the
 
day on the damage dealt by lawful and chaotic units:
 
  
| turn |  day-phase            |  lawful |  chaotic |
 
| -------------------------------------------------- |
 
|  1  |  dawn                  |    -    |    -    |
 
|  2  |  day (Morning)        |  +25%  |  -25%  |
 
|  3  |  day (Afternoon)      |  +25%  |  -25%  |
 
|  4  |  dusk                  |    -    |    -    |
 
|  5  |  night (First Watch)  |  -25%  |  +25%  |
 
|  6  |  night (Second Watch)  |  -25%  |  +25%  |
 
 
For example:
 
consider a fight between a Lawful and a Chaotic unit when both
 
have a base damage of 12.  At dawn and dusk, both will do 12 points
 
of damage if they hit. During Morning or Afternoon, the
 
Lawful unit will do (12 * 1.25) or 15 points, while the Chaotic unit
 
will do (12 * 0.75) or 9 points.  During First or Second Watch, the
 
Lawful unit would do 9 points compared to the Chaotic unit's 15.
 
 
If an equivalent Neutral unit were fighting, it would always do 12 points
 
of damage regardless of the hour.
 
 
== Healing ==
 
 
Injured units in villages will recover 8 hitpoints every turn.
 
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
 
a turn is 'resting' and will recover 2 hitpoints.
 
Hitpoints recovered through 'resting' are added on top of hitpoints
 
recovered through healing or regenerating.
 
 
A unit with the 'heals' ability may heal up to 8 hitpoints total per turn.
 
A unit with the 'cures' ability may heal up to 18 hitpoints total per turn.
 
 
Units next to unit(s) with the 'heals' ability will recover a maximum of
 
4 hitpoints per turn; units next to unit(s) with the 'cures' ability will
 
recover a maximum of 8 hitpoints per turn.
 
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.
 
 
  Three units next to a 'healer' will not receive 4 hitpoints each;
 
  instead, two will receive 3 hitpoints each and one will receive 2 hitpoints.
 
 
A unit may be healed a maximum of 8 hitpoints per turn,
 
with a possible 2 hitpoints extra if resting.
 
Trolls, which have the regenerate ability, will
 
only recover 8 hitpoints when residing in a village, not 16.
 
Nor will a unit inside a village get extra healing from
 
adjacent healers.
 
 
'Heals' prevents poison from causing damage while 'cures' removes poison.
 
When poison is cured or prevented the unit does not gain or lose hitpoints on
 
that turn due to healing/poisoning.
 
 
For more information see the in-game help.
 
 
 
== Experience ==
 
 
Units are awarded experience for fighting.
 
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 ==
 
* http://forum.wesnoth.org/
 
* [irc://irc.wesnoth.org/wesnoth #wesnoth IRC channel]
 
* http://www.wesnoth.org/
 
  
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{{Play}}
  
{{Players}}
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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.