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THE BATTLE FOR WESNOTH MANUAL
Check CVS v1.46 for formatting and additional content
If you are new to Battle for Wesnoth you might want
to read the GettingStarted guide first.
CONTROLS
F1 The Battle for Wesnoth Help
Arrow keys Scroll
Left click Select unit, move unit
Right click Main menu, cancel action
Middle click Center on pointer location
Escape Exit game, exit menu
z Zoom in
x Zoom out
c Reset zoom to default
u Undo last move (only deterministic moves can be undone)
r Redo move
n Cycle through units that have movement left
1-7 Show how far currently selected unit can move in that many turns
ctrl-v Show enemy moves (where the enemy can move next turn)
space End unit turn and cycle to next unit that has movement left
l Move to leader unit
ctrl-f Toggle fullscreen/windowed mode
ctrl-r Recruit unit
ctrl-shift-r Repeat last recruit
alt-r Recall unit
ctrl-a Toggle accelerated game mode
d Describe current unit
ctrl-d View defensive ratings of current unit against attacks
ctrl-s Save game
ctrl-l Load game
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 this unit, but it has already used all its movement this
turn
* blue if the unit is an ally you do not control.
Enemy units have no orb on the top of their energy bar.
(In older versions < 0.5.2 there was a black orb on the top of
the energy bar of enemy units.)
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
(but see the 'Loyal' trait below).
Units that are not recalled or recruited - i.e. that lead the side
or join the side voluntarily - are usually Loyal.
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 units
that have been recalled and recruited.
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 and select Recruit to recruit new units.
After you complete a scenario, all surviving units will be available
to you next scenario.
Right-click and select Recall to re-recruit
units from previous scenarios.
Recalling costs 20 pieces of gold.
You can first highlight a free castle tile and then proceed with recruit,
this way you can choose the tile for recruited unit to appear.
This works for recruiting and recalling.
You are not able to move 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.
Each unit receives two traits. The possible traits are as follows:
Loyal upkeep cost is zero
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 to the next level
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 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 they 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
his sword every time it hits, and he can strike 4 blows with it
in one exchange. This is generally written as 5-4.
Every unit has a chance of being hit based on the terrain it is in.
Units in castles and villages have a lower chance of being hit,
Elves in forest have a low chance of being hit, etc.
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 top right corner.
ALIGNMENT
Every unit has an alignment: lawful, neutral, or chaotic.
Their alignment affects how they perform at different times
of day. The following table illustrates the different times of the day:
<table border=1>
<tr><td>turn</td><td>day-phase</td></tr>
<tr><td>1</td><td>dawn</td></tr>
<tr><td>2</td><td>day (morning)</td></tr>
<tr><td>3</td><td>day (afternoon)</td></tr>
<tr><td>4</td><td>dusk</td></tr>
<tr><td>5</td><td>night (first watch)</td></tr>
<tr><td>6</td><td>night (second watch)</td></tr>
</table>
Units that are Lawful deal 25% more damage during the day,
and 25% less damage at night. Units that are Chaotic deal 25% more
damage at night, and 25% less damage during the day.
Neutral units have their fighting unaffected by the day/night cycle.
Note also that in-game, 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 graphic.
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' is 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 game 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,
so you will probably need to change your firewall settings.
Public servers:
server.wesnoth.org for releases of the game
devsrv.wesnoth.org for CVS versions of the game
Setting up 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) to 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].
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