[help]
[toplevel]
sections=introduction,gameplay,units,abilities_section,traits_section,weapon_specials,terrains,commands
topics=about,license
[/toplevel]

[section]
id=introduction
title= _ "Introduction"
topics=introduction_topic,about_game
[/section]

[section]
id=gameplay
title= _ "Gameplay"
topics=fundamentals,recruit_and_recall,hitpoints,orbs,movement,shroud_and_fog,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
[/section]

[section]
id=traits_section
title= _ "Traits"
topics=traits,traits_fearless,traits_intelligent,traits_resilient,traits_strong,traits_quick,traits_dextrous,traits_healthy,traits_loyal,traits_undead
# Not used since generated text was not really suitable.
#generator=traits
sort_topics=no
[/section]

[section]
id=units
title= _ "Units"
generator=units
sort_topics=yes
[/section]

[section]
id=abilities_section
title= _ "Abilities"
topics=abilities
generator=abilities
sort_topics=generated
[/section]

[section]
id=weapon_specials
title= _ "Weapon Specials"
generator=weapon_specials
sort_topics=generated
[/section]

[section]
id=terrains
title= _ "Terrains"
topics=terrain_castle,terrain_village,terrain_water_village,terrain_deep_water,terrain_shallow_water,terrain_swamp_water,terrain_ford,terrain_bridge,terrain_sand,terrain_desert,terrain_savanna,terrain_grassland,terrain_road,terrain_forest,terrain_canyon,terrain_cave,terrain_cavewall,terrain_rockbound_cave,terrain_illuminated_cave,terrain_fungus,terrain_lava,terrain_hills,terrain_mountains,terrain_tundra,terrain_ice,terrain_impassable_mountain
sort_topics=yes
[/section]

[section]
id=commands
title= _ "Commands"
topics=general_commands,mp_commands
[/section]

[topic]
id=abilities
title= _ "Overview"
text= _ "Certain units have abilities that either directly affect other units, or have an impact on how the unit interacts with other units. These abilities will be listed under this topic as you encounter them."
[/topic]

[topic]
id=introduction_topic
title= _ "Overview"
text="<img>src=misc/logo.png align=middle box=no</img>" + _"

Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, Battle for Wesnoth strives for simplicity of both rules and gameplay. This does not make the game simple, however - from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master."
[/topic]

[topic]
id=fundamentals
title= _ "Fundamentals of Gameplay"
text= _ "These pages outline all you need to know to play Battle for Wesnoth. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included." + _"

To begin with, it's best to click the <italic>text=Tutorial</italic> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first - click <italic>text=Campaign</italic> then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite challenging, you may wish to start on <italic>text=Easy</italic>." + "

<img>src=help/tooltip.png align=right float=yes</img>" +
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst=abilities text=abilities</ref> for the first time."
[/topic]

[topic]
id=about_game
title= _ "About the Game"
text=_"The game takes place over a series of battles, called scenarios. Each scenario pits your troops against the troops of one or more adversaries. You can play against the computer, or with friends who each take turns sitting at the computer (hotseat play). If your computer is connected to a computer network, you can also play against other people connected to that network. If your computer has a connection to the Internet, you can play against other people across the Internet." + _"

Each scenario has some objectives, shown as the scenario starts. These objectives list what you need to do to win, and what you should do to avoid losing. Often the objective is to defeat all enemies, but other times you need to reach a destination, to rescue someone, to solve a puzzle, or just to survive a certain number of turns." + _"

Campaigns consist of multiple scenarios that follow on from each other, telling a story. In a campaign, you often need to play more carefully, preserving your best troops so that they can be used again in later scenarios in the campaign."
[/topic]

[topic]
id=recruit_and_recall
title= _ "Recruiting and Recalling"
text="<img>src=help/recruit.png align=left float=yes</img>" + _"Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit <ref>dst=units text=units</ref> into your army. To recruit, you must have your leader (for instance, Konrad in the Heir to the Throne campaign) on the Keep square of a <ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either choosing Recruit from the menu or right-clicking on a hex and selecting <italic>text=Recruit</italic>. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it." + _"

If you right-clicked on a castle hex and selected recruit, the new unit will appear in that square. Otherwise, it will appear in a free square near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting." + _"

Recruited units come with two random <ref>dst=traits text=Traits</ref> which modify their statistics." + _"

In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios." + _"

Units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for more information."
[/topic]

[topic]
id=orbs
title= _ "Orbs"
text= _ "On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:" + "
<img>src=help/orb-green.png align=here</img>" + _ "green if it hasn't moved this turn," + "
<img>src=help/orb-yellow.png align=here</img>" + _ "yellow if it has moved, but could still move further or attack, or" + "
<img>src=help/orb-red.png align=here</img>" + _ "red if it has used all its movement this turn." + "
<img>src=help/orb-blue.png align=here</img>" + _ "The orb is blue if the unit is an ally you do not control." + "
<img>src=help/orb-none.png align=here</img>" + _ "Enemy units have no orb on top of their energy bar."
[/topic]

[topic]
id=hitpoints
title= _ "Hitpoints and Experience"
text= "<img>src=help/hpxp.png align=right float=yes</img>" + _"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of experience points (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." +
"

" +
_"The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + "
<img>src=help/hp-bars.png align=left float=yes</img>" + _"The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst=experience_and_advancement text=advance</ref>."
[/topic]

[topic]
id=movement
title= _ "Movement"
text="<img>src=help/moving1.png align=left float=yes</img>" + "<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in Battle for Wesnoth is simple. Click on the unit you wish to move to select it, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns. If you don't use up all of a unit's movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don't already own will also use up a unit's movement, but will still allow it to attack." + _"

Each unit has a certain number of movement points which are used up when moving into a new hex, depending on the Terrain of that particular hex. For instance, grassland nearly always costs 1 movement point to enter. Exactly how many movement points are spent entering a hex depends on the unit type - in forest, elvish units only spend 1 movement point, most human and orc units spend 2, while horsemen spend 3. You can learn how many movement points a unit requires to enter a certain terrain type by right-clicking on it, selecting Unit Description, and then looking at <italic>text='Terrain Modifiers'</italic>." + _"

Another thing to keep in mind while moving is Zones of Control. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore zones of control." + _"

To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress."
[/topic]

[topic]
id=shroud_and_fog
title= _ "Shroud and Fog of War"
text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The Shroud hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The Fog of War only hides units and ownership of villages (other than by you or your allies). The Fog of War is cleared temporarily when you have units nearby, but returns when they leave. Both the Shroud and the Fog of War are cleared by units. Each unit clears locations adjacent to those within one turn's move (ignoring zones of control and enemy units).

Normaly you can undo a unit's movement, as long as an event with a randomized result has not occurred, such as combat or a recuritment. Exploring hidden terrain by clearing Shroud or Fog will also prevent undos to a previous state. You may wish to activate 'delay shroud updates' in the actions menu. This will prevent units from clearing Shroud or Fog until the next randomized event or a manual update via 'update shroud now' (or the end of your turn) and thereby perserve your ability to undo movement."
[/topic]

[topic]
id=combat
title= _ "Combat"
text= _ "Combat in Battle for Wesnoth always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: melee, which usually involves weapons such as swords, axes or fangs; and ranged, which usually involves weapons such as bows, spears and fireballs." + _"

<header>text='Order and number of strikes'</header>" + _"

The attacker gets the first strike, then the defender retaliates. Each strike either hits, doing a given amount of damage, or misses, doing no damage at all. Strikes alternate until each unit has used up all of its strikes. The number of strikes a unit has varies; for instance, an Elvish fighter with a 5-4 attack may strike 4 times, each successful strike dealing 5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but at 9 damage for each hit)." + _"

<header>text='Chance to hit'</header>" + _"

Every unit has a chance of being hit, based on the Terrain it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting Unit Description, and then looking at <italic>text='Terrain Modifiers'</italic>. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elf's chance of hitting the attacker in return depends on what terrain the attacker is in." + _"

There are two exceptions to this rule: <ref>dst=weaponspecial_magical text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, regardless of terrain, and, when used offensively, Marksmen always have at least a 60% chance to hit, regardless of terrain." + _"

<header>text=Damage</header>" + _"

Each strike which hits causes a base amount of damage depending on the attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base damage. This is usually modified by two things: <ref>dst=damage_types_and_resistance text=Resistance</ref> and <ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is modified by the circumstances, select <italic>text='Damage Calculations'</italic> in the attack selection menu." + _"

A few units have special <ref>dst=abilities text=abilities</ref> which affect damage dealt in combat. The most common of these is <ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage dealt by both attacker and defender when the unit with Charge attacks."
[/topic]

[topic]
id=damage_types_and_resistance
title= _ "Damage Types and Resistance"
text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: Blade, Pierce and Impact damage. Additionally, there are three further types of damage usually associated with magical attacks: Fire, Cold and Arcane attacks. Different units may have resistances which alter the damage which they take from certain damage types." + _"

Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has -100% resistance against a damage type, it will suffer 100% more damage when hit by that type." + _"

For example, Skeletons are highly resistant to Blade and Pierce damage, but are vulnerable to Impact and Fire damage, and extremely vulnerable to Arcane damage." + _"

If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type."
[/topic]

[topic]
id=time_of_day
title= _ "Time of Day"
text= _"The time of day affects the damage of certain units as follows:
 Lawful units get +25% damage in daytime, and -25% damage at night.
 Chaotic units get +25% damage at night, and -25% in daytime.
 Neutral units are unaffected by the time of day." + _"

The current time of day can be observed under the minimap in the status pane. For the usual day/night cycle, Morning and Afternoon count as day, First and Second Watch count as night:
" + _"Dawn" + " <jump>to=160</jump><img>src=misc/schedule-dawn.png align=here</img>
" + _"Morning" + " <jump>to=160</jump><img>src=misc/schedule-morning.png align=here</img>
" + _"Afternoon" + " <jump>to=160</jump><img>src=misc/schedule-afternoon.png align=here</img>
" + _"Dusk" + " <jump>to=160</jump><img>src=misc/schedule-dusk.png align=here</img>
" + _"First Watch" + " <jump>to=160</jump><img>src=misc/schedule-firstwatch.png align=here</img>
" + _"Second Watch" + " <jump>to=160</jump><img>src=misc/schedule-secondwatch.png align=here</img>
" + "
<img>src=misc/schedule-underground.png align=right float=yes</img>" + _"Keep in mind that some scenarios take place underground, where it is perpetually night!"
[/topic]

[topic]
id=experience_and_advancement
title= _ "Experience and Advancement"
text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit they're fighting. If a unit kills another in combat, however, it gains much more experience - 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _"

Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options." + _"

While most units have three levels, not all do. Occasional units (such as <ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached its maximum level, it may have an After Maximum Level Advancement (AMLA) available to it. The AMLA will modify the unit each time the unit reaches the experience goal, but the unit will remain the same level. The typical AMLA effect is for the unit to raise the maximum HP by 3.  The first AMLA will normally be reached with 100 XP gained (80 XP for intelligent units).  However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is often more useful to try to advance your lower level units.

Note that only a small number of units, for example the Necrophage, will actually heal with AMLA effects. Most units just gain the bonus to the Maximum HP."
[/topic]

[topic]
id=healing
title= _ "Healing"
text= _ "In combat, your units will inevitably take damage. When a unit <ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action." + _"

Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP in its next turn." + _"
Villages: A unit which starts a turn in a village will heal 8HP." + _"
<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as trolls) will automatically heal 8HP every turn." + _"
Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability will heal each allied adjacent unit, usually 4 or 8HP per turn, or prevent Poison from causing that unit damage." + _"
Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." + _"

Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios."
[/topic]

[topic]
id=income_and_upkeep
title= _ "Income and Upkeep"
text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; Income and Upkeep." + _"

Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. Thus, if you have ten villages, you would normally gain 12 gold each turn. Your Upkeep costs are subtracted from this income, as detailed below." + _"

Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels <italic>text=worth</italic> of units as you have villages, without paying any upkeep. However, for each level of unit beyond the number of villages you have, you must pay one gold per turn. For example, if you have twelve level one units and ten villages, you would have to pay two gold each turn in upkeep." + _"

Upkeep costs are subtracted from your Income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." + _"
There is one important exception to Upkeep: units with the Loyal trait never incur upkeep. Units you begin the scenario with (such as Konrad or Delfador), or units who join you during a scenario (such as the Horseman in the second scenario of Heir to the Throne) will usually have the Loyal trait."
[/topic]

[topic]
id=wrap_up
title= _ "Wrap Up"
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on Basic Strategy, or familiarise yourself with <ref>dst=traits text=Traits</ref> and <ref>dst=abilities text=Abilities</ref>, but you now know everything you need to know to play the Heir to the Throne campaign. Have fun, and good luck!"
[/topic]

[topic]
id=about
title= _ "Contributors"
generator=about
[/topic]

[topic]
id=license
title= _ "License"
text="{COPYING.txt}"
[/topic]

[topic]
id=traits
title= _ "Overview"
text= _ "Most units have two traits. However, Undead units are assigned the single trait 'Undead', and Woses do not receive any traits. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"

The traits that are available to all non-Undead units are <ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and <ref>dst=traits_strong text=Strong</ref>." + _"

Other traits that may be assigned to units are <ref>dst=traits_dextrous text=Dextrous</ref>, <ref>dst=traits_loyal text=Loyal</ref>, and <ref>dst=traits_undead text=Undead</ref>."
[/topic]

[topic]
id=traits_intelligent
title= _ "Intelligent"
text= _ "Intelligent units require 20% less experience than usual to advance." + _"

Intelligent units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the After Maximum Level Advancement (AMLA) is not as significant a change as advancing a level. If you have many 'maximum level' units you may wish to recall units with more desirable traits."
[/topic]

[topic]
id=traits_quick
title= _"Quick"
text= _"Quick units have 1 extra movement point, but 10% less HP than usual." + _"

Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the Quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, Quick units aren't quite as tough as units without this trait and are subsequently less good at holding contested positions."
[/topic]

[topic]
id=traits_resilient
title= _"Resilient"
text= _"Resilient units have 10% +3 more HP than usual." + _"

Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
[/topic]

[topic]
id=traits_strong
title= _"Strong"
text= _"Strong units do 1 more damage for every successful strike in melee combat, and have 1 more HP." + _"

While useful for any close-combat unit, Strong is most effective for units who have a high number of swings such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
[/topic]

[topic]
id=traits_fearless
title= _"Fearless"
text= _"Aversion to light and dark holds no sway over these brave individuals."
[/topic]

[topic]
id=traits_loyal
title= _"Loyal"
text= _"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." + _"

During campaigns, certain units may opt to join the player's forces of their own volition. These units are marked with the Loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
[/topic]

[topic]
id=traits_undead
title= _"trait^Undead"
text= _"Undead units are immune to poison, also drain and plague doesn't work on them." + _"

Undead units generally have 'Undead' as their only trait. Since Undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks."
[/topic]

[topic]
id=traits_dextrous
title= _"Dextrous"
text= _"Dextrous units do 1 more damage for every successful strike in ranged combat." + _"

Dextrous is a trait possessed only by Elves. The Elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
[/topic]

[topic]
id=traits_healthy
title= _"Healthy"
text= _"Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling."
[/topic]


[topic]
id=terrain_grassland
title= _ "Grassland"
text= "<img>src=terrain/flat/grass-r1.png align=left box=no</img> <img>src=terrain/flat/grass-flowers2.png align=middle box=no</img><img>src=terrain/flat/farm-veg-spring-icon.png align=right box=no</img>

" + _ "Grassland represents open plains, whether cultivated, cut back for grazing, or wild. Being open ground, Grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.

Most units have defense of 30 to 40% on grassland."
[/topic]

[topic]
id=terrain_road
title= _ "Road"
text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/desert-road.png align=middle box=no</img> <img>src=terrain/flat/dirt.png align=right box=no</img>

" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
[/topic]

[topic]
id=terrain_forest
title= _ "Forest"
text= "<img>src=terrain/forest/pine-tile.png align=left box=no</img> <img>src=terrain/snow-forest-tile.png align=middle box=no</img> <img>src=terrain/forest/tropical-tile.png align=right box=no</img>

" + _ "Forests represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.

Most units have 50% defense in forests, but cavalry are limited to 40%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests.

" + "<img>src=terrain/forest/great-tree-tile.png align=middle box=no</img>"
[/topic]

[topic]
id=terrain_hills
title= _ "Hills"
text= "<img>src=terrain/hills-variation1.png align=left box=no</img> <img>src=terrain/snow-hills.png align=middle box=no</img>

" + _ "Hills represent any reasonably rough terrain, with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.

Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills."
[/topic]

[topic]
id=terrain_mountains
title= _ "Mountains"
text= "<img>src=terrain/mountain-tile.png align=left box=no</img>

" + _ "Mountains are steep enough that units often have to climb over obstacles to move. By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both Dwarves and Trolls are native to mountainous terrain, and have a very easy time getting around.

Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
[/topic]

[topic]
id=terrain_swamp_water
title= _ "Swamp"
text= "<img>src=terrain/swamp/water-tile.png align=left box=no</img>

" + _ "Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.

Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all generally enjoy 60%."
[/topic]

[topic]
id=terrain_shallow_water
title= _ "Shallow Water"
text= "<img>src=terrain/water/coast.png align=left box=no</img>

" + _ "Shallow water represents any body of water deep enough to come up to roughly a man's waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.

Most units make do with 20 to 30% defense in shallow water, whereas both Naga and Mermen enjoy 60%."
[/topic]

[topic]
id=terrain_deep_water
title= _ "Deep Water"
text= "<img>src=terrain/water/ocean.png align=left box=no</img>

" + _ "Deep water represents any body of water deep enough to cover a man's head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.

Mermen and Naga both receive 50% defense in deep water, with full movement."
[/topic]

[topic]
id=terrain_tundra
title= _ "Snow"
text= "<img>src=terrain/snow.png align=left box=no</img>

" + _ "Snow represents any flat area that is frozen, either permanently (like tundra), or temporarily (like snow-covered grassland). Most units are slowed down by snow, and have a harder time defending themselves.

Most units have 20 to 40% defense in snow."
[/topic]

[topic]
id=terrain_ice
title= _ "Ice"
text= "<img>src=terrain/ice.png align=left box=no</img>

" + _ "Ice represents any body of frozen water. For gameplay purposes, it is identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice."
[/topic]

[topic]
id=terrain_castle
title= _ "Castle"
text= "<img>src=terrain/castle/castle-tile.png align=left box=no</img> <img>src=terrain/castle/encampment-tile.png align=middle box=no</img> <img>src=terrain/castle/dwarven-castle-tile.png align=right box=no</img>

" + _ "Castles are any sort of permanent fortification. Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and all units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.

Most units have about 60% defense in a castle.

" + "<img>src=terrain/castle/swamp-ruin-tile.png align=left box=no</img> <img>src=terrain/castle/ruin-tile.png align=middle box=no</img> <img>src=terrain/castle/sunken-ruin-tile.png align=right box=no</img>"
[/topic]

[topic]
id=terrain_sand
title= _ "Sand"
text= "<img>src=terrain/sand.png align=left box=no</img>

" + _ "The instability of sand makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the lizardly races make sand much easier for them to navigate.

Most units receive 20 to 40% defense in Sand."
[/topic]

[topic]
id=terrain_desert
title= _ "Desert"
text= "<img>src=terrain/desert.png align=left box=no</img>

" + _ "Deserts have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst=terrain_sand text=Sand</ref>."
[/topic]

[topic]
id=terrain_cave
title= _ "Cave"
text= "<img>src=terrain/cave/floor3.png align=left box=no</img>

" + _ "Cave terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and Trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <ref>dst=terrain_illuminated_cave text=Illuminated</ref>.

Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
[/topic]

[topic]
id=terrain_rockbound_cave
title= _ "Rockbound Cave"
text= "<img>src=terrain/cave/hills-variation1.png align=left box=no</img>

" + _ "Rockbound cave terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and Trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst=terrain_illuminated_cave text=Illuminated</ref>

Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in Rockbound caves."
[/topic]

[topic]
id=terrain_illuminated_cave
title= _ "Illuminated Cave"
text= "<img>src=terrain/cave/beam-tile.png align=left box=no</img> <img>src=terrain/cave/hills-beam-tile.png align=right box=no</img>

" + _ "Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness.  This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrains."
[/topic]

[topic]
id=terrain_fungus
title= _ "Mushroom Grove"
text= "<img>src=terrain/mushrooms-tile.png align=left box=no</img>

" + _ "Mushroom groves are vast underground forests of giant mushrooms, which thrive in the damp darkness.  Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks.  Mounted units, however, become completely mired and lack proper freedom of movement in combat.  Undead units have a natural affinity for decay and function quite well in mushroom forests.

Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%."
[/topic]

[topic]
id=terrain_savanna
title= _ "Savanna"
text= "<img>src=terrain/flat/savanna.png align=left box=no</img>

" + _ "Savannas are plains of tall grass, found in the warmer climates of the world. For gameplay purposes, they are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
[/topic]

[topic]
id=terrain_village
title= _ "Village"
text= "<img>src=terrain/village/human-tile.png align=left box=no</img> <img>src=terrain/village/elven-tile.png align=middle box=no</img><img>src=terrain/village/swampwater-tile.png align=right box=no</img>

" + _ "Villages represent any group of buildings, human or otherwise. Almost all units, even cavalry, have any easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.

Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.

" + "<img>src=terrain/village/human-snow-hills-tile.png align=left box=no</img> <img>src=terrain/village/dwarven-tile.png align=middle box=no</img> <img>src=terrain/village/desert-tile.png align=right box=no</img>"
[/topic]

[topic]
id=terrain_water_village
title= _ "Submerged Village"
text= "<img>src=terrain/village/coast-tile.png align=left box=no</img> <img>src=terrain/village/swamp-merfolk-tile.png align=right box=no</img>

" + _ "Submerged villages are the homes of Merfolk and Nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilites are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.

Merfolk and Nagas have 60% defense in submerged villages, whereas land based units usually have a low defence."
[/topic]

[topic]
id=terrain_canyon
title= _ "Chasm"
text= "<img>src=terrain/chasm-tile.png align=left box=no</img>

" + _ "A chasm is a gorge in the ground, leading to depths unknown. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying over chasms can cross this terrain."
[/topic]

[topic]
id=terrain_lava
title= _ "Lava"
text= "<img>src=terrain/lava.png align=left box=no</img>

" + _ "The dangers inherent in trying to walk on lava are fairly obvious. This terrain can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
[/topic]

[topic]
id=terrain_ford
title= _ "River Ford"
text= "<img>src=terrain/water/ford.png align=left box=no</img>

" + _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
[/topic]

[topic]
id=terrain_bridge
title= _ "Bridge"
text= "<img>src=terrain/bridge-deep-ne-sw-tile.png align=left box=no</img><img>src=terrain/bridge-n-s-tile.png align=middle box=no</img><img>src=terrain/bridge-swamp-se-nw-tile.png align=right box=no</img>

" + _ "To those capable of building one, the ability to lay a bridge offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.

For those who go by land or sea, a bridge is the best of both worlds - for gameplay purposes, it is treated either as grassland or the underlying water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
[/topic]

[topic]
id=terrain_cavewall
title= _ "Cave Wall"
text= "<img>src=terrain/cave/wall-rough1.png align=left box=no</img>

" + _ "Cave walls are made of solid stone, renowned for its ability to impede even the most determined traveler."
[/topic]

[topic]
id=terrain_impassable_mountain
title= _ "Impassable Mountain"
text= "<img>src=terrain/cloud-tile.png align=left box=no</img>

" + _ "Impassable mountains are so tall and steep that they are constantly wreathed in cloud.  To cross such moutains is practically impossible. Even flying creatures cannot navigate the jagged peaks at such rarified heights."
[/topic]

[topic]
id=general_commands
title= _ "General commands"
text= "<header>text=':q or :q!'</header>" + _"
Quit the scenario (without prompting).

" + "<header>text=':w'</header>" + _"
Save the game (without prompting).

" + "<header>text=':wq'</header>" + _"
Save the game and quit the scenario (without prompting).

" + "<header>text=':refresh'</header>" + _"
Redraw the screen.

" + "<header>text=':debug'</header>" + _"
Switch debug mode on (does not work in multiplayer). Debug mode is turned off by quitting the game.

" + "<header>text=':theme'</header>
" + _"Bring up theme selection menu."
[/topic]

[topic]
id=mp_commands
title= _ "Multiplayer commands"
text= "<header>text=':droid side'</header>" + _"
Toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If you don't provide side, '1' is assumed.

" + "<header>text=':muteall'</header>" + _"
Toggle muting/silencing of all observers on/off.

" + "<header>text=':mute username'</header>" + _"
Mute a specific observer. If no username is supplied the muted usernames are displayed.

" + "<header>text=':kick username'</header>" + _"
Kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.

" + "<header>text=':ban username'</header>" + _"
Kick and ban a user in multiplayer, and the IP address used by that username.

" + "<header>text=':control side username'</header>" + _"
Change the controller for side (write here the number of the side) to username (write here the nick of the player or observer).

" + "<header>text=':clear'</header>" + _"
Clear chat messages."
[/topic]
[/help]
