en to unknown language translation catalogue (391 entries)

note: type: Attribute 'lang' of: <book>
en: en
target: en-shaw

note: type: Content of: <book><bookinfo><title>
en: Battle for Wesnoth User&#8217;s Manual
target: ·𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑿𐑟𐑼𐑕 𐑥𐑨𐑯𐑘𐑫𐑩𐑤

note: type: Content of: <book><preface><title>
en: Preface
target: 𐑐𐑮𐑧𐑓𐑩𐑕

note: type: Content of: <book><preface><simpara>
en: The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.
target: 𐑞 ·𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑩 𐑑𐑻𐑯-𐑚𐑱𐑕𐑑 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑜𐑱𐑥 𐑢𐑦𐑞 𐑩 𐑓𐑨𐑯𐑑𐑩𐑕𐑰 𐑔𐑰𐑥.

note: type: Content of: <book><preface><simpara>
en: Build up a great army, gradually training raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand pick a force with the right strengths to fight well on different terrains against all manner of opposition.
target: 𐑚𐑦𐑤𐑛 𐑳𐑐 𐑩 𐑜𐑮𐑱𐑑 𐑸𐑥𐑦, 𐑜𐑮𐑨𐑛𐑿𐑩𐑤𐑦 𐑑𐑮𐑱𐑯𐑦𐑙 𐑮𐑷 𐑮𐑩𐑒𐑮𐑵𐑑𐑕 𐑦𐑯𐑑𐑫 𐑣𐑸𐑛𐑩𐑯𐑛 𐑝𐑧𐑑𐑻𐑩𐑯𐑟. 𐑦𐑯 𐑤𐑱𐑑𐑼 𐑜𐑱𐑥𐑟, 𐑮𐑰𐑒𐑷𐑤 𐑿𐑼 𐑑𐑩𐑓𐑩𐑕𐑑 𐑢𐑪𐑮𐑦𐑼𐑟 𐑯 𐑓𐑹𐑥 𐑩 𐑛𐑧𐑛𐑤𐑰 𐑣𐑴𐑕𐑑 𐑩𐑜𐑱𐑯𐑕𐑑 𐑣𐑵𐑥 𐑯𐑳𐑯 𐑒𐑨𐑯 𐑕𐑑𐑨𐑯𐑛! 𐑗𐑵𐑟 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑩 𐑤𐑸𐑡 𐑐𐑵𐑤 𐑝 𐑕𐑐𐑧𐑖𐑩𐑤𐑩𐑕𐑑𐑕, 𐑯 𐑣𐑨𐑯𐑛 𐑐𐑦𐑒 𐑩 𐑓𐑹𐑕 𐑢𐑦𐑞 𐑞 𐑮𐑲𐑑 𐑕𐑑𐑮𐑧𐑙𐑔𐑕 𐑑 𐑓𐑲𐑑 𐑢𐑧𐑤 𐑪𐑯 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑑𐑻𐑱𐑯𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 𐑷𐑤 𐑥𐑨𐑯𐑼 𐑝 𐑪𐑐𐑩𐑟𐑦𐑖𐑩𐑯.

note: type: Content of: <book><preface><simpara>
en: Wesnoth has many different sagas waiting to be played out. You can battle orcs, undead, and bandits on the marches of the Kingdom of Wesnoth; fight alongside dragons in the lofty peaks, elves in the green reaches of the Aethenwood, dwarves in the great halls of Knalga, or even merfolk in the Bay of Pearls. You can fight to regain the throne of Wesnoth, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands.
target: ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑣𐑨𐑟 𐑥𐑧𐑯𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑕𐑭𐑜𐑩𐑟 𐑢𐑱𐑑𐑦𐑙 𐑑 𐑚𐑰 𐑐𐑤𐑱𐑛 𐑬𐑑. 𐑿 𐑒𐑨𐑯 𐑚𐑨𐑑𐑩𐑤 𐑹𐑒𐑕, 𐑳𐑯𐑛𐑧𐑛, 𐑯 𐑚𐑨𐑯𐑛𐑩𐑑𐑕 𐑪𐑯 𐑞 𐑥𐑸𐑗𐑩𐑟 𐑝 𐑞 𐑒𐑦𐑙𐑛𐑩𐑥 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔; 𐑓𐑲𐑑 𐑩𐑤𐑪𐑙𐑕𐑲𐑛 𐑛𐑮𐑨𐑜𐑩𐑯𐑟 𐑦𐑯 𐑞 𐑤𐑪𐑓𐑑𐑦 𐑐𐑰𐑒𐑕, 𐑧𐑤𐑝𐑟 𐑦𐑯 𐑞 𐑜𐑮𐑰𐑯 𐑮𐑰𐑗𐑩𐑟 𐑝 𐑞 ·𐑱𐑞𐑧𐑯𐑢𐑫𐑛, 𐑛𐑢𐑹𐑝𐑟 𐑦𐑯 𐑞 𐑜𐑮𐑱𐑑 𐑣𐑪𐑤𐑟 𐑝 𐑯𐑭𐑤𐑜𐑳, 𐑹 𐑰𐑝𐑩𐑯 𐑥𐑻𐑓𐑴𐑒 𐑦𐑯 𐑞 𐑚𐑱 𐑝 𐑐𐑻𐑤𐑟. 𐑿 𐑒𐑨𐑯 𐑓𐑲𐑑 𐑑 𐑮𐑦𐑜𐑱𐑯 𐑞 𐑔𐑮𐑴𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑹 𐑿𐑕 𐑿𐑼 𐑛𐑮𐑧𐑛 𐑐𐑬𐑼 𐑴𐑝𐑼 𐑞 𐑳𐑯𐑛𐑧𐑛 𐑑 𐑛𐑪𐑥𐑦𐑯𐑱𐑑 𐑞 𐑤𐑨𐑯𐑛 𐑝 𐑥𐑹𐑑𐑩𐑤𐑟, 𐑹 𐑤𐑧𐑛 𐑿𐑼 𐑜𐑤𐑹𐑦𐑩𐑕 𐑹𐑒𐑦𐑖 𐑑𐑮𐑲𐑚 𐑑 𐑝𐑦𐑒𐑑𐑼𐑦 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 𐑣𐑿𐑥𐑩𐑯𐑟 𐑣𐑵 𐑛𐑺𐑛 𐑛𐑰𐑕𐑐𐑶𐑤 𐑿𐑼 𐑤𐑨𐑯𐑛𐑟.

note: type: Content of: <book><preface><simpara>
en: You will be able to select from among over two hundred unit types (infantry, cavalry, archers, and mages are just the beginning) and fight actions ranging from small-unit ambushes to clashes of vast armies. You can also challenge your friends – or strangers – and fight in epic multi-player fantasy battles.
target: 𐑿 𐑢𐑦𐑤 𐑚𐑰 𐑱𐑚𐑩𐑤 𐑑 𐑕𐑩𐑤𐑧𐑒𐑑 𐑓𐑮𐑪𐑥 𐑩𐑥𐑳𐑙 𐑴𐑝𐑼 𐑑𐑵 𐑣𐑳𐑯𐑛𐑮𐑧𐑛 𐑿𐑯𐑦𐑑 𐑑𐑲𐑐𐑕 (𐑦𐑯𐑓𐑩𐑯𐑑𐑮𐑦, 𐑒𐑨𐑝𐑩𐑤𐑮𐑰, 𐑸𐑗𐑻𐑕, 𐑯 𐑥𐑱𐑡𐑦𐑟 𐑸 𐑡𐑳𐑕𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙) 𐑯 𐑓𐑲𐑑 𐑨𐑒𐑖𐑩𐑯𐑟 𐑮𐑱𐑯𐑡𐑦𐑙 𐑓𐑮𐑪𐑥 𐑕𐑥𐑷𐑤-𐑿𐑯𐑦𐑑 𐑨𐑥𐑚𐑫𐑖𐑦𐑟 𐑑 𐑒𐑤𐑨𐑖𐑦𐑟 𐑝 𐑝𐑭𐑕𐑑 𐑸𐑥𐑰𐑟. 𐑿 𐑒𐑨𐑯 𐑷𐑤𐑕𐑴 𐑗𐑨𐑤𐑩𐑯𐑡 𐑿𐑼 𐑓𐑮𐑧𐑯𐑛𐑟 – 𐑹 𐑕𐑑𐑮𐑱𐑯𐑡𐑼𐑟 – 𐑯 𐑓𐑲𐑑 𐑦𐑯 𐑧𐑐𐑦𐑒 𐑥𐑩𐑤𐑑𐑰-𐑐𐑤𐑱𐑻 𐑓𐑨𐑯𐑑𐑩𐑕𐑰 𐑚𐑨𐑑𐑩𐑤𐑟.

note: type: Content of: <book><preface><simpara>
en: Battle for Wesnoth is open-source software, and a thriving community of volunteers cooperates to improve the game. You can create your own custom units, write your own scenarios, and even script full-blown campaigns. User-maintained content is available from an add-on server, and the very best of it is incorporated into Battle for Wesnoth&#8217;s official releases.
target: 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑴𐑐𐑩𐑯-𐑕𐑹𐑕 𐑕𐑪𐑓𐑑𐑢𐑺, 𐑯 𐑩 𐑔𐑮𐑲𐑝𐑦𐑙 𐑒𐑩𐑥𐑿𐑦𐑑𐑦 𐑝 𐑝𐑪𐑤𐑩𐑯𐑑𐑽𐑟 𐑒𐑴𐑭𐑐𐑻𐑱𐑑𐑕 𐑑 𐑦𐑥𐑐𐑮𐑵𐑝 𐑞 𐑜𐑱𐑥. 𐑿 𐑒𐑨𐑯 𐑒𐑮𐑰𐑱𐑑 𐑿𐑼 𐑴𐑯 𐑒𐑳𐑕𐑑𐑩𐑥 𐑿𐑯𐑦𐑑𐑕, 𐑮𐑲𐑑 𐑿𐑼 𐑴𐑯 𐑕𐑦𐑯𐑺𐑰𐑴𐑟, 𐑯 𐑰𐑝𐑩𐑯 𐑕𐑒𐑮𐑦𐑐𐑑 𐑓𐑫𐑤-𐑚𐑤𐑴𐑯 𐑒𐑨𐑥𐑐𐑱𐑯𐑟. 𐑿𐑟𐑼-𐑥𐑱𐑯𐑑𐑱𐑯𐑛 𐑒𐑩𐑯𐑑𐑧𐑯𐑑 𐑦𐑟 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑓𐑮𐑪𐑥 𐑩𐑯 𐑨𐑛-𐑪𐑯 𐑕𐑻𐑝𐑻, 𐑯 𐑞 𐑝𐑧𐑮𐑦 𐑚𐑧𐑕𐑑 𐑝 𐑦𐑑 𐑦𐑟 𐑦𐑯𐑒𐑹𐑐𐑻𐑱𐑑𐑩𐑛 𐑦𐑯𐑑𐑫 ·𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔&#8217;𐑕 𐑪𐑓𐑦𐑖𐑩𐑤 𐑮𐑦𐑤𐑰𐑕𐑩𐑟.

note: type: Content of: <book><chapter><title>
en: Getting Started
target: 𐑜𐑧𐑑𐑦𐑙 𐑕𐑑𐑸𐑑𐑩𐑛

note: type: Content of: <book><chapter><section><title>
en: The World
target: 𐑞 𐑢𐑻𐑤𐑛

note: type: Content of: <book><chapter><section><simpara>
en: The known portion of the Great Continent, on which Wesnoth abides, is generally divided into three areas: the Northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; and the domain of the Southwest Elves in the Aethenwood and beyond.
target: 𐑞 𐑯𐑴𐑯 𐑐𐑹𐑖𐑩𐑯 𐑝 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑, 𐑪𐑯 𐑢𐑦𐑗 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑩𐑚𐑲𐑛𐑟, 𐑦𐑟 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑛𐑦𐑝𐑲𐑛𐑩𐑛 𐑦𐑯𐑑𐑫 𐑔𐑮𐑰 𐑺𐑰𐑩𐑟: 𐑞 ·𐑯𐑹𐑔𐑤𐑨𐑯𐑛𐑕, 𐑢𐑦𐑗 𐑸 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑤𐑪𐑤𐑩𐑕; 𐑞 𐑒𐑦𐑙𐑛𐑩𐑥 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑯 𐑦𐑑𐑕 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤 𐑐𐑮𐑦𐑯𐑕𐑦𐑐𐑨𐑤𐑦𐑑𐑰, ·𐑧𐑤𐑧𐑯𐑕𐑓𐑸; 𐑯 𐑞 𐑛𐑴𐑥𐑱𐑯 𐑝 𐑞 𐑕𐑬𐑔𐑢𐑧𐑕𐑑 𐑧𐑤𐑝𐑟 𐑦𐑯 𐑞 ·𐑱𐑞𐑧𐑯𐑢𐑫𐑛 𐑯 𐑚𐑦𐑘𐑪𐑯𐑛.

note: type: Content of: <book><chapter><section><simpara>
en: The Kingdom of Wesnoth lies in the center of this land. Its borders are the Great River to the north, the Dulatus Hills in the east and south, the edge of the Aethenwood to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west.
target: 𐑞 ·𐑒𐑦𐑙𐑛𐑩𐑥 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑤𐑲𐑟 𐑦𐑯 𐑞 𐑕𐑧𐑯𐑑𐑼 𐑝 𐑞𐑦𐑕 𐑤𐑨𐑯𐑛. 𐑦𐑑𐑕 𐑚𐑹𐑛𐑼𐑟 𐑸 𐑞 𐑜𐑮𐑱𐑑 𐑮𐑦𐑝𐑼 𐑑 𐑞 𐑯𐑹𐑔, 𐑞 ·𐑛𐑵𐑤𐑨𐑑𐑳𐑕 ·𐑣𐑦𐑤𐑟 𐑦𐑯 𐑞 𐑰𐑕𐑑 𐑯 𐑕𐑬𐑔, 𐑞 𐑧𐑡 𐑝 𐑞 ·𐑱𐑞𐑧𐑯𐑢𐑫𐑛 𐑑 𐑞 𐑕𐑬𐑔𐑢𐑧𐑕𐑑, 𐑯 𐑞 𐑴𐑖𐑩𐑯 𐑑 𐑞 𐑢𐑧𐑕𐑑. ·𐑧𐑤𐑧𐑯𐑕𐑓𐑸, 𐑩 𐑢𐑳𐑯𐑕-𐑐𐑮𐑪𐑝𐑦𐑯𐑕 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑦𐑟 𐑚𐑹𐑛𐑻𐑛 𐑚𐑲 𐑞 𐑜𐑮𐑱𐑑 𐑮𐑦𐑝𐑼 𐑑 𐑞 𐑯𐑹𐑔, 𐑩 𐑤𐑵𐑕𐑤𐑰 𐑛𐑦𐑓𐑲𐑯𐑛 𐑤𐑲𐑯 𐑢𐑦𐑞 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑑 𐑞 𐑰𐑕𐑑, 𐑞 ·𐑚𐑱 𐑝 ·𐑐𐑻𐑤𐑟 𐑑 𐑞 𐑕𐑬𐑔, 𐑯 𐑞 𐑴𐑖𐑩𐑯 𐑑 𐑞 𐑢𐑧𐑕𐑑.

note: type: Content of: <book><chapter><section><simpara>
en: The Northlands is the wild country north of the Great River. Various groups of orcs, dwarves, barbarians and elves populate the region.  To the north and east lies the forest of Lintanir, where the great kingdom of the North-Elves keeps to its own mysterious affairs.
target: 𐑞 ·𐑯𐑹𐑔𐑤𐑨𐑯𐑛𐑕 𐑦𐑟 𐑞 𐑢𐑲𐑤𐑛 𐑒𐑳𐑯𐑑𐑮𐑰 𐑯𐑹𐑔 𐑝 𐑞 𐑜𐑮𐑱𐑑 𐑮𐑦𐑝𐑼. 𐑝𐑺𐑦𐑩𐑕 𐑜𐑮𐑵𐑐𐑕 𐑝 𐑹𐑒𐑕, 𐑛𐑢𐑹𐑝𐑟, 𐑚𐑸𐑚𐑺𐑦𐑩𐑯𐑟 𐑯 𐑧𐑤𐑝𐑟 𐑐𐑪𐑐𐑿𐑤𐑱𐑑 𐑞 𐑮𐑰𐑗𐑩𐑯. 𐑑 𐑞 𐑯𐑹𐑔 𐑯 𐑰𐑕𐑑 𐑤𐑲𐑟 𐑞 ·𐑓𐑹𐑦𐑕𐑑 𐑝 ·𐑤𐑦𐑯𐑑𐑨𐑯𐑰𐑮, 𐑢𐑺 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑦𐑙𐑛𐑩𐑥 𐑝 𐑞 𐑯𐑹𐑔-𐑧𐑤𐑝𐑟 𐑒𐑰𐑐𐑕 𐑑 𐑦𐑑𐑕 𐑴𐑯 𐑥𐑦𐑕𐑑𐑽𐑦𐑩𐑕 𐑩𐑓𐑺𐑟.

note: type: Content of: <book><chapter><section><simpara>
en: Over the land are scattered villages where you can heal your troops and gather the income required to support your army. You will also have to cross mountains and rivers, push through forests, hills and tundra, and cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain.
target: 𐑴𐑝𐑼 𐑞 𐑤𐑨𐑯𐑛 𐑸 𐑕𐑒𐑨𐑑𐑼𐑛 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑢𐑺 𐑿 𐑒𐑨𐑯 𐑣𐑰𐑤 𐑿𐑼 𐑑𐑮𐑵𐑐𐑕 𐑯 𐑜𐑨𐑞𐑼 𐑞 𐑦𐑯𐑒𐑳𐑥 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑕𐑩𐑐𐑹𐑑 𐑿𐑼 𐑸𐑥𐑦. 𐑿 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑣𐑨𐑝 𐑑 𐑒𐑮𐑪𐑕 𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑯 𐑮𐑦𐑝𐑼𐑟, 𐑐𐑫𐑖 𐑔𐑮𐑵 𐑓𐑪𐑮𐑦𐑕𐑑𐑕, 𐑣𐑦𐑤𐑟 𐑯 𐑑𐑩𐑯𐑛𐑮𐑩, 𐑯 𐑒𐑮𐑪𐑕 𐑴𐑐𐑩𐑯 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛. 𐑦𐑯 𐑰𐑗 𐑝 𐑞𐑰𐑟 𐑺𐑰𐑩𐑟 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑒𐑮𐑰𐑗𐑼𐑟 𐑣𐑨𐑝 𐑩𐑛𐑨𐑐𐑑𐑩𐑛 𐑑 𐑤𐑲𐑝 𐑞𐑺 𐑯 𐑒𐑨𐑯 𐑑𐑮𐑨𐑝𐑩𐑤 𐑥𐑹 𐑰𐑟𐑦𐑤𐑦 𐑯 𐑓𐑲𐑑 𐑚𐑧𐑑𐑼 𐑢𐑧𐑯 𐑞𐑱 𐑸 𐑦𐑯 𐑓𐑩𐑥𐑦𐑤𐑦𐑼 𐑑𐑻𐑱𐑯.

note: type: Content of: <book><chapter><section><section><title>
en: The Creatures
target: 𐑞 𐑒𐑮𐑰𐑗𐑼𐑟

note: type: Content of: <book><chapter><section><section><simpara>
en: In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, saurians, mermen, nagas, and many other races yet more obscure and wondrous. In accursed lands walk undead and ghosts and specters; monsters lurk in its ruins and dungeons.  Each has adapted to particular terrains. Humans inhabit primarily the temperate grasslands. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme. In the oceans and rivers mermen and nagas dominate.
target: 𐑦𐑯 𐑞 𐑢𐑻𐑤𐑛 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑞𐑺 𐑛𐑢𐑧𐑤 𐑣𐑿𐑥𐑩𐑯𐑟, 𐑧𐑤𐑝𐑟, 𐑛𐑢𐑹𐑝𐑟, 𐑹𐑒𐑕, 𐑛𐑮𐑱𐑒𐑕, 𐑕𐑸𐑾𐑯𐑟, 𐑥𐑻𐑥𐑧𐑯, 𐑯𐑭𐑜𐑩𐑟, 𐑯 𐑥𐑧𐑯𐑦 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟 𐑘𐑧𐑑 𐑥𐑹 𐑩𐑚𐑕𐑒𐑘𐑫𐑼 𐑯 𐑢𐑩𐑯𐑛𐑮𐑩𐑕. 𐑦𐑯 𐑩𐑒𐑻𐑕𐑑 𐑤𐑨𐑯𐑛𐑟 𐑢𐑷𐑒 𐑳𐑯𐑛𐑧𐑛 𐑯 𐑜𐑴𐑕𐑑𐑕 𐑯 𐑕𐑐𐑧𐑒𐑑𐑻𐑕; 𐑥𐑪𐑯𐑕𐑑𐑼𐑟 𐑤𐑻𐑒 𐑦𐑯 𐑦𐑑𐑕 𐑮𐑵𐑦𐑯𐑟 𐑯 𐑛𐑩𐑯𐑡𐑩𐑯𐑟. 𐑰𐑗 𐑣𐑨𐑟 𐑩𐑛𐑨𐑐𐑑𐑩𐑛 𐑑 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑑𐑻𐑱𐑯𐑟. 𐑣𐑿𐑥𐑩𐑯𐑟 𐑦𐑯𐑣𐑨𐑚𐑦𐑑 𐑐𐑮𐑲𐑥𐑺𐑩𐑤𐑰 𐑞 𐑑𐑧𐑥𐑐𐑼𐑩𐑑 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛𐑟. 𐑦𐑯 𐑞 𐑣𐑦𐑤𐑟, 𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑯 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛 𐑒𐑱𐑝𐑟 𐑹𐑒𐑕 𐑯 𐑛𐑢𐑹𐑝𐑟 𐑸 𐑥𐑴𐑕𐑑 𐑨𐑑 𐑣𐑴𐑥. 𐑦𐑯 𐑞 𐑓𐑪𐑮𐑦𐑕𐑑𐑕 𐑞 𐑧𐑤𐑝𐑟 𐑮𐑱𐑯 𐑕𐑫𐑐𐑮𐑰𐑥. 𐑦𐑯 𐑞 𐑴𐑖𐑩𐑯𐑟 𐑯 𐑮𐑦𐑝𐑼𐑟 𐑥𐑻𐑥𐑧𐑯 𐑯 𐑯𐑭𐑜𐑩𐑟 𐑛𐑪𐑥𐑦𐑯𐑱𐑑.

note: type: Content of: <book><chapter><section><section><simpara>
en: For game purposes, the races group into factions; for example, orcs often cooperate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society&#8201;&#8212;&#8201;loyalists vs. outlaws, for example. In most campaigns, you will control units drawn a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario.
target: 𐑓𐑹 𐑜𐑱𐑥 𐑐𐑻𐑐𐑩𐑕𐑩𐑟, 𐑞 𐑮𐑱𐑕𐑩𐑟 𐑜𐑮𐑵𐑐 𐑦𐑯𐑑𐑫 𐑓𐑨𐑒𐑖𐑩𐑯𐑟; 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑹𐑒𐑕 𐑪𐑓𐑩𐑯 𐑒𐑴𐑭𐑐𐑻𐑱𐑑 𐑢𐑦𐑞 𐑑𐑮𐑴𐑤𐑟, 𐑯 𐑧𐑤𐑝𐑟 𐑹 𐑛𐑢𐑹𐑝𐑟 𐑢𐑦𐑞 𐑣𐑿𐑥𐑩𐑯𐑟. 𐑕𐑳𐑥 𐑳𐑞𐑼 𐑓𐑨𐑒𐑖𐑩𐑯𐑟 𐑮𐑦𐑓𐑤𐑧𐑒𐑑 𐑛𐑦𐑝𐑦𐑠𐑩𐑯𐑟 𐑢𐑦𐑞𐑦𐑯 𐑣𐑿𐑥𐑩𐑯 𐑕𐑩𐑕𐑲𐑩𐑑𐑦&#8201;&#8212;&#8201;𐑤𐑶𐑩𐑤𐑦𐑕𐑑𐑕 𐑝𐑻𐑕𐑩𐑟. 𐑬𐑑𐑤𐑷𐑟, 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤. 𐑦𐑯 𐑥𐑴𐑕𐑑 𐑒𐑨𐑥𐑐𐑱𐑯𐑟, 𐑿 𐑢𐑦𐑤 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑮𐑷𐑯 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑓𐑨𐑒𐑖𐑩𐑯. 𐑚𐑳𐑑 𐑕𐑳𐑥𐑑𐑲𐑥𐑟 𐑓𐑨𐑒𐑖𐑩𐑯𐑟 𐑥𐑱𐑒 𐑩𐑤𐑲𐑩𐑯𐑕𐑩𐑟 𐑢𐑦𐑞 𐑳𐑞𐑼𐑟, 𐑕𐑴 𐑿 𐑥𐑱 𐑓𐑱𐑕 𐑥𐑹 𐑞𐑨𐑯 𐑢𐑳𐑯 𐑓𐑨𐑒𐑖𐑩𐑯 𐑦𐑯 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴.

note: type: Content of: <book><chapter><section><title>
en: Finding Your Way
target: 𐑓𐑲𐑯𐑛𐑦𐑙 𐑿𐑼 𐑢𐑱

note: type: Content of: <book><chapter><section><simpara>
en: When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. For the impatient, we recommend you: click the "Language" button to set your language; then click the "Tutorial" button to run the tutorial; and then play the campaign, "A Tale of Two Brothers" by clicking the "Campaign" button and selecting it from the list provided.
target: 𐑢𐑧𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑓𐑻𐑕𐑑 𐑕𐑑𐑸𐑑𐑕 𐑦𐑑 𐑛𐑦𐑕𐑐𐑤𐑱𐑟 𐑩𐑯 𐑦𐑯𐑦𐑖𐑩𐑤 𐑚𐑨𐑒𐑜𐑮𐑬𐑯𐑛 𐑯 𐑩 𐑒𐑪𐑤𐑩𐑥 𐑝 𐑚𐑳𐑑𐑩𐑯𐑟 𐑒𐑷𐑤𐑛 𐑞 𐑥𐑱𐑯 𐑥𐑧𐑯𐑿. 𐑞 𐑚𐑳𐑑𐑩𐑯𐑟 𐑴𐑯𐑤𐑦 𐑢𐑻𐑒 𐑢𐑦𐑞 𐑩 𐑥𐑬𐑕. 𐑓𐑹 𐑞 𐑦𐑥𐑐𐑱𐑖𐑩𐑯𐑑, 𐑢𐑰 𐑮𐑧𐑒𐑩𐑥𐑧𐑯𐑛 𐑿: 𐑒𐑤𐑦𐑒 𐑞 "𐑤𐑨𐑙𐑜𐑢𐑩𐑡" 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑕𐑧𐑑 𐑿𐑼 𐑤𐑨𐑙𐑜𐑢𐑩𐑡; 𐑞𐑧𐑯 𐑒𐑤𐑦𐑒 𐑞 "𐑑𐑵𐑑𐑹𐑰𐑩𐑤" 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑮𐑳𐑯 𐑞 𐑑𐑵𐑑𐑹𐑰𐑩𐑤; 𐑯 𐑞𐑧𐑯 𐑐𐑤𐑱 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯, "𐑩 𐑑𐑱𐑤 𐑝 𐑑𐑵 𐑚𐑮𐑳𐑞𐑼𐑟" 𐑚𐑲 𐑒𐑤𐑦𐑒𐑦𐑙 𐑞 "𐑒𐑨𐑥𐑐𐑱𐑯" 𐑚𐑳𐑑𐑩𐑯 𐑯 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑦𐑑 𐑓𐑮𐑪𐑥 𐑞 𐑤𐑦𐑕𐑑 𐑐𐑮𐑩𐑝𐑲𐑛𐑩𐑛.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Tutorial
target: 𐑑𐑵𐑑𐑹𐑰𐑩𐑤

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the prince Konrad or the princess Li&#8217;sar, learning from the Elder Mage Delfador — pay attention or he might turn you into a newt.
target: 𐑞 𐑑𐑵𐑑𐑹𐑰𐑩𐑤 𐑦𐑟 𐑩 𐑮𐑾𐑤, 𐑚𐑳𐑑 𐑚𐑱𐑕𐑦𐑒, 𐑜𐑱𐑥 𐑢𐑦𐑗 𐑑𐑰𐑡𐑩𐑟 𐑿 𐑕𐑳𐑥 𐑝 𐑞 𐑚𐑱𐑕𐑦𐑒 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑟 𐑯𐑰𐑛𐑩𐑛 𐑑 𐑐𐑤𐑱 𐑞 𐑜𐑱𐑥. 𐑢𐑦𐑯𐑦𐑙 𐑹 𐑤𐑵𐑟𐑦𐑙 𐑦𐑟 𐑯𐑪𐑑 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑣𐑽, 𐑚𐑳𐑑 𐑤𐑻𐑯𐑦𐑙 𐑢𐑪𐑑 𐑑 𐑛𐑵 𐑦𐑟. 𐑒𐑤𐑦𐑒 𐑞 𐑑𐑵𐑑𐑹𐑰𐑩𐑤 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑐𐑤𐑱. 𐑦𐑯 𐑞 𐑑𐑵𐑑𐑹𐑰𐑩𐑤 𐑿 𐑸 𐑦𐑯 𐑞 𐑮𐑴𐑤 𐑝 𐑞 𐑐𐑮𐑦𐑯𐑕 𐑒𐑭𐑯𐑮𐑩𐑛 𐑹 𐑞 𐑐𐑮𐑦𐑯𐑕𐑧𐑕 𐑤𐑰&#8217;𐑕𐑸, 𐑤𐑻𐑯𐑦𐑙 𐑓𐑮𐑪𐑥 𐑞 𐑧𐑤𐑛𐑼 𐑥𐑱𐑡 ·𐑛𐑧𐑤𐑓𐑩𐑛𐑹 - 𐑐𐑱 𐑩𐑑𐑧𐑯𐑖𐑩𐑯 𐑹 𐑣𐑰 𐑥𐑲𐑑 𐑑𐑻𐑯 𐑿 𐑦𐑯𐑑𐑫 𐑩 𐑯𐑵𐑑.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Campaign
target: 𐑒𐑨𐑥𐑐𐑱𐑯

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit. Each campaign has a difficulty level: easy, medium (normal), and hard. We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. In case you have serious problems fighting your way through easy difficulty, the guide about <link linkend="basic_strategy">Basic Strategy</link> will surely help you. Once you have selected the difficulty, you will start with the first scenario of the campaign.
target: ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑢𐑪𐑟 𐑐𐑮𐑲𐑥𐑺𐑩𐑤𐑰 𐑛𐑩𐑟𐑲𐑯𐑛 𐑑 𐑐𐑤𐑱 𐑒𐑨𐑥𐑐𐑱𐑯𐑟. 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑸 𐑩 𐑕𐑽𐑦𐑟 𐑝 𐑒𐑩𐑯𐑧𐑒𐑑𐑩𐑛 𐑕𐑦𐑯𐑺𐑰𐑴𐑟. 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑕𐑑𐑸𐑑 𐑩 𐑯𐑿 𐑒𐑨𐑥𐑐𐑱𐑯. 𐑿 𐑢𐑦𐑤 𐑚𐑰 𐑐𐑮𐑦𐑟𐑧𐑯𐑑𐑩𐑛 𐑢𐑦𐑞 𐑩 𐑤𐑦𐑕𐑑 𐑝 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑪𐑯 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 (𐑥𐑹 𐑒𐑨𐑯 𐑚𐑰 𐑛𐑬𐑯𐑤𐑴𐑛𐑩𐑛 𐑦𐑓 𐑿 𐑢𐑦𐑖). 𐑕𐑩𐑤𐑧𐑒𐑑 𐑿𐑼 𐑒𐑨𐑥𐑐𐑱𐑯 𐑯 𐑒𐑤𐑦𐑒 𐑴𐑒𐑱 𐑑 𐑕𐑑𐑸𐑑 𐑹 𐑒𐑨𐑯𐑕𐑩𐑤 𐑑 𐑒𐑢𐑦𐑑. 𐑰𐑗 𐑒𐑨𐑥𐑐𐑱𐑯 𐑣𐑨𐑟 𐑩 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑𐑦 𐑤𐑧𐑝𐑩𐑤: 𐑰𐑟𐑦, 𐑥𐑰𐑛𐑦𐑩𐑥 (𐑯𐑹𐑥𐑩𐑤), 𐑯 𐑣𐑸𐑛. 𐑢𐑰 𐑮𐑧𐑒𐑩𐑥𐑧𐑯𐑛 𐑥𐑰𐑛𐑦𐑩𐑥 𐑨𐑟 𐑞𐑦𐑕 𐑤𐑧𐑝𐑩𐑤 𐑦𐑟 𐑗𐑨𐑤𐑩𐑯𐑡𐑦𐑙, 𐑚𐑳𐑑 𐑯𐑪𐑑 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑. 𐑿 𐑥𐑱 𐑯𐑪𐑑 𐑗𐑱𐑯𐑡 𐑞 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑𐑦 𐑛𐑘𐑫𐑼𐑦𐑙 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯. 𐑦𐑯 𐑒𐑱𐑕 𐑿 𐑣𐑨𐑝 𐑕𐑽𐑦𐑩𐑕 𐑐𐑮𐑪𐑚𐑤𐑩𐑥𐑟 𐑓𐑲𐑑𐑦𐑙 𐑿𐑼 𐑢𐑱 𐑔𐑮𐑵 𐑰𐑟𐑦 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑𐑦, 𐑞 𐑜𐑲𐑛 𐑩𐑚𐑬𐑑 <link linkend="basic_strategy">Basic 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰</link> 𐑢𐑦𐑤 𐑖𐑫𐑼𐑤𐑦 𐑣𐑧𐑤𐑐 𐑿. 𐑢𐑳𐑯𐑕 𐑿 𐑣𐑨𐑝 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑞 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑𐑦, 𐑿 𐑢𐑦𐑤 𐑕𐑑𐑸𐑑 𐑢𐑦𐑞 𐑞 𐑓𐑻𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴 𐑝 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Multiplayer
target: 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see <link linkend="scenarios">scenarios</link>.
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑐𐑤𐑱 𐑕𐑦𐑙𐑜𐑩𐑤 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 𐑢𐑳𐑯 𐑹 𐑥𐑹 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕. 𐑿 𐑒𐑨𐑯 𐑐𐑤𐑱 𐑞 𐑜𐑱𐑥𐑟 𐑴𐑝𐑼 𐑞 𐑦𐑯𐑑𐑼𐑯𐑧𐑑 𐑹 𐑨𐑑 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼, 𐑩𐑜𐑱𐑯𐑕𐑑 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 𐑹 𐑣𐑿𐑥𐑩𐑯 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕. 𐑢𐑧𐑯 𐑿 𐑕𐑩𐑤𐑧𐑒𐑑 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑩 𐑛𐑲𐑩𐑤𐑪𐑜 𐑢𐑦𐑤 𐑩𐑐𐑽 𐑯 𐑩𐑤𐑬 𐑿 𐑑 𐑗𐑵𐑟 𐑣𐑬 𐑿 𐑢𐑪𐑯𐑑 𐑑 𐑐𐑤𐑱 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑑 𐑤𐑻𐑯 𐑥𐑹, 𐑕𐑰 <link linkend="scenarios">scenarios</link>.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Load
target: 𐑤𐑴𐑛

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Add-ons
target: 𐑨𐑛-𐑭𐑯𐑟

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button to enter the content server where a whole lot of content created by normal users is hosted. Among the things available there are many campaigns, multiplayer eras (defining factions for multiplayer games) and multiplayer maps. With the "Remove Add-ons" button you can remove them again once you do not want them anymore.
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑧𐑯𐑑𐑼 𐑞 𐑒𐑩𐑯𐑑𐑧𐑯𐑑 𐑕𐑻𐑝𐑻 𐑢𐑺 𐑩 𐑣𐑴𐑤 𐑤𐑪𐑑 𐑝 𐑒𐑩𐑯𐑑𐑧𐑯𐑑 𐑒𐑮𐑦𐑱𐑑𐑩𐑛 𐑚𐑲 𐑯𐑹𐑥𐑩𐑤 𐑿𐑟𐑼𐑟 𐑦𐑟 𐑣𐑴𐑕𐑑𐑩𐑛. 𐑩𐑥𐑳𐑙 𐑞 𐑔𐑦𐑙𐑟 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑞𐑺 𐑸 𐑥𐑧𐑯𐑦 𐑒𐑨𐑥𐑐𐑱𐑯𐑟, 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑽𐑩𐑟 (𐑛𐑦𐑓𐑲𐑯𐑦𐑙 𐑓𐑨𐑒𐑖𐑩𐑯𐑟 𐑓𐑹 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥𐑟) 𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑥𐑨𐑐𐑕. 𐑢𐑦𐑞 𐑞 "𐑮𐑰𐑥𐑵𐑝 𐑨𐑛-𐑭𐑯𐑟" 𐑚𐑳𐑑𐑩𐑯 𐑿 𐑒𐑨𐑯 𐑮𐑰𐑥𐑵𐑝 𐑞𐑧𐑥 𐑩𐑜𐑱𐑯 𐑢𐑳𐑯𐑕 𐑿 𐑛𐑵 𐑯𐑪𐑑 𐑢𐑪𐑯𐑑 𐑞𐑧𐑥 𐑧𐑯𐑰𐑥𐑹.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Map Editor
target: 𐑥𐑨𐑐 𐑧𐑛𐑦𐑑𐑹

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button to start the Map Editor where you can create custom maps for multiplayer games or for building your own campaign upon.
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑕𐑑𐑸𐑑 𐑞 𐑥𐑨𐑐 𐑧𐑛𐑦𐑑𐑹 𐑢𐑺 𐑿 𐑒𐑨𐑯 𐑒𐑮𐑰𐑱𐑑 𐑒𐑳𐑕𐑑𐑩𐑥 𐑥𐑨𐑐𐑕 𐑓𐑹 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥𐑟 𐑹 𐑓𐑹 𐑚𐑦𐑤𐑛𐑦𐑙 𐑿𐑼 𐑴𐑯 𐑒𐑨𐑥𐑐𐑱𐑯 𐑩𐑐𐑪𐑯.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Language
target: 𐑤𐑨𐑙𐑜𐑢𐑩𐑡

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English or your system locale if that can be determined, but once you change it, it will start in that language.
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯, 𐑕𐑩𐑤𐑧𐑒𐑑 𐑿𐑼 𐑤𐑨𐑙𐑜𐑢𐑩𐑡, 𐑯 𐑒𐑤𐑦𐑒 𐑴𐑒𐑱 𐑑 𐑿𐑕 𐑦𐑑, 𐑹 𐑒𐑨𐑯𐑕𐑩𐑤 𐑑 𐑒𐑩𐑯𐑑𐑦𐑯𐑿 𐑢𐑦𐑞 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑤𐑨𐑙𐑜𐑢𐑩𐑡. 𐑞 𐑓𐑻𐑕𐑑 𐑑𐑲𐑥 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑕𐑑𐑸𐑑𐑕, 𐑦𐑑 𐑛𐑦𐑓𐑷𐑤𐑑𐑕 𐑑 ·𐑰𐑙𐑜𐑤𐑦𐑖 𐑹 𐑿𐑼 𐑕𐑦𐑕𐑑𐑩𐑥 𐑤𐑴𐑒𐑨𐑤 𐑦𐑓 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑚𐑰 𐑛𐑦𐑑𐑻𐑥𐑦𐑯𐑛, 𐑚𐑳𐑑 𐑢𐑳𐑯𐑕 𐑿 𐑗𐑱𐑯𐑡 𐑦𐑑, 𐑦𐑑 𐑢𐑦𐑤 𐑕𐑑𐑸𐑑 𐑦𐑯 𐑞𐑨𐑑 𐑤𐑨𐑙𐑜𐑢𐑩𐑡.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Preferences
target: 𐑐𐑮𐑧𐑓𐑼𐑩𐑯𐑕𐑩𐑟

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click here to change default settings.
target: 𐑒𐑤𐑦𐑒 𐑣𐑽 𐑑 𐑗𐑱𐑯𐑡 𐑛𐑰𐑓𐑷𐑤𐑑 𐑕𐑧𐑑𐑦𐑙𐑟.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Credits
target: 𐑒𐑮𐑧𐑛𐑦𐑑𐑕

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Quit
target: 𐑒𐑢𐑦𐑑

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button to close Wesnoth.
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑒𐑤𐑴𐑕 ·𐑢𐑧𐑕𐑯𐑷𐑔.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Help
target: 𐑣𐑧𐑤𐑐

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button to open the integrated in game Help System. It will provide you with information about units and all other gameplay relevant things of the game. Most of those things are mentioned in this manual.
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑴𐑐𐑩𐑯 𐑞 𐑦𐑯𐑑𐑩𐑜𐑮𐑱𐑑𐑩𐑛 𐑦𐑯 𐑜𐑱𐑥 𐑣𐑧𐑤𐑐 𐑕𐑦𐑕𐑑𐑩𐑥. 𐑦𐑑 𐑢𐑦𐑤 𐑐𐑮𐑩𐑝𐑲𐑛 𐑿 𐑢𐑦𐑞 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑩𐑚𐑬𐑑 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑷𐑤 𐑳𐑞𐑼 𐑜𐑱𐑥𐑐𐑤𐑱 𐑮𐑧𐑤𐑩𐑝𐑩𐑯𐑑 𐑔𐑦𐑙𐑟 𐑝 𐑞 𐑜𐑱𐑥. 𐑥𐑴𐑕𐑑 𐑝 𐑞𐑴𐑟 𐑔𐑦𐑙𐑟 𐑸 𐑥𐑧𐑯𐑖𐑩𐑯𐑛 𐑦𐑯 𐑞𐑦𐑕 𐑥𐑨𐑯𐑘𐑫𐑩𐑤.

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Next
target: 𐑯𐑧𐑒𐑕𐑑

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button to read the next little tip from the "Tome of Wesnoth".
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑸𐑱𐑖𐑱𐑙𐑔𐑮𐑰𐑛 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑤𐑦𐑑𐑩𐑤 𐑑𐑦𐑐 𐑓𐑮𐑪𐑥 𐑞 "·𐑑𐑴𐑥 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔".

note: type: Content of: <book><chapter><section><variablelist><varlistentry><term>
en: Previous
target: 𐑐𐑮𐑰𐑝𐑦𐑩𐑕

note: type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
en: Click this button to read the previous little tip from the "Tome of Wesnoth".
target: 𐑒𐑤𐑦𐑒 𐑞𐑦𐑕 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑸𐑱𐑖𐑱𐑙𐑔𐑮𐑰𐑛 𐑞 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑤𐑦𐑑𐑩𐑤 𐑑𐑦𐑐 𐑓𐑮𐑪𐑥 𐑞 "·𐑑𐑴𐑥 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔".

note: type: Content of: <book><chapter><section><title>
en: Game Modes
target: 𐑜𐑱𐑥 𐑥𐑴𐑛𐑟

note: type: Content of: <book><chapter><section><simpara>
en: There are two basic ways to play Battle for Wesnoth:
target: 𐑞𐑺 𐑸 𐑑𐑵 𐑚𐑱𐑕𐑦𐑒 𐑢𐑱𐑟 𐑑 𐑐𐑤𐑱 ·𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔:

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Play a sequence of connected scenarios, known as a campaign, against the computer.
target: 𐑐𐑤𐑱 𐑩 𐑕𐑰𐑒𐑢𐑩𐑯𐑕 𐑝 𐑒𐑩𐑯𐑧𐑒𐑑𐑩𐑛 𐑕𐑦𐑯𐑺𐑰𐑴𐑟, 𐑯𐑴𐑯 𐑨𐑟 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 𐑒𐑩𐑥𐑐𐑿𐑑𐑼.

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Play a single scenario against computer or human opponents.
target: 𐑐𐑤𐑱 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑕𐑦𐑯𐑺𐑰𐑴 𐑩𐑜𐑱𐑯𐑕𐑑 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 𐑹 𐑣𐑿𐑥𐑩𐑯 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕.

note: type: Content of: <book><chapter><section><section><title>
en: Campaigns
target: 𐑒𐑨𐑥𐑐𐑱𐑯𐑟

note: type: Content of: <book><chapter><section><section><simpara>
en: Campaigns are sequences of battles with a connecting storyline. Typical campaigns have about 10–20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. If you choose not to use a unit at all during a scenario it is carried over to the next, so you don&#8217;t lose units you don&#8217;t use.
target: 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑸 𐑕𐑰𐑒𐑢𐑩𐑯𐑕𐑩𐑟 𐑝 𐑚𐑨𐑑𐑩𐑤𐑟 𐑢𐑦𐑞 𐑩 𐑒𐑩𐑯𐑧𐑒𐑑𐑦𐑙 𐑕𐑑𐑹𐑰𐑤𐑲𐑯. 𐑑𐑦𐑐𐑩𐑒𐑩𐑤 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑣𐑨𐑝 𐑩𐑚𐑬𐑑 10-20 𐑕𐑦𐑯𐑺𐑰𐑴𐑟. 𐑞 𐑥𐑱𐑯 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑢𐑦𐑞 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑦𐑟 𐑞𐑨𐑑 𐑞𐑱 𐑩𐑤𐑬 𐑿 𐑑 𐑛𐑦𐑝𐑧𐑤𐑩𐑐 𐑿𐑼 𐑸𐑥𐑦. 𐑨𐑟 𐑿 𐑒𐑩𐑥𐑐𐑤𐑰𐑑 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑞 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑞 𐑧𐑯𐑛 𐑸 𐑕𐑱𐑝𐑛 𐑓𐑹 𐑿 𐑑 𐑿𐑕 𐑦𐑯 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑦𐑓 𐑿 𐑗𐑵𐑟 𐑯𐑪𐑑 𐑑 𐑿𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑨𐑑 𐑷𐑤 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑦𐑑 𐑦𐑟 𐑒𐑨𐑮𐑦𐑛 𐑴𐑝𐑼 𐑑 𐑞 𐑯𐑧𐑒𐑕𐑑, 𐑕𐑴 𐑿 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑤𐑵𐑟 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑿𐑟.

note: type: Content of: <book><chapter><section><section><simpara>
en: The campaign is the primary form in which Wesnoth is intended to be played, is probably the most enjoyable, and is the recommended way for new players to learn the game.
target: 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯 𐑦𐑟 𐑞 𐑐𐑮𐑲𐑥𐑩𐑮𐑦 𐑓𐑹𐑥 𐑦𐑯 𐑢𐑦𐑗 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑦𐑯𐑑𐑧𐑯𐑛𐑩𐑛 𐑑 𐑚𐑰 𐑐𐑤𐑱𐑛, 𐑦𐑟 𐑐𐑮𐑪𐑚𐑩𐑚𐑤𐑦 𐑞 𐑥𐑴𐑕𐑑 𐑦𐑯𐑡𐑶𐑩𐑚𐑩𐑤, 𐑯 𐑦𐑟 𐑞 𐑮𐑧𐑒𐑩𐑥𐑧𐑯𐑛𐑩𐑛 𐑢𐑱 𐑓𐑹 𐑯𐑿 𐑐𐑤𐑱𐑼𐑟 𐑑 𐑤𐑻𐑯 𐑞 𐑜𐑱𐑥.

note: type: Content of: <book><chapter><section><section><title>
en: Scenarios
target: 𐑕𐑦𐑯𐑺𐑰𐑴𐑟

note: type: Content of: <book><chapter><section><section><simpara>
en: A single scenario takes about 30 minutes to 2 hours to complete. This is the fastest way to play, but your units are not saved and you cannot use campaign units. You can play scenarios against the computer or against other players either over the internet or at your computer. Scenarios are accessed through the "Multiplayer" button on the main menu.
target: 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑕𐑦𐑯𐑺𐑰𐑴 𐑑𐑱𐑒𐑕 𐑩𐑚𐑬𐑑 30 𐑥𐑦𐑯𐑦𐑑𐑕 𐑑 2 𐑬𐑼𐑟 𐑑 𐑒𐑩𐑥𐑐𐑤𐑰𐑑. 𐑞𐑦𐑕 𐑦𐑟 𐑞 𐑓𐑨𐑕𐑑𐑩𐑕𐑑 𐑢𐑱 𐑑 𐑐𐑤𐑱, 𐑚𐑳𐑑 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑯𐑪𐑑 𐑕𐑱𐑝𐑛 𐑯 𐑿 𐑒𐑨𐑯𐑪𐑑 𐑿𐑕 𐑒𐑨𐑥𐑐𐑱𐑯 𐑿𐑯𐑦𐑑𐑕. 𐑿 𐑒𐑨𐑯 𐑐𐑤𐑱 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 𐑹 𐑩𐑜𐑱𐑯𐑕𐑑 𐑳𐑞𐑼 𐑐𐑤𐑱𐑼𐑟 𐑲𐑞𐑼 𐑴𐑝𐑼 𐑞 𐑦𐑯𐑑𐑼𐑯𐑧𐑑 𐑹 𐑨𐑑 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼. 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑸 𐑨𐑒𐑕𐑧𐑕𐑑 𐑔𐑮𐑵 𐑞 "𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻" 𐑚𐑳𐑑𐑩𐑯 𐑪𐑯 𐑞 𐑥𐑱𐑯 𐑥𐑧𐑯𐑿.

note: type: Content of: <book><chapter><section><section><simpara>
en: There are several possible options you are provided with when clicking on the "Multiplayer" button:
target: 𐑞𐑺 𐑸 𐑕𐑧𐑝𐑼𐑩𐑤 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑐𐑖𐑩𐑯𐑟 𐑿 𐑸 𐑐𐑮𐑩𐑝𐑲𐑛𐑩𐑛 𐑢𐑦𐑞 𐑢𐑧𐑯 𐑒𐑤𐑦𐑒𐑦𐑙 𐑪𐑯 𐑞 "𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻" 𐑚𐑳𐑑𐑩𐑯:

note: type: Content of: <book><chapter><section><section><section><title>
en: Login
target: 𐑤𐑪𐑜𐑦𐑯

note: type: Content of: <book><chapter><section><section><section><title>
en: Join official Server
target: 𐑡𐑶𐑯 𐑪𐑓𐑦𐑖𐑩𐑤 𐑕𐑻𐑝𐑻

note: type: Content of: <book><chapter><section><section><section><simpara>
en: This option directly connects you to the official server. You will end in the lobby where you can create your games as you wish and where many games are already open and maybe some players already waiting to join in a new match.
target: 𐑞𐑦𐑕 𐑪𐑐𐑖𐑩𐑯 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑒𐑩𐑯𐑧𐑒𐑑𐑕 𐑿 𐑑 𐑞 𐑪𐑓𐑦𐑖𐑩𐑤 𐑕𐑻𐑝𐑻. 𐑿 𐑢𐑦𐑤 𐑧𐑯𐑛 𐑦𐑯 𐑞 𐑤𐑭𐑚𐑰 𐑢𐑺 𐑿 𐑒𐑨𐑯 𐑒𐑮𐑰𐑱𐑑 𐑿𐑼 𐑜𐑱𐑥𐑟 𐑨𐑟 𐑿 𐑢𐑦𐑖 𐑯 𐑢𐑺 𐑥𐑧𐑯𐑦 𐑜𐑱𐑥𐑟 𐑸 𐑷𐑤𐑮𐑧𐑛𐑦 𐑴𐑐𐑩𐑯 𐑯 𐑥𐑱𐑚𐑰 𐑕𐑳𐑥 𐑐𐑤𐑱𐑼𐑟 𐑷𐑤𐑮𐑧𐑛𐑦 𐑢𐑱𐑑𐑦𐑙 𐑑 𐑡𐑶𐑯 𐑦𐑯 𐑩 𐑯𐑿 𐑥𐑨𐑗.

note: type: Content of: <book><chapter><section><section><section><title>
en: Connect to Server
target: 𐑒𐑩𐑯𐑧𐑒𐑑 𐑑 𐑕𐑻𐑝𐑻

note: type: Content of: <book><chapter><section><section><section><simpara>
en: This option opens a dialog box allowing you to enter the address of the machine to join. In this dialog there also is the button "View List" that does show a list of official servers that can be used as backup if the main server is currently not available.
target: 𐑞𐑦𐑕 𐑪𐑐𐑖𐑩𐑯 𐑴𐑐𐑩𐑯𐑟 𐑩 𐑛𐑲𐑩𐑤𐑪𐑜 𐑚𐑪𐑒𐑕 𐑩𐑤𐑬𐑦𐑙 𐑿 𐑑 𐑧𐑯𐑑𐑼 𐑞 𐑩𐑛𐑮𐑧𐑕 𐑝 𐑞 𐑥𐑩𐑖𐑰𐑯 𐑑 𐑡𐑶𐑯. 𐑦𐑯 𐑞𐑦𐑕 𐑛𐑲𐑩𐑤𐑪𐑜 𐑞𐑺 𐑷𐑤𐑕𐑴 𐑦𐑟 𐑞 𐑚𐑳𐑑𐑩𐑯 "𐑝𐑿 𐑤𐑦𐑕𐑑" 𐑞𐑨𐑑 𐑛𐑴𐑟 𐑖𐑴 𐑩 𐑤𐑦𐑕𐑑 𐑝 𐑪𐑓𐑦𐑖𐑩𐑤 𐑕𐑻𐑝𐑼𐑟 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑨𐑟 𐑚𐑨𐑒𐑳𐑐 𐑦𐑓 𐑞 𐑥𐑱𐑯 𐑕𐑻𐑝𐑻 𐑦𐑟 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑯𐑪𐑑 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤.

note: type: Content of: <book><chapter><section><section><section><simpara>
en: You can also reach servers hosted by any other player with this menu option.  So if you got a server running in your local network, just enter the address and port number (default: 15000). If you for example want to connect to a server running on the machine with the address 192.168.0.10 and the default port, you would enter this in the dialog: 192.168.0.10:15000
target: 𐑿 𐑒𐑨𐑯 𐑷𐑤𐑕𐑴 𐑮𐑰𐑗 𐑕𐑻𐑝𐑼𐑟 𐑣𐑴𐑕𐑑𐑩𐑛 𐑚𐑲 𐑧𐑯𐑦 𐑳𐑞𐑼 𐑐𐑤𐑱𐑻 𐑢𐑦𐑞 𐑞𐑦𐑕 𐑥𐑧𐑯𐑿 𐑪𐑐𐑖𐑩𐑯. 𐑕𐑴 𐑦𐑓 𐑿 𐑜𐑪𐑑 𐑩 𐑕𐑻𐑝𐑻 𐑮𐑳𐑯𐑦𐑙 𐑦𐑯 𐑿𐑼 𐑤𐑴𐑒𐑩𐑤 𐑯𐑧𐑑𐑢𐑻𐑒, 𐑡𐑳𐑕𐑑 𐑧𐑯𐑑𐑼 𐑞 𐑩𐑛𐑮𐑧𐑕 𐑯 𐑐𐑹𐑑 𐑯𐑳𐑥𐑚𐑻 (𐑛𐑰𐑓𐑷𐑤𐑑: 15000). 𐑦𐑓 𐑿 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤 𐑢𐑪𐑯𐑑 𐑑 𐑒𐑩𐑯𐑧𐑒𐑑 𐑑 𐑩 𐑕𐑻𐑝𐑻 𐑮𐑳𐑯𐑦𐑙 𐑪𐑯 𐑞 𐑥𐑩𐑖𐑰𐑯 𐑢𐑦𐑞 𐑞 𐑩𐑛𐑮𐑧𐑕 192.168.0.10 𐑯 𐑞 𐑛𐑰𐑓𐑷𐑤𐑑 𐑐𐑹𐑑, 𐑿 𐑢𐑫𐑛 𐑧𐑯𐑑𐑼 𐑞𐑦𐑕 𐑦𐑯 𐑞 𐑛𐑲𐑩𐑤𐑪𐑜: 192.168.0.10:15000

note: type: Content of: <book><chapter><section><section><section><title>
en: Host Networked Game
target: 𐑣𐑴𐑕𐑑 𐑯𐑧𐑑𐑢𐑻𐑒𐑑 𐑜𐑱𐑥

note: type: Content of: <book><chapter><section><section><section><simpara>
en: To be able to start a multiplayer game without using an external multiplayer server, you have to start the server, which is usually named <emphasis>wesnothd</emphasis>, yourself. This program is automatically started in the background when selecting this option. It will be stopped, once all players left the server.  Other players need to be able to connect to your port 15000 using TCP to play with you on your server. 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.
target: 𐑑 𐑚𐑰 𐑱𐑚𐑩𐑤 𐑑 𐑕𐑑𐑸𐑑 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥 𐑢𐑦𐑞𐑬𐑑 𐑿𐑟𐑦𐑙 𐑩𐑯 𐑦𐑒𐑕𐑑𐑻𐑯𐑩𐑤 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑕𐑻𐑝𐑻, 𐑿 𐑣𐑨𐑝 𐑑 𐑕𐑑𐑸𐑑 𐑞 𐑕𐑻𐑝𐑻, 𐑢𐑦𐑗 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑯𐑱𐑥𐑛 <emphasis>wesnothd</emphasis>, 𐑿𐑼𐑕𐑧𐑤𐑓. 𐑞𐑦𐑕 𐑐𐑮𐑴𐑜𐑮𐑨𐑥 𐑦𐑟 𐑷𐑑𐑩𐑥𐑨𐑑𐑦𐑒𐑤𐑦 𐑕𐑑𐑸𐑑𐑩𐑛 𐑦𐑯 𐑞 𐑚𐑨𐑒𐑜𐑮𐑬𐑯𐑛 𐑢𐑧𐑯 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑞𐑦𐑕 𐑪𐑐𐑖𐑩𐑯. 𐑦𐑑 𐑢𐑦𐑤 𐑚𐑰 𐑕𐑑𐑪𐑐𐑑, 𐑢𐑳𐑯𐑕 𐑷𐑤 𐑐𐑤𐑱𐑼𐑟 𐑤𐑧𐑓𐑑 𐑞 𐑕𐑻𐑝𐑻. 𐑳𐑞𐑼 𐑐𐑤𐑱𐑼𐑟 𐑯𐑰𐑛 𐑑 𐑚𐑰 𐑱𐑚𐑩𐑤 𐑑 𐑒𐑩𐑯𐑧𐑒𐑑 𐑑 𐑿𐑼 𐑐𐑹𐑑 15000 𐑿𐑟𐑦𐑙 TCP 𐑑 𐑐𐑤𐑱 𐑢𐑦𐑞 𐑿 𐑪𐑯 𐑿𐑼 𐑕𐑻𐑝𐑻. 𐑦𐑓 𐑿 𐑸 𐑚𐑦𐑣𐑲𐑯𐑛 𐑩 𐑓𐑲𐑮𐑢𐑭𐑤, 𐑿 𐑢𐑦𐑤 𐑐𐑮𐑪𐑚𐑩𐑚𐑤𐑦 𐑯𐑰𐑛 𐑑 𐑗𐑱𐑯𐑡 𐑿𐑼 𐑓𐑲𐑮𐑢𐑭𐑤 𐑕𐑧𐑑𐑦𐑙𐑟 𐑑 𐑩𐑤𐑬 𐑦𐑯𐑒𐑳𐑥𐑦𐑙 𐑒𐑩𐑯𐑧𐑒𐑖𐑩𐑯𐑟 𐑑 𐑐𐑹𐑑 15000, 𐑯 𐑑𐑧𐑤 𐑿𐑼 𐑓𐑲𐑮𐑢𐑭𐑤 𐑑 𐑓𐑹𐑢𐑼𐑛 𐑕𐑳𐑗 𐑑𐑮𐑨𐑓𐑦𐑒 𐑑 𐑞 𐑥𐑩𐑖𐑰𐑯 𐑣𐑴𐑕𐑑𐑦𐑙 𐑞 𐑜𐑱𐑥. 𐑿 𐑖𐑫𐑛 𐑯𐑪𐑑 𐑯𐑰𐑛 𐑑 𐑥𐑱𐑒 𐑓𐑲𐑮𐑢𐑭𐑤 𐑗𐑱𐑯𐑡𐑩𐑟 𐑑 𐑡𐑶𐑯 𐑜𐑱𐑥𐑟 𐑣𐑴𐑕𐑑𐑩𐑛 𐑪𐑯 𐑩 𐑐𐑳𐑚𐑤𐑦𐑒 𐑕𐑻𐑝𐑻 𐑹 𐑚𐑲 𐑕𐑳𐑥𐑢𐑳𐑯 𐑧𐑤𐑕.

note: type: Content of: <book><chapter><section><section><section><title>
en: Local Game
target: 𐑤𐑴𐑒𐑩𐑤 𐑜𐑱𐑥

note: type: Content of: <book><chapter><section><section><section><simpara>
en: This creates a game just running on your computer. You can either use it as hotseat game where everyone plays at the same computers by taking turns in the <emphasis>hotseat</emphasis>. Hotseat games will take about the same time to play as games played over the Internet. Or you can just play a scenario against AI opponents rather than human players. This can be a good way to become familiar with the various maps that are used for multiplayer games before playing against real opponents. It can also be used as a simple way to explore the capabilities of units from the different factions by choosing which faction you will play and which faction your opponents are in these games.  Of course, you can also mix both in one game. That is, play together in a game with a friend against an AI opponent.
target: 𐑞𐑦𐑕 𐑒𐑮𐑦𐑱𐑑𐑕 𐑩 𐑜𐑱𐑥 𐑡𐑳𐑕𐑑 𐑮𐑳𐑯𐑦𐑙 𐑪𐑯 𐑿𐑼 𐑒𐑩𐑥𐑐𐑿𐑑𐑼. 𐑿 𐑒𐑨𐑯 𐑲𐑞𐑼 𐑿𐑕 𐑦𐑑 𐑨𐑟 𐑣𐑭𐑑𐑕𐑰𐑑 𐑜𐑱𐑥 𐑢𐑺 𐑧𐑝𐑮𐑰𐑢𐑳𐑯 𐑐𐑤𐑱𐑟 𐑨𐑑 𐑞 𐑕𐑱𐑥 𐑒𐑩𐑥𐑐𐑿𐑑𐑼𐑟 𐑚𐑲 𐑑𐑱𐑒𐑦𐑙 𐑑𐑻𐑯𐑟 𐑦𐑯 𐑞 <emphasis>hotseat</emphasis>. 𐑣𐑭𐑑𐑕𐑰𐑑 𐑜𐑱𐑥𐑟 𐑢𐑦𐑤 𐑑𐑱𐑒 𐑩𐑚𐑬𐑑 𐑞 𐑕𐑱𐑥 𐑑𐑲𐑥 𐑑 𐑐𐑤𐑱 𐑨𐑟 𐑜𐑱𐑥𐑟 𐑐𐑤𐑱𐑛 𐑴𐑝𐑼 𐑞 𐑦𐑯𐑑𐑼𐑯𐑧𐑑. 𐑹 𐑿 𐑒𐑨𐑯 𐑡𐑳𐑕𐑑 𐑐𐑤𐑱 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑩𐑜𐑱𐑯𐑕𐑑 ·𐑲 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕 𐑮𐑭𐑞𐑼 𐑞𐑨𐑯 𐑣𐑿𐑥𐑩𐑯 𐑐𐑤𐑱𐑼𐑟. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑩 𐑜𐑫𐑛 𐑢𐑱 𐑑 𐑚𐑦𐑒𐑳𐑥 𐑓𐑩𐑥𐑦𐑤𐑦𐑼 𐑢𐑦𐑞 𐑞 𐑝𐑺𐑦𐑩𐑕 𐑥𐑨𐑐𐑕 𐑞𐑨𐑑 𐑸 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑓𐑹 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥𐑟 𐑚𐑦𐑓𐑹 𐑐𐑤𐑱𐑦𐑙 𐑩𐑜𐑱𐑯𐑕𐑑 𐑮𐑾𐑤 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕. 𐑦𐑑 𐑒𐑨𐑯 𐑷𐑤𐑕𐑴 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑨𐑟 𐑩 𐑕𐑦𐑥𐑐𐑩𐑤 𐑢𐑱 𐑑 𐑦𐑒𐑕𐑐𐑤𐑹 𐑞 𐑒𐑱𐑐𐑩𐑚𐑦𐑤𐑩𐑑𐑰𐑟 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑞 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑓𐑨𐑒𐑖𐑩𐑯𐑟 𐑚𐑲 𐑗𐑵𐑟𐑦𐑙 𐑢𐑦𐑗 𐑓𐑨𐑒𐑖𐑩𐑯 𐑿 𐑢𐑦𐑤 𐑐𐑤𐑱 𐑯 𐑢𐑦𐑗 𐑓𐑨𐑒𐑖𐑩𐑯 𐑿𐑼 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕 𐑸 𐑦𐑯 𐑞𐑰𐑟 𐑜𐑱𐑥𐑟. 𐑝 𐑒𐑹𐑕, 𐑿 𐑒𐑨𐑯 𐑷𐑤𐑕𐑴 𐑥𐑦𐑒𐑕 𐑚𐑴𐑔 𐑦𐑯 𐑢𐑳𐑯 𐑜𐑱𐑥. 𐑞𐑨𐑑 𐑦𐑟, 𐑐𐑤𐑱 𐑑𐑫𐑜𐑧𐑞𐑼 𐑦𐑯 𐑩 𐑜𐑱𐑥 𐑢𐑦𐑞 𐑩 𐑓𐑮𐑧𐑯𐑛 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩𐑯 ·𐑲 𐑩𐑐𐑴𐑯𐑩𐑯𐑑.

note: type: Content of: <book><chapter><section><section><title>
en: The Game Screen
target: 𐑞 𐑜𐑱𐑥 𐑕𐑒𐑮𐑰𐑯

note: type: Content of: <book><chapter><section><section><simpara>
en: Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.
target: 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑢𐑧𐑞𐑼 𐑿 𐑸 𐑐𐑤𐑱𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑹 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑞 𐑚𐑱𐑕𐑦𐑒 𐑤𐑱𐑬𐑑 𐑝 𐑞 𐑜𐑱𐑥 𐑕𐑒𐑮𐑰𐑯 𐑦𐑟 𐑞 𐑕𐑱𐑥. 𐑞 𐑥𐑩𐑡𐑪𐑮𐑦𐑑𐑦 𐑝 𐑞 𐑕𐑒𐑮𐑰𐑯 𐑦𐑟 𐑓𐑦𐑤𐑛 𐑢𐑦𐑞 𐑩 𐑥𐑨𐑐 𐑢𐑦𐑗 𐑖𐑴𐑟 𐑷𐑤 𐑝 𐑞 𐑨𐑒𐑖𐑩𐑯 𐑞𐑨𐑑 𐑑𐑱𐑒𐑕 𐑐𐑤𐑱𐑕 𐑦𐑯 𐑞 𐑜𐑱𐑥. 𐑩𐑮𐑬𐑯𐑛 𐑞 𐑥𐑨𐑐 𐑸 𐑝𐑺𐑦𐑩𐑕 𐑧𐑤𐑩𐑥𐑩𐑯𐑑𐑕 𐑢𐑦𐑗 𐑐𐑮𐑩𐑝𐑲𐑛 𐑿𐑕𐑓𐑩𐑤 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑩𐑚𐑬𐑑 𐑞 𐑜𐑱𐑥 𐑯 𐑸 𐑛𐑦𐑕𐑒𐑮𐑲𐑚𐑛 𐑦𐑯 𐑥𐑹 𐑛𐑰𐑑𐑱𐑤 𐑚𐑩𐑤𐑴.

note: type: Content of: <book><chapter><section><section><simpara>
en: Across the top of the screen from left to right are the following items:
target: 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑑𐑪𐑐 𐑝 𐑞 𐑕𐑒𐑮𐑰𐑯 𐑓𐑮𐑪𐑥 𐑤𐑧𐑓𐑑 𐑑 𐑮𐑲𐑑 𐑸 𐑞 𐑓𐑪𐑤𐑴𐑦𐑙 𐑲𐑑𐑩𐑥𐑟:

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Menu button
target: 𐑥𐑧𐑯𐑿 𐑚𐑳𐑑𐑩𐑯

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Actions button
target: 𐑨𐑒𐑖𐑩𐑯𐑟 𐑚𐑳𐑑𐑩𐑯

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Turn counter (current turn/maximum number of turns)
target: 𐑑𐑻𐑯 𐑒𐑬𐑯𐑑𐑼 (𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑻𐑯/𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟)

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Your gold
target: 𐑿𐑼 𐑜𐑴𐑤𐑛

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Villages (your villages/total number of villages)
target: 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑿𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟/𐑑𐑴𐑑𐑩𐑤 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑝𐑦𐑤𐑦𐑡𐑦𐑟)

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Your total units
target: 𐑿𐑼 𐑑𐑴𐑑𐑩𐑤 𐑿𐑯𐑦𐑑𐑕

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Your upkeep
target: 𐑿𐑼 𐑳𐑐𐑒𐑰𐑐

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Your income
target: 𐑿𐑼 𐑦𐑯𐑒𐑳𐑥

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Current time or time left (in timed multiplayer games)
target: 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑲𐑥 𐑹 𐑑𐑲𐑥 𐑤𐑧𐑓𐑑 (𐑦𐑯 𐑑𐑲𐑥𐑛 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥𐑟)

note: type: Content of: <book><chapter><section><section><simpara>
en: Down the right of the screen from top to bottom are:
target: 𐑛𐑬𐑯 𐑞 𐑮𐑲𐑑 𐑝 𐑞 𐑕𐑒𐑮𐑰𐑯 𐑓𐑮𐑪𐑥 𐑑𐑪𐑐 𐑑 𐑚𐑪𐑑𐑫𐑥 𐑸:

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Full map, scaled
target: 𐑓𐑫𐑤 𐑥𐑨𐑐, 𐑕𐑒𐑱𐑤𐑛

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Current hex type
target: 𐑒𐑳𐑮𐑩𐑯𐑑 𐑣𐑧𐑒𐑕 𐑑𐑲𐑐

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Time of day indicator
target: 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑼

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Unit profile for last selected unit
target: 𐑿𐑯𐑦𐑑 𐑐𐑮𐑴𐑓𐑲𐑤 𐑓𐑹 𐑤𐑭𐑕𐑑 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: End Turn button
target: 𐑧𐑯𐑛 𐑑𐑻𐑯 𐑚𐑳𐑑𐑩𐑯

note: type: Content of: <book><chapter><section><section><title>
en: Recruit and Recall
target: 𐑮𐑩𐑒𐑮𐑵𐑑 𐑯 𐑮𐑰𐑒𐑷𐑤

note: type: Content of: <book><chapter><section><section><simpara>
en: When you first start a scenario or campaign you will only have a few units on the map. One of these will be your commander (identified by a little golden crown icon). Your commander is usually placed in a castle on a special hex called a keep. Whenever your commander is on a keep (not only your own, but also the keep of any enemy castles you capture) and you have enough gold, you can recruit units for your army. In later scenarios you can recall experienced units that survived earlier scenarios. From here, you can start to build your army to conquer the enemy.
target: 𐑢𐑧𐑯 𐑿 𐑓𐑻𐑕𐑑 𐑕𐑑𐑸𐑑 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑹 𐑒𐑨𐑥𐑐𐑱𐑯 𐑿 𐑢𐑦𐑤 𐑴𐑯𐑤𐑦 𐑣𐑨𐑝 𐑩 𐑓𐑿 𐑿𐑯𐑦𐑑𐑕 𐑪𐑯 𐑞 𐑥𐑨𐑐. 𐑢𐑳𐑯 𐑝 𐑞𐑰𐑟 𐑢𐑦𐑤 𐑚𐑰 𐑿𐑼 𐑒𐑩𐑥𐑭𐑯𐑛𐑼 (𐑲𐑛𐑧𐑯𐑑𐑦𐑓𐑲𐑛 𐑚𐑲 𐑩 𐑤𐑦𐑑𐑩𐑤 𐑜𐑴𐑤𐑛𐑩𐑯 𐑒𐑮𐑬𐑯 𐑲𐑒𐑪𐑯). 𐑿𐑼 𐑒𐑩𐑥𐑭𐑯𐑛𐑼 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑐𐑤𐑱𐑕𐑑 𐑦𐑯 𐑩 𐑒𐑨𐑕𐑩𐑤 𐑪𐑯 𐑩 𐑕𐑐𐑧𐑖𐑩𐑤 𐑣𐑧𐑒𐑕 𐑒𐑷𐑤𐑛 𐑩 𐑒𐑰𐑐. 𐑢𐑧𐑯𐑧𐑝𐑼 𐑿𐑼 𐑒𐑩𐑥𐑭𐑯𐑛𐑼 𐑦𐑟 𐑪𐑯 𐑩 𐑒𐑰𐑐 (𐑯𐑪𐑑 𐑴𐑯𐑤𐑦 𐑿𐑼 𐑴𐑯, 𐑚𐑳𐑑 𐑷𐑤𐑕𐑴 𐑞 𐑒𐑰𐑐 𐑝 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑒𐑭𐑕𐑩𐑤𐑟 𐑿 𐑒𐑨𐑐𐑗𐑻) 𐑯 𐑿 𐑣𐑨𐑝 𐑦𐑯𐑳𐑓 𐑜𐑴𐑤𐑛, 𐑿 𐑒𐑨𐑯 𐑮𐑩𐑒𐑮𐑵𐑑 𐑿𐑯𐑦𐑑𐑕 𐑓𐑹 𐑿𐑼 𐑸𐑥𐑦. 𐑦𐑯 𐑤𐑱𐑑𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑿 𐑒𐑨𐑯 𐑮𐑰𐑒𐑷𐑤 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑕𐑻𐑝𐑲𐑝𐑛 𐑻𐑤𐑰𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟. 𐑓𐑮𐑪𐑥 𐑣𐑽, 𐑿 𐑒𐑨𐑯 𐑕𐑑𐑸𐑑 𐑑 𐑚𐑦𐑤𐑛 𐑿𐑼 𐑸𐑥𐑦 𐑑 𐑒𐑪𐑙𐑒𐑼 𐑞 𐑧𐑯𐑩𐑥𐑦.

note: type: Content of: <book><chapter><section><section><simpara>
en: At the end of each successful scenario, all your remaining troops are automatically saved. At the start of the next scenario you may recall them in a similar way to recruiting. Recalled troops are often more experienced than recruits and usually a better choice.
target: 𐑨𐑑 𐑞 𐑧𐑯𐑛 𐑝 𐑰𐑗 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑷𐑤 𐑿𐑼 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑑𐑮𐑵𐑐𐑕 𐑸 𐑷𐑑𐑩𐑥𐑨𐑑𐑦𐑒𐑤𐑦 𐑕𐑱𐑝𐑛. 𐑨𐑑 𐑞 𐑕𐑑𐑸𐑑 𐑝 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴 𐑿 𐑥𐑱 𐑮𐑰𐑒𐑷𐑤 𐑞𐑧𐑥 𐑦𐑯 𐑩 𐑕𐑦𐑥𐑦𐑤𐑼 𐑢𐑱 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙. 𐑮𐑰𐑒𐑷𐑤𐑛 𐑑𐑮𐑵𐑐𐑕 𐑸 𐑪𐑓𐑩𐑯 𐑥𐑹 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕𐑑 𐑞𐑨𐑯 𐑮𐑩𐑒𐑮𐑵𐑑𐑕 𐑯 𐑿𐑖𐑿𐑩𐑤𐑦 𐑩 𐑚𐑧𐑑𐑼 𐑗𐑶𐑕.

note: type: Content of: <book><chapter><section><section><title>
en: Your Army
target: 𐑿𐑼 𐑸𐑥𐑦

note: type: Content of: <book><chapter><section><section><simpara>
en: All game types use the same soldiers, called units. Each unit is identified by Race, Level, and Class. Each unit has strengths and weaknesses, based on their Resistances, current Terrain, and Level. Full details are in the in game help.
target: 𐑷𐑤 𐑜𐑱𐑥 𐑑𐑲𐑐𐑕 𐑿𐑟 𐑞 𐑕𐑱𐑥 𐑕𐑴𐑤𐑡𐑼𐑟, 𐑒𐑷𐑤𐑛 𐑿𐑯𐑦𐑑𐑕. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑲𐑛𐑧𐑯𐑑𐑦𐑓𐑲𐑛 𐑚𐑲 𐑮𐑱𐑕, 𐑤𐑧𐑝𐑩𐑤, 𐑯 𐑒𐑤𐑭𐑕. 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑕𐑑𐑮𐑧𐑙𐑔𐑕 𐑯 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟, 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑞𐑺 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟, 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑻𐑱𐑯, 𐑯 𐑤𐑧𐑝𐑩𐑤. 𐑓𐑫𐑤 𐑛𐑰𐑑𐑱𐑤𐑟 𐑸 𐑦𐑯 𐑞 𐑦𐑯 𐑜𐑱𐑥 𐑣𐑧𐑤𐑐.

note: type: Content of: <book><chapter><section><section><title>
en: Life and Death — Experience
target: 𐑤𐑲𐑓 𐑯 𐑛𐑧𐑔 - 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: As your troops gain battle experience, they will learn more skills and become stronger. They will also die in battle, so you&#8217;ll need to recruit and recall more when that happens. But choose wisely, for each has strengths and weaknesses a cunning opponent will quickly exploit.
target: 𐑨𐑟 𐑿𐑼 𐑑𐑮𐑵𐑐𐑕 𐑜𐑱𐑯 𐑚𐑨𐑑𐑩𐑤 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕, 𐑞𐑱 𐑢𐑦𐑤 𐑤𐑻𐑯 𐑥𐑹 𐑕𐑒𐑦𐑤𐑟 𐑯 𐑚𐑦𐑒𐑳𐑥 𐑕𐑑𐑮𐑪𐑙𐑜𐑼. 𐑞𐑱 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑛𐑲 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤, 𐑕𐑴 𐑿𐑤 𐑯𐑰𐑛 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑯 𐑮𐑰𐑒𐑷𐑤 𐑥𐑹 𐑢𐑧𐑯 𐑞𐑨𐑑 𐑣𐑨𐑐𐑩𐑯𐑟. 𐑚𐑳𐑑 𐑗𐑵𐑟 𐑢𐑲𐑟𐑤𐑦, 𐑓𐑹 𐑰𐑗 𐑣𐑨𐑟 𐑕𐑑𐑮𐑧𐑙𐑔𐑕 𐑯 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟 𐑩 𐑒𐑳𐑯𐑦𐑙 𐑩𐑐𐑴𐑯𐑩𐑯𐑑 𐑢𐑦𐑤 𐑒𐑢𐑦𐑒𐑤𐑦 𐑧𐑒𐑕𐑐𐑤𐑶𐑑.

note: type: Content of: <book><chapter><section><section><title>
en: Victory and Defeat
target: 𐑝𐑦𐑒𐑑𐑼𐑦 𐑯 𐑛𐑦𐑓𐑰𐑑

note: type: Content of: <book><chapter><section><section><simpara>
en: Pay careful attention to the Objectives pop-up box at the beginning of each scenario. Usually you will achieve victory by killing all enemy leaders, and only be defeated by having your leader killed. But scenarios may have other victory objectives — getting your leader to a designated point, say, or rescuing someone, or solving a puzzle, or holding out against a siege until a certain number of turns have elapsed.
target: 𐑐𐑱 𐑒𐑺𐑓𐑩𐑤 𐑩𐑑𐑧𐑯𐑖𐑩𐑯 𐑑 𐑞 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟 𐑐𐑪𐑐-𐑳𐑐 𐑚𐑪𐑒𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑿𐑖𐑿𐑩𐑤𐑦 𐑿 𐑢𐑦𐑤 𐑩𐑗𐑰𐑝 𐑝𐑦𐑒𐑑𐑼𐑦 𐑚𐑲 𐑒𐑦𐑤𐑦𐑙 𐑷𐑤 𐑧𐑯𐑩𐑥𐑦 𐑤𐑰𐑛𐑼𐑟, 𐑯 𐑴𐑯𐑤𐑦 𐑚𐑰 𐑛𐑦𐑓𐑰𐑑𐑩𐑛 𐑚𐑲 𐑣𐑨𐑝𐑦𐑙 𐑿𐑼 𐑤𐑰𐑛𐑻 𐑒𐑦𐑤𐑛. 𐑚𐑳𐑑 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑥𐑱 𐑣𐑨𐑝 𐑳𐑞𐑼 𐑝𐑦𐑒𐑑𐑼𐑦 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟 - 𐑜𐑧𐑑𐑦𐑙 𐑿𐑼 𐑤𐑰𐑛𐑻 𐑑 𐑩 𐑛𐑩𐑟𐑲𐑯𐑧𐑑𐑩𐑛 𐑐𐑶𐑯𐑑, 𐑕𐑱, 𐑹 𐑮𐑧𐑕𐑒𐑿𐑦𐑙 𐑕𐑳𐑥𐑢𐑳𐑯, 𐑹 𐑕𐑪𐑤𐑝𐑦𐑙 𐑩 𐑐𐑳𐑟𐑩𐑤, 𐑹 𐑣𐑴𐑤𐑛𐑦𐑙 𐑬𐑑 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩 𐑕𐑰𐑡 𐑳𐑯𐑑𐑦𐑤 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟 𐑣𐑨𐑝 𐑦𐑤𐑨𐑐𐑕𐑑.

note: type: Content of: <book><chapter><section><section><simpara>
en: When you win a scenario, the map will gray over and the <emphasis>End Turn</emphasis> button will change to <emphasis>End Scenario</emphasis>. You can now do things like changing your save options or (if you are in a multiplayer game)  chatting with other players before pressing that button to advance.
target: 𐑢𐑧𐑯 𐑿 𐑢𐑦𐑯 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑞 𐑥𐑨𐑐 𐑢𐑦𐑤 𐑜𐑮𐑱 𐑴𐑝𐑼 𐑯 𐑞 <emphasis>End 𐑑𐑻𐑯</emphasis> 𐑚𐑳𐑑𐑩𐑯 𐑢𐑦𐑤 𐑗𐑱𐑯𐑡 𐑑 <emphasis>End 𐑕𐑦𐑯𐑺𐑰𐑴</emphasis>. 𐑿 𐑒𐑨𐑯 𐑯𐑬 𐑛𐑵 𐑔𐑦𐑙𐑟 𐑤𐑲𐑒 𐑗𐑱𐑯𐑡𐑦𐑙 𐑿𐑼 𐑕𐑱𐑝 𐑪𐑐𐑖𐑩𐑯𐑟 𐑹 (𐑦𐑓 𐑿 𐑸 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥) 𐑗𐑨𐑑𐑦𐑙 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑐𐑤𐑱𐑼𐑟 𐑚𐑦𐑓𐑹 𐑐𐑮𐑧𐑕𐑦𐑙 𐑞𐑨𐑑 𐑚𐑳𐑑𐑩𐑯 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕.

note: type: Content of: <book><chapter><section><title>
en: Gold
target: 𐑜𐑴𐑤𐑛

note: type: Content of: <book><chapter><section><section><simpara>
en: Your army does not fight for free. It costs you gold to recruit units and gold to maintain them. You start each scenario with gold carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn&#8217;t carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on the <link linkend="game_screen">game screen</link>.
target: 𐑿𐑼 𐑸𐑥𐑦 𐑛𐑳𐑟 𐑯𐑪𐑑 𐑓𐑲𐑑 𐑓𐑹 𐑓𐑮𐑰. 𐑦𐑑 𐑒𐑭𐑕𐑑𐑕 𐑿 𐑜𐑴𐑤𐑛 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑜𐑴𐑤𐑛 𐑑 𐑥𐑱𐑯𐑑𐑱𐑯 𐑞𐑧𐑥. 𐑿 𐑕𐑑𐑸𐑑 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴 𐑢𐑦𐑞 𐑜𐑴𐑤𐑛 𐑒𐑨𐑮𐑦𐑛 𐑴𐑝𐑼 𐑓𐑮𐑪𐑥 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 (𐑷𐑤𐑞𐑴 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴 𐑦𐑯𐑖𐑫𐑼𐑟 𐑿 𐑣𐑨𐑝 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 𐑥𐑦𐑯𐑩𐑥𐑩𐑥 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑜𐑴𐑤𐑛 𐑑 𐑕𐑑𐑸𐑑 𐑦𐑓 𐑿 𐑛𐑦𐑛𐑥𐑑 𐑒𐑨𐑮𐑦 𐑴𐑝𐑼 𐑦𐑯𐑳𐑓 𐑓𐑮𐑪𐑥 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑕𐑦𐑯𐑺𐑰𐑴𐑟) 𐑯 𐑒𐑨𐑯 𐑜𐑱𐑯 𐑥𐑹 𐑚𐑲 𐑥𐑰𐑑𐑦𐑙 𐑕𐑦𐑯𐑺𐑰𐑴 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟 𐑒𐑢𐑦𐑒𐑤𐑦 𐑯, 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑚𐑲 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑦𐑙 𐑝𐑦𐑤𐑦𐑡𐑦𐑟. 𐑰𐑗 𐑝𐑦𐑤𐑦𐑡 𐑿 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑢𐑦𐑤 𐑜𐑦𐑝 𐑿 𐑑𐑵 𐑜𐑴𐑤𐑛 𐑐𐑰𐑕𐑩𐑟 𐑦𐑯𐑒𐑳𐑥 𐑐𐑻 𐑑𐑻𐑯. 𐑢𐑧𐑯 𐑿 𐑓𐑻𐑕𐑑 𐑕𐑑𐑸𐑑 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑦𐑑 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑢𐑻𐑔𐑢𐑲𐑤 𐑑 𐑜𐑱𐑯 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑝 𐑨𐑟 𐑥𐑧𐑯𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑨𐑟 𐑿 𐑒𐑨𐑯 𐑑 𐑦𐑯𐑖𐑫𐑼 𐑿 𐑣𐑨𐑝 𐑕𐑩𐑓𐑦𐑖𐑩𐑯𐑑 𐑦𐑯𐑒𐑳𐑥 𐑑 𐑢𐑱𐑡 𐑢𐑹. 𐑿 𐑒𐑨𐑯 𐑕𐑰 𐑿𐑼 𐑒𐑳𐑮𐑩𐑯𐑑 𐑜𐑴𐑤𐑛 𐑯 𐑒𐑳𐑮𐑩𐑯𐑑 𐑦𐑯𐑒𐑳𐑥 𐑨𐑑 𐑞 𐑑𐑪𐑐 𐑝 𐑞 𐑕𐑒𐑮𐑰𐑯 𐑨𐑟 𐑛𐑦𐑕𐑒𐑮𐑲𐑚𐑛 𐑦𐑯 𐑞 𐑕𐑧𐑒𐑖𐑩𐑯 𐑪𐑯 𐑞 <link linkend="game_screen">𐑜𐑱𐑥 𐑕𐑒𐑮𐑰𐑯</link>.

note: type: Content of: <book><chapter><section><section><title>
en: Save and Load
target: 𐑕𐑱𐑝 𐑯 𐑤𐑴𐑛

note: type: Content of: <book><chapter><section><section><simpara>
en: At the start of each scenario, your game state is normally saved. If you are defeated, you may load it and try again. Once you have succeeded, you will again be asked to save the next scenario and play that. If you have to stop playing during a scenario, you can save your turn and load it again later. Just remember, a good Battle for Wesnoth player never needs to save during a scenario. However, most beginners tend to do so rather often.
target: 𐑨𐑑 𐑞 𐑕𐑑𐑸𐑑 𐑝 𐑰𐑗 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑿𐑼 𐑜𐑱𐑥 𐑕𐑑𐑱𐑑 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 𐑕𐑱𐑝𐑛. 𐑦𐑓 𐑿 𐑸 𐑛𐑦𐑓𐑰𐑑𐑩𐑛, 𐑿 𐑥𐑱 𐑤𐑴𐑛 𐑦𐑑 𐑯 𐑑𐑮𐑲 𐑩𐑜𐑱𐑯. 𐑢𐑳𐑯𐑕 𐑿 𐑣𐑨𐑝 𐑕𐑩𐑒𐑕𐑰𐑛𐑩𐑛, 𐑿 𐑢𐑦𐑤 𐑩𐑜𐑱𐑯 𐑚𐑰 𐑭𐑕𐑒𐑑 𐑑 𐑕𐑱𐑝 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴 𐑯 𐑐𐑤𐑱 𐑞𐑨𐑑. 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑑 𐑕𐑑𐑪𐑐 𐑐𐑤𐑱𐑦𐑙 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑿 𐑒𐑨𐑯 𐑕𐑱𐑝 𐑿𐑼 𐑑𐑻𐑯 𐑯 𐑤𐑴𐑛 𐑦𐑑 𐑩𐑜𐑱𐑯 𐑤𐑱𐑑𐑼. 𐑡𐑳𐑕𐑑 𐑮𐑦𐑥𐑧𐑥𐑚𐑼, 𐑩 𐑜𐑫𐑛 ·𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑐𐑤𐑱𐑻 𐑯𐑧𐑝𐑼 𐑯𐑰𐑛𐑟 𐑑 𐑕𐑱𐑝 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑣𐑬𐑧𐑝𐑼, 𐑥𐑴𐑕𐑑 𐑚𐑦𐑜𐑦𐑯𐑻𐑟 𐑑𐑧𐑯𐑛 𐑑 𐑛𐑵 𐑕𐑴 𐑮𐑭𐑞𐑼 𐑪𐑓𐑩𐑯.

note: type: Content of: <book><chapter><title>
en: Playing
target: 𐑐𐑤𐑱𐑦𐑙

note: type: Content of: <book><chapter><section><title>
en: Controls
target: 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑟

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: The Battle for Wesnoth Help
target: 𐑞 ·𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑣𐑧𐑤𐑐

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Arrow keys
target: 𐑨𐑮𐑴 𐑒𐑰𐑟

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Scroll
target: 𐑕𐑒𐑮𐑴𐑤

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Left click
target: 𐑤𐑧𐑓𐑑 𐑒𐑤𐑦𐑒

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Select unit, move unit
target: 𐑕𐑩𐑤𐑧𐑒𐑑 𐑿𐑯𐑦𐑑, 𐑥𐑵𐑝 𐑿𐑯𐑦𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Right click
target: 𐑮𐑲𐑑 𐑒𐑤𐑦𐑒

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Middle click
target: 𐑥𐑦𐑛𐑩𐑤 𐑒𐑤𐑦𐑒

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Center on pointer location
target: 𐑕𐑧𐑯𐑑𐑼 𐑪𐑯 𐑐𐑶𐑯𐑑𐑼 𐑤𐑴𐑒𐑱𐑖𐑩𐑯

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Escape
target: 𐑦𐑕𐑒𐑱𐑐

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Exit game, exit menu, cancel message
target: 𐑧𐑜𐑟𐑦𐑑 𐑜𐑱𐑥, 𐑧𐑜𐑟𐑦𐑑 𐑥𐑧𐑯𐑿, 𐑒𐑨𐑯𐑕𐑩𐑤 𐑥𐑧𐑕𐑦𐑡

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Save game
target: 𐑕𐑱𐑝 𐑜𐑱𐑥

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Load game
target: 𐑤𐑴𐑛 𐑜𐑱𐑥

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Go to Preferences menu
target: 𐑜𐑴 𐑑 𐑐𐑮𐑧𐑓𐑼𐑩𐑯𐑕𐑩𐑟 𐑥𐑧𐑯𐑿

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Quit game
target: 𐑒𐑢𐑦𐑑 𐑜𐑱𐑥

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Toggle full screen/windowed mode
target: 𐑑𐑪𐑜𐑩𐑤 𐑓𐑫𐑤 𐑕𐑒𐑮𐑰𐑯/𐑢𐑦𐑯𐑛𐑴𐑛 𐑥𐑴𐑛

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Toggle muting of game sounds
target: 𐑑𐑪𐑜𐑩𐑤 𐑥𐑿𐑑𐑦𐑙 𐑝 𐑜𐑱𐑥 𐑕𐑬𐑯𐑛𐑟

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Zoom in
target: 𐑟𐑵𐑥 𐑦𐑯

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Zoom out
target: 𐑟𐑵𐑥 𐑬𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Reset zoom to default
target: 𐑮𐑰𐑕𐑧𐑑 𐑟𐑵𐑥 𐑑 𐑛𐑰𐑓𐑷𐑤𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Toggle grid
target: 𐑑𐑪𐑜𐑩𐑤 𐑜𐑮𐑦𐑛

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Toggle accelerated game mode
target: 𐑑𐑪𐑜𐑩𐑤 𐑨𐑒𐑕𐑧𐑤𐑼𐑱𐑑𐑩𐑛 𐑜𐑱𐑥 𐑥𐑴𐑛

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Show scenario objectives
target: 𐑖𐑴 𐑕𐑦𐑯𐑺𐑰𐑴 𐑩𐑚𐑡𐑧𐑒𐑑𐑦𐑝𐑟

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: s
target: 𐑕

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Show statistics
target: 𐑖𐑴 𐑕𐑑𐑩𐑑𐑦𐑕𐑑𐑦𐑒𐑕

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Show status table
target: 𐑖𐑴 𐑕𐑑𐑱𐑑𐑫𐑕 𐑑𐑱𐑚𐑩𐑤

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Show unit list
target: 𐑖𐑴 𐑿𐑯𐑦𐑑 𐑤𐑦𐑕𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: l
target: 𐑧𐑤

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Move to leader unit
target: 𐑥𐑵𐑝 𐑑 𐑤𐑰𐑛𐑻 𐑿𐑯𐑦𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Update shroud now
target: 𐑳𐑐𐑛𐑱𐑑 𐑖𐑮𐑬𐑛 𐑯𐑬

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Recruit unit
target: 𐑮𐑩𐑒𐑮𐑵𐑑 𐑿𐑯𐑦𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Repeat last recruit
target: 𐑮𐑦𐑐𐑰𐑑 𐑤𐑭𐑕𐑑 𐑮𐑩𐑒𐑮𐑵𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Recall unit
target: 𐑮𐑰𐑒𐑷𐑤 𐑿𐑯𐑦𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Rename unit
target: 𐑮𐑰𐑯𐑱𐑥 𐑿𐑯𐑦𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: d
target: 𐑛𐑰

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: t
target: 𐑑𐑰

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Continue interrupted unit move
target: 𐑒𐑩𐑯𐑑𐑦𐑯𐑿 𐑦𐑯𐑑𐑼𐑳𐑐𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑥𐑵𐑝

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: u
target: 𐑿

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Undo last move (only deterministic moves can be undone)
target: 𐑳𐑯𐑛𐑵 𐑤𐑭𐑕𐑑 𐑥𐑵𐑝 (𐑴𐑯𐑤𐑦 𐑛𐑦𐑑𐑻𐑥𐑩𐑯𐑦𐑕𐑑𐑦𐑒 𐑥𐑵𐑝𐑟 𐑒𐑨𐑯 𐑚𐑰 𐑳𐑯𐑛𐑳𐑯)

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: r
target: 𐑸

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Redo move
target: 𐑮𐑰𐑛𐑵 𐑥𐑵𐑝

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Cycle through units that have movement left
target: 𐑕𐑲𐑒𐑩𐑤 𐑔𐑮𐑵 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑤𐑧𐑓𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Cycle through units that have movement left, in reverse order
target: 𐑕𐑲𐑒𐑩𐑤 𐑔𐑮𐑵 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑤𐑧𐑓𐑑, 𐑦𐑯 𐑮𐑰𐑝𐑻𐑕 𐑹𐑛𐑼

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Show enemy moves (where the enemy can move next turn)
target: 𐑖𐑴 𐑧𐑯𐑩𐑥𐑦 𐑥𐑵𐑝𐑟 (𐑢𐑺 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯)

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Show potential enemy moves, if your units were not on the map
target: 𐑖𐑴 𐑐𐑩𐑑𐑧𐑯𐑖𐑩𐑤 𐑧𐑯𐑩𐑥𐑦 𐑥𐑵𐑝𐑟, 𐑦𐑓 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑢𐑻 𐑯𐑪𐑑 𐑪𐑯 𐑞 𐑥𐑨𐑐

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Show how far currently selected unit can move in that many turns
target: 𐑖𐑴 𐑣𐑬 𐑓𐑸 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑦𐑯 𐑞𐑨𐑑 𐑥𐑧𐑯𐑦 𐑑𐑻𐑯𐑟

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Space
target: 𐑕𐑐𐑱𐑕

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: End unit turn and cycle to next unit that has movement left
target: 𐑧𐑯𐑛 𐑿𐑯𐑦𐑑 𐑑𐑻𐑯 𐑯 𐑕𐑲𐑒𐑩𐑤 𐑑 𐑯𐑧𐑒𐑕𐑑 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑣𐑨𐑟 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑤𐑧𐑓𐑑

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Make currently selected unit hold position (end its movement)
target: 𐑥𐑱𐑒 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑣𐑴𐑤𐑛 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 (𐑧𐑯𐑛 𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑)

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: End this player&#8217;s turn
target: 𐑧𐑯𐑛 𐑞𐑦𐑕 𐑐𐑤𐑱𐑻𐑕 𐑑𐑻𐑯

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: m
target: 𐑧𐑥

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Message another player (in multiplayer)
target: 𐑥𐑧𐑕𐑦𐑡 𐑩𐑯𐑳𐑞𐑼 𐑐𐑤𐑱𐑻 (𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻)

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Message your allies (in multiplayer)
target: 𐑥𐑧𐑕𐑦𐑡 𐑿𐑼 𐑨𐑤𐑲𐑟 (𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻)

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Message everyone in the game (in multiplayer)
target: 𐑥𐑧𐑕𐑦𐑡 𐑧𐑝𐑮𐑰𐑢𐑳𐑯 𐑦𐑯 𐑞 𐑜𐑱𐑥 (𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻)

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: View chat log
target: 𐑝𐑿 𐑗𐑨𐑑 𐑤𐑪𐑜

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Clear onscreen labels
target: 𐑒𐑤𐑽 𐑭𐑯𐑕𐑒𐑮𐑰𐑯 𐑤𐑱𐑚𐑩𐑤𐑟

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Search (find label or unit by name)
target: 𐑕𐑻𐑗 (𐑓𐑲𐑯𐑛 𐑤𐑱𐑚𐑩𐑤 𐑹 𐑿𐑯𐑦𐑑 𐑚𐑲 𐑯𐑱𐑥)

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Attach a text label to a terrain hex
target: 𐑩𐑑𐑨𐑗 𐑩 𐑑𐑧𐑒𐑕𐑑 𐑤𐑱𐑚𐑩𐑤 𐑑 𐑩 𐑑𐑻𐑱𐑯 𐑣𐑧𐑒𐑕

note: type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
en: Set team label
target: 𐑕𐑧𐑑 𐑑𐑰𐑥 𐑤𐑱𐑚𐑩𐑤

note: type: Content of: <book><chapter><section><section><title>
en: Recruiting and Recalling
target: 𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙 𐑯 𐑮𐑦𐑒𐑪𐑤𐑦𐑙

note: type: Content of: <book><chapter><section><section><simpara>
en: The major use for gold is to build your army by recruiting new units or recalling units from previous scenarios in a campaign. Units may be recruited or recalled when the leader is on a keep whose castle has at least one vacant castle hex.
target: 𐑞 𐑥𐑱𐑡𐑼 𐑿𐑕 𐑓𐑹 𐑜𐑴𐑤𐑛 𐑦𐑟 𐑑 𐑚𐑦𐑤𐑛 𐑿𐑼 𐑸𐑥𐑦 𐑚𐑲 𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙 𐑯𐑿 𐑿𐑯𐑦𐑑𐑕 𐑹 𐑮𐑦𐑒𐑪𐑤𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯. 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑚𐑰 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑹 𐑮𐑰𐑒𐑷𐑤𐑛 𐑢𐑧𐑯 𐑞 𐑤𐑰𐑛𐑻 𐑦𐑟 𐑪𐑯 𐑩 𐑒𐑰𐑐 𐑣𐑵𐑟 𐑒𐑨𐑕𐑩𐑤 𐑣𐑨𐑟 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑢𐑳𐑯 𐑝𐑱𐑒𐑩𐑯𐑑 𐑒𐑨𐑕𐑩𐑤 𐑣𐑧𐑒𐑕.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Right-click in an empty castle 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.
target: 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒 𐑦𐑯 𐑩𐑯 𐑧𐑥𐑐𐑑𐑦 𐑒𐑨𐑕𐑩𐑤 𐑣𐑧𐑒𐑕 𐑯 𐑕𐑩𐑤𐑧𐑒𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑯𐑿 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑞 𐑤𐑦𐑕𐑑 𐑞𐑨𐑑 𐑦𐑟 𐑐𐑮𐑦𐑟𐑧𐑯𐑑𐑩𐑛. 𐑞 𐑒𐑪𐑕𐑑 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑛𐑦𐑐𐑧𐑯𐑛𐑟 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑, 𐑚𐑳𐑑 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑚𐑦𐑑𐑢𐑰𐑯 10 𐑯 20 𐑜𐑴𐑤𐑛.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Right-click in an empty castle hex and select Recall to recall units from previous scenarios. Recalling costs 20 pieces of gold per unit. See <link linkend="unit_recall">recalling units</link> for more information.
target: 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒 𐑦𐑯 𐑩𐑯 𐑧𐑥𐑐𐑑𐑦 𐑒𐑨𐑕𐑩𐑤 𐑣𐑧𐑒𐑕 𐑯 𐑕𐑩𐑤𐑧𐑒𐑑 𐑮𐑰𐑒𐑷𐑤 𐑑 𐑮𐑰𐑒𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑕𐑦𐑯𐑺𐑰𐑴𐑟. 𐑮𐑦𐑒𐑪𐑤𐑦𐑙 𐑒𐑭𐑕𐑑𐑕 20 𐑐𐑰𐑕𐑩𐑟 𐑝 𐑜𐑴𐑤𐑛 𐑐𐑻 𐑿𐑯𐑦𐑑. 𐑕𐑰 <link linkend="unit_recall">recalling 𐑿𐑯𐑦𐑑𐑕</link> 𐑓𐑹 𐑥𐑹 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯.

note: type: Content of: <book><chapter><section><section><title>
en: Upkeep
target: 𐑳𐑐𐑒𐑰𐑐

note: type: Content of: <book><chapter><section><section><title>
en: Income
target: 𐑦𐑯𐑒𐑳𐑥

note: type: Content of: <book><chapter><section><section><simpara>
en: So, the formula for determining the income per turn is
target: 𐑕𐑴, 𐑞 𐑓𐑹𐑥𐑘𐑫𐑤𐑩 𐑓𐑹 𐑛𐑦𐑑𐑻𐑥𐑦𐑯𐑦𐑙 𐑞 𐑦𐑯𐑒𐑳𐑥 𐑐𐑻 𐑑𐑻𐑯 𐑦𐑟

note: type: Content of: <book><chapter><section><section><simpara>
en: where upkeep is equal to the sum of the levels of all your non-loyal units.
target: 𐑢𐑺 𐑳𐑐𐑒𐑰𐑐 𐑦𐑟 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑞 𐑕𐑳𐑥 𐑝 𐑞 𐑤𐑧𐑝𐑩𐑤𐑟 𐑝 𐑷𐑤 𐑿𐑼 𐑯𐑪𐑯-𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕.

note: type: Content of: <book><chapter><section><section><simpara>
en: If the upkeep cost is greater than the number of villages+2 then the side starts losing gold, if it is equal, no income is gained or lost.
target: 𐑦𐑓 𐑞 𐑳𐑐𐑒𐑰𐑐 𐑒𐑪𐑕𐑑 𐑦𐑟 𐑜𐑮𐑱𐑑𐑼 𐑞𐑨𐑯 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑝𐑦𐑤𐑦𐑡𐑦𐑟+2 𐑞𐑧𐑯 𐑞 𐑕𐑲𐑛 𐑕𐑑𐑸𐑑𐑕 𐑤𐑵𐑟𐑦𐑙 𐑜𐑴𐑤𐑛, 𐑦𐑓 𐑦𐑑 𐑦𐑟 𐑰𐑒𐑢𐑩𐑤, 𐑯𐑴 𐑦𐑯𐑒𐑳𐑥 𐑦𐑟 𐑜𐑱𐑯𐑛 𐑹 𐑤𐑪𐑕𐑑.

note: type: Content of: <book><chapter><section><title>
en: Units
target: 𐑿𐑯𐑦𐑑𐑕

note: type: Content of: <book><chapter><section><simpara>
en: Battle for Wesnoth has hundreds of unit types which are characterized by a rich set of statistics. In addition, individual units can have specific <link linkend="traits">traits</link> that make them subtly different from other units of the same type. Finally, campaign designers can add unique units to their campaigns to further expand the options available to players.
target: 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑣𐑨𐑟 𐑣𐑳𐑯𐑛𐑮𐑧𐑛𐑟 𐑝 𐑿𐑯𐑦𐑑 𐑑𐑲𐑐𐑕 𐑢𐑦𐑗 𐑸 𐑒𐑺𐑩𐑒𐑑𐑻𐑲𐑟𐑛 𐑚𐑲 𐑩 𐑮𐑦𐑗 𐑕𐑧𐑑 𐑝 𐑕𐑑𐑩𐑑𐑦𐑕𐑑𐑦𐑒𐑕. 𐑦𐑯 𐑩𐑛𐑦𐑖𐑩𐑯, 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑣𐑨𐑝 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 <link linkend="traits">traits</link> 𐑞𐑨𐑑 𐑥𐑱𐑒 𐑞𐑧𐑥 𐑕𐑳𐑑𐑤𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑓𐑮𐑪𐑥 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞 𐑕𐑱𐑥 𐑑𐑲𐑐. 𐑓𐑲𐑯𐑩𐑤𐑦, 𐑒𐑨𐑥𐑐𐑱𐑯 𐑛𐑦𐑟𐑲𐑯𐑻𐑟 𐑒𐑨𐑯 𐑨𐑛 𐑿𐑯𐑰𐑒 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑞𐑺 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑑 𐑓𐑻𐑞𐑼 𐑦𐑒𐑕𐑐𐑨𐑯𐑛 𐑞 𐑪𐑐𐑖𐑩𐑯𐑟 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑑 𐑐𐑤𐑱𐑼𐑟.

note: type: Content of: <book><chapter><section><simpara>
en: The basic statistics for a unit include its hit points (HP), the number of movement points it has, and the weapons it can use and the damage they do. In addition, units have other characteristics, such as alignment and special abilities, that are described in more detail below.
target: 𐑞 𐑚𐑱𐑕𐑦𐑒 𐑕𐑑𐑩𐑑𐑦𐑕𐑑𐑦𐑒𐑕 𐑓𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑯𐑒𐑤𐑵𐑛 𐑦𐑑𐑕 𐑣𐑦𐑑 𐑐𐑶𐑯𐑑𐑕 (HP), 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑𐑕 𐑦𐑑 𐑣𐑨𐑟, 𐑯 𐑞 𐑢𐑧𐑐𐑩𐑯𐑟 𐑦𐑑 𐑒𐑨𐑯 𐑿𐑕 𐑯 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑞𐑱 𐑛𐑵. 𐑦𐑯 𐑩𐑛𐑦𐑖𐑩𐑯, 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑳𐑞𐑼 𐑒𐑺𐑩𐑒𐑑𐑻𐑦𐑕𐑑𐑦𐑒𐑕, 𐑕𐑳𐑗 𐑨𐑟 𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑 𐑯 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟, 𐑞𐑨𐑑 𐑸 𐑛𐑦𐑕𐑒𐑮𐑲𐑚𐑛 𐑦𐑯 𐑥𐑹 𐑛𐑰𐑑𐑱𐑤 𐑚𐑩𐑤𐑴.

note: type: Content of: <book><chapter><section><section><title>
en: Alignment
target: 𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑

note: type: Content of: <book><chapter><section><section><simpara>
en: 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.
target: 𐑞 𐑑𐑵 "𐑛𐑱" 𐑯 "𐑯𐑲𐑑" 𐑓𐑱𐑟𐑩𐑟 𐑸 𐑛𐑦𐑓𐑻𐑧𐑯𐑗𐑰𐑱𐑑𐑦𐑛 𐑨𐑟 𐑥𐑹𐑯𐑦𐑙, 𐑭𐑓𐑑𐑼𐑯𐑵𐑯 𐑯 𐑓𐑻𐑕𐑑 𐑢𐑪𐑡, 𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡, 𐑚𐑲 𐑞 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟 𐑝 𐑞 𐑕𐑳𐑯 𐑯 𐑥𐑵𐑯 𐑦𐑯 𐑞 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑜𐑮𐑨𐑓𐑦𐑒.

note: type: Content of: <book><chapter><section><section><table><title>
en: Time of the day and damage
target: 𐑑𐑲𐑥 𐑝 𐑞 𐑛𐑱 𐑯 𐑛𐑨𐑥𐑦𐑡

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: Turn
target: 𐑑𐑻𐑯

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: Image
target: 𐑦𐑥𐑦𐑡

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: Day-phase
target: 𐑛𐑱-𐑓𐑱𐑟

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: Lawful
target: 𐑤𐑷𐑓𐑫𐑤

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: Chaotic
target: 𐑒𐑱𐑭𐑑𐑦𐑒

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Dawn
target: 𐑛𐑷𐑯

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Day (morning)
target: 𐑛𐑱 (𐑥𐑹𐑯𐑦𐑙)

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Day (afternoon)
target: 𐑛𐑱 (𐑭𐑓𐑑𐑼𐑯𐑵𐑯)

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Dusk
target: 𐑛𐑩𐑕𐑒

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Night (first watch)
target: 𐑯𐑲𐑑 (𐑓𐑻𐑕𐑑 𐑢𐑪𐑡)

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Night (second watch)
target: 𐑯𐑲𐑑 (𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡)

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Special
target: 𐑕𐑐𐑧𐑖𐑩𐑤

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Underground
target: 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛

note: type: Content of: <book><chapter><section><section><simpara>
en: Keep in mind that some scenarios take place underground, where it is perpetually night!
target: 𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑞𐑨𐑑 𐑕𐑳𐑥 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑑𐑱𐑒 𐑐𐑤𐑱𐑕 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛, 𐑢𐑺 𐑦𐑑 𐑦𐑟 𐑐𐑼𐑐𐑧𐑑𐑘𐑫𐑩𐑤𐑦 𐑯𐑲𐑑!

note: type: Content of: <book><chapter><section><section><simpara>
en: 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 (<literal>12 \* 1.25</literal>) or 15 points, while the Chaotic unit will do (<literal>12 \* 0.75</literal>) or 9 points. During First or Second Watch, the Lawful unit would do 9 points compared to the Chaotic unit&#8217;s 15.
target: 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑩 𐑓𐑲𐑑 𐑚𐑦𐑑𐑢𐑰𐑯 𐑩 𐑤𐑷𐑓𐑫𐑤 𐑯 𐑩 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑 𐑢𐑧𐑯 𐑚𐑴𐑔 𐑣𐑨𐑝 𐑩 𐑚𐑱𐑕 𐑛𐑨𐑥𐑦𐑡 𐑝 12. 𐑨𐑑 𐑛𐑷𐑯 𐑯 𐑛𐑩𐑕𐑒, 𐑚𐑴𐑔 𐑢𐑦𐑤 𐑛𐑵 12 𐑐𐑶𐑯𐑑𐑕 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑦𐑓 𐑞𐑱 𐑣𐑦𐑑. 𐑛𐑘𐑫𐑼𐑦𐑙 𐑥𐑹𐑯𐑦𐑙 𐑹 𐑭𐑓𐑑𐑼𐑯𐑵𐑯, 𐑞 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑛𐑵 (<literal>12 \* 1.25</literal>) 𐑹 15 𐑐𐑶𐑯𐑑𐑕, 𐑢𐑲𐑤 𐑞 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑛𐑵 (<literal>12 \* 0.75</literal>) 𐑹 9 𐑐𐑶𐑯𐑑𐑕. 𐑛𐑘𐑫𐑼𐑦𐑙 𐑓𐑻𐑕𐑑 𐑹 𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡, 𐑞 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑 𐑢𐑫𐑛 𐑛𐑵 9 𐑐𐑶𐑯𐑑𐑕 𐑒𐑩𐑥𐑐𐑺𐑛 𐑑 𐑞 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑&#8217;𐑕 15.

note: type: Content of: <book><chapter><section><section><simpara>
en: If an equivalent Neutral unit were fighting, it would always do 12 points of damage regardless of the hour.
target: 𐑦𐑓 𐑩𐑯 𐑦𐑒𐑢𐑦𐑝𐑩𐑤𐑩𐑯𐑑 𐑯𐑵𐑑𐑮𐑩𐑤 𐑿𐑯𐑦𐑑 𐑢𐑻 𐑓𐑲𐑑𐑦𐑙, 𐑦𐑑 𐑢𐑫𐑛 𐑷𐑤𐑢𐑱𐑟 𐑛𐑵 12 𐑐𐑶𐑯𐑑𐑕 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑬𐑼.

note: type: Content of: <book><chapter><section><section><title>
en: Traits
target: 𐑑𐑮𐑱𐑑𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: Units have traits which reflect aspects of their character. Traits are assigned randomly to units when they are created. Most units receive two traits.
target: 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑑𐑮𐑱𐑑𐑕 𐑢𐑦𐑗 𐑮𐑦𐑓𐑤𐑧𐑒𐑑 𐑨𐑕𐑐𐑧𐑒𐑑𐑕 𐑝 𐑞𐑺 𐑒𐑨𐑮𐑩𐑒𐑑𐑼. 𐑑𐑮𐑱𐑑𐑕 𐑸 𐑨𐑟𐑕𐑲𐑯𐑛 𐑮𐑨𐑯𐑛𐑩𐑥𐑤𐑦 𐑑 𐑿𐑯𐑦𐑑𐑕 𐑢𐑧𐑯 𐑞𐑱 𐑸 𐑒𐑮𐑦𐑱𐑑𐑩𐑛. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑕𐑰𐑝 𐑑𐑵 𐑑𐑮𐑱𐑑𐑕.

note: type: Content of: <book><chapter><section><section><simpara>
en: The possible traits for most units are as follows:
target: 𐑞 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑑𐑮𐑱𐑑𐑕 𐑓𐑹 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑨𐑟 𐑓𐑪𐑤𐑴𐑟:

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Intelligent
target: 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Intelligent units require 20% less experience than usual to advance (Trolls do not get this trait).  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 <emphasis>maximum level</emphasis> units you may wish to recall units with more useful traits.
target: 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑒𐑢𐑲𐑼 20% 𐑤𐑧𐑕 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕 (𐑑𐑮𐑴𐑤𐑟 𐑛𐑵 𐑯𐑪𐑑 𐑜𐑧𐑑 𐑞𐑦𐑕 𐑑𐑮𐑱𐑑). 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑝𐑧𐑮𐑦 𐑿𐑕𐑓𐑩𐑤 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯 𐑨𐑟 𐑞𐑱 𐑒𐑨𐑯 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑣𐑲𐑼 𐑤𐑧𐑝𐑩𐑤𐑟 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦. 𐑤𐑱𐑑𐑼 𐑦𐑯 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑒𐑢𐑲𐑑 𐑨𐑟 𐑿𐑕𐑓𐑩𐑤 𐑚𐑦𐑒𐑪𐑟 𐑞 𐑭𐑓𐑑𐑼 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑤𐑧𐑝𐑩𐑤 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 (AMLA) 𐑦𐑟 𐑯𐑪𐑑 𐑨𐑟 𐑕𐑩𐑜𐑯𐑦𐑓𐑦𐑒𐑩𐑯𐑑 𐑩 𐑗𐑱𐑯𐑡 𐑨𐑟 𐑩𐑛𐑝𐑭𐑯𐑕𐑦𐑙 𐑩 𐑤𐑧𐑝𐑩𐑤. 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑥𐑧𐑯𐑦 <emphasis>𐑥𐑨𐑒𐑕𐑦𐑥𐑳𐑥 𐑤𐑧𐑝𐑩𐑤</emphasis> 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑥𐑱 𐑢𐑦𐑖 𐑑 𐑮𐑰𐑒𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑥𐑹 𐑿𐑕𐑓𐑩𐑤 𐑑𐑮𐑱𐑑𐑕.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Quick
target: 𐑒𐑢𐑦𐑒

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Quick units have 1 extra movement point, but 5% 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&#8217;t quite as tough as units without this trait and are subsequently less good at holding contested positions.
target: 𐑒𐑢𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 1 𐑧𐑒𐑕𐑑𐑮𐑩 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑶𐑯𐑑, 𐑚𐑳𐑑 5% 𐑤𐑧𐑕 HP 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤. 𐑒𐑢𐑦𐑒 𐑦𐑟 𐑞 𐑥𐑴𐑕𐑑 𐑯𐑴𐑑𐑦𐑕𐑩𐑚𐑩𐑤 𐑑𐑮𐑱𐑑, 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼𐑤𐑦 𐑦𐑯 𐑕𐑤𐑴𐑻 𐑥𐑵𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑕𐑳𐑗 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟 𐑹 𐑣𐑧𐑝𐑦 𐑦𐑯𐑓𐑩𐑯𐑑𐑮𐑦. 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑒𐑢𐑦𐑒 𐑑𐑮𐑱𐑑 𐑪𐑓𐑩𐑯 𐑣𐑨𐑝 𐑜𐑮𐑱𐑑𐑤𐑦 𐑦𐑯𐑒𐑮𐑰𐑕𐑑 𐑥𐑴𐑚𐑦𐑤𐑩𐑑𐑰 𐑦𐑯 𐑮𐑳𐑓 𐑑𐑻𐑱𐑯, 𐑢𐑦𐑗 𐑒𐑨𐑯 𐑚𐑰 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑑 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑢𐑧𐑯 𐑛𐑦𐑐𐑤𐑶𐑦𐑙 𐑿𐑼 𐑓𐑹𐑕𐑩𐑟. 𐑷𐑤𐑕𐑴, 𐑒𐑢𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑸𐑯𐑑 𐑒𐑢𐑲𐑑 𐑨𐑟 𐑑𐑳𐑓 𐑨𐑟 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞𐑬𐑑 𐑞𐑦𐑕 𐑑𐑮𐑱𐑑 𐑯 𐑸 𐑕𐑳𐑚𐑕𐑩𐑒𐑢𐑩𐑯𐑑𐑤𐑦 𐑤𐑧𐑕 𐑜𐑫𐑛 𐑨𐑑 𐑣𐑴𐑤𐑛𐑦𐑙 𐑒𐑩𐑯𐑑𐑧𐑕𐑑𐑩𐑛 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Resilient
target: 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Resilient units have 4 HP plus 1 HP per level more 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.
target: 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 4 HP 𐑐𐑤𐑳𐑕 1 HP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤. 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑿𐑕𐑓𐑩𐑤 𐑨𐑑 𐑷𐑤 𐑕𐑑𐑱𐑡𐑩𐑟 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑯 𐑞𐑦𐑕 𐑦𐑟 𐑩 𐑿𐑕𐑓𐑩𐑤 𐑑𐑮𐑱𐑑 𐑓𐑹 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕. 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑦𐑟 𐑪𐑓𐑩𐑯 𐑥𐑴𐑕𐑑 𐑣𐑧𐑤𐑐𐑓𐑩𐑤 𐑨𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑢𐑧𐑯 𐑦𐑑 𐑪𐑒𐑻𐑟 𐑦𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑣𐑨𐑟 𐑕𐑳𐑥 𐑒𐑪𐑥𐑚𐑦𐑯𐑱𐑖𐑩𐑯 𐑝 𐑤𐑴 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕, 𐑜𐑫𐑛 𐑛𐑦𐑓𐑧𐑯𐑕, 𐑹 𐑣𐑲 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟. 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑿𐑕𐑓𐑩𐑤 𐑓𐑹 𐑣𐑴𐑤𐑛𐑦𐑙 𐑕𐑑𐑮𐑩𐑑𐑰𐑡𐑦𐑒 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Strong
target: 𐑕𐑑𐑮𐑪𐑙

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: 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.
target: 𐑕𐑑𐑮𐑪𐑙 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 1 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 𐑦𐑯 𐑥𐑱𐑤𐑱 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑯 𐑣𐑨𐑝 1 𐑥𐑹 HP. 𐑢𐑲𐑤 𐑿𐑕𐑓𐑩𐑤 𐑓𐑹 𐑧𐑯𐑦 𐑒𐑤𐑴𐑕-𐑒𐑪𐑥𐑚𐑨𐑑 𐑿𐑯𐑦𐑑, 𐑕𐑑𐑮𐑪𐑙 𐑦𐑟 𐑥𐑴𐑕𐑑 𐑦𐑓𐑧𐑒𐑑𐑦𐑝 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑣𐑵 𐑣𐑨𐑝 𐑩 𐑣𐑲 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑢𐑦𐑙𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑞 𐑧𐑤𐑝𐑦𐑖 𐑓𐑲𐑑𐑼. 𐑕𐑑𐑮𐑪𐑙 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑝𐑧𐑮𐑦 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑩 𐑑𐑲𐑯𐑦 𐑚𐑦𐑑 𐑝 𐑧𐑒𐑕𐑑𐑮𐑩 𐑛𐑨𐑥𐑦𐑡 𐑦𐑟 𐑷𐑤 𐑞𐑨𐑑 𐑦𐑟 𐑯𐑰𐑛𐑩𐑛 𐑑 𐑑𐑻𐑯 𐑩 𐑛𐑨𐑥𐑦𐑡𐑦𐑙 𐑕𐑑𐑮𐑴𐑒 𐑦𐑯𐑑𐑫 𐑩 𐑒𐑦𐑤𐑦𐑙 𐑚𐑤𐑴.

note: type: Content of: <book><chapter><section><section><simpara>
en: There are also some traits that are assigned only for certain units or only for units of a certain race. These are:
target: 𐑞𐑺 𐑸 𐑷𐑤𐑕𐑴 𐑕𐑳𐑥 𐑑𐑮𐑱𐑑𐑕 𐑞𐑨𐑑 𐑸 𐑨𐑟𐑕𐑲𐑯𐑛 𐑴𐑯𐑤𐑦 𐑓𐑹 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑹 𐑴𐑯𐑤𐑦 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑮𐑱𐑕. 𐑞𐑰𐑟 𐑸:

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Dextrous
target: 𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: 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.
target: 𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 1 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑓𐑹 𐑧𐑝𐑮𐑦 𐑕𐑩𐑒𐑕𐑧𐑕𐑓𐑩𐑤 𐑕𐑑𐑮𐑲𐑒 𐑦𐑯 𐑮𐑱𐑯𐑡𐑛 𐑒𐑪𐑥𐑚𐑨𐑑. 𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕 𐑦𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑐𐑩𐑟𐑧𐑕𐑑 𐑴𐑯𐑤𐑦 𐑚𐑲 𐑧𐑤𐑝𐑟. 𐑞 𐑧𐑤𐑝𐑧𐑯 𐑐𐑰𐑐𐑩𐑤 𐑸 𐑯𐑴𐑯 𐑓𐑹 𐑞𐑺 𐑩𐑯𐑒𐑨𐑯𐑰 𐑜𐑮𐑱𐑕, 𐑯 𐑞𐑺 𐑜𐑮𐑱𐑑 𐑓𐑩𐑕𐑦𐑤𐑦𐑑𐑦 𐑢𐑦𐑞 𐑞 𐑚𐑴. 𐑕𐑳𐑥, 𐑣𐑬𐑧𐑝𐑼, 𐑸 𐑜𐑦𐑓𐑑𐑩𐑛 𐑢𐑦𐑞 𐑯𐑨𐑗𐑼𐑩𐑤 𐑑𐑨𐑤𐑩𐑯𐑑 𐑞𐑨𐑑 𐑩𐑒𐑕𐑰𐑛𐑟 𐑞𐑺 𐑚𐑮𐑧𐑞𐑮𐑩𐑯. 𐑞𐑰𐑟 𐑧𐑤𐑝𐑟 𐑦𐑯𐑓𐑤𐑦𐑒𐑑 𐑩𐑯 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑐𐑶𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑢𐑦𐑞 𐑰𐑗 𐑨𐑮𐑴.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Fearless
target: 𐑓𐑽𐑤𐑩𐑕

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Does not suffer from a negative attack bonus during its unfavorable time of day (Heavy Infantry, Necrophage, Trolls, Walking Corpses).
target: 𐑛𐑴𐑟 𐑯𐑪𐑑 𐑕𐑳𐑓𐑼 𐑓𐑮𐑪𐑥 𐑩 𐑯𐑧𐑜𐑩𐑑𐑦𐑝 𐑩𐑑𐑨𐑒 𐑚𐑴𐑯𐑩𐑕 𐑛𐑘𐑫𐑼𐑦𐑙 𐑦𐑑𐑕 𐑩𐑯𐑓𐑱𐑝𐑻𐑩𐑚𐑩𐑤 𐑑𐑲𐑥 𐑝 𐑛𐑱 (𐑣𐑧𐑝𐑦 𐑦𐑯𐑓𐑩𐑯𐑑𐑮𐑦, 𐑯𐑧𐑒𐑮𐑩𐑓𐑱𐑡, 𐑑𐑮𐑴𐑤𐑟, 𐑢𐑷𐑒𐑦𐑙 𐑒𐑹𐑐𐑕𐑩𐑟).

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Healthy
target: 𐑣𐑧𐑤𐑔𐑦

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Renowned for their vitality, some dwarves are sturdier than others and can rest heal even when traveling or fighting.  Healthy units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn regardless.
target: 𐑮𐑦𐑯𐑬𐑯𐑛 𐑓𐑹 𐑞𐑺 𐑝𐑲𐑑𐑨𐑤𐑩𐑑𐑰, 𐑕𐑳𐑥 𐑛𐑢𐑹𐑝𐑟 𐑸 𐑕𐑑𐑻𐑛𐑰𐑻 𐑞𐑨𐑯 𐑳𐑞𐑼𐑟 𐑯 𐑒𐑨𐑯 𐑮𐑧𐑕𐑑 𐑣𐑰𐑤 𐑰𐑝𐑩𐑯 𐑢𐑧𐑯 𐑑𐑮𐑨𐑝𐑩𐑤𐑦𐑙 𐑹 𐑓𐑲𐑑𐑦𐑙. 𐑣𐑧𐑤𐑔𐑦 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 1 HP 𐑐𐑤𐑳𐑕 1 HP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤 𐑯 𐑮𐑧𐑕𐑑 𐑣𐑰𐑤 𐑞 𐑿𐑖𐑿𐑩𐑤 2 HP 𐑭𐑓𐑑𐑼 𐑰𐑗 𐑑𐑻𐑯 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕.

note: type: Content of: <book><chapter><section><section><simpara>
en: There are also some traits that are not assigned randomly.  These traits can either be assigned by the scenario designer or are always assigned based on the unit type:
target: 𐑞𐑺 𐑸 𐑷𐑤𐑕𐑴 𐑕𐑳𐑥 𐑑𐑮𐑱𐑑𐑕 𐑞𐑨𐑑 𐑸 𐑯𐑪𐑑 𐑨𐑟𐑕𐑲𐑯𐑛 𐑮𐑨𐑯𐑛𐑩𐑥𐑤𐑦. 𐑞𐑰𐑟 𐑑𐑮𐑱𐑑𐑕 𐑒𐑨𐑯 𐑲𐑞𐑼 𐑚𐑰 𐑨𐑟𐑕𐑲𐑯𐑛 𐑚𐑲 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 𐑛𐑩𐑟𐑲𐑯𐑼 𐑹 𐑸 𐑷𐑤𐑢𐑱𐑟 𐑨𐑟𐑕𐑲𐑯𐑛 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑑𐑲𐑐:

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Loyal
target: 𐑤𐑶𐑩𐑤

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Loyal units don&#8217;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&#8217;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.
target: 𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑦𐑯𐑒𐑻 𐑳𐑐𐑒𐑰𐑐. 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯𐑒𐑻 𐑩𐑯 𐑳𐑐𐑒𐑰𐑐 𐑒𐑪𐑕𐑑 𐑨𐑑 𐑞 𐑧𐑯𐑛 𐑝 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯, 𐑢𐑦𐑗 𐑦𐑟 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑞𐑺 𐑤𐑧𐑝𐑩𐑤. 𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 𐑯𐑪𐑑 𐑦𐑯𐑒𐑻 𐑞𐑦𐑕 𐑒𐑪𐑕𐑑. 𐑛𐑘𐑫𐑼𐑦𐑙 𐑒𐑨𐑥𐑐𐑱𐑯𐑟, 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑭𐑐𐑑 𐑑 𐑡𐑶𐑯 𐑞 𐑐𐑤𐑱𐑻&#8217;𐑕 𐑓𐑹𐑕𐑩𐑟 𐑝 𐑞𐑺 𐑴𐑯 𐑝𐑴𐑤𐑦𐑖𐑩𐑯. 𐑞𐑰𐑟 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑥𐑸𐑒𐑑 𐑢𐑦𐑞 𐑞 𐑤𐑶𐑩𐑤 𐑑𐑮𐑱𐑑. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑥𐑱 𐑮𐑦𐑒𐑢𐑲𐑼 𐑐𐑱𐑥𐑩𐑯𐑑 𐑑 𐑚𐑰 𐑮𐑰𐑒𐑷𐑤𐑛, 𐑞𐑱 𐑯𐑧𐑝𐑼 𐑦𐑯𐑒𐑻 𐑧𐑯𐑦 𐑳𐑐𐑒𐑰𐑐 𐑒𐑭𐑕𐑑𐑕. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑥𐑱𐑒 𐑞𐑧𐑥 𐑦𐑯𐑝𐑨𐑤𐑘𐑩𐑚𐑩𐑤 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑤𐑪𐑙 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑢𐑧𐑯 𐑜𐑴𐑤𐑛 𐑦𐑟 𐑦𐑯 𐑖𐑹𐑑 𐑕𐑩𐑐𐑤𐑲. 𐑞𐑦𐑕 𐑑𐑮𐑱𐑑 𐑦𐑟 𐑯𐑧𐑝𐑼 𐑜𐑦𐑝𐑩𐑯 𐑑 𐑮𐑦𐑒𐑮𐑵𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕, 𐑕𐑴 𐑦𐑑 𐑥𐑱 𐑚𐑰 𐑩𐑯𐑢𐑲𐑟 𐑑 𐑛𐑦𐑕𐑥𐑦𐑕 𐑕𐑳𐑗 𐑿𐑯𐑦𐑑𐑕 𐑹 𐑑 𐑕𐑧𐑯𐑛 𐑞𐑧𐑥 𐑑 𐑩 𐑓𐑵𐑤𐑦𐑖 𐑛𐑧𐑔.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Mechanical
target: 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Slow
target: 𐑕𐑤𐑴

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Undead
target: 𐑳𐑯𐑛𐑧𐑛

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Undead units are immune to poison, also drain and plague doesn&#8217;t work on them.  Undead units generally have <emphasis>Undead</emphasis> 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.
target: 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑥𐑿𐑯 𐑑 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑕𐑴 𐑛𐑮𐑱𐑯 𐑯 𐑐𐑤𐑱𐑜 𐑛𐑳𐑕𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑞𐑧𐑥. 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑣𐑨𐑝 <emphasis>𐑳𐑯𐑛𐑧𐑛</emphasis> 𐑨𐑟 𐑞𐑺 𐑴𐑯𐑤𐑦 𐑑𐑮𐑱𐑑. 𐑕𐑦𐑯𐑕 𐑳𐑯𐑛𐑧𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑞 𐑚𐑪𐑛𐑦𐑟 𐑝 𐑞 𐑛𐑧𐑛, 𐑮𐑦𐑟𐑩𐑯 𐑑 𐑓𐑲𐑑 𐑩𐑜𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑣𐑨𐑟 𐑯𐑴 𐑦𐑓𐑧𐑒𐑑 𐑩𐑐𐑪𐑯 𐑞𐑧𐑥. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑥𐑱𐑒 𐑞𐑧𐑥 𐑦𐑯𐑝𐑨𐑤𐑘𐑩𐑚𐑩𐑤 𐑦𐑯 𐑛𐑰𐑤𐑦𐑙 𐑢𐑦𐑞 𐑓𐑴𐑟 𐑣𐑵 𐑿𐑕 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑒𐑩𐑯𐑡𐑩𐑙𐑒𐑖𐑩𐑯 𐑢𐑦𐑞 𐑞𐑺 𐑩𐑑𐑨𐑒𐑕.

note: type: Content of: <book><chapter><section><section><title>
en: Unit Specialties
target: 𐑿𐑯𐑦𐑑 𐑕𐑐𐑧𐑖𐑩𐑤𐑑𐑦𐑟

note: type: Content of: <book><chapter><section><section><simpara>
en: Certain units have special attacks. These are listed below:
target: 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑑𐑨𐑒𐑕. 𐑞𐑰𐑟 𐑸 𐑤𐑦𐑕𐑑𐑩𐑛 𐑚𐑩𐑤𐑴:

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Backstab
target: 𐑚𐑨𐑒𐑕𐑑𐑨𐑚

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: When used offensively, this attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (e.g. petrified).
target: 𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑, 𐑯 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑯𐑪𐑑 𐑦𐑯𐑒𐑩𐑐𐑨𐑕𐑦𐑑𐑱𐑑𐑦𐑛 (𐑧.𐑡𐑰. 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑛).

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Berserk
target: 𐑚𐑻𐑕𐑻𐑒

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.
target: 𐑢𐑧𐑞𐑼 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰 𐑹 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑮𐑧𐑕𐑩𐑟 𐑞 𐑦𐑯𐑜𐑱𐑡𐑥𐑩𐑯𐑑 𐑳𐑯𐑑𐑦𐑤 𐑢𐑳𐑯 𐑝 𐑞 𐑒𐑩𐑥𐑚𐑨𐑑𐑩𐑯𐑑𐑕 𐑦𐑟 𐑕𐑤𐑱𐑯, 𐑹 30 𐑮𐑬𐑯𐑛𐑟 𐑝 𐑩𐑑𐑨𐑒𐑕 𐑣𐑨𐑝 𐑪𐑒𐑻𐑛.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Charge
target: 𐑗𐑸𐑡

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target&#8217;s counterattack.
target: 𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑞 𐑑𐑸𐑜𐑧𐑑. 𐑦𐑑 𐑷𐑤𐑕𐑴 𐑒𐑷𐑟𐑩𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑑 𐑑𐑱𐑒 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑞 𐑑𐑸𐑜𐑧𐑑&#8217;𐑕 𐑒𐑬𐑯𐑑𐑻𐑩𐑑𐑨𐑒.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Drain
target: 𐑛𐑮𐑱𐑯

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑛𐑮𐑱𐑯𐑟 𐑣𐑧𐑤𐑔 𐑓𐑮𐑪𐑥 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕, 𐑣𐑰𐑤𐑦𐑙 𐑦𐑑𐑕𐑧𐑤𐑓 𐑓𐑹 𐑣𐑭𐑓 𐑞 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡 𐑦𐑑 𐑛𐑰𐑤𐑟 (𐑮𐑬𐑯𐑛𐑩𐑛 𐑛𐑬𐑯).

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Firststrike
target: J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit always strikes first with this attack, even if they are defending.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑮𐑲𐑒𐑕 𐑓𐑻𐑕𐑑 𐑢𐑦𐑞 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒, 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞𐑱 𐑸 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Magical
target: 𐑥𐑨𐑡𐑦𐑒𐑩𐑤

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This attack always has a 70% chance to hit regardless of the defensive ability of the unit being attacked.
target: 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑩 70% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑 𐑮𐑦𐑜𐑸𐑛𐑤𐑩𐑕 𐑝 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑝 𐑞 𐑿𐑯𐑦𐑑 𐑚𐑰𐑦𐑙 𐑩𐑑𐑨𐑒𐑑.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Marksman
target: 𐑥𐑸𐑒𐑕𐑥𐑩𐑯

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: When used offensively, this attack always has at least a 60% chance to hit.
target: 𐑢𐑧𐑯 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑩𐑓𐑧𐑯𐑕𐑦𐑝𐑤𐑰, 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑷𐑤𐑢𐑱𐑟 𐑣𐑨𐑟 𐑨𐑑 𐑤𐑰𐑕𐑑 𐑩 60% 𐑗𐑭𐑯𐑕 𐑑 𐑣𐑦𐑑.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Plague
target: 𐑐𐑤𐑱𐑜

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: When a unit is killed by a Plague attack, that unit is replaced with a Walking Corpse on the same side as the unit with the Plague attack. This doesn&#8217;t work on Undead or units in villages.
target: 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑦𐑤𐑛 𐑚𐑲 𐑩 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒, 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑮𐑦𐑐𐑤𐑱𐑕𐑑 𐑢𐑦𐑞 𐑩 𐑢𐑷𐑒𐑦𐑙 𐑒𐑹𐑐𐑕 𐑪𐑯 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 𐑐𐑤𐑱𐑜 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑢𐑻𐑒 𐑪𐑯 𐑳𐑯𐑛𐑧𐑛 𐑹 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟.

note: type: Content of: <book><chapter><section><section><title>
en: Poison
target: 𐑐𐑶𐑟𐑩𐑯

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This attack poisons the target. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP. Poison can not, of itself, kill a unit.
target: 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑶𐑟𐑩𐑯𐑟 𐑞 𐑑𐑸𐑜𐑧𐑑. 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑𐑕 𐑤𐑵𐑟 8 HP 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑸 𐑒𐑘𐑫𐑼𐑛 𐑹 𐑸 𐑮𐑦𐑛𐑿𐑕𐑑 𐑑 1 HP. 𐑐𐑶𐑟𐑩𐑯 𐑒𐑨𐑯 𐑯𐑪𐑑, 𐑝 𐑦𐑑𐑕𐑧𐑤𐑓, 𐑒𐑦𐑤 𐑩 𐑿𐑯𐑦𐑑.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled. A unit that is slowed will feature a snail icon in its sidebar information when it is selected.
target: 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑕𐑤𐑴𐑟 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑳𐑯𐑑𐑦𐑤 𐑦𐑑 𐑧𐑯𐑛𐑟 𐑩 𐑑𐑻𐑯. 𐑕𐑤𐑴 𐑣𐑭𐑝𐑟 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑒𐑷𐑟𐑛 𐑚𐑲 𐑩𐑑𐑨𐑒𐑕 𐑯 𐑞 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑 𐑓𐑹 𐑩 𐑕𐑤𐑴𐑛 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑛𐑳𐑚𐑩𐑤𐑛. 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑦𐑟 𐑕𐑤𐑴𐑛 𐑢𐑦𐑤 𐑓𐑰𐑗𐑼 𐑩 𐑕𐑯𐑱𐑤 𐑲𐑒𐑪𐑯 𐑦𐑯 𐑦𐑑𐑕 𐑕𐑲𐑛𐑚𐑸 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Petrify
target: 𐑐𐑧𐑑𐑮𐑩𐑓𐑲

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This attack petrifies the target, turning it to stone. Units that have been petrified may not move or attack.
target: 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑟 𐑞 𐑑𐑸𐑜𐑧𐑑, 𐑑𐑻𐑯𐑦𐑙 𐑦𐑑 𐑑 𐑕𐑑𐑴𐑯. 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑛 𐑥𐑱 𐑯𐑪𐑑 𐑥𐑵𐑝 𐑹 𐑩𐑑𐑨𐑒.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Swarm
target: 𐑕𐑢𐑹𐑥

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: The number of strikes of this attack decreases when the unit is wounded. The number of strikes is proportional to the % of HP/maximum HP the unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the number of strikes.
target: 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 𐑝 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑛𐑦𐑒𐑮𐑰𐑕𐑩𐑟 𐑢𐑧𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑢𐑵𐑯𐑛𐑩𐑛. 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕 𐑦𐑟 𐑐𐑮𐑩𐑐𐑹𐑖𐑩𐑯𐑩𐑤 𐑑 𐑞 % 𐑝 HP/𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑞 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟. 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 3/4 𐑝 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 HP 𐑢𐑦𐑤 𐑜𐑧𐑑 3/4 𐑝 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑕𐑑𐑮𐑲𐑒𐑕.

note: type: Content of: <book><chapter><section><section><title>
en: Abilities
target: 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟

note: type: Content of: <book><chapter><section><section><simpara>
en: Some units have abilities that either directly affect other units, or have an effect on how the unit interacts with other units. These abilities are listed below:
target: 𐑕𐑳𐑥 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑞𐑨𐑑 𐑲𐑞𐑼 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑩𐑓𐑧𐑒𐑑 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕, 𐑹 𐑣𐑨𐑝 𐑩𐑯 𐑦𐑓𐑧𐑒𐑑 𐑪𐑯 𐑣𐑬 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑯𐑑𐑻𐑨𐑒𐑑𐑕 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕. 𐑞𐑰𐑟 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑸 𐑤𐑦𐑕𐑑𐑩𐑛 𐑚𐑩𐑤𐑴:

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Ambush
target: 𐑨𐑥𐑚𐑫𐑖

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit can hide in forest, and remain undetected by its enemies.  Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟. 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Concealment
target: 𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it.  Enemy units can not see this unit while it is in a village, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑢𐑦𐑞 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟), 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑚𐑲 𐑞𐑴𐑟 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Cures
target: 𐑒𐑘𐑫𐑮𐑟

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: A unit which can cure an ally of poison, although the ally will receive no additional healing on the turn it is cured of the poison.
target: 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼 𐑩𐑯 𐑨𐑤𐑲 𐑝 𐑐𐑶𐑟𐑩𐑯, 𐑷𐑤𐑞𐑴 𐑞 𐑨𐑤𐑲 𐑢𐑦𐑤 𐑮𐑦𐑕𐑰𐑝 𐑯𐑴 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑣𐑰𐑤𐑦𐑙 𐑪𐑯 𐑞 𐑑𐑻𐑯 𐑦𐑑 𐑦𐑟 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Heals +4
target: 𐑣𐑰𐑤𐑟 +4

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Allows the unit to heal adjacent friendly units at the beginning of each turn.  A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.  A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.
target: 𐑩𐑤𐑬𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑓𐑮𐑧𐑯𐑛𐑤𐑦 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑰𐑗 𐑑𐑻𐑯. 𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 4 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯. 𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Heals +8
target: 𐑣𐑰𐑤𐑟 +8

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.  A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.  A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑥𐑚𐑲𐑯𐑟 𐑻𐑚𐑩𐑤 𐑮𐑧𐑥𐑩𐑛𐑦𐑟 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑑 𐑣𐑰𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑹 𐑒𐑢𐑦𐑒𐑤𐑦 𐑞𐑨𐑯 𐑦𐑟 𐑯𐑹𐑥𐑩𐑤𐑦 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑪𐑯 𐑞 𐑚𐑨𐑑𐑩𐑤𐑓𐑰𐑤𐑛. 𐑩 𐑿𐑯𐑦𐑑 𐑒𐑺𐑛 𐑓𐑹 𐑚𐑲 𐑞𐑦𐑕 𐑣𐑰𐑤𐑼 𐑥𐑱 𐑣𐑰𐑤 𐑳𐑐 𐑑 8 HP 𐑐𐑻 𐑑𐑻𐑯, 𐑹 𐑕𐑑𐑪𐑐 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑑𐑱𐑒𐑦𐑙 𐑦𐑓𐑧𐑒𐑑 𐑓𐑹 𐑞𐑨𐑑 𐑑𐑻𐑯. 𐑩 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑚𐑲 𐑩 𐑣𐑰𐑤𐑼, 𐑯 𐑥𐑳𐑕𐑑 𐑕𐑰𐑒 𐑞 𐑒𐑺 𐑝 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑒𐑘𐑫𐑼.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Illuminates
target: 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.  Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕 𐑞 𐑕𐑼𐑬𐑯𐑛𐑦𐑙 𐑺𐑦𐑩, 𐑥𐑱𐑒𐑦𐑙 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑓𐑲𐑑 𐑚𐑧𐑑𐑼, 𐑯 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑓𐑲𐑑 𐑢𐑻𐑕. 𐑧𐑯𐑦 𐑿𐑯𐑦𐑑𐑕 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑓𐑲𐑑 𐑨𐑟 𐑦𐑓 𐑦𐑑 𐑢𐑻 𐑛𐑩𐑕𐑒 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑯𐑲𐑑, 𐑯 𐑨𐑟 𐑦𐑓 𐑦𐑑 𐑢𐑻 𐑛𐑱 𐑢𐑧𐑯 𐑦𐑑 𐑦𐑟 𐑛𐑩𐑕𐑒.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Leadership
target: 𐑤𐑰𐑛𐑼𐑖𐑦𐑐

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit can lead friendly units that are next to it, making them fight better.  Adjacent friendly units of lower level will do more damage in battle.  When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑤𐑧𐑛 𐑓𐑮𐑧𐑯𐑛𐑤𐑦 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑, 𐑥𐑱𐑒𐑦𐑙 𐑞𐑧𐑥 𐑓𐑲𐑑 𐑚𐑧𐑑𐑼. 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑓𐑮𐑧𐑯𐑛𐑤𐑦 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑢𐑦𐑤 𐑛𐑵 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑, 𐑝 𐑩 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑞𐑨𐑯, 𐑯 𐑪𐑯 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑨𐑟 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑤𐑰𐑛𐑼𐑖𐑦𐑐 𐑦𐑯𐑜𐑱𐑡𐑩𐑟 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑦𐑑𐑕 𐑩𐑑𐑨𐑒𐑕 𐑛𐑵 25% 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑥𐑟 𐑞 𐑛𐑦𐑓𐑼𐑩𐑯𐑕 𐑦𐑯 𐑞𐑺 𐑤𐑧𐑝𐑩𐑤𐑟.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Nightstalk
target: 𐑯𐑲𐑑𐑕𐑑𐑷𐑒

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: The unit becomes invisible during night.  Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
target: 𐑞 𐑿𐑯𐑦𐑑 𐑚𐑦𐑒𐑳𐑥𐑟 𐑦𐑯𐑝𐑦𐑕𐑦𐑚𐑩𐑤 𐑛𐑘𐑫𐑼𐑦𐑙 𐑯𐑲𐑑. 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑨𐑑 𐑯𐑲𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Regenerates
target: 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit will heal itself 8HP per turn. If it is poisoned, it will remove the poison instead of healing.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑦𐑑𐑕𐑧𐑤𐑓 8HP 𐑐𐑻 𐑑𐑻𐑯. 𐑦𐑓 𐑦𐑑 𐑦𐑟 𐑐𐑶𐑟𐑩𐑯𐑛, 𐑦𐑑 𐑢𐑦𐑤 𐑮𐑰𐑥𐑵𐑝 𐑞 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯𐑕𐑑𐑧𐑛 𐑝 𐑣𐑰𐑤𐑦𐑙.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Skirmisher
target: 𐑕𐑒𐑻𐑥𐑦𐑖𐑻

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑕𐑒𐑦𐑤𐑛 𐑦𐑯 𐑥𐑵𐑝𐑦𐑙 𐑐𐑭𐑕𐑑 𐑧𐑯𐑦𐑥𐑦𐑟 𐑒𐑢𐑦𐑒𐑤𐑦, 𐑯 𐑦𐑜𐑯𐑹𐑟 𐑷𐑤 𐑧𐑯𐑩𐑥𐑦 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Steadfast
target: 𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit&#8217;s resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑&#8217;𐑕 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑸 𐑛𐑳𐑚𐑩𐑤𐑛, 𐑳𐑐 𐑑 𐑩 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝 50%, 𐑢𐑧𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙. 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑦𐑤𐑦𐑑𐑰𐑟 𐑸 𐑯𐑪𐑑 𐑩𐑓𐑧𐑒𐑑𐑩𐑛.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Submerge
target: 𐑕𐑩𐑚𐑥𐑻𐑡

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit can hide in deep water, and remain undetected by its enemies.  Enemy units cannot see this unit while it is in deep water, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟. 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯𐑪𐑑 𐑕𐑰 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑢𐑲𐑤 𐑦𐑑 𐑦𐑟 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑓 𐑞𐑱 𐑣𐑨𐑝 𐑿𐑯𐑦𐑑𐑕 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑. 𐑧𐑯𐑦 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑓𐑻𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼𐑟 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑤𐑵𐑟𐑩𐑟 𐑷𐑤 𐑦𐑑𐑕 𐑮𐑦𐑥𐑱𐑯𐑦𐑙 𐑥𐑵𐑝𐑥𐑩𐑯𐑑.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Teleport
target: 𐑑𐑧𐑤𐑩𐑐𐑹𐑑

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit may teleport between any two friendly villages using one of its moves.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑥𐑱 𐑑𐑧𐑤𐑩𐑐𐑹𐑑 𐑚𐑦𐑑𐑢𐑰𐑯 𐑧𐑯𐑦 𐑑𐑵 𐑓𐑮𐑧𐑯𐑛𐑤𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑿𐑟𐑦𐑙 𐑢𐑳𐑯 𐑝 𐑦𐑑𐑕 𐑥𐑵𐑝𐑟.

note: type: Content of: <book><chapter><section><section><title>
en: Experience
target: 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: 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:
target: 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑩𐑢𐑹𐑛𐑩𐑛 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑓𐑹 𐑓𐑲𐑑𐑦𐑙. 𐑭𐑓𐑑𐑼 𐑪𐑚𐑑𐑱𐑯𐑦𐑙 𐑦𐑯𐑳𐑓 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕, 𐑞𐑱 𐑢𐑦𐑤 𐑩𐑛𐑝𐑭𐑯𐑕 𐑩 𐑤𐑧𐑝𐑩𐑤 𐑯 𐑚𐑦𐑒𐑳𐑥 𐑥𐑹 𐑐𐑬𐑼𐑓𐑩𐑤. 𐑞 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑜𐑱𐑯𐑛 𐑛𐑦𐑐𐑧𐑯𐑛𐑟 𐑪𐑯 𐑞 𐑤𐑧𐑝𐑩𐑤 𐑝 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑯 𐑞 𐑬𐑑𐑒𐑳𐑥 𐑝 𐑞 𐑚𐑨𐑑𐑩𐑤: 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑒𐑦𐑤𐑟 𐑦𐑑𐑕 𐑩𐑐𐑴𐑯𐑩𐑯𐑑, 𐑦𐑑 𐑮𐑦𐑕𐑰𐑝𐑟 8 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑝 𐑞 𐑧𐑯𐑩𐑥𐑦 (4 𐑦𐑓 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑦𐑟 𐑤𐑧𐑝𐑩𐑤 0), 𐑢𐑲𐑤 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑕𐑻𐑝𐑲𐑝 𐑩 𐑚𐑨𐑑𐑩𐑤 𐑢𐑦𐑞𐑬𐑑 𐑒𐑦𐑤𐑦𐑙 𐑞𐑺 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕 𐑸 𐑩𐑢𐑹𐑛𐑩𐑛 1 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑝 𐑞 𐑧𐑯𐑩𐑥𐑦. 𐑦𐑯 𐑳𐑞𐑼 𐑢𐑻𐑛𐑟:

note: type: Content of: <book><chapter><section><section><table><title>
en: Experience bonuses for killing or fighting enemies of different levels
target: 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑚𐑴𐑯𐑩𐑕𐑦𐑟 𐑓𐑹 𐑒𐑦𐑤𐑦𐑙 𐑹 𐑓𐑲𐑑𐑦𐑙 𐑧𐑯𐑦𐑥𐑦𐑟 𐑝 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑤𐑧𐑝𐑩𐑤𐑟

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: enemy level
target: 𐑧𐑯𐑩𐑥𐑦 𐑤𐑧𐑝𐑩𐑤

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: kill bonus
target: 𐑒𐑦𐑤 𐑚𐑴𐑯𐑩𐑕

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: fighting bonus
target: 𐑓𐑲𐑑𐑦𐑙 𐑚𐑴𐑯𐑩𐑕

note: type: Content of: <book><chapter><section><section><title>
en: Recalling units
target: 𐑮𐑦𐑒𐑪𐑤𐑦𐑙 𐑿𐑯𐑦𐑑𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: After you complete a scenario, all surviving units will be available to recall in the next scenario. You are not able to move or attack with a unit on the turn you recruit or recall that unit. A Recalled unit retains its previous Level, Experience Points, (sometimes) any magic items acquired, and will arrive with full hitpoints.
target: 𐑭𐑓𐑑𐑼 𐑿 𐑒𐑩𐑥𐑐𐑤𐑰𐑑 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑷𐑤 𐑕𐑻𐑝𐑲𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑤 𐑚𐑰 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑑 𐑮𐑰𐑒𐑷𐑤 𐑦𐑯 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑿 𐑸 𐑯𐑪𐑑 𐑱𐑚𐑩𐑤 𐑑 𐑥𐑵𐑝 𐑹 𐑩𐑑𐑨𐑒 𐑢𐑦𐑞 𐑩 𐑿𐑯𐑦𐑑 𐑪𐑯 𐑞 𐑑𐑻𐑯 𐑿 𐑮𐑩𐑒𐑮𐑵𐑑 𐑹 𐑮𐑰𐑒𐑷𐑤 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑. 𐑩 𐑮𐑰𐑒𐑷𐑤𐑛 𐑿𐑯𐑦𐑑 𐑮𐑦𐑑𐑱𐑯𐑟 𐑦𐑑𐑕 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑤𐑧𐑝𐑩𐑤, 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕, (𐑕𐑳𐑥𐑑𐑲𐑥𐑟) 𐑧𐑯𐑦 𐑥𐑨𐑡𐑦𐑒 𐑲𐑑𐑩𐑥𐑟 𐑩𐑒𐑢𐑲𐑼𐑛, 𐑯 𐑢𐑦𐑤 𐑩𐑮𐑲𐑝 𐑢𐑦𐑞 𐑓𐑫𐑤 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕.

note: type: Content of: <book><chapter><section><title>
en: Moving
target: 𐑥𐑵𐑝𐑦𐑙

note: type: Content of: <book><chapter><section><simpara>
en: Clicking on a unit identifies all the places it can move on its current turn by dimming unreachable hexes (pressing the number keys 2–7 will identify the additional hexes that can be reached in that number of turns in a similar manner). While in this mode, moving the cursor over a hex will identify the path your unit will take towards that hex as well as additional information on the defensive bonus of your unit on that hex and, if it will take more than one turn, the number of turns it will take your unit to arrive. If you do not wish to move the unit this mode can be cancelled by selecting a different unit (by clicking on the new unit or using the <literal>n</literal> or <literal>N</literal> keys) or by right-clicking (Command-click on a Mac) anywhere on the map. The <link linkend="orbs">orbs</link> on the top of a unit&#8217;s energy bar provide a quick way to see which of your units have already moved or can move further in the current turn.
target: 𐑒𐑤𐑦𐑒𐑦𐑙 𐑪𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑲𐑛𐑧𐑯𐑑𐑦𐑓𐑲𐑟 𐑷𐑤 𐑞 𐑐𐑤𐑱𐑕𐑩𐑟 𐑦𐑑 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑪𐑯 𐑦𐑑𐑕 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑻𐑯 𐑚𐑲 𐑛𐑦𐑥𐑦𐑙 𐑩𐑯𐑮𐑰𐑗𐑩𐑚𐑩𐑤 𐑣𐑧𐑒𐑕𐑧𐑟 (𐑐𐑮𐑧𐑕𐑦𐑙 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑒𐑰𐑟 2-7 𐑢𐑦𐑤 𐑲𐑛𐑧𐑯𐑑𐑦𐑓𐑲 𐑞 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑣𐑧𐑒𐑕𐑧𐑟 𐑞𐑨𐑑 𐑒𐑨𐑯 𐑚𐑰 𐑮𐑰𐑗𐑑 𐑦𐑯 𐑞𐑨𐑑 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟 𐑦𐑯 𐑩 𐑕𐑦𐑥𐑦𐑤𐑼 𐑥𐑨𐑯𐑼). 𐑢𐑲𐑤 𐑦𐑯 𐑞𐑦𐑕 𐑥𐑴𐑛, 𐑥𐑵𐑝𐑦𐑙 𐑞 𐑒𐑻𐑕𐑼 𐑴𐑝𐑼 𐑩 𐑣𐑧𐑒𐑕 𐑢𐑦𐑤 𐑲𐑛𐑧𐑯𐑑𐑦𐑓𐑲 𐑞 𐑐𐑭𐑔 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑑𐑱𐑒 𐑑𐑫𐑢𐑹𐑛𐑟 𐑞𐑨𐑑 𐑣𐑧𐑒𐑕 𐑨𐑟 𐑢𐑧𐑤 𐑨𐑟 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑪𐑯 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑚𐑴𐑯𐑩𐑕 𐑝 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑪𐑯 𐑞𐑨𐑑 𐑣𐑧𐑒𐑕 𐑯, 𐑦𐑓 𐑦𐑑 𐑢𐑦𐑤 𐑑𐑱𐑒 𐑥𐑹 𐑞𐑨𐑯 𐑢𐑳𐑯 𐑑𐑻𐑯, 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑑𐑻𐑯𐑟 𐑦𐑑 𐑢𐑦𐑤 𐑑𐑱𐑒 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑑 𐑩𐑮𐑲𐑝. 𐑦𐑓 𐑿 𐑛𐑵 𐑯𐑪𐑑 𐑢𐑦𐑖 𐑑 𐑥𐑵𐑝 𐑞 𐑿𐑯𐑦𐑑 𐑞𐑦𐑕 𐑥𐑴𐑛 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑨𐑯𐑕𐑩𐑤𐑛 𐑚𐑲 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑩 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑿𐑯𐑦𐑑 (𐑚𐑲 𐑒𐑤𐑦𐑒𐑦𐑙 𐑪𐑯 𐑞 𐑯𐑿 𐑿𐑯𐑦𐑑 𐑹 𐑿𐑟𐑦𐑙 𐑞 <literal>n</literal> 𐑹 <literal>N</literal> 𐑒𐑰𐑟) 𐑹 𐑚𐑲 𐑮𐑲𐑑-𐑒𐑤𐑦𐑒𐑦𐑙 (𐑒𐑩𐑥𐑭𐑯𐑛-𐑒𐑤𐑦𐑒 𐑪𐑯 𐑩 𐑥𐑨𐑒) 𐑧𐑯𐑦𐑢𐑺 𐑪𐑯 𐑞 𐑥𐑨𐑐. 𐑞 <link linkend="orbs">orbs</link> 𐑪𐑯 𐑞 𐑑𐑪𐑐 𐑝 𐑩 𐑿𐑯𐑦𐑑&#8217;𐑕 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑐𐑮𐑩𐑝𐑲𐑛 𐑩 𐑒𐑢𐑦𐑒 𐑢𐑱 𐑑 𐑕𐑰 𐑢𐑦𐑗 𐑝 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑷𐑤𐑮𐑧𐑛𐑦 𐑥𐑵𐑝𐑛 𐑹 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑓𐑻𐑞𐑼 𐑦𐑯 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑻𐑯.

note: type: Content of: <book><chapter><section><simpara>
en: If you decide to move the selected unit, click on the hex you want to move to and your unit will move towards that space. If you select a destination which is beyond reach in the current turn, the unit will move as far as it can in the current turn and enter <emphasis>goto-mode</emphasis>. In <emphasis>goto-mode</emphasis> your unit will continue moving towards its destination in subsequent turns. You can easily undo goto movements at the beginning of your next turn. You may also change a unit&#8217;s destination by selecting that unit and choosing a new destination or clicking the unit again to cancel the <emphasis>goto</emphasis>.
target: 𐑦𐑓 𐑿 𐑛𐑦𐑕𐑲𐑛 𐑑 𐑥𐑵𐑝 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑, 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑣𐑧𐑒𐑕 𐑿 𐑢𐑪𐑯𐑑 𐑑 𐑥𐑵𐑝 𐑑 𐑯 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑥𐑵𐑝 𐑑𐑫𐑢𐑹𐑛𐑟 𐑞𐑨𐑑 𐑕𐑐𐑱𐑕. 𐑦𐑓 𐑿 𐑕𐑩𐑤𐑧𐑒𐑑 𐑩 𐑛𐑧𐑕𐑑𐑦𐑯𐑱𐑖𐑩𐑯 𐑢𐑦𐑗 𐑦𐑟 𐑚𐑦𐑘𐑪𐑯𐑛 𐑮𐑰𐑗 𐑦𐑯 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑻𐑯, 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑥𐑵𐑝 𐑨𐑟 𐑓𐑸 𐑨𐑟 𐑦𐑑 𐑒𐑨𐑯 𐑦𐑯 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑻𐑯 𐑯 𐑧𐑯𐑑𐑼 <emphasis>goto-mode</emphasis>. 𐑦𐑯 <emphasis>goto-mode</emphasis> 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑒𐑩𐑯𐑑𐑦𐑯𐑿 𐑥𐑵𐑝𐑦𐑙 𐑑𐑫𐑢𐑹𐑛𐑟 𐑦𐑑𐑕 𐑛𐑧𐑕𐑑𐑦𐑯𐑱𐑖𐑩𐑯 𐑦𐑯 𐑕𐑳𐑚𐑕𐑩𐑒𐑢𐑩𐑯𐑑 𐑑𐑻𐑯𐑟. 𐑿 𐑒𐑨𐑯 𐑰𐑟𐑦𐑤𐑦 𐑳𐑯𐑛𐑵 𐑜𐑴𐑑𐑵 𐑥𐑵𐑝𐑥𐑩𐑯𐑑𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑿𐑼 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯. 𐑿 𐑥𐑱 𐑷𐑤𐑕𐑴 𐑗𐑱𐑯𐑡 𐑩 𐑿𐑯𐑦𐑑&#8217;𐑕 𐑛𐑧𐑕𐑑𐑦𐑯𐑱𐑖𐑩𐑯 𐑚𐑲 𐑕𐑩𐑤𐑧𐑒𐑑𐑦𐑙 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑 𐑯 𐑗𐑵𐑟𐑦𐑙 𐑩 𐑯𐑿 𐑛𐑧𐑕𐑑𐑦𐑯𐑱𐑖𐑩𐑯 𐑹 𐑒𐑤𐑦𐑒𐑦𐑙 𐑞 𐑿𐑯𐑦𐑑 𐑩𐑜𐑱𐑯 𐑑 𐑒𐑨𐑯𐑕𐑩𐑤 𐑞 <emphasis>goto</emphasis>.

note: type: Content of: <book><chapter><section><simpara>
en: Moving onto a village that is neutral or owned by an enemy will take ownership of it and end your move for that unit.
target: 𐑥𐑵𐑝𐑦𐑙 𐑪𐑯𐑑𐑵 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑞𐑨𐑑 𐑦𐑟 𐑯𐑵𐑑𐑮𐑩𐑤 𐑹 𐑴𐑯𐑛 𐑚𐑲 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑢𐑦𐑤 𐑑𐑱𐑒 𐑴𐑯𐑼𐑖𐑦𐑐 𐑝 𐑦𐑑 𐑯 𐑧𐑯𐑛 𐑿𐑼 𐑥𐑵𐑝 𐑓𐑹 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑.

note: type: Content of: <book><chapter><section><simpara>
en: Most units exert a Zone of Control which affects the hexes your unit can reach and the path your unit takes. These restrictions are automatically reflected in both the path that is displayed for your unit and the hexes it may move to on the current turn.
target: 𐑥𐑴𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑦𐑜𐑟𐑻𐑑 𐑩 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑢𐑦𐑗 𐑩𐑓𐑧𐑒𐑑𐑕 𐑞 𐑣𐑧𐑒𐑕𐑧𐑟 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑮𐑰𐑗 𐑯 𐑞 𐑐𐑭𐑔 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑑𐑱𐑒𐑕. 𐑞𐑰𐑟 𐑮𐑰𐑕𐑑𐑮𐑦𐑒𐑖𐑩𐑯𐑟 𐑸 𐑷𐑑𐑩𐑥𐑨𐑑𐑦𐑒𐑤𐑦 𐑮𐑦𐑓𐑤𐑧𐑒𐑑𐑩𐑛 𐑦𐑯 𐑚𐑴𐑔 𐑞 𐑐𐑭𐑔 𐑞𐑨𐑑 𐑦𐑟 𐑛𐑦𐑕𐑐𐑤𐑱𐑛 𐑓𐑹 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑯 𐑞 𐑣𐑧𐑒𐑕𐑧𐑟 𐑦𐑑 𐑥𐑱 𐑥𐑵𐑝 𐑑 𐑪𐑯 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑑𐑻𐑯.

note: type: Content of: <book><chapter><section><section><title>
en: Zone of Control
target: 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤

note: type: Content of: <book><chapter><section><section><simpara>
en: A unit&#8217;s Zone of Control extends to the six hexes immediately adjacent to the unit, and units that move into an enemy zone of control are forced to stop. Units with the skirmisher ability ignore enemy zones of control and are able to move through them freely without being forced to stop. Level 0 units are considered too feeble to generate a zone of control and all units are able to move through the hexes around an enemy level 0 unit freely.
target: 𐑩 𐑿𐑯𐑦𐑑&#8217;𐑕 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑦𐑒𐑕𐑑𐑧𐑯𐑛𐑟 𐑑 𐑞 𐑕𐑦𐑒𐑕 𐑣𐑧𐑒𐑕𐑧𐑟 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑 𐑞 𐑿𐑯𐑦𐑑, 𐑯 𐑿𐑯𐑦𐑑𐑕 𐑞𐑨𐑑 𐑥𐑵𐑝 𐑦𐑯𐑑𐑫 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑸 𐑓𐑹𐑕𐑑 𐑑 𐑕𐑑𐑪𐑐. 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑕𐑒𐑻𐑥𐑦𐑖𐑻 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑦𐑜𐑯𐑹 𐑧𐑯𐑩𐑥𐑦 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑯 𐑸 𐑱𐑚𐑩𐑤 𐑑 𐑥𐑵𐑝 𐑔𐑮𐑵 𐑞𐑧𐑥 𐑓𐑮𐑰𐑤𐑦 𐑢𐑦𐑞𐑬𐑑 𐑚𐑰𐑦𐑙 𐑓𐑹𐑕𐑑 𐑑 𐑕𐑑𐑪𐑐. 𐑤𐑧𐑝𐑩𐑤 0 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑒𐑩𐑯𐑕𐑦𐑛𐑼𐑛 𐑑𐑵 𐑓𐑱𐑚𐑩𐑤 𐑑 𐑡𐑧𐑯𐑼𐑱𐑑 𐑩 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑯 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑱𐑚𐑩𐑤 𐑑 𐑥𐑵𐑝 𐑔𐑮𐑵 𐑞 𐑣𐑧𐑒𐑕𐑧𐑟 𐑩𐑮𐑬𐑯𐑛 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑤𐑧𐑝𐑩𐑤 0 𐑿𐑯𐑦𐑑 𐑓𐑮𐑰𐑤𐑦.

note: type: Content of: <book><chapter><section><section><table><title>
en: Orbs
target: 𐑹𐑮𐑚𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: On the top of the energy bar shown next to each unit of yours is an orb. This orb is:
target: 𐑪𐑯 𐑞 𐑑𐑪𐑐 𐑝 𐑞 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑖𐑴𐑯 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑝 𐑿𐑼𐑟 𐑦𐑟 𐑩𐑯 𐑹𐑚. 𐑞𐑦𐑕 𐑹𐑚 𐑦𐑟:

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: Orb
target: 𐑹𐑚

note: type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
en: Description
target: 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Green
target: 𐑜𐑮𐑰𐑯

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: If you control the unit and it hasn&#8217;t moved this turn
target: 𐑦𐑓 𐑿 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑞 𐑿𐑯𐑦𐑑 𐑯 𐑦𐑑 𐑣𐑨𐑟𐑯𐑑 𐑥𐑵𐑝𐑛 𐑞𐑦𐑕 𐑑𐑻𐑯

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Yellow
target: 𐑘𐑧𐑤𐑴

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: If you control the unit and it has moved this turn, but could still move further or attack
target: 𐑦𐑓 𐑿 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑞 𐑿𐑯𐑦𐑑 𐑯 𐑦𐑑 𐑣𐑨𐑟 𐑥𐑵𐑝𐑛 𐑞𐑦𐑕 𐑑𐑻𐑯, 𐑚𐑳𐑑 𐑒𐑫𐑛 𐑕𐑑𐑦𐑤 𐑥𐑵𐑝 𐑓𐑻𐑞𐑼 𐑹 𐑩𐑑𐑨𐑒

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Red
target: 𐑮𐑧𐑛

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: Blue
target: 𐑚𐑤𐑵

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
en: If the unit is an ally you do not control
target: 𐑦𐑓 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑩𐑯 𐑨𐑤𐑲 𐑿 𐑛𐑵 𐑯𐑪𐑑 𐑒𐑩𐑯𐑑𐑮𐑴𐑤

note: type: Content of: <book><chapter><section><section><title>
en: Ellipses, Team Colors, and Hero Icons
target: 𐑧𐑤𐑦𐑐𐑕𐑧𐑕, 𐑑𐑰𐑥 𐑒𐑳𐑤𐑼𐑟, 𐑯 𐑣𐑽𐑴 𐑲𐑒𐑪𐑯𐑟

note: type: Content of: <book><chapter><section><section><simpara>
en: Below each unit there will normally be a colored ellipses or base. The color identifies its team; in a campaign game, the human-player color is red. The team color will also show up in parts of the unit&#8217;s clothing, or possibly on a shield insignia.
target: 𐑚𐑩𐑤𐑴 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑞𐑺 𐑢𐑦𐑤 𐑯𐑹𐑥𐑩𐑤𐑦 𐑚𐑰 𐑩 𐑒𐑳𐑤𐑼𐑛 𐑧𐑤𐑦𐑐𐑕𐑧𐑕 𐑹 𐑚𐑱𐑕. 𐑞 𐑒𐑳𐑤𐑼 𐑲𐑛𐑧𐑯𐑑𐑦𐑓𐑲𐑟 𐑦𐑑𐑕 𐑑𐑰𐑥; 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯 𐑜𐑱𐑥, 𐑞 𐑣𐑿𐑥𐑩𐑯-𐑐𐑤𐑱𐑻 𐑒𐑳𐑤𐑼 𐑦𐑟 𐑮𐑧𐑛. 𐑞 𐑑𐑰𐑥 𐑒𐑳𐑤𐑼 𐑢𐑦𐑤 𐑷𐑤𐑕𐑴 𐑖𐑴 𐑳𐑐 𐑦𐑯 𐑐𐑸𐑑𐑕 𐑝 𐑞 𐑿𐑯𐑦𐑑&#8217;𐑕 𐑒𐑤𐑴𐑞𐑦𐑙, 𐑹 𐑐𐑪𐑕𐑩𐑚𐑩𐑤𐑦 𐑪𐑯 𐑩 𐑖𐑰𐑤𐑛 𐑦𐑯𐑕𐑦𐑜𐑯𐑰𐑩.

note: type: Content of: <book><chapter><section><section><simpara>
en: Usually the ellipse will be a solid disk. On level 0 units, you will see an ellipse that has broken lines. This indicates that the unit has no Zone of Control.
target: 𐑿𐑖𐑿𐑩𐑤𐑦 𐑞 𐑦𐑤𐑦𐑐𐑕 𐑢𐑦𐑤 𐑚𐑰 𐑩 𐑕𐑪𐑤𐑦𐑛 𐑛𐑦𐑕𐑒. 𐑪𐑯 𐑤𐑧𐑝𐑩𐑤 0 𐑿𐑯𐑦𐑑𐑕, 𐑿 𐑢𐑦𐑤 𐑕𐑰 𐑩𐑯 𐑦𐑤𐑦𐑐𐑕 𐑞𐑨𐑑 𐑣𐑨𐑟 𐑚𐑮𐑴𐑒𐑩𐑯 𐑤𐑲𐑯𐑟. 𐑞𐑦𐑕 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑕 𐑞𐑨𐑑 𐑞 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑯𐑴 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤.

note: type: Content of: <book><chapter><section><section><simpara>
en: Some campaigns use a star-shaped base to indicate leaders and heroes (units which are somehow special and for example not allowed to die in the course of the scenario); others use a silver crown icon above the energy bar to mark heroes. Still others have no specific hero indicator at all. Which (if any) is used is a stylistic choice left to campaign designers.
target: 𐑕𐑳𐑥 𐑒𐑨𐑥𐑐𐑱𐑯𐑟 𐑿𐑟 𐑩 𐑕𐑑𐑸-𐑖𐑱𐑐𐑑 𐑚𐑱𐑕 𐑑 𐑦𐑯𐑛𐑦𐑒𐑱𐑑 𐑤𐑰𐑛𐑼𐑟 𐑯 𐑣𐑽𐑴𐑟 (𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑗 𐑸 𐑕𐑳𐑥𐑣𐑬 𐑕𐑐𐑧𐑖𐑩𐑤 𐑯 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤 𐑯𐑪𐑑 𐑩𐑤𐑬𐑛 𐑑 𐑛𐑲 𐑦𐑯 𐑞 𐑒𐑹𐑕 𐑝 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴); 𐑳𐑞𐑼𐑟 𐑿𐑟 𐑩 𐑕𐑦𐑤𐑝𐑻 𐑒𐑮𐑬𐑯 𐑲𐑒𐑪𐑯 𐑩𐑚𐑳𐑝 𐑞 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑑 𐑨𐑵𐑱·𐑥𐑸𐑒 𐑣𐑽𐑴𐑟. 𐑕𐑑𐑦𐑤 𐑳𐑞𐑼𐑟 𐑣𐑨𐑝 𐑯𐑴 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 𐑣𐑽𐑴 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑼 𐑨𐑑 𐑷𐑤. 𐑢𐑦𐑗 (𐑦𐑓 𐑧𐑯𐑦) 𐑦𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑦𐑟 𐑩 𐑕𐑑𐑲𐑤𐑦𐑕𐑑𐑦𐑒 𐑗𐑶𐑕 𐑤𐑧𐑓𐑑 𐑑 𐑒𐑨𐑥𐑐𐑱𐑯 𐑛𐑦𐑟𐑲𐑯𐑻𐑟.

note: type: Content of: <book><chapter><section><title>
en: Fighting
target: 𐑓𐑲𐑑𐑦𐑙

note: type: Content of: <book><chapter><section><simpara>
en: 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&#8217;s defense rating (i.e. chance not to be hit) in terrain, click on the unit, and then mouse over the terrain you&#8217;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.
target: 𐑧𐑝𐑮𐑦 𐑿𐑯𐑦𐑑 𐑣𐑨𐑟 𐑩 𐑗𐑭𐑯𐑕 𐑝 𐑚𐑰𐑦𐑙 𐑣𐑦𐑑 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑞 𐑑𐑻𐑱𐑯 𐑦𐑑 𐑦𐑟 𐑦𐑯. 𐑓𐑹 𐑦𐑯𐑕𐑑𐑨𐑯𐑕, 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑒𐑭𐑕𐑩𐑤𐑟 𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑣𐑨𐑝 𐑩 𐑤𐑴𐑼 𐑗𐑭𐑯𐑕 𐑝 𐑚𐑰𐑦𐑙 𐑣𐑦𐑑, 𐑯 𐑧𐑤𐑝𐑟 𐑦𐑯 𐑓𐑹𐑦𐑕𐑑 𐑣𐑨𐑝 𐑩 𐑤𐑴 𐑗𐑭𐑯𐑕 𐑝 𐑚𐑰𐑦𐑙 𐑣𐑦𐑑. 𐑑 𐑕𐑰 𐑩 𐑿𐑯𐑦𐑑&#8217;𐑕 𐑛𐑦𐑓𐑧𐑯𐑕 𐑮𐑱𐑑𐑦𐑙 (𐑲.𐑧. 𐑗𐑭𐑯𐑕 𐑯𐑪𐑑 𐑑 𐑚𐑰 𐑣𐑦𐑑) 𐑦𐑯 𐑑𐑻𐑱𐑯, 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑, 𐑯 𐑞𐑧𐑯 𐑥𐑬𐑕 𐑴𐑝𐑼 𐑞 𐑑𐑻𐑱𐑯 𐑿&#8217;𐑮𐑰 𐑦𐑯𐑑𐑼𐑩𐑕𐑑𐑩𐑛 𐑦𐑯, 𐑯 𐑞 𐑛𐑦𐑓𐑧𐑯𐑕 𐑮𐑱𐑑𐑦𐑙 𐑢𐑦𐑤 𐑚𐑰 𐑛𐑦𐑕𐑐𐑤𐑱𐑛 𐑨𐑟 𐑩 𐑐𐑼𐑕𐑧𐑯𐑑𐑦𐑡 𐑝𐑨𐑤𐑿 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯, 𐑨𐑟 𐑢𐑧𐑤 𐑨𐑟 𐑖𐑴𐑯 𐑴𐑝𐑼 𐑞 𐑑𐑻𐑱𐑯 𐑣𐑧𐑒𐑕.

note: type: Content of: <book><chapter><section><simpara>
en: You can obtain additional information, including the chance that the attacker and defender will be killed, by clicking on the "Damage Calculations" button in the fight window.
target: 𐑿 𐑒𐑨𐑯 𐑪𐑚𐑑𐑱𐑯 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯, 𐑦𐑯𐑒𐑤𐑵𐑛𐑦𐑙 𐑞 𐑗𐑭𐑯𐑕 𐑞𐑨𐑑 𐑞 𐑩𐑑𐑨𐑒𐑻 𐑯 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑢𐑦𐑤 𐑚𐑰 𐑒𐑦𐑤𐑛, 𐑚𐑲 𐑒𐑤𐑦𐑒𐑦𐑙 𐑪𐑯 𐑞 "𐑛𐑨𐑥𐑦𐑡 𐑒𐑨𐑤𐑒𐑿𐑤𐑱𐑖𐑩𐑯𐑟" 𐑚𐑳𐑑𐑩𐑯 𐑦𐑯 𐑞 𐑓𐑲𐑑 𐑢𐑦𐑯𐑛𐑴.

note: type: Content of: <book><chapter><section><section><title>
en: Attack types
target: 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐𐑕

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: <emphasis role="strong">Blade</emphasis>: Weapons with a cutting edge, used to chop pieces of flesh from a foe. Examples: dagger, scimitar, saber, drake claws.
target: <emphasis role="strong">Blade</emphasis>: 𐑢𐑧𐑐𐑩𐑯𐑟 𐑢𐑦𐑞 𐑩 𐑒𐑳𐑑𐑦𐑙 𐑧𐑡, 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑑 𐑗𐑪𐑐 𐑐𐑰𐑕𐑩𐑟 𐑝 𐑓𐑤𐑧𐑖 𐑓𐑮𐑪𐑥 𐑩 𐑓𐑴. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤𐑟: 𐑛𐑨𐑜𐑻, 𐑕𐑦𐑥𐑦𐑑𐑻, 𐑕𐑱𐑚𐑻, 𐑛𐑮𐑱𐑒 𐑒𐑤𐑷𐑟.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: <emphasis role="strong">Piercing</emphasis>: Weapons with a sharp point and either a long handle or a missile, used to perforate foe&#8217;s body and damage internal organs. Examples: Knight or infantry pike, arrow.
target: <emphasis role="strong">Piercing</emphasis>: 𐑢𐑧𐑐𐑩𐑯𐑟 𐑢𐑦𐑞 𐑩 𐑖𐑸𐑐 𐑐𐑶𐑯𐑑 𐑯 𐑲𐑞𐑼 𐑩 𐑤𐑪𐑙 𐑣𐑨𐑯𐑛𐑩𐑤 𐑹 𐑩 𐑥𐑦𐑕𐑩𐑤, 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑑 𐑐𐑻𐑓𐑻𐑱𐑑 𐑓𐑴𐑟 𐑚𐑪𐑛𐑦 𐑯 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯𐑑𐑻𐑯𐑩𐑤 𐑹𐑜𐑩𐑯𐑟. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤𐑟: 𐑯𐑲𐑑 𐑹 𐑦𐑯𐑓𐑩𐑯𐑑𐑮𐑦 𐑐𐑲𐑒, 𐑨𐑮𐑴.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: <emphasis role="strong">Impact</emphasis>: Weapons having neither a sharp point nor a cutting edge, but heavy enough to break an enemy&#8217;s bones. Examples: mace, staff, Troll fist.
target: <emphasis role="strong">Impact</emphasis>: 𐑢𐑧𐑐𐑩𐑯𐑟 𐑣𐑨𐑝𐑦𐑙 𐑯𐑲𐑞𐑼 𐑩 𐑖𐑸𐑐 𐑐𐑶𐑯𐑑 𐑯𐑹 𐑩 𐑒𐑳𐑑𐑦𐑙 𐑧𐑡, 𐑚𐑳𐑑 𐑣𐑧𐑝𐑦 𐑦𐑯𐑳𐑓 𐑑 𐑚𐑮𐑱𐑒 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦&#8217;𐑕 𐑚𐑴𐑯𐑟. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤𐑟: 𐑥𐑱𐑕, 𐑕𐑑𐑭𐑓, 𐑑𐑮𐑴𐑤 𐑓𐑦𐑕𐑑.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: <emphasis role="strong">Cold</emphasis>: Weapons based on cold or ice missiles. Example: A Dark Adepts&#8217;s chill wave.
target: <emphasis role="strong">Cold</emphasis>: 𐑢𐑧𐑐𐑩𐑯𐑟 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑒𐑴𐑤𐑛 𐑹 𐑲𐑕 𐑥𐑦𐑕𐑩𐑤𐑟. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: 𐑩 𐑛𐑸𐑒 𐑩𐑛𐑧𐑐𐑑𐑕𐑧𐑟 𐑗𐑦𐑤 𐑢𐑱𐑝.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: <emphasis role="strong">Fire</emphasis>: Weapons using fire to roast the foe like a chicken. Example: A drake&#8217;s fire breath.
target: <emphasis role="strong">Fire</emphasis>: 𐑢𐑧𐑐𐑩𐑯𐑟 𐑿𐑟𐑦𐑙 𐑓𐑲𐑼 𐑑 𐑮𐑴𐑕𐑑 𐑞 𐑓𐑴 𐑤𐑲𐑒 𐑩 𐑗𐑦𐑒𐑩𐑯. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: 𐑩 𐑛𐑮𐑱𐑒&#8217;𐑕 𐑓𐑲𐑼 𐑚𐑮𐑧𐑔.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: <emphasis role="strong">Arcane</emphasis>: An attack that dispels the magic animating zombies, specters, and other undead creatures and spirits. Example: A white mage&#8217;s magic attack.
target: <emphasis role="strong">Arcane</emphasis>: 𐑩𐑯 𐑩𐑑𐑨𐑒 𐑞𐑨𐑑 𐑛𐑦𐑕𐑐𐑧𐑤𐑟 𐑞 𐑥𐑨𐑡𐑦𐑒 𐑩𐑯𐑦𐑥𐑱𐑑𐑦𐑙 𐑟𐑭𐑥𐑚𐑰𐑟, 𐑕𐑤𐑧𐑒𐑑𐑻𐑕, 𐑯 𐑳𐑞𐑼 𐑳𐑯𐑛𐑧𐑛 𐑒𐑮𐑰𐑗𐑼𐑟 𐑯 𐑕𐑐𐑦𐑮𐑦𐑑𐑕. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: 𐑩 𐑢𐑲𐑑 𐑥𐑱𐑡𐑧𐑕 𐑥𐑨𐑡𐑦𐑒 𐑩𐑑𐑨𐑒.

note: type: Content of: <book><chapter><section><section><title>
en: Resistance
target: 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: Each unit is more or less vulnerable to the different attack types. 6 figures in the unit description show strength and weakness of the unit against the 6 attack types. A positive resistance figure indicates that the unit will suffer less damages from the attack type. A negative resistance figure indicates that the unit is especially vulnerable to this attack type.
target: 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑥𐑹 𐑹 𐑤𐑧𐑕 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑑 𐑞 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐𐑕. 6 𐑓𐑦𐑜𐑼𐑟 𐑦𐑯 𐑞 𐑿𐑯𐑦𐑑 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯 𐑖𐑴 𐑕𐑑𐑮𐑧𐑙𐑔 𐑯 𐑢𐑰𐑒𐑯𐑩𐑕 𐑝 𐑞 𐑿𐑯𐑦𐑑 𐑩𐑜𐑱𐑯𐑕𐑑 𐑞 6 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐𐑕. 𐑩 𐑐𐑪𐑟𐑦𐑑𐑦𐑝 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑓𐑦𐑜𐑼 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑕 𐑞𐑨𐑑 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑕𐑳𐑓𐑼 𐑤𐑧𐑕 𐑛𐑨𐑥𐑦𐑡𐑩𐑟 𐑓𐑮𐑪𐑥 𐑞 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐. 𐑩 𐑯𐑧𐑜𐑩𐑑𐑦𐑝 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑓𐑦𐑜𐑼 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑕 𐑞𐑨𐑑 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑑 𐑞𐑦𐑕 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐.

note: type: Content of: <book><chapter><section><section><simpara>
en: Examples: Drake scales protect them from most of attack types except from piercing weapon and cold weapon. Human Cavalry units are generally well protected except from piercing attacks which are their weak point. Undead are very resistant to blade and piercing weapon but very vulnerable to impact attacks and arcane attacks.
target: 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤𐑟: 𐑛𐑮𐑱𐑒 𐑕𐑒𐑱𐑤𐑟 𐑐𐑮𐑩𐑑𐑧𐑒𐑑 𐑞𐑧𐑥 𐑓𐑮𐑪𐑥 𐑥𐑴𐑕𐑑 𐑝 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐𐑕 𐑦𐑒𐑕𐑧𐑐𐑑 𐑓𐑮𐑪𐑥 𐑐𐑽𐑕𐑦𐑙 𐑢𐑧𐑐𐑩𐑯 𐑯 𐑒𐑴𐑤𐑛 𐑢𐑧𐑐𐑩𐑯. 𐑣𐑿𐑥𐑩𐑯 𐑒𐑨𐑝𐑩𐑤𐑮𐑰 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑡𐑧𐑯𐑼𐑩𐑤𐑦 𐑢𐑧𐑤 𐑐𐑮𐑩𐑑𐑧𐑒𐑑𐑩𐑛 𐑦𐑒𐑕𐑧𐑐𐑑 𐑓𐑮𐑪𐑥 𐑐𐑽𐑕𐑦𐑙 𐑩𐑑𐑨𐑒𐑕 𐑢𐑦𐑗 𐑸 𐑞𐑺 𐑢𐑰𐑒 𐑐𐑶𐑯𐑑. 𐑳𐑯𐑛𐑧𐑛 𐑸 𐑝𐑧𐑮𐑦 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑑 𐑑 𐑚𐑤𐑱𐑛 𐑯 𐑐𐑽𐑕𐑦𐑙 𐑢𐑧𐑐𐑩𐑯 𐑚𐑳𐑑 𐑝𐑧𐑮𐑦 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑑 𐑦𐑥𐑐𐑨𐑒𐑑 𐑩𐑑𐑨𐑒𐑕 𐑯 𐑸𐑒𐑱𐑯 𐑩𐑑𐑨𐑒𐑕.

note: type: Content of: <book><chapter><section><section><simpara>
en: Using the best attack type against enemy units will substantially increase your chances of killing them.
target: 𐑿𐑟𐑦𐑙 𐑞 𐑚𐑧𐑕𐑑 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐 𐑩𐑜𐑱𐑯𐑕𐑑 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑤 𐑕𐑩𐑚𐑕𐑑𐑨𐑯𐑖𐑩𐑤𐑰 𐑦𐑯𐑒𐑮𐑰𐑕 𐑿𐑼 𐑗𐑭𐑯𐑕𐑩𐑟 𐑝 𐑒𐑦𐑤𐑦𐑙 𐑞𐑧𐑥.

note: type: Content of: <book><chapter><section><section><title>
en: Healing
target: 𐑣𐑰𐑤𐑦𐑙

note: type: Content of: <book><chapter><section><simpara>
en: A unit may be healed a maximum of 8 hitpoints per turn. A unit that does not move or fight during a turn is <emphasis>resting</emphasis> and will recover 2 hitpoints. Hitpoints recovered through <emphasis>resting</emphasis> are added on top of hitpoints recovered through healing so it is possible for a unit to recover up to a total of 10 hit points per turn.
target: 𐑩 𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑰 𐑣𐑰𐑤𐑛 𐑩 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝 8 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑐𐑻 𐑑𐑻𐑯. 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑛𐑴𐑟 𐑯𐑪𐑑 𐑥𐑵𐑝 𐑹 𐑓𐑲𐑑 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑑𐑻𐑯 𐑦𐑟 <emphasis>resting</emphasis> 𐑯 𐑢𐑦𐑤 𐑮𐑧𐑒𐑳𐑝𐑼 2 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕. 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑮𐑧𐑒𐑳𐑝𐑼𐑛 𐑔𐑮𐑵 <emphasis>resting</emphasis> 𐑸 𐑨𐑛𐑩𐑛 𐑪𐑯 𐑑𐑪𐑐 𐑝 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑮𐑧𐑒𐑳𐑝𐑼𐑛 𐑔𐑮𐑵 𐑣𐑰𐑤𐑦𐑙 𐑕𐑴 𐑦𐑑 𐑦𐑟 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑓𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑮𐑧𐑒𐑳𐑝𐑼 𐑳𐑐 𐑑 𐑩 𐑑𐑴𐑑𐑩𐑤 𐑝 10 𐑣𐑦𐑑 𐑐𐑶𐑯𐑑𐑕 𐑐𐑻 𐑑𐑻𐑯.

note: type: Content of: <book><chapter><section><simpara>
en: There are two basic ways for a unit to be healed:
target: 𐑞𐑺 𐑸 𐑑𐑵 𐑚𐑱𐑕𐑦𐑒 𐑢𐑱𐑟 𐑓𐑹 𐑩 𐑿𐑯𐑦𐑑 𐑑 𐑚𐑰 𐑣𐑰𐑤𐑛:

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Waiting in a village. The unit will heal 8 hitpoints every turn.
target: 𐑢𐑱𐑑𐑦𐑙 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡. 𐑞 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 8 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯.

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Being adjacent to units with the <emphasis>heals</emphasis> ability. The number of hitpoints healed is specified in the unit&#8217;s ability description. This is invariably <emphasis>heals +4</emphasis> or <emphasis>heals +8</emphasis>.
target: 𐑚𐑰𐑦𐑙 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑑 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 <emphasis>heals</emphasis> 𐑩𐑚𐑦𐑤𐑦𐑑𐑦. 𐑞 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑣𐑰𐑤𐑛 𐑦𐑟 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑦𐑯 𐑞 𐑿𐑯𐑦𐑑&#8217;𐑕 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯. 𐑞𐑦𐑕 𐑦𐑟 𐑦𐑯𐑝𐑺𐑦𐑩𐑚𐑩𐑤𐑦 <emphasis>heals +4</emphasis> 𐑹 <emphasis>heals +8</emphasis>.

note: type: Content of: <book><chapter><section><section><title>
en: Regeneration
target: 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯

note: type: Content of: <book><chapter><section><section><simpara>
en: Trolls and Woses have the ability to heal themselves naturally through regeneration. They will heal 8 points each turn if they are injured. Note that because all units may only heal a maximum of 8 points per turn, Trolls and Woses gain no additional benefit from being on a village or next to a healing unit.
target: 𐑑𐑮𐑴𐑤𐑟 𐑯 𐑢𐑴𐑟𐑧𐑟 𐑣𐑨𐑝 𐑞 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑣𐑰𐑤 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑯𐑨𐑗𐑼𐑩𐑤𐑦 𐑔𐑮𐑵 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯. 𐑞𐑱 𐑢𐑦𐑤 𐑣𐑰𐑤 8 𐑐𐑶𐑯𐑑𐑕 𐑰𐑗 𐑑𐑻𐑯 𐑦𐑓 𐑞𐑱 𐑸 𐑦𐑯𐑡𐑻𐑛. 𐑯𐑴𐑑 𐑞𐑨𐑑 𐑚𐑦𐑒𐑪𐑟 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑴𐑯𐑤𐑦 𐑣𐑰𐑤 𐑩 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝 8 𐑐𐑶𐑯𐑑𐑕 𐑐𐑻 𐑑𐑻𐑯, 𐑑𐑮𐑴𐑤𐑟 𐑯 𐑢𐑴𐑟𐑧𐑟 𐑜𐑱𐑯 𐑯𐑴 𐑩𐑛𐑦𐑖𐑩𐑯𐑩𐑤 𐑚𐑧𐑯𐑦𐑓𐑦𐑑 𐑓𐑮𐑪𐑥 𐑚𐑰𐑦𐑙 𐑪𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑹 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑩 𐑣𐑰𐑤𐑦𐑙 𐑿𐑯𐑦𐑑.

note: type: Content of: <book><chapter><section><section><simpara>
en: Some attacks can inflict poison damage on your unit. When this happens the poisoned unit will take 8 damage each turn until it is cured. Poison can be cured by waiting on a village or being next to a unit with the <emphasis>cures</emphasis> ability. Units with the <emphasis>heals</emphasis> ability can only prevent the poison from causing damage that turn, not cure it. When poison is cured the unit does not gain or lose hitpoints on that turn due to healing/poisoning. A unit can not be healed normally until it is cured of poisoning. Resting is still allowed, although it will not substantially diminish the poison&#8217;s effect.
target: 𐑕𐑳𐑥 𐑩𐑑𐑨𐑒𐑕 𐑒𐑨𐑯 𐑦𐑯𐑓𐑤𐑦𐑒𐑑 𐑐𐑶𐑟𐑩𐑯 𐑛𐑨𐑥𐑦𐑡 𐑪𐑯 𐑿𐑼 𐑿𐑯𐑦𐑑. 𐑢𐑧𐑯 𐑞𐑦𐑕 𐑣𐑨𐑐𐑩𐑯𐑟 𐑞 𐑐𐑶𐑟𐑩𐑯𐑛 𐑿𐑯𐑦𐑑 𐑢𐑦𐑤 𐑑𐑱𐑒 8 𐑛𐑨𐑥𐑦𐑡 𐑰𐑗 𐑑𐑻𐑯 𐑳𐑯𐑑𐑦𐑤 𐑦𐑑 𐑦𐑟 𐑒𐑘𐑫𐑼𐑛. 𐑐𐑶𐑟𐑩𐑯 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑚𐑲 𐑢𐑱𐑑𐑦𐑙 𐑪𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑹 𐑚𐑰𐑦𐑙 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑞 <emphasis>cures</emphasis> 𐑩𐑚𐑦𐑤𐑦𐑑𐑦. 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 <emphasis>heals</emphasis> 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑒𐑨𐑯 𐑴𐑯𐑤𐑦 𐑐𐑮𐑦𐑝𐑧𐑯𐑑 𐑞 𐑐𐑶𐑟𐑩𐑯 𐑓𐑮𐑪𐑥 𐑒𐑷𐑟𐑦𐑙 𐑛𐑨𐑥𐑦𐑡 𐑞𐑨𐑑 𐑑𐑻𐑯, 𐑯𐑪𐑑 𐑒𐑘𐑫𐑼 𐑦𐑑. 𐑢𐑧𐑯 𐑐𐑶𐑟𐑩𐑯 𐑦𐑟 𐑒𐑘𐑫𐑼𐑛 𐑞 𐑿𐑯𐑦𐑑 𐑛𐑳𐑟 𐑯𐑪𐑑 𐑜𐑱𐑯 𐑹 𐑤𐑵𐑟 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑪𐑯 𐑞𐑨𐑑 𐑑𐑻𐑯 𐑛𐑿 𐑑 𐑣𐑰𐑤𐑦𐑙/𐑐𐑶𐑟𐑩𐑯𐑦𐑙. 𐑩 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑯𐑪𐑑 𐑚𐑰 𐑣𐑰𐑤𐑛 𐑯𐑹𐑥𐑩𐑤𐑦 𐑳𐑯𐑑𐑦𐑤 𐑦𐑑 𐑦𐑟 𐑒𐑘𐑫𐑼𐑛 𐑝 𐑐𐑶𐑟𐑩𐑯𐑦𐑙. 𐑮𐑧𐑕𐑑𐑦𐑙 𐑦𐑟 𐑕𐑑𐑦𐑤 𐑩𐑤𐑬𐑛, 𐑷𐑤𐑞𐑴 𐑦𐑑 𐑢𐑦𐑤 𐑯𐑪𐑑 𐑕𐑩𐑚𐑕𐑑𐑨𐑯𐑖𐑩𐑤𐑰 𐑛𐑦𐑥𐑦𐑯𐑦𐑖 𐑞 𐑐𐑶𐑟𐑩𐑯&#8217;𐑕 𐑦𐑓𐑧𐑒𐑑.

note: type: Content of: <book><chapter><section><section><simpara>
en: Some other hints about healing:
target: 𐑕𐑳𐑥 𐑳𐑞𐑼 𐑣𐑦𐑯𐑑𐑕 𐑩𐑚𐑬𐑑 𐑣𐑰𐑤𐑦𐑙:

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: A unit may take several turns to be fully healed.
target: 𐑩 𐑿𐑯𐑦𐑑 𐑥𐑱 𐑑𐑱𐑒 𐑕𐑧𐑝𐑼𐑩𐑤 𐑑𐑻𐑯𐑟 𐑑 𐑚𐑰 𐑓𐑫𐑤𐑦 𐑣𐑰𐑤𐑛.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Healers (Elvish Shaman, Elvish Druid, Elvish Shyde, White Mage, Mage of Light, Paladin) heal all wounded units around them, so you can keep units close to the battle without losing them.
target: 𐑣𐑰𐑤𐑻𐑟 (𐑧𐑤𐑝𐑦𐑖 𐑖𐑱𐑥𐑩𐑯, 𐑧𐑤𐑝𐑦𐑖 𐑛𐑮𐑵𐑦𐑛, 𐑧𐑤𐑝𐑦𐑖 𐑖𐑲𐑛, 𐑢𐑲𐑑 𐑥𐑱𐑡, 𐑥𐑱𐑡 𐑝 𐑤𐑲𐑑, 𐑐𐑨𐑤𐑩𐑛𐑦𐑯) 𐑣𐑰𐑤 𐑷𐑤 𐑢𐑵𐑯𐑛𐑩𐑛 𐑿𐑯𐑦𐑑𐑕 𐑩𐑮𐑬𐑯𐑛 𐑞𐑧𐑥, 𐑕𐑴 𐑿 𐑒𐑨𐑯 𐑒𐑰𐑐 𐑿𐑯𐑦𐑑𐑕 𐑒𐑤𐑴𐑟 𐑑 𐑞 𐑚𐑨𐑑𐑩𐑤 𐑢𐑦𐑞𐑬𐑑 𐑤𐑵𐑟𐑦𐑙 𐑞𐑧𐑥.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Healers do not heal enemy units.
target: 𐑣𐑰𐑤𐑻𐑟 𐑛𐑵 𐑯𐑪𐑑 𐑣𐑰𐑤 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Healers cannot heal themselves, but see next point.
target: 𐑣𐑰𐑤𐑻𐑟 𐑒𐑨𐑯𐑪𐑑 𐑣𐑰𐑤 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟, 𐑚𐑳𐑑 𐑕𐑰 𐑯𐑧𐑒𐑕𐑑 𐑐𐑶𐑯𐑑.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Use your healers in pairs, so they can heal each other if needed.
target: 𐑿𐑟 𐑿𐑼 𐑣𐑰𐑤𐑻𐑟 𐑦𐑯 𐑐𐑺𐑟, 𐑕𐑴 𐑞𐑱 𐑒𐑨𐑯 𐑣𐑰𐑤 𐑰𐑗 𐑳𐑞𐑼 𐑦𐑓 𐑯𐑰𐑛𐑩𐑛.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Multiple healers from different allied sides can heal the same unit and speed up healing.
target: 𐑥𐑳𐑤𐑑𐑦𐑐𐑩𐑤 𐑣𐑰𐑤𐑻𐑟 𐑓𐑮𐑪𐑥 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑨𐑤𐑲𐑛 𐑕𐑲𐑛𐑟 𐑒𐑨𐑯 𐑣𐑰𐑤 𐑞 𐑕𐑱𐑥 𐑿𐑯𐑦𐑑 𐑯 𐑕𐑐𐑰𐑛 𐑳𐑐 𐑣𐑰𐑤𐑦𐑙.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Trolls and Woses cannot regenerate other units.
target: 𐑑𐑮𐑴𐑤𐑟 𐑯 𐑢𐑴𐑟𐑧𐑟 𐑒𐑨𐑯𐑪𐑑 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Trolls and Woses cure themselves from poison as a village does.
target: 𐑑𐑮𐑴𐑤𐑟 𐑯 𐑢𐑴𐑟𐑧𐑟 𐑒𐑘𐑫𐑼 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑓𐑮𐑪𐑥 𐑐𐑶𐑟𐑩𐑯 𐑨𐑟 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑛𐑳𐑟.

note: type: Content of: <book><chapter><title>
en: Strategy and Tips
target: 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑯 𐑑𐑦𐑐𐑕

note: type: Content of: <book><chapter><section><title>
en: Basic Strategy
target: 𐑚𐑱𐑕𐑦𐑒 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰

note: type: Content of: <book><chapter><section><simpara>
en: The following basic combat principles and tips are intended to help starting off your career as a Wesnothian battle veteran. The minor concrete examples are somewhat tied to the "Heir to the Throne" campaign.
target: 𐑞 𐑓𐑪𐑤𐑴𐑦𐑙 𐑚𐑱𐑕𐑦𐑒 𐑒𐑪𐑥𐑚𐑨𐑑 𐑐𐑮𐑦𐑯𐑕𐑦𐑐𐑩𐑤𐑟 𐑯 𐑑𐑦𐑐𐑕 𐑸 𐑦𐑯𐑑𐑧𐑯𐑛𐑩𐑛 𐑑 𐑣𐑧𐑤𐑐 𐑕𐑑𐑸𐑑𐑦𐑙 𐑪𐑓 𐑿𐑼 𐑒𐑼𐑽 𐑨𐑟 𐑩 ·𐑢𐑧𐑕𐑯𐑷𐑔𐑾𐑯 𐑚𐑨𐑑𐑩𐑤 𐑝𐑧𐑑𐑻𐑩𐑯. 𐑞 𐑥𐑲𐑯𐑼 𐑒𐑪𐑯𐑒𐑮𐑰𐑑 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤𐑟 𐑸 𐑕𐑳𐑥𐑢𐑪𐑑 𐑑𐑲𐑛 𐑑 𐑞 "𐑺 𐑑 𐑞 𐑔𐑮𐑴𐑯" 𐑒𐑨𐑥𐑐𐑱𐑯.

note: type: Content of: <book><chapter><section><section><title>
en: Don&#8217;t waste units
target: 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑢𐑱𐑕𐑑 𐑿𐑯𐑦𐑑𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: Do not send wounded units to a sure death. Once a unit loses more than half of its hit points (HP), you should seriously consider retreating it to safety and either station it in a village for healing or give him to the care of a healer (like Elvish Shamans or White Mages). Healers are very useful!
target: 𐑛𐑵 𐑯𐑪𐑑 𐑕𐑧𐑯𐑛 𐑢𐑵𐑯𐑛𐑩𐑛 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑩 𐑖𐑫𐑼 𐑛𐑧𐑔. 𐑢𐑳𐑯𐑕 𐑩 𐑿𐑯𐑦𐑑 𐑤𐑵𐑟𐑩𐑟 𐑥𐑹 𐑞𐑨𐑯 𐑣𐑭𐑓 𐑝 𐑦𐑑𐑕 𐑣𐑦𐑑 𐑐𐑶𐑯𐑑𐑕 (HP), 𐑿 𐑖𐑫𐑛 𐑕𐑽𐑦𐑩𐑕𐑤𐑦 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑮𐑦𐑑𐑮𐑰𐑑𐑦𐑙 𐑦𐑑 𐑑 𐑕𐑱𐑓𐑑𐑦 𐑯 𐑲𐑞𐑼 𐑕𐑑𐑱𐑖𐑩𐑯 𐑦𐑑 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡 𐑓𐑹 𐑣𐑰𐑤𐑦𐑙 𐑹 𐑜𐑦𐑝 𐑣𐑦𐑥 𐑑 𐑞 𐑒𐑺 𐑝 𐑩 𐑣𐑰𐑤𐑼 (𐑤𐑲𐑒 𐑧𐑤𐑝𐑦𐑖 𐑖𐑱𐑥𐑩𐑯𐑟 𐑹 𐑢𐑲𐑑 𐑥𐑱𐑡𐑦𐑟). 𐑣𐑰𐑤𐑻𐑟 𐑸 𐑝𐑧𐑮𐑦 𐑿𐑕𐑓𐑩𐑤!

note: type: Content of: <book><chapter><section><section><simpara>
en: This is for practical reasons: a heavily wounded unit cannot hold back or kill the enemy. During attack and counterattack, it most often will perish. Further, by sending it to its sure death, its gathered experience points (XP) are lost. Recruiting a replacement may be impossible because the leader is not in its keep or because funds are running low. Even if you can recruit a replacement, it is most often far away from the battle front. So don&#8217;t waste your units.
target: 𐑞𐑦𐑕 𐑦𐑟 𐑓𐑹 𐑐𐑮𐑨𐑒𐑑𐑦𐑒𐑩𐑤 𐑮𐑰𐑟𐑩𐑯𐑟: 𐑩 𐑣𐑧𐑝𐑦𐑤𐑦 𐑢𐑵𐑯𐑛𐑩𐑛 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯𐑪𐑑 𐑣𐑴𐑤𐑛 𐑚𐑨𐑒 𐑹 𐑒𐑦𐑤 𐑞 𐑧𐑯𐑩𐑥𐑦. 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩𐑑𐑨𐑒 𐑯 𐑒𐑬𐑯𐑑𐑻𐑩𐑑𐑨𐑒, 𐑦𐑑 𐑥𐑴𐑕𐑑 𐑪𐑓𐑩𐑯 𐑢𐑦𐑤 𐑐𐑧𐑮𐑦𐑖. 𐑓𐑻𐑞𐑼, 𐑚𐑲 𐑕𐑧𐑯𐑛𐑦𐑙 𐑦𐑑 𐑑 𐑦𐑑𐑕 𐑖𐑫𐑼 𐑛𐑧𐑔, 𐑦𐑑𐑕 𐑜𐑨𐑞𐑼𐑛 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 (XP) 𐑸 𐑤𐑪𐑕𐑑. 𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙 𐑩 𐑮𐑦𐑐𐑤𐑱𐑕𐑥𐑩𐑯𐑑 𐑥𐑱 𐑚𐑰 𐑦𐑥𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑚𐑦𐑒𐑪𐑟 𐑞 𐑤𐑰𐑛𐑻 𐑦𐑟 𐑯𐑪𐑑 𐑦𐑯 𐑦𐑑𐑕 𐑒𐑰𐑐 𐑹 𐑚𐑦𐑒𐑪𐑟 𐑓𐑩𐑯𐑛𐑟 𐑸 𐑮𐑳𐑯𐑦𐑙 𐑤𐑴. 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑿 𐑒𐑨𐑯 𐑮𐑩𐑒𐑮𐑵𐑑 𐑩 𐑮𐑦𐑐𐑤𐑱𐑕𐑥𐑩𐑯𐑑, 𐑦𐑑 𐑦𐑟 𐑥𐑴𐑕𐑑 𐑪𐑓𐑩𐑯 𐑓𐑸 𐑩𐑢𐑱 𐑓𐑮𐑪𐑥 𐑞 𐑚𐑨𐑑𐑩𐑤 𐑓𐑮𐑳𐑯𐑑. 𐑕𐑴 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑢𐑱𐑕𐑑 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕.

note: type: Content of: <book><chapter><section><section><title>
en: Out of the enemy&#8217;s reach
target: 𐑬𐑑 𐑝 𐑞 𐑧𐑯𐑩𐑥𐑦𐑕 𐑮𐑰𐑗

note: type: Content of: <book><chapter><section><section><simpara>
en: How do you guard wounded units? They are best guarded by being out of the adversary&#8217;s reach. No enemy can attack them if enemies cannot even come near them. The next section about zone of control (ZOC) shows how to restrict the enemy&#8217;s moves.
target: 𐑣𐑬 𐑛𐑵 𐑿 𐑜𐑸𐑛 𐑢𐑵𐑯𐑛𐑩𐑛 𐑿𐑯𐑦𐑑𐑕? 𐑞𐑱 𐑸 𐑚𐑧𐑕𐑑 𐑜𐑸𐑛𐑩𐑛 𐑚𐑲 𐑚𐑰𐑦𐑙 𐑬𐑑 𐑝 𐑞 𐑨𐑛𐑝𐑼𐑕𐑩𐑮𐑦𐑕 𐑮𐑰𐑗. 𐑯𐑴 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑩𐑑𐑨𐑒 𐑞𐑧𐑥 𐑦𐑓 𐑧𐑯𐑦𐑥𐑦𐑟 𐑒𐑨𐑯𐑪𐑑 𐑰𐑝𐑩𐑯 𐑒𐑳𐑥 𐑯𐑽 𐑞𐑧𐑥. 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑧𐑒𐑖𐑩𐑯 𐑩𐑚𐑬𐑑 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 (ZOC) 𐑖𐑴𐑟 𐑣𐑬 𐑑 𐑮𐑰𐑕𐑑𐑮𐑦𐑒𐑑 𐑞 𐑧𐑯𐑩𐑥𐑦𐑕 𐑥𐑵𐑝𐑟.

note: type: Content of: <book><chapter><section><section><simpara>
en: In the Action menu, you can select "Show Enemy Moves" to highlight all possible hexes your adversary can actually move to. This takes your zone of control into account. Thus you can check that your near death unit, which is behind, indeed cannot be attacked as the enemy cannot move close to it.
target: 𐑦𐑯 𐑞 𐑨𐑒𐑖𐑩𐑯 𐑥𐑧𐑯𐑿, 𐑿 𐑒𐑨𐑯 𐑕𐑩𐑤𐑧𐑒𐑑 "𐑖𐑴 𐑧𐑯𐑩𐑥𐑦 𐑥𐑵𐑝𐑟" 𐑑 𐑣𐑲𐑤𐑲𐑑 𐑷𐑤 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑣𐑧𐑒𐑕𐑧𐑟 𐑿𐑼 𐑨𐑛𐑝𐑼𐑕𐑩𐑮𐑦 𐑒𐑨𐑯 𐑨𐑒𐑗𐑫𐑩𐑤𐑦 𐑥𐑵𐑝 𐑑. 𐑞𐑦𐑕 𐑑𐑱𐑒𐑕 𐑿𐑼 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑦𐑯𐑑𐑫 𐑩𐑒𐑬𐑯𐑑. 𐑞𐑳𐑕 𐑿 𐑒𐑨𐑯 𐑗𐑧𐑒 𐑞𐑨𐑑 𐑿𐑼 𐑯𐑽 𐑛𐑧𐑔 𐑿𐑯𐑦𐑑, 𐑢𐑦𐑗 𐑦𐑟 𐑚𐑦𐑣𐑲𐑯𐑛, 𐑦𐑯𐑛𐑰𐑛 𐑒𐑨𐑯𐑪𐑑 𐑚𐑰 𐑩𐑑𐑨𐑒𐑑 𐑨𐑟 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯𐑪𐑑 𐑥𐑵𐑝 𐑒𐑤𐑴𐑟 𐑑 𐑦𐑑.

note: type: Content of: <book><chapter><section><section><simpara>
en: When your armies meet, you may want to try to be the first to attack. So try to end your move out of striking range of the enemy army. He cannot attack but most likely will close into your striking range.
target: 𐑢𐑧𐑯 𐑿𐑼 𐑸𐑥𐑰𐑟 𐑥𐑰𐑑, 𐑿 𐑥𐑱 𐑢𐑪𐑯𐑑 𐑑 𐑑𐑮𐑲 𐑑 𐑚𐑰 𐑞 𐑓𐑻𐑕𐑑 𐑑 𐑩𐑑𐑨𐑒. 𐑕𐑴 𐑑𐑮𐑲 𐑑 𐑧𐑯𐑛 𐑿𐑼 𐑥𐑵𐑝 𐑬𐑑 𐑝 𐑕𐑑𐑮𐑲𐑒𐑦𐑙 𐑮𐑱𐑯𐑡 𐑝 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑸𐑥𐑦. 𐑣𐑰 𐑒𐑨𐑯𐑪𐑑 𐑩𐑑𐑨𐑒 𐑚𐑳𐑑 𐑥𐑴𐑕𐑑 𐑤𐑲𐑒𐑤𐑦 𐑢𐑦𐑤 𐑒𐑤𐑴𐑕 𐑦𐑯𐑑𐑫 𐑿𐑼 𐑕𐑑𐑮𐑲𐑒𐑦𐑙 𐑮𐑱𐑯𐑡.

note: type: Content of: <book><chapter><section><section><title>
en: Shield with your zone of control (ZOC)
target: 𐑖𐑰𐑤𐑛 𐑢𐑦𐑞 𐑿𐑼 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 (ZOC)

note: type: Content of: <book><chapter><section><section><simpara>
en: Every unit of level 1 or higher maintains a zone of control (ZOC) covering all 6 neighboring hexes. This means that once an enemy moves into one of the six neighboring tiles, it is forced to halt and its movement phase ends (only enemies with the rare skirmisher ability ignore this).
target: 𐑧𐑝𐑮𐑦 𐑿𐑯𐑦𐑑 𐑝 𐑤𐑧𐑝𐑩𐑤 1 𐑹 𐑣𐑲𐑼 𐑥𐑱𐑯𐑑𐑱𐑯𐑟 𐑩 𐑟𐑴𐑯 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 (ZOC) 𐑒𐑳𐑝𐑼𐑦𐑙 𐑷𐑤 6 𐑯𐑱𐑚𐑼𐑦𐑙 𐑣𐑧𐑒𐑕𐑧𐑟. 𐑞𐑦𐑕 𐑥𐑰𐑯𐑟 𐑞𐑨𐑑 𐑢𐑳𐑯𐑕 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑥𐑵𐑝𐑟 𐑦𐑯𐑑𐑫 𐑢𐑳𐑯 𐑝 𐑞 𐑕𐑦𐑒𐑕 𐑯𐑱𐑚𐑼𐑦𐑙 𐑑𐑲𐑤𐑟, 𐑦𐑑 𐑦𐑟 𐑓𐑹𐑕𐑑 𐑑 𐑣𐑷𐑤𐑑 𐑯 𐑦𐑑𐑕 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑓𐑱𐑟 𐑧𐑯𐑛𐑟 (𐑴𐑯𐑤𐑦 𐑧𐑯𐑦𐑥𐑦𐑟 𐑢𐑦𐑞 𐑞 𐑮𐑺 𐑕𐑒𐑻𐑥𐑦𐑖𐑻 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑦𐑜𐑯𐑹 𐑞𐑦𐑕).

note: type: Content of: <book><chapter><section><section><simpara>
en: Because of ZOC, an enemy may not slip between two units which are aligned on a north-south or diagonal line and have exactly 1 or 2 hexes between them. By combining these pairs into a long wall or using them in different directions, you can prevent the enemy from reaching a wounded unit behind. He has to defeat the units imposing the ZOC first. If the enemy can barely reach it, even a single unit may shield a small region behind itself.
target: 𐑚𐑦𐑒𐑪𐑟 𐑝 ZOC, 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑥𐑱 𐑯𐑪𐑑 𐑕𐑤𐑦𐑐 𐑚𐑦𐑑𐑢𐑰𐑯 𐑑𐑵 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑗 𐑸 𐑩𐑤𐑲𐑯𐑛 𐑪𐑯 𐑩 𐑯𐑹𐑔-𐑕𐑬𐑔 𐑹 𐑛𐑲𐑨𐑜𐑩𐑯𐑩𐑤 𐑤𐑲𐑯 𐑯 𐑣𐑨𐑝 𐑦𐑜𐑟𐑨𐑒𐑑𐑤𐑦 1 𐑹 2 𐑣𐑧𐑒𐑕𐑧𐑟 𐑚𐑦𐑑𐑢𐑰𐑯 𐑞𐑧𐑥. 𐑚𐑲 𐑒𐑩𐑥𐑚𐑲𐑯𐑦𐑙 𐑞𐑰𐑟 𐑐𐑺𐑟 𐑦𐑯𐑑𐑫 𐑩 𐑤𐑪𐑙 𐑢𐑷𐑤 𐑹 𐑿𐑟𐑦𐑙 𐑞𐑧𐑥 𐑦𐑯 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑛𐑦𐑮𐑧𐑒𐑖𐑩𐑯𐑟, 𐑿 𐑒𐑨𐑯 𐑐𐑮𐑦𐑝𐑧𐑯𐑑 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑓𐑮𐑪𐑥 𐑮𐑰𐑗𐑦𐑙 𐑩 𐑢𐑵𐑯𐑛𐑩𐑛 𐑿𐑯𐑦𐑑 𐑚𐑦𐑣𐑲𐑯𐑛. 𐑣𐑰 𐑣𐑨𐑟 𐑑 𐑛𐑦𐑓𐑰𐑑 𐑞 𐑿𐑯𐑦𐑑𐑕 𐑦𐑥𐑐𐑴𐑟𐑦𐑙 𐑞 ZOC 𐑓𐑻𐑕𐑑. 𐑦𐑓 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑚𐑺𐑤𐑦 𐑮𐑰𐑗 𐑦𐑑, 𐑰𐑝𐑩𐑯 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑿𐑯𐑦𐑑 𐑥𐑱 𐑖𐑰𐑤𐑛 𐑩 𐑕𐑥𐑷𐑤 𐑮𐑰𐑗𐑩𐑯 𐑚𐑦𐑣𐑲𐑯𐑛 𐑦𐑑𐑕𐑧𐑤𐑓.

note: type: Content of: <book><chapter><section><section><title>
en: Maintain a defensive line
target: 𐑥𐑱𐑯𐑑𐑱𐑯 𐑩 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑤𐑲𐑯

note: type: Content of: <book><chapter><section><section><simpara>
en: By lining up many units directly adjacent or with at most 1 hex space between them, you can build up a powerful defensive line. Note that, because Wesnoth uses hexes, a east-to-west "line" is not a straight line but a zig-zag curve. The north south line and the diagonals are the "real" lines.
target: 𐑚𐑲 𐑤𐑲𐑯𐑦𐑙 𐑳𐑐 𐑥𐑧𐑯𐑦 𐑿𐑯𐑦𐑑𐑕 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑹 𐑢𐑦𐑞 𐑨𐑑 𐑥𐑴𐑕𐑑 1 𐑣𐑧𐑒𐑕 𐑕𐑐𐑱𐑕 𐑚𐑦𐑑𐑢𐑰𐑯 𐑞𐑧𐑥, 𐑿 𐑒𐑨𐑯 𐑚𐑦𐑤𐑛 𐑳𐑐 𐑩 𐑐𐑬𐑼𐑓𐑩𐑤 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑤𐑲𐑯. 𐑯𐑴𐑑 𐑞𐑨𐑑, 𐑚𐑦𐑒𐑪𐑟 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑿𐑟𐑩𐑟 𐑣𐑧𐑒𐑕𐑧𐑟, 𐑩 𐑰𐑕𐑑-𐑑-𐑢𐑧𐑕𐑑 "𐑤𐑲𐑯" 𐑦𐑟 𐑯𐑪𐑑 𐑩 𐑕𐑑𐑮𐑱𐑑 𐑤𐑲𐑯 𐑚𐑳𐑑 𐑩 𐑟𐑦𐑜-𐑟𐑨𐑜 𐑒𐑻𐑝. 𐑞 𐑯𐑹𐑔 𐑕𐑬𐑔 𐑤𐑲𐑯 𐑯 𐑞 𐑛𐑲𐑨𐑜𐑩𐑯𐑩𐑤𐑟 𐑸 𐑞 "𐑮𐑾𐑤" 𐑤𐑲𐑯𐑟.

note: type: Content of: <book><chapter><section><section><simpara>
en: Coming from one side, the enemy may attack any single of your units in the line with only 2 of his units at a time. As a rule of thumb, a healthy unit without particular weakness can withstand an attack from two normal enemy units of the same level or lower without getting killed.
target: 𐑒𐑳𐑥𐑦𐑙 𐑓𐑮𐑪𐑥 𐑢𐑳𐑯 𐑕𐑲𐑛, 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑥𐑱 𐑩𐑑𐑨𐑒 𐑧𐑯𐑦 𐑕𐑦𐑙𐑜𐑩𐑤 𐑝 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑞 𐑤𐑲𐑯 𐑢𐑦𐑞 𐑴𐑯𐑤𐑦 2 𐑝 𐑣𐑦𐑟 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑩 𐑑𐑲𐑥. 𐑨𐑟 𐑩 𐑮𐑵𐑤 𐑝 𐑔𐑳𐑥, 𐑩 𐑣𐑧𐑤𐑔𐑦 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞𐑬𐑑 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑢𐑰𐑒𐑯𐑩𐑕 𐑒𐑨𐑯 𐑢𐑦𐑞𐑕𐑑𐑨𐑯𐑛 𐑩𐑯 𐑩𐑑𐑨𐑒 𐑓𐑮𐑪𐑥 𐑑𐑵 𐑯𐑹𐑥𐑩𐑤 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞 𐑕𐑱𐑥 𐑤𐑧𐑝𐑩𐑤 𐑹 𐑤𐑴𐑼 𐑢𐑦𐑞𐑬𐑑 𐑜𐑧𐑑𐑦𐑙 𐑒𐑦𐑤𐑛.

note: type: Content of: <book><chapter><section><section><simpara>
en: Unfortunately, your line often has to bend to form a wedge or to fit the terrain. At these corner points, 3 enemy units may attack. This also happens at the ends of a line if the line is too short. Use units with high hit point on proper terrain or with proper resistances to hold these weak points. These are the most likely to be killed, so use units with no or few experience points (XP) for this purpose.
target: 𐑩𐑯𐑓𐑹𐑗𐑩𐑯𐑩𐑑𐑤𐑰, 𐑿𐑼 𐑤𐑲𐑯 𐑪𐑓𐑩𐑯 𐑣𐑨𐑟 𐑑 𐑚𐑧𐑯𐑛 𐑑 𐑓𐑹𐑥 𐑩 𐑢𐑧𐑡 𐑹 𐑑 𐑓𐑦𐑑 𐑞 𐑑𐑻𐑱𐑯. 𐑨𐑑 𐑞𐑰𐑟 𐑒𐑹𐑯𐑻 𐑐𐑶𐑯𐑑𐑕, 3 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑𐑕 𐑥𐑱 𐑩𐑑𐑨𐑒. 𐑞𐑦𐑕 𐑷𐑤𐑕𐑴 𐑣𐑨𐑐𐑩𐑯𐑟 𐑨𐑑 𐑞 𐑧𐑯𐑛𐑟 𐑝 𐑩 𐑤𐑲𐑯 𐑦𐑓 𐑞 𐑤𐑲𐑯 𐑦𐑟 𐑑𐑵 𐑖𐑹𐑑. 𐑿𐑕 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑣𐑲 𐑣𐑦𐑑 𐑐𐑶𐑯𐑑 𐑪𐑯 𐑐𐑮𐑪𐑐𐑼 𐑑𐑻𐑱𐑯 𐑹 𐑢𐑦𐑞 𐑐𐑮𐑪𐑐𐑼 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑑 𐑣𐑴𐑤𐑛 𐑞𐑰𐑟 𐑢𐑰𐑒 𐑐𐑶𐑯𐑑𐑕. 𐑞𐑰𐑟 𐑸 𐑞 𐑥𐑴𐑕𐑑 𐑤𐑲𐑒𐑤𐑦 𐑑 𐑚𐑰 𐑒𐑦𐑤𐑛, 𐑕𐑴 𐑿𐑟 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑯𐑴 𐑹 𐑓𐑿 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 (XP) 𐑓𐑹 𐑞𐑦𐑕 𐑐𐑻𐑐𐑩𐑕.

note: type: Content of: <book><chapter><section><section><simpara>
en: Lining your troops up also prevents the enemy from surrounding any one of them. For ZOC reasons, a unit with one enemy behind it and one in front is trapped.
target: 𐑤𐑲𐑯𐑦𐑙 𐑿𐑼 𐑑𐑮𐑵𐑐𐑕 𐑳𐑐 𐑷𐑤𐑕𐑴 𐑐𐑮𐑦𐑝𐑧𐑯𐑑𐑕 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑓𐑮𐑪𐑥 𐑕𐑼𐑬𐑯𐑛𐑦𐑙 𐑧𐑯𐑦 𐑢𐑳𐑯 𐑝 𐑞𐑧𐑥. 𐑓𐑹 ZOC 𐑮𐑰𐑟𐑩𐑯𐑟, 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑢𐑳𐑯 𐑧𐑯𐑩𐑥𐑦 𐑚𐑦𐑣𐑲𐑯𐑛 𐑦𐑑 𐑯 𐑢𐑳𐑯 𐑦𐑯 𐑓𐑮𐑳𐑯𐑑 𐑦𐑟 𐑑𐑮𐑨𐑐𐑑.

note: type: Content of: <book><chapter><section><section><title>
en: Rotate your troops
target: 𐑮𐑴𐑑𐑱𐑑 𐑿𐑼 𐑑𐑮𐑵𐑐𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: When a unit in the front line is heavily damaged you can move him safely behind your defensive line. To hold up the line, you will most likely have to replace him with a reserve, so hold a couple of units in back of the front line. If you have healers, damaged units in the second line will quickly recover.
target: 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑯 𐑞 𐑓𐑮𐑳𐑯𐑑 𐑤𐑲𐑯 𐑦𐑟 𐑣𐑧𐑝𐑦𐑤𐑦 𐑛𐑨𐑥𐑦𐑡𐑛 𐑿 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑣𐑦𐑥 𐑕𐑱𐑓𐑤𐑦 𐑚𐑦𐑣𐑲𐑯𐑛 𐑿𐑼 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑤𐑲𐑯. 𐑑 𐑣𐑴𐑤𐑛 𐑳𐑐 𐑞 𐑤𐑲𐑯, 𐑿 𐑢𐑦𐑤 𐑥𐑴𐑕𐑑 𐑤𐑲𐑒𐑤𐑦 𐑣𐑨𐑝 𐑑 𐑮𐑦𐑐𐑤𐑱𐑕 𐑣𐑦𐑥 𐑢𐑦𐑞 𐑩 𐑮𐑦𐑟𐑻𐑝, 𐑕𐑴 𐑣𐑴𐑤𐑛 𐑩 𐑒𐑳𐑐𐑩𐑤 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑚𐑨𐑒 𐑝 𐑞 𐑓𐑮𐑳𐑯𐑑 𐑤𐑲𐑯. 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑣𐑰𐑤𐑻𐑟, 𐑛𐑨𐑥𐑦𐑡𐑛 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑞 𐑕𐑧𐑒𐑩𐑯𐑛 𐑤𐑲𐑯 𐑢𐑦𐑤 𐑒𐑢𐑦𐑒𐑤𐑦 𐑮𐑧𐑒𐑳𐑝𐑼.

note: type: Content of: <book><chapter><section><section><simpara>
en: Note that your units can pass through hexes containing your own troops.
target: 𐑯𐑴𐑑 𐑞𐑨𐑑 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑐𐑭𐑕 𐑔𐑮𐑵 𐑣𐑧𐑒𐑕𐑧𐑟 𐑒𐑩𐑯𐑑𐑱𐑯𐑦𐑙 𐑿𐑼 𐑴𐑯 𐑑𐑮𐑵𐑐𐑕.

note: type: Content of: <book><chapter><section><section><title>
en: Use the terrain
target: 𐑿𐑟 𐑞 𐑑𐑻𐑱𐑯

note: type: Content of: <book><chapter><section><section><simpara>
en: Try to position your troops so that they are attacking from a hex with high defense against an enemy in a hex with low terrain. That way, the enemy&#8217;s counterstrikes will be less likely to do damage.
target: 𐑑𐑮𐑲 𐑑 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 𐑿𐑼 𐑑𐑮𐑵𐑐𐑕 𐑕𐑴 𐑞𐑨𐑑 𐑞𐑱 𐑸 𐑩𐑑𐑨𐑒𐑦𐑙 𐑓𐑮𐑪𐑥 𐑩 𐑣𐑧𐑒𐑕 𐑢𐑦𐑞 𐑣𐑲 𐑛𐑦𐑓𐑧𐑯𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑦𐑯 𐑩 𐑣𐑧𐑒𐑕 𐑢𐑦𐑞 𐑤𐑴 𐑑𐑻𐑱𐑯. 𐑞𐑨𐑑 𐑢𐑱, 𐑞 𐑧𐑯𐑩𐑥𐑦𐑕 𐑒𐑬𐑯𐑑𐑻𐑕𐑑𐑮𐑲𐑒𐑕 𐑢𐑦𐑤 𐑚𐑰 𐑤𐑧𐑕 𐑤𐑲𐑒𐑤𐑦 𐑑 𐑛𐑵 𐑛𐑨𐑥𐑦𐑡.

note: type: Content of: <book><chapter><section><section><simpara>
en: For example, you might position your elves just inside of a forest edge so that attacking orcs must stand on grassland while your elves enjoy the high forest defenses.
target: 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑿 𐑥𐑲𐑑 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 𐑿𐑼 𐑧𐑤𐑝𐑟 𐑡𐑳𐑕𐑑 𐑦𐑯𐑕𐑲𐑛 𐑝 𐑩 𐑓𐑹𐑦𐑕𐑑 𐑧𐑡 𐑕𐑴 𐑞𐑨𐑑 𐑩𐑑𐑨𐑒𐑦𐑙 𐑹𐑒𐑕 𐑥𐑳𐑕𐑑 𐑕𐑑𐑨𐑯𐑛 𐑪𐑯 𐑜𐑮𐑨𐑕𐑤𐑨𐑯𐑛 𐑢𐑲𐑤 𐑿𐑼 𐑧𐑤𐑝𐑟 𐑦𐑯𐑡𐑶 𐑞 𐑣𐑲 𐑓𐑹𐑦𐑕𐑑 𐑛𐑦𐑓𐑧𐑯𐑕𐑩𐑟.

note: type: Content of: <book><chapter><section><section><title>
en: Attacking and choosing your targets
target: 𐑩𐑑𐑨𐑒𐑦𐑙 𐑯 𐑗𐑵𐑟𐑦𐑙 𐑿𐑼 𐑑𐑸𐑜𐑩𐑑𐑕

note: type: Content of: <book><chapter><section><section><simpara>
en: Advancing and attacking is of course the most interesting part of your way to victory. Kill or weaken enemies in your path and move your defensive line forward. This can become tricky as the enemy gets to attack back on his turn.
target: 𐑩𐑛𐑝𐑭𐑯𐑕𐑦𐑙 𐑯 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑟 𐑝 𐑒𐑹𐑕 𐑞 𐑥𐑴𐑕𐑑 𐑦𐑯𐑑𐑼𐑩𐑕𐑑𐑦𐑙 𐑐𐑸𐑑 𐑝 𐑿𐑼 𐑢𐑱 𐑑 𐑝𐑦𐑒𐑑𐑼𐑦. 𐑒𐑦𐑤 𐑹 𐑢𐑰𐑒𐑩𐑯 𐑧𐑯𐑦𐑥𐑦𐑟 𐑦𐑯 𐑿𐑼 𐑐𐑭𐑔 𐑯 𐑥𐑵𐑝 𐑿𐑼 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑤𐑲𐑯 𐑓𐑹𐑢𐑼𐑛. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑚𐑦𐑒𐑳𐑥 𐑑𐑮𐑦𐑒𐑰 𐑨𐑟 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑜𐑧𐑑𐑕 𐑑 𐑩𐑑𐑨𐑒 𐑚𐑨𐑒 𐑪𐑯 𐑣𐑦𐑟 𐑑𐑻𐑯.

note: type: Content of: <book><chapter><section><section><simpara>
en: Often, you will throw several units at a single enemy unit to finish him off, but these were forming your defensive line which is now partly broken. Maybe this doesn&#8217;t matter because you are out of reach of the next enemy unit. Maybe it does because you only managed to weaken a very strong enemy and next turn, he is going to strike back. Perhaps a Horseman can deliver the killing blow.
target: 𐑪𐑓𐑩𐑯, 𐑿 𐑢𐑦𐑤 𐑔𐑮𐑴 𐑕𐑧𐑝𐑼𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑨𐑑 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 𐑑 𐑓𐑦𐑯𐑦𐑖 𐑣𐑦𐑥 𐑪𐑓, 𐑚𐑳𐑑 𐑞𐑰𐑟 𐑢𐑻 𐑓𐑹𐑥𐑦𐑙 𐑿𐑼 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑤𐑲𐑯 𐑢𐑦𐑗 𐑦𐑟 𐑯𐑬 𐑐𐑸𐑑𐑤𐑦 𐑚𐑮𐑴𐑒𐑩𐑯. 𐑥𐑱𐑚𐑰 𐑞𐑦𐑕 𐑛𐑳𐑟𐑯𐑑 𐑥𐑨𐑑𐑼 𐑚𐑦𐑒𐑪𐑟 𐑿 𐑸 𐑬𐑑 𐑝 𐑮𐑰𐑗 𐑝 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑. 𐑥𐑱𐑚𐑰 𐑦𐑑 𐑛𐑳𐑟 𐑚𐑦𐑒𐑪𐑟 𐑿 𐑴𐑯𐑤𐑦 𐑥𐑨𐑯𐑦𐑡𐑛 𐑑 𐑢𐑰𐑒𐑩𐑯 𐑩 𐑝𐑧𐑮𐑦 𐑕𐑑𐑮𐑪𐑙 𐑧𐑯𐑩𐑥𐑦 𐑯 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯, 𐑣𐑰 𐑦𐑟 𐑜𐑴𐑦𐑙 𐑑 𐑕𐑑𐑮𐑲𐑒 𐑚𐑨𐑒. 𐑐𐑼𐑣𐑨𐑐𐑕 𐑩 𐑣𐑹𐑕𐑥𐑩𐑯 𐑒𐑨𐑯 𐑛𐑦𐑤𐑦𐑝𐑼 𐑞 𐑒𐑦𐑤𐑦𐑙 𐑚𐑤𐑴.

note: type: Content of: <book><chapter><section><section><simpara>
en: Striking first is an advantage because it allows you the choice of which units will face off. Take advantage of enemy weakness: e.g. direct your ranged attacks against foes without ranged weapons. Take advantage of weaknesses like Horsemen&#8217;s vulnerability to pierce. But remember that they get to attack back on their turn, so you might have weaknesses the enemy may exploit.
target: 𐑕𐑑𐑮𐑲𐑒𐑦𐑙 𐑓𐑻𐑕𐑑 𐑦𐑟 𐑩𐑯 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑚𐑦𐑒𐑪𐑟 𐑦𐑑 𐑩𐑤𐑬𐑟 𐑿 𐑞 𐑗𐑶𐑕 𐑝 𐑢𐑦𐑗 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑤 𐑓𐑱𐑕 𐑪𐑓. 𐑑𐑱𐑒 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑝 𐑧𐑯𐑩𐑥𐑦 𐑢𐑰𐑒𐑯𐑩𐑕: 𐑧.𐑡𐑰. 𐑛𐑲𐑮𐑧𐑒𐑑 𐑿𐑼 𐑮𐑱𐑯𐑡𐑛 𐑩𐑑𐑨𐑒𐑕 𐑩𐑜𐑱𐑯𐑕𐑑 𐑓𐑴𐑟 𐑢𐑦𐑞𐑬𐑑 𐑮𐑱𐑯𐑡𐑛 𐑢𐑧𐑐𐑩𐑯𐑟. 𐑑𐑱𐑒 𐑩𐑛𐑝𐑭𐑯𐑑𐑦𐑡 𐑝 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟 𐑤𐑲𐑒 𐑣𐑹𐑕𐑥𐑩𐑯𐑕 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑦𐑤𐑦𐑑𐑰 𐑑 𐑐𐑽𐑕. 𐑚𐑳𐑑 𐑮𐑦𐑥𐑧𐑥𐑚𐑼 𐑞𐑨𐑑 𐑞𐑱 𐑜𐑧𐑑 𐑑 𐑩𐑑𐑨𐑒 𐑚𐑨𐑒 𐑪𐑯 𐑞𐑺 𐑑𐑻𐑯, 𐑕𐑴 𐑿 𐑥𐑲𐑑 𐑣𐑨𐑝 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑥𐑱 𐑧𐑒𐑕𐑐𐑤𐑶𐑑.

note: type: Content of: <book><chapter><section><section><simpara>
en: For example, Horsemen can hold up the line against Orcish Grunts and Troll Whelps very well because they have some resistances against blade and impact. But your Horseman may quite quickly fall to Orcish Archers and Goblin Spearmen.
target: 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑣𐑹𐑕𐑥𐑩𐑯 𐑒𐑨𐑯 𐑣𐑴𐑤𐑛 𐑳𐑐 𐑞 𐑤𐑲𐑯 𐑩𐑜𐑱𐑯𐑕𐑑 𐑹𐑒𐑦𐑖 𐑜𐑮𐑩𐑯𐑑𐑕 𐑯 𐑑𐑮𐑴𐑤 𐑢𐑧𐑤𐑐𐑕 𐑝𐑧𐑮𐑦 𐑢𐑧𐑤 𐑚𐑦𐑒𐑪𐑟 𐑞𐑱 𐑣𐑨𐑝 𐑕𐑳𐑥 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 𐑚𐑤𐑱𐑛 𐑯 𐑦𐑥𐑐𐑨𐑒𐑑. 𐑚𐑳𐑑 𐑿𐑼 𐑣𐑹𐑕𐑥𐑩𐑯 𐑥𐑱 𐑒𐑢𐑲𐑑 𐑒𐑢𐑦𐑒𐑤𐑦 𐑓𐑷𐑤 𐑑 𐑹𐑒𐑦𐑖 𐑸𐑗𐑻𐑕 𐑯 𐑜𐑭𐑚𐑤𐑦𐑯 𐑕𐑐𐑽𐑥𐑧𐑯.

note: type: Content of: <book><chapter><section><section><simpara>
en: It usually pays off if you can definitively kill (or almost kill) the faced unit. If you are unsure of finishing off the enemy in one turn, either ensure that your unit can weather the return attacks or decide that you&#8217;re willing to lose that unit. To withstand the enemy&#8217;s strikes next turn, it is often wise to attack at the range that allows the enemy to do least damage to you, rather than choosing the maximum expected damage to the enemy.
target: 𐑦𐑑 𐑿𐑖𐑿𐑩𐑤𐑦 𐑐𐑱𐑟 𐑪𐑓 𐑦𐑓 𐑿 𐑒𐑨𐑯 𐑛𐑦𐑓𐑦𐑯𐑦𐑑𐑦𐑝𐑤𐑰 𐑒𐑦𐑤 (𐑹 𐑷𐑤𐑥𐑴𐑕𐑑 𐑒𐑦𐑤) 𐑞 𐑓𐑱𐑕𐑑 𐑿𐑯𐑦𐑑. 𐑦𐑓 𐑿 𐑸 𐑩𐑯𐑖𐑫𐑮 𐑝 𐑓𐑦𐑯𐑦𐑖𐑦𐑙 𐑪𐑓 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑦𐑯 𐑢𐑳𐑯 𐑑𐑻𐑯, 𐑲𐑞𐑼 𐑦𐑯𐑖𐑫𐑼 𐑞𐑨𐑑 𐑿𐑼 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑢𐑧𐑞𐑼 𐑞 𐑮𐑦𐑑𐑻𐑯 𐑩𐑑𐑨𐑒𐑕 𐑹 𐑛𐑦𐑕𐑲𐑛 𐑞𐑨𐑑 𐑿𐑸 𐑢𐑦𐑤𐑦𐑙 𐑑 𐑤𐑵𐑟 𐑞𐑨𐑑 𐑿𐑯𐑦𐑑. 𐑑 𐑢𐑦𐑞𐑕𐑑𐑨𐑯𐑛 𐑞 𐑧𐑯𐑩𐑥𐑦𐑕 𐑕𐑑𐑮𐑲𐑒𐑕 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯, 𐑦𐑑 𐑦𐑟 𐑪𐑓𐑩𐑯 𐑢𐑲𐑟 𐑑 𐑩𐑑𐑨𐑒 𐑨𐑑 𐑞 𐑮𐑱𐑯𐑡 𐑞𐑨𐑑 𐑩𐑤𐑬𐑟 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑑 𐑛𐑵 𐑤𐑰𐑕𐑑 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑿, 𐑮𐑭𐑞𐑼 𐑞𐑨𐑯 𐑗𐑵𐑟𐑦𐑙 𐑞 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑦𐑒𐑕𐑐𐑧𐑒𐑑𐑩𐑛 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑞 𐑧𐑯𐑩𐑥𐑦.

note: type: Content of: <book><chapter><section><section><title>
en: Time of Day
target: 𐑑𐑲𐑥 𐑝 𐑛𐑱

note: type: Content of: <book><chapter><section><section><simpara>
en: For example, elves might hold out a forest during a nightly orcish onslaught and advance on sunrise. You may even note that the computer AI actively retreats his orcs during day.
target: 𐑓𐑹 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤, 𐑧𐑤𐑝𐑟 𐑥𐑲𐑑 𐑣𐑴𐑤𐑛 𐑬𐑑 𐑩 𐑓𐑹𐑦𐑕𐑑 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩 𐑯𐑲𐑑𐑤𐑦 𐑹𐑒𐑦𐑖 𐑪𐑯𐑕𐑤𐑪𐑑 𐑯 𐑩𐑛𐑝𐑭𐑯𐑕 𐑪𐑯 𐑕𐑩𐑯𐑮𐑲𐑟. 𐑿 𐑥𐑱 𐑰𐑝𐑩𐑯 𐑯𐑴𐑑 𐑞𐑨𐑑 𐑞 𐑒𐑩𐑥𐑐𐑿𐑑𐑼 ·𐑲 𐑨𐑒𐑑𐑦𐑝𐑤𐑦 𐑮𐑦𐑑𐑮𐑰𐑑𐑕 𐑣𐑦𐑟 𐑹𐑒𐑕 𐑛𐑘𐑫𐑼𐑦𐑙 𐑛𐑱.

note: type: Content of: <book><chapter><section><section><simpara>
en: Over the course of a campaign, it is critical that you build up a seasoned force. Later scenarios will assume you have level 2 and 3 units available for recall.
target: 𐑴𐑝𐑼 𐑞 𐑒𐑹𐑕 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑦𐑑 𐑦𐑟 𐑒𐑮𐑦𐑑𐑦𐑒𐑩𐑤 𐑞𐑨𐑑 𐑿 𐑚𐑦𐑤𐑛 𐑳𐑐 𐑩 𐑕𐑰𐑟𐑪𐑯𐑛 𐑓𐑹𐑕. 𐑤𐑱𐑑𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑢𐑦𐑤 𐑩𐑕𐑿𐑥 𐑿 𐑣𐑨𐑝 𐑤𐑧𐑝𐑩𐑤 2 𐑯 3 𐑿𐑯𐑦𐑑𐑕 𐑩𐑝𐑱𐑤𐑩𐑚𐑩𐑤 𐑓𐑹 𐑮𐑰𐑒𐑷𐑤.

note: type: Content of: <book><chapter><section><section><simpara>
en: Your units gain most experience points (XP) from killing an enemy unit (8XP per level of the unit killed). As such, it often makes sense to have your higher level units weaken an enemy, but cede the kill to a unit more in need of the XP. Healers in particular are often weak in combat and often need to <emphasis>steal</emphasis> kills in this way to advance levels.
target: 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑜𐑱𐑯 𐑥𐑴𐑕𐑑 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 (XP) 𐑓𐑮𐑪𐑥 𐑒𐑦𐑤𐑦𐑙 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑 (8XP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤 𐑝 𐑞 𐑿𐑯𐑦𐑑 𐑒𐑦𐑤𐑛). 𐑨𐑟 𐑕𐑳𐑗, 𐑦𐑑 𐑪𐑓𐑩𐑯 𐑥𐑱𐑒𐑕 𐑕𐑧𐑯𐑕 𐑑 𐑣𐑨𐑝 𐑿𐑼 𐑣𐑲𐑼 𐑤𐑧𐑝𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑢𐑰𐑒𐑩𐑯 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦, 𐑚𐑳𐑑 𐑕𐑰𐑛 𐑞 𐑒𐑦𐑤 𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑥𐑹 𐑦𐑯 𐑯𐑰𐑛 𐑝 𐑞 XP. 𐑣𐑰𐑤𐑻𐑟 𐑦𐑯 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑸 𐑪𐑓𐑩𐑯 𐑢𐑰𐑒 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑 𐑯 𐑪𐑓𐑩𐑯 𐑯𐑰𐑛 𐑑 <emphasis>steal</emphasis> 𐑒𐑦𐑤𐑟 𐑦𐑯 𐑞𐑦𐑕 𐑢𐑱 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕 𐑤𐑧𐑝𐑩𐑤𐑟.

note: type: Content of: <book><chapter><section><section><simpara>
en: At the beginning (when you probably have no high level units), try to give most kills to a small handful of your units. This will fast-track them to becoming Level 2 units, and they can then shepherd others.
target: 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 (𐑢𐑧𐑯 𐑿 𐑐𐑮𐑪𐑚𐑩𐑚𐑤𐑦 𐑣𐑨𐑝 𐑯𐑴 𐑣𐑲 𐑤𐑧𐑝𐑩𐑤 𐑿𐑯𐑦𐑑𐑕), 𐑑𐑮𐑲 𐑑 𐑜𐑦𐑝 𐑥𐑴𐑕𐑑 𐑒𐑦𐑤𐑟 𐑑 𐑩 𐑕𐑥𐑷𐑤 𐑣𐑨𐑯𐑛𐑓𐑫𐑤 𐑝 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕. 𐑞𐑦𐑕 𐑢𐑦𐑤 𐑓𐑭𐑕𐑑-𐑑𐑮𐑨𐑒 𐑞𐑧𐑥 𐑑 𐑚𐑦𐑒𐑳𐑥𐑦𐑙 𐑤𐑧𐑝𐑩𐑤 2 𐑿𐑯𐑦𐑑𐑕, 𐑯 𐑞𐑱 𐑒𐑨𐑯 𐑞𐑧𐑯 𐑖𐑧𐑐𐑼𐑛 𐑳𐑞𐑼𐑟.

note: type: Content of: <book><chapter><section><section><simpara>
en: Don&#8217;t neglect to earn your leader experience. You need to keep him safe, but if you coddle him too much he will be too low level to survive future scenarios anyway.
target: 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑯𐑦𐑜𐑤𐑧𐑒𐑑 𐑑 𐑻𐑯 𐑿𐑼 𐑤𐑰𐑛𐑻 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕. 𐑿 𐑯𐑰𐑛 𐑑 𐑒𐑰𐑐 𐑣𐑦𐑥 𐑕𐑱𐑓, 𐑚𐑳𐑑 𐑦𐑓 𐑿 𐑒𐑭𐑛𐑩𐑤 𐑣𐑦𐑥 𐑑𐑵 𐑥𐑳𐑗 𐑣𐑰 𐑢𐑦𐑤 𐑚𐑰 𐑑𐑵 𐑤𐑴 𐑤𐑧𐑝𐑩𐑤 𐑑 𐑕𐑻𐑝𐑲𐑝 𐑓𐑿𐑗𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑧𐑯𐑦𐑢𐑱.

note: type: Content of: <book><chapter><section><title>
en: Getting the Most Fun Out of the Game
target: 𐑜𐑧𐑑𐑦𐑙 𐑞 𐑥𐑴𐑕𐑑 𐑓𐑳𐑯 𐑬𐑑 𐑝 𐑞 𐑜𐑱𐑥

note: type: Content of: <book><chapter><section><simpara>
en: Remember, the idea of a game is to have fun! Here are some recommendations from the development team on how to get the most fun out of the game:
target: 𐑮𐑦𐑥𐑧𐑥𐑚𐑼, 𐑞 𐑲𐑛𐑾 𐑝 𐑩 𐑜𐑱𐑥 𐑦𐑟 𐑑 𐑣𐑨𐑝 𐑓𐑳𐑯! 𐑣𐑽 𐑸 𐑕𐑳𐑥 𐑮𐑧𐑒𐑩𐑥𐑩𐑯𐑛𐑱𐑖𐑩𐑯𐑟 𐑓𐑮𐑪𐑥 𐑞 𐑛𐑦𐑝𐑧𐑤𐑩𐑐𐑥𐑩𐑯𐑑 𐑑𐑰𐑥 𐑪𐑯 𐑣𐑬 𐑑 𐑜𐑧𐑑 𐑞 𐑥𐑴𐑕𐑑 𐑓𐑳𐑯 𐑬𐑑 𐑝 𐑞 𐑜𐑱𐑥:

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Consider playing the campaign on "Medium" difficulty level, especially if you have prior experience with strategy games. We feel you&#8217;ll find it much more rewarding.
target: 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑐𐑤𐑱𐑦𐑙 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯 𐑪𐑯 "𐑥𐑰𐑛𐑦𐑩𐑥" 𐑛𐑦𐑓𐑦𐑒𐑩𐑤𐑑𐑦 𐑤𐑧𐑝𐑩𐑤, 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑦𐑓 𐑿 𐑣𐑨𐑝 𐑐𐑮𐑲𐑻 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑢𐑦𐑞 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑜𐑱𐑥𐑟. 𐑢𐑰 𐑓𐑰𐑤 𐑿&#8217;𐑤 𐑓𐑲𐑯𐑛 𐑦𐑑 𐑥𐑳𐑗 𐑥𐑹 𐑮𐑩𐑢𐑹𐑛𐑦𐑙.

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Don&#8217;t sweat it too much when you lose some units. The campaign was designed to accommodate the player losing some units along the way.
target: 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑕𐑢𐑧𐑑 𐑦𐑑 𐑑𐑵 𐑥𐑳𐑗 𐑢𐑧𐑯 𐑿 𐑤𐑵𐑟 𐑕𐑳𐑥 𐑿𐑯𐑦𐑑𐑕. 𐑞 𐑒𐑨𐑥𐑐𐑱𐑯 𐑢𐑪𐑟 𐑛𐑩𐑟𐑲𐑯𐑛 𐑑 𐑩𐑒𐑭𐑥𐑩𐑛𐑱𐑑 𐑞 𐑐𐑤𐑱𐑻 𐑤𐑵𐑟𐑦𐑙 𐑕𐑳𐑥 𐑿𐑯𐑦𐑑𐑕 𐑩𐑤𐑪𐑙 𐑞 𐑢𐑱.

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Don&#8217;t abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.
target: 𐑛𐑭𐑯&#8217;𐑑𐑰 𐑩𐑚𐑿𐑟 𐑕𐑱𐑝𐑛 𐑜𐑱𐑥𐑟. 𐑤𐑪𐑙 𐑩𐑜𐑴, ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑴𐑯𐑤𐑦 𐑩𐑤𐑬𐑛 𐑕𐑱𐑝𐑦𐑙 𐑞 𐑜𐑱𐑥 𐑨𐑑 𐑞 𐑧𐑯𐑛 𐑝 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴. 𐑥𐑦𐑛-𐑕𐑦𐑯𐑺𐑰𐑴 𐑕𐑱𐑝𐑦𐑙 𐑢𐑪𐑟 𐑨𐑛𐑩𐑛 𐑨𐑟 𐑩 𐑒𐑩𐑯𐑝𐑰𐑯𐑦𐑩𐑯𐑕 𐑑 𐑿𐑕 𐑦𐑓 𐑿 𐑣𐑨𐑛 𐑑 𐑒𐑩𐑯𐑑𐑦𐑯𐑿 𐑞 𐑜𐑱𐑥 𐑩𐑯𐑳𐑞𐑼 𐑛𐑱, 𐑹 𐑑 𐑐𐑮𐑩𐑑𐑧𐑒𐑑 𐑩𐑜𐑱𐑯𐑕𐑑 𐑒𐑮𐑨𐑖𐑩𐑟. 𐑢𐑰 𐑛𐑵 𐑯𐑪𐑑 𐑮𐑧𐑒𐑩𐑥𐑧𐑯𐑛 𐑤𐑴𐑛𐑦𐑙 𐑥𐑦𐑛-𐑕𐑦𐑯𐑺𐑰𐑴 𐑕𐑱𐑝𐑛 𐑜𐑱𐑥𐑟 𐑴𐑝𐑼 𐑯 𐑴𐑝𐑼 𐑚𐑦𐑒𐑪𐑟 𐑿𐑼 𐑢𐑲𐑑 𐑥𐑱𐑡 𐑒𐑰𐑐𐑕 𐑜𐑧𐑑𐑦𐑙 𐑒𐑦𐑤𐑛. 𐑤𐑻𐑯 𐑑 𐑐𐑮𐑩𐑑𐑧𐑒𐑑 𐑿𐑼 𐑢𐑲𐑑 𐑥𐑱𐑡 𐑦𐑯𐑕𐑑𐑧𐑛, 𐑯 𐑚𐑨𐑤𐑩𐑯𐑕 𐑮𐑦𐑕𐑒𐑕! 𐑞𐑨𐑑 𐑦𐑟 𐑐𐑸𐑑 𐑝 𐑞 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰.

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.
target: 𐑦𐑓 𐑿 𐑥𐑳𐑕𐑑 𐑤𐑴𐑛 𐑩 𐑕𐑱𐑝𐑛 𐑜𐑱𐑥, 𐑢𐑰 𐑮𐑧𐑒𐑩𐑥𐑧𐑯𐑛 𐑜𐑴𐑦𐑙 𐑚𐑨𐑒 𐑑 𐑞 𐑕𐑑𐑸𐑑 𐑝 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑕𐑴 𐑞𐑨𐑑 𐑿 𐑗𐑵𐑟 𐑩 𐑯𐑿 𐑕𐑑𐑮𐑨𐑑𐑩𐑡𐑰 𐑞𐑨𐑑 𐑢𐑻𐑒𐑕, 𐑮𐑭𐑞𐑼 𐑞𐑨𐑯 𐑕𐑦𐑥𐑐𐑤𐑦 𐑓𐑲𐑯𐑛𐑦𐑙 𐑮𐑨𐑯𐑛𐑩𐑥 𐑯𐑳𐑥𐑚𐑼𐑟 𐑞𐑨𐑑 𐑓𐑱𐑝𐑼 𐑿.

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the <emphasis>perfect</emphasis> game where you never lose a unit, by all means, go right ahead!
target: 𐑚𐑳𐑑 𐑮𐑦𐑥𐑧𐑥𐑚𐑼, 𐑞 𐑱𐑥 𐑦𐑟 𐑑 𐑣𐑨𐑝 𐑓𐑳𐑯! 𐑿 𐑥𐑱 𐑣𐑨𐑝 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑑𐑱𐑕𐑑𐑕 𐑞𐑨𐑯 𐑞 𐑛𐑦𐑝𐑧𐑤𐑩𐑐𐑼𐑟, 𐑕𐑴 𐑛𐑵 𐑢𐑪𐑑 𐑿 𐑦𐑯𐑡𐑶 𐑥𐑴𐑕𐑑! 𐑦𐑓 𐑿 𐑦𐑯𐑡𐑶 𐑤𐑴𐑛𐑦𐑙 𐑞 𐑕𐑱𐑝𐑛 𐑜𐑱𐑥 𐑧𐑝𐑮𐑦 𐑑𐑲𐑥 𐑿 𐑥𐑱𐑒 𐑩 𐑥𐑦𐑕𐑑𐑱𐑒, 𐑤𐑫𐑒𐑦𐑙 𐑓𐑹 𐑞 <emphasis>perfect</emphasis> 𐑜𐑱𐑥 𐑢𐑺 𐑿 𐑯𐑧𐑝𐑼 𐑤𐑵𐑟 𐑩 𐑿𐑯𐑦𐑑, 𐑚𐑲 𐑷𐑤 𐑥𐑰𐑯𐑟, 𐑜𐑴 𐑮𐑲𐑑 𐑩𐑣𐑧𐑛!

note: type: Content of: <book><chapter><section><section><title>
en: At the start of a scenario
target: 𐑨𐑑 𐑞 𐑕𐑑𐑸𐑑 𐑝 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Look at the map: the terrain, the position of your leader and the other leader(s).
target: 𐑤𐑫𐑒 𐑨𐑑 𐑞 𐑥𐑨𐑐: 𐑞 𐑑𐑻𐑱𐑯, 𐑞 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 𐑝 𐑿𐑼 𐑤𐑰𐑛𐑻 𐑯 𐑞 𐑳𐑞𐑼 𐑤𐑰𐑛𐑻(𐑕).

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy&#8217;s attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.
target: 𐑞𐑧𐑯, 𐑚𐑩𐑜𐑦𐑯 𐑑 𐑮𐑩𐑒𐑮𐑵𐑑 𐑿𐑯𐑦𐑑𐑕. 𐑗𐑰𐑐 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑿𐑕𐑓𐑩𐑤 𐑑 𐑕𐑴𐑒 𐑳𐑐 𐑞 𐑓𐑻𐑕𐑑 𐑢𐑱𐑝 𐑝 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦&#8217;𐑕 𐑩𐑑𐑨𐑒; 𐑩𐑛𐑝𐑭𐑯𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑞𐑧𐑯 𐑚𐑰 𐑚𐑮𐑷𐑑 𐑦𐑯 𐑨𐑟 𐑕𐑩𐑐𐑹𐑑. 𐑓𐑭𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑨𐑟 𐑕𐑒𐑬𐑑𐑕, 𐑓𐑹 𐑦𐑒𐑕𐑐𐑤𐑹𐑦𐑙 𐑞 𐑥𐑨𐑐 𐑯 𐑑 𐑒𐑢𐑦𐑒𐑤𐑦 𐑒𐑪𐑙𐑒𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟.

note: type: Content of: <book><chapter><section><section><title>
en: During the scenario
target: 𐑛𐑘𐑫𐑼𐑦𐑙 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Try to capture and keep control of as many villages as possible to keep the gold coming in.
target: 𐑑𐑮𐑲 𐑑 𐑒𐑨𐑐𐑗𐑻 𐑯 𐑒𐑰𐑐 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑝 𐑨𐑟 𐑥𐑧𐑯𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑨𐑟 𐑐𐑪𐑕𐑩𐑚𐑩𐑤 𐑑 𐑒𐑰𐑐 𐑞 𐑜𐑴𐑤𐑛 𐑒𐑳𐑥𐑦𐑙 𐑦𐑯.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your units from more than two sides.
target: 𐑒𐑰𐑐 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑐𐑨𐑒𐑕 𐑕𐑴 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯𐑪𐑑 𐑩𐑑𐑨𐑒 𐑓𐑮𐑪𐑥 𐑨𐑟 𐑥𐑧𐑯𐑦 𐑕𐑲𐑛𐑟, 𐑯 𐑕𐑴 𐑿 𐑒𐑨𐑯 𐑬𐑑𐑯𐑩𐑥𐑚𐑻 𐑰𐑗 𐑧𐑯𐑩𐑥𐑦 𐑿𐑯𐑦𐑑. 𐑐𐑫𐑑 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑦𐑯 𐑩 𐑤𐑲𐑯 𐑕𐑴 𐑞𐑨𐑑 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯𐑪𐑑 𐑩𐑑𐑨𐑒 𐑧𐑯𐑦 𐑢𐑳𐑯 𐑝 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑥𐑹 𐑞𐑨𐑯 𐑑𐑵 𐑕𐑲𐑛𐑟.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select "Unit Description" to learn more.
target: 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑕𐑑𐑮𐑧𐑙𐑔𐑕 𐑯 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟 𐑛𐑦𐑐𐑧𐑯𐑛𐑦𐑙 𐑪𐑯 𐑑𐑻𐑱𐑯 𐑯 𐑣𐑵 𐑞𐑱 𐑸 𐑩𐑑𐑨𐑒𐑦𐑙; 𐑮𐑲𐑑 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑕𐑩𐑤𐑧𐑒𐑑 "𐑿𐑯𐑦𐑑 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯" 𐑑 𐑤𐑻𐑯 𐑥𐑹.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: You can use lower level units as cannon fodder, to slow down enemy. E.g. you can use them to block enemies reaching your important units.
target: 𐑿 𐑒𐑨𐑯 𐑿𐑕 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑨𐑟 𐑒𐑨𐑯𐑩𐑯 𐑓𐑭𐑛𐑻, 𐑑 𐑕𐑤𐑴 𐑛𐑬𐑯 𐑧𐑯𐑩𐑥𐑦. 𐑧.𐑡𐑰. 𐑿 𐑒𐑨𐑯 𐑿𐑕 𐑞𐑧𐑥 𐑑 𐑚𐑤𐑪𐑒 𐑧𐑯𐑦𐑥𐑦𐑟 𐑮𐑰𐑗𐑦𐑙 𐑿𐑼 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: You can cause damage to enemies with advanced units and then finish them with lower level units — to give them more experience (and finally make them advance to next level).
target: 𐑿 𐑒𐑨𐑯 𐑒𐑷𐑟 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑧𐑯𐑦𐑥𐑦𐑟 𐑢𐑦𐑞 𐑩𐑛𐑝𐑭𐑯𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑯 𐑞𐑧𐑯 𐑓𐑦𐑯𐑦𐑖 𐑞𐑧𐑥 𐑢𐑦𐑞 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 - 𐑑 𐑜𐑦𐑝 𐑞𐑧𐑥 𐑥𐑹 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 (𐑯 𐑓𐑲𐑯𐑩𐑤𐑦 𐑥𐑱𐑒 𐑞𐑧𐑥 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑯𐑧𐑒𐑕𐑑 𐑤𐑧𐑝𐑩𐑤).

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map (Shamans can do this too, but not as well).
target: 𐑢𐑧𐑯 𐑿 𐑣𐑨𐑝 𐑩 𐑢𐑲𐑑 𐑥𐑱𐑡 (𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥 𐑥𐑱𐑡) 𐑹 𐑛𐑮𐑵𐑦𐑛 (𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥 𐑖𐑱𐑥𐑩𐑯), 𐑐𐑫𐑑 𐑦𐑑 𐑦𐑯 𐑞 𐑥𐑦𐑛𐑩𐑤 𐑝 𐑩 𐑕𐑻𐑒𐑩𐑤 𐑝 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑣𐑰𐑤 𐑞𐑧𐑥 𐑨𐑟 𐑞𐑱 𐑥𐑵𐑝 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑥𐑨𐑐 (𐑖𐑱𐑥𐑩𐑯𐑟 𐑒𐑨𐑯 𐑛𐑵 𐑞𐑦𐑕 𐑑𐑵, 𐑚𐑳𐑑 𐑯𐑪𐑑 𐑨𐑟 𐑢𐑧𐑤).

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Losing units is expected, even advanced units.
target: 𐑤𐑵𐑟𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑦𐑟 𐑦𐑒𐑕𐑐𐑧𐑒𐑑𐑩𐑛, 𐑰𐑝𐑩𐑯 𐑩𐑛𐑝𐑭𐑯𐑕𐑑 𐑿𐑯𐑦𐑑𐑕.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Time of day really matters:
target: 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑮𐑾𐑤𐑦 𐑥𐑨𐑑𐑼𐑟:

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><itemizedlist><listitem><simpara>
en: lawful units do more damage at day and less damage at night
target: 𐑤𐑷𐑓𐑫𐑤 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑛𐑱 𐑯 𐑤𐑧𐑕 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑯𐑲𐑑

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><itemizedlist><listitem><simpara>
en: chaotic units do more damage at night and less damage at day
target: 𐑒𐑱𐑭𐑑𐑦𐑒 𐑿𐑯𐑦𐑑𐑕 𐑛𐑵 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑯𐑲𐑑 𐑯 𐑤𐑧𐑕 𐑛𐑨𐑥𐑦𐑡 𐑨𐑑 𐑛𐑱

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><itemizedlist><listitem><simpara>
en: remember to always check the time of day on the right side of the screen. Plan ahead — think about what it&#8217;s going to be next turn as well as this turn.
target: 𐑮𐑦𐑥𐑧𐑥𐑚𐑼 𐑑 𐑷𐑤𐑢𐑱𐑟 𐑗𐑧𐑒 𐑞 𐑑𐑲𐑥 𐑝 𐑛𐑱 𐑪𐑯 𐑞 𐑮𐑲𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑕𐑒𐑮𐑰𐑯. 𐑐𐑤𐑨𐑯 𐑩𐑣𐑧𐑛 - 𐑔𐑦𐑙𐑒 𐑩𐑚𐑬𐑑 𐑢𐑪𐑑 𐑦𐑑&#8217;𐑕 𐑜𐑴𐑦𐑙 𐑑 𐑚𐑰 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯 𐑨𐑟 𐑢𐑧𐑤 𐑨𐑟 𐑞𐑦𐑕 𐑑𐑻𐑯.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and arcane attacks destroy undead. To see how much a unit resists an attack type, right click on the unit, select "Unit Description", then select "Resistance". It will show you how resistant a unit is to different types of attacks.
target: 𐑕𐑳𐑥 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑑 𐑹 𐑝𐑩𐑤𐑯𐑻𐑩𐑚𐑩𐑤 𐑑 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑒𐑲𐑯𐑛 𐑝 𐑩𐑑𐑨𐑒𐑕. 𐑥𐑬𐑯𐑑𐑩𐑛 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑢𐑰𐑒 𐑝𐑻𐑕𐑩𐑟 𐑐𐑽𐑕 𐑩𐑑𐑨𐑒𐑕. 𐑓𐑲𐑼 𐑯 𐑸𐑒𐑱𐑯 𐑩𐑑𐑨𐑒𐑕 𐑛𐑩𐑕𐑑𐑮𐑶 𐑳𐑯𐑛𐑧𐑛. 𐑑 𐑕𐑰 𐑣𐑬 𐑥𐑳𐑗 𐑩 𐑿𐑯𐑦𐑑 𐑮𐑦𐑟𐑦𐑕𐑑𐑕 𐑩𐑯 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐, 𐑮𐑲𐑑 𐑒𐑤𐑦𐑒 𐑪𐑯 𐑞 𐑿𐑯𐑦𐑑, 𐑕𐑩𐑤𐑧𐑒𐑑 "𐑿𐑯𐑦𐑑 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯", 𐑞𐑧𐑯 𐑕𐑩𐑤𐑧𐑒𐑑 "𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕". 𐑦𐑑 𐑢𐑦𐑤 𐑖𐑴 𐑿 𐑣𐑬 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑑 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑑𐑲𐑐𐑕 𐑝 𐑩𐑑𐑨𐑒𐑕.

note: type: Content of: <book><chapter><section><section><simpara>
en: An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally.
target: 𐑩𐑯 𐑦𐑥𐑐𐑹𐑑𐑩𐑯𐑑 𐑐𐑸𐑑 𐑝 𐑕𐑩𐑒𐑕𐑰𐑛𐑦𐑙 𐑨𐑑 ·𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑦𐑟 𐑒𐑰𐑐𐑦𐑙 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑣𐑧𐑤𐑔𐑦. 𐑢𐑧𐑯 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑑𐑱𐑒 𐑛𐑨𐑥𐑦𐑡 𐑿 𐑒𐑨𐑯 𐑣𐑰𐑤 𐑞𐑧𐑥 𐑚𐑲 𐑥𐑵𐑝𐑦𐑙 𐑞𐑧𐑥 𐑪𐑯𐑑𐑵 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑹 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑕𐑐𐑧𐑖𐑩𐑤 𐑣𐑰𐑤𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 (𐑧.𐑡𐑰. 𐑞 𐑧𐑤𐑝𐑦𐑖 𐑖𐑱𐑥𐑩𐑯 𐑯 𐑢𐑲𐑑 𐑥𐑱𐑡). 𐑕𐑳𐑥 𐑳𐑞𐑼 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑢𐑦𐑤 𐑦𐑯𐑒𐑬𐑯𐑑𐑻, 𐑕𐑳𐑗 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟, 𐑣𐑨𐑝 𐑞 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑣𐑰𐑤 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑯𐑨𐑗𐑼𐑩𐑤𐑦.

note: type: Content of: <book><chapter><section><section><title>
en: Winning a scenario
target: 𐑢𐑦𐑯𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.
target: 𐑩𐑛𐑝𐑭𐑯𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑯𐑰𐑛𐑩𐑛 𐑑 𐑒𐑢𐑦𐑒𐑤𐑦 𐑒𐑦𐑤 𐑧𐑯𐑩𐑥𐑦 𐑒𐑩𐑥𐑨𐑯𐑛𐑻𐑟, 𐑯 𐑑 𐑩𐑝𐑶𐑛 𐑤𐑵𐑟𐑦𐑙 𐑤𐑪𐑑𐑕 𐑝 𐑿𐑯𐑦𐑑𐑕.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map&#8217;s villages for the rest of the turns.
target: 𐑞 𐑒𐑢𐑦𐑒𐑼 𐑿 𐑢𐑦𐑯 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴, 𐑞 𐑥𐑹 𐑜𐑴𐑤𐑛 𐑿 𐑜𐑧𐑑; 𐑿 𐑢𐑦𐑤 𐑜𐑧𐑑 𐑥𐑹 𐑜𐑴𐑤𐑛 𐑓𐑮𐑪𐑥 𐑢𐑦𐑯𐑦𐑙 𐑻𐑤𐑰 𐑞𐑨𐑯 𐑓𐑮𐑪𐑥 𐑷𐑤 𐑝 𐑞 𐑥𐑨𐑐&#8217;𐑕 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑓𐑹 𐑞 𐑮𐑧𐑕𐑑 𐑝 𐑞 𐑑𐑻𐑯𐑟.

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Killing all enemy leaders usually gives instant victory.
target: 𐑒𐑦𐑤𐑦𐑙 𐑷𐑤 𐑧𐑯𐑩𐑥𐑦 𐑤𐑰𐑛𐑼𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑜𐑦𐑝𐑟 𐑦𐑯𐑕𐑑𐑩𐑯𐑑 𐑝𐑦𐑒𐑑𐑼𐑦.

note: type: Content of: <book><chapter><section><section><title>
en: More general tips
target: 𐑥𐑹 𐑡𐑧𐑯𐑼𐑩𐑤 𐑑𐑦𐑐𐑕

note: type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
en: Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.
target: 𐑩𐑛𐑝𐑭𐑯𐑕𐑑 𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑣𐑲𐑼 𐑳𐑐𐑒𐑰𐑐 𐑞𐑨𐑯 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 (1 GP 𐑐𐑻 𐑤𐑧𐑝𐑩𐑤), 𐑤𐑶𐑩𐑤 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑩𐑯 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯.
