Battle for Wesnoth 1.3.7+dev - en to en_GB translation catalogue (65 entries)

note: type: Attribute 'lang' of: <book>
en: en
en_GB: en-GB

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.
en_GB: Build 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.

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.
en_GB: Wesnoth has many different sagas waiting to be played. 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.

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.
en_GB: Battle for Wesnoth is open-source software, and a thriving community of volunteers co-operates 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.

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.
en_GB: 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 South-West Elves in the Aethenwood and beyond.

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.
en_GB: The Kingdom of Wesnoth lies in the centre 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 south-west, 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.

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.
en_GB: 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 spectres; 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.

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.
en_GB: For game purposes, the races group into factions; for example, orcs often co-operate 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 from a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario.

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.
en_GB: 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 any more.

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.
en_GB: 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 is set to English by default, or your system locale if that can be determined, but once you change it, it will start in that language.

note: type: Content of: <book><chapter><section><section><simpara><inlinemediaobject><textobject><phrase>
en: Multiplayer dialog
en_GB: Multiplayer dialogue

note: type: Content of: <book><chapter><section><section><section><simpara>
en: This will be your name on the multiplayer server. If you have an account on the <ulink url="https://forums.wesnoth.org/">Wesnoth forums</ulink>, you may use the same username and password for joining the official server. A password box will pop up if a password is required for the current username. You cannot use a registered name without the password.
en_GB: This will be your name on the multiplayer server. If you have an account on the <ulink url="https://forums.wesnoth.org/">Wesnoth forums</ulink>, you may use the same user name and password for joining the official server. A password box will pop up if a password is required for the current user name. You cannot use a registered name without the password.

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.
en_GB: This option opens a dialogue box allowing you to enter the address of the machine to join. In this dialogue 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.

note: type: Content of: <book><chapter><section><section><section><simpara>
en: A complete list of official and user setup servers is listed at this website: <ulink url="https://wiki.wesnoth.org/MultiplayerServers">Multiplayer servers</ulink>.
en_GB: A complete list of official and user set-up servers is listed at this website: <ulink url="https://wiki.wesnoth.org/MultiplayerServers">Multiplayer servers</ulink>.

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
en_GB: 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 dialogue: 192.168.0.10:15000

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.
en_GB: To start a multiplayer game without using an external multiplayer server a local server, which is usually named <span class="emphasis"><em>wesnothd</em></span>, is needed. The server is automatically started in the background when selecting this option. It will be stopped once all players have 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.

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.
en_GB: This creates a game just running on your computer. You can either use it as hot seat game where everyone plays at the same computers by taking turns in the <emphasis>hot seat</emphasis>. Hot seat 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.

note: type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
en: Current hex position (x-coordinate, y-coordinate), defense and movement of the currently selected unit on the marked hex
en_GB: Current hex position (x-co-ordinate, y-co-ordinate), defence and movement of the currently selected unit on the marked hex

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.
en_GB: When you win a scenario, the map will grey 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.

note: type: Content of: <book><chapter><section><simpara>
en: To view and change the hotkey settings open the Preferences menu and choose the Hotkeys tab.
en_GB: To view and change the hot-key settings open the Preferences menu and choose the Hot-keys tab.

note: type: Content of: <book><chapter><section><simpara>
en: Each side is given some amount of gold to begin with, and receives 2 gold pieces per turn, plus 2 more gold pieces for every village that side controls. In a campaign, starting gold is a minimum amount defined by the scenario, which is typically lower as the difficulty level increases. In addition you often get a percentage of gold to carry over from the last scenario played. The exact percentage depends on the scenario and is usually displayed as part of the scenario objectives.
en_GB: Each side is given some amount of gold to begin with, and receives 2 gold pieces per turn, plus 2 more gold pieces for every village that side controls. In a campaign, starting gold is a minimum amount defined by the scenario, which is typically lower as the difficulty level increases. In addition, you often get a percentage of gold to carry over from the last scenario played. The exact percentage depends on the scenario and is usually displayed as part of the scenario objectives.

note: type: Content of: <book><chapter><section><section><simpara><inlinemediaobject><textobject><phrase>
en: Recruit dialog
en_GB: Recruit dialogue

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.
en_GB: 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 hit-points, good defence, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Dextrous
en_GB: Dexterous

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.
en_GB: Dexterous units do 1 more damage for every successful strike in ranged combat.  Dexterous 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.

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).
en_GB: Does not suffer from a negative attack bonus during its unfavourable time of day (Heavy Infantry, Necrophage, Trolls, Walking Corpses).

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Units with the Feral trait only receive 50% defense in villages regardless of the base terrain the village is on (Bats, Falcons).
en_GB: Units with the Feral trait only receive 50% defence in villages regardless of the base terrain the village is on (Bats, Falcons).

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.
en_GB: Renowned for their vitality, some dwarves are sturdier than others and can rest heal even when travelling 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.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Large, unwieldy units with the Slow trait have -1 movement and 5% more hitpoints.
en_GB: Large, unwieldy units with the Slow trait have -1 movement and 5% more hit-points.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Units may have the Weak trait, receiving a -1 increment in hitpoints and melee damage.
en_GB: Units may have the Weak trait, receiving a -1 increment in hit-points and melee damage.

note: type: Content of: <book><chapter><section><section><title>
en: Unit Specialties
en_GB: Unit Specialities

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.
en_GB: 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 counter-attack.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
en: Firststrike
en_GB: First Strike

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.
en_GB: This attack poisons the target. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill a unit.

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.
en_GB: 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 cannot 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.

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague.
en_GB: This unit gains 1 hit-point added to its maximum whenever it kills a unit, except units that are immune to plague.

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.
en_GB: 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 hit-points.

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>.
en_GB: 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>go-to mode</emphasis>. In <emphasis>go-to mode</emphasis> your unit will continue moving towards its destination in subsequent turns. You can easily undo go-to 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>go-to</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.
en_GB: Moving on to a village that is neutral or owned by an enemy will take ownership of it and end your move for that unit.

note: type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject><textobject><phrase>
en: Two color orb
en_GB: Two colour orb

note: type: Content of: <book><chapter><section><section><title>
en: Ellipses, Team Colors, and Hero Icons
en_GB: Ellipses, Team Colours, and Hero Icons

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. The team color will also show up in parts of the unit&#8217;s clothing, or possibly on a shield insignia.
en_GB: Below each unit there will normally be a coloured ellipse or base. The colour identifies its team. The team colour will also show up in parts of the unit&#8217;s clothing, or possibly on a shield insignia.

note: type: Content of: <book><chapter><section><section><simpara>
en: Some campaigns use a smaller star-shaped base and a silver crown icon above the energy bar to indicate heroes (units which are somehow special and for example not allowed to die in the course of the scenario).  Whether to do this is a stylistic choice left to campaign designers.
en_GB: Some campaigns use a smaller star-shaped base and a silver crown icon above the energy bar to indicate heroes (units which are somehow special and for example not allowed to die in the course of the scenario). Whether to do this is a stylistic choice left to campaign designers.

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.
en_GB: 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 defence 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 defence rating will be displayed as a percentage value in the status pane, as well as shown over the terrain hex.

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.
en_GB: <emphasis role="strong">Blade</emphasis>: Weapons with a cutting edge, used to chop pieces of flesh from a foe. Examples: dagger, scimitar, sabre, drake claws.

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.
en_GB: <emphasis role="strong">Arcane</emphasis>: An attack that dispels the magic animating zombies, spectres, and other undead creatures and spirits. Example: A white mage&#8217;s magic attack.

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.
en_GB: A unit may be healed a maximum of 8 hit-points per turn. A unit that does not move or fight during a turn is <emphasis>resting</emphasis> and will recover 2 hit-points. Hit-points recovered through <emphasis>resting</emphasis> are added on top of hit-points recovered through healing so it is possible for a unit to recover up to a total of 10 hit-points per turn.

note: type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
en: Waiting in a village. The unit will heal 8 hitpoints every turn.
en_GB: Waiting in a village. The unit will heal 8 hit-points every turn.

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>.
en_GB: Being adjacent to units with the <emphasis>heals</emphasis> ability. The number of hit-points healed is specified in the unit&#8217;s ability description. This is invariably <emphasis>heals +4</emphasis> or <emphasis>heals +8</emphasis>.

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.
en_GB: 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 hit-points on that turn due to healing/poisoning. A unit cannot be healed normally until it is cured of poisoning. Resting is still allowed, although it will not substantially diminish the poison&#8217;s effect.

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.
en_GB: This is for practical reasons: a heavily wounded unit cannot hold back or kill the enemy. During attack and counter-attack, 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.

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).
en_GB: Every unit of level 1 or higher maintains a zone of control (ZOC) covering all 6 neighbouring hexes. This means that once an enemy moves into one of the six neighbouring tiles, it is forced to halt and its movement phase ends (only enemies with the rare skirmisher ability ignore this).

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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.
en_GB: By lining up many units directly adjacent or with at most 1 hex space between them, you can build 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.

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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.
en_GB: 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-points 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.

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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.
en_GB: Try to position your troops so that they are attacking from a hex with high defence against an enemy in a hex with low terrain. That way, the enemy&#8217;s counter-strikes will be less likely to do damage.

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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.
en_GB: 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 defences.

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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.
en_GB: 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 may retaliate on his turn.

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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.
en_GB: Striking first is an advantage because it allows you the choice of which units will face each other in battle. 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 may retaliate on their turn, so you might have weaknesses the enemy may exploit.

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en: Remember that Lawful units like humans fight better at daytime, Chaotic units like orcs or undead fight better at night, and Liminal units fight best during the twilight. Ideally you want to first meet the enemy when you are strong and/or he is weak. When the enemy has its strong time, it often pays off to strengthen your lines and hold a favorable defensive position. When its weak time is about to arise, your advance will push forth.
en_GB: Remember that Lawful units like humans fight better at daytime, Chaotic units like orcs or undead fight better at night, and Liminal units fight best during the twilight. Ideally you want to first meet the enemy when you are strong and/or he is weak. When the enemy has its strong time, it often pays off to strengthen your lines and hold a favourable defensive position. When its weak time is about to arise, your advance will push forth.

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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.
en_GB: Over the course of a campaign, it is critical that you build a seasoned force. Later scenarios will assume you have level 2 and 3 units available for recall.

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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.
en_GB: 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 favour you.

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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.
en_GB: You can use lower level units as cannon fodder, to slow down the enemy. E.g. you can use them to block enemies reaching your important units.

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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).
en_GB: 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 the next level).

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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.
en_GB: remember to always check the time of day on the right side of the screen. Plan ahead — think about what it will be next turn as well as this turn.

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.
en_GB: 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 on to 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.
