Battle for Wesnoth: Difference between revisions
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{{work}}
[[
It was designed to feel a lot like a console-style [[Tactical RPG]] (such as ''[
Wesnoth's main multiplayer "era" features the following major playable factions:
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* '''Knalgan Alliance:''' Composed of [[Our Dwarves Are All the Same|dwarves]], human outlaws, and [[Our Gryphons Are Different|gryphons]].
* '''Loyalists:''' Composed of [[Humans Are Average|human]] soldiers from the [[The Kingdom|Kingdom of Wesnoth]], and [[Our Mermaids Are Different|mermen]].
* '''Northerners:''' Composed of [[Our Orcs Are Different|orcs]], [[Our Goblins Are
* '''Undead:''' Composed of [[Undead]] entities ([[Captain Obvious|duh]]), such as [[Dem Bones|skeletons]], [[Our Ghouls Are Creepier|ghouls]], [[Our Ghosts Are Different|spirits]], and [[Our Zombies Are Different|zombies]], along with [[Goddamned Bats|bats]] and [[Necromancer|humans who delve into dark arts of necromancy]].
* '''Drakes:''' Composed of [[Our Dragons Are Different|drakes]], a race of large semi-anthropomorphic quasi-dragons, and [[Lizard Folk|Saurians]], a race of lizardmen.
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* ''The South Guard'', a campaign that serves as an "introduction" to Wesnoth. You play as a young knight appointed to lead the South Guard {{spoiler|and eventually fight bandits, ally with elves and fight undead (and necromancers). You also have a choice in scenario 5, whether to ally with the elves or the bandits.}}.
* ''Heir To The Throne'', the original campaign around which the game was first designed. An exiled prince joins with a group of rebels to overthrow his corrupt aunt, the queen. {{spoiler|It turns out that, in fact, he isn't the prince at all, but someone groomed as his replacement, after the original died as a baby. By the time the player wins, the princess, who they have [[Slap Slap Kiss|turned to their side during the course of the campaign]], assumes the throne instead, eventually marrying him after being told they're [[Not Blood Related]].}}
* ''The Rise of Wesnoth'', a prequel campaign detailing how the titular country was formed. Does [[Exactly What It Says
* ''Northern Rebirth'', in which a group of former slaves form [[La Résistance]], and overthrow their former masters, creating a new power in the world, the Northern Alliance.
* ''Descent into Darkness'', in which you play a junior [[Necromancer]] [[Anti
* ''Under the Burning Suns'', in which you must lead a group of [[Our Elves Are Better|elves not quite like the usual variety ]]from their desert home to a new island, slaying evil undead, orcs, dwarves ''or'' trolls (pick one), and eventually {{spoiler|aliens}} along the way. Notable for introducing [[Medieval Stasis]] enforcement on far-future Wesnoth via an [[Apocalypse How|Class 1 or Class 2 on the scale]].
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{{tropelist}}
* [[Absurdly Spacious Sewer]]: The Sewers of Southbay in ''The Rise of Wesnoth''.
** Considering HAPMA <ref>Hexes Are Possibly Miles Across</ref> - they have several miles across not mentioning the length. The same goes for caves.
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** Loyalists - ''Mario faction'' - completely lawful, terrain independent, highly versatile, but with limited mobility. Stronger than anyone else at daytime, but weaker than everyone else at night, the Loyalist play-style is often characterized by a time-of-day based cycle of attacking and retreating.
** Rebels - ''Mario/Ranger faction'' - slightly lawful, Forest-preferring, with extensive ranged combat abilities, also fairly versatile. Among the Rebel units, the elves are neutral, while Woses, mermen and magi are lawful. All Rebel units except for the Wose have ranged attacks.
** Drakes - ''Elitist/Ranger faction'' - mixed lawful/chaotic, terrain independent, excellent mobility, follows a hit-and-run style of combat utilizing the day-night cycle, with great attack strength but poor defensive ability. Heavily immersed in [[Elemental Rock
** Knalgans - ''Brute Force/Elitist faction'' - somewhat chaotic, with terrain independent Outlaws and Hill/Mountain-preferring dwarves. Has a duality between the chaotic outlaws and the neutral dwarves. Possesses no elemental weaponry, no poison and no magic, but does have units possessing unique abilities, like the [[Back Stab|backstabbing Thieves]] and the relentless attack of the [[The Berserker|Dwarvish Ulfserkers]]. Except the Ulf, all of the dwarves have some aspect of [[Mighty Glacier]], while the Outlaws are faster and cheaper, and are sometimes played as an independent sub-faction in themselves, called "Hodor".
** Northerners - ''Spammers/Brute Force faction'' - highly chaotic, somewhat hill-preferring, melee-oriented, utilizes cheap yet tough units to overrun the enemy force with sheer numbers. Except for the Archer and Assassin, all Northerner units are melee-focused, and are thus easily attacked by enemy ranged units. The Northerners have a time-of-day based attack-retreat cycle, but are not as heavily dependent on it as Loyalists and Undead, and can often use their numbers to simultaneously put pressure on different fronts and wear down the enemy.
** Undead - ''Technical faction'' - completely chaotic, terrain independent, slow-moving, and highly resistant to some attacks, while being very weak against others. Very deeply immersed in [[Elemental Rock
*** Of course, this all is at best a generalization, with many individual units and different match-ups altering a faction's play-style. The Loyalists certainly have Brute Force units, the Rebels can be quite Technical (using Slow, Ambush, etc.), and so on.
* [[Acronym and Abbreviation Overload]]: The community has a lot of this. HttT, TSG, AoI, SoF, THoT, DA, HI, WM, ZoC, CtH, HAPMA... almost all campaigns, units and gameplay elements are abbreviated, [http://wiki.wesnoth.org/Wesnoth_Acronyms_and_Slang see also here].
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* [[An Axe to Grind]]: The Dwarvish Warrior line (Dwarvish Warrior-->Dwarvish Steelclad-->Dwarvish Lord) has those; so do [[Dem Bones|the Skeleton Warrior lines and the Death Knight unit]].
* [[Animate Dead]]: Most of the Undead are supposedly created this way, though for obvious balance reasons it takes gold to raise new undead using your leader unit. The only exception of the Plague ability, which can be used to raise free Walking Corpses from slain enemies.
* [[Anti
* [[Arabian Nights Days]]: The fan-made downloadable campaign ''To Lands Unknown'' let you play as the "Summoners", a race of magical arabs complete with scimitars, flying carpets and summonable djinns.
* [[Arrows
* [[Art Evolution]]: the first releases had decent art ''for a free game''. As time as gone on, an entire community of artists has sprung up around the game, and almost every release has seen ''major'' improvements in the pixel art, animation, and portraiture. Compare [http://www.wesnoth.org/images/sshots/wesnoth-1.0-heal.jpg an image from v1.0] with an image of [http://www.wesnoth.org/images/sshots/wesnoth-1.9.0-1.jpg almost exactly the same spot in v1.9].
* [[Authority Equals Asskicking]]: Somewhat present. A unit with the leadership ability will only confer bonuses on units of lower level, so a leader unit is stronger than any of the units under its command. However, a combat unit that is not a leader will be stronger than a leader of equal level. For example, a General (lvl 3) is stronger than a Swordsman (lvl 2) but lesser than a Royal Guard (lvl 3).
* [[Badass Boast]]: Mostly Delfador.
{{quote|'''Delfador''':
* [[Badass Normal]]: Tallin, [[The Hero]] of the campaign ''Northern Rebirth''. Just a young slave-turned-rebel leader who {{spoiler|throws off his orcish masters, forges an alliance with dwarves, elves, and a pair of (un)dead mages, and forges the Northern Alliance, one of the dominant powers in the Wesnoth world}}. His personality fits the role of [[The Hero]] perfectly.
* [[Ballistic Bone]]: The undead [[Dem Bones|Bone Shooters' and Banebows']] arrows' shafts are bones, not wood.
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* [[Black Mage]]: Dark Adepts.
* [[Blade Below the Shoulder]]: Used straight by Drake Flares/Flamehearts. Drake Fighters/Warriors use a cross between this and [[Wolverine Claws]] - they have a single blade, but it's mounted perpendicular to the wrist like a claw.
* [[Blade
* [[Bottomless Pits]]: The chasm terrains.
* [[Bow and Sword
** This is a popular combination for leader units, including Konrad in Heir to the Throne, Haldric in Rise of Wesnoth, and Tallin in Northern Rebirth.
* [[Breath Weapon]]: Drakes. All of them can breathe fire, though the Clashers can't do when wearing full armor, and hence, the Clasher-line units have no fire attack in-game.
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* [[Character Level]]: Not only main characters, but pretty much every unit, can go through a few level-ups. In each level-up, units get changed to a more powerful or specialized evolution with new abilities. Eventually, they reach their maximum level, after which they cannot gain any more levels and instead get small HP bonuses and heals upon collecting more XP.
* [[Cincinnatus]]: Kalenz from ''Legend of Wesmere'' has a habit of doing this.
* [[Chewing the Scenery]]: Aside of gameplay, [[Scripted Event]]s are used for "cutscene" chat, and not necessarily on map related events. In the beginning of ''Heir to the Throne'' this includes [[Pre-Ass-Kicking One-Liner|on attacking]] the first time and [[Bond One Liner|on killing an unit]] the first time.
* [[Color Coded Armies]]▼
{{quote|'''Delfador''': I am Delfador the Great. [[Prepare to Die|Prepare to die!]]
** [[Color Coded Multiplayer]]▼
(or): Only a fool would dare to attack me!
* [[Color Coded for Your Convenience]]: Units have parts of their armor or weapons color-coded to match their faction's livery - which doesn't mean anything except for being able to make out who's who on the minimap.▼
(crackle crackle crackle)
** In ''To Lands Unknown'' is actually pointed out that [[Red Oni Blue Oni|blue djinns and Rhamis are the most faithful and docile, while red ones are more likely to rebel.]]▼
'''Delfador''': Only the foolish oppose me. }}
{{quote|'''Galdrad''': I am Galdrad. You will have to fight me to get any further!}}
▲* [[Color Coded for Your Convenience]]: Units have parts of their armor or weapons color-coded to match their faction's livery - which doesn't mean anything
▲** In ''To Lands Unknown'' is actually pointed out that [[Red Oni, Blue Oni|blue djinns and Rhamis are the most faithful and docile, while red ones are more likely to rebel.]]
* [[Court Mage]]: Several, though Delfador is easily the most famous.
* [[Crippling Overspecialization]]: Many melee-only units, but perhaps most noticeable with the ranged-only Dark Adept. [[Lampshaded]]. Other forms of overspecialization exist in the charge-only Horseman, and the always-berserk Dwarvish Ulfserker. The general tactic for using overspecialized units is to use their powerful abilities to gain ground and then screen them with general-purpose units so that they aren't killed next turn.
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** In games with more than two players, killing any of the leaders doesn't stop their forces from harassing you. It is only when you kill the final enemy leader that you instantly win.
* [[Deus Exit Machina]]: Delfador, for a few missions, in ''Heir to the Throne''.
* [[Difficult but Awesome]]: Drakes, and Undead, if played well in multiplayer, generally for the very same reasons that lead to them being [[Poor Predictable Rock]] otherwise. All the factions have potential for awesome, but some are more straightforward and generally easier to get used to than others.
* [[Difficulty Levels]]
* [[Dual
* [[Dude Looks Like a Lady]]: In the downloadable campaign ''Tales of a Mage'' one of Wesnoth's princes looks extremely young and pretty.
* [[Easter Egg]]: In certain campaigns, accomplishing particular challenges or exploring unusual areas will reward you with extra units or special equipment.
* [[Eldritch Abomination]]: {{spoiler|Yechnagoth}}
* [[Elemental Rock
* [[Elite Tweak]]: Some unit level-ups, instead of just improving the unit's existing stats & abilities, dramatically change the role and function of that unit, and are often priorities to level-up in campaigns. For example, the Level 1 Mage can level-up into the [[White Mage]], going from being a magical [[Glass Cannon]] to an [[Turn Undead|Undead-dispelling]] [[The Medic|medic]]. Or the Ghost upgrading into the Shadow, going from a low-damage draining support unit to a skirmishing, nightstalking, backstabbing killer.
* [[Elves vs. Dwarves]]
* [[Endless Game]]: {{spoiler|Descent Into Darkness}} ends in an infinite loop of the last scenario, appropriately titled "Endless Night". The player character even [[Lampshade Hanging|hangs a lampshade]] after this scenario is finished a few times.
{{quote|
* [[Enemy Civil War]]: Various campaigns, including ''Northern Rebirth''(where you exploit one) and ''Legend of Wesmere''(where you cause one).
* [[Experience Meter]]: Even color-coded for how much experience a unit needs to level, and whether it can level further or not. If it cannot go further, collecting experience will result in an After Maximum Level Advancement (AMLA), which is nothing but a small HP gain and an [[Level Up Fill Up|on-the-spot heal]] - significantly less powerful than a true level-up.
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* [[Fantastic Racism]]: The Masked dwarves in ''The Hammer of Thursagan''.
* [[Fictional Document]]: The hints and tips on the main game page are attributed to in-world tactical manuals and character journals, though some of them refers to game mechanic which the writer shouldn't have known about it (except for [[Medium Awareness]]).
* [[Field Power Effect]]: lawful units fight better at day, and chaotic units fight better at night (and both fight worse at the opposite daytime). As well, the Mage of Light unit can illuminate an area with their presence, being a [[Field Power Bonus]] for lawful and a [[Field Power Drain]] for chaotic units at the same time.
* [[Fiery Redhead]]: Lady Jessene.
* [[Final Battle]]: Most of the campaigns end in a big, climactic [[Final Battle]], which usually involve [[Storming the Castle]] and killing the [[Big Bad]]. Exceptions include:
** ''Descent Into Darkness'', {{spoiler|in which the last scenario keeps going on and on in an infinite loop until the player loses.}}
** ''Sceptre Of Fire'', {{spoiler|in which [[Kill
** One possible ending of ''The South Guard'', {{spoiler|in which you just have to bring your Elf ally to a certain location to convince your [[Knight Templar]] opponent to stop wantonly attacking you.}}
** The last mission of ''Liberty'', where you {{spoiler|you storm the fortress of Halsted and topple it.}}
** The last mission of ''To Lands Unknown'' {{spoiler|has you invading the holiest temple of your former allies and steal the [[MacGuffin]] that you need to join your people into the Abyss.}}
* [[Flaming Sword]]: There's one hidden in one of the branching maps in ''Heir to the Throne''. Unlike {{spoiler|the Scepter of Fire}}, it's not the [[Sword of Plot Advancement]], but is arguably the [[Infinity
* [[Fragile Speedster]]: There are two types of Fragile Speedster:
** Scouts: These are units with a lot of movement points, used to scout out enemy positions, capture villages, threaten the enemy's flanks, etc. They usually pay for their mobility by having high price, low durability, and/or poor offensive abilities. The Vampire Bat, Drake Glider, Elvish Scout, Gryphon Rider and Wolf Rider fit this trope. Loyalist Cavalrymen are an exception though; they are unusually tough and strong in melee for scouts. However, they can only move and fight effectively on plains, and get slowed down everywhere else.
** "Elusive" Units: These are units who rely on evasion to survive instead of armor. They are usually quicker than normal infantry in terms of movement points, and are much harder to hit. However, if they do get hit, they take a lot of damage because of their poor resistances and low hit points. This leaves them vulnerable to magical attacks, poison, and marksmanship(i.e, units skilled at hitting moving targets, like Elvish Sharpshooters). The Fencer, Footpad, Thief and Orcish Assassin fit this trope. It helps that many of them are "skirmishers" (ignore ZoC), so if they survive, the "run to fight another day" part is easier than for normal units.
* [[Force Versus Discipline]]: Within the Drakes' Clasher caste, Thrashers and Enforcers embrace Force, while Arbiters and Wardens embrace Discipline. The former are [[Blood Knight|blood knights]] who arm themselves with all manner of melee weaponry and spend their time fighting or training for war, while the latter act as strict and pious keepers of the law, training exclusively with a single weapon, the halberd.
* [[For Massive Damage]]: Sub-tropes seen here include:
** [[Super Effective]]: Arcane attacks against Undead, Cold attacks against Drakes, and [[Elemental Rock
** [[Back Stab]]: This is actually a special ability in-game available to a few unit lines like human thieves and undead shadows, in which if you or an ally ([[Enemy Mine|or an enemy of your enemy]]) has a unit next to your target, then a backstabber can go around to the back of the enemy unit (so as to get the target between itself and the ally) and deal double damage upon attacking.
** [[One
*** [[It Got Worse|Even worse]] with [[The Berserker|Berserker]] units attacking melee-weak units.
** Elvish Shamans (to lesser extent, higher-level versions and other units with Slow attack) - normally used on melee units, so either the target is greatly nerfed, or on the next enemy round this Shaman gets clobbered. Against ranged units, it's even worse - down to "who hits first".
* [[Game Level]]: Nearly always linear, with a single beginning and a single ending, although there are frequent portions which become a bit more lattice-like with various options.
* [[Game Mod]]: ''Lots.'' Unsurprising, since they can be made with a text editor and MS Paint.
* [[Geo Effects]]: The terrain occupied by a unit affects how easy it is to hit. In fact, almost nothing else does. Exceptions include the Marksman ability, which gives at least a 60% chance to hit, and the Magic weapon descriptor means that that particular attack will always have 70% chance to hit. Various abilities in various add-ons affect that too.
* [[Giant Flyer]]: Gryphons and Drakes.
* [[Glass Cannon]]: Several different kinds of units fit this trope. This includes all the [[Squishy Wizard|Squishy Wizards]] listed below, [[Crippling Overspecialization|overspecialized]] extreme-damage units like the Ulfserker/Berserker, and slippery Backstabbers like the Thief and Shadow units. The Deathblade and Gryphon Rider are also examples of this. Drakes are also considered to be Glass Cannons since they have impressively high offensive power yet, despite having high hitpoints, have difficulty holding a battle line because of their pathetic evasion abilities, high price(and thus low numbers) and [[Achilles' Heel|glaring weaknesses]] to Cold, Arcane and Pierce damage.
* [[Global Currency]]: Gold, which works for recruiting new units, recalling veterans, paying for upkeep, and even in magically raising undead units. Silver also apparently exists as a currency(as shown in ''The Scepter of Fire''), but is lore-only and has no effect whatsoever on the game mechanics.
* [[God Save Us From the Queen]]: Asheviere in Heir to the Throne.
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* [[Heel Face Turn]]: {{spoiler|Princess Li'sar}} in ''Heir to the Throne,'' and {{spoiler|The Lady Outlaw/Jessene}} in ''Rise of Wesnoth.''
* [[He Knows About Timed Hits]]: In the tutorial.
{{quote|
** The characters in the tutorial go extremely far in their focus on gameplay, resulting in a morally ambiguous way of valuing or disregarding people depending on their amount of experience points.
{{quote|
* [[He Who Fights Monsters]]: This trope pretty much defines Malin Keshar from ''Descent into Darkness''.
* [[Hit Points]]: Lampshaded, especially in the tutorial.
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* [[Humans Are Average]]
* [[Inescapable Ambush]]: During a particular scenario in ''Northern Rebirth''. Of course, you eventually do escape it anyway, after killing a huge number of Trolls.
* [[Instant Awesome, Just Add Ninja]]: The human Assassin unit (the level-3 version of the Thief), which both looks and works like a ninja, with the ability to bypass enemy zones-of-control and backstab or poison it's opponents.
* [[In
* [[Javelin Thrower]]: The Loyalist Spearman have javelins as their secondary weapons, and one of their advancements, the [[Exactly What It Says
* [[Kirk Summation]]: Delivered as a response to the [[Hannibal Lecture]] of ''Heir to the Throne'''s main villain if you kill her with one of your hero units.
* [[Knife Nut]]: The Thief line. Its level 3 unit, the Assassin, [[Dual
* [[Knuckle Tattoos]]: The Dwarvish Ulfserker/Berserker [http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/core/images/portraits/dwarves/transparent/ulfserker.png?rev=34075 portrait]{{Dead link}} has 'love' and 'hate' in [[Bilingual Bonus|Futhark]] [[Genius Bonus|runes]].
* [[Leaked Experience]]: Basically the only way to level up healers.
* [[Leeroy Jenkins]]: Expect to see a lot in multiplayer, as it takes some experience to learn that ''because I can'' is not good enough a reason for attacking. One has to take into account the day/night cycle, terrain, formations and the overall tactical situation. Also, the AI tends to be somewhat of a leeroy itself, at times.
* [[Left
* [[Lethal Joke Character]]: Although the balancing of the game prevents any units that can obviously be used like this, some units are much more powerful than they would appear at first. The Elvish Shaman has negligible attack power, but has the "slow" special ability that renders enemy units much easier to attack and largely incapable of retreating.
* Also, [[Magikarp Power]]: That same Shaman, though initially limited to the support role of healing and slowing, can be transformed into a direct-attack offensive spellcaster, the Sorceress, upon leveling up. She loses her healing ability in the process, but gains the ability to cast the arcane Faerie Fire spell, which is very strong against magical opponents (especially Undead). She can go all the way up to level 4 and become an Elvish Sylph with enough XP - which is one of the most powerful mainline-balanced units in the game.
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* [[Mauve Shirt]]: Most of your units are [[Red Shirt|Redshirts]], but certain units have a bit speaking part when they join up. They can still die like any other. In addition, many campaigns involve a kind of floating "Advisor" (only referred to as such in the code) speaking part. A Loyal unit or one of your higher-leveled ones usually fills this spot, and if they die the lines will be spoken by another unit, now likewise the "Advisor".
* [[Mighty Glacier]]: Every faction has a [[Mighty Glacier]] unit. The Northerners have Troll Whelps. The Rebels have Woses. The Loyalists have Heavy Infantrymen. The Knalgans have dwarves in general, all of which (except the Berserker line) are slow but tough and powerful. The Drakes have their Drake Clashers, which still possess better mobility than most other factions' regular infantry, but are nevertheless the slowest and toughest of the mobility-specialist Drakes.
* [[Mirror Match]]: Difficult to balance in multiplayer. Some may consider mirror matches to be boring, as they reduce strategic depth to an extent; for example, in Drake-Drake mirrors, [[Elemental Rock
* [[Multi Melee Master]]: The Drake Clasher line, Dwarvish Fighter line (Lord also gets a ranged attack), human Knight subtree, Merman Triton.
* [[Necromancer]]: Many, many of these. They show up as minor villains in just about every campaign, major ones in many of them, and as the [[Anti
* [[No Campaign for
* [[No Cure for Evil]]: The Undead campaign, ''Descent into Darkness'', is the only one to have no playable healers whatsoever. Even the Orc campaign has healers in the form of Saurian Augurs, while every other campaign has Elvish Shamans, White Mages and/or Mermaid Priestesses.
* [[No Experience Points for Medic]]: Played straight with the Elvish Shaman, whose attack is weak and badly suited for finishing blows - being a debuff best used to trap/hinder a target instead of directly damaging it. Averted for the Saurian Augur and White Mage, which have reasonably powerful magical attacks that give them a chance to do considerable damage.
* [[Noodle Incident]]: The reason for Malin Keshar's expulsion from Alduin. Apparently had something to do with Malin cursing someone who taunted his 'up-country accent' with boils. Naturally, no one believes that once he gets banished.
* [[Not Using the Zed Word]]: [[Zig Zagged]]; Walking Corpses are zombies in all but name - although they're called "zombies" occasionally as well.
** There's an [[Easter Egg]] [[Shout
* [[Our Monsters Are Different]]: Several of these tropes are used here, including…
** [[All Trolls Are Different]]: Big, dumb tough type of Trolls.
** [[Our Dwarves Are All the Same]]: Mostly.
** [[Our Elves Are Better]]: True to form: they are ''supposedly'' unwarlike (despite the fact that they've taken part in many conflicts and have several times even been the aggressors), long-lived, pointy-eared and forest-loving. They are excellent archers and also have their own form of magic, Faerie magic, which humans cannot understand ([[Can't Argue
*** [[Our Fairies Are Different]]: The elves who get better at Faerie magic and harness it to it's full potential grow Faerie [[Winged Humanoid|wings]] and gain a limited flight ability. The maximum-level advancements of the Elvish Shaman are the only units in-game who undergo this change.
** [[Our Dragons Are Different]]: The Drakes and their ancestors, the rarely-seen Fire Dragons, are western-style dragons (miniaturized in case of the Drakes).
** [[Our Orcs Are Different]] / [[Our Goblins Are
** [[The Undead]]:
*** [[Dem Bones]]: Standard-fare Undead in this case, wielding axes and bows and completely under control of the necromancer who raised them. Largely immune to piercing weapons(spears, arrows) and cold elemental attacks, and highly resistant to bladed weapons, but are vulnerable to fire and arcane elemental attacks and impact weapons.
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** [[Our Mermaids Are Different]]: Merfolk are common inhabitants of the oceans and rivers of the Wesnoth-verse. They prefer shallow water instead of the deep sea, and mostly live in coastal settlements.
** [[Giant Spider]]: These are a rarely-seen but [[Demonic Spider|irritatingly powerful]] campaign monster often found in underground missions. In some of the larger and more elaborate cave missions of a few campaigns, you can expect to walk into a room infested with these things.
** [[Bigfoot, Sasquatch, and Yeti]]: Another very powerful but rarely-seen Level 4 campaign monster. Good thing is that Yetis usually attack your enemies too. Best engaged by mobbing one with ranged units and/or Slowing it. If you do kill one, they are worth a ton of XP.
** [[Our Ogres Are Hungrier]]: Another infrequntly-seen campaign monster. Sometimes they are tricked into working for the Wesnoth army, in a manner not very different from how Orcs recruit Trolls into their forces.
** [[Sea Monster]]: Cuttle Fish/Kraken, Water Serpents, and Sea Serpents, who prefer the deep seas and are somewhat hindered even in shallow water, and are very vulnerable on land.
** [[Muck Monster]]: Mudcrawlers, yet another kind of campaign monster.
** [[Attack of the Monster Appendage]]: The Tentacles of the Deep, seen in some campaigns.
* [[One
* [[The Paladin]]: One of the three possible final advancements of the Horseman (along with the [[Glass Cannon|Lancer]] and [[Lightning Bruiser|Grand Knight]]).
* [[Parabolic Power Curve]]: Played straight in that each successive level-up is about equal in terms of strength increase but costs an increasingly large amount of XP, and once you hit max level, the AMLAs you get from additional XP are negligibly small gains. So it's easier to assemble an army of leveled characters than to blow large amounts of XP on a few units.
* [[Path of Most Resistance]]: In campaigns, when faced with a choice between which way to progress, the more difficult path will usually be the most rewarding.
* [[Praetorian Guard]]: Level 3 units like Royal Guards, and sometimes Iron Maulers, are often found defending Wesnothian royalty in the campaigns. The Northern Alliance takes up this tradition too, with the Lord Protector having a personal company of Royal Guards and Gryphon Masters.
* [[Poisoned Weapons]]: [[Exactly What It Says
* [[Poor Predictable Rock]]: The main example is the Drakes, whose pretty easily-exploited weaknesses (pierce, cold, arcane damage) make them [[Glass Cannon|Glass Cannons]] when combined with their low evasion, despite actually having high HP. They can try to avert this by exploiting their mobility and their mix of Drake and Saurian units. The Undead also count, especially in campaigns, where you can specialize your recruits/recalls more easily to deal with them, and have better access to arcane damage.
* [[Prestige Class]]: Several common Level 1 units can advance to prestige classes upon reaching Level 2, instead of following their regular advancement paths(which usually go up to Level 3/4). This gives them more power and/or more specialized abilities at an earlier level, but sacrifices the long-term potential of full advancement. This includes the Lancer, Javelineer, Deathblade, Goblin Pillager, and Troll Rocklobber. Prestige classes are generally more useful in multiplayer games, which usually aren't long enough for full advancement.
* [[Primal Stance]]: Troll Whelps crawl like this, [[Justified]] by them being babies.
* {{spoiler|[[Punch Out a God]]: In the final scenario of ''Under The Burning Suns'' Kaleh, Nym and Zuhl take on Eloh/Yechnagoth and kill her.}}
* [[Punctuation Shaker]]: The most prominent is Li'Sar, the Princess from ''Heir to the Throne''. ''Son of the Black Eye'' has various characters with [[Punctuation Shaker|Punctuation Shakers]], including Kapou'e, Flar'Tar, Al'Brock and Earl Lan'Bech.
* [[Purely Aesthetic Gender]]: Most classes are all male, and there are a few that are all female , but there are also a few that overlap. There is absolutely no difference between a male of one class and a female of the same class aside from the sprite and voice clips.
** Not exactly: if it's true in the mainline, in addons you can code different level-up for a unit that depend on its gender. You can also code abilities and/or attacks that work in a different way depending on the unit being male or female.
* [[Random Number God]]: The chance to hit is a percentage, governed by a random number generator, which can either be the cause of unexpected joy(when your 30% chance Thunderer scores a kill) or frustration(when your 80% chance Sharpshooter misses all 5 shots). Needless to say, [http://www.wesnoth.org/forum/viewtopic.php?f=6&t=21435&st=0&sk=t&sd=a it has a lot of superstitions attached to it...]
** The RNG has its own [http://forums.wesnoth.org/viewtopic.php?f=6&t=21317&start=0&st=0&sk=t&sd=a explanation] on the forums and FAQ as to why the results don't seem to tally up with the percentages - because [[Humans Are Morons|our weak, human brains]] only remember the bad anomalies.
** Chance to hit is not the only thing given to luck. Unit traits are also luck-based. However, Undead and Woses are exempt from this since they don't have traits.
* [[Royal Rapier]]: Played straight with the Fencer line and Princess Li'sar.
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* [[Seashell Bra]]: Averted by the Mermaids, but mentioned in a downloadable campaign.
* [[Scripted Event]]: Lots of these in campaign mode.
* [[Shout
** The campaign-only unit [[Final Fantasy|Chocobone]] looks like a skeleton riding a [[Exactly What It Says
** The island of Alduin is a Shout Out to [[The Lord of the Rings|Middle-Earth's]] Anduin River, and was in fact named Anduin before the developers decided it would present some legal problems.
** Dwarves' ''thundersticks'' are apparently a reference to [[Idiocracy]].
** In the undead ''Descent Into Darkness'' there is a map where taking villages causes goblins to rush out. One village spawns goblins named [[Shaun of the Dead|Shaun and Ed]] who then play out one of the [http://www.youtube.com/watch?v=FqNQbdD3kLw scenes] pretty much verbatim.
** The [[The Lord of the Rings|Watcher in the Water]] is frequently spoofed.
* [[Sinister Scimitar]]: Depending on the side you're playing, but usually orcs and elves. Naga as well.
* [[Sinister Scythe]]: Spectres. Also Orcish Slaughterers and the Dark Assassin in ''Under The Burning Suns''.
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* [[Talking Is a Free Action]]: From opposite sides of the battlefield, no less.
* [[Taken for Granite]]: {{spoiler|Happens to Zhul during the "UTBS" campaign when she defies Eloh/Yechnagoth, but gets better.}}
* [[Taking You
* [[The Cavalry]]: This happens in ''Northern Rebirth'', when the player is fighting through the above-mentioned [[Inescapable Ambush]]. Krash, after having flown off unexpectedly at the start of the mission with Tallin & co. thinking that he had had enough of them, reappears with a horde of Drakes a few days later, ready to break the siege.
** Another Cavalry-moment occurs, ''literally'', in the ''Legend of Wesmere'' scenario, 'Human Alliance'. The elves and Wenothian humans have been duking it out non-stop against endless hordes of Orcs for nearly three days in the Battle of Tath, when suddenly, King Haldric 2 arrives with a Paladin, several Knights and a squadron of Horsemen. The Orcs retreat simply out of fear(and have still not managed to break the defenses of Tath), and the scenario ends there and then with victory for the player.
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* [[Universal Poison]]: Poison from giant spiders, ghoul claws and poisoned daggers all affect everyone in exactly the same way (except for undead and mechanical units, both of which are not affected).
* [[Unresolved Sexual Tension]]: Chantal [[Lampshade Hanging|hangs a lampshade]] on her opinion of the eponymous character in ''Delfador's Memoirs''. Her grandfather's ''agreement'' does not help.
{{quote|
'''Kalenz:''' If you were human, you would be quite right to be. }}
* [[Unstable Equilibrium]]: Bad performance early in campaigns can render them [[Unwinnable]] at later stages thanks to limited funds and low-level units from over-recruiting, bad XP management, and not finishing quickly enough. Similarly, early good performances can render later levels very easy, even on harder difficulty levels.
* [[The Usual Adversaries]]: Almost every campaign has you fighting orcs or undead at some point. They're freaking everywhere, it seems. Even the undead and orc campaigns have other orcs and undead as enemies in a few missions.
* [[
* [[Warrior Monk]]: The Paladins, which are described as such in-game.
* [[Weakened
* [[We Cannot Go
{{quote|
'''Delfador''': …
'''Konrad''': ...and Delfador, of course. And Kalenz... and..
'''Li’sar''': Ach! I understand, Konrad. I am no stranger to the burden of command. Onward! }}
* [[White Mage]]: Um.. White Mages, and their advancements, the Mages of Light.
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* [[Wolverine Claws]]: The Drakes, particularly the Clasher->Thrasher->Enforcer line and the Blademaster.
* [[Xanatos Speed Chess]]: Multiplayer gameplay is essentially this; the RNG makes sure that no plan survives contact with the enemy. You basically have to keep updating your plans move-by-move.
▲* [[You Shall Not Pass]]: ''The Elves Besieged'', the first battle of ''Heir to the Throne''.
* [[Zombie Apocalypse]]: What happens whenever a huge number of Walking Corpses are deployed at once and overwhelm their opponent in a [[Zerg Rush]]. Quite impossible in multiplayer given the frailty and weakness of zombies by themselves, but doable in certain campaign missions and a few custom scenarios.
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