
You don't have to go there right away, but the scenario won't complete until you rescue the Druid and both Shamans there. At the southernmost portion of the lake you'll find a shattered bridge leading to a shrine in the center of the lake. The villages will lead you counter-clockwise around the lake. Also note that the grey brown trail around the lake is not as good defensively for you as the sand. Note that, unlike other campaigns, Giant Mud-crawlers here will not spawn smaller Mud-crawlers upon their death.

Since you have no keep in which to recruit, put the Mud-crawlers to the sword and save all the new units. In the beginning, they will be battling Mud-crawlers. Landing on an empty village will sometimes flush out a few elves. Kaleh and Nym must search for survivors by capturing villages inside the city walls. Some strange meteors have destroyed the homes of our heroes. Defeat the Necromancer (L2) leader to the North.If you kept her alive, she will grant you a Flaming Sword. The fire mage Eyrissa leaves you before Out of the Frying Pan.Expendable unless you want the 16 XP that will come from killing him by your own hands. The Flesh Golem, Kromph, will eventually turn on you.All but 1 of the loyal troops (dwarf or troll) who join you underground will leave you before Out of the Frying Pan.They are still valuable fighters, but bear in mind how they are not as valuable as your main units - especially Kaleh and Nym.

There's no way to know this, either, but you'll be granted several units in the course of this campaign whose sole purpose is to die (or leave you) to serve the story. The Fighter line's defense buffs can be effective in caves, so long as they are Quick.Sun Sylphs also Illuminate, which is crucial for supporting your Lawful units. Desert Sylphs and Shydes fly over rough terrain.After 1.14: Tauroch units, Scout units, and Quenoth Fighters, unless they are Quick.For instance, the following units are not as effective: How can I maximize damage in narrow corridors?īecause of these two priorities, deciding which units to level in early campaigns is very important.Can each unit move at least 3 cave hexes per turn?.There are two main variables to consider for underground battles: The army you build during the first scenarios should be capable of fighting in caves. There's no way to know this beforehand, but you'll have to fight a some big underground battles. bolas and leadership are mutually exclusive.the very first swordsmanarcher choice defines his later field of excellence (he'll be merely good in the other).The two most important things to know are: The skill tree is different to the Quenoth version, for example "become a better swordsman" or "learn to use the bolas". You'll be able to choose one for each of Warrior, Hunter and Leader.Īs Desert elves (Wesnoth 1.13.x and earlier) On the second level-up and later, you'll also be able to choose specializations that say "choose only one".Whichever you choose, you'll still be able to choose the other two on later level ups. On the first level-up, you'll have three choices "warrior", "hunter" or "leader".You needn't worry about the choice: none of the abilities is game-breaking in one way or another, and eventually they'll learn almost all of them. Every time they reach maximum XP, their HP and attack damage will improve a bit, and you're asked what else you want them to learn on top of that, like "become a better warrior" or These characters don't level up like ordinary units. In Wesnoth 1.14+, the Quenoth elves are a new faction with entirely new units.Īs Quenoth elves (Wesnoth 1.14.x and later).Prior to 1.14, most Elvish units have similar attacks, promotions, and resistances.Second Morning, Midday, Afternoon (3 turns of daylight).First Morning, Midday, Afternoon (3 turns of daylight).Your elves are lawful and subject to the day-night cycle, which has changed quite a bit:.Elves' movement cost in caves is 2 (not 3).

