text=_ "Don’t neglect to earn your leader experience! You need to keep him safe, but if you coddle him too much he may be at too low a level to survive future battles."
text=_ "In the 'Actions' menu, you can select 'Show Enemy Moves' to highlight all possible hexes your adversary can actually move to (assuming your units stay where they are). Use this to make sure the enemy can’t reach your weak or injured units on his next turn."
text=_ "Units with the 'intelligent' trait need fewer experience points to level up. Early in a campaign, try to give killing blows to these units so you can get some high-level troops sooner."
text=_ "The encircling tactic is very powerful, particularly against fast opponents. By placing two units on opposite sides of an enemy, their zones of control will restrict it to one hex of movement in any direction."
text=_ "You can access the 'Recruit' and 'Recall' commands by right-clicking on a castle tile. That will let you choose which hex you put a new unit in. Placing units wisely can sometimes let you reach a village a turn earlier."
text=_ "There are some helpful summary screens in the main menu: for instance, the 'Status Table' will let you know how your enemies are doing, and how you are doing in comparison."
text=_ "Units with the 'quick' trait move one extra hex per turn. This can be very important when moving through difficult terrain such as water or caves. It can make the difference between being able to move one hex or two."
text=_ "After you have played a few scenarios, read the 'Gameplay' section in the help screen carefully. Details become important as scenarios get harder!"
text=_ "It is usually better to start the next scenario in a campaign with lower-level units that are about to level up than with those same units at a higher level."
text=_ "If you are playing with 'Shroud' or 'Fog of War' turned on, you won't know what you’re facing. In this case, long-range scouting units are worth their cost. Try to choose scouts that can easily move across the surrounding terrain, because units see as far as they can move in one turn."
text=_ "There are six types of attacks: pierce, blade, impact, fire, cold, and arcane. Different units have weaknesses against different types of attacks. Right-click on a unit and select 'Unit Description' to see which attacks it is resistant to, and which will affect it the most."
text=_ "The terrain your units are occupying determines the chance your opponents have of hitting them in battle. The defensive rating for the currently selected unit in the currently selected terrain is displayed in the top right corner of the screen."
text=_ "Poisoned units will lose eight hitpoints every turn until they are one point from death. They will remain at death’s door until the poison is removed. Healers can prevent a poisoned unit from deteriorating, but the poison will not be removed unless the unit regenerates, or begins a turn in a village or next to a unit with the 'Cures' ability."
text=_ "You can use units from a previous scenario by selecting 'Recall' in the 'Actions' menu. By recalling the same units over and over, you can build up a powerful and experienced army."
text=_ "Units of level one and higher have a 'Zone of Control' in each of the hexes next to them. If a unit moves into an enemy’s zone of control, it may not move any further that turn. This means that units can have two empty hexes between them and still create a barrier to the enemy. However, skirmishers are skilled enough to ignore these zones."
text=_ "The chance to hit a unit usually depends on how well that unit can defend itself in the terrain in which it is standing. However, magical attacks always have a 70% chance to hit, and units with the 'marksman' ability will always have at least 60% chance to hit when attacking on their turn."
text=_ "Don’t move an injured unit if you don’t have to — let it rest. If a unit does not move or attack, it will recover two hitpoints at the beginning of its next turn."
text=_ "Foot units tend to defend better in villages and castles than in other terrain types, while most mounted units do not gain any defensive advantages from villages or castles."
text=_ "Horse-based units are generally resistant to attacks with bladed or impact weapons, but are vulnerable to attacks with piercing weapons, including bows and spears."
text=_ "Inflicting the killing blow on an enemy unit is the best way to gain experience. Units killing an enemy will gain eight experience points for every level of the unit they kill, or four experience points for a zero-level opponent."
text=_ "In most campaigns you will receive a gold bonus for finishing early, depending on the number of villages on the map and the number of turns you finish early. You will always earn more gold this way than through capturing villages and waiting for turns to run out."
text=_ "Your leader can recruit or recall units from any keep inside a castle, not just the keep they start on. You can capture a keep from an enemy and recruit from there. Also, some of your allies may be willing to make room for you on their keep so you can recruit there."
text=_ "Units with the 'leadership' ability help lower-level adjacent units on the same side fight better. Use leaders to help your other units level up faster."
text=_ "Try to avoid moving next to unoccupied villages. An enemy unit may move into the village and attack you, while enjoying the defense and healing of the village."
text=_ "Instead of leveling up, high-level units gain an 'After Maximum Level Advancement' (AMLA), which usually increases the unit’s maximum hitpoints by three and full-heals them. This is much less than the normal benefits gained from advancing a level, so it is generally more useful to try to advance your lower-level units instead."
text=_ "On maps where 'Shroud' or 'Fog of War' has been enabled, a unit’s sightlines are limited by its maximum movement. Remember this when deciding what unit is best to scout specific types of terrain."
text=_ "To advance low-level units quickly, team them with a veteran and use the veteran to damage a joint target heavily enough for the junior partner to get in the killing blow."
text=_ "Few units have good defenses in water; a line of attackers along the edge of a river can inflict heavy casualties. Elves can use the edge of a forest in a similar manner, and dwarves can do the same with mountains."
text=_ "You cannot undo a move that reveals any fog or shroud. Toggle the 'Delay Shroud Updates' option on when you need to move units while retaining the ability to undo."