From The Battle for Wesnoth Wiki
Era(s) Default Era
Race(s) Elves, Humans, Mermen, Woses
Alignment(s) Neutral, Lawful
Recruitable Units Elvish Archer, Elvish Fighter, Elvish Scout, Elvish Shaman, Mage, Merman Hunter, Wose
Tactics How to play Rebels
Unit Tree 1.14

The Rebels are a faction of Elves and their various forest-dwelling allies. They get their human name, Rebels, from the time of Heir to the Throne, when they started the rebellion against the evil Queen Asheviere. Elves are a magical race that are masters of the bow and are capable of living many years longer than humans. In harmony with nature, the elves find allies with the human mages, certain merfolk, and tree creatures called "Woses." Rebels are best played taking advantage of their high forest defense, mastery of ranged attacks, and the elves' neutral alignment.



Main article: Elves


A group of Rebels fighting some
Undead at Cynsaun Battlefield.

Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the latter’s unusually long life - most, unless claimed by illness, accident or war, live a full two centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail approaching their twentieth decade and pass away within a few decades after. Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.


Main article: Humans

The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. Although often at odds with all races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.


The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land.


Little is known about the Woses, apart from their tree-like appearance. However these beings have not descended from trees, despite the similarity in form. They seem to be wardens of the natural world.


Main article: How to play Rebels

Rebels have good to great defense in forest. Elves should try to stay there whenever possible, as obvious as that is. Even the easily hit Wose has his best defense (still hit more often than missed) in forest. Elves are Neutral in alignment, so it is best when they attack when their opponent is at their weakest. The Mage, Wose, and Merman are Lawful however, so one must take this into consideration if they recruit these units. Rebels will be strongest in the day, but if their opponent is also strongest in the day it is usually best to fight at night. One of the Rebels' greatest strengths is their abundance of ranged attacks in harmony with the Dextrous trait. This characteristic gives Rebels frequent chances to attack without taking retaliation damage. It also guarantees any opponent attacking them will take some damage in return.

Factions of the Default Era

Description: DrakesKnalgan AllianceLoyalistsNorthernersRebelsUndead
How to Play: DrakesKnalgan AllianceLoyalistsNorthernersRebelsUndead

This page was last edited on 14 June 2019, at 01:29.