Difference between revisions of "Introduction To Factions/de"
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* Loyalists are great on flat plains outside of deserts.  | * Loyalists are great on flat plains outside of deserts.  | ||
* Loyalists are lawful (stronger during day).  | * Loyalists are lawful (stronger during day).  | ||
| − | * They have both quick and slow, powerful units, and they can   | + | * They have both quick and slow, powerful units, and they can fight with first strike and charge and have access to leadership, healing and skirmish.  | 
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* Rebels fight great in forests, but they are fragile outside of them.  | * Rebels fight great in forests, but they are fragile outside of them.  | ||
* Elves are neutral (same strengh any time), mages, woses and mermen are lawful (stronger during day).  | * Elves are neutral (same strengh any time), mages, woses and mermen are lawful (stronger during day).  | ||
| − | * They manage ranged combat very well, they can   | + | * They manage ranged combat very well, they can fight with slow and marksmanship and have access to healing, leadership, ambush and regeneration.  | 
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* Northerners are cheap, close-range warriors and they can advance easily.  | * Northerners are cheap, close-range warriors and they can advance easily.  | ||
* Northerners are chaotic (stronger during night), with exception of nagas which are neutral (same strengh any time).  | * Northerners are chaotic (stronger during night), with exception of nagas which are neutral (same strengh any time).  | ||
| − | * They are resilient, they can   | + | * They are resilient, they can fight with poison, slow and marksmanship and have access to regeneration and leadership.  | 
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* Undead have resistances to commons attacks, but are vulnerable to more specific ones.    | * Undead have resistances to commons attacks, but are vulnerable to more specific ones.    | ||
* Undead are chaotic (stronger during night).  | * Undead are chaotic (stronger during night).  | ||
| − | * They are dangerous, they can   | + | * They are dangerous, they can fight with plague, poison, drain life and backstab and have access to submerge, nightstalk, skirmish and feeding.  | 
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* Dwarves moves on difficult terrains as fast as on flat plains. They are strong but slow, outlaws are quick.  | * Dwarves moves on difficult terrains as fast as on flat plains. They are strong but slow, outlaws are quick.  | ||
| − | * Dwarves are neutral (same strengh any time), outlaws are chaotic (stronger during night).  | + | * Dwarves and gryphons are neutral (same strengh any time), outlaws are chaotic (stronger during night).  | 
| − | * They are strong in difficult terrain, especially mountains, they can   | + | * They are strong in difficult terrain, especially mountains, they can fight with backstab or as berserk and have access to steadfast and skirmish.  | 
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* Drakes are the most mobile faction and they can cross difficult terrains easily. They have the largest number of flying units.  | * Drakes are the most mobile faction and they can cross difficult terrains easily. They have the largest number of flying units.  | ||
* Drakes are lawful (stronger during day), saurians are chaotic (stronger during night).  | * Drakes are lawful (stronger during day), saurians are chaotic (stronger during night).  | ||
| − | * They can quickly attack and retreat, they can   | + | * They can quickly attack and retreat, they can fight with firststrike and marksmanship and have access to skirmish, leadership and healing.  | 
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* Dunefolk is well adapted to sand terrain and they can heal their warriors.  | * Dunefolk is well adapted to sand terrain and they can heal their warriors.  | ||
* Dunefolk are lawful (stronger during day) or liminal (strong during dusk and dawn), nagas are neutral (same strengh any time).  | * Dunefolk are lawful (stronger during day) or liminal (strong during dusk and dawn), nagas are neutral (same strengh any time).  | ||
| − | * They are very versatile, they can   | + | * They are very versatile, they can fight with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration.  | 
<hr />  | <hr />  | ||
Revision as of 16:36, 13 March 2021
There are 7 default factions in Battle for Wesnoth. Here is a short guide to them, with links to longer articles.
Loyalists is a faction of humans and mermen. They have mighty knights, powerful mages and multiple proven units for every situation.
Good faction for beginners. There is a complete guide on How to play Loyalists.

- Loyalists are great on flat plains outside of deserts.
 - Loyalists are lawful (stronger during day).
 - They have both quick and slow, powerful units, and they can fight with first strike and charge and have access to leadership, healing and skirmish.
 
Rebels is a faction of elves, mages, woses and mermen. Many of them master the bow.
Good faction for beginners. There is a complete guide on How to play Rebels.

- Rebels fight great in forests, but they are fragile outside of them.
 - Elves are neutral (same strengh any time), mages, woses and mermen are lawful (stronger during day).
 - They manage ranged combat very well, they can fight with slow and marksmanship and have access to healing, leadership, ambush and regeneration.
 
Northerners is a faction of orcs, trolls, goblins and nagas. They can fight in superior numbers compared to others.
Best for experienced players. There is a complete guide on How to play Northerners.

- Northerners are cheap, close-range warriors and they can advance easily.
 - Northerners are chaotic (stronger during night), with exception of nagas which are neutral (same strengh any time).
 - They are resilient, they can fight with poison, slow and marksmanship and have access to regeneration and leadership.
 
Undead is a faction of numerous undead creatures immunized to poison and plague, dark mages and bats.
Best for experienced players. There is a complete guide on How to play Undead.

- Undead have resistances to commons attacks, but are vulnerable to more specific ones.
 - Undead are chaotic (stronger during night).
 - They are dangerous, they can fight with plague, poison, drain life and backstab and have access to submerge, nightstalk, skirmish and feeding.
 
Knalgan Alliance is a faction of dwarves, gryphons and human outlaws.
Best for experienced players. There is a complete guide on How to play Knalgans.

- Dwarves moves on difficult terrains as fast as on flat plains. They are strong but slow, outlaws are quick.
 - Dwarves and gryphons are neutral (same strengh any time), outlaws are chaotic (stronger during night).
 - They are strong in difficult terrain, especially mountains, they can fight with backstab or as berserk and have access to steadfast and skirmish.
 
Drakes is a faction of drakes and saurians, who differ in many ways but are very strong together. Drakes are quite expensive and their loses are painful.
Best for experienced players. There is a complete guide on How to play Drakes.

- Drakes are the most mobile faction and they can cross difficult terrains easily. They have the largest number of flying units.
 - Drakes are lawful (stronger during day), saurians are chaotic (stronger during night).
 - They can quickly attack and retreat, they can fight with firststrike and marksmanship and have access to skirmish, leadership and healing.
 
Dunefolk is a relatively new faction with sand people, who choosed to not use magic at all, and nagas.
Best for experienced players. There is a complete guide on How to play Dunefolk.

- Dunefolk is well adapted to sand terrain and they can heal their warriors.
 - Dunefolk are lawful (stronger during day) or liminal (strong during dusk and dawn), nagas are neutral (same strengh any time).
 - They are very versatile, they can fight with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration.
 
| Factions of the Default Era | 
|---|
| 
 Description: 
Loyalists •
Rebels •
Northerners • 
Undead •
Knalgan Alliance •
Drakes •
Dunefolk
  |