Difference between revisions of "Introduction To Factions/de"
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+ | There are 7 default factions in Battle for Wesnoth. Here is a short guide to them, with links to longer articles. | ||
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+ | <b>[[Loyalists]]</b> is a faction of humans and mermen. They have mighty knights, powerful mages and multiple proven units for every situation.<br><font color="darkgreen">Good faction for beginners</font>. There is a complete guide on [[How to play Loyalists]]. | ||
+ | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-loyalists%24horseman%24horseman.png</div> | ||
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+ | * 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 attack with first strike and charge and have access to leadership, healing and skirmish. | ||
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+ | <hr /> | ||
+ | <b>[[Rebels]]</b> is a faction of elves, mages, woses and mermen. Many of them master the bow.<br><font color="darkgreen">Good faction for beginners</font>. There is a complete guide on [[How to play Rebels]]. | ||
+ | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24archer.png</div> | ||
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+ | * 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 attack with slow and marksmanship and have access to healing, leadership, ambush and regeneration. | ||
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+ | <hr /> | ||
+ | <b>[[Northerners]]</b> is a faction of orcs, trolls, goblins and nagas. They can fight in superior numbers compared to others.<br>Best for experienced players. There is a complete guide on [[How to play Northerners]]. | ||
+ | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24orcs%24grunt.png</div> | ||
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+ | * 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 attack with poison, slow and marksmanship and have access to regeneration and leadership. | ||
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+ | <hr /> | ||
+ | <b>[[Undead]]</b> is a faction of numerous undead creatures immunized to poison and plague, dark mages and bats.<br>Best for experienced players. There is a complete guide on [[How to play Undead]]. | ||
+ | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24undead-skeletal%24skeleton%24skeleton.png</div> | ||
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+ | * Undead have resistances to commons attacks, but are vulnerable to more specific ones. | ||
+ | * Undead are chaotic (stronger during night). | ||
+ | * They are dangerous, they can attack with plague, poison, drain life and backstab and have access to submerge, nightstalk, skirmish and feeding. | ||
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+ | <hr /> | ||
+ | <b>[[Knalgan Alliance]]</b> is a faction of dwarves, gryphons and human outlaws.<br>Best for experienced players. There is a complete guide on [[How to play Knalgans]]. | ||
+ | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dwarves%24fighter.png</div> | ||
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+ | * 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). | ||
+ | * They are strong in difficult terrain, especially mountains, they can attack with backstab or as berserk and have access to steadfast and skirmish. | ||
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+ | <hr /> | ||
+ | <b>[[Drakes]]</b> 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.<br>Best for experienced players. There is a complete guide on [[How to play Drakes]]. | ||
+ | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24drakes%24fighter.png</div> | ||
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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 lawful (stronger during day), saurians are chaotic (stronger during night). | ||
+ | * They can quickly attack and retreat, they can attack with firststrike and marksmanship and have access to skirmish, leadership and healing. | ||
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+ | <hr /> | ||
+ | <b>[[Dunefolk]]</b> is a relatively new faction with sand people, who choosed to not use magic at all, and nagas.<br>Best for experienced players. There is a complete guide on [[How to play Dunefolk]]. | ||
+ | <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24dunefolk%24soldier%24soldier.png</div> | ||
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+ | * 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 attack with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration. | ||
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+ | <hr /> | ||
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+ | {{Factionbox}} | ||
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+ | [[Category: How to Play]] |
Revision as of 08:53, 12 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 attack 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 attack 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 attack 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 attack 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 are neutral (same strengh any time), outlaws are chaotic (stronger during night).
- They are strong in difficult terrain, especially mountains, they can attack 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 attack 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 attack with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration.
Factions of the Default Era |
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Description:
Loyalists •
Rebels •
Northerners •
Undead •
Knalgan Alliance •
Drakes •
Dunefolk
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