Difference between revisions of "Introduction To Factions/de"

From The Battle for Wesnoth Wiki
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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 attack with first strike and charge and have access to leadership, healing and skirmish.
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* 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 attack with slow and marksmanship and have access to healing, leadership, ambush and regeneration.
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* 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 attack with poison, slow and marksmanship and have access to regeneration and leadership.
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* 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 attack with plague, poison, drain life and backstab and have access to submerge, nightstalk, skirmish and feeding.
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* 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).
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* 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 attack with backstab or as berserk and have access to steadfast and skirmish.
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* 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 attack with firststrike and marksmanship and have access to skirmish, leadership and healing.
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* 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 attack with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration.
+
* They are very versatile, they can fight with marksmanship, first strike, charge and slow and have access to healing, skirmish and regeneration.
  
 
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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.

core%24images%24units%24human-loyalists%24horseman%24horseman.png
  • 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.

core%24images%24units%24elves-wood%24archer.png
  • 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.

core%24images%24units%24orcs%24grunt.png
  • 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.

core%24images%24units%24undead-skeletal%24skeleton%24skeleton.png
  • 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.

core%24images%24units%24dwarves%24fighter.png
  • 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.

core%24images%24units%24drakes%24fighter.png
  • 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.

core%24images%24units%24dunefolk%24soldier%24soldier.png
  • 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: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk
How to Play: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk