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 |
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Description:
Loyalists •
Rebels •
Northerners •
Undead •
Knalgan Alliance •
Drakes •
Dunefolk
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