Difference between revisions of "Introduction To Factions"
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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 front units, support (leadership, healing…) and some to pierce the enemy’s front (cavalry, fencer…). |
− | * learn more about [[Loyalists ]] or visit guide on [[How to play Loyalists ]] | + | * learn more about [[Loyalists]] or visit guide on [[How to play Loyalists]]. |
Revision as of 16:52, 11 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 faithful units for every situation.
Good faction for beginners.
- Loyalists are great on flat plains outside of deserts.
- Loyalists are lawful (stronger during day).
- They have front units, support (leadership, healing…) and some to pierce the enemy’s front (cavalry, fencer…).
- learn more about Loyalists or visit guide on How to play Loyalists.
Rebels is a faction of elves, woses, mages and mermen. Most of them master the bow.
Good faction for beginners.
- Rebels fight great in forests, but they are fragile outside of them.
- Elves are neutral (same strengh any time), mages and woses are lawful (stronger during day)
- they manage ranged combat very well and have access to healing, leadership and ambush
- learn more about Rebels or visit guide on How to play Rebels
Northerners is a faction of orcs, trolls, goblins and nagas.
Best for experienced players.
- Northerners are cheap, close-range warriors and they can advance easily.
- Northerners are chaotic (stronger during night), with exception of nagas which are chaotic (stronger during night)
- they are resilient and have access to regeneration, poison and slowing
- learn more about Northerners or visit guide on How to play Northerners
Undead is a faction of numerous undead creatures immunized to poison and plague, dark mages and bats.
Best for experienced players.
- Undead have resistances to commons attacks, but are vulnerable to more specific ones.
- Undead are chaotic (stronger during night)
- they have access to leech life, poison and plague
- learn more about Undead or visit guide on How to play Undead
Knalgan Alliance is a faction of dwarves, gryphons and human outlaws.
Best for experienced players.
- 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) and are out of reach on mountains or hills but very weak elsewhere
- outlaws are chaotic (stronger during night) and some may back-stab, some dwarves may force the enemy to fight
- learn more about Knalgan Alliance or visit guide on How to play Knalgans
Drakes and saurians are the opposites, yet they are very strong together. Drakes are very expensive and loses are very painful.
Best for experienced players.
- Drakes are the fastest faction and they can also cross desert easily. Three units have wings.
- Drakes are lawful (stronger during day), saurians are chaotic (stronger during night)
- they can quickly attack and retreat and have access to skirmisher, first strike and healing
- learn more about Drakes or visit guide on How to play Drakes
Dunefolk is a new faction with sand people and nagas.
Best for experienced players.
- Dunefolk is well adapted to sand terrain and they can heal their warriors
- Dunefolk are lawful (stronger during day) or liminal (strong at dawn and dusk)
- they command infandry and cavalry with access to healing, skirmisher and charge
- learn more about Dunefolk or visit guide on How to play Dunefolk
Factions of the Default Era |
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Description:
Loyalists •
Rebels •
Northerners •
Undead •
Knalgan Alliance •
Drakes •
Dunefolk
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