Difference between revisions of "Introduction To Factions"

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 are quick and versatile and have access to leadership, healing, first strike, charge and skirmish.
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* They are quick and versatile, they can attack 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 and have access to healing, slowing, marksmanship, leadership, ambush and regeneration.
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* 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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* 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 and have access to regeneration, poison, leadership and slowing.
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* They are resilient, they can attack 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 and have access to submerge, poison, plague, nightstalk, skirmish, drain life and feeding.
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* They are dangerous, they can attack wit 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 are neutral (same strengh any time), outlaws are chaotic (stronger during night).
* They are very strong in difficult terrain, especially mountains, and have access to steadfast, berserk, backstab and skirmish.
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* 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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* Drakes are the fastest faction and they can also cross desert easily. Three units have wings.
 
* 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).
 
* Drakes are lawful (stronger during day), saurians are chaotic (stronger during night).
* They can quickly attack and retreat and have access to skirmish, first strike, marksmanship, leadership and healing.
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* 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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* 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 and have access to healing, marksmanship, slowing, skirmish, first strike, charge and regeneration.
+
* 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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Revision as of 22:47, 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 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 are quick and versatile, 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. Most 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 attack with slow and marksmanship and have access to healing, leadership, ambush and regeneration.



Northerners is a faction of orcs, trolls, goblins and nagas.
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 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.

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 attack wit 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 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 and saurians are the opposites, yet they are very strong together. Drakes are very expensive and loses are very painful.
Best for experienced players. There is a complete guide on How to play Drakes.

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

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 attack 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