Introduction To Factions

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Revision as of 22:11, 11 March 2021 by Septim (talk | contribs)


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.

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  • Loyalists are great on flat plains outside of deserts.
  • Loyalists are lawful (stronger during day).
  • They are quick and versatile and have access to leadership, healing, first strike, charge and skirmisher.



Rebels is a faction of elves, woses, mages and mermen. Most of them master the bow.
Good faction for beginners. There is a complete guide on How to play Rebels.

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  • 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, slowing, leadership and ambush.



Northerners is a faction of orcs, trolls, goblins and nagas.
Best for experienced players. There is a complete guide on How to play Northerners.

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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 and have access to regeneration, poison and slowing.



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.

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  • 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.



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.

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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 very strong in difficult terrain, especially mountains, and have access to steadfast, berserk and backstab.



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.

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  • 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.



Dunefolk is a 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.

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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 at dawn and dusk).
  • They command infandry and cavalry with access to healing, skirmisher and charge.

Factions of the Default Era

Description: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk
How to Play: LoyalistsRebelsNorthernersUndeadKnalgan AllianceDrakesDunefolk