Unit Types

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Infantry[edit]

Assassin
Faction: ForgottenIcon.png Forgotten
Obtained: Starting Unit
Unit Type: Infantry.png Infantry
Costs: 80 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 74 SpeedIcon.png Speed 4
AttackIcon.png Attack 26 DefenseIcon.png Defense 20
InitiativeIcon.png Initiative 32 DamageIcon.png Damage 34
Ranged.png Range 1 SightIcon.png Sight 3
Assassin.png Though they are front line fighters, the Assassin excels in feints, stunts and quick knife work. It is said that they can get you in the dark and from behind, even under the desert's noonday sun.
Drakkenling
Faction: DrakkenIcon.png Drakken
Obtained: Starting Unit
Unit Type: Infantry.png Infantry
Costs: 90 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 112 SpeedIcon.png Speed 4
AttackIcon.png Attack 22 DefenseIcon.png Defense 42
InitiativeIcon.png Initiative 18 DamageIcon.png Damage 22
Ranged.png Range 1 SightIcon.png Sight 3
Drakkenling.png Though it does not fly, the Drakkenling's agility and sharp reflexes still make it a frightening melee opponent.
Forager
Faction: NecrophagesIcon.png Necrophages
Obtained: Starting Unit
Unit Type: Infantry.png Infantry
Costs: 60 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 4
AttackIcon.png Attack 22 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 30 DamageIcon.png Damage 24
Ranged.png Range 1 SightIcon.png Sight 3
Forager.png Skilled at leaving and tracking pheromone-scented trails, the Forager is also capable of spitting highly corrosive acid.
Stalwarts
Faction: BrokenLordsIcon.png Broken Lords
Obtained: Starting Unit
Unit Type: Infantry.png Infantry
Costs: 60 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 140 SpeedIcon.png Speed 4
AttackIcon.png Attack 18 DefenseIcon.png Defense 46
InitiativeIcon.png Initiative 10 DamageIcon.png Damage 22
Ranged.png Range 1 SightIcon.png Sight 3
Stalwarts.png The mainstay and backbone of the Broken Lords' armies, the infantry units learn to take and hold ground at a slow but solid pace. Being touched by the Curse of the Lords, they are occasionally able to heal themselves by reducing the health of enemy troops.
Telsem Warlock
Faction: ArdentMagesIcon.png Ardent Mages
Obtained: Starting Unit
Unit Type: Infantry.png Infantry
Costs: 60 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 4
AttackIcon.png Attack 36 DefenseIcon.png Defense 20
InitiativeIcon.png Initiative 16 DamageIcon.png Damage 40
Ranged.png Range 1 SightIcon.png Sight 3
Telsem Warlock.png Devout and disciplined, the Telsem Warlock is the rank-and-file of the Ardent Mages' armies, capable of leaving a trail of scorched destruction in his wake.
Tenei Walker
Faction: WildWalkersIcon.png Wild Walkers
Obtained: ResearchIcon.png Era II
Unit Type: Infantry.png Infantry
Costs: 140 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 180 SpeedIcon.png Speed 4
AttackIcon.png Attack 22 DefenseIcon.png Defense 46
InitiativeIcon.png Initiative 18 DamageIcon.png Damage 32
Ranged.png Range 1 SightIcon.png Sight 3
Tenei Walker.png These incarnations of the powers of the forest followed the Wild Walkers when they emigrated from the vast woods of Auriga to the cities of the plains. A symbol of the origins of the Wild Walkers, Tenei Walkers are also powerful front-line fighters.
Titan
Faction: VaultersIcon.png Vaulters
Obtained: ResearchIcon.png Era II
Unit Type: Infantry.png Infantry
Costs: 140 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 156 SpeedIcon.png Speed 4
AttackIcon.png Attack 24 DefenseIcon.png Defense 50
InitiativeIcon.png Initiative 14 DamageIcon.png Damage 30
Ranged.png Range 1 SightIcon.png Sight 3
Titan.png A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense.
Yirmak
Faction: RovingClansIcon.png Roving Clans
Obtained: ResearchIcon.png Era II
Unit Type: Infantry.png Infantry
Costs: 140 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 108 SpeedIcon.png Speed 5
AttackIcon.png Attack 38 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 34 DamageIcon.png Damage 40
Ranged.png Range 1 SightIcon.png Sight 3
Yirmak.png Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee.
Dredge
Faction: MinorFactionIconSmall.png Delvers
Obtained: Assimilation or Marketplace
Unit Type: Infantry.png Infantry
Costs: 90
Base Attributes:
LifeIcon.png Life 84 SpeedIcon.png Speed 4
AttackIcon.png Attack 34 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 34
Ranged.png Range 1 SightIcon.png Sight 3
Dredge.png These diggers, with overdeveloped shoulders and arms, make exceedingly dangerous troops. Skilled at breaking rock, they can also crack the toughest armors.
Harmonite
Faction: MinorFactionIconSmall.png Silics
Obtained: Assimilation or Marketplace
Unit Type: Infantry.png Infantry
Costs: 120
Base Attributes:
LifeIcon.png Life 140 SpeedIcon.png Speed 4
AttackIcon.png Attack 24 DefenseIcon.png Defense 46
InitiativeIcon.png Initiative 10 DamageIcon.png Damage 28
Ranged.png Range 1 SightIcon.png Sight 3
Harmonite.png These guardians of the great underground farms where crystal is grown and nutured are themselves intelligent minerals. They can use their symbiosis with the earth to immobilize enemies.
Justicere
Faction: MinorFactionIconSmall.png Sisters of Mercy
Obtained: Assimilation or Marketplace
Unit Type: Infantry.png Infantry
Costs: 60
Base Attributes:
LifeIcon.png Life 84 SpeedIcon.png Speed 4
AttackIcon.png Attack 20 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 22 DamageIcon.png Damage 22
Ranged.png Range 1 SightIcon.png Sight 3
Justicere.png Front line fighters and warrior clerics, Justiceres deal death with one hand and healing with the other.
Rumbler
Faction: MinorFactionIconSmall.png Urces
Obtained: Assimilation or Marketplace
Unit Type: Infantry.png Infantry
Costs: 90
Base Attributes:
LifeIcon.png Life 156 SpeedIcon.png Speed 4
AttackIcon.png Attack 20 DefenseIcon.png Defense 42
InitiativeIcon.png Initiative 6 DamageIcon.png Damage 22
Ranged.png Range 1 SightIcon.png Sight 3
Rumbler.png The Urces peoples appear as peaceable giants who dig, build, and move on seemingly without reason. However, when defending their dwellings or fighting for trusted friends, they become mountains of rage and the great sweeps of their clubs are devastating.
Vinesnake
Faction: MinorFactionIconSmall.png Erycis
Obtained: Assimilation or Marketplace
Unit Type: Infantry.png Infantry
Costs: 110
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 4
AttackIcon.png Attack 36 DefenseIcon.png Defense 24
InitiativeIcon.png Initiative 22 DamageIcon.png Damage 36
Ranged.png Range 1 SightIcon.png Sight 3
Vinesnake.png A bottom-feeder, capable of eating almost anything, these creatures extract poisons from their food and isolate them in a specialized gland - an ability that permits them to feed in extreme environments. When threatened, they can also expel the contents of that gland as a highly toxic cloud.


Support[edit]

Agache Shaman
Faction: WildWalkersIcon.png Wild Walkers
Obtained: ResearchIcon.png Era I
Unit Type: Support.png Support
Costs: 30 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 52 SpeedIcon.png Speed 4
AttackIcon.png Attack 10 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 30 DamageIcon.png Damage 12
Ranged.png Range 3 SightIcon.png Sight 3
Agache Shaman.png The Shamans of the Wild Walkers are masters of the Sharing, an ancient rite that channels the rage of beasts. They are dangerous in battle, fighting with both spells and claws.
Ancient
Faction: DrakkenIcon.png Drakken
Obtained: ResearchIcon.png Era II
Unit Type: Support.png Support
Costs: 120 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 132 SpeedIcon.png Speed 4
AttackIcon.png Attack 12 DefenseIcon.png Defense 38
InitiativeIcon.png Initiative 34 DamageIcon.png Damage 28
Ranged.png Range 3 SightIcon.png Sight 3
Ancient.png When an Ancient is found outside the halls and towers of Drakken cities, it generally means that a lot of enemies are going to die.
Dust Bishop
Faction: BrokenLordsIcon.png Broken Lords
Obtained: ResearchIcon.png Era II
Unit Type: Support.png Support
Costs: 120 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 122 SpeedIcon.png Speed 4
AttackIcon.png Attack 8 DefenseIcon.png Defense 28
InitiativeIcon.png Initiative 6 DamageIcon.png Damage 30
Ranged.png Range 3 SightIcon.png Sight 3
Dust Bishop.png A holy leader within the church of the Broken Lords, they are responsible for the well-being of the troops with whom they serve. Able to summon the Blessed Curse in the midst of battle, their capability as healers is important on the battlefield.
Proliferator
Faction: NecrophagesIcon.png Necrophages
Obtained: ResearchIcon.png Era II
Unit Type: Support.png Support
Costs: 120 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 52 SpeedIcon.png Speed 4
AttackIcon.png Attack 10 DefenseIcon.png Defense 32
InitiativeIcon.png Initiative 26 DamageIcon.png Damage 22
Ranged.png Range 3 SightIcon.png Sight 3
Proliferator.png The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds.
Preacher
Faction: CultistsIcon.png Cultists
Obtained: Starting Unit
Unit Type: Support.png Support
Costs: 40 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 36 SpeedIcon.png Speed 4
AttackIcon.png Attack 8 DefenseIcon.png Defense 28
InitiativeIcon.png Initiative 26 DamageIcon.png Damage 14
Ranged.png Range 3 SightIcon.png Sight 3
Preacher.png Trained to convert others to the cause of the Eternal End, the Preachers spread (by force if necessary) the teachings of the Cultists.
Skyfin
Faction: AllayiIcon.png Allayi
Obtained: ResearchIcon.png Era I
Unit Type: Support.png Support
Costs: 250 IndustrySmall.png
20 Pearls.png
Base Attributes:
LifeIcon.png Life 236 SpeedIcon.png Speed 8
AttackIcon.png Attack 18 DefenseIcon.png Defense 46
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 18
Ranged.png Range 3 SightIcon.png Sight 3
Skyfin.png Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter.
Caecator
Faction: MinorFactionIconSmall.png Eyeless Ones
Obtained: Assimilation or Marketplace
Unit Type: Support.png Support
Costs: 60
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 4
AttackIcon.png Attack 10 DefenseIcon.png Defense 24
InitiativeIcon.png Initiative 4 DamageIcon.png Damage 16
Ranged.png Range 3 SightIcon.png Sight 3
Caecator.png Blind from birth, these monks train their other senses to the point of supernatural acuity. Whether the explanation is intense concentration or Dust magic, their skills are undeniable.
Drider
Faction: MinorFactionIconSmall.png Ceratan
Obtained: Assimilation or Marketplace
Unit Type: Support.png Support
Costs: 60
Base Attributes:
LifeIcon.png Life 108 SpeedIcon.png Speed 4
AttackIcon.png Attack 8 DefenseIcon.png Defense 20
InitiativeIcon.png Initiative 2 DamageIcon.png Damage 26
Ranged.png Range 3 SightIcon.png Sight 3
Drider.png The sentries and police of this subterranean arachnid people, Driders are pacifist units that briefly immobilize friendly units with a healing web.


Flying[edit]

Eneqa Wing
Faction: ArdentMagesIcon.png Ardent Mages
Obtained: ResearchIcon.png Era II
Unit Type: Flying.png Flying
Costs: 250 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 132 SpeedIcon.png Speed 6
AttackIcon.png Attack 38 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 30 DamageIcon.png Damage 34
Ranged.png Range 1 SightIcon.png Sight 4
Eneqa Wing.png It is said that the worst way to die is to burn. With wings of blazing flame sending motes of fire into the air, these airborne combatants strike fear into the bravest of foes.
Monk
Faction: AllayiIcon.png Allayi
Obtained: ResearchIcon.png Era II
Unit Type: Flying.png Flying
Costs: 90 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 108 SpeedIcon.png Speed 6
AttackIcon.png Attack 28 DefenseIcon.png Defense 54
InitiativeIcon.png Initiative 22 DamageIcon.png Damage 34
Ranged.png Range 1 SightIcon.png Sight 3
Monk.png Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter.
Myst
Faction: ForgottenIcon.png Forgotten
Obtained: Era II
Unit Type: Flying.png Flying
Costs: 90 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 6
AttackIcon.png Attack 28 DefenseIcon.png Defense 44
InitiativeIcon.png Initiative 36 DamageIcon.png Damage 16
Ranged.png Range 1 SightIcon.png Sight 3
Myst.png Where spying and stealth are important you will find the Mysts. Able to change from mist to solid form and back they are hard to hit and easy to be hit by.
Necrodrone
Faction: NecrophagesIcon.png Necrophages
Obtained: ResearchIcon.png Era I
Unit Type: Flying.png Flying
Costs: 120 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 124 SpeedIcon.png Speed 6
AttackIcon.png Attack 36 DefenseIcon.png Defense 36
InitiativeIcon.png Initiative 30 DamageIcon.png Damage 36
Ranged.png Range 1 SightIcon.png Sight 4
Necrodrone.png Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison.
Wyvern
Faction: DrakkenIcon.png Drakken
Obtained: ResearchIcon.png Era I
Unit Type: Flying.png Flying
Costs: 110 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 6
AttackIcon.png Attack 34 DefenseIcon.png Defense 26
InitiativeIcon.png Initiative 22 DamageIcon.png Damage 38
Ranged.png Range 1 SightIcon.png Sight 4
Wyvern.png The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies.
Arpuja
Faction: MinorFactionIconSmall.png Nidya
Obtained: Assimilation or Marketplace
Unit Type: Flying.png Flying
Costs: 90
Base Attributes:
LifeIcon.png Life 108 SpeedIcon.png Speed 6
AttackIcon.png Attack 30 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 22 DamageIcon.png Damage 30
Ranged.png Range 1 SightIcon.png Sight 3
Arpuja.png The Arpuja of the Nidya tribes are airborne warriors, rapid flyers and highly maneuverable. Acting as scouts and light troops, they ensure that the Nidya warrens are never taken by surprise.
Daemon
Faction: MinorFactionIconSmall.png Kazanji
Obtained: Assimilation or Marketplace
Unit Type: Flying.png Flying
Costs: 180
Base Attributes:
LifeIcon.png Life 132 SpeedIcon.png Speed 6
AttackIcon.png Attack 34 DefenseIcon.png Defense 42
InitiativeIcon.png Initiative 26 DamageIcon.png Damage 37
Ranged.png Range 1 SightIcon.png Sight 3
Daemon.png The priests of the fire-fed Kazanji, Daemons defend their holy places by inflicting terrifying visions on the minds of their attackers.
Ended
Faction: MinorFactionIconSmall.png Haunts
Obtained: Assimilation or Marketplace
Unit Type: Flying.png Flying
Costs: 250
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 6
AttackIcon.png Attack 49 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 28 DamageIcon.png Damage 29
Ranged.png Range 1 SightIcon.png Sight 3
Ended.png Legends says these are lost spirits of ancient people, kept partially sentient by being bound with Dust. Immune to cold, they terrify enemies even more in winter.


Ranged[edit]

Ateshi Zealot
Faction: ArdentMagesIcon.png Ardent Mages
Obtained: ResearchIcon.png Era I
Unit Type: Ranged.png Ranged
Costs: 60 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 60 SpeedIcon.png Speed 4
AttackIcon.png Attack 36 DefenseIcon.png Defense 18
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 24
Ranged.png Range 3 SightIcon.png Sight 3
Ateshi Zealot.png It is said the very air in the vicinity cools as an Ateshi Zealot conjures a rain of fire to hurl onto the enemy's ranks, but this is preferable to being in the burning firing line.''
Dekari Ranger
Faction: WildWalkersIcon.png Wild Walkers
Obtained: Starting unit
Unit Type: Ranged.png Ranged
Costs: 60 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 60 SpeedIcon.png Speed 4
AttackIcon.png Attack 42 DefenseIcon.png Defense 14
InitiativeIcon.png Initiative 34 DamageIcon.png Damage 22
Ranged.png Range 4 SightIcon.png Sight 3
Dekari Ranger.png Accustomed to warfare first in the trees and then from the towers of their people, the archers of the Wild Walkers are among the most dangerous troops on Auriga. When striking from above, they can efficiently damage and cripple enemy units.
Kassai
Faction: RovingClansIcon.png Roving Clans
Obtained: ResearchIcon.png Era I
Unit Type: Ranged.png Ranged
Costs: 90 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 7
AttackIcon.png Attack 32 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 26 DamageIcon.png Damage 20
Ranged.png Range 3 SightIcon.png Sight 3
Kassai.png Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle.
Marine
Faction: VaultersIcon.png Vaulters
Obtained: Initial Unit
Unit Type: Ranged.png Ranged
Costs: 80 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 68 SpeedIcon.png Speed 4
AttackIcon.png Attack 38 DefenseIcon.png Defense 18
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 34
Ranged.png Range 3 SightIcon.png Sight 3
Marine.png Trained through years of warfare in the freezing depths of Auriga, Marines do not fear the cold, the dark, or the enemy.
Nameless Guard
Faction: CultistsIcon.png Cultists
Obtained: ResearchIcon.png Era II
Unit Type: Ranged.png Ranged
Costs: 120 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 84 SpeedIcon.png Speed 4
AttackIcon.png Attack 46 DefenseIcon.png Defense 20
InitiativeIcon.png Initiative 24 DamageIcon.png Damage 32
Ranged.png Range 3 SightIcon.png Sight 3
Nameless Guard.png Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.
Predatore
Faction: ForgottenIcon.png Forgotten
Obtained: Era I
Unit Type: Ranged.png Ranged
Costs: 80 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 84 SpeedIcon.png Speed 4
AttackIcon.png Attack 30 DefenseIcon.png Defense 18
InitiativeIcon.png Initiative 26 DamageIcon.png Damage 20
Ranged.png Range 3 SightIcon.png Sight 3
Predatore.png Deadly from a distance with their crossbow, the Predatores strike terror into any enemy in their line of sight. Using poison and with exceptional aim, a Predatore's target is generally dead before it knows it is in the crosshairs.
Orc
Faction: MinorFactionIconSmall.png Hurnas
Obtained: Assimilation or Marketplace
Unit Type: Ranged.png Ranged
Costs: 80
Base Attributes:
LifeIcon.png Life 60 SpeedIcon.png Speed 4
AttackIcon.png Attack 38 DefenseIcon.png Defense 16
InitiativeIcon.png Initiative 28 DamageIcon.png Damage 24
Ranged.png Range 3 SightIcon.png Sight 3
Orc.png The Orc hunters of the Hurnas are known for their surprising speed and their sophisticated use of the bow. It is generally preferable to have them as allies rather than enemies.
Tetike
Faction: MinorFactionIconSmall.png Jotus
Obtained: Assimilation or Marketplace
Unit Type: Ranged.png Ranged
Costs: 180
Base Attributes:
LifeIcon.png Life 68 SpeedIcon.png Speed 4
AttackIcon.png Attack 38 DefenseIcon.png Defense 24
InitiativeIcon.png Initiative 34 DamageIcon.png Damage 28
Ranged.png Range 2 SightIcon.png Sight 3
Tetike.png Legends says these are lost spirits of ancient people, kept partially sentient by being bound with Dust. Immune to cold, they terrify enemies even more in winter.


Cavalry[edit]

Dawn Officer
Faction: VaultersIcon.png Vaulters
Obtained: ResearchIcon.png Era I
Unit Type: Cavalry.png Cavalry
Costs: 80 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 116 SpeedIcon.png Speed 6
AttackIcon.png Attack 18 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 32 DamageIcon.png Damage 22
Ranged.png Range 1 SightIcon.png Sight 3
Dawn Officer.png Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar.
Dervish
Faction: RovingClansIcon.png Roving Clans
Obtained: Starting Unit
Unit Type: Cavalry.png Cavalry
Costs: 80 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 6
AttackIcon.png Attack 20 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 36 DamageIcon.png Damage 24
Ranged.png Range 1 SightIcon.png Sight 3
Dervish.png A mainstay of the Roving Clan's hordes, the Dervish excels in rapid and devastating charges that take advantage of its mobility and mass.
Fanatic
Faction: CultistsIcon.png Cultists
Obtained: ResearchIcon.png Era I
Unit Type: Cavalry.png Cavalry
Costs: 80 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 124 SpeedIcon.png Speed 6
AttackIcon.png Attack 20 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 30 DamageIcon.png Damage 22
Ranged.png Range 1 SightIcon.png Sight 3
Fanatic.png Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges.
Ryder
Faction: BrokenLordsIcon.png Broken Lords
Obtained: ResearchIcon.png Era I
Unit Type: Cavalry.png Cavalry
Costs: 60 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 108 SpeedIcon.png Speed 6
AttackIcon.png Attack 28 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 26 DamageIcon.png Damage 28
Ranged.png Range 1 SightIcon.png Sight 3
Ryder.png Riding armored units bearing an appearance similar to themselves, the cavalry of the Broken Lords fall upon their enemies not merely with the force of their charge, but also with the lightning of their zealous faith.
Seeker
Faction: AllayiIcon.png Allayi
Obtained: Starting Unit
Unit Type: Cavalry.png Cavalry
Costs: 80 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 6
AttackIcon.png Attack 18 DefenseIcon.png Defense 35
InitiativeIcon.png Initiative 24 DamageIcon.png Damage 22
Ranged.png Range 1 SightIcon.png Sight 3
Seeker.png Like cavalry, the Seeker strikes rapidly from a distance with a powerful charge. In Summer the charge has a greater attack; in Winter it removes the enemy's defense.
Burdeki
Faction: MinorFactionIconSmall.png Dorgeshi
Obtained: Assimilation or Marketplace
Unit Type: Cavalry.png Cavalry
Costs: 60
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 6
AttackIcon.png Attack 25 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 42 DamageIcon.png Damage 24
Ranged.png Range 1 SightIcon.png Sight 3
Burdeki.png Banished after a series of feuds, these Roving Clan families left the life of their caravans and cities, exchanging the luxuries of merchants for the hardships of warriors. The Clans' secrets of beast control were used to master the great Burdemek Lizards, turning the Dorgeshi into a fearsome heavy cavalry.
Centaur
Faction: MinorFactionIconSmall.png Bos
Obtained: Assimilation or Marketplace
Unit Type: Cavalry.png Cavalry
Costs: 80
Base Attributes:
LifeIcon.png Life 108 SpeedIcon.png Speed 6
AttackIcon.png Attack 29 DefenseIcon.png Defense 32
InitiativeIcon.png Initiative 32 DamageIcon.png Damage 24
Ranged.png Range 1 SightIcon.png Sight 3
Centaur.png Messenger, sentry, and scout, the Centaurs' role is to know all that happens within a day's ride of the herd. Lightly armored, they are better adapted to summer weather.
Ice Warg
Faction: MinorFactionIconSmall.png Geldirus
Obtained: Assimilation or Marketplace
Unit Type: Cavalry.png Cavalry
Costs: 120
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 6
AttackIcon.png Attack 30 DefenseIcon.png Defense 24
InitiativeIcon.png Initiative 22 DamageIcon.png Damage 40
Ranged.png Range 1 SightIcon.png Sight 3
Ice Warg.png Impervious to cold and powerfully muscled, the hardy Ice Wargs move freely even during Auriga's harsh Dark Season.
Minotaur
Faction: MinorFactionIconSmall.png Gauran
Obtained: Assimilation or Marketplace
Unit Type: Cavalry.png Cavalry
Costs: 180
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 6
AttackIcon.png Attack 30 DefenseIcon.png Defense 36
InitiativeIcon.png Initiative 32 DamageIcon.png Damage 30
Ranged.png Range 1 SightIcon.png Sight 3
Minotaur.png These troops are recruited from the non-alpha males that accompany the Gauran herds. They execute their fearsome charge on two legs, grasping their weapons and bellowing.


Guardians[edit]

Guardians are special units which can come in any of five types, each representing a worldly element: Earth, Air, Fire, Water, and Dust. Guardians are powerful late-game units capable of single-handedly taking on a number of hostile units. Due to a trait they uniquely possess, Guardians are unable to join armies and therefore can only fight alongside your units as reinforcements. This, however, does not speak to their immense strength, which allows them to be a powerful asset, even as backup.

Heroes[edit]

Settler[edit]

Available to all major factions at the game start is the support unit Settler, which has the ability to create new cities. Additionally all major factions can construct new settlers, except for the Cultists, who are confined to a single city due to their special Affinity "High Seat of the Queen".

Tip: Consider upgrading your Settlers with an Iron Talisman. The increased movement can get your new city up and running faster, with less risk of the settler being killed by enemy armies en route.

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