Units are the means by which all battles are fought and - hopefully - won. Units are usually created in Cities, but may also be purchased from the Marketplace, as well as a few other methods such as the Cultists' "Conversion" trait.
At the start of the game, every major faction starts with an army of two units unique to them, a Settler, and a Hero. The unique unit can be trained in cities, as well as upgraded; by entering the Military Screen (F6), the left side shows a list of all your armies, and the right shows a list of your unit designs. From here, you are able to change the equipment (Armor, Weapons, and Accessories) for your unit designs, but note that in order to apply these changes to pre-existing units of the same design, you must pay a cost in Dust and any applicable Strategic Resources to retrofit these armies, and this can only be done in regions you control. You can unlock more unit designs either by researching the appropriate technology, or - in the case of Minor Faction unit designs - assimilating Minor Factions.
The standard units of the game can be broadly broken down into Land and Sea Units, and these two groups also have their own unit type categories, such as Infantry, Ranged, or Support, that are meant to fill certain roles in an army. Special units such as Heroes, Guardians, and Urkans have their own pages given their greater complexity.
Note: Values of base attributes with ELCP are indicated in parenthesis.
Land Units[]
Land units are created for land combat and can move through land tiles. If the Shipyard technology is researched, land units can also move through water tiles and take part in naval combat (although usually they are quite bad at this). When they are embarked, their class (Infantry, Support, Flying, Ranged or Cavalry) changes to Transport ship
Infantry[]
Infantry units are meant to be the front-line force of your army, and are usually very tough as a result, with high Life and Defense attributes.
Tenei Walker
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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. |
Stalwarts
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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. |
Titan
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A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. |
Forager
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Skilled at leaving and tracking pheromone-scented trails, the Forager is also capable of spitting highly corrosive acid. |
Battle Born
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Created from their fallen enemies on the field of battle, these soldiers of the hive do not feel pain, pity, or remorse. |
Telsem Warlock
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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. |
Yirmak
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Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee. |
Drakkenling
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Though it does not fly, the Drakkenling's agility and sharp reflexes still make it a frightening melee opponent. |
Assassin
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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. |
Stone Sentinel
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Creations of the Kapaku shamans, the sentinel golems are the rugged frontlines of the Kapaku armies, strong but slow, and more effective with battlefield guidance. |
Shambler
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Construed from the toughest, densest mycelial fibers, Mykara shamblers are slow and heavy, entangling and locking down enemies with their incredible defenses. |
Dredge
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These diggers, with overdeveloped shoulders and arms, make exceedingly dangerous troops. Skilled at breaking rock, they can also crack the toughest armors. |
Harmonite
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These guardians of the great underground farms where crystal is grown and nurtured are themselves intelligent minerals. They can use their symbiosis with the earth to immobilize enemies. |
Justicere
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Front line fighters and warrior clerics, Justiceres deal death with one hand and healing with the other. |
Rumbler
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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
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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[]
Support units are usually very weak - both offensively and defensively - and aren't really meant to be in the thick of the fighting. Instead, they usually have capacities that are meant to aid their fellow units - usually through healing or buffs - but since Support units usually wield a Scepter, Staff, or Wand, they are able to place debuffs on enemy units as well, all being done at a safe distance.
Agache Shaman
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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. |
Dust Bishop
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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
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The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds. |
Ancient
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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. |
Preacher
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Trained to convert others to the cause of the Eternal End, the Preachers spread (by force if necessary) the teachings of the Cultists. |
Skyfin
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Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter. |
Mastermind
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Fast and with an excellent vision range, the amphibious Mastermind is solid in defense bu particularly useful for unmasking enemy plans by spotting camouflaged or hidden units. |
Geomancer
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Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land. |
Caecator
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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
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The sentries and police of this subterranean arachnid people, Driders are pacifist units that briefly immobilize friendly units with a healing web. |
Flying[]
Flying units all have the "Fly" Capacity, which makes them some of the most mobile units in the game; their movement is not hindered by terrain, and they can pass right over cliffs and ridges, and have a vision range 1 higher than most other units. This makes them very useful for scouting and battles that feature complex terrain.
Necrodrone
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Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison. |
Eneqa Wing
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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. |
Wyvern
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The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies. |
Myst
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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. |
Monk
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Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter. |
Arpuja
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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
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The priests of the fire-fed Kazanji, Daemons defend their holy places by inflicting terrifying visions on the minds of their attackers. |
Ended
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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. |
Scyther
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Created by the Endless in their purge of Auriga - and of any power that might withstand them - the Scythers were designed with one goal in mind: To destroy any beings whose strenght derived from Dust. Only partially effective during the Schism and Dust Wars, the units were left in hibernation when the Endless on Auriga disappeared. |
Ranged[]
Ranged units are able to strike at enemies from a distance using Bows or Crossbows, and usually have high offensive attributes and fairly low defensive ones.
Dekari Ranger
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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. |
Marine
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Trained through years of warfare in the freezing depths of Auriga, Marines do not fear the cold, the dark, or the enemy. |
Ateshi Zealot
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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.'' |
Kassai
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Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle. |
Nameless Guard
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Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies. |
Predatore
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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. |
Ipotane
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Highly mobile but relatively weak, Mykara ipotanes excel at harassing sorties intended to wear down the enemy from afar. |
Orc
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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
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The advantage of the Tetike is that one of the two heads is generally alert. While the confusion of having two heads managing one body does not necessarily make them more dangerous in attack, the have excellent defense and are very hard to sneak up on. |
Zujajun
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Drawn from the hardy farmers of their tribe, the elite Zujajun warriors use bows whose arrows are tipped with venom. |
Cavalry[]
Cavalry units are among the fastest units in the game, and usually have high Battle Movement in addition to a higher base Speed than most units. Cavalry units also often have the "Charge" capacity, which gives them bonus Attack for moving before striking.
Ryder
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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. |
Dawn Officer
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Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. |
Dervish
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A mainstay of the Roving Clan's hordes, the Dervish excels in rapid and devastating charges that take advantage of its mobility and mass. |
Setseke
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Gargantuan beetles developed over the centuries to carry clans, then towns, then cities, these behemoths remain calm; docile, and content as long as they are well fed |
Fanatic
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Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges. |
Seeker
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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. |
Golem Rider
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The combination of Kapaku rider and golem mount is a formidable one, and these units can play a crucial role in the early stages of any battle. |
Gorgon
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Hitting hard and fast, Mykara gorgons are nimble fighters who can quickly take the battle to the enemy, but are best employed in shock attacks due to their relatively frail composition. |
Burdeki
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The riders of the great Burdemek lizards, the Burdeki are both the scouts and the primary weapon of the Dorgeshi armies. Heavy and heavily armored, their powerful charge and lack of fear makes them dangerous foes. |
Centaur
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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
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Impervious to cold and powerfully muscled, the hardy Ice Wargs move freely even during Auriga's harsh Dark Season. |
Minotaur
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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. |
Statistics[]
A table showing the attributes of all the units shown above, to allow for easy comparison of their base attributes.
Note: Values of base attributes with ELCP are indicated in parenthesis.
Militia[]
Militia are special units that are permanently garrisoned in Cities to ensure that there is always some units defending the city. These units don't count against the number of units garrisoned in a city, but they also cannot leave the city and cannot have their equipment changed. Militia units are automatically trained to fill up the maximum number of slots allowed so long as the city isn't being sieged, with the max number being 4 by default, but can be increased with the Infantry Cantina and Military Reserves technology. Militia are automatically equipped with the highest-tier Iron or Dust Longspear available, but do not get any Armor or Accessories, so while they may help defend a city from an assault for a time, the units are relatively weak, and should be supported with other units in order to ensure that the city is not eventually captured.
Settler[]
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 and the Mykara, who are confined to a single city due to their special Affinities "High Seat of the Queen" and "Creeping Presence," respectively.
It is important to note that, while building a Settler, your city will not produce any Food , due to the settler's "Blocked Growth" capacity. As such, you should move any Population working on Food into a different resource, ideally Industry so that your Food production isn't affected by the settler for long.
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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Naval units are created for effective movement in water and naval combat. They cannot move through land tiles. Because these units are so much stronger than the Transport Ship that is made when Land Units are embarked on water, anyone seeking to control the seas would be wise to research one or two of these units.
Interceptor[]
Boarding Vessel
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This unit is designed to carry troops that attack enemy ships. |
Frigate[]
Fire Ship
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This unit is designed to use the most dangerous of all naval weapons - fire. |
Vore
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The Vore is a solid fighter, but its great strength lies in its toughness and its ability to automatically lift its armor and improve defenses when attacked. |
Submersible[]
Bathysphere
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This highly secretive unit can travel almost invisibly beneath the waters. |
Leviathan
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This giant creature of the deep is a dangerous foe whose powerful strikes can come at any moment; it can move stealthily then rise up to attack its target from the depths. |
Juggernaut[]
Artillery Ship
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This unit is designed to fire explosive projectiles at enemy ships. |
Transport Ship[]
Every land unit becomes a transport ship when it goes on water tiles ("Shipyard" technology has to be researched for this). Transport ships are ranged units with range of 3 (standard range). Their attributes vary depending on the land unit that was embarked, although usually they are very low for non-hero units, and more or less normal for hero units (Unless your army is led by Morgawr hero, who can increase its own attributes in embarked state and attributes of every transport ship in his army using his skill tree). Non-hero units usually don't have any capacities except "Range" and "Transport ship" when they are embarked. Heroes retain the capacity "Last Stand" when embarked, and sometimes some of their other capacities. Accessories on unit or on heroes increasing their own attributes don't work in an embarked state, but accessories on a hero which increases the attributes of units in the army work in embarked state.
Enemy Units[]
In addition to the many units that can be created and trained in the game, there are also a handful that only appear as enemies to be fought during quests.
Taskol
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These brutish creatures are only found in certain ruins of the Endless. Created out of desperation when time and resources were running out, their simple structure allowed them to survive when so much of Auriga died. |
Sea Monster[]
The Sea Monster is a particularly unique enemy that appears at the start of the "There is Something Out There..." Global Quest, to which the objective is defeating the Sea Monster. However, instead of being a single unit, the Sea Monster is actually an army comprised of a main central unit and several appendages that act as units in and of themselves while in battle.