Endless Legend Wiki

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
Faction: Wild Walkers
Obtained: Era II
Unit Type: Infantry
Costs: 140
Base Attributes:
Life 180 Speed 4
Attack 22 Defense 46
Initiative 18 Damage 32
Range 1 Sight 3
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
Faction: Broken Lords
Obtained: Starting Unit
Unit Type: Infantry
Costs: 60
Base Attributes:
Life 140 Speed 4
Attack 18 Defense 46
Initiative 10 Damage 22
Range 1 Sight 3
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
Faction: Vaulters
Obtained: Era II
Unit Type: Infantry
Costs: 140
Base Attributes:
Life 156 Speed 4
Attack 24 Defense 50
Initiative 14 Damage 30
Range 1 Sight 3
A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense.
Forager
Faction: Necrophages
Obtained: Starting Unit
Unit Type: Infantry
Costs: 60
Base Attributes:
Life 100 Speed 4
Attack 22 Defense 34
Initiative 30 Damage 24
Range 1 Sight 3
Skilled at leaving and tracking pheromone-scented trails, the Forager is also capable of spitting highly corrosive acid.
Battle Born
Faction: Necrophages
Obtained: Via Proliferator
Unit Type: Infantry
Costs: N/A
Base Attributes:
Life 130 Speed 4
Attack 40 Defense 44
Initiative 39 Damage 32
Range 1 Sight 3
Created from their fallen enemies on the field of battle, these soldiers of the hive do not feel pain, pity, or remorse.
Telsem Warlock
Faction: Ardent Mages
Obtained: Starting Unit
Unit Type: Infantry
Costs: 60
Base Attributes:
Life 92 Speed 4
Attack 36 Defense 20
Initiative 16 Damage 40
Range 1 Sight 3
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
Faction: Roving Clans
Obtained: Era II
Unit Type: Infantry
Costs: 140
Base Attributes:
Life 108 Speed 5
Attack 38 Defense 34
Initiative 34 Damage 40
Range 1 Sight 3
Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee.
Drakkenling
Faction: Drakken
Obtained: Starting Unit
Unit Type: Infantry
Costs: 90
Base Attributes:
Life 112 Speed 4
Attack 22 Defense 42
Initiative 18 Damage 22
Range 1 Sight 3
Though it does not fly, the Drakkenling's agility and sharp reflexes still make it a frightening melee opponent.
Assassin
Faction: Forgotten
Obtained: Starting Unit
Unit Type: Infantry
Costs: 80
Base Attributes:
Life 74 Speed 4
Attack 26 Defense 20
Initiative 32 Damage 34
Range 1 Sight 3
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
Faction: Kapaku
Obtained: Starting unit
Unit Type: Infantry
Costs: 80
Base Attributes:
Life 110 Speed 4
Attack 5 Defense 52
Initiative 8 Damage 28
Range 1 Sight 3
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
Faction: Mykara
Obtained: Era II
Unit Type: Infantry
Costs: 80
Base Attributes:
Life 130 Speed 4
Attack 10 Defense 52
Initiative 16 Damage 22
Range 1 Sight 3
Construed from the toughest, densest mycelial fibers, Mykara shamblers are slow and heavy, entangling and locking down enemies with their incredible defenses.
Dredge
Faction: Delvers
Obtained: Assimilation or Marketplace
Unit Type: Infantry
Costs: 90
Base Attributes:
Life 92 Speed 4
Attack 34 Defense 30
Initiative 20 Damage 34
Range 1 Sight 3
These diggers, with overdeveloped shoulders and arms, make exceedingly dangerous troops. Skilled at breaking rock, they can also crack the toughest armors.
Harmonite
Faction: Silics
Obtained: Assimilation or Marketplace
Unit Type: Infantry
Costs: 120
Base Attributes:
Life 140 Speed 4
Attack 24 Defense 46
Initiative 10 Damage 28
Range 1 Sight 3
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
Faction: Sisters of Mercy
Obtained: Assimilation or Marketplace
Unit Type: Infantry
Costs: 60
Base Attributes:
Life 84(105) Speed 4
Attack 20 Defense 30
Initiative 22 Damage 22
Range 1 Sight 3
Front line fighters and warrior clerics, Justiceres deal death with one hand and healing with the other.
Rumbler
Faction: Urces
Obtained: Assimilation or Marketplace
Unit Type: Infantry
Costs: 90
Base Attributes:
Life 156 Speed 4
Attack 20 Defense 42
Initiative 2 Damage 22
Range 1 Sight 3
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: Erycis
Obtained: Assimilation or Marketplace
Unit Type: Infantry
Costs: 110
Base Attributes:
Life 100 Speed 4
Attack 36 Defense 24
Initiative 22 Damage 36
Range 1 Sight 3
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
Faction: Wild Walkers
Obtained: Era I
Unit Type: Support
Costs: 30
Base Attributes:
Life 52 Speed 4
Attack 10 Defense 30
Initiative 30 Damage 12
Range 3 Sight 3
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
Faction: Broken Lords
Obtained: Era II
Unit Type: Support
Costs: 120
Base Attributes:
Life 122 Speed 4
Attack 8(16) Defense 28
Initiative 6(16) Damage 30(36)
Range 3 Sight 3
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: Necrophages
Obtained: Era II
Unit Type: Support
Costs: 120
Base Attributes:
Life 52 Speed 4
Attack 10 Defense 32
Initiative 26 Damage 22
Range 3 Sight 3
The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds.
Ancient
Faction: Drakken
Obtained: Era II
Unit Type: Support
Costs: 120
Base Attributes:
Life 132 Speed 4
Attack 12 Defense 38
Initiative 34 Damage 28
Range 3 Sight 3
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
Faction: Cultists
Obtained: Starting Unit
Unit Type: Support
Costs: 30
Base Attributes:
Life 36 Speed 4
Attack 8 Defense 28
Initiative 26 Damage 14
Range 3 Sight 3
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: Allayi
Obtained: Era I
Unit Type: Support
Costs: 250
20 (15 with ELCP)
Base Attributes:
Life 236 Speed 8
Attack 18 Defense 46
Initiative 20 Damage 18
Range 3 Sight 3
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
Faction: Morgawr
Obtained: Starting unit
Unit Type: Support
Costs: 30
Base Attributes:
Life 92 Speed 3
Attack 10 Defense 34
Initiative 10 Damage 26
Range 3 Sight 5
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
Faction: Kapaku
Obtained: Era I
Unit Type: Support
Costs: 60
Base Attributes:
Life 47 Speed 4
Attack 20 Defense 20
Initiative 32 Damage 18
Range 3 Sight 3
Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land.
Caecator
Faction: Eyeless Ones
Obtained: Assimilation or Marketplace
Unit Type: Support
Costs: 60
Base Attributes:
Life 100 Speed 4
Attack 10 Defense 24
Initiative 4 Damage 16
Range 3 Sight 3
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: Ceratan
Obtained: Assimilation or Marketplace
Unit Type: Support
Costs: 60
Base Attributes:
Life 108 Speed 4
Attack 8 Defense 20
Initiative 2 Damage 18 (28)
Range 3 Sight 3
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 allows them to ignore most terrain penalties to movement and vision. Being able to fly over cliffs and ridges makes them some of the most mobile units in the game, as well as excellent combatants in areas with complex geography. Additionally, they have vision range 1 higher than normal, making them them excellent scouts.

Necrodrone
Faction: Necrophages
Obtained: Era I
Unit Type: Flying
Costs: 120
Base Attributes:
Life 124 Speed 6
Attack 36 Defense 36
Initiative 30 Damage 36
Range 1 Sight 4
Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison.
Eneqa Wing
Faction: Ardent Mages
Obtained: Era II
Unit Type: Flying
Costs: 250
Base Attributes:
Life 132 Speed 6
Attack 38 Defense 34
Initiative 30 Damage 34
Range 1 Sight 4
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
Faction: Drakken
Obtained: Era I
Unit Type: Flying
Costs: 110
Base Attributes:
Life 100 Speed 6
Attack 34 Defense 26
Initiative 22 Damage 38
Range 1 Sight 4
The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies.
Myst
Faction: Forgotten
Obtained: Era II
Unit Type: Flying
Costs: 90
Base Attributes:
Life 100 Speed 6
Attack 28 Defense 44
Initiative 36 Damage 16
Range 1 Sight 4
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
Faction: Allayi
Obtained: Era II
Unit Type: Flying
Costs: 90
Base Attributes:
Life 108 Speed 6
Attack 28 Defense 54
Initiative 22 Damage 34
Range 1 Sight 4
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
Faction: Nidya
Obtained: Assimilation or Marketplace
Unit Type: Flying
Costs: 90
Base Attributes:
Life 108 Speed 6
Attack 30 Defense 30
Initiative 22 Damage 30
Range 1 Sight 4
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: Kazanji
Obtained: Assimilation or Marketplace
Unit Type: Flying
Costs: 180
Base Attributes:
Life 132 Speed 6
Attack 22 Defense 42
Initiative 26 Damage 27
Range 1 Sight 4
The priests of the fire-fed Kazanji, Daemons defend their holy places by inflicting terrifying visions on the minds of their attackers.
Ended
Faction: Haunts
Obtained: Assimilation or Marketplace
Unit Type: Flying
Costs: 250
Base Attributes:
Life 100 Speed 6
Attack 34 Defense 30
Initiative 28 Damage 29
Range 1 Sight 4
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
Faction: All
Obtained: Era III
Unit Type: Flying
Costs: 250
5 5
4 4
1 1

(with ELCP: 180
2 2
1 1
1 1 )

Base Attributes:
Life 180 Speed 6
Attack 36 Defense 50
Initiative 42 Damage 40
Range 1 Sight 4
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
Faction: Wild Walkers
Obtained: Starting unit
Unit Type: Ranged
Costs: 60
Base Attributes:
Life 60 Speed 4
Attack 42 Defense 14
Initiative 34 Damage 22
Range 4 Sight 3
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
Faction: Vaulters
Obtained: Initial Unit
Unit Type: Ranged
Costs: 80
Base Attributes:
Life 68 Speed 4
Attack 38 Defense 18
Initiative 20 Damage 34
Range 3 Sight 3
Trained through years of warfare in the freezing depths of Auriga, Marines do not fear the cold, the dark, or the enemy.
Ateshi Zealot
Faction: Ardent Mages
Obtained: Era I
Unit Type: Ranged
Costs: 60
Base Attributes:
Life 60(75) Speed 4
Attack 36 Defense 18
Initiative 20 Damage 24
Range 3 Sight 3
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
Faction: Roving Clans
Obtained: Era I
Unit Type: Ranged
Costs: 90
Base Attributes:
Life 92 Speed 7
Attack 32 Defense 30
Initiative 26 Damage 20
Range 3 Sight 3
Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle.
Nameless Guard
Faction: Cultists
Obtained: Era II
Unit Type: Ranged
Costs: 120
Base Attributes:
Life 84 Speed 4
Attack 46 Defense 20
Initiative 24 Damage 32
Range 3 Sight 3
Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.
Predatore
Faction: Forgotten
Obtained: Era I
Unit Type: Ranged
Costs: 80
Base Attributes:
Life 84 Speed 4
Attack 30(39) Defense 18
Initiative 26 Damage 20
Range 3 Sight 3
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
Faction: Mykara
Obtained: Starting Unit
Unit Type: Ranged
Costs: 80
Base Attributes:
Life 55 Speed 4
Attack 30 Defense 30
Initiative 23 Damage 20
Range 3 Sight 3
Highly mobile but relatively weak, Mykara ipotanes excel at harassing sorties intended to wear down the enemy from afar.
Orc
Faction: Hurnas
Obtained: Assimilation or Marketplace
Unit Type: Ranged
Costs: 80
Base Attributes:
Life 60 Speed 4
Attack 38 Defense 16
Initiative 28 Damage 24
Range 3 Sight 3
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: Jotus
Obtained: Assimilation or Marketplace
Unit Type: Ranged
Costs: 180
Base Attributes:
Life 68 Speed 4
Attack 38 Defense 24
Initiative 34 Damage 28
Range 2 Sight 3
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
Faction: Magtay
Obtained: Assimilation or Marketplace
Unit Type: Ranged
Costs: 80
Base Attributes:
Life 76 Speed 4
Attack 20 Defense 26
Initiative 30 Damage 18
Range 3 Sight 3
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
Faction: Broken Lords
Obtained: Era I
Unit Type: Cavalry
Costs: 60
Base Attributes:
Life 108 Speed 6
Attack 28 Defense 34
Initiative 26 Damage 28
Range 1 Sight 3
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
Faction: Vaulters
Obtained: Era I
Unit Type: Cavalry
Costs: 80
Base Attributes:
Life 116 Speed 6
Attack 18 Defense 34
Initiative 32 Damage 22
Range 1 Sight 3
Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar.
Dervish
Faction: Roving Clans
Obtained: Starting Unit
Unit Type: Cavalry
Costs: 80
Base Attributes:
Life 100 Speed 6
Attack 20 Defense 34
Initiative 36 Damage 24
Range 1 Sight 3
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
Faction: Roving Clans
Obtained: Faction Trait
Unit Type: Cavalry
Costs: 80
Base Attributes:
Life 70 Speed 6
Attack 5 Defense 20
Initiative 0 Damage 12
Range 1 Sight 3
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
Faction: Cultists
Obtained: Era I
Unit Type: Cavalry
Costs: 80
Base Attributes:
Life 124 Speed 6
Attack 20 Defense 30
Initiative 30 Damage 22
Range 1 Sight 3
Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges.
Seeker
Faction: Allayi
Obtained: Starting Unit
Unit Type: Cavalry
Costs: 80
Base Attributes:
Life 92 Speed 6
Attack 18 Defense 35
Initiative 24 Damage 22
Range 1 Sight 3
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
Faction: Kapaku
Obtained: Era II
Unit Type: Cavalry
Costs: 110
Base Attributes:
Life 90 Speed 6
Attack 42 Defense 30
Initiative 25 Damage 32
Range 1 Sight 3
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
Faction: Mykara
Obtained: Era I
Unit Type: Cavalry
Costs: 80
Base Attributes:
Life 100 Speed 6
Attack 20 Defense 30
Initiative 32 Damage 28
Range 1 Sight 3
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
Faction: Dorgeshi
Obtained: Assimilation or Marketplace
Unit Type: Cavalry
Costs: 60
Base Attributes:
Life 92 Speed 6
Attack 16 Defense 30
Initiative 42 Damage 24(14)
Range 1 Sight 3
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
Faction: Bos
Obtained: Assimilation or Marketplace
Unit Type: Cavalry
Costs: 80
Base Attributes:
Life 108 Speed 6
Attack 20 Defense 32
Initiative 32 Damage 24
Range 1 Sight 3
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: Geldirus
Obtained: Assimilation or Marketplace
Unit Type: Cavalry
Costs: 120
Base Attributes:
Life 92 Speed 6
Attack 30 Defense 24
Initiative 22 Damage 40
Range 1 Sight 3
Impervious to cold and powerfully muscled, the hardy Ice Wargs move freely even during Auriga's harsh Dark Season.
Minotaur
Faction: Gauran
Obtained: Assimilation or Marketplace
Unit Type: Cavalry
Costs: 180
Base Attributes:
Life 100 Speed 6
Attack 30 Defense 36
Initiative 32 Damage 30
Range 1 Sight 3
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[]

The following table shows base attributes for all the units above.

  • Units available to all factions (usually by assimilating a minor faction) are marked with italics.
  • Values changed in ELCP are shown in (parentheses).
Name Faction Type Cost
Tenei Walker Wild Walkers Infantry 140 180 4 22 46 18 32 1 3
Stalwarts Broken Lords Infantry 60 140 4 18 46 10 22 1 3
Titan Vaulters Infantry 140 156 4 24 50 14 30 1 3
Forager Necrophages Infantry 60 100 4 22 34 30 24 1 3
Battle Born Necrophages Infantry 130 4 40 44 39 32 1 3
Telsem Warlock Ardent Mages Infantry 60 92 4 36 20 16 40 1 3
Yirmak Roving Clans Infantry 140 108 5 38 34 34 40 1 3
Drakkenling Drakken Infantry 90 112 4 22 42 18 22 1 3
Assassin Forgotten Infantry 80 74 4 26 20 32 34 1 3
Stone Sentinel Kapaku Infantry 80 110 4 5 52 8 28 1 3
Shambler Mykara Infantry 80 (60) 130 4 10 52 16 22 1 3
Dredge Delvers Infantry 90 92 4 34 30 20 34 1 3
Harmonite Silics Infantry 120 140 4 24 46 10 28 1 3
Justicere Sisters of Mercy Infantry 60 84 (105) 4 20 30 22 22 1 3
Rumbler Urces Infantry 90 156 4 20 42 2 22 1 3
Vinesnake Erycis Infantry 110 100 4 36 24 22 36 1 3
Agache Shaman Wild Walkers Support 30 52 4 10 30 30 12 3 3
Dust Bishop Broken Lords Support 120 122 4 8 (16) 28 6 (16) 30 (36) 3 3
Proliferator Necrophages Support 120 52 4 10 32 26 22 3 3
Ancient Drakken Support 120 132 4 12 38 34 28 3 3
Preacher Cultists Support 30 36 4 8 28 26 14 3 3
Skyfin Allayi Support 250 236 8 18 46 20 18 3 3
Mastermind Morgawr Support 30 92 3 10 34 10 26 3 5
Geomancer Kapaku Support 60 47 4 20 20 32 18 3 3
Caecator Eyeless Ones Support 60 100 4 10 24 4 16 3 3
Drider Ceratan Support 60 108 4 8 20 2 18 (28) 3 3
Necrodrone Necrophages Flying 120 124 6 36 36 30 36 1 4
Eneqa Wing Ardent Mages Flying 250 132 6 38 34 30 34 1 4
Wyvern Drakken Flying 110 100 6 34 26 22 38 1 4
Myst Forgotten Flying 90 100 6 28 44 36 16 1 4
Monk Allayi Flying 90 108 6 28 54 22 34 1 4
Arpuja Nidya Flying 90 108 6 30 30 22 30 1 4
Daemon Kazanji Flying 180 132 6 22 42 26 27 1 4
Ended Haunts Flying 250 100 6 34 30 28 29 1 4
Scyther All Flying 250 (180) 180 6 36 50 42 40 1 4
Dekari Ranger Wild Walkers Ranged 60 60 4 42 14 34 22 4 3
Marine Vaulters Ranged 80 68 4 38 18 20 34 3 3
Ateshi Zealot Ardent Mages Ranged 60 60 (75) 4 36 18 20 24 3 3
Kassai Roving Clans Ranged 90 92 7 32 30 26 20 3 3
Nameless Guard Cultists Ranged 120 84 4 46 20 24 32 3 3
Predatore Forgotten Ranged 80 84 4 30 (39) 18 26 20 3 3
Ipotane Mykara Ranged 80 (60) 55 4 30 30 23 20 3 3
Orc Hurnas Ranged 80 60 4 38 16 28 24 3 3
Tetike Jotus Ranged 180 68 4 38 24 34 28 2 3
Zujajun Magtay Ranged 80 76 4 20 26 30 18 3 3
Ryder Broken Lords Cavalry 60 108 6 28 34 26 28 1 3
Dawn Officer Vaulters Cavalry 80 116 6 18 34 32 22 1 3
Dervish Roving Clans Cavalry 80 100 6 20 34 36 24 1 3
Setseke Roving Clans Cavalry 70 6 5 20 0 12 1 3
Fanatic Cultists Cavalry 80 124 6 20 30 30 22 1 3
Seeker Allayi Cavalry 80 92 6 18 35 24 22 1 3
Golem Rider Kapaku Cavalry 110 90 6 42 30 25 32 1 3
Gorgon Mykara Cavalry 80 (60) 100 6 20 30 32 28 1 3
Burdeki Dorgeshi Cavalry 60 (80) 92 6 16 30 42 24 (14) 1 3
Centaur Bos Cavalry 80 108 6 20 32 32 24 1 3
Ice Warg Geldirus Cavalry 120 92 6 30 24 22 40 1 3
Minotaur Gauran Cavalry 180 100 6 30 36 32 30 1 3

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 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.

Naval Units[]

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
Faction: All
Obtained: Era I
Unit Type: Interceptor
Costs: 30
10
Base Attributes:
Life 68 Speed 6
Attack 24 Defense 36
Initiative 26 Damage 36
Range 1 Sight 3
This unit is designed to carry troops that attack enemy ships.

Frigate[]

Fire Ship
Faction: All
Obtained: Era II
Unit Type: Frigate
Costs: 60
10
Base Attributes:
Life 180 Speed 4
Attack 36 Defense 28
Initiative 18 Damage 24
Range 1 Sight 3
This unit is designed to use the most dangerous of all naval weapons - fire.
Vore
Faction: Morgawr
Obtained: Era I
Unit Type: Frigate
Costs: 80
Base Attributes:
Life 124 Speed 4
Attack 37 Defense 32
Initiative 8 Damage 40
Range 1 Sight 3
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
Faction: All
Obtained: Era III
Unit Type: Submersible
Costs: 60
10
Base Attributes:
Life 60 Speed 5
Attack 38 Defense 38
Initiative 22 Damage 40
Range 1 Sight 4
This highly secretive unit can travel almost invisibly beneath the waters.
Leviathan
Faction: Morgawr
Obtained: Era II
Unit Type: Submersible
Costs: 110
Base Attributes:
Life 132 Speed 5
Attack 58 Defense 34
Initiative 20 Damage 50
Range 1 Sight 4
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
Faction: All
Obtained: Era III
Unit Type: Juggernaut
Costs: 80
10
Base Attributes:
Life 244 Speed 3
Attack 28 Defense 24
Initiative 20 Damage 70
Range 4 Sight 3
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
Faction: Quest
Obtained: Unavailable
Unit Type: Infantry
Costs: N/A
Base Attributes:
Life 200 Speed 4
Attack 26 Defense 56
Initiative 14 Damage 30
Range 1 Sight 3
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.