Note: At lvl 10, every unit has 70 extra hp.
Main units are selected at the loading screen. New units become availible to players at each new Tier provided the commander researches them. Players have a choice from the Nomad (Tier 1), Savage (Tier 2), and Legionairre (Tier 3). In addition to selecting the type of unit to play, the player can also change their weapon and item configuration. Players may only select weapons and items that have been researched by the commander. At any given time, the player can carry one ranged weapon, one melee weapon (default) and up to three items. Players will start with their unit's default melee weapon and a hunting bow automatically, this cannot be disabled.
| Nomad: Tier 1 unit. Cost: Free. Starts with 250 hp at level 1. Has 320 hp at level 10.
Is the best player controlled builder/miner/repairer of the Legion, other than chaplains. Do not underestimate them. At lvl 10, if you block the enemy attacks attacks, you can melee predators. A nomad with an incinerator can kill predators if you can avoid being hit. Sidestep. Use the sprint wisely. This is not easy, but doable.
Lightning kills a level 1 nomad in one hit.
|Savage Tier 2 unit. Cost: 2500 gold. Starts with 400 hp at level 1. Has a pretty fast attack, can do more damage faster then a legionnaire. Is the best melee building damager.|
|Legionnaire Tier 3 unit. Cost: 4000 gold. Starts with 550 hp at level 1. Swings relativly slowly. Can block and survive behemoth swings. Even at lvl 10, with 620 hp, the legionnaire still dies from one (unblocked) hit of a summoner. A legionnaire can not hit enemies that are very close to him with his swings. This is easily countered by moving. You should nearly never stand still anyway. Legionnaires are the thoughest unit the humans have. They do less damage per minute then savages, but they compensate that with more health. Their swing circle is pretty large, they can easily hit multiple enemies at the same time.|
| Chaplain: Healer/support unit. Cost: 1500. 250 hp at level 1. The Chaplain is a relatively small and weak unit that has the unique ability of being able to heal other units. The Chaplain becomes available once the commander has built a Monestary (Available at Tier 2) and researched the unit. Unlike the main units, the Chaplain does not recieve a ranged weapon, nor is the player allowed to select and use items. The Chaplain recieves a staff for a melee weapon and this is the only way for the Chaplain to attack. Chaplain-specific items are automatically assigned to the Chaplain as soon each item has been researched by the commander. These items are as follows;
Siege Units are large and expensive machines used by players. Siege Units deal large amounts of damage to buildings but are slow-moving and have a slow firing rate. Siege Units become available once a Siege Workshop has been constructed (available at Tier 2) and the unit has been researched by the commander. In order to win, humans have to escort their siege units. Protect them. Make sure they reach the enemy structures alive. Chaplains should heal them when needed. Preferably have an officer nearby too, the siege units benefit from the healing effect of the officer too and officers can mark targets, making aiming easier for the siege units.
(Tier 2) Cost: 4000. 330 hp at level 1. The Ballista is a large crossbow that shoots giant arrows. The Ballista has a limited amount of ammo and can not restore its ammo on the field. They die very easily from ranged attacks. Some idiots will walk towards you in a straight line, the easiest target ever, and will accuse you of siegewhoring if you kill them. If u dont kill them, they will kill you, so stick an arrow up their ass if you can and ignore the whining. Keep an eye on your ammo. You have to fully bring down a building to have any effect. If you got only 2 arrows left, dont waste them on enemies that are still hundred metres away. Focus on killing enemy buildings. Shoot at enemies only to keep yourself alive long enough to get to the buildings and to buy time so you can kill the building you are shooting at. Has a larger range then the catapult. It takes two shots to take down a unshielded Guard Tower and two hits to take down a normal spire regardless of a healing spire(as long as you don't wait for it to heal).
(Tier 3) Cost: 7500. ____?? hp at level 1. The Catapult throws big fiery boulders over a great distance but also cannot hit targets that are close to it. The catapult starts with 20 rounds of ammunition and can not restore said ammunition on the field. The boulders have a large AoE damage effect on impact. The catapult shoots in an arc, which makes hitting what you want to hit a bit tricky sometimes. Has a smaller range then the ballista. Most enemies dont die from one hit from a catapult. Its also worth noting that a catapult, if left unchecked, can destroy a level 3 lair quickly on its own.