There are a large number of units in Endless Legend. In addition to being trained in Cities, units may also be hired in the Marketplace, rewarded in Quests, and acquired various other ways, like the
Cultists' Conversion mechanic. This page only describes regular land units; there are separate pages for Heroes, Naval Units, Guardians, and Urkans.
Mechanics
There are five different unit classes (also commonly called unit types),
Infantry,
Cavalry,
Flying,
Ranged, and
Support, each with different characteristics.
Each faction has access to three faction-unique unit designs: one available at the beginning of the game, and the other two each unlocked by an
Era I and Era II technology. Other unit designs may be unlocked with
Research or assimilating Minor Factions. Multiple versions of a unit design may be created with different equipment. Existing unit equipment may be retrofitted, typically at the cost of some
Dust or
Strategic Resources.
Each faction starts the game with an army consisting of a settler, two of their faction's starting units, and a hero.
As a standard practice on this wiki, ELCP changes are written in parentheses (like this).
Mercenaries
Aside from building them, units may be acquired in other ways, like the marketplace, quests, or converted villages. In most cases these units are considered
Mercenaries, whose equipment is fixed and cannot be retrofit even if the unit design has been unlocked. Mercenaries can also be turned into privateers, which appear neutral to other factions.
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
 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. | | Forest Rage |
Stalwarts
 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. | | Dust Care
Soul Leech
Fast 1 |
Titan
 A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. | | Defensive Impulse
Slow 1
Technolover |
Titan (Mezari)
 A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense. | | Defensive Impulse
Slow 1
Technolover |
Forager
 Skilled at leaving and tracking pheromone-scented trails, the Forager is also capable of spitting highly corrosive acid. | | Disease 1
Disease Immunity |
Battle Born
 Created from their fallen enemies on the field of battle, these soldiers of the hive do not feel pain, pity, or remorse. | | Disease Immunity
Parasitism |
Telsem Warlock
 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. | | Ardent Fire
Fast 1 |
Yirmak
 Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee. | | Fast 1
Sweep 1 |
Drakkenling
 Though it does not fly, the Drakkenling's agility and sharp reflexes still make it a frightening melee opponent. | | Fast Learner 1
Fast 1 |
Assassin
 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. | | Stealth
Fast 1
Dual Wield
Acrobat
Minor Faction Slayer 2 (Added in ELCP) |
Stone Sentinel
 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. | | Inner Fire
Disease Immunity |
Shambler
 Construed from the toughest, densest mycelial fibers, Mykara shamblers are slow and heavy, entangling and locking down enemies with their incredible defenses. | | Fungal Bloom Regen
Snare |
Dredge
 These diggers, with overdeveloped shoulders and arms, make exceedingly dangerous troops. Skilled at breaking rock, they can also crack the toughest armors. | | Circular Attack |
Harmonite
 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. | | Beam
Disease Immunity
Slow 1 |
Justicere
 Front line fighters and warrior clerics, Justiceres deal death with one hand and healing with the other. | | Disease Immunity
Benediction 1 |
Rumbler
 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. | | Beam (Removed in ELCP) |
Vinesnake
 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. ... | | Circular Attack |
Urkan Lice (Urkans)
 Lice-like organisms that make sanctuary under the Urkans' great exoskeletal plates, these creatures act like the fanatical guard of an inspirational monarch, fighting to protect their host with unflinching resolve and cold intelligence. | | Unsellable
Flamewalker
Ash Breather
Free Counter
Fast 1 |
Urkan Lice (Mykara)
 Lice-like organisms that make sanctuary under the Urkans' great exoskeletal plates, these creatures act like the fanatical guard of an inspirational monarch, fighting to protect their host with unflinching resolve and cold intelligence. | | Unsellable
Flamewalker
Ash Breather
Free Counter
Disease Immunity |
Cavalry
Cavalry units are among the fastest units in the game, and usually have high
Speed and
Battle Speed. Most cavalry units also often have the Charge capacity, which gives them bonus
Attack when moving before attacking.
Ryder
 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. | | Dust Care
Charge 1
Life Drain 2 (Removed in ELCP)
Life Drain 3 (Added in ELCP)
Slow 1 |
Dawn Officer
 Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. | | Technolover
Charge 1
Fast 2 |
Dawn Officer (Mezari)
 Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar. | | Technolover
Charge 1
Fast 2 |
Dervish
 A mainstay of the Roving Clan's hordes, the Dervish excels in rapid and devastating charges that take advantage of its mobility and mass. | | Charge 2
Fast 1 |
Setseke
 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. | | Unsellable
Relocation
Crusher |
Fanatic
 Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges. | | No capacities |
Seeker
 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. | | Shifter Nature
Shifting Charge |
Golem Rider
 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. | | Inner Fire
Charge 1
Fast 1
Sweep 1 |
Gorgon
 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. | | Fungal Bloom Regen
Charge 1
Fast 1
Block 1
Dual Wield |
Burdeki
 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. | | Charge 1
Crippling Charge |
Centaur
 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. | | Fast 1
Free Counter |
Ice Warg
 Impervious to cold and powerfully muscled, the hardy Ice Wargs move freely even during Auriga's harsh Dark Season. | | Dark Proof |
Minotaur
 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. | | Winter Movement Immunity
Faster Pillage 2 (Added in ELCP) |
Flying
Flying units all have the Fly capacity, which allows them to ignore most terrain penalties to
Speed/
Battle Speed 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. They also have 1 higher
Vision than normal units, making them them excellent scouts.
Necrodrone
 Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison. | | Disease 1
Disease Immunity
Fly |
Eneqa Wing
 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. | | Ardent Fire
Fly
Revive |
Wyvern
 The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies. | | Fast Learner 1
Fast 1
Fly |
Myst
 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. | | Stealth
Fly
Faster Than Shadows |
Monk
 Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter. | | Shifter Nature
Fly
Shifting Rage 1
Slow 1 (Added in ELCP) |
Arpuja
 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. | | Fly
Fast 1
Circular Attack
Flying Slayer 2 (Added in ELCP) |
Daemon
 The priests of the fire-fed Kazanji, Daemons defend their holy places by inflicting terrifying visions on the minds of their attackers. | | Fly
Slow 1
Flamewalker
Ash Breather
Chain Lightning |
Ended
 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. | | Fly
Disease Immunity
Slow 1
Chain Lightning |
Scyther
 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 strength derived from Dust. ... | | Beam
Fly
Guardian Slayer 2
Urkan Slayer 2 (Added in ELCP) |
Ranged
Ranged units are able to strike at enemies from a distance using crossbows and longbows, and usually have high offensive attributes and fairly low defensive ones.
Dekari Ranger
 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. | | Long Range
Forest Rage |
Marine
 Trained through years of warfare in the freezing depths of Auriga, Marines do not fear the cold, the dark, or the enemy. | | Range
Technolover |
Marine (Mezari)
 Trained through years of warfare in the freezing depths of Auriga, Marines do not fear the cold, the dark, or the enemy. | | Range
Technolover |
Ateshi Zealot
 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. | | Ardent Fire
Range
Fire Rain |
Kassai
 Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle. | | Range
Fast 2
City Breaker 2 (Added in ELCP) |
Nameless Guard
 Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies. | | Range |
Predatore
 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. | | Stealth
Range
Dual Wield
Predator Mark |
Ipotane
 Highly mobile but relatively weak, Mykara ipotanes excel at harassing sorties intended to wear down the enemy from afar. | | Fungal Bloom Regen
Range
Fast 1 |
Orc
 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. | | Range
Fast 1
Winter Movement Immunity |
Tetike
 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. | | Short Range
Free Counter
True Sight (Added in ELCP) |
Zujajun
 Drawn from the hardy farmers of their tribe, the elite Zujajun warriors use bows whose arrows are tipped with venom. | | Disease Immunity
Disease 2 (Removed in ELCP)
Disease 1 (Added in ELCP) |
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
 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. | | Range
Bark Skin 3
Forest Rage |
Dust Bishop
 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. | | Range
Dust Care
Life Siphon |
Proliferator
 The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds. | | Range
Disease Immunity
Parasitism
Vaccination |
Ancient
 Sage and solemn, the Ancient is seldom found outside the halls and towers of Drakken cities. When it is, it generally means that a lot of enemies are going to die. | | Fast Learner 1
Range
Fly
Shared Wisdom |
Preacher
 Trained to convert others to the cause of the Eternal End, the Preachers spread (by force if necessary) the teachings of the Cultists. | | Range
Unleashed Potential |
Skyfin
 Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter. | | Shifter Nature
Fly
Range
Solitary
Flamewalker
Shifting Awe
One With Auriga
Auriga Affinity 2 |
Mastermind
 Fast and with an excellent vision range, the amphibious Mastermind is solid in defense but particularly useful for unmasking enemy plans by spotting camouflaged or hidden units. | | Amphibious
Range
True Sight
Bloodlust |
Geomancer
 Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land. | | Inner Fire
Range
Geomancy |
Caecator
 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. | | Range
Heal
Healing Halo |
Drider
 The sentries and police of this subterranean arachnid people, Driders are pacifist units that briefly immobilize friendly units with a healing web. | | Range
Cocoon |
Militia
The Militia is a special unit permanently garrisoned in a city.
Militia
 Every city can call up conscripts when its walls are threatened. The last line of defense, these civilian troops are ready to lay their lives down to protect their families. | | Fast 1 |
Settler
The Settler, available to all factions except
Cultists and
Mykara, is the unique unit that can create new cities. All factions start with a single settler.
Settler
 The backbone of any migration or colonization effort, Settlers are the hardy few willing to strike out and found a new home. | | Colonization
Unsellable |
Enemy Units
There are a few units that cannot be built, and only appear as enemies during quests.
Taskol
 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. | | Disease Immunity
Beam |