Dawn of Fantasy/Elven Units

The Elven army features many high dps battlions because the elves have a smaller then average amount of troops in a battlion. The elves have realized over the centuries that they only needed two formations and so almost all their units have access to the wind and stone formation. Stone formation greatly increases armor but decreases speed. Wind formation greatly increases attack,lowers armor and is generally used on fast quick strike type troops such as Rangers or Bladestorms.The statistics and prices quoted here are the base models and region/city traits chosen will change them accordlingly. GPS51 00:08, 21 December 2011 (UTC)

Links to the other races' unit pages.

Human Units

Orc Units

Melee Units
Bladestorm - A heavy infantry unit wielding dual swords with a strong whirlwind attack, great against any tightly packed units. Bladestorms can be trained at the War Lodge for 350 Food and 250 Gold.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Sentry - A tough, defensive infantry unit that is ideal for holding important areas and killing cavalry, but weak against other infantry. Sentries can be trained at the War Lodge for 225 Food and 200 Gold.

Unique Abilities: Tackle – Unit's next attack will knock down its target and deal extra damage. Costs 50 stamina.

Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Grand Master - The Grand Master is an elite heavy infantry unit and the epitome of Elven strength. Grand Masters are very effective against infantry, but weak against archers and cavalry. Grand Masters can be trained at the War Lodge for 300 Food and 450 Gold.

Unique Abilities:Battle Frenzy – Greatly increases unit armor for 15 seconds, at the cost of 50 stamina.

Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Ranged Units
Rangers - Rangers are the most skilled archers in Mythador, weak only against heavily armored units and cavalry that manage to get close enough for melee combat. Rangers can be trained from Tree Dwellings for 200 Food and 200 Wood.

Unique Abilities: Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Arrow Volley - Greatly decreases unit reload time for 20 seconds, at the cost of 50 stamina.

Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Wind– Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Cavalry Units
Grand Master, Mounted - One of the best mounted units in the game, Mounted Grand Masters have significantly greater Health and Damage Reduction stats than their foot-soldier counterparts, but reduced Attack. Mounted Grand Masters can be trained at the War Lodge for 425 Food and 500 Gold. The Player Arkantos gets credit for causing MGM's to be nerfed the first time as he ravaged the entire land of mythador with high level MGM's.

Unique Abilities:Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Battle Frenzy – Greatly increases unit armor for 15 seconds, at the cost of 50 stamina.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Ranger, Mounted - Rangers are the most skilled archers in Mythador, weak only against heavily armored units and cavalry that manage to get close enough for melee combat. Mounted Rangers have significant health and stamina boosts over those of regular Rangers. Mounted Rangers can be built at Tree Dwellings for 275 Food and 250 Wood.

Unique Abilities: Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Arrow Volley - Greatly decreases unit reload time for 20 seconds, at the cost of 50 stamina.

Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Wind– Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Siege Gear
Treant - Functioning as the Elven battering ram and siege tower, this walking tree is sure intimidate enemies. Treants also serve as mobile resource drop-off points for Wardens. Treants can be summoned by Enchanters for 180 Wood.

Bolt Thrower - The woods come alive with the Elven ranged siege unit, the Bolt Thrower. Bolt Throwers impose massive damage on unsuspecting enemy units and buildings, and can be summoned by Enchanters for 50 Food and 250 Gold.

Unique Abilities:Fiery Arrows- Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Misc units
Warden, Female - A ranged gatherer unit that slowly gathers Gold, Stone, and Fruit, and can lay the dead to rest to gain Favor. Great against infantry units, but terrible against heavily-armored and cavalry units. Female Wardens can be built at Tree Dwellings and Settlements for 110 Food and 70 Wood.

Unique Abilities:Hide– Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Downpour - Wardens can summon the power of the talltia, the realm of the sky, to release rain on a small area to put out dangerous fires. Has a long reload time.

Loot - The ability to bury the dead on any battlefield and receive gold for doing so.

Warden, Male - A gatherer unit that gathers Gold, Stone, and Fruit, and can lay the dead to rest to gain Favor. Male Wardens can be trained from Tree Dwellings and Settlements for 160 Food.

Unique Abilities:Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Downpour - Wardens can summon the power of the talltia, the realm of the sky, to release rain on a small area to put out dangerous fires. Has a long reload time.

Loot - The ability to bury the dead on any battlefield and receive gold for doing so.

Garviola - A giant plant grown through elven magic and created only by the enchanter unit. Cost is 100 food and 100 gold and 1 pop. After being created by an enchanter unit the plant will grow for two to three days until it attains it's max hitpoints. It's capable of devouring multiple smaller enemies in one bite or taking large chomps out of monster units like treants and ogres. It is highly vulnerable to flaming arrows. They are plantable on any battlefield by enchanters provided a player has the pop and resources to create one. On a battlefield not the players homeland they will of course be lost once the battle is over.

Unicorn - Able to fight effectively even without riders, Unicorns are strong against infantry and archers, but weak against cavalry. Unicorns can be bred at the Sylvan Shrine for 250 Food and 150 Gold. With the proper technology researched elven players will gather a small gold trickle for each unicorn they own.

Unique Abilities:Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Deer- Trainable on the elven homeland and provides a food trickle. The more deer created the less each deer provides to the trickle.

Wood Spirit - Trainable at the elven player's homecity or buyable from some elven towns. The more created and placed on the home city the less each contributes to the wood trickle.

Mage Units
Enchanter - Powerful magical melee unit that casts spells and summons Treants and Crossbolts. Enchanters can be trained at the Arcane Sanctuary for 250 Wood and 250 Gold. More information on Enchanters and the role of magic in Dawn of Fantasy will be revealed at a later date.

Unique Abilities:Hide– Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Summon Treant– For 180 Wood, Enchanters can summon a Treant, the Elven heavy siege unit. Ideal when players need additional siege weapons away from their homeland and merchants, although summoning takes time.

Summon Bolt Thrower – For 250 Gold and 50 Food, Enchanters can summon a Bolt Thrower, the Elven ranged siege unit. Ideal when players need additional siege weapons away from their homeland and merchants, although summoning takes time.

Summon Garviola - For 100 gold and 100 food, a large buildable slowly growing plant that eats enemies.