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Wisp "Deathblow Unknown"
Hits:10
Damage:5
Combat:1
Resistance:
Cost:50 Crystal
Range:4
Speed:12

Armor
Pierce:1
Slash:1
Crush:1
Fire:4
Magic:4
Small beings made out of energy, wisps help the elven races by building the different structures that they require. Unlike other builders, they cannot be placed into mines. But the fact that they cannot mine makes you want to kick them in their butt, wherever that is. They do make up for that by being pretty good builders and 4 of them may merge into an Ancient Wisp.
Forestguard "Deathblow Unknown"
Hits:25
Damage:10
Combat:4
Resistance:
Cost:30 Metal, 50 Gold
Speed:10

Armor:2
Pierce:2
Slash:2
Crush:2
Fire:1
Magic:3
Weak and pathetic, the forestguard will leave the same impressionon his enemies as his whiper leaves on your eardrums: almost none. They have very few HP which is not good for a melee unit. They migt still draw offensive action away from your ranged units, at least untill Woodriders and themore powerful Treants are available
Gladewarden "Deathblow Unknown"
Hits:15
Damage:8
Combat:2
Resistance:
Cost:50 Metal and 50 Crystal
Range:8
Speed:10

Armor
Pierce:1
Slash:1
Crush:1<2BR> Fire:1
Magic:3
Gladewardens are one of the best uits in the game. Not because of their starting stats but because of their upgrades whihc will grant them an extra 10 damage and 4 range, alowing them to shoot down enemies with great fury and few can stand in their way.
Woodrider
Hits:90
Damage:15
Combat:9
Resistance:
Cost:50 Metal and 150 Gold
Speed:16

Armor
Pierce:2
Slash:2
Crush:2
Fire:1
Magic:3
Woodriders are weak compared to other cavalry units but they provide good defence for their archers, for a short while anyway, untill treants are available. Their speed also makes them good scouts.
Druid
Druid
Hits:60
Damage:15
Combat:7
Resistance:
Cost:50 Gold and 150 Crystal
Speed:10
Range:6

Armor
Pierce:1
Slash:2
Crush:1
Fire:1
Magic:2
Druids are, perhaps the weakest spellcaster in the game. With one spell useless for the wood elves, and weak armor and not too great combat and damage, the only useful thing they bring is the lightning spell.
Ancient Wisp "Deathblow Unknown"
Hits:8
Damage:100
Combat:8
Resistance:
Cost:100 Crystal
Speed:8

Armor
Pierce:2
Slash:2
Crush:2
Fire:4
Magic:4
Ancient wisps are formed by merging 4 normal wisps. They are weaker at building than wisps, but cna attack multiple units, ignore armor and generate crystal, which makes them well worth having.
Treant "Deathblow Unknown"
Hits:200
Damage:35
Combat:16
Resistance:
Cost:200 Stone
Speed:4

Armor
Pierce:5
Slash:3
Crush:4
Fire:1
Magic:3
Slowness is their only weakness, but even that is countered. They have huge hit points, good armor(except against fire) and damage (which are also upgradeable) and they have the best building skill in all the game. They can cause fear(-4 speed, half damage) and cast entangle which will help destroy the enemy speed advantage and if it works, counter the knight's huge damage upgrades. Their height also allows them to attack air units at will.
Ancient Treant (no good screenshot available) "Deathblow Unknown"
Hits:
Damage:60
Combat:
Resistance:
Cost:

Armor
Pierce:
Slash:
Crush:
Fire:
Magic:
Ancient treants are bigger, badder versions of treants. They have better hit points, damage and stuff, but they cost twice as much and take 8 spaces. Theyr best ability is the fact that they split into two normal treants when killed, making up for whatever disabilities they might have.
Dryad
Hits:100
Damage:40
Combat:10
Resistance:
Cost:250 Crystal
Speed:16

Armor
Pierce:1
Slash:1
Crush:1
Fire:1
Magic:4
Dryads are extremely fast and powerful units. They have huge damage, but not much hit points, and armor. They are great for retinue troops and hit and run tactics, and they get melee damage upgrades.
Ironbark "Deathblow Unknown"
Hits:800
Damage:170
Combat:27
Resistance:
Cost:
Speed:11

Armor
Pierce:
Slash:
Crush:
Fire:
Magic:
A huge treant. Like Lunarion, not much is known about him.