Units

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File:Lou art 04.jpg
Caledonian Soldier

In Lord of Ultima, players can recruit unis of various classes in order to fight for them. Units can be used to defend a player's city, to raid a dungeon, or to attack another player's cities.

Recruiting units requires gold, and often necessitates an expenditure of wood or iron as well. Before any unit can be recruited, various buildings must be constructed: A City Guard House for recruiting City Guards, a Training Ground for infantry troops (such as Berserkers, Rangers, and Guardians), Stables for infantry troops (Scouts and Knights), a Trinsic Temple for blessed troops (Templars and Paladins), and a Moonglow Tower for mages (and warlocks). Having a Barracks increases the number of units you can sustain.

In order to maintain your army, you must supply the units with gold and food.

Units[edit]

Here are the various units that can be recruited:

Troops[edit]

City Guards
Special
Enforcers of law and order, these stalwart fighters are trained to deal with any threat within a city’s walls.
Berserkers
Infantry
Unshakable warriors they may be, berserker are also untrained and unarmored, which means they are among the first to fall in combat.
Rangers
Infantry
Skilled bowmen are deadly against ranks of infantry, which makes rangers essential for defending a city under siege.
Guardians
Infantry
Defensive soldiers, guardians are trained to unhorse cavalry with their deadly pikes.
Scouts
Cavalry
Scouts are able to survey an enemy from afar, and return to provide vital intelligence on enemy cities. Use larger groups of Scouts are able to obtain more detailed reports.
Crossbowmen
Cavalry
The crossbow is an anti-cavalry weapon, but can be used with impunity against most any foe. This makes trained crossbowmen worth their weight in gold.
Knights
Cavalry
The heavy arms of a knight allows them to excel at siegecraft. Knights are notorious looters as well, able to carry more than their share of spoils.
Mages
Infantry, Magic-User
Arcane magic is a great equalizer, allowing a single mage to be a powerful combatant. Once the quarters are close, however, their benefit dissipates, for they are weak defensively.
Warlocks
Cavalry, Magic-User
Mages with war training, a warlock is a potent ally, and devastating enemy.
Templars
Infantry, Blessed
Soldiers of the temple possess powerful defenses against magic, and can lead others against such foes.
Paladin
Cavalry, Blessed
Combining the power of a knight with the blessing of a templar, the paladin is a potent foe. Paladins are specially trained in combating spellcasters, and can protect many allies against magic.

Siege Weapons[edit]

Rams                     Although slow, a heavy ram is quite powerful. No city gate can withstand it's brute force for long.
Ballista Ballistae are powerful defensive weapons, deterring many armies from besieging the city. However, they can also be effective in the battlefield.
Catapults Hurling massive stones, catapults are especially powerful weapons for besieging enemy cities.

Ships[edit]

Sloops                    The small stature of the sloop defies its powerful array of defensive weapons. It is especially useful for escorting larger ships against enemy coastal cities.
Frigates In addition to ferrying troops to combat overseas, a frigate can bring a small amount of artillery to bear during a siege.
War Galleons The mighty galleon rules the seas. Dangerous to all foes, they are especially effective during a siege.

Dignitaries[edit]

Barons                    While not combatants, baron are essential to a kingdom for only they can take control of defeated enemy castles, found new cities, and capture lawless cities.

Special Units[edit]

Dragons                  Strong offensive unit. Avoid attacking Guardians or Crossbowmen.
Dragons can be raised by obtaining Dragon Eggs and converting them using a Dragon's Lair.

Bestiary[edit]

When sending your army to raid a dungeon, you may also encounter some of the unique enemy units. Some of these monsters harken back to the foes of Sosaria, while some seem to be unique to Caledonia.

Skeletons                 
Ghouls
Gargoyles
Daemons
Orcs Often found in Mountain Dungeons the Orc is a foul beast. It’s presentation might resemble that of man, but it’s behaviour and manners certainly do not! The best counter unit is one of magical capabilities.[1]
Troglodytes
Ettins
Minotaur
Giant Spiders Found in Forest Dungeons, the Giant Spider is an eerie creature. Its appearance alone makes one feel itchy and cold, but only if it hasn’t bitten you already! The creatures are often found in colonies ready to crawl all over invaders of their Dungeon lairs. These colonies multiply quickly dining on the unfortunate. The best counter is thundering cavalry.[2]
Thieves These vile traitors seems to appear when a Dungeon progression passes 20%, although this still requires confirmation. First seen in Forest Dungeons, the best counter is thundering cavalry.[3]
Centaur These creatures seems to appear when a Dungeon progression passes 90%, although this still requires confirmation. First seen in Forest Dungeons. The best counter is thundering cavalry.[4]
Trolls
Pirate Dhows
Pirate Sloops
Pirate Frigates
Pirate Galleons

There are also a few boss monsters, which can reward a raid with Artifacts.

Dragons                  Powerful, dangerous and highly intelligent, Dragons command respect from all but the most foolhardy. Primary drop type is wood. The best counter unit is thundering cavalry.[5]
Hydras
Molochs
Kraken

See Also[edit]

References[edit]