Take the build times with a grain of salt because I just timed them with a watch seeing as how I'm not a techie and all and don't know how to access the game files to just see :P. Terminology you need to know: [This message has been edited by GRUNT (edited 06-03-2006 @ 11:39 AM).]
T = short for 'Timonium'
W = short for 'Wealth'
P = short for 'Population'
LOS = short for 'Line of Sight'
Role: Alin caravan unit. Travels between cities and neutral sites to generate wealth.
Cost: 25 T1 P
Stats: Small Size, Light Armour, 200 health, LOS 8
Speed: Slow (35)
Build Time: 15 seconds
Role: Alin supply unit. Summons a magic whirlwind to transport units across the battlefield.
Cost: 50 T50 W2 P
Stats: Medium Size, Medium Armour, 185 health, LOS 9
Speed: Slow (35)
Build Time: 25 seconds
Abilities:
Summon Whirlwind- for 50 W, the Puzzle Box can summon a Magic Whirlwind to transport units around the battlefield.
Role: Alin scout unit.
Cost: 25 W2 P
Stats: Small Size, Light Armour, 90 health, LOS 20
Speed: Quick (68)
Build Time: 10 seconds
Abilities:
FIRE GATE- Transports the Fire Scout and a three nearby friendly units to your Capital City.
Role: Alin infantry. Start off as melee troops, but can be upgraded with Glass Bolts to gain a ranged attack. Weaker, but cheaper and faster than the infantry of the other races.
Cost: 25 T1 P
Stats: Small Size, Light Armour, 113 health, LOS 12
Speed: Slow (34)
Attack: Skilled (reduced vs large), 6 (ground), 2.40 (siege)
Build Time: 25 seconds
Abilities:
Swordfighter- Default Desert Walkers melee tactic. Provides the best defense against trample.
Whirling Blades- The Desert Walkers gain increased speed and damage, but take more damage in return.
Glass Bolts- The Desert Walkers default ranged tactic once the ability has been researched.
One With Sand- The Desert Walkers turn invisible, but must remain stationary and not attacking to do so.
Role: The Heartseeker is a ranged support unit that specializes in defeating aerial foes. Heartseekers also do decent damage to enemies on land, especially when they focus fire.
Cost: 45 W3 P
Stats: Medium Size, Light Armour, 175 health, LOS 19
Speed: Medium (42)
Attack: Pierce (reduced vs Heavy Armour), 5 (ground), 10 (air), 2.40 (siege)
Build Time: 25 seconds
Role: Medium melee unit that has a poison attack and can trample.
Cost: 60 T35 W4 P
Stats: Medium Size, Medium Armour, 320 health, LOS 9
Speed: Medium (48)
Attack: Pounding and Piercing (reduced vs small and heavy armour), 10 (ground), 8 (siege), 6 Trample
Build Time: 30 seconds
Abilities:
Poison Attack (passive)- Enemies attacked by this unit continue to lose health until the poison effect wears off.
Role: Heavy air unit. Sand Dragons have a moderate splash attack that is effective against both land and air targets.
Cost: 250 T50 W6 P
Stats: Large Size, Heavy Armour, 700 health, LOS 18
Speed: Medium (52)
Attack: 10 (ground, splash), 13 (air, splash), 8 (siege, splash)
Build Time: 34 seconds
Role: The Afreet is a flying fire spirit that has a weak ranged attack, but can shoot while moving. The Afreet’s attack has a minor splash effect.
Cost: 60 W3 P
Stats: Medium Size, Light Armour, 170 health, LOS 17
Speed: Medium (50)
Attack: Pierce, Splash (reduced vs heavy armour), 5 (ground and air), 2.40 (siege)
Build Time: 28 seconds
Abilities:
Burning Attack- An area-of-effect spell that causes all enemies caught in the blast to lose health until the effect wears off.
Fire Damage (passive)- Enemies attacked by this unit will be immolated and will continue to lose health until the effect wears off.
Role: Light ranged support unit with a fiery splash attack. Can only attack ground targets.
Cost: 60 T25 W3 P
Stats: Medium Size, Light Armour, 200 health, LOS 16
Speed: Slow (35)
Attack: Pierce, Splash (reduced vs heavy armour), 5 (ground and siege)
Build Time: 28 seconds
Abilities:
Fire Damage (passive)- Enemies attacked by this unit will be immolated and will continue to lose health until the effect wears off.
Role: Medium ranged support unit with a fiery splash attack. Can only attack ground targets. More powerful than a Juvenile Salamander.
Cost: 100 T50 W5 P
Stats: Medium Size, Medium Armour, 400 health, LOS 18
Speed: Slow (35)
Attack: Pierce, Splash (reduced vs heavy armour), 12 (ground), 9 (siege)
Build Time: 35 seconds
Abilities:
Fire Damage (passive)- Enemies attacked by this unit will be immolated and will continue to lose health until the effect wears off.
Role: Heavy ranged support unit with a fiery splash attack. Can only attack ground targets. More powerful than an Adult Salamander.
Cost: 200 T100 W 10 P
Stats: Large Size, Heavy Armour, 800 health, LOS 20
Speed: Slow (35)
Attack: Pierce, Splash (reduced vs heavy armour), 18 (ground), 12 (siege)
Build Time: 40 seconds
Abilities:
Fire Damage (passive)- Enemies attacked by this unit will be immolated and will continue to lose health until the effect wears off.
Role: Everybody’s favourite Alin unit. Specializes in killing the most annoying units in the game, such as Juggernauts, Air Destroyers, and Death Spheres. They can even kill Sun Idols, assuming said Sun Idols aren’t trying to kill them. Odds are, if you’re in the large city phase and you don’t have any of these guys flying around, you are going to die.
Cost: 25 T150 W 4 P
Stats: Medium Size, Medium Armour, 350 health, LOS 18
Speed: Medium (44)
Attack: Pounding (reduced vs small), 11 (ground and air), 3.60 (siege)
Build Time: 30 seconds
Abilities:
Fire Damage (passive)- Enemies attacked by this unit will be immolated and will continue to lose health until the effect wears off.
Role: Heavy air unit with a slow, but devastating area-of-effect melee attack. Rukhs can only attack land targets, but are very powerful against both units and buildings.
Cost: 350 T50 W6 P
Stats: Large Size, Heavy Armour, 800 health, LOS 15
Speed: Medium (52)
Attack: Skilled, Splash (reduced vs large), 25 (ground and siege)
Build Time: 45 seconds
Abilities:
Fire Damage (passive)- Enemies attacked by this unit will be immolated and will continue to lose health until the effect wears off.
Role: The siege unit of the Alin. Moves very slow, but has a powerful long-ranged siege attack.
Cost: 65 T65 W3 P
Stats: Large Size, Medium Armour, 250 health, LOS 24
Speed: Very Slow (22)
Attack: Accuracy, Skilled (very weak vs large and heavy armour), 5 (ground and air), 27 (siege)
Build Time: 35 seconds
Abilities:
Glass Shock- When activated, a small shockwave of energy is created, damaging enemy units that are very nearby.
Dark Glass Corruption (passive)- Enemies attacked by this unit will be corrupted by Dark Glass and lose a certain percentage of their base health permanently.
Role: Medium melee unit. More expensive, but stronger and better at taking out single foes than the Scorpion.
Cost: 75 T75 W3 P
Stats: Medium Size, Medium Armour, 400 health, LOS 9
Speed: Medium (48)
Attack: Pierce, Pounding (reduced vs small and heavy armour), 11 (ground and air), 8 (siege), 9 Trample
Build Time: 35 seconds
Abilities:
Glass Web- Traps a single non-flying enemy unit in a Glass Web. The unit is immobilized and can’t attack for the duration of the spell.
Dark Glass Corruption (passive)- Enemies attacked by this unit will be corrupted by Dark Glass and lose a certain percentage of their base health permanently.
Role: Heavy ranged support unit. The Glass Golem’s attack is effective against both land and air targets. It also has good siege capabilities.
Cost: 50 T200 W 6 P
Stats: Large Size, Heavy Armour, 600 health, LOS 16
Speed: Very Slow (25)
Attack: Pierce, Splash (reduced vs heavy armour), 14 (ground and air), 12 (siege), 14 Trample
Build Time: 40 seconds
Abilities:
Glass Shock- When activated, a small shockwave of energy is created, damaging enemy units that are very nearby.
Dark Glass Corruption (passive)- Enemies attacked by this unit will be corrupted by Dark Glass and lose a certain percentage of their base health permanently.
Role: Alin Master Unit- the most powerful unit of the Alin. The Glass Dragon is a super-heavy flyer that comes with 3 powerful abilities. You may only have one master unit at a time.
Cost: 500 T1600 W 15 P
Stats: Master Size, Heavy Armour, 2400 health, LOS 21
Speed: Quick (60)
Attack: Splash, 38 (ground and air), 37 (siege)
Build Time: 100 seconds
Abilities:
Glass Shock- When activated, a devastating shockwave of energy is created, damaging enemy units that are nearby.
Healing- When activated, the Glass Dragon will regain a large amount of health over time.
Glass Fury- Focusing rays of light through its wings, the Glass Dragon fires a powerful blast of energy and glass shards to devastate units and buildings alike caught in the area of the spell.
Dark Glass Corruption (passive)- Enemies attacked by this unit will be corrupted by Dark Glass and lose a certain percentage of their base health permanently.
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