Normal Units

Dark Elven Land Units

 * Spinners
 * Thralls - Requires Barracks
 * Wardens - Requires Barracks, Shrine
 * Enforcers - Requires Sawmill, Barracks
 * Zealots - Requires Stable, Armory
 * Arachnomancer - Requires Arachnarium, Library
 * Weavers - Requires Parthenon, Alchemist's Guild
 * Cutters - Requires Altar of Ascension
 * Argolath - Requires Altar of Ascension, Fighter's Guild

Dark Elven Sea Units

 * Trireme - Requires Shipyard
 * Galley - Requires Shipwrights' Guild

Draconian Units

 * Founders - Requires Builder's Hall
 * Trackers - Requires Barracks, Smithy
 * Hunters - Requires Hall of Hunters
 * Javelineers - Requires Barracks, Sawmill
 * Galeriders - Requires Fighters' Guild
 * Spellswords - Requires Armory, Library
 * Elementalists - Requires Wizards' Guild
 * Elders - Requires War College
 * Doom Drakes - Requires Armorers' Guild, Fantastic Stable

Dwarven Land Units

 * Forefathers
 * Defenders
 * Engineers
 * Arbalesters
 * Rune Casters
 * Warpriests
 * Hammerhands
 * Rune Cannon
 * Rune Golem

Dark Elven Sea Units

 * Trireme - Requires Shipyard

Grey Elven Land Units

 * Pioneers - Requires Builder's Hall
 * Archers - Requires Smithy
 * Druids - Requires Barracks
 * Glaiveguards - Requires Armory
 * Pegasi Riders - Requires Fantastic Stable
 * Rangers - Requires Armory, Forester's Guild
 * Unicorn Riders - Requires Armory, Fantastic Stable
 * Gray Mages - Requires Wizard's Guild
 * Faradrax - Requires Fighter's guild, Animist's Guild

Grey Elven Sea Units

 * Trireme - Requires Shipyard
 * Galley - Requires Shipwrights' Guild
 * Warship - Requires Maritime Guild

High Men Land Units

 * Settlers - Requires Builder's Hall
 * Engineers
 * Spearmen
 * Swordsmen
 * Crossbowmen
 * Clerics
 * Pikemen
 * Catapult
 * Paladins

High Men Sea Units

 * Trireme - Requires Shipyard
 * Galley - Requires Shipwrights' Guild
 * Warship - Requires Maritime Guild

Myrodant Land Units

 * Young Queen - Requires Builder's Hall
 * Legionnaires
 * Royal Guards
 * Slingers
 * Seers
 * Attendants
 * Myrmidon
 * Bombardier Beatle
 * Stag Beatle

Myrodant Sea Units

 * Trireme - Requires Shipyard

Orcish Land Units

 * Serfs - Requires Builder's Hall
 * Raiders - Requires Barracks
 * Wolfguards - Requires Barracks, Smith
 * Wolfmasters - Requires Barracks, Stable
 * Skalds - Requires Barracks, Sages' Guild
 * Berserkers - Requires Fighters' Guild
 * Warg Riders - Requires Fighter's Guild, Stable
 * Longboat Rams - Requires Armorers' Guild, Sawmill
 * Manslayers - Requires Hall of Heroes

Orcish Sea Units

 * Trireme (Orcs) - Requires Shipyard
 * Galley - Requires Shipwrights' Guild
 * Warship - Requires Maritime Guild

Unhallowed Land Units

 * Dark Heralds - Requires Builder's Hall
 * Skeletal Archers - Requires Mausoleum
 * Ghouls - Requires Necromantic Cemetery
 * Reapers - Requires Armory
 * Huecuvas - Requires Temple
 * Arcane Wraiths - Requires Wizards' Guild
 * Phantom Lancers - Requires Tourny of the Damned, Fighters' Guild
 * Death Guards - Requires Palace of Pestilence, Armorers' Guild
 * Skull Catapult - Requires Alchemists' Guild, Mausoleum

Unhallowed Sea Units

 * Trireme - Requires Shipyard