Category:S1 Human Units

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The units of the Legion. Also referred to as Human. These are what you can choose to play as, if you got the gold to 'buy' them in load out and if the com has made the necessary researches.

All units are selected at the loading screen.

Note: At lvl 10, every unit has 70 extra hp.

[edit] Main units

New main units become available to players at each new Tier provided the commander researches them. Players have a choice from the Nomad (Tier 1), Savage (Tier 2), and Legionnaire (Tier 3). In addition to selecting the type of unit to play, the player can also change their weapon and item configuration. Players may only select weapons and items that have been researched by the commander. The melee slot can not be changed, the melee weapon and damage depends on level and unit. Humans dont have a researchable melee weapon that can replace the standard one. There is one slot for weapons. So you can only carry one ranged weapon. There are three slots for items. Players will start with their unit's default melee weapon and a hunting bow automatically, this cannot be disabled.


Tier 1 unit. Cost: Free. Starts with 250 hp at level 1. Has 320 hp at level 9.

Is the best player controlled builder/miner/repairer of the Legion. Do not underestimate them. At lvl 10, if you can block the enemy attacks, you can melee predators. A nomad with an incinerator can kill predators if you can avoid being hit by sidestepping and using sprint wisely. This is not easy, but doable.

Lightning kills a level 1 nomad in one hit.


Tier 2 unit. Cost: 2500 gold. Starts with 400 hp at level 1.

Has a pretty fast attack, can do more damage faster than a legionnaire. Is the best melee building damager. Savages below level 9, however, go down to Predators in 2 melee swings.


Tier 3 unit. Cost: 4000 gold. Starts with 550 hp at level 1.

Swings relatively slowly. Can block and survive behemoth swings. Even at lvl 9, with 620 hp, the legionnaire still dies from one (unblocked) hit of a summoner. Legionnaires are the toughest unit the humans have. They do less damage per minute than savages, but they compensate that with more health. Their swing circle is pretty large, they can easily hit multiple enemy units and/or buildings at the same time. It is the ideal unit to lose for a field player when all technology has been researched.

[edit] Support units:


Healer/support unit. Cost: 1500. 250 hp at level 1.

The Chaplain is a relatively small and weak unit that has the unique ability of being able to heal other units. The Chaplain becomes available once the commander has researched him at the Monestary (Available at Tier 2). Unlike the main human units, the Chaplain cant choose his equipment. This means that the Chaplain can never do ranged damage.

The Chaplain has a staff for a melee weapon and this is the only way for the Chaplain to attack. His attacks do low damage but he hits fast. Combined with blocking and self-healing with healing potions, a highly skilled chaplain can be a very though adversary. Chaplain-specific items are automatically assigned to the Chaplain as soon each item has been researched by the commander. These items are as follows;

Note: If you're a Chaplain and the commander researches an ability you don't have yet, you have to enter load out and 'sell' your chaplain and 'buy' him again to have to new ability.

Healing Ray (default) - This item is automatically given to the Chaplain without needing to be researched. When used, a beam of light shoots out of the end of the Chaplain's staff healing the unit it strikes. Use it on wounded units, damaged siege units or damaged buildings to restore their health. (Note: This is the only method of quickly repairing siege units during battle, siege units do get the healing effect from officers too.)
Healing Potion (ranged healing AoE) - This item becomes availble when it is researched. When thrown, it breaks, creating a red 'fog'. Any ally that walks through the fog gets a regenerative effect. This effect stops after several seconds. It's the quickest way of passive health regenation.
Ressurect - Chaplain ability. Once this skill/item has been researched, ressurectable allies with be marked with a skull on the map and red cross above their body ingame. Simply walk up to their body and use the ressurect skill to revive the player with 50% hitpoints. During the ressurection animation the Chaplain and the one being ressurrected are immune to all attacks and damage. The ressurect is an area effect spell (with a very small radius). Theoreticly, if 20 people all die very closely to eachother, it might be possible to ressurect them all together, or the server might crash. The ingame record for most revives with one ressurect is about 5. Normally, three simultaneous ressurects is already alot.

You get gold for each ressurect and it can earn you pretty much gold fast if the situation is right and you use it correctly. Can be very handy on low gold maps.

Try to die near other fallen allies, that makes it easier to ressurect you. The less distance the chaplain has to travel to get to you, the higher the odds he picks you as next ressurect target. Humans unfortunatly often dont fully use ressurect. People often seem to prefer to relocate (before dieing) or go to loadout. If done well, it can greatly help, but ingame its usually beast that uses ressurect to the fullest.

Note: The red cross will appear above a players head until they release from their body. Once a player who has died releases to the loading screen, they can no longer be ressurected

[edit] Siege units:

Siege Units are large and expensive machines used by players. Siege Units deal large amounts of damage to buildings but are slow-moving and have a slow firing rate. Siege Units become available once a Siege Workshop has been constructed (available at Tier 2) and the unit has been researched by the commander. In order to win, humans have to escort their siege units. Protect them. Make sure they reach the enemy structures alive. Chaplains should heal them when needed. Preferably have an officer nearby too, the siege units benefit from the healing effect of the officer too and officers can mark targets, making aiming easier for the siege units.

All human siege units can be "ejected" (default 'x') out of, spawning a nomad with full HP. This can be useful to escape damage that would otherwise destroy the siege unit, but can also be used as a decoy if you have no ammo left so that siege units with ammo can take out structures.


(Tier 2) Cost: 4000. About 1000 hp at level 1.

The Ballista is a large crossbow that shoots giant arrows. It has 15 shots that can only be restored by entering a Garrison or the Stronghold. They die relatively easy to all range attacks, except for blaze, which can kill a ballista in just under three seconds. You have to fully bring down a building to have any effect. If you got only 2 arrows left, don't waste them on enemies that are still hundred metres away. Focus on killing enemy buildings. Shoot at enemies only to keep yourself alive long enough to get to the buildings and to buy time so you can kill the building you are shooting at. Has a larger range than the catapult. It takes two shots to take down a unshielded Guard Tower and two hits to take down a normal spire regardless of a healing spire(as long as you don't wait for it to heal).


(Tier 3) Cost: 7500.About 4000 hp at level 1.

The Catapult throws flaming boulders over a great distance for massive damage. This power comes at a cost though, as it cannot damage enemies that are close to it. Because of this, a catapult almost always needs an escort. The catapult starts with 20 rounds of ammunition and can not restore said ammunition on the field. The boulders have a large AoE damage effect on impact. The catapult shoots in an arc, which makes hitting what you want to hit a bit tricky sometimes. Has a smaller range than the ballista. Most enemies don't die from one hit from a catapult.

Articles in category "S1 Human Units"

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