Restless Lague units - Stros M'Kai and Herne - the bretons and redguards Skaal Warriors and Hunters - Solstheim - Northern Factionsĭawnguard - Fullhelm Fort/Fort Dawnguard - Northern Factions (Second and Fourth Era)
Wood orc archers - North-western Valenwood - Kigdom of Orsinium Penitus Oculatus - Aleswell - Empire, Cyrodiil (Fourth Era) Guild Mages - Mages Guild - all "good" factionsįighters Guild units - Fighters Guild - all "good" factionsīlades - Cloud Ruler Temple - Empire, Cyrodiil (Third Era) Winterhold mages - Winterhold - Haafngar/EastmarchĪkavir units - Rimmen - the imperials, altmers, bosmers, khajiits and argoniansĪrcane Archmages - Imperial City - Empire Other knights of the Nine units - Skingrad / Taneth - Empire and Cyrodiil / Crowns and ForebearsĪbibon-gorah Knights - Abibon-gorah - Clans of Crowned and Forebears Knighs of the Hour - Cyrodiil - Kingdom of Cyrodiil (via The knights Guild)ĭivine Crusaders - Highest level of the Knights Guild - Nine Divines factions and redguards Rivenspire Vampire Hunters - Sharnhelm/OldGate - Sharnhelm Knights of Candle/Moon - Sentinel - Clan of Forebears Knights of True Horn - Clan of Crowns lands - Clan of Crowns Knights of Horn - Dukfron/Lainlyn - Clan of Forebears Knight Mentors - Anticler/Wayrest/Abibon-gorah/Skingrad - Nine Divines factions and redguards (trough knights guild) Knights of The Circle - Cheydinhall/Daggerfall/Sentinel/Kozanset/Hallin's Stand/Skaven - Nine Divines factions and redguards (through knights guild) Knights of The Lily - Anvil/Markarth/Morkul Stronghold/Farrun/Northpoint/Taneth - Nine Divines factions and redguards (though knights guild) Knights of Sain Pelin - Evermore/Bangkorai Garrison/Moile Keep - Evermore Knights of The Rose - Wayrest/Firebrand Keep/Gauvadon - Wayrest Knights of The Dragon - Daggerfall/Glenpoint - Daggerfall List of AoR units (not mercenaries) and where to find them: There are many AoR units in this mod, most of them is upper middle or elite tier:
The mod adds many new units, cca about 30-40, and especially many reskins, cca about a 100, to make more differences in armor styles due to the new factions, as well as expanding existing rosters (see the picture previews in the release thread or on moddb)
To be able to recruit mages, you first need to accept mages guild in your settlement (through which you can recruit guild mages occasionally), as it is a pre-requisite for mages barracks. Cavalry takes from 2 turns to 4 and is expensive Unique units and mages may take even more turns and resources. Basic tier foot units take 1 turn to be recruited and are very cheap, middle tier takes 2 turns, and elite tier takes 3 turns and have way higher upkeep. Therefore, once you take a settlement from a faction of a different religion, the first thing you should do is building your religion buildings and sending in your priests. For basic units you need at least 25%, for medium unit is is 50%, for elite units it is 75%, and for some unique units it is 85%. To be able to recruit units in a settlement, you must first convert its population to your religion. Some buildings provide morale, exp, or weapon bonus.
Most units can also upgrade their armours. Therefore, you need to be actively upgrading your barracks to gain access to the most elite units. There are huge differences between the weakest and strongest units. The units stats were completely rebalanced. You can recruit better units typically only from castle barracks, cities usually provide just lower tiers, and no cavalry. Overhauled recruitment is one of the main features of this mod, understanding it and using it to its maximum is imperative for winning.
This thread by no means serve as a full list of mod features of the Unofficial Patch for TES:TW, for that see the official lengthy release article/changelog, but rather as a guide to provide you with more information about specific unique features of the mod and how they work, overview of the events, and also a deeper knowledge of the factional features, i.e., what maks each faction/race different towards the other factions, and of the factional lore in a context of the mod.