Attributes

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Units and heroes in Endless Legend have attributes that determine their performance in combat and on the world map. Each unit or hero has a set of base attributes, which are then modified by a wide variety of other mechanics including experience, equipment, skills, capacities, and research.

List of Attributes

Attribute Name Effect
Life Life If this reaches 0, the unit is killed.
By default, (non-Broken Lords Broken Lords) units regenerate 5% health per turn.
Standing on a owned city, or being garrisoned, increases this to 10%.
Various other effects, like Watchtowers, can boost this amount.
Defense Defense The ability of the unit to defend itself.
A unit with higher Defense will turn enemy hits into grazes and misses more often.
Damage Damage The amount of damage inflicted on a standard hit.
Modified by attack and defense, which determine the chance of a miss, partial hit, standard hit, or critical hit.
Attack Attack The ability of the unit to attack successfully.
A unit with higher Attack will successfully hit and critically hit more often.
Initiative Initiative How early this unit will act in combat.
A unit with higher initiative will act before one with lower initiative.
Ties are broken by Morale Morale.
Range Range The distance in tiles that a unit can reach with their attack.
Melee (Infantry Infantry, Cavalry Cavalry, and Flying Flying) units have a range of 1.
Ranged (Ranged Ranged and Support Support) units have higher range, usually 3.
Speed Speed How many movement points this unit can move per turn on the world map.
Affected by terrain.
An army can only move as fast as its slowest unit.
See also the table below.
Battle Speed Battle Speed How many movement points this unit can move per round in combat.
Affected by terrain.
Unlike Speed Speed, Battle Speed Battle Speed is usually only displayed during combat.
See also the table below.
Vision Vision The number of tiles a unit can see around them on the world map.
Affected by terrain and weather.
The Fly and True Sight capacities enable a unit to ignore terrain sight penalties.

See Units/Comparison Table and Heroes/Comparison Table for tables comparing unit and hero base attributes.

Base Movement Speed

A unit's base Speed Speed and Battle Speed Battle Speed speed are usually determined by its unit class:

Class Speed Battle Speed
Infantry Infantry 4 2
Ranged Ranged 4 2
Support Support 4 2
Flying Flying 6 3
Cavalry Cavalry 6 4

There are some exceptions to the values above, due to capacities and other effects. For example, Roving Clans Roving Clans and Allayi Allayi units and heroes tend to have higher base Speed/Battle Speed than other factions', while Morgawr Morgawr units and heroes tend to be slower.

Attack and Defense

The ratio between the attacker's Attack Attack and the defender's Defense Defense determines the probability of (critically) hitting or (critically) missing, as seen in the chart below: Combat graph.png

Each type of hit multiplies the unit's base Damage Damage:

Type Multiplier
Standard hit 100%
Critical hit 150%
Graze / standard miss 50%
Critical miss 0%

As the ratio of Attack Attack to Defense Defense increases, so does the expected damage dealt:

Attack / Defense Ratio Expected Damage
2 / 3 or lower 37.5%
1 80%
3 / 2 or higher 110%

Between 2 / 3 and 3 / 2, the multiplier increases (slightly less than) linearly.

The interaction of Attack and Defense makes unit quality very important:

  • Because the expected damage multiplier nearly triples, from 37.5% to 110%, it is highly efficient to invest in Adamantian/Palladian strategic resource weapons to overpower enemy defenses.
  • The opposite is also true. If the attacker's Attack is equal to the defender's Defense then, according to the chart above, the attack will do on average 80% damage. However, if the defender has the Block 3 Capacity, their Defense will increase by 30% when attacked, which reduces the expected damage to 55%. This makes the shield an especially powerful defensive item.

Morale

Morale Morale is a modifier to Attack Attack and Defense Defense, calculated based on the number of units adjacent to a given unit:

  • A unit has Morale 0 by default and gains +1 Morale for every adjacent friendly unit. For example, 2 adjacent units give +1 Morale to each other, and 3 units in a triangle give +2 Morale to each other.
  • Every Ranged Ranged and Support Support unit has a capacity that reduces its Morale by -1 for every adjacent enemy unit.
  • Each point of Morale increases Attack and Defense by +15%. Negative morale will likewise reduce Attack/Defense by 15% per point.
  • Morale is capped to between +6 and -6, and any additional modifiers are ignored.
  • If two units have the same Initiative Initiative, Morale is used to determine who will act first. If both have the same Initiative and Morale, they will act in random order.

Computing Attributes

A unit's attributes are generally computed in three steps. First, base and equipment attributes are calculated. Then these are combined to compute total attributes.

Base attributes

experience modifier = 20% per level for units or 10% per level for heroes
equipment modifier  = sum of all percentage multipliers from equipment
base attributes     = unit's starting attributes without any equipment or capacities
                    × (1 + experience modifier)
                    × (1 + equipment modifier)

Equipment attributes

equipment attributes = equipment's starting attributes without any capacities
                     × (1 + strategic resource efficiency from Technolover capacity)

Total attributes

The following are summed together:

  • Base attributes
  • Equipment attributes
  • Additive bonuses from hero skills
  • Additive bonuses from capacities

Percentage modifiers are then summed together and applied:

  • Hero skills
  • Morale Morale (15% per point)
  • Unit capacities, including those resulting from unit actions and from equipment
  • Technologies
  • Faction traits
  • Bonuses from assimilated Minor Factions
  • Other empire-wide effects

See also