Attributes
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 |
|---|---|
| If this reaches 0, the unit is killed. By default, (non- Standing on a owned city, or being garrisoned, increases this to 10%. Various other effects, like Watchtowers, can boost this amount. | |
| The ability of the unit to defend itself. A unit with higher | |
| 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. | |
| The ability of the unit to attack successfully. A unit with higher | |
| How early this unit will act in combat. A unit with higher initiative will act before one with lower initiative. Ties are broken by | |
| The distance in tiles that a unit can reach with their attack. Melee ( Ranged ( | |
| 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. | |
| How many movement points this unit can move per round in combat. Affected by terrain. Unlike See also the table below. | |
| 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 and
Battle Speed speed are usually determined by its unit class:
| Class | ||
|---|---|---|
| 4 | 2 | |
| 4 | 2 | |
| 4 | 2 | |
| 6 | 3 | |
| 6 | 4 |
There are some exceptions to the values above, due to capacities and other effects. For example,
Roving Clans and
Allayi units and heroes tend to have higher base
/
than other factions', while
Morgawr units and heroes tend to be slower.
Attack and Defense
The ratio between the attacker's
Attack and the defender's
Defense determines the probability of (critically) hitting or (critically) missing, as seen in the chart below:
Each type of hit multiplies the unit's base
Damage:
| Type | Multiplier |
|---|---|
| Standard hit | 100% |
| Critical hit | 150% |
| Graze / standard miss | 50% |
| Critical miss | 0% |
As the ratio of
Attack to
Defense increases, so does the expected damage dealt:
| Expected | |
|---|---|
| 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
and
makes unit quality very important:
- Because the expected damage multiplier nearly triples, from 37.5% to 110%, it is highly efficient to invest in
/
strategic resource weapons to overpower enemy defenses.
- The opposite is also true. If the attacker's
is equal to the defender's
then, according to the chart above, the attack will do on average 80% damage. However, if the defender has the Block 3 Capacity, their
will increase by 30% when attacked, which reduces the expected damage to 55%. This makes the shield an especially powerful defensive item.
Morale
Morale is a modifier to
Attack and
Defense, calculated based on the number of units adjacent to a given unit:
- A unit has
0 by default and gains +1
for every adjacent friendly unit. For example, 2 adjacent units give +1
to each other, and 3 units in a triangle give +2
to each other. - Every
Ranged and
Support unit has a capacity that reduces its
by -1 for every adjacent enemy unit. - Each point of
increases
and
by +15%. Negative morale will likewise reduce
/
by 15% per point.
is capped to between +6 and -6, and any additional modifiers are ignored.- If two units have the same
Initiative,
is used to determine who will act first. If both have the same
and
, 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 (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