In this update15
Full notes
Full ENDLESS™ Legend 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello there!
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Performance
- Events
ENDLESS™ Legend 2 changes
Today, we are happy to share with the entire community that we are releasing our next big update, Stand United.
Here you will find a 5-minute video that summarizes the key elements for the update!
📊 District Cost Scaling
💂♂️ Militia Panel
💥 Combat Retaliation
✅ The game is now “Steam Deck Verified”
Let us know if you like this short format and if you have any suggestions to improve it!
HIGHLIGHTS
📊 District Cost Scaling
While balancing costs/yields is always an ongoing topic, we noticed that there were some issues with how district cost were scaling, which was generating frustration among players
> Thanks to everyone who shared feedback on this topic 🤗
The issue was, mainly, that the cost was skyrocketing as there was exponential factor in the formula. The base was not bad, as we want players to have choices that are impactful, but this ended up having the opposite effect.
We released an initial hotfix for this issue that made some districts cheaper, to check with the community if the direction we wanted to go in was right. There was positive feedback, and we decided to keep pushing the idea! Here is how works now 👇
Basic / Elite district
We made a clearer distinction between the 2 types of districts; Basic & Elite
Basic: Farms, Works & Communal Habitations
Elite: Laboratories, Merchant House, Forums & Keeps
The idea is that the cost of a district will increase mainly if you build the same district, and the rest of the districts will have almost no impact on it.
Now, the basic costs are way lower (compared to the elite ones), and the idea behind is that you should now be able to build plenty of them, as they are the “foundations” of your city.
Here is an example of how the formula has evolved for Basic and Elite districts.
| | Before | After |
| Farm cost formula | (50 + Target.DistrictCountAnyDistricts * 25), but at most 5000 | (60 + (Target.DistrictCountAnyDistricts - 1) * 10 + 40 * Target.DistrictCountFood), but at most 5000 |
| Merchant's House cost formula | 10000 min (149 + Target.DistrictCountMoney * 149 + (1 + Target.DistrictCountAnyDistricts / 1.2) ^ 3), but at most 10000 | (150 + (Target.DistrictCountAnyDistricts - 1) * 10 + 150 * Target.DistrictCountMoney), but at most 10000 |
Let me share an example so you can see the cost (in turns) in a medium city
District Effects & Synergies
As we just talked about districts, we decided to enhance some of them to create a “puzzle system“ that will generate additional synergies between them
| Steam post image | Steam post image |
After some feedback from players who tried the PTB, we added additional synergies for the Trading Post and Bridges. And also adjusted some values related to Approval.
Population Vocations
In order to more precisely control how much influence and dust a player can generate, we decided to make 2 major changes to vocations:
Scribes now focus purely on Science (no more Influence)
Citizens and Artisans give slightly less Dust, bringing them in line with the other changes
This change will also make some of the minor faction populations more interesting!
| Steam post image | Steam post image |
💥 Combat Retaliation
Now, when a player attacks an enemy unit for the first time, the enemy performs a counter‑attack that deals 70% of its base damage. We think it will improve combat even further. Here are the main goals from the Game Designers behind the change
Game Designer:
The first goal is to create attrition in fights and limit alpha strike potential
The second goal is to add one more factor to consider when making decisions in battle, while also creating opportunities for content and stronger unit personality (f*** those pesky Ochlings).
As this means your units will get more damage, we increased the HP of all units, and also adjusted some skills and added new ones 👀
Thanks to everyone who shared feedback during the Public Test Branch > we have reduced the defense values (as there were too high) and made additional changes to some units based on your feedback!
😎 A personal favorite > We added a skill for Defender Heroes that will disable retaliation to all adjacent enemies.
💂 Militia Panel
The team created a new Militia Panel, so you have a better understanding of what Militia you have in your city, as well as in the territories attached to it.
Sharing a bit of context: in a previous update, we changed the militia to be territory-based instead of having a central one. This was a great change, but it was a bit obscure for players to find out what their militia composition was (it was hidden in a tooltip inside another tooltip).
Also, everyone can access this information, so be careful, as the AI will be more inclined to attack areas you have left unprotected! 👀
💡 Do not forget that if you mouse over the flag in the city, you can see how much fortification is required in order to upgrade the militia.
💡 There are techs that increase the veterancy of your militia
✅ Steam Deck Verified
So happy to share to the entire community that the game now is Steam Deck Verified 🎉 Thanks to everyone who has been trying the game and sharing feedback with us!
Thanks for helping us make the game better 🌟
And seriously—huge thanks to everyone playing and sharing feedback! We are grateful to have this community 💖
Jump into the update and let us know what you think about the changes!
Have a nice day ^-^
CHANGELOG
VERSION NUMBER: 0.80.100
[🦖 PTB Changes] There are a few adjustments we introduced thanks to everyone who participated in the PTB and shared feedback
Known issues
[Fixed ✅]
Necrophage districts are losing their base bonus when leveling up (we’re looking into a hotfix for this update)With the world setting “archipelago”, there’s a small chance that the first recess is directly triggered (we’re looking into a fix)
There is a visible debug text in the custom faction creation screen (we’re looking into a hotfix for this update)
Economy
Balance the Food, Industry, and Population district costs as "basic" districts, which have much lower costs and smaller scales, making them easier to build.
[💡 This was already the case, as we introduced the changes in a recent hotfix, but mentioned here so it is easier to compare]
| Before | After | |
| Farm cost formula | (50 + Target.DistrictCountAnyDistricts * 25), but at most 5000 | (60 + (Target.DistrictCountAnyDistricts - 1) * 10 + 40 * Target.DistrictCountFood), but at most 5000 |
| Works cost formula | (50 + Target.DistrictCountAnyDistricts * 25), but at most 5000 | (60 + (Target.DistrictCountAnyDistricts - 1) * 10 + 40 * Target.DistrictCountIndustry), but at most 5000 |
| Communal Habitation cost formula | (50 + Target.DistrictCountAnyDistricts * 25), but at most 5000 | (60 + (Target.DistrictCountAnyDistricts - 1) * 5 + 20 * Target.DistrictCountPopulation), but at most 5000 |
Balance the Dust, Science, Influence & Military districts as "elite" districts. They’re more expensive to build, so players will inevitably have to make trade-offs about which ones to focus on at certain key moments in the game. This creates a temporary dynamic of City specialization at certain times. We removed the exponential factor from the formula
| Before | After | |
| Merchant's House cost formula | (149 + Target.DistrictCountMoney * 149 + (1 + Target.DistrictCountAnyDistricts / 1.2) ^ 3), but at most 10000 | (150 + (Target.DistrictCountAnyDistricts - 1) * 10 + 150 * Target.DistrictCountMoney), but at most 10000 |
| Laboratory cost formula | (149 + Target.DistrictCountScience * 149 + (1 + Target.DistrictCountAnyDistricts / 1.2) ^ 3), but at most 10000 | (150 + (Target.DistrictCountAnyDistricts - 1) * 10 + 150 * Target.DistrictCountScience), but at most 10000 |
| Forum cost formula | (149 + Target.DistrictCountInfluence * 149 + (1 + Target.DistrictCountAnyDistricts / 1.2) ^ 3), but at most 10000 | (150 + (Target.DistrictCountAnyDistricts - 1) * 10 + 150 * Target.DistrictCountInfluence), but at most 10000 |
| Keep cost formula | (149 + Target.DistrictCountMilitary * 149 + (1 + Target.DistrictCountAnyDistricts / 1.2) ^ 3), but at most 10000 | (150 + (Target.DistrictCountAnyDistricts - 1) * 10 + 150 * Target.DistrictCountMilitary), but at most 10000 |
District's new synergy
| Before | After | |
| Farms | +2 Food per District level+1 Food on tile producing Food+1 Food for each River & Lake | +3 Food per District Level+1 Food on tile producing Food+2 Food for each adjacent Water tile (River, Lake, Coastal Water & Ocean)+2 Food for each adjacent Anomaly-3 Food if adjacent to Works |
| Works | +2 Industry per District level+1 Industry on tile producing Industry+2 Industry per adjacent ridge | +3 Industry per District Level+1 Industry on tile producing Industry+3 Industry for each adjacent Ridges+2 Industry for each adjacent Resource Deposit |
| Communal Habitations | +1 Population Slot per District Level +1 Food for each adjacent Farm +1 Industry for each adjacent Works +1 Dust for each adjacent Merchant's House +1 Science for Each adjacent Laboratory +50 Fortification for each adjacent Keeps | +1 Population Slot per District Level+3 Food if adjacent to Farms+3 Dust if adjacent to Merchant's House+2 Science if adjacent to Laboratories+1 Influence if adjacent to Pacified Village-5 Approval if adjacent to Works |
| Merchant's House | +6 Dust per District Level+2 Dust on Tile producing Dust+4 Dust for each adjacent Extractor | +6 Dust per District Level+1 Dust on tile producing Dust+6 Dust for each adjacent Resource Deposit+4 Dust if adjacent to Works |
| Laboratory | +2 Science per District Level +1 Science on Tile producing at least two types of yields +2 Science for each adjacent Anomaly | +4 Science per District Level+1 Science on tile producing at least two types of yields+2 Science for each adjacent Anomaly+4 Science if adjacent to Farms |
| Forum | +2 Influence per District Level+1 Influence for each adjacent District+2 Influence for each adjacent District - Level 2 | +4 Influence per District Level+2 Influence for each adjacent District - Level 2+5 Approval if adjacent to Communal Habitations |
| Keep | +200 Fortification per District Level+150 Experience on New Units | +200 Fortification per District Level+150 Experience on New Units on Districts+50 Fortification for each adjacent District - Level 2 |
| Bridges | +3 Food if adjacent to Farms +3 Industry if adjacent to Works +3 Dust if adjacent to Merchant’s House +2 Science if adjacent to Laboratories | |
| Trading Post | +25 Ressource stock +6 Dust for each adjacent Bridge | +25 Ressource stock +4 Dust if adjacent to Bridge +6 Dust for each adjacent Pacified Village - +6 Dust per District Level |
🦖 Balancing changes following PTB feedback (included in the table above)
Communal Habitations
Reduced the malus for Communal Habitations effect from -10 approval if adjacent to works districts to -5
Added +1 Influence to Communal Habitation if adjacent to Pacified Village
Merchant's House
Increased the Merchant's House effect from +3 to +6 for each adjacent Resource Deposit
Reduced the Merchant's House effect from +6 to +4 if adjacent to Works Districts
Trading Post
Added +6 Dust per District Level to Trading Post
Changed Trading Post effect from +6 Dust for each adjacent Bridge to +4 Dust if adjacent to Bridge
Added +6 Dust for each adjacent Pacified Village to Trading Post
Soul Repository
Reduced the malus for Soul Repositories effect from +12 Approval per District Level to +5
Forum
Reduced the Forum effect from +10 to +5 if adjacent to Communal Habitations Districts
Updated Bridge to now provide
+3 Food if adjacent to Farms
+3 Industry if adjacent to Works
+3 Dust if adjacent to Merchant’s House
+2 Science if adjacent to Laboratories
Removed the default Influence on Scribes.
Increase Scribe vocation yield from +1 to +2 Science.
Decrease Citizen & Artisans vocation yield from +2 to +1 Dust.
Here are all the changes in Vocations
| Before | Afte | |
| Scribe Population Vocation | +1 Science+2 Influence | +2 Science |
| Citizen Population Vocation | +4 Food+2 Dust | +4 Food+1 Dust |
| Artisan Population Vocation | +4 Industry+2 Dust | +4 Industry+1 Dust |
| Trading Post | Provide Roads+4 Dust per District Level+10 Resource stock+4 Dust for each adjacent Bridge | Provide Roads+25 Resource stock per District Level+6 Dust for each adjacent Bridge |
Removed the exponential from the Foundation cost formula
| Before | After | |
| Foundation cost formula | 1000 min (13.7 * Variable.DistanceToClosestAdministrativeDistrict ^ 2) + 10 * (Variable.AttachedTerritoryCount - 1) | 500 min (25 * (Variable.DistanceToClosestAdministrativeDistrict * (Variable.DistanceToClosestAdministrativeDistrict - 1) |
| Distance to City or Admin Center | Foundation cost |
| 1 | 0 |
| 2 | 50 |
| 3 | 150 |
| 4 | 300 |
| 5 | 500 |
The Bridge cost formula increases with the number of bridges built in a settlement.
Bridges are not included in the calculation of basic or elite district costs. Therefore, building a bridge will not affect the cost of other districts.
| Before | After | |
| Bridge cost formula | - | 5000 min (60 * (Target.DistrictCountBridge + 1)) |
Fixed Ascetic Existence improvement not working when Aspects Farms get to level 2
Fixed some Necrophage district that were not working properly
Fixed the bonus of approval granted by forums adjacent to communal habitations
Visual
Fixed VFX on districts flickering during late monsoon
Added a smoother fade effect when elements (bushes, trees, etc.) appear in the world when zooming
Added an animation when an army is selected and the mouse hovers interactable elements
Added icons for Aspects improvements
Added new icons for the schematic view for the Kin of Sheredyn’s tier 3 districts
Fixed 3D elements disappearing after playing for a long time on the same game
Diplomacy
Both Public Opinions are now influenced by insults and compliments.
We heard your feedback that, even after the changes we made to Diplomacy, it was very difficult to have Justified Wars. Therefore, we updated how Compliments and Insults work, and now it should be easier. Let us know!
Updated the notifications of diplomacy to redirect directly to the correct tab when clicking on it
Military
Added retaliation to battle
Updated all units in game > Big list below
Added a militia panel in the city menu
All armors (equipment) buffed by +5 Defense
Heroes base units stats are adjusted to be in line with regular units
Exotic weapons (casters) all have prepared Break Retaliate.
🦖 Promoted “Destabilizing defense” to a hero skill in the defender skill tree and removed “Buckle Up” from the game (for the moment) as it was redundant with the infantry passive
Added hint explaining retaliation in tutorial
Added retaliation UI feedback on unit pin
Fixed All Armies window not showing armies on coral on water
Fixed a bug where the forecast damage for retaliation was overestimated
Fixed a bug that displayed wrong tooltips for unit classes
Fixed a bug where ranged units had broken focus when shooting from forests
Fixed Hoy and Ladhran losing defense when specializing
Fixed heroes not being the first unit in the army stack
Fixed “Heavy Strike” skill tooltip
AI
Improved how AI asses borough, cities and other military targets to be a bigger threat
Improved AI in battle:
Fixed an issue where the AI would use skills on empty tilesd
Fixed several issues where the AI would pick actions that put its unit in an odd position (typically after using a teleportation skill)
Improved the use of certains skills by AI
Refinements to AI when playing Necrophages There are a small list of tweaks, perhaps too technical. But they will do a better assessment on certain situations, like the economy or battle.
Fixed an issue where the AI would keep sacking the same target
Fixed an issue where the AI would misjudge which Player's Army would be about to grab a Collectible, leading to an error.
Fixed an issue where the AI would only consider the Status it adds during an attack that are already on the targeted Unit instead of ignoring them
Fixed multiple technical issues with world heroes
General UI
Hide non-sellable items in equipment's in “sell mode”
Increased the number of teams colors available
Polished multiple elements in the battle UI
Fixed All Armies and Settlements window not closing when clicking on a mandatory
Fixed overlapping with too long names in lobby
Fixed “Active Skill” without nested tooltip in multiple places
City Construction
Display the full list of terrain types involved in adjacent tiles for synergies in district tooltip
Added new icon for Anomaly Districts
Added a new icon for the Monument of the Lost in schematic view
Added a new icon for buildings in construction in schematic view
Separated "in queue" extractors from other districts
Fixed a bug where district layer would highlight non-exploited resources and curiosities
Fixed a bug in Necrophages districts synergies
Fixed a bug in anomaly district feedbacks
Fixed a bug where resources would show a feedback while not exploited
Steam Deck and gamepad layout
Implemented the virtual keyboard for Steam Deck
Added the game speeds
Updated the text size setting to have 10 as the max value and to be 3 by default on Steam Deck
Added the text size setting directly in the intro menu
Exit to desktop button is now on main menu on Steam Deck
Added back the “quit to desktop” button in the pause menu
Fixed missing prompt to see nested tooltip in hints
Fixed strategic resources automatically brought when selected
Fixed radial menu displayed under the resource details
Fixed gamepad cursor shown until the mouse is moved when switching from gamepad to PC layout
Fixed equipment screen being refreshed many times while the turn is passing
Fixed resource buttons and panel overlapping with button prompts and the reminder list panel
Fixed button prompts for major factions related UI displayed before the capital is established
Fixed parley hint not accessible
Fixed camera moving by itself during events
Fixed first reward always focused in events
Fixed a bug where Create archive shortcut (Ctrl+Shift+Y) would not work in Gamepad interface layout
Multiplayer
Improved chat panel to be displayed in front of the terrain tooltip and to block mouse inputs behind
Removed formatting in chat messages
Removed the fake buttons to switch factions when loading a multiplayer save
Displayed the name of the player when clicking on an enemy army
Improved the display of toast messages from chat
World generation
Updated the generation to be able to spawn points of interest such as resources or anomalies according to the elevation of the tile and not the highest point of the whole territory, hence a half submerged territory can have multiple resource types
Increased the frequency of ridges in the world
Balanced strategic resource frequency
Reworked lake generation to increase their number in large maps
Reworked lake generation to increase their number in large maps
New game and default settings
Changed the default setting when starting a new game
4 opponents with different Major Factions
Map Archetype: Continents
World Size: Normal
Game Speed: Normal
Changed first game default empires' colors so they're more distinct
Display 12 colors in lobby for empire color to choose from
Quests and events
Improved the wording of the tooltips of the traits given in the victory paths
Improved the wording of the objective of “Bread and Circuses”
Improved the wording of the objective of “Night Terror”
Fixed redundant text in two minor faction pacification quests in Chinese
Misc
Updated “Army of Ones” from 5 lone wolves to 2 in the empire (only on Steam, passing a turn if you already validated this should unlock the achievement)
Fixed a bug when opening tooltip of reminder of evolving camp into city
Fixed debug text shown in the reminder list when there is no capital
Fixed 6 technical issues
Fixed a bug on displaying nested tooltips
Removed Game Director intro video
Fixed a bug where Quest Journal could be opened while locked by tutorial
Fixed a bug where there was no scroll for beats descriptions in The Story So Far
Fixed a bug where resources outline was overlapping the last resource icon
Fixed missing localization for the "Sage's Will" Tahuks faction trait
Fixed missing localization when looking at the Companion tooltips for Necrophages
Fixed a localization bug for Necrophages Infectious skill
Fixed localization for retaliation with Ranged units
Fixed a bug where backslashes would not display in file paths
Fixed a softlock in tutorial if you would buyout a keep district instead of a works district
UNIT & SKILL CHANGES
UNITS
♾️ Time to the infinite scrolling ♾️
Foreest no logner give broken focus but 5 defense & 5 additional defense when defending.
Veterancy nerfed back to 5% damage and health per level instead of 10%, defense reduced by 2/level instead of 3/level
All units retaliate once per round when attacked in melee range (exceptiuon by some abilities) => a retaliation attack deals 70% of the damage
Some skills/passives around Retaliation
(I will let you discover which unit got them)
| Ability name | State | Effect |
| Ranged Retaliate | New | Can retaliate against a Ranged Attack if the attacking unit is in range. |
| Always Retaliate | New | Can retaliate after every Attack. |
| Break Retaliate | New | When Attacking a unit :Remove Its retaliations |
| Prepared Break Retaliate | New | When Attacking before moving :Remove target retaliations |
| Cumbersome | New | This unit doesn't apply Defensive posture when defending.At the begining of the battle applies itself Cumbersome StatusAfter Attacking:Apply itslef a Cubermsome Status |
| No Retaliate | New | This unit cannot Retaliate |
| Infantry Class | Adjusted | Now give Defensive posture to all adajcent allies when defending |
| Cavalry Charge | Adjusted | Now remove the retaliation capabilities of the enemy attack if traveling accross 3 tiles before attacking |
| Destabilizing Defense | Adjusted | When this unit defends: Remove The retataliaiton of all adjacent enemy units. |
🦖Here are some highlights of changes during PTB
We reduced the initial values of unit defense (-5 to -10) > Saw your feedback that it was too much!
Promoted “Destabilizing defense” (when defending, removes retaliation to all adjacent enemies) to a hero skill in the defender skill tree and removed “Buckle Up” (gives defensive stance to adj units) from the game (for the moment) as it was redundant with the infantry passive
Reworked Aspect’s Archer specialization tree
Updated the skill “Alpha strike” to now require the attacked target to be encircled
Updated Scout abilities: they gain “Weakening Strike” and lose “Destabilizing defense”
Tweaked Last Lords palanquin dust specialization
Reduced the malus for Soul Repositories effect from +12 Approval per District Level to +5
🏰 Kin of Sheredyn
| Unit Name | Old Stats | New Stats |
| Archer | 120 Health 0 Defense 40 - 52 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack I, | 140 Health 0 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack I, |
| Heavy Archer | 140 Health 0 Defense 48 - 58 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Coordinated Attack I, | 160 Health 0 Defense 45 - 60 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Coordinated Attack I, |
| Bowmaster | 160 Health 0 Defense 56 - 66 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Coordinated Attack I, | 180 Health 0 Defense 45 - 65 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Coordinated Attack I, |
| Bloodletter | 160 Health 5 Defense 40 - 52 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack I, Cruel | 170 Health 5 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack I, Warmaster, |
| Executor | 200 Health 10 Defense 40 - 52 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack II, Cruel | 200 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack II, Warmaster, |
| Chosen | 200 Health 10 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, | 200 Health 10 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, |
| Architect | 260 Health 15 Defense 50 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, Seismic Slash, | 260 Health 15 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, Seismic Slash, |
| Greatsword | 320 Health 20 Defense 60 - 75 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, Seismic Slash, Protective Oversight, | 320 Health 20 Defense 50 - 75 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, Seismic Slash, Protective Oversight, |
| Firstsword | 380 Health 25 Defense 70 - 85 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, Seismic Slash, Protective Oversight, Laser call, | 380 Health 30 Defense 55 - 85 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Righteous Wrath, Seismic Slash, Protective Oversight, Laser call, |
| Herald of the Faith | 170 Health 15 Defense 42 - 56 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, | 170 Health 15 Defense 45 - 55 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, |
| Clarion | 220 Health 20 Defense 42 - 56 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Inspiring Strike I, | 210 Health 20 Defense 45 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Inspiring Strike I, |
| Commander | 270 Health 25 Defense 42 - 56 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Inspiring Strike II, | 240 Health 25 Defense 45 - 65 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Inspiring Strike II, |
| Protector | 200 Health 15 Defense 55 - 70 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Fearless Charge I, | 210 Health 15 Defense 45 - 60 Damage 10 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Fearless Charge I, |
| Champion | 230 Health 15 Defense 68 - 82 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Fearless Charge II, | 240 Health 15 Defense 45 - 65 Damage 20 % Critical Chance 4 Movement Points. Unit Abilities: Defense Expert II, Fearless Charge II, |
| Legionary | 120 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, | 150 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, |
| Defender | 140 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Shield Mastery I, | 175 Health 10 Defense 40 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Shield Mastery I, |
| Guardian | 160 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Shield Mastery II, | 200 Health 10 Defense 40 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Shield Mastery II, |
| Warden | 160 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura I | 175 Health 18 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura I, |
| Custodian | 200 Health 20 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura II | 200 Health 25 Defense 40 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura II, |
| Sentinel | 120 Health 5 Defense 30 - 40 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, | 140 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, |
| Explorer | 160 Health 10 Defense 30 - 40 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Patroller I, | 160 Health 10 Defense 35 - 50 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Patroller I, |
| Pathfinder | 200 Health 15 Defense 30 - 40 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Patroller II, | 180 Health 15 Defense 35 - 55 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Patroller II, |
| Harrier | 140 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Weakening Strike I, | 160 Health 5 Defense 35 - 55 Damage 10 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Weakening Strike I, |
| Harasser | 160 Health 5 Defense 50 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Weakening Strike II, | 180 Health 5 Defense 35 - 60 Damage 20 % Critical Chance 4 Movement Points. Unit Abilities: Aware, Weakening Strike II, |
🦑 Aspect
| Unit Name | Old Stats | New Stats |
| Skyscale | 250 Health 15 Defense 55 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, | 250 Health 15 Defense 55 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, |
| Brightscale | 275 Health 15 Defense 55 - 80 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, | 275 Health 15 Defense 55 - 80 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, |
| Scales of Balance | 300 Health 15 Defense 55 - 90 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through II, | 300 Health 15 Defense 55 - 90 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Run Through II, |
| Shadowscale | 325 Health 20 Defense 55 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, Shattering Strike, | 325 Health 20 Defense 55 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, Shattering Strike, |
| Scales of Justice | 400 Health 25 Defense 55 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, | 400 Health 25 Defense 55 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Run Through I, |
| Sentry | 120 Health 5 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow I, | 140 Health 0 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow I, |
| Stinger | 160 Health 10 Defense 41 - 51 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Steady Blow I, | 160 Health 10 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Steady Blow I, |
| Pitiless Stinger | 200 Health 15 Defense 44 - 54 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Steady Blow I, | 180 Health 20 Defense 40 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Steady Blow II, |
| Resistor | 140 Health 5 Defense 44 - 54 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow II, | 160 Health 0 Defense 40 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow I, Breaching Attack, |
| Pitiless Resistor | 160 Health 5 Defense 54 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow II, Warmaster | 180 Health 0 Defense 40 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow I, Shattering Strike, |
| Envoy | 120 Health 10 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, | 140 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike I, |
| Crawler | 135 Health 10 Defense 36 - 46 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, Patroller I | 170 Health 15 Defense 35 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike I, Patroller I, |
| Scraper | 150 Health 10 Defense 42 - 52 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, Patroller II | 200 Health 20 Defense 35 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike I, Patroller II, |
| Surveyor | 150 Health 15 Defense 33 - 43 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, Defense Expert I | 170 Health 10 Defense 35 - 52 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike II, Defense Expert I, |
| Emissary | 180 Health 20 Defense 36 - 46 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, Defense Expert II, | 200 Health 10 Defense 35 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike II, Defense Expert II, |
| Observer | 160 Health 10 Defense 50 - 65 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, | 160 Health 10 Defense 50 - 65 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, |
| Peacemaker | 200 Health 15 Defense 50 - 65 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, | 200 Health 15 Defense 50 - 70 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, |
| Arbiter | 240 Health 20 Defense 50 - 65 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! II, | 240 Health 20 Defense 50 - 75 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! II, |
| Guard of the Current | 180 Health 10 Defense 60 - 75 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, Inspiring Strike I, | 180 Health 15 Defense 50 - 70 Damage 10 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, Inspiring Strike I, |
| Currentwalker | 200 Health 10 Defense 70 - 85 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, Inspiring Strike II, | 200 Health 20 Defense 50 - 75 Damage 20 % Critical Chance 4 Movement Points. Unit Abilities: Heads-Up! I, Inspiring Strike II |
🧛♂️ Last Lords
| Unit Name | Old Stats | New Stats |
| Palanquin of the Profane | 150 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV | 250 Health 10 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate, |
| Venerable Palanquin | 175 Health 10 Defense 50 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Life from Death | 300 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate, Weakening Strike I, |
| Ancient Palanquin | 200 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Life from Death | 350 Health 10 Defense 45 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate, Weakening Strike II, |
| Leeching Palanquin | 200 Health 15 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Collateral Damage I | 275 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate, Life from Death, |
| Soulsapping Palanquin | 250 Health 20 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Collateral Damage II | 300 Health 10 Defense 45 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Can't Retaliate, Life from Death, |
| Dust Lord | 250 Health 10 Defense 45 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I | 250 Health 15 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, |
| Blood Master | 300 Health 20 Defense 45 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike I | 300 Health 20 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike I, |
| Blood Tyrant | 350 Health 30 Defense 45 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike II | 350 Health 25 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike II, |
| Dread Lord | 275 Health 10 Defense 60 - 75 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge I | 275 Health 15 Defense 45 - 70 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge I, |
| Dread Duke | 300 Health 10 Defense 75 - 90 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge II | 300 Health 15 Defense 45 - 80 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge II, |
| Stalwart | 120 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I | 150 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, |
| Fallen Knight | 160 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I | 175 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, |
| Merciless Knight | 200 Health 20 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Leeching Strike I | 200 Health 20 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Leeching Strike I, |
| Eldritch Knight | 140 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, Steady Blow I | 175 Health 10 Defense 40 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, Steady Blow I, |
| Consul's Guard | 160 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, Steady Blow II | 200 Health 10 Defense 40 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, Steady Blow II, |
| Thrall | 120 Health 10 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel | 140 Health 5 Defense 38 - 48 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, |
| Scavenger | 150 Health 15 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Patroller I | 160 Health 10 Defense 38 - 48 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Patroller I, |
| Shadow Lord | 180 Health 20 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Patroller II | 180 Health 15 Defense 38 - 48 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Patroller II, |
| Fleetfoot | 140 Health 10 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Coordinated Attack I | 160 Health 5 Defense 38 - 53 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Coordinated Attack I, |
| Executioner | 160 Health 10 Defense 46 - 56 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Coordinated Attack II | 180 Health 5 Defense 38 - 58 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Coordinated Attack II, |
🔭 Tahuk
| Unit Name | Old Stats | New Stats |
| Devotee | 130 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, | 150 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, |
| Fanatic | 170 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Incapacitating Strike I, | 175 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Incapacitating Strike I, |
| Zealot | 210 Health 20 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Incapacitating Strike II, | 200 Health 20 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Incapacitating Strike II, |
| Illuminator | 150 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack I | 190 Health 10 Defense 40 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack I, |
| Lightbringer | 170 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack II | 230 Health 10 Defense 40 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack II, |
| Wrath Bearer | 200 Health 10 Defense 60 - 75 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, | 240 Health 5 Defense 80 - 110 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Cumbersome, Can't Retaliate, |
| Magnified Wrath | 230 Health 10 Defense 70 - 85 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Breaching Attack, | 270 Health 5 Defense 80 - 125 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Cumbersome, Can't Retaliate, Breaching Attack, |
| Devastating Wrath | 260 Health 10 Defense 80 - 95 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Shattering Strike, | 300 Health 5 Defense 80 - 140 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Cumbersome, Can't Retaliate, Shattering Strike, |
| Skeptics' Bane | 250 Health 10 Defense 60 - 75 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Collateral Damage I, | 270 Health 5 Defense 80 - 110 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Cumbersome, Can't Retaliate, Collateral Damage I, |
| Fire of the Gods | 300 Health 10 Defense 60 - 75 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Collateral Damage II, | 300 Health 5 Defense 80 - 110 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Cumbersome, Can't Retaliate, Collateral Damage II, |
| Initiate | 120 Health 5 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, | 150 Health 0 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, |
| Apprentice | 150 Health 8 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller I | 175 Health 5 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller I, |
| True Guide | 180 Health 11 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller II | 200 Health 10 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller II, |
| Vigil Keeper | 135 Health 5 Defense 38 - 46 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge I | 175 Health 0 Defense 38 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge I, |
| Vigil Master | 150 Health 5 Defense 46 - 54 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge II | 200 Health 0 Defense 38 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge II, |
| Relic Keeper | 130 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, | 150 Health 0 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, |
| Holy Protector | 130 Health 5 Defense 50 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Targeting, | 175 Health 0 Defense 45 - 60 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Targeting, |
| Divine Protector | 130 Health 5 Defense 60 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Targeting, | 200 Health 0 Defense 45 - 65 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Targeting, |
| Holy Smiter | 150 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike I | 175 Health 5 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike I, |
| Divine Smiter | 170 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike II | 200 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike II, |
🥩 Necrophage
| Unit Name | Old Stats | New Stats |
| Behemoth | 300 Health 20 Defense 50 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, | 250 Health 20 Defense 50 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, |
| Savage Behemoth | 350 Health 20 Defense 65 - 80 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Blood Rush | 350 Health 20 Defense 50 - 80 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Blood Rush, |
| Lurking Behemoth | 400 Health 30 Defense 50 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Shattering Strike | 350 Health 30 Defense 50 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Always Retaliate, |
| Necrodrone | 105 Health 10 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, | 150 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, |
| Corpse Hunter | 145 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Patroller I, | 175 Health 15 Defense 35 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Patroller I, |
| Bloodseeker | 185 Health 20 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Patroller II, | 200 Health 20 Defense 35 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Patroller II, |
| Rusher | 135 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Fearless Charge I, | 175 Health 15 Defense 35 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Fearless Charge I, |
| Hornet | 165 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Fearless Charge II, | 200 Health 20 Defense 35 - 65 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Fearless Charge II, |
| Spitter | 85 Health 0 Defense 37 - 47 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, | 140 Health 5 Defense 40 - 50 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, |
| Corrupter | 125 Health 0 Defense 47 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Cruel, | 160 Health 5 Defense 40 - 60 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Cruel, |
| Infestor | 145 Health 0 Defense 57 - 67 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Infectious | 180 Health 5 Defense 40 - 70 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Infectious, |
| Defiler | 185 Health 10 Defense 47 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Inspiring Strike II | 180 Health 15 Defense 40 - 70 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Inspiring Strike II, |
| Larva | 50 Health 0 Defense 25 - 35 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: | 80 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: |
| Slicer | 185 Health 0 Defense 55 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Feast on the Dead, Coordinated Attack II, | 250 Health 5 Defense 40 - 70 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Feast on the Dead, Coordinated Attack II, |
| Feeder | 85 Health 0 Defense 37 - 47 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Feast on the Dead, | 150 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Feast on the Dead, |
| Soldier | 135 Health 0 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Feast on the Dead, Coordinated Attack I, | 200 Health 5 Defense 40 - 60 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Feast on the Dead, Coordinated Attack I, |
🏕️ Minor Factions
| AMETRINE | Old Stats | New Stats |
| Crusher | 120 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Breaching Attack, | 160 Health 15 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Breaching Attack, |
| Elite Crusher | 180 Health 25 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Shattering Strike, | 220 Health 25 Defense 38 - 58 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Shattering Strike, |
| Mighty Crusher | 150 Health 20 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Breaching Attack, | 190 Health 20 Defense 38 - 53 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Breaching Attack, |
| BLACKHAMMER | Old Stats | New Stats |
| Warsmith | 120 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defiant Gaze, | 160 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defiant Gaze, |
| Elite Warsmith | 180 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defiant Gaze, Defense Expert II, | 220 Health 20 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defiant Gaze, Defense Expert II, |
| Mighty Warsmith | 150 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defiant Gaze, Defense Expert I, | 190 Health 15 Defense 40 - 58 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defiant Gaze, Defense Expert I, |
| DAUGHTER OF BOR | Old Stats | New Stats |
| Huntress | 110 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, | 160 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, |
| Elite Huntress | 150 Health 5 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Coordinated Attack II, | 220 Health 10 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Coordinated Attack II, |
| Mighty Huntress | 130 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Coordinated Attack I, | 190 Health 10 Defense 40 - 58 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Coordinated Attack I, |
| FOUNDLING | Old Stats | New Stats |
| Occultist | 100 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Blood Mending I, | 160 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Blood Mending I, |
| Elite Occultist | 140 Health 5 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Blood Mending II, Cruel, | 220 Health 10 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Blood Mending II, Cruel, |
| Mighty Occultist | 120 Health 5 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Blood Mending I, Cruel, | 190 Health 10 Defense 40 - 58 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Blood Mending I, Cruel, |
| GOROG | Old Stats | New Stats |
| Ranger | 160 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Impenetrable Momentum, | 180 Health 10 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Impenetrable Momentum, Always Retaliate |
| Elite Ranger | 240 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Impenetrable Momentum, Fearless Charge II, | 280 Health 10 Defense 40 - 71 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Impenetrable Momentum, Always Retaliate, Fearless Charge II, |
| Mighty Ranger | 200 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Impenetrable Momentum, Fearless Charge I, | 230 Health 10 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Impenetrable Momentum, Always Retaliate, Fearless Charge I, |
| GREEN SCION | Old Stats | New Stats |
| Knifewing | 130 Health 5 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse I, | 160 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse I, |
| Elite Knifewing | 190 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse II | 200 Health 5 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse II, Incapacitating Strike I, |
| Mighty Knifewing | 160 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Accurse I | 180 Health 5 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse I, Incapacitating Strike I, |
| HOY AND LADHRAN | Old Stats | New Stats |
| Rider | 130 Health 10 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Defensive Aura I, | 150 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Defensive Aura I, |
| Elite Rider | 190 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Defensive Aura II, | 200 Health 5 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Defensive Aura II, |
| Mighty Rider | 160 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Defensive Aura I, | 175 Health 5 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Defensive Aura I, |
| HYDRACORN | Old Stats | New Stats |
| Charger | 130 Health 5 Defense 30 - 40 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Warmaster, | 160 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Warmaster, |
| Elite Charger | 170 Health 5 Defense 50 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Warmaster, Fearless Charge II, | 220 Health 10 Defense 40 - 60 Damage 20 % Critical Chance 4 Movement Points. Unit Abilities: Warmaster, Fearless Charge II, |
| Mighty Charger | 150 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Warmaster, Fearless Charge I, | 190 Health 10 Defense 40 - 55 Damage 10 % Critical Chance 4 Movement Points. Unit Abilities: Warmaster, Fearless Charge I, |
| NOQUENSII | Old Stats | New Stats |
| Harper | 120 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Inspiring Strike I, | 150 Health 0 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Inspiring Strike I, |
| Elite Harper | 150 Health 5 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Inspiring Strike II, | 200 Health 0 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Inspiring Strike II, |
| Mighty Harper | 130 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Inspiring Strike I, | 175 Health 0 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Inspiring Strike I, |
| OCHLING | Old Stats | New Stats |
| Raider | 90 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, | 150 Health 0 Defense 40 - 50 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Opportunist I, Ranged Retaliation, |
| Elite Raider | 130 Health 5 Defense 55 - 63 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, | 200 Health 0 Defense 40 - 63 Damage 30 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Opportunist II, Steady Blow II, Ranged Retaliation, Always Retaliate |
| Mighty Raider | 110 Health 5 Defense 48 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, | 175 Health 0 Defense 40 - 57 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Opportunist I, Steady Blow I, Ranged Retaliation, |
| ONEIROI | Old Stats | New Stats |
| Screecher | 120 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Leeching Strike I, | 150 Health 5 Defense 40 - 50 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Leeching Strike I, |
| Elite Screecher | 180 Health 5 Defense 51 - 58 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Leeching Strike II, Cruel, | 200 Health 5 Defense 40 - 64 Damage 30 % Critical Chance 3 Movement Points. Unit Abilities: Leeching Strike II, Cruel, |
| Mighty Screecher | 150 Health 5 Defense 43 - 51 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Leeching Strike I, Cruel, | 175 Health 5 Defense 40 - 57 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Leeching Strike I, Cruel, |
| SOLLUSK | Old Stats | New Stats |
| Imperial Pike | 160 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II | 180 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, |
| Elite Imperial Pike | 240 Health 20 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow II, Steady Blow II | 260 Health 25 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow II, |
| Mighty Imperial Pike | 200 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow I, Steady Blow I | 220 Health 20 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow I, |
| THE CONSORTIUM | Old Stats | New Stats |
| Courier | 110 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, | 150 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Ranged III, |
| Elite Courier | 150 Health 5 Defense 50 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Ranged III, Fearless Charge II, | 200 Health 5 Defense 40 - 64 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Ranged III, Fearless Charge II, |
| Mighty Courier | 130 Health 5 Defense 42 - 52 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Ranged III, Fearless Charge I, | 175 Health 5 Defense 40 - 57 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Ranged III, Fearless Charge I, |
| UNSEEING SEER | Old Stats | New Stats |
| Scholastic | 120 Health 5 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Breaching Attack, | 160 Health 0 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Breaching Attack, |
| Elite Scholastic | 160 Health 5 Defense 50 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, | 220 Health 0 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, |
| Mighty Scholastic | 140 Health 5 Defense 44 - 54 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Shattering Strike, | 190 Health 0 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Shattering Strike, |
| XAVIUS | Old Stats | New Stats |
| Pantinel | 150 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Defensive Aura I, | 160 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Defensive Aura I, |
| Elite Pantinel | 210 Health 25 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Defensive Aura II, | 240 Health 25 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Defensive Aura II, |
| Mighty Pantinel | 180 Health 20 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Defensive Aura I, | 200 Health 20 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Defensive Aura I, |
👻 Specials
| Unit Name | Old Stats | New Stats |
| Jailer | 700 Health 20 Defense 112 - 140 Damage 20 % Critical Chance 5 Movement Points. Unit Abilities: Ranged V, Never Yielding | 1000 Health 40 Defense 100 - 140 Damage 20 % Critical Chance 5 Movement Points. Unit Abilities: Ranged V, Never Yielding, Ranged Retaliation |
| Tortured Soul | 400 Health 0 Defense 60 - 80 Damage 20 % Critical Chance 4 Movement Points. Unit Abilities: Flying, | 400 Health 15 Defense 50 - 70 Damage 20 % Critical Chance 4 Movement Points. Unit Abilities: Flying, |
| Horatio Clone | 150 Health 0 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Warmaster, Steady Blow II, | "' Health 0 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Warmaster, Steady Blow II, |
| Stalking Doomwraith | 500 Health 20 Defense 100 - 120 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Cruel, Gruesome Regeneration, | 500 Health 20 Defense 80 - 110 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Cruel, Gruesome Regeneration, |
| Tormented Horror | 200 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Cruel | 200 Health 15 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Cruel, |
| Foul Doomwraith | 600 Health 20 Defense 80 - 100 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Incapacitating Strike II | 600 Health 30 Defense 80 - 100 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Incapacitating Strike II, |
| Necromancer Doomwraith | 500 Health 20 Defense 80 - 100 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Ranged V, | 500 Health 20 Defense 70 - 100 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Ranged V, |
If you managed to get in here... just Bravo 👏
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