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Steam News26 May 20261mo ago

Update #25 - Stand United

Hello there! 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!

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

52 fixes22 additions44 changes8 removals
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
  • Performance
  • Events
fixed📊 District Cost ScalingWe 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 👇
addedDistrict Effects & SynergiesAfter 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.
changed💥 Combat RetaliationNow, 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
added💥 Combat RetaliationAs this means your units will get more damage, we increased the HP of all units, and also adjusted some skills and added new ones 👀
changed💥 Combat RetaliationThanks 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!
added💥 Combat Retaliation😎 A personal favorite > We added a skill for Defender Heroes that will disable retaliation to all adjacent enemies.
Scribe vocation yield+1+2SScribe vocation yield increased, buffCitizen & Artisans vocation yield+2+1Citizen & Artisans vocation yield decreased, nerfWe reduced the initial values of unit defense (-5-10We reduced the initial values of unit defense (- decreased, nerf

ENDLESS™ Legend 2 changes

fixedWe 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 👇
addedAfter 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.
changedNow, 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
addedAs this means your units will get more damage, we increased the HP of all units, and also adjusted some skills and added new ones 👀
changedThanks 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!

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.

BeforeAfter
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 formula10000 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 imageSteam 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 imageSteam 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:

  1. The first goal is to create attrition in fights and limit alpha strike potential

  2. 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]

BeforeAfter
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

BeforeAfter
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

BeforeAfter
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

BeforeAfte
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 PostProvide Roads+4 Dust per District Level+10 Resource stock+4 Dust for each adjacent BridgeProvide Roads+25 Resource stock per District Level+6 Dust for each adjacent Bridge
  • Removed the exponential from the Foundation cost formula

BeforeAfter
Foundation cost formula1000 min (13.7 * Variable.DistanceToClosestAdministrativeDistrict ^ 2) + 10 * (Variable.AttachedTerritoryCount - 1)500 min (25 * (Variable.DistanceToClosestAdministrativeDistrict * (Variable.DistanceToClosestAdministrativeDistrict - 1)
Distance to City or Admin CenterFoundation cost
10
250
3150
4300
5500
  • 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.

BeforeAfter
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 nameStateEffect
Ranged RetaliateNewCan retaliate against a Ranged Attack if the attacking unit is in range.
Always RetaliateNewCan retaliate after every Attack.
Break RetaliateNewWhen Attacking a unit :Remove Its retaliations
Prepared Break RetaliateNewWhen Attacking before moving :Remove target retaliations
CumbersomeNewThis 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 RetaliateNewThis unit cannot Retaliate
Infantry ClassAdjustedNow give Defensive posture to all adajcent allies when defending
Cavalry ChargeAdjustedNow remove the retaliation capabilities of the enemy attack if traveling accross 3 tiles before attacking
Destabilizing DefenseAdjustedWhen 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 NameOld StatsNew Stats
Archer120 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 Archer140 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,
Bowmaster160 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,
Bloodletter160 Health 5 Defense 40 - 52 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack I, Cruel170 Health 5 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack I, Warmaster,
Executor200 Health 10 Defense 40 - 52 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack II, Cruel200 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Coordinated Attack II, Warmaster,
Chosen200 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,
Architect260 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,
Greatsword320 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,
Firstsword380 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 Faith170 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,
Clarion220 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,
Commander270 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,
Protector200 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,
Champion230 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,
Legionary120 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,
Defender140 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,
Guardian160 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,
Warden160 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura I175 Health 18 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura I,
Custodian200 Health 20 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura II200 Health 25 Defense 40 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Shield Mastery I, Defensive Aura II,
Sentinel120 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,
Explorer160 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,
Pathfinder200 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,
Harrier140 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,
Harasser160 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 NameOld StatsNew Stats
Skyscale250 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,
Brightscale275 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 Balance300 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,
Shadowscale325 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 Justice400 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,
Sentry120 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,
Stinger160 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 Stinger200 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,
Resistor140 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 Resistor160 Health 5 Defense 54 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow II, Warmaster180 Health 0 Defense 40 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Steady Blow I, Shattering Strike,
Envoy120 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,
Crawler135 Health 10 Defense 36 - 46 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, Patroller I170 Health 15 Defense 35 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike I, Patroller I,
Scraper150 Health 10 Defense 42 - 52 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, Patroller II200 Health 20 Defense 35 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike I, Patroller II,
Surveyor150 Health 15 Defense 33 - 43 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Destabilizing Defense I, Defense Expert I170 Health 10 Defense 35 - 52 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Weakening Strike II, Defense Expert I,
Emissary180 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,
Observer160 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,
Peacemaker200 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,
Arbiter240 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 Current180 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,
Currentwalker200 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 NameOld StatsNew Stats
Palanquin of the Profane150 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV250 Health 10 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate,
Venerable Palanquin175 Health 10 Defense 50 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Life from Death300 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate, Weakening Strike I,
Ancient Palanquin200 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged V, Life from Death350 Health 10 Defense 45 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate, Weakening Strike II,
Leeching Palanquin200 Health 15 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Collateral Damage I275 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Can't Retaliate, Life from Death,
Soulsapping Palanquin250 Health 20 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Collateral Damage II300 Health 10 Defense 45 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Can't Retaliate, Life from Death,
Dust Lord250 Health 10 Defense 45 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I250 Health 15 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I,
Blood Master300 Health 20 Defense 45 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike I300 Health 20 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike I,
Blood Tyrant350 Health 30 Defense 45 - 60 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike II350 Health 25 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Leeching Strike II,
Dread Lord275 Health 10 Defense 60 - 75 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge I275 Health 15 Defense 45 - 70 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge I,
Dread Duke300 Health 10 Defense 75 - 90 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge II300 Health 15 Defense 45 - 80 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Flying, Terror I, Fearless Charge II,
Stalwart120 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I150 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I,
Fallen Knight160 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I175 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I,
Merciless Knight200 Health 20 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Leeching Strike I200 Health 20 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert II, Leeching Strike I,
Eldritch Knight140 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, Steady Blow I175 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 Guard160 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, Steady Blow II200 Health 10 Defense 40 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Leeching Strike I, Steady Blow II,
Thrall120 Health 10 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel140 Health 5 Defense 38 - 48 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate,
Scavenger150 Health 15 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Patroller I160 Health 10 Defense 38 - 48 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Patroller I,
Shadow Lord180 Health 20 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Patroller II180 Health 15 Defense 38 - 48 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Patroller II,
Fleetfoot140 Health 10 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Coordinated Attack I160 Health 5 Defense 38 - 53 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Coordinated Attack I,
Executioner160 Health 10 Defense 46 - 56 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Cruel, Coordinated Attack II180 Health 5 Defense 38 - 58 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Aware, Break Retaliate, Coordinated Attack II,

🔭 Tahuk

Unit NameOld StatsNew Stats
Devotee130 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,
Fanatic170 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,
Zealot210 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,
Illuminator150 Health 10 Defense 45 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack I190 Health 10 Defense 40 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack I,
Lightbringer170 Health 10 Defense 55 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack II230 Health 10 Defense 40 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Defense Expert I, Incapacitating Strike I, Coordinated Attack II,
Wrath Bearer200 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 Wrath230 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 Wrath260 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' Bane250 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 Gods300 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,
Initiate120 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,
Apprentice150 Health 8 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller I175 Health 5 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller I,
True Guide180 Health 11 Defense 30 - 40 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller II200 Health 10 Defense 38 - 48 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Patroller II,
Vigil Keeper135 Health 5 Defense 38 - 46 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge I175 Health 0 Defense 38 - 55 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge I,
Vigil Master150 Health 5 Defense 46 - 54 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge II200 Health 0 Defense 38 - 60 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Aware, Fearless Charge II,
Relic Keeper130 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 Protector130 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 Protector130 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 Smiter150 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike I175 Health 5 Defense 45 - 60 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike I,
Divine Smiter170 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike II200 Health 10 Defense 45 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged III, Targeting, Inspiring Strike II,

🥩 Necrophage

Unit NameOld StatsNew Stats
Behemoth300 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 Behemoth350 Health 20 Defense 65 - 80 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Blood Rush350 Health 20 Defense 50 - 80 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Blood Rush,
Lurking Behemoth400 Health 30 Defense 50 - 65 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Shattering Strike350 Health 30 Defense 50 - 70 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Wild Swing II, Defensive Plate, Always Retaliate,
Necrodrone105 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 Hunter145 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,
Bloodseeker185 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,
Rusher135 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,
Hornet165 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,
Spitter85 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,
Corrupter125 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,
Infestor145 Health 0 Defense 57 - 67 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Infectious180 Health 5 Defense 40 - 70 Damage 20 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Infectious,
Defiler185 Health 10 Defense 47 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Inspiring Strike II180 Health 15 Defense 40 - 70 Damage 10 % Critical Chance 3 Movement Points. Unit Abilities: Ranged IV, Cruel, Inspiring Strike II,
Larva50 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:
Slicer185 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,
Feeder85 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,
Soldier135 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

AMETRINEOld StatsNew Stats
Crusher120 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 Crusher180 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 Crusher150 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,
BLACKHAMMEROld StatsNew Stats
Warsmith120 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 Warsmith180 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 Warsmith150 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 BOROld StatsNew Stats
Huntress110 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 Huntress150 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 Huntress130 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,
FOUNDLINGOld StatsNew Stats
Occultist100 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 Occultist140 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 Occultist120 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,
GOROGOld StatsNew Stats
Ranger160 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 Ranger240 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 Ranger200 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 SCIONOld StatsNew Stats
Knifewing130 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 Knifewing190 Health 5 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse II200 Health 5 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse II, Incapacitating Strike I,
Mighty Knifewing160 Health 5 Defense 35 - 45 Damage 0 % Critical Chance 4 Movement Points. Unit Abilities: Accurse I180 Health 5 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Accurse I, Incapacitating Strike I,
HOY AND LADHRANOld StatsNew Stats
Rider130 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 Rider190 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 Rider160 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,
HYDRACORNOld StatsNew Stats
Charger130 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 Charger170 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 Charger150 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,
NOQUENSIIOld StatsNew Stats
Harper120 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 Harper150 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 Harper130 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,
OCHLINGOld StatsNew Stats
Raider90 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 Raider130 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 Raider110 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,
ONEIROIOld StatsNew Stats
Screecher120 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 Screecher180 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 Screecher150 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,
SOLLUSKOld StatsNew Stats
Imperial Pike160 Health 10 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II180 Health 15 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II,
Elite Imperial Pike240 Health 20 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow II, Steady Blow II260 Health 25 Defense 40 - 64 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow II,
Mighty Imperial Pike200 Health 15 Defense 35 - 45 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow I, Steady Blow I220 Health 20 Defense 40 - 57 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Steady Blow I,
THE CONSORTIUMOld StatsNew Stats
Courier110 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 Courier150 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 Courier130 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 SEEROld StatsNew Stats
Scholastic120 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 Scholastic160 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 Scholastic140 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,
XAVIUSOld StatsNew Stats
Pantinel150 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 Pantinel210 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 Pantinel180 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 NameOld StatsNew Stats
Jailer700 Health 20 Defense 112 - 140 Damage 20 % Critical Chance 5 Movement Points. Unit Abilities: Ranged V, Never Yielding1000 Health 40 Defense 100 - 140 Damage 20 % Critical Chance 5 Movement Points. Unit Abilities: Ranged V, Never Yielding, Ranged Retaliation
Tortured Soul400 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 Clone150 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 Doomwraith500 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 Horror200 Health 10 Defense 40 - 50 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Cruel200 Health 15 Defense 40 - 55 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Incapacitating Strike II, Cruel,
Foul Doomwraith600 Health 20 Defense 80 - 100 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Incapacitating Strike II600 Health 30 Defense 80 - 100 Damage 0 % Critical Chance 3 Movement Points. Unit Abilities: Never Yielding, Incapacitating Strike II,
Necromancer Doomwraith500 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 👏

Source

Steam News / 26 May 2026

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