Attributes

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Unit Attributes[edit | edit source]

Attribute Name Effect
LifeLifeIcon.png How much life the unit has.

If this reaches 0, the unit is destroyed.

AttackAttackIcon.png The ability of the unit to attack successfully.

Higher attack rating means that the unit will successfully hit and critically hit more often.

DefenseDefenseIcon.png The ability of the unit to defend itself.

Higher defense rating means that enemy hits against this unit will be misses and partial hits more often.

InitiativeInitiativeIcon.png How quickly this unit can act in combat.

Units with higher initiative always attack before units with lower initiative.

SpeedSpeedIcon.png How many movement points this unit has per turn.

In the strategic map, an army can only move as fast as its slowest unit. In the combat map, every unit will use its individual speed to decide how many movement points it has.

DamageDamageIcon.png The amount of damage inflicted by this unit on a normal hit.

Critical hits will inflict twice this amount, and partial hits will inflict half this amount. The major factors that decide whether a hit will be a normal hit, critical hit, or partial hit, are the AttackAttackIcon.png of the attacking unit and the DefenseDefenseIcon.png of the defending unit.

Defense and attack[edit | edit source]

The ratio between the defender's defense and the attacker's attack determines the probability of (critically) hitting or missing.

<math>r = \text{clamp} \left(2 \cdot \left(1 - \frac{\text{defense}}{\text{attack}} \right), -1, 1 \right)</math>

Combat graph.png

Computing attributes[edit | edit source]

Modifiers came in three categories: base, equipment, and net. Within each category, the computation starts by summing all flat attributes. Then, any percentage modifiers are applied.

Base attributes[edit | edit source]

Flat base attributes are the sum of:

  • Unit type.

Base percentage modifiers are then applied:

  • Direct (i.e. not via Capacities) modifiers from non-quest equipment.
  • Unit level (20% for regular units per level, 10% for Heroes).

Equipment attributes[edit | edit source]

Flat equipment attributes are the sum of:

  • Direct modifiers (i.e. not via Capacities) from equipment.

Equipment percentage modifiers are then applied:

  • Direct (i.e. not via Capacities) modifiers from quest equipment.
  • Strategic resource efficiency.

Net attributes[edit | edit source]

Flat net attributes are the sum of:

  • Base attributes.
  • Equipment attributes.
  • Hero skills.
  • Faction traits.

Net percentage modifiers are then applied:

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