1. ENDLESS™ Legend 2
  2. News

ENDLESS™ Legend 2 News

Update 13 - Steady Tides

[p]​Hey hey! [/p][p][/p][p]After a couple of weeks of PTB (public test branch), it is time to release our next update, Steady Tides 🌊 [/p][p]Be careful with the changelog as this time is H U G E ! [/p][p] [/p]
HIGHLIGHTS 
[p]Here is the super short version for those that do not have the time or energy to read all details. [/p]
  • [p]🏆 Victory condition rework + balance [/p]
  • [p]🏗 Changes on the early game economy [/p]
  • [p]🦸‍♂️ Heroes' skill + equipment rebalance (huge list) [/p]
  • [p]🤺 Militia rework  [/p]
[p][/p][p][/p][h2]​Victory Conditions Rework [/h2][p]From the beginning of the early access, we noticed that some players were confused about how victory conditions worked, in the sense that they thought all objectives (on a path) were mandatory, instead of just needing one of them. [/p][p]We have done some work on this area and now it should be more intuitive, as all objectives of the path will now be mandatory. [/p][p]
[/p][p]In this example, in order to win with the Impress path, you will be required to fulfill the science and the minor faction objectives. [/p][p]
[/p][p]A small reminder that on this screen you can see how the other major empires are progressing on each of the paths. Additionally, this choice will have an impact on the relationship with other empires. [/p][p]
[/p][h2]​Shifting the early game economy [/h2][p]Let me share the words from the Game Design team, as it is a nice summary of their intentions. 
[/p]
[p]“To exercise greater control over the initial balancing of Science and Influence resources, we have reconfigured certain technologies to unlock the Laboratory, Forum, and Keep districts in Era 2.   [/p][p]To maintain the same number of technologies in each era as before, some district improvements have been moved towards Era 1.   [/p][p]Additionally, certain factions will not undergo these changes in order to maintain their districts in the 1st era (Kin with the Keep, Tahuks with the Laboratory, and Aspects with the Forum).” [/p]
[p]During the PTB, we saw a positive reaction from players to this change. But let us know your thoughts after playing a few games! [/p][p][/p][p]Here you can see the initial districts for the Kin of Sheredyn in Era 1 [/p][p]
[/p][p][/p][p]And here once you arrive in Era 2.  [/p][p][/p][p][/p][p][/p][p]In the case of the Kin, they do have access to the Keep district on Era 1, but that is due to asymmetry of the faction. The same will happen to Tahuk and their Laboratories.  Otherwise, those 3 buildings will be delayed to Era 2. [/p][p][/p][p]No worries, as you will have additional improvements in era 1 to compensate for this. [/p][p][/p][h2]Heroes Skills + Equipment have been rebalanced [/h2][p]Here are the areas that have been tweaked and adjusted. [/p]
  • [p]🎯 Hero skills [/p]
  • [p]👨‍🍳 Hero stats + traits rebalance [/p]
  • [p]⛺ Minor faction skills  [/p]
  • [p]💎 Equipment stats + abilities [/p]
[p]These changes are part of the borader balancing work the team started with the last update, which gives more importance to hero attributes. [/p][p]Here is a small showcase of the minor faction skill tree, which has changed significantly.[/p][p]
[/p][p][/p][p][/p][p]Some of the skills/elements might feel a bit overpowered. Why? You will notice in the roadmap (more below) that we will introduce combat retaliation, and the balancing we have done is contemplating that (for future update). Otherwise, we would need to rebalance everything again in “a couple of months”. Once this change is introduced, we will also increase the HP of all units, which will result in better overall balance. [/p][p][/p][p][/p][p][/p][h2]​Militia Rework [/h2][p]This might look like a small change, but it actually represents a swap in how the system works, and it will impact the defensive/military aspects of the game. [/p][p]Previously, there was a common and unified militia for all cities/camps, based on the militia  level of the city (which you could improve with techs). [/p][p]Now it will be territory-based and will scale depending on the specific fortification level of each city.[/p][p][/p]
[p]"We wanted to create opportunities for attackers by making the attached territories more vulnerable. Making it territory based solve this intention. [/p][p] [/p][p]The defenders also now depend on the fortification instead of the technologies. Reaching a certain amount of fortification now defines the units defending the city or admin center. The technologies still impact the militia as researching military techs now give veterancy level to defenders. [/p][p][/p][p]A combination of technologies, military districts, and infrastructure will be the key to keeping the borders safe. [/p][p]Attacking vulnerable territories is now an option instead of rushing the city. [/p][p]I'm waiting for your feedbacks of the feature now that we have a first pass of content that should help you experiment in good conditions a proper siege warfare."[/p][p]Seeya bosse[/p]
[p][/p][p]In the example above, you can see the main capital has 1050 fortification, which means a threshold 3 for militia. And even if you cannot see it here, the attached territory only has 600 fortification, which results in a lower tier militia. Players will need to decide where to allocate resources in order to defend key strategic positions.[/p][p]We have also included some techs that will improve the veterancy of your militia![/p][p][/p][p][/p][p][/p][p]You will find all the details in the patchnotes below , as this rework comes with balancing adjustements of infrastructure, districts, and techs (fortification-related).[/p][p]
[/p][h2]​Special mentions [/h2][p]There are some smaller changes/new quality-of-life changes that are easy to miss, but we do think they deserve special attention. Some of them have been heavily requested by players:[/p][p][/p][p]✨ Updated Luxury resource deposits to appear right from the start [/p][p]✨ Added filters in the construction menu to filter out improvements already built or locked [/p][p]✨ Added the possibility to multi-sell equipment [/p][p]✨ Updated district layer when zoomed out to include district colors [/p][p][/p][p]✨ Removed an immersion-breaking side quest on Necrophages [/p][p]✨ Converted all curiosity events into quests [/p][p][/p][hr][/hr][p][/p]
UPDATED ROADMAP 
[p]We wanted to take this opportunity to update our roadmap to showcase what the team has improved in previous updates, and also to give a hint about some of the elements that will arrive in the next updates!  [/p][p][dynamiclink][/dynamiclink]As we are constantly checking feedback and adapting the following content, we didn’t want to specify elements beyond March 2026 (even if we have an agenda) as we prefer to stay flexible and dynamic. [/p][p][/p][h2]​LATEST STATE OF THE GAME [/h2][p]Last week, we released another State of the game by Derek! Do not hesitate to check it out as there are interesting information and we also included some graphs to show the evolution of Win Rate for the AI and player engagement with the new quest flow for minor factions 💬 (alongside other topics). 
[dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p][/p]
CHANGELOG
[p]\[Version Number: 0.75.164135][/p][p][/p][h2]Known Issues[/h2]
  • [p]The Game option "Territory ressource amount" completely disables lux deposits when set to "scarce"[/p]
  • [p]The Victory Conditions have been redone in this update so players are encouraged to start new games. Especially with late game saves where the changed victory conditions might dramatically impact the game
    [/p]
[h2]Economy[/h2]
[p]To exercise greater control over the initial balancing of Science and Influence resources, we have reconfigured certain technologies to unlock the Laboratory, Forum, and Keep districts in Era 2.[/p][p]To maintain the same number of technologies in each era as before, some district improvements have been moved towards Era 1.[/p][p]Additionally, certain factions will not undergo these changes in order to maintain their districts in the 1st era (Kin with the Keep, Tahuks with the Laboratory).[/p]
[p]Era 1[/p]
  • [p]“Sanctity of Nature” improvement now provides +4 Food & Industry and can be built once per City[/p]
  • [p]“Scriptorium” improvement now provides +10 Influence.[/p]
  • [p]“Common Rights” technology unlocks “Scriptorium” & +1 Scribes slot on Capital[/p]
  • [p]“Civil Order” technology unlocks “Traveler’s Shrine” & +4 Food & Industry on Capital[/p]
  • [p]“Geodesic dome” improvement now provides +10 Science.[/p]
  • [p]“Common Rights” technology unlocks “Geodesic dome” & improves Curio rewards (except for Tahuks)[/p]
  • [p]“Shock Tactics” technology unlocks “Garrison” & +15% experience gain on non-Hero units. (except for Kin)[/p]
[p]Era 2[/p]
  • [p]Move the “Forum” district to Era 2[/p]
  • [p]“Voice of the Masses” technology unlocks “Forum” & +4 Influence on Capital[/p]
  • [p]Move the “Keep” district to Era 2 (except for Kin)[/p]
  • [p]“Stonework” technology unlocks “Keep” & +200 Fortification on Capital[/p]
  • [p]Move the Laboratory district to Era 2 (except for Tahuks)[/p]
  • [p]“Scientific Charter” technology unlocks “Laboratory” & +4 Science on Capital[/p]
  • [p]“Diplomat’s Manse” technology unlocks “Vision Exchange” Treaty[/p]
[p]Era 3[/p]
  • [p]“Citizenship” technology unlocks “Halls of Power”, “Open Stage” & +4 Influence on City, +2 Influence on Ministry[/p]
  • [p]“Urban Planning” technology unlocks “Citizens' Center” & “Cold Cellar”[/p]
  • [p]“Commerce” technology unlocks “Alchemists' Commission”, “Quarry Oversight” & “Graded Roads”[/p]
  • [p]Move “Beacon of Science” improvement to Era 3 (replace “Wildlife Lookout”)[/p]
  • [p]“Research Grants” technology unlocks “Beacon of Science”, “Research Station” & +4 Science on City, +2 Science on Ministry[/p]
[p]Era 4[/p]
  • [p]“Banks” technology now unlocks “Scholars' Area”, “Mining Rights”[/p]
[p]Era 5[/p]
  • [p]“Financial Literacy” technology now unlocks “Cashier’s Lodge”, “Lined Crates” & +25% Dust on Population Vocations.[/p]
[p][/p][p]This work is accompanied by an overall rebalancing of the effects and costs of improvements[/p][p][/p]
  • [p]Some Improvements in Era 2 have been nerfed[/p]
    • [p]“Lodgings” effect reduced from +3 to +2 Population slots[/p]
    • [p]“Granary” effect reduced from +5 to +3 Food on Citizens & from +3 to +2 Citizens Slots.[/p]
    • [p]“Laborers' Hut” effect reduced from +5 to +3 Food on Farms.[/p]
    • [p]“Lithosphere Gallery” effect reduced from +25 to +20 Dust.[/p]
    • [p]“Hydropump” can now be built once per City.[/p]
    • [p]“Hydropump” effect reduced from +5 to +4 Industry & Dust on Districts adjacent to river tiles.[/p]
    • [p]“Emergency Dwellings” effect reduced from +15 to +10 Approval[/p]
    • [p]“Emergency Dwellings” no longer provide +4 Influence on City Hall & Ministry[/p]
  • [p]Some Improvements in Era 3 have been nerfed[/p]
    • [p]Add “Halls of Power” improvement now provides +10 Influence, +2 Influence per Scribes & +2 Population slot on Scribes and is unique per Empire.[/p]
    • [p]Add “Open Stage” improvement now provides +5 Influence, +4 Influence on Forum.[/p]
    • [p]“Irrigation Channels” effect reduced from +10 to +8 Food on Farms adjacent to river tiles.[/p]
    • [p]“Spire of Industry” effect reduced from +4 to +2 Industry on Artisans & from +3 to +2 Artisans Slots.[/p]
    • [p]“Dust Blasting” effect no longer provides +2 Dust on Population.[/p]
    • [p]“Research Station” effect reduced from +8 to +5 Science on Laboratories adjacent to anomaly tiles.[/p]
    • [p]“Citizens' Center” effect reduced from +20 to +15 Approval.[/p]
    • [p]Add “Cold Cellar” improvement provides +20 Approval & +10% Food & Dust on Jubilant City and is unique per Empire.[/p]
    • [p]“Quarry Oversight” effect reduced from +50 to +25 Dust on Extractor and can be built once per City[/p]
  • [p]Some Improvements in Era 4 have been buffed[/p]
    • [p]“Museum” effect increased from +1 to +2 Influence on Citizens & Artisans.[/p]
    • [p]“Parade Stands” effect increased from +2 to +3 Influence on Scribes.[/p]
    • [p]“Windmill” effect increased from +2 to +3 Food on Citizens.[/p]
    • [p]“Farming Cooperative” effect increased from +2 to +3 Food on Citizens.[/p]
    • [p]“Workers' League” effect increased from +2 to +3 Industry on Artisans.[/p]
    • [p]“Artisans' Tools” effect increased from +2 to +3 Industry on Artisans.[/p]
    • [p]“Fish Farms” effect increased from +5 to +6 Dust on River if active Monsoon.[/p]
    • [p]“Watchman’s Bell” effect increased from +1 to +2 Approval per Citizens & Artisans.[/p]
    • [p]“Commanders' Table” effect increased from +2 to +3 Approval per Scribes.[/p]
    • [p]Add “Scholars' Area” improvement provides +25 Approval & +10% Influence & Science on Jubilant City and is unique per Empire.[/p]
    • [p]“Mining Rights” effect reduced from +10 to +5 Science on Extractor and can be built once per City[/p]
  • [p]Some Improvements in Era 5 have been buffed[/p]
    • [p]“Imperial Secretariat” effect increased from +4 to +10 Influence per City level, unique per Empire.[/p]
    • [p]“Canning Shed” effect increased from +9 to +12 Approval per City Level & from +5 to +8 Food per City level, unique per Empire.[/p]
    • [p]“Ore Breaker” effect increased from +10 to +20 Industry per City level, unique per Empire.[/p]
    • [p]“Cashier’s Lodge” effect increased from +10 to +20 Dust per City level, unique per Empire.[/p]
    • [p]“Customs Inspector” effect increased from +2 to +3 Dust per Citizens & Artisans.[/p]
    • [p]“Collections Bureau” effect increased from +3 to +4 Dust per Scribes.[/p]
    • [p]“Grant Treasury” effect increased from +10 to +20 Science per City level, unique per Empire.[/p]
    • [p]“Philosophers' Circle” effect increased from +2 to +3 Science per Scribes.[/p]
    • [p]“Lecture Hall” effect increased from +2 to +3 Science per Scribes.[/p]
    • [p]“Fortified Cities” effect increased from +9 to +12 Approval per City level, unique per Empire.[/p]
  • [p]Balanced Strat costs Improvements[/p]
    • [p]Era2--> None or Glassteel[/p]
    • [p]Era3--> Glassteel or Glassteel + Hyperium[/p]
    • [p]Era4--> Hyperium or Hyperium + Thalitine[/p]
    • [p]Era5--> Glassteel +Hyperium or Glassteel + Thalitine[/p]
  • [p]Balanced Improvement Industry costs in each Era[/p]
  • [p]Fixed FIDSI bonus per district level not feedbacked properly in construction menu[/p]
  • [p]Fixed “%District_Tier1_ScienceTile” showing in the construction menu[/p]
[p][/p][p]We wanted to improve overall access to resources to avoid disadvantaging technologically advanced players or those unlucky with deposit spawns. To this end, we have made the following changes[/p][p][/p]
  • [p]Added strategic resources to Monsoon's curiosities and rewards[/p]
    • [p]The resource corresponds to what must be revealed in the recess that follows, giving an advantage to players who take the risk of gathering them[/p]
  • [p]Updated Strategic deposits chance to spawn in recess regions on the default setting: [/p]
    • [p]25% chance to have 0 Strat[/p]
    • [p]50% chance to have 1 Strat[/p]
    • [p]25% chance to have 2 Strat[/p]
  • [p]Remove “Caravanserai” improvement.[/p]
  • [p]Add “Ore Sifter” improvement now provides +1 Titanium & Glassteel, unique per Empire.[/p]
  • [p]Updated “Collective Will” era 2 technology to unlock “Black Furnace” & “Ore Sifter”[/p]
  • [p]Updated “Scientific Repository” improvement to provide +0.5 Lazualin & Hyperium, unique per Empire.[/p]
  • [p]Updated “Scientific Repository” era 3 technology to unlock “Spire of Industry”, “Scientific Repository” & “Corkscrew Drill”[/p]
  • [p]Updated “Treasury” improvement to provide +0.25 Eradione & Thalitine, unique per Empire.[/p]
  • [p]Updated “Highway Patrol” era 4 technology to unlock “Thermal Baths”, “Treasury” & “Paved Roads”[/p]
  • [p]Updated Luxury resource deposits to appear right from the start[/p]
    • [p]The intention is to create competition for secondary resources while also generating more value for camps in the early stages of the game[/p]
  • [p]Improved tooltips for assimilation and cohabitation in the empire screen[/p]
  • [p]Fixed missing text in Asceticism technology[/p]
  • [p]Added filters in the construction menu to filter out improvements already built or locked[/p]
[h2]AI[/h2]
  • [p]Improved the use of resources[/p]
  • [p]Improved the decision of units creation[/p]
  • [p]Improved the decision to grab collectibles while making tasks[/p]
  • [p]Improved the decision to take part into a battle or not[/p]
  • [p]Improved the decision to attack a minor faction village or not[/p]
  • [p]Improved the decision to pacify a minor faction[/p]
  • [p]Improved the handle of subjugation towards[/p]
  • [p]Improved the decision to occupy a borough or not[/p]
  • [p]Improved the decision to move in the world according to threats (and buff up before going somewhere)[/p]
  • [p]Improved how AI group armies together[/p]
  • [p]Tweaked the decision around the open border treaty[/p]
  • [p]Fixed an issue where the AI would fail to select councilors if they had more seats than councilors available[/p]
  • [p]Fixed multiple technical issues[/p]
[h2]Visual[/h2]
  • [p]Improved the opacity of icons in the schematic view[/p]
  • [p]Updated the colors of the banners in the city to take into account the color of the Empire[/p]
  • [p]Improved the colors of the FIDSI colors[/p]
  • [p]Updated the scaffoldings visual to be more visible[/p]
  • [p]Updated units to disappear on foundation & bridges when in city view, like for the other districts[/p]
  • [p]Fixed VFX flickering in construction mode[/p]
  • [p]Fixed icons for the “kick player” button, the player state when in multiplayer, the rift and the “Matriarch’s Eye”[/p]
  • [p]Fixed wrong 3D models on some equipment[/p]
[h2]Quests & events[/h2]
  • [p]Updated multiple lines of dialog in the major factions main quests to improve the tone and writing. Major Factions affected > Kin of Sheredyn, Last Lords, Aspects and Tahuks[/p]
  • [p]Improved quests objectives to take into account already done objectives to avoid redoing them[/p]
  • [p]Changed all curiosity events into quests[/p]
  • [p]Moved quests requiring to build science, influence or military districts to later in the game[/p]
  • [p]Added nested tooltips on a lot of quest objectives to improve their understanding[/p]
  • [p]Improved the rewards tooltips for the Tahuks' quest[/p]
  • [p]Added a nested tooltip for the Beast Slayer trait unlocked via a reward[/p]
  • [p]Updated the quest point of interest visual for the Oneiroi minor faction’s quest[/p]
  • [p]Pushed back some events that were too hard for early game[/p]
  • [p]Quips now play less frequently, with more variety in lines displayed.[/p]
  • [p]Fixed the “-1” turn displayed[/p]
  • [p]Fixed “the Holy Grail” quest’s objective to feedback the number of requested turns (Thanks Zach for the report!)[/p]
  • [p]Fixed “the Minstrel” quest’s objective to feedback the number of requested turns[/p]
  • [p]Fixed a quest spawning before the first recess instead of later[/p]
  • [p]Fixed the placeholder event appearing randomly[/p]
  • [p]Fixed the objective text for “Future Frenzy” quest[/p]
  • [p]Fixed a bug where quips would disappear instantly after being displayed.[/p]
[h2]End game and victory conditions[/h2]
  • [p]Updated the victory conditions to require to finish both objectives in a path to win[/p]
  • [p]Balanced all victory objectives[/p]
  • [p]Displayed the rewards and the choices made in the narrative victory key beats[/p]
  • [p]Added new traits to gain when choosing the new victory paths[/p]
  • [p]Fixed wrong notification shown when you’re close to victory[/p]
  • [p]Fixed old saves with old victory conditions[/p]
  • [p]fixed game crashing in “Tiny” world size due to a null victory condition[/p]
[h2]Diplomacy[/h2]
  • [p]Updated the first meet notification to be mandatory and to open the diplomacy screen[/p]
  • [p]Balanced the Public Opinion to make the world more hostile[/p]
  • [p]Updated Public Opinion to gain +50 public opinion for each other when Empires follows the same victory path and to lose -50 public opinion otherwise[/p]
  • [p]Balanced cost around war[/p]
  • [p]Improved the animation when you first meet another leader[/p]
  • [p]Fixed wrong tab shown in the diplomacy screen[/p]
  • [p]Fixed skipped mandatory first meet on Steam Deck[/p]
[h2]Military[/h2]
  • [p]Added the possibility to multi-sell equipment[/p]
  • [p]Added the possibility to remove equipment without being forced to swap it[/p]
  • [p]Communal habitation now synergize with military districts and science districts[/p]
  • [p]Retake military techonologies unlocks so now it gives veterancy level to milita (details below)[/p]
  • [p]Military districts now give experience to units created in cities[/p]
  • [p]Modified balancing of fortification data in new militia 👇[/p]
  • [p]Improved the placement of the tooltips when hovering an equipment[/p]
  • [p]Improved the preview of the defend action in the UI, in the pins and on the map for skills range[/p]
  • [p]Improved power preview before a battle to take into account the highest reinforcement army[/p]
  • [p]Haven pin is now hidden in battle[/p]
  • [p]Fixed the equipment screen lagging when there are too many items to sort[/p]
  • [p]Fixed wrong illustrations for Sheredyn legionaries[/p]
  • [p]Fixed tooltip of the hero skill “Not the Right Way” (Thanks SnailSteps for the report!)[/p]
  • [p]Fixed missing loc on “Grieving” status (Thanks Darrek for the repo…wait that’s me!)[/p]
  • [p]Fixed a crash with rebels spawning in the city[/p]
  • [p]Fixed sorting equipment when equipping an item[/p]
  • [p]Fixed greyed out value when you cannot equip the item[/p]
  • [p]Fixed preview of reinforcement armies before battle[/p]
  • [p]Fixed no reinforcement shown before a battle although they are counted for instant resolution[/p]
  • [p]Fixed a crash with the battle UI[/p]
  • [p]Fixed multiple technical issues with battle and siege[/p]
  • [p]Fixed tooltip when attacking a city[/p]
[h2]Kin of Sheredyn[/h2]
  • [p]Hid the asymmetric powers until the capital is founded[/p]
  • [p]Fixed "A Place Called Home" quest’s objective[/p]
[h2]Aspect[/h2]
  • [p]Improved the tooltips of the traits in the faction selection screen[/p]
  • [p]Updated the following technologies:[/p]
    • [p]“Foreign affairs” technology moved to Era 1 and unlocks +1 protectorate slot & +5 health regen on coral[/p]
    • [p]Move “Ascetic Existence” improvement to Era 1 and unlocks +2 Population slot on Citizens & +2 Dust on Farms[/p]
    • [p]“Ascetism” Era 1 technology now unlocks “Ascetic Existence” improvement & +10 Dust on Capital[/p]
    • [p]“Persuasion” Era 2 technology now unlocks +1 protectorate slot, Buyout with Influence & Force a Treaty[/p]
    • [p]“Glorification” Era 3 technology removed the protectorate unlock and added +1 movement on Coral[/p]
  • [p]Improved the explanation in the bribe tooltip when it’s free to bribe due to coral[/p]
  • [p]Fixed buyout with influence not displayed (Thanks to Aiden P for the report!)[/p]
  • [p]Fixed the Population Collection trait for the Aspects[/p]
[h2]Necrophage[/h2]
  • [p]Removed some optional events or quests, breaking immersion[/p]
  • [p]Updated multiple dialog lines to be more in tone with their nature[/p]
[h2]Last Lords[/h2]
  • [p]Fixed the missing text in the objective of Chapter 3 of the main quest (Thanks KnobGoblin11092 for the report!)[/p]
[h2]Tahuks[/h2]
  • [p]Clarified and improved the chapters 2 and 6 of the main quest[/p]
  • [p]Fixed the objective of the quest "The Confrontation" stating “deprecated” in languages other than English[/p]
[p][/p][h2]Minor Faction[/h2]
  • [p]Reduced the number of territories that have Minor Faction villages by 12%[/p]
  • [p]Pushed to later the spawn of the second minor Faction’s army[/p]
  • [p]Fixed a technical issue when pacifying a minor faction village while in siege in a territory with an administration center while not in the borough (yes, it gets that complicated sometimes)[/p]
[h2]Multiplayer[/h2]
  • [p]Displayed the eliminated empires in the lobby when joining or loading a save[/p]
  • [p]Updated the count of available slots in a lobby to include eliminated empires[/p]
  • [p]Added a dedicated button to go back to the main menu[/p]
  • [p]Added auto complete to commands in chat[/p]
  • [p]Improved the display of author and the separation between messages[/p]
[h2]Steam Deck[/h2]
  • [p]Fixed selector disappearing in the diplomacy screen[/p]
  • [p]Fixed selector overlapping a tooltip in the lobby screen[/p]
  • [p]Fixed missing tooltips in the hero screen when recruiting[/p]
  • [p]Added a shortcuts to rotate through rifts when traveling with them[/p]
  • [p]Fixed equipment comparison[/p]
  • [p]Fixed selling equipment not working[/p]
  • [p]Fixed tooltips placement in equipment screen[/p]
  • [p]Fixed remove filter not working[/p]
  • [p]Fixed missing text in the construction menu[/p]
[h2]Misc[/h2]
  • [p]Added a profanity filter on lobby names[/p]
  • [p]Added nested tooltips in the faction traits and affinity to better explain their asymmetry[/p]
  • [p]Updated localization throughout the game[/p]
  • [p]Implemented the missing translations of new texts throughout the game (if you see any missing text, let us know!)[/p]
  • [p]Fixed tutorial for technologies not working properly[/p]
  • [p]Fixed a crash happening with rift teleportation[/p]
  • [p]Fixed a technical issue in diplomacy screen[/p]
  • [p]Fixed missing localisation in key bindings[/p]
[p][/p][hr][/hr][p]Be ready for the big part of the changelog, the heroes, skill, equipment and military changes...[/p][p]Will everything perfectly balance? "For sure..."[/p][p][/p][p]Edit > Is Determination scaling a bit too much? "For Sure..."[/p][p]No worries, we are aware of that and working on a balance for the next update.[/p][p][/p][hr][/hr][p][/p][h2]CHANGES RELATED TO MILITIA + FORTIFICATION[/h2][p][/p][h3]🏗 INFRASTRUCTURE​[/h3]
[p]Name[/p]
[p]Old effects[/p]
[p]New effect[/p]
[p]Military Efficiency[/p]
[p]+1000 Experience on Creating Unit
-3 Unit upkeep
-25% Military building Industry cost[/p]
[p]+200 Fortification on city center
+900 Experience on Creating Unit[/p]
[p]Watchman's Bell[/p]
[p]+2 Approval per Citizens 
-1 Dust per Citizens
+2 Approval per Artisans
-1 Dust per Artisans[/p]
[p]+300 Fortification on city center
+300 Fortification on admnin centers
+1 vision range on districts[/p]
[p]Garrison[/p]
[p]+500 Fortification[/p]
[p]+300 Fortification on city centers
+300 Fortification on admnin centers[/p]
[p]Commanders' Table[/p]
[p]+3 Approval per Scribes
-1 Influence per Scribes[/p]
[p]'+200 Fortification on city centers
-30% Units Industry Cost[/p]
[p]Protective Carapaces[/p]
[p]+500 Fortification
+20 Health Regen on Units in the settlement.
-25% Unit Industry Cost[/p]
[p]'+200 Fortification on city centers
+200 Fortification on Admin centers
+200 Fortification on Military districts[/p]
[p]Fortified Cities[/p]
[p]+12 Approval per City Hall level
+50% Fortification[/p]
[p]'+750 Fortification on city centers
'+500 Fortification on admin centers[/p]
[p]Gorog Shrine[/p]
[p]+10 Experience on Creating Units Per district in city[/p]
[p]'+200 Fortification on city centers
-30 % Industry cost on minor faction units[/p]
[p]Bor's Sparring Ring[/p]
[p]+200 Fortification 
+10 Defense on guards unit
+30 Health on guards unit[/p]
[p]+200 Fortification on city centers
+ 600 Experience on units on creation[/p]
[p]Xavius Night Watch[/p]
[p]+10 Approval on City & Admin Centers
+100 Fortification on City & Admin Centers[/p]
[p]+200 Fortifications on City 
+200 Fortifications Admin Centers
+2 Vision range on Military district[/p]
[p]Legionaries Workshop[/p]
[p]+5 industry
+5 Industry if adjacent to military districts[/p]
[p]'+200 Fortification on city centers
-100 % Specialization Cost For Infantry units[/p]
[p]Arrowslit Walls[/p]
[p]+10% FIDSI on city Hall[/p]
[p]+400 Fortification on city center
+400 Fortification on admin centers[/p]
[p]Legion Vaults[/p]
[p]+400 Fortifications on the city center
+10 Defense on guards unit
+50 Health on guards unit[/p]
[p]+400 Fortifications on the city center
- 30 % industry cost on infantry un[/p]
[p][/p][h3]​🚧 DISTRICTS[/h3]
[p]Name[/p]
[p]Old effects[/p]
[p]New effect[/p]
[p]City Hall[/p]
[p]"+4 Food
+4 Industry
+15 Dust
+4 Science
+4 Influence
+300 Fortifications on territory
+2 Population Slot on Citizens, Artisans & Scribes category[/p]
[p]"+4 Food
+4 Industry
+15 Dust
+4 Science
+4 Influence
+500 Fortification on territory
+2 Population Slot on Citizens, Artisans & Scribes category[/p]
[p]Ministry[/p]
[p]+4 Dust
+1 Population Slot on Citizens, Artisans & Scribes category[/p]
[p]+4 Dust
+1 Population Slot on Citizens, Artisans & Scribes category
+300 Fortification on territory[/p]
[p]Habitation Block[/p]
[p]"+1 Population Slot on Population vocation
+1 Food for each adjacent Food District
+1 Industry  for each adjacent to Industry district.
+2 Dust for each adjacent MoneyDistrict[/p]
[p]"+1 Population Slot on Population vocation
+1 Food for each adjacent Food District
+1 Industry  for each adjacent to Industry district.
+2 Dust for each adjacent MoneyDistrict
+1 Science if adjacent to a laboratory"
+50 Fortification to teritory if adjacent to a military district[/p]
[p]Keep[/p]
[p]+100 Fortifications per level[/p]
[p]"+200 Fortifications on territory per level
+150 experience on unit creation per level[/p]
[p][/p][h3]🔬 TECHNOLOGY[/h3]
[p]Name[/p]
[p]Old effects[/p]
[p]New effect[/p]
[p]Encampment[/p]
[p]Unlocks for Construction: Garrison & Guard Post
+10 Fortification on City Hall & +5 Fortification on Ministry[/p]
[p]Unlocks for Construction: Garrison & Guard Post
+1 Veterancy on guards units[/p]
[p]Military Tradition[/p]
[p]Unlocks for Construction: Military Efficiency & Institute of Civil Defense
Unlocks for Construction: Produce Propaganda (Converter Industry into Approval)
+5 Fortification on Keeps[/p]
[p]Unlocks for Construction: Military Efficiency & Institute of Civil Defense
Unlocks for Construction: Produce Propaganda (Converter Industry into Approval)
+1 Veterancy on guards units[/p]
[p]Armory[/p]
[p]Unlocks for Construction: Watchman's Bell
-25% Industry on Stronghold cost[/p]
[p]Unlocks for Construction: Watchman's Bell
+1 Veterancy on guards units[/p]
[p]Training Grounds[/p]
[p]Unlocks for Construction: Commanders' Table
(Temp) +5 Approval on Infrastructure
(Need GPP) -25% Resource on Unit specialization cost[/p]
[p]Unlocks for Construction: Commanders' Table
+1 Veterancy on guards units[/p]
[p]Mobilization[/p]
[p]Unlocks for Construction: Tourney Grounds
-2 Dust Upkeep on Armies[/p]
[p]Unlocks for Construction: Tourney Grounds
+1 Veterancy on guards units[/p]
[p]Military Science[/p]
[p]Unlocks for Construction: Sellsword Company
-15% Industry on Unit cost[/p]
[p]Unlocks for Construction: Sellsword Company
+1 Veterancy on guards units[/p]
[p]Fort[/p]
[p]Unlocks for Construction: Keep
+100 Fortification on Capital[/p]
[p]Unlocks for Construction: Keep
+1 Veterancy on guards units[/p]
[p][/p][p][/p][h2]​👨‍🏫 General changes and equipment drop[/h2][p]Hero rebalancing Stats[/p]
  • [p]Heroes don't have defense as a base it s only define by their armor[/p]
  • [p]Heroes attributes are now set as 3 as a base instead of 4 (was making them a bit too strong)[/p]
  • [p]Intellect now gives 5% additional exp to the hero instead of 2 % (was very bad)[/p]
  • [p]Keep in mind Resilience gives 8 hp and Might 2 damages, Determination only works on active skills[/p]
[p][/p][p]Equipment drop [/p][p]"You were dropping too many equipment especialy those damn salts (fucked up my balancing analytics witha wooping 99% win rate when used)"[/p]
  • [p]Now equipment are not guaranteed when fighting they should only drop around 1/3 - 1/4 Combat => you ll have to complete quests are dungeons to garanty equipment (or used the heroes equipment generators)[/p]
[p][/p][p]❗ Small Warning: Some hero skills (for example, resource-generating and equipment-generating skills) are not properly feedbacked at the moment. We are aware of this and working on it. So, if you think your skills are not working, this may only be a feedback issue.[/p][p][/p][hr][/hr][p]The 🥐 symbolizes that it got a big change / Like a different effect and not just a number[/p][hr][/hr][p][/p][h2]🎯 Hero Skills[/h2][p][/p][h3]🏹 Archers[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT[/p]
[p]NEW SKILL EFFECT  [/p]
[p]\[🥐 Adjusted] Terrain Logistics  [/p]
[p]When gathering a curio: Refill 2 movement points to all units of the army.  [/p]
[p]When gathering a curio: Refill all movement points to all units of the army.  [/p]
[p]Guerilla Tactics  [/p]
[p]At the begining of battle apply a To all allied units.  [/p]
[p]After killing a unit: Apply a To all adjacent allied units.  [/p]
[p]\[🥐 Adjusted] Eye for Weaknesses  [/p]
[p]Non-Hero ranged units of the army gain 15% Critical Chance + 3% per Intuition Critical Chance.  [/p]
[p]When attacking a unit suffering the Damaged status: Gain +5% Damage per Might.  [/p]
[p]\[🥐 Adjusted] Rain of Arrows  [/p]
[p]Range 4,  Circular area of effect Deal 35 Damage + 5 Damage per Determination to units hit + 3 per Might.  [/p]
[p]Range 4, Circular area of effect + 10 Damage per Determination to units hit + 3 per Might. + 3 per Level Encircled units suffer a Slowed I Status  [/p]
[p]\[🥐 Adjusted] Pinning Volley  [/p]
[p]Range 4,  Circular area of effect Deal 50 Damage + 6  Damage per Determination to units hit. Apply a  Slowed II Status to all units hit.  [/p]
[p]Range 4,  Circular area of effect + 12 Damage per Determination to units hit + 4 per  Might. + 4 per Level Encircled units suffer a  Slowed II Status  [/p]
[p]Guiding Light  [/p]
[p]Non-Hero ranged units of the army gain 5 Damage + 1 Damage per Intuition.  [/p]
[p]All non-hero ranged units of the army gain + 2 Damage per  Intuition.  [/p]
[p]Recovery Shot  [/p]
[p]Range 3 Heal target unit for 30  Health, +4 Health per Determination +3 Health per Resilience of the hero to the target.  [/p]
[p]Range 3 + 8  Health per  Determination + 2 Health per Resilience. + 2 Health per Level. When the hero kills a unit: This skill is reusable  [/p]
[p]Patched Up  [/p]
[p]Range 4 Heal target unit for 40  Health, + 6  Health per Determination  +4 Health per Resilience of the hero to the target.  [/p]
[p]Range 4 + 10 Health per Determination+ 3 Health per Resilience. + 3  Health per Level. When the hero kills a unit: This skill is reusable  [/p]
[p][/p][h3]🧙‍♂️ Casters [/h3]
[p]NAME  [/p]
[p]OLD SKILL EFFECT        [/p]
[p]NEW SKILL EFFECT        [/p]
[p]Protective Spirit  [/p]
[p]At the begining of battle: All allied units gain 30  Shield + 5  Shield per  Resilience.  [/p]
[p]At the begining of battle:  All allied units gain + 10  Shield per  Resilience.  [/p]
[p]Learning from Mistakes  [/p]
[p]All non-hero units of the army gain +10 % Critical Chance + 2 %  Critical Chance per  Intuition.  [/p]
[p]All  non-hero units of the army gain + 3 %  Critical Chance per  Intuition.  [/p]
[p]Vanish  [/p]
[p]Range 3 Teleport to target tile.  Using this skill doesn't use movement point or action.  [/p]
[p]Range 3 Teleport to target tile.  Using this skill doesn't use movement point or action.  [/p]
[p]Shared Ward  [/p]
[p]Range 3 Shield allies for 40  Shield + 5  Shield per Determination + 3 Shield per Resilience to the allied unit hit.  [/p]
[p]Range 0-2 + 8 Shield per Determination  + 2 per  Resilience. + 2 per Level. Damaged Units gain double the shield.  [/p]
[p]Indomitable Ward  [/p]
[p]Range 3, Circle Shield allies for 50  Shield + 7  Shield per Determination + 5  Shield per  Resilience to the allied unit hit.  [/p]
[p]Range 0-3 + 12  Shield per Determination + 4 per Resilience. + 4 per Level. Damaged Units gain double the shield.  [/p]
[p]Force Blast  [/p]
[p]Range 0, Cleave Deal 30  Damage + 5 Damage per Determination, + 3 per Might Damage. Push all units adjacent to the hero 2 tile away. Refill all movement point of the hero.  [/p]
[p]Range 0, Greater Cleave + 12  Damage per Determination to units hit + 4 per Might. + 4 per Level Push units 1 tile away.  [/p]
[p]Find and Learn  [/p]
[p]When gathering a curio: The hero gains + 50 Experience +10 Experience per Intuition.+ 6  Experience per  Resilience.  [/p]
[p]When gathering a curio: The hero gains + 15 Experience per Intuition. The hero gains + 10 Experience per  Resilience.  [/p]
[p]Curious Looter  [/p]
[p]When gathering a curio: Gain +40  Dust +10 Dust per Intuition. + 7 Dust per Resilience.  [/p]
[p]When gathering a curio: Gain + 10 Dust per Intuition. Gain + 5 Dust per Resilience.  [/p]
[p] [/p][h3]🛡 Defenders[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]\[🥐 Adjusted] Paragon of Defense  [/p]
[p]All non-hero unit of the army gain 3 Defense + 1 per Intuition.  [/p]
[p]When the hero defends: Give +6  Shield per Resilience to self and all adjacent allied units.  [/p]
[p]War Machine  [/p]
[p]The hero gains + 15 Health + 3 Health per Resilience. + 3  Health per Might. + 3  Health per  Intuition. + 3 Health per Determination.  [/p]
[p]The hero gains +5 Health per Resilience. The hero gains +3  Health per Might.[/p][p](Moved to Tier 3)  [/p]
[p]\[🥐 Adjusted] Peak Health  [/p]
[p]The hero gains + 10 % Health + 2 % Health per Resilience.  [/p]
[p]Non-Hero Units of the army gain: +5 Health per Intuition[/p][p](Moved to Tier 1)  [/p]
[p]\[🥐 Adjusted] Strong Defenses  [/p]
[p]The hero gains + 4 Defense + 1 Defense per Resilience.  [/p]
[p]When the hero defends: Gain +1 defense per Resilience & Might[/p]
[p]\[🥐 Adjusted] Hammer Strike  [/p]
[p] Range 0,  Circular area of effect Apply a Slowed II Status to units hit. Deal 40  Damage  + 5 Damage per  Determination to units hit. + 3 per  Might.  [/p]
[p]Range 1-1, + 10   Damage per Determination to units hit + 3 per  Might. + 3 per Level Push the target 1 tile away. If the target has the defensive posture status: remove it  [/p]
[p]\[🥐 Adjusted] Spinning Top  [/p]
[p] Range 0,  Circular area of effect Apply a Slowed II Status to units hit. Deal 50  Damage  + 7 Damage per  Determination to units hit. + 5 per  Might. Shield the hero for half the damage done.  [/p]
[p] Range 1-1 + 12   Damage per  Determination to units hit + 4 per  Might. + 4 per Level Push the target 1 tile away. If the target has the defensive posture status: remove it Apply a Immobilized Status to units hit.  [/p]
[p]\[🥐 Adjusted] Buckled Up  [/p]
[p]When this unit defends:  Apply 25  Shield + 3  Shield per Resilience to the hero.  [/p]
[p]When the hero defends: Apply defensive posture to all adjacent allied unit.  [/p]
[p]Accusation  [/p]
[p]Range 3 Deal 30 Damage  Damage + 5 Damage  Determination + 3 per Resilience to the unit hit .  Apply a Weakened II Status to the unit hit. This attack ignores the unit's  Defense.  [/p]
[p]Range 3 + 10 Damage per Determination to units hit + 3 per  Might. + 3 per Level  If the target is encircled: Apply a Immobilized Status to the unit hit.  [/p]
[p][/p][h3]⚔ Warriors​[/h3]
[p]NAME  [/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]Pillaging Adept  [/p]
[p]When the army of this unit completetes a subjugation mission: Gain + 25%  Dust + 5%  Dust point per  Intuition.  [/p]
[p]When the army of this unit completetes a subjugation mission: Gain + 10%  Dust point per  Intuition.  [/p]
[p]Siege Engineer  [/p]
[p]Each turn while conducting a siege: The army Deals 15 % more Damage to the \[Fortification] fortification + 3 % more Damage to the  Fortification per  Intuition.  [/p]
[p]Each turn while conducting a siege: The army Deals +10 more Damage to the  Fortification per  Intuition.  [/p]
[p]Charge  [/p]
[p]ACTIVE SKILL  Range 2,  Circular area of effect Teleport to target tile. Deal 30  Damage  + 5  Damage per  Determination + 3  Damage per  Might to units hit.  [/p]
[p] Range 3,  Circular area of effect Teleport to target tile. + 10  Damage per  Determination to units hit + 3 per  Might. + 3 per Level  [/p]
[p]Relentless Dash  [/p]
[p]ACTIVE SKILL  Range 2,  Circular area of effect Teleport to target tile. Deal 40  Damage  + 7  Damage per  Determination + 5  Damage per  Might to units hit.  [/p]
[p] Range 3,  Circular area of effect Teleport to target tile. + 12  Damage per  Determination to units hit + 4 per  Might. + 4 per Level  [/p]
[p]\[🥐 Adjusted] Stirring Words  [/p]
[p]All  non-hero units of the army gain + 5  Damage + 1   Damage per  Intuition.  [/p]
[p]All  non-hero melee units of the army gain + 2   Damage per  Intuition.  [/p]
[p]\[🥐 Adjusted] Physical Training  [/p]
[p]The hero gains + 5  Damage  + 1  Damage per  Might. + 1  Damage per  Resilience. + 1  Damage per  Determination. + 1  Damage per  Intuition.  [/p]
[p]Double the attributes given by the Weapon equiped by the hero.  [/p]
[p]Death Blow!  [/p]
[p] Range 1 Deal 40  Damage  + 5  Damage per  Determination + 3  Damage per  Might. If the unit is damaged: ignore defense of the unit hit. If the unit hit dies the hero can act again.  [/p]
[p] Range 1 + 10   Damage per  Determination to units hit + 3 per  Might. + 3 per Level If the unit hit dies the hero can act again, the cooldown of the ability is refreshed.  [/p]
[p]Deathlier Blow!  [/p]
[p] ACTIVE SKILL  Range 1 Deal 60   Damage  + 7  Damage per  Determination + 5  Damage per  Might. If the unit is damaged: ignore defense of the unit hit. If the unit hit dies the hero can act again, the cooldown of the ability is refreshed.  [/p]
[p] Range 1 + 12   Damage per  Determination to units hit + 4 per  Might. + 4 per Level If the unit hit dies the hero can act again, the cooldown of the ability is refreshed.  [/p]
[p][/p][h3]🐱‍👓 Common Skills[/h3]
[p]NAME  [/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]\[🥐 Adjusted] Piledriver  [/p]
[p]The hero gains + 4  Damage  + 2  Damage per  Might.  [/p]
[p]Range 1-1  Push target 1 tile away, Doesn't consume movement nor action point When defending : Can use again [/p][p](Moved to Tier 1 skill)  [/p]
[p]\[🥐 Adjusted] Tireless Pace  [/p]
[p]Units of the army gain +1  Land Speed outside of battle.  [/p]
[p]Apply a "Tireless pace" status to all units of the army (+1 movement point)   [/p]
[p]\[🥐 Adjusted] Nature of the Beast  [/p]
[p]The hero gains + 10  Health  + 3  Health per  Resilience.  [/p]
[p]After killing a unit:  Apply 3  Shield per  Resilience to all adjacent allied units.[/p][p](Moved to Tier 2 skill)  [/p]
[p]Hypervigilant  [/p]
[p]The hero produces +10  Capture Points +3  Capture Points per  Intuition while conducting a pillage, occupation or raze.  [/p]
[p]The hero produces +3  Capture Points per  Intuition while conducting a pillage, occupation or raze.  [/p]
[p]Line of Duty  [/p]
[p]Non Hero unit of the army gain + 10 % more  Experience + 3 % per  Intuition.  [/p]
[p]Non Hero unit of the army gain + 5 %  more  Experience per  Intuition.  [/p]
[p][/p][h3]🐠 Aspects​[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]Second Wind  [/p]
[p]When an other allied unit defends: The hero gain + 100 %Focus.  [/p]
[p]When adjacent to a defending allied unit:  Gain +5%Critical Chance perMight.[/p][p](Moved To Tier 1)  [/p]
[p]Choral Onslaught  [/p]
[p]Range 1, Line 4 Deal 40Damage +5Damage perDertermination + per 3Might to units hit. Apply a Weakened II Status to all units hit.  [/p]
[p]Range 1, Line 4 + 12 Damage perDetermination to units hit + 4 perMight. + 4 per Level Apply aWeakened II Status to all units hit.  [/p]
[p]Coral Invasion  [/p]
[p] Range 1, Line attack 2 Deal damage 40Damage + 5Damage perDetermination + per 3Might to units hit.  [/p]
[p]Range 1, Line Complete + 12 Damage perDetermination to units hit + 4 per Might. + 4 per Level Apply a Slowed II Status to all units hit.  [/p]
[p]\[🥐 Adjusted] Mutual Aid  [/p]
[p]When this unit defends:  Apply 25 Shield + 3S hield perResilience to the hero and all adjacent allied units.  [/p]
[p]When adjacent to a defending allied unit:  Gain 2 per Resilience.  [/p]
[p]Team Spirit  [/p]
[p]-[/p]
[p]When an allied unit defends:  Refill 1 Movement Point to the hero.  [/p]
[p]\[🥐 Adjusted] Deflecting Stance  [/p]
[p]Units of the army gain +3 Defense +1 Defense perResilience while defending.  [/p]
[p]When defending : Gain 3 Defense per Resilience.  [/p]
[p]Balletic Shields  [/p]
[p]Range 0, Circle aoe Shield allies for 40 Shield, + 5S hield perDetermination +3 per Resilience the hero and all the adjacent units. The hero then Defends.  [/p]
[p]Range 0, Circle aoe + 10 Shield perDetermination  +3 per Resilience. +3 per Level. Unit with the defensive stand gain double the shield.  [/p]
[p]Braced Shields  [/p]
[p]Whenever another unit of the army defends: Shield the hero for 6Shield + 2Shield perResilience. + 1Shield perMight.  [/p]
[p]Whenever another unit of the army defends : + 4Shield perResilience.  [/p]
[p]\[🥐 Adjusted] Fast Learner  [/p]
[p]The hero gains +15 % moreExperience + 3% more Experience per Intuition.  [/p]
[p]When gathering a curio: The non hero units of the army gains+ 15 Experience perIntuition. The non hero units of the army gains+ 10 Experience perMight.  [/p]
[p][/p][h3]🏰 Kin of Sheredyn[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]Shooting Expertise  [/p]
[p] Range 3. Apply a Cursed Defense Status to target enemy unit. Deal 30Damage + 5Damage per+ 3Damage perMight ignoring armor.  [/p]
[p] Range 4. + 12 Damage perDetermination to units hit + 4 perMight. + 4 per Level If the target is encircled Double the damage.  [/p]
[p]Supported Attack  [/p]
[p]When attacking, if the hero is adjacent to 2 allied units: Gain +10Damage + 3Damage perMight.  [/p]
[p]When attacking, if the hero is adjacent to 2 allied units: Gain+ 3Damage perMight.  [/p]
[p]\[🥐 Adjusted] Not the Right Way  [/p]
[p]Range 1. Push 3 tiles away the units hit. Don't consume action point nor movement.  [/p]
[p]Range 1. Push 2 tiles away the units hit. Don't consume action point nor movement. When defending : Can use again  [/p]
[p]Unbreakable Will  [/p]
[p]All shield applied to the hero are 50% more effective.  [/p]
[p]All shield applied to the hero are 10% more effective per Might.  [/p]
[p]Tactical Focus  [/p]
[p]Range 1. Deal 40Damage + 4Damage perDetermination + 2 perMight.  Apply aMarked status on the target.  [/p]
[p]Range 1. + 12 Damage perDetermination to units hit + 4 perMight. + 4 per Level Apply aMarked status on the target.  [/p]
[p]Armored Fist  [/p]
[p]After attacking: Apply 15Shield + 3Shield perResilience to all adjacent to the hero allied units.  [/p]
[p]After attacking: Apply +4Shield perResilience to all adjacent to the hero allied units.  [/p]
[p]Patient Mentor  [/p]
[p]At the end of a turn: All Non-Hero units of the army gain 15 Experience + 4 Experience perIntuition, +2 Experience perResilience.  [/p]
[p]At the end of a turn: All Non-Hero units of the army gain  + 5 Experience perIntuition, +2 Experience per Resilience.  [/p]
[p]Direct Order  [/p]
[p]Range 2 Target allied unit Regain its action token and refill all movement. Shield the ally for 20 Shield, + 3S Shield perDetermination, + 2S Shield per Resilience.  [/p]
[p]Range 2 Target allied unit Regain its action token and refill all movement. + 8S hield per Determination + 2 per Resilience. + 2 per Level.  [/p]
[p]Chosen of the Chosen  [/p]
[p]When a shield is applied to the hero: Apply an additional 10Shield + 2Shield perResilience +1Shield perMight.  [/p]
[p]When a shield is applied to the hero: Apply an additional  +3S Shield perResilience  +2S Shield per Might.  [/p]
[p]\[🥐 Adjusted] Devoted Guard[/p]
[p]When this unit defends:  ApplyShield equal to 20Shield+ 3Shield perResilience to the hero to all adjacent allied units.  [/p]
[p]All non army units of the army gain +1 Defense per Intuition.  [/p]
[p]Triumphant Celebration  [/p]
[p]After wining a battle: Gain 30Influence + 7Influence perIntuition. + 5Influence per Resilience.  [/p]
[p]After wining a battle: Gain + 6 Influence per Intuition.  + 4 Influence per Might.  [/p]
[p][/p][h3]🧛‍♀️ Last Lord[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]Eternal Servitude  [/p]
[p] Range 3, Circular Area of Effect Heal allied units hit for 30HEalth + 5Health per Determination+ 3HEalth per Resilience. Deal damage30Damage + 5 Damage per Determination+ 3 per Might to enemy units hit  [/p]
[p] Range 3, Circular Area of Effect + 10Health per Determination + 3 per resilience. + 3 per Level. + 10 Damage per Determinationto units hit + 3 per Might. + 3 per Level to enemy units hit  [/p]
[p]Soul Inspection  [/p]
[p]When attacking a unit: Heal all adjacent to the hero allied units by 15health, +3 Health per resilience.  [/p]
[p]When attacking a unit: Heal all adjacent to the hero allied units by +4 Health per resilience.  [/p]
[p]Lost in the Fray  [/p]
[p]Every time the unit is healed: Adjacent enemy unit lose 10Health + 2health per resilience.  [/p]
[p]Every time the unit is healed: Adjacent enemy unit lose 4health per resilience.  [/p]
[p]Won't Rest  [/p]
[p] Range 0, Circular Area of Effect Deal 30Damage + 4 Damage per Determination+ 2 per Might to all adjacent enemies. Heal the hero for the amount of 50% damage dealt.  [/p]
[p] Range 0, Circular Area of Effect + 10 Damage per Determinationto units hit + 3 per Might. + 3 per Level Heal the hero for the amount of 50% damage dealt.  [/p]
[p]Despot  [/p]
[p]When attacking a minor faction unit: Gain 5Damage + 2Damage per Might.  [/p]
[p]When attacking a minor faction unit: Gain + 2Damage per Might.  [/p]
[p]Slow Rebuilding  [/p]
[p]After gathering a curio : Heal all units of the armyfor 25Health + 4Health perIntuition.+ 2 Health per resilience.  [/p]
[p]After gathering a curio : Heal all units of the armyfor 6Health perIntuition + 2 Health per resilience.  [/p]
[p]Chilling Coup de Grâce[/p][p]   [/p]
[p]After killing a unit:  Apply a Terrorized II to all adjacent enemy unit adjacent to the target.  [/p]
[p]After killing a unit:  Apply a Weaken II to all adjacent enemy unit adjacent to the target.  [/p]
[p][/p][h3]🔭 Tahuk[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]Sages' Guidance  [/p]
[p]When targeting a unit with a negative status: Gain + 100%Critical Chance  [/p]
[p]When targeting a unit with a negative status: Gain + 5 %Critical Chance per Might.  (moved to tier 1) [/p]
[p]Ecclesiarch's Fury  [/p]
[p] Range 1-1, Line 5 Area of Effect. Deal 40Damage+ 5Damage per Determinationto targets hit. + 3 Damage per Might. Apply aWeakened II status to targets hit.  [/p]
[p] Range 1-1, Line 5 Area of Effect. + 12 Damage per Determinationto units hit + 4 per Might. + 4 per Level Apply aWeakened II status to targets hit.  [/p]
[p]\[🥐 Adjusted] Prey on the Weak  [/p]
[p]When this unit attacks, if the target has negative status: heal for 10Health + 3Health per resilience.  [/p]
[p]When this unit attacks, if the target has negative status: + 4 Shield per resilience.  [/p]
[p]Easy Marks  [/p]
[p]When this unit attacks, if the target has negative status: gain + 5 Damage + 2 Damage per Might  [/p]
[p]When this unit attacks, if the target has negative status: + 2 Damage per Might  [/p]
[p][/p][h3]🥩 Necrophage[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]Parasitic Burst  [/p]
[p] Range 3. Deal 40 damage + 5 Damage per Determination+ 3 per Might. If the target is killed create a warrior on the tile of the target. The warrior is destroyed at the end of the battle.  [/p]
[p]Range 3. + 12 Damage per Determinationto units hit + 4 per Might. + 4 per Level  If the target is killed create a warrior on the tile of the target. The warrior is destroyed at the end of the battle.  [/p]
[p]Carapace Up!  [/p]
[p]When the unit takes damage for the first time during a battle round: Shield the unit for 30Shield + 4Shield per resilience.  [/p]
[p]When the unit takes damage for the first time during a battle round: Gain + 6 Shield per resilience.  [/p]
[p]Swarm's Fury  [/p]
[p]\[TEMP] ACTIVE SKILL  Range 1, Cleave area of effect. Deal 40 of the hero's damage +5Damage per Determination+ per3Might. Apply a \[Status_Vulnerable2] Vulnerable II status to the units hit.  [/p]
[p]Range 1, + 10 Damage per Determinationto units hit + 3 per Might. + 3 per Level  If the target is encircled Deals 150% Damage  [/p]
[p]Vicious Predator  [/p]
[p]Range 1. Destroy target allied unit. Heal the hero for 50Health. + 10Health per resilience. Refresh all active skills.  [/p]
[p]Range 1. Destroy target allied unit. + 12 Health per Determination + 4 Health per resilience. + 4 Health per Level. Refresh all active skills.  [/p]
[p]Restless Predator  [/p]
[p]After winning a battle:The capital gain 20 food + 5 Food perIntuition +3 Food per resilience  [/p]
[p]After winning a battle, the capital:  gains + 5 Food perIntuition +3 Food per resilience  [/p]
[p]Infectious  [/p]
[p]After winning a battle all units of the army gain 50Experience  + 10Experience perIntuition.  + 5Experience per resilience.  [/p]
[p]After winning a battle:  Gain +15Experience perIntuition  Gain +8Experience per Might  [/p]
[p]Smells Blood  [/p]
[p]When attacking a unit suffering theDamaged status: Heal for 25Health, + 3Health per resilience.  [/p]
[p]When attacking a unit suffering theDamaged status: Heal for 5Health per resilience.  [/p]
[p][/p][h3]🦸‍♀️ Stellars[/h3]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]Genius Attack  [/p]
[p]Range 1 large cleave Deal 50damage + 7 per Determination+ 5 per Might. Apply a status slowed 2 to all unit hit.  [/p]
[p]Range 1 large cleave + 12Damage per Determinationto units hit + 4 per Might. + 4 per Level Apply a status slowed 2 to all unit hit.  [/p]
[p]Hunker Down!  [/p]
[p]The hero gains 70Shield + 8Shield per Determination+ 5Shield per resilience. apply a stattus immoliblized to enemy units adjacent to the Hero  [/p]
[p]Range 0 + 15 Shield per Determination + 5 per resilience. + 5 per Level. apply a stattus immoliblized to enemy units adjacent to the Hero If the hero is encircled double the effects.  [/p]
[p]Ram's Charge  [/p]
[p]Range 1 Deal 70damage + 8 per Determination+ 5 per Might. Push 1 and apply an immobilized status the target Teleport to the target.  [/p]
[p]Range 1 + 15 Damage per Determinationto units hit + 5 per Might. + 5 per Level Push 1 and apply an immobilized status the target Teleport to the target.  [/p]
[p]Shield Dome  [/p]
[p]Apply 50 + 5 Shield per Determination allied unit around the hero  [/p]
[p]Range 0, Circle Aoe + 12 Shield per Determination + 4 per resilience. + 4 per Level.  [/p]
[p][/p][h2]👨‍🍳 Tweaks on skills + Trait Rebalance[/h2][p]
Hero Trait rebalancing [/p]
  • [p]Adaptable => Now +1 Might & +1 Resilience, -1 Determination[/p]
  • [p]Charismatic => Now -1 Resilience, +2 Intuition[/p]
  • [p]Condident => Now -1 Might, +1 Determination,+1 Intuition[/p]
  • [p]Determined => Now +2 Determination, -1 Intuition[/p]
  • [p]Impulsive => Now +1 Might,+1 Determination, -1 Intuition[/p]
  • [p]Insightful => Now -1 Might +2 Intuition[/p]
  • [p]Intrepid => Now  +1 Might, +1 Resilience, -1 Intelect[/p]
  • [p]Mighty => Now +2 Might, +1 Resilience[/p]
  • [p]Resilient => Now +2 Resilience, -1 Determination[/p]
  • [p]Stubborn => Now -1 Resilience, +1 Determination, +1 Intellect[/p]
[p]"It was causing a bit too much of inbalance especialy in early game"[/p][h3]
Tweaks on Skills[/h3]
[p]NAME  [/p]
[p]OLD VALUES  [/p]
[p]NEW VALUES  [/p]
[p]\[Tweaked] Scoped Shot I  [/p]
[p]Damage from +10 per Det +3 per Res +3 per Level  [/p]
[p]+8 per Det +2 per Res +2 per Level  [/p]
[p]\[Tweaked] Scoped Shot II  [/p]
[p]Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]+10 per Det +3 per Res +3 per Level  [/p]
[p]\[Tweaked] Scoped Shot III  [/p]
[p]Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]12 per Det +4 per Res +4 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Shield Up I  [/p]
[p]give double the shield if the target is in a defensive position. Shield from +12 per Det +4 per Res +4 per Level  [/p]
[p]+10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Shield Up II  [/p]
[p]give double the shield if the target is in a defensive position. Shield from +15 per Det +5 per Res +5 per Level  [/p]
[p]+12 per Det +4 per Res +4 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Shield Up III  [/p]
[p]give double the shield if the target is in a defensive position. Shield from +18 per Det +6 per Res +6 per Level  [/p]
[p]+15 per Det +5 per Res +5 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Power Slash I  [/p]
[p]Now removes the defensive stance of units hit, Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]+10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Power Slash II  [/p]
[p]Now removes the defensive stance of units hit, Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]+12 per Det +4 per Res +4 per Level  [/p]
[p]\[Tweaked] Seismic Slash  [/p]
[p]Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]12 per Det +4 per Res +4 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Power Thrust I  [/p]
[p]Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Power Thrust II  [/p]
[p]now also apply a "Slowed I" Status, Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]12 per Det +4 per Res +4 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Power Thrust III  [/p]
[p]now also apply a "Slowed I" Status, Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]12 per Det +4 per Res +4 per Level  [/p]
[p]\[🥐 Adjusted] Ultimate Rampart  [/p]
[p]now Double the shield if the target are defending  [/p]
[p]—  [/p]
[p]\[🥐 Adjusted & Tweaked] Storm's Calling  [/p]
[p]change to a circle aoe, range changed to 1-4, Now removes the defensive stance of units hit  [/p]
[p]—  [/p]
[p]\[Tweaked] Word of Obliteration  [/p]
[p]Damage from +18 per Det +6 per Res +6 per Level  [/p]
[p]12 per Det +4 per Res +4 per Level  [/p]
[p]\[Tweaked] Word of Ruin  [/p]
[p]Damage from 12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Illumination Strike  [/p]
[p]Now deals damage in complete line, Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Ruination Punch  [/p]
[p]Does not slow anymore, now removes defensive stance. Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[Tweaked] Sudden Birth  [/p]
[p]Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Lullaby of the Stone  [/p]
[p]Now is a Cleave instead of a line. Now double the shield if defending.  [/p]
[p]—  [/p]
[p]\[🥐 Adjusted & Tweaked] Shuriken Strike  [/p]
[p]Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level. Don't give back action token.  [/p]
[p]\[Tweaked] Dagger Storm  [/p]
[p]Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[Tweaked] Arcane Strike I  [/p]
[p]Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[Tweaked] Arcane Strike II  [/p]
[p]Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]+12 per Det +4 per Res +4 per Level  [/p]
[p]\[Tweaked] Second Wind I  [/p]
[p]Shield from +12 per Det +4 per Res +4 per Level  [/p]
[p]+10 per Det +3 per Res +3 per Level  [/p]
[p]\[Tweaked] Second Wind II  [/p]
[p]Shield from +15 per Det +5 per Res +5 per Level  [/p]
[p]+12 per Det +4 per Res +4 per Level  [/p]
[p]\[Tweaked] Molecular Strengthening I & II  [/p]
[p]Shield from +12 per Det +4 per Res +4 per Level  [/p]
[p]+10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Soldier's Litany I  [/p]
[p]Shield from +12 per Det +4 per Res +4 per Level  [/p]
[p]+10 per Det +3 per Res +3 per Level.[/p][p]Don't apply reinforced I as base. If defending apply reinforced I to target/allies[/p]
[p]\[🥐 Adjusted & Tweaked] Soldier's Litany II  [/p]
[p]—[/p]
[p]Don't apply reinforced I as base. If defending apply reinforced II. Not AoE anymore.  [/p]
[p]\[Tweaked] Dust Burst  [/p]
[p]Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]+12 per Det +4 per Res +4 per Level  [/p]
[p]\[Tweaked] Arrow Rain I  [/p]
[p]Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[Tweaked] Arrow Rain II & III  [/p]
[p]Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]+12 per Det +4 per Res +4 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Shield Shockwave I & II  [/p]
[p]Remove defensive stance. Damage from +12 per Det +4 per Res +4 per Level  [/p]
[p]10 per Det +3 per Res +3 per Level  [/p]
[p]\[🥐 Adjusted & Tweaked] Shield Shockwave III  [/p]
[p]Remove defensive stance. Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]12 per Det +4 per Res +4 per Level  [/p]
[p]\[Tweaked] Hurricane of Steel  [/p]
[p]Damage from +15 per Det +5 per Res +5 per Level  [/p]
[p]+12 per Det +4 per Res +4 per Level  [/p]
[p]\[🥐 Adjusted] Patroller I & II  [/p]
[p]-  [/p]
[p]Now apply a status to units of the army at the begining of the turn (so  not stackable anymore)  [/p]
[p]\[🥐 Adjusted] Bringer of death deed  [/p]
[p]-  [/p]
[p]now gives +1 movement outside of battle instead of +1 movement  [/p]
[p][/p][p]​[/p][h2]⛺ Minor Faction Skills[/h2][p][/p]
  • [p]Common minor faction hero[/p]
[p]NAME[/p]
[p]OLD SKILL EFFECT  [/p]
[p]NEW SKILL EFFECT  [/p]
[p]\[🥐 Adjusted] Persuasive Leader  [/p]
[p]Reduce the upkeep of each minor faction unit of the army by 2Dust + 1Dust per Intuition.  [/p]
[p]When completing a Quest: Give + 20Experience perIntuition to non hero units of the army Give +10Experience per Might to non hero units of the army  [/p]
[p]\[🥐 Adjusted] Exotic Trainer  [/p]
[p]All non-hero minor faction unit of the army gain 10%moreExperience + 3 % moreExperience perIntuition.  + 2 % moreExperienc PerStrength  [/p]
[p]Specializing minor faction of the army cost : - 5 % perIntuition.[/p][p](Moved to Tier 2)  [/p]
[p]\[🥐 Adjusted] Unconventional Tactics  [/p]
[p]All non-hero minor faction unit of the army gain 5Damage + 1Damage perIntuition.  [/p]
[p]After attacking a unit: Apply a Marked \[Status_Marked] status to enemy attacked.[/p][p](Moved to Tier 3)  [/p]
[p]\[🥐 Adjusted] Outlandish Healing  [/p]
[p]All non-hero minor faction unit of the army gain 15Health  + 3Health perIntuition. + 2Health per resilience.  [/p]
[p]When bribing a minor faction village with this army: Heal all units of the army by 50%Health.[/p][p](Moved to Tier 1)  [/p]
[p]\[🥐 Adjusted] Entering the Ranks  [/p]
[p]After a battle facing a minor faction army : Create a basic unit of the minor faction in the army of the hero.  [/p]
[p]After Creating a camp :  Create a basic unit of the hero in the army of the hero.[/p][p](Moved to Tier 2)  [/p]
[p] [/p]
  • [p]Ametrines [/p]
[p]\[🥐 Adjusted] Rock Solid  [/p]
[p]Range 1 Apply a Rock Hard to the unit hit. Apply 30 Shield + 5 Shield per Determinationto the unit hit. + 3 Shield per resilience.  [/p]
[p]Range 1 Apply a Rock Hard to the unit hit. + 10 Shield per Determination + 3 per resilience. + 3 per Level. Every time the hero defends: This skill is reusable.  [/p]
[p]Earthshaking Victory  [/p]
[p]After winning a battle: Capital city gain 20 industry.  + 5 Industry per intellect + 3 per Resilience  [/p]
[p]After winning a battle: Capital city gain + 5 Industry per intellect + 2 per Resilience  [/p]
[p][/p]
  • [p]Blackhammers [/p]
[p]Defiant Look  [/p]
[p]When this unit attacks/Defend:  Apply 6 Shield + 2 Shield per resilience to the unit for each adjacent enemy.  [/p]
[p]When this unit attacks/Defend:  Apply 3 Shield per resilience to the unit for each adjacent enemy.  [/p]
[p][/p]
  • [p]Foundlings [/p]
[p]Necrotic Rituals  [/p]
[p]When this unit attacks: Heal all adjacent allies for 25 Health + 5 Health per Determination. + 3 Health per resilience.  [/p]
[p]When this unit attacks:  Heal all adjacent allies for +5 Health per resilience.  [/p]
[p]Combat Analyst  [/p]
[p]After winning a battle:  Gain 25 Science + 5 Science perIntuition.  [/p]
[p]After winning a battle:  Gain + 5 Science per Intuition. + 2S science per resilience.  [/p]
[p][/p]
  • [p]Gorogs [/p]
[p]Shielding Momentum  [/p]
[p]When this unit moves across 3 tiles in a combat round:   Shield the unit for 30 Shield + 5 Resilience.  [/p]
[p]When this unit moves across 3 tiles in a combat round: Shield the unit + 5 per Resilience.  [/p]
[p][/p]
  • [p]Green Scion [/p]
[p]Mass Jinx  [/p]
[p]Range 3, Circular area of effect Deal 35Damage+ 5 Damage per Determination+ 3 per Strength Damage to units hit. Apply aJinxed II status to units hit.  [/p]
[p]Range 3, Circular area of effect + 10 Damage per Determination to units hit + 3 per Might. + 3 per Level Apply aJinxed II status to units hit.  [/p]
[p][/p]
  • [p]Hoy and Ladhrans[/p]
[p]Soothing Breeze  [/p]
[p]Range 3, Circular area of effect Heal for 30 Health + 5Health per Determination+ 3 Health per resilience. allied units hit.  [/p]
[p]Range 3,  + 10 Health per Determination + 3 Health per resilience. + 3 Health per Level. If the target is damaged double the healing,   [/p]
[p][/p]
  • [p]Hydracorns [/p]
[p]Spectral Strike  [/p]
[p]When attacking a unit with no adjacent allied unit:  Gain 10 Damage + 3Damage per Might.  [/p]
[p]When attacking an encirceld unit:  + 3 Damage per Might.  [/p]
[p]Veil of Nightmare  [/p]
[p]Range 3, Circular area of effect Teleport to target tiles and then apply aTerrorized I Status to units hit. This action doesn't consume the movement or the attack of the unit using it.  [/p]
[p]Range 3, Circular area of effect Teleport to target tiles, Apply aWeaken I status to all adjacent enemies. This action doesn't consume the movement or the attack of the unit using it.  [/p]
[p][/p]
  • [p]Noquensii[/p]
[p]Renowned Artist  [/p]
[p]After winning a battle: Gain 40 Influence +5 Influence per Intuition +3 Influence per Might  [/p]
[p]After winning a battle: +5 Influence per Intuition +3 Influence per Might  [/p]
[p][/p]
  • [p]Ochlings [/p]
[p]Looting Enthusiast  [/p]
[p]After winning a battle: For each eleminatedenemy unit  Gain 20Dust + 4Dust perIntuition. + 2Dust per Might.  [/p]
[p]After winning a battle: For each eliminated enemy unit  Gain + 4 Dust per Intuition. + 2 Dust per Might.  [/p]
[p][/p]
  • [p]Onerois[/p]
[p]Major Hustler  [/p]
[p]Gain 10 Dust +2 Dust global production for each enemy it killed during the game.  [/p]
[p]Gain +3 Dust global production for each enemy it killed during the game.  [/p]
[p][/p]
  • [p]Sollusks[/p]
[p]Executioner  [/p]
[p]When this unit attacks a Damaged unit:  Gain 10 Damage + 2 Damage per Might.  [/p]
[p]When this unit attacks a Damaged unit:  Gain +3Damage per Might.  [/p]
[p]Military Discipline  [/p]
[p]When recruiting a unit it gains 100 Experience + 10 Experience for each enemy the hero killed during the game.  [/p]
[p]When recruiting a unit it gains +40 Experience for each enemy the hero killed during the game.  [/p]
[p][/p]
  • [p]Consortium[/p]
[p]Precision Dash  [/p]
[p]When this unit moves across 3 tiles in a combat round: Gain 20% Critical chance + 3% Critical chance per Might until the end of the combat round.  [/p]
[p]When this unit moves across 3 tiles in a combat round: Gain +5% Critical chance per Might until the end of the combat round.  [/p]
[p]\[🥐 Adjusted]  Haggler  [/p]
[p]Reduce the upkeep of the non hero units of the army by 50%  [/p]
[p]Reduce the price of the Bribe action of the army by: 6% per Intuition.  [/p]
[p][/p]
  • [p]Unseeing seer[/p]
[p]The Call of Fate  [/p]
[p]Range 3, Circular area of effect Ignore defense Deal 25 Damage + 3 Damage per Determinationto all unit hit. + 2 Damage per Might. Apply a Cursed Defense Status to units hit.  [/p]
[p]Range 3, Aoe Circle + 10 Damage per Determination to units hit + 3 per Might. + 3 per Level Apply If the target is damaged Deals 150% Damage    [/p]
[p]Prophet's Insights  [/p]
[p]Gain 10 Science + 3S cience global production for each enemy it killed during the game.  [/p]
[p]Gain + 3 Science global production for each enemy it killed during the game.  [/p]
[p][/p]
  • [p]Xavius [/p]
[p]Vessel of Errands  [/p]
[p]When the hero defends: Shield all Adjacent allied unit for 30 Shield + 5 Shield per resilience.  [/p]
[p]When the hero defends: Shield self and all Adjacent allied unit for +6 Shield per resilience.  [/p]
[p][/p][h2]💎 Equipment stats + abilities[/h2][p][/p]
[p]NAME[/p]
[p]OLD PROPERTIES[/p]
[p]NEW PROPERTIES[/p]
[p]Talisman of Protection[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Resilience: 3

Equipment Abilities:
Fighting through the Pain[/p]
[p]Equipment stats:
-Bonus Resilience: 3

Equipment Abilities:
Fighting through the Pain[/p]
[p]Ranger's Compass[/p]
[p]Equipment stats:
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Guide[/p]
[p]Equipment stats:
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Patroller I[/p]
[p]Vane of the Noble[/p]
[p]Equipment stats:
-Bonus Intuition: 3

Equipment Abilities:
Reinforcing Mist[/p]
[p]Equipment stats:
-Bonus Resilience: 3

Equipment Abilities:
Reinforcing Mist[/p]
[p]Torso Leathers[/p]
[p]Equipment stats:
-Bonus Defense: 3
-Bonus Health: 20

Equipment Abilities:[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Determination: 1

Equipment Abilities:[/p]
[p]Toughened Gambeson[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Health: 30

Equipment Abilities:[/p]
[p]Equipment stats:
-Bonus Defense: 10

Equipment Abilities:[/p]
[p]Archite Plate[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Intuitive Determination[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Resilience: 2
-Bonus Determination: 1

Equipment Abilities:
Defense Expert II
- Intuitive Determination[/p]
[p]Darkhorn Mail[/p]
[p]Equipment stats:
-Bonus Defense: 8
-Bonus Health: 45
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert I[/p]
[p]Glowvein Plate[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Determined Intuition[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Resilience: 1
-Bonus Determination: 2

Equipment Abilities:
Defense Expert II
- Determined Intuition[/p]
[p]Spiked Cuirass[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Health: 30
-Bonus Might: 2
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Songsilk Gambeson[/p]
[p]Equipment stats:
-Bonus Defense: 8
-Bonus Health: 45
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Adamantian Plate[/p]
[p]Equipment stats:
-Bonus Defense: 8
-Bonus Health: 45
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I
- Defensive Aura I[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I
- Defensive Aura I[/p]
[p]Mithrite Chainmail[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Resilient Defense[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Resilient Defense[/p]
[p]Dust-Infused Plate[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 90
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Inspiring Defense I[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Inspiring Defense I[/p]
[p]Mail of Mineral[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Horrible Stamina[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Resilience: 1
-Bonus Determination: 2

Equipment Abilities:
Defense Expert II
- Horrible Stamina[/p]
[p]Scalemail of the Seas[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Inspiring Defense II[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Resilience: 1
-Bonus Intuition: 2

Equipment Abilities:
Defense Expert II
- Inspiring Defense II[/p]
[p]Pantinel's Plate[/p]
[p]Equipment stats:
-Bonus Defense: 18
-Bonus Health: 70
-Bonus Resilience: 2
-Bonus Intuition: 2

Equipment Abilities:
Defense Expert II[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Might: 2
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert II[/p]
[p]Leathers of the Deeps[/p]
[p]Equipment stats:
-Bonus Defense: 8
-Bonus Health: 45
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Determination: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Great Hauberk[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Absolute Defense[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert II
- Absolute Defense[/p]
[p]Engraved Cuirass[/p]
[p]Equipment stats:
-Bonus Defense: 8
-Bonus Health: 70
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert I[/p]
[p]Filigreed Chestplate[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 45
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 2

Equipment Abilities:
Defense Expert I[/p]
[p]Plate of Iridescence[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Might: 2
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Might: 1
-Bonus Resilience: 1
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Defense Expert II[/p]
[p]Flashrock Mail[/p]
[p]Equipment stats:
-Bonus Defense: 8
-Bonus Health: 45
-Bonus Might: 1
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Resilience: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Luminous Plate[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 70
-Bonus Resilience: 2

Equipment Abilities:
Defense Expert II
- Cruel Defense[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Might: 2

Equipment Abilities:
Defense Expert II
- Cruel Defense[/p]
[p]Songsilk-weaved Leathers[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 150
-Bonus Resilience: 3
-Bonus Intuition: 2

Equipment Abilities:
Defense Expert II
- Defensive Aura II[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Might: 2
-Bonus Resilience: 2
-Bonus Determination: 2
-Bonus Intuition: 2

Equipment Abilities:
Defense Expert II
- Defensive Aura II[/p]
[p]Suit of the Starfarers[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 100
-Bonus Resilience: 3
-Bonus Intuition: 2

Equipment Abilities:
Defense Expert II
- Regenerative Shield[/p]
[p]Equipment stats:
-Bonus Defense: 25
-Bonus Determination: 4

Equipment Abilities:
Defense Expert II
- Regenerative Shield[/p]
[p]Weybridge's Hauberk[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 100
-Bonus Might: 1
-Bonus Resilience: 3

Equipment Abilities:
Defense Expert II
- Siphon Life I[/p]
[p]Equipment stats:
-Bonus Defense: 25
-Bonus Resilience: 3

Equipment Abilities:
Defense Expert II
- Siphon Life I[/p]
[p]Weybridge's Hauberk (Improved)[/p]
[p]Equipment stats:
-Bonus Defense: 25
-Bonus Health: 130
-Bonus Might: 2
-Bonus Resilience: 3

Equipment Abilities:
Defense Expert II
- Siphon Life II[/p]
[p]Equipment stats:
-Bonus Defense: 30
-Bonus Resilience: 5

Equipment Abilities:
Defense Expert II
- Siphon Life II[/p]
[p]Cloak of Dark Cartilage[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 100
-Bonus Resilience: 3
-Bonus Determination: 2

Equipment Abilities:
Defense Expert II
- Cursed Stature[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Might: 4

Equipment Abilities:
Defense Expert II
- Cursed Stature[/p]
[p]Archivist's Scalemail[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 100
-Bonus Resilience: 3
-Bonus Determination: 2

Equipment Abilities:
Defense Expert II
- Inspirational Stature[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Determination: 3
-Bonus Intuition: 3

Equipment Abilities:
Defense Expert II
- Inspirational Stature[/p]
[p]Garin's Cuirass[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 100
-Bonus Might: 2
-Bonus Resilience: 3
-Bonus Intuition: 2

Equipment Abilities:
Defense Expert II
- Force of Plurality[/p]
[p]Equipment stats:
-Bonus Defense: 25
-Bonus Resilience: 3
-Bonus Intuition: 3

Equipment Abilities:
Defense Expert II
- Force of Plurality[/p]
[p]Bonecoral Carapace[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 150
-Bonus Resilience: 3
-Bonus Determination: 2

Equipment Abilities:
Defense Expert II
- Respite[/p]
[p]Equipment stats:
-Bonus Defense: 30
-Bonus Resilience: 2
-Bonus Intuition: 2

Equipment Abilities:
Defense Expert II
- Respite[/p]
[p]Alramshakal's Mail[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 100
-Bonus Resilience: 3
-Bonus Intuition: 3

Equipment Abilities:
Defense Expert II
- Sharp Defense[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Intuition: 4

Equipment Abilities:
Defense Expert II
- Sharp Defense[/p]
[p]Mail of Ages Past[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Health: 150
-Bonus Might: 1
-Bonus Resilience: 3
-Bonus Determination: 1

Equipment Abilities:
Defense Expert II
- Defensive Aura II[/p]
[p]Equipment stats:
-Bonus Defense: 25
-Bonus Might: 2
-Bonus Resilience: 3

Equipment Abilities:
Defense Expert II
- Defensive Aura II[/p]
[p]Coldstone Plate[/p]
[p]Equipment stats:
-Bonus Defense: 8
-Bonus Health: 45
-Bonus Resilience: 1
-Bonus Intuition: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Intuition: 1

Equipment Abilities:
Defense Expert I[/p]
[p]Cloak of the Old Tongue[/p]
[p]Equipment stats:
-Bonus Defense: 12
-Bonus Health: 60
-Bonus Resilience: 2
-Bonus Intuition: 1

Equipment Abilities:
Defense Expert II
- Unleashed Horde[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Might: 1
-Bonus Intuition: 1

Equipment Abilities:
Defense Expert II
- Unleashed Horde[/p]
[p]Highstrung Bow[/p]
[p]Equipment stats:
-Bonus Damage: 45
-Bonus Determination: 3

Equipment Abilities:
Ranged IV
- Scoped Shot I[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Scoped Shot II[/p]
[p]Coppice Bow[/p]
[p]Equipment stats:
-Bonus Damage: 40
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Steady Blow I
- Scoped Shot I[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Resilience: 2

Equipment Abilities:
Ranged IV
- Scoped Shot II[/p]
[p]Corroded Firebow[/p]
[p]Equipment stats:
-Bonus Damage: 45
-Bonus Determination: 1

Equipment Abilities:
Ranged III
- Anti Infantry
- Arrow Rain I[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged III
- Anti Infantry
- Arrow Rain I[/p]
[p]Reinforced Bow[/p]
[p]Equipment stats:
-Bonus Damage: 45
-Bonus Determination: 1

Equipment Abilities:
Ranged III
- Anti Cavalry
- Arrow Rain I[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged III
- Anti Cavalry
- Arrow Rain I[/p]
[p]Ceramoweave Bow[/p]
[p]Equipment stats:
-Bonus Damage: 32

Equipment Abilities:
Ranged III
- Scoped Shot I[/p]
[p]Equipment stats:


Equipment Abilities:
Ranged III
- Scoped Shot I[/p]
[p]Darkwood Bow[/p]
[p]Equipment stats:
-Bonus Damage: 45
-Bonus Determination: 1

Equipment Abilities:
Ranged III
- Pulley Bow I
- Arrow Rain I[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged III
- Pulley Bow I
- Arrow Rain I[/p]
[p]Ironwood Longbow[/p]
[p]Equipment stats:
-Bonus Damage: 45
-Bonus Determination: 1

Equipment Abilities:
Ranged III
- Anti Juggernaut
- Arrow Rain I[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged III
- Anti Juggernaut
- Arrow Rain I[/p]
[p]High Ladhran's Bow[/p]
[p]Equipment stats:
-Bonus Damage: 55
-Bonus Resilience: 1
-Bonus Determination: 2

Equipment Abilities:
Ranged IV
- Weakening Strike I
- Scoped Shot II[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged IV
- Weakening Strike I
- Scoped Shot III[/p]
[p]Stringsinger[/p]
[p]Equipment stats:
-Bonus Damage: 55
-Bonus Might: 1
-Bonus Determination: 2

Equipment Abilities:
Ranged IV
- Terror I
- Terrorizing Strike II
- Scoped Shot II[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Scoped Shot III[/p]
[p]Firstblood[/p]
[p]Equipment stats:
-Bonus Damage: 55
-Bonus Determination: 2
-Bonus Intuition: 1

Equipment Abilities:
Ranged V
- Steady Blow II
- Arrow Rain II[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged V
- Steady Blow II
- Arrow Rain II[/p]
[p]Bloodmark Bow[/p]
[p]Equipment stats:
-Bonus Damage: 40
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Ranged IV
- Breaching Attack
- Scoped Shot I[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Intuition: 1

Equipment Abilities:
Ranged IV
- Breaching Attack
- Scoped Shot II[/p]
[p]Old One's Recurve[/p]
[p]Equipment stats:
-Bonus Damage: 55
-Bonus Might: 1
-Bonus Determination: 2

Equipment Abilities:
Ranged IV
- Pulley Bow II
- Arrow Rain II[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Resilience: 1

Equipment Abilities:
Ranged IV
- Pulley Bow II
- Arrow Rain II[/p]
[p]Heaven's Rain[/p]
[p]Equipment stats:
-Bonus Damage: 55
-Bonus Might: 1
-Bonus Determination: 2

Equipment Abilities:
Ranged IV
- Anti Infantry
- Scoped Shot II[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged IV
- Anti Infantry
- Scoped Shot III[/p]
[p]Dust-Infused Bow[/p]
[p]Equipment stats:
-Bonus Damage: 55
-Bonus Might: 1
-Bonus Determination: 2

Equipment Abilities:
Ranged V
- Anti Swarm
- Arrow Rain II[/p]
[p]Equipment stats:
-Bonus Determination: 2

Equipment Abilities:
Ranged IV
- Anti Swarm
- Arrow Rain II[/p]
[p]Bow of the Chieftain[/p]
[p]Equipment stats:
-Bonus Damage: 50
-Bonus Determination: 2
-Bonus Intuition: 1

Equipment Abilities:
Ranged IV
- Targeting
- Scoped Shot II[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Intuition: 2

Equipment Abilities:
Ranged IV
- Targeting
- Scoped Shot III[/p]
[p]The Chasmborn Bow[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Might: 1
-Bonus Determination: 3
-Bonus Intuition: 1

Equipment Abilities:
Ranged IV
- Incapacitating Strike II
- Arrow Rain III[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Intuition: 3

Equipment Abilities:
Ranged V
- Strength of Union
- Arrow Rain III[/p]
[p]Isyander's Fire[/p]
[p]Equipment stats:
-Bonus Damage: 75
-Bonus Might: 2
-Bonus Determination: 3

Equipment Abilities:
Ranged IV
- 0
- Scoped Shot III[/p]
[p]Equipment stats:
-Bonus Resilience: 3
-Bonus Determination: 2

Equipment Abilities:
Ranged V
- Scoped Shot III[/p]
[p]Great Hawk Bow[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Movement: 1
-Bonus Determination: 3
-Bonus Intuition: 2

Equipment Abilities:
Ranged V
- Inspiring Strike II
- Arrow Rain III[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Determination: 2

Equipment Abilities:
Ranged V
- Strength of Union
- Arrow Rain III[/p]
[p]Bow of the Starfarers[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Might: 2
-Bonus Determination: 3

Equipment Abilities:
Ranged VII
- Warmaster
- Scoped Shot III[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Intuition: 2

Equipment Abilities:
Ranged VI
- Scoped Shot III[/p]
[p]Longbow of Extreme Balance[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Determination: 5

Equipment Abilities:
Ranged V
- Steady Blow II
- Arrow Rain III[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Resilience: 1
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Ranged VI
- Arrow Rain III[/p]
[p]Gilded Dipyramid[/p]
[p]Equipment stats:
-Bonus Damage: 30
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Second Wind I[/p]
[p]Equipment stats:
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Second Wind I[/p]
[p]Casting Idol[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Ranged IV
- Second Wind II[/p]
[p]Equipment stats:
-Bonus Resilience: 2

Equipment Abilities:
Ranged IV
- Second Wind II[/p]
[p]Shuriken Rune[/p]
[p]Equipment stats:
-Bonus Damage: 39
-Bonus Might: 1
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Cruel
- Shuriken Strike[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Ranged IV
- Shuriken Strike[/p]
[p]Desiccated Conch[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Determination: 2

Equipment Abilities:
Ranged IV
- Call of the Deep I[/p]
[p]Equipment stats:
-Bonus Resilience: 1
-Bonus Intuition: 1

Equipment Abilities:
Ranged IV
- Call of the Deep I[/p]
[p]Gauntlet of Dust Fire[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Determination: 2

Equipment Abilities:
Ranged IV
- Breaching Attack
- Soldier's Litany I[/p]
[p]Equipment stats:
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Ranged IV
- Soldier's Litany I[/p]
[p]Flock of Daggers[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Might: 2
-Bonus Determination: 2

Equipment Abilities:
Ranged V
- Cutting Strike
- Dagger Storm[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Determination: 1

Equipment Abilities:
Ranged V
- Cutting Strike
- Dagger Storm[/p]
[p]Old One’s Orb[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Determination: 2
-Bonus Intuition: 1

Equipment Abilities:
Ranged V
- Soldier's Litany II[/p]
[p]Equipment stats:
-Bonus Resilience: 2
-Bonus Determination: 1

Equipment Abilities:
Ranged V
- Soldier's Litany II[/p]
[p]Channeling Cube[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Determination: 3

Equipment Abilities:
Ranged IV
- Storm's Calling[/p]
[p]Equipment stats:
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Storm's Calling[/p]
[p]Shardstar[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Might: 1
-Bonus Determination: 2

Equipment Abilities:
Ranged V
- Word of Obliteration[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Determination: 1

Equipment Abilities:
Ranged V
- Word of Obliteration[/p]
[p]Runic Cross[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Resilience: 1
-Bonus Determination: 2

Equipment Abilities:
Ranged V
- Intuitive Attacks
- Word of Ruin[/p]
[p]Equipment stats:
-Bonus Determination: 2
-Bonus Intuition: 1

Equipment Abilities:
Ranged V
- Intuitive Attacks
- Word of Ruin[/p]
[p]Weaved Doll[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Ranged IV
- Weakening Strike I
- Ruination Punch[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Resilience: 1

Equipment Abilities:
Ranged IV
- Weakening Strike I
- Ruination Punch[/p]
[p]Organ of the Depths[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Determination: 2
-Bonus Intuition: 2

Equipment Abilities:
Ranged V
- Terrorizing Strike II
- Call of the Deep II[/p]
[p]Equipment stats:
-Bonus Intuition: 3

Equipment Abilities:
Ranged V
- Call of the Deep II[/p]
[p]Splinter of Magenta[/p]
[p]Equipment stats:
-Bonus Damage: 60
-Bonus Determination: 4
-Bonus Intuition: 1

Equipment Abilities:
Ranged VI
- Shattering Strike
- Word of Ruin[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Determination: 2

Equipment Abilities:
Ranged VI
- Shattering Strike
- Word of Ruin[/p]
[p]Dust-Infused Eye[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Determination: 2
-Bonus Intuition: 1

Equipment Abilities:
Ranged V
- Molecular Strengthening II[/p]
[p]Equipment stats:
-Bonus Resilience: 2
-Bonus Determination: 1

Equipment Abilities:
Ranged V
- Molecular Strengthening II[/p]
[p]Wand of the Starfarers[/p]
[p]Equipment stats:
-Bonus Damage: 75
-Bonus Determination: 4
-Bonus Intuition: 1

Equipment Abilities:
Ranged VI
- 0
- Storm's Calling[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Resilience: 1
-Bonus Determination: 3
-Bonus Intuition: 1

Equipment Abilities:
Ranged VI
- 0
- Storm's Calling[/p]
[p]Clenched Hand of the Magister[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Might: 2
-Bonus Determination: 4

Equipment Abilities:
Ranged VI
- Anti Infantry
- Illumination Strike[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Determination: 1

Equipment Abilities:
Ranged VI
- Anti Infantry
- Illumination Strike[/p]
[p]Alramshakal's Flute[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Resilience: 1
-Bonus Determination: 4
-Bonus Intuition: 1

Equipment Abilities:
Ranged VI
- Anti Swarm
- Lullaby of the Stone[/p]
[p]Equipment stats:
-Bonus Determination: 2
-Bonus Intuition: 2

Equipment Abilities:
Ranged VI
- Anti Swarm
- Lullaby of the Stone[/p]
[p]Sigil of the First Caster[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Determination: 6

Equipment Abilities:
Ranged VI
- Word of Obliteration[/p]
[p]Equipment stats:
-Bonus Determination: 4

Equipment Abilities:
Ranged VI
- Word of Obliteration[/p]
[p]Calcified Symbiote[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Resilience: 2
-Bonus Determination: 4

Equipment Abilities:
Ranged VI
- Shattering Strike
- Sudden Birth[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Resilience: 1
-Bonus Intuition: 1

Equipment Abilities:
Ranged VI
- Shattering Strike
- Sudden Birth[/p]
[p]Archivist's Stave[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Determination: 4
-Bonus Intuition: 2

Equipment Abilities:
Ranged VI
- Resting Aura II
- Holy Heal[/p]
[p]Equipment stats:
-Bonus Resilience: 2
-Bonus Determination: 2
-Bonus Intuition: 1

Equipment Abilities:
Ranged VI
- Holy Heal[/p]
[p]Living Wristlet[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Resilience: 2
-Bonus Determination: 2

Equipment Abilities:
Ranged V
- Soldier's Litany II[/p]
[p]Equipment stats:
-Bonus Determination: 3

Equipment Abilities:
Ranged V
- Arcane Strike I[/p]
[p]Orb of Perfection[/p]
[p]Equipment stats:
-Bonus Damage: 65
-Bonus Determination: 4
-Bonus Intuition: 2

Equipment Abilities:
Ranged VI
- Warmaster
- Horatio Cloning[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Resilience: 2
-Bonus Determination: 2
-Bonus Intuition: 2

Equipment Abilities:
Ranged VI
- Warmaster
- Horatio Cloning[/p]
[p]Saiadhan Club[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Defense: 12
-Bonus Resilience: 1

Equipment Abilities:
Incapacitating Strike I
- Shield Up II[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Might: 1

Equipment Abilities:
Incapacitating Strike I
- Shield Up II[/p]
[p]Titanium Broadsword[/p]
[p]Equipment stats:
-Bonus Damage: 40
-Bonus Defense: 7
-Bonus Resilience: 2

Equipment Abilities:
Shield Mastery I
- Shield Up II[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Resilience: 1

Equipment Abilities:
Shield Mastery I
- Shield Up II[/p]
[p]Light Mace[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Defense: 7
-Bonus Resilience: 2
-Bonus Intuition: 1

Equipment Abilities:
Weakening Strike I
- Shield Shockwave I[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Intuition: 1

Equipment Abilities:
Weakening Strike I
- Shield Shockwave I[/p]
[p]War Pick[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Resilience: 2

Equipment Abilities:
Shattering Strike
- Power Thrust I[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Resilience: 1
-Bonus Determination: 2

Equipment Abilities:
Shattering Strike
- Power Thrust I[/p]
[p]Beached Dagger[/p]
[p]Equipment stats:
-Bonus Damage: 40
-Bonus Defense: 7
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Cutting Strike
- Call of the Deep I[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Determination: 1

Equipment Abilities:
Cutting Strike
- Call of the Deep I[/p]
[p]Short Sword[/p]
[p]Equipment stats:
-Bonus Damage: 30
-Bonus Defense: 3

Equipment Abilities:
Shield Up I[/p]
[p]Equipment stats:
-Bonus Defense: 5

Equipment Abilities:
Shield Up I[/p]
[p]Razor Sickle[/p]
[p]Equipment stats:
-Bonus Damage: 36
-Bonus Defense: 7
-Bonus Might: 1
-Bonus Resilience: 1

Equipment Abilities:
Breaching Attack
- Shield Shockwave I[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Might: 1

Equipment Abilities:
Breaching Attack
- Shield Shockwave I[/p]
[p]Hatchet of the Bor[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Defense: 10
-Bonus Resilience: 2
-Bonus Intuition: 1

Equipment Abilities:
Coordinated Attack I
- Rallying Cry[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 3

Equipment Abilities:
Coordinated Attack I
- Rallying Cry[/p]
[p]Luminous Claw[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Resilience: 2

Equipment Abilities:
Weakening Strike II
- Shield Shockwave II[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Weakening Strike II
- Shield Shockwave II[/p]
[p]Parrying Spear[/p]
[p]Equipment stats:
-Bonus Damage: 40
-Bonus Defense: 12
-Bonus Resilience: 1

Equipment Abilities:
Damaging Defense
- Shield Up II[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Resilience: 1

Equipment Abilities:
Damaging Defense
- Shield Up II[/p]
[p]Knight's Rapier[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Defense: 10
-Bonus Resilience: 2
-Bonus Determination: 1

Equipment Abilities:
Cutting Strike
- Power Thrust I[/p]
[p]Equipment stats:
-Bonus Defense: 5
-Bonus Might: 2
-Bonus Determination: 2

Equipment Abilities:
Cutting Strike
- Power Thrust I[/p]
[p]Seers' Scimitar[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Defense: 10
-Bonus Resilience: 3

Equipment Abilities:
0
- Shield Shockwave II[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Intuition: 2

Equipment Abilities:
0
- Shield Shockwave II[/p]
[p]Runic War Blade[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Resilience: 2

Equipment Abilities:
Shield Mastery II
- Shield Up III[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Determination: 2
-Bonus Intuition: 2

Equipment Abilities:
Shield Mastery II
- Shield Up III[/p]
[p]Doomwraith's Edge[/p]
[p]Equipment stats:
-Bonus Damage: 55
-Bonus Defense: 10
-Bonus Resilience: 2

Equipment Abilities:
Destabilizing Defense II
- Shield Shockwave II[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 2
-Bonus Resilience: 1

Equipment Abilities:
Destabilizing Defense II
- Shield Shockwave II[/p]
[p]Dust-Infused Spine[/p]
[p]Equipment stats:
-Bonus Damage: 47
-Bonus Defense: 15
-Bonus Resilience: 2

Equipment Abilities:
Shattering Strike
- Shield Up III[/p]
[p]Equipment stats:
-Bonus Defense: 15
-Bonus Resilience: 3

Equipment Abilities:
Shattering Strike
- Shield Up III[/p]
[p]Bloodplague[/p]
[p]Equipment stats:
-Bonus Damage: 60
-Bonus Defense: 15
-Bonus Might: 2
-Bonus Resilience: 3

Equipment Abilities:
Cutting Strike
- Shield Shockwave III[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 2
-Bonus Determination: 3

Equipment Abilities:
Cutting Strike
- Shield Shockwave III[/p]
[p]Shield of Blades[/p]
[p]Equipment stats:
-Bonus Damage: 60
-Bonus Defense: 15
-Bonus Resilience: 3
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Offensive Defense
- Shield Shockwave III[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Might: 2
-Bonus Resilience: 2

Equipment Abilities:
Offensive Defense
- Shield Shockwave III[/p]
[p]Forgemaster's Hammer[/p]
[p]Equipment stats:
-Bonus Damage: 60
-Bonus Defense: 15
-Bonus Resilience: 5

Equipment Abilities:
Shield Mastery II
- Offensive Defense
- Ultimate Rampart[/p]
[p]Equipment stats:
-Bonus Defense: 20
-Bonus Might: 1
-Bonus Resilience: 3

Equipment Abilities:
Shield Mastery II
- Offensive Defense
- Ultimate Rampart[/p]
[p]Wraithborn[/p]
[p]Equipment stats:
-Bonus Damage: 60
-Bonus Defense: 15
-Bonus Might: 1
-Bonus Resilience: 3
-Bonus Determination: 1

Equipment Abilities:
Vigorous Defense
- Shield Shockwave III[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 1
-Bonus Resilience: 1
-Bonus Determination: 2
-Bonus Intuition: 2

Equipment Abilities:
Vigorous Defense
- Shield Shockwave III[/p]
[p]Knife of the Starfarers[/p]
[p]Equipment stats:
-Bonus Damage: 60
-Bonus Defense: 15
-Bonus Might: 1
-Bonus Resilience: 3
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
0
- Warmaster
- Shield Shockwave III[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 2
-Bonus Resilience: 2
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
0
- Warmaster
- Shield Shockwave III[/p]
[p]Keensight's Katana[/p]
[p]Equipment stats:
-Bonus Damage: 60
-Bonus Defense: 15
-Bonus Resilience: 3
-Bonus Determination: 2

Equipment Abilities:
Warmaster
- Hurricane of Steel[/p]
[p]Equipment stats:
-Bonus Defense: 10
-Bonus Might: 2
-Bonus Determination: 2

Equipment Abilities:
Warmaster
- Hurricane of Steel[/p]
[p]Hammer[/p]
[p]Equipment stats:


Equipment Abilities:
Power Slash I[/p]
[p]Equipment stats:
-Bonus Might: 1

Equipment Abilities:
Power Slash I[/p]
[p]Heavy Mace[/p]
[p]Equipment stats:
-Bonus Might: 1

Equipment Abilities:
Breaching Attack
- Power Slash II[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Breaching Attack
- Power Slash II[/p]
[p]Mottled Scythe[/p]
[p]Equipment stats:
-Bonus Might: 1

Equipment Abilities:
Cruel
- Power Slash II[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Determination: 1

Equipment Abilities:
Cruel
- Power Slash II[/p]
[p]Boar Spear[/p]
[p]Equipment stats:
-Bonus Might: 1

Equipment Abilities:
Weakening Strike I
- Power Thrust I[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Determination: 1

Equipment Abilities:
Weakening Strike I
- Power Thrust I[/p]
[p]Splintered Halberd[/p]
[p]Equipment stats:
-Bonus Might: 1

Equipment Abilities:
Fearless Charge I
- Power Thrust I[/p]
[p]Equipment stats:
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
Fearless Charge I
- Power Thrust I[/p]
[p]Bone Spear[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Power Thrust I[/p]
[p]Equipment stats:
-Bonus Determination: 2

Equipment Abilities:
Power Thrust I[/p]
[p]Highrunner's Spear[/p]
[p]Equipment stats:
-Bonus Might: 3

Equipment Abilities:
Terror II
- Power Thrust II[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Intuition: 2

Equipment Abilities:
Power Thrust II[/p]
[p]Luminous Scythe[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Cruel
- Power Slash II[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Intuition: 1

Equipment Abilities:
Cruel
- Power Slash II[/p]
[p]Sledgehammer of the Hundred[/p]
[p]Equipment stats:
-Bonus Movement: 1
-Bonus Might: 2

Equipment Abilities:
Impenetrable Momentum
- Power Slash II[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Resilience: 2

Equipment Abilities:
Impenetrable Momentum
- Power Slash II[/p]
[p]Whalebone Mace[/p]
[p]Equipment stats:
-Bonus Might: 2

Equipment Abilities:
Incapacitating Strike II
- Power Slash II[/p]
[p]Equipment stats:
-Bonus Resilience: 3

Equipment Abilities:
Incapacitating Strike II
- Power Slash II[/p]
[p]Whispering Spear[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Intuition: 1

Equipment Abilities:
Fearless Charge II
- Power Thrust II[/p]
[p]Equipment stats:
-Bonus Might: 3

Equipment Abilities:
Fearless Charge II
- Power Thrust II[/p]
[p]Glassteel Pike[/p]
[p]Equipment stats:
-Bonus Movement: 1
-Bonus Might: 1

Equipment Abilities:
Fearless Charge I
- Power Thrust I[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Intuition: 1

Equipment Abilities:
Fearless Charge I
- Power Thrust I[/p]
[p]S'aka Battleaxe[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Determination: 2

Equipment Abilities:
Power Slash II[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Resilience: 1

Equipment Abilities:
Power Slash II[/p]
[p]Dust-Infused Shard[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Determination: 1

Equipment Abilities:
Intuitive Attacks
- Dust Burst[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Intuition: 2

Equipment Abilities:
Intuitive Attacks
- Dust Burst[/p]
[p]Skycutter[/p]
[p]Equipment stats:
-Bonus Might: 5

Equipment Abilities:
Steady Blow II
- Force Lance[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Determination: 1

Equipment Abilities:
Steady Blow II
- Force Lance[/p]
[p]Bane of the Wraiths[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Determination: 1
-Bonus Intuition: 1

Equipment Abilities:
Cruel
- Bane of the Wraiths
- Power Thrust III[/p]
[p]Equipment stats:
-Bonus Might: 4
-Bonus Resilience: 1

Equipment Abilities:
Cruel
- Bane of the Wraiths
- Power Thrust III[/p]
[p]Lightbringer[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Determination: 2

Equipment Abilities:
Righteous Wrath
- Power Slash III[/p]
[p]Equipment stats:
-Bonus Might: 1
-Bonus Resilience: 4

Equipment Abilities:
Righteous Wrath
- Power Slash III[/p]
[p]The Adjudicator[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Resilience: 2

Equipment Abilities:
Cruel
- Power Slash III[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Intuition: 3

Equipment Abilities:
Cruel
- Power Slash III[/p]
[p]Hammer of the Starfarers[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Intuition: 2

Equipment Abilities:
Warmaster
- Seismic Slash[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Resilience: 3

Equipment Abilities:
Warmaster
- Seismic Slash[/p]
[p]Droid's Spear[/p]
[p]Equipment stats:
-Bonus Might: 3
-Bonus Resilience: 1
-Bonus Determination: 1

Equipment Abilities:
0
- Warmaster
- Acidic Strike
- Power Thrust III[/p]
[p]Equipment stats:
-Bonus Might: 2
-Bonus Determination: 3

Equipment Abilities:
0
- Warmaster
- Acidic Strike
- Power Thrust III[/p]
[p][/p][p]That's all Folks ✨[/p][p][/p]

New Roadmap Reveal

[p]Hello everyone! [/p][p][/p][p]We’ve been in Early Access for just a little over 4 months. To all who've played, joined our community, or given feedback: a heartfelt thank you from the Amplitude dev team! [/p][p]It was about time to have an updated version, right? The previous one ended like now. [/p][p] [/p]
The Journey Ahead 
[p][/p][p] [/p][p]As we are constantly checking the feedback and adapting the following content, we didn’t want to specify elements beyond March 2026 (even if we have an agenda) as we want to stay dynamic. [/p][p]But in any case, let me share some additional information [/p][p] [/p][h2]Steady Tides [/h2][p]It is about to be released, but we are finishing the polishing on the militia rework, balancing, etc.[/p][p]If you are interested, do not hesitate to check the Public Test Branch, try most of the elements mentioned in the update and share your thoughts about the changes [/p][p][dynamiclink][/dynamiclink][/p][p]Quick info letting you know that we just updated the PTB including the rework of the militia! [/p][p][/p][h2]“March Update” [/h2][p]The 2 main elements that the team wants to deploy are: [/p]
  • [p]Custom Factions: for those not used on how it was on EL1 or ES2 let me do a quick explanation. The idea here is that players can create their unique faction based on a cocktail of all the factions, like having Kin of Sheredyn battle affinity combined with the recover HP from Last Lords and the population of the Blackammers. There are limitations as you can imagine, but we will go into details in the future. [/p]
[p][/p]
  • [p]“Endless Monsoon” - This is something we talked about in a previous blog, but the global idea is that when reaching the last turns there will be a different Monsoon, that will make Saiadha a more dangerous place. [/p]
[p][/p][p][/p][p]That won’t be all the content for the next update, but we want to check your feedback on Steady Tides and adapt accordingly! [/p][p] [/p][h2]More...Moooooore...Mooooooooooooore [/h2][p]Again, the order of these might change based on your reactions, but here is a quick summary [/p]
  • [p]The new faction would arrive at 1.0 and well I cannot say much here, or the marketing team will send me, literally, to Saiadha [/p]
  • [p]Anomaly Districts: the idea is simple, a way to improve the different anomalies like how it was on EL1. The team is working on a way to build something without losing the 3D art of each of the anomalies [/p]
  • [p]Combat Retaliation: This is something that has been heavily requested by the community, so the team has been working hard to make it possible. As you can imagine, requires a lot of work from the animation team, UI feedback, etc. The idea is to reduce, a bit, the advantage of the attacker, it makes the combat a bit more tactical and open additional possibilities to enhance some units, traits, passives, etc. [/p]
  • [p]New 2D art: the team is working to have additional 2D art for major factions [/p]
[p]Even if it is not included on the roadmap, we should mention narration as it is also a topic that is discussed by players quite often and we wanted to address it 🤝 [/p][p][/p][p]In the next update, Steady Tides, we will remove some side-quests on Necrophages that were breaking immersion and there will be adaptation in the tone for Kin of Sheredyn, Last Lords, Aspects and Tahuks. [/p][p]The presentation of the narration (dialogue style) was also a frequent topic as part of the community loved how it was in the previous games. We started an improvement with the flow of quest of minor factions, but the team is working hard to re-work how the quest will be displayed in the future. But we need to keep cooking this as it involves a lot of work.  [/p][p] [/p][p] [/p]
2025 Retrospective 
[p]From the past months the team released 20 updates (which is huge, even if it doesn’t look like it), but among all of them I wanted to take a moment to highlight 3 updates that we can consider “major” (compared with the rest).  [/p]
  • [p]Into battle [/p]
[p][dynamiclink][/dynamiclink]On this first update we focused on doing a first pass on balancing all units and adding a new combat rule that makes combat more tactical, the Encirclement. Also, there were additional tweaks to the AI, balancing and additional polishing [/p][p][/p]
  • [p]Clearing Skies [/p]
[p][dynamiclink][/dynamiclink]We dropped the new main HUD that is less crowded and groups things in a more “natural way”. We introduced the Zone of Control (to avoid unit rushing to your archer while ignoring everything without any penalty) in combat, and we adjusted the Tahuk. [/p][p][/p]
  • [p]The Gathering [/p]
[p][dynamiclink][/dynamiclink]In December we changed a lot of things (that required more time). We incorporated game speeds and the long-waited multiplayer into the game (it was sad to see negative reviews requesting this). We also improved the flow of construction to adapt it on how players were expecting to work. [/p][p] [/p]
Thank You, again 🤗 
[p]Always a good moment to keep expressing our gratitude to all players that have been with us in the past months, from sharing your feedback on all the different channels, reporting bugs, sharing your crazy ideas and also to those that took a moment to share a review of the game. [/p][p]It has been a great help in improving the game and we plan to keep relying on you, to keep helping us to make an even better game. Let’s keep enjoying this adventure together! [/p][p][/p][p][/p][p] [/p][hr][/hr][h2]AMPLIFIED 2026 [/h2][p][/p][p]January is the month we celebrate the Studio anniversary. This year we reach the 15th year milestone. [/p][p][/p]
[p]Celebrating the studio’s 15th anniversary means celebrating fifteen years of imagination, perseverance, and above all, the trust we’ve built with our community. Our players have always been at the heart of our journey: their feedback, passion, and engagement drive us to push our limits every day[/p][p]- Romain De Waubert, Studio Co-founder and CEO[/p]
[p] [/p][p]Do not hesitate to check the OFFICIAL BLOG to know all details as we have prepared some Stretch Goals (that you progress by playing any of our games) and will unlock rewards to everyone! You will notice the 2nd reward will be to unlocking a official Saiadha playable map for Endless Legend 2. [/p][p][/p][p]This won’t arrive just when unlocked as the team needs some time to work and improve it (but we wil keep you updated on this). [/p][hr][/hr][p][/p][p]Hope you like what we are currently planning for the future, but we will be checking your feedback and try to adapt as much as possible.[/p][p]Let us know your thoughts 👇[/p][p][/p][p]Have a nice day ^-^[/p]

Amplified 2026 - Schedule

[p]It is January, and that means that Amplified is almost here 🔥[/p][p]Among the many things we have in store, Romain, our CEO, along with team members who have been part of the studio since its early days, will share their memories and look back on 15 years of creation, including the past year without SEGA, the Early Access of Endless Legend 2, and much more.[/p][p][/p]
SCHEDULE
[p][/p][p][/p][p]We cannot wait to share everything we have prepared for you! [/p][p][/p][h2]WHERE CAN WE FOLLOW THE STREAM?[/h2]
  • [p]Twitch >  [dynamiclink][/dynamiclink][/p]
  • [p]Youtube > [dynamiclink][/dynamiclink][/p][p][/p]
[p]If you cannot attend, do not worry as we will post all the information on a blog, and you will be able to watch the event afterwards on YouTube.[/p][p][/p][hr][/hr][p][/p][h2]What to expect regarding Endless Legend 2[/h2][p]Without entering into details on EL2 we will have several guests, including Derek (of course), who will do a retrospective of the past month of Early Access, the next patch and also reveal the roadmap with the following steps for the game.[/p][p][/p][p]In case you have missed it, you can read here the last State of the game 👇[/p][p][dynamiclink][/dynamiclink][/p][p]Do not hesitate to check the PTB to try and share feedback regarding the next update of the game 👀[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Have a nice weekend![/p][p]-- The Ampli Team[/p]

State of the game - January 2026

[p][/p][h2]Holiday sale and New Players [/h2][p]The Steam Holiday sale and Hooded Horse’s Publisher sale brought in a lot of new players. Which is perfect timing to have more people available to play multiplayer. In terms of player demographics, many had never played an Amplitude game before, so it was great to see them in with truly fresh eyes. [/p][p]Which leads to the next point... 
[/p][h2]New Bugs Have Spawned [/h2][p]We had a huge number of updates in the December build. And because of the holidays we were on vacation for 2 weeks. But we wanted to squeeze in as much as we could before we went on break, and that may have been a risky idea. [/p][p]We like putting builds out quickly so we can get feedback from you. If there is an issue, we can patch it and move on. We have had 2 bigger issues that got out into player builds, but we patched them both the next day. We would rather live with the risk of an issue and move quickly, than slow down the whole process. [/p][p][/p][p]Which is great, except when you go on holiday for 2 weeks. [/p][p]So, we had 2 issues in the December build. First, there were bugs. This is normal when large changes are made, but instead of fixing the bug in a day, the community needed to wait for 2 weeks to get them. Also, the balance was off. Both in difficulty in the early game (minor factions had access to more armies and the AI was getting better at using them) and heroes were too powerful.  [/p][p]Both of these issues hitting with a bunch of new players that have never played an Amplitude game left many frustrated or confused. I’m glad for the changes. The December build is definitely more fun than the November build, but in hindsight we should have put less in it and released it a week earlier. We are still learning the lessons of Icarus. [/p][p]
[/p][h2]📊 Player Feedback [/h2][p]But, we did get a ton of feedback and we love pouring through all the reviews, surveys, analytics and singing telegrams. Anything that leads to being able to improve the game. My Christmas present was getting back into the office with lots of data to pour through (yeah I know… I’m a nerd). [/p][p]We made a long list of bug fixes, balance changes, and AI improvements in the ​December build. As well as four major changes: [/p]
  • [p]Multiplayer [/p]
  • [p]City Construction Flow [/p]
  • [p]EL1 style Pacification Quests [/p]
  • [p]Necrophage update [/p]
[p][/p][p]I was especially interested to see feedback in these areas. I compare feedback by evaluating the number of critical comments in the category compared to prior versions. For example, we saw 90% less critical feedback about victory conditions than we did in initial Early Access release. [/p][p][/p][p]> Overall, we saw big improvements in: [/p]
  • [p]Dislike Victory Conditions -90% [/p]
  • [p]No Mulitplayer -78% (you would think this would be -100%?!?) [/p]
[p]> About the same percentage of critical feedback in: [/p]
  • [p]Dislike Writing [/p]
  • [p]Bad AI  [/p]
  • [p]Dislike UI [/p]
[p]> And increased complaints for: [/p]
  • [p]Bugs +127% [/p]
  • [p]Poor Balance +141% [/p]
[p][/p][p]It is worth noting that the player base for the December update is significantly different than the Early Access player base. They are much more likely to be new to Amplitude games and more likely to want “release level” polish on the game than the Early Access players. Which is all fine, but is important to remember when you see the numbers change. For example, I know the AI is much better in the December update than it was in September, even if that isn’t reflected in the reviews. [/p][p]
[/p][p]​I had hoped to see more improvement in UI because of the city construction flow change. When I asked directly for player feedback about it, it is very positive (there are some that prefer the old way, but they are a small percent). [/p][p]Evaluating the Pacification quest change is difficult. Generally, when asked, players report liking the change. But we always like matching analytics with reported opinions. Sometimes what people say is very different than what they do (I know how many people say they completed the tutorial and how many actually have!) [/p][p]So, the best metric I could find is comparing what percentage of people click the “skip” button during pacification quests. Thankfully we see a nice drop after the change. [/p][p]
[/p][p]EA 0 is the first build that came out in September and EA3 is how we label the December build. So, there was good progress here, less people are skipping the dialog in their first, 5th and 10th games. Still a lot more work to be done on Writing, but it’s moving in the right direction. [/p][p][/p][h2]AI[/h2][p][/p][p]On the AI side it got too hard, with the AI winning about 50% of the games. This is just finished games. It doesn’t even count games the human stops playing because they know they are going to lose. So, the reality is even worse (if you are pro-human, if you are a sentient toaster then congrats!).
[/p][p][/p][p]​Also, the AI win rate is even better at Normal and Easy difficulty. Not that the AI is better, but that new players are really struggling. More advanced players, those more likely to increase the difficulty, are doing okay. [/p][p]In the January update we will be adjusting the difficulty to make it easier on the lower difficulty levels and watching closely to see if we need to make it harder on the tougher difficulty levels. [/p][p][/p][h2]​Multiplayer [/h2][p]Multiplayer came to the main build in December, and I was happy to see lots of players enjoying it and it was great to read your feedback: 
[/p]
[p]“Multiplayer seems way more stable than EL or even big competitors like Civ.” [/p][p]“I wish there was an easier way to ally and trade resources.” [/p][p]“It’s really smooth, how fluid it is to load games is impressive.” [/p][p]“It would be nice to have teams in the game.” [/p][p]“The map sizes are too large for multiplayer games.” [/p][p]“Manual combat can take a long time.” [/p][p]“I’m very impressed, especially considering this is a beta.” [/p]
[p][/p][p]Desyncs are still higher than we would like. They were terrible for a while and we had planned to add multiplayer to the public build in November, but pushed it to December because of this. Getting Multiplayer into the public build and supporting the sale in December did what it was supposed to do, we got lots of players. And even though the desync numbers are better, they still aren’t good enough. We are working on it. [/p][p][/p][p][/p][p][/p][p]We also asked the community why they haven’t tried multiplayer yet, and this is what they said: [/p][p][/p][p]To the 52% that don’t have any friends to play with… you are not alone. It may be worth checking out our forums or discord to find other looking for games if you’d like to try a multiplayer game. [/p][p][/p]
​Amplified and the January Update 
[p]Every January we hold our Amplified streaming event. This was the event we announced ENDLESS Legend 2 at last year. We will be releasing our January update at about the same time. At a high level it includes: ​[/p]
  • [p]Updated Victory Conditions - We switched to requiring multiple objectives to win and we have rebalanced those objectives to make it more fun and interesting. We are excited to get your thoughts on it. [/p]
  • [p]Militia Update - Previously the amount of militia in your cities was determined by your tech. So every city from your capital to your newest settlement had exactly the same default defenses. Since a capital was about as well defended as your new settlement, players learned to just attack capitals. Even worse players weren’t able to wage partial wars against each other. Maybe they weren’t powerful enough to take your capital, but they should be able to weaken you a bit by taking smaller settlements. It made war either impossible or steamroller, there was no in between.  
    In this update the militia is determined by the fortification level of your city. You now have a reason to build military districts and improvements, especially in locations you feel might be at risk, and the basic walls of your enemies should indicate ripe targets ready to join your empire. [/p]
  • [p]Hero Skills Update - In December we made a big change to heroes and equipment so that there is a lot more stat variation and stats mean more. What used to be 0/0/0/2 in a hero’s starting stats can now be 7/3/5/8. This makes them a lot more varied and interesting. Our next step is to rebalance all the skills in the game for the new levels. Without the rebalance they are all WAY overpowered. Enjoy it while it lasts, balance is coming (maybe this is what the Aspects are always yammering about). [/p]
  • [p]Writing improvements - We did an editor pass on all the major faction and pacification quests in the game to make sure the tone is right. We found a few areas where the tone isn’t quite right, especially with the necrophage. We don’t want the Necrophage to be wild beasts, they are intelligent, they are not a hive mind. But they should be direct, aggressive and certain. [/p]
    • [p]Before: “They are such weak specimens. During this lull, we should strengthen our own weakest!” [/p]
    • [p]After: “They are weaklings. We must strengthen our own!” [/p]
[p][/p][p]We also continue to dd nested tooltips to objectives and in other places to better explain what players need to do and what things are. These are small changes, but they are important steps toward improving writing. [/p][p][/p][p]And of course, like all of our updates, we will have tons of:  [/p]
  • [p]Bug fixes [/p]
  • [p]Balance Improvements [/p]
  • [p]AI Improvements[/p][p][/p]
[hr][/hr][h2]Check the PTB![/h2][p]You can test this update right now by opting into public-test-branch beta branch for Endless Legend 2 on Steam. [/p][p]You can checkout the full changelog here 👇[/p][p][dynamiclink][/dynamiclink][/p][p]If you’d like to watch a cool video about Stoffle the Honeybadger check here: [/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p][/p][p]Tomorrow we will share the schedule for Amplified! Stay tuned 🔮[/p][p][/p][p] -- Derek Paxton,[/p][p]Game Director[/p]

Next Update Preview - [PTB]

[p]Hello hello! [/p][p][/p][p]While we are still working on the next update, we wanted to share an early PTB (Public Test Branch) with you so you can give a try to some of the new elements that will arrive in the next update 🔥 [/p][p][/p]
Highlights 
[p]We will keep updating this PTB with more content (that is not ready yet), so do not forget to follow the blog to avoid missing new elements! [/p][p][/p][p]The ✅ means it's available right now, while ⌛ means it will take extra time [/p][p] [/p][h3]\[✅]  Victory Conditions Improvements [/h3][p]We have seen some confusion among players regarding the objectives of the Victory Conditions (“Do i need to do all the objectives?, Just one? “). Therefore, we have adapted to the way most players expect it to work, which is grouping all the conditions for each of the paths. [/p][p][/p][p]As an example, now the Worship path will require the player to have the Population, the Monuments and the era 6 technologies.  [/p][p][/p][p] [/p][p]Apart from this big change, there will be a balance on the conditions (✅). NOW AVAILABLE[/p][p]The science objective will be moved to the Impress path, and we will remove the Minor Faction condition. Therefore, each path will have 2 objectives (that are mandatory to win)[/p][p][/p][h3]\[✅]  Changes To The Early Game Economy [/h3][p]The team went a “bit crazy” and we are making big changes to the district unlock conditions. Here’s a quick summary from the Game Designers that explains the idea [/p][p][/p][p]"To exercise greater control over the initial balancing of Science and Influence resources, we have reconfigured certain technologies to unlock the Laboratory, Forum, and Keep districts in Era 2. [/p][p]To maintain the same number of technologies in each era as before, some district improvements have been moved towards Era 1. [/p][p]Additionally, certain factions will not undergo these changes in order to maintain their districts in the 1st era (Kin with the Keep, Tahuks with the Laboratory, and Aspects with the Forum)."[/p][p][/p][p]🧠 As this is a drastic change to the districts, we would like to get your thoughts after playing the build [/p][p][/p][p] [/p][h3]\[]  Heroes Skills + Equipment has been rebalanced [/h3][p]This is part of what we started in our previous update, The Gathering, which involved plenty of adjustments to heroes, who now have more focus on stats (skills, equipment, etc.) [/p][p]As a result of this change, some skills were a bit overpowered, but no worries, as next week they will be in a much better state.[/p][p][/p][p]Here are the areas that have been tweaked and adjusted.[/p]
  • [p]🎯 Hero skills[/p]
  • [p]👨‍🍳 Hero stats + traits rebalance[/p]
  • [p]⛺ Minor faction skills [/p]
  • [p]💎 Equipment stats + abilities[/p]
[p][/p][p]Check HERE all the rebalance[/p][p]  [/p][h3]\[✅]   Militia rework [/h3][p]Before the update there was a “static” militia that was applying to all your cities/camps (you could improve it with techs, of course). It was kind of strange to have the “big militia” of your city to be involved as well on all your outposts. [/p][p]Now militia will be territory based and will get better depending on your fortification level for each city. [/p][p]This will also help players to better plan the attacks on different cities as they will see which cities are weaker and easier to sack, compared to the big capital. [/p][p]Here an image of Pierre explaining to me the changes 👩‍🍳 [/p][p] [/p][p][/p][p] [/p][hr][/hr][h3]✨I will update this thread with any additional update ✨ [/h3][hr][/hr][h3]🤔 How to access the PTB via Steam   [/h3]
  • [p]Go to your Steam Library  [/p]
  • [p]Right-click on Endless Legend 2 library entry and go to Properties    [/p]
  • [p]Click on the betas tab  [/p]
  • [p]🌠 Select > Public-Test-Branch[/p]
[p]Recommended to start new games to reduce problems. [/p][hr][/hr][p] [/p][p]🔊 Here are the main areas we would like your feedback on 🔊 [/p]
  • [p]What is your take regarding the changes to victory conditions. Are they more intuitive? Do you feel there are areas to balance [/p]
  • [p]How does the changes on economy feel [/p]
[p][/p][h3]📋 You can read the FULL CHANGELOG on Amplifiers  
[/h3][p]\[Version Number: 0.75.163765][/p][p][/p][p]Have a nice day ^-^[/p]