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Endless Legend Game Guide by gamepressure.com

Endless Legend Game Guide

Table of Contents

Units | War Endless Legend Guide

Last update: 11 May 2016

All of the below hints concern the units that use default equipment. Thanks to appropriate gear, even a seemingly useless unit may prove useful.

Wild Walkers

You have neither cavalry, nor airborne units, your infantry becomes available, as late as in the second era. The basic unit are Dekari Rangers. You, therefore, need to defeat the opponent before he comes close to you, at best thanks to the highest amounts of crossbowmen possible. This will make it easier for reinforcements, Agache Shaman, that raises defense values of the allied units. So, if anybody comes close to the crossbowmen, they will not be able to deal too much damage to them. Tenei Walker infantry is of high vitality, but their defenses are not much better than that of the crossbowmen. If you can raise it, use this unit. If not, focus on rangers. Especially that shamans can attack over range so, with a bit of training, you can win all battles thanks to your range.

All of your units receive a bonus to attack, when they fight in forest. It does not matter what kind of forest. Take advantage of that, lure the enemy into traps and make them fight on terrain of your choice. Additionally, opponents in forests receive penalties to speed, thanks to which they will be slower to approach you. Another good terrain, although for different reasons, are hills. Thanks to them, you will be able to lay fire down on the enemy, and receive bonuses from height. Avoid plains, your advantageous characteristics do not count there.

Broken Lords

You have access to infantry, cavalry and support so, you have to fight at close range. The basic infantry has high attack values, decent defense and initiative. Cavalry has worse armor, but more attack points and all units boast high number of health points. So, if you have enough Dust for healing, you may not worry about high numbers of the enemy units and, due to the lack of rangers, you are made to rely on sheer numbers. An infantry unit, if surrounded, is easily killed, which is why your task is to move your armies, so that it is the opponent that keeps being surrounded. If this fails, have at least, your units stand side-by-side, thanks to which they can be support to each other.

Support, Dust Bishop, heals allied units, if they are attacked by the enemy. Cavalry, Ryder, heals after the enemy attack and Stalwarts, after it is killed. In other words, attacking the enemy is always advantageous to you. Additionally, cavalry can stun the opponent while attacking and the support has a greater chance to score a critical hit, with the second attack. Therefore, do not hesitate to attack, even if you are outnumbered. Especially if the enemy has rangers, because you lack the means to fight them effectively. The exception is cavalry, but they first need to reach them, which not necessarily needs to be easy. Therefore, try to fight on plains, where it is difficult to hide and fire at your soldiers from high altitudes.

Vaulters

You do not have airborne units and support and your infantry becomes available, as late as in the second era. In return, you have access to rangers, Marine, and already in the first era, you can develop cavalry, Dawn Officer. This makes your army highly flexible, which allows them to fight on hills, in forest or on plains. And what is especially effective is the army comprising both of these units, since their skills complement each other. In this variant, you do not need infantry, but it is a good idea to have some, if you are fighting on hills or in forest, where your cavalry does not do that well and high defense is more important than speed. All in all, it is better if you use defensive tactics, with rangers participating, because Titan deals damage to neighboring units, if attacked.

All of your units have a decent amount of health points, decent attack and defense. Initiative of cavalry is very high and defenses of infantry prove to be difficult to crush. Additionally, all of them receive high bonuses, if they have been equipped with gear that requires holy resource to be produced. At the beginning of the game, an army equipped with titanium or glassteel gear will be much stronger than the opponent's counterparts. Using this equipment is not compulsory but, while selecting the holy resource it is worth considering which one is the most suitable to create armors, for your armies, out of.

Necrophages

You do not have rangers, but you have infantry, an airborne unit and support. What is more, from the very beginning, you have access to the first two units so, you can allow yourself more flexibility, while forming the army. In spite of that, you need to expect two things - close combat and losses. Infantry, Forager, along with the support from the airborne Necrodrone need to be capable of approaching the enemy fast, it would be best if they surround it. Which should not be too difficult, due to high initiative in these units. Therefore, a dream terrain to fight on are plains, but any other should not be a problem either. All this, thanks to airborne units. If your industrial production is strong, you can even give up infantry, which may have higher defense level, more initiative and higher chance to land a critical hit, but is not capable of reaching everywhere and ignoring natural obstacles. This is why, the choice mainly depends on the territory and your favorite tactic. Infantry is faster and easier to kill, whereas airborne units require more time to move, but they also survive in the battlefield for longer.

All of your units have high attack and initiative values, but not too good armor and only Necrodrone boasts a decent amount of health points. All units are resistance to disease and they spread it themselves, with each attack, which makes the opponent take damage over time. This is especially important in the case of support from the Proliferator, who turns into militia each unit that it kills. Militia does not count as a part of the army so, you can even have an army of 40/6. That is why it is a good idea to combine the support and airborne units, raise their numbers with the smaller, neutral troops and increase the size with the bigger opponents, at a later stage of the game. In this way, a small army will be able to defeat any opponent, thanks to advantage in numbers only.

Ardent Mages

You have infantry, rangers and airborne units so, you have access to very flexible armies. Therefore, you should not be limited by the landform features, especially if you form an army comprising all three types. Infantry, Telsem Warlock, will defend rangers, Ateshi Zealot, rangers, attack the enemy and the Eneqa Wing, attack the enemy rangers, thanks to the ability to ignore natural obstacles. Thanks to this tactic, you will be able to win the majority of battles, while keeping your losses low, although you are the second to attack and move, due to statistics of the units. Be prepared for that, especially that defense values of your units are low, due to which they will keep losing lots of heath points.

All of your units have the Ardent Fire attribute, thanks to which they become stronger with damage they take. Infantry has lots of health points, but their defense and initiative are very poor. The ranger attack is quite good, their defense is hopeless and they have trifle too few health points, but they make up for that with their abilities. An unit attacked by them moves slower. Additionally, also the unit standing next to the target takes damage. Eneqa Wing boasts high amount of health points, and partial invincibility. If the unit dies, it drops an egg. If the egg survives three turns, or if the battle ends in your victory, the egg returns to life.

Roving Clans

You have one cavalry unit, Dervish, one unit of horseback rangers, Kassai and infantry, which is easy to confuse for cavalry, i.e. Yirmak. The best battlefield, for such diversified armies, are therefore completely flat, or slightly uneven, plains. In connection with this type of units, you need to expect potential losses, especially if cavalry fails to get behind enemy lines. In such a case, infantry needs to bear the burden of defending rangers against enemy attacks.

All units have high speed, attack, defense and quite a lot of health points, but their initiative is rather poor. In other words, most of the times you will be the second one to attack but, thanks to high speed, you will be able to move around the battlefield quickly. If the enemy is slow, you will be able to escape from him and attack from afar, with rangers, or quickly block his path to Dervish, with cavalry. In general, you should rely on high mobility of your units, which in combination with high attack should ensure you with victory. Do not hesitate to split your forces. With their speed, gathering them back in one place is not a problem.

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