ENDLESS™ Legend

ENDLESS™ Legend

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Healing Units?
This may be a silly question, but is there another way to heal units without spending Dust? I've been playing only for two hours and found the only way to heal my units is by spending an exorbitant amount of Dust on them. I'm playing Broken Lords, btw. Dunno if this is a race specific thing or not.
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16-25 van 25 reacties weergegeven
There's a building in tier 5 (Inoculation Station) that increases healing for units on the city. I don't know if there's a difference between garrisoned and on a city tile for that building. I think when the previous poster said "assigned them to protect" he/she meant garrisoned. At least I'm not aware of anything other than garrison. There could be something else.. I do seem to learn something new each playthrough.
Thanks for your help.

It just seems strange that if units in an army get injured in a battle, you have to drag the army back to the city, deliberately send the units to the garrison, and then reform the army when they're all healed.

The reason I asked about the 'sleep' command is because there is no documentation of it in the manual, even though it's in the game. I have no idea what it does, or why someone would choose it. In other 4X games 'sleep' or 'fortify' tends to up the healing rate, which is why I asked.
yeah wild rangers in territory not healing, and i have the shamans....can they heal?
Yea, if you are running Broken Lords, Eyeless ones are your best friends. as BLs tend to heavy expand, they really like the approval bonus, and Eyeless's massive healing potential means they can easily keep a broken army running even without spending a single point of dust. If you are very lucky, you can even get a couple of them from doing a quest for the EOs early on, and they can just make it sooo easy to keep your army always maxed out.
Does anybody know if assimilating the sisters of mercy gives BL units regeneration?
Origineel geplaatst door gcenguard:
yeah wild rangers in territory not healing, and i have the shamans....can they heal?

No, the Shamans do not heal. They cast an Armor buff.
I assimilated Sisters of Mercy 6 months to a year ago and they did nothing to help Broken Lords to regenerate between turns. So it was either hard-coded to not work, or it was a multiplier effect: 0 healing * +10% = 0 healing

But they are always patching this game. So who knows if it works now.

The easy no-fuss solution is to hire a Drakken Hero who can heal them during combat. The other easy solution is to build units of your assimilated buddy race.
Sleep seems to give 10hp at the end of each turn.. Am now playing Mages.. With My Broken Lords, it was easy to just spend dust when they got below 75%..
Laatst bewerkt door Rizilliant; 18 feb 2017 om 11:32
There are two kinds of healing, strategic / per turn healing and tactical / battle healing. Broken Lords get 0% strategic healing, but you can heal them manually in battle like everybody else. (I hire Broken Lords heroes with army boost skills, and then I almost never pay to heal them; I just hit them with my Driders. It's a silly game-within-a-game.)

All units, of all factions except Broken Lords :), have basic healing during end-of-turn processing:
[x] 5% per turn (of max HP, during each end-of-turn processing) -- [edit] regardless of whether the region is friendly, neutral, or hostile
[x] +5% per turn in a friendly city tile (district or exploitation) or garrison

Most factions can go questing / scouting and slowly heal over time.

Some things increase the strategic healing rate:
+5% per turn: per assimilated Sisters of Mercy village, max +25% for 5+ villages
+20% per turn: Era III legendary deed (kill 10 armies of other nations / 3 armies led by hero)
+15/20/25% per turn: Watchtower techs, standing on or adjacent to them
- various city improvements, for units in that city (= garrison, and all district/exploitation hexes)

City improvements for healing is kind of meh for military victories, because of the travel problem. But travel itself is kind of meh, for factions who win faster by sitting at home :)

Broken Lords replaces all of the above with their heal-for-dust capability. They get 0% strategic healing, forever, no matter what.

[_] I think even Watchtowers et al. don't heal them.

Instead, they can pay to heal. Early-game, this can be a burden. Late-game, when their economy turns on and they generate thousands of dust per turn, it becomes a roach-like strength: they can choose to buy their way through defenses that would wear down a similar group of any other faction. If you can't kill them outright in 1 combat, then poof, they're healed, recur ... and then you can't kill them in the next combat, either, because they all leveled up. Having a capability at high price is sometimes better than not having it at any price, because we can plan to exploit it by just meeting the price.

All factions, including Broken Lords, can abuse/exploit tactical healing. Just target them with units who heal during combat. This is a good reason to assimilate these races.

+ Ceratan - Drider
+ Eyeless Ones - Caecator (also has Healing Halo for 20% of its damage rating)
- Sisters of Mercy - Justicere (minor healing, Benediction only 15% of its damage rating)

+ Drakken support heroes
+ Skoros with the correct weapon :)

Driders are nice because their damage starts out decent (30-40), and keeps up (75-80 in Era IV), so you don't need to assimilate them and give them the best weapons; a free or merc Drider is already an effective healer. Caecators have the hero problem of very low damage/healing (20-30) unless you edit them, which requires an assimilation slot. Justiceres' Benediction does prevent two rounds' worth of Disease damage, per its text (it does not cancel the Disease status, alas), which is the same as healing +20% of max HP.

A Sisters of Mercy hero who takes Benediction 2 or 3 gets hex-plus-adjacent healing bombs for 20%/25% of its damage rating, which gets respectable. Being able to area-negate hostile stun/exhaustion/slowdown effects on your troops might be even more valuable.

[x] Alas, Justicere's Benediction does /not/ cancel/immunize against Driders' Cocoon skip-a-turn effect. It provides immunity only to "stat-reducing" effects, which sounds like staff's Slow Down (movement), scepter's Exhaustion (defense), wand's Unsteady (attack), Allayi's Shadow Charge (attack or defense), etc.

[_] Stun?
Laatst bewerkt door Gilmoy; 21 feb 2017 om 11:44
what seemed to not be mentioned also is sometimes winter effects include a negative to regen or healing per turn.
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