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Endless Legend Game Guide by gamepressure.com

Endless Legend Game Guide

Table of Contents

Minor Factions | Playable factions Endless Legend Guide

Last update: 18 October 2016

Who do we assimilate next? - Minor Factions | Playable factions - Playable factions - Endless Legend Game Guide
Who do we assimilate next?

You will obtain information on factions after you find the first village. In such a case, you will receive information on who you found, how strong they are and what you gain if you assimilate them.

There are three ways to get a minor faction under control:

  • Combat. It is a good solution, if you lack appropriate technologies and your army is strong. The village first needs to be destroyed and then rebuilt.
  • Bribery. You pay a specific amount and the village is yours. The amount to be paid may vary, and it may amount from 40 to 1000 units of Dust so, be prepared for the expense.
  • Talks. The village gives you a quest to perform. After you complete it, the village becomes friendly and usually, you receive an additional reward.

As it has been mentioned earlier, bribery is better than talks and talks are better than combat. Usually, this depends on which faction you are playing as. In the case of the Necrophages only combat and later restoration make sense. Bribery is usually the cheapest and the quickest of options. Combat requires you to devote some time and soldiers and some quests may be so long that they become unprofitable.

If the price of bribery is too high, due to the high number of defenders, you can attack the village and kill off as many as you can (each battle lasts 6 rounds, at most. It is possible that it will last just as long in your case also), and try to bribe the faction again. The price should be much lower then.

You can assimilate the factions in the empire window, thanks to which you will receive various bonuses. The more (not destroyed) villages of a given faction you have, the better the bonuses. For example, three Kazanji village increases the production of prestige points in all cities, by 15%. Additionally, each village that you pacify means an additional citizen, in the city located in the same region as the village. However, this additional citizen is not included into the overall population and, which follows, he does not participate in lowering support, resultant from overpopulation, nor does he participate in calculating how much food is necessary for a new citizen to be born.

You can assimilate factions that do not have their villages rebuilt. The fact of conquering them is sufficient to assimilate them. The downside of this solution is the lack of bonuses that you would otherwise receive, as a result of assimilating a faction. The additional 5% to food production, times 0 villages, gives 0 bonus points. In other words, you can burn down villages but, before you use them to their full potential, you first need to restore them. Which makes bribery, or talks, better, in the long run.

Assimilation itself is quite cheap and it can be performed many times, within one turn so, if you are dissatisfied with your first choice, you can simply change it. Also, you may have no factions assimilated but, this does not pay off, because maintaining an assimilated faction costs you nothing.

Bonuses are active for all cities or units, depending on what they concern. Additionally, you receive the option to produce units of that faction. You can only assimilate one faction. Another one requires the Native District (the third era).

Assimilate those of the nations, whose bonuses you need currently, instead of those, whose most villages you have conquered. Bonuses to attack, or defense, are useless in peace time, unlike increased production rate of Influence Points or food. Another criterion are the units. If you do not have ranged units or cavalry, minor factions can help you make up for that. Additionally, the units of minor factions can also be equipped with gear that is characteristic to you so, before you make the decision, it is a good idea to find out what they have. Some of them are so strong that they can well replace the units of the playable factions. Therefore, it is a good idea to compare them to the soldiers available to you and make sure if it is more cost-effective to produce them instead.

In general, treat both them and the bonuses that they provide as an addition, which you can easily reach out for, if in need. Especially later into the game, where you will have several villages of each minor faction, at most, due to which the bonuses that they provide are not too high.

This has not been included in the table, but the majority of units have the option of a group counter-attack. If they counter attack, they wound more than one unit. To learn the details, see the description of the Sweep Strike Back ability.

Faction

Bonus per pacified village

Unit

Kazanji

+5% to the production of prestige points in city.

Daemon, airborne. has high attack and speed value and he can wound several units at a time. Unfortunately, the rest of his statistics are low, especially the number of health points.

Urces

Increases the cost of building production by 5%.

Rumbler, infantry. His statistics are quite high and while attacking, he wounds the unit behind the one that he attacks. Just like the minotaur, with appropriate equipment becomes a demanding opponent.

Sisters of Mercy

+0.1 regeneration points to an unit's health.

Justicere, support. He can shield an ally from poisons and diseases, and it fights well against infantry. He also has high statistics, with the exception of speed and health points. With appropriate equipment, she should be useful in the battlefield.

Jotus

+0.5 to range of vision on armies.

Tetike, ranger. Can counter-attack twice his initiative, attack and speed are high. Unfortunately, his range is limited and both his defense leave much to wish for.

Erycis

+0.5 movement points on armies.

Vinesnake, infantry. Has lots of health points, decent attack and good speed. While attacking it wounds all of the enemy units around, which makes it a perfect unit when surrounded. Unfortunately, the rest of statistics are not as good.

Silics

+0.5 to resource mining in city.

Harmonite, infantry. High on health points, good attack, poor defense, the rest of the statistics are low. It can attack two targets standing in a row, but he is slow and may not come close to the opponent.

Delvers

+5% to Dust production in city.

Dredge. High on attack and on initiative. Quite a lot of defense and an attack that stuns the opponent, and wounds all of the enemies around. Unfortunately, his amount of health points and his chance to land a critical hit are a bit too low.

Bos

+5% to food production in city.

Centaur, cavalry. He is quick and can attack the units next to the target. Can counterattack twice and has high statistics. With appropriate equipment, it is a valuable unit.

Haunts

+5% to science production in city.

Ended, airborne. Wounds the units neighboring the target and is resistant to poisoning. Has lots of health points and high attack value. Unfortunately, hi defense value is low, his AoE attack does not work against an armored opponent and, although fast, has very low initiative. Apart from that, incapable of scoring critical hits.

Ceratan

+5% to defense on units.

Drider, support. The upside is lots of health, high chance of a critical hit, high attack and ranged attack, as well as the ability to enclose an allied unit in a cocoon, which provides +100% to defense. The downsides are low defense and initiative.

Gauran

+5% to health points on units.

Minotaur, cavalry. Has high statistics, resistant to slowing down, resultant from winter and deals higher damage to cavalry. One of the best units. With appropriate equipment, it becomes the bane of enemy units.

Hurnas

+5% to attack on unit.

Orc, ranger. Very high attack, moves faster in the battlefield and has no problems marching in winter. However, his initiative and chances of landing a critical hit are low, as well as too few health points. With good equipment, he is worthy being given a shot.

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