Endless Legend 2 Guide | How to Play the Order of Zelevas
Here’s a guide on how to play the Order of Zelevas and win through cavalry and territorial expansion in Endless Legend 2.
Game Guide by Jubair Baky on Oct 30, 2026
The Order of Zelevas in Endless Legend 2 is built to conquer territory quickly and recruit cavalry with Dust. Unlike the defensive Kin of Sheredyn, this Rogue Faction becomes stronger as its borders spread. The challenge is keeping enough Dust available for new soldiers while developing cities fast enough to support continuous attacks. A carefully placed Capital, the right early technologies, and manual combat with your Hero can put that expansion plan into motion.
Place Your Capital for District Upgrades
The Iron Authority trait makes your City Hall and Ministries count as two Districts when calculating adjacent District levels. With four adjacency points, a District reaches level two. This means placing your first few Districts around the City Hall can produce upgrades much earlier than usual, effectively increasing their yields without needing another expensive building elsewhere.

Choose a Capital site with its inner ring mostly clear. Resource deposits and Anomalies are valuable, but placing them in the middle of your intended District cluster can slow down those early upgrades. Ideally, keep the immediate surrounding tiles available for construction and claim valuable resource tiles just outside them. Apply the same principle to future Camps and Ministries, although a slightly imperfect location can still be worth taking for strategic reasons.
Research Industry, Dust, and Influence
Research Civil Order first so its early Capital bonus starts helping production. Begin constructing Sanctity of Nature at the same time; its Food and Industry increase should arrive around the time your next research finishes. Workshop is the next important technology because it unlocks Works, which provide the industry needed for further development.
Place Works and Merchant's House Districts close together where their adjacency helps Dust production. Currency unlocks the Merchant's House, and you will need a strong Dust economy before your army grows. Then research Materials Science to unlock the Geodesic Dome for Science, and Common Rights for the Scriptorium, which supports Influence production. These resources are all important, but Industry and Dust deserve particular attention in your opening.
Fealty to the Emperor is an important faction technology. Its Citadel Administration improvement increases Influence and helps your cities support more attached Territories. Shock Tactics is another useful choice because the Garrison gives newly recruited units experience. If your map requires Bridges or Dams, prioritize the relevant research instead, but avoid delaying your main economy without a good reason.
Switch Population Jobs and Fight Early
Move your Population assignment from Balanced toward Industry. Order of Zelevas Population working as Artisans also provides Dust, so the same workers support building speed and recruitment. Keep Food sufficient for growth, but avoid leaving your Capital with too little Industry to finish the next construction.
Send your starting army to attack nearby neutral forces and Minor Faction villages. Cleansing Fire rewards victorious battles with Influence, making combat part of your territorial economy. Scavenging provides extra battle spoils as well, so fighting helps pay for the Dust-cost units you will soon recruit. A few early victories also improve your soldiers through experience.
Buy Sentinels With Your Dust
The Order does not recruit its main units through normal Industry queues. You buy them instantly with Dust. A starting Sentinel costs 240 Dust, so purchase another cavalry unit as soon as your economy can afford it without leaving your treasury completely empty. This lets the Capital keep building Districts and Improvements while your army grows independently.
Be mindful of upkeep. Buying several Sentinels in quick succession is tempting, but every additional soldier increases expenses. Your main early force will usually consist of Sentinels, with other unit types appearing through later research and The Chosen becoming available through territorial progression. An army that can charge forward is useful only if your economy can keep replacing losses.
Claim Territories Before Rivals Develop Them
Expand aggressively over the following turns. Your faction gauge increases with the number of Territories you control, so even an unimpressive Territory contributes toward unlocking stronger powers. Claim useful resource deposits and defensible positions whenever possible. You can also contest an enemy Camp before it becomes attached to a city, though this damages relations and may provoke a response.
Attach Territories when doing so benefits an established city, and build additional cities as your situation allows. The Order ultimately removes its City Cap through territorial progression, but that does not mean you should ignore Approval penalties early. Invest in enough Influence and administrative capacity to maintain the settlements and Camps you acquire.

Combine Rally Roar With Deathblow
Manual battles are particularly valuable because your Hero can make several attacks in a single turn. Prioritize Rally Roar, which allows nearby friendly units to move again. When your Hero kills an enemy, Rally Roar becomes usable again, letting you reposition the group for another attack.
Pair it with Deathblow, a strong single-target Hero attack that also resets when it kills its target. First weaken enemies with your regular cavalry. Then use Deathblow to finish a low-Health opponent, refresh your movement with Rally Roar, and find another target. This sequence can produce multiple kills in a single turn, but it only works consistently if you prepare the targets beforehand.
Encircle Enemies Before Attacking
At the beginning of a difficult battle, let the enemy approach rather than charging into a narrow passage. Move your Sentinels near the Hero and trigger Rally Roar to reposition them. Try to place three friendly units around an enemy to Encircle it, reducing its Defense by 25%. Make that arrangement before your main attacks rather than wasting your first strikes on a target that still has full protection.
Keep seriously injured cavalry away from easy retaliation. The Order's melee troops can gain defensive protection by ending their turns next to enemies, but they are still vulnerable when several opponents focus one unit. Shared Ward is an alternative defensive Hero skill, while Pressing the Advantage can benefit from surrounding targets. Choose these supporting abilities based on what your army is missing.

Complete the Faction Quest and Build Keeps
Follow your Faction Quest as early as possible. Its first chapter rewards victory in several battles with upgraded Sentinel cavalry. Later, completing the third chapter improves Riders of the Citadel. Building a Keep already grants a free Sentinel, and the improved trait also supplies a Herald of the Faith. This turns each Keep into a strong source of reinforcements without spending Dust on every unit.
Territorial expansion unlocks further powers. Rejuvenation becomes available early and lets an army move twice on the campaign map. The Chosen appear as your territory count rises, and armies containing one can use Holy Commandments outside your borders. Eventually, Wrath of the Skies lets you attack a central map area and neighboring spaces. It costs substantial Influence, has a long cooldown, and can damage friendly armies, so target it carefully.
Plan the Victory Before the Final Push
Keep growing the Territory count toward the highest faction-gauge unlock, which removes the City Cap. With that restriction gone, your conquered and newly founded cities can expand without the usual cap penalty. Choose an Awakening path that supports your strategy. Master is a natural fit because it rewards holding Territories and controlling Doomwraiths. Conquest is also possible if your cavalry overwhelms the remaining empires.
The Order of Zelevas wins by clustering Districts for early production, funding instant cavalry recruitment with Dust, chaining Hero attacks, and claiming enough Territories to unlock its strongest powers.
FAQ
Q. Why can the Order of Zelevas recruit units instantly?
A. Its faction rules make recruitment a Dust purchase rather than an Industry production task. Keep enough Dust for both new troops and upkeep.
Q. How do you get free cavalry as the Order of Zelevas?
A. Build a Keep to receive a Sentinel. Progressing through the Faction Quest can also add a Herald of the Faith to that reward.
Q. How does the Order of Zelevas remove its City Cap?
A. Expand until the faction gauge reaches its final territorial milestone. The highest unlock removes the normal City Cap restriction.
Q. Why does Deathblow stop working as a chain?
A. Its repeat use depends on killing the target. Weaken enemies with cavalry first and use Rally Roar to reach the next low-Health enemy.
Editor, NoobFeed
Latest Articles
No Data.
