recursal/Fanatic-Fandom huggingface dataset:
Topography

**Focus** |   Science

An Era I technology that unlocks Geomic Labs and Center for Minerology for construction. The Kapaku start with this technology unlocked. Not available to the Forgotten.

## Lore

*First strides are made in the analysis of minerals, soil, and rock formations. Maps and diagrams depicting the geology of Auriga point to valuable areas for study and exploration.*
Symbiosis

*The Mykara are a race of sentient plant matter and fungi, a single organism spanning thousands of semi-autonomous agents and time immemorial, ever adapting to survive and thrive. They spread all over Auriga as a massive underground root system, sprouting on the edges of the map, clinging to the regions other factions leave unattended.*

*The Mykara are a single, vast organism that has spread beneath the surface of Auriga, covering most of the planet. Yet all roots lead to home, their capital serving as a hub for their physical spread and their consciousness. Consequently, the Mykara are focused on a single city and have to exert their control over the world by different means, much like the Cultists of the Eternal End.*

*Unlike their more religious rivals, who have to pacify villages and convert them with Influence, the Mykara do not have to be present near the areas they want to claim. As long as you have had vision on a point of interest before and it is located in a neutral region, you can begin growing a Fungal Bloom on it.*

**Symbiosis** is the sixth expansion for Endless Legend. Released on January 24th, 2019, this expansion adds the Mykara major faction and the Urkans. The expansion can be purchased on Steam here.

## Mykara

Ancient dwellers of the subterranean realm with mycelial webs stretching throughout the crust, the Mykara are one of Auriga's oldest species. Legend has it they have broken onto the surface many times through the ages, in an eternal struggle with the great Urkan beasts. The Mykara use Food  from their unique city to exploit points of interest in unexploited regions. Although captured cities cannot be further developed, they still grant their tile outputs and allow the symbiosis of other factions. To be most effective, the Mykara seek to control the Urkans.

## Urkans

The Urkans are three giant, powerful, indestructible units introduced in **Symbiosis** that appear on the world map over the course of the game. When an Urkan appears, it will be rooted into that region, effectively claiming it so that no-one may found a city in that region so long as the Urkan is there. All Empires are able to see where the Urkan is, and as such will be able to go to it and try to tame it. If a number of turns pass and the Urkan is still not tamed, it will move to another random neutral region, and again remain there until it is either tamed or it moves again.

Urkans are also able to garrison up to 4 Urkan Lice units on themselves, and while Urkans are neutral, they will produce roaming armies of Urkan Lice that patrol the region the Urkan is in, and will remain in the region after the Urkan leaves, making it potentially quite hazardous to armies that aren't well-equipped. The Urkans themselves are as follows:
Specialized Polyp Q9

**Range** |  1

## Lore

Growing up deep beneath Auriga, Q9 never imagined a life on the surface or to function independently of the mass of Mykara. However, as a normal part of fungal life its bloom was evolving slowly across crevices in the caverns when it happened upon an ancient Endless laboratory. While the technology was of little interest at the time, the concentration of Dust was enough to trigger a powerful response within the bloom. It quickly died off except for Q9, who evolved over weeks while slowly ingesting the biomass - and some of the knowledge - remaining within the facility. When it finally left it decided that the mysteries of subterranean spaces were no longer enough, and it set out to discover sunlight and pursue a life of exploration on the surface.

## Equipment Slots

### Weapons

* Claymore
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
We Are Legion

**Focus** |   Military

An Era II technology exclusive to the Cultists which provides additional experience to unit generated by converted Minor Faction villages.

## Lore

*As the number of converted troops increases, the Cultists learn much on how to integrate, train, and fanaticize other peoples. This experience serves them well.*
Unskilled Labor

**Focus** |   Food

Unskilled Labor is an Era III technology which increases the amount of resources provided by  Food,  Industry, and  Science Stockpiles by 500. It also enables the production of these stockpiles within cities via the Smokehouse, Warehouse, and Royal Academy constructions, which can be repeated indefinitely.

If Organized Labor has been researched, then these constructions will be replaced by those provided by Organized Labor.

Additionally, researching Unskilled Labor will increase the  industry cost of the Pearls of Plenty, Pearls of Production, and Pearls of Wisdom stockpile constructions unlocked via the Pearl Hoarding Blessing by 500 .

## Lore

*Idle manpower can be used to stock conserved foods, industrial materials, and scientific equipment either for trade or for future use.*
Spice Extractor

**Focus** |   Exploitation

An Expansion obtained from the Open-Pit Mine technology in Research Era I that produces +1  Spice per turn when built on a  Spice deposit. This  luxury resources can be activated for a temporary booster effect or sold at the  Marketplace. The Mykara instead use the Mykaran Luxury Resource Extractor.

## Lore

*A region building allowing the extraction of the Spice Luxury.*
Skya Keeper Dabuo Ofosu

**Range** |  3

## Lore

Growing up in the eternally white upper reaches of mount Lzarth - one of Auriga's bleakest, coldest climes even by Forgotten standards - Dabou's childhood was an unusual one. With no other youngsters close to his own age, Dabou found solace in the roost of skya owl-hawks who occupied the same wintry landscape. By eight he was able to coax one of them onto his arm, and by the time he'd seen twelve winters he could command his skya to attack the older youths who had mercilessly mocked him through his earlier years. As Dabuo grew, his skya became his great strength; this was fortunate as he never found acceptance in his small community - especially after revealing that he'd always felt female inside. During a spell in the Forgotten capital as a mercenary with unusual skills Dabuo found some tolerance, but she now roams Auriga seeking a place where she will feel at home.

## Skill Tree

#### Forgotten Skill Tree

If you play with ELCP there is some changes:

* "Arboreal Dust Dowser" connects to "Sang Froid". While Forgotten Heroes will never make for premium governors, this change makes at least "Inspirational Leader" easier to reach.

## Equipment Slots

### Weapons

* Sword
* Claymore
* Axe
* Claws

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Shard of Icarael

**Type** |   Sword

The Shard of Icarael is a unique sword that is received as a reward for completing part 1 of the side quest "The Legend of the Three". There is also a small chance to receive it as a reward for searching Unspoiled Ruins after reaching Era II.

## Lore

*The metals within the blade and its crafting style are like nothing else on Auriga. The beauty and keenness of the weapon have led many to speculate wildly on its true origin.*
Taskol

The Taskol is a unit encountered as part of the Victory Quest.

## Lore

*These brutish creatures are only found in certain ruins of the Endless. Created out of desperation when time and resources were running out, their simple structure allowed them to survive when so much of Auriga died.*

## Equipment Slots

### Weapons

* Claws
* Battle Hammer

### Armor

* Helm
* Cuirass
* 1 Accessory Slot

Note: While the base unit design has the capability to equip these items, the unit faced in the victory quest will be equipped a with Tier 3 Iron Battle Hammer only.
Sisters Of Mercy

The **Sisters of Mercy** are a Minor Faction.

## Lore

*The Sisters of Mercy are a small but respected nation, living simply though well in their solidly constructed towns. A recent offshoot of other humanoid peoples, they are content to dedicate their efforts to giving mercy where - and how - they deem it is most needed.*

*Centers of worship and study, the towns of the Sisters of Mercy appear civilized and well-run. They are certainly well-run, though they become quite uncivilized if attacked...*

## Assimilation Bonus

+5% Health Regeneration  per pacified and rebuilt Sisters of Mercy village on units.

## Related Quests

 Summary
 To pacify the **Sisters of Mercy** in [Region], choose the diplomatic path in your dealings with other Minor Factions to prove yourself merciful in the Sisters' eyes.
 Reward

 Summary
 Save a Minor Faction that suffers the oppressive rule of one of your enemy's cities.The Minor Faction must remain assimilated throughout the quest.
 Reward

 Summary
 Demonstrate that you can engage in a firm yet non-aggressive manner with Auriga's other races.The Minor Faction must remain assimilated throughout the quest.
 Reward
Palliative Prow

**Type** |   Prow

   **Resource** |  5 5

The Palliative Prow is a unique Prow that is received as a reward for completing the naval quest "Fifteen Beings". There is also a small chance to receive it as a reward for searching Sunken Ruins in Eras IV through VI.

## Lore

*This Dust-augmented prow increases the armor and life of a ship and also heals damage.*
Uncommon Alloys

**Focus** |   Weapon

An Era III technology that unlocks Tier 1 Weapons made from Adamantian  or Palladian , and reduces the Adamantian  or Palladian  cost of items by 10%. Upon unlocking this technology, the following items are unlocked:

## Lore

*Few things are more important to military leaders than having better weapons. Thanks to recent breakthroughs in magic and alchemy, arms can now be forged even from Adamantian or Palladian.*
Sable Deceiver Bayari Kulaa

**Range** |  4

## Lore

Known today as First of the Forgotten, back then Kulaa was merely the toughest and most resilient of the test subjects of a mad Mezari mutation program. An orphan, thief, and troublemaker, Kulaa was one of the many societal outcasts who was taken by the Eugenicists, a secret organization within the Mezari, and turned ito guinea pigs for testing survival biotech. Their goal may have been noble - the ability to survive on the hostile surface of Auriga - but their methods were utterly repugnant. Kulaa's natural resilience served her well during these grueling years of suffering, and against all odds she began smuggling useful objects out of the Mezari labs under the eyes of her guards. She made many accompanied sorties to the surface, planning for that one day when she would not return when the whistle blew. Kulaa kept pushing that day out, however, out of compassion for her fellow subjects and an increasingly deep desire to commit not only escape, but also revenge. Her unexpected ally came in the form of a Mezari guard captain, Irjsko Lasmak, who had become suspicious of the activities of the Eugenicists and tracked them through the tunnels and caverns to their facility. Little else is known of the relationships between the two women other than the fact that they spent many long and intense days together; the one gathering evidence and the other, loot. The day that Irjsko returned to her superiors to make a report stained with tears and blood, was the last day that Kulaa and the several hundred test subjects were ever seen. It was also the day that an entire section of the caverns and all the Eugenicists' work disappeared in explosions and fire...

Kulaa became the de facto leader of the tribe, and it is largely thanks to her that they survived the grim ordeal of the poisoned and mutated world that Auriga had become. Finding peace in the high mountains, the Forgotten made her birthday their national celebration and respectfully refer to her as the first, and greatest of the Sable Deceivers.

## Equipment Slots

### Weapons

* Claws
* Claymore

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Transcendent Rod of Verda

**Type** |   Longscepter

The Transcendent Rod of Verda is a Longscepter exclusive to the Ardent Mages, received for completing Chapter 2 of their faction quest. In addition to being one of the strongest scepters in the game, it is also required that it be equipped on an Ardent Mages hero in order to complete Chapter 6 of the Ardent Mages faction quest.

## Lore

*This ancient scepter, covered with intricate runes and hieroglyphs, was recently modified by skilled hands. A mix of new and old craftsmanship and materials, its use can only be imagined.*
Tlato Mosi Pakwa

**Range** |  3

Tlato Mosi Pakwa is the starting hero for the Wild Walkers.

## Lore

A talented hunter trained to track over great distances, Pakwa came from a tribe that had the cheetah as its fetish. She was adept at taking long, circular sweeps around Wild Walker towns and cities, keeping a careful eye for whatever changes may have occurred. A rarity among the Wild Walkers, Pakwa still occasionally uses her powers of the Sharing to travel as a cheetah.

This nearly proved her undoing, as once when chased by a starving pack of Lycans she was forced to remain in her feral form for more than twelve hours. Plunging deep into an ancient forest to escape her pursuers, Pakwa found a hiding place in the ruins of an Endless site full of decayed and inactive Dust. Her presence caused it to awaken, seep into her, and return her to sanity. When the Lycans arrived minutes later, they came face to face with a warrior-god of the forests who slew half of the hunting pack and sent the rest running home.

Wiser for her experience, Pakwa remains the most gifted hunter of the clan, but uses her abilities as a cheetah only sparingly and when in great need.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Magewand
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Wolfbane the Shepherd

**Type** |   Quarterstaff

Wolfbane the Shepherd is a unique quarterstaff that is received as a reward for completing the side quest "The Other Side of the Seas". There is also a small chance to receive it as a reward for searching Unspoiled Ruins.

## Lore

*The name of this staff explains its origins. It appears to be covered with tiny nicks, and legend says that one of those marks was cut for every dire wolf head taken by the weapon.*
Vision Facility

**Focus** |   Vision

The Vision Facility increases the Vision  of all controlled Fortresses by 2 and gives them Detection, allowing them to see units with the Camouflage Capacity.

## Lore

*Spires of glass and metal extend, like living antennae, and on magical screens the garrison can see images of distant areas.*
The Wordless Will

**Type** |   Talisman

   **Resource** |  3 3

The Wordless Will is a Talisman exclusive to the Cultists, received for completing Chapter 5 of their faction quest. Unlike most other accessories gained from quests, The Wordless Will can be equipped on non-hero units, but is still limited to Cultists units, such as the Preacher, Fanatic, and Nameless Guard.

### Lore

*The Queen may make noise, though buried as she is behind layers of protective shielding no one can know. Instead, her desires are known directly through telepathy and dreams, or indirectly through the actions and demands of her servitors. This particular insignia, an extension of her will, meticulously controls all the details of every being in the army's food, equipment, and mental state to maximize their military effectiveness.*
Skyfin

The Skyfin is a Support unit for the Allayi. The Skyfin does not need to be researched and can be trained immediately after settling a city.

## Lore

*Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter.*

## Equipment Slots

### Armor

* Cuirass
* 1 Accessory Slot
Zarcha Attinul

**Range** |  3

Zarcha Attinul is the starting hero for the Ardent Mages.

## Lore

Attinul showed great promise even before starting formal training. It was this natural skill that helped her to survive when lost in the Dune Ridges, a situation caused by a coming of age expedition that was attacked by Sand Jotus. She crawled out of the desert days later, a dried and desiccated husk kept alive only by the intensity of her will. Rapid ascension through the rigors of the East Sandsea Hall academies was followed by a departure for other lands; Attinul remains obsessed by the development of her own powers and the destruction of Jotus.

Unusual for an Ardent Mage she has learned skills of hunting and tracking in order to find her prey. Attinul is therefore capable in a number of roles not traditionally attributed to students from the Wizards' academies, such as scouting, infiltration, and butchering game.

## Equipment Slots

### Weapons

* Longscepter
* Magewand
* Quarterstaff

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Visions of Glory

**Focus** |   Influence

An Era I technology exclusive to the Wild Walkers which grants  Influence for completing the construction of City Improvements, Districts, or other region improvements - such as resource extractors or watchtowers - in a city. It is unlocked by completing Chapter 2 of the Wild Walkers faction quest.

## Lore

*Though not superstitious, Wild Walkers have put some faith in signs and omens. As each new building rises in your empire, your people are energized by a hopeful future that is growing before their eyes.*
Takari Mu

**Range** |  1

## Lore

Originally one of the Twelve on the Magma Council, Takari was ejected from the Kapaku's highest authority when she publicly questioned the motives of their Endless saviors. Terrified the Concrete Endless would abandon their plans to evacuate the Kapaku to the virgin world of Auriga, many of her fellow Council members accused her of treason, and had her incarcerated in the infamous jail in the depths of the Darkshaft Mines. Were it not for the actions of Custodian Aktyl, Takari would've no doubt been left abandoned in that pit of despair. Aktyl, however, understood her potential worth, and had her smuggled onto the Aurigan-bound starship where she slept in anonymity. Now free on Auriga, Takari is once again a formidable leader, but one that keeps her reservations about the Endless to herself.

## Equipment Slots

### Weapons

* Longspear
* Hammer
* Battle Hammer
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Stone Sentinel

The Stone Sentinel is an infantry unit for the Kapaku. Two Sentinels constitute the starting force for the Kapaku. They do not need to be researched and can be trained immediately after settling a city.

## Lore

*Creations of the Kapaku shamans, the sentinel golems are the rugged frontlines of the Kapaku armies, strong but slow, and more effective with battlefield guidance.*

## Equipment Slots

### Weapons

* Claymore
* Battle Axe

### Armor

* Cuirass
* Greaves
* 1 Accessory Slot
Zolya's Blade

**Type** |   Sword

Zolya's Blade is a unique Sword exclusive to the Mykara that is received as a reward for completing Chapter 3 of the Mykara Faction Quest. Equipping it to a Mykara Hero is necessary to complete Chapter 4 of the Mykara Faction Quest.

## Lore

*An heirloom of the great Vaulter line, Legend has it that Zolya's Blade was forged among the stars millenia past. Ingrained with hyperium, it gives off a faint amethyst glow.*
Vaulters/zh

The true origin of the **Vaulters** is lost even to themselves. Their history, as they teach it to their children, begins within a great, metal habitat lodged beneath the surface of Auriga. Naturally conservative and wary, the Vaulters have limited relationships with the other peoples of Auriga.

## Lore

*This is a time of change for the Vaulters. For countless generations they lived as loosely-federated clans in the vast underground labyrinths that riddle Auriga. Their skills in mining and crafting made them comfortable, and their study of ancient artifacts slowly unlocked the secrets of their world's past. Though their origins were lost in legends and myth, they had found peace and prosperity in the deep places of the planet.*

典故
--

是跃迁者做出改变的时刻了。在数不尽的代数中，他们在奥利嘉
他们在采矿和制造的技能使他们舒适，他们对古迹的学习逐渐揭开了这个世界的过去。
尽管他们的起源消逝与传说和神话中，他们在星球的深处找到了属于自己和平与繁荣。

*Suddenly, now, the Vaulters have been forced to abandon those ancient halls. The Great Quake broke walls and ruined roads and bridges; as their towns crumbled around them they fled to the surface. Some turn for answers to the priests in the Church of the Great Orrery, others look to their leader, Zolya Ilona, First of the Bloodline. For a people deeply bound by tradition and unused to change, the surface of Auriga is a frightening place.*
突然，跃迁者被迫抛弃他们的远古...。大地震破坏了道路和桥梁，当他们的家园土崩瓦解时他们逃离到了地面。
一些人专向
对于固守传统和不适应变换的人，奥利嘉的表面是一个令人害怕的地方。
*Torn between the secrets of the planet, their own traditions, and their need to survive, the Vaulters may struggle. But they will not fade, or surrender.*
Temple of the Earth's Core (Technology)

**Focus** |   Victory

An Era VI technology which unlocks the construction of the Temple of the Earth's Core. This technology is unlocked for all factions by completing Chapter 8 of their respective faction quest.

## Lore

*It is a building and an energy source and a processing center; a fusion of Dust and matter that transcends any existing knowledge. By reactivating this long-dorment temple of the Concrete Endless, a faction can secure the future of their planet - and at the same time be humbled by the vast gulf of ignorance that separates them from the long-lost masters who first built this marvel.*
Titan (Mezari)

The Titan is an infantry unit for the Mezari. The Titan can be researched in the second Technology Era.

This unit is a re-skin of the Vaulters Titan, and is identical in every way except appearance.

## Lore

*A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense.*

## Equipment Slots

### Weapons

* Sword
* Claws
* Shield

### Armor

* Helm
* Cuirass
* Greaves

* 1 Accessory Slot
Strategic Resource Facility

**Focus** |   Resources

Strategic Resource Facilities produce a given strategic resource every turn, similar to Strategic Resource Extractor, regardless of whether or not the owner has researched the appropriate technology; for example, it is possible to collect Titanium from a Titanium Facility without having researched Alchemist's Furnace. This makes Strategic Resource Facilities one of the quickest ways to attain new strategic resources in the game, since they will start producing as soon as the facility is revealed; the owner doesn't even need to be in the same technological Era as the appropriate extraction technology, since the facilities are revealed as soon as *any* empire reaches the appropriate Era.

Additionally, the output of Strategic Resource Facilities can be increased by 50% by controlling the ocean region that facility is located in, and by another 50% for controlling the Strategic Boost Facility. These bonuses are multiplicative, making the maximum possible output of a Strategic Resource Facility 2.25  per .

Strategic Resource Facilities - along with Luxury Resource Facilities - are not considered "unique", and are therefore the most common type of facility.

## Lore

*Facilities, like this one that mines [Strategic Resource], are platforms that provide bonuses and resource exploitation. You can never know how much will be exploited by the fortress.*
Shapeshifters

**Focus** |   Shifting

A Blessing that can be unlocked in the 2nd Winter for 15  Pearls. Unlocks the ability to shift Allayi units to their Dark form in Summer, or their Light form in Winter. The cost of this ability is 1  Pearl per the selected unit's level.

## Lore

*While the different forms of the faction are generally tied to the seasons of Auriga, enough of the power from the Pearls can force this change at any time.*

## Tips

This ability provides the Allayi with greater strategic control over the shifting of their units, enabling a temporary offense and movement boost in summer, or a temporary defense and healing boost in winter. This can have a number of benefits, but it is up to the player to weight the Pearl cost of force shifting their units vs waiting for the season to change.

One additional use of this ability beyond military strategy is for Chapter 4 of the Allayi faction quest, which requires talking to a village with a Skyfin in Dark Form. If Winter is a long way off, force shifting this unit can be a great way to move the quest forward sooner.
Skoros

Skoros is a Guardian unlocked by the Guardian of Dust technology in  Research Era III.

During construction, Skoros behaves similarly to a district; the Guardian must be placed on an open tile adjacent to the city while under construction that isn't occupied by any units, and progress on construction is halted by the city being under siege. Additionally, Skoros cannot be garrisoned and counts towards the number of Guardians allowed on empire.

## Lore

*One of the five ancient spirits that once protected Auriga, this quick and dangerous Guardian of Dust was attuned to the planet's magical currents. Though it was imprisoned by the Endless, Skoros's chains have faded and it now lives again.*
Warehouse

**Focus** |   Industry

A repeatable construction that is obtained from the Unskilled Labor technology in Era III. Completion of the construction produces one Industry Stockpile.

Upon unlocking the Era IV technology Organized Labor, the Warehouse will be overridden by the Industrial Zone.

## Lore

*This vast center is staffed by tireless golems who sort, stock, stack, and save all forms of materials and industrial goods.*
Smelting Station

**Focus** |   Exploitation

An Era III technology that allows for the construction of the Adamantian Extractor on Adamantian  deposits, and the Palladian Extractor on Palladian  deposits, or Mykaran Strategic Resource Extractors on those deposits for the Mykara.

## Lore

*Incredible temperatures are reached inside these towers, allowing Adamantian and Palladian to be freed from their captive ores.*
Ystros Watcher Firespike

**Range** |  3

## Lore

Ystros is one of the Singers, responsible for the memories of the clan. This is not only eras, names, stories, songs, and traditions, but also the system of moieties and the complex lines of Allayi heritage. His wintername came unexpectedly; after a tortuous encounter with Shades deep within an Endless ruin, Ystros came out able to describe the tale and the location with stunning precision and accuracy. Whether Dust-enhanced or not, his gifted memory makes him a great administrator who has a disconcerting ability to grasp both the details and the big picture better than anyone.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Strategic Intensifier (Blessing)

**Focus** |   District

A Blessing that can be unlocked in the 3rd Winter for 20  Pearls. Unlocks the construction of Strategic Intensifier on Cities.

## Lore

*Tapping the great veins of power and magic in the Dust-filled crust of Auriga, these buildings improved by Pearls increase the quantities of riches that can be harvested from the planet.*
Winter Shelters

**Focus** |   Food

   **Upkeep** |  1  per turn

A city improvement exclusive to the Vaulters obtained from the Winter Shelters tech, which is unlocked by completing Chapter 2 of the Vaulters faction quest.

## Lore

*By resurrecting the dormant, though not forgotten, arts of subterranean architecture and horticulture, the Vaulters can construct shelters to negate the worst effects of winter.*
Strategic Resources

**Strategic Resources**  are used to create weapons, armor and accessories that increase the effectiveness of heroes and units, and are also required to create some of the more advanced City Improvements and Expansions. The Vaulters can use Strategic Resources as a special booster, similar to Luxury Resources, making the selected strategic resource the  Holy Resource for the duration. Strategic Resources current totals are recorded in the Empire interface.

Strategic Resources are obtained either by constructing Extractors on resource deposits found on the map, or by direct purchase from the Marketplace. Extractor construction is unlocked in specific Eras by technological research, whereas the ability to purchase resources from the Market is unlocked by the Era II technology Imperial Coinage.

Having a Strategic Resource on a terrain tile adds an additional +1  Science to the terrain tile.

Assimilation Bonus of Silics Minor Faction provides +0.5 Strategic Resource  per pacified and rebuilt Silics village on Strategic Resource deposit (empire wide).

The following faction-specific Hero skills increase Strategic **Resources** city output:

 Kapaku |  | Geomantic Wiles

Mykara get -50% resource on Strategicand Luxury  Resource Extractor due to their "Inefficient Extraction" trait.
Starblade

**Type** |   Sword

The Starblade is a unique Sword that is received as a reward for searching Unspoiled Ruins after reaching Era III.

## Lore

*Whether luck or an act of the gods, a meteor fell and destroyed a Hurna war party that was threatening a wagon train. This weapon, forged with metal from that stone, also has a reputation for surprising victories.*
Watchman's Pelt

**Type** |   Cuirass

The Watchman's Pelt is a unique cuirass that is received as a reward for completing the lore quest "Conflict Resolution" by defeating the Jotus army. It must be equipped on a hero to complete the following lore quest "Who are the Hurnas?".

## Lore

*Sewn from the skins of Tetike guardians, it permits movement and tracking even in the worst of the Dark Season.*
Verda's Temple (Technology)

**Focus** |   Science

An Era II technology exclusive to the Ardent Mages which unlocks the construction of Verda's Temple on cities. It is unlocked by completing Chapter 5 Part 2 of the Ardent Mages faction quest.

## ELCP

If you play with the Endless Legend Community Patch, there are some changes for smooth out the Spells progression.

* **Secrets of the Virtuals**: +2 Arcana level for all Spells effect removed.
* **Verda's Temple**: +1 Arcana level for all Spells effect added (Chapter 4 of the faction quest).
* **Sacrificial Amplifiers**: +1 Arcana level for all Spells effect added (Era V tech).

## Lore

*The subtleties of Dust are numerous and easy to overlook. Only through its methodical study will its secrets be discovered. This temple, replete with terrifying contraptions, will aid that endeavor.*
Long Fangs

**Range** |  1

## Lore

A traitor to his species, Long Fangs will one day go to his grave cursed forevermore by his brethren. This charge is somewhat unfair. Long Fangs, after supping on a Dust-infected Vaulter, became one of the rare "uplifted" Necrophages who could begin to develop empathy and compassion for their enemies. Stepping in and killing a celebrated Necrohunter who was about to murder three defenseless Vaulter children, Long Fangs barely escaped with his life in the aftermath. Now he stalks Auriga looking for causes he can believe in.

## Equipment Slots

### Weapons

* Sword
* Claws
* Battle Axe
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Tinu the Chosen

**Range** |  1

## Lore

Tinu had the luck -- good or bad -- to simply be sitting there when the Unspoken passed by. Slightly enhanced already due to a long life in a Dust-rich environment, the hero was Chosen by a simple gesture of the Unspoken that could neither be misunderstood nor disobeyed. Tinu disappeared for years, undergoing a sort of education that could only be described as unspeakable torture.

For better or worse she was one of the few to survive the ordeal, climbing blinking into the sun from a deep pit beneath the City, with no sense of self or of her past. The Unspoken's work on her mind now complete, Tinu is an unquestioning, uncomplaining tool of the Unspoken's will.

## Equipment Slots

### Weapons

* Claws
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Strategic Boost Facility

**Focus** |   Resources

The Strategic Boost Facility increases the output of Strategic Resource Facilities controlled by the same Empire by 50%.

## Lore

*Full of furnace models, designs of mining tools and machines, and explanations of transport processes, the ideas in this facility will greatly improve the production of strategic resources.*
Specialized Polyp 5X

**Range** |  1

## Lore

Apparently normal in every respect, 5X was in fact a mild mutation of the Mykara that was highly toxic to other forms of Aurigan life. It could not touch a flower without killing it, and streams took days to recover their natural ecosystem if 5X waded through. To its horror, there were even some strains of its own people to whom it was mildly poisonous, and it was due to this that 5X finally left, seeking answers and cures across Auriga. From the aromatic herbs, exotic barks, and medicinal shrubs of the mountains and deserts of Auriga it finally discovered a concoction that, once absorbed and integrated into its body, rendered it harmless. However, the vast knowledge it gained and the adventures it had lived meant that when 5X finally returned it was not merely welcomed, but acknowledged as a respected leader.

## Equipment Slots

### Weapons

* Claymore
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Valiant Lightning

**Type** |   Crossbow

The Valiant Lightning is a unique crossbow that is received as a reward for completing the side quest "Manual Labor". There is also a small chance to receive it as a reward for searching Unspoiled Ruins.

## Lore

*The crossbow was named by a Vaulter Marine after a long running battle with Delvers for control of underground Endless ruins in Utharan. The weapon seems to have been gaining accuracy and power ever since.*
Husbandry Center

**Focus** |   Food

   **Upkeep** |  4  per turn

A city improvement obtained from the Cultivation technology in Research Era I. Can only be built once in your empire, and cannot be rebuilt if destroyed. Not available to the Broken Lords.

## Lore

*From bees to bison, this center for the study of native animal species accelerates their domestication and greatly improves Food production.*
Wayra Sigo

**Range** |  3

## Lore

Born to a splinter Wild Walker community who set up home in the evergreen forests of the White Mountains, Wayra settled under the wing of an adept shaman who taught him how to commune with the spirits of the wild. One especially ferocious winter pushed the community back south, whereupon Wayra was recognised as a potential leader by a high-ranking Wild Walker shaman. Now Wayra walks Auriga, offering his wisdom to any who will listen.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Magewand
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Tactical Training

**Focus** |   Unit

An Era I technology that increases the Initiative  of units by 15%. It is acquired by completing the Visionary Leader Legendary Deed, which is available in Era I. Once one empire in the game unlocks this technology by completing the deed, it cannot be obtained by any other empire.

## Lore

*The ability of your armies to execute both strategic visions and tactical maneuvers is without equal. Energized by your leadership, your troops shall attain even greater feats.*
Wine Extractor

**Focus** |   Exploitation

An Expansion obtained from the Open-Pit Mine technology in Research Era I that produces +1  Wine per turn when built on a  Wine deposit. This  luxury resources can be activated for a temporary booster effect or sold at the  Marketplace. The Mykara instead use the Mykaran Luxury Resource Extractor.

## Lore

*A region building allowing the extraction of the Wine Luxury.*
Stronghold Architecture

**Focus** |   Military

A city improvement obtained from the Military Science technology  Research Era I. It provides a city with extra fortification , fortification recovery , and XP per turn  on units garrisoned in the city.

## Lore

*Basic architectural advances like moats, crenellations, sally ports, etc. greatly improve city defenses.*
Tenei Walker

The Tenei Walker is an infantry unit for the Wild Walkers. The Walker can be researched in the second Technology Era.

## Lore

*These incarnations of the powers of the forest followed the Wild Walkers when they emigrated from the vast woods of Auriga to the cities of the plains. A symbol of the origins of the Wild Walkers, Tenei Walkers are also powerful front-line fighters.*

## Equipment Slots

### Weapons

* Claws
* Battle Axe

### Armor

* Cuirass
* Greaves
* 1 Accessory Slot
Tower of Fidelity

**Focus** |   Vision

   **Resource** |  20  (10  with ELCP)

An Expansion unlocked from the Tower of Fidelity Blessing, available at the start of the 3rd Winter. Replaces the Tower of Truth. The Mykara instead use the Mykaran Tower of Fidelity.

The Tower of Fidelity can be constructed instead of a Watchtower on a Watchtower Foundation, but does not get any of the bonuses Watchtowers do from the Imperial Highways, Highway Outposts, or Enlightened Trade technologies.

Retaliation Damage  is dealt to Units that start their turn in the Tower of Fidelity's vision range. Units of Empires you are at Peace or in an Alliance with are not affected by this damage.

## Lore

*Only the faithful and the true-hearted escape the wrath of this tower; those who come to destroy will be struck by its anger.*
Vengeance of Ko-Ruk

**Type** |   Longscepter

The Vengeance of Ko-Ruk is a unique Longscepter that is received as a reward for searching Unspoiled Ruins after reaching Era II.

## Lore

*A wounded Necrophage took a piece of battle debris as a makeshift splint. Over time this strut from an Endless ruin melded to its leg, and though the warrior Ko-Ruk died the limb lived on as a deadly weapon.*
Wadeha Hakan

**Range** |  3

## Lore

To Wadeha Hakan, glass is the most wondrous of nature's gifts. Strong as steel, beautiful as diamonds, clear as fresh water. To think that a handful of sand, fused in a crucible of fire, can become a goblet of exquisite elegance or a pane of colored light! Or when honed to a perfect edge, a weapon capable of slicing through a man's throat as though it were simple silk...

Wadeha knows these truths only too well, and from humble beginnings has forged a crystal empire with links to the most powerful clansmen in the entire kingdom. With the ear of the highest in the land, even the Saoshyant, Wadeha is a master of economics, diplomacy, and governance. Seeking even bigger challenges, she can now be contracted by anyone who meets her asking price.

## Equipment Slots

### Weapons

* Longscepter
* Magewand
* Quarterstaff

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Surreptitious Research

**Focus** |   Trade Routes

   **Upkeep** |  7  per turn

A city improvement exclusive to the Forgotten obtained from the Commercial Espionage technology. Surreptitious Research increases the number of trade routes on a city by 1, and increases the Dust  produced by that city's trade routes by 50%. This construction replaces the Scientific Envoy city improvement available to every other faction.

## Lore

*By stealthily listening in on conversations, gaining access to draft versions of contracts, and otherwise tipping the odds in their favor, Forgotten Trade Routes do miraculously well.*
Tempest

*While much is known of the surface of Auriga, its oceans still guard many mysteries. Weathered fortresses, certainly creations of another age, still house a secretive people called the Fomorians who serve some ancient purpose. But while the nations of Auriga learn to meet, trade, and war on the seas, another force rises from beneath them. They are -- or is? - the Morgawr, a twisted and possessed people that seem to be symbiotic creations of sea life and other, unimaginable species. It will be necessary to confront them, defy them, and understand the new powers they harness. Or, equally likely, succumb to their strength.*

**Tempest** is the fourth expansion for Endless Legend. Released on October 14th, 2016, this expansion adds the Morgawr major faction, Fortresses and Sunken Ruins, Naval Units, and ocean Weather. The expansion can be purchased on Steam here.

## Morgawr

Constructed creatures that broke out of their prisons deep beneath the oceans, the Morgawr are driven to seek the surface by forces they do not understand. Once the planet is theirs, however, their ambition may not be sated...

The Morgawr are intimately linked to water, getting huge Science  and Industry  bonuses for exploiting sea tiles. They can also freely embark and move faster on rivers. They use psychic abilities to control minor factions and manipulate major ones.

## Fortresses and Sunken Ruins

Fortresses add a great deal of complexity towards the naval aspect of the game. The oceans of Auriga are divided into various oceanic regions, and these regions may be host to one to three Fortresses - large structures that rise from the depths that can act as safe havens on the seas for those who control them, as well as providing access to resources and special facilities. These Fortresses can be conquered either through force or diplomacy, and doing so grants one access to special resources and control of the seas.

Sunken Ruins are a third type of ruin that now appears in the oceans, which can be searched just as other ruins can, with a chance to receive technology for special naval equipment. Note, however, that searching Sunken Ruins consumes all movement  for that army.

## Naval Units

Various units meant specifically for use on the seas have been added to the game for empires to research and use. Naval units are created for effective movement in water and naval combat. They cannot move through land tiles. Because these units are so much stronger than the Transport Ship that is made when Land Units are embarked on water, anyone seeking to control the seas would be wise to research one or two of these units.

## Weather

The weather on Auriga can be quite volatile, especially on the seas. Across the oceans, tiles will be affected by randomly-occurring weather phenomena, which have a variety of effects on the units on that tile, as well as the progression of battle. These effects range from slowing down or speeding up units, damaging them, concealing them, increasing their upkeep, or decreasing their morale. A savvy navigator will take care to make a note of the weather on the seas as they venture forth into the unknown.
Vinesnake

The Vinesnake is an infantry unit for the Erycis. They can be trained upon Assimilation of the minor faction or purchased from the Marketplace.

## Lore

*A bottom-feeder, capable of eating almost anything, these creatures extract poisons from their food and isolate them in a specialized gland - an ability that permits them to feed in extreme environments. When threatened, they can also expel the contents of that gland as a highly toxic cloud.*

## Equipment Slots

### Armor

* Cuirass
* 1 Accessory Slot
Urkan Politics

**Focus** |   Diplomatic Terms

An Era III technology exclusive to the Mykara which grants a 20% reduction in Influence cost on Diplomatic Interactions for each controlled Urkan.

## Lore

*Understanding how an Urkan might be influenced gives a great advantage in diplomatic negotiations, and especially leads to many friendly overtures from rivals.*
Shadowbrand

**Type** |   Sword

Shadowbrand is a Sword exclusive to the Forgotten, received for completing Chapter 3 of their faction quest. It is unlocked simultaneously with Shadowbinder and Ziema Adya's second form, who is equipped with Shadowbrand and Shadowbinder by default. Due to the Shadowstrike capacity, the weapon grants an additional +30% Attack if it is equipped along with Shadowbinder, making it most effective to equip this weapon on Forgotten heroes, who can take advantage of that bonus through the Dual Wield capacity.

## Lore

*Of the two swords that comprise the legendary pair of weapons, Shadowbrand is the cruel twin. Eager to inflict the most painful blows, Forgotten lore claims that if you place your ear near its edge you will hear the screams of its first victims, a Vaulter clan assassinated by Master Shadow Maka Ulum. It is even more dangerous in attack when paired with its twin, Shadowbinder.*
Xoyos Brightslash

**Range** |  3

Xoyos Brightslash is the starting hero for the Allayi.

## Lore

Xoyos is simply known as "The Lonely." He is the only survivor of a Summer birthing season that was ravaged by plague and war due to conflict with a Necrophage hive. It was decided that he could not have a wintername; they are given for winter feats done in comparison to the feats of one's peers. In the case of Xoyos, to have one at all would be viewed as an offense to those who did not survive. Those who were lost live on within him, however, as Xoyos leads with the drive and passion of a hundred Allayi - regardless of how difficult the goal or how long the task.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Skill Tree

The skill tree is split into three branches for every hero: Common, Class, and Faction. These branches are positioned at the center, left, and right of the skill tree, respectively. While the branches are separate, there are connections between them, but these connections vary between combinations of branches.

There are also four different types of skills available on the skill tree: Army, City, Spy, and Any. Army skills are ones that are most useful for a hero leading an army, as they provide attribute bonuses to the hero and army as a whole, special abilities in combat, and other effects. City skills are generally meant for a hero that is assigned as governor of a city, and most often provide bonuses to a city's FIDSI output. Spy skills are relatively rare, but aid heroes infiltrated on other cities by allowing them to perform infiltration actions faster or avoid capture. Any skills are skills that can benefit the hero regardless of where they are assigned, such as reduced assignment cooldown or less time spent healing in the Academy.

The Class branch is based on the unit class of the hero (Infantry, Ranged, Support, Flying or Cavalry) and is comprised exclusively of Army skills. The Common branch is available to all heroes, regardless of faction or class, and contains at least one of the four types of skills. The Faction branch is based on the faction of the hero, and often City skills, but can also be focused towards another specific role, such as Espionage for the Forgotten or naval combat for the Morgawr.

## Hero Classes

Because all heroes of the same faction have the same unit type, they will also share the same Class branch. As such, the different factions are listed below based on their heroes' classes.

**Infantry** **:** Broken Lords, Necrophages, Cultists, Forgotten, Sisters Of Mercy

**Cavalry** **:** Kapaku

**Flying** **:** Haunts

**Ranged** **:** Wild Walkers, Vaulters, Roving Clans, Allayi

**Support** **:** Ardent Mages, Drakken, Morgawr

The only exception to this rule is the Mezari, who have two Ranged heroes (Avara Lasmak, Commander Irjsko Lasmak), and one Infantry (Sable Deceiver Bayari Kulaa), as a result of their heroes being based on the designs of other factions.

## Faction Branches

#### Drakken Skill Tree

If you play with ELCP there is some changes:

* "Friendly Banner" is available earlier on Level 2 (when it is actually useful).
* "Raptors Eye" moved to Level 3 and connects to "Narrative Master" and "Defender" in order to provide a better path towards "Inspirational Leader".
* "Cultural Ambassador" directly connects to "Narrative Master", "Cold Operator" and "Battlesaur", offering alternative skill paths for generals and governors.

#### Forgotten Skill Tree

If you play with ELCP there is some changes:

* "Arboreal Dust Dowser" connects to "Sang Froid". While Forgotten Heroes will never make for premium governors, this change makes at least "Inspirational Leader" easier to reach.

#### Sisters of Mercy Skill Tree

*Note: If you play with ELCP there is some changes:*

* *"Ascetic Warriors" got link to "Inspirational Leader".*