recursal/Fanatic-Fandom huggingface dataset:
Legendary Deeds

Introduced in the Guardians Expansion, Legendary Deeds are special objectives that offer rewards to the Empire that completes them. These rewards can be large sums of Resources, unique Technologies, special Items, or one of the Legendary Buildings. However, each of these Legendary Deeds can be completed by only one Empire in the world, and as such only one Empire can reap the rewards from completing them.

Every Research Era except Era VI has three Legendary Deeds that are available to be completed by all the Empires in the game. The Legendary Deeds available in the later Eras are unlocked for all Empires to complete once any Empire reaches that Era, regardless of their own technological progress; so an Empire that is still in Era II may complete a Deed in Era IV, so long as another Empire somewhere in the world has reached Era IV.

Legendary Deeds can be seen in the Research Screen (Hotkey F3) to the left of the technology pools for each era. Deeds that are available for completion will have full-color pictures, while those that are not yet available will be in grey scale. To the right of the image is a bar that will be black if the Deed has not been completed by any other Empire yet, and it will gradually fill up with white as you grow closer to completing the Deed. If an Empire has already completed the Deed, the bar will instead be the color of their Empire, with their faction icon in the center; if the Empire in question has not been met yet, it will instead be a question mark. You can learn more about each Legendary Deed - what must be done to complete it, what the reward is, and your rank towards completing it compared to every other Empire - by hovering over the Deed's picture. While the Legendary Building deeds for each Era are always the same, the ten other legendary Deeds will randomly have one of two possible objectives to complete, so it's worth taking note of the objectives with each game.
Geldirus

The **Geldirus** are a Minor Faction. This minor faction is only available to those who have purchased the Founders Pack or Emperor pack.

## Lore

*The origins of this species are found in a pack of wolves that were driven into inhospitably high tundra after losing a series of fights with the Drakken. Infected by Dust, their new form has rendered them indifferent to the coldest environments and seasons. Geldirus villages are simple things, befitting a simple people. Often carved from slabs of snow or fitted rocks plugged with mud, their towns are more for storage and social connections than warmth and defense.*

## Assimilation Bonus

+5% Damage  per pacified and rebuilt Geldirus village on units.
Industrial Megapole

**Focus** |   Legendary Building

   **Resource** |  15 15

An Expansion available to all factions once an empire reaches Era II. The Megapole can only be built once in the world, meaning that once it is built by one empire it cannot be built by any other empire, and cannot be rebuilt by anyone if the city it was built in is razed. If the Megapole is completed by another empire before you, you will be refunded the strategic resources spent to build it and given an amount of Dust based on how far construction had progressed.

Completing the Industrial Megapole also completes the Legendary Deed "Baron of Industry".

## Lore

*Towns blossom with buildings and fortifications as the city plans you laid long ago come to fruition. In fact, your cities have been designed as enormous, efficient centers of industrial activity.*

## Tips

The Industrial Megapole is widely considered to be the most valuable of the five Legendary Buildings. As such, if you are having difficulty getting strategic resources early in the game, then you should save Titanium and Glassteel so that you can start working on the Megapole as soon as it is available, rather than spend the resources on building the Museum of Auriga.
Royal Academy

**Focus** |   Science

A repeatable construction that is obtained from the Unskilled Labor technology in Era III. Completion of the construction produces one Science Stockpile. The Forgotten are unable to utilize this construction.

Upon unlocking the Era IV technology Organized Labor, the Royal Academy will be overridden by the Royal University.

## Lore

*In order to encourage and promote the development of science, idle manpower is put into building and stocking a new academy that will provide laboratories for great minds from across the kingdom.*
Scyther (Technology)

**Focus** |   Flying

An Era III technology that unlocks the Scyther for construction. This technology cannot be researched, and must be unlocked by completing the Wings of Ruin quest.

## Lore

*Created by the Endless in their purge of Auriga - and of any power that might withstand them - the Scythers were designed with one goal in mind: To destroy any beings whose strength derived from Dust. Only partially effective during the Schism and Dust Wars, the units were left in hibernation when the Endless on Auriga disappeared.*
Military Reserves

**Focus** |   Military

   **Upkeep** |  2  per turn

A city improvement obtained from the Military Reserves technology in  Research Era V.

## Lore

*Training a fraction of the local civilian population in the basic skills of combat not only means a significant boost for paint balling outfits, but also increase the empire's defensive capabilities.*
Incantation of Restoration

The Incantation of Restoration is a Spell made available by researching Arcana of Renewal in Era IV (Era I Starting Technology with ELCP). The Incantation of Restoration regenerates a set amount of Life  on friendly units in an area of battle, the intensity of the effect depending on the Spell's Arcana level.

## Effects

In vanilla game version

With ELCP

## Lore

*A useful spell of healing. Targets scream in pain as motes of this Dust strain burrow through skin and tongue and eye to reach vital organs, but afterwards they feel much invigorated.*
Penitent Chapel

**Focus** |   Military

An Era II technology exclusive to the Broken Lords which increases the passive Health Regen of Broken Lords units by 1% for every pacified village in the empire. The villages in question do not need to be rebuilt for the bonus to take into effect. It is unlocked by completing Chapter 3, part 1 of the Broken Lords faction quest.

## Lore

*In friendly - or subservient - villages, Broken Lords consecrate chapels that feed life force of the inhabitants back to troops operating in the region.*
Seeker

The Seeker is a Cavalry unit for the Allayi. Two Seekers constitute the starting force for the Allayi. They do not need to be researched and can be trained immediately after settling a city.

## Lore

*Like cavalry, the Seeker strikes rapidly from a distance with a powerful charge. In Summer the charge has a greater attack; in Winter it removes the enemy's defense.*

## Capacities

* +20% Defense
* +10% Health Regen
* -50% Upkeep  on unit

In Dark Form:
* +20% Attack
* Immunity to Winter Movement Reduction
* Immunity to Winter Vision Reduction
* +1 Vision Range
* +1 Movement
* -10% Attack  on target per movement point spent, effect lasting 3 turns

In Dark Form:
* -10% Defense  on target per movement point spent, effect lasting 3 turns

## Equipment Slots

### Weapons

* Longspear
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Pali Inoa

**Range** |  1

## Lore

Among all of those who escaped their ruined homeworld on the Endless' starship, no Kapaku was greater than Pali in the arts of mechanical invention. Responsible for advances in the fields of navigation, timekeeping, weaponry, locomotion, and architecture, Pali brought great prestige onto the House of Geomancers which flourished under her inspirational work. When the machines arrived, she was one of the first to appreciate that they were complex machines, and subsequently spent much thought on their likely origin. Later, after the Concrete Endless saved the Kapaku from the machine threat, it was clear that the volcanoforming devices needed to terraform Auriga would best be entrusted to Pali and her fellow geomancers.

## Equipment Slots

### Weapons

* Longspear
* Hammer
* Battle Hammer
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Protectors of Auriga

**Focus** |   Minor Factions

An Era I technology exclusive to the Drakken which increases the number of minor faction assimilation slots by 1. Replaces the Native District technology available to all other major factions in Era II.

## Lore

*By their impressive size and kindly but authoritative words, these polished Drakken emissaries can assimilate even the most fearful and distrusting villages.*
Optomismatic Device

**Type** |   Engineer

   **Resource** |  2 1

The Optomismatic Device is a unique Engineer that is received as a reward for completing the naval quest "Water Everywhere". There is also a small chance to receive it as a reward for searching Sunken Ruins in Eras III through V.

## Lore

*With a sure hand on the wheel and a clear eye on the charts, this highly advanced mechanical servant instills trust and faith in the transport ships that accompany it.*
Ring of Unnatural Hunger

**Type** |   Ring

The Ring of Unnatural Hunger is a unique ring that is received as a reward for completing the lore quest "A Tale from the Dark Season". The Hero Samhane Haligtide - received by completing the same quest - has the ring equipped by default. There is also a small chance to receive it as a reward for searching Unspoiled Ruins after reaching Era II.

## Lore

*This ring, of black metal with an orange filigree - or are those cracks? - is likely some arcane combination of Dust and Palladian. It is best not to speak of the ghastly powers it confers.*
Marvelous Armor

**Focus** |   Armor

An Era V technology that unlocks Tier 2 Armor and Accessories made from Adamantian  or Palladian , and reduces the Adamantian  or Palladian  cost of items by 10%.

## Lore

*Adamantian and Palladian are notoriously difficult to work with. Patience has paid off, however, as advances in smelting improves the quality of their armors to something marvelous.*
Science Stockpile

A Stockpile which provides a given amount of Science to the Empire. The base amount of Science is 100 , but researching Unskilled Labor and Organized Labor will raise this amount by 500  and 1000  respectively.

The empire can only experience the benefits of one Science Stockpile per turn; applying multiple Science Stockpiles one turn will result in the empire receiving the benefit of a Science Stockpile for a number of turns equal to the number of stockpiles used.

The Forgotten are unable to use Science Stockpiles.

## Lore

*This is a store of tomes, experiments, and equipment that can be used one time to boost a city's Science points.*
Pillar of Knowledge

The Pillar of Knowledge is a Pillar made available by having the Arcana of Matter starting technology. The Pillar of Knowledge increases the Science  output of tiles in an area around it; the intensity and area of the effect are based on the pillar's Arcana level.

## Effects

 2
 3
 4
 5

Upon obtaining the Cold Engineering technology by completing Chapter 5, Part 1 of the Ardent Mages faction quest, the Pillar of Knowledge will produce an additional +3  on tiles within its range during winter.

## Lore

*The natural environment close to this Dust-infused pillar behaves in wondrous ways, stimulating scientific thinking.*
Puissant Alloys

**Focus** |   Weapon

An Era VI technology that unlocks Tier 2 Weapons made from Mithrite  or Hyperium , and reduces the Mithrite  or Hyperium  cost of items by 10%. Upon unlocking this technology, the following items are unlocked:

## Lore

*Materials of such hardness and rarity provide great weapons, but at great expense. Weapons forged from Mithrite and Hyperium are clearly better than the earlier versions.*
Incantation of Enervation

The Incantation of Enervation is a Spell made available by researching Arcana of Authority in Era II. The Incantation of Enervation Stuns and - at higher Arcana levels - decreases the Defense  of all units in an area in battle, the intensity of the effect depending on the Spell's Arcana level.

## Effects

In vanilla game version

With ELCP
Cooldown: 2 turns
Cooldown: 2 turns
Cooldown: 2 turns
Cooldown: 2 turns
Cooldown: 1 turn

## Lore

*Enemies subjected to this spell on the battlefield will find their wills sapped and their attacks weakened by this strain of Dust magic.*
National Craftworks

**Focus** |   Resources

   **Upkeep** |  15  per turn

A city improvement obtained from the Industrial Processing technology in  Research Era IV. Can only be built once in your empire, and cannot be rebuilt if destroyed.

## Lore

*To improve and promote luxury goods, the transformation of raw materials into finished products is now handled in this enormous center where technicians, designers, and artisans share ideas.*
Native District

**Focus** |   Minor Factions

An Era II technology increases the number of Minor Faction Assimilation slots by 1. For the Drakken, this technology is replaced by their faction-specific Protectors of Auriga Technology, which has the same effect but is available in Era I.

## Lore

*By imperial decree, a small section of the city is vacated of its usual inhabitants and given over to and emigrant population. Discontented locals mean the transition isn't purely advantageous*
Razor Palisades

**Focus** |   Fortification

   **Upkeep** |  7  per turn

A city improvement obtained from the Security Theory technology in  Research Era V.

## Lore

*Walls and windows are not usually viewed as lethal offensive weapons. However, the use of needles, spikes, traps, and blades can turn even the most innocuous entry into a lethal gauntlet.*
Altar of Transcendence

**Focus** |   Influence

   **Upkeep** |  7  per turn

A city improvement exclusive to the Ardent Mages obtained from the Altar of Transcendence technology which is unlocked by completing Chapter 7 of the Ardent Mages faction quest. Constructing the Altar of Transcendence is required to complete Chapter 8 of the Ardent Mages faction quest.

The Altar comes in two different forms that provide the same effects, but require different resources. One requires  Adamantian and  Mithrite, while the other requires  Palladian and  Hyperium. The version received upon completing Chapter 7 is random, but will determine which resources are necessary to complete Chapter 8 Part 1.

## Lore

*When constructed, this dense slab of some of Auriga's rarest materials hums with Dust energy. Mages strong and brave enough to climb into its recessed contours will transcend or die. Either way they will experience unimaginable pain.*
Predatore

The Predatore is a ranged unit for the Forgotten. It can be researched in the first Technology Era.

## Lore

*Deadly from a distance with their crossbow, the Predatores strike terror into any enemy in their line of sight. Using poison and with exceptional aim, a Predatore's target is generally dead before it knows it is in the crosshairs.*

## Equipment Slots

### Weapons

* Longbow
* Crossbow

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Serum of Iteru

**Focus** |   Military

An Era VI technology that increases the Life  and Damage  output of units by 100% (50% with ELCP). One of the six technologies that can be used to fulfill the Scientific Victory condition.

## Lore

*From what lost ruin, from what ancient texts was this magical thing discovered? Many rise to claim the honor, but that is unimportant. What matters is that this magical serum, allowing a glimpse of Endless biotechnology, turns ordinary soldiers into extraordinary beings.*
Improved Dust Alchemies

**Focus** |   Dust

An Era V technology which unlocks the Dust Revitalizer and Advanced Extraction constructions on cities.

## Lore

*Greater knowledge of Dust permits technicians and alchemists to reactivate it using mechanisms once used by the Endless. Dust yields increase, though even the brightest are not sure how or why.*
Scyther

The Scyther is a unit unlocked by the Scyther technology in  Research Era III. This technology can only be acquired by completing the Wings of Ruin quest.

The Scyther is the only unit able to wield the Scythe of Auriga unique weapon.

## Lore

*Created by the Endless in their purge of Auriga - and of any power that might withstand them - the Scythers were designed with one goal in mind: To destroy any beings whose strenght derived from Dust. Only partially effective during the Schism and Dust Wars, the units were left in hibernation when the Endless on Auriga disappeared.*

## Capacities

*Note: If you play with ELCP, Scyther got the "Urkan Slayer 2" capacity. This unit is expensive and rarily seen, with the introduction of very strong Urkans it can now serve as alternative way to counter them.*

In vanilla game version

With ELCP

## Equipment Slots

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Public Library (Technology)

**Focus** |   Science

An Era I technology that unlocks Public Library for construction. The Vaulters start with this technology unlocked. Not available to the Forgotten.

## Lore

*The first step in improving science is to bring together existing knowledge. This building will help to increase the Science produced.*
Military Reserves (Technology)

**Focus** |   Military

An Era V technology which unlocks the Military Reserves construction on cities.

## Lore

*Training a fraction of the local civilian population in the basic skills of combat not only means a significant boost for paint balling outfits, but also increase the empire's defensive capabilities.*
Cured Rabbit Pelt

**Cured Rabbit Pelt** is one of the Items available in The Long Dark and is used in crafting and repairing.

## Description

* Rabbit Pelt. Can be used for crafting and repair

## Sources of Rabbit Pelt

Obtained by leaving Fresh Rabbit Pelt on the ground (drop the item from your inventory) indoors for 3 days.

## Crafting

Cured Rabbit Pelt is used to craft or repair

* Rabbitskin Mitts

## Notes

* Introduced in The Long Dark v. 233
* Replaces Rabbit Pelt

## See also

* Fresh Rabbit Pelt
* Materials
Advanced Alchemy Lab

**Focus** |   Science

   **Upkeep** |  4  per turn

A city improvement obtained from the Statistical Methods technology in  Research Era III.

## Lore

*Wise (and brave) researchers study the many strange properties of different matter. Their knowledge increases the amount of Science produced by each unit of Population.*
Mykaran Tower of Truth (Blessing)

**Focus** |   Vision

A Blessing exclusive to the Mykara that can be unlocked in the 1st Winter for 10  Pearls. Unlocks the construction of Mykaran Tower of Truth on Watchtower Foundations. Replaces the standard Tower of Truth Blessing.

## Lore

*This tower acts as a defensive shield for the Mykara, striking those who would come and do ill to your empire.*
Nighthammer

**Type** |   Longbow

Nighthammer is a unique Longbow that is received as a reward for searching Unspoiled Ruins after reaching Era II.

## Lore

*Long and unusually heavy for a bow, this weapon was crafted for Uaneek Orenda, a Wild Walker ranger who crept out at night to decimate the ranks of besieging Kazanji during the Red River wars.*
Koni School of Elite Riders

**Focus** |   Military

   **Upkeep** |  6  per turn

A city improvement exclusive to the Kapaku obtained from the Koni School of Elite Riders technology which is obtained by completing Chapter 3 of the Kapaku faction quest. It can only be built once in your empire, and cannot be rebuilt if destroyed.

## Lore

*Named after an infamous rider,this massive fortress houses an elite institution for training the Kapaku's most promising operatives. Soldiers trained in this brutal proving ground are infused with combat experience beyond their seeming fresh recruit status.*
Rubble Stockpile

Rubble Stockpiles are  Industry Stockpiles produced by Kapaku after they have researched the Siege Engineering technology. Like standard Industry Stockpiles, the base amount of Industry they yield is 100 , but researching Unskilled Labor and Organized Labor will raise this amount by 500  and 1000  respectively. However, unlike Industry Stockpiles, Rubble Stockpiles cannot be traded via Diplomacy, and cannot be bought or sold on the Marketplace.

Rubble Stockpiles are generated by accruing points in the Siege Damage Counter that appears on the empire screen when Siege Engineering is researched; the meter accrues 1 point for percent of a given city's fortifications you damage - for example, dealing 15 points of damage to a city with 150 points of fortification will increases the meter by 10. Once the meter reaches 100, a rubble stockpile is created.

## Lore

*This is a stockpiles of debris, broken mortar, and fortification scraps, to be used one time to boost a city's Industry points.*
Industrial Processing

**Focus** |   Industry

An Era IV technology which unlocks the Production Line and National Craftworks constructions on cities.

## Lore

*Moving beyond scattered mills and piecemeal fabrication, raw materials and industrial facilities are linked together in sophisticated systems of extraction, transport, and production.*
Money Talks

**Focus** |   Trade Routes

Inflation:

* Permits reduction of the trade routes income of others empire when in war
* -50%  on cities
* -50%  on cities

Inflation Nullification:

* Permits removal of the trade routes income penalty of other empire when in war

An Era IV technology exclusive to the Roving Clans which unlocks the Inflation and Inflation Nullification diplomatic declarations. The Inflation declaration can be used on an empire the Roving Clans are at war with to decrease their Dust  and Science  income from trade routes by half, while Inflation Nullification is able to remove Inflation from an empire that is being affected by it. It is unlocked by completing Chapter 8 of the Roving Clans faction quest.

## Lore

*Masters of the manipulation of goods and currencies, Roving Clans traders can induce inflationary tendencies in other empires, reducing their trade income.*
Quivering Circlet

**Type** |   Tome

The Quivering Circlet is a Tome exclusive to the Broken Lords, received for completing Chapter 2 of their faction quest. It must be equipped to a Broken Lords hero assigned to a city, along with the Pendant of Judgement and Endless Lode Crystal, to complete Chapter 8, part 1 of the Broken Lords faction quest.

### Lore

*Though it fits comfortably around the skull, the constant vibration of this silver circlet and its ethereal lightness indicate an ancient and magical origin. Carefully placed holes indicate it was once part of a larger configuration.*
Militia

Militia are a special unit automatically generated in cities to serve as the first line of defense. Militia are garrisoned in cities, but do not count against the number of units that can be garrisoned in them, and will be automatically generated up to 4 by default so long as the city is not under siege. Additionally, militia are automatically equipped with the highest-tier Iron or Dust Longspear available, and cannot have their equipment changed. Militia also do not possess the same capacities as other units from that faction might - for example, the Broken Lords militia does not possess the Dust Care capacity, and so does regenerate health normally.

Generally speaking, while militia provide a city with some additional defense, the militia units are fairly weak, and should not be the only thing defending a city if it under threat. If you expect your city to be attacked soon, it would be advisable to place some more units in the garrison for the city.

## Lore

*Every city can call up conscripts when its walls are threatened. The last line of defense, these civilian troops are ready to lay their lives down to protect their families.*
Proliferator

The Proliferator is a support unit for the Necrophages. The Proliferator can be researched in the second Technology Era.

The Proliferator is also a fairly unique unit in that it is able to make more units; because of the Parasitism capacity, if the Proliferator attacks a unit, that unit will be implanted with an egg unless they have the Disease Immunity capacity. If the infected unit dies in battle, then at the end of battle, a Battle Born unit will be added to the army the Proliferator came from. These units also ignore the "Max Units" rule imposed on armies, allowing for massive armies, but at a drastically increased cost to upkeep, so this ability should be used wisely, lest you bankrupt yourself.

## Lore

*The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds.*

## Equipment

### Weapons

* Claws
* Magewand

### Armor

* Cuirass
* Greaves
* 1 Accessory Slot
Industry Stockpile

A Stockpile which provides a given amount of Industry to a selected city. The base amount of Industry is 100 , but researching Unskilled Labor and Organized Labor will raise this amount by 500  and 1000  respectively.

A city can only experience the benefits of one Industry Stockpile per turn; applying multiple Industry Stockpiles to a city in one turn will result in the city receiving the benefit of an Industry Stockpile for a number of turns equal to the number of stockpiles used.

## Lore

*This is a stockpile of tools, goods, and materials which can be used one time to boost a city's Industry points.*
Altar of Auriga

**Focus** |   District

   **Resource** |  10

An Expansion available to all factions from the start of the game. Constructing the Altar of Auriga is required to unlock Blessings, as well as voting on the effects of the next winter. As such, the Altar of Auriga must be built before Pearls can be used for anything aside from diplomatic trade, or building the Garth of the Allayi for the Allayi.

Although the Altar of Auriga can only be built once in your empire, it is possible to obtain multiple Altars by conquering cities of other empires where the Altar has already been built. However, this doesn't grant any kind of special bonus aside from the FIDSI output the Altar provides.

## Lore

*The Altar of Auriga is a sacred building to those who live upon her. It is a center of ancient power from the times even before the Endless. By bringing her Pearls here and unlocking the Altar's Blessings, powerful magical effects can be applied to a city, region, or empire.*
Highway Outposts

**Focus** |   Trade Routes

An Era III technology which unlocks the Caravanserai and Lookout Towers constructions on cities. Upon unlocking this technology, any preexisting Watchtowers will automatically be upgraded to Lookout Towers, and Watchtowers will no longer be available for construction in preference of Lookout Towers.

## Lore

*Military offices, located within defended caravanserai, improve the speed and coordination of information and commerce on the empire's roads.*
Destructive Analysis

**Focus** |   Science

An Era II technology exclusive to the Cultists which provides a Science Stockpile for each unit of population (not including those from pacified villages) on a city when it is razed. Because of the Cultist trait "Weapons of the Enemy", which razes enemy cities immediately upon capturing them, this can also be thought of as providing a Science stockpile for each unit of population on a city when it is captured.

## Lore

*Forever disgusted by the random waste and ruin of the Endless's civil war, the Cultists are careful to study and learn from the enemy cities that they deconstruct.*
Resource Magnetron

**Focus** |   Holy Resource

   **Upkeep** |  4  per turn

A city improvement exclusive to the Vaulters obtained from the Resource Magnetron tech, which is unlocked by completing Chapter 7 of the Vaulters faction quest. Constructing it is required to complete Chapter 8 of the Vaulters faction quest.

## Lore

*This discovery uses alchemical principles of attraction between different nodes of identical resources. It can be used to leech any resource from the air and ground, given the right materials and enough energy.*
Pearls of Production

**Focus** |   Industry

   **Resource** |  8

A repeatable construction that is obtained by unlocking the Pearl Hoarding Blessing after the start of the 1st Winter. Completion of the construction produces one Industry Stockpile.

The Industry  Production Cost increases by 500 (350 with ELCP) upon unlocking the Era III technology Unskilled Labor, and 1000 (750 with ELCP) upon unlocking the Era IV technology Organized Labor.

## Lore

*By harnessing the powerful magics within the Pearls, materials and manufacturing can be powerfully augmented.*
Hospitality Den

**Focus** |   Diplomatic Terms

An Era IV technology which unlocks the ability to propose an Alliance with other empires when in a Diplomatic state of Peace or Cold War, so long as they do not have the Pitiless trait. Not available to the Necrophages due to the Pitiless trait.

## Lore

*In this place, visiting dignitaries can enjoy mouth-watering delicacies served by specially-trained "hospitality experts", while exotic animals parade before their eyes. Diplomatic relations have never been so cordial.*
John Port, The Shadow

**Range** |  1

## Lore

Nicknamed "The Shadow" on account of his unfailing ability to catch wind of all the secret alliances, chamber liasions, and underhand plans hatched in the Broken Lord halls of power, Bishop John Presber of House Lucien caught one juicy whisper too many and was summarily banished overseas, stripped of his official titles. Drifting through many lands with a tribe of Roving Clansmen, John Port found his facility for overhearing gossip of great use to Auriga's most renowned traders, and rapidly became on of their most trusted servants.

Alas, "The Shadows"'s great skill became his undoing again, lucky to escape with his life after he learnt of an illicit tryst in the highest circles of Clansmen power. Looking forward, John only wishes to serve a group who will not one day eject him from their ranks.

## Equipment Slots

### Weapons

* Sword
* Shield
* Claymore
* Longspear

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
November 10, 2019 Patch

*Release Version 1.8.2*

#### Symbiosis

* Reduced "Reinforced Carapace" bonus to Defense and Health of Urkan and Lice (+50% -> +35%).
* Increased cost to bribe Urkans.
	+ Tier 1: 40+20/Urkan -> 60+30/Urkan
	+ Tier 2: 30+15/Urkan -> 40+20/Urkan
	+ Tier 3: 15+10/Urkan -> 30+15/Urkan
* Lowered base attributes of Lice.
	+ HP 120 -> 100
	+ Defense 25 -> 20
	+ Attack 40 -> 30
	+ Damage 35 -> 30
	+ Initiative 35 -> 28

### Fixes

#### Symbiosis

* Fixed "Brotherhood of Urkans" ability not applying a damage penalty.
Oologic Nursery (Technology)

**Focus** |   Food

An Era II technology exclusive to the Drakken which unlocks the construction of the Oologic Nursery on cities. It is unlocked by completing Chapter 3 Part 1 of the Drakken faction quest.

## Lore

*Gifted with strong social instincts and great knowledge of Endless technology, the Drakken build sophisticated centers for the incubation of their young.*
Materials Hoard

**Focus** |   Military

   **Upkeep** |  1  per turn

A city improvement obtained from the Borough Government technology in  Research Era III.

## Lore

*By pre-locating stores of mortar, bricks, lumber, and tools at various points around a city, reconstruction and recovery can be rapidly and easily organized on a local scale.*
Military Science

**Focus** |   Military

An Era I technology that unlocks the Stronghold Architecture and Infantry Cantina city improvements for construction. The Cultists start with this technology unlocked.

## Lore

*As science and analytical methods develop they are finally applied to warfare, making it more than just hitting the other guy harder using a bigger club.*
National Military College

**Focus** |   Military

   **Upkeep** |  15  per turn

A city improvement obtained from the Civic Instruction technology in  Research Era IV. Can only be built once in your empire, and cannot be rebuilt if destroyed.

## Lore

*This great center of training, storage, and accommodation is linked to the main boulevards and waterways of the city. Integrated into the city's daily life, it vastly improves troop efficiency.*
Mercenary Corps

**Focus** |   Privateers

-20%  on Heroes and Mercenaries market Buyout cost on empire.
+2 Fortification Damage  per turn  on Mercenary.

An Era IV Empire Improvement which grants the ability to convert an army made up of Mercenaries to Privateers, which appear to all other factions as a roaming army. However, Privateers will have an increased upkeep cost, and cannot perform the Bribe, Parley, or Search army actions.

The Roving Clans are not able to research this technology, and instead have the Freelance Guards technology, which provides the same function, but is available in Era II.

## ELCP

If you play with Endless Legend Community Patch there is some changes for Mercenary Corps and Freelance Guards:

* Also reduce the market Buyout cost of Mercenaries and Heroes by 20%.
	+ This feature is mostly overlooked, mainly because mercenaries are too expensive in the important midgame portion of the game.
	+ The added bonuses makes the tech a bit more lucrative, even if you dont plan to use it immediatly.

* Also grant +2 Fortification Damage  per turn  to all Mercenaries.
	+ This is done to promote pillage play and mercenary usage across all factions.

## Lore

*Commanders occasionally prefer hardened professionals to local recruits, believing that they gain in experience what they lose in patriotism.*
Hydromatic Laboratory

**Focus** |   Science

   **Upkeep** |  4  per turn

A city improvement obtained from the Fluid Biomechanics technology in  Research Era III. Not available to the Forgotten.

## Lore

*New laboratories can be built that take advantage of a river's current. These provide power for experiments as well as a wealth of information about the river itself.*
January 19, 2017 Patch

*Release Version 1.5.12*

* Removed the flat penalty of Dust Accumulator and Center of Influence unique facilities.
* Reduced the impact of the Fomorians using Dust Accumulator and Center of Influence unique facilities.

### Fixes

#### All Versions

* Fixed an issue where damage dealt to garrisoned units during a siege is not reduced based on the city's fortification.
* Fixed an issue where the attack bonus from high ground is applied for the entire the round regardless of unit position.
* Fixed an issue where Cultists can convert villages pacified and owned by their allies during gameplay.
* Fixed an issue where siege is not broken if the besieging army is moved to a tile where siege could not be initiated.
* Fixed an issue where the loot received from "Taskol" units is not properly displayed.
* Fixed an issue where experience gained for units with the "Fast Learner 3" capacity is inconsistent with its tooltip.
* Fixed an issue where the "declaration of war needed" notification displays debug text when attempting to convert an allied village.
* Fixed several text overlapping issues.
* Fixed several typos.

#### Shadows

* Fixed an issue where allied heroes become injured when destroying the city they infiltrated.

#### Shifters

* Fixed an issue where the rate of resource collection does not automatically update if the Skyfin levels up.

#### Tempest

* Fixed an issue where ungarrisoned fortresses become captured if the battle ends in draw while being defended by reinforcements.
* Fixed an issue where two end-game unique facilities (Sky-shaker and Vile Tide facilities) don't apply their tile Dust bonus.
* Fixed an issue where the "Lord of the Sea" Morgawr skill does not remove the penalty from "Seaweed" weather effect.
* Fixed an issue where the "Forcefield" unit capacity received from the "Engineer – Hyperium" does not function.
* Fixed an issue where movement isn't refreshed inside the fleet panel after heroes are assigned.
* Fixed an issue where the lightning status effect is not displayed inside the unit panel or on the 3D map during battles.
* Fixed an issue where users are not informed that damage from "Coastal Battery" is spread across all units in a fleet.
* Fixed an issue where the Chapter 2 of the Morgawr faction quest can be completed without capturing the fortresses.
Queenslayer

**Range** |  1

## Lore

Born into the Necrophage caste responsible for meeting the needs of his brood queen, Queenslayer would've led an utterly unremarkable, servile life had it not been for accidentally falling into a well of Dust-enhanced liquid during his daily foray into the waste pits. Although his simple mind would not have had any inkling of the changes the consumption of the liquid instilled, Queenslayer found he had a craving for the sweet nectar, and over the course of many day-night cycles, his cognitive function grew fast - and cunning.

Slowly, he began to resent his status as a mere servant, then despised it. The weight of the endless days ahead almost caused him to take his own life before he realized there was a way out. Lobotomizing his queen so that her bodily functions remained intact, Queenslayer became the mastermind at the heart of the nest, fashioning a Necrophage empire of exquisite complexity.

Many cycle's later, when Queenslayer's matricide was discovered, he fled from the nest, and now offers his services as a governor of rare ability.

## Equipment Slots

### Weapons

* Sword
* Claws
* Battle Axe
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Seed Storage

**Focus** |   Food

+15%  food on city

   **Upkeep** |  1  per turn

A city improvement obtained from the Cultivation technology in Research Era I. Not available to the Broken Lords.

## Lore

*Seeds of domesticated plants are stored for sowing, making crops more reliable and increasing the amount of Food produced.*
Rill Kata

**Range** |  4

## Lore

After a near-death experience at fifteen when necrotic tissue in her foot almost took her life, Kata became a convert to the Community of the Great Orrery, a Vaulter religious order dedicated to venerating the complex machinery of their ancestors. The reason? A functioning auto-medic apparatus carried out the amputation, subsequently attaching an artificial foot. From that day forth Kata rose to prominence as a fierce champion of the machine, learning much in the process.

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves

* 2 Accessory Slots
Royal University

**Focus** |   Science

A repeatable construction that is obtained from the Organized Labor technology in Era IV. Completion of the construction produces one Science Stockpile. The Forgotten are unable to utilize this construction.

If the Era III technology Unskilled Labor has been unlocked, the Royal University will replace the Royal Academy construction. If Unskilled Labor is unlocked after Organized Labor, the Royal University will not be replaced by the Royal Academy construction.

## Lore

*Great minds, startling discoveries, and precious items from all across Auriga can be found here. Almost like magic, the proximity of all these things allows sudden bursts of scientific discovery.*
National Arena

**Focus** |   Influence

   **Upkeep** |  8  per turn

A city improvement obtained from the Public Works technology in  Research Era III. Can only be built once in your empire, and cannot be rebuilt if destroyed.

## Lore

*This enormous center of sport, spectacle, and entertainment spreads tales of your civilization's culture and prowess far and wide.*
Inner Peace

**Focus** |   Influence

An Era V technology exclusive to the Kapaku which increases the  Influence output on tiles with ruins. It is unlocked by completing Chapter 8 of the Kapaku faction quest.

## Lore

*With a new sense of belonging, the Kapaku can begin to see Auriga as part of their own heritage. Once intruders, they are now Aurigans, inspired by this planet's complex history.*
Palace

**Type** |   City Improvement

A unique city improvement automatically constructed in a factions first city upon its foundation.

## Lore

*It is from this building that you rule your empire. Information, decisions, and money flow to here; it is the nerve center of the management of your lands. It is also, of course, a primary target for enemies.*
Justicere

The Justicere is a support unit for the Sisters Of Mercy. They can be trained upon Assimilation of the minor faction or purchased from the Marketplace.

## Lore

*Front line fighters and warrior clerics, Justiceres deal death with one hand and healing with the other.*

## Equipment Slots

### Weapons

* Longspear
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Nyctalopian Lenses

**Focus** |   Vision

   **Resource** |  10

A City Improvement unlocked from the Nyctalopian Lenses Blessing, available at the start of the 1st Winter.

The Forgotten are able to unlock and construct the Nyctalopian Lenses, but the bonus to  Science has no effect, making the construction less valuable to them than other factions.

## Lore

*A simple modification to windows in public buildings (simple if you master Pearls and Dust magics, that is) allows those within to see movement at night as well as they can in daytime.*
Reaping Station

**Focus** |   Exploitation

An Era III technology that unlocks the Blood Crystal Extractor, Grassilk Extractor, Moonleaf Extractor, Quicksilver Extractor, and Titan Bones Extractor for construction, or the Mykaran Luxury Resource Extractor on those resource deposits for the Mykara.

## Lore

*Housing advances based on steam and heat engines, these works allow many previously unobtainable resources to be harvested.*
May 6, 2014 Patch

*Source: Lt\_Miles' Community Announcement*

*Alpha Early Access, Release Version 0.4.5*

* Added the effect of the booster to the droppable luxury resources' tooltips in the Quest and Marketplace screens.
* The booster state is now only shown in the booster tooltips of the Empire screen.
* Added the effect of the booster to the luxury deposits' tooltips in the Region panel.
* Now all FIDS/Approval/Influence bonuses and maluses are applied on the "gain" part which can't become less than 0. Other "upkeep" costs (Food consumption, Dust upkeep, etc.) are applied afterwards.
* Now Stockpiles give FIS as following:
	+ Level 1: 60% of the cost
	+ Level 2: 70% of the cost
	+ Level 3: 80% of the cost
* Corrected assimilation cost increase (now depends on number of currently assimilated factions).
* Reduced hero cost per level on Marketplace.
* Moved Necrophages6 technology (Era2 on the left) to avoid conflict with accessory common tier 3 technology.
* Added a scrollview for the list of units in the Military Screen.
* Added a scrollview for the rewards in the Quest screen and notification panel.
* Added a tooltip on the army upkeep of the military screen.
* Updated the manuals. The research function is now enabled.

### Important Fixes

* Fixed an issue preventing the display of the game after an alt+tab.
* Fixed several Null Reference Exceptions (ArmyAction\_Attack.FillTargets, Garrison.UpdateLifeAfterEncounter and VisibilityRenderer.Unload).
* Fixed an Argument Null Exception (DiplomaticRelationScore.AddModifier).

## Other Fixes

* Fixed an issue where researching assimilation slot technologies will increase the cost of all the assimilations. Now the price depends on the number of already assimilated factions (with the same cost evolution).
* Fixed an issue where the GUI arrow buttons for previous/next controlled region don't work properly.
* Fixed an issue where the selected units cannot be selected again when splitting units.
* Fixed an issue where the split unit should be selected when splitting a unit.
* Fixed an issue of serialization regarding the stockpiles.
* Fixed an issue where Stockpiles of the same type cannot be applied to multiple cities at once.
* Fixed several issues regarding the siege system.
* Fixed an issue where, during manual combat, if a unit's path towards its target is obstructed by another unit, the unit will not attempt to find a new path or to attack another target.
* Fixed an issue where map scrolling using the arrow keys is disabled when the mouse cursor is held over an element of the GUI.
* Fixed an issue where playing multiple sessions without exiting to desktop will cause a menu overlap when selecting an army.
* Fixed several names and descriptions.
Pearls of Plenty

**Focus** |   Food

   **Resource** |  8

A repeatable construction that is obtained by unlocking the Pearl Hoarding Blessing after the start of the 1st Winter. Completion of the construction produces one Food Stockpile. The Broken Lords are unable to utilize this construction.

The Industry  Production Cost increases by 500 (350 with ELCP) upon unlocking the Era III technology Unskilled Labor, and 1000 (750 with ELCP) upon unlocking the Era IV technology Organized Labor.

## Lore

*Using the magic within the Pearls to maintain the viability of harvests and hunts, Food can be stockpiled cheaply and quickly.*
Patriotic Propaganda

**Focus** |   Approval

An Era V technology that reduces the expansion disapproval of cities by 50%. It is acquired by completing the Beloved of the People Legendary Deed, which is available to complete once any empire reaches Era V. Once an empire in the game unlocks this technology by completing the deed, it cannot be obtained by any other empire.

## Lore

*The size and success of your empire has made all of Auriga envious. Your own people, basking in the light of your love (and wealth), are eager to follow you without hesitation.*
November 23, 2016 Patch

*Release Version 1.5.7*

#### All Versions

* Fixed an issue where defenders' life is lost even if there still is fortification during a siege.

#### Shifters

* Fixed an issue where "Pathfinder" Allayi hero skill does not work.

#### Tempest

* Fixed an issue where battle-related Tempest achievements are not properly unlocked in certain cases ("It Came from the Depths", "Go back to R'lyeh", "The Great Old One" and "Full Deck").
* Fixed an issue where the game will desync if players trade fortresses with units assigned to garrison during a MP session.

### Other Fixes

#### All Versions

* Fixed an issue where units are damaged by retaliation in controlled land or oceanic regions during truce.
* Fixed several text issues.

#### Tempest

* Fixed an issue where units are damaged by retaliation in controlled oceanic regions during cold war.
* Fixed an issue where fortresses will become captured without being assaulted if their garrison is destroyed when participating as reinforcements.
* Fixed an issue where manual battles can be initiated without defenders if ungarrisoned fortresses are attacked.
* Fixed an issue where submerged undetected units will receive retaliation damage.
* Fixed an issue where "Super Charge" is not applied after deployment on lightning tiles or in the same turn after movement.
Master Deceivers

**Focus** |   Military

An Era IV technology exclusive to the Forgotten which reduces the upkeep of Forgotten heroes by 100%, making them free to maintain. Note that this only applies to heroes that are themselves Forgotten, not heroes of other factions that are owned by the Forgotten. It is unlocked by completing Chapter 8 of the Forgotten faction quest.

## Lore

*With the arts of infiltration near perfected, agents posted to enemy cities need little time to become extremely effective, having an almost instinctive grasp for who wields power - and who is vulnerable.*
National Museum

**Focus** |   Military

   **Upkeep** |  4  per turn

A city improvement obtained from the Public Works technology in  Research Era III.

## Lore

*The empire holds a great store of loot (though we prefer the term "acquired objects"). This museum puts them on display, provides facilities to study them, and reminds others of the reach and power of your empire.*