recursal/Fanatic-Fandom huggingface dataset:
Ipsa Wacha

**Range** |  3

## Lore

As a child, fascinated by the Wild Walker mechanisms of power, Ipsa would often commune with his spiritual animal, the deadly viper, and spy on tribal council meetings. Hidden among the foliage of high branches, Ipsa, in his viper incarnation, would lie motionless for hours, listening to rhetoric, argument, diplomacy -- all the tools of the powermonger's trade. He learnt swiftly, putting into practice what he witnessed to strengthen his position among his peers, until he became the ringleader of the village youths. Of course, by undertaking the Sharing before coming-of-age, not to mention using it in such a dishonorable manner, Ipsa was breaking a strict taboo.

His wrongdoing came to light when one of the village elders, head tipped fully back after nodding off in a particularly leaden meeting, glimpsed the waxy sheen and unblinking eye of the viper in the rafters, and screamed in fright. Threatened with banishment, Ipsa impressed his elders with his maturity, expression, and passion during his trial, but was still expelled, perhaps on account of his knowledge of his leader's indiscretions.

Today, he can't help but lead anymore than a fish can't help but swim.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Magewand
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Marine

The Marine is a ranged unit for the Vaulters. Two Marines constitute the starting force for the Vaulters. They do not need to be researched and can be trained immediately after settling a city.

## Lore

*Trained through years of warfare in the freezing depths of Auriga, Marines do not fear the cold, the dark, or the enemy.*

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves

* 1 Accessory Slot
Iracu

**Range** |  3

Iracu is the starting hero for the Morgawr.

## Lore

Iracu's youth was spent similar to most of the Morgawr who were hatched after the Originals broke free. Iracu remembers a society fighting to understand and define itself; a society that had not existed before and was in a process of recreating itself day-to-day like a living organism. Highly invested in the goal of forging a stable society, Iracu took it upon herself to purge many of the more horrific mutations who were too weak, crippled, or demented to join a functioning civilization. She name them "Aberrances", and in the matter of judgement became jury and executioner. Cold as any Morgawr and relentless in excising frailty and corruption, Iracu's fame as a pragmatic and unemotional leader has given her wide support in spite of her willingness to serve rapid and terminal justice.

## Equipment Slots

### Weapons

* Quarterstaff
* Longscepter
* Magewand

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Pearl Hoarding

**Focus** |   Food

A Blessing that can be unlocked after the start of the first winter, and allows for the construction of Pearls of Plenty, Pearls of Production, and Pearls of Wisdom on cities.

The base Production Cost for each of these constructions is 100  Industry and 8  Pearls, but the Industry cost increases by 500  (350  with ELCP) upon researching Unskilled Labor from Era III, and 1000  (750  with ELCP) upon researching Organized Labor from Era IV. Therefore, researching both increases the Industry cost to 1600 (1200  with ELCP).

## Lore

*The magical properties of Pearls can be used to preserve and empower all manner of basic resources.*

## Tips

While this blessing is one of the quickest ways to gain stockpiles for many factions, it is generally not advised to unlock this blessing, let alone use it. The relative scarcity of Pearls, combined with the fact that there are a number of constructions that can only be built with Pearls while there are a multitude of other ways to get stockpiles, means that these constructions are only useful if the player has a large stockpile of pearls that they cannot put to another use. However, the only factions that are likely to encounter this problem are the Allayi (who collect more pearls than any other faction, though they could probably be put to better use by producing more Garths or Skyfins) or the Cultists (who have little use for pearls after constructing all the unique improvements it offers in their one city).
Mykaran Remotuscope Factory

**Focus** |   Vision

A Fungal Bloom Expansion obtained from the Enlightened Trade technology that replaces the Remotuscope Factory. In addition to the other effects a standard Remotuscope Factory provides, the FIDSI output of the Mykaran Remotuscope's tile and the six surrounding Tiles is added to the Main City.

This is the third and final version of the Mykaran Watchtower, and as such provides the greatest health regen and vision range. Upon unlocking the ability to build the Mykaran Remotuscope Factory, any preexisting Mykaran Watchtowers or Mykaran Lookout Towers will automatically be upgraded to Mykaran Remotuscope Factories for free.

## Lore

*Nothing can hide from the watchful eye of the Mykara.*
Monstrous Watchtower

**Focus** |   Military

An Urkan Training made available by controlling Chaka. Requires 15 of a random Tier 1 Luxury Resource to unlock.

## Lore

*With their towering height, Urkans naturally enjoy a peerless view of the surrounding terrain, but conveying what they see into useful intel can be difficult. Through beast-master training of Chaka, however, such information can be gleaned from all Urkans.*
Ka-Riss

**Range** |  1

## Lore

Rhiss al-Khali was since an Unctioneer of the Gray Reach Arcade. This Ardent Mage was too fascinated by mutation and evolution to stay within the confines of his society, however, and went ranging far and wide across Auriga in search of ruins and new species. He developed a fascination with the Necrophage and their adaptable, violent, chaotic society, to the point where he voluntarily underwent a process to adapt his own body to Necrophage traits. The sole subject of this experiment who was not killed outright or driven mad by the agony, Ka-Riss dreams of becoming even more Necrophage than the Necrophages themselves.

## Equipment Slots

### Weapons

* Sword
* Claws
* Battle Axe
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Science Stockpile Facility

**Focus** |   Science

The Science Stockpile Facility produces a Science Stockpile for the Empire that controls it every 10 turns from the turn that the facility is revealed.

## Lore

*A veritable warehouse of ideas, samples, experimental results, and careful documentation, this facility is designed to hoard scientific knowledge.*
Kazar

Kazar is one of the Urkans, and appears randomly over the course of the game. Kazar has the highest Life  and Damage  of the Urkans, but the lowest Attack .

## Lore

*The largest of the three great beasts, Kazar moves with an unhurried gait that belies its great strength and arrogance. Often crusted with precious ores when emerging from the depths, Kazar is sometimes the target of brave, or foolhardy, adventures who attempt to liberate the valuable stones.*

## Urkan Training

  Focus:  |  Food

* Own and allied Cities in neighboring Regions produces +30% Food
* Enemy Cities in neighboring Regions produce -15% Food

  Focus:  |  Military

  **Effects:**
+50% Life  on Urkans+50% Life  on Urkan Lice+50% Defense  on Urkans+50% Defense  on Urkan Lice

  Focus:  |  Military

* Allied Units in the same Region have +20% Defense
* Allied Units in the same Region have +20% Life Regen

  Focus:  |  Military

  **Effects:**
Urkans under your control spawn Lice 50% faster

  Focus:  |  Military

  **Effects:**
Removes penalties on Urkan due to Winter

  Focus:  |  Military

  **Effects:**
Urkans gain the "Tremors" Army Action, producing long distance Siege Damage
Guardian of Fire

**Focus** |   Ragned

An Era IV technology that unlocks Fotios for construction and increases the number of Guardians allowed on the empire by 1.

## Lore

*Linked to the primeval force of fire, Fotios is a fast and deadly Guardian that was held in chains by the Endless. Now alive and aware, seeking a cause, it watches across the vast landscapes of Auriga.*
Mykaran Watchtower

**Focus** |   Vision

A Fungal Bloom Expansion obtained from the Imperial Highways technology in  Research Era II that replaces the Watchtower. In addition to the other effects a standard Watchtower provides, the FIDSI output of the Mykaran Watchtower's tile is added to the Main City.

Mykaran Watchtowers that have already been built are automatically upgraded to Mykaran Lookout Tower and Mykaran Remotuscope Factory for no cost upon unlocking the Highway Outposts and Enlightened Trade technologies, respectively.

## Lore

*Under the control of the Mykara, this tower will allow the fungal collective to see far and wide.*
Management Sciences

**Focus** |   Industry

An Era II technology which unlocks the Lumber Mill and Apprenticeship Registry constructions on cities.

## Lore

*The idea that management and organization is something that can be improved and better exploited is new and radical. However, it leads to clear improvement in the organization of work.*
Pearl Replication

**Focus** |   Military

An Era IV technology exclusive to the Allayi which grants immunity to all penalties from winter. It is unlocked by completing Chapter 8 of the Allayi faction quest.

## Lore

*Experience and strength, combined with a deep knowledge of the ways of Auriga and the magics of the Pearls, allows the faction to ignore the effects of the Dark Season.*
Thirsty Plating

**Type** |   Plating

   **Resource** |  5 5

The Thirsty Plating is a unique Plating that is received as a reward for completing the naval quest "Watery Proof". There is also a small chance to receive it as a reward for searching Sunken Ruins in Eras II through IV.

## Lore

*This plating is not only of great quality, but it leeches life from attacking ships.*
Myst

The Myst is a flying unit for the Forgotten. It can be researched in the second Technology Era.

## Lore

*Where spying and stealth are important you will find the Mysts. Able to change from mist to solid form and back they are hard to hit and easy to be hit by.*

## Equipment Slots

### Weapons

* Longpsear
* Claws

### Armor

* Helm
* Cuirass
* 1 Accessory Slot
Hydromiel Extractor

**Focus** |   Exploitation

   **Resource** |  10

An Expansion obtained from the Advanced Harvester technology in  Research Era IV that produces +1  Hydromiel per turn when built on a  deposit. These  luxury resources can be activated for a 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 Hydromiel Luxury.*
Pillar of Extraction

The Pillar of Extraction is a Pillar made available by researching Arcana of Materializing in Era III. The Pillar of Extraction increases the Dust  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 Extraction will produce an additional +3  on tiles within its range during winter.

## Lore

*By seeding pillars with a unique strain of Dust that is in resonance with the surrounding landlocked Dust, yields can be substantially improved.*
Well of Dust

**Focus** |   Trade Routes

   **Upkeep** |  2  per turn

A city improvement exclusive to the Roving Clans obtained from the Well of Dust technology which is unlocked by completing Chapter 7 of the Roving Clans faction quest. Constructing the Well of Dust is required to complete Chapter 8 of the Roving Clans faction quest.

To be built in a city, that city must have Right of Way already built in it and produce at least 100 .

## Lore

*Part magical and part mercantile, this partially submerged treasury accumulates Dust from whatever source is available. Ruins, ancient mechanisms, markets, caravans, and even the air all contribute something to this storehouse of wealth and magic.*
Irrigation Networks

**Focus** |   Food

   **Upkeep** |  2  per turn

A city improvement obtained from the Aquacultural Science technology in  Research Era II. Not available to the Broken Lords.

## Lore

*Modern materials and machines allow the creation of vast networks of irrigation, making arable land more productive and rendering dry land arable.*
Petrov Judit

Petrov Judit is the starting hero for the Vaulters.

   **Range** |  4

## Lore

Nicknamed "Ghost" as a child on account of her ability to emerge from the shadows and scare the life out of folks, Judit loved nothing more than the stealth and solitude of Auriga's subterranean realm. With a mischievous streak, Judit's unique abilities were eventually channeled by an understanding teacher, and in time she became one of the Vaulters' most reliable guide runners. Instilling loyalty through her talents rather than her charm, Judit is keen to lead those who share her beliefs.

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves

* 2 Accessory Slots
Pillage

**Focus** |   Pillage

An Era I technology which enables the Pillage army action, an accessory that grants the Camouflage capacity on Units, and an accessory that grants the Detection capacity on Heroes. The Forgotten start with this technology unlocked.

The Pillage army action allows units to siege regional buildings of other empires: watchtowers, defensive towers, extractors, and pacified villages. Doing so grants a reward based on the type of structure that was pillaged, while also depriving the empire who owned the pillaged building of all bonuses it provided for a time (9  on Normal Speed).

It is not possible to pillage a building belonging to an empire you are currently at peace or allied with.

Upon successfully pillaging a regional building, an amount of Dust is rewarded, as well as a reward based on the building that was pillaged. The full rewards are listed here:

 Pacified Villages

This technology also unlocks the following items:

## Lore

*Sometimes, using the enemies infrastructure against them is better than destroying it. Well-trained units are expert at siphoning Dust, resources, and other useful items from enemy sites.*
September 11, 2014 Patch

*Source: Amplitude Developer Blog*

*Beta Early Access, Release Version 0.7.4*

Related to our game engine:

* Primary monitors not used by the game: we are working with Unity to fix this issue.
* Game in front of other programs when Alt-Tabbed: we are working with Unity to fix this issue.

### Mac Version Beta Release

The Mac version is now available: it is a 32-bit version for now, for testing purposes (we are working on a 64-bit version too). If you have purchased Endless Legend, it should now appear in your Steam library: download it as any other games on Steam and report your issues in the Technical Support section of our forum.
Mykaran Minor Faction Village

**Focus** |   Minor Village

A Fungal Bloom Expansion exclusive to the Mykara that can be built on any pacified or razed Minor Faction Villages in a neutral region or a region the Mykara control. Doing so will provide +2 Vision  on the Village, and the FIDSI output of the Village's Tile is added to the Main City. Additionally, Minor Factions overgrown this way can be assimilated.

## Lore

The Lore of the Mykaran Minor Faction Village varies depending on the Minor Faction Village that has been overgrown.
Pedagogitor

**Type** |   Ordinator

   **Resource** |  2 1

The Pedagogitor is a unique Ordinator that is received as a reward for completing the naval quest "Marked with an X". There is also a small chance to receive it as a reward for searching Sunken Ruins in Eras III through V.

## Lore

*This mechanical servant is a wonder of knowledge and practice; when equipped it ensures training and education are maximized.*
Organized Labor

**Focus** |   Food

Organized Labor is an Era IV technology which increases the amount of resources provided by  Food,  Industry, and  Science Stockpiles by 1000. It also enables the production of these stockpiles within cities via the Cannery, Industrial Zone, and Royal University constructions, which can be repeated indefinitely.

If Unskilled Labor has been researched, then these constructions will replace those provided by Unskilled Labor, however, because the cost of producing stockpiles with the Cannery, Industrial Zone, or Royal University is the same whether Unskilled Labor has been researched or not, it is recommended to research Unskilled Labor anyway to get the +500 bonus to stockpiles.

Additionally, researching Organized 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 1000 .

## Lore

*Guilds are created to handle the management of surplus conserved foods, industrial materials, and scientific equipment, resulting in efficient use of excess goods.*
Rare Alloys

**Focus** |   Weapon

An Era IV technology that unlocks Tier 1 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

*Mithrite and Hyperium are rare and expensive for a good reason: When the technology is mastered, they can be forged into excellent weapons.*
Redsang Extractor

**Focus** |   Exploitation

   **Resource** |  10

An Expansion obtained from the Advanced Harvester technology in  Research Era IV that produces +1  Redsang per turn when built on a  deposit. These  luxury resources can be activated for a 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 Redsang Luxury.*
Reinforced Carapace

**Focus** |   Military

An Urkan Training made available by controlling Kazar. Requires 15 of a random Tier 1 Luxury Resource to unlock. The increase in Life  and Defense  only applies to Urkans and Urkan Lice you control.

## Lore

*Applying a salve concocted from a rare mushroom onto the Urkan carapace gives the great beast and their minions a harder shell and better constitution.*
High Protector Toth Istvanka

**Range** |  4

## Lore

Throughout her childhood Toth Istvanka had no higher aspiration than to be a good Vaulter, and showed no particular desire to become a soldier. It was only during her late adolescence and due to a particularly fearsome Necrophage incursion that she showed the first signs of her extraordinary fortitude.

The Necrophages had breached her city's second-tier defenses, and the order to evacuate was given. After twelve hours of forced marching the elder and the young were exhausted and desperate - yet still the Necrophages came, lancing deeper and deeper into Vaulter lands. with the line between the Vaulter soldiers and the refugees near breaking point, Istvanka calmly walked back to where the battle raged, picked an ax and shield from a fallen comrade, and joined the fight. Witnessing her courage, the children rallied themselves and pushed on to the safety of Fort Laskolc. Once the battle was over Istvanka joined the ranks, never losing the qualities of discipline, calmness, and bravery that she'd displayed on that terrible day. Promoted eventually to the role of High Protector of Gyer, she is prepared to do everything in her power for the Vaulter cause.

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves

* 2 Accessory Slots
March 20, 2015 Patch

*Source: Amplitude Release Notes Thread*

*Release Version 1.0.45*

## Important Fixes

* Fixed an issue where food, industry and science stockpiles have no effect when consumed.
* Fixed an issue where the cadaver stockpiles from the Necrophages "recycling" trait have no effect when consumed.
* Fixed an issue where units can walk outside the battlefield.
* Fixed an issue where an error (KeyNotFoundException) appears when some tiles cannot be targeted in the battle.
Mill Foundry

**Focus** |   Industry

   **Upkeep** |  1  per turn

A city improvement obtained from the Mill Foundry technology in  Research Era I. It provides a bonus to Industry a city upon completion, and is often considered one of the first things that should be built in a new city because of this.

## Lore

*Improved quality of critical parts for mills increases the amount of Industry produced.*
Sclera

**Range** |  3

## Lore

The Morgawr are a telepathic society that identifies individuals by their minds, and as such has little need for names. Sclera, however, has held stubborn to his as it was all that remained on one of the tags on his chains when he awoke, deep under the seas. As one of the "Originals", Sclera spent ages in suspended animation with the incipient madness of isolation and imprisonment working on his mind. He was blessed with a genius-level intellect, however, and turned to logic, math, and feats of memorization to avoid losing his sanity - a risk that may still be lurking just around the corner. When the Rising occurred, and the Originals freed themselves to form the Morgawr society, Sclera showed two very interesting characteristics. First, a genius for the problem-solving aspects of managing and leading, and second, a deep terror of being left alone. Sclera often uses the Morgawr's natural powers of mind control to ensure he is surrounded by followers - and delicately cleanses the suspicion that they have been used as psychological crutches or living shields.

## Equipment Slots

### Weapons

* Quarterstaff
* Longscepter
* Magewand

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
October 29, 2014 Patch

*Source: Amplitude Developer Blog*

*Release Version 1.0.12: Shades of Alteration*

* Reduced base XP gain per turn on Hero as Governor from 3 to 2 (now identical to XP gain on Hero as Leader)

### Important Fixes

* Fixed an issue where the host receives an unskippable assert during a session
* Fixed an issue where the player receives an assert message and remains stuck in combat after ending the targeting phase

## Other Fixes

* Fixed an issue where the AI does not take the Founder's Memorial improvement into account
* Fixed an issue where the AI factions do not build Watchtowers
* Fixed an issue where the village dust ray indicator from the quest "Too Many Chiefs" does not disappear when the quest is failed
* Fixed an issue where custom factions with the "Make Trade Not War" trait were asked to declare war in a side quest
* Fixed an issue where armour quest items were Tier 2 instead of Tier 4
* Fixed an issue where quest items makes Tier 3 items obsolete (because effects are not always better)
* Fixed an issue where the Ardent Mages main chapter 8 cannot be completed
* Fixed an issue where the custom Cultists affinity factions without "Weapons of the Enemy" trait cannot raze captured cities
* Fixed an issue with custom Vaulters improvements that could be build multiple times
* Fixed an issue with the "Strength of the Vault" tech position when used in a custom faction
* Fixed an issue where the technology allowing to explore again ruins does not reset the FX and 2D icon
* Fixed an issue where some buildings show completion in 1 turn regardless their position in the queue
* Fixed an issue where the minor factions can be assimilated in colonised regions even when never discovered
* Fixed several text issues
Nahla Al-Jazar, Argbadh of the Phoenix

**Range** |  3

## Lore

Born in the slums of Gnos-Kalath, Nahla was abandoned by her birth parents before her first night was out, left to die on the banks of Black Iron River. If not for the passing of an old crippled beggar, Nahla's story would have ended there--pecked to death by cranes or snapped up by the fire lizards that lounged in the shallows. Luckily for Nahla, the beggar was no ordinary vagrant but a disgraced and blinded wizard who'd been excommunicated from his order.

Nahla grew adept at the wizard's arts, but her mind always turned back to the night of her birth. Why had her mother forsake her? Shame? Superstition? Simple poverty? The question burned, and when she fought at The Games, the annual tournament beneath Table Mount, this fire propelled her into the realms of the elite competitors. Invited to join the Academy of the Phoenix, Nahla left behind the only father she'd even known, and went onto become one of the greatest Argbadhs the Ardent Mages have ever known.

## Equipment Slots

### Weapons

* Longscepter
* Magewand
* Quarterstaff

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Naval Architecture Facility

**Focus** |   Military

The Naval Architecture Facility reduces the Industry  cost to build Naval Units for the Empire that controls it by 10% and another 1% for every Fortress that Empire controls.

## Lore

*Full of designs and instructions for procedures for shipbuilding, the opening of this facility will greatly increase the efficiency of ship production.*
Nadjne Zolya

**Range** |  4

## Lore

There is a fundamental tension at the heart of Vaulter society. Certain Vaulters believe that Auriga is now their home and that they must learn the planet's ways; others keep their eyes fixed firmly on the stars and strive to reclaim the old knowledge needed to build space vessels.

A pragmatist, Zolya dreams of the stars but keeps her eyes fixed firmly on the world around her -- which is one of the reasons she often has her axe in hand. Trained as a scout and hunter in the deep, dark tunnels of Auriga, she won her tattoos fighting Kazanji in the caverns surrounding an extinct volcano. Making the transition to the surface once the Vaulters started foraging and trading outside, she was rapidly promoted after several famous feats of tenacity and endurance. Now known as "Nadjne Ezmerfold" or "Thousand-Mile Nadjne", she is often found leading armies, and the armies are often found grumbling at the pace she sets.

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves

* 2 Accessory Slots
Ryder

Ryder is an cavalry unit for the Broken Lords. Ryder can be researched in the first Technology Era.

## Lore

*Riding armored units bearing an appearance similar to themselves, the cavalry of the Broken Lords fall upon their enemies not merely with the force of their charge, but also with the lightning of their zealous faith.*

## Equipment Slots

### Weapons

* Longspear
* Hammer

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Pecs Kerre

**Range** |  4

## Lore

Kerre's early life was spent in the study of the many forms of dance. Renowned for her athleticism and amazing flexibility, she became a well-known figure at the festivals and holiday celebrations of the Vaulters. Confident and powerful on the stage she was the image of beauty and grace, adorned with multi-colored robes sewed from expensive cloths peppered with jewels from the most skilled craftsmen.

When times turned bad in Gyer, however, and life seemed to devolve into a series of constant skirmishes, Kerre traded her robes for armor and applied herself as diligently to the martial arts as she had to dance. Given her physical gifts and familiarity with extreme training regimes, within months, she became one of the most dangerous warriors in the Vaulter lands. Respected for her dedication and feared for her hard-earned skills, Kerre has become a leader among the Vaulters and a symbol of their adaptability.

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves

* 2 Accessory Slots
Guardian of Water

**Focus** |   Cavalry

An Era V technology that unlocks Neros for construction and increases the number of Guardians allowed on the empire by 1.

## Lore

*This ancient Guardian, both tough and deadly, was deemed too dangerous by the Endless. Confined for millennia but finally free, it once again listens to the echoes of the present and the past.*
Koni School of Elite Riders (Technology)

**Focus** |   Military

An Era III technology exclusive to the Kapaku which unlocks the construction of the Koni School of Elite Riders on cities. It is unlocked by completing Chapter 3 of the Kapaku faction quest.

## 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.*
Mykaran Strategic Resource Extractor

**Focus** |   Exploitation

A Fungal Bloom Expansion exclusive to the Mykara that replaces the standard Strategic Resource Extractors. As with the standard Strategic Resource Extractors, the appropriate technology must be unlocked to build a Mykaran Strategic Resource Extractor on a given Strategic Resource deposit; i.e. Alchemist's Furnace must be unlocked to build Mykaran Titanium Extractors and Mykaran Glassteel Extractors.

In addition to providing +1 of the Extractor's resource on the Main City, Mykaran Strategic Resource Extractors also provide +1 Vision  on the Extractor, and the FIDSI output of the Extractor's Tile is added to the Main City.

## Lore

*A Fungal Bloom has overgrown this [Strategic Resource] Deposit, allowing the extraction of the resource.*
Imperial Coinage

**Focus** |   Resources

An Era II technology that unlocks the ability to buy and sell Strategic Resources, Luxury Resources, and Stockpiles on the Marketplace. The Roving Clans start with this technology unlocked.

## Lore

*By imposing a standardized coin for all commercial transactions, it is now far easier to buy and sell all sorts of commodities.*
The 37

**Type** |   Crossbow

The 37 is a unique crossbow that is received as a reward for completing the side quest "Within a Rock and a Hard Place". There is also a small chance to receive it as a reward for searching Unspoiled Ruins.

## Lore

*That is what they appear to be, the tiny numbers etched on the stock of this crossbow. Is it the number of kills? A number in a series? No one knows, and yet, a weapon this powerful should be famous across Auriga...*
Rumbler

The Rumbler is an Infantry unit for the Urces. They can be trained upon Assimilation of the minor faction or purchased from the Marketplace.

## Lore

*The Urces peoples appear as peaceable giants who dig, build, and move on seemingly without reason. However, when defending their dwellings or fighting for trusted friends, they become mountains of rage and the great sweeps of their clubs are devastating.*

## Capacities

*Note: With ELCP* Rumbler lose their Beam capacity, can now wear Battle Axes (2H) instead of Claws. Urces are one of the most used Units dues to their strong passive and them being cheap, well statted tanks. In particular they outshine the very(!) similar but more expensive Silics Harmonite in most situations. This change should give it a more distinct role as cheap, sturdy infantry without any extras.

In vanilla game version

## Equipment Slots

### Weapons

* Claws (no with ELCP)
* Battle Hammer
* Battle Axes (with ELCP)

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Salting the Earth

**Type** |  Salting the Earth

A special action that cities are able to take. Doing so will completely destroy the city and convert it into a new settler unit. All expansions, districts, and city improvements will be destroyed in the process. However, one must have full ownership of a city in order to take this action, meaning that cities that have been conquered in war must be owned by the captor for a number of turns before this action can be taken.

## Lore

*Whether the result of an impetuous colonization decision or an impending attack, sometimes everything in a city must be destroyed and the population removed.*
Verda's Temple

**Focus** |   Science

   **Upkeep** |  2  per turn

A city improvement exclusive to the Ardent Mages obtained from the Verda's Temple technology which is unlocked by completing Chapter 5 Part 2 of the Ardent Mages faction quest. Constructing Verda's Temple is required to complete Chapter 5 of the Ardent Mages faction quest.

## 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.*
Pearls of Wisdom

**Focus** |   Science

   **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 Science Stockpile. The Forgotten 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

*The resonating Pearls can even be used to capture thoughts and images. Using them this way turns them into veritable lodes of science and wisdom.*
Winter Borough

**Focus** |   District

   **Resource** |  20

An Expansion unlocked from the Winter Borough Blessing, available at the start of the 3rd Winter.

The Winter Borough is a special District that can only be built once per city, and production can only be applied towards completing it during Winter. If the Winter Borough is not completed before the end of Winter, its production in the queue will be blocked, but not undone, so it is best to place it at the bottom of the queue until the next Winter and finish construction on it then.

The Broken Lords do not benefit from the  Food effects of the Winter Borough.

## Lore

*Those who save in summer, profit in winter. Wise words, and in this case put to the test by preparing buildings, supplies, streets, and citizens for the worst of times.*

## Tips

A very important trait of the Winter Borough to note is that the bonus it provides to  Food,  Industry, and  Dust applies to *every* City Tile in the City it's built in, which can provide a massive production boost to large cities in Winter. This construction in a city governed by a Hero with the Cold Operator skill (which grants immunity to all negative effects from Winter), can result in a City that operates *more* effectively in Winter, especially when coupled with other winter-specific bonuses such as Ice Works. This can be a huge benefit in the late game, when Winters become longer and have varied harsh penalties.
Unrevealed Facility

**Type** |  Facility

An Unrevealed Facility is a Facility that has not revealed itself yet due to no Empire in the game having reached the appropriate technological era. Unrevealed facilities produce nothing.

## Lore

*Facilities are platforms providing bonuses and resources exploitation. Facilities like this have not yet opened to show what they are hiding.*
Sky-Shaker Facility

**Focus** |   Weather

The Sky-Shaker Facility gives the controlling Empire the ability to change the Weather on the seas of Auriga. The controlling Empire can select a weather preset from a drop-down list upon selecting the Fortress that has the Sky-Shaker Facility; upon selecting a preset other than "None", the majority of Sea Tiles on Auriga will experience the selected weather for 10 turns starting on the next turn, but the effects may be interrupted by the changing of the seasons.

A new weather preset cannot be selected until the previously-selected effect has ended.

## Lore

*When activated, the air and water tremble as great waves and winds affect the seas, the temperature, and the atmosphere.*
Winter Borough (Blessing)

**Focus** |   District

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

## Lore

*Those who save in summer, profit in winter. Wise words, and in this case put to the test by preparing buildings, supplies, streets, and citizens for the worst of times.*
Well of Dust (Technology)

**Focus** |   Trade Routes

An Era IV technology exclusive to the Roving Clans which unlocks the Well of Dust construction on cities. It is unlocked by completing Chapter 7 of the Roving Clans faction quest.

## Lore

*Part magical and part mercantile, this partially submerged treasury accumulates Dust from whatever source is available. Ruins, ancient mechanisms, markets, caravans, and even the air all contribute something to this storehouse of wealth and magic.*
Signal Corps

**Focus** |   Military

An Era IV technology that increases the maximum size of armies and garrisons by two at the cost of an extra 2  for upkeep on each army.

## Lore

*The creation of a modern and efficient unit dedicated to military communications greatly improves the ability of a commander to manage large armies.*
Neros

Neros is a Guardian unlocked by the Guardian of Water technology in  Research Era V.

During construction, Neros 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, Neros cannot be garrisoned and counts towards the number of Guardians allowed on empire.

## Lore

*This ancient Guardian, both tough and deadly, was deemed too dangerous by the Endless. Confined for millennia but finally free, it once again listens to the echoes of the present and the past.*
Sable Blade Ayou Addo

**Range** |  3

## Lore

As a disciple of the Assassination Divinity, Ayou Addo learned myriad ways that a man can be parted from his life. Suffocation. Poisoning. Disemboweling. Her trademark, however, became a specialized form of decapitation, whereby the most slender thread of razor wire would be used to slice through a target's neck in one clean swipe. She especially delighted in setting such wires as traps in her mark's bed chambers, bathhouses, or private gardens. During her twenty years of service carrying out the order of the Divinities' Masters, she eliminated exactly fifty enemies of the Forgotten. Upon receiving order of her fifty-first mark, however, she balked. The target in question, a female Wild Walker clan dekari, happened to be the gentlest, most compassionate person she'd ever met, and not incidentally, also her lover. From that day forth, Ayou went freelance.

## 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
Shadowbinder

**Type** |   Sword

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

## Lore

*Where the twin blade Shadowbrand cuts brutally, stabbing at an enemy's vulnerabilities, Shadowbinder swings gracefully, carving fluid arcs through air and flesh and bone. Forged in the dark with its counterpart on the Anvil of Onyo Iwe high in the Targadian Mountains, the blade has seen over a thousand winters. When used together, the grace of Shadowbinder improves the defensive abilities of its wielder.*
Traitor's Lottery

**Focus** |   Security

   **Upkeep** |  8  per turn

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

## Lore

*By inaugurating a lottery system that covertly rewards those who achieve the most denouncements of suspicious friends and kin, the chances of uncovering enemy operatives is better than ever.*
Silics

The **Silics** are a Minor Faction.

## Lore

*Slow-moving elementals, heavily affected by Dust. The Silics guard the great underground farms where crystal is grown and nurtured; promising ones are blessed with intelligence and life.*

*Silic villages tend to develop around the underground lairs where Dust-enhanced crystals are grown and nurtured. The development is a slow process, guaranteeing that Silic settlements last for decades and centuries.*

## Minor Faction Bonus

+0.5 Strategic Resource  per pacified and rebuilt Silics village on Strategic Resource deposit (empire wide).

## Related Quests

 Summary
 To pacify the **Silics** in [Region], create new homes for the Silics by building Strategic Resource Extractors.
 Reward

 Summary
 Discover the fate of missing **Silic** explorers by searching Ruins in a nearby region. Having Harmonite units in your army to help with the search is a necessity.The Minor Faction must remain assimilated throughout the quest.
 Reward
Tower of the Consecrate

**Focus** |   Exploitation

   **Upkeep** |  2  per turn

A city improvement exclusive to the Forgotten obtained from the Tower of the Consecrate technology which is unlocked by completing Chapter 4 of the Forgotten faction quest. The Tower of the Consecrate improves the output of Strategic and Luxury Resource extractors when built, but building it requires at least one pacified, rebuilt, and non-converted Minor Faction village in the city's region. Building the Tower of the Consecrate in at least 3 cities is required to complete Chapter 5 Part 1 of the Forgotten faction quest.

## Lore

*Though the Consecration Order is primarily concerned with the spiritual well-being of the Forgotten, as moral authority they also control and improve the distribution of key, scarce resources from this building.*
Survival Instinct

**Focus** |   Speed

An Era II technology exclusive to the Wild Walkers which increases the movement speed of armies by 2 if they start their turn with an enemy army in their vision range. This does not apply if the enemy army is invisible due to the Stealth or Ghost Force capacities, or if it is obstructed. It is unlocked by completing Chapter 3 of the Wild Walkers faction quest.

## Lore

*Digging into the resources of their clan totem animals, Wild Walker units react with the speed of threatened beasts when enemy units are in sight.*
Haunts

The **Haunts** are a Minor Faction.

## Lore

*An echo or 'ghost' effect of the Virtual bombings, this faction are the partially intelligent remnants of Virtual Endless, typically found in ruins.*

*Tied naturally to ancient ruins and remnants of history, villages that are now inhabited by Haunts were once thriving centers of Aurigan peoples.*

## Assimilation Bonus

+5% Science  per pacified and rebuilt Haunts village on cities.

## Related Quests

 Summary
 Develop your scientific knowledge in the hopes of better understanding the crystal's origin and purpose.
 Reward
Winter Shelters (Technology)

**Focus** |   Food

An Era II technology exclusive to the Vaulters that unlocks the Winter Shelters for construction. It 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.*
Shaman's Insight

**Focus** |   Military

An Era II technology exclusive to the Kapaku which completely removes the upkeep cost for Stone Sentinel units. It is unlocked by completing Chapter 2 of the Kapaku faction quest.

## Lore

*Geomantic investigations into the animating effects of Dust permit Kapaku shamans to create more robust Stone Sentinels.*
Shipyard

**Focus** |   Unit Model

An Era II technology that unlocks travel on water tiles for land units via the Transport Ship. The Allayi and Morgawr start with this technology unlocked.

## Lore

*With this building that brings together the various crafts for shipbuilding (wrights, carpenters, ropemakers, caulkers, etc.), reliable ships can be made for the empire's maritime adventures.*
Titan Bones Extractor

**Focus** |   Exploitation

An Expansion obtained from the Reaping Station technology in  Research Era III that produces +1  Titan Bones per turn when built on a  deposit. These  luxury resources can be activated for a 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 Titan Bones Luxury.*
Tetike

The Tetike is a ranged unit for the Jotus. They can be trained upon assimilation of the minor faction or purchased from the Marketplace.

## Lore

*The advantage of the Tetike is that one of the two heads is generally alert. While the confusion of having two heads managing one body does not necessarily make them more dangerous in attack, the have excellent defense and are very hard to sneak up on.*

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Temple of the Earth's Core

**Focus** |   Victory

   **Resource** |  40 40

A city improvement obtained from the Temple of the Earth's Core technology, which is unlocked by completing Chapter 8 of each faction's respective faction quest. Constructing the Temple of the Earth's Core in a city will trigger the Wonder Victory upon completion, but provides no other bonuses to the city. The Wonder Victory condition must be enabled in the game's settings to be able to build the Temple of the Earth's Core.

## 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-dormant 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.*
Zujajun

The Zujajun is a Ranged unit for the Magtay. They can be trained upon Assimilation of the minor faction or purchased from the Marketplace.

## Lore

*Drawn from the hardy farmers of their tribe, the elite Zujajun warriors use bows whose arrows are tipped with venom.*

## Capacities

*Note: If you play with ELCP, Zujajun has "Disease 1" instead of "Disease 2".*

In vanilla game version

With ELCP

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Tribal Council

**Focus** |   Minor Factions

An Era III technology exclusive to the Drakken which increases the number of minor faction assimilation slots by 1. Replaces the Cultural Indoctrination technology available to all other major factions in Era IV.

## Lore

*Emissaries of Minor Factions create a small council to learn each other's ways and study Drakken ways. Improved integration and understanding are the result.*
Yirmak

The Yirmak is an infantry unit for the Roving Clans. The Yirmak can be researched in the second Technology Era.

## Lore

*Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee.*

## Equipment Slots

### Weapons

* Longspear
* Claws

### Armor

* Helm
* Cuirass
* 1 Accessory Slot
Sighing Scepter of Auir

**Type** |   Talisman

  **Type** |   Talisman

The Sighing Scepter of Auir is a Talisman exclusive to the Broken Lords, received for completing Chapter 6 part 1 of their faction quest. The item is essential for the completion of Chapter 7 part 1 of the Broken Lords faction quest, which requires an army of 8 (6 if using a custom faction with the Anarchists trait) units all equipped with the Scepter. Fortunately, this task is made much easier due to the reward for completing Chapter 6 being 60 of the strategic resource the Scepter requires.

The reason that there are two different Scepters shown is because there is a random chance to end up with one or the other, and determines which versions of Chapter 6 and 7 of the Broken Lords faction quest the player gets. While the only difference in gameplay between these two paths is the Scepter itself, there are slight differences in the name, description, summary, and outcome text of the quests.

### Lore

*If you place your ear on this white-blue metal rod you will hear something. Is it echoes of a distant bell, the keening of lost souls, or merely the wind?*