recursal/Fanatic-Fandom huggingface dataset:
Illegra Mordicant

**Range** |  3

## Lore

Born on the back of a great beast of burden during a fierce thunderstorm, Illegra Mordicant was fated to become a leader of men. Brave and shrewd, she first showed her knack for command when the trade caravan of which she was part became split from its jarkar—guard unit—during a sandstorm in the dangerous Adoban Wastes. After three days of waiting with no sign of help, Mordicant climbed atop the largest pack beast and roused the frightened traders from their hopelessness, instilling in them a deep belief that they could navigate the hostile sands and find refuge. They did indeed, though fully a quarter of them perished and the rest were forever changed. Known behind her back as "Gharqa" -- The Unstoppable Force -- Illegra has a reputation for completing whatever journey, negotiation, or project she sets out on.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Preacher

The Preacher is a support unit for the Cultists of the Eternal End. Two Preachers constitute the starting force for the Cultists. They do not need to be researched and can be trained immediately after settling a city.

## Lore

*Trained to convert others to the cause of the Eternal End, the Preachers spread (by force if necessary) the teachings of the Cultists.*

## Equipment

### Weapons

* Quarterstaff
* Magewand

### Armor

* Cuirass
* Greaves
* 1 Accessory Slot
Infantry Cantina

**Focus** |   Military

A city improvement obtained from the Military Science Technology in  Research Era I. It provides a slot for an additional Militia unit on the city, which will be immediately filled upon constructing the improvement.

## Lore

*A watering hole only for enlisted soldiers not only cuts down on drunken brawls between uniform and city, but also promotes the exchanges of battle tactics, weapon handling, and other information, making more experienced fighters.*
Sacrificial Amplifiers

**Focus** |   Arcana

An Era V technology exclusive to the Ardent Mages that increases the Arcana level of all Pillars by 1.

## ELCP

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

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

## Lore

*By strapping living, breathing Mages to the sides of the massive pillars, human vessels can act as magnifying conduits, increasing the power of pillars across your empire. The screams, and the stench of cooked skin and shit is a small price to pay.*
Incantation of Defense

The Incantation of Defense is a Spell made available by having the Arcana of Matter starting technology. The Incantation of Defense increases the Defense  of friendly units in battle, the intensity of the effect depending on the Spell's Arcana level.

## Effects

In vanilla game version

With ELCP

## Lore

*Although agonizing to experience, the target's skin cauterizes and hardens, increasing defense.*
Imperial Highways

**Focus** |   Roads

An Era II technology which the Right of Way and Watchtower constructions on cities. Not available to the Morgawr.

Unlocking this technology also enables the creation of roads between cities. Roads will appear connecting cities in adjacent regions (regardless of diplomatic status) so long as Right of Way has been constructed in one of the cities. If the roads are in a region with a city that has not built Right of Way, then the roads are simply cosmetic, and do not provide any benefits.

## Lore

*Previously paths across private land full of ruts and mud, roads are constructed to link towns and military outposts for both commerce and defense.*
Scythe of Auriga

**Type** |   Claymore

   **Resource** |  50

The Scythe of Auriga is a unique claymore that is received upon unlocking the Scyther unit, and can only be equipped by that unit.

## Lore

*Fashioned in the factories of the Endless for the conquest of Auriga, these blades were decisive in the destruction of the planets keepers.*
Public Library

**Focus** |   Science

   **Upkeep** |  1  per turn

A city improvement obtained from the Public Library tech in Research Era I. 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.*

## Tips

In the short term, or for strategies involving low-population cities with few Expansions, this city improvement yields greater  Science than Geomic Labs.
Mykaran Ruin

**Focus** |   Exploitation

A Fungal Bloom Expansion exclusive to the Mykara that can be built on Unspoiled and Temple Ruins. Once completed the Bloom will provide +1 Vision  on the Ruin, and the FIDSI output of the Ruin's Tile is added to the Main City.

Mykaran Ruins also become Tunnel Gateways, allowing the armies the Mykara control to use the Fast Travel Army Action. Doing so requires one Action Point and consumes the army's movement, but allows the army to instantly travel from one Mykaran Ruin to any other Mykaran Ruin on the map.

## Lore

*This ruin has been overgrown by the Mykara, now a gaping maw opens up to vast underground tunnels.*
Center of Influence Facility

**Focus** |   Influence

The Center of Influence Facility increase the Influence  produced by the Empire that controls it by 2% for every Fortress that Empire controls, as well as reducing the Influence produced by other Empires by the same amount.

## Lore

*This facility disgorges a time-worn statue striking in its color and splendor; travelers come from far and wide to marvel at it - and the empire that owns it.*
Jotus

The **Jotus** are a Minor Faction.

## Lore

*The ancestors of this faction were bred for blood sports and as watch beasts. The beasts have rudimentary intelligence and great ferocity; their clans are held together more by fear and strength than by more sophisticated social bonds.*

*Closer to animals than civilized, reasoning beings, the villages of the Jotus reflect the rude and simple lifestyle of their inhabitants.*

## Assimilation Bonus

+0.5 vision  per pacified and rebuilt Jotus village on units.

## Related Quests

 Summary
 Settle the dispute between the Hurnas and the Tetike once and for all - by killing one of the tribes.
 Reward

 Summary
 With the head of an enemy leader as your pass, go to the **Jotus** to learn more about them.
 Reward
Language Square

**Focus** |   Parley and Bribe

An Era I technology that unlocks the Parley and Bribe army actions, which enable the pacification of minor faction villages through quests or spending  Dust respectively. The Drakken start with this technology unlocked, and it is not available to the Necrophages or any custom faction with the Pitiless trait.

## Lore

*With a public square dedicated to practicing and teaching the many languages of Auriga, conversations with minor factions can now move beyond pointing and grunting.*
Manufactorium

**Type** |  Citadel

The Manufactorium is one of the types of Citadel that may act as the center of Fortresses. The Manufactorium provides 1  and 2 , and any units garrisoned in the fortress will get +25% Health Regen and +3 XP per turn.

## Lore

*A key part of trade and commerce, the Manufactorium produces useful goods for the Fortress.*
Luxury Resources

**Luxury Resources**  are resources which are used to provide bonuses to an Empire through "Boosters". Resource Boosters are activated from the Empire Management screen, where resources that can be activated for a booster are outlined in yellow. Activating a resource booster costs a set amount of that resource, the base cost being 10 of the resource, with an additional 5 for each city after the first, and an additional 2 for each converted village. Once a booster is activated, the bonus is active for 10 turns.

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

Terrain with a Luxury Resource deposit also provides +1  in addition to its other output.

Assimilation Bonus of Dorgeshi Minor Faction provides +0.5 Luxury Resource  per pacified and rebuilt Dorgeshi village on Luxury Resource extractor (empire wide).

Augmented Extractor technology, which can only be unlocked as a reward for completing the ruins side quest Master of Luxury, increases the output of the Dye, Emerald, Gold, Spice, and Wine Extractors by 1.

Broken Lords Hero skill Mining Authority 1, 2 and 3 provides +0.5 resource per skill level on deposit (strategic  and luxury ) for governed region.

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

**Focus** |   Exploitation

   **Resource** |  10

An Expansion obtained from the Advanced Harvester technology in  Research Era IV that produces +1  Pixie Blood 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 Pixie Blood Luxury.*
Resource Magnetron (Technology)

**Focus** |   Holy Resource

An Era IV technology exclusive to the Vaulters that unlocks the Resource Magnetron for construction. It is unlocked by completing Chapter 7 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.*
March 04, 2019 Patch

*Release Version 1.7.4*

#### Symbiosis

* Updated Fungal Bloom regeneration which now gives 0.5% for each Fungal Bloom on your total Life regen.
* Improved the way armies check if they arrived to a Fungal Bloom to destroy it.
* Improved the way Urkans can be reached by AI empires.

### Fixes

#### All Versions

* Fixed an issue where a crash can occur on OSX after 100 minutes.
* Fixed multiple text issues.

#### Symbiosis

* Fixed an issue where a tamed Urkan can be attacked by an ally of the owner without declaring war.
* Fixed an issue where Lices roaming armies can reinforce Minor Faction villages.
* Fixed an issue where AI Minor Empire can spawn Lices units in villages.
* Fixed an issue where Urkan Evolution Screen Cancel and Unlock icons display low quality graphics.
* Fixed an issue where previously assigned spies to a city are not sent to the Academy when said city becomes overgrown by Mykara.
* Fixed an issue where pacifying and overgrowing Erycis villages does not grant any assimilation bonus when playing as the Mykara.
* Fixed several issues where the Attack army action was not properly enabled with Tamed and Wild Urkans.
* Fixed an issue where "A Brighter Future" side quest can require the Mykara player to build an already constructed improvement after overgrowing multiple enemy cities.
* Fixed an issue where Urkan Evolution Screen closed up after selecting a trait and clicking unlock button.
* Fixed an issue where the next militia spawn turn was reset in some cases.

#### Inferno

* Fixed an issue where, when a Dust Eclipse begins, ruins marked with the visual effect for Endless Day no longer display an icon in the simplified map view.

#### Shifters

* Fixed an issue where if the player built a borough next to a resource that already has the ability to extract, the player would not be able to build an intensifier until the game was reloaded.
Security Theory

**Focus** |   Security

An Era V technology which unlocks the Traitor's Lottery and Razor Palisades constructions on cities.

## Lore

*By bringing together masters in both the magical and mundane arts of espionage and assassination, in-depth studies can be done that help an empire foil even the most well-funded and devious foes.*
Mykaran Lookout Tower

**Focus** |   Vision

A Fungal Bloom Expansion obtained from the Highway Outposts technology in  Research Era III that replaces the Lookout Towers. In addition to the other effects a standard Lookout Tower provides, the FIDSI output of the Mykaran Lookout Tower's tile is added to the Main City.

Mykaran Lookout Towers replace the Mykaran Watchtower, and are automatically upgraded to the Mykaran Remotuscope Factory for no cost upon unlocking the Enlightened Trade technology.

## Lore

*Mykaran tendrils spread from the tower's foundations, leeching resources from the surrounding lands.*
Incubation Orb

**Type** |   Tome

The Incubation Orb is a Tome exclusive to the Necrophages, received for completing Chapter 6 of their faction quest. The Incubation Orb is necessary to complete Chapter 8 of the Necrophages faction quest.

## Lore

*In order to amass the energy which will be transferred to the young in an incubator, this artifact form the time of the Endless draws life energy from those who carry it.*
Minotaur

The Minotaur is a Cavalry unit for the Gauran. They can be trained upon Assimilation of the minor faction or purchased from the Marketplace.

## Lore

*These troops are recruited from the non-alpha males that accompany the Gauran herds. They execute their fearsome charge on two legs, grasping their weapons and bellowing.*

## Capacities

*Note: If you play with ELCP, Minotaur got the "Faster Pillage 2" capacity.*

In vanilla game version

With ELCP

## Equipment Slots

### Weapons

* Longspear
* Battle Axe

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Puissant Armor

**Focus** |   Armor

An Era VI technology that unlocks Tier 2 Armor and Accessories made from Mithrite  or Hyperium , and reduces the Mithrite  or Hyperium  cost of items by 10%.

## Lore

*Materials of such hardness and rarity must be handled with great precision. As the skills of smiths and mages grow, Mithrite and Hyperium can now be forged into improved armors.*
Large-Scale Aquatic Center

**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

*A dedicated facility investigating all things aquatic from lake fish to seabed flora confers an immediate Science bonus for every non-river water tile.*
Luxury Intensifier (Blessing)

**Focus** |   District

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

## Lore

*Luxuries of Auriga, those elements of both magic and wondrous beauty, can be made to yield more of their power when their exploitations are augmented by Auriga's Pearls.*
Kernel of Plentitude

**Focus** |   Science

   **Upkeep** |  6  per turn

A city improvement exclusive to the Mykara obtained from the Kernel of Plentitude technology which is unlocked by completing Chapter 7 of the Mykara Faction Quest. Constructing the Kernel of Plentitude is required to complete Chapter 8 of the Mykara Faction Quest.

## Lore

*An artifact of unknown providence, only the awesome power contained within this seed is certain. Once planted it will swiftly grow into a fungal tree of wonder, sustenance, and Dust.*
Marine (Mezari)

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

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

## 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
High Towers (Technology)

**Focus** |   Science

An Era I technology exclusive to the Roving Clans which unlocks the High Towers construction on cities. It is unlocked by completing Chapter 2 Part 1 of the Roving Clans faction quest.

## Lore

*Expertise obtained from the Wild Walkers in matters of architecture and construction materials boosts Science, and the towers themselves increase Vision range.*
Incantation of Haste

The Incantation of Haste is a Spell made available by having the Arcana of Agility starting technology (by researching in Era I with ELCP). The Incantation of Haste increases the Attack  of friendly units in battle, the intensity of the effect depending on the Spell's Arcana level.

## Effects

In vanilla game version

With ELCP

## Lore

*The target feels as if his very head is aflame, but in compensation his reflexes are improved considerably.*
Pillar of Speed

The Pillar of Speed is a Pillar made available by having the Arcana of Agility starting technology (by researching in Era I with ELCP). The Pillar of Speed decreases the Movement  Cost of tiles in an area around it; the intensity and area of the effect are based on the pillar's Arcana level. Paved Roads, however, are not affected by the Pillar of Speed, and will remain at whatever their Movement  Cost is, which can lead to the strange situation of paved roads costing more Movement to traverse than the terrain around them if a Pillar of Speed with an Arcana level of 2 or higher has been placed near a road and Endless Mechanisms has not yet been researched.

## Effects

*Note: In ELCP Pillar of Speed only lasts 2 turns  but cost got reduced by 70%, because in most situations a short duration cheaper speed boost is preferable.*

 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 Speed will decrease Movement  Cost on tiles within its range by an additional 50% during winter, but will not decrease movement speed by more than 75%, thus making this effect largely pointless after the first Arcana level.

## Lore

*The Dust magic around this pillar grants passing Mages an extra fleetness of foot, reducing movement costs.*
Kernel of Plentitude (Technology)

**Focus** |   Science

An Era III technology exclusive to the Mykara which unlocks the construction of the Kernel of Plentitude on cities. It is unlocked by completing Chapter 7 of the Mykara Faction Quest.

## Lore

*An artifact of unknown providence, only the awesome power contained within this seed is certain. Once planted it will swiftly grow into a fungal tree of wonder, sustenance, and Dust.*
Guardian of Earth

**Focus** |   Infantry

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

## Lore

*Gios, the Guardian of Earth and as tough and solid as the rock itself, spent millennia in chains forged by the Endless. It has awoken and freed itself, and can once more sense all that moves in or across the planet.*
Industrial Zone

**Focus** |   Industry

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

If the Era III technology Unskilled Labor has been unlocked, the Industrial Zone will replace the Warehouse construction. If Unskilled Labor is unlocked after Organized Labor, the Industrial Zone will not be replaced by the Warehouse construction.

## Lore

*A dedicated facility contains not only space to store goods, but also generates energy through fire and Dust. It sits ready to be exploited at any moment to boost Industry output.*
Luxury Resource Facility

**Focus** |   Resources

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

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

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

## Lore

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

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

## Lore

*These guardians of the great underground farms where crystal is grown and nurtured are themselves intelligent minerals. They can use their symbiosis with the earth to immobilize enemies.*

## Equipment Slots

### Weapons

* Claws
* Battle Hammer

### Armor

* Helm
* Cuirass
* 1 Accessory Slot
Ploria

**Range** |  3

## Lore

Like all Morgawr, Ploria is a heavily mutated and corrupted product of various ancient species from Auriga - and perhaps even other worlds. In Ploria's case, however, one of the worst mutations is his unusual aggressiveness. A skilled hunter and killer he will often attack those who disagree with him not only mentally - which is normal in a telepathic society - but physically, which is viewed as a terrible breach of protocol. Were it not for his usefulness as a warrior-assassin for the Morgwar, it is likely that he would long ago have been selected as an Aberrance and put down for his violent nature. He wears his aggressiveness with pride, not shame, and has declared that he will seek and slay one of every major life form on theplanet. As a spirit of the dark and a hunter of sentient beings, it will likely not be long before he achieves this.

## Equipment Slots

### Weapons

* Quarterstaff
* Longscepter
* Magewand

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Nameless Guard

The Nameless Guard is a ranged unit for the Cultists of the Eternal End. The Nameless Guard can be researched in the second Technology Era.

## Lore

*Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.*

## Equipment

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Pikou's Blade

**Type** |   Sword

Captain Pikou's Blade is a Sword that is received for completing the Naval Quest "Cap'n Pikou".

## Lore

*Captain Pikou's blade is a thing of legend; it is said that it has sense of duty as keen as its wielder's and only championed honorable causes. The blade is also said to be tinged with a sense of wistful wisdom and the feeling that, while change is inevitable and often good, it does come with a cost.*
Sable Deceiver Napog Dauda

**Range** |  3

## Lore

Although the Forgotten are a resilient people who are raised in harsh environments and inured to cold and hunger, they are not without their human weaknesses. This applies in particular to Dauda, who after completing her education in the Facades Divinity, was posted as a spy to one of the great trading caravan cities of the Roving Clans. Initially, the Clan's decadent lifestyle and worship of wealth disgusted Napog; in her letters back to her masters she would recount with great distaste all that she witnessed. Somewhere along the line, however, she developed a taste for the lavish trappings of life among the upper echelons of Clan society. When recalled to the Forgotten capital, she chose instead to continue her life of silk sheets and fine wines.

## 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
Martin de Ildan de Suluzzo

Martin de Ildan de Suluzzo is received as a reward for completing Chapter 3 of the Broken Lords faction quest. He is Level 3 when received, and his base attributes reflect that, but do not include bonuses from capacities or equipment. It should be noted that De Suluzzo is lost at the end of Chapter 5 of the Broken Lords quest, so it is recommended to not equip him with any expensive equipment.

   **Range** |  1

## Lore

The story of the Broken Lords has a sad parallel in the story of the de Suluzzo family. Once a prosperous and powerful clan with rich holdings in both town and country, the decline of their physical form led to increased interest in their past, their family, and the "good old days". Commissioning ever more impressive artworks glorifying their past while they wrote and read family histories, in time their number and wealth dwindled as their bodies faded to Dust.

Martin, the youngest de Suluzzo -- and perhaps the last -- gained a driving obsession to restore his family and rebuild his nation. The family fascination with the past manifested itself in the exploration of ruins, and one day Martin returned with his servants from a weeks-long journey with a strange artifact in his possession -- and a wild look in his eyes. Since then his energy and charisma have burned like a star, and many see him as a future emperor

## Equipment Slots

### Weapons

* Sword
* Shield
* Claymore
* Longspear

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Loremaster Semsanitnwona

**Range** |  3

## Lore

No one would accuse Loremaster Semsanitnwona of not being a dutiful Drakken, but he was often considered so obsessive in his devotion to the preservation of Endless knowledge that he was accused of being neglectful of his other tasks. Spending entire days listening at the Whispering Galleries to the voices of days past, Semsa could recount great tracts of Drakken history at loremeets, but would often fail to be up to speed with current events.

Determined to learn more of the era of the Drakken's true birth, Semsa battled for long years to be granted a pilgrimage into faraway lands and places, only to be repeatedly refused by The Twelve. At the end of his patience, Semsa left his winged brethren, and now travels Auriga offering to govern anyone in exchange for access to their libraries and vaults.

## Skill Tree

#### Drakken Skill Tree

If you play with ELCP there is some changes:

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

## Equipment Slots

### Weapons

* Quarterstaff
* Longscepter
* Magewand

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Marvelous Alloys

**Focus** |   Weapon

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

## Lore

*What a wonderful problem to have! Should one make higher quality weapons out of Adamantian or Palladian? Both are powerful, beautiful, and deadly.*
Quicksilver Extractor

**Focus** |   Exploitation

An Expansion obtained from the Reaping Station technology in  Research Era III that produces +1  Quicksilver 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 Quicksilver Luxury.*
Luxury Intensifier

**Focus** |   District

   **Resource** |  10

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

The Luxury Intensifier is a special District that each city can only have one copy of, and must be placed on a Luxury Resource deposit. The Luxury Resource deposit may or may not already have a Resource Extractor built on it, but it is more efficient to place the Luxury Intensifier on a deposit that does not have an extractor since it will function as one.

## Lore

*Luxuries of Auriga, those elements of both magic and wondrous beauty, can be made to yield more of their power when their exploitations are augmented by Auriga's Pearls.*

Because the Luxury Intensifier cannot be demolished, it is important to consider its placement carefully. It should ideally be placed on a tier 3 Luxury Deposit, as those resources are the most rare, while also located somewhere it can be easily upgraded to level 2 or 3 to take advantage of the significant  Dust boost. As such, it is advised to wait until Era IV, when all resource deposits are revealed, to make a decision about where to place it.
Master Neqra Zeban

**Range** |  3

## Lore

Blessed with a silver tongue, Neqra Zeban was born to a simple family of spice traders. He swiftly grew the family business thanks to his amazing marketplace spiels which left crowds of onlookers spellbound. With an uncanny ability at mimicry, a cutting turn of phrase, and a voracious memory of what passed anybody's lips, he could have the gasping in shock or howling with laughter from one moment to the next.

Loved by his customers, Neqra rose quickly through the trading ranks and was on course to become the youngest ever Grandmaster when it all came crashing down. Overheard doing a scandalous imitation of the head of the Gopal Dynasty by no less than the head himself (who was in the bazaar in disguise and allegedly buying powerful aphrodisiacs), Neqra had the misfortune of having few friends in high places. In punishment, he had his tongue cut out; mute and full of rage he struck out from the city on his own.

Today he communicates via a small chalk board hung around his neck, but he has lost none of his razor insight and makes a formidable administrator.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Makani Chay

**Range** |  1

Makani Chay is the starting hero for the Kapaku.

## Lore

Back on the Kapaku homeworld it was Makani, more than any other, who came to understand the scale of the machines' incursion. Born with a natural hunger for exploration, Makani adventured through much of the known world before his twenty-fifth year, and returned with a fierce desire to venture into the truly unknown. To this end, he became a stone shaman of unparalleled skill, fashioning an entourage of golems that allowed him to range into otherwise inhospitable climes of fire and desolation. Makani encountered more pockets of machine activity than anybody else, and was one of the loudest voices cautioning that their threat shouldn't be underestimated. Sadly, his words were not heeded. On Auriga, Makani's wanderlust is undiminished, and now he has even more reason to roam the uncharted wastes.

## Equipment Slots

### Weapons

* Longspear
* Hammer
* Battle Hammer
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Setseke Ho!

**Type** |  Setseke Ho!

A special action that Roving Clans cities are able to take. Upon completing the project, the city and all it's districts will be turned into a Setseke unit, and be able to resettle the city in a different location. Upon resettling the city, all city improvements that had been previously built will remain, but the districts must be placed back down. For every Borough Streets that had been constructed on the city before relocating, there will be one use of the Happy Decampers construction, which will rebuild Borough Streets for no Industry  but can only be used once per turn, and Borough Streets cannot be constructed normally until all uses of Happy Decampers have been used. Special districts, such as the Altar of Auriga, will have their own constructions that do not have a set Industry cost, but will instead use all the Industry produced by the city that turn to be built.

It should also be noted that non-district expansions, such as resource extractors and watchtowers, will not be picked up by the Setseke Ho! action, and will remain built in that region. However, they will not provide any benefit while there is no city built in that region. Additionally, it is possible for a rival faction to found a city in a region that you have built such expansions on and immediately gain control of them by doing so.

## Lore

*Though it is not easy, requiring concentration and community effort, the giant scarabs or "Setseke" of the Roving Clans can lift their cities up and transport them across Auriga.*
Monk

The Monk is a Flying unit for the Allayi. The Monk can be researched in the second Technology Era.

## Lore

*Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter.*

## Capacities

*Note: If you play with ELCP, Monk got the "Slow 1" capacity, giving them a weakness over the otherwhise ignored Seeker.*

In vanilla game version
* +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
* Each consecutive counter attack increases Defense  and Damage  by 20%
* Deals damage to the target and opponents in a cone up to 1 tile per consecutive counter attack
* Reset every third consecutive counter attack

In Dark Form:
* Each consecutive attack increases Attack  and Damage  by 20%
* Deals damage to the target and opponents in a cone up to 1 tile per consecutive attack
* Reset every third consecutive attack

With ELCP
* +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
* Each consecutive counter attack increases Defense  and Damage  by 20%
* Deals damage to the target and opponents in a cone up to 1 tile per consecutive counter attack
* Reset every third consecutive counter attack

In Dark Form:
* Each consecutive attack increases Attack  and Damage  by 20%
* Deals damage to the target and opponents in a cone up to 1 tile per consecutive attack

## Equipment Slots

### Weapons

* Claymore
* Longspear

### Armor

* Helm
* Cuirass
* 1 Accessory Slot
Remotuscope Factory

**Focus** |   Vision

An Expansion obtained from the Enlightened Trade technology, or the Commercial Espionage technology for the Forgotten, both in  Research Era V, to be built on Watchtower Foundations. The Mykara instead use the Mykaran Remotuscope Factory.

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

## Lore

*The development of the theory of optics and increase in the precision of glasswork has led to this dazzling invention that allows a man to see a thousand paces. Hostile armies will not stay hidden so easily.*
Haukea Wai

**Range** |  1

Haukea Wai is given as a quest reward for completing Chapter 4 of the Kapaku faction quest. She is at Level 3 when given, and her attributes reflect this, but do not include bonuses from capacities and equipment.

## Lore

An adolescent on the Kapaku homeworld at the time of the war with the machines, Haukea Wai watched on with impotent shock as her future life, friends, and family got torn to shreds by the fighting. A bright, capable youth, Haukea felt lost by the spirallng events, and lived in a state of dazed trauma for a long time before Custodian Aktyl announced the founding of the Koni School of Elite Riders. Finally able to channel her aptitude and hurt into a productive direction, she rediscovered her love of learning, and excelled at both the philosophical and physical aspects of effectively riding a towering golem mount. Moreover, during these studies, inside Haukea grew a burning desire to use all of her energies to protect her society - a development not lost to Custodian Aktyl who subsequently selected her as his personal emissary on Auriga.

## Equipment Slots

### Weapons

* Longspear
* Hammer
* Battle Hammer
* Shield

### Armor

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

**Range** |  1

## Lore

An unimportant being in an unimportant village, Ozek was awakened one night by the Unspoken - who had crossed Auriga on foot to summon her. No explanation was asked or given; in the presence of the Unspoken one can only obey. Ozek disappeared from her village that night, and saw only darkness for several decades as she was trained to manipulate Dust. A highly successful experiment for the Unspoken (she survived), Ozek has only recently been released to wander the lands of Auriga. Though she has worked with many nations, one wonders if she remains an unquestioning tool of the Unspoken's unknowable plans.

## Equipment Slots

### Weapons

* Claws
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Secrets of the Virtuals

**Focus** |   Arcana

An Era IV technology exclusive to the Ardent Mages that is obtained by completing Chapter 8 of their faction quest. It increases the Arcana level of all Pillars and Spells by 2.

## ELCP

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

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

## Lore

*I am transcended. I have become something more than flesh and bone. I realize now that our investigations into Dust were nothing more than child's play in the surf beside a great ocean of knowledge. Still, already I can see how to make our pillars stronger, our spells fiercer...*
Nutrition Chemistry

**Focus** |   Food

An Era IV technology which unlocks the Fertilizer Plant and Hothouses constructions on cities. Not available to the Broken Lords.

## Lore

*Food is understood more and more as one part of a long string of chemical processes. With greater understanding of chemistry, comes greater capacity to sustain populations.*
Orc

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

## Lore

*The Orc hunters of the Hurnas are known for their surprising speed and their sophisticated use of the bow. It is generally preferable to have them as allies rather than enemies.*

## Equipment Slots

### Weapons

* Longbow
* Crossbow
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
High Seminary

**Focus** |   Dust

An Era III technology exclusive to the Forgotten which reduces the Dust  cost of unlocking other technologies from Era III by 30%. Because of this, it is recommended to unlock this technology before purchasing any Era III technologies. It is unlocked by completing Chapter 5 Part 1 of the Forgotten faction quest.

## Lore

*A place dedicated to strengthening belief in the Forgotten path through devout meditation and rigorous debate, the most experienced agents leave the seminary even more dedicated to the cause.*
September 03, 2015 Patch

*Source: Amplitude Release Notes Thread*

*Release Version 1.2.1, Shadows Expansion*

#### All versions

* Fixed several issues with the World Generator (region size, resource repartition).

#### Shadows

* Fixed an issue where the user receives the Hero Exfiltrated and Hero Injured notifications for the enemy spies revealed and injured when using the Reveal Spy espionage action.
Order of Isiver

**Type** |   Talisman

   **Resource** |  3 3

The Order of Isiver is a Talisman exclusive to the Cultists, received for completing Chapter 2 of their faction quest. Unlike most other accessories gained from quests, the Order of Isiver can be equipped on non-hero units, but is still limited to Cultists units, such as the Preacher, Fanatic, and Nameless Guard

### Lore

*A part of the Unspoken that holds out a hope for peace and harmony, those who have been touched by the Unspoken when this personality was dominant formed a group to advance their particular interpretations of the religion of the Cult. This symbol of their collective will improves the survival chances of troops.*
Guardians

Guardians are colossal solitary units that can be recruited through research and subsequent construction. Some of the guardians can also be unlocked via Global Quests.

The five different guardians all have unique Army Actions that they are able to perform, as well has having unique powerful capacities. Constructing a Guardian is similar to constructing a district in that you "build" the guardian on an available tile adjacent to your city; as such, anyone who can see your city can see that you are constructing a guardian, construction on it can be halted by a siege, and as long as you are building the guardian, districts cannot be placed on that tile.

The following Guardians are unlocked in the following Eras.

## Lore

*There are older and greater things in the universe than the Endless, whose few hundred centuries barely scrape the surface of history. What of those older entities, those other forces? Did they disappear before the arrival of the Endless, or could the Endless, at the height of their power, have contained and controlled them? And now that the Endless have faded or moved on, might some of these elder beings suddenly rise up again…?*
Mezari

The Mezari share all of their traits and units with the Vaulters. They were exclusive to owners of the Dungeon of the Endless Founder Pack, but they are now available for all players.

Accustomed to a life in space, the **Mezari** must now adapt to terrestrial existence. Though they came here to settle, what happened above the planet caused a rude change in strategy. With no ship, no fuel, and no technology to create either, they have no choice but to make the best of it on this strange world.

## Heroes

Note: *Base Attributes* reflect the unit's attributes before bonuses from equipment or capacities.
Self-Driving Plows

**Focus** |   Food

An Era VI technology that increases  Food output of cities by 100%. One of the six technologies that can be used to fulfill the Scientific Victory condition. Not available to the Broken Lords.

## Lore

*Driven by steam, sun, and Dust, these wonders can be ordered to plow a fixed area with a few mechanical settings. Attachments allowing them to seed, reap, and rake guarantee a stunning increase in productivity.*
May 14, 2014 Patch

*Source: Lt\_Miles' Community Announcement*

*Alpha Early Access, Release Version 0.4.8*

* Switched technology positions: Marketplace (Resources) is now in Era 2, and Marketplace (Mercenaries) is now in Era 3.

### Important Fixes

* Fixed an issue where an unskippable assert is generated while loading or starting a new session (\*.OnUnloadGame).
* Fixed an issue where a skippable assert is displayed by clicking multiple times on a notification in order to remove it.
* Fixed several Null Reference Exceptions (ArmyWorldCursor.OnCursorDrag, Garrison.UpdateLifeAfterEncounter).
* Fixed an issue where the "A final battleground" Broken Lords - chapter 7, step 1 - quest cannot be completed.

## Other Fixes

* Fixed an issue with the charge capacity.
* Fixed an issue where the Diplomacy screen is cropped on a 4:3 display.
* Fixed an issue where the camera stops panning when the player moves the cursor over the HUD.
* Fixed an issue where the player remains stuck inside the combat notification when clicking multiple times to remove it.
* Fixed an issue where the unit preview screen does not display the extra slot granted by the "Tailor's Guild" technology.
* Fixed an issue where the quest rewards are not positioned correctly in the reward field.
* Fixed an issue where the Dust income is not displayed on the control banner panel (Using the kilo symbol now when values exceed 1000 (both for the stock and trend). Also in case where the text overflows, the text is displayed with a smaller font.
* Fixed an issue where the "Earth Tower" and "Ceratan Village" graphical representations are overlapped by their tiles.
* Fixed an issue where a draw does not trigger the completion of a quest when everyone is killed.
* Fixed an issue where an equipment item is sticking to the mouse after a right-click to close, while the item is being dragged.
* Fixed an issue where the player could not see the preview of a unit when it was the only unit of its army.
* Fixed an issue where the initiative modifications were not properly updated on the client side during battles.
* Fixed several names and descriptions.
Lookout Towers

**Focus** |   Vision

An Expansion obtained from the Highway Outposts technology in  Research Era III to be built on Watchtower Foundations. The Mykara instead use the Mykaran Lookout Tower.

Lookout Towers replace Watchtowers, and are automatically upgraded to Remotuscope Factory for no cost upon unlocking the Enlightened Trade technology, or the Commercial Espionage technology in the case of the Forgotten.

## Lore

*A network of towers that are crewed day and night give both a defensive bonus to the city and an increase in vision range.*
Hurnas

The **Hurnas** are a Minor Faction.

## Lore

*These are itinerant tribes that follow herds and crops according to the seasons. Skilled foragers accustomed to living off the land, they are well known for their belligerence and their skill with the bow.*

*Though migratory and warlike, Hurnas take great pride in the quality and the decoration of their homes. Though they can be taken down and moved, when they are set up they provide warmth and fellowship.*

## Assimilation Bonus

+5% Attack  per pacified and rebuilt Hurnas village on units.

## Related Quests

 Summary
 Settle the dispute between the **Hurnas** and the Tetike once and for all - by killing one of the tribes.
 Reward

 Summary
 With the skins of their enemies as proof of the deed, go to the **Hurnas** to learn more about them.
 Reward

 Summary
 To pacify the **Hurnas** in [Region], protect the Hurnas settlement while their hunters hunt..
 Reward
Mastermind

The Mastermind is a support unit for the Morgawr, and is their only land unit. Two Masterminds constitute the starting force for the Morgawr. They do not need to be researched and can be trained immediately after settling a city.

## Lore

*Fast and with an excellent vision range, the amphibious Mastermind is solid in defense but particularly useful for unmasking enemy plans by spotting camouflaged or hidden units.*

## Equipment Slots

### Weapons

* Quarterstaff
* Longscepter
* Magewand

### Armor

* Cuirass
* Greaves
* 1 Accessory Slot
Iron Veins

**Focus** |   Exploitation

An Era V technology exclusive to the Mykara which multiplies the FIDSI output of tiles exploited by Fungal Blooms by 3. This technology is unlocked by completing Chapter 8 of the Mykara Faction Quest.

## Lore

*Across the mycelial lands, a strengthening of the subterranean tendrils and rhizomes means greater quantities of precious resources can be carried back to the heart of the Mykaran collective.*
Imperial Kennels

**Focus** |   Military

   **Upkeep** |  1  per turn

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

## Lore

*Packs of hunting dogs trained to pick up the scent of intruders are useful for finding scouts, saboteurs, and patrols. Their mortality rate is high, but they are necessary to help defend your cities.*