Ardent Mages

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ArdentMagesCardArt.jpg

The Ardent Mages Ardent Mages are a major faction in Endless Legend. They are the only faction that can use Arcana: Dust Dust magic that can increase the FIDSI FIDSI yield of tiles, buff units in battle, or hurt enemies. They excel in combat, having some of the strongest units in the game, all of which have the Ardent Fire capacity, which makes them stronger as their Life Life decreases.

Lore

The primary power of these sorcerers comes from their anger. Having survived a long history of slaughter and starvation, the powers that they discovered - and that permitted them to survive - were those based on Dust Dust magic, agony, and rage.

Faction Traits

Name Type Effect Lore
Power Through Pain Affinity Can choose Arcana Pillars and spells at a lower cost in Trait points Ardent Mages can more easily manipulate the magic properties of Dust, changing them into powerful spell casters.
Rising Fire Dust Eclipse Effect During eclipses units with low health enjoy bonus damage as well as attack from Ardent Fire Building off pain rituals, during Dust Eclipses injured Ardent Mages find themselves driven into violent rages that make them extra dangerous fighters.
Arcana of Authority Technology Makes available the Faction-specific technology Arcana of Authority.
Arcana of Materializing Technology Makes available the Faction-specific technology Arcana of Materializing.
Arcana of Renewal Technology Makes available the Faction-specific technology Arcana of Renewal.
Dust Mechanics Technology Makes available the Faction-specific technology Dust Mechanics.
Dust Purifier Technology Makes available the Faction-specific technology Dust Purifier.
Painosphere Technology Makes available the Faction-specific technology Painosphere.
Sacrificial Amplifiers Technology Makes available the Faction-specific technology Sacrificial Amplifiers.
Arcana of Agility Starting Technology Unlocks the Arcana of Agility Technology.
Arcana of Matter Starting Technology Unlocks the Arcana of Matter Technology.

Arcana

Main article: Arcana

There are two types of Arcana: Pillars, which can only be used on the world map and mostly boost tile yields, and Spells, also called Incantations, which can only be used in combat. Arcana are unlocked through Research Research; additionally, there are technologies and Faction Quest rewards that increase Arcana effectiveness.

The faction affinity, Power Through Pain, is only relevant for custom factions, reducing the cost of Arcana-related technologies from 10 to 6 (for technologies that unlock Arcana) and 4 (for technologies that increase their power).

Ardent Fire

All Ardent Mages units have the Ardent Fire capacity, which increases their Attack attack by the percentage of Life life they are missing. This is especially powerful for the Eneqa Wing, which does not die when its Life reaches 0, but turns into an egg and will revive if the egg is not destroyed in 3 rounds. During a Dust Eclipse, Ardent Fire additionally grants a percentage boost to Damage Damage based on missing Life, making Ardent Mages units much more powerful during a Dust Eclipse. Because Ardent Fire is a capacity, all Ardent Mages units will benefit from its effects regardless of the faction that owns them.

Unique Technologies

Arcana of Matter
Faction: Ardent Mages Ardent Mages
Obtained: Research Starting Technology
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Matter.png Through crude pain experiments, Mages and Artificers blend their first insights into Dust, enabling the construction of pillars that boost science nearby, and spells that increase unit defense.

Effects:

+1 Pillar of Knowledge on Empire
+1 Incantation of Defense on Empire

Arcana of Agility
Faction: Ardent Mages Ardent Mages
Obtained: Research Starting Technology (Research Era I with ELCP)
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Agility.png By ingesting a unique Dust-concoction that brings on searing pains, Mages can dedicate themselves to the art of awareness, and learn how the mind can overcome the limitations of the body.

Effects:

+1 Pillar of Speed on Empire
+1 Incantation of Haste on Empire

Arcana of Authority
Faction: Ardent Mages Ardent Mages
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Authority.png This branch of Dust magic is focused on bending the will of others. Through such understanding, allies may champion your causes more readily, and enemies will fight with less passion.

Effects:

+1 Pillar of Influence on Empire
+1 Incantation of Enervation on Empire

Dust Purifier
Faction: Ardent Mages Ardent Mages
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Dust Purifier.png By refining the Dust used in spells, the potency of all Dust magic increases.

Effects:

+1 arcana level for all spells on empire

Arcana of Materializing
Faction: Ardent Mages Ardent Mages
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Materializing.png Most of the Dust that finds its way into the hands - and bodies - of the races of Auriga is but a mere drop in an ocean. Through extreme pain rituals, Ardent Mages can begint o unlock more of these vast untapped resources.

Effects:

+1 Pillar of Extraction on Empire
+1 Incantation of Deluge on Empire

Dust Mechanics
Faction: Ardent Mages Ardent Mages
Obtained: Research Era III
Category: Economy and Population Economy and Population
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Dust Mechanics.png Deeper insights into the storage and transferal of Dust allows increased quantities of the substance to be delivered from all towering pillars, raising the strength of their effects.

Effects:

+1 arcana level for all pillars on empire

Arcana of Renewal
Faction: Ardent Mages Ardent Mages
Obtained: Research Era IV (Starting Technology with ELCP)
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Renewal.png Ardent Mages are rightly feared for their mastery of the destructive aspects of Dust magic, but it is less well known that intense study of the properties of Dust can lead to curative abilities.

Effects:

+1 Pillar of Regeneration on Empire
+1 Incantation of Restoration on Empire

Painosphere
Faction: Ardent Mages Ardent Mages
Obtained: Research Era IV
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Painosphere.png Mages hardened to the everyday pain rituals that would cripple lesser mortals can increase the potency of their spells by visiting the Painosphere and experiencing true agony.

Effects:

+1 arcana level for all spells on empire

Sacrificial Amplifiers
Faction: Ardent Mages Ardent Mages
Obtained: Research Era V
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Sacrificial Amplifiers.png 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.

Effects:

+1 arcana level for all Pillars on Empire
With ELCP: +1 Arcana level for all Spells on Empire

Quest Technologies

Verda's Temple (Technology)
Faction: Ardent Mages Ardent Mages
Obtained: Quests Faction Quest
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Verda's Temple.png 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.

Effects and Unlocks for Construction:

With ELCP: +1 Arcana level for all Spells on Empire

Verda's Temple
Faction: Ardent Mages Ardent Mages
Obtained: Quests Faction Quest
Type: City Improvements City Improvement
Focus: Science Science
Costs:

400 Industry
-2 Dust per TurnSmall.png

Verda's Temple.png 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.

Effects:

+2 Science on terrain with science
Limited to one copy in your empire

Cold Engineering
Faction: Ardent Mages Ardent Mages
Obtained: Quests Faction Quest
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Cold Engineering.png Being versed in the thermal properties of Dust under extreme cold conditions allows Ardent Mage pillars to become even more effective in winter.

Effects:

Unlocks winter versions of the pillars

Altar of Transcendence
Faction: Ardent Mages Ardent Mages
Obtained: Quests Faction Quest
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Influence Influence
Costs:

Industry 1000
Adamantian/Palladian 30
Mithrite/Hyperium 30
Dust 7 per TurnSmall.png

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

Effects:

+5 Influence per Population on city
+10 Influence on city
+30 Approval on city
Limited to one copy in your empire

Secrets of the Virtuals
Faction: Ardent Mages Ardent Mages
Obtained: Quests Faction Quest
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Secrets of the Virtuals.png 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...

Effects:

+2 arcana level for all Pillars on Empire
+2 arcana level for all Spells on Empire (no with ELCP)

Units

Ardent Mages units and heroes have the Ardent Fire capacity, which increases their Attack Attack (and Damage Damage during Dust Eclipses) as their Life Life decreases.

Telsem Warlock
Telsem Warlock.png
Devout and disciplined, the Telsem Warlock is the rank-and-file of the Ardent Mages' armies, capable of leaving a trail of scorched destruction in his wake.
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedGame Start

Life Life92Defense Defense20
Damage Damage40Attack Attack36
Initiative Initiative16Range Range1
Speed Speed4Battle Speed Battle Speed3
Vision Vision3

CostIndustry 60
AbilityArdentFireSmall.png Ardent Fire
Fast1.png Fast 1
Ateshi Zealot
Ateshi Zealot.png
It is said the very air in the vicinity cools as an Ateshi Zealot conjures a rain of fire to hurl onto the enemy's ranks, but this is preferable to being in the burning firing line.
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era I

Life Life60 (75)Defense Defense18
Damage Damage24Attack Attack36
Initiative Initiative20Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 60
AbilityArdentFireSmall.png Ardent Fire
AbilityRangedSmall.png Range
Fire Rain: Deals 25% of original attack damage to enemies adjacent to the original target. Fire Rain
Eneqa Wing
Eneqa Wing.png
It is said that the worst way to die is to burn. With wings of blazing flame sending motes of fire into the air, these airborne combatants strike fear into the bravest of foes.
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era II

Life Life132Defense Defense34
Damage Damage34Attack Attack38
Initiative Initiative30Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision4

CostIndustry 250
AbilityArdentFireSmall.png Ardent Fire
AbilityFlySmall.png Fly
AbilityReviveSmall.png Revive

Heroes

The starting hero for the Ardent Mages is Zarcha Attinul. An Ardent Mage hero can wield a Longscepter, Magewand, or Quarterstaff.

Zarcha Attinul
Zarcha Attinul.png
Attinul showed great promise even before starting formal training. It was this natural skill that helped her to survive when lost in the Dune Ridges, a situation caused by a coming of age expedition that was attacked by Sand Jotus. ...
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassSupport Support

Life Life92Defense Defense28
Damage Damage30Attack Attack34
Initiative Initiative12Range Range3
Speed Speed4Battle Speed Battle Speed3
Vision Vision3
AbilityArdentFireSmall.png Ardent Fire
AbilityLastStandSmall.png Last Stand
AbilityRangedSmall.png Range
AbilityIncreasedFire3Small.png Increased Fire 3
Fast1.png Fast 1
AbilityGeneralCritical2Small.png Army Damage Boost 2
AbilityScienceBoost1Small.png Science Boost 1
Spying2.png Spying 2
High Inquisitor Asalah Arca
High Inquisitor Asalah Arca.png
Born to the Felkani clan, who inhabit some of Auriga's most inhospitable desert climes, young Asalah quickly grew accustomed to the hardships of Ardent Mage life. With a merciless sun beating down from overhead, and only stunted brush and skinny livestock for company, even the banal task of scratching a day-to-day living inflicted a degree of pain upon the clansmen. ...
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassSupport Support

Life Life92Defense Defense28
Damage Damage30Attack Attack34
Initiative Initiative12Range Range3
Speed Speed4Battle Speed Battle Speed3
Vision Vision3
AbilityArdentFireSmall.png Ardent Fire
AbilityLastStandSmall.png Last Stand
AbilityRangedSmall.png Range
AbilityIncreasedFire3Small.png Increased Fire 3
Fast1.png Fast 1
AbilityGeneralInitiative2Small.png Army Initiative Boost 2
ScienceBoost2Small.png Science Boost 2
Spying2.png Spying 2
Sunseeker Zakiya Eli
Sunseeker Zakiya Eli.png
It will take the sands of time a thousand years to scrub the name of Sunseeker Eli from the collective memory of the Ardent Mages. A political animal who grew the Al-Rubit branch of the priesthood into a powerful force, she is a skilled coalition builder with an instinctive ability to ferret out the secret weaknesses of all those who cross her path. ...
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassSupport Support

Life Life110Defense Defense40
Damage Damage22Attack Attack28
Initiative Initiative20Range Range3
Speed Speed4Battle Speed Battle Speed3
Vision Vision3
AbilityArdentFireSmall.png Ardent Fire
AbilityLastStandSmall.png Last Stand
AbilityRangedSmall.png Range
AbilityIncreasedFire3Small.png Increased Fire 3
Fast1.png Fast 1
AbilityGeneralDefense2Small.png Army Defense Boost 2
AbilityGeneralInitiative1Small.png Army Initiative Boost 1
Spying2.png Spying 2
Nahla al-Jazar
Nahla al-Jazar.png
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. ...
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassSupport Support

Life Life110Defense Defense40
Damage Damage22Attack Attack28
Initiative Initiative20Range Range3
Speed Speed4Battle Speed Battle Speed3
Vision Vision3
AbilityArdentFireSmall.png Ardent Fire
AbilityLastStandSmall.png Last Stand
AbilityRangedSmall.png Range
AbilityIncreasedFire3Small.png Increased Fire 3
Fast1.png Fast 1
AbilityArmyBoost2Small.png Army Boost 2
AbilityScienceBoost1Small.png Science Boost 1
Spying2.png Spying 2
Wadeha Hakan
Wadeha Hakan.png
To Wadeha Hakan, glass is the most wondrous of nature's gifts. Strong as steel, beautiful as diamonds, clear as fresh water. To think that a handful of sand, fused in a crucible of fire, can become a goblet of exquisite elegance or a pane of colored light! Or when honed to a perfect edge, a weapon capable of slicing through a man's throat as though it were simple silk. ...
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassSupport Support

Life Life74Defense Defense28
Damage Damage22Attack Attack34
Initiative Initiative12Range Range3
Speed Speed4Battle Speed Battle Speed3
Vision Vision3
AbilityArdentFireSmall.png Ardent Fire
AbilityLastStandSmall.png Last Stand
AbilityRangedSmall.png Range
AbilityIncreasedFire3Small.png Increased Fire 3
Fast1.png Fast 1
AbilityGeneralAttack2Small.png Army Attack Boost 2
AbilityScienceBoost1Small.png Science Boost 1
Spying2.png Spying 2
Argbadh Bose Falhala
Argbadh Bose Falhala.png
Lost in the Arani Deserts after a prolonged sandstorm drove his small Clan far from familiar routs and oases, the Falhala Clan was presumed by the Saoshyant to be dead, scattered, or in open rebellion when they didn't appear at Table Mount for the annual Meeting of the Clans. ...
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassSupport Support

Life Life74Defense Defense28
Damage Damage30Attack Attack28
Initiative Initiative16Range Range3
Speed Speed4Battle Speed Battle Speed3
Vision Vision3
AbilityArdentFireSmall.png Ardent Fire
AbilityLastStandSmall.png Last Stand
AbilityRangedSmall.png Range
AbilityIncreasedFire3Small.png Increased Fire 3
Fast1.png Fast 1
AbilityArmyBoost1Small.png Army Boost 1
AbilityScienceBoost3Small.png Science Boost 3
Spying2.png Spying 2

Quest Heroes

Faresh Zima

Faresh Zima appears as an enemy general in Chapter 4 of the Mykara Mykara faction quest.

Faresh Zima
Faresh Zima.png
A distant descendant of Faresh Abiz, the legendary Ardent Mage who tamed one of the great Urkan beasts and led a famous victory over a splinter Vaulter clan, Faresh agitates to bring honor back to the family name after a long period of stagnation. ...
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassSupport Support

Life Life90Defense Defense20
Damage Damage50Attack Attack50
Initiative Initiative20Range Range3
Speed Speed4Battle Speed Battle Speed3
Vision Vision3
AbilityLastStandSmall.png Last Stand
AbilityArdentFireSmall.png Ardent Fire
AbilityRangedSmall.png Range
Fast1.png Fast 1
AbilityIncreasedFire3Small.png Increased Fire 3
AbilityArmyBoost2Small.png Army Boost 2
Spying2.png Spying 2

Ardent Mages Skill Tree

Ardent mages skill tree.
Level Icon Name Effect Assignment
1 RenaissanceThinker.png Renaissance Thinker Level 1: +8 Science on city.
Level 2: +8 Science on city.
Level 3: +14 Science on city.
City
2 SeethingFire.png Seething Fire Level 1: +10% AttackAttack on units.
Level 2: +10% AttackAttack on units.
Level 3: +10% AttackAttack on units.
Army
2 ScientificLiteracy.png Scientific Literacy Level 1: +2 Science on terrain with anomaly.
Level 2: +3 Science on terrain with anomaly.
Level 3: +3 Science on terrain with anomaly.
City
3 DeadlyAnatomy.png Deadly Anatomy Level 1: +15 attackAttack on hero.
Level 2: +20 attackAttack on hero.
Level 3: +20% attackAttack on hero.
Army
4 PersuasiveMethods.png Persuasive Methods Level 1: -50% expansion disapproval received on city.
Level 2: -50% expansion disapproval received on city.
City
5 Firestarter.png Firestarter Level 1: +15% Science on city.
Level 2: +15% Science on city.
Level 3: +15% Science on city.
City

Faction Quest

While many of your people have grown slovenly and soft, the rigors of survival and study have kept you and your clan strong. But now your brother has been killed, and the signs lead in many confusing directions. It will require all the strength you have, and all the pain you can sustain, to solve the mystery and secure the future of the Ardent Mages.

1. Embers
QuestRageWizards1.png Description
Slain! My brother, Verda Abaz, High Sunseeker of the mighty Al-Rubit Clan, is slain, struck down by unseen hands. And the cushion plumpers? The soft-bellied priests and commanders who buzz around the Saoshyant like flies around dung - they whisper in his ear that my hand played a part in his death. Thus, I, Zor Abaz had no choice but to flee. What dark magics my brother entwined himself with I do not know, but what I know is that his loyalty to our people, his loyalty to our gods, was beyond reproach. That whatever path he'd set himself upon was one for the glory and protection of our people. I swear, as the stars are my witness, I will find the perpetrator and inflict on them the ultimate penance. Ad more than this, I will discover my brother's quest: His work will not die! We will stand united, the fiery branches lashing our bare backs, and revel in the ecstasy. Who will join me!
Summary Objectives Outcome
Try to bring together your followers and the faithful after the events of your brother's death.
  1. Parley with at least 2 villages to gather more information about your brother's death
  2. There are rumors of rogue troops nearby. Go search the ruins marked by the rays of Dust.
We found true believers hiding in the villages, and our numbers are bolstered. More than this, some even claim to have knowledge of my brother's death...
Reward
  1. Mad Fairies Droplist, picks 1
  2. Ardent Mages Army: 2 Telsem Warlocks or 2 Ateshi Zealots
1(Alt). Embers
QuestRageWizards1.png Description
Prerequisites: Must be playing a custom Ardent Mages faction with the Pitiless trait

Slain! My brother, Verda Abaz, High Sunseeker of the mighty Al-Rubit Clan, is slain, struck down by unseen hands. And the cushion plumpers? The soft-bellied priests and commanders who buzz around the Saoshyant like flies around dung - they whisper in his ear that my hand played a part in his death. Thus, I, Zor Abaz had no choice but to flee. What dark magics my brother entwined himself with I do not know, but what I know is that his loyalty to our people, his loyalty to our gods, was beyond reproach. That whatever path he'd set himself upon was one for the glory and protection of our people. I swear, as the stars are my witness, I will find the perpetrator and inflict on them the ultimate penance. And more than this, I will discover my brother's quest: His work will not die! We will stand united, the fiery branches lashing our bare backs, and revel in the ecstasy. Who will join me!

Summary Objectives Outcome
Try to bring together your followers and the faithful after the events of your brother's death. 1. Destroy the village in which you last saw your brother.
2. There are rumors of rogue troops nearby. Go search the ruins marked by the rays of Dust.
We found true believers hiding in the villages, and our numbers are bolstered. More than this, some even claim to have knowledge of my brother's death...
Reward
  1. Mad Fairies Droplist, picks 1
  2. Ardent Mages Army: 2 Telsem Warlocks or 2 Ateshi Zealots
2. Ancient Paths
QuestRageWizards2.png Description
The truth is we were growing slovenly. Turning away from the caress of thorn and whip and fire. Turning away from the old gods. Turning away from the very pain that gave our lives meaning - and power. I was disgusted by our failure; my brother, even more so. We didn't see eye to eye on all things, but we saw eye to eye on that. He was... searching... searching for something that might arrest our fall and restore our convictions. What, I don't know. Whenever I pressed him he would say “Sister, the truth lies in shadow. When it comes into the light I will tell you all.” He was taken in the final contrition trying to learn that truth.

I have talked with one - a man named Fisilt - who claims knowledge of my brother's death. He tells me that shortly before Verda lost his life, he was often seen traveling an ancient road that joined two ruins - those places where the Dust whispers. Many avoid this land's old places, believing them haunted by long dead spirits. But perhaps my brother had found something important there? The only way to know is to search the ruins.

Summary Objectives Outcome
The scope of the search party has narrowed. Learn something of your brother's investigations by searching two ancient sites.
  1. Start searching the 2 ruins indicated on the map. One of them should hold the clues you are looking for.
  2. Ambushed! Destroy those who would keep you from your quest.
  3. The [Minor Faction]! They are from a village in the region called [Region]. Find the village and Parley with them to learn more about what is going on.
  4. The [Minor Faction] hold an artifact belonging to your dead brother: The Transcendent Rod of Verda! Defeat their army and reclaim your brother's possession.
Mysteries and enigmas... We found a scepter with my brother's characters in the [Minor Faction] camp. They claim to know nothing. Is the scepter a simple spoil of war... or something more?
Reward
  1. Mad Fairies Droplist, picks 1
  2. Mad Fairies Droplist, picks 1
  3. Mad Fairies Droplist, picks 1
  4. Transcendent Rod of Verda
2(Alt). Ancient Paths
QuestRageWizards2.png Description
Prerequisites: Must be playing a custom Ardent Mages faction with the Pitiless trait

The truth is we were growing slovenly. Turning away from the caress of thorn and whip and fire. Turning away from the old gods. Turning away from the very pain that gave our lives meaning - and power. I was disgusted by our failure; my brother, even more so. We didn't see eye to eye on all things, but we saw eye to eye on that. He was... searching... searching for something that might arrest our fall and restore our convictions. What, I don't know. Whenever I pressed him he would say “Sister, the truth lies in shadow. When it comes into the light I will tell you all.” He was taken in the final contrition trying to learn that truth.

I have talked with one - a man named Fisilt - who claims knowledge of my brother's death. He tells me that shortly before Verda lost his life, he was often seen travelling an ancient road that joined two ruins - those places where the Dust whispers. Many avoid this land's old places, believing them haunted by long dead spirits. But perhaps my brother had found something important there? The only way to know is to search the ruins.

Summary Objectives Outcome
The scope of the search party has narrowed. Learn something of your brother's investigations by searching two ancient sites.
  1. Start searching the 2 ruins indicated on the map. One of them should hold the clues you are looking for.
  2. Ambushed! Destroy those who would keep you from your quest.
  3. The [Minor Faction]! They are from a village in the region called [Region]. As you torture the last living officer, he tells you that an army with a precious artifact will soon depart from a nearby village. Find them. Kill them.
Mysteries and enigmas... We found a scepter with my brother's characters in the [Minor Faction] camp. They claim to know nothing. Is the scepter a simple spoil of war... or something more?
Reward
  1. Mad Fairies Droplist, picks 1
  2. Mad Fairies Droplist, picks 1
  3. Transcendent Rod of Verda, Mad Fairies Droplist, picks 1
3. Prudence Before Passion
QuestRageWizards3.png Description
We possess the finest interrogators in all Auriga. Our Inquisitors know the landscape of pain the way a red spider knows the dunes; they know how to burrow through weak flesh in search of the truth. That my inquisitors learnt little from the prisoners tells me that there was little to know. Search the ruins, they were told. Safeguard any trinkets you find, and smite any who follow in your path. Who gave them such instructions, and for what ends, remains shrouded in darkness.

Pure rage, pure violence isn't always enough. Sometimes the mind can see further than the eye, and now I wonder what other traps my brother's enemies - my enemies - have laid. There are many other villages in nearby regions, thus many other potential risks and traitors. We must find them, speak with them, and ensure that no other traps have been laid that may catch us unawares.

Summary Objectives Outcome
Ensure that Minor Factions are no longer a threat to your Empire. Pacify at least 5 villages within your empire I find no other assassins, traps, or hidden enemies; the security of my empire can be left to others. Now I can study my brother's scepter, his alchemies, and the security of our future.
Reward Mad Fairies Droplist, picks 1
4. A Trail Gone Cold

QuestRageWizards4.png

Description
Every morning after administering my seven repents, I walk from the castellum to the chamber where my brother's scepter hangs, and take it in my hands. The instrument hums with a strange power, as if it is restless, as if it still seeks something. I imagine Verda holding it, spinning it, mastering it. Somehow it holds the key to his demise, holds the key to his work. We will found a new city, populate it with our brightest minds, and raise it as a center of mortification and study as is needed to understand my brother's enquiries. The scepter has an affinity with the Dust that permeates this world, like a diviner's rod channeling ancient forces. I am certain that Dust is key to what my brothers sought to achieve, but by what methods remain a mystery...

A great temple of science must be constructed, and the nature of Dust, and its link with pain, must be explored. Word comes from outside our borders that other races are afoot, jostling for land and power. We must be leery of these races, protect ourselves from their advances in any manner we see fit, but we must not delay in our scientific explorations. The winters grow fiercer, grow longer, and I fear that one year there will come a final judgement. And I believe that means of our salvation will not be found in thicker furs or higher walls or sharper blades, but in something much deeper, something my brother glimpsed in his agonized dreams.

Summary Objectives Outcome
Found a city dedicated to scientific research in order to better understand your brother's scepter and magic. Gods willing, these studies will shed light on his mysterious death too. 1. Make a new city the laboratory of your growing Empire. Colonize a new region, settling in an area providing at least 10 Science at the city's founding.
2. Raise your new city's Science output to 30 Science
3. Build the "Verda's Temple" improvement in your new city.
The temple is built, the laboratories stocked with instruments of magnificent dread. Now my alchemists bring me designs for a place where Dust magic can be properly studied, where pain can be quantified.
Reward 1. Exotic Alloys

2. Verda's Temple

3. Mad Fairies Droplist, picks 1

5. The Secrets of Dust
QuestRageWizards5.png Description
Learning - and suffering - proceed apace at Verda's Temple, as screams of enlightenment and ecstasy echo from the buildings day and night. Dust is much more than we ever imagined; it is no simple spice or mineral that we once presumed. It teems, and writes, and endlessly transforms itself into million-hued aspects, almost as if it was alive. Sometimes it makes a man a savant of numbers, sometimes it makes him able to scale a wall in three bounds, sometimes it makes his heart hammer so hard it erupts from his chest in a crimson fire. I am certain that long ago our forgotten ancestors mastered this Dust, and enslaved it to do their bidding in miraculous ways. We are far from that point, but our path is clear. We have climbed onto the foothills of knowledge and caught a glimpse of boundless lands beyond, but we must keep climbing until Dust contains no more mysteries than does water.

But to reach that place, we must know more of the magic of Dust and how it has come to permeate Auriga. We must study the land itself, the anomalies that populate it like gifts from a mad but loving god. And there is something else. One of my Inquisitors, Reza, has made it her personal mission to fully understand the circumstances of my brother's death. Painstaking work into Verda's expeditions and known whereabouts over the seasons preceding his death have indicated that he had established his own private sanctuary... But I move with too much haste. Planning, like pain, must be done with patience and precision. I will let Reza carry on her investigations; once we have learned more of the greater answers, we can more easily concentrate on these smaller ones.

Summary Objectives Outcome
How did your brother stumble upon capabilities that were mastered by the ancients long before? It is time to learn more of Auriga's ancient, Dust-riddled places, and ready your people for further investigations. 1. Exploit 6 Anomalies within your Empire in order to study the origins and magics of Auriga
2. Increase your notoriety and develop your network to collect information. Produce a minimum of 30 Influence for a period of 5 turns in one of your cities.
Every day Dust becomes less our master, more our servant; once complex puzzles are now child's play. Verda, my brother, we shall soon find your workshop and avenge your passing.
Reward 1. Cold Engineering

2. Mad Fairies Droplist, picks 1

5(Alt). The Secrets of Dust
QuestRageWizards5.png Description
Learning - and suffering - proceed apace at Verda's Temple, as screams of enlightenment and ecstasy echo from the buildings day and night. Dust is so much more than we ever imagined; it is no simple spice or mineral that we once presumed. It teems, and writes, and endlessly transforms itself into million-hued aspects, almost as if it was alive. Sometimes it makes a man a savant of numbers, sometimes it makes him able to scale a wall in three bounds, sometimes it makes his heart hammer so hard it erupts from his chest in a crimson fire. I am certain that long ago our forgotten ancestors mastered this Dust, and enslaved it to do their bidding in miraculous ways. We are far from that point, but our path is clear. We have climbed onto the foothills of knowledge and caught a glimpse of boundless lands beyond, but we must keep climbing until Dust contains no more mysteries than does water.

But to reach that place, we must know more of the magic of Dust and how it has come to permeate Auriga, and what role the Dark Season has in all of this. Surely the strangeness of the winters is an element in all of this change. And there is something else. One of my Inquisitors, Reza, has made it her personal mission to fully understand the circumstances of my brother's death. Painstaking work into Verda's expeditions and known whereabouts over the seasons preceding his death have indicated that he had established his own private sanctuary... But I move with too much haste. Planning, like pain, must be done with patience and precision. I will let Reza carry on her investigations; once we have learned more of the greater answers, we can more easily concentrate on these smaller ones.

Summary Objectives Outcome
How did your brother stumble upon capabilities that were mastered by the ancients long before? You must study winter's effects on ancient, Dust-riddled places, and ready your people for further investigations. 1. During the Dark Season (winter) only, search the [Ruins] and the [Ruins] locations
2. Increase your notoriety and develop your network to collect information. Produce a minimum of 30 Influence for a period of 5 turns in one of your cities.
Every day Dust becomes less our master, more our servant; once complex puzzles are now child's play. Verda, my brother, we shall soon find your workshop and avenge your passing.
Reward 1. Cold Engineering

2. Mad Fairies Droplist, picks 1

6. The Taste of Fire
QuestRageWizards6.png Description
Every night he comes to me in my dreams. Always the same. I believe it is a memory - well part of a memory - but the mind plays tricks so I cannot be certain. We are children, a handful of years between us. We are walking in the dunes beyond the last tents of our settlement where penitence is offered, the sun hot, the land barren save for a scattering of spine trees. Something sparkles on the sand, and Verda snatches it up. He turns his back, gasps. “What, what have you found?” I cry, curious but enjoying being teased nonetheless. “Show me!” He turns back to me, his hands cupped, eyes gleeful. “With this we could be as powerful as the Saoshyant, sister.” He lifts his hands closer... and then the earth shudders, and the sun blinds me momentarily, and when I can see again he is gone, only his footprints left in the sand.

When someone leaves you suddenly, without warning, without answers, it is like having a piece of your heart ripped from you. You are not complete. I know this because though the shock of his death has now passed, there is still a hole the shape of Verda inside me. I don't know if we will ever be together again, but I do know that that hole - that wound - will only begin to heal when I learn the truth.

That is why Reza's claim - that she has found a way to fix the location of my brother's secret hideaway - leaves the hairs on the back of my neck raised, and the taste of fire on my tongue. Will we learn to tame Dust, and will I gain some peace? I offer extreme mortification, praying that when we find this haven it is much more than a simple retreat...

Summary Objectives Outcome
You now have greater knowledge of your brother and greater influence. Verda had a hidden lab, accessible with his scepter and a specific incantation. But more magic is required to find its exact location. 1. Erect 4 Pillars of Extraction so they are present on the map at the same time. This will lead you to Verda's hidden lab.
2. Send an Ardent Mage Hero with the Transcendent Rod and 2 Level 6 Ateshi Zealots to search [Region] ruins.
We have entered Verda's secret hideaway! I tremble at the thought of stepping into his lair, and learning if the powers of Dust can save us from the coming end of days.
Reward 1. Mad Fairies Droplist, picks 1
2. Mad Fairies Droplist, picks 1
7. Fratricide
QuestRageWizards7.png Description
The air was musty, and though the flasks and instruments were caked in a layer of grime the echoes of Verda's presence came to me. The way he stacked codexes, the small relics he carried for luck, the faintest trace of his scent in the robes hanging in his armoire. Reza brought me his chronicle, carrying it in a devout fashion, opened to the last entry. The scrawl was his; spidery and precise. The date at the head of the parchment recorded a day a few scant days before his death. I read:

“I have found myself thrust upon a miracle, the ebb and flow of the Dust inside my mortal body like the tide of a wondrous sea. When it comes, it comes in great waves of fire, cleansing me, before infusing me with the strangest powers. Sometimes the pains is so great a blackness takes me, but regardless of what wounds it inflicts upon me I always come back. In two days I will possess more Dust than I will ever need. I will transcend. I only hope Azeema keeps his word.”

Azeema. I know that name. A Roving Clansman. A Warden from the Icatha Clan, according to Reza. The Clans? Our distant kin with whom we shared the beauty of the plains so many ages ago? Nothing more than filthy Dust hoarders now, grown fat from their control of the markets. It seems obvious, now - if anyone had discovered the hidden power of Dust it would be the Clans. Had they suspected the forces Verda was about to unleash? Is that why he died? I shall not wait long for an answer. Outside, the lookouts have spied a column of Dervish and Kassai approaching our position. We will smite this army with the fury of the righteous. Auriga will know - and see - the truth of Dust.

Summary Objectives Outcome
In the lab you have learned much of your brother's last days and the Roving Clansmen he dealt with. They will kill to keep their secrets and their Dust - prepare yourself! 1. [City] is about to be attacked. Defend it and defeat all of the intruding armies
2. War is a difficult time; you need to restore a climate of confidence. For a period of 10 turns, keep the Approval in [City] at Happy.
Our armies held, and our cities stand. Transcendence is within in our grasp.
Reward 1. Mad Fairies Droplist, picks 1
2. Altar of Transcendence
8. Transcendence
QuestRageWizards8.png
The enemy is scattered, and our borders secured. A hundred Roving Clansmen hang in the hot sun, their mortification offered as penance for their brothers’ and sisters’ sins. My brother's entire research has been recovered from his hideout and transported to the temple that bears his name. He kept meticulous notes. And the priests make rapid progress understanding the finer properties of Dust. Soon we must begin constructing the altars that will lead us to a life beyond the reaches of this dying planet. My brother understood that through Dust and ritual we could slough off our mortal frames as a snake sheds its skin; we can live anew. While we turn inwards, the enemy will surely attack us with all their might. We must be ready for them.
Summary Objectives Outcome
For the sake of your people, it is time to complete that which your brother began. Transcending IS the future of the Ardent Mages; you must build the Altar of Transcendence. 1. Build at least 1 (Adamantian/Palladian) and 1 (Mithrite/Hyperium) extractor to gather the resources necessary for transcendence.
2. Build the Altar of Transcendence in your Empire.
The Altar of Transcendence is completed. Out there, in the ultimate power beyond the ultimate pain, lies a new universe. I will soon know pain beyond measure - and know if Verda awaits me on the other side.
Reward 1. Mad Fairies Droplist, picks 1
2. Secrets of the Virtuals, Temple of the Earth's Core

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Trivia

  • The Ardent Mages are referred to as "Rage Wizards" in the game files.