Guardians (Expansion)

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GuardiansSplashArt.png

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…?

Guardians is the first expansion for Endless Legend. Released on April 29th, 2015, this expansion adds Global Events, Legendary Deeds, and the Guardians. The expansion can be purchased on Steam here.

Global Events

Guardians introduces a number of global cooperative and competitive quests, as well as a number of randomly-occurring world effects.

Global Quests are a special type of side quest that are available to all players in the game simultaneously. There are two main types of global quests, Competitive and Cooperative. Competitive quests involve some goal that can only be completed by one player, and provides a significant reward upon completion. Cooperative quests start by introducing a negative World Effect, then presenting a means to remove said effect that all players may contribute to; upon completion, the World Effect is removed, everyone that contributed receives a reward, and the player that contributed the most receives an additional reward.

World Effects are, as the name implies, effects that apply to the whole world and all players in it simultaneously that may be beneficial or detrimental. These effects come into place semi-randomly, and typically last for a set duration (10 Turns TurnSmall.png on Normal speed), with the exception of "Lack of Luxury", "Minor Faction, Major Pain", and "Unwanted Oxidation", which trigger the cooperative quests "The Price of Luxury", "A Plague of Savagery", and "From Dust to Rust" respectively, and the effects will only be removed once the respective quest has been completed.

Legendary Deeds

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

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

Among the rewards that can be received for completing a Legendary Deed, the Legendary Buildings are the most notable, and so they will be listed here.

Museum of Auriga
Faction: FactionIconSmall.png All
Obtained: Available From Start
Type: Expansions Expansion
Focus: LegendaryBuildingIcon.PNG Legendary Building
Costs:

Industry 500
Titanium 5
Glassteel 5

Museum of Auriga.png This vast building hosts displays and explanations of Auriga's natural wonders. From resources and anomalies to peoples and fauna, the marvels of Auriga can be studied here.

Effects:

+20 Approval per level on Museum of Auriga
+20% Dust on Empire Approval (Happy)
+20% Science on Empire Approval (Happy)
Forgotten Forgotten: +20% Research Research Cost reduction (Happy)
Can only be built once in the world

Industrial Megapole
Faction: FactionIconSmall.png All
Obtained: Research Era II
Type: Expansions Expansion
Focus: LegendaryBuildingIcon.PNG Legendary Building
Costs:

1000 Industry
15 Titanium
15 Glassteel

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

Effects:

+25 Industry per level on Industrial Megapole
-20% District cost on empire
Can only be built once in the world

Alchemic Institute
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: Expansions Expansion
Focus: LegendaryBuildingIcon.PNG Legendary Building
Costs:

1500 Industry
25 Adamantian
25 Palladian

Alchemic Institute.png Built of the most modern materials to the most rigorous standards, this unequaled center of study and science permits researchers to delve into the nature of Auriga's magical resources.

Effects:

+20% Research Cost reduction in past Eras
+25 Science per level on Alchemic Institute
Can only be built once in the world

Throne of Emperors
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: Expansions Expansion
Focus: LegendaryBuildingIcon.PNG Legendary Building
Costs:

3000 Industry
35 Mithrite
35 Hyperium

Throne of Emperors.png In this lofty building the greatest lords, merchants, and ambassadors meet to discuss the gravest matters. There are many chairs, but only one throne - and all Aurigans bow when you sit upon it.

Effects:

Reduces the cost of diplomatic treaties by 30% (no with ELCP)
With ELCP: -30% Influence Influence cost of Empire Plan on empire.
+50 Influence per level on Throne of Emperors
Can only be built once in the world

Reliquary of Auriga
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: Expansions Expansion
Focus: LegendaryBuildingIcon.PNG Legendary Building
Costs:

5000 Industry
45 Mithrite
45 Hyperium

Reliquary of Auriga.png Larger than a palace, this grand edifice displays the innumerable treasures and artifacts that tell the story of your military victories. To visit it is to absorb awe, pride, and undying courage.

Effects:

+100 Dust per level on Reliquary of Auriga
-50% Dust on military upkeep
Can only be built once in the world

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.

Skoros
Skoros.png
One of the five ancient spirits that once protected Auriga, this quick and dangerous Guardian of Dust was attuned to the planet's magical currents. Though it was imprisoned by the Endless, Skoros's chains have faded and it now lives again.
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedResearch Era III

Life Life640Defense Defense75
Damage Damage25Attack Attack144
Initiative Initiative54Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 2000 (1200)
Titanium 20 (5)
Glassteel 20 (5)
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityRangedSmall.png Range
AbilityGuardianAuraSmall.png Guardian Aura
AbilityMindControlSmall.png Mind Control
Fotios
Fotios.png
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.
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era IV

Life Life500Defense Defense18
Damage Damage100Attack Attack100
Initiative Initiative52Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 2000 (1600)
Adamantian 30 (20)
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityRangedSmall.png Range
AbilityWardSmall.png Ward
AbilityEternalFireSmall.png Eternal Fire
Gios
Gios.png
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.
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedResearch Era IV

Life Life833Defense Defense127
Damage Damage64Attack Attack75
Initiative Initiative42Range Range1
Speed Speed4Battle Speed Battle Speed1
Vision Vision3

CostIndustry 2000
Palladian 30
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityFortifySmall.png Fortify
AbilityEarthquakeSmall.png Earthquake
CrusherSmall.png Crusher
AbilitySlow1Small.png Slow 1
Atmos
Atmos.png
Adept at tracking the winds and scents of Auriga, Atmos is one of the ancient spirits that were imprisoned by the Endless. Now that those chains are gone, the tough and dangerous Guardian of Air is free to act as it will.
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era V

Life Life820Defense Defense140
Damage Damage60Attack Attack160
Initiative Initiative38Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision4

CostIndustry 2000 (1600)
Mithrite 30 (20)
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityTeleportSmall.png Teleport
AbilityBloodRageSmall.png Blood Rage
AbilityWinterWindSmall.png Winter Wind
AbilityFlySmall.png Fly
AbilityUrkanSlayer3Small.png Urkan Slayer 3 (Added in ELCP)
Neros
Neros.png
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.
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era V

Life Life900Defense Defense48
Damage Damage100Attack Attack100
Initiative Initiative48Range Range1
Speed Speed6Battle Speed Battle Speed4
Vision Vision3

CostIndustry 2000
Hyperium 30
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityFloodSmall.png Flood
AbilityTsunamiChargeSmall.png Tsunami Charge
+25% attack if unit moves. +10% attack per movement point spent. Charge 1
AbilityRiverSurferSmall.png River Surfer

Unique Buildings

In addition to the other features that were previously mentioned, Guardians also adds Unique Buildings - a type of city improvement that provides a large bonus to a specific resource, but can only be built once in your empire.

Center for Minerology
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era I
Type: UniqueBuildingSmall.png Unique Building
Focus: Science Science
Costs:

150 Industry
4 Dust per TurnSmall.png

Center for Minerology.png This building, beautifully decorated with marble and crystals, encourages the alchemists of the empire to study and experiment upon the many minerals of Auriga.

Effects:

+5 Science per Population on city
Can only be built once in your empire

Husbandry Center
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era I
Type: UniqueBuildingSmall.png Unique Building
Focus: Food Food
Costs:

150 Industry
4 Dust per TurnSmall.png

Husbandry Center.png From bees to bison, this center for the study of native animal species accelerates their domestication and greatly improves Food production.

Effects:

+5 Food per Population on city
Can only be built once in your empire

Canal Locks
Faction: FactionIconSmall.png All
Obtained: Research Era II
Type: UniqueBuildingSmall.png Unique Building
Focus: Industry Industry
Costs:

600 Industry
5 Titanium
4 Dust per TurnSmall.png

Canal Locks.png Though the engineering and construction is difficult, the creation of a series of locks for shipping improves transfer of goods via the canals, even if they must go uphill.

Effects:

+5 Industry per Population on city
Can only be built once in your empire

Defensive Wards
Faction: FactionIconSmall.png All
Obtained: Research Era II
Type: UniqueBuildingSmall.png Unique Building
Focus: Military Military
Costs:

600 Industry
5 Glassteel
4 Dust per TurnSmall.png

Defensive Wards.png By dividing the city into a series of wards, with the citizens of each ward responsible for the upkeep and patrolling of the walls, city defense is greatly improved.

Effects:

+30 Fortification Fortification per Population on city
Can only be built once in your empire

Dust Transmuter
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: UniqueBuildingSmall.png Unique Building
Focus: Dust Dust
Costs:

1200 Industry
10 Glassteel

Dust Transmuter.png A marvel of magic and alchemy, this glowing edifice is magically linked to pylons throughout the city. By exciting existing Dust in the ground, baser elements can, over time, transmute into Dust.

Effects:

+10 Dust on terrain with Dust
Can only be built once in your empire

National Arena
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: UniqueBuildingSmall.png Unique Building
Focus: Influence Influence
Costs:

1200 Industry
10 Titanium
8 Dust per TurnSmall.png

National Arena.png This enormous center of sport, spectacle, and entertainment spreads tales of your civilization's culture and prowess far and wide.

Effects:

+50% Influence on city
Can only be built once in your empire

National Craftworks
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: UniqueBuildingSmall.png Unique Building
Focus: Luxury Resources Resources
Costs:

2500 Industry
15 Adamantian
15 Dust per TurnSmall.png

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

Effects:

Doubles effects of luxury resource boosters on city
Can only be built once in your empire

National Military College
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: UniqueBuildingSmall.png Unique Building
Focus: Military Military
Costs:

2500 Industry
15 Palladian
15 Dust per TurnSmall.png

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

Effects:

+100% Attack Attack on units in city
Can only be built once in your empire

Customs Ministry
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: UniqueBuildingSmall.png Unique Building
Focus: Trade Routes Trade Routes
Costs:

4000 Industry
20 Hyperium
40 Dust per TurnSmall.png

Customs Ministry.png In a grand building that replaces run-down offices and shanties, taxes and administrative details for trade and transport are rapidly and efficiently dealt with. Trade capacity takes an enormous jump.

Effects:

+7 Trade routes max on city
Can only be built once in your empire

The Octagon
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: UniqueBuildingSmall.png Unique Building
Focus: Military Military
Costs:

4000 Industry
20 Mithrite
40 Dust per TurnSmall.png

The Octagon.png This vast structure houses - and streamlines - the operations of your growing government staff. Better flow, storage, and processing of information means better decisions and faster growth.

Effects:

+20 XP per turn on governor
Can only be built once in your empire