Urkans

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UrkansCardArt.png

Introduced in the Symbiosis expansion, Urkans Urkans are three giant, powerful, indestructible units that appear over the course of the game.

Mechanics

An Urkan will spawn as a neutral unit hostile to all factions. A faction that defeats the Urkan will tame it, causing it to join the faction. A neutral Urkan may also be bribed to join the faction by giving it a large number of Luxury Resources Luxury Resources. A neutral Urkan will regularly migrate to another neutral region after a number of turns, at which point the required luxury resource will also change.

Once tamed, an Urkan may be upgraded through Training, granting it powerful military and economic bonuses.

By default an Urkan is rooted into a region, claiming it so that no-one may found a city in the region as long as the Urkan is there. An Urkan cannot root in a colonised region. A rooted Urkan will extract visible resources from the region for the controlling empire. Notably, this does not require any extractor technology, only that the deposit has been revealed. Once trained, a rooted Urkan may also affect the FIDSI FIDSI yields of adjacent cities. A rooted Urkan can use the Migrate Urkan action to instantly move to another uncolonised region.

An Urkan may also uproot, allowing it to walk around the map like a regular unit. An uprooted Urkan may root itself again in any uncolonised region.

An Urkan has its own garrison or army that moves along with it. Urkan Lice will regularly spawn in the garrison, up to a limit of four lice. Otherwise units cannot be added to, or removed from, this garrison, with one exception. A neutral Urkan will also regularly spawn roaming armies of lice that patrol the region.

An Urkan or spawned lice will automatically equip an Iron or Dust Dust weapon corresponding to the current global technological era (that is, the highest era reached by any empire in the world). All Urkans and lice will equip claws, except for Chaka, who instead equips a quarterstaff. Urkans and spawned lice have no other equipment.

Every empire has visibility of each Urkan and a one-tile radius around it. It is recommended to position Urkans away from cities, since this vision can allow other factions to send spies to a visible city.

An Urkan has Dust Dust upkeep ten times that of a regular unit.

List of Urkans

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

Life Life1000Defense Defense60
Damage Damage80Attack Attack80
Initiative Initiative30Range Range1
Speed Speed6Battle Speed Battle Speed4
Vision Vision3
AbilityIndestrutibleSmall.png Indestructible
AbilityBrotherhoodofUrkansSmall.png Brotherhood Of Urkans
Unsellable.png Unsellable
AbilityWinterEnervationSmall.png Winter Enervation
AbilityFlamewalkerSmall.png Flamewalker
AbilityAshBreatherSmall.png Ash Breather
AbilityDiseaseImmunitySmall.png Disease Immunity (Added in ELCP)
Chaka
Chaka.png
Legends have it that Chaka is the shyest of the Urkans, reputedly roaming Auriga's emptier regions, and enjoying solitude more than conflict. Equally, however, Chaka is said to be the most ferocious of the three beasts, and there are many tales of its rage and destruction.
FactionIconSmall.png FactionUrkans Urkans
UnitSmall.png Unit ClassSupport Support

Life Life700Defense Defense80
Damage Damage50Attack Attack90
Initiative Initiative30Range Range4
Speed Speed4Battle Speed Battle Speed2
Vision Vision3
AbilityIndestrutibleSmall.png Indestructible
AbilityBrotherhoodofUrkansSmall.png Brotherhood Of Urkans
Unsellable.png Unsellable
AbilityWinterEnervationSmall.png Winter Enervation
AbilityFlamewalkerSmall.png Flamewalker
AbilityAshBreatherSmall.png Ash Breather
AbilityDiseaseImmunitySmall.png Disease Immunity (Added in ELCP)
AbilityLongRangedSmall.png Long Range
Fakir
Fakir.png
Of the three Urkans who are the eternal adversaries of the Mykara, Fakir is the one who strikes the greatest fear into the fungal collective. Blessed with a extremely keen olfactory senses, legend has it that Fakir can track subterranean rhizome paths for leagues upon leagues.
FactionIconSmall.png FactionUrkans Urkans
UnitSmall.png Unit ClassCavalry Cavalry

Life Life800Defense Defense60
Damage Damage60Attack Attack100
Initiative Initiative30Range Range1
Speed Speed6Battle Speed Battle Speed6
Vision Vision3
AbilityIndestrutibleSmall.png Indestructible
AbilityBrotherhoodofUrkansSmall.png Brotherhood Of Urkans
Unsellable.png Unsellable
AbilityWinterEnervationSmall.png Winter Enervation
AbilityFlamewalkerSmall.png Flamewalker
AbilityAshBreatherSmall.png Ash Breather
AbilityDiseaseImmunitySmall.png Disease Immunity (Added in ELCP)
AbilityFast2Small.png Fast 2
+25% attack if unit moves. +10% attack per movement point spent. Charge 1

Training

The Urkan Training screen.

Urkans can be upgraded via Urkan Training. There are 13 training options, unlocked by controlling one, two, or all of the Urkans. Each training costs Luxury Resources Luxury Resources, with the tier and amount depending on the number of Urkans required:

  • Each Urkan has 3 training options, which each cost 15 of a tier 1 Luxury Resources luxury.
  • Controlling a pair of Urkans also unlocks a training option, which costs 25 of a tier 2 Luxury Resources luxury.
  • Controlling all Urkans unlocks the final training option, which costs 35 of a tier 3 Luxury Resources luxury.

The specific resources required are randomly determined at the start of the game.


Urkan Agriculture
Urkans: Kazar
Type: FactionIconSmall.png Empire
Focus: Food Food
Urkan Agriculture.png With mycelial networks riddling the land, when a great beast is rooted to a region it can help to process tough nutrients, channeling sustenance from rivals to allies.

Effects:

While Urkan is rooted to a Region:

  • Own and allied Cities in neighboring Regions produces +30% Food Food
  • Enemy Cities in neighboring Regions produce -15% Food Food
Reinforced Carapace
Urkans: Kazar
Type: FactionIconSmall.png Empire
Focus: Military Military
Reinforced Carapace.png Applying a salve concocted from a rare mushroom onto the Urkan carapace gives the great beast and their minions a harder shell and better constitution.

Effects:

+50% Life Life on Urkans
+50% Life Life on Urkan Lice
+50% Defense Defense on Urkans
+50% Defense Defense on Urkan Lice

Healing Secretion
Urkans: Kazar
Type: FactionIconSmall.png Empire
Focus: Military Military
Healing Secretion.png Urkans secrete a complex pheromone, which when correctly treated can aide nearby armies defenses and regeneration. The effect is thought to be connected to symbiotic relationships between normally-warring bacteria.

Effects:

While Urkan is in Army Form:

  • Allied Units in the same Region have +20% Defense Defense
  • Allied Units in the same Region have +20% Life Regen Life
Chymical Warfare
Urkans: Chaka
Type: FactionIconSmall.png Empire
Focus: Science Science
Chymical Warfare.png Possessed with the unique ability to 'read' and transform chymical markers, while rooted Chaka can disrupt nearby enemies' scientific investigations and pass on genuine research to allies.

Effects:

While Urkan is rooted to a Region:

  • Own and allied Cities in neighboring Regions produces +50% Science Science
  • Enemy Cities in neighboring Regions produce -25% Science Science
Monstrous Watchtower
Urkans: Chaka
Type: FactionIconSmall.png Empire
Focus: Military Military
Monstrous Watchtower.png With their towering height, Urkans naturally enjoy a peerless view of the surrounding terrain, but conveying what they see into useful intel can be difficult. Through beast-master training of Chaka, however, such information can be gleaned from all Urkans.

Effects:

Urkans under your control have +5 Vision Range

Twitch Aura
Urkans: Chaka
Type: FactionIconSmall.png Empire
Focus: Military Military
Twitch Aura.png Chaka emanates a natural pheromone that can allow sufficiently prepared allies' nervous systems to be sped-up, boosting response time and movement.

Effects:

While Urkan is in Army Form:

  • Allied Units in the same Region have +20% Initiative Initiative
  • Allied Units in the same Region have +2 Movement Speed and +1 Battle Movement Battle Speed
Dust Leecher
Urkans: Fakir
Type: FactionIconSmall.png Empire
Focus: Dust Dust
Dust Leecher.png While rooted to the earth, Fakir can sense and exploit veins of Dust by piggybacking on existing mycelial webs. By directing the flows, this knowledge can be extremely profitable - and damaging.

Effects:

While Urkan is rooted to a Region:

  • Own and allied Cities in neighboring Regions produces +20% Dust Dust
  • Enemy Cities in neighboring Regions produce -10% Dust Dust
Urkan Conditioning
Urkans: Fakir
Type: FactionIconSmall.png Empire
Focus: Military Military
Urkan Conditioning.png With Fakir under control, beast-masters are able to teach the entire Urkan entourage they command to act more independently, raising their dynamism.

Effects:

Urkans and Lice under your control have +20% Initiative Initiative
Urkans and Lice under your control have +2 Movement Speed

Berserker Blood
Urkans: Fakir
Type: FactionIconSmall.png Empire
Focus: Military Military
Berserker Blood.png Urkan blood - or the equivalent - is potent stuff, and Fakir's ichor is no exception. When mixed with a rare mineral it becomes a fabulous draft of war, turning armies into beasts upon consumption. As it breaks down swiftly, it doesn't travel far.

Effects:

While Urkan is in Army Form:

  • Allied Units in the same Region have +15% Attack Attack
  • Allied Units in the same Region have +15% Damage Damage
Fecund Brood
Urkans: Kazar & Chaka
Type: FactionIconSmall.png Empire
Focus: Military Military
Fecund Brood.png Via a careful chymical procedure, Urkans can be seeded with exotic concoctions that accelerate lice production under the exoskeletal plates.

Effects:

Urkans under your control spawn Lice 50% faster

Urkan Power
Urkans: Chaka & Fakir
Type: FactionIconSmall.png Empire
Focus: Military Military
Urkan Power.png Together, Chaka and Fakir can be instructed to perform a display of such intimidating power that nearby friendly populations feel a deep sense of relief, while nearby enemy populations tremble in fear - and lose confidence in their leaders.

Effects:

While Urkan is rooted to a Region:

  • Own and allied Cities in neighboring Regions produce +50 Approval Approval
  • Enemy Cities in neighboring Regions produce -50 Approval Approval
Endurance Training
Urkans: Kazar & Fakir
Type: FactionIconSmall.png Empire
Focus: Military Military
Endurance Training.png Experiments on the lice strains living on Kazar and Fakir have led to a stunning discovery: Their mutual interaction produces natural defenses making Urkans resilient to winter's effects.

Effects:

Removes penalties on Urkan due to Winter

Coordinated Tremors
Urkans: Kazar, Chaka, & Fakir
Type: FactionIconSmall.png Empire
Focus: Military Military
Coordinated Tremors.png Careful training by skilled beast-masters allows the Urkans to coordinate earth-shattering 'blows' that superpose over each other, producing long-distance attacks on fortifications.

Effects:

Urkans gain the "Tremors" Army Action, producing long distance Siege Damage

Notes

  • There is currently a bug with weapons equipped by Urkans and their spawned Lice. Each unit should equip an Iron or Dust Dust weapon corresponding to the global technological era. However, when a new era is reached, the new weapon is added to the unit without removing the previous ones. This causes the unit to have multiple weapons equipped at the same time, potentially greatly increasing its Attack Attack and Damage Damage. This bug does not affect the Mykara version of Urkan Lice.