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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 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: All
Obtained: Available From Start
Type: Expansion
Focus: Legendary Building
Costs:

500
5
5

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

Industrial Megapole
Faction: All
Obtained: Era II
Type: Expansion
Focus: Legendary Building
Costs:

1000
15
15

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

Alchemic Institute
Faction: All
Obtained: Era III
Type: Expansion
Focus: Legendary Building
Costs:

1500
25
25

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 per level on Alchemic Institute
Can only be built once in the world

Throne of Emperors
Faction: All
Obtained: Era IV
Type: Expansion
Focus: Legendary Building
Costs:

3000
35
35

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 cost of Empire Plan on empire.
+50 per level on Throne of Emperors
Can only be built once in the world

Reliquary of Auriga
Faction: All
Obtained: Era V
Type: Expansion
Focus: Legendary Building
Costs:

5000
45
45

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 per level on Reliquary of Auriga
-50% 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
Faction: All
Obtained: Era III
Unit Type: Support
Costs: 2000
20
20
Base Attributes:
Life 640 Speed 4
Attack 144 Defense 75
Initiative 54 Damage 25
Range 3 Sight 3
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.
Fotios
Faction: All
Obtained: Era IV
Unit Type: Ranged
Costs: 2000
30
Base Attributes:
Life 500 Speed 4
Attack 100 Defense 18
Initiative 52 Damage 100
Range 3 Sight 3
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.
Gios
Faction: All
Obtained: Era IV
Unit Type: Infantry
Costs: 2000
30
Base Attributes:
Life 833 Speed 4
Attack 75 Defense 127
Initiative 42 Damage 64
Range 1 Sight 3
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.
Neros
Faction: All
Obtained: Era V
Unit Type: Cavalry
Costs: 2000
30
Base Attributes:
Life 900 Speed 6
Attack 100 Defense 48
Initiative 48 Damage 100
Range 1 Sight 3
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.
Atmos
Faction: All
Obtained: Era V
Unit Type: Flying
Costs: 2000
30
Base Attributes:
Life 820 Speed 6
Attack 160 Defense 140
Initiative 38 Damage 60
Range 1 Sight 3
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.

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: All except Forgotten
Obtained: Era I
Type: Unique Building
Focus: Science
Costs:

150
4 per

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 per population on city
Can only be built once in your empire

Husbandry Center
Faction: All except Broken Lords
Obtained: Era I
Type: Unique Building
Focus: Food
Costs:

150
4 per

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

Effects:

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

Canal Locks
Faction: All
Obtained: Era II
Type: Unique Building
Focus: Industry
Costs:

600
5
4 per

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 per population on city
Can only be built once in your empire

Defensive Wards
Faction: All
Obtained: Era II
Type: Unique Building
Focus: Military
Costs:

600
5
4 per

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 per population on city
Can only be built once in your empire

Dust Transmuter
Faction: All
Obtained: Era III
Type: Unique Building
Focus: Dust
Costs:

1200
10

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

National Arena
Faction: All
Obtained: Era III
Type: Unique Building
Focus: Influence
Costs:

1200
10
8 per

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

Effects:

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

National Craftworks
Faction: All
Obtained: Era IV
Type: Unique Building
Focus: Resources
Costs:

2500
15
15 per

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: All
Obtained: Era IV
Type: Unique Building
Focus: Military
Costs:

2500
15
15 per

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 on units in city
Can only be built once in your empire

Customs Ministry
Faction: All
Obtained: Era V
Type: Unique Building
Focus: Trade Routes
Costs:

4000
20
40 per

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: All
Obtained: Era V
Type: Unique Building
Focus: Military
Costs:

4000
20
40 per

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

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