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Traits are the properties of factions that distinguish them from each other in ways beyond appearance. Each of the core factions has a specific set of Traits to go with it, but it is also possible to create custom factions based on the traits of the core ones, as well as a number of traits that don't appear in the core factions. When making a custom faction, 80 points are available to purchase traits with; different traits have different costs depending on their potency, and some negative traits have a negative trait value, allowing for the purchase of more positive traits than would normally be available.

While most of the traits in the faction editor are available in any situation, there are some that have specific restrictions or prerequisites. If a trait has any prerequisites it will be mentioned in under the trait's effects as there are only a few that have prerequisites, but traits with restrictions are far more common and varied, and so those restrictions will not be specified. In general, it is impossible to take two traits that contradict each other. For example, a custom faction cannot have the Fast Travelers trait, which increases unit movement speed, and the Slow Travelers trait, which decreases movement speed, at the same time, as they would simply cancel each other out. A less obvious example is that a faction with the Diplomatic Pressure trait is unable to also have the Pitiless trait, as the inability to be in a state of peace or alliance from the Pitiless trait would contradict the ability to force peace or alliance from the Diplomatic Pressure trait. An extension of this is that a faction with the Appetite for Dust trait cannot take any traits involving FoodSmall Food, and a faction with the Science Phobic trait cannot take any traits involving ScienceSmall Science.

Aside from the Affinities, all traits will be shown with the core faction that they came from. If instead a trait is labeled as "custom", then it is a trait that does not appear in any of the core factions, but is available for use in creating custom factions. Some of these custom-specific traits also have 2 or more "levels", each of increasing intensity. For these kinds of traits, you must have level 1 of the trait to select level 2, and must have level 2 to select level 3 if there is one. The trait of higher level will replace the lower level one. Generally, upgrading one of these traits from level 1 to level 2 will double the effect and the cost, and upgrading from level 2 to level 3 will increase both by the same amount. For example, Businessmen 1 costs 8 points and gives +10% DustSmall on Cities, Businessmen 2 costs 16 and gives +20%, Businessmen 3 costs 24 and gives +30%.

Affinity[]

Affinities are the "core" trait of the faction. They are what the faction is built around, and each one comes with the visual style, units, effects during a Dust Eclipse, and main quest of the faction it's from attached. For example, taking The Sharing trait comes with the visuals, units, Dust Eclipse effect, and main quest of the Wild Walkers, and there is no way to change this. As such, the affinities are going to be organized by which faction they come from, and have the associated units, Dust Eclipse effect, and quest attached to them.

Wild Walkers[]

Name Type Cost Effects Lore
The Sharing Affinity 15 Provides the ability to detect opponents' armies in your empire and the adjacent regions, which will be displayed in the form of an exclamation mark. Formed through ancient bonds with the beasts of Auriga, heightened senses tell when predators or prey are close.
Wild Walkers Main Quest Main Quest Main Quest The forest has long been your home, but its wild spirits threaten to drown you. You believe that your future lies elsewhere, in great living towers you can build to reach the heavens. But not all share this vision...
Dust Divination Dust Eclipse Effect During Eclipses, sharing ability is active on all regions of the map and movement through forest cost 0.5 instead of 2 With greatly heightened senses during Dust Eclipses, Wild Walkers are carefully attuned to Auriga's other inhabitants, granting them the capacity to meet the enemy head-on.
Dekari Ranger Unit Model Starting Unit
Agache Shaman Unit Model Available to unlock via research in Era I
Tenei Walker Unit Model Available to unlock via research in Era II

Broken Lords[]

Name Type Cost Effects Lore
Appetite for Dust Affinity 10 Cannot see/gather/use FoodSmall
Can use DustSmall to create population
Cannot use HP Regeneration
Can use DustSmall to heal units
Living things - whether or not they have bodies - require an energy source. In this case, it is only Dust.
Broken Lords Main Quest Main Quest Main Quest Your people cleave to the ideals of honor and chivalry, even as they discover cruel and vampiric ways to sustain themselves. They very soul of your nation hangs in the balance as you carve the future of the Lords of the Amber Plains.
Soul Burn Dust Eclipse Effect During eclipses units and heroes gain a new army action, Soul Burn, that greatly boosts their attack at the expense of their health. With Dust already writing beneath their great suits of armor, it is no surprise that Dust Eclipses can have such great impacts on the Broken Lords' armies.
Stalwarts Unit Model Starting Unit
Ryder Unit Model Available to unlock via research in Era I
Dust Bishop Unit Model Available to unlock via research in Era II

Vaulters[]

Name Type Cost Effects Lore
Holy Resource Affinity 25 Provides the ability to define a Strategic Resource as a Holy Resource which can be used as a booster
When the booster is activated, it gives:
Teleportation (between Cities)
+200% Holy Resource per turn during Winter
In the workings of the Great Orrery that is the universe, your people value and exploit one Strategic Resource above all others. Once it has been selected and collected, you gain powerful new abilities.
Vaulters Main Quest Main Quest Main Quest Your legends speak of places and things that you do not see on the world of Auriga. It is time to learn more about your planet and your past and, in this way, preserve your future.
Teleportation Finesse Dust Eclipse Effect During eclipses, while the holy resource boost is active, Vaulters can teleport units directly to any army with an assigned hero in the field. Powerful currents of Dust in the air during Dust Eclipses greatly enhance the accuracy of Vaulter teleportation, allowing more target destinations.
Marine Unit Model Starting Unit
Dawn Officer Unit Model Available to unlock via research in Era I
Titan Unit Model Available to unlock via research in Era II

Necrophages[]

Name Type Cost Effects Lore
Recycling Affinity 15 +1 Cadaver per any unit killed in battle (unless defeat)
+1 Recycled Stockpile per 8 Cadavers
It is important that nothing goes to waste.
Necrophages Main Quest Main Quest Main Quest Many species run rampant on Auriga, but only the Necrophages are truly of the planet. The others are thieves and trespassers; the others must die...
Rising Dead Dust Eclipse Effect During eclipses, recycled stockpiles also create a Battle Born in the target city in addition to the food bonus When Dust Eclipses descend on Auriga, animating forces bring to life some corpses of the Necrophages' great heaps of flesh, creating not-so-fresh recruits.
Forager Unit Model Starting Unit
Necrodrone Unit Model Available to unlock via research in Era I
Proliferator Unit Model Available to unlock via research in Era II

Ardent Mages[]

Name Type Cost Effects Lore
Power Through Pain Affinity 10 Can choose Arcana Pillars and Spells at a lower cost in Trait Points
The cost of Arcana Technologies is reduced from 10 to 6 points
The cost of Arcana-Enhancing Technologies is reduced from 10 to 4 points
Ardent Mages can more easily manipulate the magic properties of Dust, changing them into powerful spellcasters.
Ardent Mages Main Quest Main Quest Main 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.
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.
Telsem Warlock Unit Model Starting Unit
Ateshi Zealot Unit Model Available to unlock via research in Era I
Eneqa Wing Unit Model Available to unlock via research in Era II

Roving Clans[]

Name Type Cost Effects Lore
Nomadic Cities Affinity 15 Can relocate Cities and Ground Districts at will By gaining full control of the giant scarabs upon whose backs many tents of the great caravan cities rest, the Roving Clans move their settlements at will.
Roving Clans Main Quest Main Quest Main Quest Is Dust the goal of life, or merely the best way to keep score? Whichever it is, you are ceaseless in your efforts to understand and acquire it. What better way than to dig into the secrets of the past, and those who first mastered it? The task will be difficult, requiring effort and sacrifice. But then, if it was easy, it would hardly be fun...
Setseke Infusion Dust Eclipse Effect During eclipses, provides 20% more health regeneration on units standing on city tiles, and massively buffs Setseke attributes Setsekes, the giant scarabs that underpin the Clans culture, become invigorated during Dust Eclipses leading to even greater reverence for their powers.
Dervish Unit Model Starting Unit
Kassai Unit Model Available to unlock via research in Era I
Yirmak Unit Model Available to unlock via research in Era II

Drakken[]

Name Type Cost Effects Lore
Diplomatic Pressure Affinity 25 Gives the Empire the ability to force Truce, Peace, or Alliance on a targeted Empire. Masters of statecraft, this people can force Peace, Truce, or even and Alliance on other players due to their wisdom, persuasion, and prestige.
Drakken Main Quest Main Quest Main Quest Cherishing your role as the protectors of Auriga, the many troubling changes in your world force the Drakken out of their isolation as they seek to learn. As you explore and discover new peoples and new problems, you are challenged as well to discover the roots of your own race and its ancient, honorable duty.
Mystical Words Dust Eclipse Effect -50% Influence InfluenceIcon cost of diplomatic declaration on empire during Dust Eclipse
-50% Influence InfluenceIcon cost of diplomatic treaty on empire during Dust Eclipse
With the general confusion and bouts of arcane mysticism that Dust Eclipses bring, unruffled Drakken diplomats are more effective during negotiations at this time.
Drakkenling Unit Model Starting Unit
Wyvern Unit Model Available to unlock via research in Era I
Ancient Unit Model Available to unlock via research in Era II

Cultists[]

Name Type Cost Effects Lore
High Seat of the Queen Affinity -10 No Settler production
+1 District level cap
Constructed around a single city that is their religious center, this faction creates no new cities and therefore cannot produce Settlers. However, their city center can be built up to a higher level than any other faction, becoming an impressive and powerful metropolis from which all of Auriga could be ruled.
Cultists Main Quest Main Quest Main Quest You bring these lesser beings up to a state of wisdom and power that they can barely comprehend; such is the nature of your purpose. Seen through the eyes of one of these lesser followers, however, the path is anything but straight, and their grim determination is richly rewarded. When they survive, of course.
Worshippers Frenzy Dust Eclipse Effect +10% Attack AttackIcon per city center level on minor faction units during Dust Eclipse
+10% Damage DamageIcon per city center level on minor faction units during Dust Eclipse
+10% Defense DefenseIcon per city center level on minor faction units during Dust Eclipse
+10% Life LifeIcon per city center level on minor faction units during Dust Eclipse
Leveraging the feelings of fanaticism that Dust Eclipses instill in Auriga's lesser races, Cultists preach that they are a sign from the Queen.
Preacher Unit Model Starting Unit
Fanatic Unit Model Available to unlock via research in Era I
Nameless Guard Unit Model Available to unlock via research in Era II

Forgotten[]

Name Type Cost Effects Lore
Science Phobic Affinity -10 Cannot see/gather/use ScienceSmall
No Research
No ScienceSmall gain from Trade Routes
Technologies can be bought out with Dust DustSmall
Mistrustful of scientists and their mad passions, this faction cannot exploit Science, but instead purchases Technologies with Dust.
Forgotten Main Quest Main Quest Main Quest Frustrated by the insularity - and perhaps cowardice - of your people, you and two allies decided to leave and forge your own destiny. But your journey barely started before disaster struck, and your mission has turned to one of bloody revenge.
Dust Opportunists Dust Eclipse Effect During eclipses, infiltrated Forgotten spies gain the Dust Opportunists infiltration action Taking advantage of Dust's magical propensity to literally drift out of imperial coffers during Eclipses, infiltrated Forgotten spies can potentially steal small fortunes during the long twilight night.
Assassin Unit Model Starting Unit
Predatore Unit Model Available to unlock via research in Era I
Myst Unit Model Available to unlock via research in Era II

Allayi[]

Name Type Cost Effects Lore
Shifting Affinity 20 Allows to adopt a Light or Dark form Deeply connected to the moods of Auriga, the faction undergoes changes to its abilities as the seasons change.
Allayi Main Quest Main Quest Main Quest After centuries in hiding, it is time to rebuild the Allayi civilization. You must preserve your world and your goddess, Mother Auriga, and unlock the mystery of Her enigmatic Pearls that burst forth in the Dark Season. The destinies of your nation and your planet are intertwined; let us hope that you can save them both...
Call of Auriga Dust Eclipse Effect +2 SpeedIcon on units during Dust Eclipse
+1 Action points during Dust Eclipse
Responding to Auriga's apparent distress, the Allayi are moved to great feats of endurance during Dust Eclipses.
Seeker Unit Model Starting Unit
Skyfin Unit Model Available to unlock via research in Era I
Monk Unit Model Available to unlock via research in Era II

Morgawr[]

Name Type Cost Effects Lore
Neptuniaun Affinity 5 Free embark/disembark
Improves transport ships unlocked by the shipyard technology
Only trusting the waters, this faction has faster, stronger transports and can disembark and embark anywhere.
Morgawr Main Quest Main Quest Main Quest Morgawr awoke in a lab without a sense of the past. An entity that is a single mind of many bodies, Morgawr has a powerful compulsion to dominate and control the minds of others in order to achieve their ultimate intent. But there are many questions that it would like to answer. Who are I? Where do I come from? What are all these strange, one-minded beings who get in our way? Why are I driven to do what I do, and how will I know that I have succeeded?
Riders of the Wild Winds Dust Eclipse Effect +4 Movement on water on units during dust eclipse As natural seafarers, the Morgawr are the only faction able to take advantage of the high winds and rough seas that characterize the oceans during Dust Eclipses.
Mastermind Unit Model Starting Unit
Vore Unit Model Available to unlock via research in Era I
Leviathan Unit Model Available to unlock via research in Era II

Kapaku[]

Name Type Cost Effects Lore
Born of Ash Affinity 20 Can only see/gather/use FoodSmall on Volcanic terrains
Armies have health regen on volcanic terrains Kapaku units and heroes gain bonus stats on volcanic terrains
Hailing from a world of rock and fire, the Kapaku feed exclusively on ash and minerals that Otherskins would find inedible, and their armies thrive in the volcanic regions that would wear down other factions.
Kapaku Main Quest Main Quest Main Quest After the destruction of their homeworld by the machines - terraforming robots of the Virtual Endless - the Concrete endless brought the Kapaku, to Auriga, promising them a world that they could transform into another fiery Eden. When the Kapaku discover Auriga is not the empty world their saviors led them to believe, Custodian Aktyl begins to wonder what secrets this new world holds...
Shaman's Knowledge Dust Eclipse Effect During eclipses, Kapaku shamans can locate confluxes in their own and explored neighboring regions, and enjoy increased effects from these confluxes. Already well-attuned to earthen energies, Kapaku shamans gain near supernatural powers of insight at times of Dust Eclipse.
Stone Sentinel Unit Model Starting Unit
Geomancer Unit Model Available to unlock via research in Era I
Golem Rider Unit Model Available to unlock via research in Era II

Mykara[]

Name Type Cost Effects Lore
Creeping Presence Affinity 25 Single City
No Settler Production
Can create Fungal Blooms on Points of Interest in owned and neutral regions, exploiting the tile while granting:
  • Extractors on Resource deposits
  • Watchtowers on Foundations
  • Assimilation access on pacified Minor Faction Villages out of territory
  • Tunnel entrances on Temple and Unspoiled Ruins, allowing fast travel between ruins

Fungal Bloom creation consumes Food from the main city, for a few turns.

With mycelial webs spread throughout the underground, tendrils can easily exploit undefended sites across Auriga.
Mykara Main Quest Main Quest Main Quest A Vaulter leader, saved by the Mykara after the slaughter of her people, slowly comes to terms with her new existence - and the strange symbiosis between the Mykara and the Urkans.
Twilight Flourish Dust Eclipse Effect During Eclipses, you can swiftly deploy Fungal Blooms using Dust With Dust in the air during Aurigan Eclipses, it becomes possible to accelerate tendril growth, resulting in much faster deployment of mycelial outgrowths
Ipotane Unit Model Starting Unit
Gorgon Unit Model Available to unlock via research in Era I
Shambler Unit Model Available to unlock via research in Era II

Diplomacy[]

Traits which offer diplomatic (dis)advantages. Includes traits affecting Diplomacy with other Empires, Empire Plans, the Marketplace, and relations with Minor Factions.

Name Faction Cost Effects Lore
Advanced Diarchy Drakken 5 Empire Plans are unlocked 1 Era earlier Experienced at the necessary negotiation and discussion that takes place within a government, this factions can more rapidly put complex Empire Plans into motion.
Cuts Both Ways Roving Clans 10 Receives 8% DustSmall of every transaction fee paid by other Empires Whether another empire buys or sells, the Roving Clans traders will always take a slice of the transaction.
Insider Trading Roving Clans 5 Additional information on the Marketplace use In exchange for small "donations", traders in the Roving Clans' marketplaces will give up information on who's buying and selling.
Keys to the Market Roving Clans 10 Can use the Market Ban option

Prevents to be the target of a Market Ban

Another empire getting too big for their boots? Perhaps we should ban them from the market and see how they fare then!
Make Trade Not War Roving Clans -10 Cannot declare War The Roving Clans believe that warfare is only for desperate fools; they do not view it as a viable option.
Mercurial Diplomats Allayi 5 -25% Influence InfluenceIcon cost of Diplomatic Declaration on Empire during Winter

-25% Influence InfluenceIcon cost of Diplomatic Treaty on Empire during Summer

The faction cannot help that their psychology, moods, and actions are strongly affected by the extreme seasons of Auriga.
Naïve 1/2 Custom 5/10 +4/+8 ApprovalSmall per Peace on Cities

+4/+8 ApprovalSmallper Alliance on Cities

Increases City Approval for each empire that is friendly (alliance or at peace).
Peace and Prosperity Roving Clans 10 Commercial and Research agreements are free Once a peace treaty has been signed, Roving Clans can enjoy Commercial and Research agreements with their newfound partners for free.
Pitiless Necrophages -10 No Peace/Alliance

No Diplomatic Technologies

No Bribe and Talk Technologies

One does not debate with one's next meal.
Seeds of Dissent Morgawr 10 Can make pacified villages hostile again Seemingly content and pacified Minor Faction villages in neutral regions can be instigated to rise up and cause trouble.
The Black Spot Morgawr 10 Unlocks the Diplomatic Declaration "The Black Spot" Cursing a selected Major Faction with the Black Spot gives any empire that destroys units of that cursed empire extra Dust.
Well Connected Drakken 15 Gives the Empire the knowledge of the starting points of every player Being an ancient race with ties to all other peoples of Auriga, this empire knows the location of every race's capital.

Economy[]

Traits which offer economic (dis)advantages. Includes traits affecting FIDSI from terrain and Cities, City construction, Strategic and Luxury Resources, Trade Routes, and a few other miscellaneous traits.

Name Faction Cost Effects Lore
Agriculturally Challenged Necrophages -10 -1 FoodSmall on terrain with Food Poor planning and mediocre tools lead to substandard yields and quality for food production.
Brace Yourself Roving Clans -5 +50% DustSmall on City upkeep during Winter

-25% Trade Route Bonus on City Trade Routes during Winter +15% Trade Route Bonus on City Trade Routes during Summer

When the ice and snow come, caravan movement is slowed and the tents of the Roving Clans are exposed to frigid winds. It is a difficult time; Trade route revenue drops and it is more expensive to maintain cities.
Breath of Auriga Allayi 10 -100% Margin of error for season predictability on Empire In harmony with the planet, the faction knows precisely when the next Dark Season will occur.
Businessmen 1/2/3 Custom 8/16/24 +10/20/30% DustSmall on Cities Generates additional Dust per City.
Cellulose Mutation Necrophages 25 Decreases the cost of a district A natural outgrowth of highly specialized evolution, some workers are able to excrete a semi-solid that dries into tough, fibrous material. This material, cheap and abundant, is used to speed the construction of city buildings.
Cull the Herd Necrophages 10 +2 FoodSmall per population per village VillageIcon There are many different ways to pay taxes...
Dust Archaeology 1/2 Custom 2/4 +20/40 DustSmall at start Increases the starting Dust amount.
Dust Efficient Broken Lords 25 +1 DustSmall on terrain with Dust Sensitive to Dust and attuned to its properties, it is easier to find and collect this magical substance.
Dust Inefficient Custom -10 -1 DustSmall on terrain with Dust Decreases the Dust effects from terrain.
Dust Starved 1/2 Custom -1/2 -15/35 DustSmall at start Decreases the starting Dust amount.
Endless Excavation Drakken 10 +2 ScienceSmall on terrain with ruins
+3 InfluenceIcon on terrain with ruins
Hereditary keepers of Endless artifacts and knowledge, no other peoples are so adept at unearthing secrets and mysteries from ancient sites.
Endless Fascination Kapaku 5 Science ScienceSmall received on successful ruin search

+2 ScienceSmall on terrain with ruins

An obsession with the Endless and all their magical-esque technology heightens natural inquisitiveness in Auriag's ruins.
Entrepreneur Custom 20 +1 DustSmall per population on cities Generates additional Dust per Worker on each City.
Food Efficient Custom 25 +1 FoodSmall on terrain with Food Increases the Food effects from terrain.
Glassteel Legacy Custom 10 +15 Glassteel Color 256x256 at start Starts with a little amount of Glassteel.
Goods of Auriga Custom 15 +1 Resource on Luxury Resource extractor Enhances the production of Luxury resources.
Hydrophilic Morgawr 15 +2 IndustrySmall on terrain with Sea or Lake
+2 ScienceSmall on terrain with Sea or Lake
+1 IndustrySmall on terrain with River
+1 ScienceSmall on terrain with River
Driven by a fear of drying out and turning to lowly dust, this faction is most productive close to water.
Industry Efficient Custom 30 +1 IndustrySmall on terrain with Industry Increases the Industry effects from terrain.
Industry Inefficient Custom -10 -1 IndustrySmall on terrain with Industry Decreases the Industry effects from terrain.
Inefficient Extraction Mykara -10 -50% Resource on Strategic Resource Extractor
-50% Resource on Luxury Resource Extractor
Although able to extract resources from the earth, production is halved compared to usual extractors.
Knack for Knowledge Vaulters 20 +1 ScienceSmall on terrain with Science A people used to hardship and penury manage to get more out of whatever they have on hand.
Landscapist Custom 15 +2 ScienceSmall on terrain with Anomaly
+3 DustSmall on terrain with Anomaly
+3 ApprovalSmall on terrain with Anomaly
Gives additional DustSmall, ScienceSmall and ApprovalSmall to terrain anomalies.
Living Towns Wild Walkers 25 +1 IndustrySmall on terrain with Forest during Summer Wild Walkers' craft was to grow rocks and trees into great buildings, creating living towns of green towers within the green forests.
Merchants 1/2 Custom 8/16 +1/2 Trade routes max on Cities Creates additional Trade routes per City.
Organic Industry Mykara 15 Gives a bonus of Industry production IndustrySmall equal to 10% of the Food production FoodSmall of the main city. With Mykaran foodstuff a living, symbioltically-entwined part of the fabric of the nexus, the fungal species can leverage the fruits of these gardens into industrial production.
Overgrown Cities Mykara 10 Captured cities become overgrown, initiating a period of symbiosis. Once completed, symbiosis grants a unique trait, different for each faction.
Overgrown cities only grant the output from tiles to the main city, while any further development is impossible.
The Mykara seek new races in order to evolve through symbiosis, capturing cities in a unique manner. Enmeshed in a web of mycelial tendrils, cities' further development is arrested but limited resources are still channeled back to the nexus.
Science Inefficient Custom -10 -1 ScienceSmall on terrain with Science Decreases the Science effects from terrain.
Sea Traders Morgawr 5 Some technologies are modified:
Era II technology "Imperial Highways" cannot be researched
Era III technology "Cargo Docks" is moved to Era II
Masters and mistresses of the seas in all their forms, the faction will not trade on land. Trade on the sea provides Dust and Science bonuses.
Spendthrifts 1/2/3 Custom -5/10/15 -10/20/30% DustSmall on Cities Generates less Dust per City.
Stargazers Kapaku 10 In summer, upcoming dust eclipses are always predicted Auriga's pattern of Dust Eclipses was well understood by the Concrete Endless, predicated on the chaotic interaction of the moons.
Surreptitious Skills Custom 5 -50% Infiltration cost on Empire Lowers cost of Infiltration actions.
Titanium Legacy Custom 10 +15 Titanium Color 256x256 at start Starts with a little amount of Titanium.
Veins of Auriga Vaulters 15 +1 Resource on strategic resource extractor Skilled at working the ores that run like blood vessels through the rocks of Auriga, the faction is highly efficient at extracting Strategic Resources.
Volcanoformation Kapaku 15 Units have a special army action allowing the use of the Volcanoforming Device Utilize Strategic Resources to create machines that will change any terrain into a Volcanic one.
We Chosen Few Allayi -15 +150% Expansion Disapproval generation on Cities
+100% ownership recovery rate on Cities
+100% Growth required FoodSmall per Population population on Empire
A close-knit and insular faction, they have fewer offspring and prefer to keep them close to home.
Weapons of the Enemy Cultists 15 A captured City is immediately razed
+1 Industry IndustrySmall stockpile per population when a City is razed
Disgusted by the destruction of the Endless's civil war, leaders of the Cult insist that enemy cities, when taken, be turned into usable resources for the Cult rather than simply burned to the ground.
Westward Ho! Custom 15 -50% Expansion Disapproval Generation on Cities Reduces Approval penalties caused by empire expansion.
Who Can Do More Can Do Less Custom 10 +20% Research cost reduction in past eras Reduces Research cost for Technologies of previous Eras.

Military[]

Traits which offer military (dis)advantages. Includes traits affecting Unit Attributes, City Fortification, Army Actions, and a few other miscellaneous traits.

Name Faction Cost Effects Lore
Anarchists 1/2 Custom -6/15 -1/2 Army Unit slot(s) on Empire
-1/2 Garrison Unit slot(s) on Empire
Decreases the size of Armies and Garrisons.
Battlefield Symbiosis Allayi 5 +15% InitiativeIcon per Morale Morale on Units Uneasy with other peoples, the faction feels most confident and courageous when surrounded by their own.
Big Armies 1/2 Custom 10/25 +1/2 Army Unit slot(s) on Empire
+1/2 Garrison Unit slot(s) on Empire
Increase the size of Armies and Garrisons.
Catspaw Morgawr 10 Can take control of roaming armies or fleets
Can identify other empire's privateers or armies controlled by "Cat's Paw"
Masters of mind control and suggestion, roaming Minor Faction armies can be controlled by the faction for their own nefarious purposes.
Dreams of Glory Custom 5 +50% Settler cost reduction on Cities Reduces production cost of new Settler units.
Expert Forager Forgotten 10 Gains loot when destroying a neutral village Even the simplest habitats have valuable scraps - stones, cloth, metal objects, holy symbols. In the hands of the Forgotten, accustomed to surviving in the harshest conditions, these things can be transformed into objects that fetch a good price.
Fast Epimorphosis Necrophages 10 +5% Health Regen LifeIcon on Empire Extremes of evolution and environment can teach advanced organisms the secrets of rapid regeneration.
Fast Travelers 1/2 Custom 10/25 +1/2 SpeedIcon on Units Gives a Movement bonus to Units.
Fragile Health 1/2 Custom -5/10 -15/30% Life LifeIcon on Units Gives a Health penalty to Units.
Knowledge Seeker Forgotten 10 Can perform the Infiltration action "Technology Copy" instead of "Decrease Science Production" Trained in the arts of study and observation, a key value of Forgotten spies is stealing technology and scientific secrets from their enemies. Disdainful of the scientific process, they appreciate its results.
Mercenary Comforts Roving Clans 20 -33% DustSmall on Upkeep of privateers
Does not apply to mercenaries spawned by converted villages
x2 Life LifeIcon on Mercenary
+1 SpeedIcon on Mercenary
By furnishing their sellswords with opulent digs, mouth-watering delicacies, and extra coin, Roving Clan mercenaries are that little bit extra motivated to perform.
Meticulous Analysis Custom 3/6 +1/2 Vision SightIcon on Units Gives a Vision Range bonus to Units.
Offense First Custom 10 +20% Attack AttackIcon on Units Improves the attack of the units.
Offense Last Custom -5 -20% Attack AttackIcon on Units Reduces the attack of the units.
Optimal Defense Custom 10 +20% Defense DefenseIcon on Units. Improves the defense of the units.
Organic Defense Mykara 15 +20 Fortification Recovery FortificationSmall per turn on Cities With the very fabric of the city made from mycelial webs, defenses are stronger than the brittle nature of rock and clay, and additionally enjoy the ability to self-repair after damage.
Practiced Pillage Forgotten 5 +2 Fortification damage FortificationDamage per turn TurnSmall on units
-1 DustSmall on Military upkeep
From the youngest age Forgotten children learn to survive on hardship and extract every scrap from their environment. It is no surprise that as grown-ups they are exceptionally effective at pillaging.
Rest and Relaxation Custom 3 +20% Health regen on cities Speeds regeneration of Unit health in city Garrisons.
Slow Travelers 1/2 Custom -6/15 -1/2 SpeedIcon on Units Gives a Movement penalty to Units.
Walls of Faith Cultists 10 +100 Fortification FortificationSmall on main City
+1 Max unit slots on militia
With the zeal of fanatics, all soldiers and civilians are prepared to throw their lives down defending their city.
Weak Defense Custom -5 -20% Defense DefenseIcon on Units Reduces the defense of the units.
Will of the Hive Necrophages 5 +10% Attack AttackIcon per declared War on Empire Focused on a common goal, all soldiers dedicate themselves body and soul to victory.

Starting Blessing[]

Traits which offer Blessings unlocked at start. All except the Garth of the Allayi are available to be unlocked from the Altar of Auriga in-game.

Name Faction Cost Effects
Chapel of Auriga Custom 10 Grants the Chapel of Auriga blessing
Garth of the Allayi Allayi 10 Grants the Garth of the Allayi blessing
Nyctalopian Lenses Custom 5 Grants the Nyctalopian Lenses blessing
Pearl Crafting Custom 10 Grants the Pearl Crafting blessing
Pearl Hoarding Custom 5 Grants the Pearl Hoarding blessing
Pearl Smithing Custom 10 Grants the Pearl Smithing blessing

Starting Technology[]

Traits which offer technologies unlocked at start. All except the Arcana of Agility and Arcana of Matter are available to be unlocked via Research in-game.

Name Faction Cost Effects
Advanced Alloys Custom 10 Unlocks the Advanced Alloys Technology
Advanced Armor Broken Lords 10 Unlocks the Advanced Armor Technology
Alchemist's Furnace Necrophages
Kapaku
10 Unlocks the Alchemist's Furnace Technology
Aquapulvistics Morgawr 10 Unlocks the Aquapulvistics Technology
Arcana of Agility Ardent Mages 10 Unlocks the Arcana of Agility Technology
Arcana of Matter Ardent Mages 10 Unlocks the Arcana of Matter Technology
Cultivation Wild Walkers 10 Unlocks the Cultivation Technology
Must not have the Appetite for Dust Affinity
Diplomat's Manse Custom 10 Unlocks the Diplomat's Manse Technology
Must not have the Pitiless Trait
Empire Mint Broken Lords
Drakken
10 Unlocks the Empire Mint Technology
Imperial Coinage Roving Clans 15 Unlocks the Imperial Coinage Technology
Language Square Drakken
Cultists
10 Unlocks the Language Square Technology
Must not have the Pitiless Trait
Mercenary Market Roving Clans 10 Unlocks the Mercenary Market Technology
Military Science Cultists 10 Unlocks the Military Science Technology
Mill Foundry Custom 10 Unlocks the Mill Foundry Technology
Necrodrone Necrophages 10 Unlocks the Necrodrone Technology
Must have the Recycling Affinity
Open-Pit Mine Vaulters 10 Unlocks the Open-Pit Mine Technology
Pillage Forgotten 10 Unlocks the Pillage Technology
Public Library Vaulters 10 Unlocks the Public Library Technology
Must not have the Science Phobic Affinity
Search Party Forgotten
Mykara
10 Unlocks the Search Party Technology
Sewer System Wild Walkers 10 Unlocks the Sewer System Technology
Shipyard Allayi
Morgawr
15 Unlocks the Shipyard Technology
Skyfin Allayi 10 Unlocks the Skyfin Technology
Must have the Shifting Affinity
Topography Kapaku
Mykara
10 Unlocks the Topography Technology
Must not have the Science Phobic Affinity

Technology[]

Traits which offer technologies. These technologies are not unlocked at start, and must be researched in-game, but cannot be researched without the associated trait.

Name Faction Cost Effects
Arcana of Authority Ardent Mages 10 Makes available the Faction-specific technology Arcana of Authority
Arcana of Materialization Ardent Mages 10 Makes available the Faction-specific technology Arcana of Materializing
Arcana of Renewal Ardent Mages 10 Makes available the Faction-specific technology Arcana of Renewal
Breaching Wave Morgawr 10 Makes available the Faction-specific technology Breaching Wave
Cannon Fodder Necrophages 15 Makes available the Faction-specific technology Cannon Fodder
Caudata Sanctuary Forgotten 10 Makes available the Faction-specific technology Caudata Sanctuary
Deep Generator Vaulters 10 Makes available the Faction-specific technology Deep Generator
Must have the Holy Resource Affinity
Demanding Gods Necrophages 10 Makes available the Faction-specific technology Demanding Gods
Dust Mechanics Ardent Mages 10 Makes available the Faction-specific technology Dust Mechanics
Must have at least one Arcana Technology
Dust Purifier Ardent Mages 10 Makes available the Faction-specific technology Dust Purifier
Must have at least one Arcana Technology
Dust Sense Forgotten 10 Makes available the Faction-specific technology Dust Sense
Endless Recycling Vaulters 10 Makes available the Faction-specific technology Endless Recycling
Must have the Holy Resource Affinity
Golem Camp Kapaku 10 Makes available the Faction-specific technology Golem Camp
Learn from Others Forgotten 10 Makes available the Faction-specific technology Learn from Others
Luxury Alchemists Allayi 5 Makes available the Faction-specific technology Luxury Alchemists
Painosphere Ardent Mages 10 Makes available the Faction-specific technology Painosphere
Must have at least one Arcana Technology
Sacrificial Amplifiers Ardent Mages 10 Makes available the Faction-specific technology Sacrificial Amplifiers
Must have at least one Arcana Technology
Siege Engineering Kapaku 10 Makes available the Faction-specific technology Siege Engineering
Strength of the Vault Vaulters 5 Makes available the Faction-specific technology Strength of the Vault
Must have the Holy Resource Affinity
Urkan Encampment Mykara 5 Makes available the Faction-specific technology Urkan Encampment
Urkan Politics Mykara 5 Makes available the Faction-specific technology Urkan Politics
Way of the Woodlands Wild Walkers 10 Makes available the Faction-specific technology Way of the Woodlands
What's Mine is Mine Forgotten 5 Makes available the Faction-specific technology What's Mine is Mine

Various[]

Unsorted traits. These are traits that, for some reason or another, were not sorted into one of the other categories by the developers.

Name Faction Cost Effects Lore
A Song of Ice, Only Ice Custom 10 +2 SpeedIcon on Units during winter
Immunity to the movement reduction due to Winter on Empire
The faction has discovered Dust-based stimulants that radically speed metabolism and burn the body's caloric energy. They would cause death by hyperthermia in summer; for this reason they are only usable during the Dark Season.
Conversion Cultists 40 Can convert pacified Villages
Converted villages:
  • Are lost to their original owner
  • Give all advantages of pacified villages to the main City of the new owner, no matter their location
  • Will exploit FIDS on their tile and the 6 tiles around for the main city of the new owner
  • Will leech Strategic and Luxury Resources (with the adequate technologies)
  • Regularly spawn a mercenary unit (cannot be retrofit) for the new owner
  • Will increase by 10 the upkeep DustSmall of the main city and by 20% the Influence InfluenceIcon cost of each tier of the empire plan
Knowledge of the rites of the Cultists - and a fanatic belief in the Queen's purpose - permits the conversion of Pacified villages.
Pearl Sensitive Allayi 15 Displays Pearl cluster Pearls locations on explored tiles
Pearls Pearls received on ruin search
The faction's attunement to Auriga permits them to see the locations of her Pearls, wherever they may be.
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