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 Food, and a faction with the Science Phobic trait cannot take any traits involving 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% 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 Can use to create Cannot use HP Regeneration Can use 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 cost of diplomatic declaration on empire during Dust Eclipse -50% Influence 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 per city center level on minor faction units during Dust Eclipse +10% Damage per city center level on minor faction units during Dust Eclipse +10% Defense per city center level on minor faction units during Dust Eclipse +10% Life 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 No Research No gain from Trade Routes Technologies can be bought out with Dust |
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 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 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:
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.
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 on terrain with Food | Poor planning and mediocre tools lead to substandard yields and quality for food production. |
Brace Yourself | Roving Clans | -5 | +50% 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% 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 per per village | There are many different ways to pay taxes... |
Dust Archaeology 1/2 | Custom | 2/4 | +20/40 at start | Increases the starting Dust amount. |
Dust Efficient | Broken Lords | 25 | +1 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 on terrain with Dust | Decreases the Dust effects from terrain. |
Dust Starved 1/2 | Custom | -1/2 | -15/35 at start | Decreases the starting Dust amount. |
Endless Excavation | Drakken | 10 | +2 on terrain with ruins +3 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 received on successful ruin search | An obsession with the Endless and all their magical-esque technology heightens natural inquisitiveness in Auriag's ruins. |
Entrepreneur | Custom | 20 | +1 per on cities | Generates additional Dust per Worker on each City. |
Food Efficient | Custom | 25 | +1 on terrain with Food | Increases the Food effects from terrain. |
Glassteel Legacy | Custom | 10 | +15 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 on terrain with Sea or Lake +2 on terrain with Sea or Lake +1 on terrain with River +1 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 on terrain with Industry | Increases the Industry effects from terrain. |
Industry Inefficient | Custom | -10 | -1 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 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 on terrain with Anomaly +3 on terrain with Anomaly +3 on terrain with Anomaly |
Gives additional , and to terrain anomalies. |
Living Towns | Wild Walkers | 25 | +1 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 equal to 10% of the Food production 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 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% 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 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 per 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 stockpile per 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.
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.