USER’S MANUAL Revision 1.
Introduction ............................................................................................................................... 1 Installation and Configuration ................................................................................................. 2 Starting a game......................................................................................................................... 3 Adventure Map .....................................................................................
Introduction Welcome to Endless Legend! This is the world called “Auriga”. It is an ancient world, steeped in history – and in blood. It could be called many things: Rich and bountiful, ruined and tortured, magical and majestic. For its eight great nations and many minor ones, it is also called “home.” A home full of beauty as well as danger, and a home which seems to be slowly fading into the long dark night of the universe.
Installation and Configuration After you have purchased the game and downloaded it from Steam, simply launch it from your Steam Library by double-clicking on Endless Legend or its desktop shortcut. The first time you launch it, it will install the required software. The game will launch automatically once the installation is complete.
Starting a game Once you launch the game, you will see the main menu of Endless Legend. 1. 2. 3. 4. 5. 6. 7. 8.
Introduction To start a new game, click the New Game button to launch the New Game menu where you can configure your game world. This screen lets you choose the following: 9. The ”Game Settings Summary” list displays the total number of empires taking part in this game 10. The “Empire Summary” displays information on the faction you have selected to play, such as its specific traits and abilities 11.
Faction selection You can choose the faction you want to play by clicking on “Select Empire” button on the Empire summary or use “Competitors” slot 1. Each faction has a different background, main quest arc, set of units, and play style. Some factions, such as the Wild Walkers and Vaulters, are rather straightforward to play. Others, such as the Broken Lords who consume Dust instead of Food, will require you to play very differently.
Generation options Generation options lets you modify the parameters of the Random World Generator. For instance, Larger World Size will result in longer games with more territory to conquer, or simply allow a game with 8 empires to not feel too crowded. Ready to start Once you are ready to start, click the Start button at the bottom right of the screen. The game will generate your world based on your parameters and seed the competing empires. Once the generation is complete, the game starts.
Adventure Map Introduction When the game starts, you will see the Adventure Map of Endless Legend, displaying your first army and the surrounding terrain. The Adventure Map is the interface through which you are going to explore the world, manage your armies and cities, and fight battles. The world of Auriga is presented as a set of interconnected hexagons. Each hexagon corresponds to a terrain type (plain, forest, etc.
Camera management The camera system allows you to change the perspective of the Adventure Map. You can move the view by left-clicking and dragging the Adventure Map with the mouse. You can also scroll the map by placing your mouse on the screen borders or by using the keyboard arrows. Zoom in and out by rotating the mouse wheel forward and backward. Alternatively, you can use the PageUp and PageDown keys on your keyboard.
Fog of War When you start the game, you do not know much of the world beyond what your first army can see. Areas which you have not explored are covered by a grey, cloud-like overlay. As you move armies around the Adventure Map, the cloud disappears and reveals the terrain beneath. Areas which have been discovered, but which are not in your vision range, become darker and part of the “Fog of War”. You cannot see what is going in the Fog of War, such as enemy armies moving.
Army Management screen When an army is selected, the game displays the Army Management interface 1. The Hero is displayed if one is assigned to the army 2. The Army Actions panel shows available actions for the army. Some may be greyed out depending on the situation 3. The Unit List panel displays the Units attached to this Army in addition to the hero. You can read some statistics on the Army such as current health, movement capacity, and vision range for the fog of war. 4.
The FIDSI These numbers represent the 5 basic outputs of a city. The higher the number, the better.
City management Introduction Once you have validated your Colonization action, the city is created and the City Management interface appears on the bottom of the screen. To open this interface on any city, simply click on the city, its surrounding tiles, or the city’s label on the Adventure Map. 1. The Region panel displays information on the region hosting this city 2. The City Info panel displays status information on the city including current FIDSI output 3.
Region information The game world is created as a set of distinct regions. You can see the frontiers of these regions as colored borders on the Adventure Map. A border with the same color as your empire color means than you control this region through a city built inside it. Each region can host exactly one city, never more. It you want to conquer a region which is already claimed by another empire, you must first capture its city.
Approval / Growth / Upkeep In the City Info panel you can check several important characteristics for your city: 1. Approval represents how happy the citizens of this city are. The happier they are, the more bonuses your city will receive to its Industry and food. 2. Your workers are represented in the form of “units”, with the number next to the population icon representing the current number of workers from your city plus any workers from pacified minor villages in the region.
FIDSI and workers The FIDSI output of your city is shown on the right part of the City Info panel. You can click on the “+/x” toggle to expand or reduce the level of detail. In expanded mode, the panel shows how each output type (Food, Industry, Dust, Science and Influence) is generated per turn: The Production per worker represents how much of the FIDSI is produced for each worker assigned to it You can drag and drop workers from one column to the other to increase this production effect.
Building Improvements The Available Constructions panel is simple to use: Click on a building or unit option to have it placed in the Construction queue. As you hover with the mouse point over each option, a tooltip explains the benefits of each one as well as its construction cost. There are several different construction options: City Improvements are built inside your city center and do not require any specific additional space or placement.
Construction Queue Once a construction option has been selected it appears in the Construction panel, which is used to track and prioritize your production. Each construction has a cost in Industry points, which is paid gradually as the construction progresses. The number next to the clock icon represents the number of game turns it will take to complete this construction. Some constructions require a number of Strategic Resources; these are spent instantly when the construction is queued.
The Control Banner On the top left of the screen, the control banner allows you to navigate between the different major options of your empire. 1. The Empire screen displays the general status of your empire and allows you manage assimilated Minor Factions, Resources, and Stockpiles, select an Empire Plan, and consult the bonuses and penalties that currently apply to your empire. 2. The City List screen becomes useful when you have many cities to manage.
Research Screen Introduction The Research Screen is where you plan the research of new sciences and technologies. 1. Research is divided into disks that represent eras (I, II, III…). 2. Research is divided into four areas: Military, Science and Industry, Empire and Expansion, and Economy and Population. 3. Each discovery unlocks a specific item in the game, from a City Improvement to an empirewide bonus. You can hover the cursor over a research icon to get information on what it provides.
Selection / multi selection It is possible to queue multiple researches, which will then be executed in order. A number appears next to the research icon to show in which order that research will be done. Cost The cost of a research is based on the amount of research and the number of discoveries you have already made. This means that as you progress in the game, each new discovery will be more expensive in terms of Science points.
Progressing in the game The game is based on a turn system. When the End Turn icon in the lower right is clicked a turn passes: Cities produce their FIDSI output, constructions progress, Research progresses, Armies recover movement or health points, Heroes and Units can gain levels, etc. The end of turn is the frontier between two segments of simulation within the game. However, a number of events appear in real time during a turn: Army movement, battles, diplomatic exchanges, etc. End Turn 1.
Notifications When you complete a turn, you will receive notifications if a city construction was finished, research was completed, a hero gained a new level, etc. Important notifications will automatically pop up and open a panel. Lesser notifications will remain as icons on the right side of the screen until you open them. In the Options menu of the game, you can select which notifications automatically pop up and which ones stay minimized.
Exploration Introduction A large part of the game is dedicated to exploring the map and looking for opportunities. This is particularly true at the beginning of a game. As you move your army around your start point you will discover lost structures, riches, new regions and climates, untamed Minor Factions and, eventually, other major empires. Ruins The cataclysm which plagued Auriga has left behind it remnants of ancient civilizations.
Minor Factions Each region hosts a Minor Faction which keeps a foothold in the form of villages. Minor Factions do not welcome invaders or Major Factions conquering their lands. As time passes, these villages are likely to spawn roaming armies which will attack your armies and cities. Each pacified village in a region you own, brings you 1 new population (+1 pop per pacified village not destroyed).
Pacification / Assimilation As soon as a village is pacified (destroyed, bribed, or allied with), their villages in the region stop spawning armies. It you have a city in the region containing this village, the Minor Faction can be assimilated into your empire. Assimilating a faction costs you Influence points. You may have to wait a few turns until you have the necessary points, then open the Empire Screen to manage your assimilated faction.
Quests Introduction Quests are special missions which are assigned to your empire. Completing quests will give you rewards, and can even help you win the game. Quests are acquired from different sources: Exploring ruins, interacting with Minor Factions, and also through your special faction Main Quest. Main Quest Each faction is provided with a unique quest arc, which will lead it to critical lore on the game world and faction history, as well as result in bonuses which can help win the game.
For each completed objective you receive a reward whose value corresponds to the difficulty of the objective. Rewards can be of different kinds: Dust, Resources, equipment for units, research discoveries, and even new Heroes. Quest Screen You will receive a pop-up notice for new, completed, updated, or failed quests. You can open the Quest Screen at any time to manage your quests and check their status. Quests are classified by status (current, complete, failed), and can be browsed via a horizontal list.
Battles Introduction Battles are launched when an army tries to enter a hex tile occupied by an enemy army. Battles can also be launched on cities and their garrisons or villages and the units inside (see Siege, page 31). Certain diplomatic conditions prevent you from attacking armies of another empire. Check the Diplomacy section to learn more. In any case, attacking armies of roaming Minor Factions is always possible.
Deployment phase The battle now changes to the Deployment Phase. The 3d view is simplified to show you the boundaries of the battle field. During this phase, you can place your units in position to maximize their effect. The game provides you with a default deployment, usually placing melee units in the front and ranged units behind them. You can change the global deployment by advancing or withdrawing your units, using the two buttons next to the “Launch” button.
Order phase You can now see the deployment positions of both armies, and assign orders to your units. 1. Units are sorted by Initiative. The units on the left of the Initiative bar will act first, and the order of battle will progress from left to right. 2. Each unit shows its current order, which can be a. Attack an enemy unit (red arrow) b. Move to a location (white arrow) c. Support a friendly unit (green arrow) 3. You can select any unit on the battlefield to display its statistics.
Resolution phase When the Orders phase is completed the Resolution phase starts, where units act in order of initiative. For each action of the current unit (either friendly or enemy), its panel will appear along with (potentially) the panel of its target unit. The active unit is always displayed on the left, the target units on the right. Units inflict damage on their selected target. Note that if a unit is attacked it will automatically counter attack, using its action for that round prematurely.
Encounter outcome notification When the battle ends, a new notification panel is presented that explains the outcome of the battle. The battle can result in a victory, defeat, or even a draw if both armies still have forces at the end of the engagement. In that case, the battle can resume on the next turn. XP is earned from units you have defeated, and then redistributed to all your surviving units and the hero. Militia The Militia is a group of units generated by a City only when it is under Siege.
Siege When a hostile force is on a tile next to a city tile, the army action "Siege" appears. This allows the army to set the city under Siege. A city under Siege will be surrounded by palisades on the Adventure Map (see image, below). This situation has the following effects on the output and resources of the city: Each turn, the city loses 1 Defense point per besieging unit and per level of these units. Once the Defense is equal to 0, unit health is then affected.
Empire screen Introduction The Empire screen is the global dashboard that lets you consult your empire status and make critical empire-wide decisions. 1. The Empire Summary offers a recap of your faction traits as well as your empire variables: Dust (treasury), Influence points, and Approval. When you mouse over the Treasury you can see a readout of all your Upkeep sources, which will help you to manage your expenses.
Strategic Resources There are 6 Strategic Resources in the game, which are revealed as you unlock research Eras. Strategic Resources are used to craft powerful weapons, armors, and accessories for your units and your Heroes. There are several ways to obtain Strategic Resources in the game: By extracting them in regions controlled by one of your cities As rewards from quests Through diplomatic exchanges By purchasing them on the marketplace.
Luxury Resources There are 15 Luxury Resources in the game which are also unlocked as you progress through research eras. Luxury Resources are also accumulated in stocks and can be activated when you reach a certain threshold (usually 20). When you activate the Resource Booster by clicking on its symbol, you lose the activation quantity (usually 20 units of the Luxury Resource) and grant a bonus to your empire for a limited time.
In the Stockpiles panel of the Empire Screen, select a stockpile and click on it to activate it. Food and Industry stockpiles will require you to select a target city, while Science stockpiles are directly applied to your empire’s research. Food Stockpiles grant additional growth to the target city. Industry stockpiles do the same for Industry. Science stockpiles make your empire research progress more rapidly.
Empire Bonuses The Empire Bonuses panel lists all the effects that currently impact your empire, for good or for bad: Faction traits Approval effects Luxury boosts Assimilated faction effects Season effects And many more. Trade Routes To obtain Trade Routes, you must have friendly cities connected through either roads (land) or maritime routes. Roads are created by building the improvement “Right of Way” (this can be unlocked in the Research Tree Era II).
Seasons Intro In ancient times, Auriga suffered from dreadful cataclysms which almost destroyed it. The world recovered but is now showing signs of aftershocks, hinting at another oncoming cataclysm. The aftershocks appear in the game in the form of seasonal changes. You start the game during a peaceful summer, and the End Turn wheel shows an estimate of the number of turns before the season changes to winter.
Military screen Introduction The Military screen is the central point where you manage your armies and unit designs 1. The Armies List details all existing armies in your empire, excluding garrisoned units. Each line holds a number of statistics: Leading Hero (if any), Unit capacity, health, movement, region location, and military Upkeep cost. You can double-click an army line to open the Adventure Map which will be centered on that army. 2.
Unit Designs When the game starts you have basic unit designs for the units you have unlocked. As the game evolves, you can unlock new unit types and are offered the possibility to customize them. A Unit Model is the basic shape of a unit: it determines its appearance, basic stats, unit class (Infantry, Ranged, Cavalry, Support or Flying) and special capacities A Unit Design represents an equipped Unit Model with weapons, armor, and accessories.
Editing Unit Designs Click the “New” button (new design) or “Edit” button (update an existing design) to open the Unit Design Panel. If you chose to create a new design, you will first be requested to select a base Unit Model. The Unit Design panel allows you to outfit a Unit Design with equipment of your choice. 1. The Unit information displays general information on the unit.
b. Speed determines the number of hexes this unit can move in one game turn. An army’s movement points are determined by the lowest remaining movement points of all its units c. Attack determines your ability to inflict damage d. Defense reduces attack odds e. Initiative helps your unit strike first in battle f. Damage determines the hit score of a successful attack 7. Capacities are special abilities that your unit uses automatically or triggers during battle 8.
Academy screen Introduction The Academy is the screen which lets you manage your Hero and assign them to armies or cities. It can be accessed from the Military screen or from certain notifications shortcuts. 1. Heroes are listed in the form of cards showing their basic stats. You can click a Hero card to get more detail on them 2. The list of actions you can apply to the selected Hero: a. Restore will heal heroes who have been injured in battle.
Hero Equipment When you inspect a Hero, you open a panel reminiscent of the Unit Design panel. You can open this from many user interface elements: The Academy, by clicking on various Hero portraits, or through certain notifications. The main difference between the Hero Inspection panel and the Unit Design panel is that equipment is applied instantly on a Hero, while Unit Design only applies to “templates” which must be later constructed or retrofitted.
Hero Skills The Hero inspection also allows you to select Skills for your heroes. Skills are special abilities earned as the Hero gains experience levels. Click on the “Skill Tree” tab of the Hero inspection panel to display his skills. Each time a Hero gains a level, he is awarded a Skill point which can be used to select a Skill in the Skill Tree. Skills are unlocked hierarchically, so you must start from the root of the tree to progress towards the leaves.
City list screen Introduction The City List screen is a spreadsheet-like representation of your cities that allows you to easily manage them.
Construction Queue You can also click the current Construction Queue of each city to display its current queue and manage the order and priority of constructions, as in the City Screen Garrison You can click the garrison representation to open the same Garrison panel as in the City Screen and directly create a new army.
Diplomacy Introduction The Diplomacy screen displays your current diplomatic status with the other major empires and allows you to conduct negotiations with them. Your empire stands at the bottom center, and the other empires are laid out according to your relations. Unknown empires are located the farthest; allied empires are close to you. “Unknown” means you have not yet met this empire, and must discover it by meeting one of its armies or cities on the Adventure Map.
Negotiation screen The Negotiation Screen allows you to conduct Diplomacy and Trade with other empires. It is divided into the following parts: 1. Your empire is on the top left, the empire you are examining on the top right 2. You can select terms of different categories to make a deal. “Treaties” are high level diplomatic agreements which can be used, for instance, to declare War and Peace.
The Marketplace Introduction The marketplace screen allows a player to buy and sell items on the global market of Auriga. At the beginning of the game all features of the marketplace are locked, and you must progressively do Research to unlock new capabilities. 1. “Salable items” represent what your empire can sell on the market. Select a category, specify a quantity, and sell the elements on the market 2. “Exchange information” is a readout of what your empire has sold or purchased on the market. 3.
Winning conditions The game has eight different victory conditions. Elimination Victory: Auriga is vast, but your empire is its equal. No other faction survives to pose a challenge to you for all of the cities and all of the settlers remaining upon this world are yours. Your domination of this world and responsibility for its future are absolute; victory is yours by complete elimination. Score Victory: By gaining a level of mastery in the many complex elements of an empire economy, military, sciences, etc.
Specifics factions Gameplay Wild Walkers The Sharing: Wild Walkers can sense their enemies through the fog of war. They can visualize army markers on the land they have already explored.
Vaulters Holy Resource: The Vaulters seek and study relics from the past. One of them allowed them to teleport units from one city to another.
The Holy Resource bonus is triggered by clicking on the resource. The army action “Teleportation” can be activated when the army is placed in a city center.
Broken Lords 1. Buy out Population from here 2. Note: Food is grayed because Broken Lords can't gather it Arcane Heals: Broken Lords are animated by Dust, so they can use it to heal themselves 1. Heal Heroes for a certain amount of Dust 2.
Necrophages Recycling: Necrophages can feed on the dead from the battlefield and produce a Food bonus with it. (Effect: +1 cadaver per Unit killed; +1 Food Stockpile per 8 cadavers recycled) 1. Recycling counter shows the number of unit the player has to kill to create a Food Stockpile The Food Stockpile created by the recycling can be activated by clicking on it on the stockpiles box.
Ardent Mages Arcane mastery: Ardent Mages can manipulate Dust more easily than other factions, changing them into true spellcasters. Arcane Book: Each Arcane Pillar and Arcane Spell discovered will appear in the Arcane Book. Arcane Pillars: Pillars are temporary magic objects that can be placed on tiles from the Empire Arcane Book, affecting tiles around it. Arcane Spells: Spells are cast in battle. They can be placed on tiles from the Empire Arcane Book, affecting tiles around them.
Roving Clans Roving Clans begin the game with the Marketplace technologies unlocked. Peace and Prosperity: Once a peace treaty has been signed, Roving Clans can enjoy immediate Commercial and Research agreements with their newfound partners. Mercenary Comforts: By furnishing their sellswords with opulent digs, mouth-watering delicacies, and extra coin, Roving Clan mercenaries are that little bit extra motivated to perform.
Drakken Well Connected: Being an ancient race with ties to all the other peoples of Auriga, this empire knows the location of every other race's capital. Diplomatic Pressure: Masters of statecraft, this people can force Peace, Truce, or even an Alliance on other players due to their wisdom, persuasion, and prestige. Advanced Diarchy: Experienced at the necessary negotiation and discussion that takes place within a government, this faction can more rapidly put complex Empire Plans into motion.
Cultists High Seat of the Queen: 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. The Power of Belief: Charismatic preaching, emotional manipulation, and propaganda are all used to great effect by the Cultists.
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