Ardent Mages | Playable factions Endless Legend Guide
Last update: 18 October 2016
Mages in search of transcendence.
A faction of mages that use pillars filled with powers. They do not enjoy any permanent bonuses, only the temporary ones specified by the player. For this reason, this faction requires a certain level of familiarity with the game and the ability to react to the current situation. Recommended to experienced players.
Hints for those who play as Ardent Mages:
Use the pillars. At the beginning of the game, you can use two pillars. The first one ensures you with a bonus to science in the districts around it, whereas the other one decreases the cost of movement of units. These bonuses are in effect for the duration of 10 turns, encompass a certain area and they cost you Dust; more with each next one. The cost depends on the number of the pillars that already are active. Therefore, a good tactic is to focus on Dust production and to spend it to buy more pillars. Thanks to this, starting with the second era, you will easily get the upper hand, both in scientific and diplomatic terms. Pay attention to the bonuses provided by an individual pillar. A city district is not the same as a hex of terrain. In other words, try to place pillars in the way that allows them to encompass the vastest area possible and to provide the greatest bonuses. Pillars function in the following way:
- Pillar of Knowledge, the first era - a bonus to research.
- Pillar of Speed, the first era - decreases the movement cost for units.
- Pillar of Influence, the second era - increases production of Influence Points.
- Pillar of Extraction, The third era - increases production of Dust.
- Pillar of Regeneration, The fourth era - increases production of food.
Use spells. Bundled together with column, comes a spell. Spells also cost Dust and you cast them in combat, during the second phase of the battle, after you select targets for your units to attack. Spells affect an area, they can weaken or strengthen several units at a time. Spells function in the following way:
- Incantation of Defence, the first era - increase units defenses.
- Incantation of Haste, the first era - increase units attack.
- Incantation of Enervation, the second era - stuns the opponent and, at higher levels, also decreases his defense.
- Incantation of Deluge, The third era - deals damage to units within the area of effect.
- Incantation of Restoration, The fourth era - heals units within reach.
Focus on research. You can gain access to the rest of pillars thanks to research, which is why it is best to research into them in the first place. Thanks to the bonuses that they provide, further research is faster and the general development easier. Apart from that, in the later eras, you gain access to research that increases the potency of spells (Dust purifier, the second era) and pillars Dust mechanics (the third era). Ardent Mages have the highest number of unique technologies, from among all of the available factions.
Develop cities with care. Pillars provide a bonus to production in cities, but they take up space on fields. You cannot put up a pillar on the field occupied by a district or a mine. In the same way, you cannot build a district on a field occupied by a pillar. Keep that in mind, while developing your cities.
Flexible armies. The basic unit is infantryman, but you can develop a ranged soldier, as soon as in the first era, and an airborne unit in the second one. You should be able to allow yourself lots of freedom, while forming your army, and trying to fit its size to the opponent. First of all, spare no expenses on ranged soldiers (Ateshi Zealot). Thanks to their ability, they can make each enemy that they hit move slower. Thanks to this, you will be able to fin many battles, before the opponent even comes close to you.
Win with magic. Pillars that ensure you with bonuses to research allow you to discover appropriate technologies faster. The pillars that generate Influence Points will allow you to use the blessings of Empire Plan easier. Thanks to spells, it will be easier to win difficult battles. Therefore, your opportunities to develop the faction, and pick the road to victory, are vast, as long s you remember to amass Dust supplies for a rainy day. However, try not to focus on pillars and spells only. They are powerful, but they will not ensure you with victory by themselves.
Perform quests. Thanks to the main storyline, this faction gains access to:
the second era. Verda's Temple. Thanks to this building, each area that produces science, will produce 2 points more. Can be built only once per empire. Available quite early into the game and, although it does not ensure you with scientific victory, helps you achieve that goal.
The third era. Cold Engineering. Grants you access to winter versions of pillars. As the name suggests, winter pillars function in winter, unlike the regular ones. Winter columns are weaker than their summer counterparts but they can grant a slight advantage, when the rest of the factions are struggling with problems.
The fourth era.
- Altar of Transcendence. Increases the production of Influence Points per capita, by 5 Influence Points in cities by 10 and raises the city's support by 30. Can be built only once and it requires strategic resources from eras III and IV. Becomes available quite late so it is difficult to judge if it provides a greater income per game. Still, it is a good idea to obtain one and build it, especially in a city oriented towards the production of Influence Points.
- Secrets of the Virtuals. All of the spells and pillars gain two additional levels. with technologies like dust purifier and dust mechanics, spells and pillars reveal their true potential. This technology becomes available as late as towards the end of the game so, if you have not won up until now, this will definitely help you win.