Roving Clans

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RovingClansCardArt.jpg

Traders, explorers, and adventurers, the Roving Clans are nomadic and mercantile. Traversing Auriga on their great beasts of burden, the Clans bring commerce and hard-headed negotiation to the far corners of the world.


Lore[edit | edit source]

Plying roads and sea lanes with skill and courage, they are ever on the lookout for new resources, new products, new markets, and new customers. Wherever the Clans pass, markets spring up, commerce blossoms, and the strange and wondrous goods from the many strange and wondrous peoples of Auriga are traded. The Roving Clans are so entwined in the business dealings of Auriga, that a tiny piece of every transaction somehow makes it into their coffers.

While their preference is for peace and trade, the Roving Clans should not be underestimated in war. With rapid, mounted units giving them an advantage in speed, they make difficult targets and frustrating enemies. Even their great cities can move, perched on the backs of giant Setseke scarabs -- an exploit unmatched by another nation.

Patient, clever, and wily, the Roving Clans bring sophistication -- and manipulation -- to the peoples of Auriga.

Faction Specialties[edit | edit source]

Name Type Effect Lore
Nomadic Cities Affinity 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 can move their settlements at will.
Mercenary Comforts Trait -33% DustSmall.png on upkeep of privateers

Does not apply to mercenaries spawned by converted villages

2x LifeIcon.png Life on Mercenary

+1 SpeedIcon.png Movement 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.
Peace and Prosperity Trait 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.
Brace Yourself Trait +50% DustSmall.png Dust from 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 the frigid winds. It is a difficult time; Trade route revenue drops and it is more expensive to maintain cities.
Cuts Both Ways Trait Receives 8% DustSmall.png Dust 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 Trait Additional information the 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 Trait Can use the Market Ban option

Prevents being targeted by the Market Ban option

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 Trait Cannot declare War The Roving Clans believe that warfare is only for desperate fools; they do not view it as a viable option.
Imperial Coinage Technology Unlocks the Imperial Coinage Technology.
Mercenary Market Technology Unlocks the Mercenary Market Technology.


Military Units[edit | edit source]

Dervish
Faction: RovingClansIcon.png Roving Clans
Obtained: Starting Unit
Unit Type: Cavalry.png Cavalry
Costs: 80 IndustrySmall.png Industry
Base Attributes:
LifeIcon.png Life 100 SpeedIcon.png Speed 6
AttackIcon.png Attack 20 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 36 DamageIcon.png Damage 24
Ranged.png Range 1 SightIcon.png Sight 3
Dervish.png A mainstay of the Roving Clan's hordes, the Dervish excels in rapid and devastating charges that take advantage of its mobility and mass.
Kassai
Faction: RovingClansIcon.png Roving Clans
Obtained: ResearchIcon.png Era I
Unit Type: Ranged.png Ranged
Costs: 90 IndustrySmall.png Industry
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 7
AttackIcon.png Attack 32 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 26 DamageIcon.png Damage 20
Ranged.png Range 3 SightIcon.png Sight 3
Kassai.png Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle.
Yirmak
Faction: RovingClansIcon.png Roving Clans
Obtained: ResearchIcon.png Era II
Unit Type: Infantry.png Infantry
Costs: 140 IndustrySmall.png Industry
Base Attributes:
LifeIcon.png Life 108 SpeedIcon.png Speed 5
AttackIcon.png Attack 38 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 34 DamageIcon.png Damage 40
Ranged.png Range 1 SightIcon.png Sight 3
Yirmak.png Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee.


Heroes[edit | edit source]

Note: Base Attributes reflect the unit's attributes before bonuses from equipment or capacities.

All Roving Clans heroes are able to wield Longbows, Crossbows, and Shields as weapons.

Bazi Safar Bahas
Faction: RovingClansIcon.png Roving Clans
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 6
AttackIcon.png Attack 34 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 34
Ranged.png Range 3 SightIcon.png Sight 3
Bazi Safar Bahas.png AbilityRangedSmall.png Fast1.png AbilityLastStandSmall.png AbilityGeneralInitiative3Small.png AbilityDustBoost1Small.png Spying3.png
Bela The Bat Syrav
Faction: RovingClansIcon.png Roving Clans
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 110 SpeedIcon.png Speed 6
AttackIcon.png Attack 34 DefenseIcon.png Defense 40
InitiativeIcon.png Initiative 16 DamageIcon.png Damage 30
Ranged.png Range 3 SightIcon.png Sight 3
Bela The Bat Syrav.png AbilityRangedSmall.png Fast1.png AbilityLastStandSmall.png AbilityGeneralHealth2Small.png AbilityDustEfficiency1Small.png Spying3.png
Illegra Mordicant
Faction: RovingClansIcon.png Roving Clans
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 110 SpeedIcon.png Speed 6
AttackIcon.png Attack 34 DefenseIcon.png Defense 40
InitiativeIcon.png Initiative 17 DamageIcon.png Damage 30
Ranged.png Range 3 SightIcon.png Sight 3
Illegra Mordicant.png AbilityRangedSmall.png Fast1.png AbilityLastStandSmall.png AbilityGeneralInitiative1Small.png AbilityGeneralHealth2Small.png Spying3.png
Master Neqra Zeban
Faction: RovingClansIcon.png Roving Clans
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 56 SpeedIcon.png Speed 6
AttackIcon.png Attack 40 DefenseIcon.png Defense 28
InitiativeIcon.png Initiative 12 DamageIcon.png Damage 44
Ranged.png Range 3 SightIcon.png Sight 3
Master Neqra Zeban.png AbilityRangedSmall.png Fast1.png AbilityLastStandSmall.png AbilityGeneralInitiative2Small.png AbilityDustBoost1Small.png Spying3.png
Siryi Alastra
Faction: RovingClansIcon.png Roving Clans
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 6
AttackIcon.png Attack 34 DefenseIcon.png Defense 36
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 34
Ranged.png Range 3 SightIcon.png Sight 3
Siryi Alastra.png AbilityRangedSmall.png Fast1.png AbilityLastStandSmall.png AbilityGeneralHealth2Small.png AbilityDustEfficiency2Small.png Spying3.png
Jasah Murdap
Faction: RovingClansIcon.png Roving Clans
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 74 SpeedIcon.png Speed 6
AttackIcon.png Attack 34 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 17 DamageIcon.png Damage 30
Ranged.png Range 3 SightIcon.png Sight 3
Jasah Murdap.png AbilityRangedSmall.png Fast1.png AbilityLastStandSmall.png AbilityDustEfficiency3Small.png AbilityFoodBoost1Small.pngSpying3.png


Unique Technologies[edit | edit source]

Freelance Guards
Faction: RovingClansIcon.png Roving Clans
Obtained: ResearchIcon.png Era II
Category: MilitaryDark.png Military
Type: MilitaryDark.png Army Action
Focus:
Freelance Guards.png The idea of turning troops not needed for caravan defense into flagless mercenaries is logical. After all, they are needed to protect the Clans' long-term commercial interests.

Effects:
  • Unlocks Privateers armies composed exclusively of mercenaries can carry a neutral flag, preventing other empires (even Allies) from knowing which empire owns them.



Gallery[edit | edit source]

Promotional Content