Wild Walkers

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WildWalkersCardArt.jpg

A faction of creators and builders, the Wild Walkers strive to bind rocks and trees into great living monuments. Their relationship with DustSmall.png Dust is intense and dangerous; under its influence they can suddenly explode into berserker rages.

Lore[edit]

The Wild Walkers were simple elves living as hunter-gathers in the forests. Their gift was to shape rocks and trees into great buildings; cities rose as green towers in the deep woods. This act, called The Sharing, let an elf experience the wild, untamed energy of their totem animal.

Elves who Shared often, however risked having the spirit of the beast burst out like a violent flame and take control during moments of stress. In spite of that, some sought increasingly savage beasts in order to experience Sharings of greater intensity.

With individuals embracing the savagery of the animals and vanishing forever into the woods, the nation had to choose between the wild spirits of nature and the civilization of their towers. Troubled but determined, they forswore the Sharing, renamed themselves the Wild Walkers, and set out to build their towers away from their dark past.

Only time will tell if the Sharing still has its hold on their souls.

Faction Traits[edit]

Name Type Effect Lore
The Sharing Affinity Provides the ability to detect opponents' armies in your empire and the adjacent regions. Formed through ancient bonds with the beasts of Auriga, heightened senses tell when predators or prey are close.
Dust Divination Dust Eclipse Effect During Eclipses, The Sharing ability is active on all regions of the map and movement through forests 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.
Living Towns Trait +1 IndustrySmall.png Industry on Terrain with Forests during summer season. Wild Walkers' craft was to grow rocks and trees into great buildings, creating living towns of green towers within the green forests.
Way of the Woodlands Technology Makes available the Faction-specific technology Way of the Woodlands.
Cultivation Starting Technology Unlocks the Cultivation Technology.
Sewer System Starting Technology Unlocks the Sewer System Technology.

The Sharing[edit]

This icon indicates the presence of an army on a tile.

The Sharing is a faction trait unique to the Wild Walkers that gives them the ability to detect the presence of armies without being able to see them. There are, however, a few rules that determine how this ability works. First, the army being detected must be on a tile of the map that has been revealed, but is not in the visible range of any friendly buildings or units. Second, the army being detected must be within a region that the Wild Walkers control, or a region directly adjacent to one they control. This also applies to oceanic regions, so it is possible to detect armies in an oceanic region if the Wild Walkers control a land region bordering it, or vice versa.

Additionally, while The Sharing allows the Wild Walkers to detect the presence of enemies that are controlled by other empires or roaming armies, it only indicates that an army is present; it does not provide any information about the army's faction, composition, status, or anything else. It is also worth noting that invisible armies cannot be detected by The Sharing; armies are made invisible by either having every unit in the army have the Stealth capacity - as is common with the Forgotten - or by having at least one unit in the army with the Ghost Force capacity, which can be achieved by equipping a hero leading the army with the Nwere accessory.

Unique Technologies[edit]

Visions of Glory
Faction: WildWalkersIcon.png Wild Walkers
Obtained: QuestIcon.png Faction Quest
Category: EmpireandExpansionSmall.png Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: InfluenceIcon.png Influence
Visions of Glory.png Though not superstitious, Wild Walkers have put some faith in signs and omens. As each new building rises in your empire, your people are energized by a hopeful future that is growing before their eyes.

Effects:

+4 InfluenceIcon.png when a city improvement is built on Wild Walkers.
+4 InfluenceIcon.png When a district is built on Wild Walkers.
+4 InfluenceIcon.png when a region improvement is built on Wild Walkers.

Survival Instinct
Faction: WildWalkersIcon.png Wild Walkers
Obtained: QuestIcon.png Faction Quest
Category: EmpireandExpansionSmall.png Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: SpeedIcon.png Speed
Survival Instinct.png Digging into the resources of their clan totem animals, Wild Walker units react with the speed of threatened beasts when enemy units are in sight.

Effects:

+2 on movement SpeedIcon.png when starting a turn with an enemy army in vision range on Wild Walkers

The Ogmakwan (Technology)
Faction: WildWalkersIcon.png Wild Walkers
Obtained: QuestIcon.png Faction Quest
Category: EmpireandExpansionSmall.png Empire and Expansion
Type: Improvement.png City Improvement
Focus: ApprovalSmall.png Approval
The Ogmakwan (Technology).png Strong as the structures of the Endless, with roots that reach deep into Auriga's crust and towers of impossible height, Zaltana's Ogmakwan is many things. Built from an enormous range of materials and assembled using physical principles no one else comprehends, Zaltana's great edifice will forever change the way structures are raised. It will also, with luck, help the Wild Walkers to survive the great Last Winter.

Unlocks for Construction:
The Ogmakwan
Faction WildWalkersIcon.png Wild Walkers
Obtained QuestIcon.png Faction Quest
Type Improvement.png City Improvement
Focus ApprovalSmall.png Approval
Costs:

5000 IndustrySmall.png
-10 DustSmall.png per TurnSmall.png

The Ogmakwan.png Strong as the structures of the Endless, with roots that reach deep into Auriga's crust and towers of impossible height, Zaltana's Ogmakwan is many things. Built from an enormous range of materials and assembled using physical principles no one else comprehends, Zaltana's great edifice will forever change the way structures are raised. It will also, with luck, help the Wild Walkers to survive the great Last Winter.
Effects:

+80 ApprovalSmall.png approval on city
Limited to one copy in your empire

Way of the Woodlands
Faction: WildWalkersIcon.png Wild Walkers
Obtained: ResearchIcon.png Era IV
Category: MilitaryIcon.png Military
Type: FactionIconSmall.png Empire
Focus: MilitaryIcon.png Military
Way of the Woodlands.png The forests provide supplies, camouflage, and ready defenses to those who know how to exploit them.

Effects:

+25% Defense on units on Forest

Growing Buildings
Faction: WildWalkersIcon.png Wild Walkers
Obtained: QuestIcon.png Faction Quest
Category: ScienceandIndustry.png Science and Industry
Type: FactionIconSmall.png Empire
Focus: IndustrySmall.png Industry
Growing Buildings.png Many things can be made to grow faster on Auriga; in some cases this applies also to the unliving.

Effects:

+25% Building production cost reduction on cities


Military Units[edit]

Dekari Ranger
Faction: WildWalkersIcon.png Wild Walkers
Obtained: Starting unit
Unit Type: Ranged.png Ranged
Costs: 60 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 60 SpeedIcon.png Speed 4
AttackIcon.png Attack 42 DefenseIcon.png Defense 14
InitiativeIcon.png Initiative 34 DamageIcon.png Damage 22
Ranged.png Range 4 SightIcon.png Sight 3
Dekari Ranger.png Accustomed to warfare first in the trees and then from the towers of their people, the archers of the Wild Walkers are among the most dangerous troops on Auriga. When striking from above, they can efficiently damage and cripple enemy units.
Agache Shaman
Faction: WildWalkersIcon.png Wild Walkers
Obtained: ResearchIcon.png Era I
Unit Type: Support.png Support
Costs: 30 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 52 SpeedIcon.png Speed 4
AttackIcon.png Attack 10 DefenseIcon.png Defense 30
InitiativeIcon.png Initiative 30 DamageIcon.png Damage 12
Ranged.png Range 3 SightIcon.png Sight 3
Agache Shaman.png The Shamans of the Wild Walkers are masters of the Sharing, an ancient rite that channels the rage of beasts. They are dangerous in battle, fighting with both spells and claws.
Tenei Walker
Faction: WildWalkersIcon.png Wild Walkers
Obtained: ResearchIcon.png Era II
Unit Type: Infantry.png Infantry
Costs: 140 IndustrySmall.png
Base Attributes:
LifeIcon.png Life 180 SpeedIcon.png Speed 4
AttackIcon.png Attack 22 DefenseIcon.png Defense 46
InitiativeIcon.png Initiative 18 DamageIcon.png Damage 32
Ranged.png Range 1 SightIcon.png Sight 3
Tenei Walker.png These incarnations of the powers of the forest followed the Wild Walkers when they emigrated from the vast woods of Auriga to the cities of the plains. A symbol of the origins of the Wild Walkers, Tenei Walkers are also powerful front-line fighters.


Heroes[edit]

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

All Wild Walker heroes are able to wield Longbows, Magewands, Crossbows, and Shields as weapons.

Citli Owaci
Faction: WildWalkersIcon.png Wild Walkers
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 74 SpeedIcon.png Speed 4
AttackIcon.png Attack 46 DefenseIcon.png Defense 22
InitiativeIcon.png Initiative 16 DamageIcon.png Damage 38
Ranged.png Range 3 SightIcon.png Sight 3
Citli Owaci.png AbilityRangedSmall.png ForestRage.png Fast1.png AbilityLastStandSmall.png AbilityGeneralAttack3Small.png Spying2.png
Ipsa Wacha
Faction: WildWalkersIcon.png Wild Walkers
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 74 SpeedIcon.png Speed 4
AttackIcon.png Attack 34 DefenseIcon.png Defense 28
InitiativeIcon.png Initiative 16 DamageIcon.png Damage 34
Ranged.png Range 3 SightIcon.png Sight 3
Ipsa Wacha.png AbilityRangedSmall.png ForestRage.png Fast1.png AbilityLastStandSmall.png AbilityGeneralCritical2Small.png AbilityIndustryEfficiency2Small.png Spying2.png
Soyala Tocho
Faction: WildWalkersIcon.png Wild Walkers
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 4
AttackIcon.png Attack 40 DefenseIcon.png Defense 28
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 24
Ranged.png Range 3 SightIcon.png Sight 3
Soyala Tocho.png AbilityRangedSmall.png ForestRage.png Fast1.png AbilityLastStandSmall.png AbilityGeneralAttack2Small.png AbilityIndustryBoost2Small.png Spying2.png
Témoc Rayen
Faction: WildWalkersIcon.png Wild Walkers
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 74 SpeedIcon.png Speed 4
AttackIcon.png Attack 46 DefenseIcon.png Defense 22
InitiativeIcon.png Initiative 16 DamageIcon.png Damage 38
Ranged.png Range 3 SightIcon.png Sight 3
Témoc Rayen.png AbilityRangedSmall.png ForestRage.png Fast1.png AbilityLastStandSmall.png AbilityGeneralCritical1Small.png AbilityArmyBoost1Small.png Spying2.png
Tlato Mosi Pakwa
Faction: WildWalkersIcon.png Wild Walkers
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 92 SpeedIcon.png Speed 4
AttackIcon.png Attack 40 DefenseIcon.png Defense 28
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 24
Ranged.png Range 3 SightIcon.png Sight 3
Tlato Mosi Pakwa.png AbilityRangedSmall.png ForestRage.png Fast1.png AbilityLastStandSmall.png AbilityArmyBoost1Small.png AbilityIndustryEfficiency1Small.png Spying2.png
Wayra Sigo
Faction: WildWalkersIcon.png Wild Walkers
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 74 SpeedIcon.png Speed 4
AttackIcon.png Attack 34 DefenseIcon.png Defense 28
InitiativeIcon.png Initiative 16 DamageIcon.png Damage 34
Ranged.png Range 3 SightIcon.png Sight 3
Wayra Sigo.png AbilityRangedSmall.png ForestRage.png Fast1.png AbilityLastStandSmall.png AbilityFoodBoost2Small.png AbilityIndustryBoost3Small.png Spying2.png


Quest Heroes[edit]

Ahote Zaltana[edit]

Ahote Zaltana is received as a reward for completing Chapter 5 of the Wild Walkers faction quest. Zaltana is received at Level 3, so his base attributes reflect this, but do not include bonuses from capacities or equipment.

Ahote Zaltana
Faction: WildWalkersIcon.png Wild Walkers
Hero Type: Ranged.png Ranged
Base Attributes:
LifeIcon.png Life 107 SpeedIcon.png Speed 4
AttackIcon.png Attack 41 DefenseIcon.png Defense 34
InitiativeIcon.png Initiative 20 DamageIcon.png Damage 41
Ranged.png Range 3 SightIcon.png Sight 3
Ahote Zaltana.png AbilityRangedSmall.png ForestRage.png Fast1.png AbilityLastStandSmall.png AbilityGeneralAttack2Small.png AbilityIndustryBoost3Small.png Spying2.png Unsellable.png


Faction Quest[edit]

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...

1. Trees or Towers
QuestMadFairies1.png Description
It has been a difficult winter.
Not merely the weather and the hunger, but all the rivalries within the Wild Walkers have descended upon the head that wears the crown -- your head. During the long cold months, when both space and activity are lacking, tempers flare and arguments begin. As usual, it is the shamanists of the Sokwa clan who fan the flames. "We should not have left the forests, our gods will desert us, we are made weak without The Sharing..." They should be named the Tateh clan, the Talk-too-much.
But you are the onontio, the highest judge and warlord, and for now your word remains law. The challenge is to occupy these grumblers and those who would listen to them; they need a purpose and a distraction. Around you are many ancient sites where previous civilizations rose... and fell. To avoid that same fate, it would perhaps be good to investigate these places -- and give the grumblers something else to whine about.
Summary New Objective Outcome
It is time to explore and learn. Search ancient sites for whatever treasures or knowledge they may contain. Explore the map and search 4 ruins. You marvel at the works of the ancients - and you fear them. Your mind turns to thoughts of defense...
Reward Mad Fairies Droplist, Picks 1
2. New Foundations
QuestMadFairies2.png Description
Time and experience bring knowledge, though new knowledge is not always welcome.

Your dream of a great new tower to the stars, a symbol to Gaia, has been put off by strikes and riots at the building site. Achak Adahi, who leads the Sokwa, claims your dreams are foolish sacrilege. He, and many others, continue to insist on the old ways. There are those, however, who have seen what you have seen, and question the old ways as you do.

You must explore, go farther, learn more. You convinced them to look beyond the forests, to seek new ways; it is time to explore further and find new allies - or new slaves - for the cities you see in your visions.

Summary New Objective Outcome
Your empire must grow, and you must have help to do this. Make contact with a neighboring Minor Faction and assimilate them into your Empire - peacefully or forcibly. In a region that belongs to your Empire, pacify at least one village of a Minor Faction, then Assimilate them. Integrating the new allies is awkward, no matter how it is done. But in your gut you know it is necessary.
Reward Visions of Glory
2(Alt). Echoes of the Past
QuestMadFairies2.png Description
Time and experience bring knowledge, though new knowledge is not always welcome.

Your dream of a great new tower to the stars, a symbol to Gaia, has been put off by strikes and riots at the building site. Achak Adahi, who leads the Sokwa, claims your dreams are foolish sacrilege. He, and many others, continue to insist on the old ways. There are those, however, who have seen what you have seen, and question the old ways as you do.

You must explore, go farther, learn more. You convinced them to look beyond the forests, to seek new ways; it is time to explore farther. New regions should be explored and a new city founded; that should lead your people to believe that your vision for the Wild Walkers is more than just a dream.

Summary New Objective Outcome
Give your people optimism and new purpose by founding a city in a new region. Grow the city so it provides a solid source of Industry. 1. Spread out your force and find the new perfect region to colonize.

2. To sustain your dream you will need to produce 25 IndustrySmall.png in your new city.

A new city is useful for your growing empire. Now it is time to look even further, and learn even more.
Reward 1. Temple Ruins Droplist, picks 1 from Era 1

2. Visions of Glory

3. Post and Beam
QuestWildWalkers3.png Description
There are always those who bluntly refuse to accept reality. Achak and his followers are twisting their words in philosophical knots, trying to find some explanation for the things the patrols have discovered. The facts are clear: We are not alone, and we were not the first. One day their disagreements could turn violent; Truthseeker Jenoa is not the only one who warns you of this.

From these other peoples you have heard other tales and new histories; many of these myths and legends contain seeds of a similar story - a story that ends in tragedy. The farther you go, and the further you study, the grimmer and more perplexing the truth becomes.

In one way Achak and the Sokwa are right; your people remain small and weak compared to the vastness of Auriga. Your empire must be secured and your armies developed; no great construction can take place unless your realm is secure. The Sharing, while dangerous, gives you a great advantage when scouting - it is time to exploit that advantage.

Summary New Objective Outcome
You have certainly learned this: Auriga is dangerous. Develop your military by selecting a Hero and building a worthy army. Test the Hero and their army in battle and secure peace in your region. 1. Search the [Ruins] with a Wild Walkers Hero and minimum 4 Ranged Ranged.png units and 2 Minor Faction units.
2. Make sure there are no enemy armies in your region called [Region] in 5 turns.
War has sidelined your efforts, though it is a necessary cost. It is time to focus on internal affairs.
Reward 1. Mad Fairies Droplist, picks 1
2. Survival Instinct
4. Building the Future
QuestWildWalkers4.png Description
The truth must be accepted, even when it is unpleasant. Achak seems to be silent, for the moment. But it is likely that things will flare up when you announce your latest idea: permitting beings of assimilated factions to rise up to high-level posts in your government. If allies can be trusted, why should they not be exploited to the fullest?

It is a time of consolidation and reflection, for the knowledge you have gained requires time and analysis before it can be acted upon. Bet your convictions remain clear on two points. First, that Auriga is a dangerous place that requires buildings of exceptional strength if your people are to survive whatever forces destroyed those who came before you. Second, that the Wild Walkers must be open and inclusive to any and all people's, ideas, and improvements that can help secure their future. Certainly those who built the ruins had knowledge of engineering far beyond what is known today.

Your eyes burn as you read the ancient texts; your ears ring with the debates and arguments of scholars. It has been days since you swung a sword or fired a bow in earnest. But you are onontio, and your people come first.

Summary New Objective Outcome
Now that the region is safe, you turn your eyes back to the internal workings of your empire. Strength and progress will come by building and improving City Centers and building up Districts. Within your empire, raise a new City Center and a new District to their Level 2. The cities grow, the empire prospers. You now have resources to go beyond everyday tasks...
Reward Mad Fairies Droplist, picks 1
5. The Cornerstone
QuestsWildWalkers5.png Description
It has been a time of great learnings.

First, you learned that Achak Adahi would rather die than admit his failures. He and a band of shaman attacked the palace, hoping to start a revolt. Your hand has not been on the sword hilt much of late, but you still had the reflexes needed to run him through at the door of the throne room. Those who followed him turned to Lycans and dissapeared in the night.
Many fell defending you, and some of those were from the peoples you assimilated. You also learned that you command great loyalty. You learned, finally, that rumors of a thing called "zaltana" were in fact stories centered around a person -- Ahote Zaltana. Tales indicate he was once a Wild Walker, and that he has studied the secrets and structures of the ancients for many decades. He has named them the Endless, for he believes that their works will endure until the end of time.
Two things are certain: Zaltana would be of enormous value to you, and you have no idea where he is...

Summary New Objective Outcome
To bring your vision for the Wild Walkers into fruition, the mysterious Ahote Zaltana must be found. Track him by inspecting an ancient site where he is rumored to be. 1. Look for Ahote Zaltana by searching the ancient site of [Ruins].
2. Based on information gleaned from the ancient site, Zaltana must be located in a region called [Region].
A legend has stepped out of the forests and into your tower. Now, you must grow and exploit that legend.
Reward 1. Mad Fairies Droplist, picks 1
2. Ahote Zaltana
6. Methods and Materials
QuestsWildWalkers6.png Description
Half mystic, half scientist, Zaltana is both everything you expected and nothing at all like what you expected. It is fortunate that he communicates with schematics and designs, for when he communicates with words much of it sounds like gibberish.
Regardless, the lucidity of his drawings speaks directly to the visions that you have seen - a great base, a soaring tower, a monument to the constructions of the Wild Walkers and a place to weather whatever storms Auriga may bring. But the techniques and materials are beyond what you know, and it is for this reason that Zaltana must first improve his skill, and then find an ancient site where he can apply that ability.
Other reasons, reasons that you speak of to no one, have also compelled you to fund and staff Zaltana's expedition. The more you study the ancient texts, the more your sages and searchers plot and analyze the cycles of winter and occurrences of storms, the more you realize that Auriga seems to be on a downward spiral. You do not know where the spiral may lead, and what the fate of the planet may be. But you are guessing that ruin and devastation will come for those who are not prepared.
Summary New Objective Outcome
You must improve Zaltana's skills if you hope to stave off the oncoming cataclysm. Once his skills are improved, he must take an expedition to discover the secrets of the Endless. 1. Level Zaltana and give him the skill [Skill] (Level X)
2. Send Zaltana with an army to inspect ancient ruins at [Ruins].
Whatever Zaltana has discovered only he understands; hopefully you will be able to build it before time runs out.
Reward 1. Mad Fairies Droplist, picks 1
2. Arc of the Builders
7. The Keystone
QuestsWildWalkers7.png Description
Zaltana has emerged, holding designs for a thing whose complexity seems impossible. How can hands build something whose plans are incomprehensible?

In his designs you understand some things, and are utterly confused by others. In that gap between the comprehensible and the arcane something whispers to your subconscious; something that speaks of power and emptiness as endless as the universe. That is a worry in dealing with geniuses: Trying to comprehend them may drive you mad.
But if your sanity is the price for the survival of the Wild Walkers, it is not too great a price to pay. More than ever you understand that Auriga is changing; the pessimists say she is dying, the optimists say that she evolves. Even the optimists admit, however, that this "evolution" may be inimical to all forms of life.
Zaltana must be encouraged, this strange set of thinkings tools he has designed must be created -- from Mithrite, of all things! -- in order for his constructions to go ahead. And there is no alternative; the constructions must go ahead.

Summary New Objective Outcome
Now that tools -- both magical and human -- are ready, the labor must be done. 1. Assign your Hero Ahote Zaltana to one of your cities and make sure he has the Arc of the Builder equipped on him.
2. Gain enough Influence points to set the Economy and Population Ministry of your Empire Plan to the level 4.
Zaltana is a spark, and the resulting fire of energy and creativity is more than you had hoped. But is it enough?
Reward 1. Mad Fairies Droplist, picks 1
2. The Ogmakwan
8. To Rival the Endless
QuestsWildWalkers8.png Description
The structure Zaltana has dreamed of has been planned and can now be built; models and descriptions have been erected in a pavilion for public display. The sooner construction begins the better, for all work seems to have slowed down as crowds of people visit the models and try to imagine what it is and how it could possibly come to be.
Zaltana is in the midst of it all: Explaining, demonstrating, almost preaching. A handful of others seem to have caught on, as other savants and geniuses begin to understand pieces of what that vision may be. But there is only one Ahote Zaltana, and the future of the Wild Walkers hangs on his abilities.
Those sages and scientists who still study the planet, rather than visit the pavilion, mutter unhappily and do not meet my eyes when I ask what they have discovered. No one likes to bring bad news to their onontio. The unspoken words are clear, however: This thing they refer to as "The Last Winter" is coming, and it is a race between Zaltana's monument and time, between construction and destruction.
Summary New Objective Outcome
You will have the glory, but only Gaia knows if that will also bring success. Build the Ogmakwan in your Capital City, and hope that it is enough. Build the city improvement that will create the Ogmakwan. The Ogmakwan is completed; a fitting tribute to an exhausted but fulfilled Zaltana. Hopefully, it will not one day be simply another vast relic of another lost empire on the surface of Auriga...
Reward Growing Buildings, Temple of the Earth's Core

Gallery[edit]

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