The Last Lords of Endless Legend 2 are an interesting conundrum. Spectral revenants inhabiting suits of armor, not technically alive as such but requiring Dust to sustain themselves and heal themselves, capable of solid military might but not particularly interested in conquest, they call back to ancient Earth military orders such as the Knights Templar. And while they’re not explicitly a commercial faction, their need for generating vast amounts of Dust means they’re going to be involved with commerce at least as much as warfare and diplomacy. Read on for some starting tips for these pale warriors.

From Dust, We Come
Your starting territory is likely to be rich in Dust, which is good, but perhaps a little weaker on the other attributes such as Science, Industry, and Food. Food isn’t a problem for Last Lords, but it may be for other species who end up living in your cities. Make sure you take a few turns to max out your founding bonus before settling down, and try to find a spot with some Industry or Science along with the Dust to help you grow.
Medical Bills
The Last Lords don’t get the option to hunker down to recover their strength like other armies do. That said, they do get the option to pay Dust to heal up, and they do so immediately. If you’ve got a lot of armies running around, this can quickly get expensive, so make sure you’ve got a couple Markets set up. Also, keep in mind that this ability can’t be used outside of your claimed territories. Long marches with Last Lords can be a dangerous exercise.

Nobody Expects The Saiadhan Inquisition!
If there’s one research topic you should be grabbing almost immediately, “Saiadhan Inquisition” is that topic. The +5 bump to Science for the Lord’s Estate structure is certainly helpful, but the 25% cut in Dust costs for healing injured units is a cost savings you’d be foolish to pass up. The more you can save, the more you can survive.
Curiously Refreshing
For your Last Lords Heroes, one particular Passive Skill you might want to consider investing in is the “Slow Rebuilding” skill. By taking this skill, you heal up 25 points of Health for all units in your army when you pick up any Curiosity, plus an extra 4 points per point of Intuition your Hero has, and an extra 2 points per point of Resilience. Since it’s a Tier 1 skill, you can grab it with your first Hero Point. It just might save an army that is injured and far from home.

Destroy Your Enemy, Make Them Your Friend
Protectorates are a good way to help burnish your empire. You only get a certain number of Protectorate slots throughout the game, so which Minor Factions you choose to have an Assimilation Agreement with is going to affect how you play going forward. Your first Protectorate will likely be whatever village happens to be in your starting territory. The Ametrine are definitely a complementary sort of Minor Faction, giving a 5% global bump to Industry in your Cities and a 2% bump to Industry for each Pacified village under your Protectorate mandate. The Consortium is a good pick if you’re really wanting to maximize your Dust production, with a 5% bump to Dust in Cities and a 2% bump to Dust for each Pacified village. If you’re looking to perhaps save yourself some Dust costs for healing your units, the Oneiroi is certainly attractive, granting Health Regeneration on units, 10 to start, plus another 3 for each Pacified village.
Saiadha has great challenges for the Last Lords. But if you’re willing to stay the course and spend the Dust, you might just raise your banner over the world.
















