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This article has been verified for the current PC version (3.10) of the game.

Spaceborne aliens

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Guardians are extremely powerful Spaceborne aliens added in various DLCs. They can be found in special predetermined systems and rival moons in size and mass. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. Each guardian has a unique event chain. While one can just stumble over a guardian during exploration, they can also be found with the help of the Curator Enclave. Guardians have an immense amount of health and should only be engaged mid-late game. Defeating most guardians starts a Leviathan Parade Opportunity situation.

Guardians get various bonuses to make them stronger based on the game difficulty. AI empires only attack a guardian if their fleet power is at least 40k.

If a guardian spawns next to a Fallen Empire, the Fallen Empire typically sends a fleet and defeats the guardian. Most rewards from defeating the guardian, such as relics or the Parade Opportunity are lost if this happens.

Empires with the Civic reanimated armies Reanimators, Civic permanent employment Permanent Employment or Civic hive cordyceptic drones Cordyceptic Drones civic or the Mechromancy Mechromancy ascension perk that kill an organic guardian gain the option to issue a special project that costs Society research 10000 society research to resurrect the guardian as a controllable fleet. Reanimated guardians cannot be merged into other fleets or be commanded by commanders, but they retain their original strength and power while taking up only 32 naval capacity, making them very useful even well into the late-game. Unlike conventional warships which consume energy and alloys, owned guardians must be kept fed and thus have a very high food upkeep.

Asteroid Hives[]

Evt hive

The Hive asteroid belt

A random system may have an asteroid belt containing 5 unique crystalline asteroids with deposits of Minerals 6-8 minerals and 6 unselectable asteroids with one of them producing a chirping-like sound. Entering the system for the first time displays an event window hinting that there is more to the system than meets the eye.

If a starbase is built in the system, the Asteroid Hives awaken with the following MTTH based on the number of constructed mining stations:

Mining Stations 0 1 2 3 4 5
MTTH 100 years 33.3 years 11.1 years 3.7 years 1.2 years 0.4 years

The Asteroid Hives use only strike craft as their weapons. As a result carrier ships are the ideal counters, as the Asteroid Hives have no point-defense themselves and launched strike craft engage and destroy the enemy ones before attacking the guardians. In addition, carrier ships have point defenses themselves.

Defeating all 6 Asteroid Hives grants Energy Credits 500 Energy and Society research 2000 Society research in addition to allowing the system to be safely mined.

Automated Dreadnought[]

Evt automated dreadnought

Automated Dreadnought patrolling the empty system's asteroid belt

A random system with two habitable worlds may be defended by the Automated Dreadnought, an ancient warship of old locked in patrol mode. The Automated Dreadnought uses regular ship components and can be countered appropriately.

Weapons Utility Core
  • Titan 1 Perdition Beam
  • Large 2 Launcher T2
  • Large 7 Plasma T3
  • Small 3 Plasma T3
  • Small 2 Disruptor T3
  • Point defense 3 Point-Defense T3
  • Large 11 Armor T5
  • Large 11 Shields T5
  • Auxiliary 3 Shield Capacitor
  • Auxiliary 2 Regenerative Hull Tissue
  • Ship part dark matter power core Dark Matter Reactor
  • Ship part jump drive 1 Jump Drive
  • Ship part thruster 5 Dark Matter Thrusters
  • Ship part sensor 4 Tachyon Sensors
  • Ship part computer sapient Sapient Combat Computer (Line)
  • Ship part aura inspiring presence Inspiring Presence

Defeating the Automated Dreadnought gives the following two choices:

  1. Salvage the dreadnought for Energy Credits 5000 energy and Alloys 1000 alloys and Engineering research 30x monthly Engineering output (1000 ~ 5000) Engineering research Engineering research.
  2. Issue a special project to repair and use it that costs Engineering research 50000 Engineering research. The repaired Dreadnought is the same as listed above except that it loses Leviathan modifiers for Mod ship hitpoints add Hull and Mod ship shield hp mult Shields. Its Ship part jump drive 1 Jump Drive will be upgraded to a Ship part psi jump drive 1 Psi Jump Drive if the empire has the technology. The components cannot be upgraded or changed even if better tech is available (jump drive included after fully repairing it).

Defeating the Guardian also starts the Automated Dreadnought Leviathan Parade Situation regardless of the previous mentioned choice.

Enigmatic Fortress[]

Evt enigmatic fortress

Ancient Vault with all defenses

A random system with a class A star may house the Enigmatic Fortress, a massive space station guarded by numerous unique defense platforms. The Enigmatic Fortress uses regular components and can be countered appropriately. The installation consists of the following stations:

1 Ancient Vault 2 Ancient Guardian 2 Ancient Warden 4 Ancient Defender 8 Ancient Sentinel
Weapons
  • Large 7 Artillery T2
  • Large 1 Artillery T2
  • Small 1 Autocannon T3
  • Point defense 1 Point Defense T3
  • Large 1 Artillery T2
  • Small 1 Autocannon T3
  • Small 1 Autocannon T3
  • Point defense 1 Point Defense T3
  • Small 1 Autocannon T3
Utility
  • Large 8 Shield T6
  • Large 7 Armor T5
  • Auxiliary 1 Enigmatic Decoder
  • Auxiliary 1 Shield Capacitor
  • Large 8 Shield T6
  • Large 4 Armor T5
  • Auxiliary 1 Enigmatic Decoder
  • Auxiliary 1 Shield Capacitor
  • Large 4 Shield T6
  • Large 3 Armor T5
  • Auxiliary 1 Shield Capacitor
  • Large 2 Shield T6
  • Large 2 Armor T5
  • Medium 2 Shield T6
  • Auxiliary 1 Shield Capacitor
  • Large 1 Armor T5
  • Medium 4 Shield T6
  • Auxiliary 1 Shield Capacitor
Core
  • Ship part dark matter power core Dark Matter Reactor
  • Ship part sensor 4 Tachyon Sensors
  • Ship part dark matter power core Dark Matter Reactor
  • Ship part sensor 4 Tachyon Sensors
  • Ship part dark matter power core Dark Matter Reactor
  • Ship part sensor 4 Tachyon Sensors
  • Ship part dark matter power core Dark Matter Reactor
  • Ship part sensor 4 Tachyon Sensors
  • Ship part dark matter power core Dark Matter Reactor
  • Ship part sensor 4 Tachyon Sensors

Defeating the Enigmatic Fortress starts a lengthy event chain that must be completed to gain its rewards. Letting the timer expire at any point results in the Fortress repowering, thus requiring it to be defeated again.

No. Choice Outcome
1 Demolitions Team (1 army transport) Expedition proceeds but the army is lost
Local Power Surge – Go with the higher estimate (Energy Credits −500 energy) (science ship) Vault repowers
Local Power Surge – Go with the lower estimate (Energy Credits −50 energy) (science ship) Expedition proceeds
2 Place metal rings around the remaining two poles Vault repowers
Search for torus-shaped indentations on the bulkhead Vault repowers
Rearrange the metal tori on the poles Expedition proceeds
Remove center and rightmost poles from the pedestal Vault repowers
3 Home System Research – The beginning Vault repowers
Home System Research – The middle Event success
Home System Research – The end Vault repowers
Supply Dark Matter (Dark Matter −10 Dark Matter) (science ship) Event success
Use Force (1 military ship) Event failed – The vault and all ships in the system are destroyed, every habitable planet is turned into a Tomb world and every uninhabitable one into a Molten world.
Black Hole Research (special project) Event success

Successfully investigating the Enigmatic Fortress grants Research 1000-5000 Research across all fields as well as unlock the Tech enigmatic encoder Enigmatic Encoder and Tech enigmatic decoder Enigmatic Decoder technologies.

Infinity Machine[]

Evt technosphere

Infinity Machine orbiting Gargantua

The black hole system named Gargantua houses the Infinity Machine, the only guardian in the game that is not hostile. At first no interaction with the Infinity Machine is possible, but a year or two after being discovered the guardian sends a transmission and starts a special project that requires 360 days and at least a level 3 scientist leader to be finished. Completing the special project allows the following options:

  • MaterialistFanatic Materialist Materialist empires can attempt to hack the Infinity machine. The chance of success is 50% and permanently grants a Research +5% research output empire modifier as well as either the Tech sentient ai Positronic AI or the Tech zero point power Zero Point Power technology on a success. If both were already researched, it grants Society research 1000-5000 Society research. For Gestalt consciousness Gestalt Consciousness empires, this is the only option. This approach destroys the Infinity Machine.
  • SpiritualistFanatic Spiritualist Spiritualist empires can declare the Infinity Machine a divine object, granting a Happiness +5% Happiness empire modifier.
  • MilitaristFanatic Militarist Militarist empires can destroy the Infinity Machine with an army without fighting it to gain the same bonuses as when defeating it.
  • All empires can communicate with the Infinity Machine after the special project is completed. MilitaristFanatic Militarist Militarist and Fanatic Egalitarian Fanatic Egalitarian empires can tell it the liar's paradox but the guardian merely finds paradoxes boring. The empire can offer to help it and start a special project that requires 1800 days and a science vessel to be finished. Finishing the project has one of the following outcomes.
    • 50%: The project fails but the Infinity Machine rewards the empire with the Tech sentient ai Positronic AI technology. If already researched, it grants the Tech zero point power Zero Point Power technology. If both were researched, it grants the empire a Research +5% research output empire modifier.
    • 25%: the project succeeds and the Infinity Machine enters the black hole. It grants the Tech sentient ai Positronic AI technology. If already researched, it grants the Tech zero point power Zero Point Power technology. If both were researched, it grants Influence 150 Influence. In addition, the black hole gains a Research 4 Research deposit.
    • 25%: the project succeeds and the Infinity Machine enters the black hole and shrinks it to a smaller size renamed Pantagruel, which gains a Research 10 Research deposit. The empire gains Influence 200 Influence and permanently gains the Mirror of Knowledge modifier (Mod country all tech research speed +10% Research Speed). In addition, a Curator Enclave can be contacted and given some info for Engineering research 500 Engineering Research.

Alternatively, the Infinity Machine can be attacked, forcing it to open and become aggressive. The guardian comes equipped with lasers, strike craft, heavy shields and regeneration components and has good evasion. As a result, shielded fleets using kinetic weapons are the ideal counter. Destroying the Infinity Machine allows it to be broken down for Minerals 700-4000 Minerals and Influence 250-500 Influence. Alternatively, empires that are not Gestalt consciousness Gestalt Consciousness can study its nature to permanently unlock the next tier of Mechanical Mechanical Pop research. Destroying the Infinity Machine removes any empire modifier.

Total stats Armaments Utilities Core components
  • Mod ship hitpoints add 50,000 Hull Points
  • Mod ship armor mult 20,000 Armor
Mod ship shield hp mult 125,000 Shields0
    • Base 0
    • Utilities 21,800
    • Leviathan Modifiers 104,000

Mod ship speed mult 140 Speed

  • Mod ship evasion mult 50% Evasion
  • Damage/Time 1750 avg dmg / day
Extra large 1x Ship part energy lance 2 Infinite Gun0
    • Damage 500-1000 Damage
    • 150% damage against Shield Shields
    • Time 11.50 day cooldown
    • Mod ship tracking add 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult 120 Range
    • Damage/Time 55.43

Hangar 4x Tech strike craft 3 Advanced Strike Craft

Point defense 6x Tech lasers 1 Defense of Infinite Points0
    • Damage 15-20 Damage
    • Time 0.60 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult 10 Range
    • Damage/Time 20.33

Horizon Signal[]

If the Horizon Signal event chain has been started, entering the Gargantua system (whether it is the first time or not) causes the Infinity Machine to initiate contact and ask for 800 Energy Credits Energy and Minerals Minerals. Refusing either of the two options results in the guardian asking again next time a ship enters the system. Accepting results in the Infinity Machine disappearing like the Horizon Signal science ship and adding a Society research 10 society research deposit to Gargantua.

Spectral Wraith[]

Evt wraith

650THz Spectral Wraith

The Spectral Wraith is a guardian that can only appear during the mid-game. A random pulsar may reveal the unique PM Strong Magnetic Field Pulse Germination modifier when surveyed. The first empire that surveys the pulsar is shown an event window pointing to the date when the mid-game starts and hinting that is the system where the Spectral Wraith spawns.

Unlike other guardians, the Spectral Wraith is completely mobile and can travel anywhere in the galaxy. It spawns in one of three colors: red, yellow or blue. In systems whose star has the same color (M for red wraiths, G for yellow wraiths, and A or B for blue wraiths) the Spectral Wraith gains −50% Armor Armor and Evasion Evasion. Other star types do NOT trigger this debuff, even if the color mentioned in the star's description matches (e.g. Red Giants have no effect); and it also does not trigger in binary or trinary systems. Aside from the debuff, the color variation is purely cosmetic.

Combat:

  • The hull has 20k HP, 10k Armor and a serious 75% Evasion. With the aforementioned debuff reducing it to 5k Armor, 25% Evasion. Accordingly, small Energy Weapons offer the necessary amount of Tracking and bonus vs. armor, but with the high hull/armor ratio most fleets perform fine.
  • Its Weapons deal 100% to hull, 200% to Armor, 50% to Shields, at 80% Accuracy, 75% Tracking.
  • Destroyers or Cruisers with small to medium guns and heavy shields or crystal plating should be ideal and available.
  • Defeating it is possible starting at ~5k Fleet power, assuming a perfect counter-build. With ~10k, the player is able to defeat it trivially even with suboptimal conditions like large guns and a pulsar system. This makes it one of the weakest Leviathans, although it is difficult to catch.
Total stats Armaments Utilities Core components
  • Mod ship hitpoints add 20,000 Hull Points
  • Mod ship armor mult 10,000 Armor
  • Mod ship shield hp mult 0 Shields
  • Mod ship speed mult 80 Speed
  • Mod ship evasion mult 75% Evasion
  • Damage/Time 520 avg dmg / day
Large 6x Tech lasers 1 450THz Emitter0
    • Damage 150-250 Damage
    • 50% damage against Shield Shields
    • 200% damage against Armor Armor
    • Time 1.85 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult 150 Range
    • Damage/Time 86.48
Ship part warp drive 3 Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump Tactical jump

Ship part thruster 4 Bio-Propulsion (Guardian)

Ship part sensor 4 Bio-Sensors (Guardian)00

Ship part computer default Basic Combat Computer

Defeating the leviathan gives a permanent empire modifier with the following effects:

  • Research speed (Physics) +5% Physics Research Speed
  • Damage +5% Energy Weapons Damage
  • Energy Credits +10% Energy from Jobs

Stellar Devourer[]

Evt stellarites

Real scale of the Stellar Devourer

A random unary star system may appear empty on sensors but reveal the Stellar Devourer when entered, a glowing spaceborne entity that feeds upon stars. Technically, the Stellar Devourer is spawned by event that is triggered when any player ship enters this system. Before an empire discovers it, even the Curator Order cannot mark that system's location with the Tell us about something new option. However, if the Stellar Devourer has been discovered, the Curators dialogue options available for all other Guardians are enabled instantly, including option that grants a damage bonus against it. If the Stellar Devourer is engaged and does not lose at least 67% HP, it attacks one of the attacker's systems until the starbase is disabled and then stays for 90 days until retreating. If the system is colonized, all planets gain −25% Happiness happiness and Mod habitability habitability until the guardian leaves.

The Stellar Devourer's weapons are mostly energy and torpedoes, so shields and point defense are an effective counter. It has extremely high hull and point-defenses, but no armor or shields, making hull-damaging weapons such as plasma weapons and particle launchers the most effective counter.

Total stats Armaments Utilities Core components
  • Mod ship hitpoints add 200,000 Hull Points
  • Mod ship armor mult 0 Armor
  • Mod ship shield hp mult 0 Shields
  • Mod ship speed mult 45 Speed
  • Mod ship evasion mult 40% Evasion
  • Damage/Time 2250 avg dmg / day
Titan 1x Ship part energy lance 2 Devouring Beam0
    • Damage 5000-12000 Damage
    • 75% damage against Shield Shields
    • 200% damage against Armor Armor
    • 200% damage against Mod ship hitpoints add Hull
    • Time 8.00 day cooldown
    • Mod ship tracking add 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult 100 Range
    • Damage/Time 906.89
Guided 4x Tech torpedoes 3 Stellar Torpedo0
    • Mod ship hitpoints add 100 Hull Points
    • Mod ship evasion mult 100% Evasion
    • Damage 500-750 Damage
    • Ignore Shield Shields
    • 150% damage against Armor Armor
    • Time 5.50 day cooldown
    • Mod ship tracking add 100% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult 150 Range
    • Damage/Time 113.63
Large 4x Tech plasma 1 Stellar Plasma0
    • Damage 250-352 Damage
    • 50% damage against Shield Shields
    • Time 1.85 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult 150 Range
    • Damage/Time 124.32
Point defense 8x Tech lasers 5 Stellar laser0
    • Damage 10-12 Damage
    • 50% damage against Shield Shields
    • 200% damage against Armor Armor
    • Time 1.10 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult 10 Range
    • Damage/Time 8.00
Ship part warp drive 3 Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump Tactical jump

Ship part thruster 3 Plasma Thrusters

Tech combat computers 2 Stellarite Combat Computer (Guardian)0
    • Mod ship fire rate mult +10% Fire rate
    • Mod ship tracking add +4 Chance to Hit

Defeating the Stellar Devourer gives the choice to either study the egg sac, or to study the corpse, which issues a special project to investigate its remains that takes 60 days to be finished. Once the body is examined it gives the following options:

  1. Harvest the body's energy deposits for a large bonus of Energy Credits 10000 Energy, Minerals 2000 Minerals and Influence 80 Influence.
  2. Try to reignite the Sun in the leviathan's home System. The Project has a 30% chance to kill the scientist and its ship but is guaranteed to turn the whole System more habitable: All Frozen Planets become Arctic planets. All other planets undergo a temperature increase as well, rerolling them completely.

If option to study the egg sac was chosen, the Leviathan Parade Opportunity situation starts. Halfway through the parade, the player is offered similar options as when first defeating the Stellar Devourer:

  1. Try to reignite the star using the egg sac.
  2. Take the egg sac to the empire's capital.

If the option to reignite the star in the Devourer's system is chosen, the parade is aborted. If the option to take the egg is chosen instead, the parade proceeds and after finishing, the player's empire gains the Devourer's Egg Sac planetary modifier on the capital, which enables the Consume Star operation.

Corrupted Avatar[]

Evt wormhole

Corrupted Avatar

A random system with a wormhole opens an event window when first entered, mentioning a signal coming out of the wormhole and hinting that this specific wormhole is different from the rest. Exploring the wormhole reveals its connection to a trinary system with no hyperlane connections to other systems. This system is guarded by a Corrupted Avatar (aka Psionic Entity). The Avatar uses only energy weapons that ignore armor but do −75% damage to shields. It has moderate hull and strong shields but no armor or PD, making missiles and strike craft very effective.

Total stats Armaments Utilities Core components
  • Mod ship hitpoints add 15,000 Hull Points
  • Mod ship armor mult 0 Armor
  • Mod ship shield hp mult 75,000 Shields
  • Mod ship speed mult 160 Speed
  • Mod ship evasion mult 25% Evasion
  • Damage/Time 423.52 avg dmg / day
Medium 4x Tech space cloud weapon 1 Psionic Blast0
    • Damage 300-700 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 4.25 day cooldown
    • Mod ship tracking add 90% Accuracy
    • Tracking 100% Tracking
    • Mod ship weapon range mult 85 Range
    • Damage/Time 105.88 avg dmg / day
  • None

Defeating the Corrupted Avatar allows free access to the system, which contains a Planet gaia Gaia World which when surveyed reveals a level V anomaly. Investigating the anomaly grants access to the Tech neuroregeneration Neural Tissue Engineering technology to organic empires or Society research 300-1000 Society Research if Auth machine intelligence Machine Intelligence. The gas giant in the system also has an Exotic gases Exotic Gases deposit.

The Corrupted Avatar can be avoided by setting a science ship's stance to passive and guiding it around the guardian. This approach does not allow colonizing the Gaia World, but it does allow the research reward to be claimed.

If a Sentry Array has been completed, the system housing the Corrupted Avatar can be seen but cannot be entered with Jump Drives until the system has been entered via the wormhole first.

Unlike other guardians, the Corrupted Avatar is always present if the Distant Stars Distant Stars DLC is enabled. Its system is accessible only via a wormhole which appears even if wormholes were disabled on game startup.

With the Utopia Utopia DLC, Corrupted Avatars can also appear for 10 years following Shroud failures. They have the same stats but do not grant any reward upon being defeated.

With the Nemesis Nemesis DLC, Corrupted Avatars also appear some time after finishing stages III and IV of the Aetherophasic Engine.

Tiyanki Matriarch[]

Evt ancient tiyanki

Tiyanki Matriarch; can be reanimated

A random system with a Gaia World and another habitable world may be home to the Tiyanki Matriarch, the eldest member of the species and the only one to be aggressive when approached. The Matriarch has two weapons – one that ignores armor and does −75% damage against shields and one that deals double damage against both shields and armor. The Matriarch has a buff which gives it +100% weapon damage. It also has significant armor and very high hull but no shields and as a result should be engaged with energy weapons.

Total stats Armaments Utilities Core components

Mod ship hitpoints add 125,000 Hull Points

Mod ship armor mult 25,000 Armor0
    • Base 3,000
    • Utilities 22,200

Mod ship shield hp mult 0 Shields

  • Mod ship speed mult 60 Speed
  • Mod ship evasion mult 15% Evasion
  • Damage/Time 1000 avg dmg / day
TitanShip part space whale weapon Tiyanki Bite0
    • Damage 5000-12000 Damage
    • 200% damage against Shield Shields
    • 200% damage against Armor Armor
    • Time 21.75 day cooldown
    • Mod ship tracking add 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult 150 Range
    • Damage/Time 333.57
LargeShip part space whale weapon Tiyanki Siphon0
    • Damage 250-1000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.70 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult 250 Range
    • Damage/Time 185.18

Large 10× Ship part dragon armor Tiyanki Armor

  • Ship part warp drive 3 Bio-Drive (Guardian)
  • Ship part thruster 1 Bio-Propulsion (Guardian)
Ship part sensor 2 Bio-Sensors (Guardian)0

Defeating the Tiyanki Matriarch breaches Galactic Law if the Tiyanki Conservation Act Resolution was passed and the empire is a member of the Galactic Community. Doing so also incurs a fine of Energy Credits −5000 energy Credits.

Defeating the Tiyanki Matriarch gives the following rewards:

Weapons Utilities Core components
Ship part hyper drive 3 Hyper Drive III

Voidspawn[]

Evt voidspawn

Voidspawn; can be reanimated

The Voidspawn is an unborn guardian, hidden within a size 20 Trait pc desert preferenceTrait pc arid preferenceTrait pc savannah preference Dry world orbiting a class G star. Within a year after colonizing the planet in the system, an event mentions how the dry world has a pulse. Within the next half a year, the planet changes its appearance and gains Devastation 30 Devastation and 3 Rifts Blockers. Within another half a year, one of two things happens: either the pulse stops or the planet once again changes its appearance and gains Devastation 30 Devastation and 3 Rifts Blockers. Should the latter happen, the Voidspawn hatches a few months later, destroying the colony and turning the planet into a Cracked World with a Society research 20 society research deposit. A month later, the Voidspawn becomes hostile.

The Voidspawn uses only guided weapons. It has high hull and armor but no shields, making energy weapons effective against it.

Total stats Armaments Utilities Core components

Mod ship hitpoints add 100,000 Hull Points

Mod ship armor mult 111,100 Armor0
    • Base 100,000
    • Utilities 11,100

Mod ship shield hp mult 0 Shields

  • Mod ship speed mult 100 Speed
  • Mod ship evasion mult 25% Evasion
  • Damage/Time 312 avg dmg / day
GuidedShip part space whale weapon Void Spawn0
    • Damage 250-500 Damage
    • Ignore Shield Shields
    • 80% damage against Armor Armor
    • 200% damage against Mod ship hitpoints add Hull
    • Time 5.00 day cooldown
    • Mod ship tracking add 100% Accuracy
    • Tracking 80% Tracking
    • Mod ship weapon range mult 120 Range
    • Damage/Time 85.00
  • Ship part warp drive 3 Bio-Drive (Guardian)
  • Ship part thruster 1 Bio-Propulsion (Guardian)
Ship part sensor 2 Bio-Sensors (Guardian)0

Tech combat computers 1 Specialized Combat Computer (Artillery)

Defeating the Voidspawn grants Unity 600-6000 Unity and brings the option to start a special project to research what was left of the egg planet that takes 140 days. Finishing the project grants the Tech gargantuan evolution Gargantuan Evolution technology. Alternatively, empires that have researched the Tech leviathan transgenesis Leviathan Transgenesis technology can choose to unlock the Trait voidling Voidling trait for genetic modification.

If the Voidspawn did not hatch, the planet returns to its original appearance once all Rifts Blockers are removed.

Scavenger Bot[]

Evt scavenger bot

Scavenger Bot in the debris field

A random system with a class M Red Giant star may contain an ancient battlefield debris field patrolled by the Scavenger Bot, an ancient construct constantly scrounging the debris field for new parts.

The guardian uses only guided weapons. It uses equal amounts of shields and armor but has no point-defense and barely any evasion, making both guided weapons and strike craft very effective against it.

Total stats Armaments Utilities Core components

Mod ship hitpoints add 100,000 Hull Points

Mod ship armor mult 60,000 Armor0
    • Base 50,000
    • Utilities 10,000
Mod ship shield hp mult 70,000 Shields0
    • Base 50,000
    • Utilities 20,000

Mod ship speed mult 90 Speed

  • Mod ship evasion mult 10% Evasion
  • Damage/Time 750 avg dmg / day
Titan 1x Tech mass accelerator 1 Scrap launcher0
    • Damage 5000-10,000 Damage
    • 200% damage against Shield Shields
    • 80% damage against Armor Armor
    • 200% damage against Mod ship hitpoints add Hull
    • Time 21.75 day cooldown
    • Mod ship tracking add 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult 150 Range
    • Damage/Time 293.10
Guided 7x Proximity Mines Proximity Mines0
    • Mod ship hitpoints add 100 Hull Points
    • Mod ship evasion mult 0% Evasion
    • Damage 100-150 Damage
    • Ignore Shield Shields
    • 80% damage against Armor Armor
    • 150% damage against Mod ship hitpoints add Hull
    • Time 2.10 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult 80 Range
    • Damage/Time 47.61
Ship part reactor 3 Cold Fusion Reactor

Defeating the Scavenger Bot grants the following rewards:

  • Tech nanite repair system Nanite Repair System technology
  • Tech nanite autocannon Nanite Autocannon technology
  • Tech nanite flak batteries Nanite Flak Battery technology
  • Tech mass drivers 5Tech lasers 5Tech missiles 5Tech ship armor 5Tech shields 5 Two random tier V component techs or a large amount of Engineering research Engineering research if all techs were already researched.
  • The system has two broken worlds that bring in a total Minerals 20 Minerals and Nanites 1 Nanites when mined – one of very few sources of Nanites outside the L-Cluster.

Toxic Entity[]

Evt toxic god

Toxic Entity

Toxic God appears at the end of the Quest for the Toxic God situation.

If the guardian is killed by the empire with the Origins toxic knights Knights of the Toxic God origin, the empire has the option to either take control of it as a special colossus or gain the R toxic god Maw of the Toxic Entity relic. Taking control of the guardian grants a very large amount of Unity Unity but the number of jobs from the Order's Keep building no longer increases with the number of Pops.

If the guardian is killed by an empire without the Origins toxic knights Knights of the Toxic God origin, the empire gains the R toxic god Maw of the Toxic Entity relic, and if the empire with the Origins toxic knights Knights of the Toxic God origin later enters the system, it gains −25% output from Lord Commander Lord Commander and Knight Knight jobs for 16-20 years.

The system has a unique star type, Viridescent Lightbringer, which removes all armor from ships while in the system. The Toxic Entity has high shields and hull and uses strike craft and weapons that ignore shields as well as numerous point-defense. As a result, fleets that use hull components, point-defenses and kinetic weapons are the ideal counter.

The star also has a deposit of 5 Exotic gases Exotic Gases and Volatile motes Volatile Motes.

Space Dragons[]

Space Dragons are giant dragon-like guardians that are the sole survivors of the universes they were born in. Despite their different appearances, they all fight identically. Space Dragons use only energy weapons that do slightly less damage to shields and have high hull and armor but no shields itself. As a result, shielded fleets equipped with energy weapons are the ideal counter.

Total stats Armaments Utilities Core components

Mod ship hitpoints add 150,000 Hull Points

Mod ship armor mult 105,000 Armor0
    • Base 100,000
    • Utilities 5000

Mod ship shield hp mult 0 Shields

  • Mod ship speed mult 160 Speed
  • Mod ship evasion mult 25% Evasion
  • Damage/Time 825 avg dmg / day
Titan 1x Ship part energy lance 2 Dragon's Breath0
    • Damage 5000-12000 Damage
    • 75% damage against Shield Shields
    • 200% damage against Armor Armor
    • 200% damage against Mod ship hitpoints add Hull
    • Time 21.75 day cooldown
    • Mod ship tracking add 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult 150 Range
    • Damage/Time 333.57
Medium 8x Ship part energy lance 2 Wing Skewer0
    • Damage 100-150 Damage
    • 80% damage against Shield Shields
    • Time 2.1 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult 80 Range
    • Damage/Time 47.62
Point defense 4x Ship part energy lance 2 Drake's Lightning00
    • Damage 10-12 Damage
    • 80% damage against Shield Shields
    • Time 1.1 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult 10 Range
    • Damage/Time 8.00
Ship part warp drive 3 Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump Tactical jump

Ship part thruster 4 Bio-Propulsion (Guardian)

Ship part sensor 4 Bio-Sensors (Guardian)00

Ship part computer default Basic Combat Computer (Line)

If a Admiral Commander leads a fleet that defeats either the Ether Drake or the Sky Dragon, that commander gains the Leader trait glory seeker Dragonslayer trait. If multiple fleets fought the guardian, the commander of the first fleet that engaged it gains the trait. In addition, the empire that defeats a dragon eventually unlocks the Tech dragon armor Artificial Dragonscales technology, or Minerals 100-4000 Minerals and Society research 1000-100000 Society research if the technology was already obtained from the other dragon.

Empires that have researched the Tech leviathan transgenesis Leviathan Transgenesis technology prior to defeating a Space Dragon unlock the Trait drake scaled Drake-Scaled trait for genetic modification.

Ether Drake[]

Evt space dragon

Ether Drake; can be reanimated

A random class F star system in the galaxy may feature a Planet molten Molten World called Dragon's Hoard guarded by the Ether Drake, a dragon-like guardian the size of a moon. Initially, the Ether Drake guards Dragon's Hoard, but if it loses more than 20% HP to an attacker, it destroys two random starbases belonging to the attacker. After the Ether Drake leaves, if the systems are colonized the starbases are rebuilt into frontier outposts. If the Ether Drake loses 85% HP, it retreats to Dragon's Hoard and heals. Dragon's Hoard has a deposit with Energy Credits 30 Energy and Minerals 30 Minerals.

Defeating the Ether Drake grants the following rewards:

  • Influence 300 Influence
  • The R dragon trophy Ether Drake Trophy Relic
  • Building a mining station above Dragon's Hoard reveals both of the following within 50 years, though not necessarily at the same time:
    • Remains of the Ether Drake's mate: The remains can be studied to unlock the Tech dragon armor Artificial Dragonscales technology. Alternatively, they can be ground down for Minerals 100-4000 Minerals and Society research 1000-100000 Society research.
    • Ether Drake's egg: The egg can be smashed for Influence 300 Influence or used in a timed special project that takes Society research 50000 Society research to hatch a controllable Ether Hatchling with about 7K Fleet Power. Unlike the controllable Space Amoeba, the Ether Hatchling never grows to a full sized Ether Drake.

Shard[]

Evt space dragon blue

Shard; can be reanimated

Shard appears upon the conclusion of the Kleptomaniac Rats Archaeology map icon archaeological site excavation. Defeating her grants the R rubricator Rubricator Relic and begins the A Dirge for the Shard Leviathan Parade Situation.

If the Relic World is colonized, Shard destroys the colony after two years if she is not defeated.

As the excavation already requires claiming the system, the starbase can be upgraded into a bastion citadel in preparation for the fight. Alternatively, the final chapter of the site can be delayed to better prepare technologically.

Sky Dragon[]

Evt here be dragons

Sky Dragon; can be reanimated

All empires with the Origin here be dragons Here Be Dragons origin start the game with a Sky Dragon guardian. The guardian is allied with the owner of its system and can only be attacked by empires who are at war with the system owner.

Between 6.5 and 13.5 years after the game has started, the owner of the system receives a notification that the Sky Dragon is hungry and is given the option to allow it to land on the capital, refuse, or observe.

  • If refused, the Sky Dragon kills 2 pops and adds two blockers on the capital.
  • If observed, the Sky Dragon kills 1 pop and then feeds.
  • Allowing it to land costs Influence 75 Influence and the Sky Dragon feeds.

Feeding the Sky Dragon takes 14-16 years, during which the capital gains the D landed dragon Feeding Dragon planetary feature. When feeding is complete, the empire is the choice between a small amount of Research Research or Energy Credits 1000 Energy and Exotic gases 100 Exotic Gases. The Sky Dragon does not protect the system while feeding, but if another empire attempts to invade the planet the Sky Dragon stops feeding and protects the system.

If the system owner researches at least 2 Society research Society and 2 Engineering research Engineering technologies during the first 13-49 years, it gains the option to issue one of two special projects:

  1. Remote Dragon Scanning special project which grants a moderate amount of Society research Society research.
  2. Dragon Specimen Gathering special project which has the following outcomes:
    • 30% chance the science ship and scientist are destroyed and the project can be attempted again with a different outcome
    • 55% chance the project can be attempted again with a different outcome
    • 15% chance the project succeeds and the empire unlocks the next Tech ship armor 2Tech ship armor 3Tech ship armor 4Tech ship armor 5 armor technology.
    • If the project is attempted a second time, there is a 75% chance the Sky Dragon kills 2 pops and adds two blockers on the capital. The chance is reduced to 25% if the dragon was fed. If this second attempt is successful, gain 50% progress for the next Tech ship armor 2Tech ship armor 3Tech ship armor 4Tech ship armor 5 armor technology instead of unlocking it directly.

After either special project has completed and the empire has established communications with at least 70% of the galaxy, a first contact is started with the Sky Dragon. Finishing the first contact grants Influence 150 Influence and an increased amount of Unity Unity.

After establishing first contact with the Sky Dragon and picking 6 ascension perks, or 5 ascension perks and finishing a tradition tree unlocked by an ascension path, the Sky Dragon asks the empire to help raise its children. Refusing grants Influence 500 Influence but the Sky Dragon disappears. If the offer is accepted, the empire gains control of Sky Dragon and unlocks the Sb dragon hatchery Dragon Hatchery starbase building.

If the empire with the Origin here be dragons Here Be Dragons origin attacks and kills the Sky Dragon, it gains an empire modifier that gives Mod pop government ethic attraction +20% Governing Ethics Attraction and Monthly unity +10% monthly unity in addition to the usual space dragon rewards.

Sky Dragon gains only half of the usual guardian bonuses from higher game difficulty.

Dimensional Creatures[]

Evt dimensional horror

Dimensional creature emerging in the current dimension

Dimensional Creatures are nightmarish guardians that originate from a different dimension. Defeating any of them starts the Horrific Inverse Mass Leviathan Parade Situation.

Dimensional Creatures cannot move. but their tentacles can strike across the entire system. Their weapons ignore armor but do −75% damage to shields. They have equal amounts of shields, armor and hull as well as no evasion, making shielded fleets using the long-ranged Kinetic Artillery or size X weapons the ideal counter.

Total stats Armaments Utilities Core components
  • Mod ship hitpoints add 100,000 Hull Points
  • Mod ship armor mult 100,000 Armor
  • Mod ship shield hp mult 100,000 Shields
  • Damage/Time 900 avg dmg / day
Extra large 1x Ship part energy lance 2 Dimensional Beam0
    • Damage 500-5000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 17.50 day cooldown
    • Mod ship tracking add 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult 250 Range
    • Damage/Time 133.57
Large 2x Tech lasers 1 Dimensional Ripper0
    • Damage 250-1000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.70 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult 250 Range
    • Damage/Time 185.18
Medium 2x Tech lasers 1 Dimensional Render0
    • Damage 100-400 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.50 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult 250 Range
    • Damage/Time 80.00
Small 2x Tech lasers 1 Dimensional Striker0
    • Damage 50-200 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.30 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 25% Tracking
    • Mod ship weapon range mult 250 Range
    • Damage/Time 43.47
Point defense 4x Ship part energy lance 2 Dimensional Guard0
    • Damage 10-50 Damage
    • Time 1.60 day cooldown
    • Mod ship tracking add 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult 250 Range
    • Damage/Time 15.00
Ship part sensor 4 Bio-Sensors (Guardian)00

Tech combat computers 1 Specialized Combat Computer (Artillery)

The Worm[]

The Worm appears in the capital system of an empire at the end of the Horizon Signal event chain if its offer has been refused. Defeating it grants the following rewards:

Dimensional Horror[]

A random black hole system may appear empty on sensors but reveal the Dimensional Horror when first entered. There are no interactions with it beyond killing it. Defeating the Dimensional Horror leaves behind a dimensional rift with a special project that takes 140 days to be researched. Once examined, it gives the following rewards:

  • Physics Research 4000-6000 Physics Research
  • Society research 4000-6000 Society Research
  • Unlocks the Tech jump drive 1 Jump Drive technology with 50% progress if not already researched

The Elder One[]

A random planet in the galaxy might contain an archaeological site named The Broken Gates. It has 4 chapters, each one granting Minor artifacts small minor artifacts reward (10, 30, or 50). Upon completing the final chapter, the Elder One begins manifesting and the empire receives the choice to either prevent it and gain Engineering Research 18x engineering output (350 ~ 100 000) or release it. Releasing it destroys the system identically to a Star-Eater and the Elder One emerges but does not immediately become hostile. If released, the Elder One contacts the empire 10 days later and offers to rebuild the starbase of the destroyed system and grant an empire modifier that gives Mod country all tech research speed +6% Research Speed and Mod pop growth req −10% Growth Speed. Refusing grants Influence 24x influence output (150 ~ 300), but the Elder One becomes hostile.

If the Elder One is killed, the empire modifier that it provided is removed.

References[]

Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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