Guardians

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This article has been verified for the current PC version (3.4) of the game.

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 one 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 will start a Leviathan Parade Opportunity situation.

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

Empire with the Civic reanimated armies.png Reanimators or Civic permanent employment.png Permanent Employment civic that kill an organic guardian will gain the option to issue a special project that costs 10000 Society research society research to resurrect the guardian on their side. Reanimated guardians cannot be merged into fleets or be commanded by admirals, 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[edit | edit source]

The Hive asteroid belt

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

If the system is claimed with a Starbase the Asteroid Hives will 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 will engage and destroy the enemy ones before attacking the guardians. In addition carrier ships have point defenses themselves.

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

Automated Dreadnought[edit | edit source]

Automated Dreadnought patrolling the empty system's asteroid belt

A random system in the galaxy with two habitable worlds will 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.

Total stats Armaments Utilities Core components
Mod ship hull mult.png 50,000 Hull Points0
    • Base 10,000
    • Leviathan Modifiers 40,000
Mod ship armor mult.png 10,000 Armor0
    • Base 5000
    • Utilities 5000
Mod ship shield hp mult.png 95,000 Shields0
    • Base 0
    • Utilities 20,000
    • Leviathan Modifiers 75,000

Mod ship speed mult.png 175 Speed

  • Mod ship evasion mult.png 15% Evasion
  • Damage/Time 8840 avg dmg / day
Ship part jump drive 1.png Jump Drive

Defeating the Automated Dreadnought gives the following two choices:

  1. Salvage the dreadnought for 5000 Energy.png Energy and Minerals.png Minerals and 30x monthly (1000~5000) Engineering research Engineering research.
  2. Issue a special project to repair and use it that costs 50000 Engineering research Engineering research. Dreadnought is the same as listed above except that it loses Leviathan modifiers for Mod ship hull mult.png Hull and Mod ship shield hp mult.png Shields, but it revive 2 additional Large Ship part shield 5.png Hyper Shields. Its Ship part jump drive 1.png Jump Drive will be upgraded to a Ship part psi jump drive 1.png Psi Jump Drive if the empire has the technology. The components will not be able to be upgraded/changed even if better tech is available (jump drive included after fully repairing it). The player-controlled dreadnought is significantly weaker than the original, possessing only about 7k of fleet power.

Dimensional Horror[edit | edit source]

Dimensional Horror emerging in the current dimension

A random black hole system in the galaxy will appear empty on sensors but reveal the Dimensional Horror when first entered, a nightmarish creature that entered only partially in the current dimension. The guardian cannot move but its tentacles can strike across the entire system. Its weapons ignore armor but do -75% damage to shields. The Dimensional Horror has equal amount of shields, armor and hull as well as no evasion, making the long-ranged Kinetic Artillery or size X weapons the ideal counter.

Total stats Armaments Utilities Core components
  • Mod ship hull mult.png 100,000 Hull Points
  • Mod ship armor mult.png 100,000 Armor
  • Mod ship shield hp mult.png 100,000 Shields
  • Mod ship speed mult.png Immobile Speed
  • Mod ship evasion mult.png 0% Evasion
  • Damage/Time 900 avg dmg / day
Extra large 1x Ship part energy lance 2.png Dimensional Beam0
    • Damage 500-5000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 17.50 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 133.57
Large 2x Tech lasers 1.png Dimensional Ripper0
    • Damage 250-1000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.70 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 185.18
Medium 2x Tech lasers 1.png Dimensional Render0
    • Damage 100-400 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.50 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 80.00
Small 2x Tech lasers 1.png Dimensional Striker0
    • Damage 50-200 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.30 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 25% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 43.47
Point defense 4x Ship part energy lance 2.png Dimensional Guard0
    • Damage 10-50 Damage
    • Time 1.60 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 15.00
Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Tech combat computers 1.png Specialized Combat Computer (Artillery)

Defeating the Dimensional Horror will leave behind a dimensional rift with a special project that takes 140 days to be researched. Once examined, it will give the following rewards:

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

Enigmatic Fortress[edit | edit source]

Ancient Vault with all defenses

A random class A star system in the galaxy will 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:

Total stats 1x Ancient Vault 2x Ancient Guardian 2x Ancient Warden 4x Ancient Defender 8x Ancient Sentinel
Mod ship hull mult.png 140,000 Hull Points0
    • Ancient Vault 1x 50,000
    • Ancient Guardian 2x 20,000
    • Ancient Warden 2x 10,000
    • Ancient Defender 4x 5000
    • Ancient Sentinel 8x 1250
Mod ship armor mult.png 32,000 Armor0
    • Ancient Vault 1x 6000
    • Ancient Guardian 2x 3500
    • Ancient Warden 2x 2500
    • Ancient Defender 4x 1500
    • Ancient Sentinel 8x 1000
Mod ship shield hp mult.png 70,000 Shields0
    • Ancient Vault 1x 9500
    • Ancient Guardian 2x 10,000
    • Ancient Warden 2x 5000
    • Ancient Defender 4x 3500
    • Ancient Sentinel 8x 2000

Mod ship speed mult.png Immobile Speed

  • Mod ship evasion mult.png 0% Evasion
Damage/Time 2700 avg dmg / day0
    • Ancient Vault 1x 1333
    • Ancient Guardian 2x 250
    • Ancient Warden 2x 200
    • Ancient Defender 4x 60
    • Ancient Sentinel 8x 30
Core Ship part sensor 4.png Bio-Sensors (Guardian)0
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8
Core Quantum Destabilizer.png Enigmatic Disruption Field0
    • Mod ship shield hp mult.png −0.1% Daily Shield Regen
    • Mod ship fire rate mult.png −20% Fire Rate

Defeating the Enigmatic Fortress will start a lengthy event chain that must be completed to gain its rewards. Letting the timer expire at any point will result in the vault repowering.

No. Choice Outcome
1 Demolitions Team (1 army transport) Expedition proceeds but the army is lost
Local Power Surge - Go with the higher estimate (−500 Energy.png energy) (science ship) Vault repowers
Local Power Surge - Go with the lower estimate (−50 Energy.png 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 (−10 Dark Matter.png 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 will grant 1000-5000 Research.png Research across all fields as well as unlock the Tech enigmatic encoder.png Enigmatic Encoder and Tech enigmatic decoder.png Enigmatic Decoder technologies.

Ether Drake[edit | edit source]

Ether Drake; can be reanimated

A random class F star system in the galaxy will feature a Planet molten.png Molten World called Dragon's Hoard guarded by the Ether Drake, a dragon-like guardian the size of a moon. The Ether Drake uses only energy weapons that do -20% damage to shields and has high hull and armor but no shields itself. As a result, shielded fleets equipped with energy weapons are the ideal counter. Initially the Ether Drake will stay and guard Dragon's Hoard but should it be attacked enough to lose 20% HP it will go to two random systems belonging to the attacker and destroy their starbases. After the Ether Drake leaves if the systems were colonized the starbases will be rebuild into frontier outposts. If the Ether Drake loses 85% HP it will stay or retreat to Dragon's Hoard and heal.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 150,000 Hull Points

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

Mod ship shield hp mult.png 0 Shields

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

Ship part thruster 4.png Bio-Propulsion (Guardian)

Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Tech combat computers 1.png Specialized Combat Computer (Artillery)

Defeating the Ether Drake grants the following rewards:

  • 300 Influence.png Influence
  • The Empire gains the R dragon trophy.png Ether Drake Trophy Relic
  • If an Admiral was leading the fleet that defeated it, it may gain the Leader trait glory seeker.png Dragonslayer trait
  • The Dragon's Hoard, which outputs 30 Energy.png Energy and 30 Minerals.png Minerals. Building a mining station above it will reveal 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.png Artificial Dragonscales technology, which is the best armor in the game. Alternatively, they can be grinded for 100-4000 Minerals.png Minerals and 1000-100000 Society research Society research.
    • Ether Drake's egg: The egg can be smashed for 300 Influence.png Influence or used in a timed special project that takes 50000 Society research Society research to hatch a controllable Ether Hatchling with about 7K Fleet Power. Unlike the controllable Space Amoeba, the Ether Hatchling will never grow to a full sized Ether Drake.


Infinity Machine[edit | edit source]

Infinity Machine orbiting Gargantua

A black hole system in the galaxy named Gargantua will house the Infinity Machine, the only guardian in the game that's not hostile. At first no interaction with the Infinity Machine is possible but a year or two after being discovered the guardian will send a transmission and start 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:

  • Materialist.pngFanatic Materialist.png Materialist empires can attempt to hack the Infinity machine. Chance is 50% and if successful it permanently grants a +5% Research.png Research Output empire modifier as well as either the Tech sentient ai.png Positronic AI or the Tech zero point power.png Zero Point Power technology. If both were already researched it will grant 1000-5000 Society research Society research. For Gestalt consciousness.png Gestalt Consciousness empires this is the only option. This approach destroys the Infinity Machine.
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist empires can declare the Infinity Machine a divine object, granting a +5% Mod pop happiness.png Happiness empire modifier.
  • Militarist.pngFanatic Militarist.png 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. Militarist.pngFanatic Militarist.png Militarist and Fanatic Egalitarian.png Fanatic Egalitarian empires can try saying 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 will have one of the following outcomes.
    • 50%: the project fails but the Infinity Machine will reward the empire with the Tech sentient ai.png Positronic AI technology. If already researched it will grant the Tech zero point power.png Zero Point Power technology. If both were researched it will grant the empire a +5% Research.png Research Output empire modifier.
    • 25%: the project succeeds and the Infinity Machine enters the black hole. It will grant the Tech sentient ai.png Positronic AI technology. If already researched it will grant the Tech zero point power.png Zero Point Power technology. If both were researched it will grant 150 Influence.png Influence. In addition the black hole will get a 4 Research.png Research deposit.
    • 25%: the project succeeds and the Infinity Machine enters the black hole and shrinks it to a smaller size renamed Pantagruel which will get a 10 Research.png Research deposit. The empire will get 200 Influence.png Influence and permanently gain the Mirror of Knowledge modifier (+10% Mod country all tech research speed.png Research Speed). In addition a Curator Enclave can be contacted and given some info for 500 Engineering research 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 will allow it to be broken down for 700-4000 Minerals.png Minerals and 250-500 Influence.png Influence. Alternatively empires that are not Gestalt consciousness.png Gestalt Consciousness can study its nature to permanently unlock the next tier of Trait mechanical.png Mechanical Pop research. Destroying the Infinity Machine removes any empire modifier.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 50,000 Hull Points

  • Mod ship armor mult.png 20,000 Armor
Mod ship shield hp mult.png 125,000 Shields0
    • Base 0
    • Utilities 21,800
    • Leviathan Modifiers 104,000

Mod ship speed mult.png 140 Speed

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

Hangar 4x Tech strike craft 3.png Advanced Strike Craft

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

Horizon Signal[edit | edit source]

If the Horizon Signal event chain has been started entering the Gargantua system, whether it's the first time or not, will have the Infinity Machine initiate contact and ask you for 800 Energy.png Energy and Minerals.png Minerals. Refusing with either of the two options will have the guardian ask again next time a ship enters the system. Accepting will have the Infinity Machine disappear like the Horizon Signal science ship and add a 10 Society research Society Research deposit to Gargantua.

Spectral Wraith[edit | edit source]

650THz Spectral Wraith

The Spectral Wraith is a guardian that can only appear during the mid-game years. A random pulsar in the galaxy when surveyed will reveal a unique Pm strong magnetic field.png Pulse Germination modifier. The first empire that surveys the pulsar will be shown an event window pointing to the date when the mid-game starts and hinting that is the system where the Spectral Wraith will spawn.

Unlike other guardians the Spectral Wraith is completely mobile and can travel anywhere in the galaxy. It will spawn 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 will gain -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 will not trigger in binary/trinary systems. Aside from the debuff, the color variation is purely cosmetic.

Combat:

  • the hull has 20k Hitpoints, 10k Armor and a serious 75% Evasion. With aforementioned debuff reducing it to 5k Armor, 25% Evasion. Accordingly, small Energy Weapons offer the right amount of Tracking and Anti-Armor Ability, but with the high hull/armor ratio just about any weapon can work
  • the 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 ~5k Fleet power, assuming a perfect countering built. 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, but in turn catching it is usually the issue.
Total stats Armaments Utilities Core components
  • Mod ship hull mult.png 20,000 Hull Points
  • Mod ship armor mult.png 10,000 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 80 Speed
  • Mod ship evasion mult.png 75% Evasion
  • Damage/Time 520 avg dmg / day
Large 6x Tech lasers 1.png 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.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 86.48
Ship part warp drive 3.png Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump.png Tactical jump

Ship part thruster 4.png Bio-Propulsion (Guardian)

Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Ship part computer default.png 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.png +10% Energy from Jobs

Stellar Devourer[edit | edit source]

Real scale of the Stellar Devourer

A random class M star system in the galaxy will appear empty on sensors but reveal the Stellar Devourer when entered, a glowing spaceborne entity that feeds upon stars. If the Stellar Devourer was engaged and did not lose at least 67% HP it will attack one of the attacker's systems until the starbase is disabled and then stay for 90 days until retreating. If the system is colonized all planets will get −25% Mod pop happiness.png Happiness and Mod habitability.png 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 hull mult.png 200,000 Hull Points
  • Mod ship armor mult.png 0 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 45 Speed
  • Mod ship evasion mult.png 40% Evasion
  • Damage/Time 2250 avg dmg / day
Extra large 1x Ship part energy lance 2.png Devouring Beam0
    • Damage 5000-12000 Damage
    • 75% damage against Shield Shields
    • 200% damage against Armor Armor
    • 200% damage against Mod ship hull mult.png Hull
    • Time 8.00 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 100 Range
    • Damage/Time 906.89
Guided 4x Tech torpedoes 3.png Stellar Torpedo0
    • Mod ship hull mult.png 100 Hull Points
    • Mod ship evasion mult.png 100% Evasion
    • Damage 500-750 Damage
    • Ignore Shield Shields
    • 150% damage against Armor Armor
    • Time 5.50 day cooldown
    • Mod ship tracking add.png 100% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 113.63
Large 4x Tech plasma 1.png Stellar Plasma0
    • Damage 250-352 Damage
    • 50% damage against Shield Shields
    • Time 1.85 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 124.32
Point defense 8x Tech lasers 5.png 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.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 10 Range
    • Damage/Time 8.00
Ship part warp drive 3.png Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump.png Tactical jump

Ship part thruster 3.png Plasma Thrusters

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

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

  1. Harvest the body's energy deposits for a large bonus of 10,000 Energy.png Energy, 2000 Minerals.png Minerals and 80 Influence.png 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 will become Arctic planets. All other planets undergo a temperature increase as well, rerolling them completely.
  3. Xenophobe.pngFanatic Xenophobe.png Xenophobe and Militarist.pngFanatic Militarist.png Militarist empires have the option to instead gain the unique D monument.png Stellar Devourer Trophy planetary feature (+8 Unity.png Unity, +5% Mod pop happiness.png Happiness ) on the empire capital, as well as 500 Influence.png influence.

The Elder One[edit | edit source]

The Elder One emerging in the current dimension

A random planet in the galaxy might contain an archaeological site named The Broken Gates. It has 4 chapters, each one granting 1-5 Minor artifacts.png Minor Artifacts. Upon completing the final chapter the Elder One will begin manifesting and the empire will get the choice to either prevent it and gain 350-10000 Engineering research Engineering Research or release it. Releasing it will destroy the system identically to a Star-Eater and the Elder One will emerge but not become hostile. If let out the Elder One will contact the empire 10 days later and offer to rebuild the starbase of the destroyed system and grant an empire modifier that gives +6% Mod country all tech research speed.png Research Speed and −10% Mod pop growth speed.png Growth Speed. Refusing will grant 150-300 Influence.png Influence but the Elder One will become hostile.

The Elder One fights identically to the Dimensional Horror. If killed the empire modifier provided will be removed.

Corrupted Avatar[edit | edit source]

Corrupted Avatar

A randomly placed system with a wormhole will bring 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 will reveal its connection to a trinary system in the galaxy with no hyperlane connections. Said 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 hull mult.png 10,000 Hull Points
  • Mod ship armor mult.png 0 Armor
  • Mod ship shield hp mult.png 60,000 Shields
  • Mod ship speed mult.png 160 Speed
  • Mod ship evasion mult.png 25% Evasion
  • Damage/Time 413 avg dmg / day
Medium 4x Ship part space cloud weapon.png Psionic Blast00
    • Damage 300-700 (500) Damage
    • 25% damage against Shield Shields
    • Ignores Armor Armor
    • Time 4.35 day cooldown
    • Mod ship tracking add.png 90% Accuracy
    • Tracking 100% Tracking
    • Mod ship weapon range mult.png 85 Range
    • Damage/Time 103.45
N/A

Defeating the Corrupted Avatar allows free access to the system, which contains a Planet gaia.png Gaia World which when surveyed will reveal a level V anomaly. Investigating the anomaly grants access to the Tech neuroregeneration.png Neural Tissue Engineering technology to organic empires or 300-1000 Society research Society Research if Auth machine intelligence.png Machine Intelligence. The gas giant in the system will also have an Exotic gases.png 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 will always be present if the required DLC is installed. Its system is accessible only via a wormhole which will appear even if wormholes were disabled on game startup.

In the Utopia.png 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.

Tiyanki Matriarch[edit | edit source]

Tiyanki Matriarch; can be reanimated

A random system in the galaxy with a Gaia World and another habitable world will 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. 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 hull mult.png 125,000 Hull Points

Mod ship armor mult.png 14,000 Armor0
    • Base 3,000
    • Utilities 11,000

Mod ship shield hp mult.png 0 Shields

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

Large 10× Ship part dragon armor.png Tiyanki Armor

  • Ship part warp drive 3.png Bio-Drive (Guardian)
  • Ship part thruster 1.png Bio-Propulsion (Guardian)
Ship part sensor 2.png Bio-Sensors (Guardian)0
    • Mod planet sensor range mult.png Sensor range 2
    • Mod planet sensor range mult.png Hyperlane detection range 4

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

Defeating the Tiyanki Matriarch gives the following rewards:

  • Reth Unddol, a level 5 admiral with the unique Leader trait hells heart.png Hell's Heart trait. Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal empires will kill him for 120-350 Unity.png Unity instead.
  • AH4B, a mid-game level battleship with 4k fleet power that can be used or scrapped for 1500 Minerals.png Minerals. It comes equipped with the following components:
Weapons Utilities Core components
Ship part hyper drive 3.png Hyper Drive III

Voidspawn[edit | edit source]

Voidspawn; can be reanimated

The Voidspawn is an unborn guardian, hidden within a size 20 Trait pc desert preference.pngTrait pc arid preference.pngTrait pc savannah preference.png Dry world orbiting a class G star. Within a year after colonizing a planet in the system, an event will mention how the dry world has a pulse. Within the next half a year the planet will change its appearance, add 30 Devastation.png Devastation and create 3 Rifts Blockers. Within another half a year one of two things will happen. Either the pulse will stop or the planet will once again change its appearance, add 30 Devastation.png Devastation and create 3 Rifts Blockers. Should the latter happen the Voidspawn will hatch in a few months, destroying the colony and turning the planet into a Cracked World with a 20 Society research Society Research deposit. A month later it 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 hull mult.png 100,000 Hull Points

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

Mod ship shield hp mult.png 0 Shields

  • Mod ship speed mult.png 100 Speed
  • Mod ship evasion mult.png 25% Evasion
  • Damage/Time 312 avg dmg / day
GuidedShip part space whale weapon.png Void Spawn0
    • Damage 250-500 Damage
    • Ignore Shield Shields
    • 80% damage against Armor Armor
    • 200% damage against (unrecognized string “hull” for Template:Icon) Hull
    • Time 5.00 day cooldown
    • Mod ship tracking add.png 100% Accuracy
    • Tracking 80% Tracking
    • Mod ship weapon range mult.png 120 Range
    • Damage/Time 85.00
  • Ship part warp drive 3.png Bio-Drive (Guardian)
  • Ship part thruster 1.png Bio-Propulsion (Guardian)
Ship part sensor 2.png Bio-Sensors (Guardian)0
    • Mod planet sensor range mult.png Sensor range 2
    • Mod planet sensor range mult.png Hyperlane detection range 4

Tech combat computers 1.png Specialized Combat Computer (Artillery)

Defeating the guardian grants 600-6000 Unity.png Unity and brings the option to start a special project to research what was left of the egg planet that takes 140 days and grants the Tech gargantuan evolution.png Gargantuan Evolution technology.

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

Scavenger Bot[edit | edit source]

Scavenger Bot in the debris field

A random class M Red Giant star system will 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 hull mult.png 100,000 Hull Points

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

Mod ship speed mult.png 90 Speed

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

Defeating the Scavenger Bot grants the Tech nanite repair system.png Nanite Repair System technology, as well as two random Tech mass drivers 5.pngTech lasers 5.pngTech missiles 5.pngTech ship armor 5.pngTech shields 5.png tier V component techs or a large amount of Engineering research Engineering research if all techs were already researched.

Additionally the system has two broken worlds that bring in a total 20 Minerals.png Minerals and 1 Nanites.png Nanites when mined.

Shard[edit | edit source]

Shard; can be reanimated

Shard is a guardian that fights identically to the Ether Drake. She appears upon the conclusion of the Archaeology map icon.png Kleptomaniac Rats Archaeology Site excavation.

If the Relic World is colonized, Shard will destroy the colony in two years if she's 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.

If Shard spawns adjacent to a Fallen Empire, it will send a fleet to defeat her, rendering the Rubricator unobtainable.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 150,000 Hull Points

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

Mod ship shield hp mult.png 0 Shields

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

Ship part thruster 4.png Bio-Propulsion (Guardian)

Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Tech combat computers 1.png Specialized Combat Computer (Artillery)

Defeating her grants the R rubricator.png Rubricator Relic.

Sky Dragon[edit | edit source]

Sky Dragon; can be reanimated

All empires with the Origin here be dragons.png Here Be Dragons origin will 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 the game has started the owner of the system will get a notification that the Sky Dragon is hungry and be given the option to let it land on the capital, refuse or observe.

  • If refused the Sky Dragon will kill 2 pops and add two blockers on the capital.
  • If observing the Sky Dragon will kill 1 pop and then feed.
  • Allowing it to land costs 75 Influence.png Influence and the Sky Dragon will feed.

Feeding the Sky Dragon takes 14-16 years, during which the capital will gain the D landed dragon.png Feeding Dragon planetary feature. When feeding is complete the empire will be given a reward to choose between a small amount of Research.png Research or 1000 Energy.png Energy and 100 Exotic gases.png Exotic Gases. The Sky Dragon will not protect the system while feeding but if another empire attempts to invade the planet the guardian will cancel feeding and protect 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 will gain the option to issue one of two special projects:

  • Remote Dragon Scanning special project grants a moderate amount of Society research Society research.
  • Dragon Specimen Gathering special project brings 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 will unlock the next Tech ship armor 2.pngTech ship armor 3.pngTech ship armor 4.pngTech ship armor 5.png armor technology.
    • If the project is attempted a second time there is a 75% chance the Sky Dragon will kill 2 pops and add two blockers on the capital. The chance is reduced to 25% if the dragon was fed. If this second attempt is successful, gain 50% of the science cost for the next Tech ship armor 2.pngTech ship armor 3.pngTech ship armor 4.pngTech ship armor 5.png armor technology instead of 100%.

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

After establishing first contact with the Sky Dragon, and picking 6 ascension perks, or 4 ascension perks including a phase 2 ascension path perk, the guardian will ask the empire to help raise its children. Refusing will grant 500 Influence.png Influence but the Sky Dragon will disappear. If the offer is accepted the empire will gain control of Sky Dragon and unlock the Sb dragon hatchery.png Dragon Hatchery starbase building.

An empire that kills the Sky Dragon will gain access to the Tech dragon armor.png Artificial Dragonscales research option. If the technology has already been obtained from the Ether Drake it will instead grant 100-4000 Minerals.png Minerals and 1000-100000 Society research Society research. If an Admiral was leading the fleet that defeated it, they will gain the Leader trait glory seeker.png Dragonslayer trait.

The Sky Dragon uses only energy weapons and armor and as a result ships equipped with shields and energy weapons are the ideal counter.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 150,000 Hull Points

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

Mod ship shield hp mult.png 0 Shields

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

Ship part thruster 4.png Bio-Propulsion (Guardian)

Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Tech combat computers 1.png Specialized Combat Computer (Artillery)