ENDLESS Legend 2 Dust
ENDLESS Legend 2 Dust is the spendable fortune resource: commerce for every empire, and the entire growth-and-heal loop for Last Lords, who ignore Food. Beside Dust sit Food, Industry, Science, and Influence — the classic empire yields — plus strategic stockpiles, luxury boosters, and Necrophage Corpses. Steam, the 1.0 changelog, and the achievement list are the sources for those names. This page is the yield briefing, not a node-by-node map of every luxury deposit on Saiadha.
Dust, Food, Industry, Science, Influence
Dust is the one yield every Steam blurb is willing to treat as money. Last Lords take that further: they skip Food, spend Dust to grow population and to heal, and park Lord's Estates on pacified villages so minor pops feed the same bank. Alchemists' Commission is the 1.0 adjacency sentence — +10 Dust on a Merchant house next to a deposit — so a Dust plan is a district plan, not a slider.
Food grows population unless you are Last Lords. Wood ash pit's +20 Food and +5 Industry on level-2 farms is why upgrading the farm strip beats founding a hungry third city. Industry builds districts and units; Lubber Yard's +5 Industry on Works next to Ridges is the ridge-city reason to scout elevation before Tidefall. Science is the Tahuk Oculum fuel and a listed victory path. Influence founds cities and buys protectorates; Aspects live here.
Do not flatten these five into a generic Civ HUD. Kin want Industry and fortification. Aspects want Influence. Last Lords want Dust. Necrophage want Corpses more than Food. Tahuks want Science. Sandshapers want claimed land (which is not a sixth FIDSI column, it is a tile type that fuels Wishes). Match the yield to the factions row before you specialize the capital.

Strategic stockpiles and luxury boosters
Strategic resources upgrade units. Stockpiler is the 59-achievement hook: 100 of each. You will not hit that on a first campaign unless you hunt nodes through at least one Tidefall. Elite lines in community unit tables spend named strategics such as Eradione; the 1.0 changelog does not print a full cost table.
Luxury resources are boosters. Land of Luxuries requires five active at once. That is a map-and-city job: hold the nodes, keep the boosters on, do not sell the stockpile the turn before the achievement pops. The 1.0 changelog retunes Crystal dunes, Giant conch of deeps, and Ironskin Panopticon wonders — luxury-adjacent wonders, not a new yield type.
Tidefall reveals more nodes. A Dust deposit that was offshore becomes a Merchant-house adjacency. A luxury booster you could not walk to becomes a one-turn claim. Scout ocean hexes during Clear Skies with this list in mind. The cities page is where those nodes plug into districts. The Tidefall page is when the ocean steps back.

Corpses, estates, and faction exceptions
Corpses are Necrophage fuel. The hive generates them from fights; Severed Claws still generate them but spend enslavement to replace losses instead of the Matriarch's discipline. If you are not on those two sides, Corpses are not your column. Do not build a corpse plan on Kin because a community guide mixed the rosters.
Last Lords' exception is Food. They ignore it. A farm adjacency that looks efficient on Aspects is wasted on Lords. Spend the tiles on Dust, estates, and the Dread Lord line. Haggler on Duke Unwin cheapens specializations, which is an Industry-adjacent Dust plan, not a Food plan.
Influence remains the awkward shared pool: cities, camps, protectorates, some Council plays. Aspects should treat it as their Dust. Everyone else should treat it as the thing they run out of right before Tidefall. The beginner's guide sequences the first Influence spend; this page is the yield dictionary.
What to stockpile before the first Tidefall
Keep enough Dust to found or heal through a bad monsoon. Kin can spend more on Industry for walls. Aspects should hoard Influence for two protectorates. Last Lords should treat Dust as both bank and Food replacement, so a Merchant-house adjacency is the opening district, not a farm. Necrophage should take fights that generate Corpses even when the loot is poor. Tahuks should get an observatory producing Science before they worry about five luxury boosters.
Strategic stockpiles can wait until the second city exists unless you are rushing an elite line. Luxury boosters can wait until you see five nodes you can actually hold; Land of Luxuries is a mid-game achievement, not a turn-20 checklist. Do not sell a booster the turn before you would have five. Tidefall is when extra nodes appear, so a pre-drop scout of ocean hexes is worth more than a third luxury you cannot walk to.
If a community table names Eradione on an elite unit, treat that as a reminder that strategics matter later, not as a first-hour shopping list. Steam's Stockpiler achievement is the official hook: 100 of each strategic. That number is a long campaign. Play the FIDSI loop first, then hunt nodes.
| Name | Role | Note |
|---|---|---|
| Dust | Commerce / Last Lords growth | Spendable fortune resource; Alchemists' Commission gives +10 Dust on a Merchant house next to a deposit. |
| Food | Population growth | Wood ash pit: +20 Food and +5 Industry on farms at least level 2. Last Lords ignore Food. |
| Industry | Construction | Lubber Yard: +5 Industry on Works adjacent to Ridges. Districts lean on level-2 effects in 1.0. |
| Science | Research / Tahuk Oculum fuel | Victory path in Steam copy; Tahuks convert science through the Sacred Oculum. |
| Influence | Camps, assimilation, council | Camps become cities with Influence. Aspects spread influence tendrils. Protectorates cost Influence. |
| Strategic resources | Unit upgrades | Stockpiler asks for 100 of each Strategic Resource. Elite units spend named strategics in community tables. |
| Luxury resources | Boosters | Land of Luxuries requires 5 active Luxury boosters. Changelog retunes Crystal dunes and related wonders. |
| Corpses | Necrophage fuel | Necrophage generate Corpses; Severed Claws still generate them but spend enslavement instead. |
Sources