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* InfinityPlusOneSword: The Wrath of Heaven is the most powerful large mount gun in the game, a rocket-type weapon crafted by killing a Scorn Fluke while half-insane and holding a Searing Enigma. It does twice as much damage as any other weapon in the game, but requires 65+ Hearts to equip.
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* OrganizedCrimeSidequest: As with the previous game, players can ignore their personal goals in favor of working as a smuggler, transporting contraband goods for shady clients all over the High Wilderness. Each of the three main regions has a smuggler port, each carrying one type of contraband that you can ferry to another region. Of course, in order to turn a profit, you'll need to outfit your [[CoolTrain locomotive]] with the necessary hidden compartments, most of which can only be bought from the smugglers in Albion... and before they'll do business with you, you'll need to help the Red Honey farmers in [[spoiler: Titania]] find a way to transport their goods without getting caught by the authorities. These sidequests are more profitable than normal prospects, but they also take longer because you're always required to sneak the items through a relay to another region. You can also only have two at a time, and likely won't be able to do more than one at a time without carrying more contraband than your hidden compartments can conceal.

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* OrganizedCrimeSidequest: As with the previous game, players can ignore their personal goals in favor of working as a smuggler, transporting contraband goods for shady clients all over the High Wilderness. Each of the three main regions has a smuggler port, each carrying one type of contraband that you can ferry to another region. Of course, in order to turn a profit, you'll need to outfit your [[CoolTrain locomotive]] with the necessary hidden compartments, most of which can only be bought from the smugglers in Albion... and before they'll do business with you, you'll need to help the Red Honey farmers in [[spoiler: Titania]] find a way to transport their goods without getting caught by the authorities. These sidequests are more profitable than normal prospects, but they also take longer because you're always required to sneak the items through a relay to another region. You can also only have two at a time, and likely won't be able to do more than one at a time without carrying more contraband than your hidden compartments can conceal. Finally, an added wrinkle is the fact that your crew will covet the items just as much as those you're meant to deliver them to, which will require either passing difficult skill checks to keep them at bay or punishing the offenders to keep the others in line, increasing Terror and losing crew.



* UnstableEquilibrium: The way Terror works, every time the bar is filled raises your Nightmares by one level. At 4, you instantly lose, and the higher it is the harder it is to keep your terror low thanks to random events besieging you; at high Condition levels your captain is losing their mind and the hallucinations and actual weird shit attracted to maddened minds visiting the locomotive do ''not'' help. By then, it's best to try and drop at Magdalene's even if the price is exorbitant.

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* UnstableEquilibrium: The way Terror works, every works. Every time the bar is filled filled, it raises your Nightmares by one level. At 4, you instantly lose, and the higher it is the harder it is to keep your terror low thanks to lose. As Terror increases, random events besieging you; at that further increase Terror become more common. As Nightmares increase, so to do said random events, creating a vicious cycle. At high Condition levels levels, your captain is losing their mind and the hallucinations and actual weird shit attracted to maddened minds visiting the locomotive do ''not'' help. By then, it's best to try and drop at Magdalene's even if the price is exorbitant. Conversely, with no Nightmares and Terror hovering around 50, it's fairly easy to keep in check.

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* AbnormalAmmo:

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* AbnormalAmmo:AbnormalAmmo: The three special weapons all fire weird things at your foes, but are the strongest weapons in their respective tiers.



** The design of the areas of the High Wilderness is considerably more forgiving than that of the Unterzee. The primary port for the area is always roughly centrally located, making it easy to find and get to, has an infinite-storage item bank that is linked to all other central ports and contains a market that will buy everything at a decent price.

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** The design of the areas of the High Wilderness is considerably more forgiving than that of the Unterzee. The primary port for the area is always roughly centrally located, making it easy to find and get to, has an infinite-storage item bank that is linked to all other central ports ports, and contains a market that will buy almost everything at a decent price.price (trade goods can be sold at their standard purchase price, and equipment sells for half-value).



* AppealToObscurity: To complete the Song of the Sky Ambition you need to complete significant accomplishments in-game to have something to write about. You do get one for free, though- you can claim to have escaped Piranesi because no one in London knows enough about it to prove the contrary.

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* AppealToObscurity: To complete the Song of the Sky Ambition you need to complete significant accomplishments in-game to have something to write about. You do get one for free, though- you though--you can claim to have escaped Piranesi because no one in London knows enough about it to prove the contrary.



** The Moloch-class luxury liner is the StarshipLuxurious of the game. It is unrivalled in crew space, has the highest base cargo space, has two auxiliary slots, and has offensive and defensive stats similar to the game's other top-tier locomotives. It can be bought in the Reach before ever traveling through a relay. Unfortunately, at the price of 20,000 Sovereigns, by the time you can afford to trade up, you can likely make it to Eleutheria and obtain the Altani-class Outrider, which is almost as good in every way (and has a higher potential cargo space) at half the cost.

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** The Moloch-class luxury liner is the StarshipLuxurious of the game. It is unrivalled in crew space, space (and has three bridge slots for a truly ridiculous number if you so choose), has the highest base cargo space, has two auxiliary slots, slots for greater utility, and has offensive and defensive stats similar to the game's other top-tier locomotives. It can be bought in the Reach before ever traveling through a relay. Unfortunately, at That said, it's also slower than the price other endgame ships. At the cost of 20,000 Sovereigns, by Sovereigns like the time you can afford Medea, the effort required to trade up, you can likely make it accumulate that much wealth could just as easily be spent equipping a lesser ship to travel to Eleutheria and obtain the Altani-class Outrider, which is almost as good in every way (and has a higher potential cargo space) at half the cost.



** Most of the top-tier gear requires similarly top-tier stats to use it, and as a result, you're likely going to be using the lower-tier gear instead. You might not have the ''best'' engine, or the ''most powerful'' gun, but you won't need to worry about grinding out your stats to use those and can focus on other matters instead.

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** Most of the top-tier gear requires similarly top-tier stats to use it, and as a result, you're likely going to be using the lower-tier gear instead. You might not have the ''best'' engine, or the ''most powerful'' gun, but you won't need to worry about grinding out your stats to use those and can focus on other matters instead. It is possible to outfit yourself with all Tier 4 gear, but this requires reaching the level cap and having upgraded officers to meet the requirements.



* CombatTentacles: The Guests are eldritch monsters that nest inside train engines. At first glance they look like normal trains but when attacked they burst out of the hull and attack.

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* CombatTentacles: The Guests are eldritch monsters that nest inside train engines. At first glance they look like normal trains trains, but when attacked approached they burst out of the hull and attack.



* DeadAllAlong: [[spoiler:According to the Royal Astronomer, Albion's sun had already been dead for centuries by the time London breached the Avid Horizon.]]

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* DeadAllAlong: DeadAllAlong:
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[[spoiler:According to the Royal Astronomer, Albion's sun had already been dead for centuries by the time London breached the Avid Horizon.]]



* DidYouJustPunchOutCthulhu: London has defeated a sun and replaced it with their own Clockwork Sun. [[spoiler:Actually no, they didn't; it's never left clear if Unclear Bombs would do anything, and actually managing to kill a sun requires a lot more than a false-star... [[DoubleSubversion which you end up finding]] in an ending to the Truth Ambition, not only killing a sun but ''the ruler of the dead.'']]

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* DidYouJustPunchOutCthulhu: London has defeated a sun and replaced it with their own Clockwork Sun. [[spoiler:Actually no, they didn't; it's never left clear unclear if Unclear Bombs would do anything, and actually managing to kill a sun requires a lot more than a false-star... [[DoubleSubversion which you end up finding]] in an ending to the Truth Ambition, not only killing a sun but ''the ruler of the dead.'']]



* OrganizedCrimeSidequest: As with the previous game, players can ignore their personal goals in favor of working as a smuggler, transporting contraband goods for shady clients all over the High Wilderness. Of course, in order to turn a profit, you'll need to outfit your [[CoolTrain locomotive]] with the necessary hidden compartments, most of which can only be bought from the smugglers in Albion... and before they'll do business with you, you'll need to help the Red Honey farmers in [[spoiler: Titania]] find a way to transport their goods without getting caught by the authorities. These sidequests are more profitable than normal prospects, but they also take longer because you're always required to sneak the items through a relay to another region. You can also only have two at a time, and likely won't be able to do more than one at a time without carrying more contraband than your hidden compartments can conceal.
* {{Overdrive}}: Similar to the previous game, Full Steam mode allows the player to go 150% of their normal speed at the cost of burning additional fuel. Unlike the previous game, it's slightly harder to activate so you don't trigger it by mistake, and it's only available on engine modules at blue rarity and above.

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* OrganizedCrimeSidequest: As with the previous game, players can ignore their personal goals in favor of working as a smuggler, transporting contraband goods for shady clients all over the High Wilderness. Each of the three main regions has a smuggler port, each carrying one type of contraband that you can ferry to another region. Of course, in order to turn a profit, you'll need to outfit your [[CoolTrain locomotive]] with the necessary hidden compartments, most of which can only be bought from the smugglers in Albion... and before they'll do business with you, you'll need to help the Red Honey farmers in [[spoiler: Titania]] find a way to transport their goods without getting caught by the authorities. These sidequests are more profitable than normal prospects, but they also take longer because you're always required to sneak the items through a relay to another region. You can also only have two at a time, and likely won't be able to do more than one at a time without carrying more contraband than your hidden compartments can conceal.
* {{Overdrive}}: Similar to the previous game, Full Steam mode allows the player to go 150% of their normal speed at the cost of burning additional fuel. Unlike the previous game, it's slightly harder to activate so you don't trigger it by mistake, and it's only available on engine modules at blue rarity Tier 2 and above.

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* BattleTrophy: You can take the nameplates off locomotives you destroy if they are of certain affiliations, in order to prove that you defeated them to those that might want them dead and thus reap a bounty.

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* BattleTrophy: BattleTrophy:
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You can take the nameplates off locomotives you destroy if they are of certain affiliations, in order to prove that you defeated them to those that might want them dead and thus reap a bounty.bounty.
** One of the options when defeating a Score Fluke is to tear off a trophy, an Iron check that will reduce Terror if you succeed.



* NoPointsForNeutrality: {{Inverted|Trope}}. In the Reach, PlayingBothSides and killing both Tacketies and Stovepipes keeps you in both sides' good graces and allows you to exploit the conflict for personal gain.

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* NoPointsForNeutrality: {{Inverted|Trope}}. In the Reach, PlayingBothSides and killing both Tacketies and Stovepipes keeps you in both sides' good graces and allows you to exploit the conflict for personal gain. Making one side or the other dominant will all but remove the opposing faction's ships from the skies, limiting your ability to profit off their destruction.
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* NoPointsForNeutrality: {{Inverted|Trope}}. In the Reach, PlayingBothSides and killing both Tacketies and Stovepipes keeps you in both sides' good graces and allows you to exploit the conflict for personal gain.
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* {{Cap}}: The player's level caps at 20, though experience can be earned after this point and used to purchase up to ten additional points for each skill.
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** If you get permission from the Sun's Daughter to take the Industrialist's Lost Love outside of the Blue Kingdom, she gives the caveat that you have to bring her back within a year and a day or suffer the consequences. The couple have nine months together before you can pick her up, so you have a three-month period to get her back to the Blue Kingdom in time.

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** If you get permission from the Sun's Daughter to take the Industrialist's Lost Love outside of the Blue Kingdom, she gives the caveat that you have to bring her back within a year and a day or suffer the consequences. The couple have nine months together before you can pick her up, so you have a three-month period to get her back to the Blue Kingdom in time. If you don't, you'll very much wish you had.
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* PortalNetwork: The four main regions are connected by Singh-Jenkins Transit Relays, which use the Red Science to slingshot locomotives across vast interstellar distances.

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* PortalNetwork: The four main regions are connected by Singh-Jenkins Transit Relays, which use the Red Science to slingshot locomotives across vast interstellar distances. Different resources are required to use them based on location (permits, Hours, munitions, etc.), with "First Class" being the preferred payment while "Second Class" will get you there at the cost of additional Terror. The Reach serves as the main hub, with relays to the other three regions located there and only one relay back in the others. A second relay to Eleutheria can be constructed in Albion for an obscene amount of Bronzewood (or other resources, which are even less efficient), but it's always free once constructed.



* SacredHospitality: To depart The Blue Kingdom, a captain is requred to repay their hosts' hospitality for any petrichor they and their crew have consumed. The Inhabitor will explain this, attributing your ignorance of the custom to being from skies where "the laws of hospitality have eroded beyond recognition". This can come off as a bit {{hypocrit|e}}ical, considering they already charge you to buy the petrichor to start with -- twice the sticker price of mortal supplies, in fact. But it's entirely in character for the Blue Kingdom and its outright hostile bureaucracy.

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* SacredHospitality: To depart The Blue Kingdom, a captain is requred required to repay their hosts' hospitality for any petrichor they and their crew have consumed. The Inhabitor will explain this, attributing your ignorance of the custom to being from skies where "the laws of hospitality have eroded beyond recognition". This can come off as a bit {{hypocrit|e}}ical, considering they already charge you to buy the petrichor to start with -- twice the sticker price of mortal supplies, in fact. But it's entirely in character for the Blue Kingdom and its outright hostile bureaucracy.



* SanityMeter: The Terror mechanic from ''VideoGame/SunlessSea'' returns, though tweaked. Terror still rises and falls as always (with rather more options for reducing it now), but when the meter hits 100%, something bad ''will'' happen to you and your crew. It won't necessarily ''kill'' you, but it won't be good (and it ''can'' kill you, so don't think you're safe). Then you will get +1 Nightmare, and your Terror resets to 0%. Lest you think this is a reprieve, as you get higher Nightmares, creepier (and deadlier) things will happen randomly to you and your crew, generally making Terror rise ''faster'', and Nightmares are difficult to get rid of[[note]]You can only lower your Nightmare quality at Magdalene's in The Reach, and while the first treatment per Captain is free, each subsequent treatment requires more and more resources[[/note]]. If you're in Albion or Eleutheria, you ''can't'' treat Nightmares at all. You can "safely" get three Nightmares, but if you already have three Nightmares and you let your Terror reach 100% again, [[NonStandardGameOver your crew will give in to madness]]. [[SanitySlippage And you won't be any better off.]] You're also never entirely safe: there are random events that, unless you have the right resources, will force you to get a Nightmare straight up (and if that puts you at 4 Nightmares, it ''will'' kill you).

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* SanityMeter: The Terror mechanic from ''VideoGame/SunlessSea'' returns, though tweaked. Terror still rises and falls as always (with rather more options for reducing it now), but when the meter hits 100%, something bad ''will'' happen to you and your crew. It won't necessarily ''kill'' you, but it won't be good (and it ''can'' kill you, so don't think you're safe). Then you will get +1 Nightmare, and your Terror resets to 0%. Lest you think this is a reprieve, as you get higher Nightmares, creepier (and deadlier) things will happen randomly to you and your crew, generally making Terror rise ''faster'', and Nightmares are difficult to get rid of[[note]]You can only lower your Nightmare quality at Magdalene's in The Reach, and while the first treatment per Captain is free, each subsequent treatment requires more and more resources[[/note]]. If you're in Albion or Eleutheria, you ''can't'' treat Nightmares at all.all (the Blind Bruiser in Albion can remove a single point of Nightmares, but only once). You can "safely" get three Nightmares, but if you already have three Nightmares and you let your Terror reach 100% again, [[NonStandardGameOver your crew will give in to madness]]. [[SanitySlippage And you won't be any better off.]] You're also never entirely safe: there are random events that, unless you have the right resources, will force you to get a Nightmare straight up (and if that puts you at 4 Nightmares, it ''will'' kill you).



* SecretCompartment: As part of the smuggling sidequests, it's recommended to outfit your ship with hidden compartments to hide contraband. Certain modules come with a "Hidden Compartments" stat that increases this value between 1 and 3. This doesn't add to your total cargo space, but instead indicates how many contraband items you can hide and pass through customs undetected. If you exceed this value, it increases the difficulty of the Veils check needed to get past custom.

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* SecretCompartment: As part of the smuggling sidequests, it's recommended to outfit your ship with hidden compartments to hide contraband. Certain modules come with a "Hidden Compartments" stat that increases this value between 1 and 3. This doesn't add to your total cargo space, but instead indicates how many contraband items you can hide and pass through get past customs undetected. If you exceed this value, it increases the difficulty of the Veils check needed to get past custom.customs.

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* NonStandardGameOver
** Three ways at Death's Door in the Blue Kingdom: [[spoiler:You can try to see beyond Death's Door and be caught. You can [[AscendToAHigherPlaneOfExistence pledge your service to the Blue Kingdom's judgement]]. Or you can [[RageAgainsttheHeavens mount a short-lived attack against the atrocity that is the afterlife given to all spirits who arrive here]].]]

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* NonStandardGameOver
**
NonStandardGameOver: Three ways at Death's Door in the Blue Kingdom: [[spoiler:You can try to see beyond Death's Door and be caught. You can [[AscendToAHigherPlaneOfExistence pledge your service to the Blue Kingdom's judgement]]. Or you can [[RageAgainsttheHeavens mount a short-lived attack against the atrocity that is the afterlife given to all spirits who arrive here]].]]



* OrganizedCrimeSidequest: As with the previous game, players can ignore their personal goals in favor of working as a smuggler, transporting contraband goods for shady clients all over the High Wilderness. Of course, in order to turn a profit, you'll need to outfit your [[CoolTrain locomotive]] with the necessary hidden compartments, most of which can only be bought from the smugglers in Albion... and before they'll do business with you, you'll need to help the Red Honey farmers in [[spoiler: Titania]] find a way to transport their goods without getting caught by the authorities.

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* OrganizedCrimeSidequest: As with the previous game, players can ignore their personal goals in favor of working as a smuggler, transporting contraband goods for shady clients all over the High Wilderness. Of course, in order to turn a profit, you'll need to outfit your [[CoolTrain locomotive]] with the necessary hidden compartments, most of which can only be bought from the smugglers in Albion... and before they'll do business with you, you'll need to help the Red Honey farmers in [[spoiler: Titania]] find a way to transport their goods without getting caught by the authorities. These sidequests are more profitable than normal prospects, but they also take longer because you're always required to sneak the items through a relay to another region. You can also only have two at a time, and likely won't be able to do more than one at a time without carrying more contraband than your hidden compartments can conceal.


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* SecretCompartment: As part of the smuggling sidequests, it's recommended to outfit your ship with hidden compartments to hide contraband. Certain modules come with a "Hidden Compartments" stat that increases this value between 1 and 3. This doesn't add to your total cargo space, but instead indicates how many contraband items you can hide and pass through customs undetected. If you exceed this value, it increases the difficulty of the Veils check needed to get past custom.

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** The Moloch-class luxury liner is the StarshipLuxurious of the game. It is unrivalled in crew space and cargo space, has two auxiliary slots, and has offensive and defensive stats similar to the game's other top-tier locomotives. It can be bought in the Reach before ever traveling through a relay. Unfortunately, at the price of 20,000 Sovereigns, by the time you can afford to trade up, you can likely make it to Eleutheria and obtain the Altani-class Outrider, which is almost as good in every way (and has a higher potential cargo space) at half the cost.
** The Uninvited, a weapon that fires EldritchAbomination parasites as AbnormalAmmo. It's the first decent large mount weapon you can equip, has low stat requirements (+25 Hearts), and can be obtained in the Reach if you can fight enough Guests to make it. That said, it's a shotgun-type weapon with unpredictable spread and random bullet patterns, making it difficult to use consistently, especially against smaller and speedier opponents.

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** The Moloch-class luxury liner is the StarshipLuxurious of the game. It is unrivalled in crew space and space, has the highest base cargo space, has two auxiliary slots, and has offensive and defensive stats similar to the game's other top-tier locomotives. It can be bought in the Reach before ever traveling through a relay. Unfortunately, at the price of 20,000 Sovereigns, by the time you can afford to trade up, you can likely make it to Eleutheria and obtain the Altani-class Outrider, which is almost as good in every way (and has a higher potential cargo space) at half the cost.
** The Uninvited, a weapon that fires EldritchAbomination parasites as AbnormalAmmo. It's the first decent large mount weapon you can equip, has low stat requirements (+25 Hearts), and can be obtained in the Reach if you can fight enough Guests to make it. That said, it's a shotgun-type weapon with unpredictable spread and random bullet patterns, making it difficult to use consistently, especially against smaller and speedier opponents. You're better off popping over to London and fighting a Deranged Dreadnaught for The Tears of Astolat, an auto-cannon that requires higher stats but has much better accuracy and is easier to obtain.



* BlindJump: When constructing the Albion to Eleutheria relay, you have to test it once the first stage of construction is complete, so the builders know where to build the companion relay on the Eleutherian side. You need a tough ship and supplies for the journey, as they have no idea where it's going to end up. You end up being warping ''inside'' a structure, causing it to explode outward, but you'll probably survive.



* ColorCodedItemTiers: There are, broadly, four tiers of modules, with each requiring higher stat requirements to equip.

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* ColorCodedItemTiers: There are, broadly, four tiers of modules, with each requiring higher stat requirements to equip. If you dip below the requirements as a result of events or crew death, the items will be unequipped once you dock at a port. Engines won't be removed, but won't function as well.



Cause our Captain is a... splendid boss.

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Cause our Captain is a... [[LastSecondWordSwap splendid boss.]]



* GlassCannon: The London Monitor is a gigantic sniper rifle with locomotive engines; its firing range, projectile speed, and accuracy are beyond anything you can use, and trying to snipe back is like shooting at a stick blowing in the wind, but it has trouble turning or evading from the sides due to its thin frame and can be taken out easily by a flanking backstab with about three high-powered shotgun hits. The cargo they have is sparse yet expensive. In response, the Tacketies create...
** MightyGlacier: The Tackety Liberator, the anti-Monitor. They look like bloated Scouts; they have overly-reinforced plating, and explosive flamethrowers on the sides for anyone who tries to flank them with shotguns. Their main downside, unfortunately, is their inability to fight or chase down said London Monitors, leaving them easy prey for a captain with anything other than shotguns. Also, they explode when they're destroyed and carry loads of supplies.

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* GlassCannon: The London Monitor is a gigantic sniper rifle with locomotive engines; its firing range, projectile speed, and accuracy are beyond anything you can use, and trying to snipe back is like shooting at a stick blowing in the wind, but it has trouble turning or evading from the sides due to its thin frame and can be taken out easily by a flanking backstab with about three high-powered shotgun hits. The cargo they have is sparse yet expensive. In response, the Tacketies create...
** MightyGlacier: The Tackety Liberator, the anti-Monitor. They look like bloated Scouts; they have overly-reinforced plating, and explosive flamethrowers on the sides for anyone who tries to flank them with shotguns. Their main downside, unfortunately, is their inability to fight or chase down said London Monitors, leaving them easy prey for a captain with anything other than shotguns. Also, they explode when they're destroyed and
carry loads of supplies.is usually expensive contraband, if you can pass the skill check.



* HubLevel: The Reach serves as the hub for the rest of the world, as it is the only location with relays to the other kingdoms. It is possible to build a second relay from Albion to Eleutheria, but this is rather expensive.



* IncomprehensibleEntranceExam: {{Subverted|Trope}} with the Royal Horology Exam, whose questions seem complicated but are actually quite straightforward once one understands the single immutable axiom on which all of Albion's conclusions about time are based.[[note]]Specifically, that London's clock is the one and only time that exists anywhere and is always correct, no matter what sort of [[TimeCrash time-fuckery]] is going on elsewhere.[[/note]] Whether the player answers the first two questions right or wrong, the Chief Horologist will skip the remainig 248 and pass/fail them right then and there.

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* IncomprehensibleEntranceExam: {{Subverted|Trope}} with the Royal Horology Exam, whose questions seem complicated but are actually quite straightforward once one understands the single immutable axiom on which all of Albion's conclusions about time are based.[[note]]Specifically, that London's clock is the one and only time that exists anywhere and is always correct, no matter what sort of [[TimeCrash time-fuckery]] is going on elsewhere.[[/note]] Whether the player answers the first two questions right or wrong, the Chief Horologist will skip the remainig remaining 248 and pass/fail them right then and there.



* MightyGlacier: Any sort of Dreadnought that London sends. They're fairly slow to both move and turn, and they have no lateral jets so they can't really do a snap dodge and thus anything aimed at them will hit them. But they all have at least one heavy repeater with an automated turret to complement it, as well as heavy armor that'll make them harder to kill than most other enemies even under heavy fire.

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* MightyGlacier: MightyGlacier:
**
Any sort of Dreadnought that London sends. They're fairly slow to both move and turn, and they have no lateral jets so they can't really do a snap dodge and thus anything aimed at them will hit them. But they all have at least one heavy repeater with an automated turret to complement it, as well as heavy armor that'll make them harder to kill than most other enemies even under heavy fire.fire.
** The Tackety Liberator, the Tackety answer to the London Monitor. It is the largest locomotive in the sky bar none (not counting certain static locations), looking like a bloated Scout. It has overly-reinforced plating, and explosive flamethrowers on the sides for anyone who tries to flank them with shotguns. Their main downside, unfortunately, is their inability to fight or chase down said London Monitors, leaving them easy prey for a captain with anything other than shotguns. Also, they explode when they're destroyed and carry loads of supplies.



* MurderByCremation: [[spoiler:Attempted by the crew of the ''Boatman'' onto the newly revived dead bodies they were ferrying to their final resting place, to the understandable ire of the latters. Though to their credit, from their point of view, it looked like a NightOfTheLivingMooks and they fully freaked out as a result, not knowing the dead were in fact reunited with their minds and were as harmless as their living selves.]]

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* MurderByCremation: [[spoiler:Attempted Attempted by the crew of the ''Boatman'' onto [[spoiler:onto the newly revived dead bodies they were ferrying to their final resting place, to the understandable ire of the latters. Though to their credit, from their point of view, it looked like a NightOfTheLivingMooks and they fully freaked out as a result, not knowing the dead were in fact reunited with their minds and were as harmless as their living selves.]]



* RandomlyGeneratedLevels: Like ''Sunless Sea'' before it, the map is semi-randomized with each playthrough. Each section can be roughly sorted into six pie slices, which are shuffled each time a new playthrough is started. Certain ports will always be in the same section as other ports, and ports will always be the same distance from the center regardless of which slice they spawn in, allowing players to get their bearings once they've figured out the patterns. Bargains aid in this by telling players what direction the target port is in. The exception to this is the Blue Kingdom, which has a static map and is smaller than the other three.



** Of the Weird Wind sort, but one often finds some harsh winds blowing through the High Wilderness that have strange effects on your vessel and its passengers/cargo. Most common are the Peacock Wind of the reach, that'll cause vegetables aboard to sprout and grow with edible, but unnerving nodules, and the Candlewind that'll rot away your supplies and starve all aboard, not to mention occasionally has a reverse push on your vessel than it'd seem (as in, going against the wind is ''faster''). Both, naturally, cause your Terror to rise.

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** Of the Weird Wind sort, but one often finds some harsh winds blowing through the High Wilderness that have strange effects on your vessel and its passengers/cargo. Most common are There's the Peacock Wind of the reach, that'll cause Wind, which causes vegetables aboard to sprout and grow with edible, but unnerving nodules, and nodules (mechanically, this means your Supplies bar will regenerate while in the Candlewind that'll wind). Its counterpart, the Candlewind, will rot away your supplies and starve all aboard, not to mention occasionally has a reverse push on your vessel than it'd seem (as in, going against the wind is ''faster''). Both, naturally, cause your Terror to rise.



* WishingWell: Old Tom's Well is an extraordinarily unusual example. Found near the Leadbeater and Stainrod Nature Reserve in the Reach, it is said that a prospector had made a wish into it and soon after discovered countless veins of hours on the Mother of Mountains and became excessively wealthy. Since then, people from all over the Reach come to the well in order to have a wish granted. How is that unusual? [[spoiler:Old Tom's Well is a black hole, and the small settlements built above it are cold as ice and ravaged by strong winds. Some deluded wishers still swear they saw gold at the bottom of it, though.]]
** [[spoiler:It ''does'' grant exorbitant wishes, but at an unacceptable cost; those that are granted riches will have to come back shortly to be transformed into inanimate objects and forced to worship the well for all eternity. Or lure in suckers every year to worship for them.]]

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* WishingWell: Old Tom's Well is an extraordinarily unusual example. Found near the Leadbeater and Stainrod Nature Reserve in the Reach, it is said that a prospector had made a wish into it and soon after discovered countless veins of hours on the Mother of Mountains and became excessively wealthy. Since then, people from all over the Reach come to the well in order to have a wish granted. How is that unusual? [[spoiler:Old Tom's Well is a black hole, and the small settlements built above it are cold as ice and ravaged by strong winds. Some deluded wishers still swear they saw gold at the bottom of it, though.]]
** [[spoiler:It
]] It ''does'' grant exorbitant wishes, but at an unacceptable cost; those [[spoiler:those that are granted riches will have to come back shortly to be transformed into inanimate objects and forced to worship the well for all eternity. Or lure in suckers every year to worship for them.]]



** You can let the entity inside [[spoiler:the Regent's Grave]] borrow your body for a year and a day so it can do maintenance work on the Traitor's Woods.
** If you get permission from the Suns Daughter to take the Industrialists Lost Love outside of the Blue Kingdom she gives the caveat that you have to bring her back within a year and a day or suffer the consequences

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** You can let the entity inside [[spoiler:the Regent's Grave]] borrow your body for a year and a day so it can do maintenance work on the Traitor's Woods.
Woods. You can also hand over one of the researchers for the same purpose, at which point you have to ''return'' in a year and a day to complete the quest.
** If you get permission from the Suns Sun's Daughter to take the Industrialists Industrialist's Lost Love outside of the Blue Kingdom Kingdom, she gives the caveat that you have to bring her back within a year and a day or suffer the consequences consequences. The couple have nine months together before you can pick her up, so you have a three-month period to get her back to the Blue Kingdom in time.

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* TheDreadedDreadnought: The Enduring Dreadnoughts, big blue locomotives maneuvered exclusively by Her Enduring Majesty's most loyal officers. While not necessarily amongst the strongest enemy locomotives roaming the High Wilderness, the same cannot be said about the glowing Glorious Dreadnoughts and the glass-encrusted Deranged Dreadnoughts. While the Glorious ones do not attack you if you are on good terms with the London loyalists, the Deranged ones, which are found flying near the [[MechanicalAbomination Clockwork Sun]], shoot you on sight regardless of your affiliation.

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* TheDreadedDreadnought: TheDreadedDreadnought:
**
The Enduring Dreadnoughts, big blue locomotives maneuvered exclusively by Her Enduring Majesty's most loyal officers. While not necessarily amongst the strongest enemy locomotives roaming the High Wilderness, the same cannot be said about the glowing Glorious Dreadnoughts and the glass-encrusted Deranged Dreadnoughts. While the Glorious ones do not attack you if you are on good terms with the London loyalists, the Deranged ones, which are found flying near the [[MechanicalAbomination Clockwork Sun]], shoot you on sight regardless of your affiliation.affiliation.
** Spirifer Dreadnoughts in the Blue Kingdom are arguably even more deadly than the dreaded Logoi, if not quite as tough. Their turret gun has a short-range but rapid fire blast that builds up damage really quickly if it can reach you, and their forward weapon is a homing rocket.



* TheEmpire: The British Empire is expanding once more, this time across the stars.

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* TheEmpire: TheEmpire:
**
The British Empire is expanding once more, this time across the stars.
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* GuideDangIt: The quest to find the Chamberlain at the Masoleum will stall when you search the catacombs, with the game informing you that "bright eyes and a cold hand around your heart" are needed to progress. What does this translate to? [[spoiler:50+ Terror and two Visions of the Heavens.]] The game gives no hints as to the actual requirements needed here (the option to progress isn't even visible), and unless you look it up, you'll probably only figure it out by accident.

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* GuideDangIt: The quest to find the Chamberlain at the Masoleum Mausoleum will stall when you search the catacombs, with the game informing you that "bright eyes and a cold hand around your heart" are needed to progress. What does this translate to? [[spoiler:50+ Terror and two Visions of the Heavens.]] The game gives no hints as to the actual requirements needed here (the option to progress isn't even visible), and unless you look it up, you'll probably only figure it out by accident.
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* GuideDangIt: The quest to find the Chamberlain at the Masoleum will stall when you search the catacombs, with the game informing you that "bright eyes and a cold hand around your heart" are needed to progress. What does this translate to? [[spoiler:50+ Terror and two Visions of the Heavens.]] The game gives no hints as to the actual requirements needed here (the option to progress isn't even visible), and unless you look it up, you'll probably only figure it out by accident.

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* AntiFrustrationFeatures: There are a few difficulty tweaks the player can do to make the experience a bit easier. Those being bullet speed, aim assist, and the rate at which resources deplete. The game allows you to change such options too whenever you start a new character in the lineage.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
There are a few various difficulty tweaks available prior to starting the player game that can do to make the experience a bit easier. Those being easier: increased bullet speed, aim assist, and decreasing the rate at which resources deplete. The game allows you to change such These options too are also made available whenever you start a new character in the lineage.

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* AbnormalAmmo:
** The Uninvited shoots the secretions of captured Guests at your foes.
** Downplayed with The Tears of Astolat. The weapon itself accepts regular ammunition, but the shots come out vitrified.
** Finally, there's The Wrath of Heaven, which shoots rocks engraved with [[WordsCanBreakMyBones Correspondence]] and is twice as deadly as any other weapon in the game.



* AdamSmithHatesYourGuts: [[InvertedTrope Inverted]] by the trading system: by taking advantage of Bargains (opportunities to buy certain goods for significantly lowered prices in certain ports) and Prospects (quests which allow you to sell requested goods for much higher prices than normal), you can sell goods for up to five times what you paid for them. The random nature of these means it's entirely possible to acquire a Bargain for goods you need for a Prospect in the same town, meaning you can buy cheap goods and sell them at an inflated price without even leaving the city.

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* AdamSmithHatesYourGuts: [[InvertedTrope Inverted]] by the trading system: by taking advantage of Bargains (opportunities to buy certain goods for significantly lowered prices in certain ports) and Prospects (quests which allow you to sell requested goods for much higher prices than normal), you can sell goods for up to five times what you paid for them. The random nature of these means it's entirely possible to acquire a Bargain for goods you need for a Prospect in the same town, meaning you can buy cheap goods and sell them at an inflated price without even leaving the city. Even selling bargain goods at the main port turns a profit.
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* ReadingsAreOfTheScale: The various engine modules all use an image of a pressure gauge, and with each upgrade, the pressure level on the gauge increases. When you obtain the Devourer of Distance, a special engine acquired through a story event after you've acquired the best standard engine, its version of the gauge has completely passed the red line and [[IncendiaryExponent is on fire]].

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* ReadingsAreOfTheScale: ReadingsAreOffTheScale: The various engine modules all use an image of a pressure gauge, and with each upgrade, the pressure level on the gauge increases. When you obtain the Devourer of Distance, a special engine acquired through a story event after you've acquired the best standard engine, its version of the gauge has completely passed the red line and [[IncendiaryExponent is on fire]].

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** In the Forge of Souls you can find The Custodian of the Forge, the first person to pass through the Avid Horizon. Apparently he had a zee-captain companion before the Clerk of the Sevens (Implied to be the [[VideoGame/FallenLondon Northbound Parliamentarian]]) took over their job out of sympathy. All signs point to him being the Merchant Venturer, who you can help breach the Horizon in VideoGame/SunlessSea.

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** In the Forge of Souls you can find The Custodian of the Forge, the first person to pass through the Avid Horizon. Apparently he had a zee-captain companion before the Clerk of the Sevens (Implied to be the [[VideoGame/FallenLondon Northbound Parliamentarian]]) took over their job out of sympathy. All signs point to him being the Merchant Venturer, who you can help breach the Horizon in VideoGame/SunlessSea.''VideoGame/SunlessSea''.



* ColorCodedItemTiers: There are, broadly, four tiers of modules, with each requiring higher stat requirements to equip.
** Gray is the lowest tier and has no stat requirements.
** Green requires a minimum of 25 in a specific stat or Crew at 6+ for engines.
** Blue requires a minimum of 45 in a specific stat or Crew at 9+ for engines.
** Purple requires a minimum of 65 in a specific stat or Crew at 12+ for engines.



* NotSoAboveItAll: [[spoiler: The Judgements. Despite giving the appearance that they are in fact above it all, the Judgements are at war against one another, proving that they are just as capable of pettiness, disunity and strife as mortals. One can infer that this is greatly embarrassing for them since they will hunt down those who discover this truth.]]

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* NotSoAboveItAll: NotSoAboveItAll:
**
[[spoiler: The Judgements. Despite giving the appearance that they are in fact above it all, the Judgements are at war against one another, proving that they are just as capable of pettiness, disunity and strife as mortals. One can infer that this is greatly embarrassing for them since they will hunt down those who discover this truth.]]


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* {{Overdrive}}: Similar to the previous game, Full Steam mode allows the player to go 150% of their normal speed at the cost of burning additional fuel. Unlike the previous game, it's slightly harder to activate so you don't trigger it by mistake, and it's only available on engine modules at blue rarity and above.


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* ReadingsAreOfTheScale: The various engine modules all use an image of a pressure gauge, and with each upgrade, the pressure level on the gauge increases. When you obtain the Devourer of Distance, a special engine acquired through a story event after you've acquired the best standard engine, its version of the gauge has completely passed the red line and [[IncendiaryExponent is on fire]].

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* EatTheDog: Starvation can force you to turn to your engine's mascot for nutrition, including the [[BigFriendlyDog Inadvisably Big Dog]].
--> "A sad, silent meal. How quiet the engine is, now. How empty."


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* EmergencyFoodSupplyAnimal: Starvation can force you to turn to your engine's mascot for nutrition, including the [[BigFriendlyDog Inadvisably Big Dog]].
--> "A sad, silent meal. How quiet the engine is, now. How empty."
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** The Uninvited, a weapon that fires EldritchAbomination parasites as AbnormalAmmo but whose unpredictable spread and random bullet patterns make it difficult to use, especially against smaller and speedier opponents.

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** The Uninvited, a weapon that fires EldritchAbomination parasites as AbnormalAmmo but whose AbnormalAmmo. It's the first decent large mount weapon you can equip, has low stat requirements (+25 Hearts), and can be obtained in the Reach if you can fight enough Guests to make it. That said, it's a shotgun-type weapon with unpredictable spread and random bullet patterns make patterns, making it difficult to use, use consistently, especially against smaller and speedier opponents.
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** The Medea-class destroyer, one of two endgame ships (alongside the Moloch-class luxury liner). Costing 20,000 pounds to purchase, the Medea is specced entirely for combat, able to mount two large-size weapons and three shields, and can have over 200 hull. Unfortunately it is massive, its side-mounted vents are underpowered, and it has the exact same heat gauge as the other locomotives and thus tends to overheat if you try mounting two large weapons in it (who often have 50+ heat per shot). On top of this it has ''pathetic'' cargo space for its size, low crew space and only a single auxillary slot, which makes it lousy for hauling cargo and long-range exploration. It can also only be purchased in Pan, which is a pain to reach in the first place.
** The Moloch-class luxury liner is the StarshipLuxurious of the game, unrivalled in crew space and with decent cargo-hauling or exploring ability plus decent offensive and defensive stats... Unfortunately, for a price of 20,000 it isn't all that much better than the Altani-class outrider, which outside of being only found in the Eagle's Empyrian is almost entirely as good in every way (and has a higher potential cargo space) at half the cost.

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** The Medea-class destroyer, one of two endgame ships (alongside the Moloch-class luxury liner). Costing 20,000 pounds Sovereigns to purchase, the Medea is specced entirely for combat, combat. It's the only locomotive able to mount two large-size weapons and has three shields, and can have armor mounts, potentially giving it over 200 hull. Unfortunately it is massive, Unfortunately, that comes at the cost of maneuverability, as its side-mounted sheer mass and underpowered side vents are underpowered, and it make dodging much harder than in a lighter ship. It also has the exact same heat gauge as the other locomotives and thus tends to overheat if you try mounting locomotives, so all that extra firepower doesn't do much good when two large weapons in it (who shots will often have 50+ max out the heat per shot). gauge, leaving you even more of a sitting duck. On top of this that, it has abysmal utility in any other field, with ''pathetic'' cargo space for its size, low crew space and only a single auxillary auxiliary slot, which makes it lousy for hauling cargo and long-range exploration. It can also only be purchased in Pan, Eleutheria, which is a pain to reach in the first place.
place. If you can get there, you're better off going for the Altani-class Outrider.
** The Moloch-class luxury liner is the StarshipLuxurious of the game, game. It is unrivalled in crew space and with decent cargo-hauling or exploring ability plus decent cargo space, has two auxiliary slots, and has offensive and defensive stats... stats similar to the game's other top-tier locomotives. It can be bought in the Reach before ever traveling through a relay. Unfortunately, for a at the price of 20,000 Sovereigns, by the time you can afford to trade up, you can likely make it isn't all that much better than to Eleutheria and obtain the Altani-class outrider, Outrider, which outside of being only found in the Eagle's Empyrian is almost entirely as good in every way (and has a higher potential cargo space) at half the cost.



-->[[spoiler:One is timeless. One's dominion is history itself. Chronology bows before one. One is Eternity's Mistress.]]

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-->[[spoiler:One --->[[spoiler:One is timeless. One's dominion is history itself. Chronology bows before one. One is Eternity's Mistress.]]



-->''Time offers no surety against Death.''

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-->''Time --->''Time offers no surety against Death.''



* BerserkButton: Eleutheria presents you with a MortonsFork of these. Dousers are fanatically devoted to the Liberation of Night and will try to kill you if you so much as light your front lamp anywhere near them, and Grievers are trying to sleep and will try to put any lights out nearby even if it means taking the entire locomotive out along the way. Empyrean Outriders, of the Eagle's Empyrean, are trying to keep the dark at bay and will quickly get pissed off if you ''don't'' have your lamps on where they can see you.

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* BerserkButton: Eleutheria presents you with a MortonsFork of these. Dousers are fanatically devoted to the Liberation of Night and will try to kill you if you so much as light your front lamp anywhere near them, and Grievers are trying to sleep and will try to put any lights out nearby even if it means taking the entire locomotive out along the way. Empyrean Outriders, of the Eagle's Empyrean, are trying to keep the dark at bay and will quickly get pissed off if you ''don't'' have your lamps on where they can see you. Given light keeps Terror at bay, pissing off the former is usually the better option, since the Outriders are also better armed.



** The Altani-class Outrider engine is one of the most practical engines in the game. While ''getting it'' requires braving the very dangerous region of Eleutheria and it costs as much as the more accessible Agravain-class Juggernaut, it's less expensive than the Moloch Luxury Liner or the Medea-class Destroyer and sits perfectly between the two: it has the same armament as the Juggernaut and the Liner, only slightly less Hull (70 as opposed to 90), the second-best hold space in the game (a mere two less than the Liner), and its three Auxiliary slots (better than any other engine) allow it to be customized for pretty much any task. While it lacks the sheer firepower of the Destroyer and isn't quite as tough as any of its peers can get, it can do pretty much everything whereas the others have trouble filling certain roles. It's also one of the most agile engines in the game.

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** The Altani-class Outrider engine is one of the most practical engines in the game. While ''getting it'' requires braving the very dangerous region of Eleutheria and it costs as much as the more accessible Agravain-class Juggernaut, it's less expensive than the Moloch Luxury Liner or the Medea-class Destroyer and sits perfectly between the two: it has the same armament as the Juggernaut and the Liner, only slightly less Hull (70 as opposed to 90), the second-best hold space in the game (a mere two less than the Liner), Liner, and the potential to carry more than any locomotive with appropriate modules), and its three Auxiliary slots (better than any other engine) allow it to be customized for pretty much any task. While it lacks the sheer firepower of the Destroyer and isn't quite as tough as any of its peers can get, it can do pretty much everything whereas the others have trouble filling certain roles. It's also one of the most agile engines in the game.

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* BoringButPractical: Most of the top-tier gear requires similarly top-tier stats to use it, and as a result, you're likely going to be using the lower-tier gear instead. You might not have the ''best'' engine, or the ''most powerful'' gun, but you won't need to worry about grinding out your stats to use those and can focus on other matters instead.
** The Empyrean Outrider engine is one of the most practical engines in the game. While ''getting it'' requires braving the very dangerous region of Eleutheria, and it's not cheap, it's less expensive that the Moloch Luxury Liner or the Medea-class Destroyer and sits perfectly between the two: it can mount one light and one heavy weapon[[note]]compared to the Destroyer's two heavy weapons and the Moloch's one light weapon[[/note]], has a good amount of cargo space[[note]]less than the Moloch, more than the Destroyer[[/note]], and can mount both armor and cargo space upgrades. Getting the Moloch or the Medea is impractical and forces you into a specific playstyle, while the Outrider continues to let you do everything. It's also one of the most agile engines in the game.

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* BoringButPractical: BoringButPractical:
**
Most of the top-tier gear requires similarly top-tier stats to use it, and as a result, you're likely going to be using the lower-tier gear instead. You might not have the ''best'' engine, or the ''most powerful'' gun, but you won't need to worry about grinding out your stats to use those and can focus on other matters instead.
** The Empyrean Altani-class Outrider engine is one of the most practical engines in the game. While ''getting it'' requires braving the very dangerous region of Eleutheria, Eleutheria and it's not cheap, it costs as much as the more accessible Agravain-class Juggernaut, it's less expensive that than the Moloch Luxury Liner or the Medea-class Destroyer and sits perfectly between the two: it can mount one light and one heavy weapon[[note]]compared to has the Destroyer's two heavy weapons same armament as the Juggernaut and the Moloch's one light weapon[[/note]], has a good amount of cargo space[[note]]less Liner, only slightly less Hull (70 as opposed to 90), the second-best hold space in the game (a mere two less than the Moloch, more Liner), and its three Auxiliary slots (better than any other engine) allow it to be customized for pretty much any task. While it lacks the Destroyer[[/note]], sheer firepower of the Destroyer and isn't quite as tough as any of its peers can mount both armor and cargo space upgrades. Getting get, it can do pretty much everything whereas the Moloch or the Medea is impractical and forces you into a specific playstyle, while the Outrider continues to let you do everything.others have trouble filling certain roles. It's also one of the most agile engines in the game.



* BrickJoke: At the very beginning of the Parliament quest chain, you learn that a bill is being voted on by the [=MPs=] that defiantly renames "Victoria Sponge" to "The People's Cake"; at the end of the quest chain,[[spoiler:The Parliament somehow blackmailed Queen Victoria into letting the legislature function again... but she will NOT tolerate this talk of "People's Sponge" nonsense!]]

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* BrickJoke: At the very beginning of the Parliament quest chain, you learn that a bill is being voted on by the [=MPs=] that defiantly renames "Victoria Sponge" to "The People's Cake"; at the end of the quest chain,[[spoiler:The chain, [[spoiler:The Parliament somehow blackmailed Queen Victoria into letting the legislature function again... but she will NOT tolerate this talk of "People's Sponge" nonsense!]]

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