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v1.0 · checked 2026-09-18
Kin of Sheredyn
Who they are
Strangers to Saiadha: the second-generation descendants of an expedition sent by a mighty interstellar empire. They arrived decades ago to explore and colonise, and instead found themselves stranded on an island, between devastating storms and relentless Necrophage attacks. Their charismatic leader, Commander Garin, disappeared years ago while exploring ancient ruins of the Endless, and has since become a near-mythical figure to many Kin, who believe she will return to save them.
The affinity: Devout Force
The Kin are a defensive builder faction whose defence is also their economy, and the mechanism is a single gauge.
- Developing the fortifications of your cities fills a "Strength of Our Zeal" gauge.
- At certain thresholds the gauge unlocks two things: passive bonuses, and powerful active abilities called Holy Commandments.
- The passive side pays you back economically. High Zeal grants broad output bonuses to your Keeps, which is what stops a Keep from being purely a defensive structure.
- The active side is tactical. Holy Commandments are used inside your own territory and include effects such as restoring an army to full health, or letting an army take another action in the same turn.
The studio's own description of the gauge's late thresholds is honest about the cost: players have to build a lot of Keeps to reach the top traits, and research technologies exist that help you get over that hump.
The six faction traits
Official| Trait | What it does |
|---|---|
| Martial Builders | Experienced military engineers: the Kin build military improvements faster than other factions |
| As Was Ordained | The Kin would rather develop their territory than expand, and gain bonuses for staying under their city cap |
| Religious Favor | The Kin receive stronger bonuses and stronger penalties for high or low approval in their cities |
| Idol's Grace | Every hero serving in the Kin empire increases the Approval of their cities |
| Warrior Honor | The Kin support wars they see as justified, and oppose wars they do not |
| Resilient Heart | Kin troops recover faster inside their own territory |
Two of those deserve highlighting for a new player. As Was Ordained means the faction is mechanically rewarded for not sprawling, which inverts the usual 4X instinct. Religious Favor cuts both ways, so an approval problem in a Kin city is worse than the same problem elsewhere.
The battle affinity
OfficialStand United: in battle, every unit the Sheredyn field gains a shield that absorbs damage for each allied unit adjacent to it at the end of its turn. This is the single most important line on this page, because it converts positioning into durability. A Kin formation that stays together is dramatically harder to kill than the same units spread out — and the Legionary line specifically receives an even stronger version of that shield because of its training.
The unit roster
Official| Role | Units | Notes |
|---|---|---|
| Scouts | Sentinels, Pathfinders, Harassers | Sentinels move fast and let joined armies move faster; Pathfinders are tougher, improve mobility further, and can force enemy units out of position; Harassers trade mobility for aggression, dealing damage and weakening enemies |
| Front line | Legionary, Guardians, Custodians | The Legionary is the solid core and gets a stronger Stand United shield; Guardians get even stronger shields and protect adjacent allies in turn; Custodians hamper enemy movement to keep them engaged |
| Ranged | Archers, Bowmasters, Executors | Archers are especially effective against enemies already engaged with your other troops; Bowmasters brace for a perfect shot and lose that damage if they move; Executors attack from longer range and weaken enemy defences |
| Shock cavalry | Heralds of the Faith, Commanders, Champions | Commanders improve their own toughness and shield adjacent allies; Champions charge harder and can attack twice in a turn |
| Elite | Chosen | The most powerful tool in the arsenal. Resilient and deadly, upgradable through research, with several powerful active abilities that protect allies or damage and weaken enemies |
Why the Chosen are capped, and what that means in practice
The Chosen are mech suits worn by the faction's most elite soldiers, and the limitation is written into the fiction: without access to the United Empire's advanced manufacturing facilities, the Kin can field them only in very limited numbers. They have a second, easily-missed role worth knowing about: a Chosen acts as a targeting beacon for Holy Commandment abilities, which is what lets you use those abilities outside your own territory. So a Chosen is not just your best unit — it is the unit that extends your faction mechanic's reach.
The honest weakness
The Kin are forgiving, but "defensive builder" is a real constraint rather than a flavour label. As Was Ordained rewards staying under your city cap, and the faction's strength arrives through developed fortifications, which take turns to build. A Kin player who expands past the point their fortifications can cover is playing against their own trait. That is the trade: the most beginner-friendly faction is also the one most punished for greed.
What 1.0 changed for this faction
UnconfirmedNew rogue factions derived from the Kin appeared at 1.0 — Order of Zelevas is described by the studio as a conquest-focused variant of the Kin of Sheredyn — but no first-party source read by this stage describes a change to the Kin themselves at 1.0. The faction remains playable, and it is one of the two factions offered in the demo that ran up to launch.
Sources read for this page
Every source this page was written from, checked 2026-09-18.
- Steam store page, app 3407390
- Amplitude official blog — ENDLESS Legend 2 releases into 1.0 on September 17
- Reddit — EL2 factions so far
- Amplitude official blog — Kin of Sheredyn Spotlight
- Official Stand United update overview (Game Director), reassigned from /steam-deck/ to /districts/ and /auto-battle/
- Amplitude official blog — All you need to know (launch FAQ)