The world of Magalan is under threat of a Skyand invasion and it’s up to Jax to gather the aid of the local factions to fight back. Enrolling the manpower of the tribes is one of the primary ways to bolster the developing 6th Power, a united military front focused on deterring the extraterrestrial hostiles.
Of course, Jax enroll himself in the ranks of these factions, too, if he wishes. There are five in total that will gladly accept Jax into their camp, assuming he takes the necessary steps. We will provide a breakdown of what each faction represents and the abilities on offer, if you have Learning Points, so that you are better equipped to choose when the time comes. You can only join one, after all.
Which Faction Should You Choose?
Berserkers: The Berserkers are akin to barbarians. They live fairly simple lives, housed in huts and stone forts like the medieval era their armor reflects. Berserkers (mostly) aren’t interested in the technological advancements spanning Magalan and are more focused on their spiritual connections. Their connection with ELEX is used to open doors to magical powers, which Jax can leverage to lob fireballs at his foes.
Clerics: The Clerics are religious zealots heaven-bent on vaporizing non-believers in a hail of plasma gunfire. Their proficiency with robotics and engineering in general make them adept tinkerers when it comes to building up new ways to continue their holy crusade. The Clerics can pass along their teachings on damage mitigation to help Jax shake off those otherwise deadly blows.
Albs: Jax’s old faction can be rejoined if he wishes to return to his position as an Alb Commander. The Albs aren’t entirely what they once were, although the group is still presents a formidable military front. No longer housing an all-you-can-eat ELEX buffet, the Albs are ready to bring in a bit of emotion to their otherwise stiff personnel. Jax can pick up ELEX-based spells, like Chain Lightning, for those looking to run a Magalan Sith.
Outlaws: Here are your surly drug addicts. These chem addicted ELEX abusers aren’t all that concerns with the issues facing Magalan. They just want to get their fix. The Outlaws are stim users and suppliers that aren’t above murder if it means fueling their unhealthy habit. Jax can live this seedy life as well, especially if he would like to collect chem recipes and get cooking himself.
Morkons: The Morkons are the only faction new to ELEX II. These once-peaceful people fled to the underground tunnels of Magalan when the meteor hit, hence their absence in the first game. Now, due to dwindling resources, the isolationist tribe has begun emerging from the darkness to scavenge. But the people emerging have transformed into fanatics following a strict set of rules, ones they expect all to accept or face death. Jax can link up with these cave dwellers to learn ritualistic abilities to buff up his own combat prowess.
If none of the above appeal to you, Jax can always avoid joining a faction (there’s even an achievement/trophy for it!). Venture forth with the Jax you desire, whether he’s a technologically advanced zealot or he’s Magalan’s less reputable Walter White.
ELEX II is now available on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.
Once joined a faction, can still learn skills from the other factions? (Or change a faction)?