The Tech Hunters Friendly
The Tech Hunters do not want your land or your soul. They want what you dug out of the ruins, and they will pay well for it.
Independent scavengers and traders obsessed with Ancient technology. Neutral, useful and refreshingly free of politics.
Overview
The Tech Hunters are a decentralised faction of explorers, ruin-divers and traders united by one obsession: recovering and selling the technology of the Ancient civilisation. They run trade hubs at the edges of dangerous regions.
They have no racism, no slavery and no religion — just business.
Gameplay Impact
Tech Hunter towns like World's End and Mongrel are vital staging posts for exploring the deadliest regions. They sell research artifacts, buy your salvage, and tolerate every race.
Because they are neutral with almost everyone, basing near them rarely drags you into a war.
Joining & Reputation
Trade and exploration keep you in their good graces; theft and attacking their caravans sink you. They are easy to stay friendly with because they ask so little.
Military Strength
Tech Hunter guards and soldiers are well-equipped — they have to be, basing on the edge of the Fog Islands and the Deadlands. They are competent defenders but not an offensive power.
Best Uses
Best for: selling Ancient loot, staging ruin expeditions, and a politically clean base location. Mongrel and World's End are superb forward operating bases.
“A bite from a slaver patrol is not the end — captivity trains Strength and Toughness.”
- Kenshi Wiki (community, Fandom) — Cross-referenced for faction, region, item and creature details.
- Kenshi Steam Community Guides — Reference for build strategies and training methods.
- r/Kenshi — Used for community survival consensus and beginner discussion patterns.
Note: Kenshi mechanics, balance and mod behaviour vary by version and load order. Treat exact numbers and requirements as patch-dependent.
- Type
- Trader / explorer guild
- Hubs
- World's End, Mongrel
- Politics
- Neutral
- Tolerates
- All races
- Threat tier
- Low