Almanauts
Symphony of War
Verified for build 1785459849 entries

Tech tree

Every tech: tier, branch, cost in tech points and resources, and what it needs first. Open a row for everything the game lists for it.

Apprentice TrainingTier 1Points 1

Unlocks a recruitment slot for apprentices.

Tier
1
Branch
1
Tech points
1
MentorshipTier 1Points 1

Non-leader Units in Squads now gain LDR at a modest rate, up to below 10 of the Squad Leader's current LDR stat.

Tier
1
Branch
1
Tech points
1
Merchant EnvoysTier 1Points 1

Expands the Mercenary and Item Trader pools, giving us more opportunity to hire experienced warriors and purchase exotic Artifacts.

Tier
1
Branch
1
Tech points
1
Zones of ControlTier 1Points 1

Enemy squads incur a movement penalty when moving between tiles that are adjacent to our Infantry type squads.

Tier
1
Branch
1
Tech points
1
Battle MedicsTier 1Points 1

All 'Support' classes gain +20 Maximum HP.

Tier
1
Branch
1
Tech points
1
Army StablesTier 1Points 1

It is now easier for our Cavalry Squads to achieve a Charge attack. Instead of requiring having moved 7 tiles before attacking, now they can move 6 tiles to achieve the same effect.

Tier
1
Branch
2
Tech points
1
Mixed Unit TacticsTier 1Points 1

Each unit gains +3 Weapon Power for each unit of a different type added to the Squad, starting with the 2nd unit type.

Tier
1
Branch
2
Tech points
1
Identify Command StructureTier 1Points 1

We now have the ability to use the 'Target Leader' attack type.

Tier
1
Branch
2
Tech points
1
Psych WarfareTier 1Points 1

Defeating enemy squad leader causes even more Morale damage.

Tier
1
Branch
2
Tech points
1
Standing ArmyTier 1Points 1

All new Conscripts start at +1 Level, and with half Class Mastery of their starting class.

Tier
1
Branch
2
Tech points
1
Adept ArtificerTier 1Points 1

Unlocks a second Artifact slot, allowing us to further customize our squads.

Tier
1
Branch
3
Tech points
1
Crossbow ForgingTier 1Points 1

We can now construct Crossbows, unlocking the Crossbowmen class.

Tier
1
Branch
3
Tech points
1
Adept MetallurgyTier 1Points 1

Grants Heavy Infantry and Heavy Cavalry +25 MaxHP.

Tier
1
Branch
3
Tech points
1
Steel ForgingTier 1Points 1

Improved Steel Plate Armor grants our Heavy Infantry and Heavy Cavalry +5 Armor.

Tier
1
Branch
3
Tech points
1
Journeyman LeathercraftTier 1Points 1

Our Light Armor has advanced, enhancing the Armor of all Light Infantry, Light Cavalry, Archery, and Firearms units gain +5 Armor.

Tier
1
Branch
3
Tech points
1
Dragon TrainerTier 2Points 2

Familiarity with Dracology has given our Drakelings, Dragons, and Dragon Riders 25% faster Class Mastery gain from combat and a slightly increased chance to appear as mercenaries.

Tier
2
Branch
1
Tech points
2
Martial TraditionsTier 2Points 2

All units gain Class Mastery 15% faster.

Tier
2
Branch
1
Tech points
2

Needs

Warhorse HusbandryTier 2Points 2

Advanced breeding techniques have resulted in larger, hardier war horses. All Cavalry gains +50 Maximum HP.

Tier
2
Branch
1
Tech points
2
Sisterhood of JusticeTier 2Points 2

Acolytes, Paladins, Valkyries, Exemplar, and Titan receive an additional bonus to Magic Resistance based on a portion of their Armor.

Tier
2
Branch
1
Tech points
2
Sisterhood of MercyTier 2Points 2

Medic, Priestess, Templar, Hospitaller take 25% less damage with Paladin, Valkyrie, Exemplar or Titan in the same Squad

Tier
2
Branch
1
Tech points
2

Needs

Strategic ManeuversTier 2Points 2

Cavalry squads now deal significant Morale damage when attacking with a Charge Attack.

Tier
2
Branch
2
Tech points
2

Needs

Polearm MasteryTier 2Points 2

Polearm units now grant bonus attack and defense versus melee to any adjacent unit.

Tier
2
Branch
2
Tech points
2
Adaptive Battlefield CommandTier 2Points 2

We now have the ability to use the 'Aggressive' and 'Cautious' attack types.

Tier
2
Branch
2
Tech points
2

Needs

Popular SupportTier 2Points 2

Squads gain a Morale bonus when within 3 tiles of a Base, Village, or Town owned by our faction.

Tier
2
Branch
2
Tech points
2
Advanced Archery TechniqueTier 2Points 2

+1 arrows fired (from 3 to 4) by Archery units at 2 or more range.

Tier
2
Branch
2
Tech points
2
Journeyman ArtificerTier 2Points 2

Unlocks a 3rd Artifact slot, allowing us maximum customizability for our squads.

Tier
2
Branch
3
Tech points
2

Needs

Advanced CrossbowsTier 2Points 2

Crossbowmen and Rangers gain an additional 25% bonus damage against Heavy Infantry and Heavy Cavalry.

Tier
2
Branch
3
Tech points
2

Needs

Advanced Material ScienceTier 2Points 2

Grants Heavy Infantry and Heavy Cavalry +25 Max HP for a cumulative effect of +50. Unlocks powerful firearms technologies.

Tier
2
Branch
3
Tech points
2

Needs

Obsidian ForgingTier 2Points 2

Now that we have a grasp on the powerful and rare metal named Obsidian, we can use it to enhance our existing Steel Plate Armor, granting Heavy Infantry and Heavy Cavalry an additional +5 Armor.

Tier
2
Branch
3
Tech points
2

Needs

Behemoth Leather ArmorTier 2Points 2

Using hides from the fearsome Behemoth, we can further enhance our Light Armor. Light Infantry, Light Cavalry, Archers, and Firearms gain an additional +5 to Armor.

Tier
2
Branch
3
Tech points
2

Needs

Mage RegimentsTier 3Points 3

All 'Magician' and 'Support' classes are now of the 'Normal' unit type rather than 'Slow', and Magician attacks decay in power more slowly when used consecutively.

Tier
3
Branch
1
Tech points
3

Needs

Magician's InitiativeTier 3Points 3

Spells that have a charge-up turn can now be cast on the first turn of battle when on offense.

Tier
3
Branch
1
Tech points
3
Hex MasteryTier 3Points 3

Status effects from Magician and Dragon breath attacks have an increased chance to be inflicted.

Tier
3
Branch
1
Tech points
3
Spirit PiercingTier 3Points 3

Magician and Dragon breath attacks ignore 25% of the target's resistance.

Tier
3
Branch
1
Tech points
3
Advanced Mobile WarfareTier 3Points 3

Dragoons are now 'Light Cavalry' move type.

Tier
3
Branch
2
Tech points
3
Advanced FlankingTier 3Points 3

+15% Attack power when engaging in close range battles for each allied squad that is adjacent to the target enemy squad.

Tier
3
Branch
2
Tech points
3
Resources
3 Iron

Needs

Optimized TacticsTier 3Points 3

Improves effects of most special tactics.

Tier
3
Branch
2
Tech points
3

Needs

Supply Chain MasteryTier 3Points 3

Villages, Towns, Castles, and Bases held by our faction now provide healing to our Squads within 3 tiles every turn.

Tier
3
Branch
2
Tech points
3

Needs

Archer GeneralTier 3Points 3

All 'Archery' classes are now of the 'Light' unit type, a massive advantage to mobility and ambushes.

Tier
3
Branch
2
Tech points
3
Master ArtificerTier 3Points 3

All Artifacts cost -1 Capacity.

Tier
3
Branch
3
Tech points
3

Needs

GrapeshotTier 3Points 3

Artillery attacks have increased splash radius and damage.

Tier
3
Branch
3
Tech points
3
Resources
3 Iron

Needs

GunsmithingTier 3Points 3

We are now able to manufacture guns and cannons. Unlocks the Gunner, Dragoon, and Siege Cannon classes.

Tier
3
Branch
3
Tech points
3
Resources
3 Pyrocite

Needs

Breech-Loading GunTier 3Points 3

'Gunner' units and Artillery are no longer negatively affected by weather.

Tier
3
Branch
3
Tech points
3

Needs

Dragon BondTier 4Points 4

Unlocks the Dragon Rider class. The ultimate unit type, allowing us to control Dragon flight ability to take to the skies.

Tier
4
Branch
1
Tech points
4
Capstone
Yes: needs every other tech of its branch
Grand ArmyTier 4Points 4

ALL squads in the army gain +10 capacity limit.

Tier
4
Branch
1, 2
Tech points
4
Capstone
Yes: needs every other tech of its branch
ProfessionalismTier 4Points 4

New Conscripts start with mastery of all available Tier 1 classes, start with +3 Levels, and with full Loyalty to your cause.

Tier
4
Branch
2
Tech points
4
Capstone
Yes: needs every other tech of its branch
MusketeeringTier 4Points 4

Advanced firearm techniques grant our Gunners and Dragoons an additional attack.

Tier
4
Branch
2, 3
Tech points
4
Capstone
Yes: needs every other tech of its branch
Industrial FurnaceTier 4Points 4

We are now able to maintain high-energy blast furnaces, allowing for far more efficient processing of materials. -1 Iron and Obsidian costs for all units.

Tier
4
Branch
3
Tech points
4
Capstone
Yes: needs every other tech of its branch
Rifled ArtilleryTier 4Points 4

+1 Range to Siege Cannons.

Tier
4
Branch
3, 1
Tech points
4
Capstone
Yes: needs every other tech of its branch