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
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
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
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