Skip to content

Research and Skills

Research is bought at the building it belongs to: a class’s at its guild, faith’s at the temple, trade’s at the market, knowledge at the library and a castle path’s at the path’s own buildings. The level is that of the best such building standing. It is paid for once and kept for the whole game, also when the building falls.

Researched at Level Research For Price What it gives
Market 2 Merchant Guild All Classes 450 Market income +30%.
Barracks 1 Potion Mastery Warrior 200 Potions heal 50% more HP.
Barracks 2 Battle Tactics Warrior 400 Warriors gain +3 ATK.
Barracks 2 Iron Skin Warrior 400 Warriors gain +2 DEF.
Barracks 3 Warrior’s Resolve Warrior 800 Warriors gain +20% max HP.
Mage Tower 1 Arcane Affinity Mage 200 Mages gain +4 ATK.
Mage Tower 2 Arcane Shield Mage 400 Mages gain +3 DEF.
Mage Tower 3 Elemental Mastery Mage 800 Mages gain +8 ATK.
Ranger Lodge 1 Keen Eyes Ranger 150 Rangers see 2 tiles farther through the fog of war.
Ranger Lodge 2 Swift Boots Ranger 350 Rangers move faster.
Ranger Lodge 3 Bounty Hunter Ranger 700 Rangers gain 50% more bounty XP.
Guard Post 1 Vigilant Guard Guard 200 Guards gain +4 defence.
Guard Post 3 Guardian Angel Guard 800 Guards gain +25% max HP.
Builder’s Guild 2 Sturdy Tools Builder 300 Builders repair 50% faster.
Thieves’ Guild 2 Poisoned Blades Thief 300 Thieves’ hits poison enemies, which lose 1% of their max HP every second for 5 seconds. Poison doesn’t stack: a new hit starts it over.
Library 1 Fortified Walls All Classes 250 All buildings and the castle gain +25% max HP (applies retroactively).
Library 2 Treasure Sense All Classes 350 Chests drop 50% more gold.
Library 3 Siege Tactics All Classes 850 +50% damage against enemy strongholds.
Library 3 Hero Training All Classes 900 Every adventurer gains +15% experience.
Temple 2 Field Medic All Classes 400 Adventurers resting in buildings heal 50% faster.
Bastion 1 Tower Shields Shield Knight 300 Shield Knight: +4 defence.
Bastion 1 Shield Impact Shield Knight 350 Shield Knight: +3 attack.
Bastion 1 Shield Weaving Shield Knight 450 Shield Knight: Oath Shield +20%, capped at 50% of caster HP; unchanged duration, no stacking.
Wild Camp 1 True Flight Pathfinder 300 Pathfinder: +4 attack.
Ossuary 1 Deathless Plate Grave Knight 300 Grave Knight: +4 defence.
Sanctuary 1 Bulwark Drill All Classes 350 The Bastion shields defenders 5 tiles further out.
Sanctuary 1 Field Surgery All Classes 400 The Sanctuary and Mending Prayer heal 50% more.
Sanctuary 1 Healer’s Oath Hospitaller 300 Hospitaller: +3 defence.
Sanctuary 1 Mending Discipline Hospitaller 400 Hospitaller: own healing +20%; communal healing unchanged.
Sanctuary 1 Healer Mail Hospitaller 300 Hospitaller: +2 defence.
Beast Lodge 1 Trail Lore All Classes 300 Heroes explore 15% further from the castle.
Beast Lodge 1 Herbal Remedies All Classes 350 The town’s inns and temple heal at their full rate again.
Beast Lodge 1 Beast Hides Beast Warden 300 Beast Warden: +3 defence.
Beast Lodge 1 Pack Training Beast Warden 450 Living hounds, bears and hawks of a living Beast Warden: +2 attack. No additional summons or upkeep change.
Beast Lodge 1 Warden Guard Beast Warden 300 Beast Warden: +3 defence.
Crypt 1 Grave Pact All Classes 350 A summoned guard’s upkeep is halved.
Crypt 1 Marrow Binding All Classes 400 Each Ossuary keeps one more guard.
Crypt 1 Forbidden Tomes Necromancer 300 Necromancer: +5 attack.
Constabulary 1 Tax Rolls All Classes 300 A building’s till holds 50% more.
Constabulary 1 Road Patrols All Classes 350 A tax collector carries 50% more.
Constabulary 1 Standing Orders Marshal 300 Marshal: +3 attack.
Toll Post 1 Crossbow Drill Roadwarden 300 Roadwarden: +4 attack.
War Hall 1 War Drills All Classes 350 A kill gives its hero 20% more experience.
War Hall 1 Trophy Hall All Classes 400 A kill pays 15% more gold.
War Hall 1 Blood Oath Oathsworn 300 Oathsworn: +5 attack.
Quartermaster 1 Banner Guard Bannerman 300 Bannerman: +3 defence.
Quartermaster 1 Siege Provisioning Bannerman 500 Supplied Bannermen: +25% wall damage; each blow still consumes one assault supply.
Academy 1 Ley Attunement All Classes 350 Royal spells cost 20% less.
Academy 1 Runic Binding All Classes 400 Heroes’ active skills are ready again 15% sooner.
Academy 1 Runed Edge Spellblade 300 Spellblade: +4 attack.
Spire 1 Focus Crystal Adept 300 Adept: +5 attack.
Trade Guild 1 Trade Charters All Classes 350 A caravan’s round trip pays 20% more.
Trade Guild 1 Bulk Buying All Classes 400 Buildings cost 10% less.
Trade Guild 1 Hired Steel Escort 300 Escort: +3 defence.
Depot 1 Road-Hardened Caravaneer 300 Caravaneer: +3 defence.
Depot 1 Freight Contracts All Classes 350 A caravan’s round trip pays 20% more again.
Tribunal 1 Iron Levy All Classes 350 The Levy Office loses none of what it seizes.
Tribunal 1 Reign of Fear All Classes 400 The castle and the arrow towers take 15% less from every hit.
Tribunal 1 Writ of Zeal Inquisitor 300 Inquisitor: +4 attack.
Levy Office 1 Heavy Mail Enforcer 300 Enforcer: +4 defence.
Spell Institute 1 Haste All Classes 300 Heroes of any class may learn Haste at the Spell Institute.
Spell Institute 1 Mending All Classes 350 Heroes of any class may learn Mending at the Spell Institute.
Spell Institute 2 Warding All Classes 350 Heroes of any class may learn Warding at the Spell Institute.
Spell Institute 3 Spark All Classes 400 Heroes of any class may learn Spark at the Spell Institute.
Frost Tower 1 Frost Lattice All Classes 400 Frost towers: slow lasts 10s instead of 8s; boss control resistance still applies, no additional damage.
Beacon 1 Beacon Lenses All Classes 250 Beacons: +6 sight tiles; no attack or stacking.
Cleansing Altar 1 Cleansing Reach All Classes 350 Cleansing altars: radius 9 instead of 7; no healing, shields or control-resistance reset.
Alchemy Guild 1 Sealed Vials Alchemist 300 Alchemist: +3 defence; reagent cost and stock unchanged.
Alchemy Guild 2 Caustic Reagents Alchemist 450 Alchemist: poison bottles +1 damage per dose; still five doses and one paid vial, six-vial limit.
  • Field Medic: Not sold to a kingdom on the Undead path
Researched at Price of each level
Market 300 → 400 → 600
Barracks 150 → 240 → 360
Mage Tower 200 → 320 → 480
Ranger Lodge 150 → 240 → 360
Guard Post 120 → 190 → 290
Builder’s Guild 100 → 160
Thieves’ Guild 140 → 220 → 340
Library 250 → 400 → 600
Temple 220 → 300 → 450
Spell Institute 320 → 480 → 720
Alchemy Guild 230 → 320 → 480