| 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. |