KingdomsEmpires
  • Civilization

    • Civics

      This breakthrough allows us to construct the Market improvement. Bringing civilization back to the world is no easy task; the opening of public markets is a step in the right direction.

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      • Improvement:Market

        Markets increase the Gildar produced by the settlement by 25%.

      • Administration

        This breakthrough allows us to construct the Palace royal achievement and Town Hall improvement. Employing citizens to work directly for the monarchy by representing them to the people will allow our coffers to benefit from more efficient city management.

        • Improvement:Town Hall

          Town Halls reduces building maintenance costs in the settlement by 25%.

        • Improvement:Palace

          The Palace increases the Influence and Prestige of the settlment it's built in.

        • Economics

          This breakthrough allows us to construct the Mint of Ruvenna world achievement and the Bazaar royal achievement. It also provides enough money for the populace to be able to afford better housing. The wealth of nations is a complex affair but remains an utterly invaluable factor in their well-being.

          • Improvement:Mint of Ruvenna

            The Mint of Ruvenna increases the Gildar produced by the settlement by 100%.

          • Improvement:Bazaar

            The Bazaar increases the Gildar produced by the settlement by 50%.

          • Improvement:House

            Houses increase the population capacity for the settlement by 40 individuals.

          • Education

            This breakthrough allows us to construct School improvements. The ability to acquire knowledge is what ensured man's survival of the Cataclysm. Now the educated must restructure how to pass their knowledge on to the young.

            • Improvement:School

              Schools increase the Tech Knowledge produced by the settlement by 25%.

            • Housing

              This breakthrough allows us to construct Villa improvements. Shelter is one of the most basic necessities of the people and by improving the standard of housing in the realm, refugees of the wastes will flock to the vacant homes.

              • Improvement:Villa

                Villas increase the population capacity for the settlement by 60 individuals.

              • Literacy

                This breakthrough allows us to construct libraries and the Hosten's Library world achievement. Hosten was once the Emperor of Valgona, a shrewd and powerful man who valued the pursuits of the mind and the exercising of the intellect. He is remembered for his mighty libraries the realms of today can only hope to emulate.

                • Improvement:Hosten's Library

                  Hosten's Library increases the Tech Knowledge produced by the settlement by 100%.

                • Improvement:Library

                  Studies become Libraries providing 2 Tech Knowledge per season.

                • Higher Education

                  This breakthrough gives us the University improvement. Allowing professions centered around intelligence as opposed to labor will see the intellectual capacity of the nation blossom into levels not seen since before the Cataclysm.

                  • Improvement:University

                    Universities increase the Tech Knowledge produced by the settlement by 50%.

                • Refined Education

                  This breakthrough gives our settlements a 10% bonus to Tech Knowledge production and can be researched continuously. Scholars and intellectuals continue to improve the quality of the materials used to educate the people with increasingly positive results.

                • Refined Housing

                  This breakthrough gives our settlements a 10% bonus to Population Capacity and can be researched continuously. Carpenters continue to improve the quality of the housing provided in the kingdom with increasingly positive results.

              • Refined Economics

                This breakthrough gives our settlements a 10% bonus to Gildar production and can be researched continuously. Traders and merchants continue to improve the quality of the practices used in the marketplace with increasingly positive results.

            • Hospitality

              This breakthrough allows us to construct Pub improvements. The adventurers, sell-swords, and treasure hunters of this world need a place where they might lay down their arms and lift up their mugs. They just have to pay.

              • Improvement:Pub

                Pubs adds 1 Prestige to the settlement.

              • Entertainment

                This breakthrough allows us to construct Theatre improvements. In dark times people yearn for entertainment to help them escape the hardships and horrors of the day, even for the most fleeting of moments.

                • Improvement:Theatre

                  The Theatre increases the Prestige produced by the settlement by 2.

                • Spectacle

                  This breakthrough allows us to construct the Great Arena world achievement. In times before the cataclysm only the most civilized and prosperous realms were able to construct elaborate arenas, and the world-weary folk of today will flock to the sovereign who builds them anew.

                  • Improvement:The Great Arena

                    The Great Arena increases your Kingdom's Prestige generation by 25%.

                  • Refined Entertainment

                    This breakthrough gives our settlements a 10% bonus to Prestige production and can be researched continuously. Artists and innkeepers continue to improve the quality of the arts and services provided in the kingdom with increasingly positive results.

            • Harvesting

              This breakthrough allows us to construct Granary improvements along with providing us with the ability to extract resources from Metal, Gold and Ventri Mines. The proper storage of food would cause less to spoil, allowing what once would surely have been lost, to be consumed by thankful denizens of the kingdom.

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              • Improvement:Granary

                Granaries increase the Food produced by the settlement by 25%.

              • Improvement:Mine

                Mines can be built on Iron Ore to produce 1 Metal.

              • Improvement:Ventri Mine

                Ventri Mines can be built on Ventri Ore to produce 3 Metal.

              • Improvement:Gold Mine

                Gold Mines are valued locations that produce 5 Gildar.

              • Guilds

                This breakthrough allows us to construct the Guild Tribunal and Labor Guild improvements. Guilds help unite the workers of the kingdom and enforce legal and positive work practices. They are a mighty boon to any realm, increasing efficiency and work conditions of cities.

                • Improvement:Labor Guild

                  The Labor Guild reduces the construction time of other buildings in the settlement by 25%.

                • Improvement:Guild Tribunal

                  The Guild Tribunal decreases Maintenance Costs for the settlement by 25%.

                • Mining Guilds

                  This breakthrough allows us to construct the Mining Guild royal achievement. The blacksmiths and miners of the realm would benefit from proper representation concerning the matters of the state.

                  • Improvement:Mining Guild

                    The Mining Guild increases the Metal produced by the settlement by 100%.

                  • Smelting

                    This breakthrough allows us to construct Smelter improvements. Methods of extraction from ore have been known to increase the strength of metal and quicken the metal-working process.

                    • Improvement:Smelter

                      Smelters increase the Metal produced by the settlement by 25%.

                    • Blacksmithing

                      This breakthrough allows us to construct Blacksmith improvements. The metal item needs of the commonfolk are often met by jack-of-all trades blacksmiths, allowing specialized metal-workers to focus on what they do best.

                      • Improvement:Blacksmith

                        Blacksmiths increase the Metal produced by the settlement by 50%.

                      • Refined Mining

                        This breakthrough gives our settlements a 10% bonus to Metal production and can be researched continuously. Blacksmiths continue to improve the quality of the metal-working process provided in the kingdom with increasingly positive results.

                  • Farming Guilds

                    This breakthrough allows us to construct the Farming Guild royal achievement and Garden achievement. The farmers of the realm would benefit from proper representation concerning the matters of the state.

                    • Improvement:Garden

                      Gardens increase the Food produced by the settlement by 2.

                    • Improvement:Farming Guild

                      The Farming Guild increases the Food produced by the settlement by 100%.

                    • Superior Farming

                      This breakthrough allows us to construct Irrigation System improvements. Food and water remain the rarest but most important resources in the world and caring for the crops is of the highest priority.

                      • Improvement:Irrigation System

                        Irrigation Systems increase the Food produced by the settlement by 25%.

                      • Refined Farming

                        This breakthrough gives our settlements a 10% bonus to Food production and can be researched continuously. Farmers continue to improve the quality of food provided in the kingdom with increasingly positive results.

                  • Production

                    This breakthrough allows us to construct the Great Mill royal achievement. Providing goods to an entire populace is a daunting task that can be aided through the use of primitive machinery not seen since before the Cataclysm.

                    • Improvement:Great Mill

                      The Great Mill increases the amount of Materials produced in this settlement by 100%.

                    • Construction

                      This breakthrough allows us to construct Construction Yard improvements. The organization of production resources requires discipline and thoughtfulness. Intelligent and orderly processes can reduce the time it takes to build improvements.

                      • Improvement:Construction Yard

                        Construction Yards reduce the construction time of other buildings in the settlement by 25%.

                      • Refined Production

                        This breakthrough gives our settlements a 10% bonus to Materials production and can be researched continuously. Laborers continue to improve the quality of the many processes involved in providing the kingdom with usable materials with increasingly positive results.

                • Warfare

                  • City Defenses

                    This breakthrough allows us to construct Hedge Wall improvements. Walls are the first line of defense against the encroaching wastelands and are a great boon to the stalwart soldiers defending the settlements.

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                    • Improvement:Hedge Wall

                      Hedge Walls increase the defensive strength of units inside the settlement by 10%.

                    • Logistics

                      This breakthrough allows us to form Parties of units and build the Command Post improvement. By grouping soldiers into units and training them to work together to overcome opposition, they become a much greater threat than they would be as individuals.

                      • Improvement:Command Post

                        Command posts decrease the training time of units.

                      • Sieges

                        This breakthrough allows units to use the Lay Siege ability along with the Siege Factory improvements and Catapults for our war effort. Often times an army may find itself facing a foe hiding behind a Fortress in a superior position. Without the ability to break down the walls, it is advisable to cut off all contact and trade from the outside world, in an effort to starve them into submission.

                        • Improvement:Siege Factory

                          Siege Factories allow the construction of Catapults.

                        • Unit:Catapult

                          'Take down a fortress or anything standing in my way.'

                        • Forts

                          This breakthrough allows us to construct Fort improvements. Forts are wooden walls constructed around the perimeter of a settlement to protect its denizens from direct assault. Defending soldiers are able to use the benefits of these Forts to great advantage.

                          • Improvement:Fort

                            Forts increase the defensive strength of units inside the settlement by 20%.

                          • Company

                            This breakthrough allows us to form Companies of units. By grouping squads as one and drilling them efficiently, they become a much greater threat than they would be as individuals.

                            • Fortresses

                              This breakthrough allows us to construct Fortress improvements. Fortresses are stone walls constructed around the perimeter of a settlement to protect its denizens from assault. Defending soldiers are able to use the benefits of these Fortresses to great advantage.

                              • Improvement:Fortress

                                Fortresses increase the defensive strength of units inside the settlement by 25% and increase Prestige by 1.

                  • Training

                    This breakthrough allows us to train Experienced units. Experienced troops are more durable in battle than those who are fresh from the training grounds. A well trained army can accomplish what a mindless mob cannot, and through constant drilling and strengthening those soldiers are empowered to greater heights.

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                    • Fortifications

                      This breakthrough allows us to use the Fortify ability. In the field of battle armies may find themselves on favorable ground and must utilize the opportunity to dig in and make the most of a defensible position.

                      • Movement

                        This breakthrough gives our units an additional point of Movement. Through understanding the logistics of army maintenance kingdoms are able to march units over greater distances faster.

                        • Veteran Troops

                          This breakthrough allows us to train Veteran units. Even after soldiers achieve a unified cohesion amongst their brothers-in-arms, they must remain strong and battle-ready if they hope to survive the wastes.

                          • Advanced Tracking

                            This breakthrough gives our units an additional bonus to movement. Through understanding the movements of rivals, a realm's soldiers can better utilize the terrain taken by enemies in order to predict their destination.

                            • Elite Troops

                              This breakthrough allows us to train Elite units. Only the greatest warriors in all of the land ever accomplish Elite status amongst their peers. Those soldiers are the finest in all of the world, and are battle-hardened to a degree unheard of since before the Cataclysm.

                      • Unit Quarters

                        This breakthrough allows us to construct Barracks improvements. Keeping troops quartered together allows them to form bonds with one another and increase the their battlefield cohesion and their focus on the task at hand, enabling them to complete their basic training faster.

                        • Improvement:Barracks

                          Barracks decrease training time for units by 25%.

                        • War Colleges

                          This breakthrough allows us to construct War College improvements. Without a shadow of a doubt there is an art and science to effective warfare. Bringing strategists under one roof to study tactics and maneuvers would aid the soldiers immensely and shorten the time it takes to field units.

                          • Improvement:War College

                            War Colleges decrease training time for units by 25%.

                    • Equipment

                      This breakthrough allows us to craft Oak Spears, Axes, Daggers, Padded Armor, and an assortment of cloaks. When a properly equipped army meets an ill-equipped army on the field, the likely victor remains the former, even when greatly outnumbered.

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                      • Item:Axe

                        Sometimes wood is not the only thing that needs chopping.

                      • Item:Oak Spear

                        A strong oak spear, sharpened to a deadly point.

                      • Item:Dagger

                        A basic dagger, suitable for dining or killing.

                      • Item:Traveler's Cloak

                        A traveler's cloak protects its wearer from the elements.

                      • Item:Journeyman's Cloak

                        A journeyman's cloak protects its wearer from the weather.

                      • Item:Soldier's Cloak

                        A soldier's cloak is a symbol of commitment by the strong and proud of the realm.

                      • Item:Scout's Cloak

                        A scout's cloak is a symbol of commitment the observant and keen-eyed of the realm.

                      • Item:Padded Cap

                        A tight leather cap, lined and padded, to give the wearer some rudimentary defense.

                      • Item:Padded Armlets

                        Padded Leather Greaves, lined and padded give the wearer some rudimentary defense.

                      • Item:Padded Greaves

                        Padded Leather leggings, lined and padded give the wearer some rudimentary defense.

                      • Item:Padded Cuirass

                        Padded Leather Cuirass, lined and padded give the wearer some rudimentary defense.

                      • Item:Light Wood Shield

                        A light wood shield, reinforced with steel.

                      • Superior Equipment

                        This breakthrough allows us to craft Medical and Ranger's Packs. Soldiers often need to perform many functions during wartime and packs are a great advantage to them. Packs contain various items and accessories that aid soldiers in performing their duties.

                        • Item:Medical Pack

                          This pack contains various items used by medical practitioners.

                        • Item:Ranger's Pack

                          This pack contains various items used by rangers and journeymen.

                      • Mounted Warfare

                        This breakthrough allows us to train mounted units. Beasts of burden have always aided the efforts of farmers and it would prove a natural extension for them to aid the efforts of soldiers.

                        • Item:Brown Horse Mount

                          This basic horse will grant your units more speed in combat and in travel, but little else.

                        • Item:Black Horse Mount

                          This basic horse will grant your units more speed in combat and in travel, but little else.

                        • Item:Shadow Warg Mount

                          The Warg will grant your units more speed in combat and in travel, but little else.

                        • Item:Ice Warg Mount

                          The Warg will grant your units more speed in combat and in travel, but little else.

                      • Weaponry

                        This breakthrough allows us to craft War Staves, Short Swords, and Maces. Many a battle have been won based on the mere fact that the victor's blades cut cleaner than the their foes. A soldier lives and dies by the weapons he wields.

                        • Item:War Staff

                          A thick wooden staff, finely crafted for quick, sudden assaults.

                        • Item:Mace

                          Not designed for the subtle, the mace is deadly in even a peasant's hands.

                        • Item:Short Sword

                          A short, light sword, for those who need to be quick on their feet.

                        • Cutting Weapons

                          This breakthrough allows us to craft Battle Axes and Broadswords. Cutting weapons are the tried and true tools of the soldiers of the world who find themselves as death-dealers.

                          • Item:Battle Axe

                            The battle axe is built for war and those with the strength to wield it are worthy of caution.

                          • Item:Broadsword

                            A broad bladed sword with a lethal slash, wielded with one hand.

                          • Superior Cutting Weapons

                            This breakthrough allows us to craft Longswords. Cutting weapons of superior quality are the weapon of choice for any warrior thinking themselves a professional.

                            • Item:Longsword

                              A long bladed sword that takes two hands to wield.

                            • Expert Cutting Weapons

                              This breakthrough allows us to craft Claymores and Karrazans. Cutting weapons of expert quality are as much a symbol as they are a piece of equipment. The wielder of one alerts passersby that they are not to be trifled with.

                              • Item:Claymore

                                A greatsword of surpassing quality, known to cleave through multiple opponents in a single swing, without slowing its bearer to a crawl.

                              • Item:Karrazan

                                A sleek, fast-cutting blade, originally forged in the wastes of Karrazan's Fist. Favored by sword masters of men.

                        • Blunt Weapons

                          This breakthrough allows us to craft War Hammers. There are few works of men as dreadful as War Hammers, for they represent pain and anguish.

                          • Item:War Hammer

                            The war hammer can crack the hardest skull.

                          • Mighty Blunt Weapons

                            This breakthrough allows us to craft Battle Hammers. These blunt weapons are much improved in their design and application, and remain formidable weapons.

                            • Item:Battle Hammer

                              Unwieldy but almost always lethal in the hands of a true warrior.

                            • Expert Blunt Weapons

                              This breakthrough allows us to craft Lord Hammers. These pristinely crafted tools of war are capable of swaying battles in the hands of mighty soldiers.

                              • Item:Lord Hammer

                                Unwieldy but almost always lethal in the hands of a true warrior.

                        • Archery

                          This breakthrough allows us to create Archery Ranges and craft Crude Bows. Archer units require a great deal of specialized training; cities equipped with Archery Ranges will be able to train such units with whatever ranged weapons are available.

                          • Item:Crude Bow

                            A crude bow made of driftwood and twine.

                          • Ranged Weapons

                            This breakthrough allows us to craft Shortbows. The cleverest of marksmen are able to assail their enemies without ever putting themselves directly into danger; such is the advantage of ranged weaponry.

                            • Item:Cedar Shortbow

                              A bow of rough cedarwood, strung with milkweed fiber.

                            • Advanced Archery

                              This breakthrough allows us to craft Longbows. These ranged weapons are more powerful than their lesser counterparts and in the hands of capable archers are deadly compliments to any army.

                              • Item:Cedar Longbow

                                A long bow of cedarwood, strung with milkweed fiber.

                      • Armor

                        This breakthrough allows us to craft Leather Armor and Wooden Shields. Armor is vital for any soldier in any army. Even a glancing blow can prove fatal without some form of meager protection.

                        • Item:Leather Helm

                          A helm made from molded and hardened leather.

                        • Item:Leather Cuirass

                          A cuirass made from molded and hardened leather.

                        • Item:Leather Armlets

                          Armlets made from molded and hardened leather.

                        • Item:Leather Leg Greaves

                          Greaves made from molded and hardened leather.

                        • Item:Heavy Wood Shield

                          A Heavy wood shield, reinforced with steel.

                        • Light Armor

                          This breakthrough allows us to craft Light Plate Armor and Light Steel Shields. Metal armors are vastly superior to their leather counterparts in protection but they do slow down the wearer to some degree.

                          • Item:Light Plate Helm

                            A helm crafted from thin sheets of forged steel.

                          • Item:Light Plate Cuirass

                            A Cuirass crafted from thin sheets of forged steel.

                          • Item:Light Plate Armlets

                            Armlets crafted from thin sheets of forged steel.

                          • Item:Light Plate Greaves

                            Leg greaves crafted from thin sheets of forged steel.

                          • Item:Light Steel Shield

                            A light steel Shield.

                          • Heavy Armor

                            This breakthrough allows us to craft Heavy Plate Armor and Heavy Steel Shields. These armors are fit to deflect all but the mightiest of assaults but constrict the ability to move with any sense of agility.

                            • Item:Heavy Plate Helm

                              A helm crafted from thick, durable steel.

                            • Item:Heavy Plate Cuirass

                              A breastpiece made from forged steel.

                            • Item:Heavy Plate Armlets

                              Armlets made from forged steel.

                            • Item:Heavy Plate Greaves

                              Greaves made from forged steel.

                            • Item:Heavy Steel Shield

                              A Heavy steel Shield.

                            • Refined Weaponry

                              This breakthrough gives our units a 5% bonus to Attack and can be researched continuously. Smiths and laborers continue to improve the quality of the materials used to arm the soldiers with increasingly positive results.

                              • Expert Armor

                                This breakthrough allows us to craft Master Light Plate and Master Heavy Plate Armor, and Master Light Steel and Master Heavy Steel Shields. These metal shells represent the pinnacle of craftsmanship and can defend the weak frame of men better than any other piece of non-magical armor.

                                • Item:Master Plate Helm

                                  A helm crafted from thin sheets of forged steel by a master armorsmith.

                                • Item:Master Plate Cuirass

                                  A cuirass crafted from thin sheets of forged steel by a master armorsmith.

                                • Item:Master Plate Armlets

                                  Armlets crafted from thin sheets of forged steel by a master armorsmith.

                                • Item:Master Plate Greaves

                                  Greaves crafted from thin sheets of forged steel by a master armorsmith.

                                • Item:Master Light Steel Shield

                                  A light steel Shield.

                                • Item:Master Heavy Plate Helm

                                  A helm crafted from thick durable steel by a master armorsmith.

                                • Item:Master Heavy Plate Cuirass

                                  A cuirass made from forged steel by a master armorsmith.

                                • Item:Master Heavy Plate Armlets

                                  Armlets made from forged steel by a master armorsmith.

                                • Item:Master Heavy Plate Greaves

                                  Greaves made from forged steel by a master armorsmith.

                                • Item:Master Heavy Steel Shield

                                  A Heavy steel Shield.

                          • Refined Defense

                            This breakthrough gives our units a 5% bonus to Defense and can be researched continuously. Smiths and laborers continue to improve the quality of the materials used to protect soldiers with increasingly positive results.

                      • Magic

                        • Shard Harvesting

                          This breakthrough allows us to construct Air, Earth, Fire, and Water Shrine improvements. The elemental shards are precious beyond description, for within them they hold the magic that broke this world and the magic that will build it anew.

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                          • Improvement:Air Shrine

                            Air Shrines amplify Air spell and provide 2 Mana per season.

                          • Improvement:Earth Shrine

                            Earth Shrines amplify Earth spells and provide 2 Mana per season.

                          • Improvement:Fire Shrine

                            Fire Shrines amplify Fire spells and provide 2 Mana per season.

                          • Improvement:Water Shrine

                            Water Shrines amplify Water spells and provide 2 Mana per season.

                          • Book of Earth

                            This breakthrough allows our Kingdom to use spells from the Book of Earth.

                            • Book of Air

                              This breakthrough allows our Kingdom to use spells from the Book of Air.

                              • Book of Fire

                                This breakthrough allows our Kingdom to use spells from the Book of Fire.

                                • Book of Water

                                  This breakthrough allows our Kingdom to use spells from the Book of Water.

                                  • Expert Spellbooks

                                    This breakthrough allows our Kingdom to research new, more powerful spellbooks. Spellbooks grant the channelers of the kingdom access to new spells that add to their arcane arsenal.

                                    • Shard Mastery

                                      This breakthrough allows us to construct Temple of Essence improvements and improve our shrine shards. As the mysteries of the great shards are discovered, the spellcasters of the realm are more capable of manipulating magic for their own devices.

                                      • Improvement:Temple of Essence

                                        Temples of Essence increase the Mana produced by a settlement connected to a shard by 3.

                                      • Improvement:Greater Air Shrine

                                        Greater Air Shrines amplify Air spells and increase Mana by 3 per season.

                                      • Improvement:Greater Earth Shrine

                                        Greater Earth Shrines amplify Earth spells and increase Mana by 3 per season.

                                      • Improvement:Greater Fire Shrine

                                        Greater Fire Shrines amplify Fire spells and increase Mana by 3 per season.

                                      • Improvement:Greater Water Shrine

                                        Greater Water Shrines amplify Water spells and increase Mana by 3 per season.

                                    • Book of Summoning

                                      This breakthrough allows our Kingdom to use spells from the Book of Summoning.

                                      • Master Spellbooks

                                        This breakthrough allows our Kingdom to research the most powerfull spellbooks in the land. Spellbooks grant the channelers of the kingdom access to new spells that add to their arcane arsenal.

                                        • Book of Mastery

                                          This breakthrough allows our units to cast Spells from the Book of Mastery Spellbook. The Book of Mastery was ages ago used by Ereog to cast the spell of Making and manifesting the Forge of the Overlord; a mighty relic that allows the enchantments of the world to take phsyical shape.

                                    • Arcane Research

                                      This breakthrough allows us to construct the Monastery and Arcane Temple improvements. Studious observers of the arcane arts are a mighty asset to sovereigns intent on expanding their magical repertoire.

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                                      • Improvement:Monastery

                                        Monasteries increase the Arcane Knowledge produced by the settlement by 3.

                                      • Improvement:Arcane Temple

                                        Arcane Temples are valued locations that produce 5 Arcane Knowledge.

                                      • Arcane Mastery

                                        This breakthrough allows us to construct the Abbey of Izil royal achievement. Monuments that pay homage to the legendary magicians of ages long past inspire the researchers of the realm to new heights of study.

                                        • Improvement:Abbey of Izil

                                          The Abbey of Izil increases the Arcane Knowledge produced by the settlement by 5.

                                        • History of the Magi

                                          This breakthrough allows us to construct the Tower of the Magi royal achievement. Monuments that pay homage to the legendary magicians of ages long past inspire the researchers of the realm to new heights of study.

                                          • Improvement:Tower of the Magi

                                            The Tower of the Magi increases the Arcane Knowledge produced by this settlement by 10.

                                        • Refined Arcana

                                          This breakthrough gives our settlements a 10% bonus to Arcane Knowledge production and can be researched continuously. Shard researchers continue to improve the quality of the studies and experiments involved in providing the kingdom with Arcane Knowledge with increasingly positive results.

                                      • Channeling

                                        This breakthrough allows our Kingdom to construct crystal mines. The crystal deposits of the world are magical in nature and require the ability to channel their latent magical energies out of the stone in order to be used by our craftsmen.

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                                        • Improvement:Crystal Foundry

                                          Crystal Foundries can be built on Crystal Crags to produce 1 Crystal.

                                        • Magical Equipment

                                          This breakthrough allows us to craft various magical jewelery and trinkets. The great benefit of magical equipment lies in the fact that any lay man can utilize a magical items power without the need of any inherent arcane abilities.

                                          • Item:Band of Might

                                            This ring increases the wearer's attack strength.

                                          • Item:Band of Endurance

                                            For mysterious reasons, this ring increases the wearer's movement.

                                          • Item:Amulet of Assault

                                            This magical amulet will see its wearer's attack increased.

                                          • Magical Forging

                                            This breakthrough allows us to craft more powerful magical jewelry and trinkets. Equipment imbued with magic are the trinkets of kings; they perform many different functions and represent great wealth.

                                            • Item:Band of Agility

                                              An enchanted jewel causes this ring to increase the wearer's combat speed.

                                            • Item:Band of Fortitude

                                              This golden ring blazes with a warm crimson light. Its wearer will see their maximum health increased by 2 HP.

                                            • Item:Band of the Berserker

                                              This golden ring blazes with a warm crimson light. Its wearer will see their defense dropped, but their strength increased.

                                            • Item:Band of the Eagle-Eyed

                                              This golden ring blazes with a warm crimson light. Its wearer will see their vision increased.

                                            • Item:Amulet of Warding

                                              This magical amulet will see its wearer's defense increased.

                                            • Item:Amulet of Life

                                              This magical amulet will see its wearer's constitution.

                                            • Item:Amulet of Roaming

                                              This magical amulet will see its wearer's moves increased.

                                            • Item:Cloak of Thwarting

                                              This enchanted cloak makes its wearer harder to hit.

                                            • Arcane Weapons

                                              This breakthrough allows us to craft Elementium Karrazans and other magical weapons. Blades imbued with Elementium crystals are superior in everyway to their mundane counterparts; warriors who wield weapons of Elementium are a force to be reckoned with.

                                              • Item:Elementium Karrazan

                                                A sleek, fast-cutting blade, originally forged in the wastes of Karrazan's Fist and crafted with a sharpness and strength attuned by magic.

                                              • Item:Vengeance Coating

                                                This equipment provides a coating that is then put onto the weapons of our soldiers to increase their damage.

                                              • Arcane Armor

                                                This breakthrough allows us to craft Legendary Plate Armor and Legendary Steel Shields. When Elementium is imbued into finely crafted armor it becomes significantly stronger and lighter, offering unrivaled protection without the drawback of reduced agility.

                                                • Item:Band of the Stalwart

                                                  This golden ring blazes with a warm crimson light. Its wearer will see their defense increased.

                                                • Item:Legendary Plate Helm

                                                  A helm made from forged steel and imbued with Elementium by a master armorsmith.

                                                • Item:Legendary Plate Cuirass

                                                  A cuirass made from forged steel and imbued with Elementium by a master armorsmith.

                                                • Item:Legendary Plate Greaves

                                                  Greaves made from forged steel and imbued with Elementium by a master armorsmith.

                                                • Item:Legendary Plate Helm

                                                  A helm made from forged steel and imbued with Elementium by a master armorsmith.

                                                • Item:Legendary Plate Cuirass

                                                  A cuirass made from forged steel and imbued with Elementium by a master armorsmith.

                                                • Item:Legendary Plate Greaves

                                                  Greaves made from forged steel and imbued with Elementium by a master armorsmith.

                                                • Item:Legendary Shield

                                                  A steel Shield imbued with Elementium that knows no equal.

                                                • Item:Ward of Health

                                                  This enchanted token is made of Irulian Crystaline. It increases the hit points of our units by 3.

                                                • Item:Ward of Defense

                                                  This enchanted token is made of Irulian Crystaline. It provides an invisible shield around a soldier equipped with it.

                                                • Refined Channeling

                                                  This breakthrough gives our crystal mines a 10% bonus to refined crystal and can be researched continuously. As our channeling becomes more and more efficient we are able to extract more crystal from a singe deposit.

                                      • Adventure

                                        • Exploration

                                          This breakthrough reveals new Resources in the world. The world of Elemental, though devastated, still holds much in terms of the natural wealth required for civilizations to develop and flourish.

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                                          • Recruiting

                                            This breakthrough reveals new Adventurers and Creatures in the world. The wastes are home to many individuals, most weak and defeated, but few paragons of strength and honor still exist as diamonds in the rough waiting to be discovered and recruited by powerful leaders.

                                            • Heroes

                                              This breakthrough reveals new Adventurers and Creatures in the world. Across the ruined lanscape, heroes are waiting to be recruited. The challenge at hand is being able to discern the multitudes of refugees from those with great potential.

                                              • Legends

                                                This breakthrough reveals new Adventurers and Creatures in the world. There exists within all folk of the wastes, the potential to become as skilled and reknowned as the legendary heroes of old, but so many are downtrodden and hopeless, it remains a gargantuan task.

                                                • Refined Charm

                                                  This breakthrough allows us to recruit Champions for 10% less than normal and can be researched continuously. Oraters and soothsayers continue to improve their charm with increasingly positive results.

                                            • The Lost Bounty

                                              This breakthrough reveals new Food Resources in the world. Any passerby might stumble upon the more obvious sources of fertile soils, but adventurers regularly tell stories regarding isolated paradises in the wild rife with food.

                                              • Lost Maps

                                                This breakthrough reveals new Resources in the world. Many of the natural resources that survived the Cataclysm remain hidden to all but the keenest eyed of travelers. The skilled observers who are able to find such lost raw materials are invaluable amidst the populace.

                                                • Rare Resources

                                                  This breakthrough reveals new Metal Resources in the world. Once a kingdom has been established; the coffers are full, the food is available, and the materials are plentiful, wise is the sovereign who turns their attention to seeking out once hidden nodes of ore in an effort to bolster the soldiers of the realm.

                                                  • Secrets of the Nemesis

                                                    This breakthrough reveals new Crystal Resources in the world. Hosten, the man branded the "Nemesis of the Gods" by Tar-Thela, the Emerald Sorceress, is known for having thwarted the designs of the Titans by hiding the Crystals of the world. These Crystals are capable of storing the properties of magical essence allowing them to be imbued into mundane equipment.

                                            • Quests

                                              This breakthrough reveals new Creatures and Quests in the world and allows us to reclaim Lost Libraries. The world is filled with weak folk caught in torrid circumstances. Many merely require aid from individuals of strength, but one can never be sure what the denizens of the wastes are truly up to.

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                                              • Improvement:Lost Library

                                                Lost Libraries are valued locations that produce 5 Tech Knowledge.

                                              • Ancient Lore

                                                This breakthrough reveals new Creatures and Goodie Huts in the world. The world exists as a truly shattered image of its former self. Relearning ancient lore allows the denizens of the realm to recognize where many notable locations of the ancient kingdoms once were, which could unearth great treasures or wicked foes.

                                                • Ruin Delving

                                                  This breakthrough reveals new Creatures, Quests, and Goodie Huts in the world. The ancient ruins that survived the Cataclysm are tombs to many powerful artifacts waiting to be rediscovered. Learning where these ruins are could lead to finding great relics of the past, but there are often things best left undisturbed waiting in these ruins.

                                                  • Ereog's Journals

                                                    This breakthrough reveals new Creatures and Goodie Huts in the world. Ereog was the greatest of the ancient Magi and his journals provide clues to where many of the great lost artifacts dwell. As is often the case in such dark times, these area will likely house dangerous creatures alongside their treasures.

                                                    • Dungeoneering

                                                      This breakthrough reveals new Creatures and Quests in the world. Morrigan the Mad was notorious for crafting elaborate dungeons. Scattered about the world, these dungeons contained his most hated rivals, prisoners, and monsters along with treasures and artifacts. Finding and exploring these dungeons could lead to procuring valuable artifacts and treasures for whomever survives the search.

                                                      • Breon's Letters

                                                        This breakthrough reveals new Creatures and Goodie Huts in the world. The Sorceress Breon was both a master of magic and a mighty queen and many have sought to decpyher her letters to Argynn the Magi. If successful, the kingdom would uncover many interesting locations and their denizens spread across the world.

                                                        • Quest of Mastery

                                                          This breakthrough reveals new Creatures and Goodie Huts in the world. It is written that the three Magi of the first age, Ereog, Argynn and Breon cast the Spell of Making and brought forth the Forge of the Overlord. Where it is now, no one knows, but clues remain which could lead to rebuilding the Forge of the Overlord anew.

                                            • Diplomacy

                                              • Trading

                                                This breakthrough allows us to Trade Resources with other Factions. Very few people are self-sufficient in their needs, let alone the realms overseeing them. It remains a wise practice for sovereigns to recognize their shortcomings and overabundances to trade accordingly.

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                                                • Unit:Caravan

                                                  'The Gold of the Kingdom and the Empire looks the same to me...'

                                              • Negotiations

                                                This breakthrough allows us to Trade Champions with other Factions. It is a cruel world indeed when loyal servants of the realm can be traded for mere goods to ensure the stability of the kingdom, but dark times have reached a new zenith since the Cataclysm.

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                                                • Dynasties

                                                  This breakthrough allows us to Arrange Marriages with other Factions. It was a common practice by the nobility prior to the Cataclysm to strengthen political unions between families through marriage and, in this case, it would be prudent for history to repeat itself.

                                                  • The Ties That Bind

                                                    This breakthrough allows us to garner more Diplomatic Benefit from Arranged Marriages with other Factions. When noble families have reached great reputations, they tend to find more marriage candidates due to the desire of other families to strengthen the relationship between the houses.

                                                • Treaties

                                                  This breakthrough allows us to form Economic and Research Treaties with other Factions. Not all realms of the world need be enemies, at all times engaged in brutal conflict; wise is he who declared that the enemy of my enemy, is in fact my friend.

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                                                  • Influencing

                                                    This breakthrough allows us to construct the Embassy improvement. Building diplomatic capital to influence and spend with our neighbors can lead to tactile gains for our Kingdom.

                                                    • Improvement:Embassy

                                                      Increases the Diplomatic Capital produced by 1.

                                                    • Outreach

                                                      This breakthrough allows us to construct Missionary Hall improvements. There are many refugees whom still call the broken ground their home. By spreading Influence the very terrain of the kingdom will heal anew, and look as a beacon of life in the dead wastes.

                                                      • Improvement:Missionary Hall

                                                        Missionary Halls increase the Influence produced by the settlement.

                                                    • Alliances

                                                      This breakthrough allows us to form Alliance Treaties with other Factions. It is a rare occurance indeed, but often times the ideals and beliefs between realms mesh well, creating a bond between the two peoples that is not commonly shared in such tough times.

                                                    • Unlikely Friends

                                                      This breakthrough allows us to construct Spiders Nest improvements. Peculiarly passive spiders have been known to wander the lands from time to time and charismatic passersby have been able to enlist their aid on very rare occasions.

                                                      • Pariden's Ally

                                                        This breakthrough allows us to construct Shrill Hive improvements. Little is known about Shrills save for that they come in all shapes and sizes. Many believe that they are non-native to our world and were summoned by the Titan Pariden to be utilized as defenders. Perhaps a strong leader could utilize their talents once more.

                                                        • The Third Race

                                                          This breakthrough allows us to construct Drath Village improvements. There is a third sentient race on this world, besides dragons, that are not derived from Men called the Drath. They have no mighty kingdoms or empires of their own, but their assistance could prove invaluable to the sovereign who secures their services.

                                                          • A Dance with Dragons

                                                            This breakthrough allows us to construct Dragons Roost improvements. Dragons were a rare breed even before the Cataclysm and have sunk into the realm of myth ever since that world shattering event. It is said that some dragons flew with the army of Az-Adoras all those years ago to aid men. Should dragons be discovered once again they would prove an unstoppable ally.

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