Empire Researches
----------Tier 1----------[]
Palace Guard[]
Cost: 100 Gold, 100 Metal Prerequisites: None |
Gives +3 combat to Pikemen and Halberdiers. |
Weaponsmith 1[]
Cost: 200 Gold, 200 Metal Prerequisites: None |
Gives +5 melee damage to all non-flying melee units. |
Weaponsmith 2[]
Cost: 400 Gold, 400 Metal Prerequisites: Weaponsmith 1 |
Gives another +5 melee damage to all non-flying melee units, making +10 together. |
Armorer 1[]
Cost: 200 Gold, 200 Metal Prerequisites: None |
Gives +5 armor to all units. |
Armorer 2[]
Cost: 400 Gold, 400 Metal Prerequisites: Armorer 2 |
Gives +10 armor to all units. (Armor bonuses do not stack) |
----------Tier 2----------[]
Fletcher[]
Cost: 300 Gold Prerequisites: None |
Adds +5 damage to Imperial Archers, as well as Squires, Dwarf Crossbows, Longbows, Moonguards, Gladewardens, Elven Hunters, Dark Archers and The Forestmaster. Prior to 1.03.1, Sprites were also affected. |
Bowyer[]
Cost: 200 Gold Prerequisites: None |
Increases missile range by 2 for Imperial Archers, as well as Squires, Dwarf Crossbows, Longbows, Moonguards, Gladewardens, Elven Hunters, Dark Archers and The Forestmaster. Prior to 1.03.1, Sprites were also affected. |
Flaming Arrows[]
Cost: 800 Gold, 1000 Crystal Prerequisites: None |
Changes missile damage type to fire from piercing for Imperial Archers, as well as Squires, Dwarf Crossbows, Longbows, Moonguards, Gladewardens, Elven Hunters, Dark Archers and The Forestmaster. Note: the missiles still count as being physical for the purpose of missile resistant units. Prior to 1.03.1, Sprites were also affected. Also increases poison strength of poison arrows to 75% of damage. |
Trade[]
Cost: 600 Gold, 600 Metal, 600 Stone, 600 Crystal Prerequisites: None |
Adds an interactive ability to the Quartermaster, allowing the owner to exchange one resource for another. But the returned resource is only at 50% of the amount of the resource that was given away. |
Foreign Mercenary 1[]
Cost: 200 Gold Prerequisites: None |
Summons one of the following units at random: Squire, Knight, Dwarf Infantry, Dwarf Crossbow, Wight, Wraith, Barbarian, Rider, Minotaur, Axe Thrower, Orc, Wolf Rider, Longbow, Dragon Knight, Forestguard, Woodrider, Dark Archer, Dark Rider, Spriggan, Leprechaun, Stone Golem, Imp, Succubus, Scorpion, Scarab, Ghoul, Gazer, Snakeman. There is no limit to the amount of times you can purchase this skill. |
Supply 1[]
Cost: 100 Gold, 200 Stone Prerequisites: None |
Increases your population cap / army limit by +5. |
Supply 2[]
Cost: 150 Gold, 300 Stone |
Increases your population cap / army limit by +10. (Supply skills do not stck) |
Supply 3[]
Cost: 200 Gold, 400 Stone |
Increases your population cap / army limit by +15. (Supply skills do not stck) |
Supply 4[]
Cost: 250 Gold, 500 Stone |
Increases your population cap / army limit by +20. (Supply skills do not stck) |
Income 1[]
Cost: 250 Gold, 250 Metal, 250 Stone, 200 Crystal Prerequisites: None |
Increases income from all mines by +1. |
Income 2[]
Cost: 350 Gold, 350 Metal, 350 Stone, 350 Crystal |
Increases income from all mines by +2. (Income bonuses do not stack) |
----------Tier 3----------[]
Royal Guard[]
Cost: 150 Gold, 150 Metal Prerequisites: Palace Guard |
Gives another +3 combat to Pikemen and Halberdiers, making +6 together. |
Foreign Mercenary 2[]
Cost: 200 Gold, 100 Metal, 200 Crystal Prerequisites: Palace level 3 |
Summons one of the following units at random: Knight Champion, Knight Lord, Dwarf Berserker, Khazrimi Guard, Runelord, Slayer Knight, Shadow, Liche, Warlord, Gnoll, Minotaur Shaman, Ogre, Troll, Mystic, Ice Maiden, Druid, Elven Hunter, Treant, Sorceror, Spider Priestess, Assassin, Iron Golem, Reaper, Daemon, Scorpionman, Eye of Flame, Snakepriest. There is no limit to the amount of times you can purchase this skill. |
Morale 1[]
Cost: 150 Gold Prerequisites: None |
Gives +3 Morale to your army. |
Morale 2[]
Cost: 250 Gold |
Gives +6 Morale to your army. (Does not stack with Morale 1 or 3) |
Morale 3[]
Cost: 400 Gold |
Gives +9 Morale to your army. (Does not stack with Morale 1 or 2) |
Fame 1[]
Cost: 250 Gold, 250 Crystal Prerequisites: None |
Decreases the cost of Mercenaries by 25% of its base cost. |
Fame 2[]
Cost: 500 Gold, 400 Crystal |
Decreases the cost of Mercenaries by 33% of its base cost. |
Fame 3[]
Cost: 700 Gold, 700 Crystal |
Decreases the cost of Mercenaries by 50% of its base cost. |
----------Tier 4----------[]
Foreign Mercenary 3[]
Cost: 300 Gold, 200 Metal, 200 Stone, 200 Crystal Prerequisites: Palace level 4 |
Summons a random general from one of the other 15 races of the game. There is no limit to the amount of times you can purchase this skill. |
Mysticism[]
Cost: 80 Gold, 120 Crystal Prerequisites: None |
Increases the maximum mana for all spellcasters by +15. |
Advanced Mysticism[]
Cost: 150 Gold, 250 Crystal |
Increases the maximum mana for all spellcasters by another +15, making +30 together. |
Spell Research[]
Cost: 250 Crystal Prerequisites: None |
Increases your Hero's spell mastery by 1 in a random sphere for the remainder of the battle. There is no limit to the amount of times you can purchase this skill. |
Arcane Research[]
Cost: 150 Gold, 500 Crystal Prerequisites: None |
Increases your Hero's spell mastery by 2 in a random sphere for the remainder of the battle. There is no limit to the amount of times you can purchase this skill. |
----------Tier 5----------[]
Imperial Guard[]
Cost: 200 Gold, 200 Metal Prerequisites: Royal Guard |
Gives another +3 combat to Pikemen and Halberdiers, making +9 altogether. |