Bloodlust & Harmony

All researches

Match-long upgrades bought from the Research tab. Most are tiered: each purchase stacks the effect and raises the price of the next.

Exemplaris

15 researches
All Damage (10 tiers · 100g to 1000g)

Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Infantry Fortify (1 tier · 500g)

The Crown buys its line a second skin. Footmen gain +100 max HP and +1 armor per tier. Current: +0 HP, +0 armor. Next tier: 500 gold (1/1).

Shield Wall Drill (3 tiers · 300g to 700g)

The line does not step back. It has nowhere to step to. Footmen and Swordsmen lose 1 more from every hit taken (never below 1). Next tier: 300 gold.

Verdict Volleys (2 tiers · 400g to 800g)

Judgement carries further than the voice. Every archer line gains +150 attack range. Next tier: 400 gold.

Deeper Wells (3 tiers · 500g to 2000g)

The well is deep because the need is. Priests, Clerics and High Priests gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 500 gold.

Martyr's Passage (1 tier · 500g)

To fall is the office. To fall late is the art. The Martyr regenerates 3 health per second and gains +25% of its base max health. Costs 500 gold.

Crown Retinue (3 tiers · 200g to 400g)

The Crown does not fall. It is carried. The Royal gains +2 armor and +10% of its base max health. Next tier: 200 gold.

Siege Verdict (1 tier · 800g)

Some walls are heresy. Those come down. The Ballista gains +200 attack range, +10 damage, and can shoot flying units. Costs 800 gold.

Bloom's Verdict (2 tiers · 600g to 900g)

Kindness, at the temperature it was always meant to reach. Purity Flowers planted by Purifiers, Templars, Exemplars and Arbiters heal half again as much per tier. Next tier: 600 gold.

Aerie Doctrine (2 tiers · 600g to 900g)

The sky is the wall's last course of stone. The Griffin's ricochet reaches +1 more target and keeps more of its damage on every hop. Next tier: 600 gold.

Radiant Certainty (3 tiers · 400g to 1000g)

Doubt is the only wound the light cannot close. Every unit gains shadow resistance and takes less spell damage, rising with each tier: lesser shadow resist and 5% at first, then 50% shadow and 10%, then 75% shadow and 15%. The mark shows on every unit. Next tier: 400 gold.

Arcanists

14 researches
All Damage (10 tiers · 100g to 1000g)

Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Arcane Bulwark (1 tier · 500g)

Doubles the maximum shield of every allied unit that has one, and adds +1.5 shield regeneration to every unit that regenerates shields. Units without shields gain nothing - this deepens what's already glowing.

Colloid Reinforcement (3 tiers · 250g to 700g)

A thicker specimen. Note the improved cohesion. Every ooze gains +20% of its base max health. Next tier: 250 gold.

Elemental Saturation (3 tiers · 300g to 750g)

Each color of the spectrum, sharpened. Every ooze that carries an element gains +2 attack damage. The plain Grey line is untouched. Next tier: 300 gold.

Bound Plate (2 tiers · 350g to 600g)

The armor remembers a body. It does not miss one. Animated Armor gains +50% of its base max shield and +1 shield regeneration. Next tier: 350 gold.

Loom of Thought (3 tiers · 300g to 800g)

A larger vessel for a larger question. Every unit and special building of yours that holds mana gains +0.5 mana regeneration. Next tier: 300 gold.

Clutch Vigor (1 tier · 600g)

Every clutch is a hypothesis. This one is well fed. Every hatched baby dragon gains +25% of its base max health and blinks away when struck. Costs 600 gold.

Focused Lens (2 tiers · 500g to 800g)

The beam was always this bright. We only narrowed it. The Manaray gains +100 attack range and +10 damage. Next tier: 500 gold.

Cultured Fission (2 tiers · 500g to 900g)

Division is not death. It is the experiment continuing. Every Greater ooze splits into +1 more child when it dies. Next tier: 500 gold.

Blink Calibration (2 tiers · 300g to 600g)

Distance is a variable. We have narrowed the error bars. Every unit that blinks when struck recovers the blink sooner: a fifth shorter at first, half as long at the second tier. Next tier: 300 gold.

Grovewardens

14 researches
All Damage (10 tiers · 100g to 1000g)

Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Treeline Doctrine (2 tiers · 400g to 800g)

They do not see the treeline. They see the arrow. Every archer gains +100 attack range. Next tier: 400 gold.

Elusive Step (3 tiers · 300g to 850g)

Where the blade lands, nothing was. Every Elusive unit gains +0.05 dodge chance (5% per tier). Next tier: 300 gold.

Hunter's Silence (1 tier · 450g)

A settlement, one spring, simply gone. Rogues and Assassins gain +60 move speed and +35% of their base attack damage. Costs 450 gold.

Heartwood Bark (2 tiers · 350g to 600g)

Cut it and it cuts back. That is what bark is for. Sentinels and Wardens gain +1 armor and reflect 3 more damage to every melee attacker. Next tier: 350 gold.

Green Chorus (3 tiers · 300g to 800g)

The Mother answers more often when asked more often. Druids, Wildspeakers and Lifebinders gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 300 gold.

Bounding Stride (1 tier · 400g)

Antlers first. The rest of the forest follows. The Stag and the Lance Rider gain +3 armor. Costs 400 gold.

Silent March (2 tiers · 500g to 900g)

No horns. No drums. Then arrows. Every unit gains +20 move speed, and the whole army marches +20 faster on the way in. Next tier: 500 gold.

Long Shadow (2 tiers · 450g to 800g)

One arrow. The rest was patience. Rangers and Snipers gain +20% of their base attack damage. Next tier: 450 gold.

Wet Bark (1 tier · 500g)

The old trees have been burned before. They learned. Forest Spirits and Forest Guardians no longer take extra damage from fire. Costs 500 gold.

Graveborn

14 researches
All Damage (10 tiers · 100g to 1000g)

Bone honed sharper than steel. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Older bone holds together harder. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Reinforced bindings, denser bone. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

The dead never tire of swinging. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Frenzied Warriors (1 tier · 500g)

Your skeletal fighters and spearmen attack 20% faster and hit for +2. One-time research that surges the whole melee line at once. Next: 500 gold.

Ledger of Bone (3 tiers · 250g to 650g)

Every bone is inventoried. Losses are discouraged. Skeleton Fighters and Spearmen gain +1 armor. Next tier: 250 gold.

Quivers in Perpetuity (2 tiers · 300g to 550g)

The estate provides. The estate expects arrows. Poison, Fire, Ice and Shadow Archers gain +50 max mana for their elemental arrows. Next tier: 300 gold.

Well-Kept Assets (2 tiers · 350g to 650g)

Depreciation is for the living. Every skeleton raised from a corpse gains +30% of its base max health and +3 attack damage. Next tier: 350 gold.

Deeds of the Saddle (2 tiers · 400g to 700g)

The horse was buried with its master. It considered that a promotion. Every mounted unit gains +1 armor and +10% of its base max health. Next tier: 400 gold.

Endowed Chairs (3 tiers · 300g to 800g)

Each chair funded in perpetuity, each occupied by the fellow it was named for. Venomancers, Cryomancers, Pyromancers and Shadowmancers gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 300 gold.

Stone Lease (1 tier · 500g)

It roosted on the chapel for a century. The chapel has been reassigned. The Gargoyle gains +2 armor and +15% of its base max health. Costs 500 gold.

Perpetual Care (2 tiers · 500g to 900g)

Upkeep is a line item. Rest is not. Every unit regenerates 1 more health per second. Next tier: 500 gold.

Thirst Clause (2 tiers · 450g to 800g)

The terms were generous. The terms were also permanent. Vampires and Vampire Lords heal for +0.1 more of the damage they deal, and the Vampire Lord's aura shares a quarter more per tier. Next tier: 450 gold.

Warclans

14 researches
All Damage (10 tiers · 100g to 1000g)

Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Thick Hide (2 tiers · 400g to 700g)

The hide is older than the drum. Ogres, Ogre Mages and War Ogres lose 2 more from every hit taken (never below 1). Next tier: 400 gold.

Scrap Plate (1 tier · 250g)

Someone found a helmet. Everyone found half of one. Gremlins, Spitters, Flamethrowers and Sappers gain +50% of their base max health. Costs 250 gold.

March of the Drum (2 tiers · 500g to 900g)

When the drum quickens, so does the world. Every unit attacks 3% faster and gains +1 attack damage. Next tier: 500 gold.

Far Sight (2 tiers · 350g to 650g)

One eye. It sees enough. Razorshots and Goreeye Shooters gain +100 attack range and +3 damage. Next tier: 350 gold.

Saddle-Born (1 tier · 450g)

Born on the beast. Buried on it, if the beast agrees. Every mounted unit gains +15% of its base max health, +1 armor and +2 attack damage. Costs 450 gold.

Old Flame (1 tier · 500g)

It was here before the Wound. It intends to be here after. The Red Dragon gains +10 damage and +200 attack range. Costs 500 gold.

Swollen Glands (2 tiers · 350g to 600g)

Fed on the right rot, it glows brighter. The Glowbug gains +0.1 attacks per second and +5 damage. Next tier: 350 gold.

Bigger Charge (1 tier · 400g)

Louder. The gods like it louder. The Sapper's detonation deals half again as much damage. Costs 400 gold.

Warspeaker's Breath (2 tiers · 500g to 850g)

The word is old. The breath behind it is older. Bloodlust from Shamans and Ogre Mages lasts half again as long per tier and drives attack speed harder with each tier. Next tier: 500 gold.

Ironoath

15 researches
All Damage (10 tiers · 100g to 1000g)

Bone honed sharper than steel. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Older bone holds together harder. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Reinforced bindings, denser bone. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

The dead never tire of swinging. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Tighter Tolerances (2 tiers · 350g to 650g)

The ancestors cast to a thousandth. We cast to a ten-thousandth, and charge for it. Every Gear unit the Gearhouse turns out gains +20% of its base max health. Next tier: 350 gold.

Sealed Seams (2 tiers · 450g to 800g)

Riveted twice. The second time is for the grudge. The Hold-Engine and every engine built from it gain +2 armor. Next tier: 450 gold.

Every Blow Recorded (2 tiers · 350g to 650g)

Entered, dated, and repaid at the going rate. Holdsworn, Grudgebearers and Ironwards reflect 2 more damage to every melee attacker. Next tier: 350 gold.

Longer Bolts (2 tiers · 350g to 650g)

A longer bolt costs more iron. Iron is what we have. Boltsworn, Ballastbolts and Cinderbolts gain +100 attack range and +3 damage. Next tier: 350 gold.

Deep Wells of Ember (3 tiers · 300g to 800g)

The Ember does not run out. The priest does. Emberpriests and Deepspeakers gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 300 gold.

Richer Seam (2 tiers · 400g to 750g)

Dig the seam deeper and it gives back harder. Rimeveins, Emberveins and Vitriolveins gain +2 armor and +15% of their base max health. Next tier: 400 gold.

Shod in Iron (1 tier · 450g)

Four shoes, weighed and billed. The Cragram and the Cragrider gain +30 move speed and +5 attack damage. Costs 450 gold.

Hold Doctrine (3 tiers · 400g to 1000g)

The hold does not fall. That is what the word means. Every unit in heavy armor loses 1 more from every hit taken (never below 1). Next tier: 400 gold.

Oaths Compound (2 tiers · 500g to 900g)

An oath is an instrument. Instruments can be tightened. Every stack the Oath line gains from a kill is worth a quarter more per tier. Next tier: 500 gold.

Buried Deeper (2 tiers · 400g to 750g)

What the ancestors buried, we bury better. Every Buried Charge the Sap Engine drops deals more when it goes off: three tenths more per tier. Next tier: 400 gold.

Nightspun

14 researches
All Damage (10 tiers · 100g to 1000g)

Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Skein of Silk (3 tiers · 300g to 850g)

We spun it thicker. We spun it for the winter. Every spider gains +15% of its base max health. Next tier: 300 gold.

Spore Sisters (3 tiers · 250g to 700g)

They grew in the dark. They prefer it. Every mushroom form gains +1 armor and +10% of its base max health. Next tier: 250 gold.

Hound Pack (1 tier · 400g)

The pulpit calls the wolf corrupted. The wolf disagrees. The Gloamhound regenerates 1 health per second and gains +6 attack damage. Costs 400 gold.

Deep Veil (3 tiers · 300g to 800g)

A deeper night. Spun, not fallen. Veilspinners, Nightspinners, Sunkillers and Starcallers gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 300 gold.

Mourning Ride (2 tiers · 400g to 700g)

Every name it carries, it carries faster. Nightriders and Mournriders gain +1 armor, +10% of their base max health and 0.5 health regeneration. Next tier: 400 gold.

Matron's Regard (1 tier · 500g)

Let them see him. Let them try. The Moonlord gains +3 armor and +20% of his base max health. Costs 500 gold.

Threadstep (1 tier · 450g)

Stepping along a thread nobody else can see. Duskrunners, Duskbows and Duskblades blink away when struck. Costs 450 gold.

Long Ambush (2 tiers · 450g to 800g)

They were behind you before the sun set. Shadewalkers and Shadestalkers striking from hiding add +0.25 to their ambush multiplier. Next tier: 450 gold.

Never There (3 tiers · 400g to 1000g)

The hit lands. We had already left. Every unit gains +0.03 dodge chance (3% per tier). The mark shows on every unit. Next tier: 400 gold.

Voidwrought

13 researches
All Damage (10 tiers · 100g to 1000g)

Bone honed sharper than steel. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).

All Armor (10 tiers · 100g to 1000g)

Older bone holds together harder. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).

All Max Health (10 tiers · 100g to 1000g)

Reinforced bindings, denser bone. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).

All Attack Speed (20 tiers · 100g to 2475g)

The dead never tire of swinging. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).

Max Food (3 tiers · 500g to 2000g)

Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.

Thicker Clot (3 tiers · 250g to 700g)

The clot thickens. It was always going to. Every Clotworm, spawned or grafted, gains +30% of its base max health and +2 attack damage. Next tier: 250 gold.

Glut Capacity (1 tier · 400g)

It is not full. It has never been full. The Glutton gains +25% of its base max health. Costs 400 gold.

Wrought Tighter (3 tiers · 300g to 750g)

Worked into shape. Worked again. Wrought Thralls and Wrought Tyrants gain +4 attack damage. Next tier: 300 gold.

Extra Organ (2 tiers · 350g to 600g)

Another was added. It seems to help. The Amalgam gains +20% of its base max health and +2 attack damage, whatever body it rolled. Next tier: 350 gold.

Longer Loom (2 tiers · 500g to 850g)

The thread pulls tighter now. The Spineloom gains +5 attack damage and +0.05 attacks per second along its line. Next tier: 500 gold.

Rift Wider (2 tiers · 350g to 650g)

A door is a courtesy. This is not a door. The Riftling gains +20% of its base max health and +25 move speed. Next tier: 350 gold.

Spore Coat (1 tier · 450g)

It bursts on arrival. Arrival is the difficult part. Every spore gains +50% of its base max health and +30 move speed. Costs 450 gold.

The Work Is Good (3 tiers · 350g to 1800g)

They function. They thrive. They want to live. Every unit regenerates 1 more health per second. Next tier: 350 gold.