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.
Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
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).
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.
Judgement carries further than the voice. Every archer line gains +150 attack range. Next tier: 400 gold.
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.
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.
The Crown does not fall. It is carried. The Royal gains +2 armor and +10% of its base max health. Next tier: 200 gold.
Some walls are heresy. Those come down. The Ballista gains +200 attack range, +10 damage, and can shoot flying units. Costs 800 gold.
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.
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.
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.
Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
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.
A thicker specimen. Note the improved cohesion. Every ooze gains +20% of its base max health. Next tier: 250 gold.
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.
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.
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.
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.
The beam was always this bright. We only narrowed it. The Manaray gains +100 attack range and +10 damage. Next tier: 500 gold.
Division is not death. It is the experiment continuing. Every Greater ooze splits into +1 more child when it dies. Next tier: 500 gold.
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.
Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
They do not see the treeline. They see the arrow. Every archer gains +100 attack range. Next tier: 400 gold.
Where the blade lands, nothing was. Every Elusive unit gains +0.05 dodge chance (5% per tier). Next tier: 300 gold.
A settlement, one spring, simply gone. Rogues and Assassins gain +60 move speed and +35% of their base attack damage. Costs 450 gold.
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.
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.
Antlers first. The rest of the forest follows. The Stag and the Lance Rider gain +3 armor. Costs 400 gold.
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.
One arrow. The rest was patience. Rangers and Snipers gain +20% of their base attack damage. Next tier: 450 gold.
The old trees have been burned before. They learned. Forest Spirits and Forest Guardians no longer take extra damage from fire. Costs 500 gold.
Bone honed sharper than steel. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Older bone holds together harder. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Reinforced bindings, denser bone. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
The dead never tire of swinging. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
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.
Every bone is inventoried. Losses are discouraged. Skeleton Fighters and Spearmen gain +1 armor. Next tier: 250 gold.
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.
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.
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.
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.
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.
Upkeep is a line item. Rest is not. Every unit regenerates 1 more health per second. Next tier: 500 gold.
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.
Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
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.
Someone found a helmet. Everyone found half of one. Gremlins, Spitters, Flamethrowers and Sappers gain +50% of their base max health. Costs 250 gold.
When the drum quickens, so does the world. Every unit attacks 3% faster and gains +1 attack damage. Next tier: 500 gold.
One eye. It sees enough. Razorshots and Goreeye Shooters gain +100 attack range and +3 damage. Next tier: 350 gold.
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.
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.
Fed on the right rot, it glows brighter. The Glowbug gains +0.1 attacks per second and +5 damage. Next tier: 350 gold.
Louder. The gods like it louder. The Sapper's detonation deals half again as much damage. Costs 400 gold.
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.
Bone honed sharper than steel. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Older bone holds together harder. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Reinforced bindings, denser bone. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
The dead never tire of swinging. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
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.
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.
Entered, dated, and repaid at the going rate. Holdsworn, Grudgebearers and Ironwards reflect 2 more damage to every melee attacker. Next tier: 350 gold.
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.
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.
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.
Four shoes, weighed and billed. The Cragram and the Cragrider gain +30 move speed and +5 attack damage. Costs 450 gold.
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.
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.
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.
Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
We spun it thicker. We spun it for the winter. Every spider gains +15% of its base max health. Next tier: 300 gold.
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.
The pulpit calls the wolf corrupted. The wolf disagrees. The Gloamhound regenerates 1 health per second and gains +6 attack damage. Costs 400 gold.
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.
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.
Let them see him. Let them try. The Moonlord gains +3 armor and +20% of his base max health. Costs 500 gold.
Stepping along a thread nobody else can see. Duskrunners, Duskbows and Duskblades blink away when struck. Costs 450 gold.
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.
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.
Bone honed sharper than steel. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Older bone holds together harder. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Reinforced bindings, denser bone. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
The dead never tire of swinging. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
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.
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.
It is not full. It has never been full. The Glutton gains +25% of its base max health. Costs 400 gold.
Worked into shape. Worked again. Wrought Thralls and Wrought Tyrants gain +4 attack damage. Next tier: 300 gold.
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.
The thread pulls tighter now. The Spineloom gains +5 attack damage and +0.05 attacks per second along its line. Next tier: 500 gold.
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.
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.
They function. They thrive. They want to live. Every unit regenerates 1 more health per second. Next tier: 350 gold.