Technology
Technology is a gameplay element used to build better equipment, refine battle tactics, improve magic and dragon taming, and produce firearms. It can be advanced during the Home Base sequence between chapters. In total, there are 49 technologies to be unlocked, with the following amounts for each tier:
- Tier 1, 15 technologies.
- Tier 2, 15 technologies.
- Tier 3, 13 technologies
- Tier 4, 6 technologies.
In order to unlock all technologies, the player character needs to acquire 108 tech points. These are gained by increasing Faction Rank.
Unlocking ranks
Tier 1 technologies, require one tech point, with the second rank requiring two points. This rule applies to the third and forth rank as well.
The fourth rank can only be unlocked by gaining all technology of the segment. For example, the Dragon Bond technology can only be unlocked by having all technology from the Academy of War column. The only two expections are the Grand Army and Musketeering technology, they require full technology from two colunms.
Academy of War
IMG | Name | Tier | Notes | Cost | Requirements | Effected Units |
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Apprentice Training | I | Unlocks a recruitment slot for Apprentice units in the marketplace. | 1 | |||
Mentorship | I | Non-leader units in the squad now gain Leadership at a modest pace, up to below 10 of the current squad leader Leadership score. | 1 | |||
Merchant Envoys | I | Expands the item trader and mercenary pools and thus giving the player more opportunities to acquire items and experienced mercenaries. | 1 | |||
Zones of Control | I | Enemy units can no longer move free around your troops and incur movement penalties when crossing tile adjacent to your squads. | 1 | |||
Battle Medics | I | All Support classes gain +20 Maximum hit points. | 1 | |||
Dragon trainer | II | Increases class points gained during combat for Drakeling, Dragon, and Dragon Rider classes by 25%. It also increases the odds of them appearing as mercenaries by an unknown amount. | 2 | Unlock 7 Tier I techs | ||
Martial Traditions | II | All units gain class points 15% faster. | 2 | Mentorship Unlock 7 Tier I techs |
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Warhorse Husbandry | II | All cavalry units gain +50 maximum hitpoints. (Does not apply to Hospitaller) |
2 | Unlock 7 Tier I techs | ||
Sisterhood of Justice | II | Acolytes, Paladins, Valkyrie, Exemplar and Titan units gain additional defense against magic, dependent on a portion of their armor. It's not known how this precisely works. | 2 | Unlock 7 Tier I techs | ||
Sisterhood of Mercy | II | Medic, Priestess, Templar and Hospitaller units take 25% less damage when a Paladin, Valkyrie, Exemplar or Titan is present in the squad. | 2 | Battle Medics Unlock 7 Tier I techs |
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Mage Regiments | III | All Magician and Support units are no longer classified as slow units, instead they are heavy infantry and thus the squad will have a higher movement. The slow unit squad type is then abolished as a result. | 3 | Martial Traditions Unlock 7 Tier II techs |
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Magician's Initiative | III | Spells with a charge time are cast on the first turn when in the offense mode. | 3 | Unlock 7 Tier II techs | ||
Hex Mastery | III | Status Effects can be inflicted more often, if Dragons or Magicians have an attack which does so. | 3 | Unlock 7 Tier II techs | ||
Spirit Piercing | III | Magic attacks from now will ignore 25% of the enemy's magic resistance. | 3 | Unlock 7 Tier II techs | ||
Dragon Bond | IV | Dragons gain access to their tier 4 class, which is their final class. Proofs of Merit can they be used on individual units. | 4 | Unlock all Tier I, II, & III Academy of War techs | ||
IMG | Name | Tier | Notes | Cost | Requirements | Effected Units |
Army Stables | I | Cavalry squad perform charge attacks easier. Instead of moving 7 squares before the attack, the requirement for charge attacks is 6 squares. | 1 | |||
Mixed Unit Tactic | I | Each unit gains +3 weapon power for each different type of unit added to the squad. It starts from the second unit type. Thus with 5 unit type, the weapon power bonus would +12. | 1 | |||
Identify Command Structure | I | This adds the attack type Target Leader, which grants +35% Hit at the expense of -25% avoid. It also aims to take down the leader or units protecting the leader. | 1 | |||
Phych Warfare | I | Defeating enemy squad leaders causes more Morale damage. | 1 | |||
Standing Army | I | All New conscripts start at +1 level and with half of the class mastery. | 1 | |||
Strategic Maneuvers | II | Cavalry squads now deal more morale damage with a charge attack. Requires Army stables. | 2 | Army Stables Unlock 7 Tier I techs |
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Polearm Mastery | II | Polearm units now grant bonus attack and defense versus melee to any adjacent unit. | 2 | Unlock 7 Tier I techs | ||
Adaptive Battlefield Command | II | This unlocks the attack modes Aggressive and Cautious. Aggressive allows the squad to deal +15% more damage, at the expense of taking +35% damage; were Cautious reduces damage taken by 25%, at the expense of doing 15% less. These bonuses and penalties last until the player's next turn phase. | 2 | Identify Command Structure Unlock 7 Tier I techs |
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Popular Support | II | Squads gain a morale bonus within three tiles of a base, village or town controlled/owned by faction of the player. | 2 | Unlock 7 Tier I techs | ||
Advanced Archery Technique | II | Increases the amount of arrows fired by archery units in ranged combat at 2+ range from 3 arrows to 4 arrows. (Does not apply to Samurai or Blademaster) |
2 | Unlock 7 Tier I techs | ||
Advanced Mobile Warfare | III | Dragoons are now Light Cavalry type, instead of Heavy Cavalry. This also gives them the Hit and Run trait. | 3 | Unlock 7 Tier II techs | ||
Advanced Flanking | III | +15% attack power when engaging in close range for each allied squad that is adjacent to the enemy squad. | 3 3 |
Polearm Mastery Unlock 7 Tier II techs |
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Optimized Tactics | III | Improves effects of attack tactics like Target Leader, Aggressive, and Cautious attacks. | 3 | Adaptive Battlefield Command Unlock 7 Tier II techs |
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Supply Chain Mastery | III | Villages, towns, castles and bases held by the player faction now provide healing to squads within 3 tiles every turn. Requires Popular Support. | 3 | Popular Support Unlock 7 Tier II techs |
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Archery General | III | Infantry Archery units are now Light Infantry units instead of Heavy Infantry units. This also gives them the Guerilla trait. | 3 | Unlock 7 Tier II techs | ||
Professionalism | IV | New conscripts start with full class points in all tier 1 classes, starts with +3 levels and with full Loyalty to your cause. | 4 | Unlock all Tier I, II, & III Tactics techs | ||
IMG | Name | Tier | Notes | Cost | Requirements | Effected Units |
Adept Artificer | I | Unlocks the 2nd Artifact slot for squads. | 1 | |||
Crossbow Forging | I | This unlocks the classes of Crossbowman and Arbalest for promotions. | 1 | |||
Adept Metallurgy | I | Grants Heavy Infantry and Heavy Cavalry +25 Maximum HP. | 1 | |||
Steel Forging | I | Improves the Armor score of Heavy Infantry and Heavy Cavalry by +5. | 1 | |||
Journeyman Leathercraft | I | Light Infantry , Light Cavalry , and Firearm Units gain +5 Armor rating. (Does not apply to , which means the Firearms part of the in-game tooltip is false.) |
1 | |||
Journeyman Artificer | II | Unlocks the 3rd Artifact slot for squads. | 2 | Adept Artificer Unlock 7 Tier I techs |
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Advanced Crossbows | II | Crossbowmen and Rangers gain an additional 25% bonus damage against Heavy Cavalry and Heavy Infantry. | 2 | Crossbow Forging Unlock 7 Tier I techs |
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Advanced Material Science | II | Grants Heavy Infantry and Heavy Cavalry +25 hp, for a total of +50 HP with Adept Metallurgy. | 2 2,000 |
Adept Metallurgy Unlock 7 Tier I techs |
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Obsidian Forging | II | Increases Armor rating by +5 for Heavy Infantry and Heavy Cavalry , for a total of +10 Armor with Steel Forging. | 2 | Steel Forging Unlock 7 Tier I techs |
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Behemoth Leather Armor | II | Light Infantry , Light Cavalry , and Firearm Units gain +5 armor rating, for a total of +10 Armor with Journeyman Leathercrafting. (Does not apply to , which means the Firearms part of the in-game tooltip is false.) |
2 | Journeyman Leathercraft Unlock 7 Tier I techs |
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Master Artificer | III | All Artifacts now a reduced capacity requirement of -1. Items, such as the Elegant Blade, have increased capacity loss of -1, thus give more capacity for squads. | 3 | Journeyman Artificer Unlock 7 Tier II techs |
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Grapeshot | III | Artillery Strikes have increased splash radius and damage. | 3 3 |
Advanced Material Science Unlock 7 Tier II techs |
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Gunsmithing | III | Unlocks the classes Gunner, Dragoon, Field Cannon and Siege Cannon for promotion. The Dragoon needs to upgrade from a tier 2 cavalry unit, otherwise all classes are avalible to any unit that can become a Tier 3 unit. | 3 3 |
Advanced Material Science Unlock 7 Tier II techs |
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Breech-Loading Gun | III | Firearm units are no longer negatively affect by weather types | 3 | Advanced Material Science Unlock 7 Tier II techs |
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Industrial Furnace | IV | Lowers the required Iron and Obsidian usage for all units. Thus, a tier 3 unit requiring 2 iron and obsidian, now requires a total of 1 iron and obsidian. | 4 | Unlock all Tier I, II, & III Technologies and Crafts techs | ||
IMG | Name | Tier | Notes | Cost | Requirements | Effected Units |
Grand Army | IV | Increases the capacity of the squads by +10. It does not improve the leadership of the units. | 4 | Unlock all Tier I, II, & III Academy of War techs & Tactics techs | ||
Musketeering | IV | Dragoon and Gunners units are able to attack twice in combat, doubling their damage output. | 4 | Unlock all Tier I, II, & III Tactics techs & Technologies and Crafts techs | ||
Rifled Artillery | IV | Increases range of Field Cannon and Siege Cannon by +1. | 4 | Unlock all Tier I, II, & III Academy of War techs & Technologies and Crafts techs |
This section has a table of all technology.