Technology

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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.

Technology.png

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

  • Apprentice training:Unlocks a recruitment slot for Apprentice units in the marketplace.
  • Mentorship: Non-leader units in the squad now gain Leadership at a modest pace, up to below 10 of the current squad leader Leadership score.
  • Merchant Envoys: Expands the item trader and mercenary pools and thus giving the player more opportunities to acquire items and experienced mercenaries.
  • Zones of Control: Enemy units can no longer move free around your troops and incur movement penalties when crossing tile adjacent to your squads.
  • Battle Medics: All support classes gain +20 Maximum hit points. This is for all healers and the Oracle?.
  • Dragon trainer: Increases class points gained during combat for Drakeling, Dragons and Dragon Riders classes by 25%. It also increases the odds of them appearing as mercenaries by an unknown amount.
  • Martial Traditions: All units gain class points 15% faster.
  • Warhorse Husbandry: All cavalry units gain +50 maximum hitpoints.
  • Sisterhood of Justice: 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.
  • Sisterhood of Mercy: Medic, Priestess, Templar and Hospitaller units take 25% less damage when a Paladin, Valkyrie, Exemplar or Titan is present in the squad.
  • Mage Regiments: All mages and support units are no longer classified as slow units, instead they are normal or heavy infantry and thus the squad will have a higher movement. The slow unit squad type is then abolished as a result.
  • Magician's Initiative: Spells with a charge time are cast on the first turn when in the offense mode.
  • Hex Mastery: Status effects can be inflicted more often, if dragons or mages have an attack which does so.
  • Spirit Piercing: Magic attacks from now will ignore 25% of the enemy's magic resistance.
  • Dragon Bond: Dragons gain access to their tier 4 class, which is their final class. Proofs of Merit can they be used on individual units.

Tactics

  • Army Stables: Cavalry squad perform charge attacks easier. Instead of moving 7 squares before the attack, the requirement for charge attacks is 6 squares.
  • Mixed Unit Tactic: 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.
  • Identify Command Structure: This adds the attack type Target Leader, which aims to take down the leader or units protecting the leader.
  • Phych Warfare: Defeating enemy squad leaders causes more Morale damage.
  • Standing Army: All New conscripts start at +1 level and with half of the class mastery.
  • Strategic Maneuvers: Cavalry squads now deal more morale damage with a charge attack. Requires Army stables.
  • Polearm Mastery: Polearm units now grant bonus attack and defense versus melee to any adjacent unit.
  • Adaptive Battlefield Command: This unlocks the attack modes Aggressive and Cautious. Aggressive allows the squad to deal more damage, at the expense of defensive and *Cautious does the reverse. The bonuses and penalties lasts a single phase. Requires Identify Command Structure
  • Popular Support: Squads gain a morale bonus within three tiles of a base, village or town controlled/owned by faction of the player.
  • Advanced Archery Technique: Increases the amount of arrows fire by archery units in ranged combat at 2 or more squares between own and enemy squad.
  • Advanced Mobile Warfare: Dragoons are now Light Cavalry type, instead of normal cavalry.
  • Advanced Flanking: +15% attack power when engaging in close range for each allied squad that is adjacent to the enemy squad. Requires Polearm Mastery. Requires Polearm Mastery.
  • Optimized Tactics: Improves effects of most special tactics. Requires Adaptive Battlefield Command.
  • Supply Chain Mastery: Villages, towns, castles and bases held by the player faction now provide healing to squads within 3 tiles every turn. Requires Popular Support.
  • Archery General: Archers and Crossbowmen are now light infantry units instead of normal infantry units. They will also gain the trait of Guerilla Warfare?.
  • Professionalism: New conscripts start with full class points in all tier 1 classes, starts with +3 levels and with full Loyalty to your cause.

Technologies and Crafts

  • Adept Artificer: Unlocks the second Artifact slot for squads.
  • Crossbow Forging: This unlocks the classes of Crossbowman and Arbalest for promotions.
  • Adept Metallurgy: Grants heavy infantry and cavalry +25 Maximum HP.
  • Steel Forging: Improves the armor score of cavalry and infantry by +5.
  • Journeyman Leathercraft: Light infantry and cavalry and the firearms units gain +5 armor rating.
  • Journeyman Artificer: Unlocks the third Artifact slot for squads. Requires: Adept Artificer.
  • Advanced Crossbows: Crossbowman and Ranger gain an additional 25% bonus damage against heavy cavalry and infantry. Requires Crossbow Forging.
  • Advanced Material Science: Grants heavy cavalry and infantry +25 hp, for a total of +50 HP with Adept Metallurgy. Requirement for firearm technologies.
  • Obsidian Forging: Increases armor rating by +5 for heavy cavalry and infantry. Requires Steel Forging.
  • Behemoth Leather Armor: Light infantry and cavalry and the firearms units gain +5 armor rating. Requires Journeyman Leathercraft.
  • Master Artificer: 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. Requires: Journeyman Artificer.
  • Grapeshot: Artillery Strikes have increased splash radius and damage.
  • Gunsmithing: Unlocks the classes Gunner, Dragoon, Field Cannon and Siege Cannon for promotion.
  • Breech-Loading Gun: Firearm units are no longer negatively affect by weather types
  • Industrial Furnace: Lowers the required Iron and Obsidian usage for all units. Thus, a tier 3 unit requiring 2 obsidian and iron, now requires a total of one unit of both materials.
  • Rifled Artillery: Increases range of Field Cannon and Siege Cannon by +1.

Miscellaneous tier 4 technology

  • Grand Army: Increases the capacity of the squads by +10. It does not improve the leadership of the units. Requires full tier T3 Academy of War and Tactics.
  • Musketeering: Dragoon and Gunners units are able to attack twice in combat, doubling their damage output. Requires full tier T3 Tactics and Technologies and Crafts.

All technology table and further information

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Technology name Tier technology Technology group Effect description Notes.
Apprentice training 1 Academy of War Unlocks a recruitment slot for Apprentice units in the marketplace. There would otherwise be no slot per chapter, unless for a mercenary Example
Adept Artificer 1 Technologies and Crafts Unlocks the second Artifact slot for squads. Example
Army Stables: 1 Tactics Cavalry squad perform charge attacks easier. Instead of moving 7 squares before the attack, the requirement for charge attacks is 6 squares. As a result, cavalry is more likely to inflict the shock Status effect. Example
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This section has a table of all technology.