Stewardship: +25% civilian income.
Efficiency: -25% cost for crafts.
Militaristic: +soldier effectiveness.
Study Construction: +40% building HP.
Magical: May build magic structures without hero aid.
Abyss: cursed
Tier 0
Warrior - 8/8 HP, 2atk, 1 range, 4 speed.
Special: May use heavy armor
Scout - 6/6 HP, 2atk, 2 range, 6 speed.
Acolyte - 5/5 HP, 1atk, 1range, 4 speed.
Special: Starts with choice of 2 level 1 spells (and 2 spell slots). May learn level 1 spells.
Aggressive: +25% attack.
Defensive: +25% max HP.
Unscarred: +10% HP healed/turn when not in combat.
Bright: -20% XP for level-ups.
Mystic: +1 spell slot. Acolytes may start with a level 1 spell in the slot.
Lightning: +2 speed, but starting and level-up HP is reduced by 50% (rounded in player's favor). Other HP unaffected.
Fire: +50% attack, but equipment provides no protection.
Earth: +50% protection from equipment, but -25% attack.
Water: Gain a special slot for a one-shot spell. It will randomly be replenished (or switched out if unused) with a random spell that is based on actions taken. +20% XP for level-ups.
Abyss: cursed
Flame Studies
Flame Wash - 1 range, 4 damage.
Flame Blast - 2 range, 2 damage.
Flame Dart - 4 range, 1 damage.
Arcane Studies
Arcane Armor - 3 range, +3 max HP, 3 duration
Expedience - 1 range, 2 speed, 1 duration
Mire - 2 range, 3x3 box centered on target. 2x move costs in area, 2 duration.
Space Studies
Blink - 0 range, 5x5 ring centered on target. Teleport target to a random valid spot in the area of effect.
Spacetwist - 2 range, 3x1 box centered on target facing caster choice, 2 duration. Ruins ranged and non-seeking-magical accuracy.
Palace - 20HP. Provides 50g/turn, 1 guard, 1 construction team, and tax drop-off. Critical building. Allows +5 houses.
Guardhouse - 100g+75*guardhouse. 20HP. Costs 10g/turn. Provides 1 guard and tax drop-off.
Laborer's Guild - 50g+50*Laborer'sGuild Costs 5g/turn. 6 HP. Provides 1 Construction Team.
Market - 150g+150*marketplace. 8 HP. Provides 25g/turn and basic hero equipment.
Inn - 50g+25g*inn. 6 HP. Provides 5g/turn. Allows heroes to rent a room to quickly rest.
Herbalist - 100g+150*Herbalist. 6 HP. Provides 10g/turn. May research healing potions.
Blacksmith - 75g+100*Blacksmith. 10 HP. Provides 10g/turn. May research hero equipment.
Enchanter's Forge - 125g+175/Enchanter's Forge. 10 HP. Provides 10g/turn. May research hero trinkets.
Adventurer's Guild - 100g. 6 HP. Allows all class upgrades to T2.
(Warrior/Scout/Acolyte)'s Guild - 75g. 10 HP. Allows class upgrades to T2 or T3. May research upgrades.
House - 10g. 2 HP. Provides 2g/turn. Capped based on other buildings.
Palisaide - 100g. 10 HP. Must be attacked first. One per settlement.
(Flame/Arcane/Space) Library - 75g + 1 acolyte turn. 6 HP. Allows spellcasters to learn the associated spells.
Novice's Tower - 150g+50g/Novice'sTower + 1 acolyte turn. 4 HP. May cast a tier 1 spell (at roughly half effect). Takes two turns to switch spells. May only learn spells from a local library or hero (Hero must remain in the settlement for two turns). One per settlement.
Grand Plaza - 300g. Unlocks new buildings. Allows +5 houses.
Harvesting Station - 75g. 3hp. May be built on resources heroes find.
Construction Team - 2 HP, 0 attack, 2 speed. 10g loot. Repairs/builds at 8HP/turn.
Respawns in 3 turns.
Guard Recruits - 4 HP, 2 attack, 1 range, 3 speed. 20g loot.
Retraining takes either 3-5 turns, or 25g and 1 turns.
Guard Regulars - 5 HP, 2 attack, 1 range, 3 speed. 20g loot.
Retraining takes either 3-5 turns, or 25g and 1 turns.
Caravan - 2 HP, 0 attack, 2 speed. Carries taxes as loot.
Auto-generated to bring taxes towards the nearest tax drop-off point, or trade back to the capital.
Torch: 8g cost, 10g price. Consumable. Uses a combat action. Deals 6 damage to structures, spread as the hero chooses.
Food: 4g cost, 5g price. Consumable. Uses a combat action. Heals 1 HP/turn for 2 turns.
Improved Weapon: 20g cost, 25g price. Deals +1 damage.