Technologies: Difference between revisions
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=== [[File:TechGroup Shelter.svg|24px|middle|link=]] Shelter === | === [[File:TechGroup Shelter.svg|24px|middle|link=]] Shelter === | ||
'''Shelter''' technologies are where Braves are spawned, and the only way to increase a village's population capacity. They usually consume [[Materials#Food|Food]] to produce one Brave, and must be occupied by at least one Brave to produce. Shelter technologies also determine how sturdy all of your structures are against the four main elemental hazards: fire, rain, wind, and snow. | '''Shelter''' technologies are where Braves are spawned, and the only way to increase a village's population capacity. They usually consume [[Materials#Food|Food]] to produce one Brave, and must be occupied by at least one Brave to produce. Shelter technologies also determine how sturdy all of your structures are against the four main elemental hazards: fire, rain, wind, and snow. | ||
For a list of Shelter technologies, please see [[Technologies/Shelter]]. | |||
=== [[File:TechGroup Food.svg|24px|middle|link=]] Food === | === [[File:TechGroup Food.svg|24px|middle|link=]] Food === |
Revision as of 12:44, 21 May 2024
The technologies of Kainga are normally passed down from one generation to the next, but Thinkers have the unique ability to capture ideas from the past at illuminated sites of inspiration.
— Kainga Encyclopedia
Technologies form the core of a civilization. They are granted to a Thinker via Ideas, found around the map as Inspiration.
Unlocking Technologies
Depending on what group a given Technology is a part of, it may need to be unlocked in the Karma Shop located in the Skyloft by spending Karma accrued by completing Challenges. The Starting group is unlocked upon launching the game for the first time, and many groups are available for purchase in the Skyloft immediately. Some groups, such as the Blueprint group, must be unlocked by completing a Quest.
Any Technology without an associated karma cost below is automatically unlocked with the group (if there isn't another special method needed to unlock it). If there is a karma cost, it must be purchased from the Karma Shop before it can be used in the Belowlands.
Discovering Technologies
Technologies can be discovered by sending a Thinker to Inspiration, floating orbs of light that contain Ideas. A beam of light also rises into the sky, aiding in finding Inspiration. A Thinker can think at Inspiration to discover a technology associated with that Inspiration. Each Inspiration will have an icon associated with the type of technology its Idea can provide. When a player has their Thinker selected, these icons will be visible anywhere on the map. When a Thinker successfully thinks of an Idea, the player is presented with three options, randomly selected from the unlocked Technologies. If a Technology is incompatible with previous choices, it will not show up. For example, if a Shelter is chosen that can't have attachments (such as the Vrisk House), no future Ideas will have Technologies that attach to Shelters (such as a Blastpowder Distillery). Note that the "Chance to Appear" trait below is based on all Technologies unlocked and available; the percent chance for a given Technology to appear in each Challenge may be different. |
Types of Technologies
Shelter
Shelter technologies are where Braves are spawned, and the only way to increase a village's population capacity. They usually consume Food to produce one Brave, and must be occupied by at least one Brave to produce. Shelter technologies also determine how sturdy all of your structures are against the four main elemental hazards: fire, rain, wind, and snow.
For a list of Shelter technologies, please see Technologies/Shelter.
Food
Food technologies are essential for the growth of a village, since they provide the consumable Material needed to produce Braves.
Crop Row
A farm row that can be placed only on fertile grass tiles. Grows fully when rained on.
— Kainga Encyclopedia
The Crop Row is one of the basic Food technologies, being cheap to build and producing a decent amount of output. However, it needs to be placed on green grass, and will need to be rebuilt if the tiles underneath it become anything other than fertile grass.
Placed on Grass: Can only be placed on green grass tiles. |
- Unique Combinations:
+ | = | |||
+ | = |
Paddy
A farm in a square paddy that grows fully when flooded.
— Kainga Encyclopedia
Paddies, while needing to be placed on mud, are more versatile and easy to place due to their square shape. They fully grow when flooded, making them a good choice if your Hearth is near the floodplain.
Placed on Mud: Can only be placed on mud. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Inle Farm
Inle Farm | |
Health: | 50 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Epic |
Chance to Appear: | 4.2% |
Single Use: | No |
A floating farm made from Reeds and Bamboo that is built in the water.
— Kainga Encyclopedia
Inle Farms are cheap to produce and grow Food from Bamboo. However, their production is quite slow, so multiple Inle Farms may be needed to keep up with demand.
Placed in Water: Can only be placed on water. |
Fishing Tower
Fishing Tower | |
Health: | 100 |
Builders: | 2 |
Karma Cost: | 3 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 5.8% |
Single Use: | No |
A tower built over the water for fishing, a good source of food.
— Kainga Encyclopedia
Fishing Towers are a simple, low-cost Food production structure that slowly produces Food endlessly.
Fishing Knowledge: Unlocks fish type technologies. | |
Placed Over Water: Can only be placed on a ledge partially over water. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Bakery
Reliable and consistent, bakes inedible Reeds into delicious Food.
— Kainga Encyclopedia
The Bakery is able to produce Food from Reeds, which is most commonly the most abundant Material available.
Attachment: This structure attaches to a house and overrides its production. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Pear Farm
Pear Farm | |
Health: | 50 |
Builders: | 1 |
Karma Cost: | 4 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 5% |
Single Use: | No |
A vine farm that hangs from trees.
— Kainga Encyclopedia
Pear Farms produce a good amount of Food at a decent pace, but can be tricky to place on maps that have few trees.
Tree Placement: Must be placed in a tree. |
- Unique Combinations:
+ | = |
Walker Fishing Platform
Walker Fishing Platform | |
Health: | 1000 |
Builders: | 3 |
Karma Cost: | 4 |
Tech Group: | Group 1 |
Rarity: | Legendary |
Chance to Appear: | 1.6% |
Single Use: | No |
A platform for deep water fishing built upon a tamed Walker.
— Kainga Encyclopedia
Walker Fishing Platforms are an effective way to produce Food without much hassle. As an added bonus, the spot where fish are deposited can be changed at will.
Fishing Knowledge: Unlocks fish type technologies. | |
Placed on Walker: Can only be placed on a tamed Walker. | |
Beast Tech: This Technology can also be obtained with a Beast Inspiration. |
- Unique Combinations:
+ | = |
Fishing Net
Fishing Net | |
Health: | 100 |
Builders: | 1 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 5% |
Single Use: | No |
A large fishing net that periodically catches a lot of fish but has to be rebuilt every time.
— Kainga Encyclopedia
Fishing Nets produce a lot of Food very quickly, but do need to be micromanaged as they fall apart every time they produce Food.
Fishing Knowledge: Unlocks fish type technologies. | |
Placed Over Water: Can only be placed on a ledge partially over water. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Foraging Hut
Foraging Hut | |
Health: | 300 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 3.3% |
Single Use: | Yes |
A hermit's hut who scavenges for food and random resources.
— Kainga Encyclopedia
The Foraging Hut is one of only a few structures that can produce more than one Material at a time; namely, both Food and any other random resource, including those that must be crafted or otherwise are unavailable in the Biome. This can be very useful for certain tasks that only need a small number of a given Material, such that it might be a waste to spend an entire Resources Inspiration to get access to that Material. Additionally, placing the Foraging Hut in an area dense with resources (of any kind) speeds up its production.
Natural Boost: Production increases based on how many unharvested resources are nearby. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Chef's Wok
Cook food from scratch.
— Kainga Encyclopedia
The Chef's Wok is capable of producing Food quickly without consuming any Materials. However, since it must be placed on the Hearth, a village may only have one Chef's Wok at a time.
Hearth Attachment: Placed over your Hearth and blocks further Hearth attachments. |
Fishmonger
Fishmonger | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 2 |
Tech Group: | Group 3 |
Rarity: | Common |
Chance to Appear: | 9.2% |
Single Use: | No |
Produces two dishes from a single fish.
— Kainga Encyclopedia
Fishmongers are an incredibly powerful Technology, because they can take any type of Food (despite the description in the Encyclopedia) and return two Meals, which do not degrade.
Attachment: This structure attaches to a house and overrides its production. |
- Unique Combinations:
+ | = |
Mighty Pie
Mighty Pie | |
Health: | 200 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Group 3 |
Rarity: | Legendary |
Chance to Appear: | 2.5% |
Single Use: | Yes |
Slowly cooks a mighty pie, enough for 6 people.
— Kainga Encyclopedia
The Mighty Pie can produce a lot of Food slowly. However, since it must be placed on the Hearth, a village may only have one Mighty Pie at a time. As long as there are Reeds available, the Mighty Pie will continuously produce new Food.
Hearth Attachment: Placed over your Hearth and blocks further Hearth attachments. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Egg Harvester
Egg Harvester | |
Health: | 400 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Epic |
Chance to Appear: | 6.7% |
Single Use: | No |
House attachment where a tame Snail can be worked to produce eggs as food.
— Kainga Encyclopedia
Once a Snail has been tamed, it can be assigned to an Egg Harvester where it will produce Food regularly.
Seaweed Farm
Seaweed Farm | |
Health: | 200 |
Builders: | 1 |
Karma Cost: | 4 |
Tech Group: | Group 2 |
Rarity: | Epic |
Chance to Appear: | 4.2% |
Single Use: | No |
An underwater farm that harvests seaweed as food.
— Kainga Encyclopedia
Seaweed Farms produce Food slowly, but produce a lot of it at once.
Placed in Water: Can only be placed on water. |
Mushroom Log
Mushroom Log | |
Health: | 100 |
Builders: | 1 |
Karma Cost: | 3 |
Tech Group: | Group 3 |
Rarity: | Rare |
Chance to Appear: | 5.8% |
Single Use: | No |
A log farm that grows mushrooms against a cliff.
— Kainga Encyclopedia
A Mushroom Log slowly produces Food at a constant pace, requiring little upkeep.
Placed Inside Cliff: Can only be placed along a cliff face. |
- Unique Combinations:
+ | = |
Featherwing Coop
Featherwing Coop | |
Health: | 300 |
Builders: | 1 |
Karma Cost: | 4 |
Tech Group: | Blueprint |
Rarity: | Rare |
Chance to Appear: | 5.8% |
Single Use: | No |
A cliffside coop that attracts Featherwing birds.
— Kainga Encyclopedia
A Featherwing Coop produces Food two units at a time, but must be built off a cliff edge.
Placed on Cliff Edge: Can only be placed on a cliff's edge. |
Bread Factory
Bread Factory | |
Health: | 300 |
Builders: | 6 |
Karma Cost: | 6 |
Tech Group: | Group 3 |
Rarity: | Rare |
Chance to Appear: | 3.3% |
Single Use: | Yes |
A large production building designed to produce bread.
— Kainga Encyclopedia
Bread Factories are able to produce an unlimited amount of Food without any consumables.
Fisherman's Warf
Fisherman's Warf | |
Health: | 300 |
Builders: | 6 |
Karma Cost: | 7 |
Tech Group: | Group 3 |
Rarity: | Rare |
Chance to Appear: | 3.3% |
Single Use: | Yes |
A large production building that catches fish out of the water.
— Kainga Encyclopedia
Fisherman's Warfs are able to produce an unlimited amount of Food without any consumables.
Fishing Knowledge: Unlocks fish type technologies. | |
Placed Over Water: Can only be placed on a ledge partially over water. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Ceramic Crop Pots
Ceramic Crop Pots | |
Health: | 50 |
Builders: | 1 |
Karma Cost: | 3 |
Tech Group: | Group 3 |
Rarity: | Rare |
Chance to Appear: | 5% |
Single Use: | No |
A ceramic pot that grows corn for Food when rained on.
— Kainga Encyclopedia
Ceramic Crop Pots produce Food relatively quickly. As long as there are Ceramics available, a Ceramic Crop Pot will continuously produce new Bamboo. While a Ceramic Crop Pot is being rained on, its production requirements are satisfied and Ceramics are not needed.
Mastadon Milker
Mastadon Milker | |
Health: | 400 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Epic |
Chance to Appear: | 3.3% |
Single Use: | No |
House attachment where a tame Mastadon can be worked to produce milk as food.
— Kainga Encyclopedia
Once a Mastadon has been tamed, it can be assigned to a Mastadon Milker where it will produce Food regularly.
Resources
Resources technologies allow you to build structures that produce Materials. Some Resources technologies can produce without any input, but many consume Materials to produce something else.
Silk Loom
Silk Loom | |
Health: | 300 |
Builders: | 3 |
Tech Group: | Starting |
Rarity: | Common |
Chance to Appear: | 4.3% |
Single Use: | No |
Slowly but reliably produce silk Fabric.
— Kainga Encyclopedia
The Canvas Press produces Fabric from nothing, however it will stop producing if the Fabric goes unused.
Attachment: This structure attaches to a house and overrides its production. | |
Silk Fabric: Increases the chance of Fabric technologies. |
- Unique Combinations:
+ | = |
Canvas Press
Canvas Press | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 1 |
Rarity: | Legendary |
Chance to Appear: | 1.6% |
Single Use: | No |
Produce Canvas Fabric from Reeds in abundance.
— Kainga Encyclopedia
The Canvas Press produces a lot of Paper from just one unit of Reeds, however it will stop producing if the Paper goes unused.
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Adobe Oven
Adobe Oven | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 4 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 3.2% |
Single Use: | No |
Slowly produce many strong, weather resistant adobe bricks from clay.
— Kainga Encyclopedia
The Adobe Oven produces a lot of Bricks from just one unit of Clay, however it will stop producing if the Bricks go unused.
Attachment: This structure attaches to a house and overrides its production. | |
Bricks Production: An understanding of stone and bricks. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Lumberjack
Lumberjack | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 3.2% |
Single Use: | No |
Chop Logs into usable wood Planks which replace all Bamboo construction materials.
— Kainga Encyclopedia
A Lumberjack can take Logs and convert them to Planks, which can be used in place of Bamboo if needed. This is exceptionally useful when paying on Biomes with limited Bamboo but lots of Logs.
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Ceramics Production
Ceramics Production | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 2 |
Tech Group: | Group 1 |
Rarity: | Common |
Chance to Appear: | 4.8% |
Single Use: | No |
Create Ceramics to fight fires and construct more advanced technologies.
— Kainga Encyclopedia
Ceramics Production units are able to craft Ceramics, which is a useful building Material.
Firefighting: A source of water to fight fires with. | |
Attachment: This structure attaches to a house and overrides its production. | |
Ceramics Production: A knowledge of how to produce ceramics. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Blastpowder Distillery
Blastpowder Distillery | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 3.2% |
Single Use: | No |
Slowly produce potent Blastpowder from the sand below.
— Kainga Encyclopedia
The Blastpowder Distillery is one of only a few ways to reliably produce Blastpowder. As an attachment, its production speed is somewhat slow, and the Distillery can only produce one unit of Blastpowder at a time. However, it can be affected by properties and abilities that improve attachment speed.
Attachment: This structure attaches to a house and overrides its production. | |
Blastpowder Knowledge: Increases the chance of more Blastpowder techs. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Reed Field
Reed Field | |
Health: | 50 |
Builders: | 1 |
Tech Group: | Starting |
Rarity: | Common |
Chance to Appear: | 5.4% |
Single Use: | No |
Grow a farm of Reeds. Reeds cannot be eaten but are used for construction and production.
— Kainga Encyclopedia
The Reed Field allows you to produce many Reeds relatively quickly.
Placed on Dry Soil: Can only be placed on dry tan grass or mud. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Clay Pit
Endlessly produce Clay one at a time.
— Kainga Encyclopedia
The Clay Pit slowly produces Clay from nothing.
Placed on Fertile Soil: Can only be placed on green grass tiles or mud. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Silk Harvester
Silk Harvester | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Legendary |
Chance to Appear: | 3.2% |
Single Use: | No |
House attachment where a tame Snail can be worked to produce silk Fabric.
— Kainga Encyclopedia
A Silk Harvester produces Fabric fairly quickly, as it requires both a tamed Snail and a Brave to produce.
Windcatcher
Windcatcher | |
Health: | 800 |
Builders: | 5 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 3.7% |
Single Use: | Yes |
A wide Fabric windmill that captures wind energy to drill clay out of the groun; the more wind, the faster the production.
— Kainga Encyclopedia
A Windmill slowly but reliably produces Clay. When the Biome is windy (particularly during dangerous wind that can harm your units), the Windcatcher's production is significantly increased.
Note that unlike almost every other structure, the Windcatcher is built with only one Chosen Wall material (the first one).
- Prerequisites:
- Build Materials:
- Consumes:
- Produces:
- Special Placement:
- Footprint:
- Properties:
- Unique Combinations:
+ | = | |||
+ | = |
Lotus Pond
Lotus Pond | |
Health: | 900 |
Builders: | 1 |
Tech Group: | Starting |
Rarity: | Rare |
Chance to Appear: | 3.2% |
Single Use: | No |
A small pond to slowly grow lotus as a source of silk Fabric.
— Kainga Encyclopedia
Lotus Ponds can grow Lotus Fabric from nothing.
Placed on Mud: Can only be placed on mud. | |
Silk Fabric: Increases the chance of Fabric technologies. |
Weaving Hermit
Weaving Hermit | |
Health: | 300 |
Builders: | 1 |
Karma Cost: | 3 |
Tech Group: | Group 1 |
Rarity: | Common |
Chance to Appear: | 5.4% |
Single Use: | Yes |
A hermit's hut which weaves Reeds into Fabric.
— Kainga Encyclopedia
The Weaving Hermit can produce Fabric relatively quickly, and takes up very little space.
Placed on Cliff Edge: Can only be placed on a cliff's edge. | |
Silk Fabric: Increases the chance of Fabric technologies. |
- Unique Combinations:
+ | = |
Blastpowder Boiler
Boil Clay to separate its explosive components producing Blastpowder.
— Kainga Encyclopedia
The Blastpowder Boiler slowly produces Blastpowder, and can be convenient because it takes up no space (other than above the Hearth).
Hearth Attachment: Placed over your Hearth and blocks further Hearth attachments. | |
Blastpowder Knowledge: Increases the chance of more Blastpowder techs. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Palm Orchard
Palm Orchard | |
Health: | 50 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 3.2% |
Single Use: | No |
A spot on a fertile grass tile that grows a palm tree from a coconut.
— Kainga Encyclopedia
Normally, when a Coconut degrades, it sprouts a Log-bearing tree wherever it lands. The Palm Orchard allows you to choose the location of a new tree, and oftentimes comes with another Coconut once chopped down! So long as there are Coconuts available, the Palm Orchard will continuously produce new trees.
Placed on Grass: Can only be placed on green grass tiles. | |
Coconut Value: An understanding of the true value of coconuts. |
Colporteur
The Colporteur travels across the lands to the karma shop and brings back random exotic resources.
— Kainga Encyclopedia
Once constructed, the Colporteur will travel to the Karma Shop and return carrying a random Material, with a higher chance of crafted Materials or Materials not available in the Biome.
- Prerequisites:
- Build Materials:
- Consumes:
- Produces:
- Special Placement:
- Footprint:
- Properties:
- Unique Combinations:
+ | = | |||
+ | = |
Potted Bamboo
A ceramic pot that grows a sprig of bamboo.
— Kainga Encyclopedia
Potted Bamboo is one of the only reliable ways to produce Bamboo on any Biome. As long as there are Ceramics available, the Potted Bamboo will continuously produce new Bamboo.
- Prerequisites:
- Build Materials:
- Consumes:
- Produces:
- Special Placement:
- Footprint:
- Properties:
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Glassblower Dome
Glassblower Dome | |
Health: | 200 |
Builders: | 1 |
Karma Cost: | 3 |
Tech Group: | Group 1 |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
A glassblower that turns sand into usable ceramic jars.
— Kainga Encyclopedia
The Glassblower Dome slowly but reliably produces Ceramics from nothing.
Placed on Sand: Can only be placed on sand tiles. | |
Ceramics Production: A knowledge of how to produce ceramics. | |
Firefighting: A source of water to fight fires with. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Stone Mine
Stone Mine | |
Health: | 600 |
Builders: | 1 |
Tech Group: | Starting |
Rarity: | Rare |
Chance to Appear: | 3.7% |
Single Use: | No |
A mine shaft that digs directly into the sie of a mountain to excavate stone Bricks.
— Kainga Encyclopedia
A Stone Mine slowly but reliably produces Bricks from nothing.
Placed Inside Cliff: Can only be placed along a cliff face. | |
Bricks Production: An understanding of stone and bricks. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Firebird Perch
Firebird Perch | |
Health: | 400 |
Builders: | 3 |
Karma Cost: | 4 |
Tech Group: | Group 3 |
Rarity: | Legendary |
Chance to Appear: | 2.7% |
Single Use: | No |
House attachment where a tame Firebird can be worked to produce Blastpowder.
— Kainga Encyclopedia
Once a Firebird has been tamed, it can be assigned to a Firebird Perch where it will produce Blastpowder regularly.
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Pellet Collector
Pellet Collector | |
Health: | 400 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 3 |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
House attachment dedicated to collecting explosive pellets from a tame Mastadon to be used as Blastpowder.
— Kainga Encyclopedia
Once a Mastadon has been tamed, it can be assigned to a Pellet Collector where it will produce Blastpowder regularly.
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Topsoil Digger
Topsoil Digger | |
Health: | 400 |
Builders: | 3 |
Karma Cost: | 3 |
Tech Group: | Group 2 |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
House attachment where a tamed Flathead can dig topsoil as usable Clay.
— Kainga Encyclopedia
Once a Flathead has been tamed, it can be assigned to a Topsoil Digger where it will produce Clay regularly.
Planks Workshop
Planks Workshop | |
Health: | 300 |
Builders: | 6 |
Karma Cost: | 6 |
Tech Group: | Group 2 |
Rarity: | Common |
Chance to Appear: | 3.2% |
Single Use: | Yes |
A large production building designed to produce wood planks.
— Kainga Encyclopedia
The Planks Workshop slowly but reliably produces Planks, which can be used in place of Bamboo.
Planks Upgrade: Replace all Bamboo construction Materials requirements with Planks, which must be crafted. | |
Planks Knowledge: Increases the chance of more wood Plank techs. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Paper Workshop
Paper Workshop | |
Health: | 300 |
Builders: | 6 |
Karma Cost: | 6 |
Tech Group: | Group 3 |
Rarity: | Common |
Chance to Appear: | 3.2% |
Single Use: | Yes |
A large production building designed to produce paper fabric.
— Kainga Encyclopedia
The Paper Workshop slowly but reliably produces Paper, which can be used in place of Fabric.
Paper Walls: Once constructed, replaces all wall resources with canvas fabric. | |
Canvas Fabric: Paper can be used as Fabric. Increases the chance of balloon Technologies. |
- Unique Combinations:
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+ | = |
Blastpowder Refinery
Blastpowder Refinery | |
Health: | 300 |
Builders: | 6 |
Karma Cost: | 5 |
Tech Group: | Group 3 |
Rarity: | Common |
Chance to Appear: | 3.2% |
Single Use: | Yes |
A large production building designed to produce Blastpowder.
— Kainga Encyclopedia
The Blastpowder Refinery slowly but reliably produces Blastpowder.
Blastpowder Knowledge: Increases the chance of more Blastpowder techs. |
- Unique Combinations:
+ | = | |||
+ | = |
Bricks Quarry
Bricks Quarry | |
Health: | 300 |
Builders: | 6 |
Karma Cost: | 5 |
Tech Group: | Group 2 |
Rarity: | Common |
Chance to Appear: | 3.2% |
Single Use: | Yes |
A large production building designed to produce Bricks.
— Kainga Encyclopedia
The Bricks Quarry slowly but reliably produces Bricks.
Bricks Production: An understanding of stone and bricks. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Ceramic Workshop
Ceramic Workshop | |
Health: | 300 |
Builders: | 6 |
Karma Cost: | 6 |
Tech Group: | Group 2 |
Rarity: | Common |
Chance to Appear: | 3.2% |
Single Use: | Yes |
A large production building designed to produce ceramics.
— Kainga Encyclopedia
The Ceramic Workshop slowly but reliably produces Ceramics, which can be used both as a building material and for fire suppression.
Ceramics Production: A knowledge of how to produce ceramics. |
- Unique Combinations:
+ | = | |||
+ | = |
Sprout Shades
Sprout Shades | |
Health: | 500 |
Builders: | 3 |
Karma Cost: | 4 |
Tech Group: | Group 3 |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
Occasionally grows Bamboo on green fertile grass around this banner.
— Kainga Encyclopedia
When placed on top of a Resource Totem, Bamboo will sprout randomly on green grass within the Totem's area of effect.
Placed on Resource Totem: This structure attaches to a Resource Totem and affects the area within its radius. |
- Unique Combinations:
+ | = | |||
+ | = |
Development
Development technologies are ones that can help your village as a whole, either by providing a support bonus or providing other functionality that doesn't fit into other categories. Diplomatic technologies are also in this section.
Watchtower
Watchtower | |
Health: | 200 |
Builders: | 4 |
Tech Group: | Starting |
Rarity: | Common |
Chance to Appear: | 6.5% |
Single Use: | No |
A tower that allows your town to detect enemies when they get close or prepare for raids.
— Kainga Encyclopedia
Watchtowers provide both a notification and sound prompt when an enemy is preparing for a raid. This can be useful for less combat-oriented villages since it gives them time to prepare.
Detect Raids: Get notified when other camps are mustering a raid. |
Storage
Protect resources from degrading in the elements.
— Kainga Encyclopedia
Storage structures prevent Materials from degrading when stored inside. This is very useful in conjunction with a workshop production building that slowly produces a degradable Material, such as the Paper Workshop.
Canal
Canal | |
Health: | ∞ |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 5.7% |
Single Use: | No |
Dig a canal in the earth to fertilize nearby soil at sea level.
— Kainga Encyclopedia
Digging a Canal provides fertile soil to an area that otherwise has another soil type. However, one end of a canal must be placed next to a water source.
Fertilizing Edges: Nearby soil becomes fertile. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Alarm Instrument
Alarm Instrument | |
Health: | 200 |
Builders: | 2 |
Tech Group: | Starting |
Rarity: | Common |
Chance to Appear: | 8.1% |
Single Use: | Yes |
Adds a button to manually ring the alarm to alert your entire town and allows you to "select all" for more efficient raids and defense.
— Kainga Encyclopedia
The Alarm Instrument is the only technology that changes the user interface of the game: adding a button to select all of your units at once.
Alarm: Adds a button to select all your units. |
Warding Apiary
Warding Apiary | |
Health: | 100 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | No |
A defensive ward that scares and distracts smaller Beasts and fertilizes nearby crops.
— Kainga Encyclopedia
Warding Apiaries ward off smaller Beasts (such as Snails), which can be very useful if your village is located near a cluster of Beasts.
Affects Beasts: Affects smaller Beasts in the area but not people. | |
Tree Placement: Must be placed in a tree. |
- Unique Combinations:
+ | = | |||
+ | = | |||
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+ | = |
Beast Lure
Beast Lure | |
Health: | 100 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 1 |
Rarity: | Common |
Chance to Appear: | 8.1% |
Single Use: | Yes |
A mighty scented candle that attracts Beasts as it burns.
— Kainga Encyclopedia
Beast Lures can attract smaller Beasts (such as Snails), but do not tame them or make them friendly.
Affects Beasts: Affects smaller Beasts in the area but not people. |
Firetower Hearth
A towering Hearth immune to flooding which grants extra range. Replaces the Campfire.
— Kainga Encyclopedia
Placed over (and replacing) the Hearth, the Firetower Hearth extends the range of the claimed territory by 1.5×, as well as becoming immune to flooding.
Hearth Attachment: Placed over your Hearth and blocks further Hearth attachments. | |
Immune to Flooding: Unaffected by rising tides. |
- Unique Combinations:
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+ | = | |||
+ | = | |||
+ | = |
Trade Table
Trade Table | |
Health: | 250 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Starting |
Rarity: | Rare |
Chance to Appear: | 5.7% |
Single Use: | Yes |
A table to make trade route requests in neutral territory.
— Kainga Encyclopedia
Trade Tables allow you to set up trade routes by specifying what resources you will give in exchange for a specific resource. Trade routes are an ongoing, 1:1 trade, and your standing with a village that you have established a trade route with improves with each trade.
Other villages can also start trade routes with you, and you can choose to accept or decline the trade route. Note, however, that if a long enough period of time goes between trades that are started by other villages, the route will be stopped and your standing with that village will decrease.
Demand Table
Demand Table | |
Health: | 250 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Starting |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | Yes |
A table to make demands of your enemies.
— Kainga Encyclopedia
Demand Tables allow you to "request" resources from other villages, for nothing in return. If a demand is satisfied, the standing between your village and the opposing village can increase. Once a demand is satisfied or refused, another demand may be made.
Other villages can also demand resources from you, and you can choose to accept or decline the demand. Declining the demand (or accepting it and then failing to satisfy the demand within a certain period of time) reduces your standing with that village.
Royal Gift
Royal Gift | |
Health: | 200 |
Builders: | 4 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | Yes |
Gift resources to your neighbors to improve relations.
— Kainga Encyclopedia
Royal Gifts allow you to gift four of any resource type to an opposing village. If the gift is accepted, it significantly improves your standing with that village. A completed Royal Gift must be carried inside the territory of the opposing village, so care must be taken not to accidentally start a fight.
- Prerequisites:
- Build Materials: (chosen)
- Consumes:
- Produces:
- Special Placement:
- Footprint:
- Properties:
- Unique Combinations:
+ | = | |||
+ | = | |||
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+ | = |
Market Tower
Market Tower | |
Health: | 600 |
Builders: | 6 |
Karma Cost: | 4 |
Tech Group: | Group 3 |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
Add storage to all the edges of nearby houses to keep resources from degrading.
— Kainga Encyclopedia
A Market Tower present in a village will add a small overhang to each Shelter structure, allowing Materials to be stored beneath without fear of degrading.
Sauna
Sauna | |
Health: | 300 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | No |
Attached to a house and increases the max health of anyone spawned from that house.
— Kainga Encyclopedia
Saunas multiply the health of any new Brave spawned from the attached house by 1.5×, making them more effective in combat. The Sauna is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production.
Attachment: This structure attaches to a house and overrides its production. | |
Hardened Skin: Braves start with 50 percent more health. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Skyhook
Grab a cloud above and keep it from leaving.
— Kainga Encyclopedia
Skyhooks allow you to capture clouds during rainfall and keep them hovering above a given point. This can be useful to fill water collectors (such as Rotunda roofs) or fertilize crops.
Cloudcatcher
Cloudcatcher | |
Health: | 200 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 3 |
Rarity: | Rare |
Chance to Appear: | 5.7% |
Single Use: | No |
Grabs a cloud above and pulls it down into a ceramic jar which can be released at a later time.
— Kainga Encyclopedia
Cloudcatchers capture clouds (hence the name), storing them until they're broken. Once released, the cloud will rain and drift like any other cloud. This can be particularly helpful to control fires.
- Prerequisites:
- Build Materials:
- Consumes:
- Produces:
- Special Placement:
- Footprint:
- Properties:
- Unique Combinations:
+ | = | |||
+ | = |
Tallback
Tallback | |
Health: | 400 |
Builders: | 4 |
Karma Cost: | 3 |
Tech Group: | Group 4 |
Rarity: | Epic |
Chance to Appear: | 4% |
Single Use: | No |
A slow vehicle that doesn't hold people but has space for a Beast attachment.
— Kainga Encyclopedia
Tallbacks are vehicles capable of handling small Beast attachments, such as Beast Farmstalks. Tallbacks cannot, however, take the place of a required Beast in a production structure. In addition, the first Tallback built will spontaneously generate a Beast inspiration upon completion.
Discover New Inspiration: Careful thinking can lead to a new source of Inspiration. |
House Extension
House Extension | |
Health: | 2500 |
Builders: | 2 |
Karma Cost: | 2 |
Rarity: | Common |
Chance to Appear: | 4.9% |
Single Use: | No |
Attaches to a house and increases the max capacity by +2.
— Kainga Encyclopedia
When a House Extension is built, the population cap added increases by 2. This can be helpful if a Shelter technology is selected with a useful bonus ability but a low capacity. The House Extension is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production.
Attachment: This structure attaches to a house and overrides its production. | |
Add-On: Adds 2 to the population cap. |
Burial Mound
Burial Mound | |
Health: | 1000 |
Builders: | 3 |
Karma Cost: | 6 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | No |
Honor the fallen with a stone burial mound that passes units on to the next Challenge.
— Kainga Encyclopedia
Burial Mounds allow you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start.
Requires Death: One of your villagers has to have died for this to be built. | |
Next Generation: Honor your dead and see them return in the next Challenge. |
- Unique Combinations:
+ | = | |||
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+ | = |
Incense Diffuser
Incense Diffuser | |
Health: | 500 |
Builders: | 3 |
Karma Cost: | 4 |
Tech Group: | Group 3 |
Rarity: | Epic |
Chance to Appear: | 4.9% |
Single Use: | No |
Incense in the air makes units move faster nearby.
— Kainga Encyclopedia
When placed on top of a Resource Totem, all friendly units move 1.5× faster within the Totem's area of effect.
Placed on Resource Totem: This structure attaches to a Resource Totem and affects the area within its radius. |
- Unique Combinations:
+ | = | |||
+ | = |
Fertilizing Termites
Fertilizing Termites | |
Health: | Unknown |
Builders: | 3 |
Karma Cost: | Unknown |
Tech Group: | Unknown |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
A banner attachment that grows green fertile grass around it.
— Kainga Encyclopedia
When placed on top of a Resource Totem, all of the nearby ground tiles will become green grass tiles.
Placed on Resource Totem: This structure attaches to a Resource Totem and affects the area within its radius. | |
Fertilizing Edges: Nearby soil becomes fertile. |
- Unique Combinations:
+ | = |
Beast
Beast technologies are specific to captured Beasts; either built directly on the Beast or otherwise utilizing a Beast to produce Materials. Note that some Beast-related structures, such as the Egg Harvester, are listed in other categories but can appear with Beast Inspiration if the prerequisite Beast is tamed.
Beast Saddle
Beast Saddle | |
Health: | 800 |
Builders: | 3 |
Tech Group: | Starting |
Rarity: | Common |
Chance to Appear: | 5.5% |
Single Use: | No |
Upgrade a tamed Beast to hold 2 passengers or items on top.
— Kainga Encyclopedia
Beasts with a Beast Saddle are able to hold 2 units on their backs, in addition to the handler.
Placed on Small Beast: Can only be placed on a Snail, Flathead, Totano, or Firebird. |
Walker Saddle
Walker Saddle | |
Health: | 2000 |
Builders: | 3 |
Tech Group: | Starting |
Rarity: | Rare |
Chance to Appear: | 5.5% |
Single Use: | No |
Upgrade a tamed Walker to hold a small house on top.
— Kainga Encyclopedia
Walkers with a saddle can carry a small (1x2, 2x2, or 4x4 Diamond) Shelter structure on top of them.
Placed on Walker: Can only be placed on a tamed Walker. | |
Nomad Houses: Houses placed on saddles do not require Food to produce. |
Beast War Rig
Beast War Rig | |
Health: | 800 |
Builders: | 3 |
Karma Cost: | 2 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 4.6% |
Single Use: | No |
Affix a spiked platform to a Beast that reflects damage taken and provides space for your warriors to fight them.
— Kainga Encyclopedia
When a Beast War Rig is constructed on a Beast, any melee damage taken is reflected back on the person who dealt the damage. This can be very useful for allowing Beast-mounted units to simply wade into battle without fear of injury.
Thorns: Reflects melee damage taken back to the attacker. | |
Placed on Small Beast: Can only be placed on a Snail, Flathead, Totano, or Firebird. |
Beast War Drum
Beast War Drum | |
Health: | 300 |
Builders: | 3 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Epic |
Chance to Appear: | 4.6% |
Single Use: | No |
A loud drum that encourages your people to fight with more vigor.
— Kainga Encyclopedia
Friendly units near a mounted Beast War Drum attacked 1.25× faster, including the Beast it's mounted on.
Bloodlust: Nearby units attack 25 percent faster. | |
Placed on Small or Medium Beast: Can only be placed on a Snail, Flathead, Totano, Firebird, or Mastadon. |
- Unique Combinations:
+ | = | |||
+ | = |
Beast Farmstalks
Beast Farmstalks | |
Health: | 200 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 5.5% |
Single Use: | No |
A mobile farm that doesn't need tending to and grows on its own.
— Kainga Encyclopedia
Friendly units near a mounted Beast War Drum attacked 1.25× faster, including the Beast it's mounted on.
Placed on Small or Medium Beast: Can only be placed on a Snail, Flathead, Totano, Firebird, or Mastadon. | |
Food Tech: This Technology can also be obtained with a Food Inspiration. |
- Unique Combinations:
+ | = |
Beast Incense Emitter
Beast Incense Emitter | |
Health: | 800 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 5.5% |
Single Use: | No |
Softly smelling incense slowly heals your people when they're nearby.
— Kainga Encyclopedia
Any friendly units standing near a Beast with a Beast Incense Emitter attached to it will slowly regenerate any health lost.
Healing Vapors: Heal all your wounds, both physical and mental. | |
Placed on Small or Medium Beast: Can only be placed on a Snail, Flathead, Totano, Firebird, or Mastadon. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = |
Walker War Rig
Walker War Rig | |
Health: | 800 |
Builders: | 3 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 4.6% |
Single Use: | No |
Upgrade a tamed Walker to hold warriors and hit harder.
— Kainga Encyclopedia
Walkers equipped with a Walker War Rig are able to carry units on their back (most useful for ranged combat units), as well as deal a significantly higher amount of damage when attacking.
Placed on Walker: Can only be placed on a tamed Walker. |
Walker Water Jars
Walker Water Jars | |
Health: | 800 |
Builders: | 3 |
Karma Cost: | 2 |
Tech Group: | Group 3 |
Rarity: | Epic |
Chance to Appear: | 3.7% |
Single Use: | No |
Upgrade a tamed Walker to hold two jars of water to fertilize soil and extinguish fires.
— Kainga Encyclopedia
Attaching a pair of Walker Water Jars to a Walker allows it to collect rainwater for future use.
Water Bombardment: Drop water below to extinguish fires and fertilize soil. | |
Placed on Walker: Can only be placed on a tamed Walker. |
Walker Firebombs
Walker Firebombs | |
Health: | 800 |
Builders: | 6 |
Karma Cost: | 4 |
Tech Group: | Group 3 |
Rarity: | Legendary |
Chance to Appear: | 2.7% |
Single Use: | No |
Upgrade a tamed Walker to hold Blastpowder barrels to rain fire down below.
— Kainga Encyclopedia
Attaching a pair of Walker Water Jars to a Walker allows it to collect rainwater for future use.
Fire Bombardment: Drop fire below to burn the landscape and everything in its path. | |
Placed on Walker: Can only be placed on a tamed Walker. |
- Unique Combinations:
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+ | = |
Trudger Saddle
Trudgers with a saddle can carry a small (1x2, 2x2, or 4x4 Diamond) Shelter structure on top of them.
Mastadon Saddle
Mastadons with a saddle can carry a small (1x2, 2x2, or 4x4 Diamond) Shelter structure on top of them.
Mastadon War Rig
When a Mastadon War Rig is constructed on a tamed Mastadon, any melee damage taken is reflected back on the person who dealt the damage. This can be very useful for allowing Mastadon-mounted units to simply wade into battle without fear of injury.
Egg Incubator
An Egg Incubator takes Eggs (either harvested from the Biome or generated with a structure such as the Egg Harvester) and grows them into tamed Snails.
Egg Excavation Site
Egg Excavation Sites can be used to grow Flathead eggs into mature, tamed Flatheads.
Mastadon Kiln
Mastadon Kilns are able to take the remaining shell from a deceased Mastadon and regrow it into a fully-tamed Mastadon.
PassivePassive Technologies are ones that can't be built, but can affect gameplay in other ways. They can be found either through Passive Inspiration or by opting-out of any other inspiration type and selecting a Passive instead. Baskets
Baskets allow Braves to move at full speed, even when carrying Materials. This can improve production in every situation, so it is a very good Passive technology to have. Baskets is provided for free by Thatched Longhouses and Charnushka's A-side.
Rattan Hats
Rattan Hats allow Braves to continue to work, even while being rained on. This can be helpful in Biomes with a lot of rain, or in combination with Thinkers whose Festivals promote rainfall. Rattan Hats is provided for free with the Rattan Home and Charnushka's B-side.
Sharpened Axes
Sharpened Axes is a very useful passive Technology for warring villages, as well as those with a lot of Log-based Technologies. Braves dealing double damage very nearly makes combat trivial, though they do not have any of the specific advantages other combat-specific units do. Sharpened Axes is provided for free by Log Tents and Garam's A-side.
Structure Safety
Structure Safety is very helpful when combined with large footprint Technologies, as it allows up to half of their footprint to be built off the edge of a cliff or slope. Structure Safety is provided for free by Potala Mansions and Sumac's A-side.
Braided Rope
Braided Rope is an indispensable passive Technology when taming Beasts. It nearly doubles the taming speed of both Braves and Beastmasters. Braided Rope is provided for free with Galanga's A-side.
Incense
Incense increases your Braves' walking speed by 1.5× while they are standing inside the territory controlled by your Hearth. This does not include any additional territory added through Totems. Braided Rope is provided for free with Kala & Jeera's A-side.
Wooden Nails
Wooden Nails enable structures to be built very quickly, since Braves don't need to stand at the structure and hammer before retrieving Materials. However, taking maximum advantage of this technology requires a little bit of micromanagement, since Braves will still hammer a few times before fetching Materials. Wooden Nails is provided for free with Achiote's A-side.
Bamboo Focus
Bamboo Focus causes all Reeds used in construction to be replaced with Bamboo. This does not include Reeds used for production (such as the Bakery). Structures that use Bamboo instead of Reeds will have stronger resistance to damage from rainfall. Note that replacement technologies like this can conflict with those that replace Chosen Wall or Chosen Roof Materials, with varying unusual side-effects.
Permaculture
When a Crop Row disappears after exhausting, Permaculture causes the surrounding tiles to become green grass tiles. This can be helpful since it enables the construction of additional Crop Rows.
Chimneys
Chimneys prevent Shelter technologies from spontaneously bursting into flame, completely negating the effects of the Fire Season event.
Snail Bridles
Snail Bridles add a button to the selection UI of a tamed Snail, letting you manually have them spit. This can be useful to turn soil into green grass tiles, but not very useful for fighting fires (since the Snail will automatically spit on active fires).
Ceramic Mandate
Ceramic Mandate causes one unit of Ceramics to spawn with each Brave produced by a Shelter technology. This can be very useful for a quick start using Ceramics in any capacity. Ceramic Mandate is provided for free with Ajowan's A-side.
Arm Bracers
Most ranged units have a chance of missing with their attacks, and if those attacks strike a friendly unit, that unit will take damage. Arm Bracers prevent that from happening for all ranged units, other than projectile-based units such as Grenadiers.
Sturdy Shovels
Sturdy Shovels give your Braves a 25% chance to dig Clay out of a deposit (either Clay soil or an anthill) without destroying the deposit.
Runed Axes
When a Brave cuts down a tree for Logs, Runed Axes cause a second unit of Logs to spawn.
Defensive Spikes
Defensive Spikes causes a series of wooden stakes to spawn around the Hearth. Any hostile unit that passes near these spikes will take a significant amount of damage. Defensive Spikes is provided for free with Kala & Jeera's B-side.
Thinking Caps
Braves wearing Thinking Caps will have a 1.5× production speed boost when working in any attachment Technology.
Warding Headbands
Any unit wearing Warding Headbands will not be affected by any hostile unit or structure that will make it disobey your Thinker's commands, such as a Priest or a Jar of Amnesia.
Pangolin Armor
Pangolin Armor completely negates damage dealt to a Brave from any unit (or other damage source, such as a Beast or grenade) that's standing behind them, significantly improving their survivability. Pangolin Armor is provided for free by Garam's B-side.
Snow Outfits
Snowfall normally cuts the walk speed of any unit in half, as well as having a small chance of freezing the unit solid (preventing them from doing anything until the snow passes). Braves wearing Snow Outfits are protected from these effects, and will even continue to work while being actively snowed on. Snow Outfits is provided for free with Achiote's B-side.
Silk Outfits
Silk Outfits replaces the consumable resource in all Shelter technology with Fabric, necessitating the use of a Resource technology to continue Brave production rather than Food. Silk Outfits is provided for free with Serrano's A-side.
Brick Walls
Brick Walls replaces the Chosen Walls Materials in all future structures with Bricks, significantly strengthening them. This can also simplify the building process if you have a more reliable way of producing Bricks than the original Chosen Wall Materials. Note, however, that old structures are not retrofitted with the new walls; they must be deconstructed and rebuilt to gain the benefit of this technology.
Slate Roof
Slate Roof replaces the Chosen Roof Materials in all future structures with Bricks, significantly improving rain and fire protection. This can also simplify the building process if you have a more reliable way of producing Bricks than the original Chosen Roof Materials. Note, however, that old structures are not retrofitted with the new roofs; they must be deconstructed and rebuilt to gain the benefit of this technology.
Terracotta Roof
Terracotta Roof replaces the Chosen Roof Materials in all future structures with Ceramics, significantly improving wind and rain protection. This can also simplify the building process if you have a more reliable way of producing Ceramics than the original Chosen Roof Materials. Note, however, that old structures are not retrofitted with the new roofs; they must be deconstructed and rebuilt to gain the benefit of this technology.
Wood Roof
Wood Roof replaces the Chosen Roof Materials in all future structures with Planks, significantly improving rain and snow protection. This can also simplify the building process if you have a more reliable way of producing Planks than the original Chosen Roof Materials. Note, however, that old structures are not retrofitted with the new roofs; they must be deconstructed and rebuilt to gain the benefit of this technology.
Enchanted Firejars
Enchanted Firejars makes all of your Units immune to fire damage. However, you also cannot control them while they're hiding in a firejar, so this Passive tech can be difficult to use effectively. It is best used when your buildings are immune to fire, such as with the Rotunda or Brick Walls technologies. Enchanted Firejars is provided for free with Ajowan's B-side.
Stone Soup
Stone Soup prevents you units from being knocked around by wind or by enemy units. However, it does not prevent your units from being pushed around by other sources, such as by grenades or by Beasts.
Flathead Bridles
Flathead Bridles add a button to the selection UI of a tamed Flatheads, letting you manually have them dig up Clay wherever they happen to be standing.
Totano Bridles
Totano Bridles add a button to the selection UI of a tamed Totano, letting you manually have them shake and fertilize the soil beneath them. Any soil that isn't green grass tiles has a chance to become fertilized, and tiles that are already green grass tiles have a chance to sprout Bamboo, Reeds, or trees.
Bricks Focus
Bricks Focus causes all Clay used in construction to be replaced with Bricks. This does not include Clay used for production (such as the Ceramics Production attachment). Structures that use Bricks instead of Clay will have stronger resistance to damage from fire and rainfall. Note that replacement technologies like this can conflict with those that replace Chosen Wall or Chosen Roof Materials, with varying unusual side-effects.
Lightfootedness
Lightfootedness is one of the most powerful Passive technologies available, since it eliminates the automatic aggression trigger that causes Beasts and hostile units to attack you on sight. Beasts and hostile units will still defend themselves if attacked, but Lightfootedness prevents them from proactively attacking your units. Lightfootedness is provided for free with Galanga's B-side.
Lotus Hooks
Lotus Hooks enable you to collect Lotus Fabric more easily, since much of it tends to grow in open water away from the shoreline. Note that this technology can appear for selection even if you don't have a Movement or other technology that can create boats.
Fish Lures
Fish Lures cause any boats that travel over fish in the water to pick them up as Food. Note that this technology can appear for selection even if you don't have a Movement or other technology that can create boats.
Urban Planning
Urban Planning reduces the footprint of Shelter structures with a 4x4 Diamond footprint to 3x3 Diamond, making it much easier to cluster them closer together.
Solid Planks
Solid Planks causes all Clay used in construction to be replaced with Planks. Structures that use Planks instead of Clay will have weaker resistance to damage to fire, but may be easier to build since Planks are much easier to source in certain situations. Note that replacement technologies like this can conflict with those that replace Chosen Wall or Chosen Roof Materials, with varying unusual side-effects.
Sturdy Planks
Sturdy Planks causes all Logs used in construction to be replaced with Planks. Structures that use Planks instead of Logs will have stronger resistance against collapsing due to snowfall. Note that replacement technologies like this can conflict with those that replace Chosen Wall or Chosen Roof Materials, with varying unusual side-effects.
Light Planks
Light Planks causes all Reeds used in construction to be replaced with Planks. Structures that use Planks instead of Reeds will have stronger resistance against catching fire. Note that replacement technologies like this can conflict with those that replace Chosen Wall or Chosen Roof Materials, with varying unusual side-effects.
Hollow Bricks
Hollow Bricks causes all Bricks used in construction to be replaced with Ceramics. Structures that use Ceramics instead of Bricks will have weaker resistance against collapsing due to wind. Note that replacement technologies like this can conflict with those that replace Chosen Wall or Chosen Roof Materials, with varying unusual side-effects.
Stone Focus
Stone Focus causes all Logs used in construction to be replaced with Briks. Structures that use Bricks instead of Logs will have stronger resistance against catching fire. Note that replacement technologies like this can conflict with those that replace Chosen Wall or Chosen Roof Materials, with varying unusual side-effects.
Stilt Foundations
Stilt Foundations prevent all structures from being flooded, but adds one Bamboo to the construction of every building.
Spectral Units
Spectral Units causes all units to be spawned as ghosts, giving them only one hit point. To compensate, these units do not require Food to produce. Note that all units are spawned as ghosts, not just Braves.
ProtectionProtection technologies are specific to keeping your village, its people, and the Materials within it safe from climate hazards (such as fire). Windmill
A windmill will activate when any clouds form (such as for the Rainstorm or Snowfall Events), pushing them away from your town. A Windmill can only affect one cloud formation at a time, however.
Well
A Well enables Braves to quickly and easily fight fires. It is most useful when combating the Fire Season Event, since the fire always starts in a Shelter structure. Once built, a Well cannot be destroyed or moved.
Shaduf
Shadufs enable Braves to quickly and easily fight fires. However, a Shaduf must be placed on a cliff edge above water in order to collect water in its bucket. This water can be inland or on a shoreline. Placement of many Shadufs is key, since they are vulnerable to fire damage themselves!
Rain Collector
Rain Collectors will fill with water when rained on, giving your Braves a source of water for firefighting. In addition, Rain Collectors will fertilize nearby soil when they're full, making them a useful addition to a farming-based Food source.
Cliff Awning
Cliff Awnings allow structures and Materials to be protected from rain- and snowfall, regardless of their build Materials.
Cloud Popper
Cloud Poppers are able to completely destroy any cloud that comes near it, subject to wind direction. However, each Cloud Popper is single-use and must be rebuilt after popping a cloud.
Jar of Amnesia
A Jar of Amnesia is a powerful defensive structure that will immediately end combat and force all units to return to their home Hearth. Of particular note, this applies to both friendly and hostile units, so be careful when placing the Jar so as to minimize disruptions in production. Units equipped with Warding Headbands are immune to the effects of a Jar of Amnesia.
Isolation Tower
An Isolation Tower protects any Thinker that cloisters themselves inside, even from area-of-effect damage such as grenades or ranged attacks like bows or rifles. Thinkers are still vulnerable to natural effects such as wind or fire, however. Any friendly Thinker can reside inside an Isolation Tower, including rescued Thinkers or Thinkers from befriended villages.
Water Syphon
Water Syphons allow Braves to collect water from Trunkwoods and cacti, which is extremely useful on the Flatlands because of how dry and flammable everything is. Syphons placed into cacti are vulnerable, however, because when they take damage cacti will burst with a splash of water.
Town Walls
Town Walls are physical barriers that block access. They are constructed segment-by-segment and have two straight segments (one with a gate) and one 90-degree corner segment. They can be very useful when trying to protect certain Beasts or your Thinker, or may be used to prevent your Braves from accidentally walking across an environmental hazard. Notably, Town Walls can only be placed on flat surfaces, and become less useful on hilly terrain.
Lightning Totem
Lightning totems redirect any lightning strikes within a given area, preventing them from starting fires. However, any unit that happens to be standing nearby will get a jolt, so be careful when placing them to avoid taking damage!
Warding Lanterns
Warding Lanterns prevent any ghosts that spawn during the Night of the Dead Event from approaching. Placement of your Totems to account for future Lanterns helps prevent the ghosts from approaching your village at all.
MovementMovement technologies change the way your Units can traverse the Biome, as well as modifying the surfaces available to build structures on. Canoe Dock
Canoe Docks enable your Braves to produce Canoes. Since Canoes are capable of carrying two passengers, this can make it ideal to send your Thinker away from your village with a protector along with them.
Totora Dock
A Totora Dock produces Totoras, small 1-Unit boats. While not as versatile as other boat Units, Totora are much cheaper to produce and produce more quickly.
Sampan Dock
The Sampan Dock produces Sampans, one of the most nimble and highest-capacity transports available. While they are expensive, Sampans more than make up for it by allowing for large movements of many units, useful for attacking opponents.
Dragon Boat Dock
Dragon Boats hold the most number of Units out of all water-based transport vessels, but can be difficult to maneuver due to their excessive size.
Platform
Platforms enable you to expand your village into the water. This is particularly useful when playing on Biomes such as Pebbles, which have limited land space available.
Bridge
Bridges are exceptionally useful when connecting different parts of your territory together, and have virtually no length limit. However, Bridges are affected by physics, and a bridge that is too long may sag too far to be useful. Additionally, longer Bridges require more Bamboo to build.
Stilt Pads
Stilt Pads (and its partner technology, Stilt Elevations) is one of the most versatile and useful technologies available. Since it costs nothing to produce and can be built fairly quickly, long strings of Stilt Pads can take the place of Bridges and Platforms in most cases. However, Stilt Pads are unable to change elevation, and must be built in straight lines.
Stilt Elevations
Stilt Elevations (and its partner technology, Stilt Pads) is one of the most versatile and useful technologies available. Since it costs nothing to produce and can be built fairly quickly, long strings of Stilt Elevations can take the place of Bridges in most cases. However, Stilt Elevations cannot be built at ground level (and therefore cannot take the place of Platforms) and must be placed in straight lines. Stilt Elevations comes with a variant with stairs, enabling them to change elevation one level at a time.
Mud Arches
Mud Arches are useful when connecting different parts of your territory together, and have virtually no length limit. However, they are restricted to connecting two cliffs together on the same plane and cannot change elevation. Additionally, longer Mud Arches require more Clay to build.
Overhang
Overhangs can be used to increase the amount of buildable land in your territory by expanding off the edges of cliffs.
Elevator
Elevators are able to move Units up and down cliff faces. Unit pathfinding will automatically adjust to use Elevators.
Bamboo Ladder
Bamboo Ladders can be used along cliff faces to climb up and down. One caveat is that they must be built from the bottom, so access will primarily be upward (unless you're building a Bamboo Ladder to create a shortcut). Additionally, longer Bamboo Ladders require more Bamboo to build. There are a few pathfinding bugs that might cause Units to get stuck at the bottom or top of Bamboo Ladders; some micromanagement might be needed with certain placements.
Climbing Pole
Climbing Poles can be used along cliff faces to climb up and down. One caveat is that they must be built from the bottom, so access will primarily be upward (unless you're building a Climbing Pole to create a shortcut). Climbing Poles are not affected by the same pathfinding bugs that Bamboo Ladders are, but require a significantly larger footprint to build.
Gokstad Corsair
Building a Gokstad Corsair simply constructs the Unit (unlike other dock-based technologies, such as the Canoe Dock). The rear side of the ship is able to host a Shelter up to 2x2 in size that does not have any placement restrictions. Round houses that take up a 4x4 Diamond can also be built on a Gokstad Corsair.
Landbarge
Building a Landbarge simply constructs the Unit itself. The rear side of the barge is able to host a Shelter up to 2x2 in size that does not have any placement restrictions. Round houses that take up a 4x4 Diamond can also be built on a Landbarge.
Drawbridge
Drawbridges are able to raise and lower long bridges, allowing your Units to cross while restricting hostile units from attacking your village. Unit pathfinding will automatically adjust to use Drawbridges.
Lanna Balloon Dock
Lanna Balloons move slowly, but can often travel in a much straighter path than other transports because they fly above the ground. They can transport up to four Units at a time.
Passarolla Balloon Platform
Building a Passarolla Balloon Platform simply constructs the Unit (unlike other dock-based technologies, such as the Canoe Dock). The platform on the balloon is able to host a Shelter up to 4x4 in size that does not have any placement restrictions.
Rickshaw
Building a Rickshaw simply constructs the Unit itself. A Rickshaw requires a driver in addition to the passenger, so it is able to transport two Units despite the description. Building a Rickshaw using this technology does not supply the required vehicle needed to complete the Escape Rickshaw Festival.
Pillar Paths
Unlike other types of Movement technologies, Pillar Paths can be used to block off segments of the Biome.
CombatCombat technologies create combat Units capable of more effectively resolving disputes the hard way with your neighbors (or Beasts). Archery Range
Archers are ranged combat units that deal a small amount of damage at range. Their accuracy and range are somewhat limited, but they are useful in larger numbers.
Barracks
Warriors are melee combat Units with decent attack and defense. Warriors are the most balanced and versatile combat Unit.
Spear Laager
Spears are melee combat Units that attack targets twice as far away as other melee units.
Rifle Casern
Rifles are ranged units with long range that deal high damage per shot. Their accuracy and fire rate are lower than other ranged units to accommodate.
Temple
Priests have limited damaging attack strength, but are able to instead convert units from hostile villages to yours. Utilizing Priests is a little tricky, but generally as long as they're within range of a hostile Unit a Priest will start the conversion process. Units being converted sit down and have a book icon above their heads.
Stable
While Braves can tame Beasts, they take quite some time to do so. Beastmasters are specialized for the taming of Beasts, and tame them much more quickly. They also have limited melee attack strength if needed.
Swordsmith
The Swordsmith is the attachment form of the Barracks. While it doesn't produce Warriors as quickly, it can do so without converting a Brave and multiple Swordsmiths may be built.
Bowyer
The Bowyer is the attachment form of the Archery Range. While it doesn't produce Archers as quickly, it can do so without converting a Brave and multiple Bowyers may be built.
Powderstack
The Powderstack is the attachment form of the Rifle Casern. While it doesn't produce Rifles as quickly, it can do so without converting a Brave and multiple Powderstacks may be built.
Spearsmith
The Spearsmith is the attachment form of the Spear Laager. While it doesn't produce Spears as quickly, it can do so without converting a Brave and multiple Spearsmiths may be built.
Whiptwister
The Whiptwister is the attachment form of the Stable. While it doesn't produce Beastmasters as quickly, it can do so without converting a Brave and multiple Whiptwisters may be built.
Library
The Library is the attachment form of the Temple. While it doesn't produce Priests as quickly, it can do so without converting a Brave and multiple Libraries may be built.
Grenadier Calefactor
Grenadiers are useful combat units that deal a tremendous amount of damage, but can be slow to fire and a bit difficult to use effectively. Since their bombs travel in an arc, and they don't lead targets, they're best used on buildings and other stationary targets.
Grenade Wright
The Grenade Wright is the attachment form of the Grenadier Calefactor. While it doesn't produce Grenadiers as quickly, it can do so without converting a Brave and multiple Grenade Wrights may be built.
Reefshot
A Reefshot is a structure that sits on a shoreline and will automatically defend it from any hostile units (boats or otherwise). It is, however, limited to shooting only in the 180° arc in the direction it is built.
Seamine
Building a Seamine simply constructs the Unit. Built in the water, Seamines can be directed to sit in the path of incoming boats and will blow up on impact, instantly destroying it and killing all of the Units riding it.
FestivalFestivals are some of the most important Technologies available to discover, and can only be discovered at certain fixed points. After a certain number of other Technologies is discovered, a Festival Inspiration will appear above the Hearth and your Thinker will automatically return to it (if not commanded to do otherwise). Only four Festivals are available to discover during each Challenge: three unique to each Thinker, and one Festival that will complete the Challenge. Log BonfireMenhirBoardwalk ArenaSkypoleBonfireFeastArena TowerWood LandmarkFabric LanternsBowriderFrillbargeEscape SandsailRoyal Walker CarriageEscape BalloonEscape RickshawCeramic TowerSnail BeckonFlotsam ArenaBanner StadiumFeasting StewHealing CofferBannered GroveIncense MemorialSmoke TowerSky LinesWater BombClay FountainCelebratory FireworkSkylamp FestivalBoardgame ChallengeMonumentStone ChariotBeast Spirit HouseBuried RuinsStone PyramidBlessed ScaffoldingResonant PanfluteResurrection TotemSkytrade FestivalBamboo TelescopeUniqueUnique technologies will never appear in a Biome during a Challenge, but instead must be unlocked during a Challenge by discovering both technologies necessary to develop. Some Unique technologies have several different combinations that can unlock them (usually based on a single production technology in combination with a different production technology), but others have only one formula to unlock them. One of the technologies involved in discovering a Unique technology is usually replaced by it (if chosen); it is possible to opt out of developing a given Unique technology if it would be difficult to build or any other reason it might be a worse option than the base Technology. The technology being replaced by the Unique technology is always the first one in the equation. It is possible to unlock more than one Unique technology at a time; if this is the case, only one of them can be chosen. Disguised Gift
Disguised as a Royal Gift, a Disguised Gift holds only Blastpowder. When a rival village accepts it, it explodes and damages all nearby Units and structures.
Fertilized Crops
Fertilized Crops shares many of its proeprties with its parent Technology, the Crop Row, with two notable exceptions. First, it is built with and consumes Blastpowder instead of Reeds; and second, its speed of growth is exponentially (one could say explosively) faster.
Focused Colporteur
Unlike its parent Technology, the Focused Colporteur allows the player to choose which resource the Colporteur should bring back from the Karma Shop.
Stairs
Stairs allow a steeper incline to be built than Climbing Poles, with a wider path. In addition, they can be built anywhere, rather than up against a cliff face. However, unlike the Climbing Pole, Stairs have a fixed height and are therefore less flexible in that regard.
Fishing Dock
Fishing Docks produce Food about 1.5× faster than Fishing Towers.
Muddy Canal
Digging a Muddy Canal provides fertile soil and Clay to an area that otherwise has another soil type. However, one end of a canal must be placed next to a water source.
Irrigation
Irrigation allows you to build a Canal at any elevation, rather than sea level, provided that one end is near a Well.
Coracle Dock
A Coracle Dock produces Coracle, small 1-Unit boats. Coracle travel much faster than most other boats.
Petrified Wood Clay Pit
The Petrified Wood Clay Pit slowly produces Clay from nothing, and has a chance of producing Logs in addition to Clay.
Efficient Clay Pit
The Efficient Clay Pit produces Clay from nothing, and continues to produce even if its most recently-produced unit of Clay has not been used.
Raised Paddy
Raised Paddies grow when flooded like Paddies, but can also be placed on any soil type rather than just mud.
Raised Reed Field
Raised Reed Fields can be used to grow a lot of Reeds quickly, but can be placed on any kind of soil instead of just dry soil.
Fish Pie
The Fish Pie can produce a lot of Food slowly using 2 units of fish, instead of Reeds. However, since it must be placed on the Hearth, a village may only have one Mighty Pie at a time. As long as there is Food available, the Fish Pie will continuously produce new Food. Because the Fish Pie uses Food to produce, it is recommended to have a separate Food source in order to avoid soft-locking (e.g. blocking progress because it is not possible to produce more Food).
Round Umbrella
Round Umbrellas raise the resistance of any Shelter structure they're built on to full. The structure must be considered a round house.
Pear Pie
The Pear Pie can produce a lot of Food slowly using 1 pear, instead of Reeds. However, since it must be placed on the Hearth, a village may only have one Mighty Pie at a time. As long as there is Food available, the Pear Pie will continuously produce new Food. Because the Pear Pie uses Food to produce, it is recommended to have a separate Food source in order to avoid soft-locking (e.g. blocking progress because it is not possible to produce more Food).
Plank Axes
When a Brave cuts down a tree for Logs, Plank Axes gives each swing a high chance to spawn Planks.
Plank Bridge
Plank Bridges are exceptionally useful when connecting different parts of your territory together, and have virtually no length limit. Unlike Bridges, Plank Bridges are not affected by physics (and thus do not sag). Additionally, longer Plank Bridges require more Planks to build.
Acid Bombs
Grenadiers spawned from this structure will be replaced with Acid Bombers. The damage done by the acid is much more effective against Units and Beasts, but less effective against structures.
Fire Bombs
Grenadiers spawned from this structure will be replaced with Fire Bombers. The initial impact damage of a fire bomb is minimal, but they instantly light their target on fire.
Bee Bombs
Grenadiers spawned from this structure will be replaced with Bee Bombers. The initial impact damage of a bee bomb is minimal, but enemy units in range of a swarm of bees are unable to fight and instead run around in a panic.
Longbow Archery
Archers spawned from this structure will be replaced with Longbows. Longbows have significantly increased range compares to Archers, as well as dealing more damage.
Axe Barracks
Warriors spawned from this structure will be replaced with Axe Warriors. Axe Warriors lose their shield, so they cannot block incoming damage, but they deal significantly more damage and can attack an area around them instead of a single target.
Shield Barracks
Warriors spawned from this structure will be replaced with Shield Bearers. Shield Bearers deal less damage than Warriors, but are capable of blocking much more damage.
Specific Foraging Hut
Unlike the Foraging Hut, the Specific Foraging Hut produces Food and any one specific resource chosen by the player. All other features and properties remain the same.
Foraging
In addition to the properties of its parent technology, Foraging causes Braves to have a small chance of spawning with a random resource as well. Foraging is a rare Unique technology since it adds a Passive without replacing an existing technology.
Furnace Elevator
Furnace Elevators are able to move Units up and down cliff faces. Unit pathfinding will automatically adjust to use Furnace Elevators. Unlike plain Elevators, Furnace Elevators do not require a Brave to operate and instead operate autonomously.
Windmill Elevator
Windmill Elevators are able to move Units up and down cliff faces. Unit pathfinding will automatically adjust to use Windmill Elevators. Unlike plain Elevators, Windmill Elevators do not require a Brave to operate and instead operate autonomously.
Furnace Drawbridge
Furnace Drawbridges are able to raise and lower long bridges, allowing your Units to cross while restricting hostile units from attacking your village. Unit pathfinding will automatically adjust to use Furnace Drawbridges. Unlike plain Drawbeidges, Furnace Drawbridges do not require a Brave to operate and instead operate autonomously.
Windmill Drawbridge
Windmill Drawbridges are able to raise and lower long bridges, allowing your Units to cross while restricting hostile units from attacking your village. Unit pathfinding will automatically adjust to use Windmill Drawbridges. Unlike plain Drawbeidges, Windmill Drawbridges do not require a Brave to operate and instead operate autonomously.
E-Fish-ency
Typically when a basic Food production building finishes producing, it must wait until the Food is taken (or degrades) before producing again. E-Fish-ency removes that requirement, allowing fish-based Food production structures to produce endlessly. E-Fish-ency is a rare Unique technology since it adds a Passive without replacing an existing technology.
Hermitage
Typically when a production building finishes producing, it must wait until the Material is taken (or degrades) before producing again. Hermitage removes that requirement, allowing certain production structures to produce endlessly. Hermitage is a rare Unique technology since it adds a Passive without replacing an existing technology.
Shieldsmith
The Shieldsmith is the attachment form of the Shield Barracks. While it doesn't produce Shield Bearers as quickly, it can do so without converting a Brave and multiple Shieldsmiths may be built.
Axesmith
The Axesmith is the attachment form of the Axe Barracks. While it doesn't produce Axe Warriors as quickly, it can do so without converting a Brave and multiple Axesmiths may be built.
Longbow Bowyer
The Longbow Bowyer is the attachment form of Longbow Archery. While it doesn't produce Longbows as quickly, it can do so without converting a Brave and multiple Longbow Bowyers may be built.
Acidbomb Wright
The Acidbimb Wright is the attachment form of Acid Bombs. While it doesn't produce Acid Bombers as quickly, it can do so without converting a Brave and multiple Acidbomb Wrights may be built.
Beebomb Wright
The Beebomb Wright is the attachment form of Bee Bombs. While it doesn't produce Bee Bombers as quickly, it can do so without converting a Brave and multiple Beebomb Wrights may be built.
Firebomb Wright
The Firebomb Wright is the attachment form of Fire Bombs. While it doesn't produce Fire Bombers as quickly, it can do so without converting a Brave and multiple Firebomb Wrights may be built.
Brick Pie Oven
Like its parent technology (the Bakery), the Brick Pie Oven consumes Reeds and converts them into Food. However, the Brick Pie Oven converts one unit of Reeds into two units of Food.
Ceramics Carver
The Ceramics Carver can be exceptionally useful if you have a reliable source of Bricks, since Clay (the most common Material used to produce Ceramics) can only be produced using a single Resource technology that is single-use. Additionally, it can produce two units of Ceramics for each unit of Bricks consumed.
Covered Fishing Tower
A Covered Fishing Tower has a small roof over it, enabling Braves to continue working while it's raining. (This assumes that you don't have Rattan Hats or a similar Passive.)
Speedy Beast Incense Emitter
Any friendly units standing near a Beast with a Speedy Beast Incense Emitter attached to it will slowly regenerate any health lost, as well as move more quickly.
Stone Arches
Stone Arches are useful when connecting different parts of your territory together, and have virtually no length limit. However, they are restricted to connecting two cliffs together on the same plane and cannot change elevation. Additionally, longer Mud Arches require more Bricks to build. Unlike Mud Arches, the surface created by Stone Arches can be built on.
Towering Bee-boxes
Towering Bee-boxes ward off smaller Beasts (such as Snails), which can be very useful if your village is located near a cluster of Beasts, as well as causing confusion among hostile Units. They also cause nearby terrain tiles to become green grass tiles.
BardicheIncense RecepticleFirelance RiflesWhitebarrel RiflesHalberdier GarrisonIncense ChapelFrilled Overhang
Similarly to the Overhang, the Frilled Overhang can be built off the edges of cliffs to expand your buildable space. However, the Frilled Overhang will also automatically expand to bridge certain gaps, making it a much more versatile technology.
Climbing Mushroom Log
A Climbing Mushroom Log slowly produces Food at a constant pace, requiring little upkeep. In addition, if it is placed against a face with a surface at the top, units can use it to climb the face. Unlike Climbing Poles, however, the Climbing Mushroom Log will not extend to reach a higher face.
Combat Memorial
Combat Memorials allow you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start. The Combat Memorial is functionally distinguishable from its parent Technology (Burial Mound) by the Materials needed to construct it.
Cliff Coffins
Cliff Coffins allow you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start. Cliff Coffins are functionally distinguishable from its parent Technology (Burial Mound) by the Materials needed to construct it.
Funeral Boat
A Funeral Boat allows you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start. The Funeral Boat is functionally distinguishable from its parent Technology (Burial Mound) by the Materials needed to construct it.
Buckets of Fish
Whenever a Brave tosses water to put out a fire, a Fish spawns. This is a somewhat unreliable method of generating Food. Buckets of Fish is a rare Unique technology since it adds a Passive without replacing an existing technology.
OtherThe Technologies in this category don't fall into any of the above, and don't necessarily follow the same rules as other Technologies. Campfire Hearth
The Campfire Hearth is the first structure that can be built during any given Challenge. It must be placed before anything else, and its radius makes up your initial territory claimed. It is recommended to place the Campfire Hearth in a location dense with resources.
Resource Totem
Resource Totems are used to claim land (and the resources on that land) within a fixed radius. This is important because the Campfire Hearth's range is limited, and Braves won't automatically use resources outside of the claimed land area. Notably, each Resource Totem built increases the world Ante by 1, increasing the frequency and intensity of events.
Karma Shop
The Karma Shop is a multi-purpose structure that isn't selected to build by the player. During most Challenges, it is already built, and the Shop will open (staffed by a Scrollkeeper) at after a certain amount of time has elapsed. It can also be the subject of an optional objective, requiring the player to rebuild the Karma Shop before it can be used.
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