Armory
Upgrade your weapons and gear.
sells weapon rungs 1–3 and armor rungs 1–3
sells weapon rungs 1–6 and armor rungs 1–6
sells weapon rungs 1–10 and armor rungs 1–7
Compendium
There is no construction menu and no blueprint to place. Build zones are already sitting in your arena, with an archer tower zone at each wall corner. Walk up to one, hold E, and it's built. Interact with it again to upgrade it. There is no demolishing. Once built, a structure is yours to upgrade or repair.
A zone is completely invisible while your base tier is below its requirement. Reach that tier and it shows a dim icon; a "ready" ring appears on top only once you can actually afford it.
Walk up to any wall or gate and hold E to upgrade your base tier. That repairs and levels every wall and gate at once, reveals new zones, and raises your heat cap.
Fuel converts into discrete heat tiers, capped one tier above your base tier. A Tier 3 base can hold heat T4. Raising the base is what unlocks the bigger burn casts.
| Base tier | Cost to reach | What it unlocks |
|---|---|---|
| Tier 0 | starting tier | Worker huts, brazier zone and barracks are already visible |
| Tier 1 | Walls appear · gate bridges at tier 2 · Armory and Brazier zones reveal | |
| Tier 2 | Archer Tower zones at all four wall corners · Shrine · Coal Kiln | |
| Tier 3 | Heavier walls and gates; heat cap rises with the tier | |
| Tier 4 | Bastion walls; the top burn tiers become bankable | |
| Tier 5 | A moat only flying monsters can cross, funnelling everything else to the gates |
Costs, hit points and what every tier of every structure actually does.
Upgrade your weapons and gear.
sells weapon rungs 1–3 and armor rungs 1–3
sells weapon rungs 1–6 and armor rungs 1–6
sells weapon rungs 1–10 and armor rungs 1–7
Radiates warmth and quickens mana nearby.
mana upgrades to level 2 · radiates 6 warmth/s within 6 m · +0.1 mana regen within 6 m
mana upgrades to level 4 · radiates 10 warmth/s within 8 m · +0.1 mana regen within 8 m
Trains woodcutters that fell trees for your drop zone.
trains Woodcutter every 16s, up to 1
trains Woodcutter every 14s, up to 2
trains Woodcutter every 12s, up to 3
Trains miners that break rocks for your drop zone.
trains Miner every 16s, up to 1
trains Miner every 14s, up to 2
trains Miner every 12s, up to 3
Trains units to guard your base, upgrade to unlock more powerful units.
Muster: pay 1 gold per soldier to take the next one off every training line that has room, right now, instead of waiting out its clock.
trains Man-at-Arms every 30s, up to 3
trains Man-at-Arms every 30s, up to 3 · trains Archer every 30s, up to 2
trains Man-at-Arms every 30s, up to 3 · trains Archer every 30s, up to 2 · trains Cavalry every 35s, up to 2
Shoots arrows at nearby monsters.
2 dmg · 1/s · 9 m range
3 dmg · 1.2/s · 10 m range
4.5 dmg · 1.3/s · 11 m range · knockback 2
3.5 dmg · 0.9/s · 11 m range · shadow bolt
5 dmg · 1/s · 12 m range · shadow bolt · Stun 100% for 0.5s
Automatically stokes your campfire with coal from your stores, and banks the fire so fuel burns slower.
feeds the campfire coal automatically
feeds the campfire coal automatically
Slowly chars wood reserves into coal (1 coal / 15s, free).
bakes coal every 15s
bakes coal every 8s
Neither is built by hand: both come with your base tier and level with it. Gates let your own units through and force everything else to break them down.
Blocks monsters. Upgrades with base tier. Only appears once the base is upgraded past tier 0.
Only your units pass through. Monsters must break it down.
The Armory has no menu either. It spends all three interact keys on itself: E buys the next rung of your weapon track, F the next rung of your armor track, and G upgrades the Armory itself, which is what opens the next block of both. (G becomes Repair while the building is damaged; an Armory that could be chipped down with no way to mend it would be a dead end.)
Each track is walked in order: rung 4 is only for sale once you own rungs 1 to 3. You are not picking a stat to stack; you are deciding which of the two ladders to climb next, and how much of the night's gold to put into it.
The rungs are hand-authored per hero. Some get multishot, some get pierce, some get an on-hit burn, and each track ends in a signature effect only that character can buy. See all sixteen ladders.
A tier-1 Armory sells rungs 1–3 of both tracks. A Grand Armory opens 4–6. A Runed Armory opens the rest: four more on the weapon track, one on armor. Every hero's weapon track is 10 rungs and their armor track is 7.
A rung that grants plain stats derives its own price: the base price of one level of each stat it grants, times the number of levels, times its block — ×1 for rungs 1–3, ×2 for 4–6, ×3 for 7–10. So the same stat gets steadily more expensive the deeper it sits. A signature rung prices itself.
| Stat | One level is worth | Base price of one level |
|---|---|---|
| Damage | +1 projectile damage | |
| Fire Rate | +15% attack speed | |
| Multishot | +1 projectile per volley | |
| Velocity | +50% projectile speed | |
| Penetration | +1 pierce | |
| Impact | +1 knockback | |
| Reach | +3m weapon range | |
| Plating | +1 armor | |
| Vigor | +5 max health | |
| Vitality | +0.25 health regen/s | |
| Fleetfoot | +10% move speed | |
| Bloodfeast | +10% lifesteal | |
| Warmth | -20% warmth decay |
Arena boons are separate from all of this: a boon adds levels of a stat straight on top of whatever the Armory has sold you. It can neither push you along a track nor be charged for.
+1 damage
+15% attack speed
+1 pierce
+15% attack speed
+15% attack speed
+3m range
+30% attack speed
+30% attack speed
+2 projectiles
Every hit marks the target — each mark makes it take +15% damage for 4s, and they stack.
+1 armor
+1 armor
+10% move speed
+1 armor
+1 armor
+10% move speed
Immune to stuns and slows, permanently.
Ash's ladder is built around fire rate and ends in Hunter's Mark. Sir Baldric's is damage and cleave and ends in a stun; Vex's sets things Burning and ends in a chain of bursting corpses. Every hero's, side by side.
Mana upgrades, bought at the Ember Shrine as a plain interact option, one crystal for +1 max mana and a regen bump, up to the Shrine's own tier cap.
| Upgrade | Effect | Cost per level |
|---|---|---|
| Mana Capacity | +1 maximum mana | |
| Mana Flow | +0.03 mana regen/s |
Five resources:
wood
stone
coal
gold
crystal. Wood and stone come out of the ground; coal, gold and crystal are rarer drops and the gate on
everything expensive.
| Node | Hits to break | Regrows after | Per hit | On break |
|---|---|---|---|---|
| tree | 3 | 65s | ||
| rock | 4 | 90s | ||
| rock_gold | 5 | 150s | ||
| rock_coal | 4 | 120s | ||
| chest | 1 | 9999s | ||
| crystal_deposit | 3 | 9999s | ||
| fallen_star | 3 | 9999s | ||
| clover | 2 | 40s | ||
| carrot | 1 | 9999s |
Workers from huts (or the Worker Contract card) gather on their own and drop what they find as item piles at their home building. Walk over the pile to pick it up. Wood is 1 fuel on the campfire, coal is 3, and adding fuel also heals the fire.
Most of the deck answers "what do I throw at them". The fortification line answers "what holds when they come back" — it's the only part of the card pool that acts on your buildings rather than on units.