Codex

Every building, unit and auction item in the game. Tap one to open its entry.

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Buildings

  • Farm: An army's belly is filled in the field; as your fields grow, more grain reaches the storehouse.
  • Foundry: The furnaces burn day and night; as the Foundry grows, so does the iron bound for sword and armor.
  • Quarry: The chisels splitting the rock never fall silent; as the Quarry grows, more stone flows to your walls and your storehouse.
  • Sawmill: The axes fall at dawn; as the camp grows, more timber flows into your holding.
  • Palace: Every level speeds up all your construction.
  • Market: Each level brings one more merchant, and each merchant carries 1000 units.
  • Storehouse: Sets how much of each resource you can hold.
  • Barracks: Unlocks recruiting, and each level lets you recruit faster.
  • Shipyard: Lets you build boats, and as it grows each boat carries more troops.
  • Stable: Where cavalry is raised: the Barracks trains foot soldiers, the Stable trains horsemen.
  • Workshop: Siege engines are built here: the ram breaks walls, the trebuchet wrecks buildings.
  • Wall: While it stands, the city is closed: a raider must first bring it down with rams, the garrison fights from the battlements, and every course of stone makes the defense stronger.

Auction

  • Beacon: It warns you of a raid on your holding in advance and opens a response window: you can dig a trench or recall your army on the road.
  • Citadel: Your wall stands on bedrock: breaking it takes more rams, and every siege against you comes at a higher price.
  • Mint: Lets you turn your resources into Tender.
  • Vault: Stores provisions, and stored provisions don't spoil.
  • War Banner: Every army marching beneath it fights harder: raids on holdings and attacks on altars alike are stronger.
  • Waystation: It feeds the trade along the road: your holding's output of all four resources goes up.
  • Bastion: The fortified corner of your holding: whoever attacks you, wall or no wall, meets a stronger defense.
  • Causeway: Raises how much your army can carry: you come back from the same raid with more loot.
  • Chancery: Speeds up troop training: the same Barracks turns out a bigger army sooner, and losses are replaced faster.
  • Drill Yard: After a battle, part of your losses come home as wounded; you can keep up march after march.
  • Farrier: A well-shod horse moves faster: your riders and sipahis reach their target sooner, leaving the defender less time to respond.
  • Palisade: A ring of stakes inside the wall: when your holding is attacked, you lose fewer troops and the garrison holds out longer.
  • Relay Post: Fresh horses wait along the road to the altars: you get an extra altar charge every day and can hold more ground.
  • War Camp: Raiders gather here between marches: you get an extra raid charge every day, and your next raid comes sooner.
  • Watchtower: Raids can't break your build queue, the altars you hold are better defended, and you get a short warning of every incoming raid.
  • Caravan: The moment it's won, it unloads resources into your city; if your storehouse is full, the excess goes to waste, so make room first.
  • Drill Manual: The moment it's won, it finishes the first job in your training queue; the troops are ready at once.
  • Trench: It raises your defense against the next attack on you, and is spent there.
  • Escort: If you're intercepted on the road, they step in on their own: your army fights harder in that battle, and your caravan saves half its load and goes on its way.
  • Hidden Passage: The next time your army or caravan is intercepted on the road, it slips away through a hidden passage.
  • Ox Cart: Follows your next raid and carries 50% more load; spent there.
  • Master Builder: Instantly finishes the first construction in your queue.
  • Mercenary Company: Gives you a force ready at once.
  • Raid Writ: The moment it's won, it grants two raid charges; your next raids don't have to wait.
  • Ration Chest: The moment it's won, it brings three days of your army's grain upkeep; if your storehouse is full, the excess goes to waste, so make room first.
  • Marching Orders: The moment they're won, they grant two altar charges; your next marches don't have to wait.
  • War Horn: Sounds at the start of your next raid and makes it hit harder; spent there.

Units

  • Naphtha Thrower: Naphtha raining from the walls turns the engines at the gate to ash.
  • Watchman: He knows every stone of the wall as his own home and never leaves his holding.
  • Archer: Before a sword is drawn, the sky goes dark with arrows.
  • Guardsman: Elite guards standing firm over the altar and at an ally's side.
  • Shieldbearer: A shield wall opens to neither horse nor foot.
  • Spearman: Once the spears are leveled, no mounted army gets through.
  • Swordsman: Swordsmen carry the weight of a raid and fight foot soldiers hand to hand better than anyone.
  • Sipahi: Armored and one with his horse, the sipahi meets cavalry on the road.
  • Rider: A raid begins with hoofbeats behind a cloud of dust.
  • Scout: Carries no sword; a sharp eye and speed are enough.
  • Ram: With every blow on the gate, another stone falls from the wall.
  • Trebuchet: The stones it hurls land on the roofs behind the wall.
  • Governor: Holds with a decree the holding you took by the sword.
  • Settler: The one who lights the first fire on empty land and lays the first stone of a new holding.
  • Boat: When the oars bite the water, the sea becomes a road.

Altars

  • Anhet: Anhet rises above a forgotten river that runs beneath the sands.
  • Tauron: Tauron rises where a bronze bull fell from the sky and was swallowed by the earth.
  • Dryal: Dryal is the grove where a single bough, torn from the world's first tree, took root.
  • Naiara: Naiara stands at the head of a spring born from a goddess's tears.
  • Ouros: A road with no beginning and no end is carved into the stones of Ouros.
  • Udjara: Udjara is a giant eye carved into a mountainside, and it never closes.
  • Labyra: Labyra stands at the mouth of a spiral that winds down into the depths of the earth.
  • Ophira: Ophira coils atop the spine of a giant serpent sleeping beneath the earth.
  • Anzura: Anzura was the nest of a bird that carried storms beneath its wings.
  • Kleidon: Kleidon keeps the key to a fortress that has no door.