| Tech Tree | Units | Buildings | Items | Weapons |
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Arsenal Hit Points (15,000)Research Time (30s) Research Costs: Blood Stone (500) Gold (0) |
Research and supply new weapons The Arsenal is a central structure for researching weapons based on Archery, Chemical, Magnetic, and Electricity. |
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Chemical Factorium Hit Points (15,000)Research Time (100s) Research Costs: Blood Stone (800) Gold (0) |
Research chemical technologies Chemical Factorium provides refinement and processing of raw materials for chemical weapon technologies. It provides essential materials for the Arsenal’s weapons and the Research Center’s dependant equipment. |
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Electrical Factorium Hit Points (15,000)Research Time (100s) Research Costs: Blood Stone (800) Gold (0) |
Research electrical technologies The Electrical Factorium provides ample power for electrical technology research, raw energy for charging the related weapons in the Arsenal, and Research Center electronic equipment. |
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Magnetic Factorium Hit Points (15,000)Research Time (100s) Research Costs: Blood Stone (800) Gold (0) |
Research magnetic technologies Magnetic Factorium refines magnetic field energies and provides treated materials for the production of weapons and equipment. |
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Arrow Tower it Points (2500)Research Time (30) Research Costs: Blood Stone (250) Gold (1500) |
Structure fires Arrows automatically Arrow Towers are large structures that automatically fire on enemies. |
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Mortar Tower Hit Points (5000)Research Time (30s) Research Costs: Blood Stone (250) Gold (3000) |
Structure fires glass Bombs automatically Mortar Towers are structural modifications that replace Arrow Towers. The tower fires chemical based glass bomb mortar rounds. |
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Shield Tower Hit Points (5000)Research Time (30s) Research Costs: Blood Stone (250) Gold (3000) |
Structure generates protective shield Coil Towers generate massive magnetic repulsion fields capable of protecting large areas from damage. |
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Electric Tower Hit Points (5000)Research Time (30s) Research Costs: Blood Stone (250) Gold (3000) |
Structure fires electric pulses automatically Pulse Towers detect and destroy incoming enemy projectiles. |
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Garrison Hit Points (15,000)Research Time (40s) Research Costs: Blood Stone (1000) Gold (1000) |
Spawn reinforcements for team A Garrison is often constructed as a forward position for spawning reinforcements for the team. It is also a resource drop-off point for Workers. |
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Siege Workshop Hit Points (15,000)Research Time (100s) Research Costs: Blood Stone (800) Gold (0) |
Research siege weapons A Siege Workshop provides support for researching and developing advanced weapons. |
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Stronghold Hit Points (25,000)Research Time (N/A) Research Costs: Blood Stone (N/A) Gold (N/A) |
Human nomad command center The Stronghold is where the human Commander gives his orders to workers, action players, and organizes his team. The stronghold is not replaceable and its destruction ends the game. |
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Stronghold 2 Hit Points (38,000)Research Time (60s) Research Costs: Blood Stone (1500) Gold (0) |
Upgraded Stronghold Stronghold 2 is an upgrade to the command center which provides a reinforced structure along with improved research capabilities for developing new weapons, units, and equipment technologies. |
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Stronghold 3 Hit Points (50,000)Research Time (80s) Research Costs: Blood Stone (1500) Gold (0) |
Upgraded Stronghold Stronghold 3 is the final upgrade to the command center. The structure is reinforced again and the most advanced weapons, units, and equipment are made available. |










