BARBARIAN WIPEOUTTHE FIELD GUIDE

Progression · CHAPTER 07

Legacy

All 37 permanent upgrades across seven categories, with effects, level limits, prices and master skill requirements.

Building your legacy

Legacy points let you buy permanent upgrades from the main menu. Purchased bonuses apply when you start your next campaign; an existing campaign keeps the upgrades it started with. All 37 upgrades listed here are available and active.

Levels, prices and master skills

Regular upgrades have five levels. Each next level costs 100,000 / 200,000 / 300,000 / 400,000 / 500,000 Legacy points, respectively: 1,500,000 points to reach level 5 from zero. Master skills have one level costing 500,000 points. Before buying a master skill, reach level 3 or higher in every regular upgrade in its category. Other master skills in that category are not prerequisites. Per-level effects add linearly: +10% per level becomes +50% at level 5.

Resource production

4 regular upgrades and one master skill. Master skills require all regular upgrades below at level 3 or higher.

Resource production upgrades
UpgradeType / limitEffect
Forester's LegacyRegular · 5 levels+10% wood production per level.
Master QuarrymenRegular · 5 levels+10% stone production per level.
Deep MinesRegular · 5 levels+10% iron production per level.
Abundant HarvestsRegular · 5 levels+10% food production per level for farms, fishing and hunting.
Terrain ProficiencyMaster · 1 level · 500,000 pointsDouble terrain bonuses (+20%) and halve terrain penalties (−5%), including production and incoming attack warning time.

Economy

4 regular upgrades and two master skills. Master skills require all regular upgrades below at level 3 or higher.

Economy upgrades
UpgradeType / limitEffect
Founder's SuppliesRegular · 5 levels+10% starting resources per level.
Grand WarehousesRegular · 5 levels+10% resource storage capacity per level.
Pack TrainRegular · 5 levels+10% troop carrying capacity per level.
Battlefield RecoveryRegular · 5 levels+10% salvage recovery per level (relative to the base recovery rates).
Imperial TreasuryMaster · 1 level · 500,000 pointsStore loot and salvage beyond Warehouse capacity. Gathering pauses separately for each resource at or above its storage cap.
Occupied IndustryMaster · 1 level · 500,000 pointsRemove the barbarian production handicap while a player Knight occupies a barbarian village. Terrain modifiers still apply.

Construction

4 regular upgrades and two master skills. Master skills require all regular upgrades below at level 3 or higher.

Construction upgrades
UpgradeType / limitEffect
Master BuildersRegular · 5 levels+10% construction speed per level.
Efficient WorkshopsRegular · 5 levels-10% building construction and upgrade resource costs per level.
Established FoundationsRegular · 5 levels+5% durability for every player-defended building per level, including occupied villages.
Skilled RestorationsRegular · 5 levels-2% partial building repair costs per level.
Auto repair after battleMaster · 1 level · 500,000 pointsautomatically repair affordable partial building damage after battle using local resources. Also works in player-occupied barbarian villages with a surviving stationed Knight.
Multi-taskingMaster · 1 level · 500,000 pointsQueue a second construction or repair job in each city. It starts automatically when the active job finishes.

Troops

4 regular upgrades and one master skill. Master skills require all regular upgrades below at level 3 or higher.

Troops upgrades
UpgradeType / limitEffect
Veteran InstructorsRegular · 5 levels+10% recruitment speed per level.
Efficient RecruitmentRegular · 5 levels-10% troop recruitment resource costs per level.
Growing SettlementsRegular · 5 levels+10% troop housing capacity per level.
Volunteer ReservesRegular · 5 levelsGrant 10 free Spearmen per level on each completed player conquest, including recaptures.
Founder's GuardMaster · 1 level · 500,000 pointsDouble the free troops when first building Barracks (10 spearmen) and Stable (4 light cavalry).

Battle

4 regular upgrades and one master skill. Master skills require all regular upgrades below at level 3 or higher.

Battle upgrades
UpgradeType / limitEffect
Infantry TraditionsRegular · 5 levels+10% infantry attack and defense per level.
Expert MarksmenRegular · 5 levels+10% ranged attack and defense per level.
Veteran RidersRegular · 5 levels+10% cavalry attack and defense per level.
Siege EngineersRegular · 5 levels+10% siege building damage per level.
Veteran SurvivorsMaster · 1 level · 500,000 pointsRecover 10% of fallen combat troops as wounded. They return to their home city one game hour after the battle ends; wounded troops yield no salvage.

Movement & scouting

4 regular upgrades and one master skill. Master skills require all regular upgrades below at level 3 or higher.

Movement & scouting upgrades
UpgradeType / limitEffect
Swift MarchesRegular · 5 levels+10% troop marching speed per level.
Efficient LogisticsRegular · 5 levels-10% troop marching food costs per level.
Seasoned ExplorersRegular · 5 levels+10% scout exploration speed per level.
Watchful TowersRegular · 5 levels+10% warning time per level for cities with a built Tower.
Scout NetworkMaster · 1 level · 500,000 pointsAdd 1 scout slot to each built Tower and double its free level-1 gift to 2 scouts.

Cities & defense

4 regular upgrades and one master skill. Master skills require all regular upgrades below at level 3 or higher.

Cities & defense upgrades
UpgradeType / limitEffect
Room to GrowRegular · 5 levels+1% usable city space per level, up to the total space for all building levels.
Diplomatic ReachRegular · 5 levels+10% Knight conquest speed per level.
Fortified WallsRegular · 5 levels+10% to the Wall’s relative and absolute protection per level.
Fire WardensRegular · 5 levels-10% newly added fire intensity and +10% fire recovery speed per level.
Entrenched OccupationMaster · 1 level · 500,000 pointsBuild Wall levels 1, 2 and 3 at 10%, 40% and 80% Knight conquest, using local resources and normal construction costs and time.

Earning Legacy points

Campaign scoring awards 1 point per resource gathered, 2 per resource looted, 3 per resource salvaged, 50 per barbarian troop housing destroyed, 1,000 per building level above that city’s free starting levels, 1,000 per newly explored tile and 100,000 per distinct village conquered. Quest rewards add their stated Legacy points. Resource scoring uses total campaign income rather than current stockpiles. Losing and reconquering the same village does not award its conquest points again. The combined score is rounded down once after summing all contributions.

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