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Symphony of War: Tech Tree Guide

Improve your troops with the use of the Tech Tree

Romeli

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Symphony of War Tech Tree Guide

Tahnra is the setting for the tactical role-playing game Symphony of War. You will command an army against your enemies as a recent academy graduate.

Battles take place in turns. You will occasionally meet obstacles as you battle every adversary you come across. We will go through the Tech Tree, one of the game’s aspects that might be useful to you and your troops.

Tech Tree Guide in Symphony of War

Tech Tree Guide in Symphony of War
Credits: Dancing Dragon Games

One can find a Tech Tree in Symphony of War. Three paths to this can enhance your gameplay. While some can improve your damage, others can add new units. To unlock a Tech, you’ll need Tech points.

The three branches are the Academy of War, Tactics and Command, and Crafts and Technology.

Learning the Tech Tree

Learning the Tech Tree
Credits: Dancing Dragon Games

These are the techs available in Symphony of War’s three tech tree branches.

Academy of War

This tech tree branch is concerned with your troops’ development.

Tier I

Spellweaver – Magicians and Support have an additional +10 SKL.

Mentorship – Makes your units that are not a Squad Leader gain LDR.

Merchant Envoys – This upgrades the merchants that allows you to get stronger mercenaries and more items

Standing Army – Increases the starting level of new Conscripts and gives them half Class Mastery of their starting class.

Battle Medics – Support classes will gain +20 Maximum HP

Tier II

Dragon Trainer – Increases the combat xp gained of Drakelings, Dragons, and Dragon Riders by 10%

Martial Traditions – Class Mastery increases faster by 10% for all units. This requires Mentorship tech.

Warhorse Husbandry – Grants +50 Maximum HP to all Cavalry.

Sisterhood of Justice – Acolytes, Paladins, Valkyries, and Exemplar will receive additional Magic Resistance based on a portion of their Armor.

Sisterhood of Mercy – If a Medic, Priestess, Templar or Hospitaller is in a squad with either a Paladin or Valkyrie, they will take 50% less damage. Requires the Battle Medics tech.

Tier III

Mage Regiments – Changes the Magician and Support classes Slow troop type to a Normal one.

This also slows the decay in power of the Magicians atack when used consecutively. This requires the tech Martial Traditions.

Magician’s Initiative – Magicians can now cast their spell on the first turn instead of charging it up.

Hex Mastery – Status effects caused by Magician and Dragon breath attacks will have a higher chance of being inflicted.

Spirit Piercing – Dragon breath and Magician attacks will ignore 25% of a target’s MAG stat.

Tactics and Command

Your unit’s attack will be boosted by this tech tree branch.

Tier I

Army Stables – Unlocks the Charge attack for your Cavalry melee attackers.

Mixed Unit Tactics –  All troops with each new unit type in a Squad will make your Squads gain +10 Maximum HP.

Identify Command Structure – Gain the ability to use the attack type, Target Leader.

Psych Warfare – If you force your enemy to surrender you will deal additional damage to their Morale.

Zones of Control – Enemy squads that move between tiles adjacent to your squads, gain reduced movement speed.

Tier II

Strategic Maneuvers – Decreases the amount of tiles needed to perform a Charge attack. From 7 tiles to 6 tiles. This requires the Army Stables tech.

Polearm Mastery – Improves the bonus attack and defense gained by polearm troops standing side by side.

Adaptive Battlefield Command – Unlocks the Aggressive and Cautious attack types. This requires the tech, Adaptive Battlefield Command.

Popular Support – When a squad is within 3 tiles of a Base, Village, or Town from your faction, they are going to gain a bonus in Morale.

Advanced Archery Technique – Increases the chance of Archery attacks to target weaker enemies.

Tier III

Advanced Mobile Warfare – Changes the Dragoons move type to Light Cavalry.

Advanced Flanking – Gain 15% attack power when engaging in melees if our squad or allied squad is adjacent to the target enemy squad. This tech requires Polearm Mastery.

Optimized Targeting – Improves your troops enemy targeting.This requires the Adaptive Battlefield Command.

Supply Chain Mastery – Villages, Towns, Castles, and Bases that belong to your faction provide healing for every turn. Requires the tech Popular Support.

Archer General – Changes the troop type of all Archery Class to the Light troop type.

Crafts and Technology

You can upgrade your Armor, weaponry, and many other things in this branch.

Tier I

Adept Artificer – Allows you to equip two Artifacts.

Crossbow Forging – Unlocks the Crossbowmen class.

Adept Metallurgy – Increases the MaxHP of Heavy Infantry and Heavy Cavalry by 25.

Steel Forging – Improved Steel Plate Armor will increase the Armor of Heavy Infantry and Heavy Cavalry by 5.

Journeyman Leathercraft – Increases the armor Light Infantry, Light Cavalry, and Firearms troops by 5

Tier II

Journeyman Artificer – Increases the 3rd slot for your Artifacts. Requires the tech, Adept Artificer.

Advanced Crossbows – When fighting against Heavy Infantry and Heavy Cavalry, your Crossbowmen and Rangers gain an additional 25% damage. Requires the Crossbow Forging tech.

Advanced Material Science – Unlocks the powerful firearms technologies. This also grants your Heavy Infantry and Heavy Cavalry +25 Max HP which can increase to +50. This requires the Adept Metallurgy tech.

Obsidian Forging – This requires the tech Steel Forging. This will upgrade the armor of your Heavy Infantry and Heavy Cavalry granting them additional +5 Armor.

Behemoth Leather Armor – The prerequisite tech for this is the Journeyman Leathercraft. Grants +5 additional armor to the Light Infantry, Light Cavalry, Archers, and Firearms.

Tier III

Master Artificer – Reduces the Capacity cost to all Artifacts by 1. This requires the Journeyman Artificer.

Grapeshot – Grants artillery attack double splash damage. This requires the Advanced Material Science tech.

Gunsmithing – Unlock firearms which will open the Gunner, Dragoon, and Siege Cannon classes. This requires the Advanced Material Science tech.

Breech-Loading Gun – Weather can no longer negatively affect Artillery and Gunner troops.

Capstones – You must unlock all of the techs in the branch to unlock these tech.

Professionalism – New conscripts will now start with mastery to all available Tier 1 classes, they start with 5 levels, and have full Loyalty. Increased Mercenary capacity cost will be removed and the cost of hiring Mercenaries will be halved. You will need to obtain all of the techs in the Academy of War branch to get this tech.

Grand Army – Grants +10 capacity limit to all Squads in the army. This requires you to unlock all of the techs in Tactics and Command to obtain.

Industrial Furnace – The cost of using Iron and Obsidian will decrease by 1. You need to unlock all of the tech in the Crafts and Technology branch to get this.

Dragon Bond – You can now get the Dragon Rider Class making them fly into the sky which also makes them bypass any terrain. You will need all the techs in the Academy of War and Tactics and Command to obtain this.

Musketeering – Make Firearm Units do 2 attacks while on offense. This requires all of the techs in the Academy of War and Tactics and Command.

Rifled Artillery – Increases the range of the Siege Cannons by 1. Unlock all of the techs in the Academy of War and Crafts and Technology to obtain this.

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