The build menu separates Towers, Settlement and Warband. These are the costs, descriptions and readings captured in our demo run (v0.19.4e); missing values remain unknown.

Towers

Tower In-game Unlock description Build cost seen Stats seen
Boltskot A ballista piercing single targets with sharp bolts 75 Wood Range 4.8; Damage 16; third value 0.6, icon meaning unconfirmed
Skullbrakkr A catapult throwing rocks at enemies and inflicting area damage Not captured Not captured
Tarbarl A barrel launcher throwing barrels full of tar at enemies and slowing them down Not captured Not captured
Eyodin An idol of the Allfather marking enemies with a cold stare and making them more vulnerable to attacks Not captured Not captured

Boltskot placement previews show +1.2 Range per elevation level: +1.2 at height 1 and +2.4 at height 2. A placed height-2 Boltskot showed 7.2 Range. Bonuses for other towers were not established.

Settlement

Building Cost seen Captured description or panel
Sawmill 30 Food + 75 Wood Built panel shows 50 Wood; placement preview shows +10 per forest tile, totalling 50
Windmill 80 Wood Built panel shows 40 Food; Fields nearby show +13
Bridge 65 Wood “Allows your warriors to cross the trenches”
Barracks 100 Wood Training building; unit training costs not captured
Quarry Not captured Unlock: a stoneworking site breaking Stone out of nearby Stone Deposits
Mine Not captured Unlock: a deep shaft hauling Iron out of the Iron Veins beside it
Meadhall Not captured Unlock: a drinking hall boosting the production of nearby resource buildings by 50%
Spiridun Not captured The base; its panel showed 999 beside an unconfirmed icon

These panel and preview readings do not establish a per-wave settlement formula. See Resources and economy for the evidence limits and Runestones for the Civil nodes.

Coming soon

Spiridun, Sawmill, Windmill, Quarry, Barracks, Mine and Meadhall pages; tower upgrade paths. Their missing panels and upgrade details need further captures.

Related: Units · Health, Armor and Ward · How to Play.