Annexes & Crafting

Annexes & Crafting

Expand your tower with annexes — Carina's Forge, the Witch's Alchemy Room and more — and master crafting, repairs and court positions.

3+
Core Annexes
Death
Risk Removed
High
Investment

Introduction

Annexes are the buildings you add to your magical Tower, and they represent your long-term investment in the kingdom. Instead of a flat, unchanging castle, your Tower grows room by room: Carina's Forge repairs and forges equipment, the Witch's Alchemy Room crafts potions and quest items, and other annexes unlock court positions that expand what you can do each day. Since gold is always scarce in the early game, choosing which annex to build first is a real strategic decision. The annexes category covers every annex that has been reported, what each one unlocks, costs and upgrade paths, and how to spend your gold for the fastest return. Note that the game is new, so some annex details are community-reported and may change with patches — but the general priorities hold across most runs.

Annex Overview & Priority

AnnexUnlocksBest ForBuild Priority
Carina's ForgeArmor repair, equipment forgingKeeping Knights aliveHigh — day one
Witch's Alchemy RoomPotions, quest itemsBoosting quest oddsHigh — week one
Court Positions WingNew daily court rolesExpanding daily optionsMedium
Upgrade PathsStronger tools & recipesLate-game efficiencyAfter core annexes

Annexes & Crafting Deep Dive

S

Carina's Forge

must-build

Repairing Knight armor and forging equipment is the single best anti-death investment in the early game, because permanent death is the worst outcome you can suffer and armor at zero is what triggers it. Building Carina's Forge before your first dangerous quest means every Knight returns with cheaper repairs, which compounds into saved gold that funds the rest of your annex plan.

ProvidesRepair & forge
BuildEarly
Key RoleAnti-death
S

Witch's Alchemy Room

Crafting potions and quest items turns marginal quests into critical successes and can open hidden outcomes that a bare stat match would never reach. Because you cannot craft mid-quest, the Witch's Alchemy Room rewards batch preparation before difficult multi-Knight missions, and the materials feed both quest performance and the secret-event economy that unlocks rare rewards and achievements.

ProvidesPotions & items
BuildWeek one
Key RoleQuest boosting
A

Court Positions Wing

Court positions unlocked by annexes expand your daily options with extra actions, passive bonuses and unique decisions, such as advisors who read faction temperature or stewards who improve tax income. More positions mean more choices per day, and that compounds across a long reign, making the medium-term investment in this wing one of the highest-value upgrades for players who want both economy and flexibility.

ProvidesNew roles
BuildMedium term
Key RoleDaily power
B

Annex Upgrade Paths

Upgrades refine what you already own — cheaper repairs, stronger potions and better equipment — so they are usually cheaper than building a new annex from scratch. Prioritize the upgrade that solves your current bottleneck: keep the Forge ahead if Knights keep dying, or push Alchemy if quests keep failing, and always finish one facility before spreading gold across several half-finished projects.

ProvidesUpgrades
BuildAfter core
Key RoleEfficiency

Core Mechanics

You build annexes by spending gold (and sometimes materials) from the Tower interface. Each annex comes with functionality that changes your daily loop: Carina's Forge lets you repair Knight armor between quests and forge spare equipment, which is essential because armor loss is what kills Knights permanently. The Witch's Alchemy Room introduces crafting — potions that boost quest success, and quest items that open new options. Other annexes unlock court positions, giving you extra daily actions or permanent bonuses. Upgrades deepen each annex's output rather than adding new buildings. Because crafting resources come from quests and factions, planning your annex order around your play style — combat-heavy, diplomacy-heavy or economy-heavy — is a key part of run strategy.

Advantages

The right annex order dramatically smooths difficulty. Carina's Forge first keeps your Knights alive through the dangerous early quests; the Alchemy Room second turns marginal quests into successes with cheap potions. Annexes compound: repairs save gold that would go to replacement Knights, potions reduce Critical Failures, and court positions generate more daily actions to fund everything else. Crafted quest items can also unlock special event outcomes, feeding hidden achievements. Since annex gold is a direct expression of your Treasury success, the category doubles as an economic roadmap — each investment pays off in fewer deaths, better quest outcomes and more content.

Challenges

Annexes are expensive, and building the wrong one first can stall a run by draining the Treasury before you need the benefit. The exact cost and build requirements for each annex are community-reported at launch and may shift with patches — and two official sources disagree on the forge's name: the Steam store page says Carina's Forge while some announcements use Blacksmith's Forge. Upgrades unlock progressively, so you cannot rush late-game recipes. If you spread gold too thin across annexes instead of finishing one, you end up with several half-working facilities and no decisive advantage. Until official numbers land, treat annex costs and upgrade trees as living data that this wiki updates as the community reports more runs.

Frequently Asked Questions

What should I build first?+
Most players recommend Carina's Forge first because armor repair prevents the game's worst outcome — permanent Knight death. The Witch's Alchemy Room is the strong second pick because potions directly improve quest odds. After those two, invest in court-position annexes that match your goals. If you are very gold-rich, prioritize upgrades that make your core loop cheaper or stronger.
How do I craft potions and items?+
Build the Witch's Alchemy Room, then gather crafting materials from quests and faction interactions. The alchemy menu shows recipes for potions that boost stats or quest odds, plus quest items that unlock special options. Stock up before difficult multi-Knight quests — a prepared alchemist turns near-failures into successes. Save the tougher recipes for after a few successful quests, because failed crafts waste materials you will want later.
What are court positions and why do they matter?+
Court positions are daily roles unlocked by building annexes. They give you extra actions, passive bonuses, or unique decisions each day — for example, an advisor who reveals faction temperature or a steward who improves tax income. More positions mean more options per day, which compounds across a long reign.
Do annex upgrades cost more than rebuilding?+
Upgrades typically refine an existing annex rather than adding a new building, so they are usually cheaper than building something new from scratch. Prioritize upgrades that solve your current bottleneck — if Knights keep dying, upgrade the Forge; if quests keep failing, upgrade Alchemy. If you are torn, upgrade the Forge when deaths are the bottleneck and Alchemy when quests keep failing, since both upgrades directly protect progress.

Quick Tips

💡

Build Carina's Forge before your first dangerous quest, because one Knight death costs far more than the annex does; permanent death is the single worst setback in the game and armor repair is the cheapest way to prevent it. If you are undecided, watch how often Knights come back with broken armor after quests; that is the clearest signal that the Forge is overdue and death is one mission away.

💡

Craft potions in batches before multi-Knight quests, since you cannot craft mid-quest and preparation decides outcomes; three small potions often save a whole mission that a raw stat match would lose. A simple rule of thumb is to keep at least one potion per Knight for any quest rated dangerous, and to top up the stockpile whenever the alchemy menu has spare materials.

💡

Check the Intendant and court positions for hints about which annex unlocks next, because the game teases future buildings through dialogue and rumors, letting you plan your gold instead of reacting after a reveal. Those hints usually arrive a day or two before the annex becomes buildable, so treat early rumors as a sign to start saving rather than spending on impulse decorations.

💡

Do not build every annex at once; finish one facility, use its benefit to fund the next, and upgrade before expanding, since a few strong annexes beat several half-working buildings every time. The compounding effect is what wins games: a fully upgraded Forge saves more gold per quest than two unupgraded wings ever will, and that gold pays for the next upgrade cycle.

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