Welcome back, magicians!
Dr. Kness graced us with another nugget of wisdom.
Today’s topic will be Improvements, which are upgrades or extra utility items that you can enhance your tower and its inhabitants to increase odds of successfully making it through the mission.
If you’ve missed the previous post - take a look here.
First of all, you’ll need a Carpenter’s Shop to get Improvements cards.


After that you can assign a dwarf to work there and you will be able to draw a random card from your deck from the pool of Improvements.
In no particular order, here’s the list of all improvements available right now:
Barricade - cheap (and rather prone to breaking down) way to stop goblins.
Torch - illuminates the room during the night and allows you and the dwarves to operate it 24/7.
Doors - prevent the fire, water and goblins spread around the tower, but takes a while to construct.
Dome - protects the tower against flying opponents, lightning and rain, it also adds style to your tower!
Battlements - Undestroyable, invulnerable, you name it. Works similar to dome with only difference - flying enemies can land on top.
Sword - can be handed over to a nearby dwarf, so he can protect the tower, mage’s hands are too delicate for this.
Armor - fortifies the block so it takes longer to burn or it can withstand more damage before breaking apart.
Now we’ll check the use cases for each block.
Barricade - Builds really fast (compared to doors, which take ages) but it won’t slow down goblins for long, yet it still provides enough time to come up with a solution to the goblin problem at hand.

Torch - without it you are limited by daytime to get new cards and make dwarves work in workshops and other buildings. When you place it - it will also provide light for neighboring rooms. Take it into consideration when planning your tower - it might be handy to place them in more strategic places.

Doors - they are not exactly invulnerable, rather just sturdy good doors which can take a lot of punishment, be it work hazard or goblin misdeed. Which, in turn, gives you more than ample time to respond to a developing situation.

Dome - basically a medieval lightning rod with extra functions (like keeping flying enemies from landing) and style. Still can be burned down by a sneaky goblin lighting fire underneath.

Battlements - can’t prevent enemy landing on top of it, but it excels in other things. Like being invulnerable to any damage (even the almighty TNT!). Like with dome, it may be used to cover an open-top room in your tower, so no rain will flood the underground parts of the building.

Sword - Dwarves probably wished it was an axe, but they have no choice in this matter. It gets the job (making short work of goblins) done, that’s all that matters to the wizard.

Armor - Might be a good idea to place it on a foundation block of your tower if it is especially tall, otherwise any incident (like losing your stick of TNT to a goblin raider) can nullify all the hard work you’ve put into your creation.

That is it for now, see you in the next post, when we’ll talk about spells!
You can try it all for yourself in our demo! We’d also be very happy to see you on our other social media or if you consider adding us to your wishlist.
Hoping to see you next time and thanks to you for joining us on this magical journey!
