Everything you need to know about Tech Tree and builds in Symphony War.

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Quick links

  • The basics of teak tree growth
  • Build a teak tree: the three branches

Symphony of War: The Nephilim Saga It’s a team-based turn-based strategy game with a compelling fantasy story spanning 30 chapters. As you move through the battle, your units gain experience and advance to new specialist units. But behind the scenes, you are improving with your technical advances.

Next: Symphony of War: Character Creation Guide

The tech tree has three branches, with a total of 50 choices that improve every aspect of the game. Early advances help introduce new, powerful units to your selection pool, while others increase your armor or damage your score. Regardless of your playstyle, making the right moves in the tech tree will be one of the keys to maximizing each battle.

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The basics of teak tree growth

That’s one of the best things about War Tech Tree Symphony. You don’t have to worry too much about making mistakes in the past. It is common for players to complete the tech tree before the 30th chapter 26. However, if you focus on this as a goal (see below), it is very possible to do so by the beginning of chapter 20.

There are only 15 Tier I Tex and 15 Tier II Tex that will cost you. One or two points of technology respectively. You have to open seven – About half – before you unlock your first Tier II tech – Tier I techs – and The same is true for Tier III technologies (You need to unlock seven Tier IIs). Then, for Tier IV technologies, you should have. They opened all the techniques in their branch (or branches) to open. So, you have to go back and fill in the gaps anyway.

This gives you two main options. Either look at Phase IV technologies early and Decide to specialize in a branch (or branches) you need to open. or, Add what you want Throughout the story. Remember, as long as you have a sensible save point, you can go into battle to see what you need for it – then reload your save and make tech tree decisions accordingly.

Boosting Tech Tree Developments: Surrender

As you complete chapters, you earn tech points throughout the game. But you want enemy units to give you during battles to get progress as fast as possible. Each unit that is delivered will give you a technology point.

As well as the obvious benefit of accessing tech developments more quickly, this has a secondary benefit. Once you finish the tech tree, the game stops awarding tech points. rather than You will receive items that you can use to improve your units LDR.. Higher leadership means more soldiers in each group, which is always a good thing.


Chapter 26: Tech Tomes

If you don’t focus on advancing the tech trees, the game itself lets you fill in the gaps. When you get to chapter 26 through Tomes. These allow you to buy tech tree progressions that you haven’t been able to get to this point, so they’re basically a catch-all for players who have gone down a more destructive path rather than forcing opponents to surrender.

Build a teak tree: the three branches

As mentioned, the only way to get Tier IV technologies is to complete one or two of the three branches. So, if you already need those great techniques, you’ll want to focus more of your efforts on those. Note that two of the Level IV techniques require you to complete two branches.

  • Masking (Crafts and Technology, Tactics and Command): This gives the artillerymen and dragoons more attack. These units are solid mid-game when you first get them, but become weaker chapter by chapter. However, once you get this tech, you get a huge power boost and are useful until the end game.
  • Grand Army (War Academy, Tactics and Command): This gives each team a 10-point capability bonus, which roughly translates to each additional unit. This is huge as you will be commanding about 20 teams by the end of the game.

War academy buildings

They revolve around technological advancements in the War Academy. Dragons, magicians and healers, with benefits outside of combat (eg city actions). The unique level four technology unlocks the Dragon Rider as a training option – one of the most powerful classes in the game.

Academy of Good War Technology:

  • Combat medicsIncreases the health of support units (such as healers) by 20%. Keeping these parts alive is key to your early successes.
  • Merchant messengers: This puts more mercenary units and items into the marketplace, giving you more purchase options for the rest of the game.
  • MentorshipIt provides LDR development for non-leader groups alongside the one it gives to your leaders.

Good specialist choices:

  • Apprenticeship Training (T1)This apprentice (the lowest level mage) makes it to the marketplace as standard along with the other basic options. If you want mages already, this is the way.
  • Dragon Trainer (T2)Gives a slightly increased chance to find dragons as a mercenary in the marketplace, as well as a unit master XP boost from fighting dragon units.


Builds tactics and command.

You will be focusing on tactics and command Focusing on your cavalry, infantry and archer units – also increasing your options in combat (such as targeting and other damage tactics). Level IV Tech, Professionalism, offers great startup benefits to new recruits – including total credibility and status. This is considered by many players to be the most powerful technology in the game, as long as you get it early enough to take full advantage of it.

Good early tricks and ordering techniques:

  • Standing armyAll new troops you recruit must be upgraded to a stronger unit type with an additional level and half of the unit master’s XP.

Good specialist choices:

  • Psychic warfare (T1) and distinguishing the command structure (T1).Between them, these two techs allow you to target a team’s leader with your damage – and increase the amount of morale that team loses when their leader is defeated. This greatly increases the chance that the remaining enemy units will surrender, which will give you those tech points.

Crafts and technological constructions

When you submit points to the branch of crafts and technology, you are Upgrade the basic gear used by all your units – increasing damage and armor values. Level VI reduces the cost of any unit that requires special tech Industrial Furnace Steel or Obsidian by one, allowing you to build more of the game’s best troops, such as Dragon Riders, Valkyries, and Siege Cannons.


Good early craft and technology techniques:

  • A skilled iron and steel forgeThese two technologies provide increases to Heavy Infantry and Heavy Cavalry units (MaxHP and Armor respectively).
  • Adap ArtificerGrab this as soon as you start getting more artifacts from groups. It allows each team to have a second artifact.

Good specialist choices:

  • Gun (T3)You must have this skill to unlock the Gunner, Dragoon and Siege Engine classes. Cannons in particular are very powerful late game units and cannons are very strong in the mid game (and later with Musketeering technology).
  • Traveler and Behemoth Laser Crane (T1 and T2 respectively)If you’re looking to focus on fast moving light units, use the terrain and bleed your opponent, these skills are key. Both add armor to light troops – your specific weak point for this army unit.

Next: Symphony of War: A Beginner’s Guide

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