Plan your Schism castle upgrades in Olden Era. Track all 34 Schism buildings, set your build order, and optimize resource production across the full campaign timeline.
Firmament's AbyssBuilding a Mage Guild in this city unlocks all spells of the corresponding tier. This city’s dwellings produce +100% units.
TavernAllows the hiring of new heroes.
MarketplaceAllows resources to be traded.
Artifact MerchantAllows artifacts to be traded.
Abyssal RemnantGrants the kingdom 500 Gold, Law points, and Astrology points daily. +1 hero cap.
Abyssal Remnant IIGrants the kingdom 750 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-1 economy upgrade.
Abyssal Remnant IIIGrants the kingdom 1000 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-2 economy upgrade.
Resource DepotProduces 1 Gem daily.
Alchemic DepotProduces 5 Alchemical Dust daily.
Great LibraryGrants +2 Knowledge to any visiting hero.
BankProduces 1000 Gold daily.
TreasuryProduces 2000 Gold daily.
FortificationsProvides walls during sieges. Allows the builder to pick one level-1 defensive upgrade.
Fortifications IIAdds two towers to the battlements that shoot at attackers during sieges. Allows the builder to pick one level-2 defensive upgrade. City dwellings produce +50% units.
Fortifications IIIAdds one more grand tower to the battlements that shoots at attackers during sieges and spikes by the walls. Allows the builder to pick one level-3 defensive upgrade. City dwellings produce +100% units.
Cultist SpireAllows the recruitment of Cultists.
Cultist Spire IIAllows the recruitment of Binders and Votaries.
House of ChainsAllows the recruitment of Concubi.
House of Chains IIAllows the recruitment of Mistresses of Chains and Bewitchers.
Aga'Shoth StablesAllows the recruitment of Aga’Shoth Riders.
Aga'Shoth Stables IIAllows the recruitment of Aga’Shoth Tamers and Aga’Shoth Matha.
Bloated MansionAllows the recruitment of Arbitrators.
Bloated Mansion IIAllows the recruitment of Rift Arbitrators and Bloated Arbitrators.
Lesser Summoning RiteAllows the recruitment of Ra’Shoth.
Lesser Summoning Rite IIAllows the recruitment of Stinging Ra’Shoth and Ferocious Ra’Shoth.
Eerie Summoning RiteAllows the recruitment of Abyssal Envoys.
Eerie Summoning Rite IIAllows the recruitment of Abyssal Overseers and Abyssal Executors.
Involuntary SummonsOnce per week, allows the owner to recruit creatures from any one external dwelling under their control — even if there are no available units on the global map itself.
Disturbing Summoning RiteAllows the recruitment of Grand Shoth.
Disturbing Summoning Rite IIAllows the recruitment of Unspeakable Shoth and Unthinkable Shoth.
Mage GuildUnlocks 7 random tier‑1 spells in the Magic Observatory and the ability to spend dust to upgrade tier-1 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1 spells are added to their Spellbook.
Mage Guild IIUnlocks 6 random tier‑2 spells in the Magic Observatory and the ability to spend dust to upgrade tier-2 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–2 spells are added to their Spellbook.
Mage Guild IIIUnlocks 5 random tier‑3 spells in the Magic Observatory and the ability to spend dust to upgrade tier-3 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–3 spells are added to their Spellbook.
Mage Guild IVUnlocks 4 random tier‑4 spells in the Magic Observatory and the ability to spend dust to upgrade tier-4 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–4 spells are added to their Spellbook.