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Knowledge System Guide

Runehall & Scriptorium — Imperia Borealis

The Knowledge System is a mid-to-late game feature unlocked by building a Runehall (Aesir) or Scriptorium (Christianity). It lets you invest in a knowledge tree spanning six paths — Warfare, Production, Commerce, Parish, Leadership, and the Hanseatic League — to unlock powerful bonuses and new capabilities for your estate.

Your estate unlocks nodes on the tree by spending Knowledge Points. From there, nodes come in two kinds — and knowing which is which saves you a lot of confusion:

🌐 Estate-wide

Takes effect the moment you unlock it — no expert needed. Examples: Edit Mode, auto-sell rules, new caravan types, and Outpost Foreman (which simply lets you assign any idle expert to an outpost).

📚 Study required

After unlocking, an expert must study the node in the Runehall and then be assigned to the relevant building for the bonus to apply. Examples: combat keyword grants, training-speed boosts, crafting unlocks.

Each node in the in-game tree shows one of these two badges, so you always know whether unlocking is enough or whether an expert still has work to do.

How It Works

The knowledge system follows a step-by-step flow from building construction to applying effects on the battlefield and in your workshops.

1

Step 1 — Build the Runehall

Construct a Runehall (or Scriptorium) on your estate. Requires a Religious Site to be built first, since the building name depends on your chosen religion.

Cost: 200 stone, 150 lumber, 50 iron ore. Max level: 10.

2

Step 2 — Assign Experts

Assign experts to the Runehall. Each expert assigned generates Knowledge Points (KP) every 60 seconds. More experts and higher Scholarship skill means faster KP generation.

Expert slots scale with building level: Level 1 gives 1 slot, Level 2 gives 2, up to 6 slots at Level 10.

3

Step 3 — Unlock Nodes

Spend accumulated KP plus resources to unlock nodes on the knowledge tree. Nodes have prerequisites — you must unlock lower-tier nodes before advancing to higher tiers within a path.

Unlocking is estate-wide. If the node is an 🌐 Estate-wide node, you're done — the effect is live immediately. If it's a 📚 Study required node, continue to Step 4.

4

Step 4 — Experts Study (study-required nodes only)

For 📚 Study required nodes, an expert in the Runehall must study the unlocked node. Each study takes real time (5 minutes to 3 hours depending on the node). Once complete, the expert permanently learns that knowledge.

If an expert is removed from the Runehall mid-study, progress is paused and resumes when they return. Estate-wide nodes skip this step entirely.

5

Step 5 — Apply Effects (study-required nodes only)

Reassign a studied expert to the relevant building (barracks, workshop, trading post, etc.) to activate the knowledge effect. The bonus only applies while that expert is assigned to the building. Estate-wide effects are already active and need no assignment.

Knowledge Point Generation

Knowledge Points are the currency for unlocking tree nodes. They are generated passively by experts assigned to the Runehall on every 60-second production tick.

KP per tick = BASE (1) × (1 + Scholarship Level × 0.10)

Each expert contributes independently. The Scholarship skill (max level 10) increases an expert's KP output.

Example

3 experts at Scholarship level 5 each: 3 × 1 × 1.5 = 4.5 KP per tick. Over 10 minutes that's 45 KP. Experts also gain Scholarship XP (1 per tick) while assigned to the Runehall.

Runehall / Scriptorium Building

Property Details
Build Cost 200 stone, 150 lumber, 50 iron ore
Requires Religious Site (religion must be chosen first)
Workers None required
Max Level 10
Display Name Runehall (Aesir) / Scriptorium (Christianity)

Expert Slots by Level

Level 1 2 3 4 5 6 7 8 9 10
Slots 1 2 2 3 3 4 4 5 5 6

The Knowledge Tree

Six paths, each with tiered nodes that must be unlocked in order. Paths branch at certain points, giving you choices on how to specialize. Any expert can study nodes from any path — there is no path locking.

Warfare Path

Train faster, fight harder, siege smarter

Main Chain: Drill Instructor → Squad Tactics → Combat Logistics → Specialist → Sapping

Tier 1
Drill Instructor

Expert assigned to barracks reduces militia, archer, and spearman training time by 25%.

10 KP 200 wheat, 100 lumber 5 min study
Tier 2
Squad Tactics

Militia trained at barracks with this expert gain the "hardened" tag (+15% defense, 30% reduced chance of being routed).

50 KP 400 wheat, 150 iron ore, 30 wrought iron 40 min study
Tier 3
Combat Logistics

All troops consume 20% less food (always).

100 KP 600 wheat, 200 iron ore, 200 stone, 20 steel 60 min study
Tier 4
Specialist

Expert assigned to barracks reduces cavalry, knight, and elite unit training time by 25%.

180 KP 1000 wheat, 400 iron ore, 300 stone, 40 steel, 15 cured meats 2 hr study
Tier 5
Sapping

Unlocks the Sapper — a fast siege unit that undermines fortifications and withdraws before the main battle.

250 KP 1500 wheat, 600 iron ore, 50 gunpowder, 60 steel 3 hr study

(Branch: Defensive Doctrine) from Drill Instructor

Tier 2
Shield Line

Spearmen gain the shield_wall keyword — absorbing 40% incoming damage in addition to their existing spear_wall counter-cavalry bonus.

50 KP 400 wheat, 200 iron ore, 40 wrought iron 40 min study
Tier 3
Fortified Positions

When defending your home parish, all units gain +20% defense. Your archers fire in the First Attack phase even if the enemy has haste.

100 KP 600 wheat, 300 stone, 200 iron ore, 25 steel 60 min study
Tier 4
Last Stand

When your army drops below 30% strength during combat, surviving units gain frenzy for the remaining phases.

160 KP 1000 wheat, 400 iron ore, 40 steel, 20 cured meats 2 hr study
Tier 5
War College

Expert assigned to barracks opens an additional troop training slot (3 → 4 concurrent operations).

200 KP 1500 wheat, 500 iron ore, 50 steel, 30 cured meats 3 hr study

(Branch: Shock Warfare) from Squad Tactics — Mutually Exclusive

Choose one: Vanguard OR War Drums — unlocking one permanently locks the other.
Tier 3
Vanguard

Cavalry and knights gain first_strike — they attack in both the First Attack and Charge phases.

90 KP 600 wheat, 300 iron ore, 30 steel, 15 cured meats 60 min study
Tier 4
Scorched Earth

When you win an attack, you can choose to raze one building (reduces it by 1 level) instead of taking pillage resources.

250 KP 1500 wheat, 600 iron ore, 50 gunpowder, 60 steel 3 hr study

OR

Tier 3
War Drums

Your intimidate effect applies to ALL enemy units (not just fragile). Enemy units have a base 12% rout chance during Positioning.

90 KP 600 wheat, 300 lumber, 200 iron ore, 10 ale 60 min study

(Branch: Supply Lines) from Combat Logistics

Tier 5
Supply Lines

Troops can carry a supply cache — up to 2000 wheat for mounted, 1000 for foot soldiers. Deposited at claimed locations to feed the army.

200 KP 1500 wheat, 500 iron ore, 30 cured meats, 20 ale 3 hr study

Production Path

Better output, advanced crafting, automation

Main Chain: Apprenticeship → Fine Tools → Advanced Materials → Legendary Techniques → Artisan's Mark

Tier 1
Apprenticeship

Expert assigned to a production building grants an additional +10% output.

10 KP 150 lumber, 100 stone 5 min study
Tier 2
Fine Tools

Unlocks crafting of intermediate materials: chain rings, trigger pins, halberd heads, shaped wood.

40 KP 200 iron ore, 200 lumber, 25 bricks 40 min study
Tier 3
Advanced Materials

Unlocks crafting of advanced gear: chain mail, long bow, crossbow, halberd.

80 KP 400 iron ore, 300 lumber, 200 stone, 15 glass 60 min study
Tier 4
Legendary Techniques

Buildings at level 8+ produce at 120% rate. The last levels before legendary become the most productive.

160 KP 500 iron ore, 400 stone, 40 steel, 20 glass 2 hr study
Tier 5
Artisan's Mark

All goods you produce count toward an Artisan Reputation score visible on your profile and the leaderboard.

220 KP 600 iron ore, 60 steel, 30 glass, 20 fine linen 3 hr study

From Apprenticeship: Outpost Foreman

Tier 2
Outpost Foreman 🌐 Estate-wide

Once unlocked, you can assign any idle expert as Foreman to a resource outpost — no study needed. The expert boosts all of that outpost's production based on the matching gathering skill (e.g. Mining for an iron outpost) and earns XP in that skill while assigned.

35 KP 300 wheat, 200 lumber, 150 stone

(Branch: Automation) from Apprenticeship: Surplus Management → Automation → Master Craftsman

Tier 2
Surplus Management

Unlocks auto-sell rules: configure thresholds per resource to automatically sell at market price.

40 KP 200 lumber, 150 stone, 300 wheat 40 min study
Tier 3
Automation

Set a minimum stock of gear. When below the threshold, crafts are queued automatically if resources are available.

80 KP 300 iron ore, 200 lumber, 20 steel, 30 bricks 60 min study
Tier 4
Master Craftsman

Crafting buildings have a 15% chance to produce a "superior" version of any item — +10% to its normal effect.

140 KP 500 iron ore, 40 steel, 20 glass, 15 fine linen 2 hr study

From Fine Tools: Parallelization and Estate Planning

Tier 3
Parallelization

Increases crafting queue slots by 2 for Tannery, Armory, and Workshop.

90 KP 300 iron ore, 300 lumber, 200 stone, 30 bricks 60 min study
Tier 3
Estate Planning

Unlocks Edit Mode on the estate layout, allowing you to reposition buildings freely.

80 KP 400 stone, 300 lumber, 30 bricks 60 min study

Commerce Path

Trade smarter, raid harder

Main Chain: Haulers → Logistic Mastery → Armored Caravan → Caravan Fleets

Tier 1
Haulers

Unlocks refitting caravans into haulers — high capacity, slower speed.

10 KP 200 lumber, 150 wheat 5 min study
Tier 2
Logistic Mastery

Unlocks permanent Caravan Equipment (gear) for your fleet, managed under Trade → My Fleet.

45 KP 300 lumber, 100 iron ore, 300 wheat, 25 linen 40 min study
Tier 3
Armored Caravan

Unlocks refitting caravans into armored caravans — high defense, lower capacity.

90 KP 300 iron ore, 200 lumber, 150 stone, 25 steel 60 min study
Tier 4
Caravan Fleets

Allows grouping multiple caravans into a single convoy for efficiency.

160 KP 500 iron ore, 400 lumber, 500 wheat, 15 fine linen, 10 ale 2 hr study

(Branch: Merchant) from Haulers: Market Intelligence → Trade Agreements → Trade Monopoly

Tier 2
Market Intelligence

You can see the last 24h of trade prices for any resource on the market — price history charts.

45 KP 300 wheat, 200 lumber, 25 linen 40 min study
Tier 3
Trade Agreements

Unlocks binding trade contracts: agree with another player to exchange resources weekly. Caravans dispatch automatically.

90 KP 500 wheat, 200 iron ore, 15 fine linen, 10 ale 60 min study
Tier 5
Trade Monopoly

If you control 40%+ of a resource's market listings in a parish, you gain +15% sale price for that resource.

250 KP 1500 wheat, 600 iron ore, 25 fine linen, 20 ale 3 hr study

(Branch: Raider) from Logistic Mastery: Ambush Tactics → Deep Strikes → Pirate King

Tier 3
Ambush Tactics

Raid patrols gain +20% intercept chance, last 4 more attacks, and gain 30% more reward from successful raids.

80 KP 400 wheat, 200 iron ore, 200 lumber, 15 cured meats 60 min study
Tier 4
Deep Strikes

Can place ambushes in enemy alliance territory. A report is generated for that alliance identifying the responsible estate.

140 KP 800 wheat, 400 iron ore, 30 steel, 20 cured meats 2 hr study
Tier 5
Pirate King

Unlocks the Raider caravan — fast (1.2x speed), low capacity (0.4x), can fetch from uncontrolled special locations.

220 KP 1200 wheat, 500 iron ore, 50 steel, 20 ale 3 hr study

Parish Path

Expand your influence, control territory

Root: Planned Infrastructure

Tier 1
Planned Infrastructure

Unlocks building roads in parishes you do not own.

10 KP 200 stone, 200 lumber 5 min study

(Branch: Territory) from Planned Infrastructure: Watchtower Network → Garrison Commander → Fortification Mastery → Provincial Governor

Tier 2
Watchtower Network

See all troop movements entering or leaving your home parish — unit types, counts, and destination.

45 KP 300 stone, 200 lumber, 100 iron ore 40 min study
Tier 3
Garrison Commander

Garrison troops in other estates in your parish. Garrisoned troops are fed by the offering player, not the host.

90 KP 600 wheat, 400 stone, 300 iron ore, 25 steel 60 min study
Tier 4
Fortification Mastery

Parish fortifications you fund build 50% faster and cost 25% less. At L3 fortification, unlocks "Great Wall" — +15% parish-wide defense.

150 KP 600 stone, 400 iron ore, 40 steel, 40 bricks 2 hr study
Tier 5
Provincial Governor

Gain "Governor" title for your home parish: +5% production for all estates, set parish tax rate (0-5% of trades).

250 KP 1500 wheat, 600 stone, 500 iron ore, 60 steel 3 hr study

(Branch: Infrastructure) from Planned Infrastructure: Road Mastery → Trade Hub → Parish Architect → Gotland's Crossroads

Tier 2
Road Mastery

Roads can be manually laid out on the parish map instead of organically created.

40 KP 300 stone, 250 lumber 40 min study
Tier 3
Trade Hub

Your home parish gains a passive aura: all caravans passing through travel 15% faster.

80 KP 400 stone, 300 lumber, 200 iron ore, 30 bricks 60 min study
Tier 4
Parish Architect

Unlocks proposing and funding parish-level cosmetic buildings with small bonuses (+2% production, +1% defense).

140 KP 500 stone, 400 lumber, 300 iron ore, 20 glass 2 hr study
Tier 5
Gotland's Crossroads

Parish becomes a "Crossroads" — generates advanced/luxury resources per trade passing through. All estates benefit.

220 KP 600 stone, 500 lumber, 400 iron ore, 50 steel 3 hr study

Leadership Path

Empower your experts, amplify their value

Main Chain: Efficient Workers → Expert Academy → Dual Assignment → Polymath → Council of Elders

Tier 1
Efficient Workers

Experts assigned to buildings increase that building's max storage by up to 20% based on expert level.

10 KP 200 wheat, 150 lumber 5 min study
Tier 2
Expert Academy

Experts gain skill XP 25% faster. Recruited experts come with a random unlocked knowledge already studied.

50 KP 400 wheat, 300 lumber, 200 stone, 25 bricks 40 min study
Tier 3
Dual Assignment

Experts can be assigned to two buildings simultaneously at 60% effectiveness each.

100 KP 600 wheat, 300 iron ore, 300 stone, 25 steel 60 min study
Tier 4
Polymath

Experts in the Runehall can study 2 knowledge nodes simultaneously at 75% speed each.

160 KP 1000 wheat, 400 iron ore, 40 steel, 20 glass 2 hr study
Tier 5
Council of Elders

Passive estate-wide aura from max-level experts: per L10 expert, +2% production, +1% combat, +1% trade value (max 5 experts).

220 KP 1500 wheat, 600 iron ore, 60 steel, 20 fine linen 3 hr study

Hanseatic League Path

Forge ties with the great trading league

Main Chain: Hanseatic Charter → (more nodes coming soon)

Tier 1
Hanseatic Charter

Unlocks the Kontörhuset and Hanseatic merchant voyages — dispatch merchant ships from Visby to foreign ports for rare rewards.

35 KP 300 lumber, 400 wheat, 15 fine linen 60 min study

Key Rules

No Path Locking

Any expert can study any node from any path. You don't commit to a single path — mix and match as your strategy demands.

Pause & Resume

If you pull an expert out of the Runehall mid-study, their progress is saved. Reassign them later and they pick up right where they left off.

Experts Are Safe

Experts can no longer die in combat. You won't lose invested knowledge if your estate is attacked.

Unlock Once, Study Many

Unlocking a node on the tree is a one-time estate cost. After that, every expert can study it independently. Want three experts with Drill Instructor? Unlock once, study three times.

Effects Only Apply When Assigned

An expert's knowledge effect only activates at the building they're assigned to. An expert studying in the Runehall isn't giving bonuses to your barracks — reassign them after studying.

Mutually Exclusive Choices

Some nodes are mutually exclusive — unlocking one permanently locks the other. Currently, Vanguard and War Drums in the Warfare path are exclusive choices. Choose wisely based on your combat strategy.

Strategy Tips

Prioritize KP Generation Early

Assign experts to the Runehall as soon as it's built. Even low-Scholarship experts generate 1 KP per tick. The sooner you start accumulating, the sooner you unlock your first nodes.

Upgrade the Runehall for More Slots

Each upgrade gives you more expert slots. At level 2 you get a second slot — doubling your KP income. Investing in upgrades early pays dividends.

Warfare for Military Estates

If you're focused on combat, Drill Instructor (Tier 1) is a quick win — 25% faster militia, archer, and spearman training adds up fast. Squad Tactics makes your militia significantly stronger with the hardened tag. Branch into Defensive Doctrine for turtle play, or Shock Warfare for aggressive strikes.

Production for Crafting Empires

The Production path unlocks advanced crafting recipes. Fine Tools and Advanced Materials gate powerful gear behind knowledge — chain mail, long bows, crossbows, and halberds all require these nodes. The Automation branch lets you set up auto-sell and auto-craft for hands-off production.

Commerce for Trade Networks

Haulers is cheap and immediately useful for high-capacity transport. The Merchant branch unlocks price history and automated trade contracts. The Raider branch turns your patrols into a serious threat with boosted intercept and deep-strike capability.

Parish for Territory Control

The Territory branch gives you visibility, garrisoning, and fortification bonuses — essential for alliance leaders. The Infrastructure branch speeds up caravans parish-wide and culminates in the powerful Crossroads endgame node.

Leadership for Expert-Heavy Estates

The Leadership path enhances your experts — faster XP gain, multi-assignment, dual study, and a powerful endgame aura from veteran experts. If you've invested heavily in experts, this path amplifies their value.

Don't Spread Too Thin

Each expert needs real time to study each node. Focus on the path that complements your playstyle first, then branch out. A single expert with three studied nodes is more impactful than three experts with none.

Rotate Experts Strategically

An expert can generate KP in the Runehall, study a node, then be reassigned to a barracks to apply the effect. Plan your expert rotation: generate KP → unlock → study → deploy.

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