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Tools and weapons are items purchased with coins from vendors (or shops or stores) and they used to assign jobs to subjects, generally villagers.

These items can be grouped in:

  • Equipment (tools and personal weapons)
  • Structural weapons.

The following characteristics should be valid for all types of tools and weapons.

Stores[]

Store Tool Subject Classic New Lands 16?format=original
Hammer vendor Hammer Builder 20?format=original 20?format=original 20?format=original
Scythe vendor Scythe Farmer 20?format=original 20?format=original 20?format=original
Personal weapon
Bow vendor Bow Archer 20?format=original 20?format=original 20?format=original
Keep facade Shield Squire/Knight 20?format=original 20?format=original 20?format=original
Knight tower Extra shield Squire/Knight 20?format=original 20?format=original 20?format=original
Forge Sword Knight 20?format=original 20?format=original 20?format=original
Pike vendor Pike Pikeman 20?format=original 20?format=original 20?format=original
Dojo Ninjato Ninja 20?format=original 20?format=original 20?format=original
Structural weapon
Siege workshop Catapult Builder 20?format=original 20?format=original 20?format=original
Bomb banner Bomb Builder 20?format=original 20?format=original 20?format=original

All tools and weapons can only be purchased by the Monarch at their respective shops.

Exception: In Kingdom Classic the Monarch can pay coins to the Merchant in the forest for a random set of equipment (bows, hammers or scythes).

All stores have a few requirements and a expected place to appear at. When the conditions are met the store vendors show up and their shop is automatically and instantly built. The requirements for shops to appear are listed in the tables. For more information about space requirements and possibilities, see building space.

In Classic & New Lands[]

Classic Kingdom: Classic & New Lands New Lands – All shops require a certain upgrade level of the town center, and have a specific place around it to appear in all lands.

Exception: In New Lands knight towers can be built on full upgraded towers and require the Knight Hermit.

Requirements and locations of shops in Classic and New Lands

Shop Requirement Location
Hammer stand Campfire At the left of the town center
Bow stand Campfire At the right of the town center
Scythe stand Wooden fortifications At the right of the innermost walls
Catapult workshop Town hall At the left of the innermost walls.
Keep facade (shields) Stone technologyCastle keep The keep sides
Knight tower (extra shield) Knight Hermit Full upgraded archer towers

In Two Crowns[]

16?format=original Kingdom Two Crowns – The hammer and bow stands, and the hanging places for the shields work like in the previous titles, with the same requirements and pre-established locations, that do not conflict with those of other shops. All other stores additionally require:

  • A back wall at the level of the required tech (wood, stone or iron)


  • Enough building space. If the free space available isn't enough for all the unlocked shops to appear, some buildings will have priority over the others:
    1. scythe rack
    2. pike stand or dojo
    3. catapult workshop
    4. forge.

All stores tend to appear as near to the town center as possible, following the priorities listed above, except the pike stand, the dojo and the workshop: these will appear as close to the outer walls as possible—always observing the priorities above—and they do move further out as new spots are freed and vice versa.

This process may get confusing with back walls dropping and rising, causing buildings with low priority to not appear. Reloading the game causes all back walls to re-rise, which may solve the issue.

Requirements and locations of shops in Two Crowns

Shop Requirement Location
Hammer stand Campfire At the left of the town center
Bow stand Campfire At the right of the town center
Scythe stand Wooden fortifications + wooden wall Just outside the innermost walls
Pike stand/dojo, workshop Stone fortifications + stone wall Near the outer wall on both sides
Fire barrels add-on Castle keep Workshop
Keep facade (shields) Castle keep The keep sides
Knight tower (extra shield) Knight Hermit Full upgraded archer towers
Forge Iron keep + iron wall Any large free space inside the walls
Bomb banner Iron keep One of the iron keep sides

Vendors[]

Some stores are occupied by a vendor—the forge by a smith, and the dojo by a sensei. Those are all non-playble characters with whom there is no possible interaction. Much like the Banker and the Merchant, they have no speeches, and cannot be attacked by the Greed.

Storing[]

All shops have a type of rack where up to four items can be exposed, waiting for a subject to pick them.

Interaction[]

The Monarch cannot directly interact with any tool or weapon. And greedlings are the only type of greed who can do it. They can steal tools and weapons from the shops and from the ground if a subject drop them while being attacked.

Equipment[]

Equipping aka hiring[]

New villagers (recently recruited vagrants or subjects who just lost their equipment) head towards the town center and, if they don't find any tool or weapon on their way, they seek a random shop to wander around it. If villagers see any unheld tool or weapon nearby, be it on a rack or on the ground, they run to pick it up.

When equipped, villagers have a specific job along with a typical appearence, and carry out only the tasks related to that job. The following diagram shows the hiring process:

Vagrant +1 Coin_icon Villager + bow     (2 Coin_icon) Archer
+ hammer     (3 Coin_icon) Builder
+ scythe     (4 Coin_icon)
  (5 Coin_icon in Classic)
Farmer
+ shield     (6 Coin_icon) Knight
  (4 Coin_icon in 16?format=original) Squire + sword (12 Coin_icon in 16?format=original) Knight
+ pike  
+ ninjato  
  (2 Coin_icon in 16?format=original) Pikeman
Ninja
tramp
townspeople
townsfolk w/ assigned professions

Classic Kingdom: Classic
16?format=original Kingdom Two Crowns

Losing equipment[]

If subjects are hit by the Greed, they drop:

  1. any extra coin they're holding


  2. their equipment, turning back to be villagers


  3. their last coin turning back to be vagrants.
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