Act I Demo Forge, Witch Tower, and Equipment Rules
You know the scene: a quest is one Strength short, the treasury is wheezing, and every knight already has somewhere dramatic to be. The Forge and Witch Tower can patch those small gaps, but the cheap answer is often better than the shiny one. Buy for the quest in front of you, Your Grace, not for the royal display cabinet.
Build covered: the Sovereign Tower Act I demo available on August 17, 2026. These are demo values, not retail patch 1.0.9 values. Retail patch 1.0.8 changed Forge repair prices and buffed several Act 2 and Act 3 items, so do not carry the numbers below into later retail routes.
Annex unlock checklist
| Annex | Prerequisite | Cost | Function and construction state |
|---|---|---|---|
| Forge | During Cycle 1, accept Carina’s request and successfully complete Hammer Lost, Yet Again. Angelica is a valid early choice, but she is not required. After Carina’s follow-up audience in Cycle 2, visit the Lady of the Tower in the Gallery and unlock the Forge. | 0 gold to construct. In the demo, the single armor repair available each cycle also costs 0 gold. | Sells relics and fully restores one available knight’s armor per cycle. It can coexist with the Witch Tower. |
| Witch Tower | When the Witch request becomes available, call Belladonna through the Map Room, complete her audience, and accept her service. Then visit the Gallery and unlock her room. | 10 gold for the Map Room audience request; 0 gold to construct the room. | Sells one-use stat potions. It can coexist with the Forge. |
The two demo annexes are not a pick-one choice. If the Forge is still locked, make sure the hammer quest succeeded and Carina’s result audience has played. The Stables are not one of the annexes available in this demo, so Rowan’s retail facility and its costs are outside this build’s reference.
Forge purchases
The demo calls this crafting, but there are no ore, wood, or other material ingredients. Pay the gold price and receive the finished relic. Each listed relic can be bought once.
| Relic | Ingredients and result | Statistics |
|---|---|---|
| Rusty Sword | No materials; 35 gold → 1 Rusty Sword | +1 Strength, +1 Agility, -1 Charisma |
| Old Sword | No materials; 50 gold → 1 Old Sword | +1 Strength |
| Royal Sword | No materials; 150 gold → 1 Royal Sword | +2 Charisma |
| Lake Sword | No materials; 225 gold → 1 Lake Sword | +1 Strength, +1 Charisma, +1 Magic |
| Vermeil | No materials; 250 gold → 1 Vermeil | +1 Charisma, +2 Magic |
A Rusty Sword can solve a Strength-and-Agility check that Vermeil cannot touch. Check the whole quest card before spending; expensive steel is still just expensive steel when the problem requires quick feet.
Witch Tower potions
Belladonna’s five basic potions cost 20 gold each. No material ingredients are required, each purchase creates one potion, and the same potion may be purchased again.
| Consumable | Ingredients and result | Effect |
|---|---|---|
| Strength Potion | No materials; 20 gold → 1 potion | +1 Strength |
| Agility Potion | No materials; 20 gold → 1 potion | +1 Agility |
| Charisma Potion | No materials; 20 gold → 1 potion | +1 Charisma |
| Magic Potion | No materials; 20 gold → 1 potion | +1 Magic |
| Wit Potion | No materials; 20 gold → 1 potion | +1 Wits |
There is no basic Luck Potion in this stock. Equip the brew before confirming the assignment. Its one charge is spent when that quest finishes, so do not leave a potion on a knight who is heading out for royal busywork.
Equip, replacement, consumption, and stacking
- Each knight has one relic slot, one consumable slot, and one mount slot.
- Equipping a normal item into an occupied slot replaces the old item. The replaced item returns to storage instead of being destroyed.
- Flat modifiers from the equipped relic, consumable, and mount are added together. Penalties are included, and the final value of a statistic cannot fall below zero.
- Equipment traits are added to the knight’s characteristics while equipped. They matter only when a quest checks the matching trait or condition; they are not extra flat statistics.
- A one-use potion loses its charge when the assigned quest completes and is then removed from the knight.
- A quest cannot be shortened below one cycle.
- On a party quest, the slowest rider sets the party’s travel reduction. One fast mount does not tow the rest of the Round Table behind it.
- Exclusive equipment cannot be manually removed, replaced, or reassigned through the normal equipment menu.
Selected armor and mount entries
Equipment preview: Crab Armor is defined in this demo build but cannot be earned during its Act I route. Paul, meanwhile, is an obtainable Act I mount reward. These entries remain demo-scoped.
| Item | How to obtain or cost | Statistics and traits |
|---|---|---|
| Paul (mount) | 0 gold; awarded by the normal successful outcome of The Bloody Magpie | +1 Strength, -2 Charisma; reduces quest duration by 1 cycle |
| Crab Armor (relic) | No demo purchase or recipe; not obtainable during Act I | +1 Strength, -1 Agility, +2 Charisma; grants the Clumsy and Waterproof traits |
Before sending a party away, check every slot and the final duration on the assignment card. That catches both common disasters: a forgotten potion vanishing on a minor errand and one magnificent rider arriving early only to wait for everyone else.

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