Tower Systems · system-guide

Sovereign Tower Tower Upgrades – Annexes, Rooms & Best Upgrade Order

Every known Sovereign Tower annex — Forge, Alchemy Room, Stables, Training Ground, Intendancy — how the Lady of the Tower unlocks them, and a recommended upgrade order.

Direct answer

The game calls tower upgrades Annexes: new rooms the Lady of the Tower materializes once you earn her trust, recruit the right servants and invest resources. Official copy confirms the Blacksmith’s Forge and the Witch’s Alchemy Room, which craft items that assist your knights. Community guides add the Stables, the Training Ground and the Intendancy. Annexes never auto-win quests — they raise your knights’ effective power.

What Annexes are

Official store copy describes the system directly: expanding your Tower with new Annexes opens more positions amongst your court, and each annex lets you craft new items to assist your knights on their quests. The Blacksmith’s Forge and the Witch’s Alchemy Room are the two annexes named by the developer; the rest of this page comes from the launch-week community wiki and playthrough videos.

How to unlock an Annex

  1. Recruit the matching servant during a morning audience — the blacksmith, the witch, a stable hand and so on.
  2. Speak with the Lady of the Tower; once she trusts you, she offers to raise the corresponding annex.
  3. Spend the resources (Treasury plus construction time) to complete it.
  4. Production menus open on later exploration phases.

Missed a servant recruit? The Demon’s rewind can take you back to an earlier audience to catch the event. No verified source publishes build costs or timers, so this page does not list numbers.

All known annexes and rooms

Five rooms are documented at launch. The Forge and Alchemy Room are officially named; the others come from the community wiki.

AnnexRuns itWhat it doesStatus
Blacksmith’s ForgeCarina (blacksmith)Weapons and armor for Strength/Agility checks; repairs after critical failuresOfficially named
Witch’s Alchemy RoomBelladonna (witch)Potions and brews granting Magic/Wit and situational stat modifiersOfficially named
StablesStable handHorse tags for quest cards; key for the goose quest stage 2 clueCommunity wiki
Training Ground—Multi-day skill training for knights (locks the knight while training)Community wiki
IntendancyLady AlwenaInvestigate one knight per day to reveal stats, preferences and secretsCommunity wiki; may not be labeled an annex in-game

Blacksmith’s Forge

The Forge is usually the first production annex players want. Carina arrives through audience recruitment, the Lady raises the wing, and you craft weapons and armor that boost Strength and Agility checks — plus repair armor damage after critical failures on martial quests.

Community advice: prioritize one weapon tier covering your weakest combat knight before duplicating niches, and craft the morning before a hard combat card.

Witch’s Alchemy Room

Belladonna’s alchemy room brews consumables: Magic and Wit boosts, plus temporary Luck-style margins for tight checks. Pair it with Intendancy investigations so you know which knight needs the margin most.

A community Steam guide confirms the loop: you unlock her room with the help of the Lady of the Tower, and her brews grant stat modifiers. Items never replace stat checks — quests still test Strength, Agility, Charisma, Magic and Wit.

Stables, Training Ground and Intendancy

  • Stables supply horse tags on quest cards. If you are pursuing the bathhouse goose chain, unlock the Stables before stage two — a horse clue with no mount fails even when stats look fine (see Chester recruitment).
  • The Training Ground improves knight skills over multiple days instead of single consumables. Training locks the knight like a quest, so do not start a long course the same week a deadline stacks up.
  • The Intendancy opens around Cycle 3 in recorded routes. Lady Alwena investigates one knight per day — information that prevents bad assignments during main-quest peaks.

Recommended upgrade order

No official upgrade order exists; this is a recommended route based on community optimization notes, not the correct order:

  1. Open one production annex first, based on your roster’s weakness — the Forge if you lack Strength, the Alchemy Room if Magic/Wit checks keep failing.
  2. Unlock the Stables before accepting the goose stage-two deadline.
  3. Take the Intendancy early; information prevents wasted assignments.
  4. Craft the morning before hard quest cards, not speculatively.
  5. Rewind missed servant recruits sooner rather than later.

Combat-focused runs lean Forge-first; story and intrigue routes get more from Alchemy and the Intendancy.

Still being verified

Only the Forge and Alchemy Room are officially named. The other rooms, the unlock flow and all timing come from the launch-week community wiki (demo-era pages) and playthrough videos; build costs remain unpublished.

Last content review: 2026-08-17 · Verified on Patch 1.0.8

Official sources