Locations

Villages are permanent locations in Urtuk: The Desolation and will not change into other quests. They are crucial to finding the exit to the next map and thus progressing the story.

The Defenders are randomly based on the map. Every village grants income in either flesh, blood or trilium for some time, until it eventually decays to zero.

Armourers Guild
The Armourers Guild sells each available armour in different qualities (0, +1, +2) and offers 2 random, armored units. Those can be human units and also units from that zone's faction (e.g. zone 1 will offer scavenger spearmen/hammermen/warlord as they all have armor, zone 2 swamper spearman etc.). Furthermore these units will always have the soldier perk, allowing them to increase their armor amount by fighting numerous battles.

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Black Market
The Black Market sells the following:


 * medicine with increasing price for every medicine bought. the price also increases slightly with days passed
 * rare weapons and armours with a trait. rarity increases with each map:
 * map 1 BM sells rare steel
 * map 2 BM sells rare silver
 * map 3 BM sells rare viridium
 * map 4 BM sells rare mithril.
 * 2 random characters (humans, zone faction units and bounty hunters). It refreshes every world day which is divisible by 7 (7, 14, 21, ..)



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Fortresses
A Fortress is a permanent location on the map which can be captured. It is heavily guarded and poses a unique fight against specific layouts with Oil Thrower targeting your units and turning terrain below them into burning oil. If your units are inside the fort, the oil thrower will stop throwing at them. Furthermore, if an ally unit is standing right next to the oil thrower, he won't be able to throw oil at your units.

Furthermore, forts feature a "reinforcement mechanic". This sets a timer since the start of the fight and ticks down for every round. The game will warn you periodically about those and at some point new units will spawn at the edges of the map and retreat will no longer be possible until the reinforcement units are killed. To disable reinforcements you must either:


 * Kill over 50% of the units at the fort.
 * Move enough tiles inside the fort with 60% of your units (i.e. if you have 6 units, a minimum of 4 is required).

Once disabled, reinforcements will be deactivated for the rest of the fight. Do not, however, that if you retreat and come back, you will still have to disable them even if you had done so in the previous fight.

The spoils for conquering a fortress are:


 * a random Focus Ability Mutator
 * trilium
 * 100+ life essence
 * 2-3 medicine
 * 1 Life Stone
 * 2 random recruits of the defending faction. Recruits will demand a wage after 7 days. Their upfront recruit price is based on your trillium total.

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Villages
Villages are the main objectives of each map except the very last one. You'll need to complete 30% of the current map's villages (about 4-6). After doing so, you will be able to descend to the next zone, although in order to do so, you'll need to fight and defeat a grand boss Other possible rewards can be found here.

Villages conquered will yield a constant amount of resources (flesh, blood, trilium) on a daily basis. Be aware though, that this amount will decrease until they run out of resources.

Each zone will feature 3 factions in villages. One of these will always be beasts and their resource is flesh. Trillium will be rewarded by the 'zone faction village' (e.g. zone 1 scavengers, zone 2 swampers, zone 3 forsaken) while blood is generated by the 'hard zone faction' (e.g. zone 1 swampers, zone 2 forsaken, zone 3 necroreavers). Back to the top

Village Tunnels
Tunnels can be searched, once the village guard is defeated. It's the way to progress the story and find the exit to the next map. Other rewards range from releasing toxic spores over legendary items and relics to finding prisoners.



The first tunnel you unseal will always give you another story part:

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Village Tunnel Rewards
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