2500  Gold 10 Wood   10  Ore
Income 750 Gold pr. day. Requires: Village Hall

5000 Gold 10 Wood 10 Ore
Crystal  5 Gems
Income 1000 Gold pr. day Requires: Town Hall.

5000 Gold  20 Wood  20  Ore
Build a level one city wall. It is   required to build 1st level creature dwellings. Requires: Village Hall

7500 Gold    10 Wood   10  Ore
Build a moat and level two city wall. Requires: Fort.

7500 Gold 10 Wood   10  Ore
Builds a keep and level three city wall. Requires: Citadel.

6000 Gold   5 Wood  10  Ore
Provides 10% Extra gold per week. Requires: Town Hall, Fort.

500 Gold   2  Wood
Allows the recruitment of heroes. Requires: Village Hall

3000 Gold  4 Wood  4 Ore  1  Crystal
Gems  1 Sulfur  1  Mercury
Sells the Telescope, Mage's Staff, Chain Mail, and Potions of Restoration, Immortality, Cold, Fire  Resistance, and Binding Liquid. Requires: Village Hall

1000 Gold  2 Wood   2  Ore 1 Gems
Teaches 3 Level One Order Magic spells. Heroes who visit regain up to 35% of their spell points. Heroes who spend the night recover all of their spell points. Requires: Village Hall

1000 Gold   Gems
Teaches 3 Level Two Order Magic spells. Heroes who visit regain up to 50% of their spell points. Heroes who spend the night recover all of their spell points. Requires: Institute of  Magic Level 1.

1000  Gold  Gems
Teaches 2 Level Three Order Magic spells. Heroes who visit regain up to 65% of their spell points. Heroes who spend the night recover all of their spell points. Requires: Institute of  Magic Level 2.

1000 Gold  Gems
Teaches 2 Level Four Order Magic spells. Heroes who visit regain up to 80%  of their spell points. Heroes who spend the night recover all of their spell points. Requires: Institute of  Magic Level 3.

1000   Gold  1  Gems
Teaches 1 Level Five Order Magic spell. Heroes who visit or spend the night recover 100% of their spell points. Requires: Institute of  Magic Level 4.

2500 Gold   4 Wood  4  Ore
Teaches Life Magic spells. Depending on the level of the mage guild, it teaches
2 spells eatch for Levels One, Two and Three and 1 spell each for Levels Four and Five.
Requires: Institute of  Magic Level 1.

2500 Gold  2 Wood  2  Ore 2  Sulfur
Teaches Death Magic spells. Depending on the level of the mage guild, it teaches 2  spells eatch for Levels One, Two and Three and 1 spell each for Levels Four and Five. Requires: Institute of  Magic Level 1.

4000  Gold 10 Wood 
Sends heroes and creatures to remote locations. Travel time is computed  using a high (30 move / day) movement rate. Requires: Fort.

5750  Gold 5  Wood 5 Ore 2 Gems
Sulfur
Teaches the basic level of 4 skills for 2000 gold each. Skills are chosen from the secondary skills for Nobility, Scouting, Life Magic, Order Magic, and Death Magic.
Requires: Fort.

1500  Gold
Generates Dwarves. Requires: Fort.

1500  Gold
Generates Halflings. Requires: Fort.

3000  Gold  6  Ore
Generates Gold Golems.
Building the Golem Factory prevents the construction of the Mage Tower.
Requires: Fort, Institute of Magic Level 1, Dwarven Mines or Halfling Burrow

2750 Gold  Crystal  1  GemsSulfur
Mercury
Generates Magi.
Building the Mage Tower prevents the construction of Golem Factory.
Requires:  Fort, Institute of Magic Level 1, Dwarven Mines or Halfling Burrow.

6250 Gold  8 Wood 8  Ore
4  Crystal
Generates Nagas.
Building the Golden Pavilion prevents the construction of Altar of Wishes.
Requires:  Fort, Treasury, Mage Tower or Golem Factory.

6250 Gold   12 Gems 
Generates Genies. Building the Altar of Wishes prevents the construction of the Golden Pavilion.
Requires: Fort, Clerical Library, Mage Tower or Golem Factory.

14000  Gold12 Wood  30  Ore  4 Crystal
Gems  4 Sulfur  4  Mercury
Generates Dragon Golems.
Building the Dragon Factory prevents the construction of the Cloud Castle.
Requires: Fort, Alchemist's Shop,   University, Altar of Wishes or Golden
Pavilion.

14000 Gold 16 Wood 16 Ore
20
Gems
Generates Titans.
 Building the Cloud Castle prevents the construction of the Dragon Factory.
Requires:  Castle, Altar of Wishes or Golden Pavilion.
2000  Gold   20  Wood
Builds ships, and allows caravans to travel across bodies of water. Requires: Fort.

Great Library (Grail Structure).
Provides 3000 gold per day. Also the strength of all   Order Magic spell are increased by 50%.

All Institutes of Magic for this player  constain spells as if they were Level 5. A hero who stays
in a town with an Institute of Magic can Exceed his/her normal spell points limit by 25% for every level over a Level 1
Institute of Magic.

Requires:

Grail