
|

|

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

|
5000 10 10 
5 5 
|
| Income 1000 Gold pr.
day |
Requires:
Town Hall. |

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

|
7500
10
10  |
| Build a
moat and level two city
wall. |
Requires:
Fort. |

|
7500
10
10  |
| Builds a
keep and level
three
city wall. |
Requires:
Citadel. |

|
6000
5
10  |
Provides armies with
+5
movement for the next 7 days.
|
Requires: Village
Hall
|

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

|
3000
4
4
1
1
1 1 
|
Sells Swords, Plate
Mail, and
Potions of Restoration, Holy Water,
Healing, Mirth and Immortality. |
Requires: Village
Hall
|

|
1000 2
2 1  |
| Teaches
3
Level
One Life 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 1  |
| Teaches
3
Level
Two Life 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:
Holy Cathedral Level 1. |

|
1000
1  |
| Teaches
2
Level
Three Life 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: Holy
Cathedral Level 2. |

|
1000 1  |
| Teaches 2
Level
Four Life 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: Holy
Cathedral Level 3. |

|
1000 1  |
| Teaches 1
Level
Five Life Magic spell. Heroes who visit or spend the night recover
100% of their spell points. |
Requires: Holy
Cathedral Level 4. |

|
2500 4
4  |
Teaches Nature
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
2
2 2  |
| Teaches Order
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 10
|
| Sends
heroes and creatures to
remote locations. Travel time is computed using a high (30 move /
day)
movement rate. |
Requires:
Fort. |

|
1000
4 4  |
| Provides +2 morale
until next
battle. |
Requires: Fort.
|

|
5750
5 5 2 
2  |
| Teaches the basic level of 4
skills for 2000 gold each. Skills are chosen from secondary skills for
Tactics, Combat, Life Magic, Order Magic, and Nature Magic. |
Requires: Abbey
|

|
1500  |
| Generates Squires. |
Requires: Fort.
|

|
1500  |
| Generates
Crossbowmen. |
Requires: Fort. |

|
3000
6  |
Generates Pikemen.
Building the Guardhouse prevents the construction of
the Ballista Works. |
Requires:
Fort,
Archery Range.
|

|
2750
1
1
1 
1 
|
| Generates Ballistae.
Building the Ballista Works prevents the construction of
the Guardhouse. |
Requires: Fort, Archery Range.
|

|
6250
8
8 
4  |
| Generates Crusaders.
Building the Barracks prevents the construction of the
Monastery. |
Requires: Fort,
Order of
Paladins,
Guardhouse or Ballista Works. |

|
6250 12
|
| Generates Monks.
Building the Monastery
prevents construction of the Barraks. |
Requires: Fort,
Abbey, Guardhouse
or
Ballista Works. |

|
14000 12
30
4 
4 4 4  |
| Generates Champions.
Building the Knight's Chapter
prevents the construction of
the Altar of Light. |
Requires: Fort,
Stables, Ordere
of
Paladins, Monastery or Barraks. |

|
14000 16 16 
20  |
| Generates Angels.
Building the Altar of Light
prevents the construction of
the Knight's Chapter. |
Requires: Fort,
Seminary,
Monastery or
Barracks. |
 |
2000
20  |
| Builds ships,
and allows
caravans to travel across bodies of water. |
Requires:
Fort. |
 |
|
| Holy Avatar (Grail
Structure)
Provides 3000 gold per day. Also, the strength of all Life
Magic spells are increased by 50%
|
Requires:
|