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2500
10 10 |
| Income 750 Gold pr. day. | Requires:
Village Hall |
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5000 10 10 ![]() 5 5 ![]() |
| Income 1000 Gold pr. day | Requires: Town Hall. |
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5000 20
20 |
| Build a level one city wall. It is required to build 1st level creature dwellings. | Requires: Village
Hall |
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7500
10
10 ![]() |
| Build a moat and level two city wall. | Requires: Fort. |
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7500
10
10 ![]() |
| Builds a keep and level three city wall. | Requires: Citadel. |
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1000 4 1 ![]() |
| Permanently provides the hero with +3 spell points. | Requires: Village
Hall |
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500 2 ![]() |
| Allows the recruitment of heroes. | Requires: Village
Hall |
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3000 20 |
| Sells Longbows, Leather; Shields, and Potions of Restoration, Immortality, Strenght, Toughness and Mana. | Requires: Village
Hall |
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1000 2 2 1 ![]() |
| Teaches 3 Level One Nature 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 |
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1000 1 ![]() |
| Teaches 3 Level Two Nature 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: Druid's Hall Level 1. |
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1000 1 ![]() |
| Teaches 2 Level Three Nature 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: Druid's Hall Level 2. |
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1000 1 ![]() |
| 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: Druid's Hall Level 3. |
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1000 1 ![]() |
| Teaches 1 Level Five Nature Magic spell. Heroes who visit or spend the night recover 100% of their spell points. | Requires: Druid's Hall Level 4. |
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2500 2 2 2 ![]() |
| Teaches Chaos
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: Druid's Hall Level 1. |
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2500 4
4 |
| 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: Druid's Hall Level 1. |
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4000 10 |
| Sends heroes and creatures to remote locations. Travel time is computed using a high (30 move / day) movement rate. | Requires: Fort. |
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6500 10 5 ![]() |
| Allows you to summon a variety of magical creatures. | Requires: Druid's Hall Level
1, Unicron Glade or Griffin Cliffs. |
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1500 1 1 ![]() |
| Gives all
creatures +2 luck until the next combat. |
Requires: None |
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1500 |
| Generates Wolves. | Requires: None |
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1500 |
| Generates Sprites. | Requires: Fort |
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3000 6 ![]() |
| Generates White
Tigers. Building the Tiger Den prevents the construction of the
Treetop Lodge. |
Requires: Fort, Sacred Grove. |
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3000 6 |
| Generates Elves. Building the Treetop Lodge prevents the construction of the Tiger Den. | Requires: Fort, Ranger's Guild. |
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6250 6 10 4 ![]() |
| Generates Griffins. Building the Griffin Cliffs prevents the construction of the Unicorn Glade. | Requires: Fort,
Citadel,
Tiger Den or Treetop Lodge. |
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6250 12 6 ![]() |
| Generates Unicorns. Building the Unicorn Glade prevents the construction of the Griffin Cliff. | Requires: Fort, Rainbow, Tiger Den or Treetop Lodge. |
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14000 16 10 20 ![]() |
| Generates Phoenixes. Building the Pyre prevents the construction of the Magic Forest. | Requires: Fort,
Creature
Portal, Unicorn Glade or Griffin Cliff. |
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14000 14 6 7 ![]() 7 7 7 |
| Generates Faerie Dragons. Building the Magic Forest prevents the construction of the Pyre. | Requires: Fort, Conservatory of Chaos, Unicorn Glade or Griffin Cliffs. |
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2000 20 ![]() |
| Builds ships, and allows caravans to travel across bodies of water. | Requires: Fort. |
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| Summoning
Stone
(Grail Structure). Provides 3000 gold per
day. Also the strength of all Nature
Magic spell are increased by 25%.
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Requires: ![]() |