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Cost:
140
+ 0
Belong to: Military Quarter
Karma: -1
Type: Produces units of the first rank. Allows the recruitment of Barbarians. The castle cannot have more than 4 buildings of this type.
Required buildings:
Tavern
Unlocks buildings:
Chieftain's Tent
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Cost:
70
+ 0
Belong to: Military Quarter
Karma: -2
Type: Produces units of the first rank. Allows the recruitment of Thieves. The castle cannot have more than 4 buildings of this type.
Required buildings:
Tavern
Unlocks buildings:
Thieves Guild
|
Cost:
60
+ 0
Belong to: Military Quarter
Karma: -2
Type: Produces units of the first rank. Allows the recruitment of Brigands. The castle cannot have more than 4 buildings of this type.
Required buildings:
Tavern
Unlocks buildings:
Bandit Lair
|
Cost:
120
+ 0
Belong to: Military Quarter
Karma: -1
Allows hiring the Tribe guard.
Required buildings:
Barbarian Camp,
Totem
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Cost:
100
+ 0
Belong to: Military Quarter
Karma: -2
Income +10. Lowers the population mood in the capital by 1. Allows hiring the Cutthroats guard.
Required buildings:
Brigand Lair,
Armory
Unlocks buildings:
Bandit Clan
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Cost:
90
+ 0
Belong to: Military Quarter
Karma: -2
Opponents' income -10. Allows hiring the Gang of Thieves guard.
Required buildings:
Den of Thieves,
Inn
Unlocks buildings:
Shadow Guild
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Cost:
40
+ 0
Belong to: Military Quarter
Karma: 0
Type: Produces units of the first rank. Allows the recruitment of Militiamen. Allows hiring the Militia guard. The castle cannot have more than 4 buildings of this type.
Unlocks buildings:
Barracks
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Cost:
80
+ 0
Belong to: Military Quarter
Karma: 0
Type: Produces units of the first rank. Allows the recruitment of Slingers. The castle cannot have more than 4 buildings of this type.
Unlocks buildings:
Watchtower
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Cost:
80
+ 0
Belong to: Military Quarter
Karma: 0
Type: Produces units of the first rank. Allows the recruitment of Spearmen. The castle cannot have more than 4 buildings of this type.
Required buildings:
Workshop
Unlocks buildings:
Barracks
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Cost:
130
+ 0
+
+
+
+
Belong to: Military Quarter
Karma: 0
Allows heroes to purchase the following items: Knife, Cudgel, Chestpiece, Hand Crossbow, Feathered Arrows. Increases recruits' experience by 20.
Required buildings:
Workshop,
Forge
Unlocks buildings:
Practice Halls,
Mercenary Guild,
Bandit Lair,
Warriors Guild,
Fighter Barracks,
Assassins Guild,
Weapon Store,
Siegeworks,
Orcish Quarter,
Toxic Tent
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Cost:
500
+ 0
+
+
+
+
+
+
Belong to: Military Quarter
Karma: 0
Adds space for second rank units in the garrison. Increases the wall strength of the stronghold and adds one battle tower. Allows hiring the Local Militia guard.
Required buildings:
Carpenters Guild,
4 buildings from type "Produces first rank units"
Unlocks buildings:
Builders Guild,
Dungeon,
Monastery,
Guardsmen Barracks,
Pegasi Stable,
Siege Workshop,
Riding Ground,
Jousting Arena,
Fighter Barracks,
Witch Circle,
Assassins Guild,
Elven Garrison,
Rune Workshop,
Goblin Hut,
Orcish Barracks,
Halfling's Suburb,
Centaur Camp,
Bone Idol,
Slaveholders Guild,
Drow War School,
Hunter Stronghold,
Temple of Shadows,
Gnoll's Pyramid,
Fighter's Guild,
White Tower,
Celestial Eye,
Ratman Barracks
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Cost:
2.000
+ 0
+
+
+
+
+
+
Belong to: Military Quarter
Karma: 0
Adds space for third rank units in the garrison. Increases the wall strength of the stronghold and adds one battle tower. Increases the attack of the stronghold's towers, and enhances their toughness.
Required buildings:
Builders Guild,
3 buildings from type "Produces second rank units"
Unlocks buildings:
Architects Guild,
Knightly Order,
Temple of the Eagle,
Siegeworks,
Gryphon Nest,
Mages Tower,
Torture Chamber,
Elven Grove,
Master Halls,
Goblin Ward,
Stone Idol,
Sacred Flame,
Eternal Spring,
Tower of Shadows,
Academy of Darkness,
Chieftain Pavilion,
Mentorium,
Shining Spire,
Plague Temple
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Cost:
5.000
+ 0
+
+
+
+
+
+
Belong to: Military Quarter
Karma: 0
Adds space for fourth rank units in the garrison. Increases the wall strength of the stronghold and adds one battle tower. Increases the attack of the stronghold's towers, and enhances their toughness.
Required buildings:
Architects Guild,
2 buildings from type "Produces third rank units"
Unlocks buildings:
Master Builder Guild,
Colosseum,
Sacred Order,
Elephant Pen,
Castle of Darkness,
Great Tree,
Great Hall,
Warcamp,
Centaur Stables,
Temple of Strength,
Citadel of Shadows,
Great Pyramid,
Crystal Pillars,
Grand Altar
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Cost:
30
+ 0
Belong to: Trade Quarter
Karma: 0
Increases population growth in the capital. Reduces the risk of famine in the capital.
Unlocks buildings:
Stable,
Inn,
Farmers Market,
Pottery,
Halfling Quarter,
Centaur Tents,
Ratman Lair
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Cost:
30
+ 0
Belong to: Trade Quarter
Karma: 0
Income +2. Allows you to recruit Mercenaries in the castle's garrison.
Unlocks buildings:
Barbarian Camp,
Den of Thieves,
Brigand Lair,
Show Booth,
Crystal of Power,
Fighter Barracks,
Gaming House
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Cost:
50
+ 0
Belong to: Trade Quarter
Karma: 0
Increases gold income by 1%. Opens a casino in the capital.
Required buildings:
Tavern,
Show Booth
Unlocks buildings:
Inn
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Cost:
300
+ 0
+
+
+
+
+
+
Belong to: Trade Quarter
Karma: 0
Income +5. Reduces the cost of buying resources by 10%. Allows building a Storehouse in provinces. Periodically sends trade caravans from the Capital.
Required buildings:
Inn,
Farmers Market,
4 buildings from type "Sells common items"
Unlocks buildings:
Drivers Guild,
Traders Guild,
Winery,
Nomad Camp,
Journeyman Jeweler,
Journeyman Mailmaker,
Journeyman Armorer,
Journeyman Smith,
Journeyman Carpenter,
Journeyman Tanner,
Journeyman Tailor,
Journeyman Enchanter,
Dwarven Forge,
Fair,
Slaveholders Guild
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Cost:
550
+ 0
+
+
+
+
+
+
Belong to: Trade Quarter
Karma: 0
Income +15. Reduces the cost of buying resources by 10%. Allows upgrading a Storehouse in provinces to a Mall. Increases the probability of trade caravans returning successfully.
Required buildings:
Drivers Guild,
Market
Unlocks buildings:
Chamber of Commerce,
Treasury,
Artifact Market,
Master Jeweler,
Master Mailmaker,
Master Platemaker,
Master Weaponsmith,
Master Carpenter,
Master Tanner,
Master Tailor,
Master Enchanter
|
Cost:
50
+ 10
Belong to: Magic Quarter
Karma: 0
Heroes can learn new spells here. Gives access to the simplest spells: Magic Spark, Fatigue, Inspiration. Allows to perform the ritual of Astral Spy. Allows the recruitment of Archmagisters, if you have the proper scroll.
Unlocks buildings:
Metamorphosis School,
Sphere of Winds,
Sanctuary,
School of Necromancy,
School of Astral Magic,
Altar of Chaos,
Sorcerer's Workshop,
Theater,
Herbalists Guild,
Shaman Tent,
Nature's Cloister
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Cost:
220
+ 40
+
+
+
Belong to: Magic Quarter
Karma: 0
Allows building a Library in provinces. Allows the recruitment of Adepts, if you have the proper scroll. Allows turning first circle spellbook spells back into scrolls.
Required buildings:
Sorcerer's Workshop,
4 buildings from type "Teaches circle I spells"
Unlocks buildings:
Mages Guild,
Illusionists Guild,
Necromancers Guild,
Sphere of Stone,
Temple of Chaos,
Temple of Life,
Alchemists Guild,
Monstrologists Guild,
Master Builder Guild,
Tower of Shadows,
Warlock Tent,
Leafy Tower
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Cost:
600
+ 70
+
+
+
+
+
+
Belong to: Magic Quarter
Karma: 0
Reduces the cost of buying resources by 10%. Allows to transmute gold to gems and the other way around. Allows heroes to purchase Magical Arrows.
Required buildings:
Sages Guild,
Pharmacy
Unlocks buildings:
Crystal of Power,
Secret Library,
Healers Guild,
Source of Crystals,
Source of Gold,
Mages Tower,
Journeyman Jeweler,
Goblin Ward,
Great Forge,
Heart of the Night,
Wizard Tent
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Cost:
800
+ 200
+
+
+
+
+
+
Belong to: Magic Quarter
Karma: 0
Yields 2 gems per turn. Allows recruiting Magisters, if you have the proper scroll. Allows the growth of Beholders from their eggs. Allows turning second circle spellbook spells back into scrolls.
Required buildings:
Alchemists Guild,
3 buildings from type "Teaches circle II spells"
Unlocks buildings:
Sphere of Ice,
Tower of Chaos,
School of High Magic,
Tower of Restoration,
Tower of Hypnosis,
Tower of Necromancy,
Artifact Market,
Oracle,
Citadel of Shadows,
Blooming Lane
|
Cost:
2.500
+ 350
+
+
+
+
+
+
Belong to: Magic Quarter
Karma: 0
Yields 5 gems per turn. Allows upgrading a Library in provinces to a Magic Tower. Shoots at enemies during the defense of the capital. Allows recruiting Illithids, White Mages and Archmagisters, if you have the proper scroll. Allows turning third circle spellbook spells back into scrolls.
Required buildings:
Artifact Market,
2 buildings from type "Teaches circle III spells"
Unlocks buildings:
Artifact Master,
Cathedral of Light,
Necropolis,
Sphere of Flame,
Gates of Chaos,
Secret Guild,
Psy-Monolith,
Tower of Artifacts,
Fountain of Youth,
Tree of Miracles
|
Cost:
3.000
+ 200
+
+
+
+
+
+
Belong to: Magic Quarter
Karma: 0
Allows heroes to purchase rare magic items. Allows performing an additional ritual per turn. Provides 1 contract with the Ancient Guards guard. Reduces the gem upkeep of garrison units by 20%.
Required buildings:
Master Builder Guild,
Artifact Master,
Tower of Knowledge,
2 buildings from type "Sells exceptional items"
Unlocks buildings:
Reliquary,
Epic Carpenter,
Epic Enchanter,
Epic Jeweler,
Epic Tanner,
Epic Mailmaker,
Epic Platemaker,
Epic Tailor,
Epic Weaponsmith
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Cost:
50
+ 0
+
Belong to: Craftsmen Quarter
Karma: 0
Produces the simplest wooden weapons and leather armor. Allows heroes to purchase the following items: Short Spear, Wooden Shield, Common Arrows, Leather Jacket, Rope Sling.
Unlocks buildings:
Spearman School,
Shooting Ground,
Crossbowman School,
Carpenters Guild,
Stonemasons Guild,
Diggers Guild,
Sorcerer's Workshop,
Pottery,
Armory,
Foresters Guild,
Tailor Store,
Elven Quarter,
Centaur Tents,
Lizardmen Quarter,
Kobold Cages,
Ratman Lair
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Cost:
50
+ 0
+
Belong to: Craftsmen Quarter
Karma: 0
Produces the simplest iron armor and weapons. Allows heroes to purchase the following items: Shortsword, Hand Axe, Buckler, Simple Chainmail and a Marshal's Baton.
Unlocks buildings:
Swordsman School,
Pikeman School,
Crossbowman School,
Stable,
Foundry,
Diggers Guild,
Armory,
Builders Guild,
Chainmail Armory,
Dwarven Quarter,
Kobold Cages
|
Cost:
50
+ 5
Belong to: Temple Quarter
Karma: 0
Reduces the cost of hero resurrection and the performing of rituals by 5%. Increases the morale of the capital defenders by 1.
Unlocks buildings:
Brotherhood of Light,
Totem,
Sanctuary,
School of Necromancy,
Altar of Chaos,
Church,
Crystal of Power,
Infirmary,
Enchanted Grove,
Sacred Flame,
Bone Totem
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Cost:
70
+ 0
Belong to: Leisure Quarter
Karma: 0
Improves population mood by 1.
Required buildings:
Tavern
Unlocks buildings:
Theater,
Illusionists Guild,
Arena,
Fair,
Gaming House
|
Cost:
50
+ 0
Belong to: Foreign Quarter
Race: Goblins
Karma: -1
Allows the recruitment of Goblins. Lowers the population mood in the capital by 1.
Unlocks buildings:
Mud
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Cost:
150
+ 0
Belong to: Foreign Quarter
Race: Lizardmen
Karma: 0
Allows recruiting Lizardmen and Beaters.
Required buildings:
Workshop
Unlocks buildings:
Bone Totem
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