City buildings
 
 

Quarters

 

/10 Shooting Ground

Cost: 135 + 0 + +
Belong to: Military Quarter
Karma: 0

Type: Produces units of the first rank.
Allows the recruitment of Bowmen.
The castle cannot have more than 4 buildings of this type.

Required buildings: Workshop
Unlocks buildings: Hunters Camp

/11 Swordsman School

Cost: 120 + 0 + +
Belong to: Military Quarter
Karma: 1

Type: Produces units of the first rank.
Allows the recruitment of Swordsmen.
The castle cannot have more than 4 buildings of this type.

Required buildings: Forge
Unlocks buildings: Lookout Tower

/12 Pikeman School

Cost: 110 + 0 + +
Belong to: Military Quarter
Karma: 1

Type: Produces units of the first rank.
Allows the recruitment of Pikemen.
The castle cannot have more than 4 buildings of this type.

Required buildings: Forge
Unlocks buildings: Warriors Guild

/13 Crossbowman School

Cost: 150 + 0 + +
Belong to: Military Quarter
Karma: 1

Type: Produces units of the first rank.
Allows the recruitment of Crossbowmen.
The castle cannot have more than 4 buildings of this type.

Required buildings: Workshop, Forge
Unlocks buildings: Lookout Tower

/15 Barbarian Camp

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

/16 Den of Thieves

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

/17 Brigand Lair

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

/18 Totem

Cost: 100 + 5 +
Belong to: Military Quarter
Karma: -1

Type: Produces units of the first rank.
Allows the recruitment of Shamans.
The castle cannot have more than 4 buildings of this type.

Required buildings: Altar
Unlocks buildings: Chieftain's Tent, Black Tower

/48 Practice Halls

Cost: 200 + 0 + + + +
Belong to: Military Quarter
Karma: 0

Increases recruits' experience by 30. Allows hiring the Recruits guard.

Required buildings: Stable, Armory
Unlocks buildings: Guardsmen Barracks, War School, Arena, Torture Chamber, Journeyman Armorer, Drow War School, Twilight Brotherhood

/61 Barracks

Cost: 130 + 0 + +
Belong to: Military Quarter
Karma: 0

Increases recruits' experience by 20. Allows hiring the Light Infantry guard.

Required buildings: Recruiting Station, Spearman School
Unlocks buildings: Cavalry Barracks

/62 Chieftain's Tent

Cost: 120 + 0
Belong to: Military Quarter
Karma: -1

Allows hiring the Tribe guard.

Required buildings: Barbarian Camp, Totem

/63 Hunters Camp

Cost: 200 + 0 + +
Belong to: Military Quarter
Karma: 0

Allows hiring the Hunters guard. Reduces the fee of garrison units by 10%.

Required buildings: Shooting Ground, Foresters Guild

/64 Bandit Lair

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

/65 Thieves Guild

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

/66 Lookout Tower

Cost: 200 + 0 + + +
Belong to: Military Quarter
Karma: 1

Increases the attack of the stronghold's towers. Allows hiring the Guards guard.

Required buildings: Swordsman School, Crossbowman School, Stonemasons Guild

/67 Watchtower

Cost: 150 + 0 +
Belong to: Military Quarter
Karma: 0

Increases the attack of the stronghold's towers. Allows hiring the Watchmen guard.

Required buildings: Slinger School, Carpenters Guild

/68 Warriors Guild

Cost: 170 + 0 + + +
Belong to: Military Quarter
Karma: 1

Increases recruits' experience by 20. Allows hiring the Patrolmen guard.

Required buildings: Pikeman School, Armory
Unlocks buildings: Officer Academy

/69 Abbey

Cost: 100 + 5 +
Belong to: Military Quarter
Karma: 3

Improves population mood in the capital by 1. Allows hiring the Brethren of Light guard.

Required buildings: Brotherhood of Light, Church
Unlocks buildings: Secret Monastery

/117 Shadow Guild

Cost: 400 + 0 + + +
Belong to: Military Quarter
Karma: -2

Opponents' income -15. Lowers the population mood in the capital by 1. Allows hiring the Secret Agents guard.

Required buildings: Thieves Guild, Assassins Guild
Unlocks buildings: Dark Brotherhood

/118 Bandit Clan

Cost: 350 + 0 + + +
Belong to: Military Quarter
Karma: -2

Income +20. Lowers the population mood in the capital by 1. Allows hiring the Mob guard.

Required buildings: Bandit Lair, Fighter Barracks
Unlocks buildings: Dark Brotherhood

/119 Dark Brotherhood

Cost: 500 + 10 + + +
Belong to: Military Quarter
Karma: -3

Opponents' income -20. Income +20.

Required buildings: Shadow Guild, Bandit Clan

/120 Officer Academy

Cost: 450 + 0 + + + + +
Belong to: Military Quarter
Karma: 1

Increases recruits' experience by 30. Allows hiring the Guardsmen guard.

Required buildings: Warriors Guild, Guardsmen Barracks
Unlocks buildings: White Shield Castle

/121 Nomad Camp

Cost: 450 + 0 + + +
Belong to: Military Quarter
Karma: 0

Allows hiring the Nomads guard. Allows heroes to purchase the following items: Nomad Bow, Nomad Arrows, Scimitar.

Required buildings: Market, Riding Ground

/122 Secret Monastery

Cost: 400 + 30 + + + +
Belong to: Military Quarter
Karma: 3

Yields 2 gems per turn. Allows hiring the Eagle Brotherhood guard. Provides 1 building schematics of the Secret Monastery.

Required buildings: Abbey, Monastery
Unlocks buildings: Great Eagle Chapel

/123 Black Tower

Cost: 350 + 40 + + + +
Belong to: Military Quarter
Karma: -3

Yields 3 gems per turn. Lowers the population mood in the capital by 1. Allows hiring the Dark Brotherhood guard. Shoots at enemies during the defense of the capital. Provides 1 building schematics of the Dark Tower.

Required buildings: Totem, Witch Circle
Unlocks buildings: Tower of Night

/125 Cavalry Barracks

Cost: 370 + 0 + + + +
Belong to: Military Quarter
Karma: 0

Allows hiring the Cavalry guard. Speeds up the hero's movement from the capital by 1.

Required buildings: Barracks, Jousting Arena

/164 Scaffold

Cost: 1.400 + 0 + + + + +
Belong to: Military Quarter
Karma: -4

Slows down the unrest growth rate in the capital. Allows hiring the Overseers guard. Reduces corruption by 5%.

Required buildings: Court, Torture Chamber

/165 Mechanics Guild

Cost: 2.500 + 0 + + + + + +
Belong to: Military Quarter
Karma: 0

Reduces the cost of new units by 5%. Reduces the cost of construction in the castle by 5%. Improves the hero's siege power by 5. Allows hiring the Siege Engineers guard. Allows the recruitment of Workmen through contract scrolls.
Allows the recruitment of Dwarven Cannons, if you have the proper scroll.

Required buildings: Siege Workshop, Siegeworks

/166 White Shield Castle

Cost: 3.000 + 0 + + + + + +
Belong to: Military Quarter
Karma: 3

Increases recruits' experience by 30. Increases the strength of castle walls. Allows hiring the White Shield Order guard. Adds a War School to the capital, where elite warriors known as Swordmasters are training.

Required buildings: Architects Guild, Officer Academy, Knightly Order

/167 Celestial Temple

Cost: 2.000 + 80 + + + +
Belong to: Military Quarter
Karma: 2

Income +10. Yields 5 gems per turn. Allows hiring the Winged Guards guard.

Required buildings: Temple of Immortals, Pegasi Stable, Gryphon Nest

/168 Tower of Night

Cost: 1.500 + 130 + + + + +
Belong to: Military Quarter
Karma: -5

Yields 10 gems per turn. Shoots at enemies during the defense of the capital. Provides 1 building schematics of the Tower of Lightning. Allows hiring the Battlemages guard.

Required buildings: Black Tower, Mages Tower

/169 Great Eagle Chapel

Cost: 1.600 + 100 + + + + +
Belong to: Military Quarter
Karma: 5

Yields 5 gems per turn. Improves population mood in the capital by 1. Allows hiring the War Priests guard.

Required buildings: Secret Monastery, Temple of the Eagle

/7 Recruiting Station

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

/8 Slinger School

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

/9 Spearman School

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

/14 Brotherhood of Light

Cost: 90 + 5 +
Belong to: Military Quarter
Karma: 3

Type: Produces units of the first rank.
Allows the recruitment of Healers.
The castle cannot have more than 4 buildings of this type.

Required buildings: Altar
Unlocks buildings: Abbey

/37 Armory

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

/39 Fort

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

/71 Monastery

Cost: 350 + 35 + + + +
Belong to: Military Quarter
Karma: 3

Type: Produces units of the second rank.
Allows the recruitment of Monks.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Church
Unlocks buildings: Secret Monastery, Templar Order

/72 Guardsmen Barracks

Cost: 470 + 0 + + + +
Belong to: Military Quarter
Karma: 1

Type: Produces units of the second rank.
Allows the recruitment of Guardsmen.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Practice Halls
Unlocks buildings: Officer Academy, Templar Order

/73 Pegasi Stable

Cost: 380 + 25 + + +
Belong to: Military Quarter
Karma: 2

Type: Produces units of the second rank.
Allows the recruitment of Pegasi.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Enchanted Grove
Unlocks buildings: Celestial Temple

/74 Siege Workshop

Cost: 550 + 0 + + + + +
Belong to: Military Quarter
Karma: 0

Type: Produces units of the second rank.
Allows the recruitment of Ballistae.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Craft Shop
Unlocks buildings: Mechanics Guild

/75 Riding Ground

Cost: 360 + 0 + + + + +
Belong to: Military Quarter
Karma: 0

Type: Produces units of the second rank.
Allows the recruitment of Horse Archers.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Stable
Unlocks buildings: Nomad Camp, Hippodrome

/76 Jousting Arena

Cost: 400 + 0 + + + + +
Belong to: Military Quarter
Karma: 0

Type: Produces units of the second rank.
Allows the recruitment of Horsemen.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Stable
Unlocks buildings: Hippodrome, Cavalry Barracks

/77 Fighter Barracks

Cost: 300 + 0 + + + +
Belong to: Military Quarter
Karma: -1

Type: Produces units of the second rank.
Allows the recruitment of Thugs.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Tavern, Armory
Unlocks buildings: Bandit Clan

/78 Witch Circle

Cost: 350 + 50 + + + + +
Belong to: Military Quarter
Karma: -1

Type: Produces units of the second rank.
Allows the recruitment of Sorcerers.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Sorcerer's Workshop
Unlocks buildings: Black Tower, Twilight Brotherhood

/79 Assassins Guild

Cost: 350 + 0 + + +
Belong to: Military Quarter
Karma: -2

Type: Produces units of the second rank.
Allows the recruitment of Assassins.
The castle cannot have more than 3 buildings of this type.

Required buildings: Fort, Inn, Armory
Unlocks buildings: Shadow Guild, Twilight Brotherhood

/100 War School

Cost: 500 + 0 + + + + + +
Belong to: Military Quarter
Karma: 0

Increases recruits' experience by 40. Allows hiring the Men of War guard.

Required buildings: Practice Halls, Mercenary Guild
Unlocks buildings: Knightly Order, Military Academy, Academy of Darkness, Templar Order, Fighter's Guild

/104 Citadel

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

/126 Knightly Order

Cost: 2.500 + 0 + + + + + +
Belong to: Military Quarter
Karma: 2

Type: Produces units of the third rank.
Allows the recruitment of Knights.
The castle cannot have more than 2 buildings of this type.

Required buildings: Citadel, Craft Shop, War School
Unlocks buildings: White Shield Castle

/127 Temple of the Eagle

Cost: 1.800 + 100 + + + +
Belong to: Military Quarter
Karma: 4

Type: Produces units of the third rank.
Allows the recruitment of Clerics.
The castle cannot have more than 2 buildings of this type.

Required buildings: Citadel, Temple of Immortals, Pharmacy
Unlocks buildings: Great Eagle Chapel

/128 Siegeworks

Cost: 2.700 + 0 + + + + + +
Belong to: Military Quarter
Karma: 0

Type: Produces units of the third rank.
Allows the recruitment of Catapults.
The castle cannot have more than 2 buildings of this type.

Required buildings: Citadel, Armory, Craftsmen Guild
Unlocks buildings: Mechanics Guild

/129 Gryphon Nest

Cost: 2.000 + 50 + + + +
Belong to: Military Quarter
Karma: 0

Type: Produces units of the third rank.
Allows the recruitment of Gryphons.
The castle cannot have more than 2 buildings of this type.

Required buildings: Citadel, Stonehenge, Trappers Guild
Unlocks buildings: Celestial Temple

/130 Mages Tower

Cost: 1.700 + 150 + + + + +
Belong to: Military Quarter
Karma: -2

Type: Produces units of the third rank.
Allows the recruitment of Magicians.
The castle cannot have more than 2 buildings of this type.

Required buildings: Citadel, Alchemists Guild
Unlocks buildings: Tower of Night

/131 Torture Chamber

Cost: 1.800 + 0 + + + + +
Belong to: Military Quarter
Karma: -2

Type: Produces units of the third rank.
Allows the recruitment of Executioners.
The castle cannot have more than 2 buildings of this type.

Required buildings: Citadel, Practice Halls, Dungeon
Unlocks buildings: Scaffold

/146 Military Academy

Cost: 1.500 + 0 + + + + +
Belong to: Military Quarter
Karma: 0

Increases recruits' experience by 50. Allows hiring an additional guard per turn.

Required buildings: War School, Arena
Unlocks buildings: Temple of War, Sacred Order, Palace

/149 Castle

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

/170 Sacred Order

Cost: 6.000 + 150 + + + + + +
Belong to: Military Quarter
Karma: 10

Type: Produces units of the fourth rank.
Allows recruiting Paladins. Provides 1 contract with the Warriors of Light guard.
The castle can only have one building of this type.

Required buildings: Military Academy, Castle, Chapel of Immortals

/171 Elephant Pen

Cost: 7.000 + 0 + + + + + +
Belong to: Military Quarter
Karma: 0

Type: Produces units of the fourth rank.
Allows the recruitment of War Elephants. Provides 1 contract with the Imperial Guards guard.
The castle can only have one building of this type.

Required buildings: Castle, Monstrologists Guild

/172 Castle of Darkness

Cost: 4.200 + 300 + + + + + +
Belong to: Military Quarter
Karma: -10

Type: Produces units of the fourth rank.
Allows the recruitment of Warlocks. Gives 1 contract with the Supreme Dark Order guard.
The castle can only have one building of this type.

Required buildings: Castle, Artifact Market

/25 Stable

Cost: 100 + 0 + + +
Belong to: Trade Quarter
Karma: 0

Increases income from Horses by 5. Speeds up the hero's movement from the capital by 1. Reduces the upkeep of garrison units by 10%. The hero spends 1 Mobility Point to pass through the capital with a Stable.

Required buildings: Forge, Granary
Unlocks buildings: Drivers Guild, Merchant Court, Practice Halls, Riding Ground, Jousting Arena, Tanner Store, Swamp Trappers Guild

/31 Inn

Cost: 90 + 0 +
Belong to: Trade Quarter
Karma: 0

Income +3. Attracts better mercenaries to the castle. Allows building a Pub in provinces. Provides 1 contract with the Adventurers guard.

Required buildings: Granary, Gaming House
Unlocks buildings: Market, Merchant Court, Thieves Guild, Assassins Guild

/32 Farmers Market

Cost: 100 + 0 + +
Belong to: Trade Quarter
Karma: 0

Increases population growth in the capital. Allows building a Mill in plains provinces.

Required buildings: Granary
Unlocks buildings: Market, Brewery, Halfling Market

/86 Jewelry Store

Cost: 150 + 5 +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Blacksmith's Bracelet, Commander's Medal, Copper Ring, Iron Ring.
The castle cannot have more than 4 buildings of this type.

Required buildings: Diggers Guild
Unlocks buildings: Journeyman Jeweler

/87 Chainmail Armory

Cost: 160 + 0 +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Banded Mail, Soldier's Overshoes, Open Helmet, Mail Gauntlets, Mail Bracers.
The castle cannot have more than 4 buildings of this type.

Required buildings: Forge
Unlocks buildings: Journeyman Mailmaker

/88 Plate Armory

Cost: 190 + 0 + +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Cuirass, Plate Overshoes, Plate Helmet, Plate Gauntlets, Plate Bracers.
The castle cannot have more than 4 buildings of this type.

Required buildings: Foundry
Unlocks buildings: Journeyman Armorer

/89 Weapon Store

Cost: 170 + 0 + +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Saber, Poleaxe, Mace, Bastard Sword, Round Shield.
The castle cannot have more than 4 buildings of this type.

Required buildings: Armory
Unlocks buildings: Journeyman Smith

/90 Carpenter's Shop

Cost: 140 + 0 + +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Long Spear, Hunting Bow, Light Crossbow, Jagged Arrows.
The castle cannot have more than 4 buildings of this type.

Required buildings: Carpenters Guild
Unlocks buildings: Journeyman Carpenter

/91 Tanner Store

Cost: 130 + 0 + +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Tanned Leather Jacket, Leather Overshoes, Leather Hat, Leather Gloves, Leather Belt.
The castle cannot have more than 4 buildings of this type.

Required buildings: Stable
Unlocks buildings: Journeyman Tanner

/92 Tailor Store

Cost: 120 + 0 + +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Tunic, Hat, Cloth Bracers, Traveling Cloak, Flag of Intrepidity.
The castle cannot have more than 4 buildings of this type.

Required buildings: Workshop
Unlocks buildings: Journeyman Tailor

/93 Sorcery Store

Cost: 150 + 10 + +
Belong to: Trade Quarter
Karma: 0

Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Dagger, Traveling Staff, Shaman's Wand, Wizard's Gloves.
The castle cannot have more than 4 buildings of this type.

Required buildings: Sorcerer's Workshop
Unlocks buildings: Journeyman Enchanter

/4 Granary

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

/5 Tavern

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

/241 Gaming House

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

/38 Drivers Guild

Cost: 250 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Speeds up the hero's movement from the capital by 1. Allows upgrading a Granary in provinces to a Stable. Gives access to the location of horses hidden on the plains.
Reduces the upkeep of garrison units by 10%.

Required buildings: Stable, Pottery, Market
Unlocks buildings: Traders Guild

/42 Market

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

/45 Merchant Court

Cost: 200 + 0 + + +
Belong to: Trade Quarter
Karma: 0

Income +5. Attracts better mercenaries to the castle. Allows upgrading a Pub in provinces to a Tavern.
Allows you to hire Duelists through contracts, if you found any (one contract will be in the store).
Provides 2 contracts with the Adventurers guard.

Required buildings: Stable, Inn
Unlocks buildings: Town Council, Mercenary Guild

/53 Mercenary Guild

Cost: 350 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Attracts better mercenaries to the castle. Increases the probability of employing the services of Adventurers. Allows hiring the Mercenary guard.

Required buildings: Armory, Merchant Court
Unlocks buildings: War School

/58 Traders Guild

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

/138 Journeyman Jeweler

Cost: 300 + 15 + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Copper Bracelet, Malachite Amulet, Silver Ring, Steel Ring.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Jewelry Store, Alchemists Guild
Unlocks buildings: Master Jeweler

/139 Journeyman Mailmaker

Cost: 300 + 0 + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Scale Mail, Heavy Boots, Commander's Helmet, Mail Gloves, Iron Bracers.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Chainmail Armory
Unlocks buildings: Master Mailmaker

/140 Journeyman Armorer

Cost: 340 + 0 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Breastplate, Plate Boots, Knight's Helmet, Plate Gloves, Heavy Bracers.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Practice Halls, Plate Armory
Unlocks buildings: Master Platemaker

/141 Journeyman Smith

Cost: 350 + 0 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Longsword, Battle Axe, Hammer, Two-Handed Sword, Infantry Shield.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Weapon Store
Unlocks buildings: Master Weaponsmith

/142 Journeyman Carpenter

Cost: 300 + 0 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Partisan, Long Bow, Heavy Crossbow, Heavy Arrows, Leather Sling.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Carpenter's Shop
Unlocks buildings: Master Carpenter

/143 Journeyman Tanner

Cost: 280 + 0 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Quilted Jacket, Leather Boots, Ranger's Cap, Riveted Gloves, Leather Bracers.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Tanner Store
Unlocks buildings: Master Tanner

/144 Journeyman Tailor

Cost: 270 + 0 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Coat, Light Boots, Turban, Warm Cloak, Flag of Tirelessness.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Tailor Store
Unlocks buildings: Master Tailor

/145 Journeyman Enchanter

Cost: 320 + 30 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Stiletto, Long Staff, Sorcerer's Wand, Wizard's Sash.
The castle cannot have more than 3 buildings of this type.

Required buildings: Market, Sorcery Store
Unlocks buildings: Master Enchanter

/271 Fighter's Guild

Cost: 450 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Allows hiring Duellists from contract scrolls (appear in the store). Speeds up the arrival of new Mercenaries. Provides gold whenever units are disbanded while in castle garrisons.

Required buildings: Fort, War School

/98 Chamber of Commerce

Cost: 1.000 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Income +20. Reduces the cost of buying resources by 10%. Allows upgrading a Tavern in provinces to an Inn.
Increases gold income from trade caravans.

Required buildings: Town Council, Traders Guild, 3 buildings from type "Sells quality items"
Unlocks buildings: Merchants Guild

/179 Master Jeweler

Cost: 500 + 15 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Silver Bracelet, Agate Amulet, Bronze Ring, Golden Ring.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Jeweler
Unlocks buildings: Epic Jeweler

/180 Master Mailmaker

Cost: 540 + 0 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Mithril Chainmail, Ironshod Boots, Closed Helmet, Commander's Gloves, Mithril Bracers.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Mailmaker
Unlocks buildings: Epic Mailmaker

/181 Master Platemaker

Cost: 580 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Mithril Cuirass, Knight's Boots, Mithril Helmet, Battle Gloves, Armored Bracers.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Armorer
Unlocks buildings: Epic Platemaker

/182 Master Weaponsmith

Cost: 600 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Broadsword, Battle Poleaxe, Flanged Mace, Claymore, Knight's Shield.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Smith
Unlocks buildings: Epic Weaponsmith

/183 Master Carpenter

Cost: 520 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Halberd, Composite Bow, Guardsman's Crossbow, Mithril Arrows.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Carpenter
Unlocks buildings: Epic Carpenter

/184 Master Tanner

Cost: 500 + 0 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Riveted Jacket, Ranger's Boots, Leather Helmet, Archer's Gloves, Warrior's Belt.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Tanner
Unlocks buildings: Epic Tanner

/185 Master Tailor

Cost: 480 + 5 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Mantle, Suede Boots, Silk Gloves, Ranger's Cloak, Flag of Defense.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Tailor
Unlocks buildings: Epic Tailor

/186 Master Enchanter

Cost: 550 + 30 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Cutlass, Battle Staff, Mage's Wand, Wizard's Hat, Sphere of Thought.
The castle cannot have more than 2 buildings of this type.

Required buildings: Traders Guild, Journeyman Enchanter
Unlocks buildings: Epic Enchanter

/242 Epic Carpenter

Cost: 1.200 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Spear of Destiny, Renver's Arrows, Long-range Crossbow.
The castle can only have one building of this type.

Required buildings: Master Carpenter, Tower of Artifacts

/243 Epic Enchanter

Cost: 1.000 + 100 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Moon Staff, Emissary's Scepter, Dark Flame.
The castle can only have one building of this type.

Required buildings: Master Enchanter, Tower of Artifacts

/244 Epic Jeweler

Cost: 1.800 + 60 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Messenger's Bracelet, Poison ring, Ardent Heart.
The castle can only have one building of this type.

Required buildings: Master Jeweler, Tower of Artifacts

/245 Epic Tanner

Cost: 1.000 + 0 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Boots of Speed, Offender's Mask, Drow Jacket.
The castle can only have one building of this type.

Required buildings: Master Tanner, Tower of Artifacts

/246 Epic Mailmaker

Cost: 1.280 + 0 + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Helmet of Madness, Ethereal Feet, Holy Chainmail.
The castle can only have one building of this type.

Required buildings: Master Mailmaker, Tower of Artifacts

/247 Epic Platemaker

Cost: 1.160 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Flaming Chestplate, Romulan's Bloodsquashers, Executioner's Mittens.
The castle can only have one building of this type.

Required buildings: Master Platemaker, Tower of Artifacts

/248 Epic Tailor

Cost: 1.080 + 20 + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Banner of the Dead, Sorcerer's Cloak, Magister's Mantle.
The castle can only have one building of this type.

Required buildings: Master Tailor, Tower of Artifacts

/249 Epic Weaponsmith

Cost: 1.400 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Type: Sells enchanted items
Allows heroes to purchase the following items (only one of each): Sword of the Immortals, Spiked Shield, Flaming Axe.
The castle can only have one building of this type.

Required buildings: Master Weaponsmith, Tower of Artifacts

/110 Merchants Guild

Cost: 1.700 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Income +30. Reduces the cost of buying resources by 10%. Allows upgrading a Mall in provinces to a Market.

Required buildings: Seafarers Guilds, Chamber of Commerce, 2 buildings from type "Sells exceptional items"
Unlocks buildings: Road Network, Bank, Town Hall

/147 Road Network

Cost: 3.000 + 0 + + + + + +
Belong to: Trade Quarter
Karma: 0

Increases income from every province by 1. Increases movement speed over owned provinces by 1. Reduces the upkeep of garrison units by 10%.

Required buildings: Architects Guild, Merchants Guild
Unlocks buildings: Capitol

/19 Metamorphosis School

Cost: 100 + 15 + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the first circle.
Allows heroes to learn the spells Triple Blade, Magic Armor, Magic Weapon, and Web.
Allows to perform the ritual of Enchanted Coffer.
The castle cannot have more than 4 buildings of this type.

Required buildings: Library
Unlocks buildings: Mages Guild

/22 School of Necromancy

Cost: 40 + 30 + +
Belong to: Magic Quarter
Karma: -2

Type: Teaches spells of the first circle.
Allows heroes to learn the spells Fear, Raise Skeleton, Raise Zombie, and Soul Trap.
Allows to perform the ritual of Walking Dead.
The castle cannot have more than 4 buildings of this type.

Required buildings: Library, Altar
Unlocks buildings: Haunted Cemetery

/23 School of Astral Magic

Cost: 80 + 20 + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the first circle.
Allows heroes to learn the spells Dispel, Astral Energy, Astral Thief, and Improved Charm.
Allows to perform the ritual of Extravaganza.
The castle cannot have more than 4 buildings of this type.

Required buildings: Library
Unlocks buildings: Illusionists Guild

/24 Altar of Chaos

Cost: 80 + 15 + +
Belong to: Magic Quarter
Karma: -2

Type: Teaches spells of the first circle.
Allows heroes to learn the spells Summon Imp, Burn Ammo, Vulnerability, and Chaos Surge.
Allows to perform the ritual of Dark Ritual.
The castle cannot have more than 4 buildings of this type.

Required buildings: Library, Altar
Unlocks buildings: Temple of Chaos

/70 Haunted Cemetery

Cost: 70 + 15 +
Belong to: Magic Quarter
Karma: -3

Lowers the population mood in the capital by 1. Allows hiring the Walking Dead guard.
Increases a chance of undead attacks on all provinces.

Required buildings: School of Necromancy, Church
Unlocks buildings: Necromancers Guild

/262 Altar of Death

Cost: 1.500 + 90 + +
Belong to: Magic Quarter
Karma: -3

Lowers the population mood in the capital by 1.
Allows to perform the ritual of Call of Darkness.
Adds Altar of Death to capital.

Required buildings: Tower of Necromancy
Unlocks buildings: Necropolis

/285 Nature's Cloister

Cost: 100 + 20 + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the first circle.
Allows heroes to learn the spells Recovery, Summon Wasp Swarm, Poison Claw, and Enchanted Fang.
Allows to perform the ritual of Miracle of Nature.
The castle cannot have more than 4 buildings of this type.

Required buildings: Library
Unlocks buildings: Leafy Tower

/3 Library

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

/20 Sphere of Winds

Cost: 90 + 20 +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the first circle.
Allows heroes to learn the spells Head Wind, Haste, Air Shield, and Lightning.
Allows to perform the ritual of Fair Wind.
The castle cannot have more than 4 buildings of this type.

Required buildings: Library
Unlocks buildings: Sphere of Stone

/21 Sanctuary

Cost: 90 + 10 +
Belong to: Magic Quarter
Karma: 2

Type: Teaches spells of the first circle.
Allows heroes to learn the spells Bless, Cure Wounds, Dash, and Shock.
Allows to perform the ritual of Chalice of Life.
The castle cannot have more than 4 buildings of this type.

Required buildings: Library, Altar
Unlocks buildings: Temple of Life

/35 Sorcerer's Workshop

Cost: 70 + 15 + +
Belong to: Magic Quarter
Karma: 0

Allows heroes to purchase the following items: Short Staff, Simple Wand, Toga, Sandals, Simple Cap.
Reduces the gem upkeep of garrison units by 10%.

Required buildings: Workshop, Library
Unlocks buildings: Sages Guild, Witch Circle, Sorcery Store

/43 Sages Guild

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

/80 Mages Guild

Cost: 300 + 50 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the second circle.
Allows heroes to learn the spells Blast, Fire Blade, Magic Crystal, and Phantom Blade.
Allows to perform the ritual of Creation.
The castle cannot have more than 3 buildings of this type.

Required buildings: Sages Guild, Metamorphosis School
Unlocks buildings: School of High Magic

/81 Illusionists Guild

Cost: 240 + 35 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the second circle.
Allows heroes to learn the spells Phantom Form, Sleep, Heroism, and Cat's Reflexes.
Allows to perform the ritual of Illusionary Battle.
The castle cannot have more than 3 buildings of this type.

Required buildings: Sages Guild, School of Astral Magic, Show Booth
Unlocks buildings: Tower of Hypnosis

/82 Necromancers Guild

Cost: 220 + 55 + + + +
Belong to: Magic Quarter
Karma: -3

Type: Teaches spells of the second circle.
Allows heroes to learn the spells Raise Ghoul, Vampirism, Atrophy, and Eternal Slave.
Allows to perform the ritual of Deadly Terror.
The castle cannot have more than 3 buildings of this type.

Required buildings: Sages Guild, Haunted Cemetery
Unlocks buildings: Tower of Necromancy

/83 Sphere of Stone

Cost: 350 + 20 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the second circle.
Allows heroes to learn the spells Create Gargoyle, Rain of Stones, Stone Skin, and Stone Crust.
Allows to perform the ritual of Gifts of Earth.
The castle cannot have more than 3 buildings of this type.

Required buildings: Sages Guild, Sphere of Winds, Stonemasons Guild
Unlocks buildings: Sphere of Ice

/84 Temple of Chaos

Cost: 290 + 45 + + + +
Belong to: Magic Quarter
Karma: -3

Type: Teaches spells of the second circle.
Allows heroes to learn the spells Summon Fiend, Summon Hellhound, Blindness, and Dark Pact.
Allows to perform the ritual of Chaos Spawn. Allows the recruitment of Demonologists from the contract scrolls.
The castle cannot have more than 3 buildings of this type.

Required buildings: Sages Guild, Altar of Chaos, Crystal of Power
Unlocks buildings: Tower of Chaos

/85 Temple of Life

Cost: 280 + 30 + + + +
Belong to: Magic Quarter
Karma: 3

Type: Teaches spells of the second circle.
Allows heroes to learn the spells Restoration, Exorcism, Word of Life and Bane of the Wicked.
Allows to perform the ritual of Heavenly Light.
The castle cannot have more than 3 buildings of this type.

Required buildings: Sages Guild, Sanctuary, Church
Unlocks buildings: Tower of Restoration

/286 Leafy Tower

Cost: 280 + 35 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the second circle.
Allows heroes to learn the spells Hunter's Vine, Natural Weapon, Summon Wolves, and Summon Eagle.
Allows to perform the ritual of Summon Nature.
The castle cannot have more than 3 buildings of this type.

Required buildings: Sages Guild, Nature's Cloister, Foresters Guild
Unlocks buildings: Blooming Lane

/103 Alchemists Guild

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

/107 Secret Library

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

/132 Sphere of Ice

Cost: 1.000 + 120 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches circle III spells
Allows heroes to learn the spells Word of Ice, Mass Slow, Chilling Lightning, and Magic Stream.
Allows to perform the ritual of Blizzard. Allows the recruitment of Elemental Mistresses from the contract scrolls.
The castle cannot have more than 2 buildings of this type.

Required buildings: Secret Library, Sphere of Stone
Unlocks buildings: Sphere of Flame

/133 Tower of Chaos

Cost: 1.200 + 150 + + +
Belong to: Magic Quarter
Karma: -4

Type: Teaches circle III spells
Allows heroes to learn the spells Summon Demon, Demon Blood, Chaos Distortion, and Hellfire.
Allows to perform the ritual of Rain of Brimstone. Allows the summoning of Acherons if you have cursed relics.
The castle cannot have more than 2 buildings of this type.

Required buildings: Secret Library, Temple of Chaos
Unlocks buildings: Gates of Chaos

/134 School of High Magic

Cost: 1.300 + 140 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches circle III spells
Allows heroes to learn the spells Acid, Teleport, Create Golem, and Enchanted Weapon.
Allows to perform the ritual of Magic Barrier. Allows the summoning of Faerie Dragons if you have their eggs.
The castle cannot have more than 2 buildings of this type.

Required buildings: Secret Library, Mages Guild
Unlocks buildings: Secret Guild

/135 Tower of Restoration

Cost: 1.300 + 100 + + + +
Belong to: Magic Quarter
Karma: 4

Type: Teaches circle III spells
Allows heroes to learn the spells Resurrection, Mass Defense, Mass Healing, and Heaven's Rage.
Allows to perform the ritual of Holy Army. Allows the summoning of Seraphim if you have sacred relics.
The castle cannot have more than 2 buildings of this type.

Required buildings: Secret Library, Temple of Life
Unlocks buildings: Cathedral of Light

/136 Tower of Hypnosis

Cost: 1.100 + 110 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches circle III spells
Allows heroes to learn the spells Antimagic, Word of Power, Suicide, and Improved Charm.
Allows to perform the ritual of Mass Insanity. Allows the recruitment of Psions from the contract scrolls.
The castle cannot have more than 2 buildings of this type.

Required buildings: Secret Library, Illusionists Guild
Unlocks buildings: Psy-Monolith

/137 Tower of Necromancy

Cost: 1.150 + 170 + + +
Belong to: Magic Quarter
Karma: -4

Type: Teaches circle III spells
Allows heroes to learn the spells Raise Ghost, Life Drain, Mass Undead Restoration, and Fatigue.
Allows to perform the ritual of Undead Uprising. Allows the creation of Dracoliches from the phylacteries.
The castle cannot have more than 2 buildings of this type.

Required buildings: Secret Library, Necromancers Guild
Unlocks buildings: Altar of Death

/150 Artifact Market

Cost: 1.000 + 90 + + + + + +
Belong to: Magic Quarter
Karma: 0

Allows heroes to purchase simple magic items. Allows hiring the Gargoyles guard.
Reduces the gem upkeep of garrison units by 10%.

Required buildings: Traders Guild, Secret Library
Unlocks buildings: Tower of Knowledge, Castle of Darkness

/287 Blooming Lane

Cost: 1.100 + 110 + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches circle III spells
Allows heroes to learn the spells Summon Wasp Cloud, Pathfinding, Summon Dire Bear, and Summon Rat Swarm.
Allows to perform the ritual of Heavenly Guard. Allows summoning a Behemoth using a Soul Stone.
The castle cannot have more than 2 buildings of this type.

Required buildings: Secret Library, Leafy Tower
Unlocks buildings: Tree of Miracles

/158 Artifact Master

Cost: 2.500 + 150 + + + + + +
Belong to: Magic Quarter
Karma: 0

Allows heroes to purchase quality magic items. Allows hiring the Gargoyle Masters guard. Allows the recruitment of Golems, if their ingots are present.
Reduces the gem upkeep of garrison units by 15%.

Required buildings: Craftsmen Guild, Tower of Knowledge, 3 buildings from type "Sells quality items"
Unlocks buildings: Tower of Artifacts

/159 Tower of Knowledge

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

/173 Cathedral of Light

Cost: 2.500 + 250 + + + + + +
Belong to: Magic Quarter
Karma: 10

Type: Teaches spells of the fourth circle.
Allows to learn the spells White Magic, Invulnerability, Divine Light, and Supreme Power.
Allows to perform the ritual of Gifts of Heaven.
The castle can only have one building of this type.

Required buildings: Tower of Knowledge, Tower of Restoration
Unlocks buildings: Shining Palace

/174 Necropolis

Cost: 2.100 + 350 + + + + + +
Belong to: Magic Quarter
Karma: -10

Type: Teaches spells of the fourth circle.
Allows to learn the spells Raise Vampire, Pestilence, Cloud of Terror, and Gates of Death.
Allows to perform the ritual of Pestilence.
The castle can only have one building of this type.

Required buildings: Tower of Knowledge, Altar of Death
Unlocks buildings: Dark Sanctuary

/175 Sphere of Flame

Cost: 3.000 + 300 + + + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the fourth circle.
Allow to learn the spells Armageddon, Incineration, Firestorm, and Summon Phoenix.
Allows to perform the ritual of Conflagration.
The castle can only have one building of this type.

Required buildings: Tower of Knowledge, Sphere of Ice
Unlocks buildings: Altar of Prime Elements

/176 Gates of Chaos

Cost: 2.700 + 350 + + + + + +
Belong to: Magic Quarter
Karma: -10

Type: Teaches spells of the fourth circle.
Allows to learn the spells Summon Devil, Black Magic, Corruption, and Summon Lord of Abyss.
Allows to perform the ritual of Demon Invasion. Adds Gates of Abyss to the capital.
The castle can only have one building of this type.

Required buildings: Tower of Knowledge, Tower of Chaos
Unlocks buildings: Heart of Abyss

/177 Secret Guild

Cost: 2.800 + 300 + + + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the fourth circle.
Allows to learn the spells Time Stop, Dragon Form, Polymorph and Titan's Strength.
Allows to perform the ritual of Tower of Lightning.
The castle can only have one building of this type.

Required buildings: Tower of Knowledge, School of High Magic
Unlocks buildings: Magic Academy

/178 Psy-Monolith

Cost: 2.150 + 280 + + + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the fourth circle.
Allows to learn the spells Mass Suicide, Enslave Mind, Mass Sleep, and Confusion.
Allows to perform the ritual of Astral Gates.
The castle can only have one building of this type.

Required buildings: Tower of Knowledge, Tower of Hypnosis
Unlocks buildings: Psion Castle

/188 Tower of Artifacts

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

/212 Dark Sanctuary

Cost: 2.800 + 150 + + +
Belong to: Magic Quarter
Karma: -5

Increases gem income by 5.
Adds to the store 1 Dracolich Phylactery.
Provides 2 schematics of the Monument of Darkness.
Provides 3 contract with the Lord of the Undead guard.

Required buildings: Necropolis, Palace

/234 Shining Palace

Cost: 2.800 + 150 + + + + +
Belong to: Magic Quarter
Karma: 5

Increases gem income by 5.
Adds to the store 1 Seraphim Holy Relic.
Provides 2 schematics of the Monument of Light.
Gives 3 contracts with the Avatar of Light guardian.

Required buildings: Cathedral of Light, Palace

/235 Heart of Abyss

Cost: 2.800 + 150 + + + + + +
Belong to: Magic Quarter
Karma: -5

Increases gem income by 5.
Adds to the store 1 Acheron Cursed Relic.
Provides 2 schematics of the Monument of Chaos.
Allows you to perform rituals Gates of Chaos and the Gate of Abyss.

Required buildings: Gates of Chaos, Palace

/236 Altar of Prime Elements

Cost: 2.800 + 150 + + + + + +
Belong to: Magic Quarter
Karma: 0

Increases gem income by 5.
Adds to the store 2 Elemental contracts.
Provides 2 schematics of the Monument of Elements.
Gives 3 contracts with the Elementals guardian.

Required buildings: Sphere of Flame, Palace

/237 Magic Academy

Cost: 2.800 + 150 + + + + + +
Belong to: Magic Quarter
Karma: 0

Increases gem income by 5.
Adds to the store 1 Faerie Dragon egg.
Provides 2 schematics of the Monument of Magic.
Gives 3 contracts with the Faerie Dragon guardian.

Required buildings: Secret Guild, Palace

/238 Psion Castle

Cost: 2.800 + 150 + + + + + +
Belong to: Magic Quarter
Karma: 0

Increases gem income by 5.
Adds to the store 2 Psion contracts.
Provides 2 schematics of the Monument of Sorcery.
Gives 3 contracts with the Lord of Phantoms guardian.

Required buildings: Psy-Monolith, Palace

/239 Reliquary

Cost: 4.500 + 300 + + + + + +
Belong to: Magic Quarter
Karma: 0

Yields 15 gems per turn. Allow heroes to acquire rare magical items. Allows you to hire Dragons if their eggs are present in the treasury.
Reduces the gem upkeep of garrison units by 25%.

Required buildings: Tower of Artifacts, 1 buildings from type "Teaches circle IV spells"

/288 Tree of Miracles

Cost: 2.400 + 220 + + + + + +
Belong to: Magic Quarter
Karma: 0

Type: Teaches spells of the fourth circle.
Allows heroes to learn the spells Animal Assault, Thick Fog, Summon Wyvern, and Enchanted Grove.
Allows to perform the ritual of Blessed Land.
The castle can only have one building of this type.

Required buildings: Tower of Knowledge, Blooming Lane
Unlocks buildings: Forest Palace

/289 Forest Palace

Cost: 2.800 + 150 + + + + + +
Belong to: Magic Quarter
Karma: 0

Increases gem income by 5.
Adds to the store 1 Behemoth Soul Stone.
Provides 2 schematics of the Monument of Nature.
Gives 3 contracts with the Dragon guardian.

Required buildings: Tree of Miracles, Palace

/26 Foundry

Cost: 90 + 0 + + +
Belong to: Craftsmen Quarter
Karma: 0

Income from Iron is increased by 5.

Required buildings: Forge
Unlocks buildings: Craft Shop, Plate Armory, Dwarven Forge

/27 Carpenters Guild

Cost: 130 + 0 + + + +
Belong to: Craftsmen Quarter
Karma: 0

Income from Redwood is increased by 3. Allows building a Sawmill in forest provinces. Allows you to hire Workmen from contract scrolls.

Required buildings: Workshop
Unlocks buildings: Fort, Craft Shop, Watchtower, Carpenter's Shop, Alkari Quarter

/28 Stonemasons Guild

Cost: 140 + 0 + + +
Belong to: Craftsmen Quarter
Karma: 0

Allows building an Outpost in provinces.

Required buildings: Workshop
Unlocks buildings: Church, Builders Guild, Dungeon, Lookout Tower, Sphere of Stone, Stonehenge, Gnoll's Quarters

/29 Diggers Guild

Cost: 140 + 0 + + +
Belong to: Craftsmen Quarter
Karma: 0

Allows building a Mine in hilly provinces.

Required buildings: Workshop, Forge
Unlocks buildings: Geologists Guild, Jewelry Store, Miners Guild

/1 Workshop

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

/2 Forge

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

/36 Pottery

Cost: 70 + 0 +
Belong to: Craftsmen Quarter
Karma: 0

Income +4. Allows building a Granary in provinces.

Required buildings: Workshop, Granary
Unlocks buildings: Drivers Guild, Brewery, Shipbuilders Guild, Magic Well, Pharmacy, Architects Guild

/46 Craft Shop

Cost: 320 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Reduces the cost of new units by 10%.

Required buildings: Foundry, Carpenters Guild
Unlocks buildings: Shipbuilders Guild, Siege Workshop, Craftsmen Guild, Architects Guild, Knightly Order, Chieftain Pavilion

/47 Brewery

Cost: 170 + 0 + +
Belong to: Craftsmen Quarter
Karma: 0

Income +10. Improves population mood in the capital by 1. Increases morale of the stronghold's garrison by 2. Improves population mood in provinces with a Tavern or an Inn by 1.

Required buildings: Farmers Market, Pottery
Unlocks buildings: Winery

/52 Shipbuilders Guild

Cost: 400 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Allows building a Shipyard in coastal provinces. Allows heroes to travel through one sea province from the Stronghold.

Required buildings: Pottery, Craft Shop
Unlocks buildings: Seafarers Guilds

/55 Geologists Guild

Cost: 430 + 0 + + + +
Belong to: Craftsmen Quarter
Karma: 0

Increases income from hilly provinces by 1. Reveals hidden deposits in hilly provinces. Allows you to build a Crystal Mine.

Required buildings: Diggers Guild, Builders Guild
Unlocks buildings: Great Forge

/59 Winery

Cost: 330 + 0 + + + +
Belong to: Craftsmen Quarter
Karma: 0

Improves population mood in the capital by 1. Increases morale of the stronghold's garrison by 2. Allows upgrading a Mill in provinces to a Brewery.

Required buildings: Market, Brewery

/41 Builders Guild

Cost: 450 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Reduces the cost of construction in the castle by 10%. Allows upgrading an Outpost in provinces to a Fort.

Required buildings: Forge, Stonemasons Guild, Fort
Unlocks buildings: Town Council, Geologists Guild, Temple of Immortals, Citadel, Gnoll's Pyramid

/101 Craftsmen Guild

Cost: 700 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Reduces the cost of new units by 10%. Reduces the cost of construction in the castle by 10%.

Required buildings: Craft Shop, Town Council
Unlocks buildings: Seafarers Guilds, Siegeworks, Town Hall, Master Builder Guild, Artifact Master

/108 Architects Guild

Cost: 1.000 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Reduces the cost of construction in the castle by 10%. Allows upgrading a Fort in provinces to a Citadel.

Required buildings: Pottery, Craft Shop, Citadel
Unlocks buildings: Road Network, Castle, Town Hall, Chapel of Immortals, White Shield Castle

/111 Seafarers Guilds

Cost: 1.200 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Increases income from coastal provinces by 1. Allows upgrading a Shipyard in provinces to a Port. Allows heroes to travel through two sea provinces from the capital.

Required buildings: Shipbuilders Guild, Craftsmen Guild
Unlocks buildings: Merchants Guild, Explorers Guild

/148 Explorers Guild

Cost: 1.500 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Speeds up province exploration by 30%. Allows upgrading a Port in provinces to a Lighthouse.

Required buildings: Pathfinders Guild, Seafarers Guilds
Unlocks buildings: Fountain of Youth

/157 Master Builder Guild

Cost: 3.000 + 0 + + + + + +
Belong to: Craftsmen Quarter
Karma: 0

Reduces the cost of construction in the castle by 10%. Allows building an additional provincial building per turn. Allows upgrading a Citadel in provinces to a Fortress.

Required buildings: Sages Guild, Craftsmen Guild, Castle
Unlocks buildings: Capitol, Tower of Artifacts, Palace

/33 Church

Cost: 100 + 10 + +
Belong to: Temple Quarter
Karma: 0

Reduces the cost of hero resurrection and the performing of rituals by 10%. Increases the morale of the capital defenders by 2.
Allows heroes to purchase the following items: Silver Dagger, Silver Axe.

Required buildings: Altar, Stonemasons Guild
Unlocks buildings: Temple of Immortals, Abbey, Haunted Cemetery, Monastery, Temple of Life, Pharmacy, Temple of Shadows

/6 Altar

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

/34 Crystal of Power

Cost: 50 + 30 +
Belong to: Temple Quarter
Karma: 0

Reduces the cost of new heroes by 10%. Allows heroes to receive easy quests. Yields 1 gem per turn.
Allows performing the Magic Crystal ritual.

Required buildings: Tavern, Altar
Unlocks buildings: Temple of Chaos, Crystal Garden, Crystal of Power, Stone Idol, Alkari Quarter

/49 Infirmary

Cost: 150 + 10 +
Belong to: Temple Quarter
Karma: 1

Increases population growth in the capital. Speeds up restoration of unit hit points in the capital by 10% per turn. Reduces the risk of an epidemic in the capital.

Required buildings: Altar
Unlocks buildings: Herbalists Guild

/60 Temple of Immortals

Cost: 300 + 30 + + + +
Belong to: Temple Quarter
Karma: 0

Reduces the cost of hero resurrection and the performing of rituals by 15%. Increases the morale of the capital defenders by 3. Allows you to hire Dark Priestess from contract scrolls.
Allows the hero to purchase the spell scrolls Eternal Light.

Required buildings: Church, Builders Guild
Unlocks buildings: Crystal of Might, Healers Guild, Temple of the Eagle, Oracle, Chapel of Immortals, Celestial Temple

/102 Crystal of Power

Cost: 400 + 50 + +
Belong to: Temple Quarter
Karma: 0

Reduces the cost of new heroes by 15%. Allows heroes to receive medium quests. Yields 2 gems per turn.

Required buildings: Crystal of Power, Alchemists Guild
Unlocks buildings: Crystal of Might, Citadel of Shadows, Celestial Eye

/106 Pharmacy

Cost: 550 + 10 + + + +
Belong to: Temple Quarter
Karma: 1

Significantly increases population growth in the capital. Speeds up restoration of unit hit points in the capital by 10% per turn. Allows building an Infirmary in provinces. Reduces the risk of an epidemic in the capital. Increases income from Mandrakes by 5.

Required buildings: Herbalists Guild, Church, Pottery
Unlocks buildings: Alchemists Guild, Healers Guild, Temple of the Eagle

/113 Crystal of Might

Cost: 900 + 125 + + +
Belong to: Temple Quarter
Karma: 0

Reduces the cost of new heroes by 20%. Allows heroes to receive hard quests. Yields 4 gems per turn.

Required buildings: Crystal of Power, Temple of Immortals

/114 Healers Guild

Cost: 750 + 20 + + + +
Belong to: Temple Quarter
Karma: 2

Significantly increases population growth in the capital. Speeds up restoration of unit hit points in the capital by 10% per turn. Allows upgrading an Infirmary in provinces to a Pharmacy. Reduces the risk of an epidemic in the capital. Increases income from Dionium by 12.

Required buildings: Alchemists Guild, Pharmacy, Temple of Immortals
Unlocks buildings: Temple of Peace

/154 Chapel of Immortals

Cost: 1.300 + 100 + + + +
Belong to: Temple Quarter
Karma: 0

Reduces the cost of hero resurrection and the performing of rituals by 30%. Increases the morale of the capital defenders by 4.

Required buildings: Temple of Immortals, Architects Guild
Unlocks buildings: Temple of Peace, Temple of War, Sacred Order

/162 Temple of Peace

Cost: 3.000 + 120 + + + + +
Belong to: Temple Quarter
Karma: 15

Type: Great Temple.
Increases population growth and mood in all provinces. Improves diplomatic relations. Increases the heroes' diplomacy skill by 1.
Decreases income from spoils of war and province plundering by 50%.
The castle can only have one building of this type.

Required buildings: Healers Guild, Chapel of Immortals

/163 Temple of War

Cost: 2.300 + 150 + + + + +
Belong to: Temple Quarter
Karma: -15

Type: Great Temple.
Increases income from spoils of war and province plundering by 50%. Reduces the cost of new units by 10%. Increases recruits' experience by 60.
Decreases population growth in all provinces. Reduces the mood in all provinces by 2.
The castle can only have one building of this type.

Required buildings: Military Academy, Chapel of Immortals

/50 Town Council

Cost: 700 + 0 + + + + +
Belong to: Central Quarter
Karma: 0

Increases gold income by 5%. Allows building a Deputy's House in provinces.
Provides 1 contract with the Vassal guard.

Required buildings: Builders Guild, Merchant Court
Unlocks buildings: Chamber of Commerce, Finance House, Craftsmen Guild, Court, Clan Tent

/51 Dungeon

Cost: 350 + 0 + + + +
Belong to: Central Quarter
Karma: 0

Slows unrest growth in the capital. Reduces corruption by 10%.

Required buildings: Stonemasons Guild, Fort
Unlocks buildings: Finance House, Court, Torture Chamber

/99 Finance House

Cost: 950 + 0 + + + + + +
Belong to: Central Quarter
Karma: 0

Income +3% of gold already available.

Required buildings: Town Council, Dungeon
Unlocks buildings: Treasury

/105 Court

Cost: 700 + 0 + + + +
Belong to: Central Quarter
Karma: 0

Slows unrest growth in the capital. Allows upgrading a Deputy's House in provinces to a Judge's House. Reduces corruption by 20%.

Required buildings: Town Council, Dungeon
Unlocks buildings: Town Hall, Scaffold

/109 Treasury

Cost: 1.500 + 0 + + +
Belong to: Central Quarter
Karma: 0

Reduces gold losses when under plunder by 30%. Increases storage capacity.

Required buildings: Traders Guild, Finance House
Unlocks buildings: Bank

/151 Bank

Cost: 5.000 + 0 + + + + + +
Belong to: Central Quarter
Karma: 0

Income +5% of gold already available.

Required buildings: Treasury, Merchants Guild
Unlocks buildings: Capitol

/153 Town Hall

Cost: 4.000 + 0 + + + + + +
Belong to: Central Quarter
Karma: 0

Increases gold income by 10%. Allows building a Town Council in provinces with a Judge's House.
Provides 2 contracts with the Vassal guard.

Required buildings: Craftsmen Guild, Court, Architects Guild, Merchants Guild
Unlocks buildings: Halls of Justice, Capitol, Palace

/161 Halls of Justice

Cost: 4.000 + 0 + + + + +
Belong to: Central Quarter
Karma: 5

Slows down the unrest growth rate in all provinces. Reduces corruption by 20%.

Required buildings: Oracle, Town Hall

/187 Capitol

Cost: 8.000 + 0 + + + + + +
Belong to: Central Quarter
Karma: 0

Increases gold income by 15%. Allows building a Tax Collector in provinces with a Town Council.
Allows hiring the Vassal guard.

Required buildings: Road Network, Bank, Town Hall, Master Builder Guild

/189 Fountain of Youth

Cost: 4.000 + 180 + + + + + +
Belong to: Central Quarter
Karma: 0

Increases population growth in all provinces.

Required buildings: Explorers Guild, Tower of Knowledge

/190 Palace

Cost: 10.000 + 30 + + + + + +
Belong to: Central Quarter
Karma: 0

Improves diplomatic relations. Increases the strength of castle walls. Adds a tower to castle fortifications and increases their strength. Increases Attack of towers. Attracts better mercenaries to the castle. Allows upgrading a Fortress in provinces to a Castle. Reduces corruption by 30%.

Required buildings: Theater, Town Hall, Military Academy, Master Builder Guild
Unlocks buildings: Dark Sanctuary, Shining Palace, Heart of Abyss, Altar of Prime Elements, Magic Academy, Psion Castle, Forest Palace

/124 Hippodrome

Cost: 700 + 0 + + + + + +
Belong to: Leisure Quarter
Karma: 0

Income +10. Improves population mood in the capital by 1. Increases income from Horses by 5.

Required buildings: Riding Ground, Jousting Arena, Arena

/269 Twilight Brotherhood

Cost: 900 + 80 + + + + +
Belong to: Leisure Quarter
Karma: -2

Lowers the population mood in the capital by 1.
Allows you to perform rituals Target of Brotherhood and Bloody Hand.

Required buildings: Witch Circle, Assassins Guild, Practice Halls

/270 Templar Order

Cost: 700 + 100 + + + + +
Belong to: Leisure Quarter
Karma: 2

Improves population mood in the capital by 1.
Detachment of Templar soldiers periodically conducts raids on monsters and witches.

Required buildings: Monastery, Guardsmen Barracks, War School

/30 Show Booth

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

/44 Theater

Cost: 180 + 0 + +
Belong to: Leisure Quarter
Karma: 0

Improves population mood in the capital by 1. Improves population mood in provinces with a Pub, a Tavern, or an Inn by 1.

Required buildings: Show Booth, Library
Unlocks buildings: Traveling Circus, Palace, Elven Theater

/112 Arena

Cost: 750 + 10 + + + + +
Belong to: Leisure Quarter
Karma: 0

Improves population mood in the capital by 2. Allows building an Arena in provinces. Allows heroes to participate in tournaments and bet on fighters.

Required buildings: Show Booth, Practice Halls, Handler's Guild
Unlocks buildings: Hippodrome, Military Academy, Monstrologists Guild, Traveling Circus, Gambling House

/156 Traveling Circus

Cost: 1.500 + 0 + + + +
Belong to: Leisure Quarter
Karma: 0

Improves population mood in the capital by 2. Increases income from provinces with Arenas by 3. Improves population mood in these provinces by 1.

Required buildings: Theater, Arena
Unlocks buildings: Colosseum, Gambling House

/250 Gambling House

Cost: 2.250 + 0 + + + +
Belong to: Leisure Quarter
Karma: 0

Increases gold income by 2%. Increases gem income by 1. Opens a Gambling House in the capital. Increases income from provinces with an Inn by 2.

Required buildings: Traveling Circus, Arena

/160 Colosseum

Cost: 2.000 + 20 + + + + + +
Belong to: Leisure Quarter
Karma: 0

Improves population mood in all provinces by 1.

Required buildings: Castle, Monstrologists Guild, Traveling Circus

/40 Foresters Guild

Cost: 200 + 0 + + + +
Belong to: Forest Quarter
Karma: 0

Increases income from forest provinces by 1. Allows hiring the Foresters guard.

Required buildings: Workshop
Unlocks buildings: Pathfinders Guild, Enchanted Grove, Hunters Camp, Scout Camp, Leafy Tower

/54 Pathfinders Guild

Cost: 400 + 0 + + +
Belong to: Forest Quarter
Karma: 0

Speeds up province exploration by 25%. Reveals hidden deposits in forest provinces.
Allows the recruitment of Basilisks and Swamp Dragonflies, if their eggs are present in the treasury.

Required buildings: Foresters Guild
Unlocks buildings: Swamp Trappers Guild, Explorers Guild, Elven Garrison, Hunter Stronghold

/56 Herbalists Guild

Cost: 350 + 25 + + +
Belong to: Forest Quarter
Karma: 0

Increases income from swamp provinces by 1. Reveals hidden deposits in swamp provinces. Allows you to build a Berry Farm.

Required buildings: Library, Infirmary
Unlocks buildings: Pharmacy, Trappers Guild

/57 Enchanted Grove

Cost: 200 + 50 + + +
Belong to: Forest Quarter
Karma: 0

Yields 1 gem per turn. Allows hiring the Forest Spirits guard. Reduces the delay between rituals by 1.

Required buildings: Altar, Foresters Guild
Unlocks buildings: Pegasi Stable, Stonehenge, Magic Well, Crystal Garden, Elven Grove

/94 Stonehenge

Cost: 600 + 50 + + + + +
Belong to: Forest Quarter
Karma: 0

Yields 3 gems per turn. Allows hiring the Forest Keepers guard. Reduces the delay between rituals by 1. Provides 1 schematics of the Ancient Pyramid building. Allows the recruitment of Treants if their acorns are present. Allows the creation of Black Unicorns with the necessary scroll.

Required buildings: Stonemasons Guild, Enchanted Grove
Unlocks buildings: Gryphon Nest, Oracle, Elven Grove

/95 Magic Well

Cost: 50 + 20 +
Belong to: Forest Quarter
Karma: 0

Income +10.

Required buildings: Pottery, Enchanted Grove
Unlocks buildings: Source of Gold

/96 Crystal Garden

Cost: 50 + 20 +
Belong to: Forest Quarter
Karma: 0

Yields 2 gems per turn.

Required buildings: Crystal of Power, Enchanted Grove
Unlocks buildings: Source of Crystals, Pool

/97 Swamp Trappers Guild

Cost: 350 + 5 + + + +
Belong to: Forest Quarter
Karma: 0

Allows the recruitment of Giant Spiders, Birdeaters, and Giant Slugs, if their eggs are present in the treasury.

Required buildings: Stable, Pathfinders Guild
Unlocks buildings: Goblin Hut, Trappers Guild

/263 Handler's Guild

Cost: 800 + 20 + + + +
Belong to: Forest Quarter
Karma: 0

Allows you to hire Manticores if you have their eggs in the treasury. Allows recruiting Lycans, if you have the proper scroll. Increases income from swamp provinces by 1. Reduces the upkeep of garrison units by 5%.

Required buildings: Trappers Guild
Unlocks buildings: Arena

/115 Source of Crystals

Cost: 400 + 50 + + +
Belong to: Forest Quarter
Karma: 0

Type: Matter transmutation.
Converts 15 gold into 10 gems every turn.
The castle can only have one building of this type.

Required buildings: Alchemists Guild, Crystal Garden

/116 Source of Gold

Cost: 600 + 40 + + +
Belong to: Forest Quarter
Karma: 0

Type: Matter transmutation.
Converts 2 gems into 50 gold every turn.
The castle can only have one building of this type.

Required buildings: Alchemists Guild, Magic Well

/240 Trappers Guild

Cost: 500 + 15 + + + +
Belong to: Forest Quarter
Karma: 0

Allows the recruitment of Medusas and Wyverns, if their eggs are present in the treasury. Reduces the upkeep of garrison units by 10%.

Required buildings: Swamp Trappers Guild, Herbalists Guild
Unlocks buildings: Gryphon Nest, Handler's Guild

/155 Monstrologists Guild

Cost: 1.500 + 30 + + + +
Belong to: Forest Quarter
Karma: 0

Allows the recruitment of Manticores, Hydras, Phoenixes and Ericubas, if their eggs are present in the treasury. Opens a Witcher Citadel in the capital. Increases income from swamp provinces by 1. Allows hiring the Monsters guard.

Required buildings: Sages Guild, Arena
Unlocks buildings: Colosseum, Elephant Pen

/152 Oracle

Cost: 1.500 + 150 + + + + +
Belong to: Forest Quarter
Karma: 0

Yields 3 gems per turn. Increases the chance of good events and reduces the chance of bad events. Reduces the delay between rituals by 1.

Required buildings: Temple of Immortals, Stonehenge, Secret Library
Unlocks buildings: Halls of Justice

/191 Elven Quarter

Cost: 300 + 30 + + +
Belong to: Foreign Quarter
Race: Elves
Karma: 3

Allows the recruitment of Elves. Allows building Elven Gardens in forest provinces.

Required buildings: Workshop
Unlocks buildings: Elven Grove, Elven Theater, Elven Garrison

/192 Elven Grove

Cost: 250 + 50 + +
Belong to: Foreign Quarter
Race: Elves
Karma: 1

Allows recruiting Mediums.
Allows hiring the Elven squad guard. Income from forest provinces +2. Gem income +2.

Required buildings: Elven Quarter, Enchanted Grove
Unlocks buildings: Elven Garrison, Elven Grove

/193 Elven Theater

Cost: 500 + 100 + + +
Belong to: Foreign Quarter
Race: Elves
Karma: 1

Improves population mood in all provinces by 1.

Required buildings: Elven Quarter, Theater

/194 Dwarven Quarter

Cost: 350 + 5 + + +
Belong to: Foreign Quarter
Race: Dwarves
Karma: 1

Allows the recruitment of Dwarves.

Required buildings: Forge
Unlocks buildings: Miners Guild, Dwarven Forge, Rune Workshop

/195 Miners Guild

Cost: 200 + 0 + + +
Belong to: Foreign Quarter
Race: Dwarves
Karma: 0

Income from hilly provinces +1. Allows hiring the Dwarven Clan guard.

Required buildings: Dwarven Quarter, Diggers Guild
Unlocks buildings: Rune Workshop

/196 Dwarven Forge

Cost: 400 + 20 + + + +
Belong to: Foreign Quarter
Race: Dwarves
Karma: 0

Income +5. Offers dwarven artifacts for sale. Mithril income +10.

Required buildings: Dwarven Quarter, Foundry, Market
Unlocks buildings: Great Forge

/197 Goblin Quarter

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

/198 Mud

Cost: 50 + 10 +
Belong to: Foreign Quarter
Race: Goblins
Karma: 0

Allows recruiting Hunters.
Increases income from swamp provinces by 3.

Required buildings: Goblin Quarter
Unlocks buildings: Goblin Hut

/199 Creature Pens

Cost: 150 + 15 + +
Belong to: Foreign Quarter
Race: Goblins
Karma: -1

Income +2. Allows recruiting Wolfriders. Occasionally sells second rank creature eggs.

Required buildings: Goblin Hut
Unlocks buildings: Goblin Ward

/200 Orcish Quarter

Cost: 80 + 0 +
Belong to: Foreign Quarter
Race: Orcs
Karma: -2

Allows recruiting Orcs and Bugbears. Lowers the population mood in the capital by 1.

Required buildings: Armory
Unlocks buildings: Stone Idol, Orcish Barracks

/201 Stone Idol

Cost: 100 + 20 +
Belong to: Foreign Quarter
Race: Orcs
Karma: -1

Allows recruiting Ghost Whisperers.
Increases gem income by 1. Income from provinces inhabited by Orcs +2.

Required buildings: Orcish Quarter, Crystal of Power
Unlocks buildings: Banner of the Horde, Orcish Barracks, Stone Idol

/202 Banner of the Horde

Cost: 200 + 10 +
Belong to: Foreign Quarter
Race: Orcs
Karma: -2

Allows hiring the Horde guard. Generates orc raids on the neighbors, with a portion of the loot going to the ruler.

Required buildings: Stone Idol
Unlocks buildings: Warcamp

/203 Halfling Quarter

Cost: 100 + 0 +
Belong to: Foreign Quarter
Race: Halflings
Karma: 1

Allows recruiting Halflings and Herbalists.
Allows to perform the ritual of Pacification.

Required buildings: Granary
Unlocks buildings: Halfling Market, Halfling's Suburb

/204 Halfling Market

Cost: 120 + 0 + +
Belong to: Foreign Quarter
Race: Halflings
Karma: 1

Allows recruiting Mules and Bards.
Significantly increases population growth in the capital.
Income from plains provinces +1.

Required buildings: Halfling Quarter, Farmers Market
Unlocks buildings: Fair, Halfling's Suburb

/205 Fair

Cost: 200 + 0 + + +
Belong to: Foreign Quarter
Race: Halflings
Karma: 1

Income +15. Improves population mood in the capital by 1.
Allows to perform the ritual of Trade Fair.

Required buildings: Halfling Market, Show Booth, Market

/206 Centaur Tents

Cost: 220 + 0 +
Belong to: Foreign Quarter
Race: Centaurs
Karma: 0

Allows recruiting Young Centaurs - Wind Seekers.

Required buildings: Workshop, Granary
Unlocks buildings: Sacred Flame, Centaur Camp

/207 Sacred Flame

Cost: 100 + 20 + +
Belong to: Foreign Quarter
Race: Centaurs
Karma: 0

Increases gem income by 3.

Required buildings: Centaur Tents, Altar
Unlocks buildings: Clan Tent, Centaur Camp

/208 Clan Tent

Cost: 250 + 0 + +
Belong to: Foreign Quarter
Race: Centaurs
Karma: 0

Income from provinces inhabited by Centaurs +5. Allows hiring the Centaurs guard.

Required buildings: Sacred Flame, Town Council

/209 Lizardmen Quarter

Cost: 150 + 0
Belong to: Foreign Quarter
Race: Lizardmen
Karma: 0

Allows recruiting Lizardmen and Beaters.

Required buildings: Workshop
Unlocks buildings: Bone Totem

/210 Bone Totem

Cost: 100 + 20 + +
Belong to: Foreign Quarter
Race: Lizardmen
Karma: 0

Increases gem income by 2. Speeds up restoration of unit hit points in the capital by 10% per turn.

Required buildings: Lizardmen Quarter, Altar
Unlocks buildings: Pool, Bone Idol

/211 Pool

Cost: 200 + 30 + +
Belong to: Foreign Quarter
Race: Lizardmen
Karma: 0

Income from provinces inhabited by Lizardmen +1. Allows hiring the Lizard Guards guard.

Required buildings: Bone Totem, Crystal Garden

/213 Elven Garrison

Cost: 450 + 45 + + + + +
Belong to: Foreign Quarter
Race: Elves
Karma: 0

Allows recruiting Pathfinders and Shape Shifters.

Required buildings: Elven Quarter, Elven Grove, Fort, Pathfinders Guild
Unlocks buildings: Great Tree

/214 Elven Grove

Cost: 700 + 100 + + + +
Belong to: Foreign Quarter
Race: Elves
Karma: 0

Allows recruiting Forest Keepers. Allows upgrading a Sawmill in provinces to an Elven Sawmill.

Required buildings: Elven Grove, Citadel, Stonehenge
Unlocks buildings: Great Tree

/215 Great Tree

Cost: 1.200 + 120 + + + + + +
Belong to: Foreign Quarter
Race: Elves
Karma: 0

Allows recruiting Elven Mistresses. Allows recruiting the Elven Army guards.

Required buildings: Elven Garrison, Elven Grove, Castle

/216 Rune Workshop

Cost: 700 + 10 + + + + +
Belong to: Foreign Quarter
Race: Dwarves
Karma: 0

Allows recruiting Rune Blacksmiths, Alchemists and Dwarven Guards.

Required buildings: Dwarven Quarter, Miners Guild, Fort
Unlocks buildings: Master Halls, Great Forge

/217 Master Halls

Cost: 700 + 100 + + + + +
Belong to: Foreign Quarter
Race: Dwarves
Karma: 0

Allows recruiting Runemasters and Dwarven Scorpions.

Required buildings: Rune Workshop, Citadel
Unlocks buildings: Great Hall

/218 Great Hall

Cost: 1.400 + 20 + + + + + +
Belong to: Foreign Quarter
Race: Dwarves
Karma: 0

Allows recruiting Colossus. Allows the recruitment of Dwarven Cannons, if you have the proper scroll. Allows recruiting the Dwarven Army guards.
Periodically, craftsmen will build Earthshakers, and put them on sale.

Required buildings: Master Halls, Castle

/219 Goblin Hut

Cost: 450 + 45 + +
Belong to: Foreign Quarter
Race: Goblins
Karma: 0

Allows recruiting Trappers.

Required buildings: Mud, Swamp Trappers Guild, Fort
Unlocks buildings: Creature Pens

/220 Swampland

Cost: 450 + 60 + + + + +
Belong to: Foreign Quarter
Race: Goblins
Karma: 0

Yields 2 gems per turn.
Sells Ericuba eggs (which will appear in the store). Allows you to hire Gang of goblins guards.

Required buildings: Goblin Ward

/221 Goblin Ward

Cost: 700 + 100 + + + +
Belong to: Foreign Quarter
Race: Goblins
Karma: 0

Allows recruiting Creature Masters. Allows you to build a Battlemage Garden in swamp provinces. Occasionally sells third rank creature eggs.

Required buildings: Creature Pens, Citadel, Alchemists Guild
Unlocks buildings: Swampland

/222 Orcish Barracks

Cost: 450 + 45 + + +
Belong to: Foreign Quarter
Race: Orcs
Karma: 0

Allows recruiting Cleavers.
Allows building Orcish Outpost in provinces.

Required buildings: Orcish Quarter, Stone Idol, Fort
Unlocks buildings: Stone Idol, Warcamp

/223 Stone Idol

Cost: 700 + 100 + + + +
Belong to: Foreign Quarter
Race: Orcs
Karma: 0

Allows recruiting Spirit Conjurer and Brutes.

Required buildings: Stone Idol, Orcish Barracks, Citadel
Unlocks buildings: Warcamp

/224 Warcamp

Cost: 1.200 + 120 + + + + + +
Belong to: Foreign Quarter
Race: Orcs
Karma: 0

Allows recruiting Chieftains. Allows you to hire Great Horde guards.

Required buildings: Banner of the Horde, Orcish Barracks, Stone Idol, Castle

/225 Halfling's Suburb

Cost: 450 + 45 + + +
Belong to: Foreign Quarter
Race: Halflings
Karma: 0

Allows recruiting Border Guards. Allows recruiting Border Guard defender.
Allows building a Bakery in plains provinces.

Required buildings: Halfling Quarter, Halfling Market, Fort
Unlocks buildings: Halfling Post

/226 Halfling Post

Cost: 700 + 100 + + + + +
Belong to: Foreign Quarter
Race: Halflings
Karma: 0

Allows recruiting Rogues.
Allows to perform the ritual of Harvest Festival.
Allows recruiting Border Sentinels via hiring scrolls (one recruitment contract will appear in the store).

Required buildings: Halfling's Suburb

/227 Great Forge

Cost: 500 + 100 + + + +
Belong to: Foreign Quarter
Race: Dwarves
Karma: 0

Income +10. Allows hiring the Mechanicals guard.
Allows upgrading in provinces a Mine to a Dwarven Mine. Allows upgrading in provinces a Crystal Pit to a Crystal Mine.

Required buildings: Geologists Guild, Alchemists Guild, Dwarven Forge, Rune Workshop

/228 Centaur Camp

Cost: 450 + 45 + + +
Belong to: Foreign Quarter
Race: Centaurs
Karma: 0

Allows recruiting Wind Runners and Wind Eclipsers.

Required buildings: Centaur Tents, Sacred Flame, Fort
Unlocks buildings: Sacred Flame

/229 Sacred Flame

Cost: 700 + 100 + + + +
Belong to: Foreign Quarter
Race: Centaurs
Karma: 0

Allows recruiting Spirit Talkers.

Required buildings: Centaur Camp, Citadel
Unlocks buildings: Centaur Stables

/230 Centaur Stables

Cost: 1.200 + 120 + + + + +
Belong to: Foreign Quarter
Race: Centaurs
Karma: 0

Allows recruiting Wind Roars. Allows you to hire Tribe of Centaurs guards.

Required buildings: Sacred Flame, Castle

/231 Eternal Spring

Cost: 700 + 100 + + + +
Belong to: Foreign Quarter
Race: Lizardmen
Karma: 0

Allows recruiting Bog Champions.

Required buildings: Bone Idol, Citadel
Unlocks buildings: Temple of Strength

/232 Bone Idol

Cost: 450 + 45 + + + +
Belong to: Foreign Quarter
Race: Lizardmen
Karma: 0

Allows recruiting Bog Warriors and Whisperers. Increases gold income from happy Lizardman provinces by their happiness level.

Required buildings: Bone Totem, Fort
Unlocks buildings: Eternal Spring

/233 Temple of Strength

Cost: 1.200 + 120 + + + + + +
Belong to: Foreign Quarter
Race: Lizardmen
Karma: 0

Allows recruiting Hissers. Allows you to hire Lizardmen army guards. Additionally, increases gold income from happy Lizardman provinces by their happiness level.

Required buildings: Eternal Spring, Castle

/251 Kobold Cages

Cost: 100 + 20 + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Allows you to hire Kobold Slaves from contract scrolls (appear in the store).

Required buildings: Workshop, Forge
Unlocks buildings: Slaveholders Guild, Scout Camp

/252 Slaveholders Guild

Cost: 300 + 30 + + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Allows recruiting Slavedrivers.
Lowers the population mood in the capital by 1.

Required buildings: Kobold Cages, Market, Fort
Unlocks buildings: Drow War School

/253 Drow War School

Cost: 225 + 40 + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Allows recruiting Blood Butterflies.
Allows recruitment of the Black Band guard.

Required buildings: Slaveholders Guild, Practice Halls, Fort
Unlocks buildings: Academy of Darkness

/254 Scout Camp

Cost: 150 + 30 + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Allows recruiting Night Shadows.
Slows unrest growth in the capital.

Required buildings: Kobold Cages, Foresters Guild
Unlocks buildings: Dark Path

/255 Dark Path

Cost: 150 + 30 +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Yields 3 gems per turn. Provides 1 building schematic of the Sacrificial Altar.
Allows to perform the ritual of Summon Kobolds.

Required buildings: Scout Camp
Unlocks buildings: Hunter Stronghold, Temple of Shadows

/256 Hunter Stronghold

Cost: 300 + 30 + + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Income +5.
Allows recruiting Nocturnal Hunters.

Required buildings: Dark Path, Pathfinders Guild, Fort
Unlocks buildings: Heart of the Night

/257 Temple of Shadows

Cost: 200 + 30 + + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Allows recruiting Dark Priestesses.
Allows hiring the Twilight Initiates guard.

Required buildings: Dark Path, Church, Fort
Unlocks buildings: Tower of Shadows, Academy of Darkness

/258 Tower of Shadows

Cost: 750 + 120 + + + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Yields 5 gems per turn.
Allows recruiting Darkness Cravers.
Reduces the population growth in the capital by 1.

Required buildings: Temple of Shadows, Sages Guild, Citadel
Unlocks buildings: Citadel of Shadows

/259 Citadel of Shadows

Cost: 1.200 + 120 + + + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Allows recruiting the Darkness Chosen.
Allows you to hire an Army of Darkness guard.

Required buildings: Tower of Shadows, Secret Library, Crystal of Power, Castle

/260 Academy of Darkness

Cost: 700 + 100 + + + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Allows recruiting Darkness Guards.
Lowers the population mood in the capital by 1. Slows unrest growth in the capital.

Required buildings: Drow War School, Temple of Shadows, War School, Citadel

/261 Heart of the Night

Cost: 400 + 80 + +
Belong to: Foreign Quarter
Race: Drow
Karma: 0

Places a single Beholder egg in the store. Allows the recruitment of Illithids, if you have the proper scroll.

Required buildings: Hunter Stronghold, Alchemists Guild

/264 Gnoll's Quarters

Cost: 150 + 10 +
Belong to: Foreign Quarter
Race: Gnolls
Karma: -2

Allows recruiting Pack Warriors. Lowers the population mood in the capital by 1. Reduces the population growth in the capital by 1. Allows performing the Gathering the Pack ritual.

Required buildings: Stonemasons Guild
Unlocks buildings: Gnoll's Pyramid, Shaman Tent

/265 Gnoll's Pyramid

Cost: 300 + 40 + +
Belong to: Foreign Quarter
Race: Gnolls
Karma: -1

Allows recruiting Tormenters in the Garrison or by Gathering the Pack.
Allows you to hire Gnoll gang guards.
Slows unrest growth in the capital.

Required buildings: Gnoll's Quarters, Builders Guild, Fort
Unlocks buildings: Chieftain Pavilion

/266 Shaman Tent

Cost: 80 + 10 +
Belong to: Foreign Quarter
Race: Gnolls
Karma: -1

Stores will sell "Scourge of Chaos" and "Legacy of Chaos" scrolls.

Required buildings: Gnoll's Quarters, Library
Unlocks buildings: Warlock Tent

/267 Chieftain Pavilion

Cost: 1.200 + 0 + + + + +
Belong to: Foreign Quarter
Race: Gnolls
Karma: -1

Allows recruiting Tyrants in the Garrison or by Gathering the Pack.

Required buildings: Gnoll's Pyramid, Craft Shop, Citadel
Unlocks buildings: Great Pyramid

/268 Great Pyramid

Cost: 1.200 + 120 + + + +
Belong to: Foreign Quarter
Race: Gnolls
Karma: -1

Allows recruiting Devourers in the Garrison or by Gathering the Pack.
Allows you to hire Gnoll Horde guards.

Required buildings: Chieftain Pavilion, Castle

/272 Alkari Quarter

Cost: 260 + 40 +
Belong to: Foreign Quarter
Race: Alkaryl
Karma: 1

Allows the recruitment of Icari - Alkari warriors. Allows to perform the ritual of Summon Icarus.

Required buildings: Crystal of Power, Carpenters Guild
Unlocks buildings: White Tower, Celestial Eye

/273 White Tower

Cost: 460 + 80 + + +
Belong to: Foreign Quarter
Race: Alkaryl
Karma: 1

Allows recruiting Luminaries and Stalkers. Allows hiring the Combat Wing guard.

Required buildings: Fort, Alkari Quarter
Unlocks buildings: Mentorium, Shining Spire

/274 Celestial Eye

Cost: 300 + 60 + + +
Belong to: Foreign Quarter
Race: Alkaryl
Karma: 1

Allows recruiting Witnesses. Improves population mood in the capital by 1. Reduces corruption by 5%.

Required buildings: Fort, Crystal of Power, Alkari Quarter
Unlocks buildings: Mentorium, Shining Spire

/275 Crystal Pillars

Cost: 1.200 + 120 + + + + + +
Belong to: Foreign Quarter
Race: Alkaryl
Karma: 0

Allows recruiting Eternal Mentors. Allows hiring the Celestial Squadron guard. Income from provinces inhabited by Alkari +2.

Required buildings: Castle, Mentorium, Shining Spire

/276 Mentorium

Cost: 650 + 90 + + +
Belong to: Foreign Quarter
Race: Alkaryl
Karma: 1

Allows recruiting Memory Keepers. Speeds up restoration of unit hit points in the capital by 10% per turn.

Required buildings: Citadel, White Tower, Celestial Eye
Unlocks buildings: Crystal Pillars

/277 Shining Spire

Cost: 750 + 75 + + + + +
Belong to: Foreign Quarter
Race: Alkaryl
Karma: 1

Allows recruiting Arisen Luminaries. Reduces the cost of hero resurrection and the performing of rituals by 10%.

Required buildings: Citadel, White Tower, Celestial Eye
Unlocks buildings: Crystal Pillars

/278 Ratman Lair

Cost: 200 + 0 + +
Belong to: Foreign Quarter
Race: Ratmen
Karma: 0

Allows recruiting Ratmen and Plague Shooters.
Gold income from Ratman provinces +1.

Required buildings: Workshop, Granary
Unlocks buildings: Ratman Barracks

/279 Ratman Barracks

Cost: 440 + 35 + +
Belong to: Foreign Quarter
Race: Ratmen
Karma: 0

Yields 1 gem per turn.
Allows recruiting Plague Warriors.
Gem income from Ratman provinces +1.

Required buildings: Ratman Lair, Fort
Unlocks buildings: Toxic Tent, Plague Temple

/280 Toxic Tent

Cost: 400 + 15 + + +
Belong to: Foreign Quarter
Race: Ratmen
Karma: 0

Allows recruiting Shadow Claws.
Allows hiring the Ratman Pack guard.

Required buildings: Ratman Barracks, Armory

/281 Plague Temple

Cost: 850 + 120 + + +
Belong to: Foreign Quarter
Race: Ratmen
Karma: 0

Allows recruiting Plague Masters.
Yields 5 gems per turn.

Required buildings: Ratman Barracks, Citadel
Unlocks buildings: Grand Altar

/282 Grand Altar

Cost: 1.300 + 120 + + + + +
Belong to: Foreign Quarter
Race: Ratmen
Karma: 0

Allows recruiting Grey Overlords. Allows hiring the Rat King guard.
Lowers the population mood in the capital by 1.

Required buildings: Castle, Plague Temple

/283 Warlock Tent

Cost: 300 + 50 + + +
Belong to: Foreign Quarter
Race: Gnolls
Karma: -2

Stores will sell "Primal Rage" and "Temptation of Chaos" scrolls.

Required buildings: Shaman Tent, Sages Guild
Unlocks buildings: Wizard Tent

/284 Wizard Tent

Cost: 650 + 120 + + +
Belong to: Foreign Quarter
Race: Gnolls
Karma: -3

Stores will sell "Banner of Chaos" scrolls.

Required buildings: Warlock Tent, Alchemists Guild