City buildings

Home
ID Name Image Gold price Crystal price Resources Belong to Race Karma Description Required buildings Unlocks buildings
240 Trappers Guild 500 15 unknown 0 Allows the recruitment of Medusas and Wyverns, if their eggs are present in the treasury. Reduces the upkeep of garrison units by 10%.
10 Shooting Ground 135 0 Military Quarter 0 Type: Produces units of the first rank.
Allows the recruitment of Bowmen.
The castle cannot have more than 4 buildings of this type.
Workshop
Hunters Camp
11 Swordsman School 120 0 Military Quarter 1 Type: Produces units of the first rank.
Allows the recruitment of Swordsmen.
The castle cannot have more than 4 buildings of this type.
Forge
Lookout Tower
12 Pikeman School 110 0 Military Quarter 1 Type: Produces units of the first rank.
Allows the recruitment of Pikemen.
The castle cannot have more than 4 buildings of this type.
Forge
Warriors Guild
13 Crossbowman School 150 0 Military Quarter 1 Type: Produces units of the first rank.
Allows the recruitment of Crossbowmen.
The castle cannot have more than 4 buildings of this type.
Workshop, Forge
Lookout Tower
15 Barbarian Camp 140 0 Military Quarter -1 Type: Produces units of the first rank.
Allows the recruitment of Barbarians.
The castle cannot have more than 4 buildings of this type.
Tavern
Chieftain's Tent
16 Den of Thieves 70 0 Military Quarter -2 Type: Produces units of the first rank.
Allows the recruitment of Thieves.
The castle cannot have more than 4 buildings of this type.
Tavern
Thieves Guild
17 Brigand Lair 60 0 Military Quarter -2 Type: Produces units of the first rank.
Allows the recruitment of Brigands.
The castle cannot have more than 4 buildings of this type.
Tavern
Bandit Lair
18 Totem 100 5 Military Quarter -1 Type: Produces units of the first rank.
Allows the recruitment of Shamans.
The castle cannot have more than 4 buildings of this type.
Altar
Chieftain's Tent, Black Tower
48 Practice Halls 200 0 Military Quarter 0 Increases recruits' experience by 30. Allows hiring the Recruits guard. Stable, Armory
Guardsmen Barracks, War School, Arena, Torture Chamber, Journeyman Armorer, Drow War School, Twilight Brotherhood
61 Barracks 130 0 Military Quarter 0 Increases recruits' experience by 20. Allows hiring the Light Infantry guard. Recruiting Station, Spearman School
Cavalry Barracks
62 Chieftain's Tent 120 0 Military Quarter -1 Allows hiring the Tribe guard. Barbarian Camp, Totem
63 Hunters Camp 200 0 Military Quarter 0 Allows hiring the Hunters guard. Reduces the fee of garrison units by 10%. Shooting Ground, Foresters Guild
64 Bandit Lair 100 0 Military Quarter -2 Income +10. Lowers the population mood in the capital by 1. Allows hiring the Cutthroats guard. Brigand Lair, Armory
Bandit Clan
65 Thieves Guild 90 0 Military Quarter -2 Opponents' income -10. Allows hiring the Gang of Thieves guard. Den of Thieves, Inn
Shadow Guild
66 Lookout Tower 200 0 Military Quarter 1 Increases the attack of the stronghold's towers. Allows hiring the Guards guard. Swordsman School, Crossbowman School, Stonemasons Guild
67 Watchtower 150 0 Military Quarter 0 Increases the attack of the stronghold's towers. Allows hiring the Watchmen guard. Slinger School, Carpenters Guild
68 Warriors Guild 170 0 Military Quarter 1 Increases recruits' experience by 20. Allows hiring the Patrolmen guard. Pikeman School, Armory
Officer Academy
69 Abbey 100 5 Military Quarter 3 Improves population mood in the capital by 1. Allows hiring the Brethren of Light guard. Brotherhood of Light, Church
Secret Monastery
117 Shadow Guild 400 0 Military Quarter -2 Opponents' income -15. Lowers the population mood in the capital by 1. Allows hiring the Secret Agents guard. Thieves Guild, Assassins Guild
Dark Brotherhood
118 Bandit Clan 350 0 Military Quarter -2 Income +20. Lowers the population mood in the capital by 1. Allows hiring the Mob guard. Bandit Lair, Fighter Barracks
Dark Brotherhood
119 Dark Brotherhood 500 10 Military Quarter -3 Opponents' income -20. Income +20. Shadow Guild, Bandit Clan
120 Officer Academy 450 0 Military Quarter 1 Increases recruits' experience by 30. Allows hiring the Guardsmen guard. Warriors Guild, Guardsmen Barracks
White Shield Castle
121 Nomad Camp 450 0 Military Quarter 0 Allows hiring the Nomads guard. Allows heroes to purchase the following items: Nomad Bow, Nomad Arrows, Scimitar. Market, Riding Ground
122 Secret Monastery 400 30 Military Quarter 3 Yields 2 gems per turn. Allows hiring the Eagle Brotherhood guard. Provides 1 building schematics of the Secret Monastery. Abbey, Monastery
Great Eagle Chapel
123 Black Tower 350 40 Military Quarter -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. Totem, Witch Circle
Tower of Night
125 Cavalry Barracks 370 0 Military Quarter 0 Allows hiring the Cavalry guard. Speeds up the hero's movement from the capital by 1. Barracks, Jousting Arena
164 Scaffold 1.400 0 Military Quarter -4 Slows down the unrest growth rate in the capital. Allows hiring the Overseers guard. Reduces corruption by 5%. Court, Torture Chamber
165 Mechanics Guild 2.500 0 Military Quarter 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.
Siege Workshop, Siegeworks
166 White Shield Castle 3.000 0 Military Quarter 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. Architects Guild, Officer Academy, Knightly Order
167 Celestial Temple 2.000 80 Military Quarter 2 Income +10. Yields 5 gems per turn. Allows hiring the Winged Guards guard. Temple of Immortals, Pegasi Stable, Gryphon Nest
168 Tower of Night 1.500 130 Military Quarter -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. Black Tower, Mages Tower
169 Great Eagle Chapel 1.600 100 Military Quarter 5 Yields 5 gems per turn. Improves population mood in the capital by 1. Allows hiring the War Priests guard. Secret Monastery, Temple of the Eagle
7 Recruiting Station 40 0 Military Quarter 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.
Barracks
8 Slinger School 80 0 Military Quarter 0 Type: Produces units of the first rank.
Allows the recruitment of Slingers.
The castle cannot have more than 4 buildings of this type.
Watchtower
9 Spearman School 80 0 Military Quarter 0 Type: Produces units of the first rank.
Allows the recruitment of Spearmen.
The castle cannot have more than 4 buildings of this type.
Workshop
Barracks
14 Brotherhood of Light 90 5 Military Quarter 3 Type: Produces units of the first rank.
Allows the recruitment of Healers.
The castle cannot have more than 4 buildings of this type.
Altar
Abbey
37 Armory 130 0 Military Quarter 0 Allows heroes to purchase the following items: Knife, Cudgel, Hand Crossbow, Jagged Arrows, Chestpiece. Increases recruits' experience by 20. Workshop, Forge
Practice Halls, Mercenary Guild, Bandit Lair, Warriors Guild, Fighter Barracks, Assassins Guild, Weapon Store, Siegeworks, Orcish Quarter, Toxic Tent
39 Fort 500 0 Military Quarter 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.
Carpenters Guild, 4 buildings from type "Produces first rank units"
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 350 35 Military Quarter 3 Type: Produces units of the second rank.
Allows the recruitment of Monks.
The castle cannot have more than 3 buildings of this type.
Fort, Church
Secret Monastery, Templar Order
72 Guardsmen Barracks 470 0 Military Quarter 1 Type: Produces units of the second rank.
Allows the recruitment of Guardsmen.
The castle cannot have more than 3 buildings of this type.
Fort, Practice Halls
Officer Academy, Templar Order
73 Pegasi Stable 380 25 Military Quarter 2 Type: Produces units of the second rank.
Allows the recruitment of Pegasi.
The castle cannot have more than 3 buildings of this type.
Fort, Enchanted Grove
Celestial Temple
74 Siege Workshop 550 0 Military Quarter 0 Type: Produces units of the second rank.
Allows the recruitment of Ballistae.
The castle cannot have more than 3 buildings of this type.
Fort, Craft Shop
Mechanics Guild
75 Riding Ground 360 0 Military Quarter 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.
Fort, Stable
Nomad Camp, Hippodrome
76 Jousting Arena 400 0 Military Quarter 0 Type: Produces units of the second rank.
Allows the recruitment of Horsemen.
The castle cannot have more than 3 buildings of this type.
Fort, Stable
Hippodrome, Cavalry Barracks
77 Fighter Barracks 300 0 Military Quarter -1 Type: Produces units of the second rank.
Allows the recruitment of Thugs.
The castle cannot have more than 3 buildings of this type.
Fort, Tavern, Armory
Bandit Clan
78 Witch Circle 350 50 Military Quarter -1 Type: Produces units of the second rank.
Allows the recruitment of Sorcerers.
The castle cannot have more than 3 buildings of this type.
Fort, Sorcerer's Workshop
Black Tower, Twilight Brotherhood
79 Assassins Guild 350 0 Military Quarter -2 Type: Produces units of the second rank.
Allows the recruitment of Assassins.
The castle cannot have more than 3 buildings of this type.
Fort, Inn, Armory
Shadow Guild, Twilight Brotherhood
100 War School 500 0 Military Quarter 0 Increases recruits' experience by 40. Allows hiring the Men of War guard. Practice Halls, Mercenary Guild
Knightly Order, Military Academy, Academy of Darkness, Templar Order, Fighter's Guild
104 Citadel 2.000 0 Military Quarter 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. Builders Guild, 3 buildings from type "Produces second rank units"
Architects Guild, Knightly Order, Temple of the Eagle, Siegeworks, Gryphon Nest, Mages Tower, Torture Chamber, Elven Grove, Master Halls, Goblin Ward, Stone Idol, Warcamp, Sacred Flame, Eternal Spring, Tower of Shadows, Academy of Darkness, Chieftain Pavilion, Mentorium, Shining Spire, Plague Temple
126 Knightly Order 2.500 0 Military Quarter 2 Type: Produces units of the third rank.
Allows the recruitment of Knights.
The castle cannot have more than 2 buildings of this type.
Citadel, Craft Shop, War School
White Shield Castle
127 Temple of the Eagle 1.800 100 Military Quarter 4 Type: Produces units of the third rank.
Allows the recruitment of Clerics.
The castle cannot have more than 2 buildings of this type.
Citadel, Temple of Immortals, Pharmacy
Great Eagle Chapel
128 Siegeworks 2.700 0 Military Quarter 0 Type: Produces units of the third rank.
Allows the recruitment of Catapults.
The castle cannot have more than 2 buildings of this type.
Citadel, Armory, Craftsmen Guild
Mechanics Guild
129 Gryphon Nest 2.000 50 Military Quarter 0 Type: Produces units of the third rank.
Allows the recruitment of Gryphons.
The castle cannot have more than 2 buildings of this type.
Citadel, Stonehenge, Handler's Guild
Celestial Temple
130 Mages Tower 1.700 150 Military Quarter -2 Type: Produces units of the third rank.
Allows the recruitment of Magicians.
The castle cannot have more than 2 buildings of this type.
Citadel, Alchemists Guild
Tower of Night
131 Torture Chamber 1.800 0 Military Quarter -2 Type: Produces units of the third rank.
Allows the recruitment of Executioners.
The castle cannot have more than 2 buildings of this type.
Citadel, Practice Halls, Dungeon
Scaffold
146 Military Academy 1.500 0 Military Quarter 0 Increases recruits' experience by 50. Allows hiring an additional guard per turn. War School, Arena
Temple of War, Sacred Order, Palace
149 Castle 5.000 0 Military Quarter 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. Architects Guild, 2 buildings from type "Produces third rank units"
Master Builder Guild, Colosseum, Sacred Order, Elephant Pen, Castle of Darkness, Great Tree, Great Hall, Centaur Stables, Temple of Strength, Citadel of Shadows, Great Pyramid, Crystal Pillars, Grand Altar, Hall of Chieftains
170 Sacred Order 6.000 150 Military Quarter 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.
Military Academy, Castle, Chapel of Immortals
171 Elephant Pen 7.000 0 Military Quarter 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.
Castle, Monstrologists Guild
172 Castle of Darkness 4.200 300 Military Quarter -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.
Castle, Artifact Market
25 Stable 100 0 Trade Quarter 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. Forge, Granary
Drivers Guild, Merchant Court, Practice Halls, Riding Ground, Jousting Arena, Tanner Store, Swamp Trappers Guild
31 Inn 90 0 Trade Quarter 0 Income +3. Attracts better mercenaries to the castle. Allows building a Pub in provinces. Provides 1 contract with the Adventurers guard. Granary, Gaming House
Market, Merchant Court, Thieves Guild, Assassins Guild
32 Farmers Market 100 0 Trade Quarter 0 Increases population growth in the capital. Allows building a Mill in plains provinces. Granary
Market, Brewery, Halfling Market
86 Jewelry Store 150 5 Trade Quarter 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.
Diggers Guild
Journeyman Jeweler
87 Chainmail Armory 160 0 Trade Quarter 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.
Forge
Journeyman Mailmaker
88 Plate Armory 190 0 Trade Quarter 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.
Foundry
Journeyman Armorer
89 Weapon Store 170 0 Trade Quarter 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.
Armory
Journeyman Smith
90 Carpenter's Shop 140 0 Trade Quarter 0 Type: Sells common items
Income +2.
Allows heroes to purchase the following items: Long Spear, Hunting Bow, Light Crossbow, Heavy Arrows.
The castle cannot have more than 4 buildings of this type.
Carpenters Guild
Journeyman Carpenter
91 Tanner Store 130 0 Trade Quarter 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.
Stable
Journeyman Tanner
92 Tailor Store 120 0 Trade Quarter 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.
Workshop
Journeyman Tailor
93 Sorcery Store 150 10 Trade Quarter 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.
Sorcerer's Workshop
Journeyman Enchanter
4 Granary 30 0 Trade Quarter 0 Increases population growth in the capital. Reduces the risk of famine in the capital. Stable, Inn, Farmers Market, Pottery, Halfling Quarter, Centaur Tents, Ratman Lair
5 Tavern 30 0 Trade Quarter 0 Income +2.
Allows you to recruit Mercenaries in the castle's garrison.
Barbarian Camp, Den of Thieves, Brigand Lair, Show Booth, Crystal of Power, Fighter Barracks, Gaming House
241 Gaming House 50 0 Trade Quarter 0 Increases gold income by 1%. Opens a casino in the capital. Tavern, Show Booth
Inn
38 Drivers Guild 250 0 Trade Quarter 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%.
Stable, Pottery, Market
Traders Guild
42 Market 300 0 Trade Quarter 0 Income +5. Reduces the cost of buying resources by 10%. Allows building a Storehouse in provinces.
Periodically sends trade caravans from the Capital.
Inn, Farmers Market, 4 buildings from type "Sells common items"
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 200 0 Trade Quarter 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.
Stable, Inn
Town Council, Mercenary Guild
53 Mercenary Guild 350 0 Trade Quarter 0 Attracts better mercenaries to the castle. Increases the probability of employing the services of Adventurers. Allows hiring the Mercenary guard. Armory, Merchant Court
War School
58 Traders Guild 550 0 Trade Quarter 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.
Drivers Guild, Market
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 300 15 Trade Quarter 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.
Market, Jewelry Store, Alchemists Guild
Master Jeweler
139 Journeyman Mailmaker 300 0 Trade Quarter 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.
Market, Chainmail Armory
Master Mailmaker
140 Journeyman Armorer 340 0 Trade Quarter 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.
Market, Practice Halls, Plate Armory
Master Platemaker
141 Journeyman Smith 350 0 Trade Quarter 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.
Market, Weapon Store
Master Weaponsmith
142 Journeyman Carpenter 300 0 Trade Quarter 0 Type: Sells quality items
Income +3.
Allows heroes to purchase the following items: Partisan, Long Bow, Heavy Crossbow, Mithril Arrows, Leather Sling.
The castle cannot have more than 3 buildings of this type.
Market, Carpenter's Shop
Master Carpenter
143 Journeyman Tanner 280 0 Trade Quarter 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.
Market, Tanner Store
Master Tanner
144 Journeyman Tailor 270 0 Trade Quarter 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.
Market, Tailor Store
Master Tailor
145 Journeyman Enchanter 320 30 Trade Quarter 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.
Market, Sorcery Store
Master Enchanter
271 Fighter's Guild 450 0 Trade Quarter 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. Fort, War School
98 Chamber of Commerce 1.000 0 Trade Quarter 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.
Town Council, Traders Guild, 3 buildings from type "Sells quality items"
Merchants Guild
179 Master Jeweler 500 15 Trade Quarter 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.
Traders Guild, Journeyman Jeweler
Epic Jeweler
180 Master Mailmaker 540 0 Trade Quarter 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.
Traders Guild, Journeyman Mailmaker
Epic Mailmaker
181 Master Platemaker 580 0 Trade Quarter 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.
Traders Guild, Journeyman Armorer
Epic Platemaker
182 Master Weaponsmith 600 0 Trade Quarter 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.
Traders Guild, Journeyman Smith
Epic Weaponsmith
183 Master Carpenter 520 0 Trade Quarter 0 Type: Sells exceptional items
Income +5.
Allows heroes to purchase the following items: Halberd, Composite Bow, Guardsman's Crossbow, Raider's Arrows.
The castle cannot have more than 2 buildings of this type.
Traders Guild, Journeyman Carpenter
Epic Carpenter
184 Master Tanner 500 0 Trade Quarter 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.
Traders Guild, Journeyman Tanner
Epic Tanner
185 Master Tailor 480 5 Trade Quarter 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.
Traders Guild, Journeyman Tailor
Epic Tailor
186 Master Enchanter 550 30 Trade Quarter 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.
Traders Guild, Journeyman Enchanter
Epic Enchanter
242 Epic Carpenter 1.200 0 Trade Quarter 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.
Master Carpenter, Tower of Artifacts
243 Epic Enchanter 1.000 100 Trade Quarter 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.
Master Enchanter, Tower of Artifacts
244 Epic Jeweler 1.800 60 Trade Quarter 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.
Master Jeweler, Tower of Artifacts
245 Epic Tanner 1.000 0 Trade Quarter 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.
Master Tanner, Tower of Artifacts
246 Epic Mailmaker 1.280 0 Trade Quarter 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.
Master Mailmaker, Tower of Artifacts
247 Epic Platemaker 1.160 0 Trade Quarter 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.
Master Platemaker, Tower of Artifacts
248 Epic Tailor 1.080 20 Trade Quarter 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.
Master Tailor, Tower of Artifacts
249 Epic Weaponsmith 1.400 0 Trade Quarter 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.
Master Weaponsmith, Tower of Artifacts
110 Merchants Guild 1.700 0 Trade Quarter 0 Income +30. Reduces the cost of buying resources by 10%. Allows upgrading a Mall in provinces to a Market. Seafarers Guilds, Chamber of Commerce, 2 buildings from type "Sells exceptional items"
Road Network, Bank, Town Hall
147 Road Network 3.000 0 Trade Quarter 0 Increases income from every province by 1. Increases movement speed over owned provinces by 1. Reduces the upkeep of garrison units by 10%. Architects Guild, Merchants Guild
Capitol
19 Metamorphosis School 100 15 Magic Quarter 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.
Library
Mages Guild
22 School of Necromancy 40 30 Magic Quarter -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.
Allows Undead to heal in the castle garrison.
The castle cannot have more than 4 buildings of this type.
Library, Altar
Haunted Cemetery
23 School of Astral Magic 80 20 Magic Quarter 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.
Library
Illusionists Guild
24 Altar of Chaos 80 15 Magic Quarter -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.
Library, Altar
Temple of Chaos
70 Haunted Cemetery 70 15 Magic Quarter -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.
School of Necromancy, Church
Necromancers Guild
262 Altar of Death 1.500 90 Magic Quarter -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.
Tower of Necromancy
Necropolis
285 Nature's Cloister 100 20 Magic Quarter 0 Type: Teaches spells of the first circle.
Allows heroes to learn the spells Recovery, Summon Wasp Swarm, Poison Claw, and Summon Wolf.
Allows to perform the ritual of Miracle of Nature.
The castle cannot have more than 4 buildings of this type.
Library, Foresters Guild
Leafy Tower
3 Library 50 10 Magic Quarter 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.
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 90 20 Magic Quarter 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.
Library
Sphere of Stone
21 Sanctuary 90 10 Magic Quarter 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.
Library, Altar
Temple of Life
35 Sorcerer's Workshop 70 15 Magic Quarter 0 Allows heroes to purchase the following items: Short Staff, Simple Wand, Toga, Sandals, Simple Cap.
Reduces the gem upkeep of garrison units by 15%.
Workshop, Library
Sages Guild, Witch Circle, Sorcery Store
43 Sages Guild 220 40 Magic Quarter 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.
Sorcerer's Workshop, 4 buildings from type "Teaches circle I spells"
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 300 50 Magic Quarter 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.
Sages Guild, Metamorphosis School
School of High Magic
81 Illusionists Guild 240 35 Magic Quarter 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.
Sages Guild, School of Astral Magic, Show Booth
Tower of Hypnosis
82 Necromancers Guild 220 55 Magic Quarter -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.
Speed up recovery of Undead in the castle garrison.
The castle cannot have more than 3 buildings of this type.
Sages Guild, Haunted Cemetery
Tower of Necromancy
83 Sphere of Stone 350 20 Magic Quarter 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.
Sages Guild, Sphere of Winds, Stonemasons Guild
Sphere of Ice
84 Temple of Chaos 290 45 Magic Quarter -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.
Sages Guild, Altar of Chaos, Crystal of Power
Tower of Chaos
85 Temple of Life 280 30 Magic Quarter 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.
Sages Guild, Sanctuary, Church
Tower of Restoration
286 Leafy Tower 280 35 Magic Quarter 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.
Sages Guild, Nature's Cloister, Foresters Guild
Blooming Lane
103 Alchemists Guild 600 70 Magic Quarter 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.
Sages Guild, Pharmacy
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 800 200 Magic Quarter 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.
Alchemists Guild, 3 buildings from type "Teaches circle II spells"
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 1.000 120 Magic Quarter 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.
Secret Library, Sphere of Stone
Sphere of Flame
133 Tower of Chaos 1.200 150 Magic Quarter -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.
Secret Library, Temple of Chaos
Gates of Chaos
134 School of High Magic 1.300 140 Magic Quarter 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.
Secret Library, Mages Guild
Secret Guild
135 Tower of Restoration 1.300 100 Magic Quarter 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.
Secret Library, Temple of Life
Cathedral of Light
136 Tower of Hypnosis 1.100 110 Magic Quarter 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.
Secret Library, Illusionists Guild
Psy-Monolith
137 Tower of Necromancy 1.150 170 Magic Quarter -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.
Speed up recovery of Undead in the castle garrison.
The castle cannot have more than 2 buildings of this type.
Secret Library, Necromancers Guild
Altar of Death
150 Artifact Market 1.000 90 Magic Quarter 0 Allows heroes to purchase simple magic items. Allows hiring the Gargoyles guard.
Reduces the gem upkeep of garrison units by 15%.
Traders Guild, Secret Library
Tower of Knowledge, Castle of Darkness
287 Blooming Lane 1.100 110 Magic Quarter 0 Type: Teaches circle III spells
Allows heroes to learn spells Animal Assault, Summon Dire Bear, Summon Rat Swarm, and Bear Form.
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.
Secret Library, Leafy Tower
Tree of Miracles
158 Artifact Master 2.500 150 Magic Quarter 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 20%.
Craftsmen Guild, Tower of Knowledge, 3 buildings from type "Sells quality items"
Tower of Artifacts
159 Tower of Knowledge 2.500 350 Magic Quarter 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.
Artifact Market, 2 buildings from type "Teaches circle III spells"
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 2.500 250 Magic Quarter 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.
Tower of Knowledge, Tower of Restoration
Shining Palace
174 Necropolis 2.100 350 Magic Quarter -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.
Speed up recovery of Undead in the castle garrison.
The castle can only have one building of this type.
Tower of Knowledge, Altar of Death
Dark Sanctuary
175 Sphere of Flame 3.000 300 Magic Quarter 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.
Tower of Knowledge, Sphere of Ice
Altar of Prime Elements
176 Gates of Chaos 2.700 350 Magic Quarter -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.
Tower of Knowledge, Tower of Chaos
Heart of Abyss
177 Secret Guild 2.800 300 Magic Quarter 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.
Tower of Knowledge, School of High Magic
Magic Academy
178 Psy-Monolith 2.150 280 Magic Quarter 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.
Tower of Knowledge, Tower of Hypnosis
Psion Castle
188 Tower of Artifacts 3.000 200 Magic Quarter 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 25%.
Master Builder Guild, Artifact Master, Tower of Knowledge, 2 buildings from type "Sells exceptional items"
Reliquary, Epic Carpenter, Epic Enchanter, Epic Jeweler, Epic Tanner, Epic Mailmaker, Epic Platemaker, Epic Tailor, Epic Weaponsmith
212 Dark Sanctuary 2.800 150 Magic Quarter -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.
Necropolis, Palace
234 Shining Palace 2.800 150 Magic Quarter 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.
Cathedral of Light, Palace
235 Heart of Abyss 2.800 150 Magic Quarter -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.
Gates of Chaos, Palace
236 Altar of Prime Elements 2.800 150 Magic Quarter 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.
Sphere of Flame, Palace
237 Magic Academy 2.800 150 Magic Quarter 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.
Secret Guild, Palace
238 Psion Castle 2.800 150 Magic Quarter 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.
Psy-Monolith, Palace
239 Reliquary 4.500 300 Magic Quarter 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.
Allows you to hire Behemoths, Faerie Dragons, Psions, Elementals, Seraphims, Dracolich, Acherons if the appropriate item is in the treasury.
Tower of Artifacts, 1 buildings from type "Teaches circle IV spells"
288 Tree of Miracles 2.400 220 Magic Quarter 0 Type: Teaches spells of the fourth circle.
Allows learning spells Thick Fog, Summon Wyvern, Enchanted Grove, and Deadly Poison.
Allows to perform the ritual of Blessed Land.
The castle can only have one building of this type.
Tower of Knowledge, Blooming Lane
Forest Palace
289 Forest Palace 2.800 150 Magic Quarter 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.
Tree of Miracles, Palace
26 Foundry 90 0 Craftsmen Quarter 0 Income from Iron is increased by 5. Forge
Craft Shop, Plate Armory, Dwarven Forge
27 Carpenters Guild 130 0 Craftsmen Quarter 0 Income from Redwood is increased by 3. Allows building a Sawmill in forest provinces. Allows you to hire Workmen from contract scrolls. Workshop
Fort, Craft Shop, Watchtower, Carpenter's Shop, Alkari Quarter
28 Stonemasons Guild 140 0 Craftsmen Quarter 0 Allows building an Outpost in provinces. Workshop
Church, Builders Guild, Dungeon, Lookout Tower, Sphere of Stone, Stonehenge, Gnoll's Quarters
29 Diggers Guild 140 0 Craftsmen Quarter 0 Allows building a Mine in hilly provinces. Workshop, Forge
Geologists Guild, Jewelry Store, Miners Guild
1 Workshop 50 0 Craftsmen Quarter 0 Produces the simplest wooden weapons and leather armor.
Allows heroes to purchase the following items: Short Spear, Wooden Shield, Feathered Arrows, Leather Jacket, Rope Sling.
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 50 0 Craftsmen Quarter 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.
Swordsman School, Pikeman School, Crossbowman School, Stable, Foundry, Diggers Guild, Armory, Builders Guild, Chainmail Armory, Dwarven Quarter, Kobold Cages
36 Pottery 70 0 Craftsmen Quarter 0 Income +4. Allows building a Granary in provinces. Workshop, Granary
Drivers Guild, Brewery, Shipbuilders Guild, Magic Well, Pharmacy, Architects Guild
46 Craft Shop 320 0 Craftsmen Quarter 0 Reduces the cost of new units by 10%. Foundry, Carpenters Guild
Shipbuilders Guild, Siege Workshop, Craftsmen Guild, Architects Guild, Knightly Order, Chieftain Pavilion
47 Brewery 170 0 Craftsmen Quarter 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. Farmers Market, Pottery
Winery
52 Shipbuilders Guild 400 0 Craftsmen Quarter 0 Allows building a Shipyard in coastal provinces. Allows heroes to travel through one sea province from the Stronghold. Pottery, Craft Shop
Seafarers Guilds
55 Geologists Guild 430 0 Craftsmen Quarter 0 Increases income from hilly provinces by 1. Reveals hidden deposits in hilly provinces. Allows you to build a Crystal Mine. Diggers Guild, Builders Guild
Great Forge
59 Winery 330 0 Craftsmen Quarter 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. Market, Brewery
41 Builders Guild 450 0 Craftsmen Quarter 0 Reduces the cost of construction in the castle by 10%. Allows upgrading an Outpost in provinces to a Fort. Forge, Stonemasons Guild, Fort
Town Council, Geologists Guild, Temple of Immortals, Citadel, Gnoll's Pyramid
101 Craftsmen Guild 700 0 Craftsmen Quarter 0 Reduces the cost of new units by 10%. Reduces the cost of construction in the castle by 10%. Craft Shop, Town Council
Seafarers Guilds, Siegeworks, Town Hall, Master Builder Guild, Artifact Master
108 Architects Guild 1.000 0 Craftsmen Quarter 0 Reduces the cost of construction in the castle by 10%. Allows upgrading a Fort in provinces to a Citadel. Pottery, Craft Shop, Citadel
Road Network, Castle, Town Hall, Chapel of Immortals, White Shield Castle
111 Seafarers Guilds 1.200 0 Craftsmen Quarter 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. Shipbuilders Guild, Craftsmen Guild
Merchants Guild, Explorers Guild
148 Explorers Guild 1.500 0 Craftsmen Quarter 0 Speeds up province exploration by 30%. Allows upgrading a Port in provinces to a Lighthouse. Pathfinders Guild, Seafarers Guilds
Fountain of Youth
157 Master Builder Guild 3.000 0 Craftsmen Quarter 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. Sages Guild, Craftsmen Guild, Castle
Capitol, Tower of Artifacts, Palace
33 Church 100 10 Temple Quarter 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.
Altar, Stonemasons Guild
Temple of Immortals, Abbey, Haunted Cemetery, Monastery, Temple of Life, Pharmacy, Temple of Shadows
6 Altar 50 5 Temple Quarter 0 Reduces the cost of hero resurrection and the performing of rituals by 5%. Increases the morale of the capital defenders by 1. 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 50 30 Temple Quarter 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.
Tavern, Altar
Temple of Chaos, Crystal Garden, Crystal of Power, Stone Idol, Alkari Quarter
49 Infirmary 150 10 Temple Quarter 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. Altar
Herbalists Guild
60 Temple of Immortals 300 30 Temple Quarter 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.
Church, Builders Guild
Crystal of Might, Healers Guild, Temple of the Eagle, Oracle, Chapel of Immortals, Celestial Temple
102 Crystal of Power 400 50 Temple Quarter 0 Reduces the cost of new heroes by 15%. Allows heroes to receive medium quests. Yields 2 gems per turn. Crystal of Power, Alchemists Guild
Crystal of Might, Citadel of Shadows, Celestial Eye
106 Pharmacy 550 10 Temple Quarter 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. Herbalists Guild, Church, Pottery
Alchemists Guild, Healers Guild, Temple of the Eagle
113 Crystal of Might 900 125 Temple Quarter 0 Reduces the cost of new heroes by 20%. Allows heroes to receive hard quests. Yields 4 gems per turn. Crystal of Power, Temple of Immortals
114 Healers Guild 750 20 Temple Quarter 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. Alchemists Guild, Pharmacy, Temple of Immortals
Temple of Peace
154 Chapel of Immortals 1.300 100 Temple Quarter 0 Reduces the cost of hero resurrection and the performing of rituals by 30%. Increases the morale of the capital defenders by 4. Temple of Immortals, Architects Guild
Temple of Peace, Temple of War, Sacred Order
162 Temple of Peace 3.000 120 Temple Quarter 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.
Healers Guild, Chapel of Immortals
163 Temple of War 2.300 150 Temple Quarter -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.
Military Academy, Chapel of Immortals
50 Town Council 700 0 Central Quarter 0 Increases gold income by 5%. Allows building a Deputy's House in provinces.
Provides 1 contract with the Vassal guard.
Builders Guild, Merchant Court
Chamber of Commerce, Finance House, Craftsmen Guild, Court, Clan Tent
51 Dungeon 350 0 Central Quarter 0 Slows unrest growth in the capital. Reduces corruption by 10%. Stonemasons Guild, Fort
Finance House, Court, Torture Chamber
99 Finance House 950 0 Central Quarter 0 Income +3% of gold already available. Increases Castle storage capacity. Town Council, Dungeon
Treasury
105 Court 700 0 Central Quarter 0 Slows unrest growth in the capital. Allows upgrading a Deputy's House in provinces to a Judge's House. Reduces corruption by 20%. Town Council, Dungeon
Town Hall, Scaffold
109 Treasury 1.500 0 Central Quarter 0 Reduces gold losses when under plunder by 30%. Increases Castle storage capacity. Traders Guild, Finance House
Bank
151 Bank 5.000 0 Central Quarter 0 Income +5% of gold already available. Increases Castle storage capacity. Treasury, Merchants Guild
Capitol
153 Town Hall 4.000 0 Central Quarter 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.
Craftsmen Guild, Court, Architects Guild, Merchants Guild
Halls of Justice, Capitol, Palace
161 Halls of Justice 4.000 0 Central Quarter 5 Slows down the unrest growth rate in all provinces. Reduces corruption by 20%. Oracle, Town Hall
187 Capitol 8.000 0 Central Quarter 0 Increases gold income by 15%. Allows building a Tax Collector in provinces with a Town Council.
Allows hiring the Vassal guard.
Road Network, Bank, Town Hall, Master Builder Guild
189 Fountain of Youth 4.000 180 Central Quarter 0 Increases population growth in all provinces. Explorers Guild, Tower of Knowledge
190 Palace 10.000 30 Central Quarter 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%. Theater, Town Hall, Military Academy, Master Builder Guild
Dark Sanctuary, Shining Palace, Heart of Abyss, Altar of Prime Elements, Magic Academy, Psion Castle, Forest Palace
124 Hippodrome 700 0 Leisure Quarter 0 Income +10. Improves population mood in the capital by 1. Increases income from Horses by 5. Riding Ground, Jousting Arena, Arena
269 Twilight Brotherhood 900 80 Leisure Quarter -2 Lowers the population mood in the capital by 1.
Allows you to perform rituals Target of Brotherhood and Bloody Hand.
Witch Circle, Assassins Guild, Practice Halls
270 Templar Order 700 100 Leisure Quarter 2 Improves population mood in the capital by 1.
Detachment of Templar soldiers periodically conducts raids on monsters and witches.
Monastery, Guardsmen Barracks, War School
30 Show Booth 70 0 Leisure Quarter 0 Improves population mood by 1. Tavern
Theater, Illusionists Guild, Arena, Fair, Gaming House
44 Theater 180 0 Leisure Quarter 0 Improves population mood in the capital by 1. Improves population mood in provinces with a Pub, a Tavern, or an Inn by 1. Show Booth, Library
Traveling Circus, Palace, Elven Theater
112 Arena 750 10 Leisure Quarter 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. Show Booth, Practice Halls, Handler's Guild
Hippodrome, Military Academy, Monstrologists Guild, Traveling Circus, Gambling House
156 Traveling Circus 1.500 0 Leisure Quarter 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. Theater, Arena
Colosseum, Gambling House
250 Gambling House 2.250 0 Leisure Quarter 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. Traveling Circus, Arena
160 Colosseum 2.000 20 Leisure Quarter 0 Improves population mood in all provinces by 1. Castle, Monstrologists Guild, Traveling Circus
40 Foresters Guild 200 0 Forest Quarter 0 Increases income from forest provinces by 1. Allows hiring the Foresters guard. Workshop
Pathfinders Guild, Enchanted Grove, Hunters Camp, Goblin Hut, Scout Camp, Nature's Cloister, Leafy Tower
54 Pathfinders Guild 400 0 Forest Quarter 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.
Foresters Guild
Swamp Trappers Guild, Explorers Guild, Creature Pens, Elven Garrison, Hunter Stronghold
56 Herbalists Guild 350 25 Forest Quarter 0 Increases income from swamp provinces by 1. Reveals hidden deposits in swamp provinces. Allows you to build a Berry Farm. Library, Infirmary
Pharmacy, Handler's Guild
57 Enchanted Grove 200 50 Forest Quarter 0 Yields 1 gem per turn. Allows hiring the Forest Spirits guard. Reduces the delay between rituals by 1. Altar, Foresters Guild
Pegasi Stable, Stonehenge, Magic Well, Crystal Garden, Elven Grove
94 Stonehenge 600 50 Forest Quarter 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. Stonemasons Guild, Enchanted Grove
Gryphon Nest, Oracle, Elven Grove, Stone Idol
95 Magic Well 50 20 Forest Quarter 0 Income +10. Pottery, Enchanted Grove
Source of Gold
96 Crystal Garden 50 20 Forest Quarter 0 Yields 2 gems per turn. Crystal of Power, Enchanted Grove
Source of Crystals, Pool
97 Swamp Trappers Guild 350 5 Forest Quarter 0 Allows the recruitment of Giant Spiders, Birdeaters, and Giant Slugs, if their eggs are present in the treasury.
Reduces the upkeep of garrison units by 10%.
Stable, Pathfinders Guild
Handler's Guild
263 Handler's Guild 800 20 Forest Quarter 0 Allows recruiting Medusas, Wyverns, Manticores if their eggs are present in the treasury.
Allows recruiting Lycans, if you have the proper scroll.
Increases income from swamp provinces by 1.
Swamp Trappers Guild, Herbalists Guild
Arena, Gryphon Nest
115 Source of Crystals 400 50 Forest Quarter 0 Type: Matter transmutation.
Converts 15 gold into 10 gems every turn.
The castle can only have one building of this type.
Alchemists Guild, Crystal Garden
116 Source of Gold 600 40 Forest Quarter 0 Type: Matter transmutation.
Converts 2 gems into 50 gold every turn.
The castle can only have one building of this type.
Alchemists Guild, Magic Well
155 Monstrologists Guild 1.500 30 Forest Quarter 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. Sages Guild, Arena
Colosseum, Elephant Pen
152 Oracle 1.500 150 Forest Quarter 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. Temple of Immortals, Stonehenge, Secret Library
Halls of Justice
191 Elven Quarter 300 30 Foreign Quarter Elves 3 Allows the recruitment of Elves. Allows building Elven Gardens in forest provinces. Workshop
Elven Grove, Elven Theater, Elven Garrison
192 Elven Grove 250 50 Foreign Quarter Elves 1 Allows recruiting Mediums.
Allows hiring the Elven squad guard. Income from forest provinces +2. Gem income +2.
Elven Quarter, Enchanted Grove
Elven Garrison, Elven Grove
193 Elven Theater 500 100 Foreign Quarter Elves 1 Improves population mood in all provinces by 1. Elven Quarter, Theater
194 Dwarven Quarter 350 5 Foreign Quarter Dwarves 1 Allows the recruitment of Dwarves. Forge
Miners Guild, Dwarven Forge, Rune Workshop
195 Miners Guild 200 0 Foreign Quarter Dwarves 0 Income from hilly provinces +1. Allows hiring the Dwarven Clan guard. Dwarven Quarter, Diggers Guild
Rune Workshop
196 Dwarven Forge 400 20 Foreign Quarter Dwarves 0 Income +5. Offers dwarven artifacts for sale. Mithril income +10. Dwarven Quarter, Foundry, Market
Great Forge
197 Goblin Quarter 50 0 Foreign Quarter Goblins -1 Allows the recruitment of Goblins. Lowers the population mood in the capital by 1.
Provides the store with one Swamp Dragonfly egg.
Mud
198 Mud 50 10 Foreign Quarter Goblins 0 Allows recruiting Hunters.
Increases income from swamp provinces by 3.
Allows recruiting Swamp Dragonflies, if their eggs are present in the treasury.
Provides the store with one Basilisk egg.
Goblin Quarter
Goblin Hut
199 Creature Pens 150 15 Foreign Quarter Goblins -1 Income +2. Allows recruiting Wolfriders. Occasionally sells second rank creature eggs.
Allows recruiting Giant Spiders and Birdeaters if their eggs are present in the treasury.
Goblin Hut, Pathfinders Guild
Goblin Ward
200 Orcish Quarter 80 0 Foreign Quarter Orcs -2 Allows recruiting Orcs and Bugbears. Lowers the population mood in the capital by 1. Armory
Stone Idol, Orcish Barracks
201 Stone Idol 100 20 Foreign Quarter Orcs -1 Allows recruiting Ghost Whisperers.
Increases gem income by 1. Income from provinces inhabited by Orcs +2.
Orcish Quarter, Crystal of Power
Banner of the Horde, Orcish Barracks, Stone Idol
202 Banner of the Horde 200 10 Foreign Quarter Orcs -2 Allows hiring the Horde guard. Generates orc raids on the neighbors, with a portion of the loot going to the ruler. Stone Idol
Hall of Chieftains
203 Halfling Quarter 100 0 Foreign Quarter Halflings 1 Allows recruiting Halflings and Herbalists.
Allows to perform the ritual of Pacification.
Granary
Halfling Market, Halfling's Suburb
204 Halfling Market 120 0 Foreign Quarter Halflings 1 Allows recruiting Mules and Bards.
Significantly increases population growth in the capital.
Income from plains provinces +1.
Halfling Quarter, Farmers Market
Fair, Halfling's Suburb
205 Fair 200 0 Foreign Quarter Halflings 1 Income +15. Improves population mood in the capital by 1.
Allows to perform the ritual of Trade Fair.
Halfling Market, Show Booth, Market
206 Centaur Tents 220 0 Foreign Quarter Centaurs 0 Allows recruiting Young Centaurs - Wind Seekers. Workshop, Granary
Sacred Flame, Centaur Camp
207 Sacred Flame 100 20 Foreign Quarter Centaurs 0 Increases gem income by 3. Centaur Tents, Altar
Clan Tent, Centaur Camp
208 Clan Tent 250 0 Foreign Quarter Centaurs 0 Income from provinces inhabited by Centaurs +5. Allows hiring the Centaurs guard. Sacred Flame, Town Council
209 Lizardmen Quarter 150 0 Foreign Quarter Lizardmen 0 Allows recruiting Lizardmen and Beaters. Workshop
Bone Totem
210 Bone Totem 100 20 Foreign Quarter Lizardmen 0 Increases gem income by 2. Speeds up restoration of unit hit points in the capital by 10% per turn. Lizardmen Quarter, Altar
Pool, Bone Idol
211 Pool 200 30 Foreign Quarter Lizardmen 0 Income from provinces inhabited by Lizardmen +1. Allows hiring the Lizard Guards guard. Bone Totem, Crystal Garden
213 Elven Garrison 450 45 Foreign Quarter Elves 0 Allows recruiting Pathfinders and Shape Shifters. Elven Quarter, Elven Grove, Fort, Pathfinders Guild
Great Tree
214 Elven Grove 700 100 Foreign Quarter Elves 0 Allows recruiting Forest Keepers. Allows upgrading a Sawmill in provinces to an Elven Sawmill. Elven Grove, Citadel, Stonehenge
Great Tree
215 Great Tree 1.200 120 Foreign Quarter Elves 0 Allows recruiting Elven Mistresses. Allows recruiting the Elven Army guards. Elven Garrison, Elven Grove, Castle
216 Rune Workshop 700 10 Foreign Quarter Dwarves 0 Allows recruiting Rune Blacksmiths, Alchemists and Dwarven Guards. Dwarven Quarter, Miners Guild, Fort
Master Halls, Great Forge
217 Master Halls 700 100 Foreign Quarter Dwarves 0 Allows recruiting Runemasters and Dwarven Scorpions. Rune Workshop, Citadel
Great Hall
218 Great Hall 1.400 20 Foreign Quarter Dwarves 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.
Master Halls, Castle
219 Goblin Hut 450 45 Foreign Quarter Goblins 0 Allows recruiting Trappers.
Allows recruiting Basilisks and Slugs, if their eggs are present in the treasury.
Mud, Foresters Guild, Fort
Creature Pens
220 Swampland 450 60 Foreign Quarter Goblins 0 Yields 2 gems per turn.
Allows recruiting Hydras and Ericubas using eggs (one Ericuba egg will appear in the shop). Allows you to hire Gang of goblins guards.
Goblin Ward
221 Goblin Ward 700 100 Foreign Quarter Goblins 0 Allows recruiting Creature Masters. Allows you to build a Battlemage Garden in swamp provinces. Occasionally sells third rank creature eggs.
Allows recruiting Wyverns, if their eggs are present in the treasury.
Creature Pens, Citadel, Alchemists Guild
Swampland
222 Orcish Barracks 450 45 Foreign Quarter Orcs 0 Allows recruiting Cleavers.
Allows building Orcish Outpost in provinces.
Orcish Quarter, Stone Idol, Fort
Warcamp
223 Stone Idol 650 100 Foreign Quarter Orcs 0 Allows recruiting Spirit Conjurers. Income from provinces inhabited by Orcs +1. Stone Idol, Warcamp, Stonehenge, Citadel
Hall of Chieftains
224 Warcamp 550 20 Foreign Quarter Orcs 0 Allows recruiting Brutes. Increases gold income from Orcish provinces. Orcish Barracks, Citadel
Stone Idol, Hall of Chieftains
225 Halfling's Suburb 450 45 Foreign Quarter Halflings 0 Allows recruiting Border Guards. Allows recruiting Border Guard defender.
Allows building a Bakery in plains provinces.
Halfling Quarter, Halfling Market, Fort
Halfling Post
226 Halfling Post 700 100 Foreign Quarter Halflings 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).
Halfling's Suburb
227 Great Forge 500 100 Foreign Quarter Dwarves 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.
Geologists Guild, Alchemists Guild, Dwarven Forge, Rune Workshop
228 Centaur Camp 450 45 Foreign Quarter Centaurs 0 Allows recruiting Wind Runners and Wind Eclipsers. Centaur Tents, Sacred Flame, Fort
Sacred Flame
229 Sacred Flame 700 100 Foreign Quarter Centaurs 0 Allows recruiting Spirit Talkers. Centaur Camp, Citadel
Centaur Stables
230 Centaur Stables 1.200 120 Foreign Quarter Centaurs 0 Allows recruiting Wind Roars. Allows you to hire Tribe of Centaurs guards. Sacred Flame, Castle
231 Eternal Spring 700 100 Foreign Quarter Lizardmen 0 Allows recruiting Bog Champions. Bone Idol, Citadel
Temple of Strength
232 Bone Idol 450 45 Foreign Quarter Lizardmen 0 Allows recruiting Bog Warriors and Whisperers. Increases gold income from happy Lizardman provinces by their happiness level. Bone Totem, Fort
Eternal Spring
233 Temple of Strength 1.200 120 Foreign Quarter Lizardmen 0 Allows recruiting Hissers. Allows you to hire Lizardmen army guards. Additionally, increases gold income from happy Lizardman provinces by their happiness level. Eternal Spring, Castle
251 Kobold Cages 100 20 Foreign Quarter Drow 0 Allows you to hire Kobold Slaves from contract scrolls (appear in the store). Workshop, Forge
Slaveholders Guild, Scout Camp
252 Slaveholders Guild 300 30 Foreign Quarter Drow 0 Allows recruiting Slavedrivers.
Lowers the population mood in the capital by 1.
Kobold Cages, Market, Fort
Drow War School
253 Drow War School 225 40 Foreign Quarter Drow 0 Allows recruiting Blood Butterflies.
Allows recruitment of the Black Band guard.
Slaveholders Guild, Practice Halls, Fort
Academy of Darkness
254 Scout Camp 150 30 Foreign Quarter Drow 0 Allows recruiting Night Shadows.
Slows unrest growth in the capital.
Kobold Cages, Foresters Guild
Dark Path
255 Dark Path 150 30 Foreign Quarter Drow 0 Yields 3 gems per turn. Provides 1 building schematic of the Sacrificial Altar.
Allows to perform the ritual of Summon Kobolds.
Scout Camp
Hunter Stronghold, Temple of Shadows
256 Hunter Stronghold 300 30 Foreign Quarter Drow 0 Income +5.
Allows recruiting Nocturnal Hunters.
Dark Path, Pathfinders Guild, Fort
Heart of the Night
257 Temple of Shadows 200 30 Foreign Quarter Drow 0 Allows recruiting Dark Priestesses (including via contracts).
Allows hiring the Twilight Initiates guard.
Dark Path, Church, Fort
Tower of Shadows, Academy of Darkness
258 Tower of Shadows 750 120 Foreign Quarter Drow 0 Yields 5 gems per turn.
Allows recruiting Darkness Cravers.
Reduces the population growth in the capital by 1.
Temple of Shadows, Sages Guild, Citadel
Citadel of Shadows
259 Citadel of Shadows 1.200 120 Foreign Quarter Drow 0 Allows recruiting the Darkness Chosen.
Allows you to hire an Army of Darkness guard.
Tower of Shadows, Secret Library, Crystal of Power, Castle
260 Academy of Darkness 700 100 Foreign Quarter Drow 0 Allows recruiting Darkness Guards.
Lowers the population mood in the capital by 1. Slows unrest growth in the capital.
Drow War School, Temple of Shadows, War School, Citadel
261 Heart of the Night 400 80 Foreign Quarter Drow 0 Places a single Beholder egg in the store. Allows the growth of Beholders from their eggs. Allows the recruitment of Illithids, if you have the proper scroll. Hunter Stronghold, Alchemists Guild
264 Gnoll's Quarters 150 10 Foreign Quarter Gnolls -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. Stonemasons Guild
Gnoll's Pyramid, Shaman Tent
265 Gnoll's Pyramid 300 40 Foreign Quarter Gnolls -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.
Gnoll's Quarters, Builders Guild, Fort
Chieftain Pavilion
266 Shaman Tent 80 10 Foreign Quarter Gnolls -1 Stores will sell "Scourge of Chaos" and "Legacy of Chaos" scrolls. Gnoll's Quarters, Library
Warlock Tent
267 Chieftain Pavilion 1.200 0 Foreign Quarter Gnolls -1 Allows recruiting Tyrants in the Garrison or by Gathering the Pack. Gnoll's Pyramid, Craft Shop, Citadel
Great Pyramid
268 Great Pyramid 1.200 120 Foreign Quarter Gnolls -1 Allows recruiting Devourers in the Garrison or by Gathering the Pack.
Allows you to hire Gnoll Horde guards.
Chieftain Pavilion, Castle
272 Alkari Quarter 260 40 Foreign Quarter Alkaryl 1 Allows the recruitment of Icari - Alkari warriors. Allows to perform the ritual of Summon Icarus. Crystal of Power, Carpenters Guild
White Tower, Celestial Eye
273 White Tower 460 80 Foreign Quarter Alkaryl 1 Allows recruiting Luminaries and Stalkers. Allows hiring the Combat Wing guard. Fort, Alkari Quarter
Mentorium, Shining Spire
274 Celestial Eye 300 60 Foreign Quarter Alkaryl 1 Allows recruiting Witnesses. Improves population mood in the capital by 1. Reduces corruption by 5%. Fort, Crystal of Power, Alkari Quarter
Mentorium, Shining Spire
275 Crystal Pillars 1.200 120 Foreign Quarter Alkaryl 0 Allows recruiting Eternal Mentors. Allows hiring the Celestial Squadron guard. Income from provinces inhabited by Alkari +2. Castle, Mentorium, Shining Spire
276 Mentorium 650 90 Foreign Quarter Alkaryl 1 Allows recruiting Memory Keepers. Speeds up restoration of unit hit points in the capital by 10% per turn. Citadel, White Tower, Celestial Eye
Crystal Pillars
277 Shining Spire 750 75 Foreign Quarter Alkaryl 1 Allows recruiting Arisen Luminaries. Reduces the cost of hero resurrection and the performing of rituals by 10%. Citadel, White Tower, Celestial Eye
Crystal Pillars
278 Ratman Lair 200 0 Foreign Quarter Ratmen 0 Allows recruiting Ratmen and Plague Shooters.
Gold income from Ratman provinces +1.
Workshop, Granary
Ratman Barracks
279 Ratman Barracks 440 35 Foreign Quarter Ratmen 0 Yields 1 gem per turn.
Allows recruiting Plague Warriors.
Gem income from Ratman provinces +1.
Ratman Lair, Fort
Toxic Tent, Plague Temple
280 Toxic Tent 400 15 Foreign Quarter Ratmen 0 Allows recruiting Shadow Claws.
Allows hiring the Ratman Pack guard.
Ratman Barracks, Armory
281 Plague Temple 850 120 Foreign Quarter Ratmen 0 Allows recruiting Plague Masters.
Yields 5 gems per turn.
Ratman Barracks, Citadel
Grand Altar
282 Grand Altar 1.300 120 Foreign Quarter Ratmen 0 Allows recruiting Grey Overlords. Allows hiring the Rat King guard.
Lowers the population mood in the capital by 1.
Castle, Plague Temple
283 Warlock Tent 300 50 Foreign Quarter Gnolls -2 Stores will sell "Primal Rage" and "Temptation of Chaos" scrolls. Shaman Tent, Sages Guild
Wizard Tent
284 Wizard Tent 650 120 Foreign Quarter Gnolls -3 Stores will sell "Banner of Chaos" scrolls. Warlock Tent, Alchemists Guild
290 Hall of Chieftains 1.200 120 Foreign Quarter Orcs 0 Allows recruiting Chieftains. Allows you to hire Great Horde guards. Banner of the Horde, Stone Idol, Warcamp, Castle