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Preserve Buildings - Nature Alignment
Standard Buildings
Village Hall -
500 Provides 500 gold per day. It is required before you can build any other town structure. |
Town Hall -
2500 , 5 , 5 Requires: Village Hall Provides 750 gold per day. |
City Hall -
2500 , 10 , 10 , 5 , 5 Requires: Town Hall Provides 1000 gold per day. |
Fort -
5000
, 20
, 20
Requires: Village Hall Builds a level one city wall. It is required to build 1st level creature dwellings. |
Citadel -
7500
, 10
, 10
Requires: Fort Builds a moat and level two city wall. |
Castle -
7500
, 10
, 10
Requires: Citadel Builds a keep and level three city wall. |
Tavern -
500
, 2
Requires: Village Hall Allows the recruitment of heroes. |
Ranger's Guild -
3500
, 20
Requires: Village Hall Sells Longbows (500 ), Leather (250 ), Shields (100 ), and Potions of Restoration (500 ), Immortality (1000 ), Strength (500 ), Toughness (500 ) and Mana (500 ). |
Caravan -
4000
, 10
Requires: Fort Sends heroes and creatures to remote locations. Travel time is computed using high (30 move / day) movement rate |
Shipyard -
2000
, 20
Requires: Fort, A body of water is required near the town. Build ships, and allows caravans to travel across bodies of water. |
Prison None
Requires: None Holds captured enemy heroes. |
Druid's Hall level 1 -
1000
, 2
, 2
, 1
Requires: Village Hall Teaches 3 Level One Nature Magic spells. Heroes who visit regain up to 35% of their spell points. Heroes who spend the night recover all of their spell points. |
Druid's Hall level 2 -
1000
, 1
Requires: Druid's Hall level 1 Teaches 3 Level Two Nature Magic spells. Heroes who visit regain up to 50% of their spell points. Heroes who spend the night recover all of their spell points. |
Druid's Hall level 3 -
1000
, 1
Requires: Druid's Hall level 2 Teaches 3 Level Three Nature Magic spells. Heroes who visit regain up to 65% of their spell points. Heroes who spend the night recover all of their spell points. |
Druid's Hall level 4 -
1000
, 1
Requires: Druid's Hall level 3 Teaches 2 Level Four Nature Magic spells. Heroes who visit regain up to 80% of their spell points. Heroes who spend the night recover all of their spell points. |
Druid's Hall level 5 -
1000
, 1
Requires: Druid's Hall level 4 Teaches 1 Level Five Nature Magic spells. Heroes who visit or spend the night recover 100% of their spell points |
Conservatory of Chaos -
2500
, 2
, 2
, 2
Requires: Druid's Hall level 1 Teaches Chaos Magic spells. Depending on the level of the mage guild, it teaches 2 spells each for levels One, Two and Three and 1 spell each for Levels Four and Five. |
Conservatory of Life -
2500
, 4
, 4
Requires: Druid's Hall level 1 Teaches Life Magic spells. Depending on the level of the mage guild, it teaches 2 spells each for levels One, Two and Three and 1 spell each for Levels Four and Five. |
Creature Dwellings
Wolf Den -
1500
Requires: Fort Generates Wolves. |
Fae Trees -
1500
Requires: Fort Generates Sprites. |
Tiger Den -
3000
, 6
Requires: Fort, Sacred Grove, Wolf Den or Fae Trees Generates White Tigers. Building the Tiger Den prevents the construction of the Treetop Lodge. |
Treetop Lodge -
3000
, 6
Requires: Fort, Ranger's Guild, Wolf Den or Fae Trees Generates Elves. Building the Treetop Lodge prevents the construction of the Tiger Den. |
Griffin Cliffs -
6500
, 6
, 10
, 4
Requires: Citadel, Tiger Den or Treetop Lodge Generates Griffins. Building the Griffin Cliffs prevents the construction of the Unicorn Glade. |
Unicorn Glade -
6500
, 12
, 6
Requires: Fort, Rainbow, Tiger Den or Treetop Lodge Generates Unicorns. Building the Unicorn Glade prevents the construction of the Griffin Cliffs. |
Pyre -
14000
, 12
, 20
, 10
Requires: Fort, Creature Portal, Unicorn Glade or Griffin Cliffs Generates Phoenixes. Building the Pyre prevents the construction of the Magic Forest. |
Magic Forest -
14000
, 14
, 6
, 7
, 7
, 7
, 7
Requires: Fort, Conservatory of Chaos, Unicorn Glade or Griffin Cliffs Generates Faerie Dragons. Building the Mgic Forest prevents the construction of the Pyre. |
Special Buildings
Creature Portal -
6500
, 10
, 5
Requires: Druid's Hall Level 1, Unicorn Glade or Griffin Cliffs Allows you to summon variety of magical creatures. Summons: Leprechauns, Satyrs, Air Elementals, Earth Elementals, Fire Elementals, Water Elementals, Waspworts, and Mantises. |
Rainbow -
1500
, 1
, 1
Requires: Village Hall Gives all creatures +2 luck until the next combat. |
Sacred Grove -
1000
, 4
, 1
Requires: Village Hall Permenently provides the hero with +3 spell points. |
Grail Building
Summoning Stone
Requires: Grail Provides 3000 gold per day. Also, the strength of all Nature Magic spells are increased by 25%. |
Thanks to Lich (Guardian's Grove Admin, Heroes Community Moderator) for preparing
images and game data for this page
and to Djive (Heroes Community Moderator) for combining it with the HTML layout.