Settlements
Contents |
> Cities
Cities can be settled on any location with visible tile yields. Tile yields are the green, orange and blue icons found in tiles, along with their corresponding numbers. The yields displayed in any one tile are calculated based on the fertility of the land in that tile and all the tiles immediately surrounding it. An area will not display yields if it is too close to another city for a new city to be placed there.
> Towns
Towns are cities focused on economic gains and national infrastructure. While the initial Town improvement will just increase your borders, future unlocks can provide boosts to Food, Production, Gildar and more. Many Town improvements can actually benefit all of your cities, making Towns a crucial cog in the gears of your nation. Towns can flourish regardless of a city’s initial tile yields.
> Fortresses
Fortresses are cities specialized in defense and military endeavors. Choosing the Fortress improvement at level two will allow all units trained in that city to start at a higher level. The improvements unlocked in Fortresses will greatly help your trained units, both by increasing their power and reducing their cost. Fortresses are a great choice for cities when you are gearing your nation for war. While any city can be a useful Fortress, those with high Material yields will probably be the most effective.
> Conclaves
Conclaves are cities specialized in research, magic and other scholarly pursuits. The Conclave improvement itself increases the city’s research while it isn’t building anything. In addition, there are a number of improvements you can build or gain when leveling up in Conclave cities that increase Research, Influence, Mana and more. Many improvements unlocked by Conclaves scale based on your Essence, making a city with high Essence yields a good choice for a Conclave.
> Outposts
Building an Outpost is even easier than settling a city. Outposts can be built on any vacant tile that isn’t in claimed territory by moving your Pioneer there and clicking the “Outpost” button. Outposts are extremely useful for claiming resources in areas that could not support a city, or even just extending your borders. Keep in mind that unlike cities, Outposts will not generate tax revenue or have a build queue. Any resources claimed near the Outpost will be counted as attached to the closest city and any upgrades you wish to build on the Outpost will be added to that city’s build queue.
Buildings
The following table may be sorted by clicking any column headers that contain arrows:
City Type | Name | Provides | Upgrade | Requires | Tech | Cost | 1per Faction | Description |
---|---|---|---|---|---|---|---|---|
Conclave | Academy of Revelation | N | The Academy of Revelation increases the Research produced in all your cities. | |||||
Adventurer's Guild | N | Breon's Letters | 540 | Y | The Adventurer's Guild gives champions stationed in the city bonus experience each Season. | |||
Air Altar | Y | Shard Harvesting | 80 | Air Altars can be built on Air Shards. They amplify Air spells and provide Mana every season. | ||||
Air Altar | Y | Shard Harvesting | 80 | Air Altars can be built on Air Shards. They amplify Air spells and provide Mana every season. | ||||
Air Shrine | Y | Immortal Codex | 166 | Air Shrines upgrade from Air Altars. They amplify Air spells and provide additional Mana every season. | ||||
Air Shrine | Y | Immortal Codex | 166 | Air Shrines upgrade from Air Altars. They amplify Air spells and provide additional Mana every season. | ||||
Air Temple | N | Ereog's Journal | 324 | Air Temples upgrade from Air Shrines. They amplify Air spells and provide additional Mana every season. | ||||
Air Temple | N | Ereog's Journal | 324 | Air Temples upgrade from Air Shrines. They amplify Air spells and provide additional Mana every season. | ||||
Conclave | Alchemist | Y | City: Essence | Sorcery | 811 | Alchemists utilize magic to increase the Mana and Research in a city. Their bonuses scale based on the amount of essence in the city. | ||
Conclave | Alchemy Lab | N | City: Essence | Arcane Mastery | 1406 | Alchemy Labs increase the Material yields, Mana, and Research in a city via the arcane arts. Their bonuses scale based on the amount of essence in the city. | ||
Town | Almshouse | N | An Almshouse shows a city's compassion for the least of its citizens. | |||||
Conclave | Amethyst Vault | N | Amethyst Vaults provide Crystal every season without needing to find a Crystal Crag resource | |||||
Ancient Temple | N | 80 | Ancient Temples can only be built on temple ruins. They increase the amount of Research your faction generates. | |||||
Apiary | N | 96 | Apiaries reduce the Unrest for your entire faction. | |||||
Conclave | Apothecary | Y | City: Essence | 312 | Apothecaries provide Mana every Season and produce consumable potions that champions can purchase. Their bonuses scale based on the amount of Essence in the city. | |||
Conclave | Conclave Archivist | N | Archivists increase the Research a city provides when it's producing research. | |||||
Town | Arena | N | Allegiance: Empire | Entertainment | 1406 | Y | The Arena has a chance every season to give champions stationed in the city it's constructed in bonus experience. | |
Fortress | Armorer | Y | Armor | 540 | Armorers reduce the costs of adding armor to units trained in this city while also increasing their base Armor. | |||
Town | Bakery | Y | Agriculture | 312 | Bakeries increase the amount of Food a faction gets from Grain tile yields. | |||
Fortress | Barracks | Y | Training | 208 | Barracks decrease the training time for units trained in this city while also increasing their Accuracy. | |||
Bazaar | N | 96 | Bazaars increase the amount of Gildar a city produces. | |||||
Bell Tower | Y | Civics | 128 | Bell Towers keep a city running in an orderly manner by lowering Unrest. | ||||
Black Market | N | Allegiance: Empire | Trading | 166 | The Black Market reduces the cost of rushing production and increases the Gildar produced by a city, to the detriment of its citizens. As a result it will also increase the Unrest of the city. | |||
Fortress | Blacksmith | Y | Blacksmithing | 208 | Blacksmiths increase the base Armor of every unit trained in a city. | |||
Town | Brewery | N | Entertainment | 1406 | Y | The Brewery will greatly increase the amount of Food a faction gets from Grain tile yields. | ||
Town | Butcher | Y | Animal Husbandry | 811 | Butchers increase the amount of Food a faction gets from Grain tile yields. | |||
Fell Dragon Camp | N | Allegiance: Empire | Dance with Dragons | 703 | Fell Dragon Lairs can be built on Dragon lairs to recruit Fell Dragons. | |||
Mercenary Camp | N | 104 | Mercenary camps can be built on Border Villages to recruit Mercenaries. | |||||
Ogre Camp | N | Allegiance: Empire | Wildland Allies | 270 | Ogre camps can be built on Ogre lairs to recruit Ogres. | |||
Order of Asok Camp | N | Alliances | 104 | Order of Asok camps can be built on Order of Asok resources to recruit Knights of Asok. | ||||
Storm Dragon Camp | N | Allegiance: Kingdom | Dance with Dragons | 703 | Storm Dragon Lairs can be built on Dragon lairs to recruit Storm Dragons. | |||
Troll Camp | N | Allegiance: Empire | Wildland Allies | 216 | Troll Camps can be built on Troll lairs to recruit Troll Warriors. | |||
Fortress | Castle | N | Allegiance: Empire | Construction | 540 | Castles bolster a city's defenses by providing it with Archers and giving an Initiative bonus to City Defenders. | ||
Clay Quarry | N | 80 | Clay Quarries can be built on Clay Pits to add a Material to the attached city. | |||||
Cleric | Y | City: Essence | 120 | Clerics provide healing and aid to the city's inhabitants. They reduce unrest in the city and increase your Fame. | ||||
Conclave | Cloister | Y | Education | 312 | Cloisters increase Research in cities they are built in. | |||
College | Y | Higher Education | 811 | Colleges provide a steady increase to research in any city they are built in. | ||||
Fortress | Command Post | Y | Blacksmithing | 540 | Command Posts improve the training of units, causing them to take less time to train and providing them with a number of bonuses. | |||
Base Conclave | N | Devote this city to research and scholarly pursuits. Conclaves generate more Research than other city types and have access to buildings that benefit from Essence yields. | ||||||
Crystal Mine | Y | Rituals | 270 | Crystal Mines upgrade from Crystal Quarries. They provide you with additional Crystal every Season. | ||||
Crystal Quarry | Y | 120 | Crystal Quarrys can be built on Crystal Deposits. They provide you with Crystal every Season. | |||||
Crystal Trove | N | Glyph Stones | 594 | Crystal Troves upgrade from Crystal Mines. They provide you with additional Crystal every Season. | ||||
Death Altar | Y | Allegiance: Empire | Shard Harvesting | 80 | Death Altars can be built on Death Shards. They amplify Death spells and provide Mana every season. | |||
Death Altar | Y | Allegiance: Empire | Shard Harvesting | 80 | Death Altars can be built on Death Shards. They amplify Death spells and provide Mana every season. | |||
Death Shrine | Y | Allegiance: Empire | Immortal Codex | 166 | Death Shrines upgrade from Death Altars. They amplify Death spells and provide you with additional Mana every Season. | |||
Death Shrine | Y | Allegiance: Empire | Immortal Codex | 166 | Death Shrines upgrade from Death Altars. They amplify Death spells and provide you with additional Mana every Season. | |||
Death Temple | N | Allegiance: Empire | Ereog's Journal | 324 | Death Temples upgrade from Death Shrines. They amplify Death spells and provide you with additional Mana every Season. | |||
Death Temple | N | Allegiance: Empire | Ereog's Journal | 324 | Death Temples upgrade from Death Shrines. They amplify Death spells and provide you with additional Mana every Season. | |||
Docks | Y | Civics | 208 | Docks are upgraded from Piers. They increase Gildar and Food in cities they are constructed in. | ||||
Earth Altar | Y | Shard Harvesting | 80 | Earth Altars can be built on Earth Shards. They amplify Earth spells and provide Mana every season. | ||||
Earth Altar | Y | Shard Harvesting | 80 | Earth Altars can be built on Earth Shards. They amplify Earth spells and provide Mana every season. | ||||
Earth Shrine | Y | Immortal Codex | 166 | Earth Shrines upgrade from Earth Altars. They amplify Earth spells and provide you with additional Mana every Season. | ||||
Earth Shrine | Y | Immortal Codex | 166 | Earth Shrines upgrade from Earth Altars. They amplify Earth spells and provide you with additional Mana every Season. | ||||
Earth Temple | N | Ereog's Journal | 324 | Earth Temples upgrade from Earth Shrines. They amplify Earth spells and provide you with additional Mana every Season. | ||||
Earth Temple | N | Ereog's Journal | 324 | Earth Temples upgrade from Earth Shrines. They amplify Earth spells and provide you with additional Mana every Season. | ||||
Town | Embassy | N | This city doesn?t receive an unrest penalty based on the amount of cities in your empire. | |||||
Ereog's Tower | N | City: Essence | Arcane Mastery | 1406 | Y | There is no stairwell in the thin tower, only masters of Air magic can hope to explore the opulent chambers at the towers top. | ||
Farm | Y | 80 | Farms can be built on Wild Grain. They provide additional Grain yields for a city. | |||||
Town | Festival | Y | Administration | 249 | Festivals attract new citizens, increasing growth in cities they are constructed in. | |||
Fire Altar | Y | Shard Harvesting | 80 | Fire Altars can be built on Fire Shards. They amplify Fire spells and provide Mana every season. | ||||
Fire Altar | Y | Shard Harvesting | 80 | Fire Altars can be built on Fire Shards. They amplify Fire spells and provide Mana every season. | ||||
Fire Shrine | Y | Immortal Codex | 166 | Fire Shrines upgrade from Fire Altars. They amplify Fire spells and provide you with additional Mana every Season. | ||||
Fire Shrine | Y | Immortal Codex | 166 | Fire Shrines upgrade from Fire Altars. They amplify Fire spells and provide you with additional Mana every Season. | ||||
Fire Temple | N | Ereog's Journal | 324 | Fire Temples upgrade from Fire Shrines. They amplify Fire spells and provide you with additional Mana every Season. | ||||
Fire Temple | N | Ereog's Journal | 324 | Fire Temples upgrade from Fire Shrines. They amplify Fire spells and provide you with additional Mana every Season. | ||||
Fortress | Forge | Y | 120 | Forges improve the defense of units trained in a city. | ||||
Fortress | Fort | N | Allegiance: Kingdom | Construction | 540 | Forts bolster a city's defenses by providing it with Archers and giving an Initiative bonus to City Defenders. | ||
Base Fortress | N | 80 | Devote this city to the military and defense. Fortresses have better production than other city types, use them to build advanced troops and defend your borders. | |||||
Foundry | Y | Construction | 324 | Foundries upgrade from Smelters. They provide you with additional Metal every Season. | ||||
Fortress | Gallows | N | Gallows remind citizens of their civic duty. With them there is no Unrest penalty to Production. | |||||
Garden | Y | Restoration | 193 | Gardens provide food for the people, increasing the amount of Food provided by Grain yield in cities they are built in. | ||||
Gold Mine | N | 120 | Gold Mines can be built on Gold Deposits. They produce Gildar every Season. | |||||
Town | Governor's Office | N | Governor's Offices increase the production gained from Material yields in all of a nation's cities. | |||||
Granary | Y | Agriculture | 312 | Granaries greatly increase the amount of food gathered from each Grain yield in a city. | ||||
Conclave | Great Archive | N | Higher Education | 1406 | Y | The Great Archive will greatly increase our Research efforts in the city it's constructed in. | ||
Fortress | Great Arena | N | The Great Arena strengthens the citizens of the city it is built in. It provides all units trained in the city with Attack and Hit Point bonuses. | |||||
Great Mill | N | Construction | 648 | Y | The Great Mill provides the city it is constructed in with Food and Production bonuses. | |||
Town | Grocer | Y | 208 | Grocers increase the amount of food cities gain from Grain yields across the nation. | ||||
Guardian Idol | N | Allegiance: Empire City: Essence |
Immortal Codex | 540 | Y | Guardian Idols animate to defend the city they are built in. They can cast any spell your sovereign has access to. | ||
Guardian Idol | N | Allegiance: Kingdom City: Essence |
Immortal Codex | 540 | Y | Guardian Idols animate to defend the city they are built in. They can cast any spell your sovereign has access to. | ||
Guardian Statue | Y | Allegiance: Empire City: Essence |
Enchantment | 208 | Guardian Statues animate to defend the city they are built in. | |||
Guardian Statue | Y | Allegiance: Kingdom City: Essence |
Enchantment | 208 | Guardian Statues animate to defend the city they are built in. | |||
Town | Guild Grocer | N | Guild Grocers improve the health and well-being of the people. They will provide a global Hit Point bonus for all of a nation's units. | |||||
Town | Guild Lendinghouse | N | Allowing a Guild Lendinghouse to be built in a city will provide that nation with a huge one-time Gildar 'donation'. | |||||
Town | Guild Tribunal | N | Guild Tribunals manage a nation's craftsmen. They increase the Production gained from Material yields in all of that nation's cities. | |||||
Harbor | Y | Trading | 540 | Harbors are upgraded from Docks. They increase Gildar and Food in cities they are constructed in. | ||||
Fortress | Hedge Wall | Y | Allegiance: Kingdom | 208 | Hedge Walls improve a city's defenses by providing them with additional units and giving an Initiative bonus to all City Defenders. | |||
Conclave | Hedigah Bathhouse | N | What was once a natural spring became a popular destination for travelers and a place where even warring tribes could meet in peace. After the cataclysm a magnificent bathhouse was built around them. It soothes the people, reducing Unrest and is a font of magical Water energy. | |||||
Conclave | Herbalist | Y | 193 | Herbalists provide Mana every Season. | ||||
Hosten's Library | N | Higher Education | 1406 | Y | Hosten's Library will provide all cities in the nation that completes it with a boost to Research. | |||
Fortress | Infirmary | N | Infirmaries provide additional healing for all units stationed in the city and units trained in this city start with the Endurance trait (+1 Hit Point per Level). | |||||
Town | Inn | Y | Civics | 249 | Inns attract people from the wilderness to the city, increasing Growth. | |||
Iron Mine | Y | 80 | Iron Mines can be built on Iron Ore. They provide Metal every Season. | |||||
Iron Works | N | Craftsmanship | 843 | Y | The Iron Works can be upgraded from a Foundry. It will provide additional Metal every Season. | |||
Irrigated Farm | N | Agriculture | 208 | Irrigated Farms upgrade from Farms. They provide additional Grain yields for a city. | ||||
Labor Guild | N | Allegiance: Kingdom | Guilds | 1124 | Y | The Labor Guild will greatly improve Production and construction efficiency in the city it's built in. | ||
Large Empty Lot | N | This site is ready for construction. | ||||||
Conclave | Library | Y | Literacy | 811 | Libraries increase the Research in any city they are built in. | |||
Life Altar | Y | Allegiance: Kingdom | Shard Harvesting | 80 | Life Altars can be built on Life Shards. They amplify Life spells and provide Mana every season. | |||
Life Shrine | Y | Allegiance: Kingdom | Immortal Codex | 166 | Life Shrines upgrade from Life Altars. They amplify Life spells and provide additional Mana every season. | |||
Life Temple | N | Allegiance: Kingdom | Ereog's Journal | 324 | Life Temples upgrade from Life Shrines. They amplify Life spells and provide additional Mana every season. | |||
Logging Camp | Y | 48 | Logging Camps provide additional Production per Material yield. They can only be built on forests. | |||||
Lumber Yard | Y | Weaponry | 166 | Lumber Yards upgrade from Logging Camps. They provide additional Production per Material yield. | ||||
Town | Market | Y | Trading | 249 | Markets provide additional Gildar every Season in cities they are built in. | |||
Mason | Y | Construction | 166 | Masons improve the production and construction efficiency of cities they are built in. | ||||
Merchant | N | 64 | Merchants are a great source of additional Gildar. | |||||
Town | Merchantcross Bazaar | N | Trading | 648 | Y | The Merchantcross Bazaar is a legendary trading center. The nation that is able to construct it will see a boost in Gildar across all their cities. | ||
Mill | Y | Craftsmanship | 432 | Mills improve the production and construction efficiency of cities they are built in. | ||||
Fortress | Mining Guild | N | Metal is crucial for outfitting troops with the latest equipment. Mining Guilds will bring in Metal every Season without needing to find an Iron Ore resource. | |||||
Town | Mint of Ruvenna | N | The Mint of Ruvenna increases Gildar production in any city it's constructed in. This bonus scales based on the Material yields of the city. | |||||
Monument | Y | 56 | Monuments expand the borders of the city they are built in. | |||||
Monument | N | Allegiance: Empire | 208 | This Monument greatly amplifies the power of your Death spells. | ||||
Monument | N | 208 | This Monument provides Metal for your nation every Season. | |||||
Monument | N | 208 | This Monument greatly amplifies the power of your Air spells. | |||||
Monument | N | Allegiance: Kingdom | 208 | This Monument greatly amplifies the power of your Life spells. | ||||
Monument | N | 208 | This Monument greatly amplifies the power of your Earth spells. | |||||
Monument | N | 208 | This Monument greatly amplifies the power of your Fire spells. | |||||
Monument | N | 208 | This Monument greatly amplifies the power of your Water spells. | |||||
Monument | N | Dance with Dragons | 270 | This Monument will allow you to occasionally recruit Ashwake Dragons to your cause. | ||||
Fortress | Onyx Throne | N | This throne is carved from a single piece of onyx, as brilliant and dark as the sea at night. Anyone standing before it can see their reflection within its depths, but in the reflection they are weak and prostrate. A leader with this strength of self will be able to reduce Unrest penalties across their nation. | |||||
Conclave | Oracle | N | An Oracle is a powerful source of forbidden knowledge. They increase the Essence yields of cities they are constructed in. | |||||
Orchard | N | 80 | Orchards can be built on Fruit Groves. They provide additional Grain yields for a city. | |||||
Outpost | N | Increases the player's borders and improves their visibility. | ||||||
Abbey | N | Rituals | 208 | Decreases the cost of tactical spells cast in this outpost's borders. | ||||
Arcane Monolith | N | Increases the player's borders and improves their visibility. | ||||||
Armory | N | 80 | Increases the attack of friendly units in this outpost's borders. | |||||
Caltrops | N | Siege Weapons | 208 | Reduces the movement of enemy units in this outpost's borders. | ||||
Consulate | N | Cooperation | 540 | Increases the Growth of the city attached to this outpost. | ||||
Fortify | N | 80 | Increases the defense of friendly units in this outpost's borders. | |||||
High Tower | N | Construction | 166 | Increases the borders of this outpost. | ||||
Stables | N | Mounted Warfare | 166 | Increases movement of friendly units in this outpost's borders. | ||||
Palace | N | Cooperation | 648 | Y | The city lucky enough to be graced with a Palace will see a Growth bonus and lower Unrest levels in the populace. | |||
Pasture | N | Animal Husbandry | 128 | Pastures can be built on Wild Game and increase the Hit Points of your units. | ||||
Pier | Y | 96 | Piers can only be built on rivers. They increase Food in cities they are constructed in. | |||||
Fortress | Prison | N | Prisons reduce Unrest in all of a nation's cities, but decrease Growth in the city they are constructed in. | |||||
Conclave | Pyre of Anniellum | N | A legendary wonder of a past age, the Pyre of Anniellum strengthens Fire spells as much as 2 Fire Shards. | |||||
Sacrificial Altar | N | Allegiance: Empire City: Essence |
Rituals | 540 | Y | The city's weak are sacrificed, reducing its Growth. All units trained here are infused with demonic energies, granting them a bonus to Hit Points and Attack. In addition a Demon spawns in the city if it is attacked. | ||
Conclave | Sage | Y | 193 | The Sage meticulously looks over ancient texts in an effort to recover lost technologies, boosting Research. | ||||
School | Y | Education | 312 | Schools improve the Research of any city they are constructed in. | ||||
Conclave | Scroll Scribe | N | Scroll Scribes increase city Research and make scrolls that are available for champions to purchase. | |||||
Scrying Pool | N | 120 | Scrying Pools increase the Essence yields of any city they are built in. | |||||
Shrine | Y | City: Essence | Rituals | 249 | The rituals of Shrines provide peace of mind for a city's citizens, reducing Unrest and improving your Fame. | |||
Skath Pit | N | Allegiance: Empire | Wildland Allies | 1124 | Skath Pits greatly increase the Food produced from each Grain yield in cities they are built in. | |||
Slave Pen | N | Allegiance: Empire | Guilds | 843 | Slave Pens increase Production and construction efficiency and prevent this city's Production from being impacted by Unrest. | |||
Town | Slums | N | Slums increase the Growth of a city at the cost of elevated Unrest levels. | |||||
Small Empty Lot | N | This site is ready for construction. | ||||||
Smelter | Y | Mining | 166 | Smelters upgrade from Iron Mines. They provide you with additional Metal every Season. | ||||
Stable | N | Mounted Warfare | 80 | Stables can be built on Wild Horses. They provide you with a Horse every 5 seasons. | ||||
Storehouse | Y | Animal Husbandry | 811 | By storing your harvest, Storehouses will allow your farmers to produce additional Food for each of your Grain yields. | ||||
Fortress | Strike Garrison | N | Strike Garrisons give all units trained in a city the Impulsive trait (+2 Initiative). | |||||
Study | Y | Knowledge | 193 | Studies provide a minor boost to the Research of a city. | ||||
Town | Tax Office | Y | Cooperation | 648 | Tax Offices increase the Gildar production of any city they are constructed in. | |||
Temple of Essence | N | Allegiance: Kingdom City: Essence |
Arcane Mastery | 540 | Y | Temples of Essence reduce Unrest and produce Mana based on the Essence of the city they are constructed in. | ||
Conclave | Tenfell University | N | Tenfell University will keep a city's Unrest from reducing its Research. | |||||
Town | Theatre | N | Allegiance: Kingdom | Entertainment | 1124 | Y | The Theatre is a huge draw to new citizens. It will greatly increase Growth in the city you build it in. | |
Theatre of the Wind | N | 703 | Y | The Theatre of the Wind increases the Growth and Gildar income of the city you choose to construct it in. | ||||
Timber Mill | N | Weaponsmithing | 432 | Timber Mills upgrade from Lumber Yards. They provide additional Production per Material yield. | ||||
Tower of Dominion | N | 160 | Y | Tower of Dominion increases Growth and negates the Unrest penalty from the amount of cities in your empire. It also increases Fame and is a great way to attract your first Champion. | ||||
Tower of the Witch | N | Book of Mastery | 703 | Y | Breon's tower of ice, symbolic of her homeland of Nimeria, allows you to channel her power and is one of the three towers that must be constructed before work starts on the Forge of the Overlord. | |||
Tower of the Sword | N | Book of Mastery | 703 | Y | Argynn's steel tower. This tower allows you to channel his power and is one of the three towers that must be constructed before work starts on the Forge of the Overlord. | |||
Tower of the Padars | N | Book of Mastery | 703 | Y | Ereog's wooden tower is symbolic of his staff. This tower allows you to channel his power and is one of the three towers that must be constructed before work starts on the Forge of the Overlord. | |||
Forge of the Overlord | N |
Building: Tower of the Witch Building: Tower of the Sword Building: Tower of the Padars |
Book of Mastery | 1406 | Y | Construct the Forge of the Overlord to be able to cast the Spell of Making and take control of the magical energies of Elemental. | ||
Conclave | Tower of the Magi | N | The Tower of the Magi increases the spell resistance of all units produced in this city and protects the city from the spells of enemy casters. | |||||
Town Hall | Y | Administration | 208 | Town Halls increase the borders of a city and reduce its Unrest level. | ||||
Base Town | N | Devote this city to agriculture and financial pursuits. Towns generate more Gildar than other city types and have access to buildings that boost your entire empire. | ||||||
Fortress | Training Yard | Y | 154 | Training Yards increase the Accuracy of all units trained in a city while reducing their training costs. | ||||
Town | Treasury Vault | N | Economics | 1687 | Y | The Treasury Vault will greatly increase the Gildar of the nation able to construct it. It will allow the nation to gain interest on all Gildar they it has saved up. | ||
Fortress | Underforge | N | Underforges reduce the labor cost of producing armored units while also amplifying Earth spells. | |||||
University | N | Higher Education | 1406 | Y | The University will provide a substantial Research boost to the city it's constructed in. | |||
Fortress | War College | N | Allegiance: Kingdom | War Colleges | 1124 | Y | The War College greatly increases the quality of all units trained in the city it's built in while reducing their training costs. In addition, any trained units stationed in the city with your War College will have a chance to gain free experience every Season. | |
Town | Guild Warehouse | N | Guild Warehouses increases the Gildar a city produces when it's producing Wealth. | |||||
Warg Den | N | Warg Riding | 166 | Warg Dens can be built on Wild Wargs. They provide a Warg every 5 seasons. | ||||
Fortress | Warrior Temple | N | Allegiance: Empire | War Colleges | 1124 | Y | Warrior Temples increase the quality of all units trained in the city they're built in while reducing their training costs. In addition, any trained units stationed in cities with Warrior Temples will have a chance to gain free experience every Season. | |
Fortress | Watchtower | N | Watchtowers provide a Catapult for city defense. All units trained here start with the Charge trait (+1 Moves and +2 Attack for the first action in combat). | |||||
Water Altar | Y | Shard Harvesting | 80 | Water Altars can be built on Water Shards. They amplify Water spells and provide Mana every season. | ||||
Water Altar | Y | Shard Harvesting | 80 | Water Altars can be built on Water Shards. They amplify Water spells and provide Mana every season. | ||||
Watermill | N | Allegiance: Kingdom | Economics | 1124 | Watermills are upgraded from Harbors. They increase Gildar, Production and Food in cities they are constructed in. | |||
Water Shrine | Y | Immortal Codex | 166 | Water Shrines are upgraded from Water Altars. They amplify Water spells and provide additional Mana every season. | ||||
Water Shrine | Y | Immortal Codex | 166 | Water Shrines are upgraded from Water Altars. They amplify Water spells and provide additional Mana every season. | ||||
Water Temple | N | Ereog's Journal | 324 | Water Temples are upgraded from Water Shrines. They amplify Water spells and provide additional Mana every season. | ||||
Water Temple | N | Ereog's Journal | 324 | Water Temples are upgraded from Water Shrines. They amplify Water spells and provide additional Mana every season. | ||||
Fortress | Weaponsmith | N | Weapons of War | 1124 | Y | The Weaponsmith provides Attack and Defense bonuses for all trained units in a city while also greatly reducing their production costs. | ||
Town | Well | Y | 96 | Wells attract people from the wilderness to your city, increasing Growth. | ||||
Fortress | Wooden Wall | Y | Allegiance: Empire | 208 | Wooden Walls improve a city's defenses by providing it with additional units and giving an Initiative bonus to all City Defenders. | |||
Workshop | Y | Restoration | 103 | Workshops boost the Production a city gets from its Material yields. | ||||
Produce Growth | N | Administration | Producing Growth attracts more people to your city and is done instead of training units or constructing buildings. | |||||
Produce Mana | N | City: Essence | Arcane Mastery | Producing mana provides 1 Mana per Essense and is done instead of training units or constructing buildings. | ||||
Produce Research | N | Knowledge | Producing Research increases the amount of Research a city provides and is done instead of training units or constructing buildings. | |||||
Produce Wealth | N | Civics | Producing Gildar increases the amount of Gildar a city provides and is done instead of training units or constructing buildings. |