Preserve Buildings - Nature Alignment

Preserve Building Chart

Standard Buildings

Village Hall Village Hall - 500 Gold
Provides 500 gold per day. It is required before you can build any other town structure.
Town Hall Town Hall - 2500 Gold , 5 Wood , 5 Ore
Requires: Village Hall
Provides 750 gold per day.
City Hall City Hall - 2500 Gold , 10 Wood , 10 Ore , 5 Crystal , 5 Gems
Requires: Town Hall
Provides 1000 gold per day.
Fort Fort - 5000 Gold , 20 Wood , 20 Ore
Requires: Village Hall
Builds a level one city wall. It is required to build 1st level creature dwellings.
Citadel Citadel - 7500 Gold , 10 Wood , 10 Ore
Requires: Fort
Builds a moat and level two city wall.
Castle Castle - 7500 Gold , 10 Wood , 10 Ore
Requires: Citadel
Builds a keep and level three city wall.
Tavern Tavern - 500 Gold , 2 Wood
Requires: Village Hall
Allows the recruitment of heroes.
Ranger's Guild Ranger's Guild - 3500 Gold , 20 Wood
Requires: Village Hall
Sells Longbows (500 Gold), Leather (250 Gold), Shields (100 Gold), and Potions of Restoration (500 Gold), Immortality (1000 Gold), Strength (500 Gold), Toughness (500 Gold) and Mana (500 Gold).
Caravan Caravan - 4000 Gold , 10 Wood
Requires: Fort
Sends heroes and creatures to remote locations. Travel time is computed using high (30 move / day) movement rate
Shipyard Shipyard - 2000 Gold , 20 Wood
Requires: Fort, A body of water is required near the town.
Build ships, and allows caravans to travel across bodies of water.
Prison Prison None
Requires: None
Holds captured enemy heroes.
Druid's Hall level 1 Druid's Hall level 1 - 1000 Gold , 2 Wood , 2 Ore , 1 Crystal
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 Druid's Hall level 2 - 1000 Gold , 1 Crystal
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 Druid's Hall level 3 - 1000 Gold , 1 Crystal
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 Druid's Hall level 4 - 1000 Gold , 1 Crystal
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 Druid's Hall level 5 - 1000 Gold , 1 Crystal
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 Conservatory of Chaos - 2500 Gold , 2 Wood , 2 Ore , 2 Mercury
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 Conservatory of Life - 2500 Gold , 4 Wood , 4 Ore
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 Wolf Den - 1500 Gold
Requires: Fort
Generates Wolves.
Fae Trees Fae Trees - 1500 Gold
Requires: Fort
Generates Sprites.
Tiger Den Tiger Den - 3000 Gold , 6 Ore
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 Treetop Lodge - 3000 Gold , 6 Wood
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 Griffin Cliffs - 6500 Gold , 6 Wood , 10 Ore , 4 Crystal
Requires: Citadel, Tiger Den or Treetop Lodge
Generates Griffins. Building the Griffin Cliffs prevents the construction of the Unicorn Glade.
Unicorn Glade Unicorn Glade - 6500 Gold , 12 Wood , 6 Gems
Requires: Fort, Rainbow, Tiger Den or Treetop Lodge
Generates Unicorns. Building the Unicorn Glade prevents the construction of the Griffin Cliffs.
Pyre Pyre - 14000 Gold , 12 Wood , 20 Mercury , 10 Sulfur
Requires: Fort, Creature Portal, Unicorn Glade or Griffin Cliffs
Generates Phoenixes. Building the Pyre prevents the construction of the Magic Forest.
Magic Forest Magic Forest - 14000 Gold , 14 Wood , 6 Ore , 7 Crystal , 7 Gems , 7 Mercury , 7 Sulfur
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 Creature Portal - 6500 Gold , 10 Ore , 5 Gems
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 Rainbow - 1500 Gold , 1 Crystal , 1 Gems
Requires: Village Hall
Gives all creatures +2 luck until the next combat.
Sacred Grove Sacred Grove - 1000 Gold , 4 Wood , 1 Crystal
Requires: Village Hall
Permenently provides the hero with +3 spell points.

Grail Building

Summoning Stone 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
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