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





























