Academy
Creatures | Structures
The home of Order-aligned troops and magic guilds devoted to Order Magic, containing spells that focus on mind control, creating illusions and countering other spells. The lawful creatures of this town are native to snow terrain.
Common Buildings
Hall
A town's hall is its center of leadership. Your halls provide you with income in the form of gold.
Castle A castle provides a town with increased security. |
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Institute of Magic The Institute of Magic is center for spell research and provide Order spells for heroes to learn. Each upgrade of the Institute increases the number and level of spells available. The two small buildings beneath, are the Clerical and Necromantic Libraries, which allows you to learn spells from the neighbouring magic schools, Life and Death. |
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Shipyard Can be build if the town is near water. Allows you to build, buy and enter ships with your army. |
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Prison If the victor has a prison in one of his towns, a vanquished hero will be locked up until the player that owns him rescues him by conquering the town with the prison. |
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Tavern Hear the latest rumors or hire either a mage, lord, knight, priest, death knight or necromancer starter class hero. For more information check the hero class page. The tavern also raise the morale of siege defenders. |
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Caravan This structure works as a starting point for creature caravans, travelling from town to town. |
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Alchemist Shop In the Alchemist Shop you can buy stat-enhancing equipment and potions. Items available are; Telescope, Mage's Staff, Chain Mail, Potions of Restoration, Precognition, Cold, Fire Resistance and Binding Liquid. |
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Great Library Increases your income, creature growth and strengthen the specialities of the town. |
Dwellings
Specific Buildings
Treasury The Treasury provides an extra 10% gold per week based on your store of gold. |
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University The University enables visiting heroes to learn 4 basic secondary skills from Nobility, Scouting, Life Magic, Order Magic and Death Magic. |