Difference between revisions of "Buildings"
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== Feudal Buildings / Trainers == | == Feudal Buildings / Trainers == | ||
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=== Barracks === | === Barracks === | ||
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|'''Description''' | |'''Description''' | ||
|Only the Guild Leader of a Sovereign Guild can place a barracks within the scope of their city. These stout structures serve as lodging, headquarters, and training facilities of a community's guards and militia. Depending on what types of Officers are assigned to the barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. | |Only the Guild Leader of a Sovereign Guild can place a barracks within the scope of their city. These stout structures serve as lodging, headquarters, and training facilities of a community's guards and militia. Depending on what types of Officers are assigned to the barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. | ||
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|'''Description''' | |'''Description''' | ||
|No matter which deity a Church is consecrated to, it is considered holy ground by all but the most reprehensible folk. As a result, funds or treasures left in a Church's keeping are almost guaranteed to remain there, safe and sound, until their owner returns to retrieve them. | |No matter which deity a Church is consecrated to, it is considered holy ground by all but the most reprehensible folk. As a result, funds or treasures left in a Church's keeping are almost guaranteed to remain there, safe and sound, until their owner returns to retrieve them. | ||
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|'''Description''' | |'''Description''' | ||
|Only the Guild Leader of a sovereign Guild can place city walls, and he can only place them within the zone of control of a Tree of Life. The most obvious defensive structures a city can obtain, wall assets are also the most useful. Tougher than most buildings, city walls can endure an enormous amount of punishment before collapsing, and directly restrict an attacker's access to a city. | |Only the Guild Leader of a sovereign Guild can place city walls, and he can only place them within the zone of control of a Tree of Life. The most obvious defensive structures a city can obtain, wall assets are also the most useful. Tougher than most buildings, city walls can endure an enormous amount of punishment before collapsing, and directly restrict an attacker's access to a city. | ||
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|'''Description''' | |'''Description''' | ||
|These tall, imposing structures are built for their durability and defensive value, not for comfort or extravagance. Designed to serve as strongholds, adventurers are as likely to find a fortress in the depths of the wilderness as they are huddled within the walls of a city. | |These tall, imposing structures are built for their durability and defensive value, not for comfort or extravagance. Designed to serve as strongholds, adventurers are as likely to find a fortress in the depths of the wilderness as they are huddled within the walls of a city. | ||
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|'''Description''' | |'''Description''' | ||
|Providing food to any customer, lodging for weary travelers, and a place for social gatherings, Inns have long been mainstays of civilization. Inns offer a safe haven between adventures and a place to find Tradesmen for hire. | |Providing food to any customer, lodging for weary travelers, and a place for social gatherings, Inns have long been mainstays of civilization. Inns offer a safe haven between adventures and a place to find Tradesmen for hire. | ||
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|'''Description''' | |'''Description''' | ||
|In addition to providing a safe place for Commanders to confer and consider strategy, Siege Tents also serve as workshops for Engineers, who build the massive devices necessary to batter down a City's defenses. | |In addition to providing a safe place for Commanders to confer and consider strategy, Siege Tents also serve as workshops for Engineers, who build the massive devices necessary to batter down a City's defenses. | ||
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|'''Description''' | |'''Description''' | ||
|Ore, gold and other resources harvested throughout the world are stored here in the Warehouse, which serves as a central repository for fortress maintenance and forge supplies. | |Ore, gold and other resources harvested throughout the world are stored here in the Warehouse, which serves as a central repository for fortress maintenance and forge supplies. | ||
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Revision as of 19:40, 2 March 2014
Feudal Buildings / Trainers
Barracks
Cost | 750k |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x2 |
Description | Only the Guild Leader of a Sovereign Guild can place a barracks within the scope of their city. These stout structures serve as lodging, headquarters, and training facilities of a community's guards and militia. Depending on what types of Officers are assigned to the barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. |
Church
Cost | 300k |
Hirelings | Banker |
Extras | - |
Size | 4x5 |
Description | No matter which deity a Church is consecrated to, it is considered holy ground by all but the most reprehensible folk. As a result, funds or treasures left in a Church's keeping are almost guaranteed to remain there, safe and sound, until their owner returns to retrieve them. |
Citadel
Cost | 1.5m |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x5 |
Description | The largest and most extravagant of dwellings, a citadel combines the durability and defensibility of a fortress with the spaciousness of a villa. Unlike most other buildings, the entire roof is accessible, and can be manned to defend against besiegers. |
Feudal Outer Walls
Cost | 50k |
Hirelings | Archer Captain, Wall Archer, Tower Artillery Captain |
Extras | not rankable |
Size | varies |
Description | Only the Guild Leader of a sovereign Guild can place city walls, and he can only place them within the zone of control of a Tree of Life. The most obvious defensive structures a city can obtain, wall assets are also the most useful. Tougher than most buildings, city walls can endure an enormous amount of punishment before collapsing, and directly restrict an attacker's access to a city. |
Forge
Cost | 500k |
Hirelings | Armorsmith and Weaponsmith |
Extras | - |
Size | 4x2 |
Description | Once these were shops where humble blacksmiths made nails, horseshoes, and plough blades. In the chaotic days since the Turning, Forges have shifted to a new primary purpose: the production of the weapons and tools of war. |
Fortress
Cost | 1.2m |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x4 |
Description | These tall, imposing structures are built for their durability and defensive value, not for comfort or extravagance. Designed to serve as strongholds, adventurers are as likely to find a fortress in the depths of the wilderness as they are huddled within the walls of a city. |
Inn
Cost | 300k |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | Providing food to any customer, lodging for weary travelers, and a place for social gatherings, Inns have long been mainstays of civilization. Inns offer a safe haven between adventures and a place to find Tradesmen for hire. |
Magic Shop
Cost | 400k |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 2x2 |
Description | Many students of the arcane have gone into business for themselves, enchanting minor magical items and brewing potions that they then sell to whoever can afford them. The trade has proven immensely lucrative, and even the most superstitious Guilds have come to realize the edge that a well-stocked Magic Shop gives them in a struggle. |
Mercantile
Cost | 350k |
Hirelings | Carpenter, Seamstress, Tailor, Quartermaster |
Extras | - |
Size | 2x2 |
Description | Part general store and part trading post, a Mercantile offers adventurers a place to buy gear and sell items gained through adventure. |
Siege Tent
Cost | 75k |
Hirelings | Siege Engineer, Banker, Innkeeper |
Extras | not rankable |
Size | 2x2 |
Description | In addition to providing a safe place for Commanders to confer and consider strategy, Siege Tents also serve as workshops for Engineers, who build the massive devices necessary to batter down a City's defenses. |
Warehouse
Cost | 500k |
Hirelings | Seneschal |
Extras | not rankable, stores resources |
Size | 2x2 |
Description | Ore, gold and other resources harvested throughout the world are stored here in the Warehouse, which serves as a central repository for fortress maintenance and forge supplies. |
Elven Buildings
Elven Bank
Cost | ? |
Hirelings | Banker |
Extras | - |
Size | 4x5 |
Description | ? |
Elven Barracks
Cost | ? |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x4 |
Description | ? |
Elven Guild Hall
Cost | ? |
Hirelings | Bard, Scout, Thief, Warrior |
Extras | - |
Size | 5x5 |
Description | ? |
Elven Forge
Cost | ? |
Hirelings | Armorsmith and Weaponsmith |
Extras | - |
Size | 4x4 |
Description | ? |
Elven Inn
Cost | ? |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | ? |
Elven Magic Shop
Cost | ? |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 4x4 |
Description | ? |
Elven Mercantile
Cost | ? |
Hirelings | Carpenter, Seamstress, Tailor, Quartermaster |
Extras | - |
Size | 4x4 |
Description | ? |
Elven Sanctum
Cost | ? |
Hirelings | Assassin, Channeler, Necromancer, Priest, Wizard |
Extras | - |
Size | 4x4 |
Description | ? |
Invorii Buildings
Invorii Barracks
Cost | 750k |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x2 |
Description | These stout structures serve as lodging, headquarters, and training facilities for a community's guards and militia. Depending on what types of Officers are assigned to a barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. |
Invorii Church
Cost | 300k |
Hirelings | Banker |
Extras | - |
Size | 4x4 |
Description | No matter which deity a Church is consecrated to, they are considered holy ground by all but the most reprehensible of folk. As a result, funds or treasures left in a Church's keeping are almost guaranteed to remain there, safe and sound, until their owner returns to retrieve them. |
Invorii Citadel
Cost | 1.5m |
Hirelings | Personal Guard, Merchant |
Extras | not rankable |
Size | 4x5 |
Description | The largest and most extravagant of dwellings, citadels combine the durability and defensibility of a fortress with the spaciousness of a villa. Unlike most other buildings, the entire roof is accessible, and can be manned to defend against besiegers. |
Invorii Forge
Cost | 500k |
Hirelings | Armorsmith, Weaponsmith |
Extras | - |
Size | 2x2 |
Description | Once these were shops where humble blacksmiths made, nails, horseshoes, and plough blades. In the chaotic days since the Turning, Forges have shifted to a new primary purpose: the production of the weapons and tools of war. |
Invorii House
Cost | 300k |
Hirelings | Personal Guard, Merchant |
Extras | - |
Size | 2x2 |
Description | These small dwellings represent the most modest form of residence available for heroes and questers. Consisting of but a single room with a few amenities, cottages are still far superior to the slum shacks and shanties of the poor and downtrodden. |
Invorii Inn
Cost | 300k |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | Providing food to any customer, lodging for weary travelers, and a place for social gatherings, Inns have long been mainstays of civilization. Inns offer a safe haven between adventures and a place to find Tradesmen for hire. |
Invorii Magic Shop
Cost | 400k |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 2x2 |
Description | Many students of the arcane have gone into business for themselves, enchanting minor magical items and brewing potions that they then sell to whoever can afford them. The trade has proven immensely lucrative, and even the most superstitious Guilds have come to realize the edge that a well-stocked Magic Shop can give them in a struggle. |
Invorii Mercantile
Cost | 350k |
Hirelings | Carpenter, Seamstress, Tailor, Quartermaster |
Extras | - |
Size | 2x2 |
Description | Part general store and part trading post, a Mercantile offers adventurers a place to buy gear and sell items gained through adventure. |
Invorii Outer Walls
Cost | 50k |
Hirelings | Archer Captain, Wall Archer, Tower Artillery Captain |
Extras | - |
Size | ? |
Description | Only the Guild Leader of a sovereign Guild can place city walls, and he can only place them within the zone of control of a Tree of Life. The most obvious defensive structures a city can obtain, wall assets are also the most useful. Tougher than most buildings, city walls can endure an enormous amount of punishment before collapsing, and directly restrict an attacker's access to a city. |
Irekei Buildings
Irekei Barracks
Cost | 750k |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 2x2 |
Description | These stout structures serve as lodging, headquarters, and training facilities for a community's guards and militia. Depending on what types of Officers are assigned to a barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. |
Irekei Church
Cost | 300k |
Hirelings | Banker |
Extras | - |
Size | 4x4 |
Description | No matter which deity a Church is consecrated to, they are considered holy ground by all but the most reprehensible of folk. As a result, funds or treasures left in a Church's keeping are almost guaranteed to remain there, safe and sound, until their owner returns to retrieve them. |
Irekei Citadel
Cost | 1.5m |
Hirelings | Personal Guard, Merchant |
Extras | not rankable |
Size | 4x5 |
Description | The largest and most extravagant of dwellings, citadels combine the durability and defensibility of a fortress with the spaciousness of a villa. Unlike most other buildings, the entire roof is accessible, and can be manned to defend against besiegers. |
Irekei Forge
Cost | 500k |
Hirelings | Armorsmith, Weaponsmith |
Extras | - |
Size | 2x2 |
Description | An open-walled tent with a sandstone hearth. |
Irekei Inn
Cost | 300k |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | Providing food to any customer, lodging for weary travelers, and a place for social gatherings, Inns have long been mainstays of civilization. Inns offer a safe haven between adventures and a place to find Tradesmen for hire. |
Irekei Magic Shop
Cost | 400k |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 2x2 |
Description | Many students of the arcane have gone into business for themselves, enchanting minor magical items and brewing potions that they then sell to whoever can afford them. The trade has proven immensely lucrative, and even the most superstitious Guilds have come to realize the edge that a well-stocked Magic Shop can give them in a struggle. |
Irekei Mercantile
Cost | 350k |
Hirelings | Seamstress, Tailor |
Extras | - |
Size | ? |
Description | Part general store and part trading post, a Mercantile offers adventurers a place to buy gear and sell items gained through adventure. |
Irekei Outer Walls
Cost | 50k |
Hirelings | Archer Captain, Wall Archer, Tower Artillery Captain |
Extras | - |
Size | 4x5 |
Description | Only the Guild Leader of a sovereign Guild can place city walls, and he can only place them within the zone of control of a Tree of Life. The most obvious defensive structures a city can obtain, wall assets are also the most useful. Tougher than most buildings, city walls can endure an enormous amount of punishment before collapsing, and directly restrict an attacker's access to a city. |
Irekei Temple
Cost | 600k |
Hirelings | Assassin, Channeler, Warrior |
Extras | - |
Size | 4x5 |
Description | These ancient structures serve as the focal points of Irekei culture. Built of sandstone and richly ornamented, every Irekei temple contains a great arena, where the Dragon and the Sun are venerated in lengthy ceremonies, and where disputes among rival Irekei are settled with blades in highly ritualistic duels. |