0. Empty
#No description#

1. Workshop
#Produces the simplest wooden weapons and leather armor.
Allows heroes to purchase the following items: Short Spear, Short Bow, Common Arrows, Wooden Shield, Leather Jacket.#

2. Forge
#Produces the simplest iron armor and weapons.
Allows heroes to purchase the following items: Knife, Shortsword, Hand Axe, Buckler, Simple Chainmail.#

3. Library
#Heroes can learn new spells here.
Gives access to the simplest spells of Magic Spark, Fatigue, Inspiration.#

4. Granary
#Increases population growth in the demesne. Reduces the risk of famine in the demesne.#

5. Tavern
#Income +1.
Allows you to recruit Mercenaries in the castle's garrison.#

6. Altar
#Reduces the cost of hero resurrection and the performing of rituals by 5~. Increases the morale of the demesne defenders by 1.#

7. Recruiting Station
#Type: Produces the units of the first rank.
Allows the recruitment of Militiamen. Allows hiring the Local Militia guard.
The castle cannot have more than 4 buildings of this type.#

8. Slinger School
#Type: Produces the units of the first rank.
Allows the recruitment of Slingers.
The castle cannot have more than 4 buildings of this type.#

9. Spearman School
#Type: Produces the units of the first rank.
Allows the recruitment of Spearmen.
The castle cannot have more than 4 buildings of this type.#

10. Shooting Ground
#Type: Produces the units of the first rank.
Allows the recruitment of Bowmen.
The castle cannot have more than 4 buildings of this type.#

11. Swordsman School
#Type: Produces the units of the first rank.
Allows the recruitment of Swordsmen.
The castle cannot have more than 4 buildings of this type.#

12. Pikeman School
#Type: Produces the units of the first rank.
Allows the recruitment of Pikemen.
The castle cannot have more than 4 buildings of this type.#

13. Crossbowman School
#Type: Produces the units of the first rank.
Allows the recruitment of Crossbowmen.
The castle cannot have more than 4 buildings of this type.#

14. Brotherhood of Light
#Type: Produces the units of the first rank.
Allows the recruitment of Healers.
The castle cannot have more than 4 buildings of this type.#

15. Barbarian Camp
#Type: Produces the units of the first rank.
Allows the recruitment of Barbarians.
The castle cannot have more than 4 buildings of this type.#

16. Den of Thieves
#Type: Produces the units of the first rank.
Allows the recruitment of Thieves.
The castle cannot have more than 4 buildings of this type.#

17. Brigand Lair
#Type: Produces the units of the first rank.
Allows the recruitment of Brigands.
The castle cannot have more than 4 buildings of this type.#

18. Totem
#Type: Produces the units of the first rank.
Allows the recruitment of Shamans.
The castle cannot have more than 4 buildings of this type.#

19. School of Wizardry
#Type: Studies spells of the first circle.
Allows heroes to learn the spells of Magic Arrow, Magic Armor, Magic Weapon.
Allows to perform the ritual of Enchanted Coffer.
The castle cannot have more than 4 buildings of this type.#

20. Sphere of Winds
#Type: Studies spells of the first circle.
Allows heroes to learn the spells of Slow, Haste, Air Shield.
Allows to perform the ritual of Fair Wind.
The castle cannot have more than 4 buildings of this type.#

21. Sanctuary
#Type: Studies spells of the first circle.
Allows heroes to learn the spells of Curse, Bless, Cure Wounds.
Allows to perform the ritual of Chalice of Life.
The castle cannot have more than 4 buildings of this type.#

22. School of Necromancy
#Type: Studies spells of the first circle.
Allows heroes to learn the spells of Fear, Raise Skeleton, Raise Zombie.
Allows to perform the ritual of Walking Dead.
The castle cannot have more than 4 buildings of this type.#

23. School of Sorcery
#Type: Studies spells of the first circle.
Allows heroes to learn the spells of Dispel, Astral Energy, Web.
Allows to perform the ritual of Extravaganza.
The castle cannot have more than 4 buildings of this type.#

24. Altar of Chaos
#Type: Studies spells of the first circle.
Allows heroes to learn the spells of Summon Imp, Burn Ammo, Vulnerability.
Allows to perform the ritual of Dark Ritual.
The castle cannot have more than 4 buildings of this type.#

25. Stable
#Increases income from Horses by 5. Speeds up the hero's movement from the demesne by 1. Reduces the gold fee of garrison units by 10~. The hero spends 1 mobility point to pass through the demesne with a Stable.#

26. Foundry
#Income from Iron is increased by 5.#

27. Carpenters Guild
#Income from Redwood is increased by 3. Allows building a Sawmill in forest provinces.#

28. Stonemasons Guild
#Allows building an Outpost in provinces.#

29. Diggers Guild
#Allows building a Mine in hilly provinces.#

30. Show Booth
#Improves population mood by 1.#

31. Inn
#Income +2. Attracts better mercenaries to the castle. Allows building a Pub in provinces. Provides 1 contract with the Adventurers guard.#

32. Farmers Market
#Increases population growth in the demesne. Allows building a Mill in plains provinces.#

33. Church
#Reduces the price on resurrecting heroes and performing of rituals by 10~. Increases the morale of the demesne defenders by 2.#

34. Crystal of Power
#Reduces the cost of new heroes by 10~. Allows heroes to receive easy quests. Yields 1 gem per turn.#

35. Sorcerer's Workshop
#Allows heroes to purchase the following items: Short Staff, Simple Wand, Toga, Sandals, Simple Cap.#

36. Pottery
#Income +2. Allows building a Granary in provinces.#

37. Armory
#Allows heroes to purchase the following items: Cudgel, Bastard Sword, Chestpiece, Hand Crossbow, Feathered Arrows. Increases recruits' experience by 5.#

38. Drivers Guild
#Speeds up the hero's movement from the demesne by 1. Allows upgrading a Granary in provinces to a Stable. Reduces the gold fee of garrison units by 10~.#

39. Fort
#Adds space for second rank units in the garrison. Increases the wall strength of the stronghold and adds one battle tower.#

40. Foresters Guild
#Increases income from forest provinces by 1. Allows hiring the Foresters guard.#

41. Builders Guild
#Reduces the cost of construction in the castle by 10~. Allows upgrading an Outpost in provinces to a Fort.#

42. Market
#Income +5. Reduces the cost of buying resources by 10~. Allows building a Storehouse in provinces.#

43. Sages Guild
#Allows building a Library in provinces.#

44. Theater
#Improves population mood in the demesne by 1. Improves population mood in provinces with a Pub, a Tavern, or an Inn by 1.#

45. Merchant Court
#Income +4. Attracts better Mercenaries to the castle. Allows upgrading a Pub in provinces to a Tavern. Provides 2 contracts with the Adventurers guard.#

46. Craft Shop
#Reduces the cost of army recruitment by 10~.#

47. Brewery
#Improves population mood in the demesne by 1. Increases morale of the stronghold's garrison by 2.#

48. Practice Halls
#Increases recruits' experience by 10. Allows hiring the Recruits guard.#

49. Infirmary
#Increases population growth in the demesne. Speeds up restoration of unit hit points in the demesne by 10~ per turn. Reduces the risk of an epidemic in the demesne.#

50. Town Council
#Increases total gold income by 5~. Allows building a Deputy's House in provinces.#

51. Dungeon
#Slows down the unrest growth rate in the demesne. Reduces corruption by 10~.#

52. Shipbuilders Guild
#Allows building a Shipyard in coastal provinces. Allows heroes to travel through one sea province from the stronghold.#

53. Mercenaries Guild
#Attracts better Mercenaries to the castle. Allows hiring the Mercenary guard. Speeds up the arrival of new Mercenaries. Provides gold whenever units are disbanded while in castle garrisons.#

54. Pathfinders Guild
#Speeds up province exploration by 25~. Reveals hidden deposits in forest provinces.#

55. Geologists Guild
#Increases income from hilly provinces by 1. Reveals hidden deposits in hilly provinces.#

56. Herbalists Guild
#Increases income from swamp provinces by 1. Reveals hidden deposits in swamp provinces.#

57. Enchanted Grove
#Yields 1 gem per turn. Allows hiring the Forest Spirits guard. Reduces the delay between rituals by 1.#

58. Traders Guild
#Income +15. Reduces the cost of buying resources by 10~. Allows upgrading a Storehouse in provinces to a Mall.#

59. Winery
#Improves population mood in the demesne by 1. Increases morale of the stronghold's garrison by 2. Allows upgrading a Mill in provinces to a Brewery.#

60. Temple of Immortals
#Reduces the cost of hero resurrection and the performing of rituals by 15~. Increases the morale of the demesne defenders by 3.#

61. Barracks
#Increases recruits' experience by 5. Allows hiring the Light Infantry guard.#

62. Chieftain's Tent
#Allows hiring the Tribe guard.#

63. Hunters Camp
#Allows hiring the Hunters guard. Reduces the fee of garrison units by 10~.#

64. Bandit Lair
#Income +5. Lowers population mood in the demesne by 1. Allows hiring the Cutthroats guard.#

65. Thieves Guild
#Opponents' income -5. Lowers population mood in the demesne by 1. Allows hiring the Gang of Thieves guard.#

66. Lookout Tower
#Increases the attack of the stronghold's towers by 2. Allows hiring the Guards guard.#

67. Watchtower
#Increases the attack of the stronghold's towers by 1. Allows hiring the Watchmen guard.#

68. Warriors Guild
#Increases recruits' experience by 5. Allows hiring the Patrolmen guard.#

69. Abbey
#Improves population mood in the demesne by 1. Allows hiring the Brethren of Light guard.#

70. Haunted Cemetery
#Lowers population mood in the demesne by 1. Allows hiring the Walking Dead guard.#

71. Monastery
#Type: Produces the units of the second rank.
Allows the recruitment of Monks.
The castle cannot have more than 3 buildings of this type.#

72. Guardsmen Barracks
#Type: Produces the units of the second rank.
Allows the recruitment of Guardsmen.
The castle cannot have more than 3 buildings of this type.#

73. Pegasi Stable
#Type: Produces the units of the second rank.
Allows the recruitment of Pegasi.
The castle cannot have more than 3 buildings of this type.#

74. Siege Workshop
#Type: Produces the units of the second rank.
Allows the recruitment of Ballistae.
The castle cannot have more than 3 buildings of this type.#

75. Riding Ground
#Type: Produces the units of the second rank.
Allows the recruitment of Horse Archers.
The castle cannot have more than 3 buildings of this type.#

76. Jousting Arena
#Type: Produces the units of the second rank.
Allows the recruitment of Horsemen.
The castle cannot have more than 3 buildings of this type.#

77. Fighter Barracks
#Type: Produces the units of the second rank.
Allows the recruitment of Thugs.
The castle cannot have more than 3 buildings of this type.#

78. Sorcerers' Circle
#Type: Produces the units of the second rank.
Allows the recruitment of Sorcerers.
The castle cannot have more than 3 buildings of this type.#

79. Assassins Guild
#Type: Produces the units of the second rank.
Allows the recruitment of Assassins.
The castle cannot have more than 3 buildings of this type.#

80. Mages Guild
#Type: Studies spells of the second circle.
Allows heroes to learn the spells of Lightning, Fireball, Flame Blade.
Allows to perform the ritual of Creation.
The castle cannot have more than 3 buildings of this type.#

81. Illusionists Guild
#Type: Studies spells of the second circle.
Allows heroes to learn the spells of Phantom Form, Sleep, Hallucinations.
Allows to perform the ritual of Illusionary Battle.
The castle cannot have more than 3 buildings of this type.#

82. Necromancers Guild
#Type: Studies spells of the second circle.
Allows heroes to learn the spells of Raise Ghoul, Vampirism, Disease.
Allows to perform the ritual of Deadly Terror.
The castle cannot have more than 3 buildings of this type.#

83. Sphere of Stone
#Type: Studies spells of the second circle.
Allows heroes to learn the spells of Create Gargoyle, Rain of Stones, Stone Skin.
Allows to perform the ritual of Gifts of Earth.
The castle cannot have more than 3 buildings of this type.#

84. Temple of Chaos
#Type: Studies spells of the second circle.
Allows heroes to learn the spells of Summon Fiend, Summon Hellhound, Blindness.
Allows to perform the ritual of Chaos Spawn.
The castle cannot have more than 3 buildings of this type.#

85. Temple of Life
#Type: Studies spells of the second circle.
Allows heroes to learn the spells of Restoration, Exorcism, Word of Life.
Allows to perform the ritual of Heavenly Light.
The castle cannot have more than 3 buildings of this type.#

86. Jewelry Store
#Type: Trades in generic items.
Allows heroes to purchase the following items: Copper Ring, Iron Ring, Blacksmith's Bracelet, Commander's Medal.
The castle cannot have more than 4 buildings of this type.#

87. Chain Mail Armory
#Type: Trades in generic items.
Allows heroes to purchase the following items: Banded Mail, Soldier's Overshoes, Open Helmet, Mail Gauntlets, Mail Bracers.
The castle cannot have more than 4 buildings of this type.#

88. Plate Armory
#Type: Trades in generic items.
Allows heroes to purchase the following items: Cuirass, Plate Overshoes, Plate Helmet, Plate Gauntlets, Plate Bracers.
The castle cannot have more than 4 buildings of this type.#

89. Weapon Store
#Type: Trades in generic items.
Allows heroes to purchase the following items: Saber, Poleaxe, Mace, Two-Handed Sword, Round Shield.
The castle cannot have more than 4 buildings of this type.#

90. Carpenter's Shop
#Type: Trades in generic items.
Allows heroes to purchase the following items: Hunting Bow, Light Crossbow, Jagged Arrows, Long Spear.
The castle cannot have more than 4 buildings of this type.#

91. Tanner Store
#Type: Trades in generic items.
Allows heroes to purchase the following items: Tanned Leather Jacket, Leather Overshoes, Leather Hat, Leather Gloves, Leather Belt.
The castle cannot have more than 4 buildings of this type.#

92. Tailor Store
#Type: Trades in generic items.
Allows heroes to purchase the following items: Tunic, Shoes, Hat, Cloth Bracers, Traveling Cloak.
The castle cannot have more than 4 buildings of this type.#

93. Sorcery Store
#Type: Trades in generic items.
Allows heroes to purchase the following items: Dagger, Traveling Staff, Shaman's Wand, Wizard's Gloves.
The castle cannot have more than 4 buildings of this type.#

94. Stonehenge
#Yields 3 gems per turn. Allows hiring the Forest Keepers guard. Reduces the delay between rituals by 1. Provides 1 schematics of the Ancient Pyramid building. Allows the recruitment of Treants if their acorns are present.#

95. Magic Well
#Income +10.#

96. Crystal Garden
#Yields 2 gems per turn.#

97. Trappers Guild
#Allows the recruitment of Basilisks, Spiders and Giant Slugs, if their eggs are present in the treasury. Reduces the gold fee of garrison units by 10~.#

98. Chamber of Commerce
#Income +20. Reduces the cost of buying resources by 10~. Allows upgrading a Tavern in provinces to an Inn.#

99. Treasury
#Income +2~ of gold already available. Reduces gold losses when under plunder by 30~.#

100. Military School
#Increases recruits' experience by 15. Allows hiring the Men of War guard.#

101. Craftsmen Guild
#Reduces the cost of army recruitment by 10~. Reduces the cost of construction in the castle by 10~.#

102. Crystal of Power
#Reduces the cost of new heroes by 15~. Allows heroes to receive medium quests. Yields 2 gem per turn.#

103. Alchemists Guild
#Reduces the cost of buying resources by 10~. Allows to transmute gold to gems and the other way around.#

104. Citadel
#Adds space for third rank units in the garrison. Increases the wall strength of the stronghold and adds one battle tower. Increases the attack of the stronghold's towers by 1 and adds to their protection.#

105. Court
#Slows down the unrest growth rate in the demesne. Allows upgrading a Deputy's House in provinces to a Judge's House. Reduces corruption by 10~.#

106. Pharmacy
#Significantly increases population growth in the demesne. Speeds up restoration of unit hit points in the demesne by 10~ per turn. Allows building an Infirmary in provinces. Reduces the risk of an epidemic in the demesne. Increases income from Mandrakes by 5.#

107. Secret Library
#Yields 2 gems per turn.#

108. Architects Guild
#Reduces the cost of construction in the castle by 10~. Allows upgrading a Fort in provinces to a Citadel.#

109. Moneylender
#Income +2~ of gold already available.#

110. Merchants Guild
#Income +30. Reduces the cost of buying resources by 10~. Allows upgrading a Mall in provinces to a Market.#

111. Seafarers Guilds
#Increases income from coastal provinces by 1. Allows upgrading a Shipyard in provinces to a Port. Allows heroes to travel through two sea provinces from the demesne.#

112. Arena
#Improves population mood in the demesne by 2. Allows building an Arena in provinces. Allows heroes to participate in tournaments and bet on fighters.#

113. Crystal of Might
#Reduces the cost of new heroes by 20~. Allows heroes to receive hard quests. Yields 4 gems per turn.#

114. Healers Guild
#Significantly increases population growth in the demesne. Speeds up restoration of unit hit points in the demesne by 10~ per turn. Allows upgrading an Infirmary in provinces to a Pharmacy. Reduces the risk of an epidemic in the demesne.#

115. Source of Crystals
#Type: Matter transmutation.
Converts 15 gold into 10 gems every turn.
The castle can only have one building of this type.#

116. Source of Gold
#Type: Matter transmutation.
Converts 2 gems into 50 gold every turn.
The castle can only have one building of this type.#

117. Shadow Guild
#Opponents' income -10. Lowers population mood in the demesne by 1. Allows hiring the Secret Agents guard.#

118. Bandit Clan
#Income +10. Lowers population mood in the demesne by 1. Allows hiring the Mob guard.#

119. Dark Brotherhood
#Opponents' income -10. Income +10. Lowers population mood in the demesne by 1.#

120. Officer Academy
#Increases recruits' experience by 10. Allows hiring the Guardsmen guard.#

121. Nomad Camp
#Allows hiring the Nomads guard. Allows heroes to purchase the following items: Nomad Bow, Nomad Arrows, Scimitar.#

122. Secret Monastery
#Yields 2 gems per turn. Allows hiring the Eagle Brotherhood guard. Provides 1 schematics of the Secret Monastery building.#

123. Black Tower
#Yields 3 gems per turn. Lowers population mood in the demesne by 1. Allows hiring the Dark Brotherhood guard. Shoots at enemies during the defense of the demesne. Provides 1 schematics of the Dark Tower building.#

124. Hippodrome
#Income +10. Improves population mood in the demesne by 1. Increases income from Horses by 5.#

125. Cavalry Barracks
#Allows hiring the Cavalry guard. Speeds up the hero's movement from the demesne by 1.#

126. Knightly Order
#Type: Produces the units of the third rank.
Allows the recruitment of Knights.
The castle cannot have more than 2 buildings of this type.#

127. Temple of the Eagle
#Type: Produces the units of the third rank.
Allows the recruitment of Clerics.
The castle cannot have more than 2 buildings of this type.#

128. Siegeworks
#Type: Produces the units of the third rank.
Allows the recruitment of Catapults.
The castle cannot have more than 2 buildings of this type.#

129. Gryphon Nest
#Type: Produces the units of the third rank.
Allows the recruitment of Gryphons.
The castle cannot have more than 2 buildings of this type.#

130. Mages Tower
#Type: Produces the units of the third rank.
Allows the recruitment of Magicians.
The castle cannot have more than 2 buildings of this type.#

131. Torture Chamber
#Type: Produces the units of the third rank.
Allows the recruitment of Executioners.
The castle cannot have more than 2 buildings of this type.#

132. Sphere of Ice
#Type: Studies spells of the third circle.
Allows heroes to learn the spells of Word of Ice, Acid, Mass Slow.
Allows to perform the ritual of Blizzard.
The castle cannot have more than 2 buildings of this type.#

133. Tower of Chaos
#Type: Studies spells of the third circle.
Allows heroes to learn the spells of Dark Pact, Inferno, Summon Demon.
Allows to perform the ritual of Rain of Brimstone.
The castle cannot have more than 2 buildings of this type.#

134. School of High Magic
#Type: Studies spells of the third circle.
Allows heroes to learn the spells of Teleport, Antimagic, Mass Dispel.
Allows to perform the ritual of Magic Barrier.
The castle cannot have more than 2 buildings of this type.#

135. Tower of Restoration
#Type: Studies spells of the third circle.
Allows heroes to learn the spells of Resurrection, Mass Protection, Mass Healing.
Allows to perform the ritual of Heavenly Guard.
The castle cannot have more than 2 buildings of this type.#

136. Tower of Hypnosis
#Type: Studies spells of the third circle.
Allows heroes to learn the spells of Word of Power, Mass Haste, Mass Attack.
Allows to perform the ritual of Mass Insanity.
The castle cannot have more than 2 buildings of this type.#

137. Tower of Necromancy
#Type: Studies spells of the third circle.
Allows heroes to learn the spells of Raise Ghost, Mass Curse, Life Drain.
Allows to perform the ritual of Undead Uprising.
The castle cannot have more than 2 buildings of this type.#

138. Journeyman Jeweler
#Type: Trades in quality items.
Allows heroes to purchase the following items: Copper Bracelet, Malachite Amulet, Silver Ring, Steel Ring.
The castle cannot have more than 3 buildings of this type.#

139. Journeyman Mailmaker
#Type: Trades in quality items.
Allows heroes to purchase the following items: Scale Mail, Heavy Boots, Commander's Helmet, Mail Gloves, Iron Bracers.
The castle cannot have more than 3 buildings of this type.#

140. Journeyman Armorer
#Type: Trades in quality items.
Allows heroes to purchase the following items: Breastplate, Plate Boots, Knight's Helmet, Plate Gloves, Heavy Bracers.
The castle cannot have more than 3 buildings of this type.#

141. Journeyman Smith
#Type: Trades in quality items.
Allows heroes to purchase the following items: Longsword, Battle Axe, Hammer, Claymore, Infantry Shield.
The castle cannot have more than 3 buildings of this type.#

142. Journeyman Carpenter
#Type: Trades in quality items.
Allows heroes to purchase the following items: Partisan, Long Bow, Heavy Crossbow, Heavy Arrows.
The castle cannot have more than 3 buildings of this type.#

143. Journeyman Tanner
#Type: Trades in quality items.
Allows heroes to purchase the following items: Quilted Jacket, Leather Boots, Ranger's Cap, Riveted Gloves, Leather Bracers.
The castle cannot have more than 3 buildings of this type.#

144. Journeyman Tailor
#Type: Trades in quality items.
Allows heroes to purchase the following items: Coat, Light Boots, Turban, Woolen Gloves, Warm Cloak.
The castle cannot have more than 3 buildings of this type.#

145. Journeyman Enchanter
#Type: Trades in quality items.
Allows heroes to purchase the following items: Stiletto, Long Staff, Sorcerer's Wand, Wizard's Sash.
The castle cannot have more than 3 buildings of this type.#

146. Military Academy
#Increases recruits' experience by 20. Allows hiring an additional guard per turn.#

147. Road Network
#Increases income from every province by 1. Increases movement speed over owned provinces by 1. Reduces the gold fee of garrison units by 10~.#

148. Explorers Guild
#Speeds up province exploration by 30~. Allows upgrading a Port in provinces to a Lighthouse.#

149. Castle
#Adds space for fourth rank units in the garrison. Increases the wall strength of the stronghold and adds one battle tower. Increases the attack of the stronghold's towers by 1 and adds to their protection.#

150. Artifact Market
#Allows heroes to purchase simple magic items.#

151. Bank
#Income +3~ of gold already available.#

152. Oracle
#Yields 3 gems per turn. Increases the chance of good events and reduces the chance of bad events. Reduces the delay between rituals by 1.#

153. Town Hall
#Increases total gold income by 10~. Allows building a Town Council in provinces with a Judge's House.#

154. Chapel of Immortals
#Reduces the cost of hero resurrection and the performing of rituals by 30~. Increases the morale of the demesne defenders by 4.#

155. Monstrologists Guild
#Allows the recruitment of Manticores, Hydras, and Phoenixes, if their eggs are present in the treasury. Increases income from swamp provinces by 1. Allows hiring the Monsters guard.#

156. Traveling Circus
#Improves population mood in the demesne by 2. Increases income from provinces with Arenas by 3. Improves population mood in these provinces by 1.#

157. Master Builder Guild
#Reduces the cost of construction in the castle by 10~. Allows building an additional provincial building per turn. Allows upgrading a Citadel in provinces to a Fortress.#

158. Artifact Master
#Allows heroes to purchase quality magic items. Allows hiring the Gargoyle Masters guard. Allows the recruitment of Golems, if their ingots are present.#

159. Tower of Knowledge
#Yields 5 gems per turn. Allows upgrading a Library in provinces to a Magic Tower. Shoots at enemies during the defense of the demesne.#

160. Colosseum
#Improves population mood in all provinces by 1.#

161. Halls of Justice
#Slows down the unrest growth rate in all provinces. Reduces corruption by 20~.#

162. Temple of Peace
#Type: Great Temple.
Increases population growth in all provinces. Improves population mood in all provinces by 1. Improves diplomatic relations.
Decreases income from spoils of war and province plundering by 50~.
The castle can only have one building of this type.#

163. Temple of War
#Type: Great Temple.
Increases income from spoils of war and province plundering by 50~. Reduces the cost of army recruitment by 10~. Increases recruits' experience by 25.
Decreases population growth in all provinces.
The castle can only have one building of this type.#

164. Scaffold
#Slows down the unrest growth rate in the demesne. Allows hiring the Overseers guard. Reduces corruption by 5~.#

165. Mechanics Guild
#Reduces the cost of army recruitment by 5~. Reduces the cost of construction in the castle by 5~. Improves the hero's siege parameter by 3. Allows hiring the Siege Engineers guard.#

166. White Shield Castle
#Increases recruits' experience by 15. Increases the strength of castle walls. Allows hiring the White Shield Order guard.#

167. Celestial Temple
#Income +5. Yields 4 gems per turn. Allows hiring the Winged Guards guard.#

168. Tower of Night
#Yields 10 gems per turn. Lowers population mood in the demesne by 1. Shoots at enemies during the defense of the demesne. Provides 1 schematics of the Tower of Lightning building. Allows hiring the Battlemages guard.#

169. Great Eagle Chapel
#Yields 5 gems per turn. Improves population mood in the demesne by 1. Allows hiring the War Priests guard.#

170. Sacred Order
#Type: Produces the units of the fourth rank.
Allows the recruitment of Paladins.
The castle can only have one building of this type.#

171. Elephant Pen
#Type: Produces the units of the fourth rank.
Allows the recruitment of War Elephants.
The castle can only have one building of this type.#

172. Castle of Darkness
#Type: Produces the units of the fourth rank.
Allows the recruitment of Warlocks.
The castle can only have one building of this type.#

173. Cathedral of Light
#Type: Studies spells of the fourth circle.
Allows heroes to learn the spells of White Magic, Reincarnation, Invulnerability.
Allows to perform the ritual of Gifts of Heaven.
The castle can only have one building of this type.#

174. Necropolis
#Type: Studies spells of the fourth circle.
Allows heroes to learn the spells of Raise Vampire, Mass Disease, Cloud of Terror.
Allows to perform the ritual of Pestilence.
The castle can only have one building of this type.#

175. Sphere of Flame
#Type: Studies spells of the fourth circle.
Allows heroes to learn the spells of Armageddon, Incineration, Firestorm.
Allows to perform the ritual of Conflagration.
The castle can only have one building of this type.#

176. Gates of Chaos
#Type: Studies spells of the fourth circle.
Allows heroes to learn the spells of Summon Devil, Black Magic, Corruption.
Allows to perform the ritual of Demon Invasion.
The castle can only have one building of this type.#

177. Secret Guild
#Type: Studies spells of the fourth circle.
Allows heroes to learn the spells of Time Stop, Dragon Form, Polymorph.
Allows to perform the ritual of Tower of Lightning.
The castle can only have one building of this type.#

178. Psy-Monolith
#Type: Studies spells of the fourth circle.
Allows heroes to learn the spells of Mass Suicide, Enslave Mind, Mass Sleep.
Allows to perform the ritual of Astral Gates.
The castle can only have one building of this type.#

179. Master Jeweler
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Bronze Ring, Golden Ring, Agate Amulet, Silver Bracelet.
The castle cannot have more than 2 buildings of this type.#

180. Master Mailmaker
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Mithril Chainmail, Ironshod Boots, Closed Helmet, Commander's Gloves, Mithril Bracers.
The castle cannot have more than 2 buildings of this type.#

181. Master Platemaker
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Mithril Cuirass, Knight's Boots, Mithril Helmet, Battle Gloves, Armored Bracers.
The castle cannot have more than 2 buildings of this type.#

182. Master Weaponsmith
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Broadsword, Battle Poleaxe, Flanged Mace, Flamberge, Knight's Shield.
The castle cannot have more than 2 buildings of this type.#

183. Master Carpenter
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Halberd, Composite Bow, Guardsman's Crossbow, Mithril Arrows.
The castle cannot have more than 2 buildings of this type.#

184. Master Tanner
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Riveted Jacket, Ranger's Boots, Leather Helmet, Archer's Gloves, Warrior's Belt.
The castle cannot have more than 2 buildings of this type.#

185. Master Tailor
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Mantle, Suede Boots, Silk Gloves, Silk Bracers, Ranger's Cloak.
The castle cannot have more than 2 buildings of this type.#

186. Master Enchanter
#Type: Trades in masterwork items.
Allows heroes to purchase the following items: Cleaver, Battle Staff, Mage's Wand, Wizard's Hat.
The castle cannot have more than 2 buildings of this type.#

187. Capitol
#Increases total gold income by 15~. Allows building a Tax Collector in provinces with a Town Council.#

188. Tower of Artifacts
#Allows heroes to purchase rare magic items. Allows performing an additional ritual per turn. Provides 1 contract with the Ancient Guards guard.#

189. Fountain of Youth
#Increases population growth in all provinces.#

190. Palace
#Improves diplomatic relations. Increases the strength of castle walls. Adds a tower to castle fortifications and increases their strength. Increases the stronghold's towers attack by 1. Attracts better Mercenaries to the castle. Allows upgrading a Fortress in provinces to a Castle. Reduces corruption by 30~.#

191. Elven Quarter
#Allows the recruitment of Elves.#

192. Elven Grove
#Income from forest provinces +2. Gem income +2.#

193. Elven Theater
#Improves population mood in all provinces by 1.#

194. Dwarven Quarter
#Allows the recruitment of Dwarves.#

195. Miners Guild
#Income from hilly provinces +1. Allows hiring the Dwarven Clan guard.#

196. Great Forge
#Income +5. Offers dwarven artifacts for sale. Mithril income +10.#

197. Goblin Quarter
#Allows the recruitment of Goblins. Lowers population mood in the demesne by 1.#

198. Mud
#Increases income from swamp provinces by 3.#

199. Goblin Workshop
#Income +2. Occasionally produces artifacts for sale.#

200. Orcish Quarter
#Allows the recruitment of Orcs. Lowers population mood in the demesne by 1.#

201. Stone Idol
#Increases gem income by 1. Income from provinces inhabited by Orcs +2.#

202. Banner of the Horde
#Allows hiring the Horde guard. Generates orc raids on the neighbors, with a portion of the loot going to the ruler.#

203. Halfling Quarter
#Allows the recruitment of Halflings.#

204. Halfling Market
#Significantly increases population growth in the demesne. Income from plains provinces +1.#

205. Halfling Fair
#Income +15. Improves population mood in the demesne by 1.#

206. Centaur Tents
#Allows the recruitment of Centaurs.#

207. Sacred Flame
#Increases gem income by 3.#

208. Clan Tent
#Income from provinces inhabited by Centaurs +5. Allows hiring the Centaurs guard.#

209. Lizardmen Quarter
#Allows the recruitment of Lizardmen.#

210. Bone Totem
#Increases gem income by 2. Speeds up restoration of unit hit points in the demesne by 10~ per turn.#

211. Pool
#Income from provinces inhabited by Lizardmen +1. Allows hiring the Lizard Guards guard.#

