Stables: Difference between revisions

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(Any hero entering the town will have +4 (not +6) Movement for the rest of the week.)
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[[Category: Adventure map]]  [[Category: Buildings]]
[[Category: Adventure map]]  [[Category: Buildings]]


An [[Castle]] building.  Any hero entering the town will have +6 [[Movement]] for the rest of the week.  A prerequisite for [[Training Grounds]].
A [[Castle]] building.  Any hero entering the town will have +4 [[Movement]] for the rest of the week. Bonus is counted before [[Terrain Penalties]], but after effect of [[Logistic]].  A prerequisite for [[Training Grounds]].


An [[Adventure map]] location a hero can visit to increase land [[Movement]] by +6 for the rest of the week. Any [[Cavalier]]s in the hero's army are upgraded to [[Champion]]s at no cost.
An [[Adventure map]] location a hero can visit to increase land [[Movement]] by +4 for the rest of the week. Bonus i counted before [[Terrain Penalties]], but after effect of [[Logistic]]. Any [[Cavalier]]s in the hero's army are obligatory upgraded to [[Champion]]s at no cost.


'''Note:''' The movement bonus is considered one and the same, so visiting either after having visted the other won't do any good in that respect.
'''Note:''' The movement bonus is considered one and the same, so visiting either after having visted the other won't do any good in that respect.

Revision as of 19:09, 15 June 2008


A Castle building. Any hero entering the town will have +4 Movement for the rest of the week. Bonus is counted before Terrain Penalties, but after effect of Logistic. A prerequisite for Training Grounds.

An Adventure map location a hero can visit to increase land Movement by +4 for the rest of the week. Bonus i counted before Terrain Penalties, but after effect of Logistic. Any Cavaliers in the hero's army are obligatory upgraded to Champions at no cost.

Note: The movement bonus is considered one and the same, so visiting either after having visted the other won't do any good in that respect.