Stables: Difference between revisions

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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 [[Logistics]].  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 [[Logistics]].  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 [[Logistics]]. Any [[Cavalier]]s in the hero's army are obligatory 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 is counted before [[Terrain Penalties]], but after effect of [[Logistics]]. 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 19:13, 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 Logistics. 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 is counted before Terrain Penalties, but after effect of Logistics. 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.