Restoration of Erathia Manual Page 83: Difference between revisions
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Mage guilds are centers for spell research and provide spells for heroes to learn. Heroes possessing spell | Mage guilds are centers for spell research and provide spells for heroes to learn. Heroes possessing spell | ||
books — which are available for purchase at mage guilds — automatically learn all spells known to mage | |||
guilds of allied towns they visit, as long as they have the appropriate level of Wisdom (see Secondary | guilds of allied towns they visit, as long as they have the appropriate level of Wisdom (see Secondary | ||
Skills, pg. 35). Each upgrade of a | Skills, pg. 35). Each upgrade of a town's mage guild increases the number of spells available. | ||
Additionally, heroes who spend one day in a town with a mage guild have their spell points replenished. | Additionally, heroes who spend one day in a town with a mage guild have their spell points replenished. | ||
Line 290: | Line 215: | ||
Provides the ability to recruit heroes, | Provides the ability to recruit heroes, | ||
hear rumors, and visit the | hear rumors, and visit the Thieves' Guild. | ||
[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 083]] | [[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 083]] |
Latest revision as of 20:49, 7 December 2023
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Mage Guilds
Mage guilds are centers for spell research and provide spells for heroes to learn. Heroes possessing spell
books — which are available for purchase at mage guilds — automatically learn all spells known to mage
guilds of allied towns they visit, as long as they have the appropriate level of Wisdom (see Secondary
Skills, pg. 35). Each upgrade of a town's mage guild increases the number of spells available.
Additionally, heroes who spend one day in a town with a mage guild have their spell points replenished.
Structure
Cost
Requirements
Benefits
Mage Guild
Level I
2000 Gold
+ 5 Wood + 5 Ore
Village Hall
When the level I mage guild is built, five level I
spells become available for heroes to learn. Heroes
are able to purchase a spell book from the guild for
500 Gold.
Mage Guild
Level II
1000 Gold + 5 Wood
+ 5 Ore + 4 Crystal
+ 4 Gem + 4 Mercury
+ 4 Sulfur
Mage Guild Level I
When the level II mage build is built, an additional
four level II spells become available for heroes to
learn.
Mage Guild
Level III
1000 Gold + 5 Wood
+ 5 Ore + 6 Crystal
+ 6 Gem + 6 Mercury
+ 6 Sulfur
Mage Guild Level II
When the level III mage guild is built, an additional
three level III spells become available for heroes to learn.
This is the highest level mage guild you can
construct in Stronghold and Fortress towns.
Mage Guild
Level IV
1000 Gold + 5 Wood
+ 5 Ore + 8 Crystal
+ 8 Gem + 8 Mercury
+ 8 Sulfur
Mage Guild Level III
When the level IV mage guild is built, an additional
two level IV spells become available for heroes to
learn. This is the highest level of the mage guild you
can construct in Castle towns.
Mage Guild
Level V
1000 Gold + 5 Wood
+ 5 Ore + 10 Crystal
+ 10 Gem + 10
Mercury + 10 Sulfur
Mage Guild Level IV
When the level V mage guild is built, one level V
spell becomes available for heroes to learn.
Marketplace
Resources may be traded for other resources at town marketplaces. While the marketplace traders will
always seek to make a profit, the more marketplaces you have under your control, the better the exchange
rate. In multiplayer games, the marketplace allows you to trade resources with other players. For more
information, see Towns (pg. 49).
Structure
Cost
Requirements
Benefits
Marketplace
500 Gold
+ 5 Wood
Village Hall
Allows resources to be traded.
Tavern
At the town tavern you may hear rumors, check how you are doing compared to your opponents, and
hire new heroes for field or garrison duty. For more information, see Towns (pg. 49).
Structure
Cost
Requirements
Benefits
Tavern
500 Gold
+ 5 Wood
Village Hall
Provides the ability to recruit heroes,
hear rumors, and visit the Thieves' Guild.