Stables: Difference between revisions
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The Stables grants the hero a +4 [[Movement]] bonus for the rest of the week. The bonus is added to the hero's movement allowance at the start of each turn, just as [[Logistics]] bonuses are. [[Terrain Penalties]] affect total movement, including any Stables movement bonus. | The Stables grants the hero a +4 [[Movement]] bonus for the rest of the week. The bonus is added to the hero's movement allowance at the start of each turn, just as [[Logistics]] bonuses are. [[Terrain Penalties]] affect total movement, including any Stables movement bonus. | ||
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* As an [[Adventure map]] location. Any [[Cavalier]]s in the hero's army are automatically upgraded to [[Champion]]s at no cost. | * As an [[Adventure map]] location. Any [[Cavalier]]s in the hero's army are automatically upgraded to [[Champion]]s at no cost. | ||
[[Category: Adventure map]] [[Category: Buildings]] |
Revision as of 13:36, 10 December 2013
The Stables grants the hero a +4 Movement bonus for the rest of the week. The bonus is added to the hero's movement allowance at the start of each turn, just as Logistics bonuses are. Terrain Penalties affect total movement, including any Stables movement bonus.
Note: No additional bonus is gained from visiting more than one Stables in the same week.
Stables can be found in two places:
- As a Castle building. Any hero entering the town will gain the movement bonus, as will any garrison hero when the town is viewed. The Stables building is a prerequisite for Training Grounds.
- As an Adventure map location. Any Cavaliers in the hero's army are automatically upgraded to Champions at no cost.