Index

Stronghold Buildings

Castles and KeepsSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
MAIN CASTLEMain Castle
Fortified Castle
Stronghold
4BARON0
-20
-40
0
7000
15000
25
100
250
5375
1500
4500
30
70
99
CLERIC KEEPKeep
Fortress
Castle
2CLERIC0
-9
-18
0
2000
8000
20
100
250
5150
800
2500
30
70
99
DWARF KEEPKeep
Fortress
Castle
2DWARF0
-10
-20
0
2000
8000
20
70
180
5100
500
1750
30
70
99
ELF KEEPKeep
Fortress
Castle
2ELF0
-8
-18
0
2500
9000
10
70
150
575
500
1500
20
40
60
FIGHTER KEEPKeep
Fortress
Castle
2FIGHTER0
-10
-20
0
1000
5000
20
80
200
590
400
1100
30
60
90
HALFLING KEEPKeep
Fortress
Castle
2HALFLING0
-10
-15
0
1000
4000
20
60
130
5250
900
2600
30
70
99
MAGE KEEPKeep
Fortress
Castle
2MAGE0
-8
-16
0
3000
10000
10
70
150
550
600
2000
20
40
60
THIEF KEEPKeep
Fortress
Castle
2THIEF0
-5
-10
0
600
2000
20
80
200
560
280
800
10
20
30
OUTPOST2ANYONE-20300010030050
Generates new units at a remote location. Not available until Baron reaches Marquis; can build one per level threeafter.
HousingSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
CLERIC HOUSEChamber
Refuge
Retreat
1CLERIC010
200
800
2
10
5
030
160
500
20
60
99
DWARF HOUSEHome
Hall
Mansion
1DWARF010
200
800
2
7
18
020
100
350
30
60
99
ELF HOUSEHouse
Cottage
Home
1ELF010
250
900
2
7
15
010
120
400
10
40
80
FIGHTER HOUSEResidence
House
Mansion
1FIGHTER010
100
500
2
8
20
018
80
220
20
50
80
HALFLING HOUSELodge
Adobe
Dwelling
1HALFLING010
100
400
2
6
13
050
180
520
30
60
90
MAGE HOUSERoom
Cottage
Manor
1MAGE010
300
1000
2
5
15
015
100
300
10
40
80
THIEF HOUSEHut
Shack
House
1THIEF010
60
200
2
8
20
012
56
160
10
20
40
Training HallsSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
Increases the rate at which units go up in level. Effects all units belonging to the leader, not just the ones in the block with the training hall.
ELF GARDENNursery
Flower Garden
Elf Garden
2ELF-8
-16
-24
1000
5000
10000
00010
20
30
SOCIAL HALLSocial Club
Hall of Fellowship
Social Hall
2HALFLING-10
-17
-24
750
3500
6000
00030
60
99
GUARD HOUSEGuard House
Drill Hall
Training Hall
2FIGHTER
DWARF
-5
-15
-30
500
1000
4000
00025
50
75
TEMPLEShrine
Church
Temple
2CLERIC-5
-15
-25
500
4000
8000
00020
40
80
THIEVES' GUILDDen
Black Market
Guild
2THIEF-4
-10
-22
350
3000
6000
00010
20
30
UNIVERSITYSchool
Collage
University
2MAGE-15
-22
-36
1000
5000
10000
00030
75
99
ARENA#BARON
(at DUKE level)
-25500000065
Increases training stronghold-wide. Available at promotion level Duke. Training boost starts at 40%, and increases 4% for every promotion thereafter. Can only build one.
Food Production and StorageSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
FARMPlot
Farm
Plantation
1ANYONEvariable10
500
3000
0variable010
20
30
TREETree
Grove
Forest
1ANYONE1
5
20
30
400
2000
05
10
30
0N/A
ELF TREEElf Tree
Elf Grove
Elf Forest
1ELF2
6
18
30
600
4000
0
2
10
10
20
40
0
10
100
N/A
GRANARYStorage Shed
Storehouse
Granary
1ANYONE-10
-25
-40
100
600
5000
00500
3000
10000
10
30
60
Stores food. Automatically distributes food to starving leaders when needed.
FORESTER'S CAMP2ANYONE-4100505015
Forester's Camp: Units claim trees automatically after a camp is built.
Gold Production and StorageSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
MINESIron
Gold
Gem
1ANYONE50
125
250
000010
20
20
INNGuest House
Tavern
Inn
2ANYONE15
35
75
2000
4000
8000
15
35
75
0030
50
70
MARKETPLACE1ANYONE51000001
Each one gives 10% access to the Fund. Also improves farm income and food production. Maximum of 10 per leader.
BAKERYBread Shop
Bakehouse
Bakery
2HALFLING4
8
16
800
150
2800
04
8
16
020
40
60
Generates income and produces food. Food rate is 25% of normal in spring, 50% in summer, 100% in fall, and 125% in winter.
BAZAARTrading Post
Trade Faire
Bazaar
2ANYONE+/-5*
+/-15*
+/-40*
400
800
1600
0+/-5
+/-15
+/-40
010
14
22
Buys or sells 5-15-40 food during a food shortage or surplus at rate of one gold piece per food unit. Won't buy food until shortage is empty. Available at promotion level Count.
SCRIBERYClerk's Office
Transcriber's shop
Scribery
2CLERIC6
12
24
500
900
1700
00020
25
30
TOYMAKERWoodcarver
Puppetmaker
Toymaker
2ELF6
12
24
500
900
1700
00020
40
60
VAULTMoney-dealer's Shop
Bank
Vault
2ANYONE-2
-8
-24
500
2000
8000
002000
10000
50000
10
50
90
Works like a granary, but for gold.
Unit Improving BuildingsSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
ARMORYLeatherworks
Shieldsmith
Armory
1DWARF
FIGHTER
-10
-20
-30
400
1700
5000
00020
40
60
Upgrades the armor worn by units, with imporvements increasing with each upgrade. Distributes to one unit per turn. Will not improve a mage's armor.
FORGEMetalworks
Swordmaker's Shop
Forge
1ANYONE
(except MAGE
or ELF)
-10
-20
-30
500
2000
6000
00020
40
60
First level repairs broken weapons, first upgrade makes +1 weapons, second upgrade makes +2. Weapons are distributed to one unit per turn. Multiple Forges distribute faster.
JEWELERTrinketer
Ringmaker
Jeweler
#MAGE-10
-20
-30
750
3000
7000
00025
50
70
Makes rings of protection, +1, +2, and +3. Only makes rings for mages.
MAGIC MILLApothercary
Alchemist's Lab
Magic Mill
#MAGE4
8
16
800
1500
2900
00020
40
60
Generates income. Creates a random chance a Forge, Fletcher, Jeweler or Armory will make a more magical product (+3 instead of +2 weapons, for example). Each upgrade adds a 3% chance of this happening Rings of protection never go above +3.
Level 3 BuildingsSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
BUILDER'S HALL#ANYONE lv3-5100000050
Repairs all damaged buildings for the owner once per year. Two halls allow two repairs a year, etc., up to four halls for times a year. Requires a unit of level 3 or higher to build.
PUBLIC BATHSteam Bath
Bath House
Public Bath
#CLERIC lv3-7
-14
-21
700
1400
2800
00010
20
30
Increases maximum unit size; increase is by 1,2, or 3, according to upgrade level. Each Bath effects 5 units at a time. Requires a Cleric of level 3 or higher to build.
MASON'S HALLBrick Kiln
Stonemasonry
Mason's Hall
#DWARF lv3-5
-10
-15
500
750
1000
00060
75
90
Increases the building construction rate, +10%, +20%, and 30%. Works on three buildings at a time. Requires a Dwarf of level 3 or higher to build.
FLETCHERArrowmaker
Arrowsmith
Fletcher's Shop
#ELF lv3-10
-20
-30
600
2500
6500
00015
30
50
First level repairs broken bows, first upgrade makes +1 bows, second upgrade makes +2. Bows are distributed to one unit per turn. Multiple Fletcheries distribute faster. Requires a Elf of level 3 or higher to build.
GLASSWORKS#THIEF lv3-8150000040
Requieres a level 3 (or higher) thief to build. Incerases the range of towers by 5 blocks. Also distributes mirrors ( to one unit per turn) for use in combat against medusae.
GAMING HALLDice Den
Card Parlor
Gaming Hall
#THIEF lv35
10
20
400
700
1300
00010
15
30
Generates income. Also increases income for inns at the expense of other party members at the rate of 3% per upgrade, up to maximum 50% of the stronghold's total income. For example, if the total Stronghold income is 300, a Dice Den wouls skim 9 gp from that total if the thief owns an inn. Each Hall requires its own inn to generate extra income. Requires a Thief of level 3 or higher to build.
Special BuildingsSizeBuilderIncomeCostPopFood Prod.Food Stor.Durability
TOWERSmall Tower
Tower
Large Tower
1ANYONE-10
-15
-20
500
2000
5000
00030
65
99
Allows units to see surrounding countryside. View ranges are 15 block at first upgrade, then 30 and 45 with the following upgrades. Range increase at higher elevations.
GATESGate
Sturdy Gate
Manned Gate
1ANYONE-8
-10
-12
200
300
450
0
0
4
0010
40
80
Gates allow passage of friendly units only. N/S gates allow E/W passage and vice versa.
WALLSWall
Struday Wall
Manned Wall
1anyone-1
-5
-9
20
50
200
0
0
3
0010
40
80
Walls block passage of non-flying monsters. N/S walls block E/W passage and vice versa.
BRIDGE1ANYONE-520000060
N/S bridges allow N/S passage and vice versa.


BuilderWhich classes can build this building. Some may be built only by specific character classes, some only by the baron, others by anyone.
Income How much money this building produces each turn. A negative number indicates how much the building costs to maintain per turn.
Cost The amount of money required to construct this building.
Population Capacity The number of people this building can house.
Food Production How much food this building creates each turn. For farms and trees, this number reflects spring or summer production. It rises to 125% in the fall and decreases to 25% in the winter. Other factors: near water=200%; green ground=150%; tan ground(hills)=75%; brown ground(high mountains)=37%.
Food Storage How much food the bulding stores.
Durability How long a building lasts while under attack or abandoned.