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H7: Would you prefer 2D or 3D townscreens?
2D
3D
I don't care.
game selector


Heroes of Might and Magic V  → Necropolis Common Buildings

by

Untitled Document
CREATURES STATISTICS CREATURES ARTWORK
SKILLS ABILITIES
TOWN BUILDINGS STRATEGY
TOWN BUILDINGS
  NECROPOLIS

 

 

SYLVAN

 

 

 

 

DUNGEON

 

 

  INFERNO
     
Necropolis Town Buildings
 
Special
 
Common Buildings
 
Town

Village Hall

  • The Village Hall allows you to purchase town structures and earns your kingdom 500 gold per day.

Cost: 0

Requirements:
   

Town Hall

  • The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.

Cost: 2000g

Requirements: Town Level 6, Crypt
   

City Hall

  • The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.

Cost: 5000g

Requirements: Town Level 9, Town Hall
   

Capitol

  • The Capitol earns your kingdom 4000 gold per day.

Cost: 10000g

Requirements: Town Level 15, City Hall
Fort

Fort

  • The Fort provides your town with defensive walls.

Cost: 5000g 10w

Requirements: Town Level 3
   

Citadel

  • The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.

Cost: 5000g 10o

Requirements: Town Level 9, Ruined Tower
   

Castle

  • The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.

Cost: 5000g 10w 10o

Requirements: Town Level 12, Citadel
Magic Guild

Magic Guild 1

  • Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.

Cost: 2000g 5w 5o

Requirements: Town Level 3
   

Magic Guild 2

  • Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.

Cost: 1000g 5w 5o 1g 1s 1m 1c

Requirements: Magic Guild 1
   

Magic Guild 3

  • Allows a visiting hero to learn the spells kept within. Adds 3 spells of the third circle.

Cost: 1000g 5w 5o 2g 2s 2m 2c

Requirements: Magic Guild 2
   

Magic Guild 4

  • Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.

Cost: 1000g 5w 5o 3g 3s 3m 3c

Requirements: Magic Guild 3
   

Magic Guild 5

  • Allows a visiting hero to learn the spells kept within. Adds 2 spell of the fifth circle.

Cost: 1000g 5w 5o 5g 5s 5m 5c

Requirements: Magic Guild 4
Other

Tavern

  • The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.

Cost: 500g 5w

Requirements:
   

Shipyard

  • The Shipyard allows you to purchase ships.

Cost: 2000g 20w

Requirements: Town Level 12
   

Marketplace

  • With the Marketplace you can buy and sell resources (exchange rates increase with each Marketplace you own).

Cost: 500g 5w

Requirements:
   

Resource Silo

  • The Resource Silo provides you with an additional +1 mercury each day.

Cost: 5000g 5o

Requirements: Marketplace
   

Blacksmith

  • The Blacksmith provides your armies with warmachines.

Cost: 1000g 5w

Requirements:
Comments

DaemianLucifer at 2006-05-21 15:56 wrote:
I'd love to see that added into H5, if it isn't already..

Unfortunately its not,and most probably wont be in HV

dallasmavs41 at 2006-05-21 15:40 wrote:
Instead of increasing your morale,wouldnt it be better if necro tavern decreased your enemies morale instead?

I'd love to see that added into H5, if it isn't already..

LordHoborgXVII at 2006-04-23 23:16 wrote:
That would be a pretty good change gameplay-wise, and it would set the necro apart a bit. Of course there is the fact that since the attacking enemy are outside the city they would never see the tavern much less be upset by it, but never mind I would still much rather have a tavern which weakens the enemy rather than one which has hardly any effect.

DaemianLucifer at 2006-04-23 21:07 wrote:
Instead of increasing your morale,wouldnt it be better if necro tavern decreased your enemies morale instead?

Sauron at 2006-04-23 21:03 wrote:
It isn't necessari for theme to have all units undead.

Sandro123 at 2006-02-27 20:37 wrote:
i know but they could eliminate the morale bonus for the necro tavern...

Gaidal Cain at 2006-02-16 11:40 wrote:
To hire heroes in, perhaps?

Sandro123 at 2006-02-16 10:53 wrote:
why would necromancers need a tavern since they are not affected by morale???

igoraki at 2006-02-03 15:31 wrote:
Aspiriins - just checked,description in game say wood and ore,but you are right,it gives mercury...

Aspiriins at 2006-02-03 11:36 wrote:
An Error - Resource Silo gives mercury, not a gem (again)

Orfinn at 2006-02-03 07:00 wrote:
Thats gotta be the coolest marketplace ever :D

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