Preserve Buildings - Nature Alignment
Standard Buildings
![]() |
Village Hall -
500 Provides 500 gold per day. It is required before you can build any other town structure. |
![]() |
Town Hall -
2500 Requires: Village Hall Provides 750 gold per day. |
![]() |
City Hall -
2500 Requires: Town Hall Provides 1000 gold per day. |
![]() |
Fort -
5000 Requires: Village Hall Builds a level one city wall. It is required to build 1st level creature dwellings. |
![]() |
Citadel -
7500 Requires: Fort Builds a moat and level two city wall. |
![]() |
Castle -
7500 Requires: Citadel Builds a keep and level three city wall. |
![]() |
Tavern -
500 Requires: Village Hall Allows the recruitment of heroes. |
![]() |
Ranger's Guild -
3500 Requires: Village Hall Sells Longbows (500 |
![]() |
Caravan -
4000 Requires: Fort Sends heroes and creatures to remote locations. Travel time is computed using high (30 move / day) movement rate |
![]() |
Shipyard -
2000 Requires: Fort, A body of water is required near the town. Build ships, and allows caravans to travel across bodies of water. |
![]() |
Prison None
Requires: None Holds captured enemy heroes. |
![]() |
Druid's Hall level 1 -
1000 Requires: Village Hall Teaches 3 Level One Nature Magic spells. Heroes who visit regain up to 35% of their spell points. Heroes who spend the night recover all of their spell points. |
![]() |
Druid's Hall level 2 -
1000 Requires: Druid's Hall level 1 Teaches 3 Level Two Nature Magic spells. Heroes who visit regain up to 50% of their spell points. Heroes who spend the night recover all of their spell points. |
![]() |
Druid's Hall level 3 -
1000 Requires: Druid's Hall level 2 Teaches 3 Level Three Nature Magic spells. Heroes who visit regain up to 65% of their spell points. Heroes who spend the night recover all of their spell points. |
![]() |
Druid's Hall level 4 -
1000 Requires: Druid's Hall level 3 Teaches 2 Level Four Nature Magic spells. Heroes who visit regain up to 80% of their spell points. Heroes who spend the night recover all of their spell points. |
![]() |
Druid's Hall level 5 -
1000 Requires: Druid's Hall level 4 Teaches 1 Level Five Nature Magic spells. Heroes who visit or spend the night recover 100% of their spell points |
![]() |
Conservatory of Chaos -
2500 Requires: Druid's Hall level 1 Teaches Chaos Magic spells. Depending on the level of the mage guild, it teaches 2 spells each for levels One, Two and Three and 1 spell each for Levels Four and Five. |
![]() |
Conservatory of Life -
2500 Requires: Druid's Hall level 1 Teaches Life Magic spells. Depending on the level of the mage guild, it teaches 2 spells each for levels One, Two and Three and 1 spell each for Levels Four and Five. |
Creature Dwellings
![]() |
Wolf Den -
1500 Requires: Fort Generates Wolves. |
![]() |
Fae Trees -
1500 Requires: Fort Generates Sprites. |
![]() |
Tiger Den -
3000 Requires: Fort, Sacred Grove, Wolf Den or Fae Trees Generates White Tigers. Building the Tiger Den prevents the construction of the Treetop Lodge. |
![]() |
Treetop Lodge -
3000 Requires: Fort, Ranger's Guild, Wolf Den or Fae Trees Generates Elves. Building the Treetop Lodge prevents the construction of the Tiger Den. |
![]() |
Griffin Cliffs -
6500 Requires: Citadel, Tiger Den or Treetop Lodge Generates Griffins. Building the Griffin Cliffs prevents the construction of the Unicorn Glade. |
![]() |
Unicorn Glade -
6500 Requires: Fort, Rainbow, Tiger Den or Treetop Lodge Generates Unicorns. Building the Unicorn Glade prevents the construction of the Griffin Cliffs. |
![]() |
Pyre -
14000 Requires: Fort, Creature Portal, Unicorn Glade or Griffin Cliffs Generates Phoenixes. Building the Pyre prevents the construction of the Magic Forest. |
![]() |
Magic Forest -
14000 Requires: Fort, Conservatory of Chaos, Unicorn Glade or Griffin Cliffs Generates Faerie Dragons. Building the Mgic Forest prevents the construction of the Pyre. |
Special Buildings
![]() |
Creature Portal -
6500 Requires: Druid's Hall Level 1, Unicorn Glade or Griffin Cliffs Allows you to summon variety of magical creatures. Summons: Leprechauns, Satyrs, Air Elementals, Earth Elementals, Fire Elementals, Water Elementals, Waspworts, and Mantises. |
![]() |
Rainbow -
1500 Requires: Village Hall Gives all creatures +2 luck until the next combat. |
![]() |
Sacred Grove -
1000 Requires: Village Hall Permenently provides the hero with +3 spell points. |
Grail Building
![]() |
Summoning Stone
Requires: Grail Provides 3000 gold per day. Also, the strength of all Nature Magic spells are increased by 25%. |





























