Name |
Power |
Obelisk of Power |
10% bonus to military offense and defence. |
Temple of the Damned |
15% bonus to military offense for EVIL realms only |
Temple of the Blessed |
15% bonus to military offense for GOOD realms only |
Great Wall |
10% bonus to military defence |
Portals of Transportation |
Troops return 3 hours faster from battle |
Great Market |
10% bonus to employment and 5% to CC production |
Gnomish Mining Machine |
30% bonus to iron production |
Guild of Shadows |
25% bonus to spy strength |
Hanging Gardens |
30% bonus to food production |
Ancient Library |
+20% value to Castle investments
ToDo: Fix when Mike has fixed improvements.
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Halls of Knowledge |
25% bonus to wizard power; 15% less mana cost |
Great Oracle |
Fountain of Youth |
5% bonus to maximum population |
City of Gold |
10% bonus to CC production |
Ruby Monolith |
20% less casualties in battle |
High Cleric's Tower |
All units kills Undead as if they were normal units. Other units with the almost never dies ability dies like normal if attacking owner kingdom. |
Ivory Tower |
50% chance of causing spells cast against owner kingdom to fail. |
Underground Society |
50% chance of causing spy operations targeted on owner kingdom to fail.. |
Factory of Legends |
15% less construction cost. |
Lair of the Dragon |
15% bonus to military defence; 10% bonus to military offense; 20% less food production. |
Imperial Armada |
5% bonus to military defence; Warships cannot be sabotaged in this Kingdom. |
Storage Chambers |
No Lumber rot, Mana drain or Food decay. Cancels with Orb of Destruction. |
Spire of Illusion |
Numbers reported in Clear Sights targeted at owner kingdom will lose accuracery and may be as much as 15% off from actual numbers |
Tomb of Kings |
15% bonus to CC production; 10% bonus to military offense against monarchs. |
Onyx Mausoleum |
Increases enemy casualties on defense with 10%. |
Hall of Heroes |
GOOD realm ONLY
Kingdoms that possesses this wonder is able to train a 5th military unit. Units doesn't go away when wonder is lost, just the ability to train them.
Dwarf: Bezerker 6/4* (A bezerker has a defensive power of 5 against all EVIL races) 1200CC, 150r
Halfling: Scout 3.5/4.5 (Counts as 1 Spy on INFO operations, 3/4 on all others and on defense) 900CC, 40r
Human: Pikeman 3*/5 (Offensive strength +2 per matched Spearman Matched, to a maximum of +6 -More details (A)) 1300CC, 25r
Wood Elf: Zealot 4*/0 (Offensive strength +1 per 20% forested plains and forested hills (buildings inclusive), to a maximum of +4 -More details (A)) 900CC
|
Great City |
NEUTRAL realm ONLY
Kingdoms that possesses this wonder is able to train a 5th military unit. Units doesn't go away when wonder is lost, just the ability to train them.
Gryphons: Gryphon King 0/0 (For each Gryphon king sent to attack, 6 other gryphons reciev +2 on offence; 80% less causalties) 1450CC, 100r
Nomad: Witch 4.5/3.5 (Flying (no ships neaded), Counts as 3/5 Wizard; Can't be targeted by Wizard Assassination) 700p, 35Hg
Insectoids: Dominator 1/1 (Each dominator takes over the enemy unit with highest offecive power. That unit will not count towards your enemies power, and it's offencive power will count towards your power, whenever you are on the offence or defence; Counts as 1/2 Wizard on defense; Can't be targeted by Wizard Assassination) 900CC, 125m
Woodfolk: Ent 15/15 (Max 1 Ent per acre of forest; When constructing the wonder, you get one Ent for free; each Ent sent on attack destroys one additional random building, whenever the attack succeeds or fails ) 3000CC
|
Tavern of Villains |
EVIL realm ONLY
Kingdoms that possesses this wonder is able to train a 5th military unit. Units doesn't go away when wonder is lost, just the ability to train them.
Dark Elf: Dark Priestess 2*/2* (Offensive strength +1 per 10% swamp (buildings inclusive); Defensive strength +1 per 20% swamp (buildings inclusive); Offensive strength +1 against GOOD races; The dark priestess has a total maximum streangth of 9/5; Counts as 1/4 Wizard; Can't be targeted by Wizard Assassination) 1000CC, 20r, 15Hg
Goblin: Snotlings 1.25/1.25 (Counts as 1/4 person toward population and food limits; Increases enemy causalties in combat IF BATTLE WON; 10% more casualties IF BATTLE LOST -More details (E)) 190CC, 5r
Harpies: Bat fiend 6/3 (ALMOST Never Dies -More details (C)) 500CC, 500m
Lizardfolk: Troglodyte 9/5 (Swimming (no ships neaded); 50% more casualties on attack; 25% less casualties on defense;) 1100CC
Troll: Crasher 15/15 (Counts as 2 people toward population and food limits; 25% less casualties; A basher has a defensive and offensive power of 17 against Dwarves, Halflings, Insectoids and Goblins) 2950CC, 325r
Undead: Lost Soul 1.5/1.5 (Trained in 1 hour; Does NOT count toward population limit; Does NOT eat food; LITERALLY never dies; Eats 1/2 mana per hour; Dies instantly if mana runs out;) 600CC, 50m
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