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Buildings Guide
This section contains information about the buildings from the original Majesty game. See also Northern Expansion Buildings Guide for buildings added in Northern Expansion and the Heroes section for more information about the different hero classes.
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| The Palace
The palace is the most important building in your kingdom. It is the throne from which royal decrees are made. Upgrading your palace provides access to additional buildings for your kingdom. The palace includes a certain number of henchmen which increases as the building is upgraded.Henchmen Supported:
- Level 1: 2 Peasants, 1 Tax Collector
- Level 2: 4 Peasants, 2 Tax Collectors, 1 Palace Guard;
- Level 3: 6 Peasants, 3 Tax Collectors, 2 Palace Guards;
| Economic Buildings
Economic buildings comprise of the majority of services in the kingdom and are the backbone of the kingdom's commercial activity and gold revenue.
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| Marketplace
The Marketplace is the center of commercial activity. Heroes frequently come here to purchase essential needs such as healing potions. Trade caravans from distant trading posts will arrive here to drop off goods. The marketplace regularly generates gold revenue at specific intervals.Base Gold Generation and Technologies:
- Level 1: 125 Gold every half a day (300 Gold per day); Market Day (technology), Healing Potions (Item)
- Level 2: 150 Gold every third of a day (450 Gold per day); Ring of Protection (Item)
- Level 3: 175 Gold every quarter of a day (700 Gold per day); Amulet of Teleportation (Item)
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| Trading Post
Trading posts carry on the commerce to more distant locations. Trading posts periodically send caravans to marketplaces. Caravans arriving at marketplaces will generate revenue depending on the level of the marketplace and the distance travels. Heroes may purchase healing potions from trading posts when the capability is researched. (Requires Marketplace) |
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| Guardhouse
Guardhouses offer safe-havens for peasants and tax collectors and garrisons for guardsmen and Solarii. Guardhouses are provide a stalwart obstacle for enemy invaders in fragile areas such as marketplaces and wizards guild.- Level 1: Provides a guard. Arrows (Shoot arrows from the guardhouse)
- Level 2: Veteran Guard (Upgrades the guard provided by the guard house to Veteran Guard)
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| Inn
Inns offer an excellent location for heroes to rest, especially when placed on the frontiers where guilds are far. Inns, generate a decent amount of gold for the kingdom. |
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| Library
A center of learning, the library carries spell scrolls and allow visiting heroes to train intelligence and magic resistance. While most heroes seldom bother to visit, Wizards are commonly found in library learning new spells. (Requires Wizards Guild)- Level 1: Fireball (Spell), Train Intelligence, Train Magic Resistance
- Level 2: Meteor Storm (Spell), Powershock (Spell), Flameshield (Spell)
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| Blacksmith
Where fighting is frequent, better weapons are needed. The blacksmith forges weapons for heroes looking to upgrade their gear. The presence of a blacksmith also reduces the cost of new construction work.- Each additional level sells heroes weapon and armor of +1 damage/armor than that of the previous. See also: Hero Equipment
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| Statue
Statues serve to remind heroes of their sovereign and kingdom. Increases the loyalty of all heroes. |
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| House
Houses provide additional income to your kingdom. (Automatically built as the number of heroes increases) |
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| Fountain
Fountains are symbols of wealth. The construction of a new fountain comes with the recruitment of an additional tax collector. (Automatically constructed for every total of five of any combination of marketplaces, blacksmiths and inns) |
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| Royal Gardens
The Royal Gardens offer a place for heroes to meditate for temporary stat improvement. In addition, special flowers in the garden generate gold revenue for the kingdom (75-100 gold every half day). (Requires level 3 palace) |
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| Gazebo
The Gazebo provides a location for heroes to rest when tired from their quests. (Automatically built when a Royal Gardens is present) |
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| Fairgrounds
The fairgrounds is a huge complex providing festivities. Heroes may gain experience in fairgrounds contests as an alternative to fighting. Each day the fairgrounds generate 100 gold plus an additional 100-150 gold per contestant. (Requires level 3 palace)
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Guild Buildings
Guilds house heroes dedicated to a specific profession. Along with temples, guilds provide the main source of heroes to service the kingdom.
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| Warriors Guild
The warriors guild is the home to warriors, the kingdom's most basic hero. The sturdiness of guild and the ability to instant organize all members (call to arms) offers formidable protection against outside invaders. In conjunction with a Temple to Dauros or a Temple to Fervus, the warriors guild is able to train either Paladins or Warriors of Discord. |
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| Rangers Guild
Home to Ardenia's bow-armed rangers, the Rangers Guild is an excellent choice for sovereigns who wish to uncover unexplored terrain. While nowhere as structurally sturdy as a warriors guild, the Rangers Guild can be moved and relocated when under attack. |
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| Rogues Guild
Some sovereigns may find the service of Rogues to be a necessity for the kingdom's operations. In addition to housing the infamous rogues, the guild has a unique extort feature which instantly collects taxes from all heroes and buildings, with a fraction of the revenue kept by the guild. A level 2 Rogues guild offers heroes to poison their weapons. |
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| Wizards Guild
The Wizards Guild is the home of arcane magic. In addition to providing recruitment of wizards, the wizards guild provides a number of sovereign spells for the player. The guild also offers the service of enchanting weapons and armor of heroes. (Requires level 2 palace)- Level 1: Far Sight, Invisibility; allows equipment to be enchanted +1
- Level 2: Anti-Magic Shield, Lightning Bolt; enchantment +2; allows wizard towers to be enchanted
- Level 3: Lightning Storm, Superhcharge; enchantment +3
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| Wizard Tower
Unlike sovereign spells cast by temples, the wizards guild has a limited casting range. The construction of wizard towers adds additional coverage to wizards guild spells. If a level wizards guild is available, the tower may be enchanted to fire energy at enemy invaders. (Requires Wizards Guild)
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Temples
Temples are built in honor of one of the seven patron deities. All temples offer sovereign spells or an equivalent ability, and allows the recruitment of unique hero classes. Four of the temples have three levels of upgrade, two have two levels, while the unique Temple to Krolm have no additional upgrade levels.
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| Temple to Agrela
Designed to give a sense of peace and tranquility, the Temple of Agrela is built in honor of the goddess of healing. This temple grants healing-related spells and the ability to recruit heroes of the Healer class. (Requires level 2 palace and no temples already built to Krolm, Krypta, or Fervus)Sovereign Spells:
- Level 1: Healing (Heals 100 HP, 400 gold)
- Level 2: Blessing (H2H + 10, Dodge + 15, Parry + 15, Ranged + 10, 100 gold)
- Level 3: Resurrection (Resurrects dead hero, 1500 gold)
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| Temple to Dauros
Dauros, the god of law, offers defensive spells for the building of his temple. When built, the Temple to Dauros allows the recruitment of Monks and, in conjunction with the warriors guild, Paladins. (Requires level 2 palace and no temples already built to Krolm, Krypta, or Fervus)Sovereign Spells:
- Level 1: Stone Skin (Armor +6, 200 gold)
- Level 2: Vigilance (Willpower +10, H2H +10, Ranged + 10, Parry +10, Dodge +10, Damage +6, increased speed, 800 gold)
- Level 3: Petrify (Freezes the target for a period of time. If target resistance is high, duration may be halved, 1500 gold)
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| Temple to Fervus
The temple to Fervus, god of Chaos, is a structure with motifs of animals and wildlife. Unlike the other temples, the Temple to Fervus automatically spawns charmed animals to combat enemy invaders. When built, the Temple to Dauros allows the recruitment of Cultists and, in conjunction with the warriors guild, Warriors of Discord. (Requires level 2 palace and no temples already built to Krolm, Agrela, or Dauros)Sovereign Spells:
- Level 1: Healing (Heals 100 HP, 400 gold)
- Level 2: Illusionary Hero (Creates a duplicate of the target which is identical except it cannot attack, 500 gold)
- Level 3: Vines (Immobilizes the target for a period of time. Targets of high strength may result in half the duration)
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| Temple to Krypta
This imposing temple houses the powerful Priestess class, followers of Krypta the goddess of death. Spells offered by this temple taps the force of the weakness and the undead. (Requires level 2 palace and no temples already built to Krolm, Agrela, or Dauros)Sovereign Spells:
- Level 1: Wither (Decreases strength, attack speed and movement speed)
- Level 2: Animate Bones (Creates a skeleton nearby target unit, 800 gold)
- Level 3: Re-animate (Resurrects dead hero, 1500 gold)
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| Temple to Lunord
This temple is a large and impressive structure dedicated to Lunord the Moon God. His followers are the quick and agile adepts. (Requires level 3 palace and no temples already built to Krolm or Helia)Sovereign Spells:
- Level 1: Winged Feet (greatly increase movement speed of the target)
- Level 2: Wind Storm (Does 10-24 damage and scatters all enemies in a radius)
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| Temple to Lunord
The temple to Helia is dedicated to the Sun Goddess - the sister and rival of Lunord. Construction of this temple allows the recruitment of her followers the Solarii. (Requires level 3 palace and no temples already built to Krolm or Lunord)Sovereign Spells:
- Level 1: Fire Strike (2-15 damage to single target, 350 gold)
- Level 2: Sun Scorch (10-28 damage to all enemies in a radius, 1200 gold)
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| Temple to Krolm
Built for the elder god Krolm, this temple is unique in that it is mutually exclusive with all other temples. The temple of Krolm allows recruitment of Krolm's followers, the barbarians. Unlike the other temples which offers sovereign spells, the temple to Krolm, offers instead, the Rage of Krolm ability which imbues all heroes in the realm with the rage of the elder god. (Requires level 2 palace and no temples already built any other deity)
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Buildings of Gnomes, Elves, and Dwarves
This category lists the buildings belong to non-human races. Typically, kingdoms may have only one of the three non-human races. Therefore, if buildings of Elves are present, no buildings belonging to Dwarves may be built.
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| Gnome Hovel
The filthy gnome hovels neither directly bring greater commerce, nor can they withstand great waves of invaders. On the other hand, the sheer efficiency of gnomes in building new structures can be crucial for sovereigns needing great speed in construction (or repair). (Can only be built at level 1 palace. New Gnome Hovels automatically spawn when existing ones are filled) |
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| Dwarven Settlement
With high hit-points and the ability to fire ballista bolts, the fortress-like Dwarven Settlements provide a tough obstacle for any invaders. Each settlement holds three dwarves who are capable of both fighting and building. (Requires level 2 palace and level 3 blacksmith) |
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| Ballista Tower
Ballista towers can effectively augment the defense of any city by raining down bolts at invaders. (Requires a Dwarven Settlement). |
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| Elven Bungalow
Preferred by sovereigns who focus on economic development, the presence of elves increases the revenue generated by revenue. Each bungalow supports two elves. (Requires an inn and a level 2 marketplace)- Doubles the amount of gold generated by marketplaces
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| Elven Lounge
The Elven Lounge offers heroes a superior choice for luxury when a little rest is needed - so much luxury that they sometimes become distracted from normal duty. (Built automatically when an Elven Bungalow is present) |
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| Gambling Hall
Center of vice, the gambling hall places a distraction for heroes on their normal duty. The gambling hall not only pays no taxes, but lures in heroes with low willpower. Once built, the sovereign is at vain in trying to remove these buildings from their kingdom. (Built automatically when an Elven Bungalow and rogues guild are present) | |
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