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The Grail building, called Grail Sanctuary in Olden Era, is a type of building in Heroes of Might and Magic series first introduced in Heroes of Might and Magic III that has appeared in every game since. It replaces the Ultimate artifact that appeared in Heroes I and Heroes II.

The Grail building is the supreme building in the town, which provides many bonuses. Usually, the Grail building offers a great gold income and a huge bonus to growth rate in the town, and also provides an additional bonus effect based on the type of town it was built in. Constructing a Grail building requires a hero to carry a special, powerful artifact to the town, either the Grail in Heroes III, IV, and Olden Era, or the Tear of Asha in Heroes V, VI, and VII. Typically, only one Grail building can be built in a game and only near the end of the game.

Heroes III[]

The Grail building in Heroes III provides the kingdom with 5000 gold per day, increases creature production by 50% and gives an extra effect.

Faction Name Image Additional effects
Castle Colossus Increases allied heroes' morale by 2.
Rampart Spirit Guardian Increases allied heroes' luck by 2.
Tower Skyship Reveals the entire map, and provides 150 spell points to defending hero during a siege (not retained after combat).
Inferno Deity of Fire Every week becomes the Week of Imp, which increases the creature growth of imps and familiars.
Necropolis Soul Prison Increases allied heroes' Necromancy skill by 20%.
Dungeon Guardian of Earth Increases the defending hero's Spell Power by 12 during a siege.
Stronghold Warlords' Monument Increases the defending hero's Attack by 20 during a siege.
Fortress Carnivorous Plant Increases the defending hero's Attack and Defense by 10 during a siege.
Conflux Aurora Borealis The town's mage guild contains every spell.

Heroes IV[]

The Grail building in Heroes IV increases gold income by 3000, and provides a bonus to magic spells.

The exception to this is the Stronghold faction, which increases the creature growth. While the text mentions increasing the creature boost of towns of Stronghold faction, it actually increases any allied town's creature growth.

Faction Name Image Magic School Spell increase Additional effects
Haven Holy Avatar Life 50% N/A
Stronghold Festival of Life N/A N/A Doubles the creature growth in the town, and all other allied towns gain 25% to creature growth.
Academy Great Library Order 50% Any Academy town's mage guild contains spells up to level 5, regardless of the level built. If the hero stays in an Academy town with a mage guild, they gain 25% mana points extra for each level of the mage guild constructed beyond level 2.
Preserve Summoning Stone Nature 25% N/A
Necropolis Infernal Effigy Death 50% Increases the effects of Necromancy skill by 50%, and increases the cap of raised creatures by 10%.
Asylum Eye of Chaos Chaos 50% N/A

Heroes V[]

Similar to Heroes III, the Grail building in Heroes V provides the kingdom with 5000 gold per day, increases creature production by 50%, and gives an extra effect.

Faction Name Image Additional effects
Haven Elrath's Sentinel Increases allied heroes' luck by 2.
Inferno Lord of Torments Increases the defending hero's Spell Power by 10 during a siege.
Necropolis Tomb of the Lost Increases allied heroes' Necromancy skill by 50% and provides them with 150 points of Dark Energy.
Sylvan Daughter of Sylanna Increases allied heroes' luck by 2.
Dungeon Mother of Darkness Increases the defending hero's Spell Power by 10 during a siege.
Academy Skyship Increases the defending hero's Knowledge by 10 during a siege.
Fortress Blazing Anvil Increases the defending hero's Spell Power by 6 and defending creatures' Defense by 6 during a siege. Defending Runemages can use Runic Magic without spending resources.
Stronghold Tower of the Khan Increases allied heroes' Attack by 4.


Heroes VI[]

The Grail building retains the same function in Heroes VI as it did in the previous installment. However, it can only be built in a town with a capitol building, and has an additional cost of 15 wood, 15 ore, 15 crystals and 15000 gold. It gives out 5000 gold per day and a bonus of 50% creature growth in the town.

Faction Name Image Additional effects
Haven Elrath's Infinite Mercy After each combat, a third of slain creatures are revived.
Necropolis Asha's Undying Resolve Increases the effects of the Necromancy skill by 100%.
Inferno Urgash's Fiery Wrath Inflicts 1000 Fire damage to the enemy hero's creatures within the town's Area of Control, and inflicts that much damage to enemy creatures besieging the town each turn.
Stronghold Father Sky's Furor All Stronghold creatures begin with Rank 2 Bloodrage at the start of combat.
Sanctuary Shalassa's Frozen Breath There is a 50% chance that if a creature receives a "Chilled" status (halves the creature's movement) from the hero or its creatures, it is replaced by "Frozen" status (makes the movement 0).
Dungeon Mark of Malassa The duration of poison, mind control, and invisibility effects are increased by 1 turn.

Heroes VII[]

The grail retains the same function in Heroes VII as it did in the previous installment. It costs 5 wood, 5 ore, 5 dragoncrystals, 5 starsilver, 5 dragonsteel, 5 shadowsteel and 4000 gold, and needs the town level to be at level 15.

Faction Name Image Additional effects
Haven Elrath's Infinite Mercy After each combat, 10% of fallen creatures are revived.
Stronghold Father Sky's Furor Stronghold heroes start with 4 additional Bloodrage.
Academy Arcane Portal +100 maximum mana to all allied heroes.
Necropolis Asha's Undying Resolve Increases the effects of the Necromancy skill by 10%.
Sylvan Sylanna's Perfect Balance At the start of the combat, each Sylvan hero marks every enemy creature.
Dungeon Mark of Malassa Spies can plunder and sabotage two additional map objects.
Fortress Arkath's Eternal Flame Provides four major and four relic artifacts and The Fire Drake artifact when built.

Olden Era[]

In Heroes of Might and Magic: Olden Era, the Grail Sanctuary does not cost any resources, and boosts the growth rate of creatures in the city by 100% in addition to a bonus effect.

Faction Name Image Additional effects Flavor Text
Temple The Golden Calf The owner's cities produce 1000 gold and 1 of each other resource daily. The Splendor of the Sun must reach all that wish to see it. May the Era of the Chalice begin!
Necropolis Everserpent Covers the map in fog of war for the enemies. The necromancers have coveted the secret of dragon reanimation for centuries. Now, that secret is theirs to keep.
Sylvan Spring of Life Provides additional growth in all cities. All life is sacred. All life is everflowing.
Dungeon Spy Network Completely removes the fog of war for the owner. For every general and noble in Jadame, there are three sets of eyes watching their moves in the name of the Triumvirate.
Hive Chorus Conductor All allied heroes and allied creatures receive extra attack in battle. All heroes, hero spells, and creatures receive extra lucky strike damage. They heard their Master direct them and they sang in unison and bliss.
Schism Firmament's Abyss Building a mage guild in this city unlocks all spells of the corresponding tier. What is the sky's firmament if not a reflection of the Abyss?
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