A list of the adventure map structures in Heroes of Might and Magic IV.
Attribute modifier[]
| Name | Image | Description | Flavour Text |
|---|---|---|---|
| Arena |
|
The hero gains +3 melee and ranged defense. | The instructor hands [hero] an old, dented shield and nothing else. Then the instructor pulls out a sword wrapped in cloth and says, "Try not to get hit!" An hour later, [hero] is a bit battered and bruised, but he/she has learned a little something about defense.
If visited after gaining the bonus: As much as the instructors would love to beat on you some more, they turn you away to give other inexperienced students the opportunity. |
| Buoy |
|
Provides +1 morale for the next battle that the hero fights. | |
| Faerie ring |
|
Provides +1 luck for the next battle that the hero fights. | Not sure what to expect, you step into the Faerie Ring. Immediately, your worries disappear. You laugh and play with the childlike faeries, having such a great time that you never want to leave. Alas, the time comes for you to move on, but you feel a little luckier.
If visited after gaining the bonus: Sure, you enjoy frolicking with the Faeries, but you simply don't have the time to play right now. |
| Fountain of Fortune |
|
Provides +1 luck for the next battle that the hero fights. | Those who toss a copper coin into a Fountain of Fortune are granted a temporary increase to their luck.
If visited after gaining the bonus: You could toss a fortune into this Fountain of Fortune, but it will not make you any luckier until the effects of your pervious visit wears off. |
| Idol of Fortune |
|
Provides +1 morale for the next battle that the hero fights. | A lost civilization created this Idol of Fortune. Not much is known about that ancient society, but everyone knows a simple touch of the Idol will improve your day.
If visited after gaining the bonus: You touch the Idol of Fortune, but you don't feel any different from before. Come back after your next battle. |
| Learning stone |
|
Gives 1000 experience to a visiting hero. Can be visited once per hero. | The mystical powers of the Learning Stone are still unknown, but a hero who stares into its surface benefits from the experience of those who have visited it in the past. [Hero] learns much from the brief moment she looks at the Stone.
If visited after gaining the bonus: Unfortunately, the powers of a Learning Stone can only be used once, and you have already visited this one. |
| Mercenary camp |
|
Grants a one-time bonus of +3 to the speed skill of visiting heroes. | [Hero] drills with some of the new mercenaries and learns that these men stress fast reflexes over strength. After some extensive lessons, his/her combat speed improves.
If visited after gaining the bonus: The mercenaries welcome you back to their camp, but they explain that there is nothing more you can learn from them. |
| Tree of Knowledge |
|
Provides an extra level for any hero that visits it, for either 2500 gold or 5 gems. | The branches of this massive, ancient tree sway back and forth even though there is no wind. And then you hear a disembodied voice say, "If you have come for the knowledge of the tree, place [amount resources] in the ground beneath me!
After paying: You bury [amount resources] among the roots of the Tree of Knowledge and immediately advance a level!" |
| Witch's hut |
|
Heroes can visit the hut to learn a magic secondary skill. | You sit down with the crone who lives in this Witch's Hut, giving her a few moments of your time. She is so pleased to have someone to talk to that she gives you a tiny vial. "Drink it!" she tells you. "That little potion will teach you [magic skill].
After confirming: You know you shouldn't be drinking potions from a strange witch, but you throw caution to the wind and gulp down the entire vial. Suddenly, you are skilled in [magic skill]. If hero already knows the skill: You drink the crone's potion and cringe at its bitter aftertaste. "Oh, my!" says the old woman. "You can't learn [magic skill] twice. Too bad! |
| Sacred Fountain |
|
The hero gains +3 spell points. | [Hero] takes a sip from the Sacred Fountain's cool water, and his/her spell points immediately increase.
If visited after gaining the bonus: A hero can only benefit from a Sacred Fountain once, and you have already visited this one. |
| Training Grounds |
|
The hero gains +3 attack. | The Training Master calls [hero] out in front of everyone for a sparring match. By the time the match is over, [hero] has learned a few things about combat as well as gained a few new bruises.
If visited after gaining the bonus: The Training Master turns you away because you have already studied at this location. It's time to let others benefit from his experience. |
| Dream Teacher |
|
Gives 500 experience to a visiting hero, plus 500 more for each other Dream Techer they've visited this map. Can be visited once per hero. | [Hero] sits beneath the giant rat head of the Dream Teacher, closes his/her eyes, and suddenly finds herself inside a room with bookshelves lining every wall. There are no doors! For what seems like days, a cloaked figure reveals the secrets of those many books. Then [hero] wakes to find only a few seconds have passed!
If visited after gaining the bonus: You sit beneath the Dream Teacher but you are unable to fall asleep. Prehaps you have already learned all that it can teach. |
| Spring of Speed |
|
Grants a temporary bonus of +2 to the speed skill of visiting heroes. | Where does the power of this Spring of Speed come from? No one knows. But if you walk barefoot through the cool water it will increase your speed temporarily.
If visited after gaining the bonus: As you try to step into the Spring of Speed, the surface of the water suddenly becomes as solid as steel. It won't allow you in until the effects of your previous wading wears off. |
| Pool of Power |
|
Grants a temporary bonus of +20% damage and +20% hit points to visiting heroes. | You submerge yourself completely in the mystical waters of the Pool of Power, holding your breath for as long as you can. Its magical energy courses through your body as it grants you a temporary increase to both your damage in combat and your hit points.
If visited after gaining the bonus: The water itself squeezes you tight, drawing you beneath its surface. Just when you think you are about to drown, it throws you to the muddy banks of the Pool - a reminder not to be greedy. |
| Fountain of Vigor |
|
Grants a temporary bonus of +20% hit points to visiting heroes. | Some believe this fountain gathers its powers from deep within the earth. As you bathe in the surprisingly warm water, you feel it seep into your pores, giving you a temporary increase to your hit points.
If visited after gaining the bonus: No matter how many times you bathe in the Fountain of Vigor, it will not grant you any additional benefit until the original effects wear off. At least you smell good. |
| Fountain of Strength |
|
Grants a temporary bonus of +20% damage to visiting heroes. | It is told that a Barbarian war good once washed his wounds in this fountain. Ever since, any who drink its cool water gains a temporary increase to the damage they do in combat.
If visited after gaining the bonus: The water is refreshing, but its magic already courses through your muscles. |
| Sapphire of Defense |
|
Grants a one time boost of +6 defense. | You pick up the Sapphire of Defense and have enough time to wonder about its worth when its power seeps into your skin. All that is left of the gem is a lifeless gray rock. |
| Opal of Magic |
|
Grants a one time boost of +6 spell points. | As you admire the beauty of this Opal of Magic, a sudden flash leaves spots before your eyes. Then the Opal disappears, bestowing its power upon you! |
| Emerald of Speed |
|
Grants a one time boost of +2 speed. | The moment you touch the Emerald of Speed it floats out of you grasp and flies in circles around your body. Soon, it becomes a green blur, surrounding you, absorbing you! And just as quickly it disappears. |
| Ruby of Offense |
|
Grants a one time boost of +6 attack. | One moment you were holding the Ruby of Offense, the next it melts into a pool of hot ooze! The liquid drips between your fingers, staining your skin as it grants you its incredible power. |
| School of Magic |
|
Teaches one of the two magic skills for 2000 gold. | The instructors at this School of Magic believe strongly in specialization. Hence, they will only teach you one skill. You have your choice, of course, but afterwards you can never study here again. What do you want to learn?
After paying: You count out the tuition fee for [magic skill] class and someone points the way. You best hurry. Class is in session! If visited after learning a skill: The doorman at this School of Magic asks your name and immediately consults his admissions list. Finally, he shakes his head, rudely refusing to allow you inside. |
| Magic University |
|
Teaches up to four different magic skills for 2000 gold. | |
| Library |
|
Enhances one of the magic skills for 2000 gold. | The librarian quietly explains the long list of rules here at the Library. However, all that matters to you is that, for a small fee, you can study just about any magic-related topic.
After paying: You count out the tuition fee for class and someone points the way. You best hurry. Class is in session!
You convince the Librarian to show you a list of the volumes stored in this Library. Quickly, you come to realize that you have already read many of these books and you have no interest in reading the rest." |
| School of War |
|
Teaches one of the two might skills for 2000 gold. | At this School of War, you can train with some of the best-known heroes in the land. You study a list of faculty names, recognizing most of them. For a mere 2000 gold you could learn a new skill and later share a tankard with a famous warrior!
After paying: You count out the tuition fee for [might skill] class and someone points the way. You best hurry. Class is in session! If visited after learning a skill: One of the teaches exists the School of War as you're walking in. He stops to examine your face, and then suddenly recognition dawns on him. "You shouldn't be studying here!" he says. "There is nothing for you to learn here." |
| War University |
|
Teaches up to four different might skills for 2000 gold. | |
| Veteran's Guild |
|
Enhances one of the might skills for 2000 gold. | When a soldier or hero becomes too old to spar with the younger adventurers, they usually become members of the Veteran's Guild. But their vast knowledge isn't lost. For a fee, they can teach you how to improve one of your non-magic skills.
After paying: You pay the proper fee and sit down with one of the veterans, learning much in a short time. If visited after the enhancement: It's fun talking to the old heroes about their incredible (and certainly exaggerated) accomplishments, but tall tales are about the only thing you can learn here." |
| Beastmaster's Hut |
|
Heroes can visit the hut to learn a [might skill]. | The old Beastmaster presents to you a crude bowl filled with huge, coppery beetles. "Those are magical war beetles!" he says "Very rare. Very potent. If you eat one, you will learn [might skill]." Who will eat the beetles?
After confirming: Since you've never tasted beetle before, you plop one of the big insects in your mouth and crunch down, immediately learning [might skill] If hero already knows the skill: The old Beastmaster presents to you a crude bowl to you filled with huge, coppery beetles. "Those are magical war beetles!" he says. "Very rare. Very potent. If you eat one, you will learn something about [might skill]." Fortunately, you already know [might skill], so you won't have to eat one. |
| Altar of Tactics |
|
Teaches a Tactics skill. One use only. | This Altar of Tactics teaches those who visit it one Tactics skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Tactics. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Life Magic |
|
Teaches a Life Magic skill. One use only. | This Altar of Life Magic teaches those who visit it one Life Magic skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Life Magic. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Combat |
|
Teaches a Combat skill. One use only. | This Altar of Combat teaches those who visit it one Combat skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Combat. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Nobility |
|
Teaches a Nobility skill. One use only. | This Altar of Nobility teaches those who visit it one Nobility skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Nobility. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Order Magic |
|
Teaches an Order Magic skill. One use only. | This Altar of Order Magic teaches those who visit it one Order Magic skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Order Magic. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Nature Magic |
|
Teaches a Nature Magic skill. One use only. | This Altar of Nature Magic teaches those who visit it one Nature Magic skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Nature Magic. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Death Magic |
|
Teaches a Death Magic skill. One use only. | This Altar of Death Magic teaches those who visit it one Death Magic skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Death Magic. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Scouting |
|
Teaches a Scouting skill. One use only. | This Altar of Scouting teaches those who visit it one Scouting skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Scouting. There is nothing for you to learn here, so do you want to destroy it? |
| Altar of Chaos Magic |
|
Teaches a Chaos Magic skill. One use only. | This Altar of Chaos Magic teaches those who visit it one Chaos Magic skill. Any who want to study here simply need to place their hands within the sparkling magic.
If there is no room for a new skill: Unexpectedly, a mystical force knocks you back from this Altar of Chaos Magic. There is nothing for you to learn here, so do you want to destroy it? |
| Clover Field |
|
Provides +1 luck for the next battle that the hero fights. | You wander upon a Clover Field. Soon, you realize that every clover in this field has four leaves. How incredible! Knowing that some of its luck will rub off on you, you pluck one of the clovers and tuck it safely under your belt.
If visited after gaining the bonus: How many four-leafed clovers do you need? They wouldn't make you any luckier even if you had a thousand of them tucked into your clothes. Come back again after your next battle. |
| Fountain of Youth |
|
Provides +1 morale for the next battle that the hero fights. | The Fountain of Youth may be a misleading name. It doesn't actually make a person younger, but it does make them feel optimistic and confident in every action they take.
If visited after gaining the bonus: There is only so much a person can gain from the Fountain of Youth. Come back when its effects wear off. |
| Blessing Stone |
|
Provides +1 morale and +1 luck for the next battle that the hero fights. | Primitive warriors used to kiss this weathered statue before going into because they believed the Blessing Stone granted them luck and courage in their next battle. So, you walk right up to the worn rock and give it a big smooch!
If visited after gaining the bonus: Do you enjoy kissing rocks that much? The effects from the last time you kissed the Blessing Stone still haven't worn off. |
| Rainbow |
|
Provides +2 luck for the next battle that the hero fights. | Sure, everyone has seen a Rainbow, but few actually find the spot where it begins. This must be your lucky day!
If visited after gaining the bonus: The Rainbow is beautiful to look at, but that's about all you can do right now because you have already visited this one. |
| Temple of Life |
|
Provides +2 morale to Life aligned units, and +1 morale to Order and Nature aligned units. | If visited by Life, Order or Nature units:
You approach the Temple of Life with solemn reverence and kneel before it. As you begin praying you feel a presence watching over you, removing all your fears and doubts. If visited by Might, Death and Chaos units: Upon entering this Temple of Life, you are momentarily stunned by a blinding light. A smothering warmth envelops your body, so you bolt back outside before that self-righteous goodness overpowers you. |
| Temple of Order |
|
Provides +2 morale to Order aligned units, and +1 morale to Life and Death aligned units. | If visited by Order, Life or Death units:
Of course, there are papers to be signed first, but the priests of this Temple of Order agree to allow you exactly fifteen minutes of prayer. That should be enough time for you to gain the benefits this Temple has to offer.
So sterile! It's as if the architect of this Temple of Order took great pains to ensure that this structure had no personality whatsoever. You're afraid that if you enter it, you will become as rigid and bland as those who pray here. |
| Temple of Nature |
|
Provides +2 morale to Nature aligned units, and +1 morale to Life and Chaos aligned units. | If visited by Nature, Life or Chaos units:
You catch the smell of jasmine and lavender as you enter the Temple of Nature. Hummingbirds flit above you, and a family of rabbits hop by your feet. You drop to one knee, scoop up a handful of rich soil, and pray for the courage of a bear.
The unkempt wilderness of this Temple of Nature resembles a campground more than a place of worship. There are no sacred artifacts here - in fact, nothing at all but dirt, rocks, and foul-smelling plants. You wonder why would anyone would pray in such a mundane place as you kick a pesky bunny out of your way. |
| Temple of Death |
|
Provides +2 morale to Death aligned units, and +1 morale to Order and Chaos aligned units. | If visited by Death, Order or Chaos units:
You leave your offering at the door and enter the Temple of Death. Inside, you are swallowed by darkness and the stench of rotting flesh. The dark power of this place feeds on you, drinking in your energy. And in return it promises that you will win your next battle. Of course, it could be lying, but you won't know until it is too late.
You can barely stand to look upon the foul edifice of this Temple of Death without retching. What depraved soul could worship at such an unholy place? If only you could cleanse the world of such atrocities. |
| Temple of Chaos |
|
Provides +2 morale to Chaos aligned units, and +1 morale to Nature and Death aligned units. | If visited by Chaos, Nature or Death units:
No one maintains this Temple of Chaos, but then no priest is needed either. Here, you worship in whatever way you want. You can set the altar on fire or paint your name in blood on the wall. There are no rules, and you find such freedom empowering.
As you cautiously enter the unstable structure that passes for the Temple of Chaos, you wonder how anyone can possibly pray here. There's so much filth on the floors you can barely walk. And what's that on the altar, scorch marks? You quickly leave before the walls come crashing down around you or some madman decides to use you as a sacrifice. |
[]
| Name | Image | Description | Flavour Text |
|---|---|---|---|
| Shrine | ![]() Level 1 Shrines |
Teaches a spell of the appropriate level and school, as long as the hero has the correct skills needed to learn it. | Slowly, you touch the Shrine with both hands. An energy passes through your skin, enveloping you. Sensing your familiarity with [School] magic, it passes on knowledge of this mystical place.
You place your hands on the Shrine, but as its magical energy flows through your body you realize that you already possess its knowledge. If the hero doesn't have the right skills: When you touch this Shrine of Magic, you feel an energy flow quickly into and out of your body, leaving your knees weak. You realize you must be trained in [required skill] before you can study here. |
| Magic well |
|
Restores the hero's spell points equal to 35% of the maximum amount. | Ancient wizards found a way to tap pockets of mana just like someone taps a pool of underground water. So, they created Magic Wells such as this one to replenish some of the spell points they use in battle. |
| Fountain of Magic |
|
Restores the hero's spell points equal to 50% of the maximum amount. | A Fountain of Magic used to be found only around libraries of magic. Oddly, even though those libraries are long gone, the Fountains remain. You take a drink of the icy water, replenishing some of your spell points. |
| Magician's Pool |
|
Restores the hero's spell points equal to 65% of the maximum amount. | The process of creating a Magician's Pool is guarded by only a few powerful wizards. Simply by dunking your face into the shimmering water, you regain some of your spell points. |
| Lake of the Scarlet Swan |
|
Restores the hero's spell points equal to 80% of the maximum amount. | The Scarlet Swan - mystical beast known as much for its fickle personality as its magical ability. When they come to lakes like this one to breed, they enchant the water with the power to replenish a person's spell points. |
| Magic spring |
|
Restores the hero's spell points equal to 100% of the maximum amount. | Most sages believe Magic Springs were constructed by gods. Perhaps that's why they are unbreakable and the water that flows endlessly from them is capable of fully replenishing one's spell points. |
| Mana vortex |
|
Doubles the hero's maximum spell points. | Historians believe that primitive spellcasters were capable of harnessing magical forces, thus creating Mana Vortexes. When you step through the swirling energy, your skin pulses with supercharged magic. |
| Conservatory | ![]() Conservatory of Nature |
Sells parchments containing spells of the structure's school. |
Movement modifiers[]
| Name | Image | Description | Flavour Text |
|---|---|---|---|
| Rally flag |
|
Grants +1 movement on visit once per day and for 28 days afterwards. | Rally Flags indicate spots where travelers come together and tell stories about their experiences on the open road. It's a fun time to be had by all, and you learn about some shortcomes and seldom-traveled paths that will cut a little time off your journey. |
| Stables |
|
Grants +5 movement on visit once per day and for 7 days afterwards. | Fresh horses make all the difference when traveling, so you stop by these Stables to trade your tired steed for a new one. |
| Trough |
|
Grants +7 movement on visit once per day. | It may only be rain water, but a thirsty party doesn't move too fast. You stop briefly, drink your fill, and continue your journey. |
| Oasis |
|
Grants +10 movement on visit once per day. | After some fresh water and cool shade for both you and your horse, you realise you weren't as tired as you had thought and continue a little farther today. |
| Barbarian's Camp |
|
Grants +2 movement on visit once per day and removes the terrain penalty on Rough for 7 days. | You trade your horse in at this Barbarian's Camp for one of their surefooted, rugged beasts. This new mount can move over rough terrain without any trouble, increasing your movement. But this is only a loan! You can only keep the animal for seven days. |
| Brimstone Lodge |
|
Grants +2 movement on visit once per day and removes the terrain penalty on Volcanic for 7 days. | The owner of the Brimstone Lodge conditions special steeds to maneuver faster over broken, volcanic terrain. As you trade your mount for one of these new ones, however, you learn that after seven days they tend to become exhausted and should be exchanged. |
| Desert Hut |
|
Grants +2 movement on visit once per day and removes the terrain penalty on Sand for 7 days. | The desert people use special mounts capable of trotting with ease across the sand. They will increase your movement over desert terrain, but be warned, they are only good for seven days. |
| Wet Log Inn |
|
Grants +2 movement on visit once per day and removes the terrain penalty on Swamp for 7 days. | An old woman dwelling at the Wet Log Inn knows how to brew a foul concoction that will make your mount lighter and capable of passing quickly over muddy swamps. She guards her secrets well and won't sell them at any price. She warns you, however, that her potion will wear off in seven days. |
| Winter Lodge |
|
Grants +2 movement on visit once per day and removes the terrain penalty on Snow for 7 days. | In exchange for some good stories, the owner of the Winter Lodge gives you one of his special steeds capable of traveling faster and farther over the snowy landscape than normal horses. Unfortunately, they tend to get tired after seven days of hard usage and must be exchanged. |
Creature banks[]
| Name | Image | Description | Flavour Text |
|---|---|---|---|
| Coliseum of Magic |
|
The hero fights faerie dragons without any help from their army, and is rewarded with an instant level. | Here, a single hero may attempt to fight an arranged combat against some faerie dragons, with an experience level as the prize. |
| Coliseum of Might |
|
The hero fights black dragons without any help from their army, and is rewarded with an instant level. | Here, a single hero may attempt to fight an arranged combat against some black dragons, with an experience level as the prize. |
| Derelict Ship |
|
The hero fights water elementals and is rewarded with gold. Only encountered at sea. | Dozens of water elementals swirl around the wreck of this old Derelict Ship. You could leave them alone, but someone should avenge the deaths of the brave crew who died here. |
| Dragon City |
|
The hero fights black dragons and is rewarded with gold, and relic and major artifacts. | Rumor has it that black dragons dwell in these caverns, which means their treasure is hoarded here as well. |
| Forest Glenn |
|
The hero fights wolves and white tigers and is rewarded with gold and wood. | Some wild animals have taken residence in this Forest Glenn. |
| Graveyard |
|
The hero fights zombies and is rewarded with gold or minor artifacts. | This Graveyard is haunted by zombies, guarding the wealth within their graves. |
| Griffin Nest |
|
The hero fights griffins and is rewarded with gold, other resources, or artifacts. | Griffins nest here. |
| Harpy Nest |
|
The hero fights harpies and is rewarded with gold, other resources, or artifacts. | Harpies nest here, lining their filthy nests with whatever they can scavenge. |
| Hideout |
|
The hero fights bandits and is rewarded with gold. | Bandits use this Hideout as a base to prey on nearby travelers. All their ill-gotten gains are no doubt hidden within. |
| Imp Cache |
|
The hero fights imps and is rewarded with gold and sulfur. | Some nasty, trouble-making imps have made this place their home. Much of what they collect is trash, but there's likely to be gold and sulfur among the filth. |
| Ivory Tower |
|
The hero fights mages and is rewarded with gold, parchments, and scrolls. | Mages live and study in this Ivory Tower. Among their wealth is bound to be some record of their magical research. |
| Keep |
|
The hero fights crossbowmen and pikemen and is rewarded with gold and item artifacts. | This Keep is guarded by a small garrison of crossbowmen and pikemen. There must be something of value locked within for these guards to have been assigned here. |
| Lair |
|
The hero fights evil eyes and is rewarded with gold and artifacts. | Lurking just inside this Lair are some loathesome evil eyes and the treasure they have stolen from unwary travelers. |
| Mausoleum |
|
The hero fights skeletons, ghosts and vampires and is rewarded with gold and/or minor artifacts. | This Mausoleum is well known as a haven for the Undead. |
| Maze |
|
The hero fights minotaurs and is rewarded with gold, other resources, or minor artifacts. | No one knows why minotaurs are attracted to Mazes, but you are certain to find some here. |
| Mystical Garden |
|
The hero fights sprites and leprechauns and is rewarded with gold and crystals. | Sprites and leprechauns frolic day and night in Mystical Gardens. It's rumored that they stash some of their gold and crystals there as well. |
| Pirate Islands |
|
The hero fights pirates and is rewarded with gold. Only encountered at sea. | These islands are a common hideout for pirates and their buried treasure. |
| Pyramid |
|
The hero fights mummies and is rewarded with gold and minor and major artifacts. | This Pyramid is the burial place of an ancient king, but it is protected by his mummy guards. |
| Red Dwarf Mines |
|
The hero fights dwarves and is rewarded with gold and ore. | The Red Dwarves ally themselves with no one, yet they tirelessly work mines such as this one to fund an unknown cause. This group is bound to have some treasure on hand. |
| Ruins |
|
The hero fights orcs and is rewarded with gold. | Ruins are a favored camping ground for orcs. |
| Sacred Temple |
|
The hero fights monks and is rewarded with gold and artifacts, mostly scrolls and parchments. | Monks protect this Sacred Temple and the countless donations stored within. |
| Shipwreck |
|
The hero fights ghosts and is rewarded with gold and sometimes artifacts. Only encountered at sea. | Any attempt to salvage this old Shipwreck has been repelled by the ghosts of its crew. |
Creature dwellings[]
Life[]
Might[]
Order[]
Nature[]
Death[]
Chaos[]
Mines[]
| Name | Image | Description | Flavour Text |
|---|---|---|---|
| Cinnabar Deposit |
|
Can be turned into a Alchemist's Lab after paying. | Before paying:
This is a large deposit of cinnabar, but without the proper equipment you will not be able to reap the benefits of these resources. For 5000 gold you could build an Alchemist's Lab here. Do you wish to build it now? After paying: After paying the construction workers, you now have a working Alchemist's Lab that will provide you with 1 mercury per day. |
| Alchemist's lab |
|
Provides 1 mercury per day. | Now, you have an Alchemist's Lab under your control. It will provide you with 1 mercury per day. |
| Abandoned Alchemist's Lab |
|
Can be turned into a working Alchemist's Lab after battle. | Before battle:
This Abandoned Alchemist's Lab is guarded by [enemy amount]. Do you wish to fight them to gain control of it? After battle: You have defeated [enemy amount]. Now, the Abandoned Alchemist's Lab will provide you with 1 mercury per day. |
| Crystal Vein |
|
Can be turned into a Crystal Mine after paying. | Before paying:
This is a large deposit of crystals, but without the proper equipment you will not be able to reap the benefits of these resources. For 4000 gold and 10 wood you could build a Crystal Mine here. Do you wish to build it now? After paying: After paying the construction workers, you now have a working Crystal Mine that will provide you with 1 crystal per day. |
| Crystal mine |
|
Provides 1 crystal per day. | This Crystal Mine is now under your control, providing you with 1 crystal per day. |
| Abandoned Crystal Mine |
|
Can be turned into a working Alchemist's Lab after battle. | Before battle:
This Abandoned Crystal Mine is guarded by [enemy amount]. Do you wish to fight them to gain control of it? After battle: You have defeated [enemy amount]. Now, the Abandoned Crystal Mine will provide you with 1 crystal per day. |
| Gem Vein |
|
Can be turned into a Gem Mine after paying. | Before paying:
This is a large deposit of gems, but without the proper equipment you will not be able to reap the benefits of these resources. For 4000 gold and 10 wood you could build a Gem Mine here. Do you wish to build it now? After paying: After paying the construction workers, you now have a working Gem Mine that will provide you with 1 gems per day. |
| Gem mine |
|
Provides 1 gem per day. | This Gem Mine is now under your control, providing you with 1 gems per day. |
| Abandoned Gem Mine |
|
Can be turned into a working Gem Mine after battle. | Before battle:
This Abandoned Gem Mine is guarded by [enemy amount]. Do you wish to fight them to gain control of it? After battle: You have defeated [enemy amount]. Now, the Abandoned Gem Mine will provide you with 1 gems per day. |
| Gold Vein |
|
Can be turned into a Gold Mine after paying. | Before paying:
This is a large deposit of gold, but without the proper equipment you will not be able to reap the benefits of these resources. For 15000 gold, 20 wood and 20 ore you can build a Gold Mine here. Do you wish to build it now? After paying: After paying the construction workers, you now have a working Gold Mine that will provide you with 1000 gold per day. |
| Gold mine |
|
Provides 1000 gold per day. | This Gold Mine is now under your control, providing you with 1000 gold per day. |
| Abandoned Gold Mine |
|
Can be turned into a working Gold Mine after battle. | Before battle:
This Abandoned Gold Mine is guarded by [enemy amount]. Do you wish to fight them to gain control of it? After battle: You have defeated [enemy amount]. Now, the Abandoned Gold Mine will provide you with 1000 gold per day. |
| Ore Deposit |
|
Can be turned into a Ore Pit after paying. | Before paying:
This is a large deposit of ore, but without the proper equipment you will not be able to reap the benefits of these resources. For [resource amount] you can build an Ore Pit here. Do you wish to build it now? After paying: After paying the construction workers, you now have a working Ore Pit that will provide you with 2 ore per day. |
| Ore Pit |
|
Provides 2 ore per day. | Now, you have an Ore Pit under your control. It will provide you with 2 ore per day. |
| Abandoned Ore Pit |
|
Can be turned into a working Ore Pit after battle. | Before battle:
The Abandoned Ore Pit is guarded by [enemy amount]. Do you wish to fight them to gain control of it? After battle: You have defeated [enemy amount]. Now, the Abandoned Ore Pit will provide you with 2 ore per day. |
| Wood Pile |
|
Can be turned into a Sawmill after paying. | Before paying:
There is a large deposit of wood, but without the proper equipment you cannot reap the benefits of these resources. For 2500 you can build a Sawmill. Do you wish to build it now? After paying: After paying the construction workers, you now have a working Sawmill that will provide you with 2 wood per day. |
| Sawmill |
|
Provides 2 wood per day. | This Sawmill is now under your control, providing you with 2 wood per day. |
| Abandoned Sawmill |
|
Can be turned into a working Sawmill after battle. | Before battle:
The Abandoned Sawmill is guarded by [enemy amount]. Do you wish to fight them to gain control of it? After battle: You have defeated [enemy amount]. Now, the Abandoned Sawmill will provide you with 2 wood per day. |
| Sulfur Vein |
|
Can be turned into a Sulfur Mine after paying. | Before paying:
This is a large deposit of sulfur, but without the proper equipment you cannot reap the benefits of these resources. For 4000 and 10 wood you could build a Sulfur Mine here. Do you wish to build it now? After paying: After paying the construction workers, you now have a working Sulfur Mine that will provide you with 1 sulfur per day. |
| Sulfur mine |
|
Provides 1 sulfur per day. | This Sulfur Mine is now under your control, providing you with 1 sulfur per day. |
| Abandoned Sulfur Mine |
|
Can be turned into a working Sulfur Mine after battle. | Before battle:
This Abandoned Sulfur Mine is guarded by [enemy amount]. Do you wish to fight them to gain control of it? After battle: You have defeated [enemy amount]. Now, the Abandoned Sulfur Mine will provide you with 2 sulfur per day. |
| Miner's Guild |
|
Provides either gold or ore each week | The instructors at this Miner's Guild agree to provide you with any resources their students dig up during their training. They give you [resource amount] right now and promise an additional 500 gold or 10 ore every week.
After capturing enemy's one: Unfortunately, the instructors at this Miner's Guild inform you that they have nothing to spare at this time, but in the future they promise to send you 500 gold or 10 ore each week. |
| Woodcutter's Cottage |
|
Provides either gold or wood each week | After a long conversation, the woodcutter decides you would make a great partner. He gives you [resource amount] now, and says he will gladly supply you with 500 gold or 10 wood every week in return for your support.
After capturing enemy's one: The woodcutter will send you 500 gold or 10 wood each week, but right now he doesn't have any on hand. |
| Apprentice's Lab |
|
Provides either gold or mercury each week | A large explosion shakes the ground beneath your feet. As you step inside the Apprentice's Lab, you find several of the students brushing soot from their clothes. For your promise to keep this disaster from their instructors, they give you [resource amount] and agree to provide you with 500 gold or 5 mercury per week.
After capturing enemy's one: The helpful apprentices studying at this Lab agree to give you 500 gold or 5 mercury every week, but they seem to be running short right now. You will have to wait. |
| Crystal Pool |
|
Provides either gold or crystal each week | Crystals seem to grow right out of the water of this beautiful Crystal Pool. You collect [resource amount] right now and estimate that pool will yield another 500 gold or 5 crystals per week.
After capturing enemy's one: This lovely Crystal Pool will provide you with 500 gold or 5 crystals each week, but right now there is nothing to collect. |
| Imp Pit |
|
Provides either gold or sulphur each week | It is simple to intimidate the imps who live here into giving you [resource amount]. They will also provide you with 500 gold or 5 sulphur each week.
After capturing enemy's one: The jabbering imps would happily provide you with 500 gold or 5 sulfur every week, but they seem to have lost their supply. You'll have to wait until next week. |
| Leprechaun |
|
Provides either gold or gems each week | In a challenging game of wits, you trick the Leprechaun into giving you [resource amount]. To your surprise, he is so impressed with your cleverness that he says he will give you an additional 500 gold or 5 gems every week.
After capturing enemy's one: You beat the Leprechaun in a game of dice, but he can't pay up at the moment. The Leprechaun is so embarrassed that he promises to send you 500 gold or 5 gems every week. |
| Water Wheel |
|
Provides gold each week | In return for your protection, the miller grudgingly agrees to provide you with 1000 gold every week.
After capturing enemy's one: In return for your protection, the miller will send you 1000 gold each week. Unfortunately, he doesn't have enough gold right now. |
| Windmill |
|
Provides random resource each week | Since these are such dangerous times, the miller gives you [resource amount] now in exchange for your protection, and he promises to give you as much as he can afford every week.
After capturing enemy's one: Someone has already visited the miller, but in exchange for your protection he promises to give you what he can in the future. |
Miscellaneous[]
| Name | Image | Description | Flavour Text |
|---|---|---|---|
| Blacksmith |
|
A visiting hero can purchase various items. | |
| Ferry |
|
Transports the hero to the nearest ferry across a body of water. | |
| Garrison |
|
The owner can garrison creatures inside. Enemies have to defeat the guards to pass through. | |
| Keymaster tent |
|
Allows passage through border guards and border gates of the corresponding colour. | "The problem with being a keymaster is that everyone is always bothering you," says the odd little fellow who lives in the Keymaster Tent. "Come here. Let's get this over with!" He leans in close and whispers the command words in your ear. |
| Lighthouse |
|
Increases the movement of all boats controlled by the owner. | With this Lighthouse as a vantage point, you don't have to worry about the coastline. Now, you can raise your sails to their full height and sail as fast as you want. |
| Portal |
|
Transports the hero to another portal of the same type. | This portal will instantly take you to the exit of your choice. |
| One-Way Portal |
|
Transports the hero to a corresponding exit. The exit cannot be entered. | This one-way portal will instantly take you to the exit of your choice. |
| Ocean bottle | Displays a custom message. | ||
| Prison |
|
The prison holds a hero that will join the side of anyone who frees them. | The guards have abandoned this Prison, leaving the key to the door hanging on a hook just out of reach of the captive. Probably someone's cruel idea of a joke. Then you hear a cry from within the Prison. "Free me and I will join you!" |
| Quest gate |
|
Cannot be passed until a quest is completed. | |
| Quest guard |
|
Cannot be passed until a quest is completed. The guard disappears for all players upon completion. | |
| Quest hut |
|
Offers a quest and grants a reward when completed. | |
| Redwood tree |
|
Removes the fog of war in a big circle around itself when visited by a hero. | Your legs feel like rubber after climbing all the way to the top of this Redwood Tree, but look at that view! Simply breathtaking. |
| Sanctuary |
|
Protects anyone inside from being attacked for a fee of 200 gold per day, and resurrects dead heroes when visited. | Some monks have built a Sanctuary on this sacred ground. They will shelter you from your enemies for a fee of 200 gold per day. They also have the power to resurrect your dead heroes. |
| Shipyard |
|
A visiting hero can purchase ships here. The cost is 1000 gold and 10 wood per ship. | |
| Sign |
|
Displays a custom message. | |
| Tavern |
|
A visiting hero can purchase heroes. | |
| Trading post |
|
A visiting hero can buy and sell resources at a better markup than a marketplace. | |
| Tunnel |
|
Transports the hero to the nearest tunnel on the Subterranean level. | You come to a weathered set of stairs that disappear into the darkness. |
| Window of the Magi |
|
Reveals the area around each Eye of the Magi of the corresponding colour. | You stare into the magical images hovering before the Window of the Magi. At first, everything is blurry as if you're underwater. Then the images clear and you realize you're looking at some far off land. |
Treasures[]
| Name | Image | Description |
|---|---|---|
| Backpack |
|
|
| Campfire |
|
The first hero to visit the campfire finds a random amount of gold and resources. The campfire can only be visited once, and then it disappears. |
| Flotsam |
|
The first hero to visit the flotsam finds a random amount of wood and gold. The flotsam can only be visited once, and then it disappears. |
| Mage's Chest |
|
A Mage's Chest often contains minor artifacts. |
| Medicine Wagon |
|
Generally, you will find a potion or two inside a Medicine Wagon. |
| Pandora's Box |
|
No one can tell for sure what is locked inside a Pandora's Box, so take care when you open one. |
| Skeleton |
|
Most brave adventurers end up as nothing more than a Skeleton. |
| Treasure chest |
|
Treasure Chests contain gold, You can keep it, or give it away to gain some experience. |


















































































































































































































