This town will likely remain just a concept, as I won’t be able to create my own mod from scratch, and a couple of mechanics I came up with are technically very difficult to implement in VCMI. So, keep the concept as if it were in VCMI, and evaluate it.
Please.
So, let’s get started. Ranch is a new type of town.
State: the surface of Nighon
Worldview: neutral.
Native land — sand/wastelands (not specified).
Ranch’s combat vehicle — an Ammo Cart.
Ranch’s main resource — Mercury.
Possible city theme: here it is
Hero classes:
-
Hermit (might class). Attack: 2, Defence: 1, Spellpower: 1, Knowledge: 2
-
Prophet (magic class). Attack: 1, Defence: 0, Spellpower: 2, Knowledge: 2
Heroes:
-
Eri
Class: Hermit.
Gender: Female.
Race: Human.
Specialization: Logistics. Increases the effect of the Logistics skill by 5% for each hero level.
Biography: Once, Eri was one of the best horsewomen in Erathia, until she had to flee to Nighon due to a denunciation by one of the lords. However, her former skills did not disappear.
Secondary skills:
Logistics: basic level.
Offence: basic level.
Spellbook: none.
Basic creature set:
Jerboas: 15–25..
Serpentmen: 6–9.
Iron Birds: 4–7. -
Baylan
Class: Hermit.
Gender: Male.
Race: Serpentman.
Specialization: Armorer. Increases the effect of the Armorer skill by 5% for each hero level.
Biography: Baylan is one of the few who knows what the serpentman’s body is capable of. Having trained his agility for years, he has not yet suffered even a minor injury in any battle.
Secondary skills:
Armorer: advanced level.
Spellbook: none.
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7. -
Sabine
Class: Hermit.
Gender: Female.
Race: Sand Spirit
Specialization: Ballistics. The catapult fires an additional shot with a 5% chance for each hero level. If the chance is greater than 100%, the catapult will definitely fire an additional shot and has a certain chance of firing another shot.
Biography: Although Sabine has possessed otherworldly beauty since birth, even by the standards of sand spirits, working with combat machines has always interested her more than taking care of herself.
Secondary skills:
Ballistics: basic level.
Luck: basic level.
Spellbook: none.
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7. -
Jerbo
Class: Hermit.
Gender: Male.
Race: Dwarf.
Specialization: Jerboas. Increases the speed of Jerboas and Agile Jerboas by 1, and their attack and defense by 10% for each hero level (rounded up).
Biography: Once upon a time, Jerbo left AvLee due to his aversion to forests and horses. After wandering for years, he finally arrived on Nighon, where he soon got along with its small inhabitants.
Secondary skills:
Estates: basic level.
Offence: basic level.
Spellbook: none.
Basic creature set:
Jerboas: 15–25.
Jerboas: 15–25.
Jerboas: 15–25. -
Kai
Class: Hermit.
Gender: Male.
Race: Human
Specialization: Ballista. Increases the damage and health of the ballista by 5% for every 2 hero levels.
Biography: Kai has always loved art. He especially respects the art of war and weapons. It is said that he can hit a jerboa with a ballista from a mile away.
Secondary skills:
Artillery: basic level.
Tactics: basic level.
Spellbook: none.
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7. -
Rattler
Class: Hermit.
Gender: Male.
Race: Serpentman.
Specialization: Snakefolk. Increases the speed of Serpentmen and Serpentmen Warriors by 1, and their attack and defense by 20% for every 2 hero levels (rounded up).
Biography: Battle‑hardened Rattler has always been respected by other serpentmen for his ability to find a way out and inspire in any situation.
Secondary skills:
Pathfinding: basic level.
Leadership: basic level.
Spellbook: none.
Basic creature set:
Serpentmen: 6–9.
Serpentmen: 6–9.
Serpentmen: 6–9. -
Lumina
Class: Hermit.
Gender: Female.
Race: Human
Specialization: Iron Birds. Increases the speed of Iron Birds and Stymphalian Birds by 1, and their attack and defense by 20% for every 3 hero levels (rounded up).
Biography: Lumina always finds out about any event that occurs in her domain within just a couple of minutes. This is because she understands the language of the mysterious metal birds that live in the vicinity of Nighon.
Secondary skills:
Attack: basic level.
Scouting: basic level.
Spellbook: none.
Basic creature set:
Jerboas: 15–25.
Iron Birds: 4–7.
Iron Birds: 4–7. -
Dara
Class: Hermit.
Gender: Female.
Race: Sand Spirit
Specialization: Sand Spirits. Increases the speed of Sand Spirits and Tornado Spirits by 1, and their attack and defense by 20% for every 5 hero levels (rounded up).
Biography: Maybe Dara has always been stronger than most sand spirits, but she is also very good at winning they over.
Secondary skills:
Armorer: basic level.
Luck: basic level.
Spellbook: none.
Basic creature set:
Jerboas: 15–25..
Serpentmen: 6–9.
Iron Birds: 4–7. -
Konyata
Class: Prophet.
Gender: Female.
Race: Human..
Specialization: Aborigines. Increases the speed of Aborigines and Aborigine Shamans by 1, and their attack and defense by 20% for every 4 hero levels (rounded up)..
Biography: Long ago, Konyata led her thirst‑stricken people to the River Valley, and since then, every aborigine has fought for it with doubled fury.
Secondary skills:
Wisdom: basic level.
Archery: basic level.
Spellbook: present.
Starting spell: Haste.
Basic creature set:
Jerboas: 15–25..
Serpentmen: 6–9.
Aborigines: 3–5. -
Abdul
Class: Prophet.
Gender: Male.
Race: Human.
Specialization: +350 gold. Earns 350 gold per day.
Biography: No one has ever known the past of one of the wealthiest residents of Nighon. Some say he steals gold from the dragons living beneath Nighon, while others dispute this, but Abdul himself never speaks on the subject.
Secondary skills:
Estates: basic level.
Wisdom: basic level.
Spellbook: present.
Starting spell: View earth
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7. -
Skyler
Class: Prophet.
Gender: Female.
Race: Serpentman.
Specialization: Force Field. Increases the duration of the force field by 1 round for each hero level.
Biography: One day, Skyler accidentally angered a brass dragon and thus accidentally unlocked her magical potential, sitting under the force field for 4 days until the enraged dragon was killed.
Secondary skills:
Earth Magic: basic level.
Wisdom: basic level.
Spellbook: present.
Starting spell: Force Field.
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7. -
Bisset
Class: Prophet.
Gender: Male.
Race: Human.
Specialization: Bless. Increases the additional damage of the Bless by 10%, rounded up for every (8 – n) hero levels, where n is the level of the target’s creature.
Biography: The younger brother of the legendary Konyata is the best exhorter of the Nighon surface. It is rumored that one word from him makes even the most insecure warrior fight without sparing his strength.
Secondary skills:
Water Magic: basic level.
Wisdom: basic level.
Spellbook: present.
Starting spell: Bless.
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7. -
Lance
Class: Prophet.
Gender: Male.
Race: Human.
Specialization: +1 gem. Grants 1 gem per day.
Biography: Lance is the only one who has access to the warlocks’ underground tunnels; while he may not be very popular on the surface of Nighon, he always knows where the gems deposits are.
Secondary skills:
Wisdom: advanced level.
Spellbook: present.
Initial spell: Slow.
Basic creature set:
Jerboas: 15–25..
Serpentmen: 6–9.
Iron Birds: 4–7. -
Tavish
Class: Prophet.
Gender: Male.
Specialization: Mysticism. Increases the amount of mana recovered by 1 for each hero level.
Biography: There is only one reason Tavish ever went to Nighon: someone told him that Nighon’s storerooms contain an inexhaustible amount of booze.
Secondary skills:
Wisdom: basic level.
Mysticism: basic level.
Spellbook: present.
Starting spell: Shield.
Basic creature set:
Jerboas: 15–25..
Serpentmen: 6–9.
Iron Birds: 4–7. -
Ayasa
Class: Prophet.
Gender: Female.
Race: Sand Spirit.
Specialization: Quicksand. Increases the duration of enemy creatures’ stay in Quicksand by 1 round for every 6 hero levels.
Biography: Ayasa has been interested in her origins since her appearance. Her studies have not been in vain — many have seen how even the strongest warriors simply couldn’t go close to her in battle.
Secondary skills:
Wisdom: basic level.
Learning: basic level.
Spellbook: present.
Starting spell: Quicksand.
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7. -
Kori
Class: Prophet.
Gender: Female.
Race: Serpentman.
Specialization: Intelligence. Increases the effectiveness of the Intelligence skill by 10% for every 5 hero levels.
Biography: It is unknown what Kori learned while in the service of the dungeon lords, but since her escape, she calmly knows the answer to any question faster than any thinker.
Secondary skills:
Wisdom: basic level.
Intelligence: basic level.
Spellbook: present.
Starting spell: Dispel.
Basic creature set:
Jerboas: 15–25.
Serpentmen: 6–9.
Iron Birds: 4–7.
Creatures:
-
Jerboa
Level 1, unupgraded.
Appearance: A sandy-colored rodent resembling an enlarged mouse with long hind legs and a tail.
Building: Burrows.
Attack skill: 3
Defense skill: 2
Damage: 1-2
Health: 5
Speed: 5
Shots: 0
Cost: 30 gold.
Growth: 16
Features: None.
Abilities: None. -
Agile Jerboa
Level 1, upgraded.
Appearance: A jerboa, but with steel armor on its body and steel claws on its front paws.
Building: Upg. Burrows.
Attack skill: 5
Defense skill: 4
Damage: 1-3
Health: 5
Speed: 8
Shots: 0
Cost: 40 gold.
Growth: 16
Features: None.
Abilities: Immunity to Slow and Quicksand. -
Serpentman
Level 2, unupgraded.
Appearance: A humanoid creature with red scales, yellow eyes, a serpentine head with a hood like a cobra, and a huge tail instead of legs. He holds a scimitar in his hands.
Building: Serpentmen Rocks.
Attack skill: 6
Defense skill: 6
Damage: 2-4
Health: 20
Speed: 6
Shots: 0
Cost: 130 gold.
Growth: 9
Features: Large Creature.
Abilities: None. -
Serpentman Warrior
Level 2, upgraded.
Appearance: A serpentman in bronze armor and with a bronze shield. The color of the scales turns golden.
Building: Upg. Serpentman Rocks.
Attack skill: 6
Defense skill: 7
Damage: 3-4
Health: 20
Speed: 7
Shots: 0
Cost: 160 gold.
Growth: 9
Features: Large Creature.
Abilities: Ferocity. -
Iron Bird
Level 3, unupgraded.
Appearance: A black bird resembling a raven, with plumage and a beak made of darkened iron and whitened eyes.
Building: Iron Cliff.
Attack skill: 8
Defense skill: 7
Damage: 3-6
Health: 25
Speed: 8
Shots: 0
Cost: 230 gold.
Growth: 7
Features: Flying.
Abilities: Damage taken from spells is reduced by 25%. -
Stymphalian Bird
Level 3, upgraded.
Appearance: The plumage, claws, and beak turn bronze, and a crown‑like plumage appears on the head.
Building: Upg. Iron Cliff.
Attack skill: 11
Defense skill: 9
Damage: 3–6
Health: 25
Speed: 11
Shots: 0
Cost: 300 gold.
Growth: 7
Features: Flying.
Abilities: Damage taken from spells is reduced by 50%;
Feather fusillade (When attacking, Stymphalian birds deal damage not only to the target unit, but also to enemy units in two adjacent hexes. This ability doesn’t provoke a retaliation from units that have taken damage from this ability but were not the birds’ target.). -
Aborigine
Level 4, unupgraded.
Appearance: a man of native american appearance with a decorated body and face, various ornaments, and a leather kilt with a dagger tied to it. He holds a wooden tube in his hands, from which he shoots.
Building: Wigwams.
Attack skill: 10
Defense skill: 8
Damage: 9
Health: 30
Speed: 5
Shots: 8
Cost: 375 gold.
Growth (+Totem of the Past): 4 (+3)
Features: Shoots.
Abilities: Poisonous Shot. (After a shot, inflicts Poison on the target with a 20% chance). -
Aborigine Shaman
Level 4, upgraded.
Appearance: a cloak made of animal skins and a wooden mask that covers the face are added.
Building: Upg. Wigwams.
Attack skill: 11
Defense skill: 9
Damage: 10
Health: 30
Speed: 6
Shots: 16
Cost: 425 gold.
Growth (+Totem of the Past): 4 (+3)
Features: Shoots.
Abilities: Poisonous Shot. (After shooting, inflicts Poison on the target with a 20% chance);
Casts Cure (advanced level, three times per battle). -
Sand Spirit
Level 5, unupgraded.
Appearance: a woman made of sand with a small sand tornado instead of legs and bronze bracers..
Building: Altar of the Sands.
Attack skill: 13
Defense skill: 10
Damage: 12-14
Health: 50
Speed: 10
Shots: 0
Cost: 500 gold.
Growth: 3
Features: Teleportation.
Abilities: Regeneration (25 health at the start of each turn). -
Tornado Spirit
Level 5, upgraded.
Appearance: bronze armored bodice is added, skin color changes from ordinary sand to red sand.
Building: Upg. Altar of the Sands.
Attack skill: 13
Defense skill: 14
Damage: 12-14
Health: 60
Speed: 12
Shots: 0
Cost: 630 gold.
Growth: 3
Features: Teleportation.
Abilities: Regeneration (30 health at the start of each turn);
No retaliation. -
Scorpions
Level 6, unupgraded.
Appearance: a giant brown scorpion with green eyes and a burgundy stinger.
Building: Scorpions Cave.
Attack skill: 17
Defense skill: 14
Damage: 18-24
Health: 80
Speed: 6
Shots: 0
Cost: 850 gold.
Growth: 2
Features: Large Creature.
Abilities: Infinite retaliation. -
Wild Scorpions
Level 6, upgraded.
Appearance: the scorpions’ color changes to black, their eyes become red, and their stinger turns white.
Building: Upg. Scorpions Cave.
Attack skill: 19
Defense skill: 15
Damage: 18-24
Health: 100
Speed: 8
Shots: 0
Cost: 1100 gold.
Growth: 2
Features: Large Creature.
Abilities: Infinite retaliation;
Stunned Pain (When this creature takes damage, it takes it only at the beginning of its turn.). -
Brass Dragons
Level 7, unupgraded.
Appearance: a dark brass-colored dragon that moves on four legs. It breathes blue fire.
Building: Dragon Gorge.
Attack skill: 21
Defense skill: 21
Damage: 40-50
Health: 180
Speed: 9
Shots: 0
Cost: 2600 gold, 1 mercury.
Growth: 1
Features: Large creature;
Flying.
Abilities: Fire Breath;
Immunity to enemy’s 1st‑level spells;
Damage accumulation (10%) (On its turn, this creature deals additional damage equal to 10% of the damage the creature received after its previous turn). -
Bronze Dragons
Level 7, upgraded.
Appearance: the scale color becomes bright bronze, the breath color changes to dark blue, and a large pair of horns are added.
Building: Upg. Dragon Gorge.
Attack skill: 26
Defense skill: 26
Damage: 40-50
Health: 300
Speed: 14
Shots: 0
Cost: 4000 gold, 2 mercury.
Growth: 1
Features: Large Creature;
Flying.
Abilities: Fire Breath;
Immunity to enemy’s spells of level 1–2;
Damage accumulation (20%) (On its turn, this creature deals additional damage equal to 20% of the damage the creature received after its previous turn.).
Buildings:
General:
-
Village Hall
- Cost: None.
- Initially built in every town.
- Requirements: None.
- Makes the construction of buildings possible, brings 500 gold per day.
-
Town Hall
- Cost: 2500 gold.
- Upgrade of the Village Hall.
- Requirements: Tavern.
- Makes the construction of buildings possible, brings 1000 gold per day.
-
City Hall
- Cost: 5000 gold.
- Upgrade of the Town Hall.
- Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1.
- Makes the construction of buildings possible, brings 2000 gold per day.
-
Capitol
- Cost: 10000.
- Upgrade of the City Hall. One player cannot build more than one Capitol. If the city with the capitol is captured, capitol downgrades to City Hall in that city.
- Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1, Castle.
- Makes the construction of buildings possible, brings 4000 gold per day.
-
Fort
- Cost 5000 gold, 20 wood, 20 ore.
- Can be built by default.
- Requirements: None.
- Allows you to view a general list of creatures available for hiring, provides city with walls during the siege.
-
Citadel
- Cost: 2500 gold, 5 ore.
- Upgrade of the Fort.
- Requirements: None.
- Allows you to view a general list of creatures available for hiring, provides city with walls, moat and a central tower during the siege. Multiplies the creatures’ gain by 1.5 (rounded down).
-
Castle
- Cost 5000 gold, 10 wood, 10 ore.
- Upgrade of the Citadel.
- Requirements: None.
- Allows you to view a general list of creatures available for hiring, provides city with walls, the moat, the central and side Shooting Towers during the siege. Multiplies the creatures’ gain by 2.
-
Tavern
- Cost: 500 gold, 5 wood.
- Built by default, if the city was originally owned by the player.
- Requirements: None.
- Allows the city to hire heroes, hear rumors and gather information in the Thief’s Guild, opens an additional level of information Thief’s Guild towns and garrisons information on enemy towns.
-
Blacksmith
- Cost: 1000 gold, 5 wood.
- Requirements: None.
- Allows the guest hero to buy a war machine (Ammo Cart) for 1000 gold.
-
Marketplace
- Cost: 500 gold, 5 wood.
- Requirements: None.
- Allows you to trade one resource for another, send resources to other players, and improves prices in Marketplaces of other towns by 1 level.
-
Resource Silo
- Cost: 5000 gold, 5 ore.
- Requirements: Marketplace.
- Brings 1 mercury per day.
-
Mage Guild Level 1
- Cost: 2000 gold, 5 wood, 5 ore.
- Requirements: None.
- Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1.
-
Mage Guild Level 2
- Cost: 1000 gold, 5 wood, 5 ore, 4 mercury, 4 gems, 4 crystal, 4 sulfur.
- Upgrade of the Mage Guild Level 1.
- Requirements: None.
- Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1 and 4 spells of Level 2.
-
Mage Guild level 3
- Cost: 1000 gold, 5 wood, 5 ore, 6 mercury, 6 gems, 6 crystals, 6 sulfur.
- Upgrade of the Mage Guild Level 2.
- Requirements: None.
- Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2 and 3 spells of Level 3.
-
Mage Guild level 4
- Cost: 1000 gold, 5 wood, 5 ore, 8 mercury, 8 gems, 8 crystals, 8 sulfur.
- Upgrade of the Mage Guild level 3.
- Requirements: None.
- Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3 and 2 spells of Level 4.
-
Mage Guild level 5
- Cost: 1000 gold, 5 wood, 5 ore, 10 mercury, 10 gems, 10 crystals, 10 sulfur.
- Upgrade of the Mage Guild level 4.
- Requirements: None.
- Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3, 2 spells of Level 4 and 1 spell of Level 5.
Special:
-
Artifact Merchants
- Cost: 10000 gold.
- Requirements: Marketplace.
- Allows you purchase or sell artifacts.
-
Totem of the Past
- Cost: 1000 gold.
- Requirements: Fort, Wigwams.
- Increases the gain of the Aborigines and Aborigines Shamans by 3.
-
Storm Tower
- Cost: 1000 gold, 5 sulfur.
- Requirements: Fort.
- Reduces the speed of the hero’s army besieging the town by 2.
-
Root Mines
- Cost: 7500 gold, 15 ore, 15 wood.
- Requirements: Tavern, Marketplace.
- Allows guest heroes to teleport to unoccupied allied outer mines on the adventure map.
Creature dwellings:
-
Burrows
-
Cost: 500 gold, 5 wood, 5 ore.
-
A dwelling for level 1 creatures (Jerboas). Built in a neutral city or a city with a Fort by default.
-
Requirements: Fort.
-
Allows you to recruit Jerboas.
-
Upg. Burrows
-
Cost: 1000 gold, 5 ore.
-
Upgrade to Burrows. A dwelling for Level 1 creatures (Agile Jerboas).
-
Requirements: Fort, Burrows.
-
Allows you to recruit Jerboas and Agile Jerboas, and upgrade Jerboas to Agile Jerboas.
-
Serpentmen Rocks
-
Cost: 1000 gold, 5 wood, 5 ore.
-
Dwelling of level 2 creatures (Serpentmen). Built in a neutral city or a city with a Fort by default.
-
Requirements: Fort.
-
Allows you to recruit Serpentmen.
-
Upg. Serpentmen Rocks
-
Cost: 1000 gold, 5 wood, 2 sulfur, 5 ore.
-
Upgraded Serpentmen Rocks. Dwelling of level 2 creatures (Serpentmen Warriors).
-
Requirements: Fort, Burrows.
-
Allows you to recruit Serpentmen and Serpentmen Warriors, upgrade Serpentmen to Serpentmen Warriors.
-
Iron Cliff
-
Cost: 1000 gold, 5 ore.
-
Dwelling of level 3 creatures (Iron Birds).
-
Requirements: Fort, Burrows.
-
Allows you to recruit Iron Birds.
-
Upg. Iron Cliff
-
Cost: 1000 gold, 5 ore, 5 gems..
-
Upgraded Iron Cliff. Dwelling of level 3 creatures (Stymphalian Birds).
-
Requirements: Fort, Burrows.
-
Allows you to recruit Iron Birds and Stymphalian Birds, and upgrade Iron Birds to Stymphalian Birds.
-
Wigwams
-
Cost: 2000 gold, 10 wood, 5 sulfur.
-
Dwelling of level 4 creatures (Aborigines).
-
Requirements: Fort, Burrows, Serpentmen Rocks.
-
Allows you to recruit Aborigines.
-
Upg. Wigwams
-
Cost: 2000 gold, 10 wood.
-
Upgraded Wigwams. Dwelling of level 4 creatures (Aborigine Shamans).
-
Requirements: Fort, Mage Guild Level 1, Burrows, Serpentmen Rocks.
-
Allows you to recruit Aborigines and Aborigine Shamans, and upgrade Aborigines to Aborigine Shamans.
-
Altar of Sands
-
Cost: 2000 gold, 5 wood, 5 ore, 3 mercury, 3 sulfur.
-
Level 5 creature dwelling (Sand Spirits).
-
Requirements: Fort, Mage Guild Level 1, Serpentmen Rocks, Iron Cliff.
-
Allows you to recruit Sand Spirits.
-
Upg. Altar of Sands
-
Cost: 3,000 gold, 5 sulfur.
-
Upgraded Altar of Sand. Dwelling of level 5 creatures (Tornado Spirits).
-
Requirements: Fort, Mage Guild Level 1 , Serpentmen Rocks, Iron Cliff.
-
Allows you to recruit Sand Spirits and Tornado Spirits, and upgrade Sand Spirits to Tornado Spirits.
-
Scorpions Cave
-
Cost: 4,000 gold, 5 wood, 5 ore, 5 crystals, 5 gems.
-
Dwelling of level 6 creatures (Scorpions).
-
Requirements: Fort, Forge, Burrows, Iron Cliff.
-
Allows you to recruit Scorpions.
-
Upg. Scorpions Cave
-
Cost: 3,000 gold, 10 ore, 5 crystals, 5 gems.
-
Upgraded Scorpions Cave. Dwelling of level 6 creatures (Wild Scorpions).
-
Requirements: Fort, Storm Tower, Forge, Burrows, Iron Cliff.
-
Allows you to recruit Scorpions and Wild Scorpions, and upgrade Scorpions to Wild Scorpions.
-
Dragon Gorge
-
Cost: 10,000 gold, 10 wood, 20 ore, 20 mercury.
-
Level 7 creature dwelling (Brass Dragons).
-
Requirements: Fort, Mage Guild Level 2, Burrows, Scorpions Cave.
-
Allows you to recruit Brass Dragons.
-
Upg. Dragon Gorge
-
Cost: 15,000 gold, 20 wood, 10 ore, 20 mercury.
-
Upgraded Dragon Gorge. Dwelling of level 7 creatures (Bronze Dragons).
-
Requirements: Fort, Mage Guild Level 3, Burrows, Scorpions Cave.
-
Allows you to recruit Brass Dragons and Bronze Dragons, and upgrade Brass Dragons to Bronze Dragons.