Chapter 4: Buildings
Guide to the Majesty Demo: Vampiric Revenge
[Palace] [Marketplace]
[Blacksmith] [Guardhouse]
[Ranger's-Guild] [Warrior's-Guild]
[Wizard's-Guild] [Wizard-Tower]
[Houses]
Palace:
*Level
One*
A sturdy keep with four towers and an iron gate,
this structure is the foundation of any new Ardanian settlement.
This four-walled design dates back over three centuries and is said to
have been designed by Adolphus of Volencia, the engineering genius.
Most Dwarves dispute the claim, citing that it was one of the many creations
of Grendar Broadbow.
-Supports 2 Peasants, 1 Tax Collector
-Four heroes must be recruited before upgrading
your palace.
-Allows construction of standard buildings
Upgrading your Palace to Level 2 adds:
+Wizard Guilds and temples may be contructed
+Extra Peasant
+One Palace Guard
*Level Two*
A
fortified manor hall has been added to the Palace. Additional living
space has been allocated to craftsmen. An expanded armory has been
included along with a barracks for a Palace Guard.
-Supports 4 Peasants, 1 Palace Guard, 2 Tax Collectors
-Twelve heroes must be recruited before upgrading
your palace
-Allows for construction of standard buildings
and Wizard Guilds
In the full version of Majesty upgrading your
Palace to level 3 adds:
+Allows construction of Fairgrounds and temples
to Lunord or Helia
+Extra Peasant
+Extra Palace Guard
+Extra Tax Collector
Marketplace:
*Level
One*
Marketplaces are the building blocks of any successful
economy, making a significant contribution to your overall income.
A wise sovereign will have them constructed in accessible but well defended
locations.
-Gold is generated based on the size of your kingdom
and the level of your Palace
-Heroes may purchase healing potions, once they
are researched
-Using 'Market Day' will generate extra gold,
but will require the marketplace to close for a time.
Upgrading the Marketplace to level 2 adds:
+Increased hit points
+Will generate gold more rapidly
+Allows research of Rings of Protection
*Level
Two*
This Marketplace features a greater variety of
stores. These lead to more business and greater taxable income.
-A higher amount of gold is generated based on
the size of your kingdom and the level of your Palace
-Heroes may purchase Rings of Protection, once
they are researched
In the full version of Majesty upgrading this
Marketplace to level 3 adds:
+Increased building hit points
+Will generate gold more rapidly
+Allows research of Amulets of Teleportation
Blacksmith:
*Level
One*
The smiths of Ardania are all members of the
Brotherhood of the Forge. The Brotherhood maintains strict standards
that each Smithy must meet in their shops.
-Heroes may purchase upgraded weapons and armor
at the Blacksmith
Upgrading this Blacksmith to level 2 will add:
+Increased hit points
+Higher grade weapons and armor
*Level
Two*
A veteran smith from Volencia joined the local
smithy. His reputation speaks of superior quality arms and armor.
-Heroes may now purchase advanced weapons and
armor
In the full version of Majesty upgrading the Blacksmith
to level 3 will add:
+Increased building hit points
+Higher grade weapons and armor
Guardhouse:
While
some quest for adventure and glory, it is easy to overlook the loyal few
that go quietly about protecting your kingdom. The Guardhouse provides
refuge and protection to both the City Guards and Solarii who dedicate
themselves to safe guarding your borders.
-Houses a single City Guard
-Peasants may shelter in remote Guardhouses
-Tax Collectors may return taxes to Guardhouses
In the full version of Majesty upgrading a Guardhouse
to level 2 will add:
+Increased building hit points
+Ability to research Veteran Guards
Ranger's Guild:
The
trailblazing Rangers of Ardania prefer simplistic living. They own
only what they can carry on their long journeys into the wilderness.
What little time they do spend in their guild camps is spent discussing
the uncharted regions of Ardania.
-Recruits Rangers
-May "move camp" in order to support remote outposts,
or to rescue the guild from attacking monsters
Warrior's Guild:
Engineered
by the architects of Volencia, Warrior Guilds are stout fortifications
reflecting the champions who dwell within. Often elite Warriors dedicated
to one of the kingdom's temples will enter service in a Warrior Guild.
-Recruits Warriors
-"Call to Arms" will teleport all members of
the guild to the guild's entrance.
In the full version the Warrior's Guild also allows:
Recruiting of Warriors of Discord with a Temple
of Fervus
Recruiting of Paladins with a Temple of Dauros
Wizard's Guild:
*Level
One*
Mystery enshrouds this enigmatic structure.
Few non-guild members have ever seen inside. The guilds are magically
hewn from the bedrock below them, meaning only Wizard's know the details
of these structures. It's rumored that the large towers of a Wizard
Guild are specially shaped to collect the ether winds from which guild
spells are fashioned.
-Recruits Wizards
-Grants guild spells Farseeing and Invisibility
-Magically constructed, they do not require peasants
to erect or upgrade them
-Heroes may pay to enchant their weapons and
armor to +1
-Build Wizard Towers to extend the range of your
guild spells
Upgrading this guild to level 2 adds:
+Increased hit points
+Channel energy to wizard towers
+Guild spells Lightning and Anti-Magic
+Improved weapon enchantment
*Level
Two*
Completing the Lantern of Adrevyll atop the main
tower allows the guild to channel defensive energies to nearby Wizard Towers.
The lesser tower holds the Hall of Mysteries where Wizards decipher the
Grimoire Arcanus: the mystical text from which all Wizards are taught their
battle magic.
-Grants guild spells Farseeing, Invisibility,
Lightning Bolt, and Anti-Magic
-Allows enchantment of Wizard Towers to temporarily
auto-fire bolts of energy at monsters
-Heroes may pay to enchant their weapons and
armor to +2
-Build Wizard Towers to extend the range of your
guild spells
In the full version of Majesty upgrading the guild
to level 3 adds:
+Increased building hitpoints
+Guild spells Lightning Storm and Supercharge
+Improved weapon enchantment
Wizard's Tower:
Like
the Wizard's guild, the Wizard's Tower is built by the careful manipulation
of magical energies. No one besides members of the Wizard's Guild
fully understands how it functions.
-Extend the range of your Wizard Guild Spells
-May only be raised with range of another Wizard
Tower or Wizard Guild
-When linked to a level 2 Wizard Guild, towers
may be enchanted to cast energy bolts at nearby enemies.
Houses:
Generates
gold for your tax collectors to gather. Houses are automatically
built by your subjects as your kingdom grows.
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