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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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