|
Available |
Level |
Cost |
Detail tab |
Architect |
|
13+ |
x 4720 |
Whether by witchcraft or science, the engineer behind the watermill has managed to enhance his already impressive invention.
It still generates water from nothing, but it does so a lot more efficiently than the original. |
Architect |
|
13+ |
x 7910 |
Have you always wanted a way to refill your wheat fields more effectively? Then your wish just came true! This new silo refills your fields in the blink of an eye! |
Guild Market |
|
7+ |
x 3000 |
A native inhabitant of these parts. He knows the area like no other and can help you map these parts in no time. You just need someone to translate his strange tongue. |
+ 7500 Guild Market |
|
18+ |
x 1250 |
Your iron ore mines are nearly empty and you need backup? With this pickaxe, your settlers can mine from a huge iron ore deposit. |
Guild Market |
|
16+ |
x 1500 |
A buff which can help a defeated general to instantly recover. Guaranteed without side effects! |
Guild Market |
|
51+ |
x 3500 |
Help King Schahri on his quest to find his lost wife Scheherazade. |
Guild Market |
|
1+ |
x 600 |
Rumors talk of a new kind of drink that has made its way into the kingdom. It is said that anyone who drinks it can work non-stop for 24 hours. You might want to consider this… |
Guild Market |
|
26+ |
x 250 |
Not far from here there lies Grain Island, a small island full of swaying, golden ears, which gave the island its name. On this small piece of land, there are two towns — one producing the most delicious brew in these spheres, the other baking the tastiest bread of all the known kingdoms.
The guilds in both towns used to share the grain.
They would meet in the Grain House — a place where they would negotiate and distribute it equally. But one day, the two guilds started arguing over which product would be the best, and to which guild the most grain should go. Since that day, there have been no more negotiations in the Grain house, as every guild just tries to get as much as they can.
Maybe you can help the two guilds to re-enter negotiations, so our Settlers can feast on the Grain Island’s famous exports again. |
Guild Market |
|
14+ |
x 1990 |
A man in strange garments who calls himself Nash Williams has shown up in our lands. Madly babbling about the threat of some dark army, he offers to aid in the training of your troops. If you want him, you’ll have to hire him soon, because he’ll be leaving to find some tome after Halloween. |
Guild Market |
|
42+ |
x 1250 |
A claim of sovereignty has arrived at your castle. Hector the Black and his brother Barnabas demand a whole mountain range as their new territory. They have already secretly built black castles and recruited numerous men to defend them. What will you do? Allow this treason to happen? Or will you put an end to this claim once and for all? |
Guild Market |
|
26+ |
x 450 |
Dark ruins glowing mystically, changing the appearance of buildings. This is the problem these people have to deal with. They could really do with a hand. |