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Merchants Quarter
All things your heroes want for weapons, equipment and armor can be found in the Merchants Quarter.

Tier I BuildingsEdit

Note: All Merchants start at Tier II, not Tier I - the basic Items for each class are found in different Quarters.

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Dionium BlackLotus Preconditions Effect on your Domain
Granary 30 - - - - - - - - - - -

lowers Famine
raises Province Growth

Tavern 30 - - - - - - - - - - -

Gold +1
Unlocks Mercenaries (Tier I)

Stable 100 - - 1 2 - - - - - - Granary, Blacksmith

Gold +5 with Horse
Hero Movement +1
(actual Hex field only),
Garrison Cost -10%

Tier II BuildingsEdit

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Dionium BlackLotus Preconditions Effect on your Domain
Farmers Market 100 - - - 2 - - - - - - Granary

Raises Growth
Unlocks Windmill in Provinces

Inn 90 - - - 1 - - - - - - Granary, Tavern (Tier I) Gold +2
Unlocks Mercenaries (Tier II)
Unlocks one Contract for Guard: Adventurer
Drivers Guild 250 - - 2 4 - - - - - - Pottery, Stable (Tier I)

Hero Movement +1
(actual Hex field only),
Garrison Cost -10%,
Unlocks Upgrade in Provinces:
Granary --> Stable

Tailor Store 120 - - 1 2 - - - - - - Workshop, Peasant Market Can Buy Generic Clothing Items
Tanner Store 130 - - 1 2 - - - - - - Stable (Tier I), Peasant Market Can Buy Generic Leather items
Chain Mail Armory 160 - 2 - 1 - - - - - - Blacksmith, Peasant Market Can Buy Generic Chainmail
Plate Armory 190 - 2 - 1 - - - - - - Foundry, Peasant Market Can Buy Generic Plate Mail
Weapons Store 170 - 1 1 1 - - - - - - Weapons Store (Tier I), Peasant Market Can Buy Generic Weapons
Carpenters Shop 140 - - 2 1 - - - - - - Carpenters Guild, Peasant Market Can Buy Generic Bows/Arrows
Sorcery Store 150 10 - - 1 2 - - - - - Magicians Workshop, Peasant Market Can Buy Generic Staffs/Equipment
Jewelry Store 200 5 - - 1 - 1 - - - - Miners Guild, Peasant Market Can Buy Generic Jewelry

Tier III BuildingsEdit

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Dionium BlackLotus Preconditions Effect on your Domain
Market 300 - 1 1 3 1 - - - - - Inn; Farmers Market

Income +5; Resource cost -10%;

Grants Storehouse in provinces

Merchant Court 200 1 2 Stable; Inn Income +4; Grants upgrading Pub in provinces to Tavern;

Grants 2 Adventurers contracts

Journeyman Tailor 270 1 2 1 Market, Corresponding Tier 1 Shop
Journeyman Tanner 280 1 1 2 Market, Corresponding Tier 1 Shop
Journeyman Weaponsmith 300 1 1 1 Market, Corresponding Tier 1 Shop
Journeyman Platemaker 340 1 1 2 Market, Corresponding Tier 1 Shop
Journeyman Weaponsmith 350 1 1 2 Market, Corresponding Tier 1 Shop
Journeyman Carpenter 300 1 2 1 Market, Corresponding Tier 1 Shop
Journeyman Enchanter 320 30 1 2 1 Market, Corresponding Tier 1 Shop
Journeyman Jeweler 370 15 1 1 1 Market, Corresponding Tier 1 Shop

Tier IV BuildingsEdit

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Dionium BlackLotus Preconditions Effect on your Domain
Traders Guild 550 - - - 3 - 1 1 1 - - Drivers Guild; Market

Income +15; Resource cost -10%; Grants upgrading Storehouse to Mall

Mercenaries Guild 350 2 1 2 1 Merchant Court Attracts better Mercenaries; Allows hiring Mercenaries guard; Partial refund when disbanding in garrison
Chamber of Commerce 1000 1 1 3 1 Town Council; Traders Guild Gold +20

Reduces cost of buying resources by 10%

Allows upgrading Taverns in provinces to an Inn

Master Tailor 480 5 1 1 1 1 Traders Guild, Corresponding Tier 2 Shop
Master Tanner 500 1 3 1 Traders Guild, Corresponding Tier 2 Shop
Master Mailmaker 540 1 2 2 Traders Guild, Corresponding Tier 2 Shop
Master Platemaker Traders Guild, Corresponding Tier 2 Shop
Master Weaponsmith 600 1 1 3 Traders Guild, Corresponding Tier 2 Shop
Master Carpenter 520 1 3 1 1 Traders Guild, Corresponding Tier 2 Shop
Master Enchanter 550 30 1 1 2 1 Traders Guild, Corresponding Tier 2 Shop
Master Jeweler 700 1 1 2 1 Traders Guild, Corresponding Tier 2 Shop
Merchants Guild 1700 1 3 1 1 Seafarers Guild, Chamber of Commerce Gold +30

Reduces cost of buying resources by 10%

Allows upgrading a mall in provinces to a market


Buildings
Amusement Quarter / Magicians Quarter / Merchants Quarter / Warriors Quarter / Temple Quarter / Craftsmen Quarter / Forest Quarter / Foreigners Quarter / Centre Quarter