Places to go

Regions

You can walk (or fly if you play an appropriate race, have a winged mount, or a special item) through regions during play. Normally you make only one region per turn, though more a possible. The range of each character is measured on movement points. Each region needs an amount of these points to traverse it. The following table shows the cost for ground- and aerial movement.

RegionWalkFly
Chaos55
Plain2.52.5
Forest3.52.5
Swamp52.5
Highland3.52.5
Mountains53.5
Lake3.52.5

To move from one region to another you have to add together the listed cost from both regions. If you walk diagonal (i.e. south-east) you have to multiply the sum by 1.4.

Example: To walk from a plain to an adjacent highland one have to spend 2.5+3.5=6 movement points. If they are diagonal cost increases to 8 movement points (6 x 1.4 = 8.4).

Settlement

Each region has a settlement, be it as small as a reststop or as large as a metropolis. They are centers of commerce and services.

Freelance teachers live in settlements. They give a learn bonus to exp when hired. But you must choose carefully which to hire, because the bonus varies from quality of the teacher and the level of your skill which you want to improve. The quality of a teacher can span more than one skill level. A teacher can be hired with the HIRE TEACHER command. A teacher wants 10 silver coins times his skill level.

Teacher qualityLevel
Poor2-3
Average4-5
Good6-7
Excellent8-9
Supreme10

The exp increase by this formula: (teacher's skill level - character's skill level) / 3 + 1 (rounded down)

Buildings

Buildungs exist both in regions and settlements. They have several benefits: some of them allow for improved training in skills (bonus to exp) providing access to facilities and equipment. Also, many buildings can be used to work (see table below), however, you need to have a minimum skill to work there.

There are some buildings which are reserved for special purposes (royal palace, cave, etc.) and thus are not mentioned in the following table. In order to get the learning bonus or working in it, a character must first enter the building. You can obtain a building with the BUY order.

Fees marked with an asterisk (*) are calculated by taking the minimum of the respective skill and the skill "teacher".

A special note on shrines, temples and cathedrals: You can only build one of these buildings, when you have chosen a patron deity. The building will immediately be devoted to that deity.

Building Short Work Min. Level Fee Learn Bonus Cost to Buy
Abbey abb Writing skill 1 skill+9 Theology
Writing
+1 25 -
Baracks bar Axe
Muscle training
Bow
Crossbow
Endurance
Spear
Sword
skill 3
Teacher 3
2*skill2* Axe
Muscle training
Bow
Crossbow
Endurance
Spear
Sword
+1 25 -
Cathedral (cat) Theology skill 5
Teacher 5
2*skill2+10* Theology +3 250 50000 silver coins
25 wood
25 stone
15 iron
5 gold
College col Herbalist
Sailor
Trader
Writing
skill 3
Teacher 3
2*skill2* Herbalist
Sailor
Trader
Writing
+2 100
Forge fog Armorer
Bowyer
Joiner
Weaponsmith
skill 5 skill2+10 Armorer
Bowyer
Joiner
Weaponsmith
+2 100/20
Fortress for Axe
Muscle training
Bow
Crossbow
Endurance
Leadership
Spear
Sword
Tactics
skill 5
Teacher 5
2*skill2+10* Axe
Muscle training
Bow
Crossbow
Endurance
Leadership
Spear
Sword
Tactics
+2 100
Gold smith gls Gold smith skill 3 skill2+5* Gold Smith +1 25
Guild house,
large
lgu - - - Axe
Muscle training
Bow
Brawling
Crossbow
Endurance
Evasion
Spear
Sword
+1 - 20000 silver coins
20 wood
20 stone
10 iron
Guild house,
small
sgu - - - - - - 10000 silver coins
20 wood
10 stone
5 iron
House hou - - - - - - 5000 silver coins
10 wood
10 stone
5 iron
Mage's Guild mag Alchemy
Herbalist
Magic Theory
skill 5
Teacher 5
2*skill2+10* Alchemy
Herbalist
Magic Theory
+2 150 50000 silver coins
25 wood
25 stone
15 iron
5 mallorn
Mage tower mat - - - Alchemy
Herbalist
Magic Theory
+1 - 30000 silver coins
10 wood
20 stone
10 iron
5 mallorn
Psionic's Guild psi Psionic skill 5
Teacher 5
2*skill2+10* Psionic +2 150
School sch Writing skill 1
Teacher 1
skill+15* Writing +1 15
Shrine (shr) - - - Theology +1 25 10000 silver coins
5 wood
10 stone
5 iron
1 gold
Smithy smi Armorer
Bowyer
Joiner
Weaponsmith
skill 3 skill2+5 Armorer
Joiner
Weaponsmith
+1 25/10
Stables sta Tamer skill 3 skill2+5 Riding
Tamer
+1 25
Stronghold stn Make music skill 3 skill+10 Axe
Muscle training
Bow
Crossbow
Endurance
Evasion
Leadership
Spear
Sword
Tactics
+2 100 25000 silver coins
30 wood
30 stone
15 iron
Tavern tav Make music skill 3 skill+10 - - -
Temple (tem) Theology skill 3
Teacher 3
2*skill2* Theology +2 100 30000 silver coins
10 wood
20 stone
10 iron
5 gold
Thief's Guild thi - - - Dagger
Disarm traps
Evasion
Observation
Pick locks
Stealing
Stealth
Streetwise
+1 50
University uni Herbalist
Leadership
Sailor
Tactics
Teacher
Trader
Writing
skill 5
Teacher 5
2*skill2+10* Herbalist
Leadership
Sailor
Tactics
Trader
Writing
+3 250

Building upgrades

Buildings in possession of characters or guilds can be enhanced with several upgrades. They add defensive capabilities, more storeroom or give the ability to get experience bonuses to new skills. Upgrading a building is realized via the order BUILDING UPGRADE.

Note 1: experience bonuses are not cumulative. If you add a laboratory to a mage's guild you will still get only 2 points of bonus.

Note 2: You can't work in building upgrades in order to earn money.

Note 3: It takes several days before the upgrade is completed. After construction starts, nothing more is needed to do.

Upgrade Short Learn Bonus Cost Storage Times allowed to Buy Upkeep Description
Bribery bri - - - 0 10 - 50 silver coins Constant bribery makes sure your building stays "invisible" from the eyes of the local authorities.
Cellar cel - - - 40 2 5000 silver coins
10 wood
5 stone
- An underground storeroom.
Laboratory lab magic theory
alchemy
1 50 0 1 5000 silver coins
5 mallorn
10 stone
100 silver coins It can be used for basic alchemistic and magical training.
Mead hall mha - - - 0 1 5000 silver coins
5 wood
5 stone
20 silver coins It works in many apsects just like a regular tavern.
Shrine shr theology 1 25 0 1 5000 silver coins
5 wood
10 stone
5 iron
1 gold
50 silver coins It can be customized to meet the needs of any deity's cleric.
Smithy smi armorer
bowyer
joiner
weaponsmith
1 25 0 1 5000 silver coins
5 wood
20 stone
20 silver coins  
Stone wall swa - - - 0 1 10000 silver coins
30 stone
- A stone wall offers the best protection available. It makes any other wall obsolete.
A wall of any type makes any hidden building visible.
Wall wal - - - 0 1 7500 silver coins
30 wood
- A wall offers some good protection in case of war. Even if the city falls, the building must be taken seperately.
A wall of any type makes any hidden building visible.

Some building allow to be upgraded to better versions. These are limited to the following groups:

80% of the building's needed materials are recycled for the new building. Also, the build time is reduced by 80% of the old building's build time.

Example:
A mage tower costs: When upgrading you would be able to recoup 80% or Subtracting the recoup amount from the cost for a mage guild would mean the guild would cost: