Template:Testpage: Difference between revisions

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{{#cargo_query:
{{#cargo_query:
  tables  = Building=B, Faction=F,
  tables  = Building=B,
           Translation=building_t
           Translation=building_t
|join on = B.faction = F.id,
|join on =  
           building_t.target_id = B.id
           building_t.target_id = B.id
|where  = B.faction = F.id
|where  = B.faction = 'human'
           AND building_t.language = 'en'
           AND building_t.language = 'en'
            
            

Revision as of 16:44, 28 May 2026


id name description faction category sid level name sid desc sid narrative desc sid icon background image is constructed on start level on start scene slot node pos x node pos y prereqs gold cost wood cost ore cost crystals cost gemstones cost mercury cost dust cost graal cost units hire sid units weekly source path
human_Build_Artifact_Market_L1 Artifact Merchant Allows artifacts to be traded. human artifactMarkets Build_Artifact_Market 1 Human_Build_Artifact_Market_name Human_Build_Artifact_Market_description Human_Build_Artifact_Market_narrativeDescription Human_build_Artifact_Market build_fon_economy No 1 Artifact_Market 0 3 Build_Market_L1 2,500 5 5 DB/objects_logic/cities/human_city.json
human_Build_Bank_L1 Bank Produces 1000 Gold daily. human banks Build_Bank 1 Human_Build_Bank_name Human_Build_Bank_description Human_Build_Bank_narrativeDescription H_build_Bank build_fon_economy Yes 1 Bank 2 2 Build_Main_L2 2,500 5 5 DB/objects_logic/cities/human_city.json
human_Build_Golden_Calf_L1 Golden Calf The owner’s cities produce 1000 Gold and 1 of each other resource daily. This city’s dwellings produce +100% units. human graals Build_Golden_Calf 1 Human_Build_Unic_Graal_name Human_Build_Unic_Graal_description_alt Human_Build_Unic_Graal_narrativeDescription H_build_Golden_Calf build_fon_graal No 1 Golden_Calf 0 0 1 DB/objects_logic/cities/human_city.json
human_Build_Intelligence_Academy_L1 Scouting Skyship Removes the fog of war within 20 squares around the city. human intelligences Build_Intelligence_Academy 1 Human_Build_Intelligence_Academy_name Human_Build_Intelligence_Academy_description Human_Build_Intelligence_Academy_narrativeDescription H_build_Intelligence_Academy build_fon_unic No 1 Intelligence_Academy 3 1 2,500 DB/objects_logic/cities/human_city.json
human_Build_Magic_Guild_L1 Mage Guild Unlocks 7 random tier-1 spells in the Magic Observatory and the ability to spend dust to upgrade tier-1 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1 spells are added to their Spellbook. human magicGuilds Build_Magic_Guild 1 Human_Build_Magic_Guild_name_level_1 Human_Build_Magic_Guild_description_level_1 Human_Build_Magic_Guild_narrativeDescription H_build_Mage_Guild_Level_1 build_fon_magic No 1 Magic_Guild 8 1 2,500 5 DB/objects_logic/cities/human_city.json
human_Build_Magic_Guild_L2 Mage Guild II Unlocks 6 random tier-2 spells in the Magic Observatory and the ability to spend dust to upgrade tier-2 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–2 spells are added to their Spellbook. human magicGuilds Build_Magic_Guild 2 Human_Build_Magic_Guild_name_level_2 Human_Build_Magic_Guild_description_level_2 Human_Build_Magic_Guild_narrativeDescription H_build_Mage_Guild_Level_2 build_fon_magic 8 2 Build_Magic_Guild_L1 2,500 2 2 2 DB/objects_logic/cities/human_city.json
human_Build_Magic_Guild_L3 Mage Guild III Unlocks 5 random tier-3 spells in the Magic Observatory and the ability to spend dust to upgrade tier-3 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–3 spells are added to their Spellbook. human magicGuilds Build_Magic_Guild 3 Human_Build_Magic_Guild_name_level_3 Human_Build_Magic_Guild_description_level_3 Human_Build_Magic_Guild_narrativeDescription H_build_Mage_Guild_Level_3 build_fon_magic 8 3 Build_Magic_Guild_L2 2,500 5 3 3 3 DB/objects_logic/cities/human_city.json
human_Build_Magic_Guild_L4 Mage Guild IV Unlocks 4 random tier-4 spells in the Magic Observatory and the ability to spend dust to upgrade tier-4 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–4 spells are added to their Spellbook. human magicGuilds Build_Magic_Guild 4 Human_Build_Magic_Guild_name_level_4 Human_Build_Magic_Guild_description_level_4 Human_Build_Magic_Guild_narrativeDescription H_build_Mage_Guild_Level_4 build_fon_magic 8 4 Build_Magic_Guild_L3 2,500 5 5 5 DB/objects_logic/cities/human_city.json
human_Build_Main_L1 Solar Temple Grants the kingdom 500 Gold, Law points, and Astrology points daily. +1 hero cap. human mains Build_Main 1 Human_Build_Main_name_level_1 Human_Build_Main_description_level_1_alt Human_Build_Main_narrativeDescription H_build_Main_Level_1 build_fon_main Yes 1 Main 1 0 5,000 DB/objects_logic/cities/human_city.json
human_Build_Main_L2 Solar Temple II Grants the kingdom 750 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-1 economy upgrade. human mains Build_Main 2 Human_Build_Main_name_level_2 Human_Build_Main_description_level_2_alt Human_Build_Main_narrativeDescription H_build_Main_Level_2 build_fon_main 1 1 Build_Main_L1 2,500 5 5 DB/objects_logic/cities/human_city.json
human_Build_Main_L3 Solar Temple III Grants the kingdom 1000 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-2 economy upgrade. human mains Build_Main 3 Human_Build_Main_name_level_3 Human_Build_Main_description_level_3_alt Human_Build_Main_narrativeDescription H_build_Main_Level_3 build_fon_main 1 2 Build_Main_L2 5,000 10 10 DB/objects_logic/cities/human_city.json
human_Build_Market_L1 Marketplace Allows resources to be traded. human markets Build_Market 1 Human_Build_Market_name Human_Build_Market_description Human_Build_Market_narrativeDescription H_build_Merchant build_fon_economy Yes 1 Market 0 2 Build_Tavern_L1 500 5 DB/objects_logic/cities/human_city.json
human_Build_Resource_Depot_L1 Resource Depot Produces 1 Gems daily. human banks Build_Resource_Depot 1 Human_Build_Resource_Depot_name Human_Build_Resource_Depot_description Human_Build_Resource_Depot_narrativeDescription H_build_Resource_Depot build_fon_economy No 1 Resource_Depot 1 3 Build_Market_L1 Build_Bank_L1 2,000 DB/objects_logic/cities/human_city.json
human_Build_Resource_Depot_level_2_L1 Alchemic Depot Produces 5 Alchemical Dust daily. human banks Build_Resource_Depot_level_2 1 Human_Build_Resource_Depot_name_level_2 Human_Build_Resource_Depot_description_level_2 Human_Build_Resource_Depot_narrativeDescription H_build_Resource_Depot_2 build_fon_economy No 1 Resource_Depot_2 1 4 Build_Resource_Depot_L1 3 3 3 DB/objects_logic/cities/human_city.json
human_Build_Tavern_L1 Tavern Allows the hiring of new heroes. human taverns Build_Tavern 1 Human_Build_Tavern_name Human_Build_Tavern_description Human_Build_Tavern_narrativeDescription H_build_Tavern build_fon_other Yes 1 Tavern 0 1 500 5 DB/objects_logic/cities/human_city.json
human_Build_Tier_1_L1 Garrison Allows the recruitment of Swordsmen. human hires Build_Tier_1 1 Human_Build_Tier_1_name_level_1 Human_Build_Tier_1_description_level_1 Human_Build_Tier_1_narrativeDescription H_build_Tier_1_Level_1 build_fon_units Yes 1 Tier_1 5 1 1,250 5 esquire 18 DB/objects_logic/cities/human_city.json
human_Build_Tier_1_L2 Garrison II Allows the recruitment of Guard Captains and Sun’s Aegises. human hires Build_Tier_1 2 Human_Build_Tier_1_name_level_2 Human_Build_Tier_1_description_level_2 Human_Build_Tier_1_narrativeDescription H_build_Tier_1_Level_2 build_fon_units_upgrade 4 2 Build_Tier_1_L1 1,000 5 10 esquire 18 DB/objects_logic/cities/human_city.json
human_Build_Tier_2_L1 Mews Allows the recruitment of Crossbowmen. human hires Build_Tier_2 1 Human_Build_Tier_2_name_level_1 Human_Build_Tier_2_description_level_1 Human_Build_Tier_2_narrativeDescription H_build_Tier_2_Level_1 build_fon_units Yes 1 Tier_2 6 0 2,250 5 crossbowman 14 DB/objects_logic/cities/human_city.json
human_Build_Tier_2_L2 Mews II Allows the recruitment of Austringers and Marksmen. human hires Build_Tier_2 2 Human_Build_Tier_2_name_level_2 Human_Build_Tier_2_description_level_2 Human_Build_Tier_2_narrativeDescription H_build_Tier_2_Level_2 build_fon_units_upgrade 7 1 Build_Tier_2_L1 1,500 5 20 crossbowman 14 DB/objects_logic/cities/human_city.json
human_Build_Tier_3_L1 Griffin Rookery Allows the recruitment of Griffins. human hires Build_Tier_3 1 Human_Build_Tier_3_name_level_1 Human_Build_Tier_3_description_level_1 Human_Build_Tier_3_narrativeDescription H_build_Tier_3_Level_1 build_fon_units No 1 Tier_3 6 1 Build_Tier_2_L1 3,500 5 5 griffin 7 DB/objects_logic/cities/human_city.json
human_Build_Tier_3_L2 Griffin Rookery II Allows the recruitment of Temple Griffins and Guardian Griffins. human hires Build_Tier_3 2 Human_Build_Tier_3_name_level_2 Human_Build_Tier_3_description_level_2 Human_Build_Tier_3_narrativeDescription H_build_Tier_3_Level_2 build_fon_units_upgrade 7 2 Build_Tier_3_L1 2,250 5 5 30 griffin 7 DB/objects_logic/cities/human_city.json
human_Build_Tier_4_L1 Sundrop Chapel Allows the recruitment of Lightweavers. human hires Build_Tier_4 1 Human_Build_Tier_4_name_level_1 Human_Build_Tier_4_description_level_1 Human_Build_Tier_4_narrativeDescription H_build_Tier_4_Level_1 build_fon_units No 1 Tier_4 6 2 Build_Tier_3_L1 3,250 3 3 3 lightweaver 6 DB/objects_logic/cities/human_city.json
human_Build_Tier_4_L2 Sundrop Chapel II Allows the recruitment of Hierophants and Sun Heralds. human hires Build_Tier_4 2 Human_Build_Tier_4_name_level_2 Human_Build_Tier_4_description_level_2 Human_Build_Tier_4_narrativeDescription H_build_Tier_4_Level_2 build_fon_units_upgrade 6 3 Build_Tier_4_L1 3,250 6 40 lightweaver 6 DB/objects_logic/cities/human_city.json
human_Build_Tier_5_L1 Hippodrome Allows the recruitment of Cavalry. human hires Build_Tier_5 1 Human_Build_Tier_5_name_level_1 Human_Build_Tier_5_description_level_1 Human_Build_Tier_5_narrativeDescription H_build_Tier_5_Level_1 build_fon_units No 1 Tier_5 5 2 Build_Tier_1_L1 Build_Tier_3_L1 6,000 15 sunlight_cavalry 3 DB/objects_logic/cities/human_city.json
human_Build_Tier_5_L2 Hippodrome II Allows the recruitment of Noble Cavalry and Sunspear Cavalry. human hires Build_Tier_5 2 Human_Build_Tier_5_name_level_2 Human_Build_Tier_5_description_level_2 Human_Build_Tier_5_narrativeDescription H_build_Tier_5_Level_2 build_fon_units_upgrade 4 3 Build_Tier_5_L1 4,500 20 5 50 sunlight_cavalry 3 DB/objects_logic/cities/human_city.json
human_Build_Tier_6_L1 Threshold Basilica Allows the recruitment of Inquisitors. human hires Build_Tier_6 1 Human_Build_Tier_6_name_level_1 Human_Build_Tier_6_description_level_1 Human_Build_Tier_6_narrativeDescription H_build_Tier_6_Level_1 build_fon_units No 1 Tier_6 5 3 Build_Tier_4_L1 3,500 10 10 inquisitor 2 DB/objects_logic/cities/human_city.json
human_Build_Tier_6_L2 Threshold Basilica II Allows the recruitment of Mothers Superior and Excommunicators. human hires Build_Tier_6 2 Human_Build_Tier_6_name_level_2 Human_Build_Tier_6_description_level_2 Human_Build_Tier_6_narrativeDescription H_build_Tier_6_Level_2 build_fon_units_upgrade 5 4 Build_Tier_6_L1 2,000 10 15 75 inquisitor 2 DB/objects_logic/cities/human_city.json
human_Build_Tier_7_L1 Radiant Forge Allows the recruitment of Angels. human hires Build_Tier_7 1 Human_Build_Tier_7_name_level_1 Human_Build_Tier_7_description_level_1 Human_Build_Tier_7_narrativeDescription H_build_Tier_7_Level_1 build_fon_units No 1 Tier_7 7 3 Build_Tier_4_L1 Build_Magic_Guild_L2 15,000 5 10 5 angel 1 DB/objects_logic/cities/human_city.json
human_Build_Tier_7_L2 Radiant Forge II Allows the recruitment of Archangels and Apotheoses. human hires Build_Tier_7 2 Human_Build_Tier_7_name_level_2 Human_Build_Tier_7_description_level_2 Human_Build_Tier_7_narrativeDescription H_build_Tier_7_Level_2 build_fon_units_upgrade 7 4 Build_Tier_7_L1 17,500 20 100 angel 1 DB/objects_logic/cities/human_city.json
human_Build_Training_Range_L1 Guild of Six Winds Allows a selected hero to spend a day learning. They will be unavailable until the next day and receive a permanent increase to an attribute of their choice. human trainingRanges Build_Training_Range 1 Human_Build_Training_Range_name Human_Build_Training_Range_description Human_Build_Training_Range_narrativeDescription H_build_Training_Range build_fon_unic No 1 Training_Range 2 1 2,500 5 5 2 2 2 DB/objects_logic/cities/human_city.json
human_Build_Treasury_L1 Treasury Produces 2000 Gold daily. human banks Build_Treasury 1 Human_Build_Treasury_name Human_Build_Treasury_description Human_Build_Treasury_narrativeDescription H_build_Treasury build_fon_economy No 1 Treasury 2 3 Build_Bank_L1 Build_Wall_L1 5,000 5 5 5 DB/objects_logic/cities/human_city.json
human_Build_Wall_L1 Fortifications Provides walls during sieges. Allows the builder to pick one level-1 defensive upgrade. human walls Build_Wall 1 Human_Build_Wall_name_level_1 Human_Build_Wall_description_level_1 Human_Build_Wall_narrativeDescription H_build_Walls_level_1 build_fon_walls No 1 Walls 3 2 2,500 5 DB/objects_logic/cities/human_city.json
human_Build_Wall_L2 Fortifications II Adds two towers to the battlements that shoot at attackers during sieges. Allows the builder to pick one level-2 defensive upgrade. City dwellings produce +50% units. human walls Build_Wall 2 Human_Build_Wall_name_level_2 Human_Build_Wall_description_level_2 Human_Build_Wall_narrativeDescription H_build_Walls_level_2 build_fon_walls 3 3 Build_Wall_L1 2,500 10 DB/objects_logic/cities/human_city.json
human_Build_Wall_L3 Fortifications III Adds one more grand tower to the battlements that shoots at attackers during sieges and spikes by the walls. Allows the builder to pick one level-3 defensive upgrade. City dwellings produce +100% units. human walls Build_Wall 3 Human_Build_Wall_name_level_3 Human_Build_Wall_description_level_3 Human_Build_Wall_narrativeDescription H_build_Walls_level_3 build_fon_walls 3 4 Build_Wall_L2 5,000 15 DB/objects_logic/cities/human_city.json



id lang name portrait motto biography class faction startattack startdefense startspellpower startknowledge
demon_hero_4 en Zoran, the Self-Founded Zoran, the Self-Founded.png Waurmos are complex and intelligent creatures, but few of them stoop to finding personhood. This one did. The Waurmos are the Hive’s collectors, consuming the bodies and souls of enemies to convert them into energy. Among them, Zoran emerged after consuming a passionate soul, which sparked his identity. He called himself the Self-Founded.
Recognizing that other Waurmos could also develop personalities, he began fostering their strength and independence within the Hive. Zoran’s leadership and teachings have garnered the attention of the Dragonfly King, who allows these efforts — for now.
might_demon demon 4 0 2 1