Special | Buildings on the world map Heroes VII Guide
Last update: 11 May 2016
Special buildings are much more common but they are less useful. Some of them add a permanent statistic boost, other uncover parts of the map. There are also some that teach you new spells. Before visiting each of them you must ask yourself if it is really profitable to fight the creature guarding such building. Might hero could use +2 to Attack obtained from the Arena, but he doesn't need to visit the Mage Guild. A high level hero can pass on fighting the army guarding a Stone of Enlightenment that adds 1000 experience points if during the same time he can claim a building that generates resources. You should plan the route of your hero's march carefully and pick the buildings that will give you most useful profits.
Name | Description | |
School of War | Upgrades a Might ability known to the hero by one level for a fee. Works only once. | |
Arena | Permanent bonus: you can choose from +2 Attack or +2 Defense. | |
Fountain of Restoration | Regenerates 4 Movement points of the visiting hero. +5 Leadership for the three incoming battles. | |
Mage Guild | Teaches the visiting hero of few random spells. | |
Stone of Inspiration | Permanent bonus: you can choose from +2 Spirit or +2 Magic. | |
Stone of Enlightenment | Permanent bonus: +1000 experience points. | |
Shrine of the Seventh Dragon | Permanent bonus: Spent some resources and the hero will be promoted by one level. Works only once. | |
Cartographer | For a fee, it will uncover the neighborhood. | |
Blind Brother Monastery | Teaches the hero one ability for a fee. | |
Blacksmith | Permanent bonus: +1 Attack. | |
Crystal of Power | Permanent bonus: +1 Magic. | |
Crystal of Warding | Permanent bonus: +1 Spirit. | |
Merchant | Buys and sells artifacts. | |
Lighthouse | Gives a Lighthouse boost to all heroes once per week. Available only if you control nearby territory: all your heroes swim 15% faster. | |
Arcane Academy | Upgrades a Magic ability known to the hero by one level. Works only once. | |
Magic Shrine | Teaches the visiting hero few new spells. | |
Dangerous Cave | Both here and in other buildings of such type you will face very strong enemies. As reward for defeating them you will usually receive an artifact, gold and resources. | |
Oasis | Regenerates 6 Movement points of the visiting hero. +15 Leadership for the 3 upcoming battles. | |
Observatory | Uncover the surrounding territory. Range: 30 fields. | |
Portal / Passage | Leads to another place - it might be lower or higher level, or part of the territory that is inaccessible in any other way. | |
Shelter | Hero can find shelter here. | |
Dwelling | Each week, it adds few units to the closest city. You can also recruit creatures there. Each faction has different nests, both basic and elite ones. | |
Dragon Vein | Once per week it fully restores visiting hero's mana. | |
Dragon Nexus | Doubles and fully restores the total mana of visiting hero. | |
Stables | +5 to the Movement of the visiting hero (lasts till the end of the week). | |
Stockyard | Allows buying ships for a fee. | |
Elemental Conflux | Allows you to hire various creatures for gold. 2 Earth, Fire, Water, Air Elementals per week. | |
War Ancient | Restores 6 Movement points of the visiting hero. +10 Leadership and Destiny for the upcoming 3 battles. | |
Blind Maiden | Restores 6 Movement points of the visiting hero. +10 Destiny for the 3 upcoming battles. | |
Mysterious Crypt | First hero visiting this place will find an artifact but he will be cursed with -20 Morale for allied creatures during the next battle. | |
Whirlpool | Moves the ship to another whirlpool. | |
Fortune Teller | Tells you what the next week will come. | |
Armoursmith | Permanent bonus: +1 Defense. |