Related Link: You can find a table of statistics about item drops, guard groups, rewards and tons of other details here, courtesy of extensive testing by Decoy. We hope to incorporate this information into the wiki eventually.
TODO: Add EL sites (e.g. Hall of the Forefather) and their associated MCU in the MCU page
Show All Structures
Hazards[]
Show Hazards
Blighted Vines
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Causes 8 damage for 4 on entry.
Giant Cobwebs
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Soaks all move points on entry.
Hook Briar
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Causes 20 damage on entry.
Treasures[]
Show Treasures
Beta Content:Casting Catalyst, Treasure Chest, Production Resource, Knowledge Scroll, Columns of Champions and Sage Tent now have defenders when placed by the RMG (when far away from the players). See if there are others.
Box of Cataclysms
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The one who opens this box gains +50 , but must choose a cataclysm that befalls the world in the next turn or after the current cosmic event has ended.
Cartographer's Tent
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Reveals a portion of the strategic map.
Casting Catalyst
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Provides an additional 20-30 .
Beta Content:Increased reward.
Column of Champions
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Adds a level or promotion to each unit in the army.
Does not work on heroes at the max level for the map
Adds a free city upgrade (you choose between two random ones) to your closest city.
Refugee Camp
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Adds some population to the closest city.
Runestone of the Cold Fury
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Visiting army receives Devastating Charge, Strong Will, Killing Momentum, 20% Fire Protection and Arctic Walking until the end of the next battle.
Sage Hut
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Visiting units recieve Race Governance XP for the Player´s starting race.
Scrolls of Knowledge
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Scrolls of Knowledge[]
Contains a boost of knowledge to current research.
Treasure Chest
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Contains an amount of Gold and Mana.
Treasure Sites[]
TODO: Verify rewards, preferable with ranges(Like: 40-60 Gold for gold mines, or whatever it is.)
TODO: Think of a better way to display the entirety of this page, with more clarity and less clutter.
Treasure sites are affected by Sanctified Sites, Animistic Knowledge and Magical Structures. They include both Treasure and Resource structures (which are affected by RMG settings separately and have different icons on the "cloud strategic map"):
Treasure structures: Hearts, Ancient Ruins, Castle of the Lich King, Dungeon, Forbidden Sanctum, Hall of the Forefathers, Lost City, Lost Library, Sphinx Temple, Sunken City, Tomb, Wizard Tower Ruins, Ziggurat
Resource structures: Mana Nodes, Crystal Tree, Flowrock Quarry, Gold Mine, Great Farm, Magma Forge, Oyster Reef, Raging Maelstrom, Spring of Life, Trading Post, Vault of Knowledge
The cooldown on Visit Structures expires during the turn of the player who used them last, and not at the beginning of the global turn. It means that if Sundren and Edward are playing and Sundren is the first player but Edward visited Haste Berries last, Edward will have an opportunity to use them again before Sundren can.
Show Visit Structures
Bountiful Melons
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Restores 20 % of maximum points of visiting units. Machine and Undead units are not affected.
Replenishes after 3
+20
Flowers of Solace
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Visiting Units ignore negative penalties until the end of their next battle.
Replenishes after 3
+20
Haste Berries
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Fully restores points of visiting units.
Replenishes after 3
+5
Inn
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Inns start with only tier I units. Every 10 turns (i.e. on turn 11, 21, etc.) the troops they propose are replaced and another tier is unlocked (T2 on turn 11, T3 on turn 21). An Inn can propose maximum one T3 unit for hire.
Mercenaries can be hired here.
+100 when inside your Domain
Lucky Cloverfield
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Visiting units become Lucky until the end of their next battle. Lucky Units become Very Lucky instead.
Replenishes after 8
+10
Master Shipyard
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Ships can be recruited from this structure.
+10 , +5 , +5 when inside your domain
Not created by RMG
Reflective Pool
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Visiting units are able to see a distant location in its reflection.
Not created by RMG
Shrine to the Earthen Mother
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Bestows visiting units with 40% Protection and Cave Crawling for 8 . Also bestows them with Guard Breaker for their next battle, and visiting units will now like Subterranean and Blighted terrain for the next 8 .
Replenishes after 4
+10 when inside your domain
Shrine to the Fickle Mermaid
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Bestows visiting units with Mariner and +2 Vision Range for the next 8 and fully restores their .
When explored, add +10 when located within your domain.
Bestows visiting units with 40% Protection for the next 8 and Explosive Death and Fire Spit for their next battle.
This structure is exclusive to the Eternal Lords expansion.
When explored, add +10 , +100 when located within your domain.
Drinking from the well will heal Units, but the living units will be transformed into ghouls. Arch Angel, Dragon, Elemental, Incorporeal, Hero and Leader units are not transformed. Machine units are not affected (this effect is replenished after 5 ).
Constructs a Spelljammer on target location within 8 hexes outside the domain of your cities and fortresses. Prevents the casting of spells from all players but the owner in a 3 hex radius.
Costs 30 , 30 . Takes 2 .
Stone Fortress
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Defensive structure that projects the owner's domain in a 3-hex radius.
In Sieges, the defenders are stationed within a Fortress with Stone Walls.
You can choose to transport visiting units from this ancient teleporter to the connected destination.
Not created by RMG.
Teleporter Destination
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This is the destination of a teleporter.
Not created by RMG.
Watchtower
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Oversees a 7-hex radius.
Water Fortress
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Structure in water that projects the owner's domain in a 2-hex radius.
Not created by RMG.
Wooden Fortress
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Defensive structure that projects the owner's domain in a 2-hex radius.
In Sieges, the defenders are stationed within a Fortress with Wooden Walls.
Can be upgraded to a Stone Fortress for 120 and 2 . If a city is built over a Fortress being upgraded, the upgrade is cancelled (the city will have Wooden Walls) and the gold is refunded.
Not created by RMG.
Modding[]
Defender sets[]
The defenders which spawn are based on the Defender value and the Ideal Amount of Units (and of course the Defender set of the structure).
The value of units is based on their Recruit Cost defined on their .rpk (e.g. 320 for Goblin Big Beetle) using the following formula: [Recruit Cost]*0.9/2 (see post from Narvek: https://aow.triumph.net/forums/topic/item-base-value-what-does-it-mean/#post-130420)
Reward sets[]
The value of rewards is calculated through this formula:
[Defender value]*[Element multiplier]/[Conversion factor]
Where:
Defender value is based on the Spawn strength of the Defenders vainquished:
Very Weak: 125
Weak: 175
Medium: 300
Strong: 550
Very Strong: 900
Element multiplier is the multiplier for the specific element (gold, mana, item, unit, skill...) as indicated in the reward set in the mod tool ("Item Reward Multiplier", etc.). It is possible for the sum of the element multipliers to be different from 1 (superior or inferior), in which case, the value of all the rewards will be different from the Defender value.
Conversion factor takes the following values: 1 for Gold, 2 for Mana, 3 for Research Points, 5 for Casting Points, 0.9 for units