home

search

Chapter 60- Talks in the Dark

  Fortress of Midnight

  Training Yard

  Jacob ducked underneath the desperate swing of the Human-Vampire as he darted around the swinging fist, "If that's the best you can do, you are going to be the very first respawn here." Jacob taunted as the man continued to attack before finally losing control and with a roar he went into all-out attack mode. Jacob quickly avoided and then finally subdued the raging Vampire, "Enough!!! Good, do you begin to understand what I am talking about when I say you could easily lose control?" The man nodded as he regained control of himself and rained in his Vampiric side.

  "Yes, thank you." the man said right before his eyes bulged and Jacob felt like he got bulled over by a what felt like a train.

  "You son-of-a-bitch, do you have any idea what you did to me?? I am going to make you suffer for everything you did!" Chalxae rained blows down on Jacob.

  Jacob quickly grabbed the raging woman by her arms and pulled her into a hug, "I am sorry for whatever I did, but I have no idea what you are talking about." Jacob whispered in her ear. The words made her quickly jerk back but from the look on her face, she was still far from happy. Jacob wasn't finished and pulled her into a hug again, "I missed you my little shadow. Thank you for helping complete the mission I sent you on."

  The comment made Chalxae smile and hug Jacob harder, "Always Jacob. Next time you have a mission, please don't send me away. I cannot protect you from that far away."

  "Well, we have a mission and I will require an expert Rogue, can you recommend someone to watch my back so I don't get into any trouble?" Jacob asked her as the Drow-Vampire smiled up at him.

  The Cheshire grin grew wider at his words, "I will gladly watch your ass any day Jacob. It is cute. If you mean we have a dungeon to clear out, I will gladly watch your back there as well. We will not be leaving until tomorrow morning, you owe me a good fucking like you did my sisters last night." with that Chalxae grabbed Jacobs ass and head and dragged him into a kiss which Jacob at first surprised, gladly returned. "Now excuse me but I need a bath and to go talk to my sisters. Stay out of trouble please dear one." with that Chalxae turned and headed toward the hall.

  "Sir, if you do not mind me asking but how many of the stories about you are true?" another Human-Vampire asked.

  Jacob blushed before turning and facing his guildmates and every single one was looking at him differently, "Stories are that you have 3 Consorts here and you are engaged to a princess of a foreign city. That you stopped a rebellion and that the Vampires are either scared shitless of you or see you as a second coming type thing. That you faced a Drow Swordmaster in single combat and won despite having to take a sword to the heart. Is any of that true?"

  Jacob smiled as he approached the man, "Every single story has a grain of truth in it somewhere. I leave it to all of you to find out what about me is bullshit and what is false. Now..who is next at sparring?" the whole group groaned at his question but one of them quickly stepped up and the lesson began.

  City of Ineford

  Senior Council Member Estate

  A hand over Dudrik Goldflint's mouth woke him from a dead sleep. "So glad you are awake Dudrik and I assume you are up for a chat?" Dudrik saw a cloaked figure standing above him as he slowly sat up.

  "From the tales, we have heard you and your people saved several Council members, thank you on behalf of my people. Now, why are you here Master Assassin?" Dudrik asked

  "Well you could say I am here to figure out what way Ineford is going to jump when Jacob Longstrider shows up again?" the cloaked figure asked.

  Dudrik considered what he could say, "Let's just say for now he has earned the favor of the Merchant Lords. He might want to show up sooner rather than later though because opinions like that will eventually go away."

  "I will relay the information...Just don't do anything stupid and whatever deal you make, keep it." with that the cloaked figure disappeared.

  Fortress of Midnight

  Cavern

  The clash of swords and shields drowned out everything as Jacob walked among the former slaves and now soldiers. Well, they would eventually be soldiers once they actually finished training, but they were coming along well. Both Tathlyn Hune and Darren walked with him as they viewed the growing army, "So what is your recommendation Tathlyn? What should we do about Ineford?"

  "I believe we have a saying, 'strike while the iron is hot' so I think it would be best if you headed to Ineford sooner rather then later," Tathlyn responded.

  If you encounter this narrative on Amazon, note that it's taken without the author's consent. Report it.

  "We got to move fast, I have no idea how long the Merchants Council will be friendly toward you. If we do not get a treaty or whatever signed, we might lose them." Darren said.

  Jacob sighed, so much to do in so little time. "Ok, I have to do a dungeon dive and I will go to Ineford afterwords. Then we move against the Sisters..." Jacob mused as he considered his choices. "I assume we have all the armor we ordered?"

  "Yes, we brought the remaining 200 armor sets with us and the smiths we ordered from are wondering if we will need more or anything else," Darren reported

  Jacob smiled as he saw Chalxae walk up with June, "I have no doubt we will be doing more business with them in the future. Not yet though." Jacob said as the two females approached. "Ladies, I hope everything is ok with you two. Now I got a general plan for the next week or so, gather the War Party we need to meet up soon. We are all going to be on the road for a while, Darren make sure your team of Rogues is well rested we will be needing them soon enough. I want you, your Rogues, your War Party, and Yilme and her War Party. We will contact you guys when we get to Ineford so make sure you all are on standby in 4 days.

  Hollowed Tombs

  House On'tel Estate

  Cathrine prepared her arms and armor for the trip. She had supplies set aside and Mikeal would be going with her. "So you really are going with him?" Anastasia asked her daughter. Cathrine ignored the older Banshee as she checked all her gear. She would be gone for a better part of a week.

  "Yes mother, but Mikeal will be with me every step of the way. Jacob is going to war and I will be there with him. I should be back in a week, maybe a little bit more than that." Cathrine said.

  Anastasia looked at her daughter and considered the woman before her. In only a couple week she would be married and it might be weeks before she saw her again she thought as tears blurred her eyesight. "Don't cry mother, I will be back soon enough even when I marry I will only be a Portal away. I am also sure he will have no problem with you visiting from time to time." Cathrine said as she hugged the other Banshee.

  "I know, it's just that I have gotten used to you being here and now you will be marrying a Vampire Lord and moving away...It is different to talk about something and expect it coming and then actually see it happening..Be careful." Anastasia said as she regained control of her emotions. "Take these, they were the blades I used on the campaign against the Plague Lords."

  Spoiler: Spoiler

  Name: Love and Hope

  Level: Legendary-Unique

  Damage: 50-65 MH, 40-55 OH

  Properties: Increase Dexterity 20, Agility 20

  Properties: Increase damage of Backstab by 25%

  Properties: Increase Chance and Damage of Serrated Edge by 10%

  Properties: Increases speed while in Stealth by 50%

  Properties: Ability Unlocked Heart Seeker (Cooldown 24 Hours)

  Durability: 700/700

  Requirement: Banshee, Dexterity 30, Agility 30

  Description: When the Hollowed Tombs stood upon the brink of a Civil War, two noble houses gave up their names and heritage and joined together to form the new House On'tel. The Death Knight Ishmael On'tel gave these double bladed knives to his wife and Banshee Anastasia On'tel on their wedding night as a gift of appreciation and of how he truly felt for the woman.

  "Your father had them forged as a wedding gift and I had planned on giving them to you on your wedding day, but with you going into battle I hope they will serve a better purpose now," Anastasia said as she hugged her daughter and left her to her preparations.

  2 Days Later...

  Underdark

  Jacob approached the dungeon, the outside looked like it had been a fortress at one time. A mix of Level 25 Insane Fire and Earth Elementals had been roaming the surrounding area outside the Dungeon and it might just tell them what was inside as well. "Ok people, everyone know the drill. Those of you who went with me on the last Dungeon know how fucked up the Cult of the True can be. So be careful and watch your backs in there. We are going to take it slow and steady." Jacob called out as he led them in...

  Dungeon Name: Fallen Fortress of Hyperion

  Age: Ancient

  Level Range: 28-32

  Recommended Party Size: 5 to 10

  Do you wish to enter the Dungeon? Yes/No

  Name: Fortress Of Midnight

  Level: 1 (Frontier Fort)

  Owner: Jacob Farstrider

  Kingdom: Tomb of Eternal Night

  Experience: 22050/50000

  Population: 450

  Morale: Good

  Health: Fair

  Defenses: Wall, Military Checkpoint

  Resources: Quarry (lvl 1), Quarry (lvl 1), Logging Camp (lvl 1), Silver Mine (lvl 2), Iron Mine (lvl 2), Platinum/Titanium Mine (lvl 1)

  Allies...

  Spoiler: Spoiler

  Earth Splitter Tribe

  Trade Agreements...

  Spoiler: Spoiler

  Earth Splitters: 5 Units of Mithril for 10 Units of Platinum, every week for 3 months

  Bloodfangs: 20 Units of Sand and Coal for 20 Units of Iron, every week for 3 months

  Darguun: Will trade 1 Unit of Gold for 2 Units of Silver but no more then 25 Gold every 2 weeks, for 3 months

  Blessings...

  Spoiler: Spoiler

  Dumathoin's Blessing: Doubles the production of all mines within the control of your lands, also increases rare minerals and jewels that will be found.

  Pans Blessing: Increases production of Crops and Herbs by 10%, increases the likelihood that rare Herbs will be harvested by your village or grown

  Fort Positions...

  Spoiler: Spoiler

  Guard Captain- Thorgron Shadowsteel* (Increases Warrior related Skills and Abilities by 5%, Increases Experiences gained from duties by 10%)

  Engineer- Jigibs (Increases Engineer related Skills and Abilities by 5%, Increases Experience gained from duties by 10%)

  Blacksmith- Torgan Urgran (Increases Blacksmithing related Skills and Abilities by 5%, Increases Experience gained from duties by 10%)

  Carpenter- Jason Willows (Increases Carpenter related Skills and Abilities by 5%, Increases Experience gained from duties by 10%)

  Mason- Magrum Stonehand (Increases Mason related Skills and Abilities by 5%, Increases Experience gained from duties by 10%)

  Map Maker- Wruzrar Myzynge (Increases Cartographer related Skills and Abilities by 5%, Increases Experience gained from duties by 10%)

  Fortress Cook- Miss Dotts (Increases Cooking related Skills and Abilities by 5%, Increases Experiences gained from duties by 10%)

  now this each post has duties and privileges related to their posts, see wiki about such. Other Positions will be available as your Fortress evolves and grows

  Fortress of Midnight Treasury...

  Spoiler: Spoiler

  Current Balance: 4255 Gold 83 Silver 00 Copper

  Current Income: 136 Silver Coins per Day

  Current Costs: 400 Silver Coins Every 2 weeks for Inhabitants, 168 Silver Coins Every week minimum for Silver Mine crew

  Stored Resources and Production...

  Spoiler: Spoiler

  Produces: 18 Units of Stone a day

  Level 1 Rock Quarry

  Produces: 18 Units of Stone a day

  Mana Fed Dark Oak Grove

  Produces: 40 Units of Wood a day

  Level 2 Iron Mine

  Produces: 40 Units of Iron Ore a day

  Level 2 Silver Mine

  Produces: 24 Units of Silver Ore a day

  Level 1 Platinum/Titanium Mine

  Produces 16 Units of Platinum Ore a Day

  Produces 4 Units of Titanium Ore a Day

  Coal: 30

  Stone: 560

  Marble: 20

  Wood: 962

  Glass: 30

  Leather: 40

  Iron: 325-40 Ore waiting to be smelted

  Steel: 45

  High Steel: 35

  Silver: 260-24 Ore waiting to be smelted

  Gold: 44

  Platinum: 76-16 Ore waiting to be smelted

  Titanium: 33-4 Ore waiting to be smelted

  Mithril: 20

  Bone Barracks...

  Resource Units Available: 1460

  Monstrous Bone Units: 250

  Construction...

  Spoiler: Spoiler

  Construction Queue: Due to the level of your Fortress, you can only have 2 major and 2 minor construction underway. (Fortress will gain 250 Exp for Major Construction, 100 Exp for Minor Construction)

  Major (2): Abraxxus Mad Labratory LVL MAX (Cost 30 Stone, 30 Wood, 10 Steel, 10 Silver, 6 Gold, 4 Platinum, Master Alchemist Set, Duration 2 Days), Warehouse LVL 1 (Cost 8 Stone, 12 Wood, 4 Iron Duration 2 Days), Marketplace LVL 1 (Cost 20 Stone, 60 Wood, 30 Iron, Duration 4 Days), Long House (Amount 2, Cost 10 Units of Stone, 15 Units of Wood, Duration 3 Days Each), Green House LVL 1 (Cost 20 Stone, 30 Wood, 10 Steel, 10 Glass, Duration 3 Days), Smithy LVL 1 (Cost 10 Units of Stone, 12 Units of Wood, 4 Units of Iron, Duration 4 days)

  Minor (2): Sawmill LVL 1 (Cost 40 Wood, 10 Iron, Steel Saw Blade, Duration 1 Days), Platinum/Titanium Mine LVL 2 (Cost 40 Wood, 10 Iron, Duration 1 Day), Barracks LVL 2 (Cost 40 Wood, 10 Iron, Duration 2 days), Prison LVL 1 (Cost 20 Wood, 20 Iron, Duration 2 Days), Cabin LVL 1 (Amount 4, Cost 16 Stone, 40 Wood, Duration 4 Days), Bar LVL 1 (Cost 8 Stone, 30 Wood, Duration 2 Days)

  Spoiler: Spoiler

  Fortified Hall (LVL 1)

  Durability: 10,000/10,000

  Description: This building is one of the most basic buildings that one can construct in order to make a Fortress. Minimal resources are needed to construct them, but this building offers little amenities. It houses the bare minimum but due to its nature it can evolve into other more powerful and useful buildings and is not locked within one evolutionary path.

  Bonus: Due to the use of Stone used in making a Ziggurat all defenders of this hall will have an increased rate of mana regeneration (+5%) but due to being exposed to large amounts of Death Magic all defenders will also receive additional damage from wielders of Death Magic (-5% resistance to Death Magic).

  Battle Display: Your Trophies from the Battle of the Dark Oak Grove of Midnight are now on display for all to see (Increases damage against the Sisters of the Damned Faction by 15% and increase Diplomatic efforts with enemies against the Sisters of the Damned Faction).

  Building Additions:

  Mess Hall (LVL 1)

  Durability: 500/500

  Description: This addition to your Fortified Hall houses both a kitchen and an eating area to provide comfort and atmosphere for the inhabitants of your Fortress/Settlement.

  Vault (LVL 1)

  Durability: 2000/2000

  Description: The Vault houses the valuables of any Guild/Clan/Tribe/House and can store up 1000 Units of valuable resources besides individual valuables. Take care, although Vaults are extremely difficult to break into, but not impossible. It is recommended that Guards be placed in/outside the Vault at all times.

  Bonus: Due to Jigibs paranoia, a security system has been installed on top of the regular security measures decreasing the likelihood that someone will breach the Vault by 25%.

  Fortified Hall 2nd Story Floor (LVL 1)

  Durability: 1000/1000

  Description: The second floor of the Fortified Hall doubles the number of living Quarters and adds several watchtowers with walkways where your personal guard will stand watch (Decreases the likelihood of assassination by 10%) to increase the security of the inhabitants of the Fortified Hall.

  War Room (LVL 1)

  Assigned Personel: Tathlyn Hune (Rank 4 War Leader)

  Durability: 1000/1000

  Description: Grand Campaigns and small raids are all planned in the War Room. It is the heart and soul of war your General will plan and sceame your enemies downfall.

  Bonus: Due to having Swordmaster, Tathlyn Hune, as your current General all training for regular troop units have been decreased by 25%, troop movements have been increased by 10%, and morale of units will start out at Good.

  City Administration Building (LVL 1)

  Assigned Personel: Seneschal-Eiloma Silverleaf, Head of R&D-Gaver Spriglesproket, Cartography-Wruzrar Myzynge, Merchant-Daniel Furthring, Ambassador-Vacant

  Current Tax Rate: 5% for local business, 8% for Incoming Trade Goods

  Current Research: Quarry LVL 2 (1 Days), Iron Mine LVL 3 (3 Days), Inn LVL 2 (4 Days), Home LVL 2 (4 Days), Apartments LVL 2 (4 Days), Bathhouse LVL 1 (5 Days), General Store LVL 1 (4 Days), Silver Mine LVL 3 (3 Days)

  Durability: 4000/4000

  Description: The Keep might be the heart of the Fortress, but the Administration Building is where all the brains are located. All essential personal will be located here and will work from this building. Your citizens will come here to post requests and create Quests. Ignore them at your own risk though, if a request/quest goes unawnsered to long it can lower the Morale or even cause rebellion.

  Defensive Wall (LVL 1)

  Durability: 50,000/50,000

  Description: This wall is the most basic in design. (10 Foot Height, 5 Feet Wide)

  Bonus: Due to the use of Stone used in making a Ziggurat all defenders of this hall will have an increased rate of mana regeneration (+5%) but due to being exposed to large amounts of Death Magic all defenders will also receive additional damage from wielders of Death Magic (-5% resistance to Death Magic).

  Defense Enhancements: Your Wall is now equipped with a Portcullis, two Archer Towers, and Iron striped Wooden Gate. Four Scorpian fixed siege engines have been mounted on your wall. (See wiki about further information about Siege Engines)

  Military Checkpoint (LVL 1)

  Durability: 10000/10000

  Description: This checkpoint was constructed at a natural chokepoint and will fortify the position against invaders as well as assist in managing the trade. It can be manned by 20-40 beings at a time.

  Chapter House of Balance (LVL 1)

  Master of the Order: Thelgrum

  Priestess: Traya

  Inhabitants: 0/30

  Durability: 5000/5000

  Description: This Chapter House is a first, but hopefully it will not be the last for the Paladins of Balance. This Order was founded by Thelgrum Orcbane under the direction of the Primordial Power of Balance. Unlike other Paladins, they do not judge based on the Pantheons or race, but on the choices people make. Only time will tell if the Order will die in its infancy or thrive and grow as other Orders have.

  Bonus: Thelgrum Orcbane was once a Paladin of Moradin before a campaign the god blessed ended with the death of children. Even though they were racial enemies of his people, it was too much for Thelgrum Orcbane, so he left his people and his order behind losing himself to the Underdark. He later found a new path and became the first Paladin of Balance ever (Increases both Experience gained by locals +10%, trained by Thelgrum and the order Paladins will fight harder and longer to protect this place). Random Locals will seak out this place to learn and be taught as new Paladins or Priests until the Chapter House has reached its limits.

  Bone Barracks (Unique)

  Inhabitants: N/A

  Durability: 50,000/50,000

  Description: The Bone Barracks is the result of Abraxxus Alchemy and Necromancy, it is similar to the Bone Barracks of the Noble Undead but is completely Unique. This Bone Barracks has the ability to create mindless Undead that will protect your settlement from attack from within or an invasion force. The only limitation is that it requires the bones of the dead and other materials to produce more. Create a small Guard or even entire Legions, it is up to you.

  Bonus: You can introduce items to upgrade your units, such as weapons, armor, poisons, etc...but it will take time for the Barracks to consume and process these materials. Once introduced, they cannot be taken back and will be a part of all units constructed.

  Modifications Completed:

  All Units: now have an Armor Rating of +100 in addition to normal armor

  All Units: will now recieve 10% less damage from all sources

  All Units: 50% of all damage will bypass armor

  Deployed Units:

  60 Skeletal Warriors

  44 Skeletal Archers

  3 Elite Skeletal Warriors

  2 Skeletal Champions

  1 Bone Lord

  Barracks (LVL 1)

  Durability: 4000/4000

  Inhabitants: 50/50 Dawn Guard

  Description: As long as there have been organized militaries, there has been Barracks to House, Feed, Train, and Arm soldiers. This basic Barracks will house your soldiers, everything else still has to be built. The Barracks will increase the and Morale (Fair) and increase the rate at which they gain experience (+5). Building additions and upgrading the Barracks will increase these and have other effects upon your troops.

  Bonus: Your personal guard is led by Thorgron Shadowsteel, who has been in service to one master or another for almost 100 years. Due to his experience, your personal guards will be more alert to assassination attempts (15% Increased Chance to catch Spies/Assassins/Rogues) and will deal more damage to outside threats (Damage to your enemies is increased by 5%).

  Building Additions:

  Armory (LVL 1)

  Durability: 800/800

  Description: This building addition for the Barracks will house the Arms and Armor of guards assigned to it. This addition will increase the damage (+5%) troops assigned to this barracks deal and will assist in the maintenance of equipment (Equipment repair rate Increased by 25%).

  Chow Hall (LVL 1)

  Durability: 500/500

  Description: This Barracks addition will increase the Health of all Guards/Soldiers by 5% and boost morale by a small margin.

  Training Yard (LVL 1)

  Durability: 800/800

  Description: The Training Yard addition to the Barracks is used to assist with the training of guards and help maintain their martial skills and abilities (This addition to the Barracks will decrease training time of new personel by 25% and will unlock the Warrior Trainer for your fortress).

  Barracks (LVL 2)(Amount 2)

  Durability: 5000/5000

  Inhabitants: 100/100 Tomb Guardians

  Description: As long as there have been organized militaries, there has been Barracks to House, Feed, Train, and Arm soldiers. This basic Barracks will house your soldiers, everything else still has to be built. The Barracks will increase the and Morale (Fair) and increase the rate at which they gain experience (+7.5%). Building additions and upgrading the Barracks will increase these and have other effects upon your troops.

  Bonus: Having Captain Thardan Dulkamlead the troops increases the Morale of troops to (Good) and increases their Armor Rating by 5%. Sgt.Umurn allows you to enhance the fixed defeneses of your Fortress and lands.

  Star Forged Smithy of Possibilities (Unique-Legendary)

  Durability: 75,000/75,000

  Description: The Star Forged Smithy of Possibilities is a Legendary Wonder of the World, no one has ever seen its like before or ever will again. It was created from the Anvil of Star-Metal and with the Alchemy and Soul Magic of Master Abraxxus at the direction of Lord Jacob Longstrider of House Longstrider. Due to its nature, it can create any level (Common to Artifact) of an item. If an item is broken down, the Smith and Smithy have a 75% chance to learn Common-Rare plans, 50% Chance to learn Epic plans, 25% Chance to learn Legendary plans, and 5% chance to learn Artifact/Unique plans.

  Bonus: Due to the nature of the building, it can have..odd...effects on the forging process, enhancing items or even destroying them if it finds them unworthy.

  Additions:

  Star Forged Smelter

  Durability: N/A

  Description: Due to the nature of the building, the Smelter will process any known Metal at a more efficient rate and has a 25% chance to duplicate efforts.

  Star Forged Smelter

  Durability: N/A

  Description: Due to the nature of the building, the Smelter will process any known Metal at a more efficient rate and has a 25% chance to duplicate efforts.

  Alchemy Hut (LVL 1)

  Durability: 1000/1000

  Description: Smiths have a Smithies, Masons have a Quarry, and Alchemists have a Lab. This is the most basic Alchemy lab and with an Alchemist expert, will produce basic potions. Increasing the level of the lab will unlock the ability to produce stronger Alchemy potions, solutions, poisons, and many other things. Also depending on who is working at the lab will determine what is produced, how long it takes, and how strong it is.

  Bonus: Your Alchemy Hut is manned by a Master Alchemist and will produce 50% faster and will unlock new potions at an increased rate.

  Workshop (LVL 1)

  Durability: 1000/1000

  Description: This building can be used to build Siege Engines, Glass Units, Bows & Arrows, Enchanters, etc..Its limited space and facilities will limit what people can do and will not increase the rate of production.

  Bar (LVL 1)

  Assigned Personel: Duatha and Guarda Stein

  Durability: 1000/1000

  Description: Your people need ways to relax and open up their purse strings. The bar provides two essential things, happiness and taxes. Eventually this place even might even attract a local Rogue trainer, but only time will tell.

  Long House (LVL 1)(Amount Built: 2)

  Inhabitants: 30/30

  Durability: 1000/1000

  Description: This housing unit was built to hold multiple families during the early stages of frontier town and forts, it provides basic amenities and benefits other than providing a roof over peoples heads.

  Cabin (LVL 1)(Amount Built: 8)

  Inhabitants: 10/10

  Durability: 500/500

  Description: This building is little better than a hut and provides minimal housing for frontier towns and forts. Upgrading this building will increase the number of persons housed and the Morale benefits it provides.

  Healers Hut (LVL 1)

  Appointed Healer: Anthala Dor'grana

  Durability: 1000/1000

  Description: The Healers Hut is the most basic health service building and will decrease the chance that deises will run rampart within your settlement. (Decreases chance of negative health effects by 25%)

  Cistern (LVL1)

  Durability: 1000/1000

  Description: This water storage facility can house up to 1000 Units of water and unlocks your fortress ability to have a Bath House which increases your settlements Health and Morale.

  Well (LVL 1)(Amount Built: 3)

  Durability: 500/500

  Description: Wells provide water for basic needs such as bathing and cooking.

  Animal Pen (LVL 1)

  Animals: 36 Anglo-Backs, 6 Void-Wolfs

  Durability: 500/500

  Description: The Animal Pen will help keep your domesticated animals contained and controlled (Increases reproduction rates of animals by 25%, health and wellness of domesticated animals is increased).

  Stone Overseers Office (LVL 2)

  Durability: 3000/3000

  Mason Assigned: Magrum Stonehand

  Description: The Stone Overseers Office is the upgraded Masons Hut. With this office, two Quarries can be run by a Mason and his apprentice. Production is also increased by 50% of what the Quarries can produce. Level 1 Quarries produce 12 Stone Units a day.

  Platinum/Titanium Mine (LVL1)

  Durability: N/A

  Properties: This site allows you to produce 8(+8) units of Platinum and 2(+2) units of Titanium Ore a day.

  Description: This Platinum/Titanium mine is basic by modern standards. It can be improved to increase production.

  Silver Mine (LVL 2)

  Durability: N/A

  Properties: This site allows you to produce 12(+12) units of Silver a day.

  Description: This Silver Mine has been enhanced to increase safety and production. It can be improved to increase production

  Iron Mine: (LVL 2)

  Durability: N/A

  Properties: This site allows you to produce 20(+20) units of Iron a day.

  Description: This Iron mine has been enhanced to increase safety and production. It can be improved to increase production

  Stone Quarry (LVL 1) (Amount Built: 2)

  Durability: N/A

  Properties: This site allows you to produce 12(+6) units of stone a day

  Description: This quarry is the most basic quarry by modern standards. It can be improved to increase production.

  Logging Camp (LVL 1)

  Durability: N/A

  Properties: This site allows you to produce 20(+20) units of wood a day

  Description: This camp is the most basic logging camp by modern standards. It can be improved to increase production.

  Warehouse (LVL1)

  Durability: 1000/1000

  Description: This building will house up to 1000 Units of raw resources, processed resources, complicated components, and perishables.

  Storage Yard (LVL 1) (Amount Built: 2)

  Durability: 800/800

  Description: The Storage Yard is the most basic storage facility and can only house a minimum of resources (500 Units). Upgrading it will increase the number of resources that can be stored but it is highly recommended to build a Wharehouse to store more valuable items.

  Moselium (LVL 1)

  Durability: 1000/1000

  Description: The Moselium is a place where the honored dead are entombed and left so that their descendants might visit (Decreases death timer from 12 to 8 hours and decreases death sickness time from 30 minutes to 20 for Immortals).

  Keep Abilities...

  Spoiler: Spoiler

  Keep Ability: Rally Cry

  Description: When you notice a break in your enemies battle line or your troops on the point of fleeing the battlefield, activate this ability to inspire your troops to fight on longer and harder. Increases the damage you and your troops will deal with the enemy by 25% for 5 Minutes (Can only be used during battle or siege within the lands claimed by the Fortress of Midnight, cooldown 24 Hours)

  Keep Ability: Summon Treant Defenders

  Description: During a battle or Siege within the confines of the land claimed by the Fortress of Midnight, you can summon 4 Treants (Your level +5) to fight by your side for 5 minutes. (Can only be used during battle or siege within the lands claimed by the Fortress of Midnight, cooldown 24 Hours)

  Keep Ability: Last Stand

  Description: When you are on the edge of defeat and all hope is lost make your stand. Increases Armor Rating of all defenders by 10%, Increases Health Regeneration of all Defenders by 50%, Increases stamina and mana regeneration by 20% for 1 Minute (Can only be used during battle or siege within the lands claimed by the Fortress of Midnight, cooldown 24 Hours)

  Fort Quests...

  Spoiler: Spoiler

  Fort Quest Issued: Booming Economy

  Description: You have ways to House, Feed, and Protect your people, now it is time to start making money off of them. Construct two buildings that you can tax or earn money from.

  Bar

  Rewards: 1000 Fort Experience, Variable

Recommended Popular Novels