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Haroun - Buildings


[Lore] [Units] [Buildings]
[Council] [Royalists]
 

[Sanctuary] [Quarry] [Woodmill] [Blacksmith] [Market]
[Barracks] [Library] [Shrine] [Outpost] [Mine]

See Glossary for Building Resistances
 

 

Sanctuary

Village
Health: 1300 Cost: 125 Company Limit: +2
Production: 12  1 Militia:
Rainbringer: 8
Mistrunner: 6
Ranges:
Guard Range: 38
Detection Range: 40
Supply Range: 40
Upgrades:
Town
Walls: None

Description:
All Haroun sanctuaries exist lightly on the earth, but Villages are particularly so. When abandoned or fallen to the enemy, Villages vanish without a trace.
 

 
Town
Health: 2600 Cost: 0 Company Limit: +1
Production: 22  2 Militia:
Rainbringer: 8
Mistrunner: 6
Ranges:
Guard Range: 38
Detection Range: 46
Supply Range: 46
Upgrades:
City
Walls: Health: 650; DV: 2

Description:
Just as a sprout grows to a sapling, so too do Haroun Towns grow from Villages. With stronger defenses and more room for buildings and militia, Towns have a permanence that Villages lack.
 

 
City
Health: 3900 Cost: 0 Company Limit: +1
Production: 30  3 Militia:
Rainbringer: 10
Mistrunner: 8
Ranges:
Guard Range: 38
Detection Range: 53
Supply Range: 53
Upgrades:
Citadel
Walls: Health: 800; DV: 4

Description:
Great Haroun Cities, full of the bustle of life and rustle of leaves blowing in gentle winds, are guarded by walls of ancient and mighty trees. With broad boulevards and plenty of room for buildings and soldiers, Cities are a sight to behold.
 

 
Citadel
Health: 5200 Cost: 0 Company Limit: +1
Production: 36  4 Militia:
Rainbringer: 10
Mistrunner: 10
Ranges:
Guard Range: 38
Detection Range: 61
Supply Range: 61
Upgrades:
None
Walls: Health: 1200; DV: 6

Description:
The mightiest of all Haroun sanctuaries is the Citadel. Built between the trunks of the heartiest trees, with roots stretching wide and deep, Citadels are virtually impregnable to assault. Their enormous walls house dozens of workers and soldiers, and room enough for a wide variety of buildings.
 

 

Quarry

Gift of Stone
Health: 500 Cost: 65
 
Production: 6
Upgrades:
Bounty of Stone, Earthnode
Description:
Coaxing the earth with gentle songs and secret rituals, Haroun workers use Gifts of Stone to bring forth stone for use in their sanctuaries.
 
 
Bounty of Stone
Health: 750 Cost: 65  
Production: 4  10
Upgrades:
None
Research:
Tier I: 125 Time: 30
Entwined Branches: Building; Health +25%; Req: Council / Royalist
Skilled Labor: Building; Structure Cost -15%; Req: Council / Royalist
Rapid Growth: Building; Heal 10/sec; Req: Council / Royalist
Tier 2: 250
Wide Trunks: Building; Resist Siege +20%; Req: Skilled Labor, Rapid Growth, Council / Royalist
Deep Roots: Building; Resist Siege +20%; Req: Skilled Labor,
Entwined Branches, Council
Thorny Barrier: Wall; Health +25%; Thorn Shock; Req: Skilled Labor, Entwined Branches, Royalist
Description:

 
 
Earthnode
Health: 750 Cost: 65  
Production: 4  2  2
Upgrades:
None
Research:
Tier I: 125 Time: 30
Entwined Branches: Building; Health +25%; Req: Council / Royalist
Skilled Labor: Building; Structure Cost -15%; Req: Council / Royalist
Rapid Growth: Building; Heal 10/sec; Req: Council / Royalist
Tier 2: 250
Wide Trunks: Building; Resist Siege +20%; Req: Skilled Labor, Rapid Growth, Council / Royalist
Deep Roots: Building; Resist Siege +20%; Req: Skilled Labor,
Entwined Branches, Council
Thorny Barrier: Wall; Health +25%; Thorn Shock; Req: Skilled Labor, Entwined Branches, Royalist
Description:
Earthnodes serve as a conduit for transferring the life energy of the earth to the surface, producing an abundance of mana for the Haroun to wield.
 
 

Woodmill

Gift of Wood
Health: 500 Cost: 100
 
Production: 8
Upgrades:
Bounty of Wood, Spirit Wood
Description:
The carefully kept groves of Gifts of Wood yield boards so smooth and flawless that one can run his hand across them without fear of splinter.
 
 
Bounty of Wood
Health: 750 Cost: 100  
Production: 6  14
Upgrades:
None
Research:
Tier I: 250 Time: 30
Billeting Archer; Recruit Cost -15%; Req: Council
Composite Bows Archer; Range +4; Req: Council / Royalist
Dragonbone Bows Archer; RV +2; Req: Council / Royalist
Whitesteel Armor: Archer; DV +2; Req: Royalist
Tier 2: 400
Khaldunite Arrows: Archer; AV +5; Req: Composite Bows, Dragonbone Bows, Council / Royalist
Magic Arrows: Archer; AV +5; Req: Dragonbone Bows,
Billeting / Whitesteel Armor, Council / Royalist
Description:
The singing workers of Bounties of Wood convince trees to willingly give up their flesh for use in growing Haroun sanctuaries. Because of the peace and cooperation of Bounties of Wood, they produce twice the wood as do Gifts of Wood.
 
 
Spiritwood
Health: 750 Cost: 100  
Production: 12  3
Upgrades:
None
Research:
Tier I: 250 Time: 30
Billeting Archer; Recruit Cost -15%; Req: Council
Composite Bows Archer; Range +4; Req: Council / Royalist
Dragonbone Bows Archer; RV +2; Req: Council / Royalist
Whitesteel Armor: Archer; DV +2; Req: Royalist
Tier 2: 400
Khaldunite Arrows: Archer; AV +5; Req: Composite Bows, Dragonbone Bows, Council / Royalist
Magic Arrows: Archer; AV +5; Req: Dragonbone Bows,
Billeting / Whitesteel Armor, Council / Royalist
Description:

 
 

Blacksmith

Gift of Iron
Health: 500 Cost: 130
 
Production: 6
Upgrades:
Lodestone, Bounty of Iron
Description:
Though the Haroun are loath to work with the fire and tools of the forge, their communing with nature allows them to produce fine ore from their Gifts of Iron.
 
 
Lodestone
Health: 750 Cost: 130  
Production: +4  +4  +4
Upgrades:
None
Research:
Tier I: 300 Time: 30
Boot Camp: Infantry; Health +20%; Req: Council
Entrench Tactics: Infantry; DV +1; Entrench Time -20%; Royalist
Whitesteel Weapons: Infantry; AV +2; Req: Council / Royalist
Whitesteel Armor: Infantry; DV +2; Req: Council / Royalist
Tier 2: 450
Khaldunite Weapons: Infantry; AV +5; Req: Whitesteel Weapons, Whitesteel Armor, Council / Royalist
Shocktroops: Infantry; AV +1; Speed Max +20%; Req: Whitesteel Weapons, Entrench Tactics, Royalist
Magic Weapons: Infantry; AV +5; Req: Whitesteel Weapons,
Boot Camp, Council
Description:
Using mysterious forces, Lodestones pull forth mana from the depths of the earth. Because the iron in Lodestones is specially treated with magical energy, they cannot be used for ore extraction. But their magic nature makes them all the more valuable.
 
 
Bounty of Iron
Health: 750 Cost: 130  
Production: 8  10
Upgrades:
None
Research:
Tier I: 300 Time: 30
Boot Camp: Infantry; Health +20%; Req: Council
Entrench Tactics: Infantry; DV +1; Entrench Time -20%; Royalist
Whitesteel Weapons: Infantry; AV +2; Req: Council / Royalist
Whitesteel Armor: Infantry; DV +2; Req: Council / Royalist
Tier 2: 450
Khaldunite Weapons: Infantry; AV +5; Req: Whitesteel Weapons, Whitesteel Armor, Council / Royalist
Shocktroops: Infantry; AV +1; Speed Max +20%; Req: Whitesteel Weapons, Entrench Tactics, Royalist
Magic Weapons: Infantry; AV +5; Req: Whitesteel Weapons,
Boot Camp, Council
Description:

 
 

Market

Trade Fair
Health: 500 Cost: 150
 
Production: 25  -1  -1  -1
Upgrades:
Workshop
Description:
Famed for their brilliant colors and exotic goods, Haroun Trade Fairs bring merchants hawking wares from across all Khaldun and buyers willing to pay any price for them. Sanctuaries are able to sell their excess raw materials to those who come to these grand events.
 
 
Gift of Nature
Health: 750 Cost: 150  
Production: 2  2  6  2  2
Upgrades:
None
Description:

 
 

Barracks

Gathering
Health: 500 Cost: 105  
Production: +1 Unit Limit
Upgrades:
None
Research:
Tier I: 300 Time: 30
Billeting: Cavalry; Recruit Cost -20%; Req: Royalist
Stable Master: Cavalry; Health +15%; Req: Council
Whitesteel Armor: Cavalry; DV +2; Req: Council / Royalist
Whitesteel Weapons: Cavalry; AV +2; Req: Council / Royalist
Tier 2: 450
Khaldunite Weapons: Cavalry; AV +5; Req: Whitesteel Weapons, Whitesteel Armor, Council / Royalist
Cavalry Tactics: Cavalry; Speed Max +20%; Req: Whitesteel Weapons, Billeting, Royalist
Magic Weapons: Cavalry; AV +5; Req: Whitesteel Weapons,
Stable Master, Council
Description:
As the meeting place of the wise leaders who plan campaign strategy, Gatherings are solemn and serious exceptions to generally free-spirited Haroun sanctuaries. Nevertheless, the leadership and organization provided within is invaluable, as it enables the deployment of larger armies in the field.
 
 

Library

Grove of Dusk
Health: 500 Cost: 160
 
Production: 2  3
Upgrades:
Glade of Dawn
Description:
Home to the hermetic secrets of woodland lore that the Haroun have protected for Ages, Groves of Dusk pulse with mana energy and contain training guides for Pathfinders and the ritual incantations for calling for Hillstriders.
 
 
Glade of Dawn
Health: 750 Cost: 160  
Production: 3  5
Upgrades:
None
Research:
Tier I: 500 Time: 30
Khaldunite Armor: Frontline; Resist Melee +20%; Req: Council / Royalist
Magic Armor: Infantry; Resist Range +20%; Req: Council / Royalist
Description:
As more secrets traverse the Flows from one Haroun sanctuary to another, Glades of Dawn can be cultivated from Groves of Dusk. These Glades produce more mana energy and enable even more esoteric rituals.
 
 

Shrine

Moonlit Altar
Health: 500 Cost: 160
 
Production: 2  3
Upgrades:
Lunar Temple
Description:
Moonlit Altars are home to the Moonwatchers. Here these wise priestesses meet to renew their strength and youth and conduct powerful sorceries. The byproduct of these meetings is mana energy that the sanctuary can employ.
 
 
Lunar Temple
Health: 750 Cost: 160  
Production: 3   5
Upgrades:
None
Research:
Tier I: 500 Time: 30
Proselytize Frontline; Resupply Rate -15%; Req: Royalist
Opal Rings: Frontline; Attack Rate -20%; Req: Council
Blessing Life Frontline; Health +10%; Req: Royalist
Blessing Valor Frontline; AV +1; Morale +1; Req: Council
Description:
Lunar Temples house a High Priestess of the Moonwatchers, who leads the faithful in starlit rites that invoke powers old as Khaldun itself and bring forth great quantities of mana.
 
 

Outpost

Outpost
Health: 1300 Cost: 100 Militia:
Rainbringer: 4
Mistrunner: 4
Ranges:
Guard Range: 22
Detection Range: 26
Supply Range: 26
Production: -3
Upgrades:
Fort
Description:
The wooden Outposts of the Haroun mark the distant edges of their sprawling realms.  Some reach even into hostile territory, providing support and defense for armies on the march.
 
 
Fort
Health: 1950 Cost: 100 Militia:
Rainbringer: 8
Mistrunner: 8
Ranges:
Guard Range: 24
Detection Range: 30
Supply Range: 30
Production: -4
Upgrades:
None
Description:
Stronger and better defended than Outposts, Forts are used to secure contested regions or protected areas of spiritual or military importance.
 
 

Mine

Mine, Gold
Health: 500 Cost: 100  
Production: 20
Upgrades:
Gold Mine Upgrade
 
Mine, Gold Upgrade
Health: 750 Cost: 100  
Production: 35
Upgrades:
None
 
Mine, Iron
Health: 500 Cost: 100  
Production: 8
Upgrades:
Iron Mine Upgrade
 
Mine, Iron Upgrade
Health: 750 Cost: 100  
Production: 14
Upgrades:
None
 
Mine, Mana (Khaldunite Mine)
Health: 500 Cost: 120  
Production: 5
Upgrades:
Mana Mine Upgrade
 
Mine, Mana Upgrade (Khaldunite Spire)
Health: 750 Cost: 120  
Production: 10
Upgrades:
None
 
Mine, Stone
Health: 500 Cost: 50  
Production: 8
Upgrades:
Stone Mine Upgrade
 
Mine, Stone Upgrade
Health: 750 Cost: 50  
Production: 14
Upgrades:
None
 
Mine, Wood (Ironwood Camp)
Health: 500 Cost: 65  
Production: 8
Upgrades:
Wood Mine Upgrade
 
Mine, Wood Upgrade (Ironwood Mill)
Health: 750 Cost: 65  
Production: 14
Upgrades:
None
 

Values Based On 1.2.3.0

 

 






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Dan "Chimaeros" Genovese
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