Dominions 3: The Awakening/Magic sites

The following is a list of the magic sites that are present in the game. Thanks to Gandalf Parker for fishing the list out of the code.


 * The Smouldercone - Produces 5 Fire Gems per turn, enables recruitment of Misbred, Warlock Apprentice, Warlock and Demonbred
 * Temple of the All-Consuming Flame - Produces 1 Fire Gem per turn, enables recruitment of Burning One and Anointed of Rhuax
 * The Coral Towers
 * Cathedral of the Spheres - Produces 5 Astral Pearls, 2 Air Gems and 1 Water Gem per turn, enables recruitment of Arch Theurg and Battle Vestal
 * Swamps of Pythia
 * Forest of Avalon - Produces 3 Nature Gems per turn, enables recruitment of Lord Warden, Warden of Avalon and Knight of Avalon
 * Tower of Avalon - Produces 2 Air Gems per turn, enables recruitment of Daughter of Avalon and Crone of Avalon
 * The Keep of Ulm - Enables recruitment of Guardian and Lord Guardian
 * The Forges of Ulm - Produces 5 Earth Gems per turn
 * The Temple City - Produces 4 Death Gems and 2 Nature Gems per turn, enables recruitment of Lizard King, Lizard Heir and Serpent Dancer
 * Tower of a Thousand Stars - Produces 4 Astral Pearls and 1 Nature Gem per turn, enables recruitment of Astrologer and Heart Companion
 * The Citadel of Frozen Crystal
 * Empoisoners Guild - Enables recruitment of Poison Slinger and Empoisoner
 * The House of Fiery Justice - Produces 4 Fire Gems and 1 Astral Gems per turn, enables recruitment of Grand Master and Knight of the Chalice
 * The Grove of Gaia - Produces 6 Nature Gems per turn, enables recruitment of White Centaur
 * The Halls of Andvare - Produces 3 Earth Gems per turn, enables recruitment of Dwarven Smith and Fay Boar
 * Iron Woods - Produces 2 Death Gems, 1 Astral Pearl and 2 Nature Gems per turn, enables recruitment of Gygja and Jotun Woodsman
 * The Sunken City - Produces 3 Astral Pearls and 2 Water Gems per turn
 * Ravens Vale
 * Hidden Grove - Enables recruitment of Pandemoniac
 * Surakid's Tower
 * Mine of the Cyclops
 * Bolivar's Tower of Reflections
 * The Unholy Sepulchre - Produces 15 Death Gems per turn
 * Starke's Ice Cave
 * The Queen's Galley
 * Hoburg
 * The Ruined Keep - Produces 2 Death Gems per turn, enables recruitment of Ghoul Guardian
 * Temple of the Land - Produces 1 Nature Gem per turn, enables recruitment of Priest King and Eagle Warrior
 * Temple of the Rain - Produces 1 Water Gem per turn, enables recruitment of Rain Priest
 * Temple of the Moon - Produces 1 Astral Pearl per turn, enables recruitment of Moon Priest
 * High Temple of the Sun - Produces 3 Blood Slaves and 2 Fire Gem per turn, enables recruitment of High Priest of the Sun and Sun Warrior
 * House of Fiery Justice
 * Vanhalla - Produces 2 Air Gems per turn, enables recruitment of Valkyrie and Vanadrott
 * Oleg's Alchemical Device
 * The Deepest Cave of the Province
 * Temple of the Everburning Pyre - Produces 1 Fire Gem per turn, enables recruitment of Anathemant Salamander, Anathemant Dragon, Slayer and Guardian of the Pyre
 * The Smouldercone - Produces 3 Fire Gems per turn, increases Heat, enables recruitment of Warlock Apprentice and Warlock
 * The Citadel of Frozen Crystal - Produces 1 Water Gem and 1 Air Gem per turn, enables recruitment of Caelian Seraph
 * Ravens Vale - Produces 1 Earth Gem and 1 Death Gem per turn, enables recruitment of Harab Seraph and Earthbound
 * Black Forest - Produces 1 Nature Gem and 1 Astral Pearl per turn, enables recruitment of Wolfherd and Fortune Teller
 * The Sacred Swamp
 * The Black Temple - Enables recruitment of Black Templar, Hochmeister and Black Priest
 * The Void Gate - Enter to summon void monsters
 * Niefelheim - Produces 4 Water Gems and 2 Death Gems, enables recruitment of Niefel Jarl, Neifel Giant and Jotun Skin Shifter
 * Well of Urd - Produces 2 Astral Pearls, 1 Nature Gem and 1 Death Gem per turn, enables recruitment of Norna and Jotun Woodsman
 * The Grove of Gaia - Produces 5 Nature Gems per turn, enables recruitment of White Centaur
 * The Grove of Gaia
 * The Heavenly Gate - Produces 1 Air Gem and 1 Astral Pearl per turn, enables recruitment of Celestial Master
 * The Celestial City
 * The Celestial City - Produces 1 Earth Gem and 1 Death Gem per turn, enables recruitment of Ancestor Vessel
 * The Bamboo Grove - Enables recruitment of Master of the Five Elements and Warrior of the Five Elements
 * The Gate of Spring and Autumn - Produces 2 Astral Pearls, 2 Water Gems, 1 Fire Gem and 1 Death Gem per turn, enables recruitment of Celestial Master
 * Temple of the Dead - Produces 4 Death Gems per turn, enables recruitment of Shadow Vestal, Lictor and Censor
 * Forest of Avalon
 * Avalon
 * Vanhalla - Produces 3 Air Gems and 1 Earth Gem per turn, enables recruitment of Van, Vanherse and Vanjarl
 * Helhalla - Produces 1 Air Gem per turn, enables recruitment of Valkyrie, Helhirding Dis and Hangadrott
 * God Forest - Produces 2 Nature Gems and 1 Fire Gem per turn, enables recruitment of Hunter Lord and Black Hunter
 * God Mountain - Produces 2 Earth Gems per turn, enables recruitment of Black Sorceress, Sorceress, Bane Spider and Spider Warrior
 * The Temple Marsh - Produces 2 Death Gems, 2 Nature Gems and 1 Water Gem per turn
 * The City of Tombs - Produces 3 Fire Gems and 1 Death Gem per turn, enables recruitment of Keeper of the Tombs, Desert Ranger and Tomb Guard
 * Temple of the Spheres - Produces 1 Astral Gem per turn, enables recruitment of Grand Thaumaturg
 * The Desert Eye
 * Gold Mine - Brings 60 Gold per turn
 * Silver Mine - Brings 40 Gold per turn
 * Copper Mine - Brings 20 Gold per turn
 * Iron Mine - Produces 40 Resources per turn
 * Naval Academy - Produces 2 Astral Pearls and 1 Air Gem, enables recruitment of Admiral
 * House of Justice - Produces 1 Fire Gem per turn
 * Palace of Pearls - Produces 4 Water Gems and 2 Nature Gems per turn, enables recruitment of Triton King
 * Mount Cephalos - Produces 2 Air Gems and 2 Astral Pearls per turn, enables recruitment of Wind Rider, Oreiad and Wind Lord
 * Lykeion - Produces 2 Earth Gems per turn, enables recruitment of Engineer and Mage Engineer
 * Akademeia - Enables recruitment of Philosopher
 * Temple Sanguine - Enables the recruitment of Sanguine Anathemant
 * Temple of the Shroud - Produces 3 Astral Pearls and 3 Fire Gems per turn, enables recruitment of Equite of the Sacred Shroud, Bishop of the Sacred Shroud and Arch Bishop of the Sacred Shroud
 * The Lotus Gardens - Produces 2 Nature Gems and 3 Astral Pearls per turn, enables recruitment of Rishi and Tiger Rider
 * The Carrion Grove
 * The Carrion Grove
 * The Carrion Grove
 * The Wheel of Pain - Enables recruitment of Steel Warrior
 * Irminsul - Produces 3 Earth Gem, 1 Death Gem and 2 Nature Gem per turn, enables recruitment of Antlered Shaman
 * The Great Cauldron - Produces 2 Blood Slaves per turn, enables recruitment of Androphag Archer, Androphag, Manflayer and Witch King
 * The Bitter Stream - Produces 3 Death Gems and 1 Water Gem per turn, enables recruitment of Oiorpata
 * Steppes of Sauromatia
 * High Temple of the Land
 * Temple of the Rain
 * Temple of the Moon
 * Temple of the Sun
 * Carnutes - Produces 3 Astral Gems, 2 Earth Gems and 1 Nature Gem per turn, enables recruitment of Boar Warrior and Boar Lord
 * Temple of the Pure War - Produces 1 Air Gem per turn, enables recruitment of Sohei
 * Mountain of the Mystics - Produces 1 Earth Gem, 1 Fire Gem and 1 Nature Gem per turn, enables recruitment of Yamabushi
 * Palace of the Eagle Kings - Produces 5 Air Gems and 1 Water Gem per turn, enables recruitment of Eagle King and Temple Guard
 * Mountain of the Oni Kings - Produces 3 Death Gems, 1 Air Gem, 1 Fire Gem and 1 Earth Gem per turn, enables recruitment of Dai Oni
 * Patala - Produces 1 Earth Gem and 2 Water Gems per turn, enables recruitment of Naga and Naga Warrior
 * The Jewelled City - Produces 1 Astral Pearl per turn, enables recruitment of Nagaraja, Nagarishi and Nagini
 * Mount Kailasa - Produces 2 Earth Gems per turn, enables recruitment of Yavana and Yavana Archer
 * The Lotus Garden - Produces 2 Astral Pearls and 2 Nature Gems per turn, enables recruitment of Yaksha and Yakshini
 * Augurs' Circle
 * The Grove of Kelp and Pearls - Produces 3 Nature Gems and 2 Water Gems per turn, enables recruitment of Trident Knight and Trident Lord
 * Temple of the Land - Produces 1 Nature Gem per turn, enables recruitment of Eagle Warrior and Priest King
 * High Temple of the Rain - Produces 1 Water Gem per turn, enables recruitment of Rain Warrior, Rain Priest and King of Rain
 * Temple of the Moon - Produces 1 Astral Pearl per turn, enables recruitment of Moon Priest
 * Temple of the Sun - Produces 1 Blood Slave and 1 Fire Gem per turn, enables recruitment of Sun Priest
 * Mount Shinuyama - Produces 2 Death Gems, 1 Fire Gem, 1 Water Gem and 1 Earth Gem per turn
 * Tombs of the Oracles - Produces 2 Death Gems per turn
 * Mines of the Pale Ones - Produces 1 Fire Gem and 1 Earth Gem per turn
 * Halls of the Oracles - A Earth Mage mar enter to scry, enables recruitment of Oracle of Subterranean Waters, Oracle of Subterranean Fires and Oracle of the Dead
 * Roots of the Earth - Produces 4 Earth Gems and 1 Fire Gem per turn
 * Halls of the Oracles - Produces 5 Earth Gems per turn, enables recruitment of Ancient One, Ancient Lord and Oracle of the Ancients
 * The Chamber of the Seal - Produces 1 Death Gem per turn, enables recruitment of Seal Guard
 * Gnipahålan - Produces 4 Death Gems and 1 Earth Gem per turn
 * Vanhalla - Produces 3 Air Gems per turn, enables recruitment of Vanhere and Vanadrott
 * The Halls of Andvare - Produces 3 Earth Gems per turn, enables recruitment of Fay Boar and Dwarven Smith
 * The Gorge of Ancient Cities - Produces 3 Astral Gems, 2 Water Gems and 1 Earth Gem per turn, enables recruitment of Mind Lord and Gibodai
 * The Carrion Grove - Produces 1 Death Gem per turn, enables recruitment of Black Centaur, Black Dryad and Panic Apostate
 * The Grove of Gaia - Produces 3 Nature Gems per turn, enables recruitment of Dryad Hoplite
 * The Smouldercone - Produces 4 Fire Gems per turn, enables recruitment of Warlock Apprentice, Warlock and Demonbred
 * Temple of the All-Consuming Flame - Produces 1 Fire Gem per turn, enables recruitment of Lava Warrior
 * The Sibylline Caves - Produces 3 Astral Pearls and 1 Nature Gem per turn, a Astral Mage may enter to scry, enables recruitment of Sibyl
 * The Cerulean Tower - Enables recruitment of Cerulean Warrior
 * Gymnasium - Enables recruitment of Heart Companion
 * The Enchanted Isle - Produces 1 Nature Gem per turn
 * The Coast of Ice and Bones - Produces 3 Water Gems and 1 Death Gem per turn, enables recruitment of Angakok and Arssartut
 * The Forest of Avalon - Produces 2 Air Gems and 2 Nature Gems per turn, enables recruitment of Warden and Lord Warden
 * The Basalt City - Produces 3 Earth Gems and 1 Fire Gem per turn, enables recruitment of Basalt Queen and Living Pillar
 * The Dark Crystal - Produces 2 Water Gems per turn, enables recruitment of Basalt King
 * The Heavenly Gate
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * The Empty Slot
 * Tar Pits - Produces 1 Fire Gem per turn
 * Sun Ridge - Produces 2 Fire Gems per turn
 * Gold Apple Tree
 * Bronze Pillar - Produces 1 Fire Gem per turn
 * Plain of Perpetual Drought - Produces 1 Fire Gem per turn, increases Heat
 * Magus Temple
 * Alchemists Guild - Produces 1 Fire Gem and 1 Earth Gem per turn, enables recruitment of Alchemist
 * Smoke Forest
 * Rage Wind Heath
 * Bog of Strange Lights - Produces 1 Water Gem and 1 Fire Gem per turn
 * Copper Cliff
 * Stargazers Cliff - Produces 1 Astral Pearl and 1 Fire Gem per turn
 * Desert of Bones - Produces 1 Death Gem and 1 Fire Gem per turn, increases Heat
 * Lantern Forest
 * Orichalum Mine
 * Volcano - Produces 3 Fire Gems per turn, increases Heat
 * Solar Lens
 * Tower of the Golden Order
 * Tower of the Golden Order
 * Tower of the Golden Order
 * Academy of High Magics
 * Ashen Fields
 * Fountain of Fire
 * The Steel Ovens - Produces 75 Resources per turn, Construction bonus: 20
 * High Temple of the Magii - Produces 2 Astral Pearls and 2 Fire Gems per turn, enables recruitment of Magus and High Magus
 * The Citadel of Pyriphlegeton
 * The Glowing Hill
 * The Fire Prison - Produces 4 Fire Gem per turn, Enchantment bonus: 20
 * The Temple of the Raging God
 * The Brass Door Hill
 * Prison of the Desert Sun
 * Thunder Oak - Produces 1 Air Gem per turn
 * Canyon of Wild Winds - Produces 2 Air Gems per turn
 * Blasted Heath
 * Cave of Clouds - Produces 1 Air Gem per turn
 * Mist Covered Highlands - Produces 1 Air Gem per turn
 * Desert of Sighs - Produces 1 Death Gem and 1 Air Gem per turn
 * Cypress Forest
 * Howling Gorge - Produces 1 Air Gem per turn
 * Canyon of Playful Winds - Produces 1 Air Gem per turn
 * Cracked Tower - Produces 2 Air Gem per turn
 * Elusive Lights
 * Ice Mists - Produces 1 Air Gem and 1 Water Gem per turn
 * Singing Stones
 * Cloud Pillars
 * Mirrorlake - Produces 2 Water Gems and 1 Air Gem per turn
 * Dragon Cliff
 * Tower of the Silver Order - Produces 2 Astral Pearls and 3 Air Gems per turn, enables recruitment of Adept of the Silver Order
 * Academy of High Magics
 * Ivory Tower
 * Twin Spire Tower
 * Stone Spires
 * Forest of Joy
 * The Cloven Mountain
 * Stairway Mountain - Produces 2 Air Gems and 1 Earth Gem per turn
 * Mirror Wall Palace - Produces 3 Air Gems per turn, enables recruitment of Sorceress
 * The Flailing Forest
 * The Whirlwind of Cyclon
 * The Doom Cloud
 * The Inverted Tower - Produces 4 Air Gems per turn, enables recruitment of Illusionist
 * The Rainbow Shroud
 * Palace of Dreams
 * Well of White Water - Produces 1 Water Gem per turn
 * Mercury Pond - Produces 2 Water Gems per turn
 * Singing Stream - Produces 2 Water Gems per turn
 * Weeping Stone
 * Boiling Bog - Produces 1 Water Gem and 1 Fire Gem per turn
 * Lake of Mists - Produces 1 Water Gem per turn
 * Sinkmarsh - Produces 1 Water Gem per turn
 * Lantern Fens
 * Geyser
 * Pearl Beach - Produces 1 Astral Pearl per turn, brings 50 Gold per turn
 * Waterfall - Produces 1 Water Gem and 1 Air Gem per turn
 * Rockside Spring - Produces 1 Earth Gem and 1 Water Gem per turn
 * Well of Yesterdays Waters
 * Corpse Candles' Marsh
 * Overgrown Lake
 * Lifeless Lake - Produces 1 Death Gem per turn
 * River Fortress
 * Bottomless Lake - Produces 1 Water Gem per turn, Conjuration bonus: 20
 * Mist Swamps
 * Academy of High Magics
 * Frost Vale
 * Azure Academy
 * Rustwater
 * The Ferry - Produces 1 Death Gem and 1 Water Gem per turn
 * Mount Frost
 * The Forest of the Lake
 * Stony Swamps
 * The Frozen Forest
 * The Sea of the Tears of Men
 * The Water Sphere
 * The Great Mirror of Maaki
 * The Sea Underneath
 * Mineral Cave - Produces 1 Earth Gem per turn
 * Earth Blood Seepage - Produces 2 Earth Gems per turn
 * Firbolg Fortress
 * Iron Cliff - Produces 1 Earth Gems per turn
 * Canyon of Sand - Produces 1 Earth Gem per turn
 * Mine of Superior Iron - Produces 60 Resources
 * Great Iron Mine - Produces 100 Resources
 * Great Gold Mine - Brings 100 Gold per turn
 * Great Silver Mine - Brings 60 Gold per turn
 * Hidden Gold Mine - Produces 100 Gold per turn
 * Gem Deposits - Brings 75 Gold per turn
 * Gorge - Produces 1 Earth Gem per turn
 * Magma Cave - Produces 1 Earth Gem and 1 Fire Gem per turn
 * Standing Stones - Produces 1 Earth Gem and 1 Air Gem per turn
 * Water Filled Cave - Produces 1 Water Gem and 1 Earth Gem per turn
 * Chasm of Strange Lights - Produces 1 Astral Pearl and 1 Earth Gem per turn
 * Cave of the Pale Ones
 * Forest of Truffles
 * Entrance - Produces 1 Earth Gem per turn, Conjuration bonus: 20
 * Tower of the Iron Order - Produces 2 Astral Pearls and 3 Earth Gems per turn, enables recruitment of Adept of the Iron Order
 * Academy of High Magics
 * Twice Walled Tower
 * Archaic Fortress
 * Lost Vale of the Elders
 * Troll Pit
 * Troglodyte Den
 * Runaway Pit
 * Steel Swamps
 * White Man Hill - Provides 100 supply points, produces 1 Nature Gem per turn, increases Growth
 * The Forgotten Fortress
 * The Jervellan Wall
 * Ten Thousand Things
 * The Broken Maze
 * The Labyrinth
 * The Chasm of Black Roses
 * The Underworld - Produces 3 Earth Gems per turn, enables recruitment of Gnome and Troglodyte
 * The Statues of the Overlords - Increases Order, increases Productivity
 * The Cornerstone
 * The Factory
 * Library - Enables recruitment of Sage
 * Painted Cave - Produces 2 Astral Gems per turn
 * Maze - Produces 1 Astral Pearl per turn
 * Monolith - Produces 2 Astral Pearls per turn
 * Crystal Garden - Produces 1 Astral Pearl per turn
 * Lake of Reflected Time - Produces 1 Astral Gem per turn
 * Strange Opening
 * Sages Guild - Produces 1 Astral Pearl per turn, enables recruitment of Sage
 * Abandoned Laboratory
 * Crystal Flames - Produces 1 Astral Pearl and 1 Fire Gem per turn
 * Mirror Palace
 * Caves of Passing Time - Produces 1 Astral Pearl and 1 Earth Gem per turn
 * Scrying Pool
 * Pyramid of Life - Produces 1 Death Gem and 1 Astral Pearl per turn
 * Totem Collection - Produces 1 Astral Pearl and 1 Nature Gem per turn, increases Luck
 * Gateway - Produces 1 Astral Pearl per turn, Conjuration bonus: 20
 * Distortion
 * Nexus
 * Village of Strange Men - Produces 1 Astral Pearl per turn, Alteration bonus: 20
 * The Ancient Master
 * The Crystal Citadel
 * Citadel of the Lore Masters
 * The Council of Sages
 * Moon Mages Circle
 * The Hidden Kingdom of Elludia
 * The Grey Tower of Nexus
 * The Ultimate Gateway
 * Library of Time
 * Battlefield - Produces 1 Death Gem per turn
 * Burial Mound - Produces 1 Death Gem per turn
 * Graveyard of the Damned - Produces 2 Death Gem per turn
 * Cave of Ghouls - Produces 2 Death Gems per turn, a Death Mage may enter to summon Ghouls
 * Well of Pestilence - Produces 1 Death Gem per turn, increases Death scale by +3
 * Haunted Village - Produces 1 Death Gem per turn
 * Gallows - Produces 1 Death Gem per turn
 * Broken Tower
 * Forest of the Dead - Produces 1 Death Gem per turn
 * Ashen Forest
 * Banefire Braziers
 * Windswept Catacombs
 * Crypt in the Sand - Produces 1 Earth Gem and 1 Death Gem per turn
 * Witches Bog - Produces 1 Water Gem and 1 Death Gem per turn
 * Catacombs
 * Overgrown Graveyard
 * Marble Mausoleum
 * Raven Oak
 * Black Tower
 * Death Mound Downs
 * Statue of Death
 * Chillsick Swamp
 * Leper Fens
 * Grayshade Forest
 * Litter Skull
 * The Crypt Underneath
 * Flesh Garden of Mortal Remains
 * The Bowl of the Lost - Produces 1 Death Gem per turn, a Death Mage may enter to summon Banes
 * The Shaded Lands
 * The City of a Thousand Wonders
 * The Mausoleum of the Great Sarlah
 * The Shadow Furnace
 * Glen of Verdant Greenery - Produces 1 Nature Gem per turn
 * Forest of Delights - Produces 2 Nature Gems per turn
 * Farm of Plenty - Provides 50 supply points
 * Garden of Weeping Roses
 * Grove of Evergreens - Produces 1 Nature Gem per turn
 * Wild Forest - Produces 1 Nature Gem per turn
 * Bile Marsh - Enables recruitment of Hydra Hatchling
 * Hidden Forest
 * Stone Circle - Produces 1 Nature Gem per turn, enables recruitment of Druid
 * Animist's Hut
 * Fields of the Fire Flies - Produces 1 Nature Gem and 1 Fire Gem per turn
 * Whispering Woods - Produces 1 Nature Gem and 1 Air Gem per turn, enables recruitment of Enchantress
 * Hidden Valley
 * Forest of a Thousand Streams
 * Endless Forest - Produces 1 Astral Pearl and 1 Nature Gem per turn
 * Dying Forest - Produces 1 Nature Gem and 1 Death Gem per turn
 * Cottage in the Woods
 * Wormwood Marsh - Produces 1 Nature Gem per turn
 * Hall of Ancient Oaks - Produces 1 Nature Gem per turn, Enchantment bonus: 20
 * Flower Swamp
 * Mandrake Gallows
 * Jungle Temple
 * Maze of Thorn Hedges
 * Horses Vale - Enables recruitment of Horse Brother
 * The Cedar Pillars - Produces 2 Nature Gems and 1 Air Gem per turn, Enchantment bonus: 30
 * The Mammoth Forest
 * The Flowering Forest
 * The Cedar Forest
 * Moonvine Circle
 * The Crown Woods
 * Gateward Valley
 * The Motheroak
 * Forest of Avendron - Produces 2 Earth Gems and 3 Nature Gems per turn, enables recruitment of Witch
 * Animist's Tower
 * Vale of the Silver Cattle
 * Forest of the Ape King
 * The Sacred Glen - Produces 1 Nature Gem per turn
 * The Shrouded Lands - Provides 100 supply points, produces 2 Air Gems, 2 Astral Pearls and 2 Nature Gems per turn, increases Growth
 * The Gate of Deeper Slumber
 * The Land of Pleasures Unattained - Produces 1 Earth Gem, 1 Air Gem and 1 Nature Gem per turn, increases Turmoil
 * Soul of the Wild
 * Arena - Brings 25 Gold per turn
 * Brigand Lair - Increases Unrest by 5, enables recruitment of Villain
 * Academy of War - Enter for combat training
 * Damned Merchant - Produces 1 Blood Slave per turn
 * Fields of Blood - Produces 1 Death Gem per turn
 * Blood Henge
 * Ebony Tower
 * Summoning Circle
 * Gore Swamps
 * Mount Chaining
 * The Vale of Infinite Horror - Increases Unrest by 5, increases Misfortune scale by 3
 * The Blood Keep
 * Devil's Den
 * The Ebony Circle
 * The Demon Gate
 * The Prison of Hearts
 * The Mountain of Power
 * Hall of Flayed Skins
 * Ancient Temple - Produces 1 Astral Pearl per turn
 * Pool of Sanctity
 * Hidden Monastery - Decreases Unrest by 5, enables recruitment of Priest
 * Monastery of Light
 * Temple of Time
 * The Marble Temple - Decreases Unrest by 5, brings 50 gold per turn, enables recruitment of High Priest
 * The Empty Grave
 * The Forgotten Crypt
 * The Ward
 * Cave of Dark Rites
 * Temple of Darkness
 * Grove Unpleasant
 * Inkpot End - Spreads deadly diseases, increases Unrest by 5
 * Flesh Eater's Isle
 * Tower of Seven Tombs
 * Seventh House on the Left
 * Gorge of Glowing Fish
 * Underwater Cave
 * Imprisoned Zephyr
 * Pocket of Air
 * Diamond Corals
 * Coral Reef - Produces 1 Water Gem per turn
 * Clam Field
 * Coral Statue
 * Sunken Island
 * Man'o'War Breeding Ground
 * Sunken Tower
 * Troll Pit
 * Shrine of the Shark Lords - Enables recruitment of Shark Knight
 * Tower of Pearls
 * Isle of Ice
 * Academy Underneath
 * Underwater Cliff
 * Moving Sand Banks
 * Basalt Statue - Produces 2 Earth Gems per turn
 * Isle of the Sea Fathers
 * Kelp Forest - Produces 1 Nature Gem per turn
 * Kelp Fortress
 * Amber Beach Island
 * Floating Forest
 * Kelp Grove
 * Coral Garden
 * Sea Oak
 * Sunken Galley
 * Reef of Sunken Ships
 * Dying Ground of the Whales
 * Isle of Death
 * Pearl Stairway
 * Arcane Gateway
 * The Water Solstice
 * Ancient Temple of the Deeps
 * Fire Rift
 * Magma River
 * Kraken Pit
 * Basalt Halls
 * City of Stones
 * Ghoul Fish Cave
 * The Wasted Sea - Produces 2 Death Gems per turn, a Death Mage may enter to summon Soulless of Atlantis
 * Basalt Pillars
 * Labyrinth of the Deeps
 * Gorge of Mystery
 * The Crater
 * The Last Void
 * Shambler Reef - Enables recruitment of Shamblers
 * Navigators Guild
 * Temple of the Turning Tide
 * Black Ice Valley
 * Castle Arcanum - Produces 1 earth and 1 fire gem per turn, provides "Peg Castle" fortification and allows recruitment of Wizard and Warrior Mage.
 * Ancient Forge
 * Chamber of Changes
 * Standing Stones
 * Conjurer's Cave
 * Tempest Spire
 * Blizzard Valley - Produces 1 Air Gem and 1 Water Gem per turn, provides +20 to Evocation spells, increases Cold scales
 * Halls of the Dead
 * Banefire Forge
 * Crown of Darkness
 * Wolven Gate
 * Twisting Woods
 * Ancient Forest
 * Silver Forest
 * Assassins Guild
 * Valley of the Roc
 * Bear Mountain - Produces 2 Earth Gems per turn
 * The Obsidian Sphere
 * Temple of the All-Seeing Eye
 * Haunted Torture Chamber
 * The Vale of Unicorns
 * Throne of Enlightenment
 * The Blood Rock
 * Forest of Pain
 * Forest of Splendour
 * Red Forest
 * Dragon Forest
 * Dragon Mountain
 * The Crystal Academy
 * The Draining Stone
 * The Snake Collector
 * The Cliff of Seven Directions
 * The Primal Forest
 * The Holy Crypt of Anre
 * The World Pillar
 * The Desert of Ptah
 * Fountain of Rubies
 * Tempest Hall
 * Frozen Fountain
 * Ctonian Gate
 * Moonlit Pond of Pearls
 * Well of Darkness
 * Shrine of the Wild
 * Forest of Golden Leaves
 * Frozen Lands - Produces 1 Water Gem per turn, increases Cold
 * Skull Temple
 * Academy of the Crescent Moon
 * Oak of Ages
 * Well of All Waters
 * Dragon Jaws
 * Strange House in the Mist
 * The Vaults Beneath
 * The Valley of Shame
 * The Swamp of Dread
 * The Cave of Souls
 * Throne of the World
 * The Deepest Mine
 * The Mountain of the Past
 * Tomb of the Ancients
 * The Previous Forest
 * The Sun Below
 * The Sunless Sea
 * The Endless Field of Cubes
 * Endless Caverns
 * Glowing Caverns
 * The Mosaic Desert
 * Villa of Ever Changing Fresques
 * Thorn Wood Heights
 * Poison Glades
 * Lyfjaberg
 * Healing spring
 * The Hippocampoi Fields
 * The Amber Halls
 * The Forest beneath the Waves
 * Thermal Vent
 * Cold Currents - Produces 1 Water Gem per turn
 * Depths Unnamed
 * Whispering Waters
 * Glowing Depths
 * Falling Depths
 * Dark Waters
 * Caves in the Deep - Produces 1 Earth Gem per turn
 * Mineral Fingers
 * Plateau of Shards
 * Long Lost Circle
 * The Sea of Dead Memories
 * The Iron Caverns
 * Rain Forest
 * Tundra
 * Desert
 * The Forgotten City
 * The City of the Damned
 * Merman Village - Enables the recruitment of Merman and Merman Captain
 * Enchanted Pyre - Produces 1 Fire Gem per turn
 * Enchanted Field - Produces 1 Nature Gem per turn, provides +50 supply points
 * Enchanted Tomb - Produces 1 Death Gem per turn
 * Enchanted Well - Produces 1 Water Gem per turn
 * Enchanted Windmill - Produces 1 Air Gem per turn, provides +50 supply points
 * Meltwater Stream - Produces 1 Water Gem and 1 Earth Gem per turn
 * Painted Crypt - Produces 1 Astral Pearl and 1 Death Gem per turn
 * Bloodmarble Mausoleum - Produces 1 Death Gem per turn
 * Icebrick Tower - Produces 1 Water Gem per turn