Buildings and Rituals

+ Lumber Mill - Provides wood. Especially useful if there are no forests growing nearby.
		- Mine - A hole in the ground that provides a small amount of crafting materials each turn.
	+ Wishing Well - A well that gives not only water but resources as well.
		- Crop Field - A small field that will provide a bit of food and chance for pet.
	+ Herbalist's Hut - The funny smell coming from inside doesn't bother you at all. Improves health regeneration and scares away the greedy claws of death.
		- Witch Hut - On the forest edge there is a small hut on a chicken leg. It provides a bonus to Rituals attribute and some herbs each turn or increase the number of gathering slots.
	+ Dwelling - Home sweet home. A warm and cosy place that ensures your Morale does not fall too low.
		- Guard Tower - A high tower that increases health physical and mental.
	+ School - Knowledge dwells under its roof. Increases Research attribute, provides research points each turn and increases the number of research slots.
		- Children's Playground - With this playground, your kids can practice while playing! Increases main attributes of children.
	+ Forge - The only home of every true craftsman. Increases the number of crafting slots and increases Crafting attribute.
		- Armoury - For storing and maintaining equipment. Increases Shielding of villagers.
	+ Warehouse - Roofed storage space. Increases the number of gathering slots, may also increase Gathering attribute.
		- Trading Post - Traders will sometimes visit this settlement. Also provides a metal bar or a gem each turn.

### Rituals

* Spiritual Healing - Each group member will recover a part of their Faith.
* Replace Idol - Allows you to change the village's Idol. Use better resources to get better results (consult Idol crafting recipe). Adds 1 revive token to Guardian Demon or revives it if it is dead. Warning: do not perform outside the village, it won't work and you will lose resources.
* Higher Education - Upon completion, grants 3 experience points equally divided among members of the group.
* Armor of Knowledge - Upon completion, grants +4 physical shielding to all members of the group. Lasts 4 turns.
* Celebration - Upon completion, raises morale of all members of the group to 40.
* Create Bog Bies - Create character Bog Bies that will fight and work for you. It will perish after 5 turns.
* Create Alkonost - Create character Alkonos that will fight and work for you. It will perish after 5 turns.
* Create Troll Rock - Create character Troll Rock that will fight and work for you. It will perish after 3 turn.
* Summon Boat - Upon completion - a basic raft appears in the group's inventory.
* Catch Pet - Upon completion - grants a random, low level domestic pet.
* Earth Vision - Upon completion - grants +2 sight range for 3 turns.
* Moon Bridge - Upon completion - instantly transports all people and their cargo to another group located the closest to them.
* Curse Removal - Removes one level of a random curse from all characters in the group.
* Physical Blessing - Upon completion - grants a low level physical blessing for all group members which lasts for 2 turns.
* Mental Blessing - Upon completion - grants a low level mental blessing for all group members which lasts for 2 turns.
* Spiritual Blessing - Upon completion - grants a low level spiritual blessing for all group members which lasts for 2 turns.
* Gift of Fire - Upon completion - grants +2.5 Crafting, but -1 Gathering to all members of the group for 5 turns.
* Strong Shoulders - Upon completion - grants +1.5 Gathering to all members of the group and +10% Group Carry for 5 turns.