Restoration of Erathia Manual Page 84: Difference between revisions

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[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 084]]{{keywords}}
[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 084]]

Latest revision as of 20:49, 7 December 2023

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Restoration of Erathia Tutorial manual: 1 2 3 4 5 6 7 8 9 10 11 12 Restoration of Erathia RoE manual: 1 Table of contents 3 4 5 6 7
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Barracks


Guardhouse


Archers' Tower


Portal of Glory


Shipyard/Lighthouse


Castle

Griffin Tower

Mage Guild

Hall


Monastery


Tavern/Brotherhood

of the Sword


Training Grounds


Blacksmith


Stables


Marketplace


Castle Towns

Castles are home to the Cleric and Knight hero classes. Castle armies are primarily composed of human

men-at-arms, though these towns have also formed an alliance with the griffins and are under the

protection of angels. With two types of ranged attack units and two flying unit types available,

Castle-based armies are well equipped to quickly engage and defeat their enemies.


Castle Specific Buildings

Structure


Cost


Requirements


Benefits


Blacksmith


1000 Gold + 5 Wood


Village Hall


Produces the Ballista war machine (see War

Machines, pg. 117).


Brotherhood of the Sword 500 Gold + 5 Wood


Tavern


This Tavern upgrade gives a + 2 morale bonus

to all garrisoned creatures during a siege.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This upgrade to the marketplace provides 1

Wood and 1 Ore per day.


Shipyard


2000 Gold + 20 Wood


Village Hall


Allows ships to be built. Ships cost 1000 Gold

+ 10 Wood.


Lighthouse


2000 Gold + 10 Ore


Shipyard


Each lighthouse you build will increase the

movement allowance of your ships.


Stables


2000 Gold + 10 Wood


Barracks


Visiting heroes departing from Castle towns

with stables have their movement allowance

increased.


Note: Information on creature dwellings unique to each town type can

be found in their corresponding sections, within the creature tables.