Castle: Difference between revisions
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*Good variety of units including two Flyers ([[Griffin]]s/[[Royal Griffin]]s and [[Angel]]s/[[Archangel]]s) and two ranged units ([[Archer]]s/[[Marksman|Marksmen]] and [[Monk]]s/[[Zealot]]s). | *Good variety of units including two Flyers ([[Griffin]]s/[[Royal Griffin]]s and [[Angel]]s/[[Archangel]]s) and two ranged units ([[Archer]]s/[[Marksman|Marksmen]] and [[Monk]]s/[[Zealot]]s). | ||
*Easy to create fast moving heroes, with [[Griffin]]s/[[Royal Griffin]]s and [[Stable]]. | *Easy to create fast moving heroes, with [[Griffin]]s/[[Royal Griffin]]s and [[Stable]]. | ||
*[[Pikeman]]s/[[Halberdier]]s are one of the best 1st tier units, only | *[[Pikeman]]s/[[Halberdier]]s are one of the best 1st tier units, second only to [[Centaur]]s. | ||
===Weaknesses=== | ===Weaknesses=== |
Revision as of 20:35, 8 July 2013
This article is about the town type Castle. For the structure, see Castle (structure)
The Castle is a Good alignment town, focused more on might than on magic, with balanced offensive and defensive capabilities.
Overview
The Castle is the homeland of Clerics and Knights. Most of the town's guard are men-at-arms, but some say that Castles have formed an alliance with griffins and are under the protection of angels. With two ranged attack troops and two flying creatures, the Castle's army can easily overtake and defeat the enemy.
In Heroes III, the Castle plays the role of a traditional "good" town formed mostly of humans. It is a nice, well-balanced town with strong creatures.
Structures
Castle Specific Buildings
Creature Dwellings
Town Costs
["Basic" includes Citadel, Castle & any prerequisites: "Upgrades" also includes prerequisites]
Resource | Basic | Upgrades | All |
---|---|---|---|
Gold | 46000 | 29000 | 110000 |
Wood | 60 | 17 | 137 |
Ore | 50 | 22 | 122 |
Crystal | 12 | 17 | 47 |
Gems | 12 | 12 | 42 |
Mercury | 12 | 12 | 42 |
Sulfur | 12 | 12 | 42 |
Troop cost/week: 29580 Gold 6 Gems
Units
Heroes
Magic Heroes (Clerics)
The following Clerics are the magic heroes of the Castle town:
Might Heroes (Knights)
The following Knights are the might heroes of the Castle town:
Spells
Level 1 Magic Arrow, Protection from Water, Stone Skin, Cure, Shield
Level 2 Fortune, Remove Obstacle, Protection from Air, Ice Bolt
Level 3 Frost Ring, Misfortune, Protection from Earth
Level 4 Meteor Shower, Frenzy
Strengths and Weaknesses
Strengths
- Overall powerful units
- Good variety of units including two Flyers (Griffins/Royal Griffins and Angels/Archangels) and two ranged units (Archers/Marksmen and Monks/Zealots).
- Easy to create fast moving heroes, with Griffins/Royal Griffins and Stable.
- Pikemans/Halberdiers are one of the best 1st tier units, second only to Centaurs.
Weaknesses
- The Mage Guild is limited to level 4.
- Relatively expensive town. Hard to obtain the required 6 gems/week, without resource silo providing them.
- The 6th tier dwelling, Training Grounds is the extremely hard to build, as it requires 30 woods.
Additional Information
Alignment: Good
Native Terrain: Grass
See also
Towns | |
---|---|
Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |