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{{towns}}
{{towns}}
'''Stronghold''' is a neutral [[alignment]] [[town]] with the [[barbarian]] and [[Battle Mage|battle mage]] [[hero class]]es. Stronghold represents [[Krewlod]].
'''Stronghold''' is a neutral [[alignment]] [[town]] with the [[Barbarian]] and [[Battle Mage]] [[hero class]]es. Stronghold represents [[Krewlod]].


''"Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero types. Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns."{{-}}<sup>[[Restoration of Erathia Manual Page 108|RoE manual]]''</sup>
''"Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero types. Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns."{{-}}<sup>[[Restoration of Erathia Manual Page 108|RoE manual]]''</sup>

Revision as of 17:47, 22 April 2024

Towns
Castle Castle
Rampart Rampart
Tower Tower
Inferno Inferno
Necropolis Necropolis
Dungeon Dungeon
Stronghold Stronghold
Fortress Fortress
Conflux Conflux Armageddon's Blade
Cove Cove Horn of the Abyss
Factory Factory Horn of the Abyss

Stronghold is a neutral alignment town with the Barbarian and Battle Mage hero classes. Stronghold represents Krewlod.

"Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero types. Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns." RoE manual

Stronghold's native terrain is rough.

Stronghold building tree

Fully upgraded Stronghold
Building Category Cost
Common
 Wood
45
   Ore
40
       Gold
37000
Mage Guild
 Wood
15
 Mercury
10
 Ore
15
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
4000
Dwellings
 Wood
87
   Ore
92
   Crystal
50 Armageddon's Blade
40 Horn of the Abyss
 Gem
5
 Gold
45200
Unique
 Wood
10
   Ore
5
       Gold
6000
Total Building Cost:
 Wood
157
 Mercury
10
 Ore
152
 Sulfur
10
 Crystal
60 Armageddon's Blade
50 Horn of the Abyss
 Gem
15
 Gold
92200
Troop Cost / Week: 24530 Gold, 2 Crystal

Common Buildings and Mage Guild

Halls Fortifications Miscellaneous Mage Guilds Banned spells
Village Hall Village Hall
(existing)
Fort Fort
Wood
20
Mercury
Ore
20
Sulfur
Crystal
Gem
Gold
5000
Tavern Tavern
 Wood
5
           Gold
500
Mage Guild level 1 Mage Guild level 1
 Wood
5
   Ore
5
       Gold
2000
 Curse
Town Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
2500
Citadel Citadel
Wood
Mercury
Ore
5
Sulfur
Crystal
Gem
Gold
2500
Marketplace Marketplace
 Wood
5
           Gold
500
Mage Guild level 2 Mage Guild level 2
 Wood
5
 Mercury
4
 Ore
5
 Sulfur
4
 Crystal
4
 Gem
4
 Gold
1000
Death Ripple
City Hall City Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
5000
Castle Castle
Wood
10
Mercury
Ore
10
Sulfur
Crystal
Gem
Gold
5000
Resource Silo Resource Silo (1 Wood, 1 Ore)
     Ore
5
       Gold
5000
Mage Guild level 3 Mage Guild level 3
 Wood
5
 Mercury
6
 Ore
5
 Sulfur
6
 Crystal
6
 Gem
6
 Gold
1000
Animate Dead      
Capitol Capitol
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
10000
Blacksmith
Blacksmith
Wood
5
Mercury
Ore
Sulfur
Crystal
Gem
Gold
1000
Total Common Buildings:
 Wood
45
   Ore
40
       Gold
37000 
Total Mage Guild:
 Wood
15
 Mercury
10
 Ore
15
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
4000

Creature Dwellings

Structure Base Cost Upgrade Cost Creature Max
Grw
Upg Cr
Cost
Cost/
Week
 Goblin Barracks 
 Wood
5
   Ore
5
       Gold
200
 Wood
5
   Ore
5
       Gold
1000
Goblin Goblin
Hobgoblin Hobgoblin
38 50 Gold 1900 Gold
 Wolf Pen 
 Wood
10
   Ore
5
       Gold
1000
 Wood
5
   Ore
5
       Gold
1000
Wolf Rider Wolf Rider
Wolf Raider Wolf Raider
18 140 Gold 2520 Gold
 Orc Tower 
 Wood
5
   Ore
5
       Gold
1000
 Wood
2
   Ore
2
       Gold
1000
Orc Orc
Orc Chieftain Orc Chieftain
14 165 Gold 2310 Gold
 Ogre Fort 
 Wood
20
           Gold
2000
 Wood
5
   Ore
5
     Gem
5
 Gold
2000
Ogre Ogre
Ogre Mage Ogre Mage
8 400 Gold 3200 Gold
 Cliff Nest 
     Ore
10
       Gold
2500
 Wood
5
   Ore
5
       Gold
2000
Roc Roc
Thunderbird Thunderbird
6 700 Gold 4200 Gold
 Cyclops Cave 
     Ore
20
   Crystal
Horn of the Abyss20 Shadow of Death
   Gold
3500
 Wood
5
   Ore
5
   Crystal
10 Horn of the AbyssShadow of Death
   Gold
3000
Cyclops Cyclops
Cyclops King Cyclops King
4 1100 Gold 4400 Gold
 Behemoth Lair 
 Wood
10
   Ore
10
   Crystal
10
   Gold
10000
 Wood
10
   Ore
10
   Crystal
20
   Gold
15000
Behemoth Behemoth
Ancient Behemoth Ancient Behemoth
2 3000 Gold
1 Crystal
6000 Gold
2 Crystal
  


[[File: Creature portrait small.gif link=]] [[|]]
[[File: Creature portrait small.gif
link=]] [[|]]
Total Dwelling Cost:
 Wood
87
   Ore
92
   Crystal
40 Horn of the Abyss50 Shadow of Death
 Gem
5
 Gold
45200
Weekly Troop Cost: 24530 Gold
2 Crystal

Unique Buildings

Structure Effect Cost
Escape Tunnel Allows the defending hero to retreat.
 Wood
5
   Ore
5
       Gold
2000
Freelancer's Guild Allows visiting hero to sell troops.
             Gold
1000
Hall of Valhalla Gives +1 attack to visiting Hero.
             Gold
1000
Ballista Yard Allows the visiting hero to purchase a Ballista.
 Wood
5
           Gold
1000
Mess Hall Horde Building. Growth +8/week for Goblin Goblin / Hobgoblin Hobgoblin
             Gold
1000
Warlords' Monument Grail Structure. +5000 Gold/day, +50% creature growth
Gives +20 attack to defending hero temporarily.
n/a
Total Cost:
 Wood
10
   Ore
5
       Gold
6000

Heroes

Banned secondary skills:

Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.

Necromancy Necromancy and Water Magic Water Magic are not available for barbarians.

Necromancy Necromancy and Navigation Navigation are not available for battle mages.

Creatures

+ colspan = 14 style="background-color:#Template:Blue 0; font-size: 120%; color:white; height:28px;" | Stronghold creatures
 Name   Town   Lvl   Att   Def   Dmg-   Dmg+   HP   Spd   Grw   AI Val   Cost   Special 














Goblin Goblin Goblin Goblin 1 4 2 1 2 5 5 15 60 40 Gold  
Hobgoblin Hobgoblin Hobgoblin Hobgoblin 1+ 5 3 1 2 5 7 15 78 50 Gold  
Wolf Rider Wolf Rider Wolf Rider Wolf Rider 2 7 5 2 4 10 6 9 130 100 Gold  
Wolf Raider Wolf Raider Wolf Raider Wolf Raider 2+ 8 5 3 4 10 8 9 203 140 Gold   Double attack
Orc Orc Orc Orc 3 8 4 2 5 15 4 7 192 150 Gold   Ranged (12 shots)
Orc Chieftain Orc Chieftain Orc Chieftain Orc Chieftain 3+ 8 4 2 5 20 5 7 240 165 Gold   Ranged (24 shots)
Ogre Ogre Ogre Ogre 4 13 7 6 12 40 4 4 416 300 Gold  
Ogre Mage Ogre Mage Ogre Mage Ogre Mage 4+ 13 7 6 12 60 5 4 672 400 Gold   Cast Bloodlust x3
Roc Roc Roc Roc 5 13 11 11 15 60 7 3 1027 600 Gold   Flying
Thunderbird Thunderbird Thunderbird Thunderbird 5+ 13 11 11 15 60 11 3 1106 700 Gold   Flying, Lightning strike
Cyclops Cyclops Cyclops Cyclops 6 15 12 16 20 70 6 2 1266 750 Gold   Ranged (16 shots), Can attack siege walls
Cyclops King Cyclops King Cyclops King Cyclops King 6+ 17 13 16 20 70 8 2 1443 1100 Gold   Ranged (24 shots), Can attack siege walls
Behemoth Behemoth Behemoth Behemoth 7 17 17 30 50 160 6 1 3162 1500 Gold   Defense -40% to enemy target
Ancient Behemoth Ancient Behemoth Ancient Behemoth Ancient Behemoth 7+ 19 19 30 50 300 9 1 6168 3000 Gold 1 Crystal  Defense -80% to enemy target

Town names

Unless specified by the mapmaker, towns will generate with a random name. Stronghold towns will use one of these following names:

Battlement Bocc Cragmoor Dolere
Drago Breach Dragonspire Hartgrim Kragg
Kruber Morganheim Rockwarren Rovener
Sandflash Slau Strongglen Tormina

If there are more Stronghold towns on the map than possible names, they will use names taken from other towns.

User commentary

[Show user commentary]
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Some may find the information in this section subjective or irrelevant.

  • Armies composed of stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns.
  • Hobgoblins are excellent 1st level creatures due to their high speed. Giving them to secondary heroes they will give them a lot more movement points (only Sprites and Centaur Captains are faster). With 70-80 Hobgoblins, you can already take down 3 Behemoths and conquer a Behemoth Crag in the first week. Similar for other tough but slow monsters that are a single stack. This is possible due to their speed. Make 6 stacks of one Hobgoblin and the last stack has all remaining. This big stack is in the last slot (on the bottom when fighting). The strategy is as follows: The Behemoths are in reach of the Hobgoblins but the Hobgoblins are just outside the Behemoths reach. The big stack of Hobgoblins waits. One single Hobgoblin attacks the Behemoths to take the retaliation. Then, the Behemoths approach but can't attack because nothing is in range. After the Behemoths moved, the big stack attacks on the side where they have more space to run away. The round ends. In the next round, everyone runs out of reach in one direction, only one Hobgoblin stays behind in reach of the Behemoths to lure them away. Then, you get the same situation as before and repeat until the Behemoths are dead. You should get ~4 hits before they retaliated once against you. That is sufficient to take down the rest in melee 1v1.
  • Be aware that Tactics and Haste are incredibly important to get the rather slow Stronghold units engaged into combat.
  • Always have your Wolf Riders strike not as the first one so they won't receive the retaliation. They deal an immense amount of damage but are very fragile.
  • Expert Teleport and Earthquake are your spells when besieging a town with a castle (Teleport is hard to get though). Expert Teleport lets you teleport troops behind walls. You have only two mediocre damage-dealing shooters and one expensive flier. You need to get the Behemoths and/or Ogres involved. Consider splitting your Cyclops Kings into 2-4 stacks so you can take down the walls effectively. After 18 hits, the entire defensive structures are destroyed. With Expert Ballistics and two stacks of Cyclops Kings you can get 2 + 2*2 = 6 attacks onto walls per round this way. After 3 rounds, you have destroyed everything. In Round 2, some towers will already be destroyed. If you additionally have Expert Earthquake, you can take down the entire defensive structures in only two rounds. With four Cyclops King stacks and neither Ballistics nor Earthquake you will still destroy all defensive structures within two rounds.
  • Don't be fooled by the low AI value of Behemoths. Yes, they don't have a 2-hex breath attack, they can't resurrect dead allies and they are not immune to spells. However, they defeat all other level 7 units in 1v1 combat, except Haspids, and are also the cheapest level 7 unit. Because they are not immune to spells, they *can* get resurrected. Their only downside is that they are slow - but that's what you can fix with Tactics and Haste. Their building has the fewest prerequisites of all level 7 buildings so you can start amassing them early. In late-game their defense-reducing ability scales very well and they deal absurd amounts of damage.
  • Beware of saving lives of your Thunderbirds. The more Thunderbirds is in a stack, the more additional damage will their lightning strike do. Cure them if necessary.

Pros:

  • Stronghold is the cheapest town to fully build up.
  • Hero classes. Battle Mage is one of the most balanced classes in the game with a host of useful specials. Barbarians are the best fighter class available, expect attack ratings to rise fast and keep on rising. With great specials like Offense, a high-level Barbarian is a tough opponent.
  • Escape Tunnel: it is great to be able to retreat from a siege, so that you don't lose your best hero this way. However, it doesn't allow surrender and thus won't save your army.
  • Cyclopes and Cyclops Kings can attack castle walls with their ranged attack. This is a vastly underestimated special that can tip the scale in an attacking force's favor very quickly, especially when combined with a fast initiative-giving unit and Haste (Expert level for best effect). If you have the room in your army, every additional stack gives additional shots at the wall! A stack of 1 Cyclops King 'sieges' as well as a stack of 1,000 (and twice as well as a stack of Cyclops).
  • Ancient Behemoth can win a 1vs1 against most 7th level creatures.
  • Crag Hack is one of the best Heroes in the game, at later stages, he will deal incredible amounts of damage thanks to his Offense specialty.
  • Least expensive town as far as weekly troop cost is concerned for gold, though the Rampart town will often have a better economy in general by making use of the Treasury.
  • Possible to get Behemoths on third day, provided sufficient resources.
  • Barbarians have great chances to get combat-based skills(primary and secondary ones) in order to do pure combat-based and/or anti-magic skill builds, that would be good synergize with the Orb of Inhibition and would be useful especially against heroes with pure magic-based skill builds.
  • Freelancer's Guild may be helpful to get resources you need by getting rid of units which aren't very important (being weak, slow, and/or not from Stronghold).
  • Opportunity to get two war machines.
  • Gurnisson with his artillery ability and high attack, can quickly take many mines, artifacts, enemy heroes, and artifacts quite easily in early-game. The ballista doesn't phase out with a high attack Barbarian until way later in late-game, so this is a great strategy to get a fast start on Stronghold, and get Behemoths quickly.

Cons:

  • Stronghold creatures have the lowest defense rating of all towns.
  • Slow units, the fastest is the Thunderbird with a Speed of 11. Ancient Behemoth has 9.
  • Magic, Mage Guild is limited to level 3.
  • Only one flying unit, namely the Thunderbird.
  • Cyclops and Behemoth lairs both require a lot of crystal to build. This competition makes it hard to have them both out in the earlier times - you have to choose between one of them, while both are very useful.

See also