Castle: Difference between revisions
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=== Cons === | === Cons === | ||
* Second most expensive town, [[Tower]] being the most. Hard to obtain the required 6 gems/week, without a pond or Tower town with a [[Resource Silo]] providing them. | * Second most expensive town, [[Tower]] being the most. Hard to obtain the required 6 gems/week, without a pond or Tower town with a [[Resource Silo]] providing them. | ||
* The 6th | * The 6th level dwelling ([[Training Grounds]]) is hard to build, as it requires 30 {{W}}. | ||
* No units with immunity or resistance. | * No units with immunity or resistance. | ||
* Most of non-upgraded units are | * Most of non-upgraded units are significantly weaker than the theri upgraded counterparts; upgrading them takes time and resources. | ||
* Magic, [[Mage Guild]] is limited to level 4. | * Magic, [[Mage Guild]] is limited to level 4. | ||
[[Category: Castle]] | [[Category: Castle]] | ||
__notoc__ | __notoc__ |
Revision as of 12:25, 19 March 2018
Towns | |
---|---|
Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |
Castle is a good alignment town with the knight and cleric 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 creature types available, Castle-based armies are well equipped to quickly engage and defeat their enemies. Castle represents Erathia.
Castle's native terrain is grass.
Structures
Castle Creature Dwellings
Castle Specific Buildings
- Brotherhood of the Sword - Increases morale by +2 when defending against siege. This is in addition to tavern's +1 resulting in a total morale bonus of +3.
- Griffin Bastion - Horde building which increases Griffins' growth by +3 per week.
- Lighthouse - Increase movement points by +500 when heroes travel on water tile with a boat.
- Shipyard - Enables town to build a boat. Can only be built if town is adjacent to water.
- Stables - Gives visiting hero +400 movement points for each day for the rest of the week.
- Colossus - Grail building of Castle. Gives +2 morale to all player's heroes in addition to standard +5000 per day and creature growth +50%.
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||||||||||||
Village Hall | Village Hall (existing) |
Fort | Fort
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Tavern | Tavern
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Mage Guild level 1 | Mage Guild level 1
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File:Town Hall large.gif | Town Hall
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Citadel | Citadel
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Marketplace | Marketplace
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Mage Guild level 2 | Mage Guild level 2
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City Hall | City Hall
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Castle | Castle
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Resource Silo | Resource Silo ()
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Mage Guild level 3 | Mage Guild level 3
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Capitol | Capitol
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Blacksmith |
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Mage Guild level 4 | Mage Guild level 4
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Mage Guild level 5 | Mage Guild level 5
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Total Common Buildings: |
|
Total Mage Guild: |
|
Resource | Basic | Upgrades | All |
---|---|---|---|
46000 | 29000 | 110000 | |
60 | 17 | 137 | |
50 | 22 | 122 | |
12 | 17 | 47 | |
12 | 12 | 42 | |
12 | 12 | 42 | |
12 | 12 | 42 | |
Troop cost/week: | 29580 + 6 |
Heroes
Creatures
Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pikeman Pikeman | 1 | 4 | 5 | 1 | 3 | 10 | 4 | 14 | 80 | 60 | Immune to jousting | ||
Halberdier Halberdier | 1+ | 6 | 5 | 2 | 3 | 10 | 5 | 14 | 115 | 75 | Immune to jousting | ||
Archer Archer | 2 | 6 | 3 | 2 | 3 | 10 | 4 | 9 | 126 | 100 | Ranged (12 shots) | ||
Marksman Marksman | 2+ | 6 | 3 | 2 | 3 | 10 | 6 | 9 | 184 | 150 | Ranged (24 shots), Double attack | ||
Griffin Griffin | 3 | 8 | 8 | 3 | 6 | 25 | 6 | 7 | 351 | 200 | Flying, Two retaliations | ||
Royal Griffin Royal Griffin | 3+ | 9 | 9 | 3 | 6 | 25 | 9 | 7 | 448 | 240 | Flying, Unlimited retaliations | ||
Swordsman Swordsman | 4 | 10 | 12 | 6 | 9 | 35 | 5 | 4 | 445 | 300 | |||
Crusader Crusader | 4+ | 12 | 12 | 7 | 10 | 35 | 6 | 4 | 588 | 400 | Double attack | ||
Monk Monk | 5 | 12 | 7 | 10 | 12 | 30 | 5 | 3 | 582 485 | 400 | Ranged (12 shots) | ||
Zealot Zealot | 5+ | 12 | 10 | 10 | 12 | 30 | 7 | 3 | 750 | 450 | Ranged (24 shots), No melee penalty | ||
Cavalier Cavalier | 6 | 15 | 15 | 15 | 25 | 100 | 7 | 2 | 1946 | 1000 | Jousting | ||
Champion Champion | 6+ | 16 | 16 | 20 | 25 | 100 | 9 | 2 | 2100 | 1200 | Jousting | ||
Angel Angel | 7 | 20 | 20 | 50 | 50 | 200 | 12 | 1 | 5019 | 3000 | 1 | Flying, Hates Devils, Morale +1 | |
Archangel Archangel | 7+ | 30 | 30 | 50 | 50 | 250 | 18 | 1 | 8776 | 5000 | 3 | Flying, Hates Devils, Resurrection, Morale +1 |
Strategy
- Build the Capitol as soon as possible (preferably in the first week), because having lots of gold is crucial for raising many Archangels.
- Obtain and upgrade Portal of Glory by the cost of neglecting other dwellings and mage guild, or even recruiting other creatures.
- Divide your Archangels in many stacks, so they can resurrect each other, effectively doubling their numbers.
- Because Archangels have the greatest stats among all the 7th tier creatures, they are real die hards (and even when they get killed, they still can be resurrected) thus you may actually horde them much easier than any other 7th tier creatures! High level offensive hero (i.e. Sorsha or preferably Crag Hack) equipped with Archangels will easily overcome more numerous enemies.
Pros
- Many useful creature specialties:
- Marksman shoots twice
- Royal Griffin do always retaliates (Griffin retaliates twice)
- Crusader strikes twice
- Cavalier has jousting bonus
- Archangel can resurrect
- Versatile units including two flying units, two ranged units
- Stables can provide heroes +400 movement points per day, which means roughly +20% more movement for heroes.
Cons
- Second most expensive town, Tower being the most. Hard to obtain the required 6 gems/week, without a pond or Tower town with a Resource Silo providing them.
- The 6th level dwelling (Training Grounds) is hard to build, as it requires 30 .
- No units with immunity or resistance.
- Most of non-upgraded units are significantly weaker than the theri upgraded counterparts; upgrading them takes time and resources.
- Magic, Mage Guild is limited to level 4.