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(→‎Buildings: Including information and prerequisites.)
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==Buildings==
==Buildings==
*Town Hall
*Village Hall: Allows you to purchase structures and generates 500 gold per day.
**City Hall
**Town Hall: Allows you to purchase structures and generates 1000 gold per day. Requires Tavern
***Capital
***City Hall: Allows you to purchase structures and generates 2000 gold per day. Requires Mage Guild Level 1, Blacksmith and Marketplace.
*Fort
****Capital: Allows you to purchase structures and generates 4000 gold per day. Requires Castle.
**Citadel
*Fort: Provides your town with defensive walls.
***Castle
**Citadel: Adds a keep and an arrow tower. Gives an additional 50% of troops over the base troop generation.
*Tavern
***Castle: Fortifies walls and adds 2 additional, weaker arrow towers. Doubles base creature growth.
**Brotherhood of the Sword
*Tavern: Allows you to recruit additional heroes, and improves morale by 1 for heroes defending from a siege.
*Blacksmith
**Brotherhood of the Sword: Improves morale by 2 for heroes defending from a siege.
*Marketplace
*Blacksmith: Enables visiting heroes to purchase Ballistas.
**Resource Silo
*Marketplace: Enables you to buy, sell, trade and gift resources.
*Mage Guild Level 1
**Resource Silo: Provides you with an additional wood and ore each day.
**Mage Guild Level 2
*Mage Guild Level 1: Allows your hero to learn 5 level 1 spells.
***Mage Guild Level 3
**Mage Guild Level 2: Allows your hero to learn 4 level 2 spells.
****Mage Guild Level 4
***Mage Guild Level 3: Allows your hero to learn 3 level 3 spells.
*Shipyard
****Mage Guild Level 4: Allows your hero to learn 2 level 4 spells.
**Lighthouse
*Shipyard: Allows your town to build a ship. Town must be near water to construct this building.
*Stables
**Lighthouse: Allows all ships under your control to move further each turn.
*Griffin Bastion
*Stables: Allows all visiting heroes to move further until the end of the week.
*Guardhouse
*Griffin Bastion: Improves griffin production by 3 per week.
**Upgraded Guardhouse
*Guardhouse: Allows you to recruit Pikemen. Requires Fort.
*Archers' Tower
**Upgraded Guardhouse: Allows you to recruit Halberdiers and upgrade Pikemen into Halberdiers.
**Upgraded Archers' Tower
*Archers' Tower: Allows you to recruit Archers. Requires Guardhouse.
*Griffin Tower
**Upgraded Archers' Tower: Allows you to recruit Marksmen and upgrade Archers into Marksmen.
**Upgraded Griffin Tower
*Griffin Tower: Allows you to recruit Griffins. Requires Barracks.
*Barracks
**Upgraded Griffin Tower: Allows you to recruit Royal Griffins and upgrade Griffins into Royal Griffins.
**Upgraded Barracks
*Barracks: Allows you to recruit Swordsmen. Requires Blacksmith.
*Monastery
**Upgraded Barracks: Allows you to recruit Crusaders and upgrade Swordsmen into Crusaders.
**Upgraded Monastery
*Monastery: Allows you to recruit Monks. Requires Barracks and Mage Guild Level 1.
*Training Grounds
**Upgraded Monastery: Allows you to recruit Zealots and upgrade Monks into Zealots.
**Upgraded Training Grounds
*Training Grounds: Allows you to recruit Cavaliers. Requires Stables and Barracks.
*Portal of Glory
**Upgraded Training Grounds: Allows you to recruit Champions and upgrade Cavaliers into Champions.
**Upgraded Portal of Glory
*Portal of Glory: Allows you to recruit Angels. Requires Monastery.
**Upgraded Portal of Glory: Allows you to recruit Archangels and upgrade Angels into Archangels.
*Colossus (+5000 Gold, +50% Creature Growth Rate, All units +2 moral)
*Colossus (+5000 Gold, +50% Creature Growth Rate, All units +2 moral)


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{{Footer Nav|game=Heroes of Might and Magic III: The Restoration of Erathia|prevpage=Controls|nextpage=Rampart}}

Revision as of 23:58, 8 December 2009

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The Castle is composed of typical human-type units: pikemen, archers, griffons, swordsmen, monks, cavaliers, and angels. Notable upgrades include the archer-marksman and swordsman-crusader upgrades which provide double attacks. As is typical with top level units, the angel-archangel upgrade goes from a strong flyer to a much faster, dominant flyer with a resurrection ability.

Units

For more details on Castle Units, see Heroes of Might and Magic III: The Restoration of Erathia/Creatures#Castle.
Tier 1 Tier 2 Tier 3 Tier 4
HoMMIII Pikemen Profile.png Pikemen HoMMIII Archers Profile.png Archers HoMMIII Griffins Profile.png Griffins HoMMIII Swordsmen Profile.png Swordsmen
Upgraded
HoMMIII Halberdiers Profile.png Halberdiers HoMMIII Marksmen Profile.png Marksmen HoMMIII Royal Griffins Profile.png Royal Griffins HoMMIII Crusaders Profile.png Crusaders
Tier 5 Tier 6 Tier 7
HoMMIII Monks Profile.png Monks HoMMIII Cavaliers Profile.png Cavaliers HoMMIII Angels Profile.png Angels
Upgraded
HoMMIII Zealots Profile.png Zealots HoMMIII Champions Profile.png Champions HoMMIII Archangels Profile.png Archangels

Buildings

  • Village Hall: Allows you to purchase structures and generates 500 gold per day.
    • Town Hall: Allows you to purchase structures and generates 1000 gold per day. Requires Tavern
      • City Hall: Allows you to purchase structures and generates 2000 gold per day. Requires Mage Guild Level 1, Blacksmith and Marketplace.
        • Capital: Allows you to purchase structures and generates 4000 gold per day. Requires Castle.
  • Fort: Provides your town with defensive walls.
    • Citadel: Adds a keep and an arrow tower. Gives an additional 50% of troops over the base troop generation.
      • Castle: Fortifies walls and adds 2 additional, weaker arrow towers. Doubles base creature growth.
  • Tavern: Allows you to recruit additional heroes, and improves morale by 1 for heroes defending from a siege.
    • Brotherhood of the Sword: Improves morale by 2 for heroes defending from a siege.
  • Blacksmith: Enables visiting heroes to purchase Ballistas.
  • Marketplace: Enables you to buy, sell, trade and gift resources.
    • Resource Silo: Provides you with an additional wood and ore each day.
  • Mage Guild Level 1: Allows your hero to learn 5 level 1 spells.
    • Mage Guild Level 2: Allows your hero to learn 4 level 2 spells.
      • Mage Guild Level 3: Allows your hero to learn 3 level 3 spells.
        • Mage Guild Level 4: Allows your hero to learn 2 level 4 spells.
  • Shipyard: Allows your town to build a ship. Town must be near water to construct this building.
    • Lighthouse: Allows all ships under your control to move further each turn.
  • Stables: Allows all visiting heroes to move further until the end of the week.
  • Griffin Bastion: Improves griffin production by 3 per week.
  • Guardhouse: Allows you to recruit Pikemen. Requires Fort.
    • Upgraded Guardhouse: Allows you to recruit Halberdiers and upgrade Pikemen into Halberdiers.
  • Archers' Tower: Allows you to recruit Archers. Requires Guardhouse.
    • Upgraded Archers' Tower: Allows you to recruit Marksmen and upgrade Archers into Marksmen.
  • Griffin Tower: Allows you to recruit Griffins. Requires Barracks.
    • Upgraded Griffin Tower: Allows you to recruit Royal Griffins and upgrade Griffins into Royal Griffins.
  • Barracks: Allows you to recruit Swordsmen. Requires Blacksmith.
    • Upgraded Barracks: Allows you to recruit Crusaders and upgrade Swordsmen into Crusaders.
  • Monastery: Allows you to recruit Monks. Requires Barracks and Mage Guild Level 1.
    • Upgraded Monastery: Allows you to recruit Zealots and upgrade Monks into Zealots.
  • Training Grounds: Allows you to recruit Cavaliers. Requires Stables and Barracks.
    • Upgraded Training Grounds: Allows you to recruit Champions and upgrade Cavaliers into Champions.
  • Portal of Glory: Allows you to recruit Angels. Requires Monastery.
    • Upgraded Portal of Glory: Allows you to recruit Archangels and upgrade Angels into Archangels.
  • Colossus (+5000 Gold, +50% Creature Growth Rate, All units +2 moral)