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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) | ||
{{Footer Nav|game=Heroes of Might and Magic III: The Restoration of Erathia|prevpage=Controls|nextpage=Rampart}} | {{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
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 |
Pikemen | Archers | Griffins | Swordsmen |
Upgraded | |||
Halberdiers | Marksmen | Royal Griffins | Crusaders |
Tier 5 | Tier 6 | Tier 7 |
Monks | Cavaliers | Angels |
Upgraded | ||
Zealots | Champions | 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.
- City Hall: Allows you to purchase structures and generates 2000 gold per day. Requires Mage Guild Level 1, Blacksmith and Marketplace.
- Town Hall: Allows you to purchase structures and generates 1000 gold per day. Requires Tavern
- 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.
- Citadel: Adds a keep and an arrow tower. Gives an additional 50% of troops over the base troop generation.
- 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.
- Mage Guild Level 3: Allows your hero to learn 3 level 3 spells.
- Mage Guild Level 2: Allows your hero to learn 4 level 2 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)