Heroes of Might and Magic III: The Restoration of Erathia/Castle: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
→‎Buildings: Including information and prerequisites.
(→‎Buildings: Including information and prerequisites.)
Line 29: Line 29:


==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}}
40

edits