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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[edit]

For more details on Castle Units, see the Creatures page.
Tier Unit Upgrade
1 Pikemen
HoMMIII Pikemen Profile.png
Halberdiers
HoMMIII Halberdiers Profile.png
2 Archers
HoMMIII Archers Profile.png
Marksmen
HoMMIII Marksmen Profile.png
3 Griffins
HoMMIII Griffins Profile.png
Royal Griffins
HoMMIII Royal Griffins Profile.png
4 Swordsmen
HoMMIII Swordsmen Profile.png
Crusaders
HoMMIII Crusaders Profile.png
5 Monks
HoMMIII Monks Profile.png
Zealots
HoMMIII Zealots Profile.png
6 Cavaliers
HoMMIII Cavaliers Profile.png
Champions
HoMMIII Champions Profile.png
7 Angels
HoMMIII Angels Profile.png
Archangels
HoMMIII Archangels Profile.png

Buildings[edit]

Main
  • 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.
Defense
  • 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.
Mage Guild
  • 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.
Other
  • Blacksmith: Enables visiting heroes to purchase Ballistae.
  • Marketplace: Enables you to buy, sell, trade and gift resources.
    • Resource Silo: Provides you with an additional wood and ore each day.
  • Stables: Allows all visiting heroes to move further until the end of the week.
  • Colossus: +5000 Gold, +50% Creature Growth Rate, All units +2 moral
  • 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.
  • Griffin Bastion: Improves griffin production by 3 per week. Requires Griffin Tower.
  • 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.
  • 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.