Castle
This article refers to the town. For the town structure, see Fortifications.
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Castle is a good alignment town with the knight and cleric hero classes. Castle represents Erathia.
"Castles are home to the Cleric and Knight 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 unit types available, Castle-based armies are well equipped to quickly engage and defeat their enemies." RoE manual
Castle's native terrain is grass.
Castle creature dwellings
Castle specific buildings
- Brotherhood of the Sword - (Unique building, gives +2 morale for a hero defending against a siege)
- Griffin Bastion - (Griffin Horde building, +3/week)
- Lighthouse - (Unique building. Gives +500 movement points for heroes travelling on water with a boat. The effect is cumulative. Doesn't boost enemies in Horn of the Abyss
)
- Shipyard - (Allows to build boats. Can only be built if town is adjacent to water)
- Stables - (Unique building, gives visiting heroes +400 movement points per day for the rest of the week)
- Colossus - (Grail building. Gives +2 morale to all player's heroes in addition to standard +5000
per day and +50% creature growth)
Castle buiding tree


Resource | Basic | Upgrades | All |
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46000 | 29000 | 110000 |
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60 | 17 | 137 |
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50 | 22 | 122 |
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12 | 17 | 47 |
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12 | 12 | 42 |
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12 | 12 | 42 |
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12 | 12 | 42 |
Troop cost/week: | 29580 ![]() ![]() |
Common buildings
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: |
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Total Mage Guild: |
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Heroes
[Switch to Shadow of Death]
Banned secondary skills
Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.
Necromancy is not available for knights.
Necromancy and
Interference
are not available for clerics.
Creatures
[Switch to Shadow of Death]
User Commentary
- 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.
- Build and upgrade Portal of Glory by the cost of neglecting other dwellings and mage guild, or even recruiting other creatures.
- Divide Archangels in several stacks (preferably in the multiples of three), so they can resurrect each other.
- Brothehood of the Sword increases the morale bonus of defending creatures' by +2 in additon to Tavern's bonus. In other words, creatures defending a Castle towns with Brotherhood of the Sword have morale of +3. This becomes very useful if you want to mix troops from different town types together. However, because all Knights start with Leadership, the bonus is only valuable when using Cleric (or other hero classes) to defend the town.
- Strategy Guide for Castle from Jolly Joker on Celestial Heavens
Pros
- Many useful creature specialties.
- Versatile units including two flying units, two ranged units.
- Stables can provide heroes +400 movement points per remaining day of the week, which means roughly +20% more movement for heroes.
- Shipyard, Lighthouse, and Sylvia with Navigation specialty are all very useful on maps with significant water area.
Cons
- Second most expensive creatures, Tower having 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) can be hard to build, as it requires 20
.
- No units with immunity or resistance.
- Most of non-upgraded units are significantly weaker than the their upgraded counterparts; upgrading them takes time and resources.
- Fragile ranged units.