CASTLE DWELLINGS

Every creature is powerful in comparison to other creatures of the same level. Early in the game, the pikemen excel as level one creatures because of their high hit points and above average attack and defense. The second-level unit, the archer, also provides valuable ranged support early on. This means at the beginning of a game, you can have a good army composed of a sturdy melee stack and a ranged stack.

At later levels, the castle town continues to have good troops. The upgraded griffin is a powerful early flying unit because it has unlimited retaliation, allowing it to counterattack against as many enemies as can attack it in a single turn (the standard griffin can counter two attacks). The swordsman has good attack, defense, and hit points. The level five unit, the monk, provides the castle heroes with one more ranged unit that is among the game's fastest and most powerful shooters. The cavalry unit is one of the top sixth-level troops, and the angel is a great unit due to its speed and combination of damage, attack, and defense.

Castle players should upgrade their archers, griffins, and swordsmen at the first opportunity, in that order. After upgrading these essential troops, go on to upgrading the other creatures. All beginning castle troops are pretty good, so there isn't the upgrade urgency of, say, the fortress or stronghold towns. Halberdiers are faster than pikemen, marksmen gain two shots per round, royal griffins have better speed, attack, and defense, crusaders attack twice, zealots and champions have all-around better stats, and the archangel is the most powerful seventh-level unit in the game.


CREATURE GENERATORS
STRUCTURE COST REQUIREMENTS RECRUIT
500 Gold
+10 Ore
Fort
14/week
1000 Gold
+5 Ore
Guardhouse
14/week
1000 Gold
+5 Ore
+5 Wood
Guardhouse
9/week
1000 Gold
+5 Ore
+5 Wood
Archer's Tower
9/week
1000 Gold
+5 Ore
Barracks
7/week
1000 Gold
+5 Ore
Griffin Tower
7/week
2000 Gold
+5 Ore
Guardhouse
Blacksmith

4/week
2000 Gold
+5 Ore
+5 Crystal
Barracks
4/week
3000 Gold
+5 Wood
+2 Ore
+2 Crystal
+2 Gems
+2 Mercury
+2 Sulfur
Mage Guild Level I
Barracks

3/week
1000 Gold
+2 Wood
+2 Ore
+2 Crystal
+2 Gems
+2 Mercury
+2 Sulfur
Monastery
3/week
5000 Gold
+20 Wood
Stables
2/week
3000 Gold
+10 Wood
Training Grounds
2/week
20000 Gold
+10 Crystal
+10 Gem
+10 Mercury
+10 Sulfur
Monastery
1/week
20000 Gold
+10 Crystal
+10 Gem
+10 Mercury
+10 Sulfur
Portal of Glory
1/week


FINAL VIEWS

Pros:
Two flying units
Two good ranged units (one low-level and one high-level)
Unlimited retaliation with upgraded griffins
Fastest unit and best seventh-level unit with the archangel
Excellent upgraded units throughout tech tree

Cons:
Require lots of resources
More building dependencies than average
Average magic, no great special buildings
Angels and archangels very expensive



Thanks to The Nether Gods team for the contents of this page!