Castle Battle · The guide
Marked Ground
Every field is dealt with marked ground on it — 43 kinds of site in all. Raise a spawner on one and it takes the site's effect. Where they fall changes from field to field, so reading the ground is part of every opening.
Works · 17
The building itself is changed: it rises faster, stands harder, costs less or does something for the ground around it.
| Site | What it does | On the field |
|---|---|---|
| Old Foundations | Works rise 35% faster, stand 25% harder, muster quicker | Old foundations lie on the field — a dressed pad where a work goes up faster, stands harder and musters a touch quicker. |
| The Quarry | Works cost 18% less here | A quarry has been cut into the field. A work raised on its floor costs less: the stone is already dressed. |
| The Old Bastion | A work here takes 40% less damage and mends itself | An old bastion still holds its wall. A work raised inside it takes far less damage and mends itself between assaults. |
| The Drill Yard | A spawner here musters 22% faster | A drill yard is beaten flat on the field. A spawner raised on it musters its troops faster: the ground is already paced. |
| The Fountain | A work here mends every ally within reach, 14 a second | A fountain still runs on the field. A work raised at it mends every allied troop standing near it, for as long as it stands. |
| The Old Bulwark | A work here stands 70% harder — and goes up slower for it | An old bulwark of turf and stake still holds its line. A work raised behind it stands far harder than anything in the open, and takes longer to raise. |
| The Ropewalk | Levelling a work here costs 28% less | A ropewalk runs the length of the field. A work raised on it is levelled cheaper: the tackle to lift the next storey is already strung. |
| The Old Mint | A work here PAYS 2 gold a second, for as long as it stands | An old mint still has its dies in the floor. A work raised on it strikes coin for as long as it stands — the one building on the field that pays you rather than costing you. |
| The Warren | A spawner here musters in PAIRS, on a half-again longer clock | The ground here is undermined with old warrens. A spawner raised on it sends its troops out two at a time, and takes half again as long between musters. |
| The Timber Yard | A work here goes up in HALF the time — and stands 28% weaker | A timber yard lies open with its stacks still standing. A work raised on it goes up in half the time anything else takes, and is thrown together badly enough to show it. |
| The Deep Cellars | A work here PAYS 1.2 gold a second and stands 20% harder | Deep cellars run under this ground, dry and still stocked. A work raised over them stands harder for the vaulting beneath it and turns a slow coin the whole time it stands. |
| The Old Orchard | A work here PAYS, and pays more the longer it stands — a trickle at first, more than a Mint by the fourth minute | An old orchard stands in rows on this ground, long past anybody tending it. A work raised among the trees pays its owner a little at first and more every minute it is left standing — which makes it the one work on the field worth more old than new. |
| The Old Depot | Your troops within 650 paces of a work here fight as if their own keep stood beside them | An old supply depot lies on the road, sheds and a yard gone to grass. A work raised on it carries its owner's supply line forward: troops fighting near it fight as if their keep were at their backs, however far from home the war has walked them. |
| The Strongroom | A work here PAYS 3 gold a second — and whoever razes it takes a purse of 260 | A strongroom has been sunk into the field, iron doors and all, and whatever was banked in it is still there. A work raised over it pays its owner handsomely for as long as it stands — and whoever breaks it open takes the vault. |
| The Buried Hoard | DIG IT FIRST — a Builder left standing here digs up a purse of 380, and leaves Old Foundations | Somebody buried a hoard here and never came back for it. A Builder left standing on the spot digs it up, a purse for whoever found it, and the pit is dressed stone after: Old Foundations for the rest of the match. Nothing can be raised on it until it is dug. |
| The Kennels | Every 4th muster from a work here brings a hound of your own levy out with it | Old kennels stand on the field, runs and a whelping shed. A work raised in them sends one more body out with every fourth muster: the cheapest soldier the kingdom fields, fed and free. |
| The Harbour | A work here PAYS 3 gold a second — but nothing while an enemy stands within 420 paces of it | A harbour on the shore, a quay and a jetty and boats tied up at it. A work raised on it takes the trade: the richest purse on the field, for as long as no enemy comes near enough to stop the boats coming in. |
Pads · 18
Every troop mustered from a work raised here keeps the effect for life, wherever it walks.
| Site | What it does | On the field |
|---|---|---|
| The Old Forge | Troops mustered here hit 18% harder, for life | An old forge still stands. Every troop mustered from a work on it is armed at the anvil and hits harder for life. |
| The Hearthstone | Troops mustered here mend 2% a second, anywhere | A hearthstone is set in the field. Troops mustered from a work on it carry its warmth and mend wherever they stand. |
| The Wayshrine | Troops mustered here march 22% faster, for life | A wayshrine stands on the field. Troops mustered from a work on it are sped on their road and march faster for life. |
| The War Bell | Troops mustered here strike 18% faster, for life | A war bell hangs in its frame. Troops mustered from a work under it keep its time and strike faster for life. |
| The Chapel | Troops mustered here take 15% less damage, for life | A roofless chapel stands on the field. Troops mustered from a work in it are blessed and take less of every blow for life. |
| The Granary | Troops mustered here have 22% more health | A granary stands full. Troops mustered from a work beside it march out well fed, with more health than standard issue. |
| The Arsenal | Troops mustered here wear 12 points more armour | An arsenal stands stocked. Troops mustered from a work on it are issued plate and wear more armour for life. |
| The Watchfire | Troops mustered here reach 15% farther, for life | A watchfire burns on its stone. Troops mustered from a work beside it see farther and reach farther for life. |
| The Cistern | Troops mustered here leave with a shield worth 30% of their health | A cistern holds clean water. Troops mustered from a work at it walk out shielded, the first blows they take falling on the ward. |
| The Blood Altar | Troops mustered here heal 15% of what they hit, for life | A blood altar stains the field. Troops mustered from a work on it are sworn to it and heal off every blow they land. |
| The Scriptorium | Troops mustered here come out a whole rung above their spawner | A scriptorium's floor lies open. Troops mustered from a work on it are drilled by the book and come out a rung above their spawner. |
| The Ossuary | Troops mustered here rise once more when they fall, at 45% health | An ossuary lies open. Troops mustered from a work on it do not stay down the first time: they rise once more at nearly half health. |
| The Counting House | Every kill by troops mustered here pays half again the bounty | A counting house keeps its books. Every kill by a troop mustered from a work on it pays half again the bounty into your purse. |
| The Long Vigil | Troops mustered here can never be slowed or rooted | A long vigil was kept on this stone and never broken. Troops mustered from a work on it keep their feet against anything: no frost, no snare and no spell slows or holds them. |
| The Tilting Lists | Troops mustered here earn every chevron on HALF the kills | The tilting lists are still marked out on the grass. Troops mustered from a work on them are promoted on half the bodies anyone else needs, and a veteran is worth protecting. |
| The Crucible | Troops mustered here hit 36% harder — and have 16% LESS health | A crucible still holds its last pour. Troops mustered from a work on it carry a keener edge than anything on the field and less of a body behind it: they hit far harder and break sooner. |
| The Wayhouse | Troops mustered here march 14% faster and mend 1.2% a second | A wayhouse on the old road still has its hearth and its water. Troops mustered from a work at it march quicker than most and mend a little as they go: less of either than the shrine or the hearthstone gives, and both at once. |
| The Oath Ring | Troops mustered here strike 14% faster AND 14% harder | An oath ring of old stones still stands closed. Troops mustered from a work inside it are sworn on both counts: they strike faster and harder than standard issue, and less of each than the bell or the forge alone would give. |
Yards · 8
The same, but for one kind of troop only — raise anything else there and the pad is wasted.
| Site | What it does | On the field |
|---|---|---|
| The Old Stables cavalry only | CAVALRY mustered here ride 25% faster and hit 12% harder | Old stables stand on the field. Cavalry mustered from a work in them ride faster and charge harder for life; everything on foot gets nothing. |
| The Archery Butts ranged only | SHOOTERS mustered here reach 20% farther and hit 10% harder | Archery butts stand in a row. Every shooter mustered from a work on them reaches farther and hits harder for life; blades get nothing. |
| The Siegeworks siege only | ENGINES mustered here hit 30% harder and reload 10% faster | A siegeworks stands on the field. Engines mustered from a work in it are built heavier and hit far harder for life; soldiers get nothing. |
| The Eyrie flying only | FLIERS mustered here fly 25% faster and take 10% less damage | An eyrie crowns a crag on the field. Fliers mustered from a work on it fly faster and are harder to bring down, for life; everything on the ground gets nothing. |
| The Shield Hall foot only | FOOT mustered here take 16% less damage and have 16% more health | A long shield hall stood here and its floor is still beaten flat. Foot soldiers mustered from a work in it are drilled in the wall and stand harder in every way; horse, bow and engine get nothing. |
| The Mage Tower caster only | CASTERS mustered here cast 16% faster and reach 10% farther | A mage tower stands on the field with its stair still whole. Casters mustered from a work at its foot cast quicker and reach further for life; anybody who does not cast gets nothing from it. |
| The Infirmary support only | SUPPORT mustered here take 14% less damage and mend 1.6% a second | An old infirmary stands on the field, cots still under its awning. Support troops mustered from a work beside it take less of every blow and mend as they walk, for life; the line they keep alive is the same line it was. |
| The Titan's Cradle titan only | TITANS mustered here have 20% more health and 8 points more armour | A cradle of great stones lies on the field, cut for something far larger than a man. Titans mustered from a work in it come out heavier and harder to cut, for life; nothing smaller fits it. |
