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Castle BattleField Guide Play free

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.

SiteWhat it doesOn the field
Old FoundationsWorks rise 35% faster, stand 25% harder, muster quickerOld foundations lie on the field — a dressed pad where a work goes up faster, stands harder and musters a touch quicker.
The QuarryWorks cost 18% less hereA quarry has been cut into the field. A work raised on its floor costs less: the stone is already dressed.
The Old BastionA work here takes 40% less damage and mends itselfAn old bastion still holds its wall. A work raised inside it takes far less damage and mends itself between assaults.
The Drill YardA spawner here musters 22% fasterA drill yard is beaten flat on the field. A spawner raised on it musters its troops faster: the ground is already paced.
The FountainA work here mends every ally within reach, 14 a secondA 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 BulwarkA work here stands 70% harder — and goes up slower for itAn 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 RopewalkLevelling a work here costs 28% lessA 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 MintA work here PAYS 2 gold a second, for as long as it standsAn 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 WarrenA spawner here musters in PAIRS, on a half-again longer clockThe 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 YardA work here goes up in HALF the time — and stands 28% weakerA 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 CellarsA work here PAYS 1.2 gold a second and stands 20% harderDeep 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 OrchardA work here PAYS, and pays more the longer it stands — a trickle at first, more than a Mint by the fourth minuteAn 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 DepotYour troops within 650 paces of a work here fight as if their own keep stood beside themAn 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 StrongroomA work here PAYS 3 gold a second — and whoever razes it takes a purse of 260A 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 HoardDIG IT FIRST — a Builder left standing here digs up a purse of 380, and leaves Old FoundationsSomebody 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 KennelsEvery 4th muster from a work here brings a hound of your own levy out with itOld 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 HarbourA work here PAYS 3 gold a second — but nothing while an enemy stands within 420 paces of itA 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.

SiteWhat it doesOn the field
The Old ForgeTroops mustered here hit 18% harder, for lifeAn old forge still stands. Every troop mustered from a work on it is armed at the anvil and hits harder for life.
The HearthstoneTroops mustered here mend 2% a second, anywhereA hearthstone is set in the field. Troops mustered from a work on it carry its warmth and mend wherever they stand.
The WayshrineTroops mustered here march 22% faster, for lifeA wayshrine stands on the field. Troops mustered from a work on it are sped on their road and march faster for life.
The War BellTroops mustered here strike 18% faster, for lifeA war bell hangs in its frame. Troops mustered from a work under it keep its time and strike faster for life.
The ChapelTroops mustered here take 15% less damage, for lifeA roofless chapel stands on the field. Troops mustered from a work in it are blessed and take less of every blow for life.
The GranaryTroops mustered here have 22% more healthA granary stands full. Troops mustered from a work beside it march out well fed, with more health than standard issue.
The ArsenalTroops mustered here wear 12 points more armourAn arsenal stands stocked. Troops mustered from a work on it are issued plate and wear more armour for life.
The WatchfireTroops mustered here reach 15% farther, for lifeA watchfire burns on its stone. Troops mustered from a work beside it see farther and reach farther for life.
The CisternTroops mustered here leave with a shield worth 30% of their healthA 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 AltarTroops mustered here heal 15% of what they hit, for lifeA blood altar stains the field. Troops mustered from a work on it are sworn to it and heal off every blow they land.
The ScriptoriumTroops mustered here come out a whole rung above their spawnerA 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 OssuaryTroops mustered here rise once more when they fall, at 45% healthAn 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 HouseEvery kill by troops mustered here pays half again the bountyA 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 VigilTroops mustered here can never be slowed or rootedA 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 ListsTroops mustered here earn every chevron on HALF the killsThe 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 CrucibleTroops mustered here hit 36% harder — and have 16% LESS healthA 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 WayhouseTroops mustered here march 14% faster and mend 1.2% a secondA 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 RingTroops mustered here strike 14% faster AND 14% harderAn 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.

SiteWhat it doesOn the field
The Old Stables cavalry onlyCAVALRY mustered here ride 25% faster and hit 12% harderOld 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 onlySHOOTERS mustered here reach 20% farther and hit 10% harderArchery 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 onlyENGINES mustered here hit 30% harder and reload 10% fasterA 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 onlyFLIERS mustered here fly 25% faster and take 10% less damageAn 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 onlyFOOT mustered here take 16% less damage and have 16% more healthA 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 onlyCASTERS mustered here cast 16% faster and reach 10% fartherA 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 onlySUPPORT mustered here take 14% less damage and mend 1.6% a secondAn 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 onlyTITANS mustered here have 20% more health and 8 points more armourA 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.

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