Fortress: Difference between revisions
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{{ | {{TownNew | ||
| name = Fortress | |||
| alignment = Neutral | |||
| class_1 = Beastmaster | |||
| class_1_plural = Beastmasters | |||
| class_2 = Witch | |||
| class_2_plural = Witches | |||
| country = Tatalia | |||
| description = Fortress towns are built at the edge of swamps and are often used as bases by the Beastmaster and Witch hero classes. Their armies are primarily made up of deadly creatures — born of the swamps, and then subdued and trained for warfare. While among them there is only one ranged attack creature, Fortress units are possessed of many special abilities to offset this deficiency. | |||
== | | source = Restoration of Erathia | ||
| page = 92 | |||
| | | terrain = Swamp | ||
| | | commonGold = 37000 | ||
| commonWood = 45 | |||
| commonOre = 40 | |||
| mageGold = 4000 | |||
| mageWood = 15 | |||
| | | mageOre = 15 | ||
| | | mageMercury = 10 | ||
| | | mageSulfur = 10 | ||
| | | mageCrystal = 10 | ||
| | | mageGems = 10 | ||
| | | dwellingGold = 45400 | ||
| dwellingWood = 105 | |||
| dwellingOre = 50 | |||
| dwellingMercury = 19 | |||
| dwellingSulfur = 39 | |||
| dwellingCrystal = - | |||
| dwellingGems = - | |||
| uniqueGold = 6000 | |||
| uniqueWood = 20 | |||
| uniqueOre = - | |||
| uniqueMercury = - | |||
| uniqueSulfur = - | |||
| uniqueCrystal = - | |||
| uniqueGems = - | |||
| totalGold = 92400 | |||
| totalWood = 185 | |||
| totalOre = 105 | |||
| totalMercury = 29 | |||
| totalSulfur = 49 | |||
| totalCrystal = 10 | |||
| totalGems = 10 | |||
| troopGold = 26660 | |||
| troopWood = - | |||
| troopOre = - | |||
| troopMercury = - | |||
| troopSulfur = 2 | |||
| troopCrystal = - | |||
| troopGems = - | |||
| sp_banned_1_1 = Curse | |||
| sp_banned_2_1 = Disguise | |||
| sp_banned_2_2 = Death Ripple | |||
| sp_banned_3_1 = Animate Dead | |||
| sp_banned_3_2 = Protection from Earth | |||
| name_1 = Backwater | |||
| name_2 = Coolmire | |||
| name_3 = Deadfall | |||
| name_4 = Deadwood | |||
| name_5 = Drakenmoor | |||
| name_6 = Edgewater | |||
| name_7 = Hermit Cove | |||
| name_8 = Lostmoor | |||
| name_9 = Marshank | |||
| name_10 = Marshchoke | |||
| name_11 = Marshwall | |||
| name_12 = Mossden | |||
| name_13 = Mosswood | |||
| name_14 = Mudshire | |||
| name_15 = Silt | |||
| name_16 = Stillbog | |||
}} | }} | ||
{{user commentary| | {{user commentary| | ||
* While among them there is only one ranged-attack creature, Fortress units possess many special abilities to offset this deficiency. | * While among them there is only one ranged-attack creature, Fortress units possess many special abilities to offset this deficiency. | ||
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*Fortress creatures have the lowest attack ratings of all towns. | *Fortress creatures have the lowest attack ratings of all towns. | ||
*The heavy focus on Defense can be disadvantageous in many cases, as a hero with high attack can kill their enemies before they have a chance to attack back. Attack can therefore be used as a type of defense, while defense cannot be used as offense. | *The heavy focus on Defense can be disadvantageous in many cases, as a hero with high attack can kill their enemies before they have a chance to attack back. Attack can therefore be used as a type of defense, while defense cannot be used as offense. | ||
*The big focus on Defense, combined with the fact that Fortress only has one shooter, makes it more difficult for it to win battles without casualties, than the other factions. | |||
*Magic, [[Mage Guild]] is limited to level 3. | *Magic, [[Mage Guild]] is limited to level 3. | ||
*Some creatures have poor stats (in {{sod}}, as well as {{roe}} patch 1.3 and {{ab}} patch 2.1, some stats for [[Lizardman]]/[[Lizard Warrior]] and [[Serpent Fly]]/[[Dragon Fly]] were increased, but overall they are still relatively weak). | *Some creatures have poor stats (in {{sod}}, as well as {{roe}} patch 1.3 and {{ab}} patch 2.1, some stats for [[Lizardman]]/[[Lizard Warrior]] and [[Serpent Fly]]/[[Dragon Fly]] were increased, but overall they are still relatively weak). | ||
*Very slow 7 level creature, especially the basic version (with speed 5, [[Hydra]] is slower than six | *Very slow 7 level creature, especially the basic version (with speed 5, [[Hydra]] is slower than six level 1 creatures, and there is no upgraded level 1 creature slower than Hydra; among level 2 melee units, only [[Dwarf]], [[Walking Dead]], and [[Zombie]] are slower). Moreover, Chaos Hydras are more expensive than [[Behemoth and Ancient Behemoth|Ancient Behemoths]] who are stronger, faster and more resilient. | ||
*[[Wyvern and Wyvern Monarch|Wyverns]] are on the bottom of the 6th level, have low HP, and are too expensive for their strength (Monarchs cost as much as [[Efreeti and Efreet Sultan|Efreet Sultans]], and more than [[Unicorn and War Unicorn|War Unicorns]]). | *[[Wyvern and Wyvern Monarch|Wyverns]] are on the bottom of the 6th level, have low HP, and are too expensive for their strength (Monarchs cost as much as [[Efreeti and Efreet Sultan|Efreet Sultans]], and more than [[Unicorn and War Unicorn|War Unicorns]]). | ||
*With two fragile fliers (lvl 3 with 20 hp, lvl 6 with 70 hp) and one low-level shooter, the Fortress has a very hard time invading other towns properly. So Expert [[Ballistics]], Expert [[Teleport]] and/or Expert [[Earthquake]] are a must. | *With two fragile fliers (lvl 3 with 20 hp, lvl 6 with 70 hp) and one low-level shooter, the Fortress has a very hard time invading other towns properly. So Expert [[Ballistics]], Expert [[Teleport]] and/or Expert [[Earthquake]] are a must. | ||
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}}{{end of user commentary}} | }}{{end of user commentary}} | ||
{{Town 'see also'}} | |||
[[Category: Fortress]] | [[Category: Fortress]] | ||
__notoc__ | __notoc__ |
Latest revision as of 22:37, 7 March 2025
Fortress is a Neutral alignment town, home to the Beastmaster and Witch hero classes.
Fortress represents Tatalia.
The native terrain of Fortress is Swamp.
"Fortress towns are built at the edge of swamps and are often used as bases by the Beastmaster and Witch hero classes. Their armies are primarily made up of deadly creatures — born of the swamps, and then subdued and trained for warfare. While among them there is only one ranged attack creature, Fortress units are possessed of many special abilities to offset this deficiency." Restoration of Erathia Manual
Fortress Buildings[edit | hide]
Toggle Fortress Building Tree


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Common Buildings[edit | hide]


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Creature Dwellings[edit | hide]


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Unique Buildings[edit | hide]


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Heroes[edit | hide]
Creatures[edit | hide]
Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
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1 | 3 | 5 | 2 | 3 | 6 | 4 | 12 | 56 | 50 ![]() |
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1+ | 4 | 6 | 2 | 3 | 6 | 5 | 12 | 90 | 70 ![]() |
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2 | 5 | 6 | 2 | 3 | 14 | 4 | 9 | 126 | 110 ![]() |
Ranged (12 shots) | |
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2+ | 6 | 8 | 2 | 5 | 15 | 5 | 9 | 156 | 140 ![]() |
Ranged (24 shots) | |
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3 | 7 | 9 | 2 | 5 | 20 | 9 | 8 | 268 | 220 ![]() |
Flying, Dispel | |
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3+ | 8 | 10 | 2 | 5 | 20 | 13 | 8 | 312 | 240 ![]() |
Flying, Dispel, Weakness | |
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4 | 11 | 11 | 6 | 10 | 35 | 5 | 4 | 552 | 325 ![]() |
Petrify | |
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4+ | 12 | 12 | 6 | 10 | 40 | 7 | 4 | 714 | 400 ![]() |
Petrify | |
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5 | 10 | 14 | 12 | 16 | 70 | 5 | 3 | 890 | 525 ![]() |
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5+ | 11 | 16 | 12 | 16 | 70 | 6 | 3 | 1028 | 600 ![]() |
Death stare 10% chance/unit | |
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6 | 14 | 14 | 14 | 18 | 70 | 7 | 2 | 1350 | 800 ![]() |
Flying | |
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6+ | 14 | 14 | 18 | 22 | 70 | 11 | 2 | 1518 | 1100 ![]() |
Flying, Poison | |
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7 | 16 | 18 | 25 | 45 | 175 | 5 | 1 | 4120 | 2200 ![]() |
No enemy retaliation, Attack all adjacent enemies | |
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7+ | 18 | 20 | 25 | 45 | 250 | 7 | 1 | 5931 | 3500 ![]() |
1 ![]() |
No enemy retaliation, Attack all adjacent enemies |
Town Names[edit | hide]
Unless specified by the mapmaker, towns will generate with a random name. Fortress towns will use one of these following names:
Backwater | Coolmire | Deadfall | Deadwood |
Drakenmoor | Edgewater | Hermit Cove | Lostmoor |
Marshank | Marshchoke | Marshwall | Mossden |
Mosswood | Mudshire | Silt | Stillbog |
If there are more Fortress towns on the map than possible names, they will use names taken from other towns.