Fortress: Difference between revisions
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==Heroes== | ==Heroes== | ||
{{ | {{Hero table}} | ||
{{{{PAGENAME}} hero table}} | |||
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{{showwithhota|Note: [[Kinkeria]] replaces [[Voy]] on maps without water.}} | |||
'''Banned secondary skills:''' | '''Banned secondary skills:''' | ||
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{{ss|Necromancy}} and {{ss|Fire Magic}} are not available for [[beastmaster]]s. | {{ss|Necromancy}} and {{ss|Fire Magic}} are not available for [[beastmaster]]s. | ||
{{ss|Necromancy}}, {{ss|Resistance}} and {{ss|Interference}}{{-wh}} are not available for [[witch]]es. | {{ss|Necromancy}}{{swh|,| and|noicon=}} {{ss|Resistance}}{{showwithhota| and {{ss|Interference}}{{-wh}}}} are not available for [[witch]]es. | ||
==Creatures== | ==Creatures== | ||
{{ | {{Creature table}} | ||
{{{{PAGENAME}} creature table}} | |||
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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 15:01, 1 October 2024
Towns | |
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Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |
Fortress is a neutral alignment town with the Beastmaster and Witch hero classes. Fortress represents Tatalia.
"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." RoE manual
Fortress' native terrain is swamp.
Fortress building tree[edit | hide | hide all]
Building Category | Cost | |||||||
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Common |
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Mage Guild |
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Dwellings |
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Unique |
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Total Building Cost: |
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Troop Cost / Week: | 26660 , 2 |
Common Buildings and Mage Guild[edit | hide]
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||
Village Hall (existing) |
Fort
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Tavern
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Mage Guild level 1
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Town Hall
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Citadel
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Marketplace
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Mage Guild level 2
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City Hall
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Castle
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Resource Silo (1 , 1 )
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Mage Guild level 3
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Capitol
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Total Common Buildings: |
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Total Mage Guild: |
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Creature Dwellings[edit | hide]
Structure | Base Cost | Upgrade Cost | Creature | Max Grw |
Upg Cr Cost |
Cost/ Week | |||||||||||||||
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Gnoll Hut |
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Gnoll Gnoll Marauder |
30 | 70 | 2100 | |||||||||||||||
Lizard Den |
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Lizardman Lizard Warrior |
18 | 140 | 2520 | |||||||||||||||
Serpent Fly Hive |
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Serpent Fly Dragon Fly |
16 | 240 | 3840 | |||||||||||||||
Basilisk Pit |
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Basilisk Greater Basilisk |
8 | 400 | 3200 | |||||||||||||||
Gorgon Lair |
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Gorgon Mighty Gorgon |
6 | 600 | 3600 | |||||||||||||||
Wyvern Nest |
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Wyvern Wyvern Monarch |
4 | 1100 | 4400 | |||||||||||||||
Hydra Pond |
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Hydra Chaos Hydra |
2 | 3500 1 |
7000 2 | |||||||||||||||
Total Dwelling Cost: |
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Weekly Troop Cost: | 26660 2 |
Unique Buildings[edit | hide]
Structure | Effect | Cost | ||||||||
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Glyphs of Fear | Gives +2 attack to defending Hero temporarily. |
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Blood Obelisk | Gives +2 defense to defending Hero temporarily. |
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Cage of Warlords | Gives +1 defense to visiting Hero. |
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Captain's Quarters | Horde Building. Growth +6/week for Gnoll / Gnoll Marauder |
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Shipyard | Allows building boats if the town has access to water. |
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Carnivorous Plant | Grail Structure. +5000 /day, +50% creature growth Gives +10 attack and +10 defense to defending Hero temporarily. |
n/a | ||||||||
Total Cost: |
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Heroes[edit | hide]
Note: Kinkeria replaces Voy on maps without water.
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 and Fire Magic are not available for beastmasters.
Necromancy, and Resistance and Interference are not available for witches.
Creatures[edit | hide]
Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
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Gnoll Gnoll | 1 | 3 | 5 | 2 | 3 | 6 | 4 | 12 | 56 | 50 | |||
Gnoll Marauder Gnoll Marauder | 1+ | 4 | 6 | 2 | 3 | 6 | 5 | 12 | 90 | 70 | |||
Lizardman Lizardman | 2 | 5 | 6 | 2 | 3 | 14 | 4 | 9 | 126 | 110 | Ranged (12 shots) | ||
Lizard Warrior Lizard Warrior | 2+ | 6 | 8 | 2 | 5 | 15 | 5 | 9 | 156 | 140 | Ranged (24 shots) | ||
Serpent Fly Serpent Fly | 3 | 7 | 9 | 2 | 5 | 20 | 9 | 8 | 268 | 220 | Flying, Dispel | ||
Dragon Fly Dragon Fly | 3+ | 8 | 10 | 2 | 5 | 20 | 13 | 8 | 312 | 240 | Flying, Dispel, Weakness | ||
Basilisk Basilisk | 4 | 11 | 11 | 6 | 10 | 35 | 5 | 4 | 552 | 325 | Petrify | ||
Greater Basilisk Greater Basilisk | 4+ | 12 | 12 | 6 | 10 | 40 | 7 | 4 | 714 | 400 | Petrify | ||
Gorgon Gorgon | 5 | 10 | 14 | 12 | 16 | 70 | 5 | 3 | 890 | 525 | |||
Mighty Gorgon Mighty Gorgon | 5+ | 11 | 16 | 12 | 16 | 70 | 6 | 3 | 1028 | 600 | Death stare 10% chance/unit | ||
Wyvern Wyvern | 6 | 14 | 14 | 14 | 18 | 70 | 7 | 2 | 1350 | 800 | Flying | ||
Wyvern Monarch Wyvern Monarch | 6+ | 14 | 14 | 18 | 22 | 70 | 11 | 2 | 1518 | 1100 | Flying, Poison | ||
Hydra Hydra | 7 | 16 | 18 | 25 | 45 | 175 | 5 | 1 | 4120 | 2200 | No enemy retaliation, Attack all adjacent enemies | ||
Chaos Hydra Chaos Hydra | 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.
User commentary
[Show user commentary]
[Hide user commentary]
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Pros:
Cons:
The fortress is a "Defense" themed town. It's evident all throughout the design of this faction. The castle itself has a double-thickness moat, and many tough, resilient creatures such as Basilisks, Gorgons, and the immovable Hydra which can make fortress hypothetically the hardest town to siege. Even the native terrain of swamp plays into this theme because many opposing heroes will be severely hindered in the area around your town. Unfortunately, having a tough defense is usually not ideal strategy in Heroes III as it is a game that favors aggression and outward expansion. Most players rank the fortress as among the weakest towns, and typically if you don't expand to other towns in the first few weeks, you'll most likely be outpaced by other players or NPCs. Pick a strong beastmaster as your hero and begin pounding on wandering creatures as early as possible (you'll suffer losses, but fortress creatures are hard to wipe out). |