- This article is about the faction from Heroes of Might and Magic II (Game Boy Color). For other factions of the same name, see Fortress.
The Fortress is a faction in Heroes of Might and Magic II for Game Boy Color.
Lore[]
Mysterious and dangerous, the Fortress is a faction of cunning fighters and savage beasts who dwell within the dark marshlands and forests. While other factions consist of mostly trained soliders, the Fortress supplements the local swamp warriors with a great number of monsters captured or bred for their armies. Being a faction of survivalists, defence is the primary attribute for their armies.
Although no official lore is given for the faction, the presence of both Dungeon and Fortress heroes would indicate that this faction is one of opportunists. Human, Minotaur, Gnoll and Troglodyte heroes make their way to the Fortresses of the Dragon Lands to seek fame and glory.
Classes[]
The heroes of the Fortress are the Beastmaster and the Warlock.
Beastmaster[]
Alkin, Bron, Drakon, Gerwulf, Tazar.
Warlocks[]
Alamar, Darkstorm, Geon, Jeddite, Malekith.
Creatures[]
Gnoll |
Lizardman |
Serpent fly |
Basilisk |
Gorgon |
Hydra |
Black dragon |
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Buildings[]
Basic[]
Town hall | Castle | Tavern | Statue | Exit sign |
N/A | The Fortress improves town defense, income and growth rates. | The Tavern increases troop morale and is where new heroes can be recruited. | The Statue increases the town's income. | Press 'A' to exit. |
Requires: N/A |
Requires: |
Requires: 5500 | Requires: 51200 | Requires: N/A |
File:Mage guild level 1 Fortress Heroes II Game Boy.png | File:Mage guild level 2 Fortress Heroes II Game Boy.png | File:Mage guild level 3 Fortress Heroes II Game Boy.png | ||
Mage guild level 1 | Mage guild level 2 | Mage guild level 3 | Mage guild level 4 | Shipyard |
The Mage Guild is where heroes learn and replenish spells. | The Mage Guild is where heroes learn and replenish spells. | The Mage Guild is where heroes learn and replenish spells. | The Mage Guild is where heroes learn and replenish spells. | The Shipyard is where ships are built. |
Requires: 55 2000 | Requires: 55 4 4 4 4 1000 | Requires: 55 6 6 6 6 1000 | Requires: 55 1000 | Requires: 202000 |
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Creature production[]
Tactics[]
Overall Features[]
The creatures of the Fortress faction are slow but sturdy. Casting haste can help get your powerful basilisks, hydras or hordes of gnolls into the battle in time.
Fortress is at a bit of a map disadvantage becuase there are no designated Fortress creature recruitment locations like for the Rampart (dwarf cottage), Castle (archer cabins) and Stronghold (wolfrider hut).
Special Abilities[]
Serpent Fly- small flyer[]
While not a real special ability, having a flyer that only occupies one space is an advantage in sieges because a full roster of enemy units that are behind walls will prevent large fliers like dragons or rocs from entering or attacking. Thus a serpent fly can immediately enter the castle and stop archers. Make sure to add protective spells to your serpent flies as they will be alone in the enemy ranks until space opens.
Basilisk- paralyze[]
Basilisks have a chance to cast the spell paralyze when attacking their opponents. This means the enemy creature will skip their turn until they are cured or attacked or the spell wears off.
Hydra- multi-headed attack[]
Hydras will attack all enemies next to them from all directions, including on retaliatory strikes. Hydras should be kept in the middle of the battle where they can cause serious havoc.