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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. |
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. |
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− | Although no official lore is given for the faction, the presence of both [[Dungeon (H3)|Dungeon]] and [[Fortress (H3)|Fortress]] heroes would indicate that this faction is one of opportunists. Human, [[Minotaur (H3)|Minotaur]], [[Gnoll (H3)|Gnoll]] and [[Troglodyte (H3)|Troglodyte]] heroes make their way to the Fortresses of the Dragon Lands to seek fame and glory. |
+ | Although no official lore is given for the faction, the presence of both [[Dungeon (H3)|Dungeon]] and [[Fortress (H3)|Fortress]] heroes would indicate that this faction is one of opportunists. Human, [[Minotaur (H3)|Minotaur]], [[Gnoll (H3)|Gnoll]] and [[Troglodyte (H3)|Troglodyte]] heroes make their way to the Fortresses of the Dragon Lands to seek fame and glory. |
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− | ==== Theories ==== |
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− | ===== Captured and occupied ===== |
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− | While similar to the mainland [[Antagarich]] [[Fortress (H3)|Fortress]] kingdoms of [[Tatalia]], there are many reasons why this is probably a different type of civilization. One unusual aspect of this Fortress is that there are no Lizardman heroes and no Fortress heroes of the [[Witch (H3)|Witch]] class. Because the lizardmen make up a large part of the normal Tatalian government and military command, their absence indicates that this is not a regular Tatalian jurisdiction. As the Witches were the traditional leaders, healers and defenders of the lands and peoples, their replacement by [[Dungeon (H3)|Dungeon]] Warlocks also shows that this Fortress faction is no longer spiritually invested or focused on its people or environment. Being run by foreign leaders, having less Lizardmen in leadership and the disappearance of the people’s traditional Witch leaders, all support that this Fortress faction may have been a recently defeated population or rebel group. |
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− | The two types of heroes for the Fortress may be the result of a lucrative trade alliance. The presence of warlocks may indicate that this faction is at least supported by the Dungeon realm of [[Nighon]]. One theory to Nighon’s involvement is for the trade of war animals. Warlocks would be assisting in the capture and trade of black dragons, which are highly indemand for the constant internal wars between rival lords of Nighon. The Beastmasters, known opportunists and specialists of animal capture, would likewise be exporting valuable creatures of war to Tatalia. As both nations of Nighon and Tatalia have great skills with training dangerous creatures and are not regularly at war, a joint colony mission is very likely.<br /> |
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==Classes== |
==Classes== |
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The heroes of the Fortress are the [[Beastmaster (H2GB)|Beastmaster]] and the [[Warlock (H2GB)|Warlock]]. |
The heroes of the Fortress are the [[Beastmaster (H2GB)|Beastmaster]] and the [[Warlock (H2GB)|Warlock]]. |
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⚫ | 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. |
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==Buildings== |
==Buildings== |
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− | [[File:Fortress Town.png|thumb|A composite photo of a fully constructed Fortress town. |
+ | [[File:Fortress Town.png|thumb|A composite photo of a fully constructed Fortress town.]] |
[[File:Build Screen Fortress H2.png|thumb|The Fortress build menu.]] |
[[File:Build Screen Fortress H2.png|thumb|The Fortress build menu.]] |
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− | While the buildings of the Fortress are similar to those of the HOMM 3 Fortress, the town layout is much different as there is no central river and no buildings attached to large trees. <br /> |
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===Basic=== |
===Basic=== |
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[[Category:Heroes II (Game Boy) factions]] |
[[Category:Heroes II (Game Boy) factions]] |
Revision as of 17:34, 12 May 2022
- 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.