A Town Guide Fortress Overview: The fortress is new to Heroes III and is the weakest town type. Its early troops and late troops are weak when compared to other town types' creatures, but its mid level creatures (the basilisk and gorgon) are actually good. This town type does have some very useful special buildings, but it is very weak in magic. Its heroes have good defense, toughening up this town's otherwise weak creatures, but even the witch lacks the magical aptitude of more adept heroes like the wizard and warlock. If playing this castle type, jump up the tech tree to wyverns and basilisks early to take over the map early and look to conquer enemy towns immediately. You must support your troops with magic if you play this town type. Pros:
Two flying units (one mid and one late), mid level creatures are strong;
can get wyverns very early; heroes' defense bonus makes monsters tough;
cheap units; most creature dwellings are cheap; good special buildings. Creatures The saving grace for the fortress creatures is their special abilities. Basilisk petrification and the gorgon's death stare are very useful when they do occur. Petrification allows you to direct your attention to other creatures, and the gorgon's death state has a 10 percent chance to kill one enemy unit outright for every 10 mighty gorgons. The poison of the wyvern monarchs, though, isn't nearly as useful, as it merely reduces the first creature's hit points in the poisoned stack by 50 percent. Even more so than other town creatures, fortress creatures need lots of magical aid to be most effective. Use teleport spells to instantly move gorgons, basilisks, and hydras across the map to strike immediately. If you can do this, and support them with magical aides like bless, bloodlust, and stone skin, then your troops will be much more effective. Buildings In a great design decision to balance the fortress, you can get wyverns in two turns by building the lizard den, which opens the wyvern's nest the next day. This gives you a tremendous jump on the competition. Scrambling up the building tree should be a recommended strategy because as long as your high level troops are battling other towns' low level troops, you are fine. However, once enemy towns have time to build up to the same level creatures, you are in trouble. Unfortunately, you need the serpent fly hive before you can get the basilisk pit and you need both the lizard den and the serpent fly hive for the gorgon, which itself isn't required for the hydra pond (which thankfully is cheaper relative to other seventh-level dwellings). That means the gorgon lair is almost like a dead end. You are better off climbing swiftly through the rest of the dwellings, ignoring the gorgon lair and going for the hydra pond after you get wyverns and basilisks. In general, there are no building dependencies like with the castle and tower towns, except for the ridiculous gorgon lair upgrade, which requires the expensive resource silo first. The only horde building for this town increases gnoll production. The special buildings aid greatly in castle defense; glyphs of fear boost defense during sieges by +2 and the blood obelisk boosts attack by +2. The permanent +1 defense modifier given by the cage of warlords is also a great boon. The blacksmith builds a first aid tent, while the resource silo adds +1 ore and +1 wood per day. The fortress grail building is the Carnivorous Plant, which yields an additional 5000 gold each day, increases weekly creature growth by +50 percent, and boosts a defending hero's attack and defense ratings by +10. Magic
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