That's not Sauron, that's his former boss - Morgoth aka Melkor. He was the _creator_ of orcs. And he also was imprisoned far away from mortal realm several eons ago and is not going to return. They worship him because he's literary their maker. That's all.
If you don't want spoilers dont click more. Near the end you switch ring to the nines ring so you kinda become a servant of sauron and in the end you actually become one of the nines.
Update: Feral tribe is the worst to have because online attackers can use the drake bait to have drakes ravage your city. You don't want to have anything laying around your city (like balefire barrels) that other players can use against you.
The Chadturion I think it’s just if you want a strong fortress, u might get something if u defend ur fortress but I’m not sure I’ve only ever had 2 of my fortress’s attacked and they both lost.
Wayne Rees ohhhhh.. got it.. so how the player can summon drakes and shit to use against your troops.. those fortresses dont have anything to potentially help the opponent..
potates, i read that the totems in the mystic/ undead fortresses are used to make grunts able to resurrect fallen grunts during seiges. The grunts that are worshiping them and have the greenish eyes are able to bring back fallen grunts. Thumbs up so he can see
Can the totems also have an effect on invading players forcing them to be cursed? I've always had that happen to me in the story and I found it quite annoying xD.
Correction! Warmonger tribe gets more grunts/basic troop orcs. Comparing your minimap to the other fortresses, the Warmongers do in fact get more soldiers, similar to how the Ferals get more beasts.
Actually for the warmonger I can confirm that those "bounty boards" give Intel like a worm does. Not all the time and you have to have unknown caps for it to spawn but my top overlord who is literally unbeatable is a warmonger. I've used this Intel from time to time whenever I clear the zone of red orcs.
And best part is that it offers nothing to assaulting players unlike feral giving away free drakes great why not just add hell fire and really make it easier to attack
Interesting, I always had a feeling they just made soldiers frenzy more or something but I'm glad to hear it's pretty handy for Intel and giving no certain advantages to neither you or an invader (Except for the looks of war of course lol).
You're missing the passive bonuses outside the keep, like how Warmonger tribes are more disciplined and your captains are less likely to betray you, or how Mystic will increase the spawn rate of Necromancer orcs and elemental Draugs
@@zahed2428 well there's no video about it that i found but there's discussion forum i got into last night that talks about this. I'll find the link for you
4:15 That's not Sauron, that's his former boss - Morgoth aka Melkor. He was the _creator_ of orcs. And he also was imprisoned far away from mortal realm several eons ago and is not going to return. They worship him because he's literary their maker. That's all.
+Mr Pickles Books, games, wiki... Oh, you mean how do I know it's not Sauron, but Melkor? 1)it's inside Tallion/Celebrimbor's fortress. Would Sauron monument be allowed there? 2)Melkor is the one, whom they should be (technically) thankfull for their existence, however bad it may be. What had Sauron done to deserve personal worship? 3)Melkor is Valar, literal god(or archangel depending on parallels with a certain other one and Tolkien's insistency). Sauron is just Maiar, same as Gandalf. Basically demigod. Have greeks worshipped Zeus less then Perseus?
Better yet, the Warmonger tribes' bonuses should be honor guard Orcs as your default fort defenders: better armor, better weapons, but still lack the colorful flare or beasts that other tribes use. Make it a tribe that makes you really work for that siege you've planned for!
Markis2bi4,I hope/wish that SoW reworks the tribe bonuses so that they are more distinguishable like that. Something I'd like to see is the machine tribe have a siege upgrade that replaces siege beasts. A ballistae embedded in the wall, that fires 4 giant bolts that can do high damage to captains and nearby uruks take damage.
Actually more orcs spawn to defend your base, and loyalty among your captains is boosted. I know most tribes have hidden bonuses like this, but for some reason no one talks about them.
@Clu Rosencrans no video that I know of talks about them, but you can find them pretty easily with Google or just look through the newest comments for a minute a guy with a turkey picture tells you every bonus, but it’s in the replies.
I almost never use the bonuses and stuff, so it's really just about what looks coolest, and who I actually want to be overlord rather then how it affects the fort.
@@jazzwave4159 all my forts have overlords that are either maniacs or normal orcs that are literally op (i think you all can relate when u hear the titles ''the unbreakable'' and ''the machine'') i have little need of a few bonuses
I just base it off what tribe I think works best for the area. Forest with tons of beasts? Butcher tribe to hunt and cook. Side of a large mountain? Machine to mine and use ore. Frozen tundra? Feral pelts for warmth. Area far away from the dark tower with an unorthodox fortress layout? Outlaw seems pretty unorthodox to me. Front lines for the final battle? Best have the Warmonger lead the charge.
@@clurosencrans3871his may be old, but there's an olog with the title beast, they're hairy and wear dire caragor heads as shoulder pads, they can naturally spawn or you can make one by having an olog cheat death after dying to a caragor or graug.
I read somewhere that Overlords can affect the betrayal mechanic which is pretty important if true. The Warmonger tribe causes least betrayals in the region because of their discipline while the Dark and Outlaw tribe cause the most betrayals. Has anyone else experienced this? That being said, the Machine tribes effect can best be demonstrated in Nurn. I appointed one and found all of Nurn's pleasant greenery had turned ashy and dark. The sky above the sea of Nurnen had lightning storms and a polluted vibe over everything. And the Marauder/Beastmaster tribes effect can best be seen in Gorgoroth. The entire red, brooding, choking atmosphere is cleared out into a clean and cool look. Sauron's Tower doesn't look nearly as scary and depressing with clear blue skies and the sun brightly overhead.
@@ExtifityOutlaw Citadel Fortress are quite underrated when it's upgraded, fits with the scraps on the walls giving it an orc Wastelander vibe and I love it, I say that yet my favourite fortress is still Marauder so it says something! :)
Hey Potates, some examinations on this matter: -Feral tribe is best for defending against NPC orc invasions, but awful for PvP defense sieges since that's free drakes for opposing players to abuse -Warmonger tribe's tables sometimes gives intel. That seems pretty freaking useless, but in terms of PvP sieges they provide nothing for opposing players to abuse, making them counterproductive for everyone! (...yay?) -Mystic tribe's totem itself is the life force of the undead orcs around it (notice how some die when you purified it). These undead orcs are the necromancers who resurrect nearby dead orcs, not the totem...which is weird.
actually the warmonger tribe DOES give a bonus, but it doesnt affect YOU. the war drums increase the orcs damage and attack rate when defending the fortress, especially since every checkpoint needed to be claimed by the enemy will have a drum guaranteed, as well as more ghul eggs around the fort, which is ESPECIALLY helpful if you have a ghul tamer of some kind in the fort, or with you as a bodyguard. and what i mean by increased attack rate is they will do attacks in quicker succession [or combos, if its a captain with comboing attacks] AND give increased multiple orc tandem attacks. where usually one or two will attack at a time at most, the war drum will give a 3 to 5 orc tandem strike. [seen it myself, although i think 4 may be the max and a 5th just ran in at a different hitting the wrong orc, not sure EXACTLY.] also the mystic totems ONLY ressurect the orcs AFFECTED by the totem [green glowing eyes are the affected] you can amke them yourself with the nazghul wraith flame ability though, but i will agree, it sucks... [and undead are labeled under mystic tribe, just a different title, because they aren't in control anymore...]
Marauder overlords cause there to be scattered gold chests in outposts and encampments as well as hyper-inflating treasure orc spawn rates. However, Marauder tribe seems to have the only effect that is noticeable on this scale.
Outlaw does affect the region you see alot of grunt patrols with war banners without needing commanders probably because the outlaw tribe is all about orc independance
Your looking at tribe fortress bonuses from a completely offline perspective. Feral is easily the worst for online defense, giving an attacking talion drake and graug summons is only going to make the assault that much faster. Graugs are by far the best tool against fortresses you can knock down walls and gates within seconds on a graug. What is way more intresting is how different each regions fortress layout is Gorgoroth takes the longest and is the hardest to get gold, while seregost is the easiest gold in my opinion. Videos on online conquest tips for each region is something you should do, knowing arrow points and fortress layout makes gold easy. Legendary farming is so simple at steward rank by far the fastest and most fun method.
your slightly right on the feral tribe yes it can make it easier but the problem is is that you need to weaken the graug and drake first unless you have 4 pieces of the feral set in which case yeah it could help but the thing is beasts can still be useless against captains if they are beast proof or have beast slayer or their are hunters in the area making it to where drakes die faster.
I wholeheartedly agree. For online, the less beasts for Defense, the better. But having beast slayers helps a good deal too.. personally I thought Nurnen would be the easiest to gold but idk
you can't shadow mount a graug without it being broken same with drake and if you don't have shadow mount non broken caragors you can't do that either so you need to have the proper feral gear otherwise drakes will wreak havoc on your forces and graugs will be a nuisance to you with the boulder tossing.
I have a bunch of lvl 66 longbows weaking drakes is 2 headshots 3 for kill, graug is not much more while in focus mode there is no time lost weakening or killing them. I use the siege graug skill when attacking so the outside wall i just jump on mine, inside wall ill use feral tribe summon ( if the overlord is feral ) so i can save my personal graug for the overlord. I only use drakes if the enemy is weak to them, my attacking captains for all regions are OP no weaknesses with all elemental immunitys they only die to other captains which is rare its over usually under 7 mins.
I love attacking a feral tribe fortress. I summon the drakes then ignore them and kill captains until they're broken. Usually only takes 10-20 seconds; troops shooting at drakes aren't shooting at me. All my captains are fireproof and I usually wear the warmonger set so fire is good. I love fortress defense in a feral fortress for the same reason.
Terror tribe guillotines are there to brake basic uruk moral and scare them off (also fortress got passive moral killing) Warmongers I've noticed have a higher a set amount of morale Mystics do you have a perk those totems require mystic uruk close by use it (and still odd are not going to I had uruk defend fortress use it) (undead part mystic)
I think the undead overlord just keeps the fortress of the last tribe overlord. I put a zombie in charge as a joke to the warcheifs, and I noticed the fortress still had the Dark Tribe look.
I’ve done it and it’s the same thing when you throw a grunt in it and it just kills them I don’t know if they are behead or just die I used it during my defense
From my experiments if you assign any tribe to get a look on your fort (in my case dark) if you then assign undead orc the don't have a custom fort so the adopt the previous tribe fort theme
The mystic totems can heal anybody back to full health The undead totems bring back nearby dead Ally’s or enemys And the warmonger tribes don’t only read the notes It’s both battle plans and bountys(most likely) and sometimes an orc captain will start banging on the mace like thing next to it as like a war bell or just a test of strength
I have a feeling that Mystic and Undead aren't supposed to be separate and their bonus is supposed to be that cleansing those totems replenishes some of your rage meter. However it obviously doesn't work. I wonder if there will eventually be a mod or exploit to randomise(or force higher density) on those objects and style. Just a guy who wants eveything at the same time here:D
The green eyed orcs around the totems are the ones who resurrect dead grunts, not the totem itself. Weirdly, all the totem does is link the necromancer grunts' lives to it, meaning that cleansing it insta-kills them.
Two things 1. Machine Ologs have a chance to bring a Flame-Thrower into battle 2. the Warmonger's bonus is no one in their region (as in no orc in the region or tribe) will betray you, so if you have a(n) orc you don't want to betray you then put them under a Warmonger Overlord
He's looking at this from an offline perspective only, so this isn't going to be very accurate. He said feral is the best, but if that fort was to be raided by a player, that's an easy win for the attacker. So many beasts that they can turn and make the fight a breeze. Feral, not so good for online defense
I defended a slaughter fortress and threw a grunt into the meatgrinder and a captain with fear of brutalities will be terrified even if its just a slight fear as well as all grunts will be terrified as well around it
Heres my idea i might ask for the people at monolith I hope they actually make an update to the tribes so they have more bonuses . You never know it could happen . But very unlikely . I hope they edit so Undead of course is different. More zombie like And Mystic can ACTUALLY raise the dead and Warmongers actually get like a bonus for stronger grunts or can get like battle hardened and or more better at defending and also you can use the boards for Intel . Slaughter you should get health by eating the meat or something . Outlaw no idea . Marauder I think should get a little bit more Mirian in the treasure chests . Terror you should use the torture machines during sieges then sometimes it would make grunts flee. Dark they should have like assassins dressed in black during sieges so they would camouflage and assassinate anyone that go's near the part of the fort. Or could negotiate other grunts to join during sieges . Machine should have like more little advantage during fights like slightly stronger in defence and offense I don't know these are my type of ideas I think would be awesome. Any other thing that could make tribes better ?
hunter affleck I put this as a public comment, but I think the overlord affects who naturally spawns in the open world. For example, I noticed archers in the open world will have fire arrows when the machine tribe is in charge. I think some of the others just cause more groups, like slaves and caragor riders, to spawn than normal. Not sure.
Professor Paradox Yeppers I've heard many talk of archers with fire arrows so they do effect both the fort and region in different ways...Would be nice if Monolith left us with a list of what the bonuses are instead of giving one or two examples xD.
Those boards with the paper from the warmonger tribe give you Intel, as long as you don't know something about someone. The totems from the mystic tribe raise the dead every now and then, by sending out waves, these waves can curse you if they are from an enemy totem, enemy totems can also explode the heads of your branded orcs if they are within range of the blast.
I love the slaughter tribe but one recommendation is that they should put the grinders as a environmental thing so you can throw more enemy’s in them like it would be on the bridge hanging off the side and should be used as a environmental kill like shown in the trailer for the slaughter tribe when he cuts the enemy’s arm then tosses in then lets the body fall into it that’s just my recommendation
Warmongers drums stop friendly orcs from fleeing and the totems for the mystics prevents captains from dying and coming back for betraying you they just come back
The warmonger tribe has war drums that sometimes give you intel and if you hit it you alert a near squad of soldiers. Plus they have ologs chained up. Plus slaves. The totems in the mystic tribe revive the dead. Maybe you have a glitch.
if you enter a mystic fort and one of the ones preying to the totem kills you they become a necromancer by default that is only a bonus if your searching for a necromancer however for you the player they are just aesthetic in your forts (note I have not confirmed this) but I believe it to make sense
Wait...that's actually pretty damn amazing for ONE purpose: a reliable source of the pain-in-the-ass-rare necromancer captains! Been looking for a necromancer captain for ages, so all i have to do is waltz into an enemy mystic fort, dance like a moron until one of those green eyed undead guys kill me, then have a necromancer just ripe for domination.
warmonger: Bounty boards and a war drum once struck give allied orcs enraged affects Terror: Guillotines once activated makes enemy flee in fear similar to brutalize Mystic: Totems that bring back allies in a 30 meter area once purified no longer resurrects but releases i chilling expulsion Undead: Corpse piles have a 30 meter area and once an enemy grunt or captain is killed in that area allies will be healed or resurrected
DO YOU WANT TO HAVE A ORC FROM TRIBE FROM DLC ? , just go on venetta online , thats how i got a ... revolution ,... rebel .. idk but i got orc from tribefrom dlc that i dont have :> and i make him overlord just for cool looking fort Edit: OUTLAW TRIBE
For the warmonger tribe, you pointed out that station with what looks like information boards. Those are pretty useful when you are looking for new captains and want to learn more about unknown captains or even send death threats to captains. So not entirely useless in my opinion if we are strictly talking about fortress functions.
Thank you for the explanation of the different bonuses, but you have very bad taste in Usefulness. YOU are never going to be fighting in YOUR OWN fortress! Those "Bonuses" you keep talking about, are only going to be used by people Invading your fortress (EX: I'm pretty sure everyone uses the drakes to dismantle the enemies fortifications and take advantage of enemy Warchief's weaknesses). In-which-case, you're going to want the "Useless" Overlords that don't have those bonuses. (IE: The Terror, Warmonger & Mystic Tribes)
Prince Teclis, you 'can' use them during FD Missions but I've never gotten that much help out of them. If anything, the explosives and beasts only hidder my own captains and it gets worse if it's their Weakness.
It's a good chuckle if you happen to have gotten an ID ERROR orc, or essentially an orc that got bugged out and was never assigned to a tribe. The fortress is bare of any possible aesthetics and It would be interesting to see what the overlord room looks like.
So about the terror tribe, I didn't experiment it as thoroughly as I should, but I find that whenever I invade a terror fortress, my captains tend to mass panic and retreat near the end of the invasion. Which is weird, as you'd think they'd retreat BEFORE the invasion and leaving me with less captains, and not afterwards when most of the enemy is dead already.
Perhaps this is what happened when I thought I was bugged out. The game's gotten less and less stable in recent weeks, to the point where I entered an online siege and none of my captains showed up. I have yet to truly weaponize the fear mechanic, preferring money and explosion bonuses. But if there were a way to take capture points by yourself, that would probably be it, clearing out a room with fear so there's no more orcs on the point.
Undead tribe makes me as sad. My first play through I focused solely on the mystic tribe because I was feed the misinformation that only they had necromancers. It was a sad realization that they didn't have a unique fortress. Turns out it's any tribe. The main prerequisites is the orc having white skin and black veins and not having the title "the Accursed". Another grip I have about undead is the loss of their personality. Why is Zog so special that he can be raise from the dead and not become a mumbling idiot? One of the major complaints I read about from the first game was, once an orc is dominated, they lose a lot of what made them, them. Now that is forced upon me because I want an undead legion of orcs? SMFH
I think the undead and dark tribe bonus is that, the totems that are laying around the fortress gives a bonus might and regerenates your might for a limited time, so in case if you need to raise undead orcs or get faster might, purifying totems gives you additonal might, it's either gonna be full bar or not 16:16 you can see that your might bar filled up quite a bit and regenerates for a limited time
Potates, one of my pals told me that draining a Mystic Totem while your wounded Captains (not Bleeding, wounded) are around them will provide a 1-time full heal on them, which I think is worthy of a test there.
I know the Devs said the Marauder Forts would pillage the resources in the area for you to use, but when I played, I never got anything so I assumed it was cut. Looks like I was wrong, you have to collect it manually and I never knew it because the game never tells you. Thanks Potates!
Ok, so after a long time now I think we have the most complete list of "tribal fortress bonuses". *Dark tribe* - Enemy worshipping right in your fortress. _(+) Poison weapons_ - More poisoned weapons for captains. _(~) Alchemy stations_ - Balefire explosives. An advantage for any player, resistant/enraged orcs can turn it into a "(+)". _(-) Enemy worshipping_ - Captains are less loyal to you. More betrayals (and, possibly, ambushes). *Feral tribe* - Now this game is about graug slaying. _(~) More beasts_ - More caragors, ghouls and graugs (not dragons though, and there's contradictory info about spiders). _(~) Drake bait_ - You can summon drakes with this. Easy gem and coins farm, but your fort is easier to take. _(~) Fresh meat_ - Even more caragors and graugs in your fort. An advantage for any player, resistant/enraged orcs can turn it into a "(+)". _Eco-friendly_ - Sky is clearer. *Machine tribe* - Stop consuming our fuel, drunkard! _(+) Fiery weapons_ - More fiery weapons for captains. Resistance and/or "enraged by fire" is your preferrable traits now. _(~) Forges_ - Additional fire explosives. An advantage for any player, resistant/enraged orcs can turn it into a "(+)". _Sorry, Carnan!_ - Sky is polluted. *Marauder tribe* - They were the one who suggested adding lootboxes to the game. _(+) Stonks_ - Free mirians in the fort. _(+) Greed_ - More orcs with treasures (gems and mirians). _Golden wind_ - Sky now has yellow tint. *Mystic tribe (and undead)* - Who needs branding, when you have zombies? _(+) Necromancy_ - Slightly increased necromancer captains chance. Best in Minas-Morgul with non-purified totems. _(+) Elements_ - Increased chance of elemental graugs to spawn. Element depends on region. _(+) Totems_ - Grants totem features. You can find and clear totems to suppress this features, or just change your overlord. _(+) Cursed weapons_ - More cursed weapons for captains. Totem feature. _(+) Recycle_ - Grunts can raise as a zombies near totems. Totem feature. _(-) Still alive_ - Now captains have increased chance to cheat death. Totem feature. _(-) Zog_ - If you have Zog the Eternal in this region, he will cheat death every time. Totem feature. *Terror tribe* - Exactly what it says. _(~) Guillotines_ - Shoot in it and grunts will be terrified. Should work with attackers too. _(~) Low morale_ - Grunts may run from you without a reason. Should work with attackers too. Possibly, increased captain retreat chance. _Menacing_ - More red light. Music cues now became more omnious. *Warmonger tribe* - Mordor is Sparta now. _(+) Discipline_ - lesser chance of betrayal (and, possibly, ambushes). _(+) Big army_ - more grunts of every type in area and sieges. _(+) War music_ - War drums spawns in the fortress. when used by an orc - everyone is enraged. _Glorious morning_ - Sky is more bright. *Slaughter tribe* - How many fingers they lost in those grinders? "Patchwork" DLC tribe, made from other tribes' features, and mostly terror. _(~) Fresh meat_ - More caragors and graugs in your fort. An advantage for any player, resistant/enraged orcs can turn it into a "(+)". _(~) Meat grinders_ - Throw an orc there and grunts will be terrified. Should work with attackers too. Also, additional fire explosives. An advantage for any player, resistant/enraged orcs can turn it into a "(+)". _(~) Low morale_ - Grunts may run from you without a reason. Should work with attackers too. Possibly, increased captain retreat chance. _Menacing_ - More red light. Music cues now became more omnious. *Outlaw tribe* - orcs want to start a war for independence. "Fusion" DLC tribe, made from dark and warmonger tribe. _(+) Flag bearers_ - Orcs with banners will spawn, as with similar commander ability. Enrages orcs near the banner. _(+) High morale_ - Grunts now are more aggressive and their attacks are faster. Nice advantage against the sieges. _(~) Preachers_ - Now there would be preaches in your fort. You can kill some grunts by shooting that metal shards above. _(-) On their own_ (not confirmed) - Captains are less loyal to you. More betrayals (and, possibly, ambushes). P.s. I have too much time, I guess.
Oi potates, shooting the guillotines on the terror tribe fortress terrifies enemy orcs around it. Edit: Also, tribes have bonuses for the whole region as well. For example, cheating death is more prevalent in mystic ruled regions.
I wish regular Uruks armor would change depending on their tribe, it'd be a lot cooler to have a bunch of them walking around showing off their tribes colors.
I think there's a system limitation preventing that from happening. All the colors and different armor sets would cause the game to slow down. With next gen coming out this year though they might do that in the third game, should they ever make one.
Wait, really!? O_O Ahhhh no wonder why I've been seeing so many bloody treasure uruks close together on my island xD. I always thought it was because of RNG luck.
N Ir there’s actually a legit glitch in the game where the orcs will retain their former tribe and characteristics... did you happen to resurrect an orc during an online conquest?
N Ir honestly, I love the aesthetic of the black armor/clothing of the undead, so all my fortresses have at least two or three of these glitched guys. Also, make sure you do the reassignment glitch so you can level them back up before it’s patched
I'm not sure so don't quote me on this but I think that the drums of the warmonger tribe if beat during a siege will make some enemies flee in terror(not captains) I think this because of the war drum artifact and the description of it. And I always see more fleeing enemies in my warmonger fort
Bernard Côté That’s what i noticed as well. When he showcased the other tribes there weren’t many blue arrows on the minimap but when he changed to warmonger there were a fuck ton.
They could have done so much more with this. Maybe the Warmongerer tribe might have featured a couple more savages running about, troops prone to enrage Undead and Mystic could have revenants rise during the battle to aid the defense etc Dark Tribe might have the chance of assassins randomly appearing to stab (hopefully) enemy captains in the back.
Ik I'm late to this but the dark tribe could give the u assassins and these assassins would act as spies on the attacking side so the attacking orcs randomly get betrayed by these assassins
Mango Penguin I want to test it out but I don't have the season pass. If you do manage to throw them in, you should get higher-rated gear than normal lol
They just die as if they fell to their death. I threw an enemy warchief in and he cheated death and acted as if he only fell to his death with the name "Iron Skull"
There are more benefits than the obvious ones you can see everything has an effect and he doesn't know what he's saying enough to know them look elsewhere if you want information
I was watching your video and realised that purpose the of the necro totems in forts, give a chunk of might to the might gauge for mystic tribe and undead gives you might regeneration.
I will admit the Undead and Mystic ones looking the same is indeed lazy, but I think there are some slight differences. For starters, I've noticed often that Undead fortresses do not have a background theme playing for them - it's deathly quiet (save for NPCs nearby) until you leave the fortress boundaries or mount a pet. In Nurn particularly, I've found that it tends to rain and thunder a lot when Undead characters are in charge, with dark clouds eliminating a lot of the daylight. And (this is a bonus) anyone assaulting your fortress has less of a reward waiting for them, as the Overlord can't be recruited, and if killed they don't drop any runes for the conqueror to take with them.