Tower is a good alignment town with alchemist and wizard hero classes. Tower populations are comprised of creatures bound into service by powerful magic, made on the spot, or allied with the town through ancient pacts. Tower represents Bracada.
Tower Creature Dwellings
Tower Specific Buildings
- Artifact Merchants - (like in Conflux and Dungeon towns)
- Library - (unique Tower building, Mage Guild provides an additional spell per level)
- Lookout Tower - (unique Tower building, the contrary to the Cover of Darkness of Necropolis towns, breaks their cover too, 20 squares lookout radius)
- Sculptor's Wings - (Gargoyle horde building, +4/week)
- Wall of Knowledge - (+1 Knowledge to visiting hero)
- Skyship - (Grail building, reveals all undiscovered map parts, +15 knowledge of defending hero, 5k extra gold and +50% creature growth)
|Halls||Fortifications||Tavern, Marketplace & Resource Silo||Mage Guilds|
|Village Hall||Fort||Tavern||Mage Guild level 1|
|Town Hall||Citadel||Marketplace||Mage Guild level 2|
|City Hall||Castle||Resource Silo
|Mage Guild level 3|
|Mage Guild level 4|
|Mage Guild level 5|
|Troop cost/week:||30800 + 4|
|Master Gremlin||1+||4||4||1||2||4||5||16||66||40||Ranged (8 shots)|
|Stone Gargoyle||2||6||6||2||3||16||6||9||165||130||Unliving, Flying|
|Obsidian Gargoyle||2+||7||7||2||3||16||9||9||201||160||Unliving, Flying|
|Stone Golem||3||7||10||4||5||30||3||6||250||150||Unliving, Spell Damage Resistance +50%|
|Iron Golem||3+||9||10||4||5||35||5||6||412||200||Unliving, Spell Damage Resistance +75%|
|Mage||4||11||8||7||9||25||5||4||570||350||Ranged (24 shots), No melee penalty, No obstacle penalty, Spells cost -2 sp|
|Arch Mage||4+||12||9||7||9||30||7||4||680||450||Ranged (24 shots), No melee penalty, No obstacle penalty, Spells cost -2 sp|
|Genie||5||12||12||13||16||40||7||3||884||550||Flying, Hates Efreets|
|Master Genie||5+||12||12||13||16||40||11||3||942||600||Flying, Spellcaster, Hates Efreets|
|Naga||6||16||13||20||20||110||5||2||2016||1100||No enemy retaliation|
|Naga Queen||6+||16||13||30||30||110||7||2||2840||1600||No enemy retaliation|
|Giant||7||19||16||40||60||150||7||1||3718||2000||, 1||Immunity to Mind|
|Titan||7+||24||24||40||60||300||11||1||7500||5000||, 2||Ranged (24 shots), No melee penalty, Immunity to Mind, Hates Black Dragons|
- Tower armies have some of the best ranged-attack units available.
- A good strategy for Tower is to upgrade Workshop as soon as possible in order to upgrade Gremlins into shooting Master Gremlins. With relatively fast Stone Gargoyles it is possible to form protective wall of gargoyles around a stack of Master Gremlins. This works especially good against wandering creatures. The downside is, that Master Gremlins only have 8 shots, which can sometimes run out. Additionally, casting Haste on Master Gremlins makes them typically act first.
- Another useful strategy is to form few strong troops and to fill the rest of the slots with one (or few) Master Genie each. During the combat Master Genies' can use their special ability to cast spells on the strong troops to furthermore boost their abilities. This way it is possible to cast 4–6 spells per turn. This is especially useful when playing on Difficult/Impossible difficulty. Buy the Tower hero from the Tavern in the first weeks. Collect all Gremlins into one stack and upgrade them to Master Gremlins. The moment you can recruit Master Genies, fill the 6 other slots with one each, or make two stacks of Gremlins and use 5 Master Genies. With about 200-300 Master Gremlins you can defeat most wandering creatures without losses and your army is very cheap which lets you save Gold for the upgraded Cloud Temple. In the first round of every fight you cast spells onto your Gremlins until they got Haste and/or Prayer to be faster than the enemy creatures. Then they will get ~ 2 full arrow shots out. Because they often get Precision, Bless, or Frenzy as well, their attack becomes ridiculously strong. Mirth often boosts their morale to let them maybe shoot an additional time.
- Tower's town defense is made easy by cheap, resilient, and rapidly growing golems. When defending in the early game, fill all slots of your town with equal numbers of golems. In the first round, spread them behind the walls to minimize the effect of area-of-effect spells like Fireball, Meteor Shower, Frost Ring, Inferno, etc. The golems also have a good damage reduction against spells so spells will not bring you down. Then, always defend and don't attack yourself. Your towers will take care of all enemy troops because it takes a long time to kill golems.
- Giants are not much use until they are upgraded to Titans. In fact, they only have 150 health which makes them quite vulnerable. However, upgrading them is very expensive.
- Tower towns are very powerful in the late game, and draw much of their lore from the "wizard" hero in Heroes of Might and Magic II. Their creatures and structures are fairly pricey and on maps with scarce resources, you may find it difficult advancing your dwellings and especially acquiring titans. One tip for the thrifty wizard is skip upgrading some of your low level creatures. Gargoyles benefit with a speed boost to obsidian gargoyles, and master gremlins are a must (the Workshop is very cheap to upgrade), but until master genies, most creature upgrades are not necessary.
- The lookout tower is a very helpful addition in the early game, and never underestimate the incredibly effective library structure. Despite its high resource cost, the ability to gain extra spells for all levels is invaluable, and secures the tower as one of the strongest overall towns in the game.
- However, after assembling a decent army consisting mostly of Titans, Naga Queens and several other support units like a few Master Genie stacks to buff your creatures, you can defeat almost any neutral stack at the time, especially if the hero knows Expert Slow.
- Powerful units.
- Three ranged units and two fliers.
- Magic themed town.
- Library allows extra spells for each level of the Mage Guild.
- Both hero types begin with a Spell Book and a starting spell.
- Golems take lower spell damage than any other town units (not regarding those who are completely immune to this or that spell).
- Magi and Arch magi decrease spell cost by 2.
- Master Genies cast spells.
- Good support heroes, with many Scholars.
- Expensive units, with troops costing 30,800 gold and 4 gems to buyout every week.
- Gargoyles and Golems cannot be resurrected in any way.
- Requires lots of valuable resources.
- Relatively slow town (fastest troops move at speed 11).
- Fairly poor pool of potential main heroes.
- Some of the worst non-upgraded units.
- The most expensive town to build up.