Tower

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Fully upgraded Tower (HotA)

Tower is a Good alignment town, home to the Alchemist and Wizard hero classes.

Tower represents Bracada.

The native terrain of Tower is Snow.

"Wizards and Alchemists study their arcane craft in Towers. 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 armies have uniformly good morale and some of the best range attack units available." Restoration of Erathia Manual

Tower Buildings[edit | hide]

Toggle Tower Building Tree

Tower Building Tree (HotA)
Building Category
Cost Horn of the Abyss
Common Buildings

37000

45

40

-

-

-

-

Mage Guild

6000

25

25

28

28

28

28

Dwellings

47300

55

60

15

10

16

56

Unique Buildings

14500

10

10

5

5

5

5

Total Building Cost

104800

135

135

48

43

49

89

Weekly Troop Cost

30800

-

-

-

-

-

4

Common Buildings[edit | hide]

Halls
Village Hall

-

Town Hall

2500

City Hall

5000

Capitol

10000

Fortifications
Fort

5000

20

20

Citadel

2500

-

5

Castle

5000

10

10

Miscellaneous Buildings
Tavern

500

5

-

Marketplace

500

5

-

Resource Silo

5000

-

5

Blacksmith

1000

5

-

Mage Guild
Mage Guild Level 1

2000

5

-

Mage Guild Level 2

1000

5

4

Mage Guild Level 3

1000

5

6

Mage Guild Level 4

1000

5

8

Mage Guild Level 5

1000

5

10

Banned Spells

Creature Dwellings[edit | hide]

Building
Cost Horn of the Abyss
Creature
Max/Wk
Cost/Wk
Workshop
Upg. Workshop
Parapet
Upg. Parapet
Golem Factory
Upg. Golem Factory
Mage Tower
Upg. Mage Tower
Altar of Wishes
Upg. Altar of Wishes
Golden Pavilion
Upg. Golden Pavilion
Cloud Temple
Upg. Cloud Temple

300

5

5

-

-

-

-

1000

-

-

-

-

-

-

1000

-

10

-

-

-

-

1500

-

5

-

-

-

-

1500

5

5

-

-

-

-

1500

5

5

5

-

-

-

2000

5

5

5

5

5

5

2000

5

-

-

-

-

-

2500

5

5

-

-

6

6

2000

5

-

-

-

-

-

4000

5

5

2

2

2

2

3000

-

-

3

3

3

3

5000

10

10

-

-

-

10

20000

5

5

-

-

-

30

32
22
12
8
6
4
2
960
1280
2860
3520
1800
2400
2800
3600
3300
3600
4400
6400
4000
2
10000
4

Unique Buildings[edit | hide]

Building
Cost Horn of the Abyss
Description
Lookout Tower
Library
Wall of Knowledge
Artifact Merchants
Sculptor's Wings
Skyship

1000

5

-

-

-

-

-

1500

5

5

5

5

5

5

1000

-

5

-

-

-

-

10000

-

-

-

-

-

-

1000

-

-

-

-

-

-

-

-

-

-

-

-

-

Reveals the shroud in a 20 square radius around the town.
Gives the town's Mage Guild +1 extra spell per level.
Gives visiting allied heroes +1 Knowledge permanently.
Allows a visiting hero to purchase artifacts.
Grail Structure. +5000 Gold/day. +50% creature growth. Reveals the entire map to the player. Gives a garrisoned hero 150 additional Spell Points while defending in siege combat.

Heroes[edit | hide]

Name Class Expansion Source Specialty Skill 1 Skill 2 Spell
Piquedram Piquedram   Alchemist Alchemist  1 - Restoration of Erathia  Gargoyles Basic Mysticism  Basic Mysticism   Basic Scouting  Basic Scouting    Shield 
Thane Thane    Alchemist Alchemist   1 - Restoration of Erathia  Genies Advanced Scholar  Advanced Scholar     Magic Arrow 
Josephine Josephine    Alchemist Alchemist   1 - Restoration of Erathia  Golems Basic Mysticism  Basic Mysticism   Basic Sorcery  Basic Sorcery    Haste 
Neela Neela    Alchemist Alchemist   1 - Restoration of Erathia  Armorer Basic Scholar  Basic Scholar   Basic Armorer  Basic Armorer    Shield 
Torosar Torosar    Alchemist Alchemist   1 - Restoration of Erathia  Ballista Basic Mysticism  Basic Mysticism   Basic Tactics  Basic Tactics    Magic Arrow 
Fafner Fafner    Alchemist Alchemist   1 - Restoration of Erathia  Nagas Basic Scholar  Basic Scholar   Basic Interference  Basic Interference  Horn of the Abyss   Haste 
Rissa Rissa    Alchemist Alchemist   1 - Restoration of Erathia  Mercury Basic Mysticism  Basic Mysticism   Basic Offense  Basic Offense    Magic Arrow 
Iona Iona    Alchemist Alchemist   1 - Restoration of Erathia  Genies Basic Scholar  Basic Scholar   Basic Intelligence  Basic Intelligence    Magic Arrow 
Astral Astral    Wizard Wizard   1 - Restoration of Erathia  Hypnotize Advanced Wisdom  Advanced Wisdom      Hypnotize 
Halon Halon    Wizard Wizard   1 - Restoration of Erathia  Mysticism Basic Wisdom  Basic Wisdom   Basic Mysticism  Basic Mysticism    Stone Skin 
Serena Serena    Wizard Wizard   1 - Restoration of Erathia  Eagle Eye Basic Wisdom  Basic Wisdom   Basic Eagle Eye  Basic Eagle Eye    Dispel 
Daremyth Daremyth    Wizard Wizard   1 - Restoration of Erathia  Fortune Basic Wisdom  Basic Wisdom   Basic Intelligence  Basic Intelligence    Fortune 
Theodorus Theodorus    Wizard Wizard   1 - Restoration of Erathia  Magi Basic Wisdom  Basic Wisdom   Basic Ballistics  Basic Ballistics    Shield 
Solmyr Solmyr    Wizard Wizard   1 - Restoration of Erathia  Chain Lightning Basic Wisdom  Basic Wisdom   Basic Sorcery  Basic Sorcery    Chain Lightning 
Aine Aine    Wizard Wizard   1 - Restoration of Erathia  Gold Basic Wisdom  Basic Wisdom   Basic Scholar  Basic Scholar    Curse 
Cyra Cyra    Wizard Wizard   1 - Restoration of Erathia  Haste Basic Wisdom  Basic Wisdom   Basic Diplomacy  Basic Diplomacy    Haste 

Creatures[edit | hide]

 Name   Town   Lvl   Att   Def   Dmg-   Dmg+   HP   Spd   Grw   AI Val   Cost   Special 














Gremlin Gremlin   1 3 3 1 2 4 4 16 44 30 Gold    
Master Gremlin Master Gremlin   1+ 4 4 1 2 4 5 16 66 40 Gold   Ranged (8 shots) 
Stone Gargoyle Stone Gargoyle   2 6 6 2 3 16 6 9 165 130 Gold   Unliving, Flying 
Obsidian Gargoyle Obsidian Gargoyle   2+ 7 7 2 3 16 9 9 201 160 Gold   Unliving, Flying 
Stone Golem Stone Golem   3 7 10 4 5 30 3 6 250 150 Gold   Unliving, Spell Damage Resistance +50% 
Iron Golem Iron Golem   3+ 9 10 4 5 35 5 6 412 200 Gold   Unliving, Spell Damage Resistance +75% 
Mage Mage   4 11 8 7 9 25 5 4 570 350 Gold   Ranged (24 shots), No melee penalty, No obstacle penalty, Spells cost -2 sp 
Arch Mage Arch Mage   4+ 12 9 7 9 30 7 4 680 450 Gold   Ranged (24 shots), No melee penalty, No obstacle penalty, Spells cost -2 sp 
Genie Genie   5 12 12 13 16 40 7 3 884 550 Gold   Flying, Hates Efreet and Efreet Sultans 
Master Genie Master Genie   5+ 12 12 13 16 40 11 3 942 600 Gold   Flying, Spellcaster, Hates Efreet and Efreet Sultans 
Naga Naga   6 16 13 20 20 110 5 2 2016 1100 Gold   No enemy retaliation 
Naga Queen Naga Queen   6+ 16 13 30 30 110 7 2 2840 1600 Gold   No enemy retaliation 
Giant Giant   7 19 16 40 60 150 7 1 3718 2000 Gold 1 Gem  Immunity to Mind spells 
Titan Titan   7+ 24 24 40 60 300 11 1 7500 5000 Gold 2 Gem  Ranged (24 shots), No melee penalty, Immunity to Mind spells, Hates Black Dragons 

Town Names[edit | hide]

Unless specified by the mapmaker, towns will generate with a random name. Tower towns will use one of these following names:

Athenaeum Ayer Cloudfire Cloudspire
Corona Equinox Facture Fallen Star
Machina Manufactury Mystos Silverspire
Silverwing Stronggale Tirith Valtara

If there are more Tower towns on the map than possible names, they will use names taken from other towns.

User Commentary

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Some may find the information in this section subjective or irrelevant.

  • 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 (especially on small maps), 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.
  • If you have in the army both Titans and Black Dragons who hate each other, be very careful, as the latter will deal 150% damage on their own Titans having attacked them by mistake.

Pros:

  • Powerful units.
  • Three ranged units and two fliers.
  • Blacksmith is producing Ammo Carts, which gives Master Gremlins, Magi, Arch Magi and Titans infinite shots.
  • 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), thus are very good for defending towns.
    • Magi and Arch magi decrease spell cost by 2.
    • Master Genies cast spells.
  • Good support heroes, with many Scholars.
  • Powerful protection of the town via Land Mines.
  • Tower's native terrain is snow, so without Logistics and Pathfinding, the enemy will have complications to reach you.
  • If you play against Dungeon, your Titans will have 150% damage output against Black Dragons and an opportunity of shooting them; while Black Dragons cannot be resurrected in any way.
  • Tower is the only good town where Curse is not banned.
  • Giants and Titans are the only 7th level units against whom Slayer spell does not work until your enemy has Expert Fire Magic.

Cons:

  • 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). Nagas which are often Tower's main power are among the slowest on 5-7 level.
  • Prior to their upgrade, many units have significant weaknesses, and basic Gremlins and Giants are on the bottom of their level.
  • Spellcasting of Master Genies is random, and they can cast a generally useless spell like Magic Mirror, a spell which doesn't make much sense in the current situation (e.g. Cure on a stack with 108 HP out of maximum 110), or even a spell which would be bad right now (Anti-magic, Frenzy).
  • The most expensive town to build up.
  • Apart from Dungeon, Tower is perhaps the worst town to play on Impossible level, as Mage Tower which is necessary for 5-7 level dwellings requires Mage Guild and every type of resources (in Dungeon, 3rd level dwelling takes all types of resources).
  • Playing against Inferno, beware of Efreet who can easily destroy your Genies due to 150% damage output. Efreet are one level higher than Genies (6th vs. 5th), and generally much stronger and faster. Moreover, Efreet Sultans have Fire Shield ability, which reflects 20% damage dealt on them. As any type of Genies deals 150% damage on any type of Efreet, the Fire Shield will therefore deal higher damage on Genies.
  • 3rd level creatures' dwellings on the map are guarded, which may cause complications in the early game.

See also[edit | hide]