Tower

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Revision as of 10:05, 27 September 2020 by 45.15.16.60 (talk) (→‎Strategy)
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Towns
Castle Castle
Rampart Rampart
Tower Tower
Inferno Inferno
Necropolis Necropolis
Dungeon Dungeon
Stronghold Stronghold
Fortress Fortress
Conflux Conflux Armageddon's Blade
Cove Cove Horn of the Abyss
Factory Factory Horn of the Abyss

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's native terrain is snow.

Tower Creature Dwellings

Tower Specific Buildings


Halls Fortifications Miscellaneous Mage Guilds Banned spells
Village Hall Village Hall
(existing)
Fort Fort
Wood
20
Mercury
Ore
20
Sulfur
Crystal
Gem
Gold
5000
Tavern Tavern
 Wood
5
           Gold
500
Mage Guild level 1 Mage Guild level 1
 Wood
5
   Ore
5
       Gold
2000
File:Town Hall large.gif Town Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
2500
Citadel Citadel
Wood
Mercury
Ore
5
Sulfur
Crystal
Gem
Gold
2500
Marketplace Marketplace
 Wood
5
           Gold
500
Mage Guild level 2 Mage Guild level 2
 Wood
5
 Mercury
4
 Ore
5
 Sulfur
4
 Crystal
4
 Gem
4
 Gold
1000
City Hall City Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
5000
Castle Castle
Wood
10
Mercury
Ore
10
Sulfur
Crystal
Gem
Gold
5000
Resource Silo Resource Silo ()
     Ore
5
       Gold
5000
Mage Guild level 3 Mage Guild level 3
 Wood
5
 Mercury
6
 Ore
5
 Sulfur
6
 Crystal
6
 Gem
6
 Gold
1000
Capitol Capitol
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
10000
Blacksmith
Blacksmith
Wood
5
Mercury
Ore
Sulfur
Crystal
Gem
Gold
1000
link={{{smith}}}
link={{{smith}}}
Mage Guild level 4 Mage Guild level 4
 Wood
5
 Mercury
8
 Ore
5
 Sulfur
8
 Crystal
8
 Gem
8
 Gold
1000
Mage Guild level 5 Mage Guild level 5
 Wood
5
 Mercury
10
 Ore
5
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
1000
Total Common Buildings:
 Wood
45
   Ore
40
       Gold
37000 
Total Mage Guild:
 Wood
15
 Mercury
10
 Ore
15
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
4000
 Wood
20
 Mercury
18
 Ore
20
 Sulfur
18
 Crystal
18
 Gem
18
 Gold
5000
 Wood
25
 Mercury
28
 Ore
25
 Sulfur
28
 Crystal
28
 Gem
28
 Gold
6000
Resource Basic Upgrades All
Gold 28300 37500 111300
Wood 50 25 135
Ore 65 20 135
Crystal 13 8 49
Gem 23 38 89
Mercury 7 13 48
Sulfur 7 8 43
Troop cost/week: 30800 Gold + 4 Gem


Name Class Expansion Source Specialty Skill 1 Skill 2 Spell
PiquedramPiquedram Piquedram  Alchemist   1 - Restoration of Erathia  Gargoyles Basic Mysticism  Basic Mysticism   Basic Scouting  Basic Scouting    Shield 
ThaneThane Thane  Alchemist   1 - Restoration of Erathia  Genies Advanced Scholar  Advanced Scholar     Magic Arrow 
JosephineJosephine Josephine  Alchemist   1 - Restoration of Erathia  Golems Basic Mysticism  Basic Mysticism   Basic Sorcery  Basic Sorcery    Haste 
NeelaNeela Neela  Alchemist   1 - Restoration of Erathia  Armorer Basic Scholar  Basic Scholar   Basic Armorer  Basic Armorer    Shield 
TorosarTorosar Torosar  Alchemist   1 - Restoration of Erathia  Ballista Basic Mysticism  Basic Mysticism   Basic Tactics  Basic Tactics    Magic Arrow 
FafnerFafner Fafner  Alchemist   1 - Restoration of Erathia  Nagas Basic Scholar  Basic Scholar   Basic Resistance  Basic Resistance    Haste 
FafnerFafner Fafner  Alchemist   1 - Restoration of Erathia  Nagas Basic Scholar  Basic Scholar   Basic Interference  Basic Interference    Haste 
RissaRissa Rissa  Alchemist   1 - Restoration of Erathia  Mercury Basic Mysticism  Basic Mysticism   Basic Offense  Basic Offense    Magic Arrow 
IonaIona Iona  Alchemist   1 - Restoration of Erathia  Genies Basic Scholar  Basic Scholar   Basic Intelligence  Basic Intelligence    Magic Arrow 
AstralAstral Astral  Wizard   1 - Restoration of Erathia  Hypnotize Advanced Wisdom  Advanced Wisdom      Hypnotize 
HalonHalon Halon  Wizard   1 - Restoration of Erathia  Mysticism Basic Wisdom  Basic Wisdom   Basic Mysticism  Basic Mysticism    Stone Skin 
SerenaSerena Serena  Wizard   1 - Restoration of Erathia  Eagle Eye Basic Wisdom  Basic Wisdom   Basic Eagle Eye  Basic Eagle Eye    Dispel 
DaremythDaremyth Daremyth  Wizard   1 - Restoration of Erathia  Fortune Basic Wisdom  Basic Wisdom   Basic Intelligence  Basic Intelligence    Fortune 
TheodorusTheodorus Theodorus  Wizard   1 - Restoration of Erathia  Magi Basic Wisdom  Basic Wisdom   Basic Ballistics  Basic Ballistics    Shield 
SolmyrSolmyr Solmyr  Wizard   1 - Restoration of Erathia  Chain Lightning Basic Wisdom  Basic Wisdom   Basic Sorcery  Basic Sorcery    Chain Lightning 
AineAine Aine  Wizard   1 - Restoration of Erathia  Gold Basic Wisdom  Basic Wisdom   Basic Scholar  Basic Scholar    Curse 
CyraCyra Cyra  Wizard   1 - Restoration of Erathia  Haste Basic Wisdom  Basic Wisdom   Basic Diplomacy  Basic Diplomacy    Haste 
DraconDracon Dracon Map Editor  Wizard   2 - Armageddon's Blade  Enchanters Advanced Wisdom  Advanced Wisdom      Haste 


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














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

Strategy

  • 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.

Pros

  • 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.
    • Magi/Arch magi decreases spell cost by 2.
  • Good support heroes, with many Scholars.

Cons

  • Expensive units, with troops costing 30,800 gold and 4 gems to buyout every week.
  • 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.

See also