Tower Rating
I. Creatures - best range;
good hit point ratings, but somewhat slow; above-average over-all cost; good growth rates
(Gremlins, Gargoyles); excellent specials like no hand-to-hand penalties, no retaliation,
spell casting, magic resistance, and more!; very good for siege combat
- + troops: Master Gremlins are the only 1st
level ranged unit; Golems are extremely tough and resist offensive magic; Master Genies,
basically, let you cast two spells per turn; Naga Queens rival Dread Knights for the top
level 6 unit honors; Titans live up to their namesake
- - troops: Gremlins/Golems are awfully slow;
Genies are fragile in comparison to other level 5 units; Nagas/Titans, as great as they
are, also cost an arm and a leg
- important upgrades: Gremlins, Golems,
Genies, Nagas, Giants
- rating: 9
II. Special buildings -
excellent; the Artifact Merchant sells some rare artifacts; the Library gives you an extra
spell per Mage Guild level (5 extra spells!); the Lookout Tower is very useful if you're
not familiar with the map, but it needs to be built right away in order to be useful; the
Wall of Knowledge strengthens your heroes
- rating: 9
III. Magic - level 5 Mage
Guild (+5 extra spells); spell restrictions: Animate Dead, Armageddon, Bloodlust, Death
Ripple
- rating: 10
IV. Grail building - +15 to
knowledge; this is useful if the battle is long and/or your hero casts many expensive
spells over the course of the battle; however, the Skyship does reveal the entire map.
- rating: 9
V. Heroes - Wizard: as the
name suggests, this is primarily a spellcasting class; useful specials include 350
gold/day and Chain Lightning
- rating: 7
Alchemist: this class is very
well-balanced, but it excells at nothing in particular; heroes of this class specialize in
various disciplines such as Armorer and Crystal mining (check for others)
- rating: 7
VI. Resource requirements -
lots of everything, especially gems and gold; this town is, by far, the toughest to build
up; dwelling upgrades are often more expensive than the basic structures; many building
dependencies
- rating: 5
VII. Best opponent -
Necropolis: Vampire Lord regeneration special is useless against Gargoyles and Golems;
Ghost Dragons have a choice to make at the start of the battle: tie up the hordes of
Master Gremlins, engage the stack of Arch Magi, or try to neutralize the heavy-hitting
Titans; in any event, at least two ranged stacks will get a free hit during the first
round; also, Tower troops have higher hp ratings and deal more damage
VIII. Worst foe - Dungeon:
the perpetual argument of which is better, Black Dragons or Titans, is once more; in my
honest opinion, they are now more even than ever, but the Dragon's supporting cast wins
the day this time around; the Tower's archers can be easily and effectively tied up by
Dungeon troops, while the opposite is far from true; that means more free hits for the
Dungeon; also, the Tower has no unit which can counter the savage Minotaur Kings; the
Dungeon's superior speed and over-all strength will give wizards fits
IX. Final grade: 8.0
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