THE TOWER
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.
The tower town is weak in the early game, but it has some excellent late game units and
powerful magic. It is also very good with ranged units, with three by the
late game. Its buildings are expensive, though, with high building
dependencies. The tower is vulnerable in the early game, because its units
are very slow and its one ranged unit, the mage, requires several
buildings for its dwelling to be built. This town needs its upgrades
because it is very slow in combat. However, with its powerful spells, it
can stay in the game until it gets them.
The special buildings
aid this town in spellcasting and exploration. The lookout tower can be
built immediately and reveals the map in a huge area around the town.
However, to get the most use out of this building, you need to build it in
the first week (if not the first day), which will cost you a day of
climbing up the creature dwelling tree. The library grants an extra spell
per spell level in the mage guild, while the wall of knowledge permanently
boosts your visiting heroes' knowledge. The other special building is the
artifact merchant, which allows you to buy artifacts at an incredibly
steep price. You probably won't have the money to use it until well into
the late game. The blacksmith builds ammo carts and the resource silo
produces +1 gems. The only horde building boosts gargoyle
production.
ARTIFACT MERCHANTS You may visit the
Artifact Merchants building to trade resources for artifacts.
|
STRUCTURE |
COST |
REQUIREMENTS |
|
10,000 Gold |
Marketplace |
BLACKSMITH The Tower blacksmith
provides the Ammo Cart war machine. |
STRUCTURE |
COST |
REQUIREMENTS |
|
1000 Gold +5
Wood |
Village Hall
|
LIBRARY If a Library is present in
the town, each level of the mage guild makes one extra spell
available for heroes to learn. |
STRUCTURE |
COST |
REQUIREMENTS |
|
1500 Gold +5 Crystal +5 Wood +5 Ore +5
Sulfur +5 Gem +5 Mercury |
Mage Guild Level
I |
LOOKOUT TOWER When a Lookout Tower is
built, the Adventure Map shroud is removed over all locations within
twenty terrain tiles. |
STRUCTURE |
COST |
REQUIREMENTS |
|
1000 Gold +5
Wood |
Fort |
RESOURCE SILO This upgrade to the
marketplace provides 1 gem per day. |
STRUCTURE |
COST |
REQUIREMENTS |
|
5000 Gold +5
Ore |
Marketplace |
SCULPTOR'S WINGS +4 Parapet
production. |
STRUCTURE |
COST |
REQUIREMENTS |
|
1000 Gold |
Parapet |
WALL OF KNOWLEDGE This structure
gives visiting heroes a permanent +1 to their Knowledge skill. This
effect occurs once per hero per scenario for each Wall of Knowledge
visited. |
STRUCTURE |
COST |
REQUIREMENTS |
|
1000 Gold +5 Ore |
Mage Guild Level
I |
|
SKYSHIP The tower grail building is
the impressive Skyship, which provides an additional +5000 gold per
day, boosts creature growth by +50 percent, reveals the entire
world map, and gives garrison heroes a +15 knowledge
benefit. |
|
Thanks to The Nether Gods team for the contents of this page!