TOWER DWELLINGS

The creatures of the tower start out poorly, but gain in strength. The gremlin is vying for the title of worst first-level creature with the inferno's imp, while the stone gargoyle is only an average second-level creature. The stone golem is durable but too slow to make a difference in most cases. However, with the use of haste or teleport spells, it becomes much more useful, especially with its inherent magic resistance.

The fourth-level mage is a good ranged unit, but you should upgrade it at the first opportunity to gain a truly lethal ranged attacker. The magi and archmagi are also extremely useful because they reduce the casting cost of all your spells. During sieges, archmagi also suffer no penalties from firing over the enemy walls. The fifth-level genie is physically very weak, and its upgrade only gains the ability to cast random beneficial spells. It isn't always a blessing because you might get a useless protection from water spell when you are fighting fire elementals or inferno creatures. The sixth-level naga, though, is powerful, as is the upgraded naga queen - both always hit for maximum damage, and their attacks cannot be retaliated against. The giant is only average as a seventh-level creature, but its upgrade, the titan, is a terror on the battlefield. All the late level creatures are expensive to recruit, so you definitely need lots of resources to field your tower army.

This town type could use spell support, and with the tower's good magic, you can have some pretty effective combinations, such as hasted and blessed golems or archmagi with protection spells and precision. Upgrade your troops as early a possible. The master gremlin becomes a ranged unit (the only such first-level unit), which gives you a needed boost in the early game. The gargoyle needs the upgrade to gain a boost in speed, and the golem becomes even more durable. The mage and naga upgrades should also be high priorities.


CREATURE GENERATORS
STRUCTURE COST REQUIREMENTS RECRUIT
300 Gold
+5 Wood
+5 Ore
Fort
16/week
1000 Gold
Workshop
16/week
1000 Gold
+10 Ore
Workshop
9/week
1500 Gold
+5 Ore
Parapet
9/week
2000 Gold
+5 Ore
+5 Wood
Workshop
6/week
2000 Gold
+5 Ore
+5 Wood
+5 Mercury
Golem Factory
6/week
2500 Gold
+5 Wood
+5 Ore
+5 Crystal
+5 Gems
+5 Mercury
+5 Sulfur
Mage Guild Level I
Golem Factory
Parapet

4/week
2000 Gold
+5 Wood
Mage Tower
Library

4/week
3000 Gold
+5 Wood
+5 Ore
+6 Crystal
+6 Gems
Mage Tower
3/week
2000 Gold
+5 Wood
Altar of Wishes
3/week
4000 Gold
+5 Wood
+5 Ore
+2 Crystal
+2 Gems
+2 Mercury
+2 Sulfur
Mage Tower
2/week
3000 Gold
+ 3 Crystal
+ 3 Gems
+ 3 Mercury
+ 3 Sulfur
Golden Pavillion
2/week
5000 Gold
+10 Wood
+10 Ore
+10 Gems
Altar of Wishes
Golden Pavillion

1/week
25000 Gold
+5 Wood
+5 Ore
+30 Gems
Cloud Temple
1/week


FINAL VIEWS

Pros:
Strong in magic
Powerful late level creatures
Three ranged units
Two flying units

Cons:
Weak early level creatures
Expensive buildings and creatures
Need lots of precious resources
Slow build-up



Thanks to The Nether Gods team for the contents of this page!