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.


HALLS


TOWN
 


MAGE GUILD
 


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!