10:48

Tower




Another castle in Heroes III, ready for review: 



Tower Features:
 
  • Minus the eyes - the respawn is usually completely white. Although the Hota 3 developers have been promising a mod with yellow snow for 5-10 years now. 🙂
  • Genie lamps - sometimes at the starting location near this castle, you can find lamps with Supreme Genies - a powerful level 4 T2 magical unit. On some templates, the decision whether to play the surrender or not is made, among other things, by the number of lamps with genies at the respawn.
  • Magic bias - you can build a level 5 guild, and the heroes are mainly adherents of the air magic school "Acceleration", "Lightning", "Magic Arrow", etc.
  • Dependence on ore and wood - as in other castles, you will not be able to build without basic resources.
Heroes

The Tower is primarily played as a mage, and if you've previously only played a warrior hero, it'll take some time to adjust to playing as a mage. For example, as a warrior, you can quick-fire a fight when your army is large. As a mage, it's better to enter the fight, cast a spell—"Lightning," "Haste," or "Slow"—and only then press Q to quick-fire.  But the advantage of this type of play is that as a mage, you can do things that a warrior can't. With a minimal army, but with a spell and mana in hand, you can snowball quite well. I personally experienced this when, on Solmyr, thanks to Chain Lightning, I not only reached the treasury quite early, but also took a scroll from the worms at Castle Fabrica! True, the scroll contained the "Flight" spell, but still. I've never been able to do something so quickly as a warrior.  



Solmyr is most often picked on the Tower due to his Chain Lightning specialization, which increases damage with each hero level. And if you get the Mystic skill, which passively restores mana every turn, it's a wild snowball with endless Chain Lightning. After an early scroll in the treasury, even the mages gained respect.  
Tower Build

I feel like the build of this castle is less variable than that of, say, the Stronghold. You have extremely frequently used units: "caps" (gremlins), gargoyles, and djinns. And then there are units that are rarely built: Mages, Golems, Titans. Nagas remain a controversial unit; sometimes they are built, sometimes not. Why is that?

I think it's because of the uber-imbalanced Supreme Djinns and the emphasis on magic-based play. After all, you can have 3-4 Djinns in your army and get 6-8 positive casts in two turns on any of the stacks, 11th-level speed boost, and if you have a lot of Djinns, they can also deal good damage on their own.

To play with magic, you'll need a minimal army, that's all. There's no need to build Titans or Nagas. So, regardless of gold, it's a linear leveling process: 

Day 1



On the first day, we upgrade caps to the tier 2 version. The difference from tier 1 is that upgraded ones can shoot.

Day 3



Obviously, the second day is the Gargoyles upgrade, and then there are several options for what to put on the third day:

1) Golem Factory - not to carry golems, but to get into early genies.
2) Prefecture - if you want to improve the economy a little.
3) Mages Guild - oddly enough, you can put it too. You're playing a Mage, after all, and a larger selection of spells never hurts. 
4) Observation Tower - you can spot what's piled up at your spawn; the castle's special feature is that it has such a structure.
5) Wall of Knowledge - why not? It's rare to see this on Day 3, but still, +1 to Knowledge for each hero is +10 mana. 

Day 5



The only alternative is that if you put in a Golem Factory on Day 3, then Days 4-6 are dedicated to building up the Djinns and upgrading them to T2, or doing T2 in the second week. 

Tower strategies, depending on your gold at spawn, are basically the same, whether you have a lot or a little: 

Low gold



Gremlens t2 -> Gargoyles t2 -> Prefecture -> Golem Factory -> Altar of Wishes -> Mages Guild lvl 1 -> Your choice of

Medium gold



You'll be surprised, but the build is the same with the "low gold" case, only at the end you add a citadel for a larger army, for example.

High gold



Leveling is almost the same, except that you capture Naga in addition to the djinns in the first week. So that in the second week you have t2 djinns, the opportunity to make Royal Naga, and then continue farming. Since there are specifics for T2 Djinns, a Mages Guild is necessary. But that would require a fair amount of gems. 

I don't see the point in running Golems—they're 3rd speed, Giants—low speed, or Mages—low growth rates. Building these units is quite rare in Tower play.

Conclusion

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Hota 3 | Просмотров: 48 | Дата: 15.10.2025

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