abstract
| - A single Tower of Wizardry simultaneously occupies the same location on both Planes, and can be considered as actually being two Towers that are inextricably linked to one another. Any unit occupying one of these Towers is said to be present in both Towers, on both Planes, at the same time. Such units can essentially choose which Plane to move on when leaving the Tower's tile. A liberated Tower does not "belong" to any one Wizard - any army can utilize it to move to the other Plane. This is why powerful empires will try to block Towers in their area with mighty armies to prevent rivals from using them. Before a Tower of Wizardry can be used however, its original garrison must first be defeated. Towers of Wizardry are some of the more difficult Encounters in the game, and can potentially be as difficult, if not more so, than Arcanian Nodes. Based on random chance, they may be guarded by Fantastic Creatures from any of the 5 Realms of magic. The rewards for defeating a Tower of Wizardry's garrison are partly random, and vary based on the strength of the creatures found within. Whatever the rewards however, the Wizard conquering a Tower of Wizardry will win at least one new spell, if possible. If Spellbooks are awarded, they can potentially be of any of the 5 colors! Unconquered Towers of Wizardry may occasionally spawn new Rampaging Monster groups. The type of monsters spawned depends on the color of the creatures guarding the Tower. The strength of such groups increases as the game matures. These monsters will head straight for any nearby Town controlled by one of the Wizards. On higher Difficulty Settings, they will typically head straight for the human player's Towns.
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