🧪 Early Information on New Tower of Magic Event [Part of The Beta Beat v41]

NOTE: Please do not, under any circumstances, share IMAGES OR VIDEOS from Beta in this or any public Forum thread. Violations can cause players to lose their Beta accounts, or threads to be closed down.

This thread is to provide early insights and discussion on the initial release of the Tower of Magic Event (new Ninja Tower like Event).


Don’t get too attached

Details from Beta, especially brand-new Beta content, don’t tend to be very reliable for actual release.

It’s incredibly common that features are changed during Beta testing, or sometimes even after testing but before release. That is, after all, the purpose of Beta testing.

So I wouldn’t get too attached to any of this — it’s not unheard of for entire portions of features to be removed or reworked, or for radical changes to functionality to be made.


New Event – Tower of Magic!!

Overview

Tower of Megic is a new event which is similar to Ninja tower, but it has got two questlines:

  • The normal questline has got 25 floors.
  • The impossible questline has got 50 floors, which you can start after the you have completed the normal questline.
  • The overall goal is to “climb” as high as you can in the Tower of Magic
  • Each Floor must be completed before progressing to the next one
  • Floors cannot currently be replayed once completed
  • Each Floor is akin to an event Stage, and features monsters and Bosses
  • Tower of Magic Floors feature a new gameplay mechanic, Magic Sphere, which can impart Magic Curses on your Heroes, preventing them from further use.
    • Heroes with Druid, Sorcerer, Wizard and Cleric class can stand 5 Curses
    • All other Heroes will become unusable after the first curse.
  • Every 2 Floors completed on both questlines, you are offered the choice of a Blessing, selected from one of three options; these Blessings remain active for the rest of the Tower of Magic event, for all of your Heroes on your Roster; See the offered Blessings bellow.
  • Every 3rd offered Blessing is a Rare Blessing so they are offered after every 6th completed floor on both questlines. See the offered Blessings bellow.
  • Tower of Megic uses a new flag energy, called Tower Energy;
    • We receive 10 flags a day, which can not be carried out to the next day.
    • Each level needs 1 Tower enerty, which means that 75 Tower Energies are needed if you want to complete all floors on both questlines
    • There is a special Tower energy flasks, which refills 5 Tower Energy
  • Floors currently have a timer, similar to Challenge Event Stages; likewise, the current scoring appears to use the Challenge Event logic;
  • There’s a Leaderboard, also similar to the Challenge Events; again, one notable difference about the Leaderboard is that it indicates Highest Floor for each player in addition to a Score.
    • The difference from Ninja Tower is the Tower is marked completed right after you have completed the Normal questline.
    • You can improve your score further if you complete the Impossible questline.
  • Rewards are currently structured like a Challenge Event, in that they are based on brackets of a certain number of players;
    • The rewards and the bracklets are almost identical as the rewards of the Ninja Tower. There are only two differences:
      • Top 1 receives 220 Tower coins instead of 300
      • Top 2-10 receives 210 Tower coins instead of 250
  • Similarly to Ninja Tower we have deadly chamber effects.
    • Toxic Vapor: The battles takes place in a Deadly Chamber that is filled with toxic vapor.
      Toxic Vapor deals X damage to all heroes every 3 turns.
    • Fragile Floor: The battles takes place in a Deadly Chamber that has fragile floor.
      The number of items that you can bring into battle is Y less than normally per item. You can always bring at least 1 item.
    • Errtaic Time: The battles takes place in a Deadly Chamber where time behaves erratically.
      All status effects cast by Heroes are Z turn(s) shorter than normally. They will always last at least 1 turn.

Stage-by-stage information:

  • I have collected the information for Normal questline and half of Impossible so far.
  • Here are the mob colors, wave counts, bosses and the deadly chamber effects for each floor on Normal questline:

New updated version:
The highlighed fields are changed.

Old version

  • On all 50 Impossible dloors the Deadly Chamber effects are the same:
    • Toxic Vapor with 100 damage evety 3 turn
    • Fragile Floor: you can 3 item less
    • Erratic time: all status effects are 2 turn shorter

The first 25 floors of Impossible questline:

New updated version:

Old version

The second 25 floors of Impossible questline:

Old version

  • Rewards of completing stages on Normal questline contains some items, and these things:
    (I have also collected how much points you can get by killing all enemies [The first point in the usual challange event scoring])

Normal questline:

New updated version:

Old version

kép

First half of Impossible questline:

New updated version:

Old version

kép

Second half of Impossible questline:

Old version

  • After every 5th completed stage on Normal questline you can open a Tower chest.
    (There are no similar chests on Impossible questline)
    Each Tower Chest features a mixture of Fixed Loot (Emblems & Coins) and Random Loot (Crafting/ Ascension Materials & Battle Items).
Tower Chest Stage Unlocked Tower Coins Emblems
1 5 10x 10x
2 10 10x 10x
3 15 10x 10x
4 20 10x 20x
5 25 25x 30x
Total - 65x 80x
  • Blessings offered after each second floor on Normal questline:

New updated version:

Blessing type Completed Floor Options
Normal 2 +5% Attack.
+5% Defense.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Normal 4 +5% Mana Generation
50 HP every 5 turns.
+5% Healing.
Rare 6 All Heroes get 50% mana when they enter the Boss Wave.
All Heroes with less than 50% mana gain 50 HP every turn.
All Heroes get 100 HP every time a Hero casts their Special Skill.
Normal 8 +5% Mana Generation
+5 Critcal Chance.
+5% mana every 5 turns
Normal 10 +5 Critcal Chance.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Health.
Rare 12 -15% Received damage reduction.
Stack (Max: 10): All Heroes get +5% attack each turn.
Stack (Max: 10): All Heroes get +5% defense each turn.
Normal 14 Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% mana every 5 turns
+5% Healing.
Normal 16 +5% Health.
+5% Healing.
+5% Mana Generation
Rare 18 All Heroes get 5% mana every time a Hero casts their Special Skill.
All Heroes get 50% mana when they enter the Boss Wave.
All Heroes get 100 HP every time a Hero casts their Special Skill.
Normal 20 +5% Critical Chance.
+5% Mana Genertion.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Normal 22 +5% Critical Chance.
+5% Defense.
+5% Health.
Rare 24 -15% Received damage reduction.
All Heroes get 5% mana every time a Hero casts their Special Skill.
All Heroes with less than 50% mana gain 50 HP every turn.
Old version
Blessing type Completed Floor Options
Normal 2 +5% Defense
50 HP every 5 turns.
Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Normal 4 +5% Healing.
Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% mana every 5 turns.
Rare 6 Stack (Max: 10): All Heroes get +5% defense each turn.
All Heroes get 200 HP every time a Hero casts their Special Skill.
-15% Received damage reduction.
Normal 8 50 HP every 5 turns.
+5 Critcal Chance.
Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Normal 10 +5% Attack.
+5% mana every 5 turns
+5% Defense.
Rare 12 Stack (Max: 10): All Heroes get +5% attack each turn.
Stack (Max: 10): All Heroes get +5% defense each turn.
All Heroes get 50% mana when they enter the Boss Wave.
Normal 14 50 HP every 5 turns.
+5% Healing.
+5% Defense.
Normal 16 +5% Health.
+5% mana every 5 turns
+5% Healing.
Rare 18 Stack (Max: 10): All Heroes get +5% attack each turn.
All Heroes with less than 50% mana gain 50 HP every turn.
All Heroes with less than 50% HP gain 5% mana every turn.
Normal 20 +5% Healing.
+5% Mana Genertion.
+5% Critical Chance.
Normal 22 +5% Defense.
+5% Critical Chance.
+5% mana every 5 turns
Rare 24 All Heroes get 50% mana when they enter the Boss Wave.
-15% Received damage reduction.
All Heroes get 200 HP every time a Hero casts their Special Skill.
  • Blessings offered after each second floor on Impossible questline:

New updated version:

Blessing type Completed Floor Options
Normal 2 +5% Attack.
+5% Health.
50 HP every 5 turns.
Normal 4 +5% Attack.
+5% Healing.
50 HP every 5 turns.
Rare 6 Stack (Max: 10): All Heroes get +5% defense each turn.
Stack (Max: 10): All Heroes get +5% attack each turn.
All Heroes with less than 50% HP gain 3% mana every turn.
Normal 8 50 HP every 5 turns.
+5% mana every 5 turns
+5% Defense.
Normal 10 +5% Attack.
+5% mana every 5 turns
+5% Defense.
Rare 12 All Heroes with less than 50% HP gain 3% mana every turn.
Stack (Max: 10): All Heroes get +5% defense each turn.
All Heroes with less than 50% mana gain 50 HP every turn.
Normal 14 +5% Critical Chance.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Defense.
Normal 16 +5% Critical Chance.
+5% mana every 5 turns
+5% Defense.
Rare 18 -15% Received damage reduction.
All Heroes get 50% mana when they enter the Boss Wave.
All Heroes with less than 50% HP gain 3% mana every turn.
Normal 20 Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Healing.
+5% mana every 5 turns
Normal 22 +5% Defense.
+5% Healing.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Rare 24 All Heroes get 100 HP every time a Hero casts their Special Skill.
Stack (Max: 10): All Heroes get +5% defense each turn.
All Heroes with less than 50% HP gain 3% mana every turn.
Normal 26 +5% Defense.
50 HP every 5 turns.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Normal 28 Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% mana every 5 turns
50 HP every 5 turns.
Rare 30 Stack (Max: 10): All Heroes get +5% defense each turn.
-15% Received damage reduction.
All Heroes with less than 50% HP gain 3% mana every turn.
Normal 32 Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Health.
+5% Defense.
Normal 34 +5% Health.
+5% mana every 5 turns
50 HP every 5 turns.
Rare 36 All Heroes with less than 50% mana gain 50 HP every turn.
-15% Received damage reduction.
All Heroes with less than 50% HP gain 3% mana every turn.
Normal 38 +5% mana every 5 turns
+5% Healing.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Normal 40 +5% mana every 5 turns
+5% Health.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Rare 42 All Heroes get 100 HP every time a Hero casts their Special Skill.
All Heroes with less than 50% HP gain 3% mana every turn.
Stack (Max: 10): All Heroes get +5% defense each turn.
Normal 44 +5% Healing.
+5% mana every 5 turns
50 HP every 5 turns.
Normal 46 +5% Healing.
Summon a Tower Spirit Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Health.
Rare 48 All Heroes with less than 50% HP gain 3% mana every turn.
-15% Received damage reduction.
All Heroes with less than 50% mana gain 50 HP every turn.
Old version
Blessing type Completed Floor Options
Normal 2 Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Critical Chance.
+5% Health.
Normal 4 +5% Mana Genertion.
+5% Attack.
+5% Health.
Rare 6 All Heroes with less than 50% mana gain 50 HP every turn.
All Heroes get 10% mana every time a Hero casts their Special Skill.
All Heroes with less than 50% HP gain 5% mana every turn.
Normal 8 +5% Mana Genertion.
+5% Attack.
50 HP every 5 turns.
Normal 10 +5% Attack.
+5% Health.
+5% Mana Genertion.
Rare 12 All Heroes get 10% mana every time a Hero casts their Special Skill.
Stack (Max: 10): All Heroes get +5% defense each turn.
Stack (Max: 10): All Heroes get +5% attack each turn.
Normal 14 +5% Defense.
+5% mana every 5 turns
+5% Attack.
Normal 16 +5% Attack.
50 HP every 5 turns.
+5% Defense.
Rare 18 -15% Received damage reduction.
Stack (Max: 10): All Heroes get +5% defense each turn.
Stack (Max: 10): All Heroes get +5% attack each turn.
Normal 20 Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Healing.
+5% Mana Genertion.
Normal 22 +5% mana every 5 turns
+5% Health.
+5% Defense.
Rare 24 All Heroes get 200 HP every time a Hero casts their Special Skill.
All Heroes with less than 50% HP gain 5% mana every turn.
All Heroes get 50% mana when they enter the Boss Wave.
Normal 26 +5% Attack.
Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% mana every 5 turns
Normal 28 +5% mana every 5 turns
50 HP every 5 turns.
Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Rare 30 Stack (Max: 10): All Heroes get +5% defense each turn.
-15% Received damage reduction.
All Heroes get 50% mana when they enter the Boss Wave.
Normal 32 Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
+5% Critical Chance.
+5% Health.
Normal 34 +5% Defense.
50 HP every 5 turns.
+5% Health.
Rare 36 All Heroes with less than 50% mana gain 50 HP every turn.
-15% Received damage reduction.
All Heroes get 50% mana when they enter the Boss Wave.
Normal 38 50 HP every 5 turns.
+5% Defense.
+5% Healing.
Normal 40 50 HP every 5 turns.
+5% Health.
+5% Healing.
Rare 42 All Heroes get 200 HP every time a Hero casts their Special Skill.
-15% Received damage reduction.
All Heroes with less than 50% mana gain 50 HP every turn.
Normal 44 +5% Healing.
50 HP every 5 turns.
Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Normal 46 +5% Healing.
+5% Defense.
Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns.
Rare 48 All Heroes with less than 50% mana gain 50 HP every turn.
Stack (Max: 10): All Heroes get +5% defense each turn.
All Heroes get 200 HP every time a Hero casts their Special Skill.

Exact wording of the Event Rules:

Heroes with Magical Class:

:star: :star: :star:

Element Heroes
:snowflake: Graymane, Gunnar (costume), Helo, Ulmer
:leaves: Belith (normal + costume), Briennie (normal + costume), Friar Tuck (costume), Gramps, Hisan, Mnesseus
:fire: Jahangir (normal + costume), Hawkmoon (normal + costume)
:sun_with_face: Candy, Kailani (normal + costume), Kvasir, Melia, Pixie
:new_moon_with_face: Baltazaar (normal + costume), Chocin, Gil-Ra, Jack, Oberon (costume), Renfeld (costume)

:star: :star: :star: :star:

Element Heroes
:snowflake: Agwe, Boril, Kiril (normal + costume), Sanngrior, Sonya (costume)
:leaves: Caedmon, Gaderius, Gobbler, Hansel, Kashhrek (normal + costume), Marcel, Melendor (normal + costume), Skitteskull (normal + costume)
:fire: Aodhan, Carol, Gormek (costume), Kelile (costume), Shale
:sun_with_face: Chao (costume), Gullinbursti, Lady Woolerton, Mist
:new_moon_with_face: Ameonna, Cheshire Cat, Cyprian (costume), Fura, Gafar, Merlin, Proteus, Rigard, Sabina (normal + costume)

:star: :star: :star: :star: :star:

Element Heroes
:snowflake: Ariel, Cobalt, Crystalis, Glenda, Isarnia (normal + costume), Krampus, Lord Loki, Magni (costume), Master Lepus, Rian, Rumpelstilskinn, Snow White, Thorne (costume), Vela
:leaves: Alberich, Elkanen, Elradir, Guardian Chameleon, Horghall, Lady Locke, Lady of the lake, Lianna (costume), Kadilen (normal + costume), Morgan Le Fay, Mother North, Tha Hatter, Toxicandra, Zeline
:fire: Anzogh, Asterius, Emilio, Grazul, Jean-Francois, Marjana (costume), Mitsuko, Natalya, Noor, Reuben, Zimkitha
:sun_with_face: CaitlĂ­n, Director Zuri, Faline, Guardian Gazelle, Guardian Owl, Guinevere, Justice (costume), Norms, Onatel, Prof. Linderbrock, Rana (costume), Ranvir, Uraeus, Vivica (normal + costume), White Rabbit
:new_moon_with_face: Alfrike, Boss Wolf, Dark Lord, Freya, Grimble, Hannah, Hel, Kunchen, Lepiota, Malicna, Quintus, Sartana, Senan, Thoth-Amun, Ursena, Victor
  • All new heroes in this event

An image of these heroes (may not be complete) based on a hero class table what I have received from @cap:

:mantelpiece_clock: Beta Updates

  • Aug 26, 2021 – added for first look testing.
    Balance and reward changes on the Tower.
    Now the impossible level is visible on the leaderboard.

  • Aug 11, 2021 – added for first look testing.



:link: Related Threads

17 Likes

no sign of a new “magic troop” so far, right?

No, the Magic troops so far are not arrived to Beta if there will be any.

2 Likes

If they require 75 energy, does it last 7.5 days? Or do we need to buy extra energy?

It seems that the rewards for completion end after you complete “normal” stages, impossible stages only add points to your ranking which may land you in a better tier… which basically means for all but a handful in top tiers, it’s really not worth the tornadoes invested.

No cherry at the top for completing 75 stages event, unless you score top 1 spot (which if you ask me is still not worth it at all).

Challenge but a very pointless one. How can they introduce an event that happens bi-monthly and is ridiculously hard but there is almost no reward for it is just baffling. We have a goddamn rare quest every 10 days that gives guaranteed epic ascension mat for challenge equal to beating babies. Why be so greedy here?

18 Likes

well, bright side is that the new stages are only for ranking, i was afraid they just dicided to put a paywall on a “regular” level

2 Likes

i see the same stack option on the rare blessings appears twice for each one. are the stacks additive? so if you select +5% attack stack twice, it becomes +10% stack? or the mana when entering the boss wave: does it become full mana when entering the boss wave if you select it both times?

Is this the same flask as we get/buy in ninja tower?

Overall it does seem like they took ninja tower and made it 25 floors. But then they added additional levels for the top players to further differentiate without a ton of guaranteed loot. This seems like a great happy medium.

From a quick look at the bosses, we will have more variety than the number of blue/dark ninjas were used to.

4 Likes

Considering I don’t like Ninja Tower as it just is too much of a time sink for what you get out of it. Does this game really need another Tower Event that’s even longer?

3 Likes

Only 75 floors? Make it 150!

11 Likes

For those who just want to complete it’s actually shorter. Just 25 stages.

6 Likes

How are costume heroes affected? if a normal outfit, let’s say Marjana. If normal Marjana gets a curse, then would the costume still be usable? And, would it also work vice versa?

2 Likes

Costumes are no separate version.

If the hero is cursed, neither regular version nor costume are available. No difference if the final curse occurred to the costume or the normal version.

What is still under investigation is the handling of class differences between regular and costume version and 1 vs 5 possible curses.

1 Like

I tested the stacks and they are additive,
I guess it’s the same for mana bonus, but didn’t go for it

1 Like

Currenly it is working the worst way as possible,
If you have a hero where the original version is not Magical class, and you bring the costume version which has Magical class, and you receive a single curse, then whole hero became unusable regardless you see only 1 / 5 Curse on your costume.
I hope it is just a bug, and SG will fix it by the next Beta build about this event.

4 Likes

There is a chance that it be shorter later.
Ninja Tower is started with 100 Floors too in the first Beta, and it became only 50 floors when it has reached the live game, but we will see…

2 Likes

Actually I think it’s better if there is no good rewards and incentives to achieve more stages because we could then just skip it and not fall behind by missing important stuff.

6 Likes

I think they should just make it 25 + 25 max… Am also curious where do they plan to fit this into the already super busy schedule…

For a 4-week rotation, we already have:
Week 1: AR + Costume
Week 2: VF + Challenge Event
Week 3: Mystic titan + Season 4
Week 4: Aether quest + ToL/Ninja tower (alternating)
Week 5 onwards: the cycle repeats…

Probably it will be in Week 4, alternating with Ninja tower

1 Like

50 floors is enough that tons of players don’t even bother lol. 100 was pure insanity, and 75 isn’t far off.

Otherwise, I expect a full pension and benefits for this full-time job :joy:

23 Likes