🧙 [Master Discussion] - Tower Of Magic Event - FAQ, Discussion & Summons!

Now Live: The Tower of Magic Event

:spiral_calendar: Schedule

Start Time End Time Duration Frequency
2021-09-15T07:00:00Z 2021-09-20T07:00:00Z 5 Days Every 12 Weeks
2021-12-08T07:00:00Z 2021-12-13T07:00:00Z 5 Days Every 12 Weeks
(Event is updated with new Deadly Chamber Effects)
2022-03-02T07:00:00Z 2022-03-07T07:00:00Z 5 Days Every 12 Weeks
(Magic Troops are added)
2022-06-01T07:00:00Z 2022-06-06T07:00:00Z 5 Days Every 12 Weeks

Initial dialog:


(Cllick to enlarge)

Click for Additional Dialogue/ Cut Scenes

Post Normal Level 25 (Normal Completion)


(Click to enlarge)

Post Impossible 50 (Impossible completion)

(click to enlarge)

:mage: Tower Of Magic Overview!!

Click for overview of the event & summary of the aspects to the Eventp; note this section should answer most questions asked.

Gameplay

  • The Tower Of Magic Event a brand new event which is accessed via the “Quests” page with 25 Normal and 50 Impossible Questlines.
  • The Impossible questline can be started once the Normal is completed.
  • Each stage features 1, 2, 3 or 4 monster waves followed by a boss stage.
  • You CANNOT repeat or replay or rerun a completed stage.
  • Gameplay features a new tile called an “Magic Curse” (more on that below).
  • Completing 2 stages gives you a choice of one of three “Blessings” which apply to all heroes in your roster for that specific event.
  • 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.
  • Heroes can be used on as many stages as you like, as long as they don’t get “cursed out”. Read on that in the “Magic Curses” section below.
  • The higher you go up the tower, the more difficult it becomes.
    • Gameplay becomes harder
    • Magic-Spheres appear more frequently
    • Different Mob & Boss configurations
    • Appearance of “Deadly Chamber” effects (more below)
  • After completing every 5th floor you can open a Tower chest on Normal questline:
    • Each Tower Chest features a mixture of Fixed Loot (Emblems & Coins) and Random Loot (Crafting/ Ascension Materials & Battle Items).

:zap: Flags/ Energy!!

  • Tower OF Magic uses its own Flag Energy Currency. Separate from World Energy etc…
  • You have a limit of 10 flags
  • Flags are regenerated once per day & completely refills your flags
  • There is also a new “flask” which has been added called the “Small Tower Energy Flask”, which refills 5 energy.

:japanese_goblin: Magic Curses

  • Magic Spheres are a new tile that randomly appears on the Board.
  • On appearance, the Magic Curse is allocated to one of your 5 heroes
  • You then have 3 turns to remove the curse. If you fail, that hero recieves 1x curse.
  • Based on the Hero classes the number of the curses what a hero can stand varies.
    • Wizards, Sorcerers, Druids and Clerics can withstand 5 curses
    • All other classes withstand only 1 curse.
  • The Hero and its costume version counts as a different hero so if one the custome is cursed out. The other version might be still usable. You will see a similar message like the class quests (Other costume allowed) when the other costume is still usable.
  • If both versions are cursed, then you will see the “Hero is cursed” text for that hero.
  • Heroes who are cursed are no longer usable in the event (still able to be used elsewhere).
  • If you FLEE with an Magic Curse (either with the countdown still on it or timed out) on a hero, it sticks (i.e. that hero is cursed).

:angel: Magic Blessings

  • Rewarded on completing every second stage
  • Blessings are fixed & are the same for everyone (i.e. player A gets x,y&z blessing at stage 3. So does player B, Player C etc…)
  • Blessings apply to ALL heroes in your roster for that specific event.
    • They do NOT apply outside the Tower Of Magic Event

:skull_and_crossbones: Deadly Chamber Effects.

  • There are three Deadly Chamber Effects in the Tower of Magic:
    • Toxic Vapour - All heroes take ‘x’ damage every ‘y’ turns
    • Fragile Floor - The number of battle items you take are reduced by ‘x’. Cannot be less than 1
    • Erratic Time - All Status Effect Durations are reduced by ‘x’ turns.
  • Table below has more details of the deadly chamber effects & how they increase in severity though the Tower Event.
    On Impossible Questline a new kind of Deadly Chamber Effect is included called Unnerving Resilience, which consist of 4 type of sub-effects, which are added during your progress on Impossible Questline:
  • Strong Mind:
    • All bosses have a 33% chance to resist status ailments that affect mana or prevent use of Special Skill.
  • Elemental Resistance:
    • Having multiple Heroes of the same element in your Team reduces the damage that enemies take from that element (-10% for each Hero of the same element).
  • Unwavering Defense
    • Status ailments that reduce defense are -50% less effective against all enemies.
  • Absolute Resolve
    • Enemy damage taken is reduced every time you use a Special Skill or a Battle Item. The damage taken reduction resets at the start of your turn.

The Strong Mind and Unwavering Defense are added starting from Floor 1.
The Elemental Resistance is added starting from Floor 16.
The Absolute Resolve is added starting from Floor 31.


Quest type Stage Range Toxic Vapor Fragile Floor Erratic Time Unnerving Resilience
Normal 1 - 3 - - - -
Normal 4 - 6 50 damage per 3 turns - - -
Normal 7- 10 " 1x less of each item - -
Normal 11 - 15 " " Effects 1 turn shorter -
Normal 16 - 20 75 damage per 3 turns 2x less of each item Effects 2 turns shorter -
Normal 21- 25 100 damage per 3 turns " " -
Impossible 1 - 15 " 3x less of each item " Strong Mind and Unwavering Defense
Impossible 16 - 30 " " " " + Elemental Resistance
Impossible 31 - 50 " " " " + Absolute Resolve
Note: " means as above


:world_map: Infographics & Guides

Credit: @cap
Source: 🧙‍♀️ Tower Of Magic guide

Guides by @Zartanis

Click for Boss Special Skill Info

Click for graphic on Deadly Chambers & Magic Blessings

:warning: The actual blessings vary based on you previous selections.

Magic Blessings

Deadly Chamber Effects

More detail information about the floors

:warning: The rewards changed a bit (higher coins and emblems can be gained on different floors)

Normal Questline:

Impossible Questline:



:warning: The Blessings are changed in the live game, and it is based on your earlier selections :warning:

Blessing on Normal Questline - Written format
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.
Blessing on Impossible Questline - Written format
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.

:moneybag: Loot & Rewards

Individual Stage Loot

On completing each stage, you are awarded with a Emblem & Tower Coin reward in addition to the usual stuff. See above graphics for a breakdown of this loot.

Individual Floor rewards (exluding crafting and battle items)

Normal Questline

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Impossible Questline:

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Event Placement Loot

Click for Event End Rewards Summary

:rotating_light: Progression Reward – Tower Chest

A “Tower Chest” is awarded every 5 floors completed. It also creates a “Completion” reward of sorts where the 5th and Final Tower Chest will only be available on completing all 25 Normal levels.

Click for Summary of Coin. Emblems & an Example Set of "Tower Chest" Loot

Loot Summary

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

Example Loot from September 2021

This will be added later

Tower Chest 1

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Tower Chest 2

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Tower Chest 3

Tower Chest 4

Tower Chest 5


:mage: Heroes with Magical Class information


:money_with_wings: Tower Coin

A new coin currancy added to the game. Used exclusively to summon in the Tower of Magic Portal.

Thus far the Tower Coins can only be gained from the Ninja Tower and Tower of Magic Events as either progress rewards, stage rewards or final placement rewards. Oh and offers too…

Click for Image & Tool Tip

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In Game Tool-Tip:

Used for a free summon at the Tower Summon. You need 100 coins for one summon.
This Item can be received as a reward from the Tower Events


:left_speech_bubble: Share Your Teams & Results for Tower Of Magic Floors!

Post your teams in a comment down below, and how you did!

  • Which team did use for each Floor?
  • What Battle Items did you use, if any?
  • Which Floors did you defeat?
  • Would you do anything different next time?
  • Anything else interesting to share?

:woman_superhero: Tower Summons & Offers :money_mouth_face:

The below section summarises the Odds & Offers for the two portals associated with the Tower of Magic Event.

Click for Portal Odds & Summon Costs

:game_die: Tower of Magic HERO Portal

Classic Heroes

  • Rare Classic Hero: 63.1%
  • Epic Classic Hero: 20.8%
  • Legendary Classic Hero: 1.5%

Tower of Magic Heroes

  • Rare Magic Hero: 7.9%
  • Epic Magic Hero: 5.7%
  • Legendary Magic Hero: 1.0%

Bonus Draw

  • Legendary Hero of the Month: 1.3%

:money_mouth_face: Summoning Costs

The costs of summoning are listed below
Single Summon:

  • 100x "Tower Coins
  • 300x Gems

10x Summon:

  • 2600 Gems

There is currently no “30x” summon option

:money_with_wings: Avoiding Overspending & Heartache :broken_heart:
Or: How many summons are needed to get a Tower of Magic Hero?
Below Maths is current as of September 2021 portal.

|Occurence|1x
US$3.00|10x
US$26.00|30x
US$77.99|100x
US$259.97|500x
US$1,299.87|1500x
US$3,899.61|
|-|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:expressionless:
| Get at Least 1 Magic Hero (3*-5*) | 14.6% | 79.4% | 99.1% | 100% | 100% | 100% |
| Get at Least 1 of Any 5* Magic Hero | 1.0% | 9.6% | 26.0% | 63.4% | 99.3% | 100% |
| Get at Least 1 Particular 5* Magic Hero | 0.17% | 1.7% | 4.9% | 15.4% | 56.6% | 91.8% |
| Get at Least 1 of Any 4* Magic Hero | 5.7% | 44.4% | 82.8% | 99.7% | 100% | 100% |
| Get at Least 1 Particular 4* Magic Hero | 1.9% | 17.5% | 43.8% | 85.3% | 100% | 100% |
| Get at Least 1 3* Magic Hero | 7.9% | 56.1% | 91.5% | 99.9% | 100% | 100% |
|Any Magic Troop|5.00%|40.13%|78.54%|99.41%|100.00%|100.00%|
|A Specific Ninja Magic |1.00%|9.56%|26.03%|63.40%|99.34%|100.00%|

Putting That In Perspective

  • If 1 million players each spent US$26.00 to do 10 Summons, 206,000 of those players would NOT get ANY Magic Heroes

  • If 1 million players each spent US$259.97 to do 100 Summons, 366,000 of those players would NOT get ANY Magic 5* Heroes

  • If 1 million players each spent US$1,299.87 to do 500 Summons, 434,300 of those players would NOT get a particular Magic 5* Hero

Magic Troop Portal

Click for Odds & Summon Costs

Screenshot_20201014-170125_Empires

  • Rare Classic Troop = 85%
  • Epic Classic Troop = 10%
  • Epic Magic Troop = 5%
    These will be updated once the event is started

:money_with_wings: Summon Costs

You CAN use your Epic Troop Tokens (ETT’s) in the Magic Troop Portal. Gem Summon Costs remain the same:

  • 1x = 200 Gems
  • 10x = 1600 gems

:moneybag: Offers

Click for Offers Screenshots

Day 1:

Day 2:

Day 3:

Day 4:

Day 5:

:question: Questions?

If you have question that have not been answered above about the Tower Of Magic Event, please post them down below.


Tower of Magic Heroes

To Discuss the Power or Effectivness of the Tower of Magic Heroes please use this thread:

Beta Information on the Tower of Magic Heroes: 🧪 Early Information on New Tower of Magic Heroes [Part of The Beta Beat v39, v41]

Magic Troops:

:link: Related Threads

Beta & Announcements

19 Likes

The Tower of Magic should be next Wednesday 15th September 7:00 UTC

You can check out the tentative monthly schedule of events here

6 Likes

Welcome to the community. :slightly_smiling_face:

Btw, I edited your thread title for clarity.

3 Likes

If and it is a big if the event will be a 6 day long event like the last time in Beta, then it may start on Tuesday 14th 2021, but I do not know the exact time either…

Welcome to the forum @Iod

3 Likes

Just to confirm: we can summon ninja troops only in Ninja tower? So we should wait and use our ETTs when Ninja Tower comes?

From 2-3 days back… I m holding all the ETTs for MT next week … curious to see what shows up

1 Like

In Beta we could not summon Ninja troops during Tower of Magic so most likely yes. They will be only available in Ninja Tower only.

3 Likes

I thought so… thanks.

1 Like

just curious if there are like jade or mica in ninja tha least wanted 5 star heroes in this event? or all of them are great? personally i dont think i can get all of them with my budget hoping just get 1 or 2 from the premiere launch…

Without actually playing with them I would say they look all at least decent.

For me the true highlights are the 4*.

4* Panter, 4* miki, 4* alberich, 4* minion maker, 4* fiend maker.

Revive, minion for all and dark element def down are completely new effects for 4*.
Atk boost for 4* is great and fiends in 4* are also rare at the moment.
So at the moment I would be happier to get the 4* instead of the 5* heroes.

3 Likes

ok thx…for 5 star which one that you want most?

To be honest, without spending money I would be happy with any of them.

If I could wish one, probably the red or yellow. Fiends or revive are 2 skills I don’t have and something new to play with is always funny.

2 Likes

I have a question here. In the normal stages, heroes that got a curse or five curses can’t be used anymore. If so, is it also impossible to use them in the “impossible” stages? Thanks in advance.

No, if some of your heroes/costumes received the maximum number of curses in Normal Questline, then they are not usable in Impossible Questline either.

2 Likes

Thanks for your info.

1 Like

:stuck_out_tongue: :stuck_out_tongue_winking_eye: :yum: :stuck_out_tongue_closed_eyes:

4 Likes

Nice share tips,@Boolz_San_CK thanks,… why you do not pick at least one mana increae 50% on boss wave?
Do you think not valuable over the other?

3 Likes

at first, you have to get to the boss wave first to get that blessing (go for that blessing if you are new and you know you can’t make it till the end, time when that is kinda over-mana)
after, there are other ones who are more important

but yeah, overall, 'till the bosses you have to make it through so you need all you can get atk+ crit+ mana+ def+, in that order.

as i see it, from the distribution of the blessing availability, in the beggining you will survive so atk+ is thrown to the player; after you have to survive, so def+ is thrown to the player.

p.s. make sure not to get stuck into a ‘xmas situation’ - MN vs MN endless battle - in which you will lose due to curses. strike first and go big on atk+crit.

p.s.2
crappy thing that you have to waste gems to make it to the end. i will assess the situation after 1 magic tower and decide if it is worth doing it again in 2/3 months. (decided not to research AL-last level cause you need to pay 200 gems; boo you SG! i’ll wait for my dblades)

4 Likes

Thanks for sharing your picks.

My first priority is all types of mana giving blessings becoz, my hero specials will do the job, if they fire faster… & building the mana blessings from early makes the whole process effective & super FuN !

Also, the initial +5% attack / defence are too small = will be easily off-set by charged heroes…

Thereafter, will prioritise : +critical, +attack & +defence stacking… to build up BiG till later stages !

1 Like