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An archer tower or simply tower is a buildable structure that allow archers to fire from, safe from any monsters on the ground. Neither greedlings nor breeders can directly hit archers on top of towers. This includes the tier one archer tower, as well as the ones on the boat.

Weakness[]

Breeders cannot directly hit archers on top of towers, however, boulders thrown by them can occasionally knock towered archers down.

Floaters are the only Greed monsters able to directly hit archers in these positions. They are the tower's weakness; not only because they drop the bows and the coins from the archers, but they also kidnap any downed archers. The population loss in this case is permanent, as coins won't bring them back to the Kingdom.

Floaters can easily grab archers out of the tower if it's not well defended or not a roofed tower. This is the primary reason why it's unsafe to leave archer towers without a roof outside the outer wall, especially later in the game when the floaters spawn more frequently.

A possible (may be patched) complication of this issue in Classic and New Lands is archers continuously charging into enemy groups while attempting to refill tower spots. The kingdom might also run out of hunters because of archers constantly trying to refill empty towers. In Two Crowns, archers are sometimes less persistent: it has been observed that when there are not enough archers left to fill all towers due to a recent attack, some tower spots may remain empty while the few remaining archers go hunting instead.

Reallocated archers[]

A triple archer tower

Archers in the towers (including the boat's towers) can still shoot deer, but they become indifferent towards rabbits.

Like all other given orders, the 'build a tower' order cannot be undone, and unlike walls, towers cannot be destroyed. Once an archer occupies a spot in the tower, he does not climb back down unless a floater knocks him down. Almost always, other archers will keep trying to replace the fallen ones, until the tower is filled up or there are no more free archers on the ground.

The only way to free the archers again is to upgrade a tower to a ballista, a knight tower or a bakery.

Tip: Be careful while deciding where to build towers. Creating a tower in an area where the Monarch cannot assure military support with mobile troops and walls can quickly cause the loss of the garrisoned bowmen should floaters attack.

Upgrades[]

ARCHER TOWERS

Tier
Cost (Coin_icon) Capacity
(archers)

Height
Classic & New Lands 16?format=original
0. Boulder pile
1. Rock platform 3 3 1 low
2. Wooden watchtower 5 6 1 medium
3. Stone tower 7 9 2 medium
4. Triplet tower 9 12 3 1 raised
5. Roofed triplet tower 15 3 (covered) 1 raised
6. Quadruplet tower 18 4 (covered) all raised
SPECIAL TOWERS

Type
Cost (Coin_icon)
Capacity

Height
New Lands 16?format=original
Ballista tower 6 15 1 builder high
Bakery 6 15 7 loaves
Knight tower 6 15 1 shield
Classic = Kingdom: Classic New Lands = New Lands 16?format=original = Two Crowns ve

A tower only costs three coins to build, but it gets expensive to upgrade.

Tier 0: boulder pile[]

These are naturally generated in random locations on the island. These piles allow the creation of a tower once all nearby trees have been felled.

Tier 1: rock platform[]

This tower can be built for three coins on any rock pile. It can hold one archer, protecting him from greedlings' charges and breeders' punches. Unfortunately it barely gives the archer any height off the ground, not helping him get direct shots over walls.

Tier 2: wooden watchtower[]

A watchtower can also hold one archer only, but raises them a bit above the ground to increase their shooting range. Being in this tower will help the archer get direct shots on enemies, unless there is a tall stone wall in their way.

Tier 3: stone tower[]

The stone tower can hold two archers, having the same benefits as a second tier tower. Payment to the stone technology in the forest is necessary for the Kingdom to advance to this tier of tower and beyond.

Tier 4: triplet tower[]

The triplet tower holds up to three archers. Being in this tower will help the lower two archers get direct shots on enemies, unless there is a tall stone wall in their way. The third archer at the top will always get direct shots on enemies, no matter the height of the wall standing in their way.

Tier 5: roofed triplet tower[]

16?format=original Kingdom Two Crowns – The roofed triplet tower can hold up to three archers and provides shelter which protects them from floaters, thus rendering them almost invincible (thrown boulders can knock them off their towers). Otherwise, this tower behaves near identically to the tier four tower.

Tier 6: quadruplet tower[]

16?format=original Kingdom Two Crowns – The quadruplet tower holds up to four archers and provides shelter protecting them from floaters, thus rendering them almost invincible (thrown boulders can knock them off their towers). All archers are elevated to a height that allows them to easily shoot arrows over any walls.

Special upgrades[]

This section is about New Lands & Two Crowns.

After that, towers can still be upgraded once with one of the three hermits, each of them granting to the tower a completely new purpose.

In order to unlock these, the Monarch must bring the appropriate Hermit from the wilderness back to the Kingdom. With a Hermit riding with the Monarch, triplet towers become upgradable. Upgrading archer towers with the Hermit frees the archers standing guard, as none of the Hermit upgrades require any archers. Only ballista towers require one builder to operate.

16?format=original Kingdom Two Crowns – It is possible to change roofed archer towers (tier five or six) to become special towers for the cost of eighteen coins.

Ballista.png Bakery.png Knight tower and hermit.png
Ballista Bakery Knight tower

Achievement[]

16?format=original

This section is about Kingdom Two Crowns.

I HAVE THE TOWER!.jpg

Building twenty quadruplet towers on a single island grants the "I HAVE THE TOWER!" achievement.

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