“ | Like a charm! | ” |
The Adept Tower is the Level 2 version of the basic Mages Guild. Casting enhanced bolts, adepts make short work of armored foes. You can already upgrade your Mage Towers into Adept Towers in Stage 2. The tower is the same in both Kingdom Rush and Kingdom Rush: Frontiers, with only a change in appearance.
Description[]
"Adepts cast enhanced bolts, tearing through armor, flesh, and bone."
Having passed the initiation rites, adepts are more capable of conjuring orbs of energy which tear through all physical armor. Although the damage of the Adepts is higher than those of the basic Mage, no specific skills have been developed yet. Like the Mage Tower, Adepts are also capable of targeting both air and ground units. Adepts can be upgraded into Wizards in stage 3 (Stage 4 in Kingdom Rush.
Be wary that while most armored troops will quickly fall beneath the magical rampage, some beasts or soldiers of evil are resistant to magical attacks, limiting the effectiveness of the Adept.
Range[]
- 14% wider than the Level 1 Mages Guild
Strategy[]
- After upgrading the Mages guild, the tower damage more than doubles! Thus, when building Mages guilds, upgrading them one level is gold well spent.
- Try to combine Magic Towers with Barracks soldiers; the soldiers stall the enemies, even fast ones, to buy time for the mage to unleash his barrage.
- Adept attacks ignore physical armor, dealing full damage to all creatures with no magical resistance.
- However, a single Adept can still only barely defeat one Brigand in time. Additional towers should be built for support, or the Adept should be upgraded into the Wizard tower to deal with greater numbers or foes with more HP.
- Units with low health which come en masse should not be dealt with by Magic Towers. Artillery should be used instead.
Strengths[]
- Just like Mage towers, Adept towers are generally strong against the early tougher creatures with low speed, like Ogres. Since their damage has risen so dramatically, faster enemies with low to mid health (e.g. Orcs, Bandits) will also not survive the Adept's attack.
Weaknesses[]
- All creatures with magical armor should be dealt with by other towers. Also, foes with large HP pools or regeneration are relatively unharmed and hordes of creatures are also likely to rip through the player's magical defenses.
Related Upgrades[]
Kingdom Rush[]
- Spell Reach (1 Star)
- Increases wizard's attack range (by 10%).
- Arcane Shatter (1 Star)
- Magic attacks destroy a potion of enemy physical armor on every hit.
- (-3% armor per hit, percentage points, doesn't work on enemies with physical damage immunity.)
- Magic attacks destroy a potion of enemy physical armor on every hit.
- Hermetic Study (2 Stars)
- Mage Towers construction and upgrading costs are reduced by 10%.
- Empowered Magic (2 Stars)
- Increases wizard's attack damage (by 15%).
- Slow Curse (3 Stars)
- Magic attacks slow enemies by half their speed for a moment
- (half a second, Arcane Wizard the whole one-second beam duration. Also disables Rocket Rider Turbo boost).
- Magic attacks slow enemies by half their speed for a moment
Kingdom Rush: Frontiers[]
- Rune of Power (1 Star)
- Increases mages' attack range (by 10%).
- Spell Penetration (1 Star)
- Mages' bolts have a chance to ignore magic resistance. (10%)
- Eldritch Power (2 Stars)
- Increases mages' attack damage (by 10%).
- Wizard Academy (2 Stars)
- Reduces mages' special abilities costs by 10%.
- Brilliance (3 Stars)
- For every mage tower built, each mage tower gets a bonus to damage
Number of mage towers built | Damage increment of each mage tower |
1 | 0% |
2 | ~5% |
3 | ~10% |
4 | ~14% |
5 | ~18% |
6 | ~21% |
7 | ~24% |
8 | ~27% |
9+ | ~30% |
Quotes[]
- "Might and Magic!"
- "Like a charm!"
- "I put a spell on you!"
Towers • Kingdom Rush | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Rangers Hideout • Musketeer Garrison • Militia Barracks • Footmen Barracks • Knights Barracks • Holy Order • Barbarian Mead Hall • Mage Tower • Adept Tower • Wizard Tower • Arcane Wizard • Sorcerer Mage • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • Big Bertha • Tesla x104 |
Special | Sylvan Elf Hall • Sasquatch • Sunray Tower |
Towers • Kingdom Rush: Frontiers | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Crossbow Fort • Tribal Axethrowers • Militia Barracks • Footmen Barracks • Knights Barracks • Assassin's Guild • Knights Templar • Mage Tower • Adept Tower • Wizard Tower • Archmage Tower • Necromancer Tower • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • DWAARP • Battle-Mecha T200 |
Special | Legion Archer • Mercenary Camp • SCUMM Bar • Pirate Cpt. • Spear Maiden • Dwarven Bastion • Dwarf Hall • Pirate Watchtower • Shrine of Regnos • Dark Forge |
Towers • Kingdom Rush: Origins | |
Standard | Hunter Arbor • Watcher Arbor • Sentinel Arbor • Arcane Archers • Golden Longbows • Defender Barracks • Warden Barracks • Ranger Barracks • Bladesinger Hall • Forest Keepers • Mystic Dais • Arcanist Dais • Eldritch Dais • Wild Magus • High Elven Mage • Stone Circle • Boulder Circle • Menhir Circle • Arch-Druid Henge • Weirdwood |
Special | Awok Hut • Gryphon Rider • Faery Dragon Aerie • Gnome Garden • Dragon Nest • Young Beresad • Renegade Post • Bastion |
Towers • Kingdom Rush: Vengeance | |
Standard | Shadow Archers • Orc Warriors Den • Infernal Mage • Rocket Riders • Dark Knights • Melting Furnace • Specters Mausoleum • Goblirangs • Bone Flingers • Elite Harassers • Orc Shaman • Grim Cemetery • Rotten Forest • Blazing Gem • Deep Devil's Reef • Wicked Sisters • Swamp Thing • Shaolin Temple • Ignis Altar • Goblin War Zeppelin • Sandworm Hollow |
Special | Troll Mercenaries • Spider Nest • Caravan • Ancient Sarcophagus |