Towers and targets
Towers fire on their own and do not turn. Cross towers fire far along their row and their column, circle towers fire short all around.
The four towers
Gust Tower and Burning Mirror fire straight: an enemy Cloud Wall on the line stops them. The Hail Mortar fires in an arc over everything. The Lightning Pylon discharges all around itself.
Cross towers and circle towers
Towers come in two families. No tower turns: there is no uncovered side.
- Cross towers: they fire far, but only along the four lines of the grid that pass through the tower, that is, its row and its column. Never diagonally. They are the Gust Tower (7.2 cells), the Hail Mortar (8.4 cells, never closer than 3 cells) and the Arch of High Winds (7.8 cells).
- Circle towers: they fire short, but all around. They are the Lightning Pylon (4.5 cells), the Burning Mirror (5.25 cells) and the Twin Mirror (5.25 cells).
The temple stands in the middle of its temple yard, 3 cells by 3: a cross tower hits the temple if its row or its column passes over the temple yard. No tower reaches a temple from the middle of the map. When you place a tower you see how far it reaches: a cross for cross towers, a circle for circle towers. Enemy towers that reach the chosen spot show their cross or their circle.
Whom they hit first
A tower that is hit first answers whoever fires at it, if it can reach them. Otherwise it picks the most important target in range, and between two equal ones the closest:
- an altar where the rite is being performed with its Keeper;
- the enemy Carrier on a bridge;
- the enemy Keeper outside the temple;
- towers and specials;
- temple, altar and Shields;
- Steles, Mists and Lightning Rods;
- Collectors;
- Veiled on the move;
- last of all, the Walls.
An empty bridge cell is not a target: towers do not break bridges. See Bridges and landings. A tower just built fires after 5 s.
Range
Range changes with the weather and with the buildings around: the Fog shortens direct shots, a Vortex of yours stretches the Gusts by 1.5 cells. When the range changes, a tower’s cross or circle shows the current range, clearly visible, and the full one as a faint dashed line; a sign with two circles appears on the tower. An enemy Mist does not touch the range: it takes away 40% of the damage.
Repairing
Tap one of your damaged buildings: it is whole again for 40% of the health it is missing, in wind. The temple can’t be repaired by hand.
See also
- Feats
- Wrecker
- Mentioned here or mentioning this page
- Arch of High Winds · Bridges and landings · Burning Mirror · Cloud Wall · Day and night · First match · Fog · Gust Tower · Hail Mortar · Lightning Pylon · Mist · On your phone · Twin Mirror · Vortex
What’s new
- v24.6 Evening, night and storm change the colour of the clouds. Clouds never cover towers, rings or bars.
- v24.3 All the icons of the bar, the drawer and the round buttons are painted in the same style as the bridge pieces: a dark outline, colour lit from above, counters on small brass plates. Towers are in warm stone, with their element's colour as a glow. Rotate has two arrows.
- v24 The temple grows with the village: from the first stage it rises to the second at 8 points, the third at 14, the fourth at 20. Each new stage gives 300 more health and you can see it: columns, then towers, then a crown. From the second, faith can go up to 120 instead of 100. At the fourth Cirro looks bigger, though no stronger.
- v22.5 The Veiled, Carriers, waiting worshippers and village people walk around the temple, altar, houses, towers, trees and rocks instead of through them. Waiting worshippers no longer stand inside each other.
- v22.5 When a building appears on top of a tree or a rock, the tree or rock disappears. Flyers land on top of the nest and fly over the temple dome, and Cirro flies over the towers.
- v22.4 The drops are thin and fade near the ground, so towers, circles and bars stay easy to read. When the weather isn’t Rain, it no longer rains.
- v22.3 The “New in this sky” cards and some Bestiary cards say things more simply. The Cloud Wall, for example, now says: “It stops shots from enemy Gust Towers and Burning Mirrors. Put it between their towers and your buildings.”
- v22 Towers come in two families. Cross towers shoot far, but only straight along their row and column: Gust Tower, Hail Mortar, Arch of High Winds. Circle towers shoot all around, but short: Lightning Pylon, Burning Mirror, Twin Mirror.
- v22 When you place a cross tower you see its cross. You also see the nearby enemy towers that can reach that spot: cross towers as a red cross, the others as a circle.
- v22 Towers don’t turn anymore: there’s no blind side and you don’t need to choose a direction.
- v22 Towers don’t break bridges anymore. A shot on a bridge hurts whoever is on it, but the plank holds. A bridge now falls in just three ways: cut off from the temple for a while, hit by the sky (the Gust on the tips, storm lightning, Saetto’s Wrath), or hit by the powers made for it: Thunderstorm, Deluge, Cistern, Landslide and the Blaze weave. The Landslide now also drags down nearby enemy planks.
- v21 Towers can’t see Cirro, and Cirro can’t die. In ranked matches and in the World of the Day he plays like a young Cirro, the same for everyone. Online, between friends, everyone brings their own.
- v20 An island that believes in you can hold Collectors and Steles and opens its landings. Towers can go there once a bridge links it to the temple, and only then do the Veiled go and fetch its wind.
- v20 Villages: around the temple, your followers’ homes appear and grow on their own, from hut to great house. They give faith and followers, and great houses repair the temple. With “Village” you choose which way they grow. Enemy towers can hit them.
- v20 What kind of God you are: repairing, protecting and raising rock make you a Guardian God; killing Veiled, breaking houses and making islands crumble make you a Storm God. Fighting between towers doesn’t count. Each one pays less for two miracles and has a different village.
- v19 At night towers shoot up to 80% of their range. Near a spring, within three cells, they shoot as far as by day: at night springs glow, and a light circle shows how far.
- v17 Flying units: each element has its own nest. The Kite Nest steals bundles from enemy Veiled, the Spark Nest burns enemy buildings, the Cloud Nest blinds towers, the Lantern Nest repairs bridges and buildings.
- v16.1 Mist, the Rain’s defense, no longer shortens enemy towers: the ones inside its circle do 40% less damage. A small mist sign appears above weakened towers and their shots are paler.
- v16.1 A Fog sky still shortens Gusts and Mirrors, but now you can see it. While you place a tower, its circle shows its range right now, and the full range stays dashed and faint. The same goes for the circles of enemy towers.
- v12 In the late hours the towers of a fallen temple go quiet. If both temples stay down for two minutes and nobody carries off a Keeper, whoever held out longer wins.
- v12 Fewer circles on the screen. While you place a building you see its range, the light of its element as a tint on your islands, and at most three enemy towers that can reach that spot, with a thin dashed outline. When you’re not building, no circles. Icons above buildings only stay on enemy buildings near the center of the view.
- v12 Towers turn their mouth toward the real target: the shot leaves from the mouth and goes where it points. At rest they face the way you placed them.
- v11 New Settings panel, with the gear: view, brightness, music and effects volume, tower ranges, camera speed, graphics quality, vibration, hints.
- v11 Tower ranges only show while you build, unless you choose otherwise.
- v09 Shooting towers face one side and have their backs open. Springs run dry and new ones appear, in pairs, one per side.
- v06 After a building, the row of elements closes and you go back to bridges. On phones you aim the Collector and then build it, like towers.