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Gathering Storm is a 7-day bonus boss Campaign. Rewards are diverse but notably include void cores and epic battle chests, in addition to a large amount of food and training points (tp), artisan points (ap), and skill points (sp).

Campaign Properties[]

In Gathering Storm, each mission is a boss mission. The bosses are basically higher-statted normal monsters with oversized models and different shading.

The "Overload" skill is added to all enemies in this campaign, which boosts their attack and defense by a small amount. Boss monsters have a double strength Overload that affects the whole party. Additionally, each mission introduces a new thematic skill that may recur throughout the campaign. For example, Warcry will apply a damage type bonus to each attack, which makes DoT effects extremely deadly when buffed by multiple warcries. In the final missions, powerful debuffs to defense (over 80%) as well as armour will be applied to your entire team. This can be partially countered with use of Warmaster.

These bonus skills are shown in order of introduction (numbers being missions)

  1. Fire Aura (Shaman Skill)
  2. Hard to Kill (bonus armour while below a health threshold)
  3. Units cast Warcry, and each application adds a bonus damage type.
  4. Wall's blocking on tanks.
  5. Attacks that deal physical damage now deal a single element e.g. lightning or cold damage.
    1. Similar to mission 4 Warcry, but no attack bonus.
  6. Haste (Spellsword skill)
  7. Magic Jar (Necromancer, full heal on death), Cloud of Weakness, Divine Favour (Templar passive)
  8. Curse (Witch skill), Demon Shout (lowers defense by 100%, single target, boss only)
  9. Demon Shout (now targets all allies but lowers defense by 83%+), Disenchant on enemies (removes your buffs, single target), Thrall's Stunning Blow applies a 30% Curse affect
  10. Shield of Valour and Shield of Discipline (Warmaster skills), Fireball (deals a large amount of fire damage)

Notable Rewards[]

  • 5 ×Void CoresVoid Cores (7-ex, 10-h, 11-h)
  • 1 Epic Battle Chest (11-n)
  • Level 45 boss monster Kragnor, Undead Warlord (11-ex)
  • 1x lvl 50 armor/weapon boosters (11-n+ex)
  • 45500 ×GoldGold in total
  • 2875 ×FoodFood refunded (2565 minimum food cost for campaign after refund)

Detailed Mission Rewards[]

Stage Rec. Level (N,H, EX) Min Food Cost (N,H, EX) Max Food Cost (N,H, EX) Normal Rewards Hard Rewards Extreme Rewards
1 20, 24, 31 40, 56, 84 80, 96, 124 1000 ×GoldGold 350 ×Training Points (TP) Training Points (TP), 50 ×Artisan Points (AP) Artisan Points (AP) 5 ×Gems Gems, 100 ×Skill Points (SP) Skill Points (SP), 100 ×FoodFood
2 25, 30, 38 60, 80, 112 100, 120, 152 10 ×Mystical Essence Mystical Essence, 75 ×FoodFood 500 ×Training Points (TP) Training Points (TP), 1500 ×GoldGold 125 ×Skill Points (SP) Skill Points (SP), 75 ×Artisan Points (AP) Artisan Points (AP), 150 ×FoodFood
3 30, 35, 44 80, 100, 136 120, 140, 176 1 × Super Rare Monster Booster (Lvl  Super Rare Monster Booster (Lvl. 30), 5 ×Gems Gems 5 ×Adamantine Bar Adamantine Bar, 2000 ×GoldGold 700 ×Training Points (TP) Training Points (TP), 100 ×Artisan Points (AP) Artisan Points (AP), 200 ×FoodFood
4 35, 41, 50 100, 124, 160 140, 164, 200 1 ×Catacombs Map Catacombs Map, 1 ×Ticket Ticket, 175 ×Skill Points (SP) Skill Points (SP) 5 ×Gems Gems, 2 ×Ticket Ticket, 10 ×Adamantine Bar Adamantine Bar 900 ×Training Points (TP) Training Points (TP), 125 ×Artisan Points (AP) Artisan Points (AP), 2500 ×GoldGold
5 40, 46, 56 120, 144, 184 160, 184, 224* 300 ×FoodFood 10 ×Gems Gems, 200 ×Skill Points (SP) Skill Points (SP) 2 ×Arcane Shards Arcane Shards, 1000 ×Training Points (TP) Training Points (TP), 3000 ×GoldGold
6 45, 52, 62 140, 168, 208 180, 208, 248* 1 × Common Resurrect Potion  Common Resurrect Potion , 175 ×Artisan Points (AP) Artisan Points (AP) 250 ×Skill Points (SP) Skill Points (SP), 350 ×FoodFood 10 ×Gems Gems, 1 ×Celestial Orb Celestial Orb, 4000 ×GoldGold
7 50, 57, 68 160, 188, 232 200, 228*, 272* 1500 ×GoldGold, 100 ×Guild Marks Guild Marks 200 ×Artisan Points (AP) Artisan Points (AP), 400 ×FoodFood 10 ×Gems Gems, 1 ×Void CoresVoid Cores, 300 ×Skill Points (SP) Skill Points (SP)
8 55, 62, 74 180, 208, 256 220, 248*, 296* 5 ×Skill Scroll Skill Scroll, 6000 ×GoldGold 1750 ×Training Points (TP) Training Points (TP), 225 ×Artisan Points (AP) Artisan Points (AP) 10 ×Gems Gems, 350 ×Skill Points (SP) Skill Points (SP), 450 ×FoodFood
9 60, 68, 79 200, 232, 276 240*, 272*, 316* 3 ×Ticket Ticket, 2 ×Celestial Orb Celestial Orb 2000 ×Training Points (TP) Training Points (TP), 7000 ×GoldGold 400 ×Skill Points (SP) Skill Points (SP), 250 ×Artisan Points (AP) Artisan Points (AP), 500 ×FoodFood
10 65, 73, 85 220, 252, 300 260*, 292*, 340* 5 ×Catacombs Map Catacombs Map, 15 ×Gems Gems 2 ×Void CoresVoid Cores, 8000 ×GoldGold 2250 ×Training Points (TP) Training Points (TP), 300 ×Artisan Points (AP) Artisan Points (AP), 550 ×FoodFood
11 70, 78, 91 240, 272, 324 280*, 312*, 364* 1 × Rare Armor Booster (Lvl  Rare Armor Booster (Lvl. 50), 1 × Rare Weapon Booster (Lvl  Rare Weapon Booster (Lvl. 50); 1 ×Epic Battle Chest Epic Battle Chest, 500 ×Skill Points (SP) Skill Points (SP) 1 × Super Rare Armor Booster (Lvl  Super Rare Armor Booster (Lvl. 50), 1 × Super Rare Weapon Booster (Lvl  Super Rare Weapon Booster (Lvl. 50); 15 ×Gems Gems, 2 ×Void CoresVoid Cores 1 × Epic Armor Booster (Lvl  Epic Armor Booster (Lvl. 50), 1 × Epic Weapon Booster (Lvl  Epic Weapon Booster (Lvl. 50); Kragnor lv. 45, 2500 ×Training Points (TP) Training Points (TP), 350 ×Artisan Points (AP) Artisan Points (AP), 9000 ×GoldGold

*All max Food costs above 220 are impossible to attain normally.

Strategy[]

  • In the middle missions (in particular Mission 7), the enemy is highly reliant on buffs to be a threat. The Spellsword is worth trying if one is struggling.
  • In missions 9 to 11, Cleric / Mystic / Druid / Blackguard can be used. The Cleric/Mystic will remove the massive defense debuffs / damage over time effects while the Druid keeps everyone alive and the Blackguard deals damage on the frontline.
  • For mission 10, it may be necessary to bring the Spellsword in exchange for one of your heroes, such as the Druid. While your healing will be crippled, it is a worthy trade-off since you can get rid of the enemy Warcries that do massive amounts of lightning damage as well as keep the two heroes that can remove the Demon Shout defense debuffs.
  • Note that you can use a DPS Druid and Warmaster tank for most of the campaign (except for Missions 6 and 7), as long as you have high resistance bonuses on her with Great Wyrm Hide and the Cleric and Mystic's passive resistance buffs as well. With all this, heroes get a maximum 51% resist bonus just from skills, allowing you to survive some HEAVY damage! With the occasional Doom-spam, the Visions cooldown and Battle Fury, you can still deal nice damage.
  • Use the Abjurer's Staff on Mystic--Horrify is rubbish, therefore Rod of Ruin will not serve her well. Foretell is sometimes good, but would you rather take chances? I prefer Safety Ward--it infinitely stacks with Take Charge, so sometimes you don't even take damage. Confuse is a must so you can slow an enemy and/or hit it. Some enemies seem to have 100% stun resist, but there's not too many of these. They're predominantly tanks placed in the front row to protect important enemies.
  • Remember that it will take a while to win even with the resist and damage boosts. Warmaster will restore armour and defense.
  • Lastly, it is imperative you field the Warmaster and Cleric with a maxed Chainskin and King's Hammer for the hardest stages, and don't forget: spam all usable skills as much as possible and/or needed. All this gives you high resist and armour, but the occasional true damage will hurt. Crits boosted by Warcry may still catch you off guard, and if you don't spam enough, you'll slowly die.
    • This team may work for lower levels with hard work and a couple of good potions.
  • With all this, Cleric actually becomes a damage dealer, doing 200-1000+ damage with Righteous Call (depending on enemy resists and crit chance)!
  • The Frozen Blood Conjurer in Mission 7 likes to target the middle back row, but not always. Be warned, sometimes it will target the Spellsword or Cleric, so be prepared.
  • In the final mission, the first stage shouldn't be too troublesome; simply target the Skeletal Archers first. Their borrowed Target Weaknesses can take a toll, especially on Extreme and when coupled with the Deadeye's Barbed Arrow, which carries a Curse side effect and boasts a fast cool-down. Knock out each archer, then the Deadeye Archer. Try to focus the melee attacks on one skeleton at a time. Just as a suggestion, go for the Dreadnought first, as his melee attacks deal lightning damage instead of physical damage. The Undead Warlord's Slash does deal a bit of true damage, but this skill has a long cooldown, so it should only be a minor pest by comparison.
  • The second stage will pose a bit of a tougher challenge. Immediately target the Skeletal Mage; his Demon Shout is far more dangerous than the Target Weakness since it affects the whole hero party. Using the Druid / Mystic / Cleric backline, it's easy to annihilate it even on Extreme with a combination of Entangle, Confuse, Doom, Soul Rend and Tendril of Shadow. Remain diligent with cleansing Blackguard and spam soul skills whenever possible. Once the Mage is gone, clear the other enemies in the same fashion as last stage.
  • Stage 3 works virtually the same as Stage 2. Get rid of the Mage, and then the Skeletal Archer. To save time, target the Deadeye in the very back first; with luck and some Doom-spamming, the other Deadeye will have to face the full force of the Blackguard and easily be pulverized.
  • If reading ahead, you'll know that the boss stage is due to be the toughest. With two Skeletal Mages and Kragnor himself to contend with, strategy will be more important than ever. As usual, take out the mages; one of them might have free reign to strike with everything its got, but that's better than both firing on all cylinders. If both Demon Shouts roll out, don't be discouraged, just be diligent in cleansing and spamming Rapid Regeneration. After the Mages, switch things up and go for the Deadeye behind Kragnor instead. There's a decent chance that the Warlords will fall quickly to Blackguard's attacks, which improves greatly if he has an Iron Rose. The Skeletal Archer should be taken out after that, and then the other Deadeye. All of this take a while because of Kragnor's Disenchant and Overload. His Disenchant affects all of his allies, wiping away your precious debuffs, and his Overload is quadruple strength and affects the whole party (making stronger than the Knight's Inspiration). Once he is alone, hit him with everything, just beware of his Avenge.

Mission Monsters,[]

1

level 20/24/31

Monsters

2

level 25/30/38

Monsters

3

level 30/35/44

Monsters

  • 2x Evil Acolyte, 1x Bandit Cutthroat | 1x Bandit Marksman, 1x Bandit Archer | 1x Bandit Marksman
  • 2x Bandit Bruiser, 1x Bandit Cutthroat | 1x Bandit Leader, 1x Bandit | 2x Bandit Marksman
  • 2x Bandit Lord, 1x Bandit | 1x Harlequin, 1x Bandit Marksman, 1x Bandit | 1x Harlequin (boss)
4

level 35/41/50

Monsters

5

level 40/46/56

Monsters

6

level 45/52/62

Monsters

7

level 50/57/68

Monsters

8

level 55/62/74

Monsters

9

level 60/68/79

Monsters

10

level 65/73/85

Monsters

  • 2x Zombie, 1x Vampiric Zombie | 1x Vampiric Zombie, 1x Lesser Lich, 1x Plague Zombie
  • 2x Giant Zombie, 1x Putrid Hulk | 2x Lesser Lich, 1x Necromancer (monster)
  • 2x Plague Zombie, 1x Giant Zombie | 2x Lesser Lich, 1x Putrid Hulk | 1x Necromancer (monster)
  • 1x Giant Zombie (boss) | 2x Lesser Lich | 1x Lesser Lich, 2x Necromancer (monster)
11

level 70/78/91

Monsters

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