Wehnimer's Landing/Defenses

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Wehnimer's Landing uses several town defense systems as detailed below. Several Meeting Hall Organizations and Cooperative Houses of Elanthia have missions aimed at helping to defend Wehnimer's Landing, as does the Wehnimer's Landing Militia. These include House Daingneach Onoir, Landing Defense Irregulars, and Order of the Silver Gryphon.

Aerial Attack

Aerial attack areas will have a window, opening, or railing that you can PEER, FIRE ranged weapons or bolt spells, and CAST through at enemies below. You cannot target specific creatures and many spells may not work. These are usually safe areas from which lower level characters can participate in invasion defense. It's important to note that skill with ranged weapons is not required to use these, although skill may improve accuracy and deadliness.

  1. PEER through the window/portal to see if there are creatures below.
  2. If using a ranged weapon, FIRE <portal type>.
  3. If using a bolt spell, prep your spell and CAST <portal type>.

Use caution, as it is possible to strike friendly characters.

Aerial Attack Locations

  • All ballista towers (including mobile towers) have windows for aerial attacks
  • Rooftops in town accessed from Moot Hall (#23839) and Raging Thrak Inn (#18247) have railings for aerial attacks
  • Treetops in Lower Dragonsclaw have openings for aerial attacks

Rooftops

Access the rooftops from Moot Hall (#23839) or Raging Thrak Inn (#18247). Once you are on the rooftops, JUMP to move between them. The route is circular, and will return you to the exit hatch with repeated jumps. Railings on the rooftop are aerial attack locations.

Treetops

Access the treetops in the Lower Dragonsclaw from the Land Tower West, Roof (#6931) (west tower) and from the Hendoran Outpost, Rooftop (#25411). PUSH ROPE to swing out onto a tree branch, CLIMB BRANCH will make you move further south into the forest from treetop to treetop, while SHUFFLE BRANCH will allow you to move back the way you came. JUMP BRANCH to return to the ground. There is also “a tall modwir tree” in Lower Dragonsclaw which you can CLIMB into the tree tops. Use the opening to see and attack creatures below.

Archery Towers

The archery towers are automated and not player-usable. They are located outside of West Gate.

Ballista

Ballistae are large siege weapons usually located in towers which are designed to fire sharpened logs in a similar manner to crossbows, but with considerably more destructive power. The ballistae can be used to fire normal sharpened logs, or blessed logs for use against undead invaders. The towers also often house cabinets for storing arrows/bolts for used with ranged attacks made through the windows. More information is available at town defense systems.

  1. LOOK BALLISTA to see the ballista's status.
  2. Load the ballista if necessary. GET LOG, LOAD BALLISTA, PULL BALLISTA
  3. PEER BALLISTA to see what its aiming at (and to see if there's anything to fire it at).
  4. Old model - TURN BALLISTA to move it toward a different window (to PEER anew).
  5. New model - TURN BALLISTA towards a specific compass direction and aim at different distances with PUSH BALLISTA
  6. FIRE BALLISTA

Notes: There is considerable roundtime associated with GET and PULL when loading the ballista; it is helpful to work in teams.

Ammunition

Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a tree. There is considerable hard roundtime associated with this and it takes a number of CUTs to fell a log. For this reason, it's advantageous to work in groups. Once a log has been felled, CUT the log again to sharpen it into a sharpened log. At this point, it can be used in a ballista on living creatures. A cleric must bless the log and turn it into a white sharpened log to use it against the undead. Logs can be stockpiled in ballista towers for later use and will not be lost to the janitor.

The trees used to cut logs can be found in the Lower Dragonsclaw forest where the room description mentions trees.

Bucket Brigade

A bucket brigade firefighting system utilizes pre-filled water buckets provided by the town to extinguish fires by pouring the bucket on the fire. These buckets are refillable with water by dipping them in certain sources.

Water buckets can be found at Moot Hall and Raging Thrak Inn. Water can be found from some wells and lakes.

Log Traps

Map LDI invasion map 1.png

Log traps are hidden traps that can be set in certain forests. They consist of spiked logs hoisted into the trees which are tripped by passing creatures. Low level creatures will not trigger the traps. Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.

Most rooms in the Lower Dragonsclaw forest west of town can be set with log traps including Lich room numbers #216 #215 #214 #421 #422 #432 #433 #434. Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.

  1. Wield a handaxe or axe
  2. CUT an appropriate log into a spiked and sharpened log.
  3. RAISE LOG when holding an appropriate rope in your left hand, the cut log in your right hand, and standing in an appropriate room.

Log Trap Ammunition

Appropriate ropes can be purchased from the Wehnimer's Landing General Store, and appropriate logs are in the backroom catalog.

Militia Activation

Some towns allow players to activate local NPC forces during invasions. Use of these tools is strictly monitored for abuse.

In Land Tower West, the top of the west tower near North Gate, there is a large amber-tinted orb that is activated by TOUCH.

[Land Tower West, Roof]
A small overhang on the south side of the tower provides the on-duty guards with some shelter from the elements.  From there, you can see the roofs of the town buildings to the south and southeast.  Directly south, you can see a large open square among the buildings.  Your view east is blocked by another guard tower.  To the north, you can see the road that leads to the main gate of Wehnimer's and beyond it, to the shoreline.  A large amber-tinted orb is set into a curved steel-bound glass shell.  You also see a notched slitted window, a notched slitted window, a notched slitted window, a pile of white ora-tipped sharpened logs, a large ballista, a wooden ladder, a maoral cabinet, a grey-striped violet sack embroidered with the Mist Harbor seal and a long sturdy rope.
Obvious paths: none

>l orb
The large orb's surface holds a light amber hue, while periodically a flash of reddish-orange light flickers from within.  The orb itself is set into the bend of a curved steel-bound glass shell that has been bolted into the floor and positioned safely away from the rooftop's overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, "Push only in Crisis."

XXXX leans forward and presses something near the steel-bound glass shell, and a flash of light flickers from within a ginger-tinted orb.  Suddenly a fiery orange light erupts harmlessly from the orb and soars into the sky high above the tower before exploding into a massive burst of searing light.  The radiant glow lingers in the air for a few moments before fading away.

High above Wehnimer's Landing a burst of fiery-orange light erupts in the sky, radiating outward and shining with intensity.  The searing glow lingers in the air for a few moments before fading away.  Suddenly militiamen take to the streets, rushing off in different directions as orders are shouted out amongst them.

Mobile Towers

Mobile towers are player-movable ballista and oil vat towers. The mobile towers have four ballista rooms at the cardinal directions, which contain windows for firing ranged and bolt attacks through, and an oil vat room in the center. To move a tower to a new location, you must TURN TOWER <direction> it to point it in the right direction, and then PUSH TOWER it.

There are four mobile towers located around Wehnimer's Landing and the environs. These towers were constructed using donations from several of the Co-operative Houses of Elanthia: Rone Academy, House of Paupers, House Sovyn and Silvergate Inn. These mobile towers all have ballista and oil vats.

Current Locations as of 28 Ivastaen 5120:

  • Paupers Tower - Lower Dragonsclaw by the Outpost (#445)
  • Sovyn Tower - Outside the North Gate (#221)
  • Rone and Silvergate towers are currently out of service for safety maintenance

Oil Vat

Some immobile defense areas and mobile towers are equipped with hot oil vats that can be filled with oil, which is then spilled on enemies below. It is important to be cautious with this because the oil will injure friendly characters.

  1. POUR the oil into the vat.
  2. Once it is full, TURN the vat to spill the oil below.

Oil Vat Ammunition

Using the oil vats requires oil, which can be found in the Kobold Mines. One pour of the vat requires 20 flasks of oil.

Pylons

Pylons are magical cannons that are infused with mana and fire powerful bolts of energy over long distances. They can be used to attack airborne and waterborne targets. Pylons must be activated by a GM in order to be used by player characters.

  1. INFUSE PYLON - The pylons must be charged with mana in order to fire. Working with a large group of people, continue to infuse the pylon until it doesn't take any more charges.
  2. PULL PYLON to aim it.
  3. PUSH PYLON to fire it.

Current Locations as of 28 Ivastaen 5120:

  • Moot Hall Rooftop (#23839)
  • North Dock (#250)

Previous Locations:

  • [Wehnimer's, Middle Dock - 8889]
  • [Wehnimer's, North Dock - 250]
  • [Lower Dragonsclaw, Grasslands - 445]

Immobile Defense System Locations

Table of Immobile Defense Information
Location Aerial Attack Ballista Pylon Vat Directions Notes
Land Tower East, Roof (#6933) Yes Yes-Old No No From North Gate, go east tower, go steps, go steps. Has maoral cabinet for stocking items.
Land Tower West, Roof (#6931) Yes Yes-Old No No From North Gate, go west tower, up, up. Has maoral cabinet and herb sack for stocking items. Also present is a long sturdy rope used to access the treetops.
West Ring Road Yes Yes-Old No No From in-town side of West Gate, climb ladder. Has trap-door access to Burrow Way.
West Ring Road Yes Yes-Old No No From West Ring Road entrance to Silvergate Inn, climb ladder. Has trap-door access to Burrow Way.
Town Barracks, Ballista Tower (defunct) Yes Yes-New No Yes From North Ring Road entrance to the town barracks, go gate, west, go tower The barracks were destroyed and no access is currently available.
Hendoran Outpost, Rooftop (#25411) ~ Yes-New Yes Yes From the entrance to the Hendoran Outpost in the Lower Dragonsclaw (#445), go oaken gate, go iron portcullis, north, southeast, go portcullis, east, go tower, go stairwell, west, west, go ladder. Outpost Map Most areas of the outpost are protected from incoming teleportation (Spirit Fog, gold rings, etc.), but outgoing teleportation is permitted. The few areas that allow incoming teleportation are marked on the map. Also here: a sturdy azure-lensed telescope and a long sturdy rope for access to the treetops.
Hendoran Outpost, South Ward (#25414) Yes Yes-New No Yes From the entrance to the Hendoran Outpost in the Lower Dragonsclaw (#445), go oaken gate, go iron portcullis, north, southeast, go portcullis, east, go tower, go stairwell, west, south. Outpost Map Most areas of the outpost are protected from incoming teleportation (Spirit Fog, gold rings, etc.), but outgoing teleportation is permitted. The few areas that allow incoming teleportation are marked on the map. This area is foggable.
Hendoran Outpost, North Ward (#25415) Yes Yes-New No Yes From the entrance to the Hendoran Outpost in the Lower Dragonsclaw (#445), go oaken gate, go iron portcullis, north, southeast, go portcullis, east, go tower, go stairwell, west, north. Outpost Map Most areas of the outpost are protected from incoming teleportation (Spirit Fog, gold rings, etc.), but outgoing teleportation is permitted. The few areas that allow incoming teleportation are marked on the map. This area is foggable.

See Also