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	<updated>2026-05-13T17:20:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=132586</id>
		<title>Category:Darkstone Castle creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=132586"/>
		<updated>2020-06-20T05:11:35Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Circles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WL-darkstone.gif|thumb|Tsoran&#039;s map]]&lt;br /&gt;
[[File:Wehnimers_map7.jpg|thumb|Darkstone Castle]]&lt;br /&gt;
&lt;br /&gt;
This category lists all creatures found in the Darkstone Castle hunting area.  The Darkstone Castle hunting area is nearest to the town of [[Wehnimer&#039;s Landing]].  It is found on the Tsoran map [[:Image:WL-darkstone.gif|WL-darkstone]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkstone Castle&#039;&#039;&#039; was built from the ruins of an older castle by a sorcerer named [[Estrion]] near [[Wehnimer&#039;s Landing]].  The results of the dark experiments conducted there still reside in the castle in the form of [[huge mein golem]]s, [[stone gargoyle]]s, [[stone sentinel]]s, and the like.  Estrion was killed while attempting to destroy the world, after he was abandoned for his failed betrayal of [[Sheru]]. It is believed that his ghost still inhabits the castle, and was summoned there once by a Tehir spiritcaller. &lt;br /&gt;
&lt;br /&gt;
However, Estrion has appeared at [[Ebon Gate]] festivals before, mocking the mage who killed him. Estrion&#039;s partner, [[Siarl]], is believed to still be alive, and is wanted for petty theft by the Kobold Village.&lt;br /&gt;
&lt;br /&gt;
==The Castle==&lt;br /&gt;
&lt;br /&gt;
=== Dark Caverns ===&lt;br /&gt;
Sometimes called the dungeons, these caverns are located underneath Darkstone Castle; however, entering them is a [[Darkstone Castle puzzle|puzzle]].  The more powerful creatures, like the [[massive troll king]]s and the [[Sheruvian harbinger]]s reside in the caverns.  The machine that Estrion was building in order to destroy the world is located on the third level.  It now sits broken along with the bodies of numerous sacrifices.&lt;br /&gt;
&lt;br /&gt;
===Random Dispel Events===&lt;br /&gt;
When inside the castle walls, adventurers may experience an occasional random dispel. Note the &#039;&#039;&#039;&#039;energy surrounding &amp;lt;you/him/her&amp;gt; is weakening&#039;&#039;&#039;&#039; clause which immediately precedes the dispel event (see messaging below). [[Arcane Decoy (1701)]], contained in dull gold coins, does not afford protection from this event. This is caused by the lingering [[Flow storm|mana storm]] anchored over the castle, caused by a backlash from Estrion&#039;s [[Avatar|attempt]] to force a portal to [[Lornon]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Faint tracings of static electricity begin to crawl up and down Luicindas&#039;s body, as if the &#039;&#039;&#039;energy surrounding her is weakening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The brilliant luminescence fades from around Luicindas.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the &#039;&#039;&#039;energy surrounding you is weakening&#039;&#039;&#039; slightly.&lt;br /&gt;
&lt;br /&gt;
Your sense of faith and conviction wanes.  You are less sure of yourself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Circles===&lt;br /&gt;
&lt;br /&gt;
In some areas, there are various types of circles, which are environmental hazards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Darkstone, Dungeon]&lt;br /&gt;
A reinforced, iron door appears to have been ripped from its hinges by a remarkable force.  It hangs by fragile, twisted bits of metal from its frame, revealing the utter darkness within the cell beyond.  You also see a banshee and an intense shimmering circle.&lt;br /&gt;
Obvious exits: north, south&lt;br /&gt;
&lt;br /&gt;
An intense shimmering circle explodes in a shower of shimmering sparks.&lt;br /&gt;
You are hit by the explosion.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Electric blast goes right to the heart!  You&#039;ll miss that steady beat.&lt;br /&gt;
(All spells fall)&lt;br /&gt;
A barely perceptible pulse radiates from your imflass plate, harnessing your connection to the Paladin to alert your brothers and sisters of the Order of your need.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 16 mins...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Circles can be destroyed with many offensive spells, but their destruction is often violent and may injure anyone in the area.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Estrion story line happened in the [[ICE age|I.C.E. Age]], when it was still called [[Seoltang|Castle Claedesbrim]]. Claedesbrim Bay was changed to [[Darkstone Bay]], and the castle was re-named correspondingly. The castle existed in the game for a few years prior to being remodeled, with a different set of creatures and layout tweaks for the building. No one seems to [[Darkstone Castle (saved post)|know the premise]] of the original castle, which was haunted by creatures that should have required a [[Bandur Etrevion|master]] necromancer and golem constructor. However, there is no guarantee the castle has any narrative basis, and provides nothing suggesting it.&lt;br /&gt;
&lt;br /&gt;
One theory is that it is part of the [[The Legend of the Necropolis of Etrevion|Etrevion]] storyline, having been a feudal construct in [[Kestrel Etrevion]]&#039;s territory, whose associated areas were being developed simultaneously. It is &#039;&#039;most&#039;&#039; likely these were the people Kestrel ([[Kharuugh|barely]]) conquered. But the castle may have instead been a failed siege by the [[Orhan marble|nephews]] or [[Lorgalis]], explaining their epitaph in [[The Graveyard]]. It might even be related to the fall of [[Quellburn]], or else completely devoid of historical context. All of the other areas associated with the Etrevion story are heavily laden with subtle references to [[Shadow World]] and literature.&lt;br /&gt;
&lt;br /&gt;
===Claedesbrim Castle===&lt;br /&gt;
Very little is known with certainty to survive of the original Claedesbrim Castle. The following is an excerpt of a religious site known to exist at the time, which leans toward the conquest by Kestrel interpretation. However, it is important to note that the maps of the original castle are still mostly valid, which suggests most things of relevance for interpreting the original were not changed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A magnificent stained-glass window and a gold-trimmed altar fill you with awe as you enter this simple temple to the gods of Kulthea.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[The Dark Path]] would not have had such a temple (unless mockingly) if it was using the castle at the time it was sieged, nor would have it been built by other members of their family. Its haunted ruins and monstrosities would be the meaning of &amp;quot;[[The Legend of the Necropolis of Etrevion|sorcerous intervention]]&amp;quot; by [[Bandur Etrevion]]. It is not inconsistent with the [[Quellbourne]] theory, but it would require [[The Iron Wind]], since [[Zenon]] himself was sieging [[Quellburn|the citadel]]. It may even be arbitrary. These possibilities would be easy to distinguish if old logs were discovered of the original castle, so it is clear how the room descriptions were changed. For example, the stone pedestal in the Great Hall with its demonic reliefs and the unstable void above it is a [[Lord of Essaence]] style gateway, and would strongly suggest Bandur if it was present before Estrion.&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Darkstone Castle/saved posts|Saved posts]]&lt;br /&gt;
* [[The History of Darkstone Castle]]&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=453 Darkstone Castle] on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=132581</id>
		<title>Category:Darkstone Castle creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=132581"/>
		<updated>2020-06-20T05:01:06Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Circles */ Added note about spells effective against shimmering circles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WL-darkstone.gif|thumb|Tsoran&#039;s map]]&lt;br /&gt;
[[File:Wehnimers_map7.jpg|thumb|Darkstone Castle]]&lt;br /&gt;
&lt;br /&gt;
This category lists all creatures found in the Darkstone Castle hunting area.  The Darkstone Castle hunting area is nearest to the town of [[Wehnimer&#039;s Landing]].  It is found on the Tsoran map [[:Image:WL-darkstone.gif|WL-darkstone]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkstone Castle&#039;&#039;&#039; was built from the ruins of an older castle by a sorcerer named [[Estrion]] near [[Wehnimer&#039;s Landing]].  The results of the dark experiments conducted there still reside in the castle in the form of [[huge mein golem]]s, [[stone gargoyle]]s, [[stone sentinel]]s, and the like.  Estrion was killed while attempting to destroy the world, after he was abandoned for his failed betrayal of [[Sheru]]. It is believed that his ghost still inhabits the castle, and was summoned there once by a Tehir spiritcaller. &lt;br /&gt;
&lt;br /&gt;
However, Estrion has appeared at [[Ebon Gate]] festivals before, mocking the mage who killed him. Estrion&#039;s partner, [[Siarl]], is believed to still be alive, and is wanted for petty theft by the Kobold Village.&lt;br /&gt;
&lt;br /&gt;
==The Castle==&lt;br /&gt;
&lt;br /&gt;
=== Dark Caverns ===&lt;br /&gt;
Sometimes called the dungeons, these caverns are located underneath Darkstone Castle; however, entering them is a [[Darkstone Castle puzzle|puzzle]].  The more powerful creatures, like the [[massive troll king]]s and the [[Sheruvian harbinger]]s reside in the caverns.  The machine that Estrion was building in order to destroy the world is located on the third level.  It now sits broken along with the bodies of numerous sacrifices.&lt;br /&gt;
&lt;br /&gt;
===Random Dispel Events===&lt;br /&gt;
When inside the castle walls, adventurers may experience an occasional random dispel. Note the &#039;&#039;&#039;&#039;energy surrounding &amp;lt;you/him/her&amp;gt; is weakening&#039;&#039;&#039;&#039; clause which immediately precedes the dispel event (see messaging below). [[Arcane Decoy (1701)]], contained in dull gold coins, does not afford protection from this event. This is caused by the lingering [[Flow storm|mana storm]] anchored over the castle, caused by a backlash from Estrion&#039;s [[Avatar|attempt]] to force a portal to [[Lornon]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Faint tracings of static electricity begin to crawl up and down Luicindas&#039;s body, as if the &#039;&#039;&#039;energy surrounding her is weakening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The brilliant luminescence fades from around Luicindas.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the &#039;&#039;&#039;energy surrounding you is weakening&#039;&#039;&#039; slightly.&lt;br /&gt;
&lt;br /&gt;
Your sense of faith and conviction wanes.  You are less sure of yourself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Circles===&lt;br /&gt;
&lt;br /&gt;
In some areas, there are various types of circles, which are environmental hazards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Darkstone, Dungeon]&lt;br /&gt;
A reinforced, iron door appears to have been ripped from its hinges by a remarkable force.  It hangs by fragile, twisted bits of metal from its frame, revealing the utter darkness within the cell beyond.  You also see a banshee and an intense shimmering circle.&lt;br /&gt;
Obvious exits: north, south&lt;br /&gt;
&lt;br /&gt;
An intense shimmering circle explodes in a shower of shimmering sparks.&lt;br /&gt;
You are hit by the explosion.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Electric blast goes right to the heart!  You&#039;ll miss that steady beat.&lt;br /&gt;
(All spells fall)&lt;br /&gt;
A barely perceptible pulse radiates from your imflass plate, harnessing your connection to the Paladin to alert your brothers and sisters of the Order of your need.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 16 mins...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Circles can be destroyed with [[Elemental Dispel]], but their destruction is often violent and may injure anyone in the area.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Estrion story line happened in the [[ICE age|I.C.E. Age]], when it was still called [[Seoltang|Castle Claedesbrim]]. Claedesbrim Bay was changed to [[Darkstone Bay]], and the castle was re-named correspondingly. The castle existed in the game for a few years prior to being remodeled, with a different set of creatures and layout tweaks for the building. No one seems to [[Darkstone Castle (saved post)|know the premise]] of the original castle, which was haunted by creatures that should have required a [[Bandur Etrevion|master]] necromancer and golem constructor. However, there is no guarantee the castle has any narrative basis, and provides nothing suggesting it.&lt;br /&gt;
&lt;br /&gt;
One theory is that it is part of the [[The Legend of the Necropolis of Etrevion|Etrevion]] storyline, having been a feudal construct in [[Kestrel Etrevion]]&#039;s territory, whose associated areas were being developed simultaneously. It is &#039;&#039;most&#039;&#039; likely these were the people Kestrel ([[Kharuugh|barely]]) conquered. But the castle may have instead been a failed siege by the [[Orhan marble|nephews]] or [[Lorgalis]], explaining their epitaph in [[The Graveyard]]. It might even be related to the fall of [[Quellburn]], or else completely devoid of historical context. All of the other areas associated with the Etrevion story are heavily laden with subtle references to [[Shadow World]] and literature.&lt;br /&gt;
&lt;br /&gt;
===Claedesbrim Castle===&lt;br /&gt;
Very little is known with certainty to survive of the original Claedesbrim Castle. The following is an excerpt of a religious site known to exist at the time, which leans toward the conquest by Kestrel interpretation. However, it is important to note that the maps of the original castle are still mostly valid, which suggests most things of relevance for interpreting the original were not changed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A magnificent stained-glass window and a gold-trimmed altar fill you with awe as you enter this simple temple to the gods of Kulthea.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[The Dark Path]] would not have had such a temple (unless mockingly) if it was using the castle at the time it was sieged, nor would have it been built by other members of their family. Its haunted ruins and monstrosities would be the meaning of &amp;quot;[[The Legend of the Necropolis of Etrevion|sorcerous intervention]]&amp;quot; by [[Bandur Etrevion]]. It is not inconsistent with the [[Quellbourne]] theory, but it would require [[The Iron Wind]], since [[Zenon]] himself was sieging [[Quellburn|the citadel]]. It may even be arbitrary. These possibilities would be easy to distinguish if old logs were discovered of the original castle, so it is clear how the room descriptions were changed. For example, the stone pedestal in the Great Hall with its demonic reliefs and the unstable void above it is a [[Lord of Essaence]] style gateway, and would strongly suggest Bandur if it was present before Estrion.&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Darkstone Castle/saved posts|Saved posts]]&lt;br /&gt;
* [[The History of Darkstone Castle]]&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=453 Darkstone Castle] on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132032</id>
		<title>File:Hendoran Outpost.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132032"/>
		<updated>2020-05-30T21:41:08Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: IRIANTUU uploaded a new version of File:Hendoran Outpost.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Hendoran Outpost just south of Wehnimer&#039;s Landing west gate&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132031</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132031"/>
		<updated>2020-05-30T21:39:35Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Wehnimer&amp;#039;s Landing */  Update teleportation details for the Hendoran Outpost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which are aimed slightly differently but load and fire the same.  Permanent installations, such as at the North and West gates, are older models.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions and PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction, although some directions don&#039;t face anything to fire at.  LOOKing at the ballista will tell you exactly which directions allow you to FIRE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  They load and fire the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** [[Hendoran Outpost]] (Lower Dragonsclaw #445) [[:File:Hendoran_Outpost.jpg|Outpost Map]] [[File:Hendoran_Outpost.jpg|right|thumb]]&lt;br /&gt;
*** &#039;&#039;&#039;Note:&#039;&#039;&#039; 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.&lt;br /&gt;
*** Rooftop (#25411) (cannot fog in)&lt;br /&gt;
*** South Ward (#25414) (foggable)&lt;br /&gt;
*** North Ward (#25415) (foggable)&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132030</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132030"/>
		<updated>2020-05-30T21:20:58Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballista Towers */ Note about gold rings in the Hendoran Outpost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which are aimed slightly differently but load and fire the same.  Permanent installations, such as at the North and West gates, are older models.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions and PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction, although some directions don&#039;t face anything to fire at.  LOOKing at the ballista will tell you exactly which directions allow you to FIRE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  They load and fire the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** [[Hendoran Outpost]] (Lower Dragonsclaw #445) [[:File:Hendoran_Outpost.jpg|Outpost Map]] [[File:Hendoran_Outpost.jpg|right|thumb]]&lt;br /&gt;
*** &#039;&#039;&#039;Note:&#039;&#039;&#039; Gold rings work in most areas of the Outpost except for the Rooftop&lt;br /&gt;
*** Rooftop (#25411) (cannot fog in)&lt;br /&gt;
*** South Ward (#25414) (foggable)&lt;br /&gt;
*** North Ward (#25415) (foggable)&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132013</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132013"/>
		<updated>2020-05-29T07:13:59Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballista Towers */ Added thumbnail link to Outpost map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which are aimed slightly differently but load and fire the same.  Permanent installations, such as at the North and West gates, are older models.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions and PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction, although some directions don&#039;t face anything to fire at.  LOOKing at the ballista will tell you exactly which directions allow you to FIRE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  They load and fire the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** [[Hendoran Outpost]] (Lower Dragonsclaw #445) [[:File:Hendoran_Outpost.jpg|Outpost Map]] [[File:Hendoran_Outpost.jpg|right|thumb]]&lt;br /&gt;
*** Rooftop (#25411) (cannot fog in)&lt;br /&gt;
*** South Ward (#25414) (foggable)&lt;br /&gt;
*** North Ward (#25415) (foggable)&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:IRIANTUU&amp;diff=132012</id>
		<title>User:IRIANTUU</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:IRIANTUU&amp;diff=132012"/>
		<updated>2020-05-29T07:12:06Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Hendoran Outpost Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Who Am I? =&lt;br /&gt;
&lt;br /&gt;
You can usually find me in-game playing Sulien.&lt;br /&gt;
&lt;br /&gt;
[[Argent_Aspis|House of Argent Aspis]]&lt;br /&gt;
&lt;br /&gt;
Member of the [[Landing_Defense_Irregulars|Landing Defense Irregulars]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hendoran Outpost Map=&lt;br /&gt;
&lt;br /&gt;
[[:File:Hendoran_Outpost.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hendoran_Outpost.jpg|left|thumb]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:IRIANTUU&amp;diff=132011</id>
		<title>User:IRIANTUU</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:IRIANTUU&amp;diff=132011"/>
		<updated>2020-05-29T07:07:45Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Hendoran Outpost Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Who Am I? =&lt;br /&gt;
&lt;br /&gt;
You can usually find me in-game playing Sulien.&lt;br /&gt;
&lt;br /&gt;
[[Argent_Aspis|House of Argent Aspis]]&lt;br /&gt;
&lt;br /&gt;
Member of the [[Landing_Defense_Irregulars|Landing Defense Irregulars]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hendoran Outpost Map=&lt;br /&gt;
&lt;br /&gt;
[[:File:Hendoran_Outpost.jpg]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132010</id>
		<title>File:Hendoran Outpost.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132010"/>
		<updated>2020-05-29T06:55:06Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: IRIANTUU uploaded a new version of File:Hendoran Outpost.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Hendoran Outpost just south of Wehnimer&#039;s Landing west gate&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132009</id>
		<title>File:Hendoran Outpost.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132009"/>
		<updated>2020-05-29T06:48:03Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: IRIANTUU uploaded a new version of File:Hendoran Outpost.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Hendoran Outpost just south of Wehnimer&#039;s Landing west gate&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132008</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132008"/>
		<updated>2020-05-29T05:13:02Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballista Towers */  Add link to Hendoran Outpost map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which are aimed slightly differently but load and fire the same.  Permanent installations, such as at the North and West gates, are older models.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions and PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction, although some directions don&#039;t face anything to fire at.  LOOKing at the ballista will tell you exactly which directions allow you to FIRE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  They load and fire the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** [[Hendoran Outpost]] (Lower Dragonsclaw #445) [[:File:Hendoran_Outpost.jpg|Outpost Map]]&lt;br /&gt;
*** Rooftop (#25411) (cannot fog in)&lt;br /&gt;
*** South Ward (#25414) (foggable)&lt;br /&gt;
*** North Ward (#25415) (foggable)&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132007</id>
		<title>File:Hendoran Outpost.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Hendoran_Outpost.jpg&amp;diff=132007"/>
		<updated>2020-05-29T02:27:33Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: Map of the Hendoran Outpost just south of Wehnimer&amp;#039;s Landing west gate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Hendoran Outpost just south of Wehnimer&#039;s Landing west gate&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:IRIANTUU&amp;diff=132006</id>
		<title>User:IRIANTUU</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:IRIANTUU&amp;diff=132006"/>
		<updated>2020-05-29T02:27:02Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: Created page with &amp;quot;= Hendoran Outpost Map=  File:Hendoran_Outpost.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Hendoran Outpost Map=&lt;br /&gt;
&lt;br /&gt;
[[File:Hendoran_Outpost.jpg]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132005</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132005"/>
		<updated>2020-05-29T01:24:49Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballista Towers */ Added Hendoran Outpost ballista locations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which are aimed slightly differently but load and fire the same.  Permanent installations, such as at the North and West gates, are older models.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions and PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction, although some directions don&#039;t face anything to fire at.  LOOKing at the ballista will tell you exactly which directions allow you to FIRE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  They load and fire the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** [[Hendoran Outpost]] (Lower Dragonsclaw #445)&lt;br /&gt;
*** Rooftop (#25411) (cannot fog in)&lt;br /&gt;
*** South Ward (#25414) (foggable)&lt;br /&gt;
*** North Ward (#25415) (foggable)&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132004</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132004"/>
		<updated>2020-05-29T00:57:19Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballistae */ Language clarity edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which are aimed slightly differently but load and fire the same.  Permanent installations, such as at the North and West gates, are older models.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions and PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction, although some directions don&#039;t face anything to fire at.  LOOKing at the ballista will tell you exactly which directions allow you to FIRE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  They load and fire the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132003</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132003"/>
		<updated>2020-05-29T00:49:14Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballistae */  Use a precise conjunction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions and PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction (LOOKing at the ballista will tell you exactly which directions allow you to FIRE).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132002</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132002"/>
		<updated>2020-05-29T00:48:18Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballistae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions or PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction (LOOKing at the ballista will tell you exactly which directions allow you to FIRE).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132000</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=132000"/>
		<updated>2020-05-29T00:05:51Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Aerial Attack Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions or PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballista towers (including mobile towers) have WINDOWs for aerial attacks&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWs&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131999</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131999"/>
		<updated>2020-05-29T00:05:07Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Aerial Attack Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions or PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Rooftops in town accessed through various buildings&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop are aerial attack locations and work like WINDOWS&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** Use the OPENING to see and attack creatures below&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131998</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131998"/>
		<updated>2020-05-29T00:02:07Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Log traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions or PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
** Partial list of trappable locations: #216 #215 #214 #421 #422 #432 #433 #434&lt;br /&gt;
** Log traps can be set off by larger creatures (e.g. trolls or bandits) who wander through the area, and should be checked frequently.&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Rooftops in town, accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn and the ladder upstairs in Moot Hall.&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop operate like WINDOWS&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** PEER OPENING to see below, and FIRE/CAST opening to attack&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131997</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131997"/>
		<updated>2020-05-29T00:00:39Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballista Towers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions or PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
**** Rone and Silvergate towers are currently out of service for safety maintenance&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Rooftops in town, accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn and the ladder upstairs in Moot Hall.&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop operate like WINDOWS&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** PEER OPENING to see below, and FIRE/CAST opening to attack&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131996</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131996"/>
		<updated>2020-05-28T23:57:15Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Aerial Attack Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions or PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
* &#039;&#039;Usage:&#039;&#039;&lt;br /&gt;
** Attack areas will have a WINDOW, OPENING, or RAILING that you can PEER, FIRE, and CAST through at enemies below&lt;br /&gt;
** You cannot target specific creatures&lt;br /&gt;
** Many spells (especially area-effect spells) do not work&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Rooftops in town, accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn and the ladder upstairs in Moot Hall.&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop operate like WINDOWS&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** PEER OPENING to see below, and FIRE/CAST opening to attack&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131995</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131995"/>
		<updated>2020-05-28T23:53:13Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballistae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballista Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ballistae, which operate slightly differently.  Permanent installations, such as at the North and West gates, are older and simpler to use.  Ballistae in the mobile towers and at the Town Barracks are newer models that can fire at multiple distances.&lt;br /&gt;
&lt;br /&gt;
To determine which model a ballista is, just LOOK at it.  If it can be TURNed in specific compass directions or PUSHed to aim at different distances, it is a new model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
New model ballistae must be TURNed in a specific compass direction, and can also be PUSHed to aim at different distances.  Otherwise, they are identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballistae towers have WINDOWS you can PEER, FIRE, and CAST through&lt;br /&gt;
** Rooftops in town, accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn and the ladder upstairs in Moot Hall.&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop operate like WINDOWS (you can PEER, FIRE, and CAST through them to the area below)&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** PEER OPENING to see below, and FIRE/CAST opening to attack&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131994</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131994"/>
		<updated>2020-05-28T23:49:21Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Wehnimer&amp;#039;s Landing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower (#6933) - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower (#6931) - go west tower, up, up&lt;br /&gt;
** At the West Gate:&lt;br /&gt;
*** Tower (#28238) - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) (#13245) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road (#28228)&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
*** Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
**** Paupers Tower - Lower Dragonsclaw by the Outpost (#445)&lt;br /&gt;
**** Sovyn Tower - Outside the North Gate (#221)&lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
Pylons must be activated by a GM before they are usable.&lt;br /&gt;
&lt;br /&gt;
* Current Locations as of 28 Ivastaen 5120:&lt;br /&gt;
** Moot Hall Rooftop (#23839)&lt;br /&gt;
** North Dock (#250)&lt;br /&gt;
&lt;br /&gt;
* Previous Locations:&lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** All ballistae towers have WINDOWS you can PEER, FIRE, and CAST through&lt;br /&gt;
** Rooftops in town, accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn and the ladder upstairs in Moot Hall.&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
*** RAILINGS on the rooftop operate like WINDOWS (you can PEER, FIRE, and CAST through them to the area below)&lt;br /&gt;
*** Rooftop Locations:&lt;br /&gt;
**** Moot Hall - #23839&lt;br /&gt;
**** Raging Trak Inn - #18247&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
*** PEER OPENING to see below, and FIRE/CAST opening to attack&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131993</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131993"/>
		<updated>2020-05-28T23:40:03Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballista Towers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower - go west tower, up, up&lt;br /&gt;
** At the West Gate:&#039;&#039;&#039;&lt;br /&gt;
*** Tower - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) - climb ladder&lt;br /&gt;
** At the Town Barracks on North Ring Road&lt;br /&gt;
*** go gate, west, go tower&lt;br /&gt;
*** this is a new-model ballista that operates like the ones in the mobile towers&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.  Help is recommended; trying to cut down trees alone takes a lot of time.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039; - Must be activated by a GM &lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Rooftops in town, accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn and the ladder upstairs in Moot Hall.&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131992</id>
		<title>Town defense systems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Town_defense_systems&amp;diff=131992"/>
		<updated>2020-05-28T23:35:53Z</updated>

		<summary type="html">&lt;p&gt;IRIANTUU: /* Ballista Towers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}Several towns have a variety of mechanical systems designed to facilitate defending the town from [[Invasion]]s.  They are geared toward helping lower level characters participate more safely during invasions.  Using these systems and areas to attack and defeat invaders grants [[Experience]], albeit at a lower rate.  Some are usable all the time, while others must be manually activated by GMs.  &lt;br /&gt;
==System Types &amp;amp; Instructions==&lt;br /&gt;
===Ballistae===&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Logs for use with ballistae can be gathered in certain forests by using any axe-type weapon and CUTting a TREE.  There is considerable roundtime associated with this and it takes a number of CUTs to fell a log.  For this reason, it&#039;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 [[Blessing|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LOOK BALLISTA to see the ballista&#039;s status.  PEER BALLISTA to see what its aiming at (and to see if there&#039;s anything to fire it at).  TURN BALLISTA to move it toward a different window (to PEER anew).  If its not loaded, GET a log and LOAD BALLISTA, then PULL BALLISTA, then FIRE BALLISTA.  There is considerable roundtime associated with GET and PULL; it is helpful to work in teams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=20em}}&amp;gt;&lt;br /&gt;
The ballista is not loaded with anything and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX hefts one of the logs up and loads it into the light ballista.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.&lt;br /&gt;
&lt;br /&gt;
The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.&lt;br /&gt;
&lt;br /&gt;
XXXX fires the ballista and a huge arrow arcs off into the distance!&lt;br /&gt;
&lt;br /&gt;
You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oil Vats===&lt;br /&gt;
The mobile ballista 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the oil vats requires oil, which can be found in the [[Heavy_slab_of_iron|Kobold Mines]].  One pour of the vat requires 20 flasks of oil.  POUR the oil into the vat.  Once it is full, TURN the vat to spill the oil below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour oil in vat&lt;br /&gt;
You pour a bit from your flask of oil into the lion-embossed vat, where it begins to bubble and froth in a viscous, splurging dance.&lt;br /&gt;
&lt;br /&gt;
The lion-embossed vat appears to be completely full.&lt;br /&gt;
That was the last drop.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn vat&lt;br /&gt;
You begin to tilt the vat over and the boiling oil within begins to churn and heave!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You glance nervously at a silver lion-embossed vat.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mobile Towers===&lt;br /&gt;
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 it to point it in the right direction, and then PUSH it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l tower&lt;br /&gt;
The tower currently appears to be situated to move toward the west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn tower north&lt;br /&gt;
You heave your weight against one of the large spokes on the circular border of the base of the tower, and with the creaking of many gears and ancient wood, the massive wheels begin to turn to the north.&lt;br /&gt;
Roundtime: 30 secs.&lt;br /&gt;
&lt;br /&gt;
The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;push tower&lt;br /&gt;
You push against the tower, heaving with all your might!&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s mighty wheels begin to turn and it slowly rumbles north!&lt;br /&gt;
Roundtime: 25 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aerial Attack Rooms===&lt;br /&gt;
Certain rooms and areas contain windows or other portals through which characters can fire [[ranged]] weapons or [[bolt spell]]s.  These are usually safe areas from which lower level characters can participate in invasion defense.  It&#039;s important to note that skill with ranged weapons is &#039;&#039;&#039;not&#039;&#039;&#039; required to use these, although skill may improve accuracy and deadliness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PEER through the window/portal to see if there are creatures below.  If using a ranged weapon, FIRE WINDOW.  If using a bolt spell, prep your spell and CAST WINDOW.  Use caution, as it is possible to strike friendly characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast window&lt;br /&gt;
You gesture at a notched slitted window.&lt;br /&gt;
You send forth a blazing orb of fire that streaks off into the distance!&lt;br /&gt;
&lt;br /&gt;
Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!&lt;br /&gt;
Nasty burns to chest make you wish you never heard of heartburn.&lt;br /&gt;
The scout is stunned!&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pylons===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pylons must be charged with mana in order to fire.  Working with a large group of people, INFUSE the pylon until it doesn&#039;t take any more charges. PULL the pylon to aim it.  PUSH the pylon to fire it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;infuse pyl&lt;br /&gt;
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.&lt;br /&gt;
&lt;br /&gt;
XXXX places her hands on the levers of the blue-white pylon and pulls.  Straining, she manages to tilt the pylon up, and it clicks into place.&lt;br /&gt;
&lt;br /&gt;
XXXX steadies the glowing blue-white pylon and fires!  The bolt of energy soars through the sky, slamming into the side of a huge incarnadine chimera!  A HIT!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Log Traps===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a handaxe, CUT an appropriate log into a spiked and sharpened log.  Holding an appropriate rope in your left hand, and the cut log in your right hand, and standing in an appropriate room, RAISE the log.  Rangers have the ability to SENSE whether a room is capable of having a log trap set in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tie your length of rope around a spiked and sharpened wooden log, then hoist it upwards, making sure to tie off the rope lightly and spread it across the ground so that any unwary creatures will trip over it and trigger your trap!&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&lt;br /&gt;
(A minute later, a no good goblin wanders in…)&lt;br /&gt;
&lt;br /&gt;
A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Deft strike to the back cracks vertebrae!&lt;br /&gt;
It is knocked to the ground!&lt;br /&gt;
The goblin is stunned!&lt;br /&gt;
&lt;br /&gt;
The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Defense System===&lt;br /&gt;
Magical and mobile crystals that are remotely controlled from control towers in Ta&#039;Illistim.  Usable only by elves and citizens of Ta&#039;Illistim, or those in groups led by citizens.  Must be activated by a GM in order to be used by player characters.  Training in specific elemental lores will improve your ability to use the crystal defense system when it is attuned to the same lores.  The summoned crystal will be able to execute a certain number of attacks before the infused mana within it is expended; after that, further attacks will drain 30 mana per attack from the user.  Once the user&#039;s mana is exhausted, the crystal will disappear.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational instructions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to use, the crystals must be charged with mana.  You may INFUSE &#039;&#039;&amp;lt;# of mana&amp;gt;&#039;&#039; either from the tower entry, or from the crystal summoning chamber.  LOOKing at the orb at the top of the tower will reveal how much charge it has.  RUB the orb to cycle through elemental attunements, (earth, fire, ice, air).  TOUCH the orb to summon a crystal, which will spawn outside the Ta&#039;Illistim gates.  You can issue several commands to the crystal by using the TELL command: to attack &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;, to look, to go &#039;&#039;&amp;lt;direction&amp;gt;&#039;&#039;, to leave (dismisses crystal).  If you exit the summoning chamber, you will lose control of the crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
An ivory-hued pool ripples quietly within an upraised platform -- its edges swept with a runic pattern that intertwines in a thin circular border. The peaked ceiling is also inscribed with a series of sigils, their pale sapphire hue resonating with a faint light every few moments. Polished white marble walls gleam faintly with the pulsating light, and several elven guards stand at the threshold of a set of ivory spiral stairs leading further up.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;infuse 100&lt;br /&gt;
You focus your power, and feel it being pulled upwards towards some unknown source.&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
[Ta&#039;Illistim, Tower of Shadows]&lt;br /&gt;
A faceted shadowy orb hovers in the middle of the room, suspended by a column of liquid shadow that ripples and wavers every few moments. A pattern of concentric silver rings radiates outwards from the orb, each inscribed with a variety of intertwined sigils. A deep hum reverberates throughout the chamber every few moments, accompanied by a wan light that washes over the surroundings like an ocean wave.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.&lt;br /&gt;
&#039;&#039;&#039;When fully charged:&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The orb&#039;s inner fire blazes with an almost blinding light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You send forth your power toward a faceted shadowy orb, and feel it begin to resonate with your own essence. After a moment, you feel a tenuous link with a manifestation of its power -- a crystal whose presence you can faintly feel... and more importantly, its will is yours to command.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to go sw&lt;br /&gt;
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.&lt;br /&gt;
&amp;gt;tell crystal to look&lt;br /&gt;
You concentrate and another vision superimposes itself over your own...&lt;br /&gt;
&lt;br /&gt;
[Whistler&#039;s Pass, Road]&lt;br /&gt;
The hillside climbs steeply northward, as sheer cliffs tower overhead to a dizzying height. The well-worn cobblestoned road winds its way towards the cliffs from the valley floor. To one side of the road, a small guard tower houses two elven guards, each of whom is diligently observing the few travelling this road at night. A lone torch burns at the base of the tower, casting a dim glow across the features of those who pass. You also see a translucent pale ivory crystal and a big mean monster.&lt;br /&gt;
Obvious paths: northeast, west&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others will see:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Blow ruptures the stomach!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
The pale ivory crystal suddenly begins to feed off your own power!&lt;br /&gt;
Roundtime: 10 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell crystal to attack monster&lt;br /&gt;
The pale ivory crystal lashes out toward the monster, but misses!&lt;br /&gt;
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militia Activation===&lt;br /&gt;
Some towns allow players to activate local NPC forces during invasions.  Use of these tools is strictly monitored for abuse.&lt;br /&gt;
&lt;br /&gt;
==Town Systems &amp;amp; Locations==&lt;br /&gt;
===Wehnimer&#039;s Landing===&lt;br /&gt;
====Ballista Towers====&lt;br /&gt;
*&#039;&#039;Locations&#039;&#039;&lt;br /&gt;
** At the North Gate:&lt;br /&gt;
*** East Tower - go east tower, go steps, go steps&lt;br /&gt;
*** West Tower - go west tower, up, up&lt;br /&gt;
** At the West Gate:&#039;&#039;&#039;&lt;br /&gt;
*** Tower - climb ladder&lt;br /&gt;
*** Outside Silvergate Inn (S of the West Gate) - climb ladder&lt;br /&gt;
** Mobile Towers - &#039;&#039;There are four mobile towers located around Wehnimer&#039;s Landing and the environs.  These towers were constructed using donations from several of the [[Co-operative Houses of Elanthia]]: [[Rone Academy]], [[House_Paupers|House of Paupers]], [[House Sovyn]] and [[Silvergate Inn]].&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Logs for use with the ballistae in Landing can be felled in the Lower Dragonsclaw forest.&lt;br /&gt;
&lt;br /&gt;
====Pylons====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039; - Must be activated by a GM &lt;br /&gt;
** [Wehnimer&#039;s, Middle Dock - 8889]&lt;br /&gt;
** [Wehnimer&#039;s, North Dock - 250]&lt;br /&gt;
** [Lower Dragonsclaw, Grasslands - 445] &lt;br /&gt;
&lt;br /&gt;
====Oil vats====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Mobile towers&lt;br /&gt;
&lt;br /&gt;
====Log traps====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Most rooms in Lower Dragonsclaw forest west of the town.  Rangers can SENSE to determine specific room capability.&lt;br /&gt;
***&#039;&#039;Appropriate ropes can be purchased from the general store, and appropriate logs are in the backroom catalog.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Aerial Attack Areas====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Rooftops in town, accessed through a trapdoor at the end of the upstairs hallway in the Raging Thrak Inn and the ladder upstairs in Moot Hall.&lt;br /&gt;
*** JUMP to move between rooftops.  The route is circular, and will return you to the exit HATCH with repeated jumps.&lt;br /&gt;
** Treetops in Lower Dragsonsclaw, accessed through the West Tower roof.&lt;br /&gt;
*** PUSH ROPE it 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.&lt;br /&gt;
&lt;br /&gt;
====Militia activation====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
**Ballista room of the West Gate Tower (TOUCH to activate)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Land Tower West, Roof]&lt;br /&gt;
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&#039;s and beyond it, to the shoreline.  &#039;&#039;&#039;A large amber-tinted orb is set into a curved steel-bound glass shell.&#039;&#039;&#039;  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.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l orb&lt;br /&gt;
The large orb&#039;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&#039;s overhang.  A small indentation is visible on the front of the steel bindings, next to a tiny plaque that reads, &amp;quot;Push only in Crisis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
*&#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Outside West Gate - (automated, not player-usable)&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Vaalor===&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Ta&#039;Illistim===&lt;br /&gt;
====Crystal defense system====&lt;br /&gt;
* &#039;&#039;Locations&#039;&#039; - (restricted to elves, citizens of Ta&#039;Illistim, or those in a citizen&#039;s group)&lt;br /&gt;
**Tower of Chaos: [Ta&#039;Illistim, Baeialin Court - 201] - go door, go stairs &lt;br /&gt;
**Tower of Shadows: [Ta&#039;Illistim, Glaendier Wey - 174] - go door, go stairs &lt;br /&gt;
**Tower of Order: [Ta&#039;Illistim, Weyr Var - 207] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Fate: [Ta&#039;Illistim, Sylvar Wey - 700] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
**Tower of Light: [Ta&#039;Illistim, Vaeshean Wey - 713] - &#039;&#039;Currently closed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Icemule===&lt;br /&gt;
====Rooftops====&lt;br /&gt;
====Ballistae====&lt;br /&gt;
&lt;br /&gt;
===Teras Isle===&lt;br /&gt;
====Archery Towers====&lt;br /&gt;
* &#039;&#039;Locations:&#039;&#039;&lt;br /&gt;
** Beach - (automated, not player-usable)&lt;br /&gt;
* Militia activation?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer%27s_Landing/saved_posts#Defending_the_Landing|Wehnimer&#039;s Landing Saved Posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>IRIANTUU</name></author>
	</entry>
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