Town defense systems

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Several towns have a variety of mechanical systems designed to facilitate defending the town from invasions intended primarily towards increasing lower level character participation. 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 GameMasters.

System Types & Instructions

Aerial Attack

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

See each relevant town's defense page for locations.

Aerial Attack Operation Instructions

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

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

>cast window
You gesture at a notched slitted window.
You send forth a blazing orb of fire that streaks off into the distance!

Your blazing orb of fire spirals through the air, then descends at a steep angle and strikes an Ithzir scout!
Nasty burns to chest make you wish you never heard of heartburn.
The scout is stunned!
Roundtime: 7 sec.
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Ballista

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

See each relevant town's defense page for locations.

Ballista Models

There are two types of ballistae, which are aimed slightly differently but load and fire the same. Permanent installations, such as at the Wehnimer's Landing North and West gates, are older models. Ballistae in the mobile towers and other locations are newer models that can fire at multiple distances. Older models rotate through a set of fixed positions when TURNed, while new models can aim in any compass direction, although some directions don't face anything to fire at.

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. LOOKing at a new model ballista will tell you exactly which directions allow you to FIRE.

The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.

The ballista appears to be on a level position so that it could fire a good distance to the east.

Additionally, it looks as if the ballista could be pointed north or east or west by turning it in the specified direction.

If it does not have that designation, it is an older model.

The ballista looks like a huge, oversized crossbow looped with many ropes used to draw back the huge arrows it fires.

The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.

Ballista Ammunition

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

See each relevant town's defense page for locations to gather logs.

Ballista Operation Instructions

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

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

The ballista is not loaded with anything and appears to be untaut and not ready to fire.

XXXX hefts one of the logs up and loads it into the light ballista.

The ballista looks to be loaded with a large sharpened log and appears to be untaut and not ready to fire.

The ballista looks to be loaded with a large sharpened log and appears to be drawn taut and ready to fire.

XXXX fires the ballista and a huge arrow arcs off into the distance!

You watch as the huge arrow descends towards the ground far away and savagely impales a straw-stuffed dummy!

Frequent Questions

Question: I can PUSH the ballista successfully, but it won't return to its original position of pointing straight down. Is it stuck? Is there some verb that performs the opposite action than PUSH?

Answer: It is not stuck, and there is no verb to perform the opposite of PUSH. PUSH will cycle through the three tilt positions over and over, provided the ballista is aimed in the right direction. Often, the ballista must be TURNed a particular direction (N, S, E, W, etc) in order to achieve an aim of straight down toward its own base. So, if the ballista seems stuck aiming at a far distance, then you must first TURN the ballista in a different direction, and try to PUSH it again to achieve the straight-downward aim.

When the ballista is TURNed in the appropriate direction, it will continually cycle through these aims as it is PUSHed:

For this example, assume the ballista is aiming straight downward as its starting position:

>push ballista (the 1st push)
You push on the ballista and it tilts upwards slightly, becoming level enough to fire a good distance away from the tower.

>push ballista (the 2nd push)
You push on the end of the ballista, causing it to tilt upward at a sharp angle so that it could fire a very significant distance away from the tower.

>push ballista (the 3rd push)
You push on the end of the ballista, and it tilts downward at a sharp angle toward the entrance of the tower.

Note that after 3 pushes, the ballista is aiming straight downward again, as it was in the starting position.
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Bucket Brigade

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

See each relevant town's defense page for locations.

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Crystal Defense

Magical and mobile crystals that are remotely controlled from control towers in Ta'Illistim. Usable only by elves and citizens of Ta'Illistim or those in groups led by citizens. Must be activated by a GameMaster 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's mana is exhausted, the crystal will disappear.

See each relevant town's defense page for locations.

Crystal Defense Operation Instructions

  • INFUSE <# of mana> - Prior to use, the crystals must be charged with mana. This can be done either from the tower entry or from the crystal summoning chamber.
  • LOOK ORB at the top of the tower to reveal how much charge it has.
  • RUB ORB to cycle through elemental attunements: earth, fire, ice, air.
  • TOUCH ORB to summon a crystal, which will spawn outside the Ta'Illistim gates.
  • TELL CRYSTAL TO ATTACK <creature>
  • TELL CRYSTAL TO LOOK
  • TELL CRYSTAL TO GO <direction>
  • TELL CRYSTAL TO LEAVE - dismisses the crystal.

If you exit the summoning chamber, you will lose control of the crystal.

[Ta'Illistim, Tower of Shadows]
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.
Obvious exits: out
>infuse 100
You focus your power, and feel it being pulled upwards towards some unknown source.
Roundtime: 10 secs.

[Ta'Illistim, Tower of Shadows]
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.
Obvious exits: down
>l orb
The orb glimmers with shards of shadow, a tiny spark held within the void wavering and pulsing with scarlet fire.
When fully charged:
>l orb
The orb's inner fire blazes with an almost blinding light.

>rub orb
You rub the shadowy orb and its surface becomes awash in shimmering earth-toned hues for a moment.
>rub orb
You rub the shadowy orb and its surface becomes awash in fiery scarlet-toned hues for a moment.
>rub orb
You rub the shadowy orb and its surface becomes awash in icy blue hues for a moment.
>rub orb
You rub the shadowy orb and its surface becomes awash in mellow airy white hues for a moment.

>touch orb
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.

>tell crystal to go sw
You exert your will through the bond connecting you to the pale ivory crystal, and feel it propel itself southwest.
>tell crystal to look
You concentrate and another vision superimposes itself over your own...

[Whistler's Pass, Road]
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.
Obvious paths: northeast, west
Roundtime: 5 secs.

>tell crystal to attack monster
You feel the essence of the pale ivory crystal reach forth and savagely lash the monster with the power of air!

Others will see:

The pale ivory crystal suddenly whirls about in a vicious spiral, savagely pounding a big mean monster with furious gusts of air!
... 30 points of damage!
Blow ruptures the stomach!

>tell crystal to attack monster
The pale ivory crystal lashes out toward the monster, but misses!
The pale ivory crystal suddenly begins to feed off your own power!
Roundtime: 10 secs.

>tell crystal to attack monster
The pale ivory crystal lashes out toward the monster, but misses!
You feel the power of the pale ivory crystal slowly begin to dissolve into nothingness and soon after it slips away completely.
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Log Trap

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

See each relevant town's defense page for locations to set log traps.

Log Trap Ammunition

This section has not been added yet; please add to it now!

See each relevant town's defense page for where to gather ammunition.

Log Trap Operation Instructions

  1. Wield a handaxe or axe
  2. CUT an appropriate log into a spiked and sharpened log.
  3. RAISE LOG when holding an appropriate rope in your left hand, the cut log in your right hand, and standing in an appropriate room.
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!
Roundtime: 60 sec.

(A minute later, a no good goblin wanders in…)

A spiked and sharpened wooden log suddenly whooshes from overhead in a deadly arc and a goblin is struck!
... 30 points of damage!
Deft strike to the back cracks vertebrae!
It is knocked to the ground!
The goblin is stunned!

The goblin is slammed northwest! The log shatters into a shower of splinters and is completely destroyed!
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Militia Activation

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

See each relevant town's defense page for locations.

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Mobile Towers

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

See each relevant town's defense page for locations.

>l tower
The tower currently appears to be situated to move toward the west.

>turn tower north
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.
Roundtime: 30 secs.

The wheels of the tower slowly complete their rotation and it appears to be stable enough to push forward.

>push tower
You push against the tower, heaving with all your might!
Roundtime: 25 secs.

>push tower
You push against the tower, heaving with all your might!

The tower's mighty wheels begin to turn and it slowly rumbles north!
Roundtime: 25 secs.
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Oil Vat

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

See each relevant town's defense page for locations.

Oil Vat Ammunition

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

Oil Vat Operation Instructions

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

The lion-embossed vat appears to be completely full.
That was the last drop.

>turn vat
You begin to tilt the vat over and the boiling oil within begins to churn and heave!
>
The large vat of bubbling oil begins to slowly creak on its massive hinges and tilt to the side.
>
You glance nervously at a silver lion-embossed vat.
>
The large vat of bubbling oil continues to turn sideways, the viscous liquid sloshing with a steaming bubbling sound.
>
The large vat of bubbling oil is just a few heartbeats away from delivering its fatal shower onto those below!
>
The vat spills out its vile bubbling broth below in a steaming torrent of blackness!
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Pylon

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.

See each relevant town's defense page for locations.

Pylon Operation Instructions

  1. INFUSE PYLON - The pylons must be charged with mana in order to fire. Working with a large group of people, continue to infuse the pylon until it doesn't take any more charges.
  2. PULL PYLON to aim it.
  3. PUSH PYLON to fire it.
J>infuse pyl
You place your hands on the glowing blue-white pylon, close your eyes and concentrate...  The pylon seems to glow dimly.
Roundtime: 10 sec.

XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  The pylon seems to glow dimly

XXXX places her hands on the glowing blue-white pylon, and closes her eyes...  Nothing happens.

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.

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!
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Individual Town Defense System Information