Difference between revisions of "Siege Spire"

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[[Category:Cities]]
 
[[Category:Cities]]
Siege Spires are powerful buildings that a [[Guild Leader]] can place in his/her city, which cast enchantments that effect the entire city zone. These spires affect everyone in the city and guild zone (all of the area flattened for the city). Siege Spires are powerful buildings that a guild nation can place in his city, which cast enchantments that effect the entire city zone. The most common siege spires will be those which limit teleportation and flight into and out of a city grid.
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[[File:Spire.png|thumb|The base of a siege spire]]'''Siege Spires''' are special city structures that a [[Guild Leader]] can place in their city. Their purpose is to broadcast a specific effect across everyone in an entire city (including one's own nation members). Spires can be toggled on or off by their owners, and have an ongoing usage cost of 5,000 [[gold]] per 5 minutes.
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To activate or deactivate a siege spire you own, '''Ctrl + Left Click''' on it and select "Activate/Deactivate Spire". Note that a siege spire cannot be activated if it was placed less than 10 minutes ago.
 +
 
 +
== Placement and Activation ==
 +
Only [[builder]]s rank 5 and above sell spires (they can not be purchased from [[safehold]]s). Once the building deed is obtained, the building is placed much like any other building. The rank of your city determines how many total spires can exist in the city:
 +
*Rank 1-2 cities may have 1 siege spire
 +
*Rank 3-5 cities may have 2 siege spires
 +
*Rank 6-8 cities may have 3 siege spires  
 +
 
 +
=== Disabling a Siege Spire ===
 +
Spires are not infallible. A player who has applied [[Saboteur]] discipline rune may disable them for a short period of time. If an enemy city is using spires that prevent access beyond the walls, a player with [[Sapper]] has the ability to shield the Saboteur just long enough for them to get inside.
  
 
== Spire Types ==
 
== Spire Types ==
 
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Each Siege Spire has different effects, and some can only be purchased from highly-ranked builders. Siege spires have a very long build time, which means they can not be switched out for the purposes of a new bane on your city. Therefore, a guild leader must choose their spires wisely.
{| style="margin-left: 10px; width: 80%; border: 1px #BBB solid; padding: 5px; border-spacing: 8px; background-color: #EEE;"
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{| class="wikitable sortable"
| '''Name'''
+
! Name !! Effect !! Builder
| '''Effect'''
+
|-
| '''Builder'''
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| Befuddling Spire || Debuff ATK -25% to -50% || R5
 +
|-
 +
| Wrathful Spire || Debuff DEF -25% to -50% || R5
 +
|-
 +
| Enfeebling Spire || Debuff STR -30% to -60% || R5
 
|-
 
|-
| Befuddling Spire
+
| Confounding Spire || Debuff DEX -30% to -60% || R5
| Debuff ATK -25% to -50%
 
| R5
 
 
|-
 
|-
|Wrathful Spire
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| Confusing Spire || Debuff Mana Recovery -57% to -99% || R5
|Debuff DEF -25% to -50%
 
|R5
 
 
|-
 
|-
|Enfeebling Spire
+
| Wearying Spire || Debuff Stamina Recovery -57% to -99% || R5
|Debuff STR -30% to -60%
 
|R5
 
 
|-
 
|-
|Confounding Spire  
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| Wounding Spire || Debuff Health Recovery -57% to -99% || R5
|Debuff DEX -30% to -60%
 
|R5
 
 
|-
 
|-
|Distracting Spire
+
| Distracting Spire || Debuff INT -30% to -60% || R5
|Debuff INT -30% to -60%
 
|R5
 
 
|-
 
|-
|Guileful Spire
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| Guileful Spire || Decrease Passive DEF -30% to -100% || R6
|Decrease Passive DEF -30% to -100%  
 
|R6
 
 
|-
 
|-
|Chilling Spire
+
| Chilling Spire || Debuff Cold Resist -30 to -75 || R6
|Debuff Cold Resist -30 to -75
 
|R6
 
 
|-
 
|-
|Searing Spire
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| Searing Spire || Debuff Fire Resist -30 to -75 || R6
|Debuff Fire Resist -30 to -75
 
|R6
 
 
|-
 
|-
|Thundering Spire
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| Thundering Spire || Debuff Lightning Resist -30 to -75 || R6
|Debuff Lightning Resist -30 to -75
 
|R6
 
 
|-
 
|-
|Unholy Spire
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| Unholy Spire || Debuff Holy Resist -30 to -75 || R6
|Debuff Holy Resist -30 to -75
 
|R6
 
 
|-
 
|-
|Spiteful Spire
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| Spiteful Spire || Debuff Attack Speed -25% to -75% || R6
|Debuff Attack Speed -25% to -75%
 
|R6
 
 
|-
 
|-
|Watchful Spire
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| Watchful Spire || No Hide nor Sneak || R7
|No Hide nor Sneak
 
|R7
 
 
|-
 
|-
|Grounding Spire
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| Grounding Spire || No Fly || R7
|No Fly
 
|R7
 
 
|-
 
|-
|Binding Spire
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| Binding Spire || No Teleport || R7
|No Teleport
 
|R7
 
 
|-
 
|-
|Warding Spire
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| Warding Spire || No Summon || R7
|No Summon
 
|R7
 
 
|-
 
|-
|Baleful Spire
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| Baleful Spire || Debuff Power Damage -25% to -50% || R7
|Debuff Power Damage -25% to -50%
 
|R7
 
 
|-
 
|-
|Arcane Spire
+
| Arcane Spire || Debuff Melee Damage -25% to -50% || R7
|Debuff Melee Damage -25% to -50%
 
|R7
 
 
|}
 
|}
  
== Usage ==
+
== Tips ==
=== Purchasing Siege Spires ===
+
===Defending===
 
+
*Keep a close watch for saboteurs gaining access to your city. In certain circumstances, this could change the tide of the entire bane.
Siege spires can be purchased from Builders that are Rank 5 and above. Higher-ranked builders will sell more potent siege spires.
+
*Change the default name of your spire as soon as you can. An enemy that knows which spires you have will gain a tactical advantage.
 
+
*During banes, keep a large amount of gold on your spires' strongboxes, or you may find them running dry when you least expect!
=== Building a Siege Spire ===
+
*The most important thing you can do to defend your spires is to make sure they are ranked up so that they have a higher health value:  
 
+
<center>
Siege spires can only be built by a guildmaster, and only on a guildmaster's own city grid. Siege spires take a long time to build, and as such, building one during a siege will likely be unfeasible. You may not place 2 of the same siege spire. The number of spires a city can have is limited based upon rank of the Tree of Life:
+
{| class="wikitable"
 
+
! Rank
*Rank 1-2 cities may have 1 siege spire
+
! Health
*Rank 3-5 cities may have 2 siege spires
+
! Upgrade Cost
*Rank 6-8 cities may have 3 siege spires
+
|-
 
+
| 0 (building)
=== Advancing a Siege Spire ===
+
| 7,200
 
+
| --
Siege spires can be advanced in rank like other buildings. This will primarily result in the siege spires having more hit points. However, some siege spires will also have the power of their enchantment increase as well.
+
|-
 
+
| 1
=== Activating a Siege Spire ===
+
| 28,000
 
+
| 264,000 g
Siege spires may be turned on and off at any time by everyone who is friended to the spire. However, once you've toggled the status of the siege spire, it may not be toggled again for 10 minutes.
+
|-
 
+
| 2
=== Siege Spire Costs ===
+
| 60,000
 
+
| 440,000 g
Siege spires will drain 5k gold every 5 minutes while they are on. This is to prevent players from having siege spires turned on in their cities all of the time. If a siege spire does not have enough money in it to pay for maintenance, it will shut itself off.
+
|-
 
+
| 3
=== Entering a Siege Spire Zone of Influence ===
+
| 99,000
 
+
| 616,000 g
Whenever a player enters a city zone with a siege spire in it (which is slightly larger than the city grid itself), the enchantment that the siege spire disperses is put on the enchanted. Note: the siege spire effect is applied to both friendly and enemy units, so guildmasters should choose the spires they place carefully. Each siege spire can apply one and only one effect - if you change your mind and want a different effect than the one you already have, you need to build a new spire.
+
|-
 
+
| 4
=== Destroying a Siege Spire ===
+
| 137,750
 
+
| 792,000 g
Siege spires can be protected by a runemaster (taking one of the valuable slots), but can be destroyed like other buildings when the bane goes active. Siege spires will be somewhat frailer than other buildings - some army generals will undoubtedly choose to take the Siege Spires out first when laying siege to a city.
+
|-
 
+
| 5
=== Disabling a Siege Spire ===
+
| 180,000
 +
| 968,000 g
 +
|-
 +
| 6
 +
| 215,000
 +
| 1,144,000 g
 +
|-
 +
| 7
 +
| 250,000
 +
| --
 +
|-
 +
|}
 +
</center>
  
[[Saboteur|Saboteurs]] can disable Siege Spires for a limited period of time.
+
===Attacking===
 +
*As a [[Wizard]], a Binding Spire will prevent you from using Translocation, even for defensive purposes.
 +
*Have your scouts check out the city ahead of time. You don't want to bring a group of [[Vampires]] to a city with a Searing Spire!
 +
*If a city uses a Warding Spire, you may want to keep someone with [[Summon]] outside of the city grid.

Latest revision as of 13:31, 24 December 2019

The base of a siege spire
Siege Spires are special city structures that a Guild Leader can place in their city. Their purpose is to broadcast a specific effect across everyone in an entire city (including one's own nation members). Spires can be toggled on or off by their owners, and have an ongoing usage cost of 5,000 gold per 5 minutes.

To activate or deactivate a siege spire you own, Ctrl + Left Click on it and select "Activate/Deactivate Spire". Note that a siege spire cannot be activated if it was placed less than 10 minutes ago.

Placement and Activation

Only builders rank 5 and above sell spires (they can not be purchased from safeholds). Once the building deed is obtained, the building is placed much like any other building. The rank of your city determines how many total spires can exist in the city:

  • Rank 1-2 cities may have 1 siege spire
  • Rank 3-5 cities may have 2 siege spires
  • Rank 6-8 cities may have 3 siege spires

Disabling a Siege Spire

Spires are not infallible. A player who has applied Saboteur discipline rune may disable them for a short period of time. If an enemy city is using spires that prevent access beyond the walls, a player with Sapper has the ability to shield the Saboteur just long enough for them to get inside.

Spire Types

Each Siege Spire has different effects, and some can only be purchased from highly-ranked builders. Siege spires have a very long build time, which means they can not be switched out for the purposes of a new bane on your city. Therefore, a guild leader must choose their spires wisely.

Name Effect Builder
Befuddling Spire Debuff ATK -25% to -50% R5
Wrathful Spire Debuff DEF -25% to -50% R5
Enfeebling Spire Debuff STR -30% to -60% R5
Confounding Spire Debuff DEX -30% to -60% R5
Confusing Spire Debuff Mana Recovery -57% to -99% R5
Wearying Spire Debuff Stamina Recovery -57% to -99% R5
Wounding Spire Debuff Health Recovery -57% to -99% R5
Distracting Spire Debuff INT -30% to -60% R5
Guileful Spire Decrease Passive DEF -30% to -100% R6
Chilling Spire Debuff Cold Resist -30 to -75 R6
Searing Spire Debuff Fire Resist -30 to -75 R6
Thundering Spire Debuff Lightning Resist -30 to -75 R6
Unholy Spire Debuff Holy Resist -30 to -75 R6
Spiteful Spire Debuff Attack Speed -25% to -75% R6
Watchful Spire No Hide nor Sneak R7
Grounding Spire No Fly R7
Binding Spire No Teleport R7
Warding Spire No Summon R7
Baleful Spire Debuff Power Damage -25% to -50% R7
Arcane Spire Debuff Melee Damage -25% to -50% R7

Tips

Defending

  • Keep a close watch for saboteurs gaining access to your city. In certain circumstances, this could change the tide of the entire bane.
  • Change the default name of your spire as soon as you can. An enemy that knows which spires you have will gain a tactical advantage.
  • During banes, keep a large amount of gold on your spires' strongboxes, or you may find them running dry when you least expect!
  • The most important thing you can do to defend your spires is to make sure they are ranked up so that they have a higher health value:
Rank Health Upgrade Cost
0 (building) 7,200 --
1 28,000 264,000 g
2 60,000 440,000 g
3 99,000 616,000 g
4 137,750 792,000 g
5 180,000 968,000 g
6 215,000 1,144,000 g
7 250,000 --

Attacking

  • As a Wizard, a Binding Spire will prevent you from using Translocation, even for defensive purposes.
  • Have your scouts check out the city ahead of time. You don't want to bring a group of Vampires to a city with a Searing Spire!
  • If a city uses a Warding Spire, you may want to keep someone with Summon outside of the city grid.