Difference between revisions of "Tower"

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(Real World References: Toltec. Thanks, EmmersonGrant (forum post).)
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A tower is ''not'' classified as a type of [[building]]. Though impossible to convey exactly why without [[Dirtamancy]] [[sense]], it has been stated that they have qualities that make it impossible to imbue them with [[motion]].
 
A tower is ''not'' classified as a type of [[building]]. Though impossible to convey exactly why without [[Dirtamancy]] [[sense]], it has been stated that they have qualities that make it impossible to imbue them with [[motion]].
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==Awakening==
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Towers actually have a primal form of [[Thinkamancy|sentience]]. They enjoy being owned and fought over. This intelligence can be awakened into full fledged sapience with an appropriate [[caster link]] (a [[Thinkamancer]], a [[Dollamancer]] and a [[Dirtamancer]]).
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[[Jed]], the tower of [[Spacerock]], was the first to be awoken, by [[Parson]]'s order around turn 84 [[AW]]. Later, many Towers, including [[Shirley]], were awakened by the [[Isaac#Deiform|Big Think]] on 96 [[AW]].
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Awakened towers do not count as [[unit]]s. They qualify as sentinels and are capable of speech and moving their insides. They have an as yet unspecified set of elemental powers they can use to protect their city. They can manage their own [[upgrade]]s when authorized to spend [[shmuckers]] from the [[treasury]]. Shirley has sufficient skill in Dirtamancy to even repair the [[city of Charlescomm]]'s electronics.{{ref|[[Hvs.tCF 281]]}}
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They are strongly [[loyal]] to their owning [[side]], but are not subject to [[order]]s and must instead be given polite requests. [[Jed]] and [[Shirley]] have expressed outright offense at being given orders.
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Towers are capable of stealing [[zero|unpaid]] [[juice]] from [[the source]] and distributing it to units on their side. However, Jed describes this as sinful, and implies that there are consequences.
  
 
=See Also=
 
=See Also=
 
* [[City]]
 
* [[City]]
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=Real World References=
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[http://tvtropes.org/pmwiki/pmwiki.php/Main/MageTower Mage towers] are a common trope in fantasy.
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The fact that towers are intelligent is a reference to [[wikipedia:Tutelary_deity|tutelary deities]].
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The awakened towers that have been shown to date have all shared the appearance of primitive sculpture. [[Jed]] resembles statues from [[Wikipedia:Easter Island|Easter Island]], and [[Shirley]] resembles [[Wikipedia:Cycladic art|Cycladic art]]. The as-yet-unnamed tower of [[I'm Coming For You Stanley]] resembles the [[Wikipedia:Tell Brak Head|Tell Brak Head]] (see [https://www.bmimages.com/results.asp?image=00032630001&imagex=5&searchnum=0003 image]), and [[Transylvito]]'s temple is {{w|Toltec}}.{{erf|3|304}}
  
 
[[Category:Erfworld Mechanics]]
 
[[Category:Erfworld Mechanics]]
 
[[Category:Proposed Canon]]
 
[[Category:Proposed Canon]]

Revision as of 09:56, 14 February 2018

Proposed Canon

A tower is a city zone located atop the garrison and they are somehow related to what makes a city a city. They can only be attacked from airspace.

Towers have important magical qualities. They provide a bonus to a caster's spells. They also possess a capacity for being charged with spells. Commanders can direct them to target these spells at specific enemy units. If no commander is present, it will target enemies automagically.

A tower is not classified as a type of building. Though impossible to convey exactly why without Dirtamancy sense, it has been stated that they have qualities that make it impossible to imbue them with motion.

Awakening

Towers actually have a primal form of sentience. They enjoy being owned and fought over. This intelligence can be awakened into full fledged sapience with an appropriate caster link (a Thinkamancer, a Dollamancer and a Dirtamancer).

Jed, the tower of Spacerock, was the first to be awoken, by Parson's order around turn 84 AW. Later, many Towers, including Shirley, were awakened by the Big Think on 96 AW.

Awakened towers do not count as units. They qualify as sentinels and are capable of speech and moving their insides. They have an as yet unspecified set of elemental powers they can use to protect their city. They can manage their own upgrades when authorized to spend shmuckers from the treasury. Shirley has sufficient skill in Dirtamancy to even repair the city of Charlescomm's electronics.Hvs.tCF 281

They are strongly loyal to their owning side, but are not subject to orders and must instead be given polite requests. Jed and Shirley have expressed outright offense at being given orders.

Towers are capable of stealing unpaid juice from the source and distributing it to units on their side. However, Jed describes this as sinful, and implies that there are consequences.

See Also

Real World References

Mage towers are a common trope in fantasy.

The fact that towers are intelligent is a reference to tutelary deities.

The awakened towers that have been shown to date have all shared the appearance of primitive sculpture. Jed resembles statues from Easter Island, and Shirley resembles Cycladic art. The as-yet-unnamed tower of I'm Coming For You Stanley resembles the Tell Brak Head (see image), and Transylvito's temple is Toltec.Erf-b3-p304Same-site.PNG