City Zones

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Tower can only be attacked from Airspace, which can only be entered by [[Flying unit|Flying Unit]]s.   
Tower can only be attacked from Airspace, which can only be entered by [[Flying unit|Flying Unit]]s.   
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A [[caster]] at the top of a tower gains a bonus to casting.{{Erf|1|116a}}    A tower's bonus to casting and the efficacy of [[air defense]] [[known spells|spells]] laid upon it may be directly proportional to the height of the tower.<sup>[[IPTSF Text 20]]</sup> <sup>[[IPTSF Text 30]]</sup> [[Shockamancer]]s are particularly good at charging towers' and laying air defenses. {{ref|[[First Intermission 47]]}}
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A [[caster]] at the top of a tower gains a bonus to casting.{{Erf|1|116a}}    A tower's bonus to casting and the efficacy of [[air defense]] [[known spells|spells]] laid upon it may be directly proportional to the height of the tower.<sup>[[IPTSF Text 20]]</sup> <sup>[[IPTSF Text 30]]</sup> [[Shockamancy|Shockamancers]] are particularly good at charging towers' and laying air defenses. {{ref|[[First Intermission 47]]}}
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===Dungeon===
===Dungeon===
Dungeon can only be attacked from Tunnels, which can only be entered by [[Unit#Natural_Abilities|light]] [[Unit]]s or a unit with a [[Unit#Natural_Abilities|natural ability]] allowing it to do so. The [[Portal Room]] is located on this level in all all [[capital]] [[city|cities]].
Dungeon can only be attacked from Tunnels, which can only be entered by [[Unit#Natural_Abilities|light]] [[Unit]]s or a unit with a [[Unit#Natural_Abilities|natural ability]] allowing it to do so. The [[Portal Room]] is located on this level in all all [[capital]] [[city|cities]].

Revision as of 20:24, 14 April 2014

Cities 101
Capital Cities, Port Cities, City Zones, Building, Regent, Claiming a City, Cities of Erfworld


City Zones There is no connection from Airspace to Courtyard for attackers. The garrison consists of 3 zones

Each city is split into different City Zones. Possible zones include Airspace, Outer walls, Tunnels and Garrison. Not all cities have all types of city zones, and some may have some that aren't listed. However, each city must have a Garrison Zone. Furthermore, each City Zone may be split into different sub-zones.

Contents

Airspace

Airspace can only be entered by Flying units. Airspace can attack, or be attacked by, Tower garrison sub-zone.

Outer Walls

Outer Walls is a city zone that borders the Courtyard garrison sub-zone. Outer Walls can only be entered once the walls have been breached.

Sub Zones

Outer Walls can contain a Gate sub-zone. Gates, while weaker than other sections of the wall, allow non-flying, non-tunnel capable units to enter and exit a city.

Outer walls can also contain towers that boost its defensive value. It has yet to be seen if outer wall towers are a true sub-zone or an enhancement providing addition.

Tunnels

Main Article: Tunnels
Tunnels can only be entered by light Units or units with a natural ability allowing them to enter tunnels, like Spidews and Sourmanders. Tunnels can attack, or be attacked by, the dungeon garrison sub-zone.

Garrison

(For a description of the Unit attribute Garrison, see Garrison Ability.)

All cities have a garrison zone. When the garrison falls, so does the city. Garrisons can contain sub-zones.

The Units defending a City are also called its Garrison. These Units are assigned the Garrison Ability.

Sub-Zones

Each sub-zone could be attacked from only one of the main city zones. Outer Walls only connect to Courtyard, Airspace connects to Tower, and Tunnels connect to Dungeon. Once an attacker enters a Garrison zone, it can assault any other garrison sub-zone.Erf-b1-p116aSame-site.PNG

Both attacking and defending Units can move between the Garrison sub-zones off turn. LIAB Page 52

Courtyard

Courtyard can only be attacked from Outer Walls, and then only when the Garrison Walls have been breached.

Tower

Tower can only be attacked from Airspace, which can only be entered by Flying Units.

A caster at the top of a tower gains a bonus to casting.Erf-b1-p116aSame-site.PNG A tower's bonus to casting and the efficacy of air defense spells laid upon it may be directly proportional to the height of the tower.IPTSF Text 20 IPTSF Text 30 Shockamancers are particularly good at charging towers' and laying air defenses. First Intermission 47

Dungeon

Dungeon can only be attacked from Tunnels, which can only be entered by light Units or a unit with a natural ability allowing it to do so. The Portal Room is located on this level in all all capital cities.

A dungeon gives a bonus to tunnel units and Dirtamancers.Erf-b1-p116aSame-site.PNG

Speculation

Each city may have different Garrison sub-zones, depending on it's construction. For instance, a subterranean city wouldn't have an airspace and therefore, no tower. Similarly, not each garrison sub zone needs to connect to main city zone. A subterranean city might have a courtyard, but no outer walls. Spacerock is one such oddity, having dungeons but no tunnels (this is marked up to being the unique aspect that comes with being a Level 5 city) Erf-b2-p25Same-site.PNG.

A Courtyard possibly provides a bonus to certain units on defense, such as Warlords and/or pikers

See Also

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