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Towers
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Towers are small, affordable military buildings designed for area defense, available from the File:AncientAgeIcon Small.png Ancient Age onward, as soon as File:Military.png Military 1 (The Art of War) is researched. Like Forts, Towers automatically attack enemies within its line of sight, and can be garrisoned. like caves but instead of going down they go up Towers are massive, technologically advanced structures that appear in Armored Core: Verdict Day. There are a total of 7 towers with a height of 20km each. They also seem to contain large amounts of unmanned weaponry. Towers is a sacreligious gambling game played with the sacred deck of cards used for the Harrow by Varisian fortune-tellers. The game is played with two to four players with a Harrow deck. The players lay out the neutral cards for each ability to represent the foundation of a tower, such as the Tower of Intelligence and the Tower of Wisdom. On their turn, the players try to play a card from their hand that matches the position of a card in one of the towers. Otherwise, they must "flee", paying each payer a number of coins equal to the number of cards left in their hand. Towers was a Havenite citizen and a non-commissioned officer in the People's Marines. In 1903 PD, Towers held the rank of Sergeant, and was assigned to PNS Saladin. Towers was one of the few Havenites to be retained when Saladin was transferred to the Navy of Masada and renamed MNS Thunder of God during Operation Jericho. Upon the announcement of "Code: Bounty Four-One", Sergeant Towers met up with Major Joseph Bryan, and went to the boat bay to ship's pinnaces in order to escape. (HH2) Towers is a Grey-controlled planet, and is considered their home world. It resides in the Pictor System. Towers of Light are structures that protect your Citadel from enemy demigods and reinforcements. They cause damage by firing beams of light. Even though there is a graphic that makes towers appear that they are "chaining" from nearby towers, there is no change in damage regardless of the number of towers nearby. Each map has a equal number of light and dark towers, although the Rook can create weaker versions of his team's towers. * HP 5400 Towers are the traditional place for the practice and training of laran. All or most significant uses of laran take place in the Towers for safety and security. Arilinn Tower is protected by a force field that allow only the laran gifted to enter. The use of laran is very draining and dangerous, thus the force fields, the use of silk to muffle psi static and most Towers do major laran work at night when there is less active minds to interfere. Featuring: The Children of Bartlemas Nursery School, Oxford Inspired by Lun Calasari's excellent 'The Way' series, the author of the game wanted to create a game with a unique worldview. That world was Towers, a world where every person lives to serve the philosophy of their chosen Tower. Towers are locations that appear in The Elder Scrolls Online. Carcosa is a city of vast towers so tall that its many moons appear to pass between them... In the Towers Before The Moon entry in Fantastic Worlds, it is suggested that the towers are actually the bones of creatures that "swam between the stars themselves" and they are described as chalky. They may be inhabited by Byakhee. See also A Moon Over Carcosa and Dark Tower Dream. Towers are an essential part of defending your base from enemies. They give the warrior inside them range and attack bonuses and give it extra health. Image:viking_tower.jpg|A Viking Tower Image:native_tower.jpg|A Native Tower
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Towers is a Grey-controlled planet, and is considered their home world. It resides in the Pictor System. Towers was a Havenite citizen and a non-commissioned officer in the People's Marines. In 1903 PD, Towers held the rank of Sergeant, and was assigned to PNS Saladin. Towers was one of the few Havenites to be retained when Saladin was transferred to the Navy of Masada and renamed MNS Thunder of God during Operation Jericho. Upon the announcement of "Code: Bounty Four-One", Sergeant Towers met up with Major Joseph Bryan, and went to the boat bay to ship's pinnaces in order to escape. (HH2) Inspired by Lun Calasari's excellent 'The Way' series, the author of the game wanted to create a game with a unique worldview. That world was Towers, a world where every person lives to serve the philosophy of their chosen Tower. Towers are locations that appear in The Elder Scrolls Online. Carcosa is a city of vast towers so tall that its many moons appear to pass between them... In the Towers Before The Moon entry in Fantastic Worlds, it is suggested that the towers are actually the bones of creatures that "swam between the stars themselves" and they are described as chalky. They may be inhabited by Byakhee. See also A Moon Over Carcosa and Dark Tower Dream. Towers are massive, technologically advanced structures that appear in Armored Core: Verdict Day. There are a total of 7 towers with a height of 20km each. They also seem to contain large amounts of unmanned weaponry. like caves but instead of going down they go up Towers are the traditional place for the practice and training of laran. All or most significant uses of laran take place in the Towers for safety and security. Arilinn Tower is protected by a force field that allow only the laran gifted to enter. The use of laran is very draining and dangerous, thus the force fields, the use of silk to muffle psi static and most Towers do major laran work at night when there is less active minds to interfere. During the Age of Chaos Towers manufactured a number of weapons such as clingfire, bonewater dust and lungrot plague spores , as well as direct mental combat Tower against Tower. After the adoption of the Compact the knowledge of laran-based weapons was lost. Instead of a quasi-science it became more secretive and mystical. For many years the common people of Darkover have revered the use of laran as sorcery and Keepers and Tower leronis as sorceresses/sorcerers. The use of laran came to be surrouded by legends, customs and tradition. For a time the Towers became omnipotent but slowly started to lose that power and mystical secrecy and the study and exercise of laran became more scientific. Laran gifted who are tested and found to have significant laran are asked to serve in a Tower, for a time all Comyn laran gifted would have to serve a three year term. Many would leave when there term was up but many stayed voluntarily. Towers of Light are structures that protect your Citadel from enemy demigods and reinforcements. They cause damage by firing beams of light. Even though there is a graphic that makes towers appear that they are "chaining" from nearby towers, there is no change in damage regardless of the number of towers nearby. Each map has a equal number of light and dark towers, although the Rook can create weaker versions of his team's towers. * HP 5400 Towers are an essential part of defending your base from enemies. They give the warrior inside them range and attack bonuses and give it extra health. Image:viking_tower.jpg|A Viking Tower Image:native_tower.jpg|A Native Tower Towers is a sacreligious gambling game played with the sacred deck of cards used for the Harrow by Varisian fortune-tellers. The game is played with two to four players with a Harrow deck. The players lay out the neutral cards for each ability to represent the foundation of a tower, such as the Tower of Intelligence and the Tower of Wisdom. On their turn, the players try to play a card from their hand that matches the position of a card in one of the towers. Otherwise, they must "flee", paying each payer a number of coins equal to the number of cards left in their hand. Towers are small, affordable military buildings designed for area defense, available from the File:AncientAgeIcon Small.png Ancient Age onward, as soon as File:Military.png Military 1 (The Art of War) is researched. Like Forts, Towers automatically attack enemies within its line of sight, and can be garrisoned. There are also two types of research available at towers. The first is the line of Attrition upgrades, which cause increasingly large amounts of damage on enemy units within the player's territory without Supply Wagons. The second is the line of Militia upgrades, granting Towers +1 range per tech level, and increases Citizen hit points as well as allowing them to answer a call to arms and becoming Militia units. Although they will not stand up to any regular contemporary army, they can be used to defend from an unprepared attacker, harass enemy Supply Wagons, or stall an attack while the main army gets to the battle. Unlike the Fort, a Tower is smaller, significantly cheaper, and can be built anywhere in the nation's territory. On the other hand, they don't expand the nation's borders, are less durable, and don't hit as hard. Determined enemy raiding parties can destroy lone Towers even without siege equipment, and all siege equipment has a greater range than towers. Featuring: The Children of Bartlemas Nursery School, Oxford