Spirit templar

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Revision as of 15:55, 3 December 2013 by Marlon (talk | contribs) (Add information regarding a common templars getting stuck in broken mines issue.)
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Spirit templar
A Spirit templar
Information
Aggressive
Yes/No
Tamable
No, this creature is unable to be tamed.
Dominate
No, this creature is unable to be dominated.
Groomable
No, this creature cannot be groomed.
Ridable
No, this creature cannot be ridden.
Swimmer
No, this creature cannot swim.
Butchering produces
?
Diet
No
Lair
Settlement Token



Main / Bestiary / Spirit templar

Description

The spirit of a proud knight has decided to protect this place.

Spirit templars are NPCs that protect your settlement (=>Deed guard). Unlike tower guards, spirit templars do not respond to calls for help.

On PvP servers, spirit templars will attack players who break the settlement permissions by not being lawful.

Hiring

Settlements start with no deed guards. If you want to hire one or more, you have to pay a one-time fee of 2 silver and an upkeep cost of 1 silver per month per guard. Note that the payment happens continuously in small increments, not one big payment once a month.

If a deed guards is killed by a creature it will re-spawn; you will not have to hire another.

Fighting Skill

Spirit templars have over 60 fighting skill, which makes them stronger than tower guards.

Guards attack players from an enemy kingdom. By default, they will also attack aggressive monsters that enter the settlement area. You can turn this behavior off from the deed setting "Mark this if you want guards to ignore aggressive creatures". They will still attack any player with -30 or lower reputation. Negative reputation is automatically earned when stealing, or otherwise breaking the settlement rules.

Citizens with the manage roles permission can also set reputations manually.

  • Tip: Set your own reputation to +100, so your own guards will not attack you even if you happen to go outlaw.

Caves

A templar will drop down into mines to attack aggressive monsters, if the cave and monster is on deeded area.

Occasionally, they might get stuck, if such a cave area has no clear exit route (eg: caved in) for them to walk out of. This is usually easily identified, as a spirit templar will spam Local chat("I will take care of...") the moment another aggressive enters deed space, and it can not reach it.

See Also

Reference

Guard