Difference between revisions of "Guard tower"

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[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''
 
[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''
 
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'' A high guard tower.''
 
'' A high guard tower.''
  
'''Guard tower''' is used for defensive purposes. It also increases [[kingdom]] influence, depending on the allegiance (loyalty to a particular kingdom) of the player who started building the tower. It also spawns [[tower guard]]s who are hostile to enemy kingdoms and aggressive animals. They do not However attack Enemy guards from the same town during a PMK switch over and not when called on each others (as they are all non-aggressive).
+
'''Guard tower''' is used for defensive purposes. It spawns [[tower guard]]s who are hostile to enemy kingdoms and aggressive animals.  
  
 
== Creating ==
 
== Creating ==
You cannot create a guard tower inside a building. Failing to start or continue, the material(s) used will be damaged.
+
* You cannot create a guard tower inside a building. Failing to start or continue, the material(s) used will be damaged.
 
+
* Guard towers take up one tile, but will overlap about half a tile in a 3x3 tile area around the central tile.
Guard towers take up one tile, but will overlap about half a tile in a 3x3 tile area around the central tile.
+
* When attaching the last piece, make sure you are facing the tile you wish the tower to be created in. Guard towers can be rotated by the creator, so the initial rotation doesn't matter. They cannot be pushed or pulled.
 
+
* Guard towers must be situated at least 50 tiles apart on Freedom servers. Note that it's NOT the actual "distance" that counts, but it has to be 50 tiles in each direction, e.g. going 50 tiles north and then 50 tiles west. ** So, a new tower actually must be outside a square of 101 tiles sidelength, with the existing tower in the middle.
When attaching the last piece, make sure you are facing the tile you wish the tower to be created in. Guard towers can be rotated by the creator, so the initial rotation doesn't matter. They cannot be pushed or pulled
+
** Error message when too close: {{event|inline|You can't continue the tower now; another tower is too near.}}
 
+
** Towers may be built minimum 150 tiles from another kingdom, or 60 tiles if you are within your own kingdom.
Do not build fences on the tile borders of the center tile of a guard tower. Although the fence may built, it will eventually be destroyed. House walls will withstand a tower's influence, however.
 
 
 
Guard towers must be situated at least 50 tiles apart on Freedom servers. Note that it's NOT the actual "distance" that counts, but it has to be 50 tiles in each direction, e.g. going 50 tiles north and then 50 tiles west! So: a new tower actually must be outside a square of 101 tiles sidelength, with the existing tower in the middle.
 
 
 
''Error msg when too close: "You can't continue the tower now; another tower is too near."''
 
 
 
Towers may be built minimum 150 tiles from another kingdom, except 60 tiles if you are within your own kingdom.
 
 
 
''NOTE: These values are currently being reconfirmed due to PMK problems and player feedback.''
 
  
 
[[Image:Freedomtower.png|thumb|right|A guard tower on the [[Freedom Isles]] up close.]]
 
[[Image:Freedomtower.png|thumb|right|A guard tower on the [[Freedom Isles]] up close.]]
  
 
== Influence ==
 
== Influence ==
A tower will create at least 60 tiles of kingdom influence, unless it is at the edge of opposing territory. There are also such things known as "hidden zones." Hidden zones are areas that mysteriously increase the influence radius of an altar or tower by an unusual amount. Hidden zones are most commonly found on mountains or sometimes lakes. There are also hidden zones in places around the world, sometimes small, sometimes large. Hidden zones have been known to add up to an extra 20 tiles on a altar's presence and sometimes up to 100 tiles on a tower's influence.
+
:A tower will create at least 60 tiles of kingdom influence, unless it is at the edge of opposing territory. There are also such things known as "hidden zones." Hidden zones are areas that mysteriously increase the influence radius of an altar or tower by an unusual amount. Hidden zones are most commonly found on mountains or sometimes lakes. There are also hidden zones in places around the world, sometimes small, sometimes large. Hidden zones have been known to add up to an extra 20 tiles on a altar's presence and sometimes up to 100 tiles on a tower's influence.
  
 
== Destroying ==
 
== Destroying ==
Guard towers can be destroyed with a weapon, such as a [[large maul]]. Catapults have no effect on towers. You may only destroy your own kingdom's towers if they are made by you or are located on your settlement.
+
Guard towers can be destroyed with a weapon, such as a [[large maul]]. [[Catapult]]s have no effect on towers.
 +
*You may only destroy your own kingdom's towers if they are made by you or are located on your settlement.
  
 
== Guards ==
 
== Guards ==
For each 10 QL of the tower, it will spawn 1 [[tower guard]], up to 5 guards. A [[rare]] guard tower will spawn 1 Extra [[tower guard]], allowing up to 6 guards.
+
*For each 10 QL of the tower, it will spawn 1 [[tower guard]], up to 5 guards.
 +
*A [[rarity system|rare]] guard tower will spawn 1 extra tower guard, allowing up to 6 guards.
  
 
== Range and Response ==
 
== Range and Response ==
 +
*Guards will respond to a help call if the creature is within 20 tiles of the Guard tower, ''not'' of the guards.
 +
**The monster needs to be within 20 tiles of the tower but you can call the guards as long as you are in local range of the tower (80 tiles).
 +
**This can be done by saying either '''"help"''' or '''"guards!"''' in Local chat within range of a guard tower, after which the guards will attack your current target.
 +
***The text to call the guards ''MUST'' be typed in lower case letters to work.
 +
***2 Guards respond per call, but you can call for more 10 seconds later.
  
Tower guards attack players of an enemy kingdom automatically. They will not, however, automatically hunt other hostile creatures within their range, rather they will only do so when ordered to by a player. This can be done by saying either "help" or "guards!" in Local chat within range of a guard tower, after which the guards will attack your current target. The text to call the guards '''MUST''' be typed in lower case letters to work.
+
== Notes ==
 
+
*Tower guards attack players of an enemy kingdom automatically.  
A guard tower that is on a deed will also attack [[KoS]] players, assisting any [[Spirit Templar|spirit templars]] that the deed may have.
+
*A guard tower that is on a deed will also attack [[KoS]] players, assisting any [[Spirit Templar|spirit templars]] that the deed may have.
 +
*They will not automatically hunt other hostile creatures within their range; rather, they will only do so when ordered to by a player.  
 +
*The guard tower increases [[kingdom]] influence, depending on the allegiance (loyalty to a particular kingdom) of the player who started building the tower.
 +
*They do not attack Enemy guards from the same town during a PMK switch over and not when called on each others (as they are all non-aggressive).
 +
*Do not build fences on the tile borders of the center tile of a guard tower.  Although the fence may built, it will eventually be destroyed. House walls will withstand a tower's influence, however.
  
==Note==
 
*2 Guards respond per turn but you can call more a 10 seconds later.
 
*Guards will respond to help call if the creature is within 20 tiles of the Guard tower '''not''' of the guards.
 
*The monster needs to be within 20 tiles of the tower but you can call the guards as long as you are in local range of the tower (80 tiles).
 
 
[[Category:Structures]]
 
[[Category:Structures]]
 
[[Category:Babel/G]]
 
[[Category:Babel/G]]

Revision as of 07:07, 31 January 2017

Main / Skills / Masonry / Guard tower

Guard tower
A Guard tower
Creation
Total materials
Result
  • Guard tower
Skill and improvement

Description

A high guard tower.

Guard tower is used for defensive purposes. It spawns tower guards who are hostile to enemy kingdoms and aggressive animals.

Creating

  • You cannot create a guard tower inside a building. Failing to start or continue, the material(s) used will be damaged.
  • Guard towers take up one tile, but will overlap about half a tile in a 3x3 tile area around the central tile.
  • When attaching the last piece, make sure you are facing the tile you wish the tower to be created in. Guard towers can be rotated by the creator, so the initial rotation doesn't matter. They cannot be pushed or pulled.
  • Guard towers must be situated at least 50 tiles apart on Freedom servers. Note that it's NOT the actual "distance" that counts, but it has to be 50 tiles in each direction, e.g. going 50 tiles north and then 50 tiles west. ** So, a new tower actually must be outside a square of 101 tiles sidelength, with the existing tower in the middle.
    • Error message when too close: You can't continue the tower now; another tower is too near.
    • Towers may be built minimum 150 tiles from another kingdom, or 60 tiles if you are within your own kingdom.
A guard tower on the Freedom Isles up close.

Influence

A tower will create at least 60 tiles of kingdom influence, unless it is at the edge of opposing territory. There are also such things known as "hidden zones." Hidden zones are areas that mysteriously increase the influence radius of an altar or tower by an unusual amount. Hidden zones are most commonly found on mountains or sometimes lakes. There are also hidden zones in places around the world, sometimes small, sometimes large. Hidden zones have been known to add up to an extra 20 tiles on a altar's presence and sometimes up to 100 tiles on a tower's influence.

Destroying

Guard towers can be destroyed with a weapon, such as a large maul. Catapults have no effect on towers.

  • You may only destroy your own kingdom's towers if they are made by you or are located on your settlement.

Guards

  • For each 10 QL of the tower, it will spawn 1 tower guard, up to 5 guards.
  • A rare guard tower will spawn 1 extra tower guard, allowing up to 6 guards.

Range and Response

  • Guards will respond to a help call if the creature is within 20 tiles of the Guard tower, not of the guards.
    • The monster needs to be within 20 tiles of the tower but you can call the guards as long as you are in local range of the tower (80 tiles).
    • This can be done by saying either "help" or "guards!" in Local chat within range of a guard tower, after which the guards will attack your current target.
      • The text to call the guards MUST be typed in lower case letters to work.
      • 2 Guards respond per call, but you can call for more 10 seconds later.

Notes

  • Tower guards attack players of an enemy kingdom automatically.
  • A guard tower that is on a deed will also attack KoS players, assisting any spirit templars that the deed may have.
  • They will not automatically hunt other hostile creatures within their range; rather, they will only do so when ordered to by a player.
  • The guard tower increases kingdom influence, depending on the allegiance (loyalty to a particular kingdom) of the player who started building the tower.
  • They do not attack Enemy guards from the same town during a PMK switch over and not when called on each others (as they are all non-aggressive).
  • Do not build fences on the tile borders of the center tile of a guard tower. Although the fence may built, it will eventually be destroyed. House walls will withstand a tower's influence, however.