Difference between revisions of "Guard tower"

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[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''
 
[[CDB|Main]] / [[Skills]] / [[Masonry]] / '''{{PAGENAME}}'''
  
{{item
+
{{itemBox
 
|name={{PAGENAME}}
 
|name={{PAGENAME}}
|image=Guard tower.png
+
|image=GuardTowers.jpg
 
|active=[[stone brick]]
 
|active=[[stone brick]]
|passive=[[clay]] (2.00kg)
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|passive=[[clay]]  
|group=Decorations
+
|group=Towers
|materials=* 500x [[stone brick]]
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|materials=* 501x [[stone brick]]s
* 500x [[clay]] (1000.00 kg)
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* 501x [[clay]]  
 
* 100x [[plank]]s
 
* 100x [[plank]]s
 
|result=*'''{{PAGENAME}}'''
 
|result=*'''{{PAGENAME}}'''
 
|skill=masonry
 
|skill=masonry
 +
|improve=masonry
 
}}
 
}}
  
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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.
+
* At 25 masonry skill, with 8ql bricks and 18ql clay, the chance to start a guard tower is roughly 44%.
 +
* Failing to start or continue, the material(s) used will be damaged.
 +
* You cannot create a guard tower inside a building.
 +
* 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 on. Guard towers can be rotated by the creator, so the initial rotation doesn't matter. They cannot be pushed or pulled.
 +
* Guard towers on Freedom servers can't be constructed in a radius of 50 tiles of another guard tower.
 +
** Error message when too close: {{event|inline|You can't continue the tower now; another tower is too near.}}
 +
** Towers on PVP may be built minimum 150 tiles from another kingdom, or 60 tiles if you are within your own kingdom.
  
Guard towers take up one tile, but will overlap about half a tile in a 3x3 tile area around the central tile.
+
[[Image:Freedomtower.png|thumb|right|A guard tower on the [[Freedom Isles]] up close.]]
When attaching the last piece, try standing a bit diagonally, to place the tower more aligned to the tile.
 
 
 
Do not build fences or a structure on the tile borders of the center tile of a guard tower.  Although the fence may build, it will eventually be destroyed.
 
 
 
Guard towers must be situated at least 50 tiles apart on Freedom servers.
 
Towers may be built minimum 150 tiles from another kingdom, except 60 tiles if you are within your own kingdom.<br>
 
 
 
''NOTE: These values are currently being reconfirmed due to PMK problems and player feedback.''
 
 
 
===Tower Orientation===
 
A guard tower cannot be moved once completed so it is vital to be standing in the right position upon completion so it orients itself in the way the player desires. The position of an unfinished tower is not necessarily the position it will take upon completion.  All unfinished towers are aligned with doorways facing south, the position of the doorway upon completion is depends on the position of the player when the last piece is attached.
 
 
 
When finished, the door of the tower will be <s>45 degrees to the right</s> on the wall to the left (see [[Talk:Guard tower]] for further information)  of the direction the player is currently looking.
 
Note: Warning, tower door appeared <s>45 degrees</s> to the left (not right as indicated above) 2013/10/20 on Pristine.
 
 
 
Standing at any corner of an unfinished tower and looking across it will cause the doorway to appear on the wall to the player's left.
 
Standing in the centre of an unfinished tower wall and looking across it will cause the tower (after positioning of the doorway) to be rotated 45 degrees to the right (clockwise)
 
 
 
'''For example:'''
 
 
 
Suppose a player wants to build a guard tower on E that faces H.
 
 
 
{| border="1" cellpadding="2" align="center"
 
|-
 
| width="15pt" | A
 
| width="15pt" | B
 
| width="15pt" | C
 
|-
 
| D || E || F
 
|-
 
| G || H || I
 
|}
 
  
Stand at the corner of tiles E, F, H, and I facing across to the A, D, G tiles. Make sure to be just inside the tile border of E to prevent the tower from jumping to one of the other tiles. Door will appear at H. Tower will be aligned along N-S, E-W.
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== Influence on PVP Servers==
  
If you want the tower aligned along NW-SE, NE-SW, you need to be standing in the center of the tile border between two corners of the unfinished building.
+
A tower will create at least 60 tiles of kingdom influence, unless it is at the edge of opposing territory. There are also "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.
 
 
'''For example:'''
 
 
 
The player wants the doorway facing tile A of a tower built on tile E.
 
 
 
Stand on the tile border that separates tile E and tile H, facing tile B, mid way between D/G and F/I.  This will result in 2 events. First, the doorway will be put on the wall to the left of your position, facing tile D. Second, the tower will be rotated to the right (clockwise) by 45 degrees with the final alignment of the doorway facing A.  The tower will now be aligned along NW-SE, NE-SW directions
 
 
 
[[Image:Freedomtower.png|thumb|right|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 ==
 
== 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, only by the builder of the tower or if it is on deed where permissions allow it.
 +
*Mayor can bash Guard tower without having 21 [[body strength]]
 +
*'''Warning: The builder has the chance to destroy a tower in one hit.'''
  
 
== 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]].
+
*For each 10 QL of the tower, it will spawn 1 [[tower guard]], up to 5 guards.
 +
*A [[rarity system|rare]] guard tower over 60 ql will spawn 1 extra tower guard, allowing up to 6 guards.
 +
*A [[rarity system|supreme]] guard tower over 70 ql will spawn 2 extra tower guards, allowing up to 7 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 all lowercase 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.
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== Notes ==
 
+
*When created the tower will be assigned a name in the form of "Creator name" "Random number", the name is not unique so multiple towers can have the same name.
They will also attack [[KoS]]ed players, if player enters a deed that is protected by a [[Spirit Templar|spirit templar]] (this works on PVP and PVE servers).
+
*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.
Note that 2 Guards respond per turn but you can call more a 10 seconds later.
+
*They will not automatically hunt other hostile creatures within their range; rather, they will only do so when ordered to by a player.  
Guards will respond to help call if the creature is within range 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 your in local range of the tower (80 tiles).
+
*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 be built, it will eventually be destroyed. House walls will withstand a tower's influence, however.
 +
*Cannot be constructed inside caves.
 +
*Guards respawn.
 +
[[Category:Stone items]]
 
[[Category:Structures]]
 
[[Category:Structures]]
 +
[[Category:Towers]]
 
[[Category:Babel/G]]
 
[[Category:Babel/G]]

Latest revision as of 06:08, 3 April 2024

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

  • At 25 masonry skill, with 8ql bricks and 18ql clay, the chance to start a guard tower is roughly 44%.
  • Failing to start or continue, the material(s) used will be damaged.
  • You cannot create a guard tower inside a building.
  • 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 on. Guard towers can be rotated by the creator, so the initial rotation doesn't matter. They cannot be pushed or pulled.
  • Guard towers on Freedom servers can't be constructed in a radius of 50 tiles of another guard tower.
    • Error message when too close: You can't continue the tower now; another tower is too near.
    • Towers on PVP 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 on PVP Servers

A tower will create at least 60 tiles of kingdom influence, unless it is at the edge of opposing territory. There are also "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, only by the builder of the tower or if it is on deed where permissions allow it.
  • Mayor can bash Guard tower without having 21 body strength
  • Warning: The builder has the chance to destroy a tower in one hit.

Guards

  • For each 10 QL of the tower, it will spawn 1 tower guard, up to 5 guards.
  • A rare guard tower over 60 ql will spawn 1 extra tower guard, allowing up to 6 guards.
  • A supreme guard tower over 70 ql will spawn 2 extra tower guards, allowing up to 7 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 all lowercase letters to work.
      • 2 guards respond per call, but you can call for more 10 seconds later.

Notes

  • When created the tower will be assigned a name in the form of "Creator name" "Random number", the name is not unique so multiple towers can have the same name.
  • 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 be built, it will eventually be destroyed. House walls will withstand a tower's influence, however.
  • Cannot be constructed inside caves.
  • Guards respawn.