Difference between revisions of "Tower guard"
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== Description == | == Description == | ||
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''This person seems to be able to put up some resistance. These guards will help defend you if you say help.'' | ''This person seems to be able to put up some resistance. These guards will help defend you if you say help.'' | ||
Latest revision as of 23:31, 6 September 2023
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Contents
Description
This person seems to be able to put up some resistance. These guards will help defend you if you say help.
A tower guard is an NPC that spawns from a guard tower. They are aggressive against anyone from opposing kingdoms and hostile creatures that the player may ask them to attack.
Notes on General Function
- You can call out for tower guards to attack a hostile animal that is attacking you (that you are targeting), by typing "help" or "guards!" in the Local Chat window (this is case sensitive and must be all lower case in order to call the guards.)
- Target needs to be within a 20 tile radius of a Tower for guards to respond. If the target is within 15 tiles of the tower, the guards will always respond. At maximum distance only one guard arrives per call for help. Distance between you and the Target does not matter, nor does the distance between guard and Target/You.
- Guards will not attack creatures that are not normally aggro, even if they are attacking you, such as deer or unicorns.
- It is useful to bind calling help to a key. To do this - Press
F1 to open console and type in bind key "say help". Replace 'key' with the key you wish to bind it to. That key will call the tower guards unless it is rebound. Additionally, as long as the text consists of "help" or "guards!" it can be customized for fun. Example, "guards! Kill this thief!"
- For every 10 quality of the guard tower, one guard will be spawned and present for battle. The minimum quality required to get a tower guard is 10. There is a maximum of 5 tower guards per tower; any increase in QL above 50 has no impact on numbers and strength of guards, though it will make your tower harder to destroy.
- Guards will not answer calls for help against targets inside caves, unless they themselves are inside that cave, and the target is within tower range.
- Guards stuck inside caves most often won't respond to calls for help on the surface. To prevent guards from entering caves, place mine doors on all nearby entrances.
- Guards can walk through locked gates and fences.
- Calling guards more than once can help, as more will respond. This is because upon requesting help only two will answer. The rest stay available to help with a different creature or to provide additional support to the guards already helping the player. The second request for help will call more guards if there are any more available and can be done after 10 seconds.
- Guards automatically attack nearby KoS-marked and hostile players. Guards are very fast and relentless, and they may chase players hundreds of tiles away and will continue even far away from the original KoS deed site.
Fight Skill, Equipping
- Tower guards have approximately 35-40 fighting skill. This makes them stronger than brown bears and scorpions but considerably weaker than village spirit guards.
- Tower guards can gain and lose fighting skill depending on kills achieved and kills received.
- Players can equip tower guards with weapons, shields and other items, and they will even stay with the guard's corpse upon death. Anyone from the same kingdom can remove these items.
- Jenn-Kellon guards have skill in longswords.
- Mol-Rehan guards have skill in axes.
- Horde of the Summoned guards have skill in mauls
- All kingdom guards have skill in medium shields.
Additional Notes
- During Halloween, the tower guard model is usually changed to something spooky. Despite their spookiness, the guards remain harmless to allies.
- If you butcher them, you can get human meat and lose alignment.
- They usually die by the time they are "aged".
- Alignment is not lost if you kill them.
- Towers placed inside deed borders will cooperate with deed guards in dealing with lawbreakers. Though, pursuit behavior notably differs from the deed guards.