Difference between revisions of "Guard tower"
Line 37: | Line 37: | ||
'''For example:''' | '''For example:''' | ||
− | + | A B C<br> | |
D E F<br> | D E F<br> | ||
− | G H I | + | G H I<br> |
If the player stands on "E" and faces "G" while they're attaching the last piece of the guard tower, the door of the tower will face "H". | If the player stands on "E" and faces "G" while they're attaching the last piece of the guard tower, the door of the tower will face "H". |
Revision as of 04:06, 7 September 2012
Main / Skills / Masonry / Guard tower
Creation |
---|
|
Additional materials |
|
Result |
|
Skill and improvement |
|
Contents
Description
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 guards 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).
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, 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. 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 sue 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.
When finished, the door of the tower will be 45 degrees to the left of where the player is currently looking.
For example:
A B C
D E F
G H I
If the player stands on "E" and faces "G" while they're attaching the last piece of the guard tower, the door of the tower will face "H".
The player should stand on the edge of "E" farthest from the tile they are facing to orient the tower. For example, if the player is facing "D" to orient the tower to face "G" then they should be standing on "E" at the "E/F" border. This will prevent the tower from jumping over to the tile that the player is facing.
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.
Range and Response
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. They will also attack KoSed player, if player enters a deed that is protected by a Spirit Templar (this works on PVP and PVE servers). Note that 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 range of the Guard tower not of the guards.
This Range is 20 to 25 tiles (more testing needed) but you don`t have to be close (worked at 80 tiles not 81 thus local).