Guard tower

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Main / Skills / Masonry / Guard tower


Guard tower
A Guard tower
Creation
  1. Activate stone brick
  2. Right-click clay (2.00kg)
  3. Open submenu "Create > Decorations"
Additional materials
Result
  • Guard tower
Skill and improvement




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 on Freedom servers. 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.

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 right(see Talk:Guard tower for further information) of where the player is currently looking.

For example:

Suppose a player wants to build a guard tower on "E" that faces "H".

A B C
D E F
G H I

The player should stand on "E" and face "I" while they're attaching the last piece of the guard tower. This will make the tower face "H" when completed.

Sometimes a tower will jump to the tile the player is facing upon completion.

To prevent this, the player should stand on the edge of "E" farthest from the tile they are facing to orient the tower.

Example 1: If the player is facing "H" to orient the tower to face "G" then they should be standing on "E" centered along the "E/B" border.

Example 2: If the player is facing "F" to place the tower so it faces "I" then the player should be standing on "E" in the "A/B/D/E" corner.

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.


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 players, 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. 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).