Assignments and Jobs - Guard: Difference between revisions

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==Guard Power==
==Guard Power==


The Guard Power of an NPC is calculated based on the following factors:
The Guard Power of an NPC assigned to Guard Duty and who is conscious and not in bondage is as follows:
* A base value of 1.
* Base value: 1
* If [[Skills (NPCs)#Melee Combat|Melee Combat]] stat is 80+, add 1 to his/her Guard Power.
* [[Skills (NPCs)#Melee Combat|Melee Combat skill:]]  
* If Melee Combat stat is 100+ and the guard is holding a melee weapon, add an additional 1 to his/her Guard Power.
** Melee 80+, and not a [[Traits (NPCs)#Pacifist|Pacifist]]: +1
* If Melee Combat stat is 130+ and the guard is holding a melee weapon, add an additional 1 to his/her Guard Power.
** Melee 100+, as long as holding a melee weapon: +1
* If [[Skills (NPCs)#Ranged Combat|Ranged Combat]] stat is 80+, add 1 to his/her Guard Power.
** Melee 130+, as long as holding a melee weapon: +1
* If Ranged Combat stat is 100+ and the guard is holding a ranged weapon, add an additional 1 to his/her Guard Power.
* [[Skills (NPCs)#Ranged Combat|Ranged Combat skill]]:
* If Ranged Combat stat is 130+ and the guard is holding a ranged weapon, add an additional 1 to his/her Guard Power.
** Ranged 80+ and not a [[Traits (NPCs)#Pacifist|Pacifist]]: +1
* If the guard's body type is Herculean or higher, add 1 to his/her Guard Power.
** Ranged 100+, as long as holding a ranged weapon: +1
* If the guard's body type is Titan, add an additional 2 to his/her Guard Power.
** Ranged 130+, as long as holding a ranged weapon: +1
* A guard's weapons and armor increases his/her Guard Power, as follows:
* [[Attributes (NPCs)#Body Type (Frame)|Body Type]]:
** A Whipping Cane, Knife, or Staff increases his/her Guard Power by 1.
** Herculean: +1
** A Sledgehammer, Spear, or Wakizashi increases his/her Guard Power by 2
** Titan: +3
** A Sword increases his/her Guard Power by 3, if his/her Melee Combat stat is 40+.
** smaller: +0
** A Power Katana increases his/her Guard Power by 5, if his/her Melee Combat stat is 40+.
* Melee Weapon equipped:
** A Greatsword increases his/her Guard Power by 5, if his/her Melee Combat stat is 40+ and his/her Strength stat is 75+.
** Whipping Cane, Knife, or Staff : +1
** A Greataxe or Sacred Mallet increases his/her Guard Power by 4, if his/her Melee Combat stat is 40+ and his/her Strength stat is 100+.
** Sledgehammer, Spear, or Wakizashi: +2
** The Sword of Azuk increases his/her Guard Power by 6, if his/her Melee Combat stat is 40+ and his/her Strength stat is 190+
** Sword, if Melee 40+: +3.
** A Crossbow increases his/her Guard Power by 1.
** Power Katana, if Melee 40+: +5
** A Pistol or Pipe Gun increases his/her Guard Power by 2.
** Greatsword, if Melee 40+ and Strength 75+: +5
** A Rifle, Colt Revolver, Shotgun, or Grenade Launcher increases his/her Guard Power by 3, if his/her Ranged Combat stat is 40+.
** Greataxe or Sacred Mallet, if his/her Melee 40+ and Strength 100+: +5
** An Automatic Rifle increases his/her Guard Power by 4, if his/her Ranged Combat stat is 40+.
** The Sword of Azuk, if Melee 40+ and Strength 190+: +6
** A .50cal Rifle or an R-55 Revolver increases his/her Guard Power by 5, if his/her Ranged Combat stat is 40+.
** Ice Dragon blade, if Melee 40+ (Clea Vallas only): +6
** A Coil Gun or Plasma Rifle increases his/her Guard Power by 6, if his/her Ranged Combat stat is 40+.
* Ranged Weapon equipped:
** A Minigun increases his/her Guard Power by 7, if his/her Ranged Combat stat is 40+ and his/her Strength stat is 100+.
** Crossbow: +1
** A Cyber Cannon increases his/her Guard Power by 8, if his/her Ranged Combat stat is 80+.
** Pistol or Pipe Gun: +2
** Clea Vallas' Ice Dragon blade increases her Guard Power by 4 as long as her Melee Combat stat is 40+, while her Nemesis Rifle increases her Guard Power by an additional 7, as long as her Ranged Combat stat remains above 80+.
** Rifle, Colt Revolver, Shotgun, or Grenade Launcher, if Ranged 40+: +3
** A Bofors Gun's 40mm twin Bofors gun add 25 Guard Power, as long as the Bofors Gun's Ranged Combat stat remains above 80+.
** Automatic Rifle, if Ranged 40+: +4
** Wearing Padded Cloth, Leather Armor, or Stealth Armor adds 1 to the wearer's Guard Power.
** ·50cal Rifle or R-55 Revolver, if Ranged 40+: +5
** Wearing Hard Leather Armor or Combat Armor adds 2 to the wearer's Guard Power.
** Coil Gun or Plasma Rifle, if Ranged 40+: +6
** Wearing Duraplate or Combat Weave adds 3 to the wearer's Guard Power.
** Nemesis Rifle, if Ranged 40+ (Clea Vallas only): +7
** Wearing WEGA Armor, Aetheria (Clea Vallas exclusive), or HULC Armor adds 4 to the wearer's Guard Power.
** Minigun, if Ranged 40+ and Strength 100+: +7
* An unarmed guard subtracts 1 from his/her Guard Power.
** Cyber Cannon, if Ranged 80+: +8.
* If the guard's [[Attributes (NPCs)#Kindness|Kindness]] is below 40, add 1 to his/her Guard Power.
** Bofors Gun, if the team's Ranged 80+: +2
* If the guard's Discipline is 60+, add 1 to his/her Guard Power.
 
* If the guard has the [[Traits (NPCs)#Warrior|Warrior]] trait, add 2 to his/her Guard Power.
* Armor worn:
*If the guard has the [[Traits (NPCs)#Brawler|Brawler]] trait, add 2 to his/her Guard Power.
** Padded, Leather, or Stealth: +1
*If the guard has the [[Traits (NPCs)#Malevolent|Malevolent]] trait, add 2 to his/her Guard Power.
** Hard Leather or Combat: +2
*If the guard has the Sloppy trait, subtract 1 from his/her Guard Power.
** Duraplate or Combat Weave: +3
* If the guard's age is 15 or less, subtract 1 from his/her Guard Power.
** WEGA, Aetheria (Clea Vallas only) or HULC: +4
* [[Connor Sunderland|Connor]], [[Samuel Spartan|Samuel]], [[Ayden Rhodes|Ayden]], [[Doyle Bekker|Doyle]] and [[Felix Donnerschlag|Felix]] get +4 to their Guard Power.
* [[Attributes (NPCs)#Kindness|Kindness]] under 40: +1
* A fully adult Wrool Cat, if the MC did not exterminate it during Conclude Day domestic events, will passively add +5 points to Guard Power.
* [[Attributes (NPCs)#Discipline|Discipline]] 60+:  +1
* [[Traits (NPCs)#Warrior|Warrior]] trait: +1
*[[Traits (NPCs)#Brawler|Brawler]] trait: +1
*[[Traits (NPCs)#Malevolent|Malevolent]] trait: +2
*[[Traits (NPCs)#Sloppy|Sloppy]] trait: -1
*[[Attributes (NPCs)#Dexterity|DEXTERITY]] under 15: -1
*[[Happiness and Affection|Affection]] 10 or less: -1
* '''Age''' 15 or under: -1
* [[Attributes (NPCs)#Health, and Health Points|Health points]] under 20: -2
* If '''UNARMED''': -1
* Adept individuals - [[Connor Sunderland|Connor]], [[Samuel Spartan|Samuel]], [[Ayden Rhodes|Ayden]], [[Doyle Bekker|Doyle]], [[Felix Donnerschlag|Felix]]: +4
==Guard Pool==
==Guard Pool==


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That pool determines the total Guard Power of the Household.  
That pool determines the total Guard Power of the Household.  


(A [[Assignments and Jobs - Captain of the Guard|Captain]] also adds his or her Guard Power to the Guard Pool)
(A [[Assignments and Jobs - Captain of the Guard|Captain]] also adds his or her Guard Power to the Guard Pool.)
* 0-5: Amateur.
 
* 6-10: Average.
A fully adult and friendly Wrool Cat present in the compound (i.e. if the MC did not exterminate it during Conclude Day domestic events) will passively add +5 points to the Guard Pool.
* 11-15: Good.
 
* 16-24: Professional.
Upgraded compound walls also add to the Guard Pool.
* 25+: Fortress.


=== Effects of the Guard Pool:===
=== Effects of the Guard Pool:===

Revision as of 01:35, 15 October 2025

Guard

  • Daily Income: Special
  • Hours: Special
  • Age: Any
  • Risks: High

If you have a Captain of the Guard assigned, each day, each Guard will have a chance of having their Ranged and Melee combat skills increased, and their Discipline, by +1, up to a cap of 80, with the change of this happening dependent on the Skill of the Captain.

Overview

The Guards 's main task is to keep your household safe from external threats, and to keep unruly slaves from escaping. A well-guarded household also contributes to the safety of your community (increases Ikaanos' Control value).

Guard Power

The Guard Power of an NPC assigned to Guard Duty and who is conscious and not in bondage is as follows:

  • Base value: 1
  • Melee Combat skill:
    • Melee 80+, and not a Pacifist: +1
    • Melee 100+, as long as holding a melee weapon: +1
    • Melee 130+, as long as holding a melee weapon: +1
  • Ranged Combat skill:
    • Ranged 80+ and not a Pacifist: +1
    • Ranged 100+, as long as holding a ranged weapon: +1
    • Ranged 130+, as long as holding a ranged weapon: +1
  • Body Type:
    • Herculean: +1
    • Titan: +3
    • smaller: +0
  • Melee Weapon equipped:
    • Whipping Cane, Knife, or Staff : +1
    • Sledgehammer, Spear, or Wakizashi: +2
    • Sword, if Melee 40+: +3.
    • Power Katana, if Melee 40+: +5
    • Greatsword, if Melee 40+ and Strength 75+: +5
    • Greataxe or Sacred Mallet, if his/her Melee 40+ and Strength 100+: +5
    • The Sword of Azuk, if Melee 40+ and Strength 190+: +6
    • Ice Dragon blade, if Melee 40+ (Clea Vallas only): +6
  • Ranged Weapon equipped:
    • Crossbow: +1
    • Pistol or Pipe Gun: +2
    • Rifle, Colt Revolver, Shotgun, or Grenade Launcher, if Ranged 40+: +3
    • Automatic Rifle, if Ranged 40+: +4
    • ·50cal Rifle or R-55 Revolver, if Ranged 40+: +5
    • Coil Gun or Plasma Rifle, if Ranged 40+: +6
    • Nemesis Rifle, if Ranged 40+ (Clea Vallas only): +7
    • Minigun, if Ranged 40+ and Strength 100+: +7
    • Cyber Cannon, if Ranged 80+: +8.
    • Bofors Gun, if the team's Ranged 80+: +2

Guard Pool

A guard adds his or her Guard Power to the household Guard Pool.

That pool determines the total Guard Power of the Household.

(A Captain also adds his or her Guard Power to the Guard Pool.)

A fully adult and friendly Wrool Cat present in the compound (i.e. if the MC did not exterminate it during Conclude Day domestic events) will passively add +5 points to the Guard Pool.

Upgraded compound walls also add to the Guard Pool.

Effects of the Guard Pool:

The guards do many things to protect your household, including:

  • Reduce the chance of slaves escaping your household.
    • (Escape chance reduced by the Guard Pool value.)
  • Prevent thieves from burgling you.
  • Reduce Chaos in your tavern:
    • Guard Pool more than 20 reduces Chaos by 1 point.
    • Guard Pool more than 40 reduces Chaos by 2 additional points.
    • Guard Pool more than 60 reduces Chaos by 3 additional points.
  • Stop thieves/urchins from trespassing in your property (that's how you capture Kelly McTierney).

The Guards also help keep the surrounding area safe from Bandits and other threats. Your Guard pool value / 2 = daily % chance for +1 Control, up to a maximum of 75.

Household Raids

When city control falls below 40, groups of raiders can assault your household. The chance of a household raid scales based on the household's wealth and power values. Wealthier, less powerful houses are more likely to be targeted by raiders.

Households with higher Guard Pool have higher chances of successfully repelling the raiders; a guard pool is 120 is sufficient to repel 99% of raids. The Player also contributes to the Guard Pool during raids; their power value is calculated using the strength and combat skills.

Raids that breach your defenses will cause the following effects:

  • Up to 30% of your money will be stolen (capped at $15k)
  • Between 15-30% of your merchandise and/or food can be stolen.

Additionally, all raids have the following effects:

  • Random health loss for guards and/or player.
  • Assigned guards may improve combat skills.
  • Variable ammo costs will be incurred.