Dwelling Guard
Anti-plunder defensive system for dwelling owners. Stand guard at your dwelling overnight to protect coffers (treasure chests) from plunder attacks. Guard costs 40% of newday turns (default, configurable). Can block up to 5 plunder attempts per day (default, configurable max). Requires 1+ Voldemort Encounter to guard (prevents level 0 farmies). Defensive counter to Estate Break-ins plunder mechanic. Where you give up sleep to sit in your house with a wand pointed at the door like a paranoid homeowner.
Requirements
Module Dependencies:
- Dwellings module: Core housing system (required)
- Dwellings Plunder module: Estate break-in/plunder system (required)
- Dwelling Guard module: This defensive addon
Player Requirements:
- Minimum 1 Voldemort Encounter: Cannot guard at VE 0
- Prevents creation of "farmie" guard accounts (level 0 alts protecting mains)
- Must have access to a dwelling (owner or keyholder)
How to Stand Guard
Activation:
- Navigate inside a dwelling you have access to
- New navigation option: "Coffers Safety"
- Select "Stand Guard" option
- Confirmation: You will stand guard overnight
What Happens:
- Your character remains at the dwelling overnight
- Visible to residents: "[Your Name] stands with prepared [weapon] guard at the coffers."
- You sacrifice turns to protect the treasure
- Guard active until next newday
Turn Cost (Newday):
- At newday: Lose percentage of your newday turns
- Default: 40% of newday turns (turns setting, admin-configurable)
- Example: If you would get 10 newday turns → lose 4 turns, receive 6 turns
- Message: "Due to the fact you only slept half of the night yesterday because of your guard, you lose [X] turns!"
- Trade-off: Security vs turns
Guard Effectiveness
Blocking Plunder Attempts:
- When plunderer attacks dwelling: Guard intercepts
- Combat sequence:
- Plunderer must defeat YOU (the guard) before accessing coffers
- Uses standard PvP combat mechanics
- Your current stats vs plunderer's stats
- If plunderer defeats guard:
- Plunder proceeds normally (steal gold/gems from coffers)
- Guard "incident" counter increments
- If guard defeats plunderer:
- Plunder blocked! Coffers safe
- Plunderer loses attempt (wasted)
- Guard "incident" counter increments
Maximum Incidents Per Day:
- Setting: maxguards (default: 5)
- Guard can handle up to 5 plunder attempts per day (default)
- After 5th incident: Guard exhausted, can't block more attacks
- Resets at newday
- Prevents infinite farming protection (guard gets tired)
Strategic Considerations
When to Guard:
- High-value coffers: Large gold/gem stash worth protecting
- Known plunder risk: Your dwelling has been targeted before
- Spare turns: You have turns to sacrifice (40% is acceptable)
- Strong combat stats: You can defeat typical plunderers
When NOT to Guard:
- Empty coffers: Nothing to steal (waste of turns)
- Need turns: Can't afford 40% turn loss (forest grind planned)
- Weak stats: You'll lose to plunderers anyway (pointless guard)
- Already at max incidents: Guard exhausted for the day
Guard Effectiveness Factors:
- Your combat power: Strong guard = better defense
- Plunderer strength: Varies by who attacks
- Incident limit: Only 5 defenses per day (default)
- Turn cost: 40% newday turns is significant sacrifice
Guard vs Plunder Economics
Cost-Benefit Analysis:
- Guard cost: 40% newday turns = ~4 turns (if 10 newday turns)
- Turn value: ~50-200 gold per forest fight (depends on level)
- Lost opportunity: 4 turns × 100 gold = 400 gold lost
- Protection value: Coffer contents (varies: 100-10,000+ gold)
Break-even Calculation:
- If coffers contain < 400 gold: Guard not worth it (lose more than you protect)
- If coffers contain > 1000 gold: Guard worth it (save more than you lose)
- If coffers contain 10,000+ gold: Guard DEFINITELY worth it
Plunderer Perspective:
- Plunderers target high-value dwellings
- Seeing a guard may deter weak plunderers
- Strong plunderers will fight guard for big payouts
- Guard acts as both defense AND deterrent
Multiple Dwelling Owners
Who Can Guard?:
- Dwelling owner: Can always guard their own dwelling
- Keyholders: Can guard if they have key access
- Anyone with access to dwelling interior can volunteer to guard
Coordination:
- Multiple residents can take turns guarding (different days)
- Spread turn cost across multiple players
- Strategic: Owner guards high-risk nights, keyholders guard low-risk nights
Trust Issues:
- Guard has access to dwelling interior (sees coffer contents)
- Only give keys to trusted players
- Guard can't steal from coffers (separate access control)
Guard Display & Information
Management Page:
- Dwelling management shows: "Anti-Plundering measures"
- Displays guard name and weapon: "Guard: [Name] ([weapon])"
- Visible to dwelling owner/residents
Inside Dwelling:
- When entering dwelling with active guard:
- "[Name] stands with prepared [weapon] guard at the coffers."
- Visible deterrent to potential plunderers
Incident Tracking:
- User pref: guarded (how many incidents occurred)
- Resets at newday
- Max incidents: maxguards setting (default: 5)
Admin Configuration
Module Settings:
- turns: Percentage of newday turns guard loses (float, 1-100%, default: 40%)
- Higher % = more expensive to guard (discourages constant guarding)
- Lower % = cheaper to guard (encourages defense)
- Example values:
- 20%: Light cost (2 turns if 10 newday)
- 40%: Moderate cost (4 turns if 10 newday) - DEFAULT
- 60%: Heavy cost (6 turns if 10 newday)
- maxguards: Max plunder attempts guard can handle per day (float, 1-20, default: 5)
- Higher = guard can defend more (stronger defense)
- Lower = guard exhausts faster (weaker defense)
- Prevents infinite guard farming (guard gets tired)
Anti-Farming Notes:
- VE requirement (dragonkills < 1 can't guard) prevents level 0 farmies
- maxguards limit prevents one guard from blocking all plunder attempts
- Turn cost makes guarding expensive (discourages constant use)
User Preferences
- standsinwhatdwelling: Which dwelling ID player is guarding (int)
- Set when player chooses to guard
- Reset to 0 at player login (guard duty ends)
- guarded: How many plunder incidents occurred today (int)
- Increments each time guard fights plunderer
- When >= maxguards: Guard exhausted, can't block more
- Resets at newday
Integration with Estate Break-ins
How Guard Interacts with Plunder:
- Estate Break-ins module provides plunder attack mechanism
- Dwelling Guard module provides defense mechanism
- When plunder attack occurs:
- Check if dwelling has active guard
- If yes: Plunderer fights guard (PvP combat)
- If plunderer wins: Proceed to coffer plunder
- If guard wins: Block plunder, save coffers
- If no guard: Plunder proceeds unopposed
Sleeper Count Adjustment:
- Guard counts as extra sleeper in dwelling
- Hook: dwellings-addsleepers
- Guard can always sleep in guarded dwelling (even if full)
- Prevents guard being locked out
Limitations
- VE Requirement: Can't guard until 1+ Voldemort Encounter
- Turn Cost: 40% newday turns is significant (4/10 turns)
- Max Incidents: Only defends 5 attacks per day (default)
- Combat Dependent: Weak guard loses to strong plunderers
- No Guarantee: Guard can be defeated, coffers still plundered
- One Dwelling: Can only guard one dwelling at a time
- Daily Commitment: Must re-guard each day (doesn't persist)
Comparison to Other Defenses
Dwelling Guard vs Empty Coffers:
- Empty Coffers: No plunder value, no guard needed (free)
- Guard: Protects full coffers, costs 40% turns
- Emptying coffers = 100% plunder prevention, 0 cost
- Guarding = partial protection, significant cost
Dwelling Guard vs Withdrawal Strategy:
- Withdraw coffers before sleep: 0 plunder risk, 0 cost
- Guard coffers: Plunder risk remains, 40% turn cost
- Withdrawal is safer and cheaper (if you remember daily)
Why Guard Despite Alternatives?:
- Convenience: Don't have to withdraw/deposit daily
- Shared dwelling: Protect other residents' coffer deposits
- Pride: Defend your home from invaders
- Deterrent: Visible guard discourages weak plunderers
Dwelling Guard: where you sacrifice 40% of your newday turns to stand in your house overnight with your wand pointed at the treasure chest like a paranoid security guard, hoping that if burglars show up you're strong enough to actually defeat them instead of just getting your ass kicked and watching them steal your gold anyway. You can defend against up to 5 plunder attempts per day before you get exhausted and can't guard anymore, because apparently even magical guards need sleep eventually. The system requires 1+ Voldemort Encounter to prevent people from creating level 0 "farmie" guard accounts to protect their mains, which is the developers saying "we thought of your exploit before you did." The economics are questionable: you lose ~4 turns (worth ~400 gold in forest fights) to protect coffers that might only have 100 gold, unless you're guarding a 10,000 gold stash in which case it's absolutely worth it. Most players realize it's easier to just withdraw their gold before sleeping and deposit it again in the morning, making the entire guard system a roleplay feature for people who enjoy pretending to be night watchmen.