Guard Zones¶
Overview¶
Guard zones on UO:X use a unique mortal guard system that differs from traditional Ultima Online servers. Instead of guards instantly killing criminals, this server employs patrol guards that engage criminals in actual combat. These guards are real NPCs that can be fought, killed, and will respawn after a delay.
When you call for guards in a protected area, you're summoning living defenders who will pursue and fight criminals, not invoke instant death. This creates more dynamic and tactical encounters in town areas.
How Guard Protection Works¶
Calling Guards¶
You can call for guards in any guarded region by:
- Saying "guards" - The traditional method that alerts nearby patrol guards
- Being attacked by a criminal - Automatically triggers guard response
- Witnessing a criminal act - Guards respond to crimes committed in their jurisdiction
Guard Response System¶
When guards are called, the system works in two stages:
Stage 1: Alert Nearby Patrols
- Patrol guards within 15 tiles of the criminal are immediately alerted
- These guards will engage the criminal in combat
- Guards must be alive and not already in combat to respond
Stage 2: Reinforcement Dispatch
- If no patrol guards are nearby, registered guard posts dispatch reinforcements
- Fresh guards spawn at their post location and pursue the criminal
- Multiple guard posts in a region can all respond to the same threat
Legacy Fallback¶
In areas without guard posts configured, the system falls back to traditional instant-kill behavior where guards appear and eliminate criminals immediately.
Guard Types and Capabilities¶
Guard Archetypes¶
Guards come in three combat styles:
Dexxer Guards - Melee combat specialists - Use swords, maces, or fencing weapons - High hit points and armor
Archer Guards - Ranged attackers with bows - Can engage from distance - Mobile and tactical
Mage Guards - Cast offensive spells - Use traditional magery - Dangerous at range
Guard Prowess Levels¶
Guards may appear in different strength tiers:
Human Guards (Standard) - Normal combat statistics - Basic equipment and skills
Veteran Guards - Enhanced combat abilities - Better equipment - More challenging opponents
Elite Guards (Superhuman) - Significantly stronger than normal guards - Superior gear and skills - Extremely dangerous in combat
Criminal Status and Guards¶
Who Guards Target¶
Guards will engage:
- Criminals - Players flagged gray from criminal actions
- Murderers - Players with murder counts (red names)
- Specific targets - Based on guard post targeting rules (faction members, guild affiliations, etc.)
Guard Candidate Status¶
When you commit a crime in a guarded area:
- You receive the message: "Guards can now be called on you!"
- You remain a guard candidate for 15 seconds
- During this time, anyone can call guards on you
- After 15 seconds without further crimes: "Guards can no longer be called on you."
Note: Murderers are always guard candidates in guarded regions and don't receive the timeout.
Guard Combat Mechanics¶
Fighting Guards¶
Guards are real NPCs that can be:
- Damaged - They have normal hit points
- Killed - They will die when reduced to 0 HP
- Looted - Their corpses contain their equipment (though guards carry no gold)
Guard Respawning¶
When a guard dies:
- The guard post enters a respawn timer (default: 300 seconds / 5 minutes)
- After the timer expires, a fresh guard spawns at the post
- The new guard resumes patrol duties
- Respawn timers may vary by location
Guard Pursuit¶
Guards will chase criminals:
- Patrol guards pursue targets actively
- Guards can follow criminals outside their normal patrol area
- Detached guards that chase too far (30+ tiles from their post) are replaced
- Detached guards have a limited lifespan (30 minutes) before disappearing
- Replacement guards spawn immediately when a guard detaches
Guard Patrol Behavior¶
Patrol Routes¶
Guards follow predetermined patrol routes:
- Routes consist of multiple waypoints
- Guards walk or run between waypoints based on configuration
- Some patrols loop continuously, others ping-pong back and forth
- Guards return to patrol after combat ends
Stationary Guards¶
Some guards remain at fixed posts:
- They don't patrol but watch their assigned location
- Will engage criminals who come within range
- Return to their post after combat
Regional Differences¶
Guarded vs Unguarded Areas¶
Guarded Regions: - Towns and settlements - Guard posts are active - Criminal acts trigger guard response - Certain spells cannot be cast
Unguarded Regions: - Wilderness areas - Dungeons - No guard protection - All spells and actions allowed
Spell Restrictions¶
In guarded towns, you cannot cast certain aggressive spells:
- Attempting to cast restricted spells shows: "You cannot cast this in town!"
- This prevents offensive magic in safe zones
- Applies to all players regardless of criminal status
Guard Teams and Identification¶
Team Colors¶
Guards may wear color-coded clothing to identify their allegiance:
- Different guard posts use different team colors
- All guards from the same post share the same clothing hue
- Helps players identify which guards belong to which faction/post
Guard Names¶
- Guards have randomized human names (male or female)
- All guards carry the title "the guard"
- Example: "John the guard" or "Sarah the guard"
Tips for Players¶
For Law-Abiding Citizens¶
- Guards provide protection in towns - use them!
- Call guards immediately when attacked by criminals
- Stay near guard patrols for maximum safety
- Remember guards take time to respond - they're not instant
For Criminals¶
- Avoid guarded areas when flagged criminal or red
- Guards are mortal - you can fight them, but reinforcements will come
- Respawn timers mean killed guards will return
- Multiple guards can overwhelm even strong characters
- Detached guards chasing you will eventually be replaced, bringing fresh opponents
For Murderers¶
- You cannot enter most guarded towns safely
- Guards attack murderers on sight
- No timeout period - you're always a valid target
- Plan escape routes before entering guarded areas
Vendor Access¶
Murderers cannot interact with NPC vendors in guarded regions:
- Vendors refuse service to red players
- This restriction only applies in guarded areas
- Staff members (GMs) are exempt from this restriction
Housing Restrictions¶
You cannot place houses in guarded regions:
- All guarded areas prohibit housing placement
- This preserves town areas for public use
- Applies to all players regardless of status
The mortal guard system creates more dynamic and engaging town protection than traditional instant-kill mechanics. Guards are real opponents that add tactical depth to criminal gameplay while still providing meaningful protection for law-abiding citizens.