Radars are territory buildings that towns can place in territories they own. Each radar costs 200 shards to create, and takes 15 minutes to come online once placed. Only one radar can be placed in a territory.
The town/alliance and all friendly towns members will be alerted if a neutral or enemy player enters a territory with a radar, showing that player's coordinates. Additionally, a player who trips a radar will receive a notification alerting them to the fact that they have been picked up by the radar. Radars will send an alert/ping once every 2 mins even if the player moves to a different territory with a radar in it.
Radars can be equipped with one module at the cost of 60 conquest points (cp). Harmful modules will only trigger on enemies and are not active if there is a conquest fight on that tile. Modules can never be deleted but you can replace the existing one for a different module at a cost of 60 cp. Radars that are moduled automatically gain stronger golem protectors which have 250% max health and either the Debilitating Aura or Vicious Attack buff.
If a TGen with a Radar is neutralized, the Radar will become "inert". It can be attacked, but its module (if any) will not work. When a TGen with a Radar is captured, the new owner automatically inherits the Radar.
Attacking Radars[]
Radars can be destroyed by other players but can only be attacked when the town/alliance that owns the radar has its vulnerability window active. When approached by an enemy or neutral player, 4 golem protectors will spawn from the radar to defend it. If one is killed, the player will become charged and can stand next to one of the redstone lamps to overload it. This must be done 3 times per lamp. Once all 4 lamps are fully overloaded the radar will be destroyed and drop 50% of all shards and conquest points that have been spent on it since it was created. This includes both the initial creation cost and all upkeep. If a radar has a module, the golems spawned to defend it will have 250% max health and have either the Debilitating Aura or Vicious Attack buff (like the respective generator modules).
Radar Modules[]
Discord (Blue)[]
- Your town/alliance Discord channel will be notified of all detected Players.
Advanced Radar (Yellow)[]
- Tells you name of the player in the territory and sweeps every 1 min (instead of 2m).
Land Mines (Red)[]
- Land mines are spawned randomly around tile (buttons) if you stand on em they blow up.
Home Portal (Magenta)[]
- The Radar's tile tgen's portal is usable to go to spawn.
Spectral (White)[]
- Players detected within the tile are tagged with Spectral for 15s.
Slow (Cyan)[]
- All enemies have permanent Slow I in the tile.
Speed (Orange)[]
- All players (including enemies) gain Speed II in the territory.
Double Mob Drops (Black)[]
- 50% chance of double mob drops in territory for allies only.
Protection (Green)[]
- Protectors for your Town/Alliance now spawn throughout the territory.
Radar Costs[]
To initially place a radar costs 200 shards. Your town will then be charged daily upkeep for every radar you own on top of your normal town upkeep. The more radars you own, the greater the upkeep cost per radar increases. There is no additional upkeep cost for modules, they are a flat 60 conquest point investment.
Number of Radars | Total Radar Upkeep Cost
(Shards per day) |
---|---|
1 | 1 |
2 | 3 |
3 | 6 |
4 | 10 |
5 | 15 |
6 | 21 |
7 | 28 |
8 | 36 |
9 | 45 |
10 | 55 |
11 | 66 |
12 | 78 |
13 | 91 |
14 | 105 |
15 | 120 |
16 | 136 |
17 | 153 |
18 | 171 |
19 | 190 |
20 | 210 |
21 | 231 |
22 | 253 |
23 | 276 |
24 | 300 |
25 | 325 |
26 | 351 |
27 | 378 |
28 | 406 |
29 | 435 |
30 | 465 |