With castles being removed in Patch 5.5 to make way for the removal of nations, XL had to re-implement them in a later patch. So, in the March Update (Patch 5.7), XL first introduced their revamped castle system.

A big thanks to all who helped in the translation and writing of this article (Dpain, Kotori, Ryan, and ThatGuy). Come chat with us in the Discord.

Declaring a Castle

Rather than go with the old system of guild’s controlling castles, XL decided to entrust castles to Factions, those being either Nuia or Haranya. Pirates still cannot own castles, but they can siege now, as we shall see later on. XL added back castles in Nuimari, Marcala, Heedmar, and Calmlands, but not Exeloch or Sungold Fields.

In order to declare a castle, a Hero from either the Nuian or Haranian faction can create Purified Archeum of either Nuian or Harani origin, which can then be used to declare territory. These are crafted with 10 Stone and 15 Onyx Archeum Essence each. Pirates cannot craft these packs, and as such, cannot declare a castle in a region or own castles. Purified Archeum packs last an hour, and can only be used in the time frame mentioned previously. When a player is equipped with a Purified Archeum pack, they can only use skills relating to Purified Archeum, and as such will require aid from their fellow countrymen (Members of the same faction) if they wish to succeed in declaring a castle and taking ownership of a region.

These packs can be crafted in Diamond Shores at the Trading Posts of each respective faction, as shown in the image below. Again, only heroes can craft them, and Pirates cannot craft them (The image simply shows the trading outposts, so pay no attention to the Pirate part).

Building Your Castle

So, your faction has captured a territory and now is ready to begin the construction process of the actual castle. Once a territory is captured by a faction, whether that be through a declaration or a siege, Heroes will exclusively be able to set down blueprints for buildings. Those include walls, altars, warehouses, and any other building that is constructible on castle territory. Blueprints can be purchased from a Territory Agent, who can be found in front of the main Guard Tower. The blueprints are purchased for Blue Salt Bonds. Construction of permanent buildings requires Territory Building Materials, which are crafted with 1 Blue Salt Bond at the Territory Multipurpose Workbench. These packs can only be crafted when a Guardian Alter is activated by a Hero.

Housing is still in Auroria.

Players earn Territory Contribution Points and Honor Points for constructing buildings.

Guardian Altar

Construction Cost: 10 Territory Building Materials

Blueprint Cost: 5 Bluesalt Bonds

Once completed, a Hero can activate the Guardian Altar by using the Guardian Statue (Located at the center of the Altar) in order to power various facilities, which allow mobilization orders, crafting of construction materials, Wyvern summons, as well as other miscellaneous territorial actions. In particular, the Guardian Altar powers the Territory Cache, Territory Multipurpose Workbench, Wyvern Summoning Stone, Rest Area, and Interior Workbench.

Guardian Flag

To the right of the Guardian Statue is the Guardian Flag, which is usable upon the activation of the Guardian Statue. Heroes can use Mobilization Orders on the flag, while regular players can receive a buff from the flag.

Farmhouse

Cost: 10 Territory Building Materials

Blueprint Cost: 2 Blue Salt Bonds

The Farmhouse gives out unique Abundance Packs, which can be used to activate the Flag of Abundance (Shown below). Once the Flag is activated, its surrounding area becomes enriched for the next 2 hours, allow for Auroria Ore Veins to be mined for Iron, Copper, Gold, Silver, or Archeum Ore. These veins can be mined up to 10 times, and require 20 Labor each time. Moreover, rarer veins spawn which grant special Ore packs, which can either be handed in for a reward or dismantled by the player themselves for 25 Labor. These special veins last for 3 hours and can be mined for up to 5 times, each time costing 100 Labor to mine. The ore packs can be for either Iron, Copper, Gold, Silver, or Archeum Ore. For the handing in of one of these packs, the vendor at the Farmhouse grants a large quantity of the corresponding ore: 130-150 Iron Ore, 60-80 Copper Ore, 60-80 Silver Ore, 60-80 Gold Ore, or 60-80 Archeum Ore. If a player disassembles the pack themselves, they receive 65-75 Iron Ore, 30-40 Copper Ore, 30-40 Silver Ore, 30-40 Gold Ore, or 30-40 Archeum Ore.

The Farmhouse also gives out another daily, which rewards players in Heedmar and Nuimari for handing in Archeum Water packs, and in Marcala and Calmlands for Archeum Log packs. Players receive Territory Contribution and Territory Coins for completing this daily.

Regional Office

Cost: 10 Territory Building Materials

Blueprint Cost: 2 Bluesalt Bonds

The Regional Office hands out dailies, which

Upon destroying the Aust Mana Tower in a region, players will need Purified Archeum packs in order to purify the contaminated region where the Mana Tower was. These packs can be obtained at the Regional Office, as shown in the image below. The area can be purified for 60 minutes after the destruction of a tower.

The Regional Office also gives out another daily, which is the slaying of strong monsters in the respective area. Killing mobs in a castle’s respective region has a small chance to trigger an event, which spawns five, strong enemies based off the Vyrava encounter. The enemies stay spawned for 15 minutes, and if players kill them in the given period, they will receive 1 Locked Gold Crate and either a Black Pearl Fragment or a Singed Vehicle (Fire Tank) Fragment.

Processing Factory

Cost: 20 Territory Building Materials

Blueprint Cost: 5 Bluesalt Bonds

The Processing Factory has two uses: for using the Territory Multipurpose Workbench (Which will be covered later), as well as giving out a daily. To complete the daily, players must manufacture packs using a special quest coin given to them and deliver them to the territory’s Warehouses. Players receive Gold and Territory Contribution for this quest.

Warehouse

Cost: 20 Territory Building Materials

Blueprint Cost: 5 Bluesalt Bonds

The Manor Warehouse is used for storing generated materials from dailies and activities done for the castle. Every Wednesday from 3:00 PM to 8:00 PM, if there is a surplus of these materials stored, players can transport them to the coastal dock base in the castle’s respective region. The minimum number of material packs needed to enable transportation is 50, with there being 3 total tiers, with 50 required for tier 1, 200 for tier 2, and 350 for tier 3.

During the period of time in which the transportation of the packs is possible, an NPC will spawn at the docks. as shown in the image below.

The heroes of the respective region can then start the transportation process, triggering a faction-wide message stating that The transport of territorial goods has commenced. In the event that the transportation of goods is not triggered in the time period, the packs will go into storage (Adding to the total number of stored packs) and will be available for transport during the next period. If the transport of goods was triggered during the event, all packs that are not handed in by the point at which the time period expires are deleted.

The handing in of the Territorial Packs takes 10 Labor and 100 Honor Points. As shown in the table below, handing in Territorial Packs generates gold for the Territory’s Contribution Fund (Which we’ll go over in detail a little later. Remember it for now). At each stage in the table, a quantity of gold is added to the Contribution Fund, with 20,000 gold for the first 50, 10,000 gold when that number reaches 100, and so forth.

Quantity Stage Gold to Contribution Fund 50 + 20,000 Gold 100 + 10,000 Gold 150 + 10,000 Gold 250 + 5,000 Gold 350 + 5,000 Gold

Pirates can steal these packs and dismantle them via a special item called Territory Pack Dismantler, receiving 1-2 Onyx Archeum Essence per pack. The Territory Pack Dismantler can be obtained as rewards from a Pirate quest, which can be obtained every Wednesday from 3:00 PM – 8:30 PM on Growlgate Isle.

Once the period is over or 350 packs have been delivered, the event is complete, and packs can no longer be delivered to the NPC. All packs still in transport are deleted.

Rest Area

The Rest Area is an area near the Guardian Altar which is usable while the Guardian Altar is activated. Players who received the buff from the Guardian Flag can rest at the rest area in Swimwear and restore an additional 3 Labor per 5 minutes.

Wyvern Summoning Stone

The Wyvern Summoning Stone can be used exclusively by Heroes to summon a timed mount called the Wyvern. The Wyvern, formerly an exclusive to a Nation’s Sovereign, lasts for 6 hours before expiring, and takes 1 Territory Coin to summon. Only 1 Wyvern can be spawned at a single time, and when the Summoning Stone is used, the summoning ability goes on a 6 hour cooldown. The Wyvern spawns in fully equipped with Wyvern gear.

Territory Cache

The Territory Cache is usable when the Guardian Altar is activated and provides a Warehouse and a Mailbox.

Territory Multipurpose Workbench

The Territory Multipurpose Workbench can be used to craft a number of unique items by using Territory Coins (New version of Lord’s Coin, with 1 Lord’s Coin being converted into 1 Territory Coin, and 100 Lord’s Pence being converted into 1 Territory Coin), the currency that players obtain from doing dailies and other activities relating to a Castle.

Small Wyvern

A small, Wyvern mount with no summoning limit. The mount is the same as it is in the current version of the game, and has Vicious Bite, Run, To the Air, Ram, and Flamebreath as its skills.

Recipe:

30 Territory Coins

30 Blue Salt Bonds

1 Blazing Wind Spirit Leather

1 Blazing Cloudspun Fabric

Small Wyvern Helm

A helm for your Small Wyvern. Grants +345 Physical Defense, +15 Continuous Health Regen, and +12 Post-Cast Mana Regen.

Recipe:

1 Territory Coin

Small Wyvern Saddle

A saddle for your Small Wyvern. Grants +1500 Max Health, +1000 Max Mana, and +4.0% Movement Speed.

Recipe:

1 Territory Coin

Small Wyvern Legguards

Legguards for your Small Wyvern. Grants +10.0% Evasion Rate and +11.0% Movement Speed.

Recipe:

1 Territory Coin

Hero Costumes

The following are costumes that are uniquely craftable in each respective region and can only be worn by heroes of the owning faction. Each take 15 Blue Salt Bonds, 40 Territory Coins, and 500 Labor to craft. All the costumes share a unique ability, which reveals Stealthed enemies within a 12m radius and deals damage to all enemies within that radius, with the ability shown in the image below. Moreover, all enemies within an 18m radius of the equipped hero are slightly weakened. The costumes are temporary and last for 7 days. They are non-synthesizable, and cannot be used as a synthesization material. Heroes can only equip them in the corresponding territories.

Nuimari Ruler Calmlands Ruler Heedmar Ruler Marcala Ruler

Lakeshine Stallion

The Lakeshine Stallion is a unique mount craftable in castles. There are two tiers to the mount, the original Lakeshine Stallion at Rare grade, as well as the Enchanted Lakeshine Stallion, the latter of which can only be used by players with the Honor title of Grand Master or above. The first tier has 11.5 m/s Movement Speed, while the second tier is much faster at 16.0 m/s Movement Speed. In order to obtain the Enchanted Lakeshine Stallion, one must purchase an Enchanted Horseshoe from the Kyrios Medal Store for 8,000 Kyrios Medals.

Recipe:

1000 Labor

150 Blue Salt Bonds

160 Territory Coins

10 Blazing Sunridge Ingot

10 Blazing Wind Spirit Leather

10 Blazing Cloudspun Fabric

10 Blazing Nuri Forest Lumber

Erenor Infusions

Erenor Infusions are also craftable and grant 2,000 experience per. They are usable on Erenor items of the same grade or below. Below are the recipes for each grade.

Arcane Heroic Unique Celestial Divine Epic Legendary Mythic Eternal Proficiency: 50,000 Alchemy

Labor: 50 Weapon Infusion Recipe:

30 Iron Ingots

25 Opaque Polish

3 Sunpoints

1 Territory Coin Armor Infusion Recipe: 30 Cloth

25 Small Root Pigment

3 Moonpoints

1 Territory Coin Jewerly Infusion Recipe: 30 Leather

25 Small Seed Oil

3 Starpoints

1 Territory Coin Proficiency: 70,000 Alchemy

Labor: 100 Weapon Infusion Recipe: 55 Iron Ingots

50 Opaque Polish

5 Sunpoints

1 Territory Coin Armor Infusion Recipe: 55 Cloth

50 Small Root Pigment

5 Starpoints

1 Territory Coin Jewerly Infusion Recipe: 55 Leather

50 Small Seed Oil

5 Sunpoints

1 Territory Coin Proficiency: 90,000 Alchemy

Labor: 150 Weapon Infusion Recipe: 80 Iron Ingots

70 Opaque Polish

7 Sunpoints

1 Territory Coin Armor Infusion Recipe: 80 Cloth

70 Small Root Pigment

7 Moonpoints

1 Territory Coin Jewerly Infusion Recipe: 80 Leather

70 Small Seed Oil

7 Starpoints

1 Territory Coin Proficiency: 110,000 Alchemy

Labor: 200 Weapon Infusion Recipe: 20 Sturdy Ingots

15 Rough Polish

9 Sunpoints

2 Territory Coins Armor Infusion Recipe: 20 Beautifully Colored Fabric

15 Small Leaf Pigment

9 Moonpoints

2 Territory Coins Jewerly Infusion Recipe: 20 Fine Leather

15 Viscous Glossy Oil

9 Starpoints

2 Territory Coins Proficiency: 130,000 Alchemy

Labor: 250 Weapon Infusion Recipe: 25 Sturdy Ingots

20 Rough Polish

12 Sunpoints

2 Territory Coins Armor Infusion Recipe: 25 Beautifully Colored Fabric

20 Small Leaf Pigment

12 Moonpoints

2 Territory Coins Jewerly Infusion Recipe: 25 Fine Leather

20 Viscous Glossy Oil

12 Starpoints

2 Territory Coins Proficiency: 150,000 Alchemy

Labor: 300 Weapon Infusion Recipe: 5 Sunridge Ingot

8 Non-Stick Polish

17 Sunpoints

3 Territory Coins Armor Infusion Recipe: 5 Cloudspun Fabric

8 Soft Stem Pigment

17 Moonpoints

3 Territory Coins Jewerly Infusion Recipe: 5 Wind Spirit Leather

8 Emulsified Oil

17 Starpoints

3 Territory Coins Proficiency: 170,000 Alchemy

Labor: 350 Weapon Infusion Recipe: 15 Sunridge Ingot

20 Non-Stick Polish

24 Sunpoints

3 Territory Coins Armor Infusion Recipe: 15 Cloudspun Fabric

20 Soft Stem Pigment

24 Moonpoints

3 Territory Coins Jewerly Infusion Recipe: 15 Wind Spirit Leather

20 Emulsified Oil

24 Starpoints

3 Territory Coins Proficiency: 200,000 Alchemy

Labor: 400 Weapon Infusion Recipe: 5 Blazing Sunridge Ingot

8 Rainbow Polish

35 Sunpoints

4 Territory Coins Armor Infusion Recipe: 5 Blazing Cloudspun Fabric

8 Scented Petal Pigment

35 Moonpoints

4 Territory Coins Jewerly Infusion Recipe: 5 Blazing Wind Spirit Leather

8 Deeply Colored Oil

35 Starpoints

4 Territory Coins Proficiency: 230,000 Alchemy

Labor: 500 Weapon Infusion Recipe: 8 Blazing Cloudspun Fabric

15 Rainbow Polish

50 Sunpoints

5 Territory Coins Armor Infusion Recipe: 8 Blazing Sunridge Ingot

15 Scented Petal Pigment

50 Moonpoints

5 Territory Coins Jewerly Infusion Recipe: 8 Blazing Wind Spirit Leather

15 Deeply Colored Oil

50 Starpoints

5 Territory Coins

Radiant Hiram Infusion

Hiram Infusions are also craftable and grant 12 Radiant Hiram Infusion per craft, the craft recipe of which is simply 1 Blue Salt Bond and 1 Territory Coin.

Interior Workbench

The Interior Workbench is usable when the Guardian Altar is activated. Players can contribute to developing the Interior Workbench by using Blue Salt Bonds on it. A player can contribute 1 Blue Salt Bond to an Interior Workbench each hour, gaining Honor each time, and once an Interior Workbench has 10 Blue Salt Bonds invested into it, it becomes complete. When that happens, it generates a unique Installation Bundle, which can be used to install a Cannon Foundation. Players can receive up to 10 Installation Bundle packs from a single Interior Workbench, and after all 10 are used, the Interior Workbench goes on a 10-hour cooldown.

Cannon Foundation

The Installation Bundle can be used on Castle Territory to install a Cannon Foundation, on which players can then summon cannons (Which are explained below). Once placed down, the Cannon Foundation lasts for 36 hours, and players can summon one of the three types of cannons on one by using the necessary materials. Heroes can uproot the foundation and receive the Installation Bundle back.

Guard Cannon

Summoning Cost: 1 Archeum Log Bundle, 200 Labor

Level: 50

Health: 125,000

Fires a shot at enemies within a 25m every 1.5 seconds, dealing 11,160 – 12,360 siege damage. Can only be damaged by the enemy faction, but does target hostile mobs.

Cannot be healed except via Repair Tools. Does not automatically heal.

Fire Cannon

Summoning Cost: 1 Archeum Log Bundle, 200 Labor

Level: 50

Health: 175,000

Fires a shot at enemies within a 13m every 0.5 seconds, dealing 7,000 – 9,000 siege damage. Can only be damaged by the enemy faction, but does target hostile mobs.

Cannot be healed except via Repair Tools. Does not automatically heal.

Ice Cannon

Summoning Cost: 1 Archeum Log Bundle, 200 Labor

Level: 50

Health: 100,000

Fires a shot at enemies within a 35m every 3 seconds, dealing 9,360-10,360 siege damage. Can only be damaged by the enemy faction, but does target hostile mobs.

Enemies have their Movement Speed reduced by 15%, with the effect stacking up to 6 times (So up to 90% Movement Speed reduction).

Cannot be healed except via Repair Tools. Does not automatically heal.

Castle Tower

Cost: 3 Territory Building Materials

Blueprint Cost: 1 Bluesalt Bonds

Defensive Tower

Cost: 4 Territory Building Materials

Blueprint Cost: 2 Bluesalt Bonds

Defensive Towers have cannons mounted on top of them which can only be activated for a siege and will stay active for an hour.

Castle Wall

Cost: 5 Territory Building Materials

Blueprint Cost: 5 Bluesalt Bonds

Gate

Cost: 10 Territory Building Materials

Blueprint Cost: 2 Bluesalt Bonds

Wall Ladder

Cost: 3 Territory Building Materials

Blueprint Cost: 1 Bluesalt Bonds

Territory Contributions

As players complete activities relating to a castle, those players earn contribution points for that respective castle and accumulate gold within the Contribution fund. Much like the former Peace Fund, the Contribution Fund accumulates gold from the end of one siege period until the beginning of the next. The Contribution Fund can accumulate up to 200,000 gold total in a single region. Before the siege period starts, the fund will be distributed among all players with contribution points, with players receiving an amount of gold based on the number of contribution points that they have. If a siege does not occur, the Contribution Fund will simply continue to accumulate gold, with the total gold not being reset.

Sieges

Sieges were added back to the game in Update 6.0, or the July Update. The four castles can each be besieged every 4 weeks, with the castles rotating every week (So, in some order, Nuimari one week, Calmlands the next, Heedmar after, and lastly Marcala, with the schedule repeating after). As a result, there is one castle siege every week on Wednesday. Now, with castles being shifted over to faction ownership rather than guild ownership, the raids are composed of players from that respective faction, handpicked by that faction’s Heroes.

1st Stage

Wednesday, 12:00 PM – 8:00 PM 2nd Stage

8:00 PM – 9:00 PM 3rd Stage

8:00 PM – 9:00 PM Siege Stage

9:00 PM to 10:00 PM Commander Selection Raid Recruitment Base Setup Siege

Forming a Siege Raid

By default, the commander of a Siege Raid is the highest-ranking Hero of a respective faction online at the time of the creation of the raid. That commander is selected from 12:00 PM on the Wednesday of the siege till 8:00 PM, at which point the commander becomes locked in. So, if a faction’s Erenor hero is online for the siege, lead will be given to them, followed by their Ayanad heroes, and finally, if no Ayanad heroes are online, command of the raid will be handed over to one of the Delphinad heroes. Bear in mind that if no heroes are online for the commander selection stage (Or, for that matter, the siege), a siege raid for that respective faction will not be able to exist, and as a result, the respective faction will automatically lose the siege, whether they be Defenders, Attackers, or Pirates.

Following the Commander Selection stage come two stages that occur simultaneously: Raid Recruitment and Base Setup. For Raid Recruitment, players can apply via the Raid Recruitment window or be invited by the Commander and/or Deputy Commander of the raid. If the Commander fails to create a raid during the 2nd stage, the Raid will be setup on a first-come, first-served basis, meaning that the raid becomes open and players will be able to join it from the Raid Recruitment window by the simple click of a Join button, the UI of which is shown in the images below.

In the new update, a Siege Raid is called a Lodge, and is slightly different from normal raids. The raid has a maximum capacity of 50 players, and has one Commander and one Deputy Commander, with only the Commander having to be a hero within their respective faction, as shown in the image below, with the player with the gold crown to the left of their name being the Commander and the player with the silver crown next to their name being the Deputy Commander.

The Commander appoints his Deputy Commander and may remove him at any time during the siege and appoint another one. In the event that a Commander disconnects during a siege, the hero with the next highest rank will immediately assume the Commander role. Both the Commander and Deputy Commander can invite and kick players from the raid.

Once players are in the raid, they cannot turn on Bloodlust, and cannot federate with other raids. Players also cannot enter Mirage Isle or Instances while in the raid (Please note that admission tickets will be used if a player attempts to enter an instance during this time). Players will use the /raid channel for communicating within the siege, and the commanders can use the /command chat option. The Commander cannot exit out of his game while in the Siege Raid, and players within the Siege Raid must wait 7 minutes in order to exit the game. This raid also cannot be disbanded until the siege is over. Finally, players within the raid can only be kicked by the Commander or Deputy Commander, and loot acquisition rules cannot be changed, those being Free-for-All, with Dice Distribution on Grand or above items, and Bind on Pickup items using Dice Rolls.

For Base Setup, the Commander must install the Siege Camp. In order to do so, a Commander must interact with a Glowing Red Archeum orb at a given location during the Base Setup time period (8:00 – 9:00), as shown in the image below. Once the base is setup, the map will show the location of the base accordingly. If a Commander fails to do so, their respective side will not be able to participate in the siege, and the raid will automatically be disbanded at the start of the actual siege.

Finally, once all this is done, at 9:00 PM, the siege begins.

Sieging

At 9:00 PM, all members of the Siege Raid are teleported to their base. A shield will be in place for 3 minutes, which will restrict the movements of all players within the raid. During this 3-minute grace period, players can obtain supplies from their heroes, such as Flags, Siege Tanks, special Siege Mounts, and even Flamethrowers. Once the grace period is up, sieging players can freely move into the siege territory and begin the battle.

Each side (Attackers, Defenders, and Pirates) have certain victory conditions. The Defenders must prevent the Attackers and Pirates from destroying the Guard Tower and Purifying/Destroying Mana Orbs, which spawn after the Guard Tower is destroyed and are scattered around the castle territory (Shown in the image below). Meanwhile, the Attackers must focus on destroying the Guard Tower and then Purifying these Mana Orbs (It takes 50 seconds per Mana Orb to Purify them, with a single player channeling them at a time), while the Pirates must destroy the Mana Orbs. Whoever fulfills their conditions first becomes victorious. If time runs out, the Defenders win.

Victory Conditions

Faction Condition Defenders Prevent the destruction of the Guard Towers within the siege period, and (In the event that the tower is destroyed) prevent the Purification/Destruction of Mana Orbs if the Pirates Destroy a number of Mana Orbs after the Guard Tower is destroyed Attackers Destroy the Guard Tower and Purify a number of Mana Orbs after the Guard Tower is destroyed

Pirates

Yes, as I briefly mentioned earlier, Pirates can now siege. In the event of a siege, the attacking raid and pirate raid will automatically be neutral to each other, so those two factions will not be able to attack each other until the Guard Tower is destroyed, at which points Pirates and Attackers become hostile to each other and can attack one another as per usual. While Pirates cannot claim ownership of a castle, in the event that Pirates do fulfill their victory requirements (Destroy a number of Mana Orbs after the Guard Tower is destroyed) before the other two sides do, the attacked castle is reset and goes into an ownerless state. All buildings are destroyed on it, and the castle will have to be reclaimed again during the next reclamation period. Pirates can also collect destroyed Magical Orbs and sell them to vendors for Gold. So, Pirates play a griefer role in Sieges now.

Siege Zone Limitations

All trees, furniture, and plants disappear at the start of a siege, and will all reappear once the siege is over. This includes private furniture, trees, and plants.

Furniture cannot be installed during a siege.

No monsters are spawned within the siege area while the siege is ongoing.

Once the siege begins, no new buildings can be placed, but buildings that were placed prior to the beginning of the siege can be improved upon and repaired.

All building doors and windows are set to public and can be opened and closed by any players within the siege region.

If a building’s health falls below 50%, it becomes demolished for the period of the siege and becomes rubble. At the end of a siege, it is restored to 100% health.

Players participating in a siege cannot participate in trials, juries, or arenas during the siege.

Raid commanders cannot leave the raid, while it takes 7 minutes for regular players to leave the raid.

Siege Supplies

Each side receives a number of summoning scrolls for siege weapons prior to the start of the siege. For the Attackers, the quantity of summoning scrolls that they receive depends on the number of castles that their respective faction owns. For both the Defenders and Pirates, this quantity remains the same. Commanders cannot obtain any of these items except for the Siege Mounts. Players can obtain these items from the vendors/interactable objects shown below.

Faction Number of Owned Castles Type Quantity Attackers 0 Trebuchet 2 Siege Tank 12 Dragon’s Breath Flamethrower 15 1 – 2 Trebuchet 2 Siege Tank 7 Dragon’s Breath Flamethrower 9 3+ Trebuchet 2 Siege Tank 2 Dragon’s Breath Flamethrower 3 Defenders Any Number Shatigon’s Defensive Tank 7 Dragon’s Breath Flamethrower 10 Siege Thunderbolt Glider 15 Pirates Any Number Siege Tank 3 Dragon’s Breath Flamethrower 5

Trebuchet

The Trebechut is the superior siege weapon that can be used to fire 90kg projectiles up to 300m away. It does high Siege damage to defensive buildings from a faraway distance, but it’s movement speed is low and it cannot attack at a close range.

Siege Tank/Shatigon’s Defensive Tank

Siege tanks are useful for damaging defensive structures and defending players. Meanwhile, Shatigon’s Defensive Tank is used as a counter to the offensive Trebuchets that the attackers have.

Dragon’s Breath Flamethrower

A flamethrower that inflicts damage to enemies in front of you. Targets attacked by Dragon’s Breath are ignited, receiving continuous damage, and prolonged exposure to its attack greatly reduces targets’ Physical and Magic Defense, as well as their Healing. If a player using the Dragon’s Breath Flamethrower is killed while attacking with it, they explode, dealing 13,057-15,023 Siege Damage and applying 20 stacking Burn debuffs on all players within an 8m radius. The weapon can only be used within the Siege territory during Sieges.

Siege Thunderbolt Glider

A glider with significantly improved Bombardment capabilities, given only to the Defenders.

Flag Banner

A flag that players can weirld as their main weapon, which gives buffs to players in a radius around them.

Siege Horse

A special mount given to all players during a Siege. The mount has high defense values, HP, and HP recovery.

Siege-Exclusive Skills

During a siege, heroes are granted a number of powerful skills they can use to turn the tides of the battle (As shown in the image below of the Relentless Bombardment). Moreover, Commanders have their own set of unique skills.

Commander

The following are skills granted to the commander of a raid during a siege.

Name Description Cooldown Relentless Bombardment Calls down a shelling onto a targeted area of a 50m radius, dealing 7,719 – 8,881 Siege Damage to hostiles within the radius.

Siege vehicles and buildings take 50% more damage. 20 Minutes Heroic Resolution Allies within a 50m radius become immune to debuffs and have their Physical and Magic Defense Penetration increased by +5,000 for 10 seconds. 20 Minutes

Heroes

The following are skills granted to the heroes (Including the commander) of a raid during a siege.

Name Description Cooldown Hero’s Will Allies and tanks within a 20m radius have their attacks increased by +10% for 12 seconds. 5 Minutes Hero’s Asylum Allies and tanks within a 20m radius receive -15% less damage for 12 seconds. 5 Minutes Hero’s Frost All enemies and hostile siege weapons within a 20m are Deep Frozen in ice for 5 seconds.

Frozen enemies will not be able to do anything (Cast skills or move), and receive an additional +50% Siege Damage for the duration of the freeze. 30 Minutes

Defending Heroes

Heroes (Including the Commander) of the defending forces receive the following skills during the siege (In addition to the aforementioned skills).

Name Description Cooldown Mine Installation Installs an invisible mine at target location.

When an enemy steps within a certain radius of the mine, the mine explodes, dealing 39,172-45,068 Siege Damage to enemy targets within a 10m radius. 5 Minutes Summon Siege Cannon Summons a Siege Cannon within a 40m range.

Siege Cannons deal 11,160-12,360 Siege Damage per shot to enemies, and fire every second. 5 Minutes

Siege UI

A new Siege tab was added to the Community (Shift+V) tab, which displays information about an ongoing siege. When there is no ongoing siege, a simple schedule of the Siege stages will be shown, as in the image below.

Players can also check when each region is having its next siege, as shown below. They can also see Siege progress in this tab.

Rewards

Players gain a number of rewards for participating in a siege, with victorious commanders, heroes, and participants earning differently, while all defeated players earn the same reward.

Outcome of Siege Type of Player Image Contains Victory Commander 70 Blue Salt Bonds

10,000 Honor Points

200 Leadership Hero 50 Blue Salt Bonds

10,000 Honor Points

100 Leadership Participant 20 Blue Salt Bonds

8,000 Honor Points

50 Leadership Defeat Participant 10 Blue Salt Bonds

8,000 Honor Points

30 Leadership

Siege Video

Below is a video of a siege from Korea.

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