Castle sieges are one of the main events in the game world.
Owning a castle grants access to a various rewards, privileges, and special features. Clans fight for the right to own a castle and control territories. Every player can join a clan and take part in large-scale battles.
This article contains information about castles, their features, and the rules of the event. You will also find recommendations for successfully capturing and defending a castle.
As part of the Lu4 pre-alpha test, five castles are available. They all share the same architecture, but differences in the surrounding landscape and the placement of teleportation points affect the directions of attack and defense.
Types of castles and features of attack/defense:
All castles feature a standard set of defensive structures, with their placement and number depending on the layout. In the Lu4 pre-alpha test, all castles have the same layout, so differences in defense are primarily related to the surrounding landscape.
Outer section:
Inner courtyard:
Throne hall:
Sanctuary:
Castle sieges take place once every two weeks on Sunday at 20:00 server time.
Registration for sieges is available only in 5 castles. To register a clan for a siege, find the special messenger in the area in front of the castle and speak with him.
| Castle | NPC for registration |
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Registration conditions:
Castle capture:
Recommendations:
Castle Defense:
Recommendations:
Sieges begin on Sunday at 20:00 server time. The start of the Siege activates the Siege Battle Zone around the Castles. At the moment the Siege begins, all players in the Siege Battle Zone, except defenders, will be teleported outside the castle.
Siege participants will receive special icons above their character’s head:
— Attackers
— Defenders
— Clan Leaders
Allies and enemies are distinguished by the color of the icon:
Siege stages and rules:
| Stage | Rules for Attackers | Rules for Defenders | Unregistered |
|---|---|---|---|
| Start of the Siege | Teleported outside the castle | Remain inside the castle | Teleported outside the castle |
| Before ownership changes |
Attacking siege alliance: • Cannot attack each other |
Defending siege alliance: • Cannot attack each other |
Can attack everyone Cannot capture the castle |
| After ownership changes |
The siege alliance is dissolved Can attack everyone |
New owners become defenders Former defenders are teleported from the castle to a safe zone and become attackers The siege alliance is dissolved |
Can attack everyone Cannot capture the castle |
Clans participating in a Clan War become allies for the duration of the Siege Alliance.
During the Siege, the Castle territory becomes a Battle Zone.
The following rules apply in the Siege Battle Zone:
Experience Loss:
Charms are special items that allow you to resurrect your character immediately after death.
Types of Charms:
Charms can only be used in the Siege Battle Zone, with a cooldown of 20 minutes. Charms can be purchased at any Grocery Shop.
The resurrection effect of Charms works only in the Siege Battle Zone.
A character’s death in the Siege Battle Zone has a certain chance to apply the negative effect
Battlefield Death Syndrome
Lv. 1
, with subsequent deaths increasing the level of the negative effect
up to level 5.
The duration of the negative effect is 2 minutes. The effect is refreshed when its level increases.
The negative effect can be dispelled using special Scrolls:
Recovery Scroll for Combat Use
NG
The Scroll can be purchased at any Grocery Shop.
The Battle Recovery Scroll removes the effect of any level.
Outpost is the main siege structure of attacking Clans.
An Outpost allows fallen allies to be resurrected using skills or resurrection scrolls and creates a new respawn point at its location.
Only the Leader of the attacking Clan can place an Outpost, and only in the Siege Battle Zone. To place an Outpost, a special skill must be used:
Build Headquarters
Lv. 1
—
Establishes a headquarters during a siege that aids in recovery and reinforcement of forces.
The cost of placing an Outpost is
Gemstone C
NG
x 300. Skill cooldown is 30 minutes.
The attacking Clan must protect its Outpost and destroy the Outposts of other attacking Clans. Defenders are advised to destroy all Outposts.
It is recommended to place the Outpost at a sufficient distance from the castle walls to avoid situations where the Outpost can be attacked by enemy archers and mages from the walls.
Members of the clan owning the Outpost will be teleported from the castle to its location if the castle is captured by the enemy. If there is no Outpost, all characters will be moved from the castle to a safe zone.
An Outpost of another attacking Clan cannot be attacked during the Siege Alliance.
Guards are special NPC defenders of the castle.
Guards are placed throughout the castle: in the courtyard, on the walls, balconies, and in the sanctuary. They are especially dangerous in narrow passages and when defending the sanctuary, where they can greatly slow down the attackers' advance. Guards on the walls and balconies use ranged attacks.
Types of Guards:
Guards have different respawn times. Some respawn 4 minutes after death, while others do not respawn at all.
In castles under NPC control, the number of Guards is higher than in castles owned by clans.
Castles contain destructible objects, which allows attackers to break inside and weaken the defense. Types of destructible objects:
Features:
Defenders are advised to prevent attacks on destructible objects, since destroyed objects do not recover over time and cannot be repaired or healed by players. The exception is if the castle is temporarily transferred to an allied clan and then returned: in this case, the objects are restored to 50% durability, but all upgrades are lost.
Pay attention!
Auto-attacks with weapons of the "Blunt" type deal increased damage to Gates and Grates.
Summon Siege Golem
Lv. 1
is the only way to destroy walls.
The Golem can attack Castle Gates and Walls, as well as the Outposts of other attacking Clans.
Control Towers — special castle mechanisms that determine the capabilities of defenders. Attacking forces can weaken defenders by destroying the castle's Control Towers.
There are 5 Control Towers located throughout the castle:
Life Control Towers allow defenders to resurrect fallen allies using skills and scrolls, and also provide fast teleportation from the respawn hall.
Locations of Life Control Towers:
Defender capabilities weaken as Control Towers are destroyed:
| Control Towers | Resurrection | Teleportation Time |
|---|---|---|
| 0 Life Control Towers destroyed | Available | 30 seconds |
| 1 Life Control Tower destroyed | Available | 30 seconds |
| 2 Life Control Towers destroyed | Not available | 30 seconds |
| 3 Life Control Towers destroyed | Not available | 8 minutes |
Flame Control Towers power traps within the castle. Destroying a Control Tower disables the trap linked to it:
Traps and Flame Control Towers are active only if the castle owner set them up before the Siege begins. When the castle changes ownership, traps are disabled. In castles controlled by NPCs, traps are inactive.
All Control Towers can be destroyed by both attacking forces and castle defenders.
Changing the castle owner restores Control Towers to 50% health.
Traps are indestructible objects placed at strategic points in the castle, capable of slowing down and killing attacking characters.
There are two traps in the castle: one is in front of the inner gates, and the other is at the ramp leading up to the wall in the back courtyard.
Trap mechanics:
The Resurrection Hall is an area inside the castle where defenders and castle owners arrive when using teleportation scrolls to the castle, or after a character dies and clicks the "To Castle" button.
Inside the hall, there is an NPC who performs a one-time teleportation of all players from the Resurrection Hall to the Throne Room. Any defender character can activate the teleportation process.
Teleportation time:
When the countdown ends, all characters inside the Resurrection Hall will be teleported to the Throne Hall. Use this time to refresh buffs and restore resources. Attackers may wait in the Throne Hall to strike defenders immediately after teleportation.
Participants of the Defensive Siege Alliance can use the Resurrection Hall without restrictions until the alliance is broken.
The Resurrection Hall is isolated from the outside world; attacking characters cannot enter the hall or attack characters inside.
The teleportation countdown from the Resurrection Hall is not reset when the castle changes owners.
Example:
Holy Artifact — the main object of the castle. The clan controlling the Artifact becomes the owner and defender of the castle. The Artifact is located at the heart of the castle — the sanctuary behind the Throne Room.
Only the Leader of the attacking clan can capture control of the Artifact. To capture it, the following skill must be used:
Seal of Ruler
Lv. 1
—
Engraves the Seal of Ruler on the holy artifact which guards the castle.
The capture process takes 3 minutes and can be interrupted by other characters. Clan members are recommended to protect the Leader during the capture process.
Re-capturing the Holy Artifact is available no earlier than 3 minutes after a successful capture and castle ownership change.
Defenders must prevent the attacking clan's Leader from completing the capture. Even one character interrupting the process can influence the outcome of the entire siege.
Events during Artifact capture:
Additional events only occur during the first Artifact capture in a single Siege:
High risk — high reward:
1. Clans in the attacking Siege Alliance cannot attack each other, and characters cannot interrupt the capture process of other Clan Leaders. Start the process first to gain control of the castle. If you were not the first, you can interrupt the capture process using a pre-prepared character outside the Clan, or have a character leave the Clan. Once a character leaves the Clan, they cannot rejoin during the Siege.
2. The defending clan that loses battles outside the castle can prevent attackers from reaching the Artifact. It is recommended to start the Artifact capture process in advance with an allied Clan registered as attackers and seize the castle. After the ownership change, all other clans will be teleported from the castle to the safe zone or to the set flag, and the former owning clan can return and attempt to capture the castle again. The capture process by the allied subordinate Clan should be conducted repeatedly, manually interrupting it before completion and restarting, and only completing it fully upon defeat in battle.
3. A castle-defending Clan can capture the castle with an allied Clan registered as attackers to restore the health of destroyed castle objects. Have the main Clan exit the Siege Combat Zone on foot and immediately return to the castle, preventing teleportation to the safe zone. The castle can be recaptured by the main Clan, but all castle upgrades will become unavailable.
The owning Clan gains access to special castle items and functions.
New clan skill, universal for all castles:
Banner of Victory
Lv. 1
Your Clan Owns the Castle!
Max CP +10%
Max MP +5%
Incoming Heal Power +5%
Resistance to Stun +5%
Resistance to Hold +5%
Resistance to Sleep +5%.
Access to the castle's Magical Support for a duration of 1 hour:
Castle Crowns with an active stun resistance skill:
For Clan members:
Circlet of Giran
NG
Residential Shock Immunity
Lv. 1
—
Active: Momentarily increases Resistance to shock attacks.
For the Clan Leader:
The Lord's Crown
NG
Residential Shock Immunity
Lv. 2
—
Active: Momentarily gives complete Resistance to shock attacks.
The active skill of the Lord's Crown grants full stun immunity. While the skill effect is active, stun effects do not deal damage to the Crown owner.
Effect duration: 7 seconds. Cooldown: 10 minutes.
Lord's Crown with Clan Summon Skill:
Clan Gate
Lv. 1
The skill can only be used by the Clan Leader. The gates remain active for 2 minutes. During the summoning, the Clan Leader cannot move or use other skills. If the skill is interrupted, the gates close. Cooldown: 1 hour.
To teleport to the Leader, clan members must speak with the NPC Court Magician in the castle's throne hall and select the corresponding dialogue option.
Territorial Taxes:
The Clan Leader can set a tax on territories owned by the castle, ranging from 0% to 15%.
The collected funds go to the Castle Clan Treasury.
A portion of the funds is sent to the Capital Castle, even if it is under NPC control.
Other Functions:
To successfully defend the castle during a siege, the Clan Leader should prepare for the castle's defense.
Preparation Recommendations:
NPC Chamberlain Functions for Castle Reinforcement: Gate and wall strengthening, trap activation.