A siege is organised warfare over a fortified location — a nation castle or a guild province. It's the largest, most coordinated thing a warband does, and the one place where combined arms, logistics and a shieldwall holding a breach all matter at once.
The first rule of sieges: defending is easier than attacking. A defender has a safe respawn, guards, ballistas, trebuchets, elevated walls and multiple gates to fall back through — so a smaller, disciplined force can hold against a much larger one. Plan every attack as the uphill fight it is.
Siege points & engines
You can't axe your way through a gate — you need siege equipment, paid for with siege points. Standing in an active siege earns a flat 50 points per minute (there's no way to earn faster), and each player banks their own. Spend them at a siege camp (fixed, on both sides of every nation location), a siege tent (carried in and deployed by attackers), or a siege engineer NPC (defenders, inside the walls).
- One piece per player at a time — spawn a second and your first despawns. Whoever spawns it doesn't have to crew it; anyone can take it.
- Unattended siege despawns in 5 minutes, and the points are not refunded — don't let engines sit idle.
- There's a free ram and catapult at every siege camp that cost no points (they respawn 5 minutes after being destroyed or abandoned).
- Engines spawn on a shared timer — the more you have out, the longer until the next, so ask the party what's actually needed first.
| Engine | Cost (points) | Role |
|---|---|---|
| Small battering ram | 200 | Fits through gatehouses; breaks doors, portcullises, walls and towers. |
| Large battering ram | 400 | High health but too big for gatehouses; the opening gatehouse push. |
| Catapult | 350 | Stone or flame shots at range (toggle with jump); breaks walls, gates and ballistas. |
| Trebuchet | 400 | Defenders only, spawned at the engineer; stationary — turns but won't move. |
| Mantlet | 200 | Movable cover, horizontal or vertical, to shield players and engines. |
| Emperor's Flame | 300 | Portable flamethrower; heavy AoE down a ~20m line. One is built into each siege camp. |
Small battering ram — fits through gatehouses; breaks doors, portcullises, walls and towers.
Large battering ram — high health but too big for gatehouses; the opening gatehouse push.
Catapult — stone or flame shots at range; breaks walls, gates and ballistas.
Mantlet — movable cover, horizontal or vertical, to shield players and engines.
The Warwolf is a giant, long-range trebuchet for attackers only — it must sit very close to a siege tent, only one per tent, and only the player who placed the tent can deploy it.
Ballistas
Ballistas are the defender's automatic answer to incoming engines. They appear for free on level-2-or-higher towers, gatehouses and bastion buildings — no points, no spawning. Each does 300 damage to players and hits up to three at once, and against cavalry it's brutal: 600 to the horse, 300 to the rider, plus a rear that stops the mount dead.
- Ballistas are shielded against arrows until they drop to 40% health — attackers must bring them down with a catapult or trebuchet first.
- Destroyed ballistas respawn automatically every 8 minutes, so suppressing them is a constant job, not a one-time clear.
Splash damage
When a wall, gatehouse or tower is broken to 0 HP, it doesn't just fall — it deals splash damage worth 50% of its full HP to every structure touching it. Chained right, one collapse cascades into several, which is how attackers crack a fortress fast — and why defenders must never stack walls, towers and gates flush together.
Splash cuts both ways, and so does gravity: anyone standing on a wall or bastion when it breaks takes fall damage based on the drop. Watch the health of whatever you're standing on.
Holding the breach
Once a gate or wall is down, the fight becomes a choke: a shieldwall in the breach, spears thrusting from the second rank, archers and ballistas raking the approach, and medics keeping the line on its feet. A breach the defenders can hold is worth more than any number of kills in the open.
Attacking a castle
- Have a plan before you arrive — who crews siege, where tents go, who leads, and whether everyone is fed and buffed.
- Scout first. A careful scout reads the defenders' numbers without 'lighting' the location and giving the attack away.
- Control the small flags (mines, farms, lumbermills) around an enemy castle so they can't teleport reinforcements straight in.
- Suppress the guards — destroy guardhouses to stop them respawning. Holy Temple and capital-adjacent guards are far tougher than frontier ones.
Defending a castle
- Get there early — when the small flags start lighting up, ride for the keep; arriving late to a siege is usually wasted effort.
- Work your ballistas and trebuchets to kill engines before they pile up; letting siege accumulate is how a defence collapses fast.
- Hit their back line. A small squad wrecking the attackers' siege camp and tents can end a siege before it starts.
- Don't over-turtle. Rushing out to push attackers back can buy the breathing room to repair — you can rebuild at the Architect's Table three minutes after the flag stops burning.