BETA VERSION (Missing links, photos, and information may occur)
Siege warfare is a crucial aspect of Realm vs. Realm (RvR) combat, allowing players to break through keeps, towers, and defend against enemy assaults. To effectively use siege weapons, it’s important to understand their strengths, placement requirements, and how to maximize their impact.
Used to destroy keep and tower doors.
War Ram has more hit points and deals more damage than a basic Siege Ram.
More players operating the ram = more damage per hit.
Fortified War Ram gives its riders 10% damage resistance, making them harder to kill.
Best for: Assaulting keep and tower doors.
Launches area-of-effect (AoE) projectiles to damage and disrupt enemy players.
Great for hitting groups of enemies on walls, courtyards, or choke points.
Best for: Anti-player AoE damage and denying key positions.
Catapult specialty ammo:
Stone Shot – high damage, small radius
Ice Ball – medium damage, snares, large radius
Used primarily to damage keep walls and towers, allowing players to create breach points. Towers can be razed using trebs and catapults
Has a longer range than a catapult but is not effective against players.
Best for: Breaking through keep walls and towers to create new entry points.
Trebuchet specialty ammo:
Lava Stone – high damage, small radius
Boulder – medium damage, large radius
Single-target siege weapon designed to deal high damage to enemy players.
More precise than a catapult but lacks AoE damage.
Best for: Picking off key enemy targets on walls, bridges, or in open-field battles.
Ballista specialty ammo:
Field Bolt – high damage, small radius, resist debuff
Serrated Bolt – medium damage, large radius
Designed to destroy enemy siege weapons.
If the enemy is using trebuchets, rams, or catapults, the Palintone can take them down quickly.
Best for: Defensive positioning, countering enemy siege weapons.
Palintone specialty ammo:
Heavy Bolt – high damage, small radius
Lethal Bolt – medium damage, large radius, damage-over-time (only affects player targets)
Defensive siege weapon that deals heavy damage to enemies below
Oil is best used when attackers are clustered at the gate, but it requires careful timing, as it has a short range and cooldown
Best for: Dealing damage to ram operators and enemies running through an open gate
Hookpoints are small, colored circles that appear on keep walls, towers, and certain locations within a keep's courtyard. They are used for placing siege equipment, siege tents, oil cauldrons, and defensive upgrades.
Light Pink Circles at the bottom of the outer walls of a keep.
Small green ball (the only hookpoint that is a different variation of all others) found near a keep's outer towers (attackers) or inside the keep courtyard (defenders).
Green Circles found on top of keeps and on top of towers, allowing the placement of defensive siege weapons like palintones and catapults.
Guard NPCs actively engage enemy players and provide additional defenses for your keep. Different types of guards serve unique roles in combat:
Fighter Guard
A melee-based NPC that will engage enemies in close combat.
Caster Guard
A magic-using guard that attacks enemies with spells.
Ranged Guard
An archer-type NPC that shoots arrows at enemies from a distance.
Stealther Guard
The only NPC capable of detecting stealthed enemy players. Crucial for countering infiltrators.
Healer Guard
Periodically heals friendly players who are low on health.
Found above gates, appearing as small yellow circles where cauldrons of oil can be placed.
Support NPCs provide utility and buffs rather than direct combat assistance. These NPCs can be placed at a blue hookpoint in keeps and towers:
Realm Enhancer
Grants basic timed buffs to friendly players.
Healer
Cures resurrection sickness, helping recently revived players return to battle faster.
Hastener
Provides a speed buff, useful for moving reinforcements quickly.
Dye Merchant
Sells armor dye (rarely used in RvR situations).
Arrow Merchant
Sells arrows, bolts, and thrown weapons (not commonly used).
Smith
Repairs armor (typically not needed, as smiths are available at relic towns).
Recharger
Recharges equipment with charge-based abilities (also rarely used due to relic town availability).
Poison Merchant
Sells poison vials for stealthers, but is now obsolete due to poison system changes.
Shift + Right-click the keep, tower, or walls.
Select "Hookpoints" from the menu.
Hookpoints will now be visible on the keep walls, inside the courtyard, or at valid placement locations.
Right-click a hookpoint to interact and place your siege tower, siege tent, guard, or defensive upgrade.
Note: Siege Tent & Siege Tower Hookpoints do not require these steps as they are always showing if available.
Hookpoints only appear when viewing them through the keep menu (they aren’t always visible).
Not all keeps have the same hookpoints—some keeps have more strategic placement options than others.
Placing a siege structure on a hookpoint costs money (from your character’s coin).
Hookpoints play a critical role in keep sieges, allowing both attackers and defenders to fortify their position, place siege, and change the course of battle!
The Siege Supplies Merchant sells all the materials needed to craft siege weapons, including wood, metal, and cloth. These merchants can be found at keeps, relic towns, and other strategic locations. If you're planning to craft and deploy siege weapons, make sure to stock up on supplies before heading into battle.
The Calzone of Siege Speed and Calzone of Siege Strength can be purchased from the Contract Siegemaster using keep contracts. The Calzone of Siege Speed reduces the load, aim, and fire timers of the target operating siege weapons, allowing for quicker shots. The Calzone of Siege Strength increases the damage dealt by siege weapons, making each shot hit harder. These consumables are essential for both attackers and defenders looking to gain an edge in siege warfare.
Open your Specialization tab and locate Siegecraft Tradeskill.
Drag the Siegecraft Tradeskill button onto your hotbar for easy access.
Click the button to open the siegecrafting options.
Find the siege weapon apparatus you want to craft in the siegecrafting menu.
Drag the corresponding button onto your hotbar.
Create a macro to buy the exact materials needed by typing:
/macro <Macro Name> /craftqueue buy 1
Replace <Macro Name> with any short word you like (only 4-6 letters will show).
You can change the 1 at the end to purchase multiple sets of materials at once.
Your Hotbar should look something like this:
Walk up to the Siege Supplies Merchant.
Click the siege weapon apparatus button on your hotbar.
Click on the Siege Supplies Merchant and then click your macro.
The exact amount of materials needed to craft one apparatus will now be in your inventory.
This method ensures a quick, efficient way to stock up on siegecrafting materials without manually counting or buying each component separately.
Unlike basic siege weapons that can be purchased, Field and Fortified siege weapons must be crafted by players who have leveled Siegecrafting.
Craft the Siege Apparatus
Players must first craft the base apparatus for the siege weapon:
[Field/Fortified] Ballista Apparatus
[Field/Fortified] Pallintone Apparatus
[Field/Fortified] Catapult Apparatus
[Field/Fortified] Trebuchet Apparatus
[Field/Fortified] Ram Apparatus
Deploy the Siege Weapon
Once the apparatus is crafted, the player must then use the correct deploy ability:
"Deploy Field [Siege Equipment]" – Can be placed anywhere.
"Deploy Fortified [Siege Equipment]" – Requires a Siege Tent nearby.
Placing a Siege Tent (For Fortified Siege Only)
Siege Tents can only be placed at designated hookpoints:
Attackers: One nearest the closest tower to the main keep.
Defenders: One inside the courtyard of the main keep.
Fortified siege weapons cannot be placed without a Siege Tent in range.
Arm and Aim the Siege Weapon
Once placed, the siege weapon will arm automatically.
Click "Aim" to adjust the targeting:
Aim at a selected target (player, keep door, etc.).
Set a ground target for AoE siege attacks.
Fire!
Click "Fire" to launch your attack!
Siege Towers are a powerful tool for attackers in Realm vs. Realm (RvR) warfare, allowing your realm to bypass keep doors and gain direct access to the keep walls. Proper use of Siege Towers can turn the tide of battle by creating additional entry points for your realm.
You must be a Siegecrafter to craft the Siege Tower Apparatus.
Unlike other siege weapons, there is only one type of Siege Tower (no Field or Fortified versions).
Move close to the enemy keep walls and you will see small floating circle
Select Hookpoints from the menu.
Right-click the white hookpoint outside the keep walls to begin construction.
Once placed, the Siege Tower will take 4 minutes to build.
Attackers must defend it while it is building.
Any friendly player must remain within the phantom Siege Tower (inside its outline) to keep it building. If all players leave, construction will pause.
Defenders can /repair the wall the Siege Tower is connected to bring it to 100% repaired, which will destroy the Siege Tower. This can only be done once the keep is considered 'out-of-combat'
Once completed, the Siege Tower provides a ramp that attackers can climb to reach the keep walls.
Use it to bypass the keep doors and establish a foothold inside the keep.
If you’re attacking, place multiple Siege Towers to split defender focus.
If you’re defending, destroy the Siege Tower before it finishes to keep attackers from reaching the walls!