New regulations may be added if we are prompted to do so by actions taken by players - don't do anything which is obviously shouldn't be allowed, even if it isn't listed in the rules. In other words, use some common sense. If this happens during a siege and probably changed the outcome, that siege will be invalidated and rescheduled.
You must be in a faction to declare territory sieges.
If your faction owns territories already, you can only siege the territories connected to your faction's home territory.
If your faction does not own a territory, you can siege any territory on the map.
To declare a siege, do so in the #conflicts channel in our Discord server by using /conflict and fill in the required fields.
To declare a siege, do so in the #conflicts channel in our Discord server by using /conflict and fill in the required fields.
Staff will check if your base is siegeable.
They will also take note of the total gate health and resource chest location of the siege base you're attacking.
Finally, staff will ensure you are the owner (or co-owner) of the base you submitted as your own.
If everything's in order, staff will confirm in the thread that your siege is valid, and post an official message in #information.
If something's wrong, a staff member will tell you why in the thread. You will have to re-declare if you still want to siege.
All territories of the attacking and defending factions will become locked.
Locked territories mean the faction cannot gain, lose or transfer their territories
Bypassing the lock and thus changing the territory ownership percentage of the faction is illegal and will result in a conflict punishment.
The leaders must negotiate a date and time for the conflict to happen.
Players can prepare for the siege by hiring units:
Each side has a unit cost limit of 5,000 coins (i.e. the total cost of all the units on one side).
A list of prices can be found here
Bomber units are not allowed and use may result in a punishment.
Defenders can fortify the structure being sieged, and attackers can build forward bases near the structure.
However, defenders aren't allowed to do two things:
Increase the total gate health noted at the point of declaration.
Change the location of the resource chest, and therefore the capture area.
A siege can be cancelled if both the attacker and defender agree to do so in #conflicts.
If either the attacker or the defender aren't on time for the siege, the siege may be forfeit to the leader who showed up.
If both leaders do not show up on time, the siege will be cancelled.
If the defender's base is unsiegeable by the time of the siege, the siege may be forfeit to the attacker if the defenders cannot fix it quickly enough.
Attackers should gather outside the base and defenders should gather inside so staff can register players quickly. Each team has a limit of 30 players.
You can bring your hired units with you or hide them away for later use. Leaders must show staff all the units their side plans to use in the siege, so staff can calculate the total cost. Using any units other than the ones shown to staff is not allowed, and offenders may be punished.
Staff usually start the registration process a little bit earlier to make things easier for them, but neither them nor you actually need to be online until the scheduled start time - just don't be late for that though, since players can't be registered after a siege starts.
There are restrictions on who can join your side depending on the type of siege:
Case 1: Territory Overtake:
Only members of factions you have been allied with for at least 7 days can assist you. These members must have also been in their factions for at least 7 days to assist.
This restriction does not apply to you if you are fighting against an alliance which owns 30% or more of the map's territories.
You can use /alliances to see alliances, and to see when a faction joined an alliance, hover your mouse over its name.
To see when a player joined a faction, use /finfo <faction> and hover your mouse over their name.
Case 2: Faction Overtake:
Anyone helping you must meet at least one of the following criteria:
They must be in the faction being overtaken, or
They must be in that faction's alliance, or
They must be factionless.
The attacker must show staff where they want the attacker spawn to be. It must be outside the defender's base.
Staff will give the leaders their siege gear before the siege begins. More detail on siege gear is at the bottom of this page.
Once the scheduled start time is reached, both PvP, and PvE against player mounts and hired units in the vicinity of the base are not allowed.
At this point the siege will begin whenever staff are ready to begin it. This usually takes 5-10 minutes but we have been able to start it straightaway before, so make sure you're online on time.
Spectators are allowed, but if any spectator helps a player involved in the siege, that spectator will be banned from the server and the siege may be invalidated. Spectators will be given instructions on how to spectate when a siege starts.
The attackers have 30 minutes to take the base.
To take the base, the attackers must hold the most capture area for a cumulative 5 minutes.
'Holding it' means dominating it in terms of player numbers.
Bed respawns inside the siege area do not work.
The attackers get a respawn point outside the base, at a point of the leader's choosing.
Defenders who die will have to return to the base by other means, for example using /tpa, a waypoint or a /home
There are some extra rules which must be followed. Breaking any of them means you may get punished:
Defenders must not make the structure unsiegeable during the siege.
Defenders must not use waypoints or homes inside the capture area.
Defenders must not block the attacker spawn or grief it by breaking/placing blocks, including lava and water.
Defenders must not use bombs inside banner protection.
Defenders must not repair destroyed gates.
Attackers and defenders must not use war horns.
Attackers and defenders must not use bomber hired units.
Attackers and defenders must not use hired units which weren't counted by staff at the start of the siege.
Battering rams can break any gate with a length and width of 3 or bigger.
To request a ram you must use /ram while waiting at a valid gate. Staff will take a few seconds to place it. You must be near the gate otherwise the ram won't be placed.
Battering rams take up 7 blocks in length, 3 blocks in width and 2 blocks in height. If there's anything obstructing it, the ram cannot be placed.
To make a ram move, at least half of the players (rounded down to the nearest whole number) on the attacking side must stand within 1 block of the wooden part of the ram. The number of players required to move a ram will never exceed 4.
While moving, a ram will continually bash the gate in front of it once every 2 seconds.
Each bash deals 10 damage to the gate. However if all attackers are ramming, the damage will be 20.
When the gate goes under 10 health, it will break and the ram will disappear.
All destroyed gates will be automatically replaced at the end of a siege.
Gate bashing is a way of destroying smaller gates, doors, trapdoors and fence gates.
For LOTR Mod gates, the mechanic only works on gates smaller than 3x3. You'll have to use a battering ram for larger gates.
To bash a gate, left-click it with any warhammer or bludgeon.
Each bash deals 1 damage to the gate, but you can't bash more often than once every 2 seconds.
Doors will have 4 health, and trapdoors and fence gates will have 2.
Anything destroyed by this mechanic will be automatically replaced at the end of a siege.
The leading attacker will be given 5 siege bombs and 1 siege torch to use and distribute as they like.
Siege bombs can be placed inside banner protection.
Siege torches can only be used on siege bombs.
Siege bombs can be mined as usual, but when mined they disappear and can't be brought back.
Siege bombs can be ignited by right-clicking them with the siege torch. However, the player that placed the bomb cannot ignite it.
Upon ignition the bomb will detonate instantly, with a blast force which is slightly weaker than a single strength orc bomb. It will deal block damage if in water, and they can also destroy obsidian and Utumno blocks.
Damage is done inside banner protection to blocks, players, mobs and NPCs.
At the end of a siege, all damage will be cleaned up automatically.
The leading attacker will be given 64 siege ladders to use and distribute as they like.
These ladders can be placed inside banner protection.
Siege ladders can be mined as usual, but when mined they disappear and can't be brought back.
At the end of a siege, all siege ladders are automatically removed.
The leading attacker will be given 32 siege earth and 32 siege wood to use and distribute as they like.
These blocks can be placed inside banner protection.
They can only be placed if the player isn't directly above where they are trying to place it.
Siege blocks can be mined as usual, but when mined they disappear and can't be brought back.
At the end of a siege, all siege blocks are automatically removed.
The leading defender will be given 64 siege barricades to use and distribute as they like.
The blocks can only be placed in areas which have been exploded by siege bombs. No other blocks can be used in these areas.
Anyone can mine these blocks as normal, but when mined they disappear and are unable to be picked up.
At the end of a siege, all siege blocks are automatically removed.
In sieges, there is one difference to catapults in normal survival - they will do block damage inside banner protection, but all affected areas will be automatically fixed at the end of the siege.
In a siege you can break, place and use war machines in banner protection which you are not added to.
Conflict punishments can be given for breaking any of the rules and regulations mentioned earlier in this website.
If you're the leader and receive a conflict punishment, this may result in the siege being forfeited.
If you're just a participant (i.e. not leading) and receive a conflict punishment, two things might happen:
You could be banned from the server for the duration of the siege.
You could be given a permanent warning - if you break any of the rules again, you could be given an indefinite ban from all conflicts.
Recreational sieges are like normal sieges, except they are agreed on for fun and there is no conquest involved.
Any default siege regulations can be customized in a recreational siege, as long as both parties agree.
There are three default regulations exclusive to recreational sieges (which you can customize):
The base does not need to be siegeable.
Friendly fire will be controlled.
Player names will be colored in their name tag and the tab list.
New regulations can also be added. One of these could be automatic brews (everyone gets Strength, Regeneration and Fire Resistance in the siege).
To declare a recreational siege, do so in the #conflicts channel in our Discord server by using /conflict and fill in the required fields.
lotrmc.net
Last Edited: 3 Jan 2025