SSR
(Siegeable Structure Regulations)
(Siegeable Structure Regulations)
The Siegeable Structure Regulations (SSR) define the standards and guidelines for building structures that are eligible for sieges and raids. These rules ensure fair gameplay by balancing defense strategies with accessibility for attackers.
This document is a critical reference for players looking to construct compliant and siege-ready structures.
Obstruction: Things which can slow you down or harm you, including falls of 4+ blocks (causing fall damage) and trapping pits.
Class A Obstructions - Result in getting stuck or dying:
Inescapable pits, lava, fire
Falls 10+ blocks high
Morgul flowers
Water in Minas Morgul, Dol Guldur, and Mirkwood biomes
Defensive holes with vertical openings smaller than half a block
"Getting stuck" = unable to escape for 5+ seconds
Class B Obstructions - Any obstruction that isn't Class A:
Water (in non-harmful biomes), cobwebs
Falls 4-10 blocks high
Any form of ice
Anklebiters
Anklebiters: Wall/floor openings used to fire projectiles or melee attack the lower body of attackers. Standard face-level arrowslits are NOT anklebiters.
Accessible Route: Passable by walking and jumping only (no horses, spiders, sprint-jumping, magic rings, or block breaking/placing required). Must be at least 3 blocks wide.
Adjacent: Next to something. Avoided by constructing a barrier at least 1 block high with no gradient.
Defensive Holes: Holes used to hit or fire through (anklebiters, arrowslits, etc.). Elevated balconies requiring block placement are NOT defensive holes.
Underground: Fully below surrounding surface-level terrain.
Bridge: Any route part adjacent to a 4+ block drop on either or both sides.
Relative Ground Level: Actual terrain below or beside a point. Underground = bottom of cave/chamber below or beside it.
Outside/Inside: Outside = beyond structure walls; Inside = within structure walls.
Every gate block has a different health value. Gate health is calculated by adding all block values together.
Maximum Gate Health:
Rammable gates: 300 max
Bashable gates: 20 max
Block Health Values:
Wooden Gate/Portcullis: 2
Bronze Portcullis: 3
Iron Portcullis: 5
Dwarven Doors: 5 (bashable gates only)
Silver: 10
Gold: 10
Mithril: 20
Any other gate type: 10
Use /gatehealth command to check total gate health.
Siegeable structures must be overground if the territory is NOT mountainous.
No part of route or capture area can be underground
Current Mountainous Territories: Angmar, Ash Mountains, Emyn Haecharad, Erebor, Grey Mountains, Harad Mountains, Iron Hills, Mountains of Shadow, Mountains of the Wind, North Blue Mountains, North Misty Mountains, Red Mountains, South Blue Mountains, South Misty Mountains, White Mountains, Woodland Realm.
A siegeable structure must have ALL of the following components to be eligible for sieges and raids:
What you need: Your structure must cover at least 400 blocks of area.
How to calculate: Multiply length × width of your structure's footprint. For example:
A 20×20 build = 400 blocks ✅
A 15×30 build = 450 blocks ✅
A 15×15 build = 225 blocks ❌ (too small)
Why this matters: Smaller structures are too easy to defend and don't provide enough tactical space for proper siege gameplay. We strongly recommend building much larger than the minimum for better defensive capabilities.
What it is: The capture area is the specific room or space that attackers must reach and control to win a siege. Think of it as the "heart" of your structure - typically a throne room, keep, or command center.
Size requirement: Must be at least 100 blocks in area (10×10 minimum, but can be any shape).
Location rules:
No obstructions allowed: The capture area cannot contain or be next to any Class A or Class B obstructions
❌ No lava, water, pits, or traps inside or adjacent to this space
✅ Must be a clean, open area that both attackers and defenders can move freely in
Defensive restrictions:
No defensive holes aimed inward: You cannot have arrowslits, anklebiters, or other defensive holes that let you shoot INTO the capture area from outside it
Why: This prevents defenders from having an unfair advantage by shooting into the space attackers need to control
Design tips:
Make it central to your structure so there's a meaningful route to reach it
Consider multiple entrances to prevent easy camping
Leave room for combat - cramped spaces favor defenders too much
What it is: A clear, logical path that attackers can follow to get from the outside of your structure to the capture area. This isn't just "any way in" - it must be specifically designed to be fair for siege gameplay.
Basic Route Standards
Width requirement: Must be at least 3 blocks wide throughout the entire path.
Accessibility standard: Attackers should be able to traverse the route using only:
Normal walking and jumping
No special equipment, mounts, or abilities required
No block breaking or placing required
Gate and Door Rules
Understanding gate types:
Non-rammable gates: Made of fewer than 9 blocks (small doors, single gates)
Rammable gates: Made of 9+ blocks (large gates, portcullises)
Gate placement rules:
Non-rammable gates are BANNED from blocking your main route
Why: They're too easy to break quickly, making defenses meaningless
Solution: Use rammable gates (9+ blocks) or leave passages open
Battering ram space requirements: For each rammable gate on your route, you must provide space for attackers to use battering rams:
Space needed in front of gate:
7 blocks long (distance from gate)
3 blocks wide (centered on the gate)
3 blocks high (clearance above)
Side clearance rule:
The route cannot be within 5 blocks of any obstructions on either side
This applies to the 7-block space in front of each gate
Why: Battering rams need maneuvering room to be summoned in.
Gate health limits:
All rammable gates on your route combined cannot exceed 1,500 total health
Use /gatehealth to check your total
Why: Prevents making routes impossibly difficult to breach
Obstruction Management Along Routes
Class A Obstruction Rules (the dangerous stuff):
Cannot be adjacent to your route at all
What this means: No lava, deep pits, Morgul flowers, etc. can be next to your path
How to fix: Build a barrier at least 1 block high between route and obstruction
Special cases:
Underground bridges: Need 1.5-block-high barriers (instead of 1 block)
Staircases: Need 4-block-high barriers
Why different heights: These areas have different movement patterns that need extra protection
Class B Obstruction Rules (the annoying stuff):
Option 1: Build 1-block barrier and keep 3-block-wide route
Option 2: Make route 5 blocks wide with no height variation over 5 blocks in the obstruction area
What this covers: Water, ice, small falls, anklebiters, etc.
Route Design Standards
No maze designs:
Banned: Multiple confusing paths designed to get attackers lost
Allowed: Complex but logical single route
Tip: Use signs to help guide attackers if your castle is complicated
No vertical climbing requirements:
Banned: Ladders, rope, or requiring attackers to place blocks to climb
Why: Creates unfair chokepoints and isn't accessible gameplay
Anklebiter restrictions:
Cannot be adjacent to underground portions of your route
Underground = fully below surrounding surface terrain
Why: Underground areas are already naturally defensive; anklebiters make them too powerful
Height limitations for staircases:
Standard staircases: Maximum 10 blocks above relative ground level
Stairs/slab staircases: Maximum 30 blocks above relative ground level
Why: Prevents excessively vertical routes that become impossible to assault
No dart traps:
Cannot shoot players who are on the main route
Dart traps can exist elsewhere in your structure for other purposes
Route Timing Requirements:
The test: A staff member will run your route as fast as possible (running + jumping) with all gates and doors open.
Time limits:
Underground routes: Must complete in under 1 minute
Overground routes: Must complete in under 2 minutes
What this prevents:
Excessively long, winding paths designed to waste attackers' time
Routes that are so complex they're not practical for siege gameplay
How to pass: Keep your route direct and logical, avoid unnecessary detours
Route Starting Point Requirements
Land connection requirement:
Your route must start on solid land, not in the middle of water
If your structure is on an island or in water: You must build a bridge connecting it to the mainland
Why: Attackers shouldn't have to swim to begin their assault
Clear starting area:
5-block square radius around route start must be free of Class A obstructions
Only applies to areas reachable by walking/jumping from the starting point
Purpose: Gives attackers a safe place to organize before beginning the assault
Defensive Positioning Rules
Line of sight requirement:
When defenders hit attackers through defensive holes, attackers must be able to see the defender
Exception: Hwacha (artillery) attacks are exempt
Why: Prevents "ghost" attacks where defenders can hit without being seen
No hitting into hazards from the route:
Defenders cannot hit attackers in a way that knocks them into Class A obstructions
Example: Hitting an enemy off of a 10 block staircase but the knockback makes their fall more than 10 blocks (class A obstruction)
Gravity block ban:
Cannot use: Sand, gravel, or other falling blocks in your walls
Why: These can be exploited to create traps or unpredictable collapses during sieges
Auto-regenerating wall ban:
Cannot use: Lava and water systems that automatically repair damage
Why: Defeats the purpose of siege equipment and makes structures impossible to damage
Cobweb ban:
Cannot place anywhere in your structure
Why: Creates unfair movement impediments that can't be countered
Quagmire (swamp blocks):
Only allowed: Outside your structure walls
Common use: Defensive moats around your castle
Cannot be used: Inside corridors or rooms
Stabbing thorns:
Only allowed: Outside your structure walls
Common use: Perimeter defenses
Cannot be used: Inside your structure
Why these restrictions: These blocks create area denial effects that would make indoor combat unfair, but are acceptable as external obstacles.
✅ Size: 400+ block area
✅ Capture Area: 100+ blocks, no obstructions, no defensive holes aimed inside
✅ Route: Clear path, proper gates, timing requirements met
✅ Materials: No gravity blocks, auto-regen walls, or cobwebs
✅ Special Blocks: Quagmire/stabbing thorns outside only
✅ Territory Type: Overground if non-mountainous territory
For detailed clarification on any requirement, refer to the full sections above.
lotrmc.net
Last Edited: 11 Jan 2025