Siege mechanics

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A siege occurs over several phases.[1]

  • Certain siege mechanics may be gated for specific size groups during sieges.[2]
  • There will not be a deserter debuff for leaving a siege before it is complete.[3]
  • More will be revealed in an upcoming blog entry.[1]

Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[4][5][6]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[7]

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[8]

  • Players may choose to respawn at their HQ as long as they are registered.[11][14]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[11]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[16]

Ashes of Creation Apocalypse castle siege mechanics

Dünzenkell Dwarven and Aelan Human objective torches.[17]
Ashes of Creation Apocalypse castle siege objective torch. The bowl fills with flames colored to match the team that captures the objective.[17]
Reliquary concept art.[18]

The Attacking Team’s victory condition is to take the Defending Team’s Relic which is the final Control Point in the castle.They will also have several Control Points located in their camp to encourage Defenders to skirmish outside the castle walls. These will also act as spawn locations for the Attacking Team.[19]Margaret Krohn

Ashes of Creation Apocalypse castle sieges will be objective-based.[20]

A player elects to be either an attacker or defender.[21][19]

  • The matchmaker will attempt to assign a player their selected side (referred to as role in the article) but it may allocate another side so as to shorten queue times.[19]
  • Once in the match, a player's side will not change.[19]

Players select one of the six classes prior to battle.[21]

  • Players can see the numbers of players in their raid who have selected each class.[22]
  • Players will have a limited amount of time to lock in their class choice. If they miss the window, the least selected class choice will be automatically chosen for them.[19]
  • There is no limit to the number of a specific class that may be on a team, however the developers note that composition will be important from a strategic perspective.[19]
  • Classes cannot be swapped during a match, but this may change based on testing.[19]

There will be a timeframe for preparation where attackers and defenders take positions and prepare weaponry.[21]

  • Siege weaponry will include ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[21]

When you join into the castle siege in Apocalypse you're going to be able to select one of six classes. Right and upon selecting those classes then you're going to be placed on your starting side, whether it be the attacker or defenders; and then you're going to be able to start preparations. It's gonna be a little bit of a loading time where you have selected those classes. You're going to take positions perhaps and whatnot; and there are siege weaponry that's going to be present there as you see here some ballistas, some trebuchets, a battering ram and maybe some traps and some powder keg stuff available to destroy some things.[21]Steven Sharif

Attacking team

In the first phase of battle the attackers attempt to penetrate the walls and gates to gain access to the inside of the castle.[21][23]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[19]

There will be a variety of siege weapons available to the Attacking side including Trebuchets and Battering Rams. Trebuchets’ range will be long enough to reach the enemy ballistas from their initial placement points. These placement points will be out of player character’s weapon range from the castle walls, but within ballista range, and scattered on the battlefield.[19]Margaret Krohn

Once inside the castle, the attackers need to hold objectives.[21]

  • There are objectives within the castle, such as killing guard captains.[20]
  • Attackers must destroy key strategic objectives to swing the battle in their favor.[24]
  • Defenders must protect key strategic objectives to maintain advantage.[24]
  • Holding capture points increase or decrease the duration of the map, change the opposing side's respawn times and give buffs to the side that holds them.[21][20]
    • Players can also respawn on capture points that they hold.[21]

The ultimate objective of the attackers is to reach the center keep of the castle to channel on the final relic that's present in order to achieve victory.[23]

Defending team

The defenders are attempting to hold out as long as possible, but they can also rush the field to the enemy encampment or headquarters to attempt to damage their ability to siege.[23]

  • Attempt to take out attacker's siege weapons.[23]
  • Attempt to capture attacker's control points to increase their spawn time and decrease the total match time.[23]

If a Defender captures an Attacker’s Control Point, the total match time decreases, the Attacker Teams’ respawn time increases, and it also provides a temporary morale buff to the entire Defender’s side. Defenders will also be able to teleport to any Control Points that have been taken.[19]Margaret Krohn

Siege weapons available to the defending side include Ballistas and Traps.[19]

Ballistas will have fixed positions on castle towers. Traps will be placeable items that the Defending Team can use to damage and crowd control their enemies. Note that these items are destructible by the Attacking Team.[19]Margaret Krohn


Players have infinite lives in castle siege mode.[19]

  • Upon death, players join a respawn queue shared with their teammates.[19]

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[25]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[26]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[27]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[27]Steven Sharif

Siege PvP

Sieges don't use the PvP flagging system.[28]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[29]

Siege NPCs

Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[30][31]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[30][32]
  • Mercenary NPCs can be hired in advance.[30] They are intended to be a significant presence but not the main line of defense in a siege.[33]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[35][36][37]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[38][39][35][36]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[37]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[37]Steven Sharif

Siege objectives

Each node has a number of districts, depending on its stage.[1]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[1]
  • If attackers take over a district, they gain that district as a respawn location.[1]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[40][1]

Defenders can assault the outposts of the attackers to hinder them.[1]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[40][41]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[42]

As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[43]Steven Sharif

See also


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 siege more info.png
  2. siege mechanics.png
  3. Livestream, May 24, 2017 (37:05).
  4. Interview, July 29, 2020 (31:05).
  5. Interview, July 18, 2020 (13:13).
  6. Interview, July 8, 2020 (22:37).
  7. steven-wars-prime-time.png
  8. siege-combatants.png
  9. steven-siege-zone.png
  10. Livestream, April 30, 2021 (41:18).
  11. 11.0 11.1 11.2 11.3 Podcast, April 11, 2021 (49:40).
  12. Blog: Creative Director's Letter, April 14 2021
  13. siege-barrier.png
  14. siege-respawn.png
  15. siege-stragglers.png
  16. Interview, July 8, 2020 (1:12:51).
  17. 17.0 17.1 objective-torch.png
  18. reliquary-concept.png
  19. 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 19.12 19.13 Castle Siege Overview.
  20. 20.0 20.1 20.2 Livestream, August 17, 2018 (30:29).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 Livestream, January 11, 2019 (35:44).
  22. Livestream, January 11, 2019 (56:11).
  23. 23.0 23.1 23.2 23.3 23.4 Livestream, January 11, 2019 (37:45).
  24. 24.0 24.1 Livestream, September 1, 2018 (54:06).
  25. siege alliances.png
  26. siege auto defenders.png
  27. 27.0 27.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  28. Livestream, May 19, 2017 (45:14).
  29. Livestream, December 22, 2020 (1:13:51).
  30. 30.0 30.1 30.2 30.3 Livestream, August 31, 2023 (2:09:32).
  31. siege success.png
  32. siege npcs killable.png
  33. Livestream, July 28, 2017 (36:51).
  34. Livestream, May 31, 2023 (58:25).
  35. 35.0 35.1 35.2 Livestream, August 28, 2020 (1:41:24).
  36. 36.0 36.1 36.2 Livestream, June 26, 2020 (59:11).
  37. 37.0 37.1 37.2 37.3 Livestream, November 22, 2019 (1:14:23).
  38. 38.0 38.1 38.2 Livestream, May 27, 2022 (1:18:09).
  39. 39.0 39.1 39.2 Livestream, April 30, 2021 (1:01:10).
  40. 40.0 40.1 Interview, July 19, 2020 (37:58).
  41. Livestream, May 19, 2017 (47:07).
  42. Livestream, November 22, 2019 (17:59).
  43. Livestream, November 22, 2019 (15:48).