Sieges v3.0: Part 1

18.05.2021

Sieges v3.0: Part 1

Citizens of Elenia!

The heralds blow their trumpets in every corner of the Kingdom, calling for the bravest warriors to draw their blades into battle for the greatest treasure in the world of Aura — the castle! However, the daredevils will face new rules of siege, so don't expect to win easily. Go on, adventurers, and may the strongest win!

What has been changed?

General

• Now the castle cannot be abandoned.
• The limit on the number of castles owned by a guild has been removed. However, each captured castle will bring you the negative effect «Castle Curse» (see below).
• Now the siege of  theW alden Castle starts at 20:00 GMT (previously at 19:30 GMT).

The system of bids

• The number of guilds that can participate in a siege is now six. If a castle has an owner, only the first 5 bids accordingly win.
• There is no longer a limit on the size of siege bids. Each subsequent bid you make is added to your first bet.
• Now players can't see their opponent's bid. Only the guild's position in the list of bids is visible. The 1st in the list has the highest bid, and so on.
• Bids are no longer refunded to guilds that did not enter the siege.
• If two identical bids were made, the guild that placed the bid first wins.
• You cannot place a bid if your guild is llower than level 10.
• Fixed a bug in the Peacemaker talent: previously, if the guild leader had no enough reputation to gain passive guild skills, the talent would not work.

Key Master’s Labyrinth

• Now the siege lasts for 1 hour. During this time the guilds can obtain castle keys. After each key is taken, the guilds are sent to re-spawn points, Key Master and the Key Keeper are re-spawned, and the hex levels are reset. A guild with the maximum number of keys taken wins. If two or more groups have an equal number of keys at the end, the siege is extended for 30 minutes or until one "victory key" is taken. If no keys would be taken during this period or if a guild with a lower number of points take it, then after the additional time expires, the castle will remain without an owner.  
• Now all castles are configured for 4-men parties. The number of parties from every guild is not more than 7.
• If only one guild takes part in the siege, the battle’s duration is decreased up to the first key taken.
• Parties of the same guild stay friendly to each other.
• The option added ( for a party leader) to transfer his party to a respawn point if to allied parties have met at the same hex level. If the party owns the key it drops on the ground during the transfer.
• Every castle captured by a guild applies the negative effect “Castle Curse” with 10% attack,health, movement speed and PVP damage resistance. That is. if a guild owns 3 castles its participants get minus 30% to the mentioned stats. Important: the negative effect is active only in the Key Master Labyrinth.

Key Keeper

• The Key Keeper has got immunity to the following skills: Power Seizure, Breakthrough, Wave of Strength.
• Now the Key Keeper has the same amount of health irrelevant of a castle.

Please mind: This is only the beginning of changes in the siege system – all your notions, suggestions and bugs found should be posted in this topic.

Get your loyal allies together and go ahead to glory!

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