Warstones and sieges

Plant a Warstone outside a city to declare a siege on it. Once the siege begins, its walls and Heartwood can fall.

Guild members KeysF

Declaring a siege

  1. Buy a Warstone Claim from a Steward. Claims come in ranks I to VIII, and the claim must be at least the rank of the target city's Heartwood.
  2. Stand in the ring of ground just outside the target city's grid.
  3. Double-click the Warstone Claim. A window says which city it would besiege and asks you to confirm — or, if you are not on a ring, how far away and in which direction the nearest one is.
  4. Confirm, and a Warstone of the claim's rank rises: the city is under siege.
ClaimPriceWarstone health
I50050,000
II1,000220,000
III2,000390,000
IV4,000560,000
V8,000730,000
VI16,000900,000
VII32,0001,070,000
VIII64,0001,240,000
  • You must belong to a guild, and cannot besiege a city of your own guild or your own nation.
  • A city can be under only one siege at a time, and cannot be besieged again for 24 hours after one ends.
  • A siege cannot be called off: once the Warstone stands, it ends only when the Warstone or the Heartwood falls.
  • While a Warstone stands against a city, its Heartwood cannot be ranked up.
  • Select the Warstone and press F to open its window: both sides, both ranks, the phase and the countdown in your own time.

When the fighting starts

The defenders choose when the siege begins. Their Inner Council or Guild Leader opens the City tab of the build bar (or the Warstone's window) and presses Choose the time: pick anything from 1 to 48 hours ahead — the window shows the day and hour in your own time — and confirm. The time can be set once, and only before the siege begins. If nobody sets it, the siege begins 24 hours after the Warstone was planted. (/siegetime and a number of hours, with the Warstone selected, does the same.)

Keeping track

  • While your guild is a side of any siege, a pill at the top of the screen shows it and counts down; click it to open the Warstone's window.
  • Both guilds are told when a Warstone is raised, when the time is chosen, an hour and ten minutes before it begins, when it begins, and when it ends — on screen and in guild chat.
  • The City tab lists every siege your guild is part of, first thing on the tab.
  • The world map's Sieges layer marks every besieged city: gold while pending, bright gold once scheduled, red while live. Hover for the sides and the countdown; click to open the Warstone's window.
  • Walking into the grid of a live siege, a banner warns you that protection is void there.

Once the siege has begun

  • The whole city grid is under siege: protection contracts stop counting there and buildings take far more damage.
  • The Warstone itself can now be attacked, by weapons, arrows and siege engines alike. It cannot be harmed before the siege begins. A high-rank Warstone is a fortress in itself: bring siege engines.
  • The city's guards defend every building that is hit, the Heartwood included.
  • The defenders win by destroying the Warstone. That ends the siege, and the city cannot be besieged again for 24 hours.
  • The attackers win by destroying the Heartwood.

Feeding a siege

Defenders fight on their own homeland and recover faster there. A besieging crowd of more than fifty is short of food unless it brings its own: the attacking guild's leaders can raise a siege camp from their Warstone's window and fill it with food. See Homeland and supply.