Este artigo é sobre Alliance-controlled keeps in Cyrodiil. Para Keeps found in PvE areas, veja Forts.
Keeps are the major conflict zones of the Alliance War. As such they need to withstand constant barrage from siege weapons and lesser tools of destruction. Not all keeps are the same, they differ in layout depending on local terrain and strategic value, but always designed to give the defenders an edge. Keeps are all single-level to improve gameplay, but there are some higher parts to give defenders an advantage. Controlling keeps improves your alliance's position on the Campaign scoreboard, as well as providing a number of passive bonuses. Gaining control of the six keeps surrounding the Imperial City allows your alliance to crown a player as Emperor, who is chosen as the player with the most Alliance Points for that alliance in the current Campaign.
Keeps are maintained and upgraded by the occupation of nearby resources. Without these resources a keep will not be able to be make emergency repairs, or repair after an attack. Almost every part of a keep has destructible parts (but they cannot be leveled). The gates, outer walls, inner walls, and doors, are all susceptible to damage. Without these defenses, defenders would be left exposed, as would the attackers if they claim the keep, as they then become the defenders.
To claim a keep the attackers need to gain entry and occupy two marked zones for a length of time. How you gain entry is up to you, as there are many options (the front gate, a side wall, etc.). Any damage done while taking the keep will need to be repaired, so it is essential to plan the occupancy of the nearby resources before attacking the keep. Once a keep is claimed NPC faction soldiers will appear to help guard the keep. This allows players to leave a keep defended and seek action elsewhere. NPC soldiers are also present at unclaimed keeps to provide some resistance. Also, when claimed, a keep will display faction banners in the form of shields on the exterior of the keeps; these serve a dual purpose of showing where the breakable parts are.
Bonuses
The number of keeps your alliance has under its control is translated into passive bonuses applied to your character. While in Cyrodiil, the bonuses are taken from the campaign you are currently in. While in PvE zones, the bonuses are taken from your Home Campaign. Your alliance must control all Home Keeps in order to benefit from the control of enemy keeps.
Bonus | Effect | |
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Home Keep Bonus | Increases experience, alliance points, and gold gained from kills by 5%. | |
Enemy Keep Bonus I | Increases experience, alliance points, and gold gained from kills by 7%. | |
Enemy Keep Bonus II | Increases experience, alliance points, and gold gained from kills by 7%. Increase Weapon Critical and Spell Critical by 2%. | |
Enemy Keep Bonus III | Increases experience, alliance points, and gold gained from kills by 9%. Increase Weapon Critical and Spell Critical by 2%. | |
Enemy Keep Bonus IV | Increases experience, alliance points, and gold gained from kills by 9%. Increase Weapon Critical and Spell Critical by 4%. | |
Enemy Keep Bonus V | Increases experience, alliance points, and gold gained from kills by 11%. Increase Weapon Critical and Spell Critical by 4%. | |
Enemy Keep Bonus VI | Increases experience, alliance points, and gold gained from kills by 11%. Increase Weapon Critical and Spell Critical by 6%. | |
Enemy Keep Bonus VII | Increases experience, alliance points, and gold gained from kills by 13%. Increase Weapon Critical and Spell Critical by 6%. | |
Enemy Keep Bonus VIII | Increases experience, alliance points, and gold gained from kills by 13%. Increase Weapon Critical and Spell Critical by 8%. | |
Enemy Keep Bonus IX | Increases experience, alliance points, and gold gained from kills by 15%. Increase Weapon Critical and Spell Critical by 8%. |
Upgrades
Keeps are upgraded based on the control of nearby resources. Lumbermills produce wood, Farms produce food, and Mines produce ore. Production rate upgrades automatically as long as your alliance continues to own the resources. To decrease production at enemy resources, kill the workers there or capture the resource for your alliance. Upgrades cannot be produced for the keep if the resource is owned by a different alliance.
Wood
Wood is required to maintain and strengthen a keep's doors. Doors have base HP of 150,000. Provided your alliance controls a keep's lumbermill, the following upgrades will be unlocked over time:
Upgrade Level | Upgrade | Effect | |
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Level 1 | Stronger Doors | Doors get 15000 more HP (Increased to 165,000) |
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Level 2 | Enable Door Regeneration | Doors will regenerate HP when not in combat (10 HP every 20 seconds) |
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Level 3 | Upgrade Mage Abilities | Keep mages will gain more powerful versions of some of their abilities | |
Stronger Doors | Doors get 15000 more HP (Increased to 180,000) |
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Level 4 | Upgrade Mender Abilities | Keep menders will gain more powerful versions of some of their abilities | |
Increased Door Regeneration | Doors will regenerate 50% more HP (15 HP every 20 seconds) |
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Level 5 | Increased Wall and Door Regen | Walls and Doors regenerate HP faster (HP is regenerated every (?) seconds instead of every 20) |
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Stronger Doors | Doors get 15000 more HP (Increased to 195,000) |
Food
Food increases the health and strength of NPC soldiers. Provided your alliance controls a keep's farm, the following upgrades will be unlocked over time:
Upgrade Level | Upgrade | Effect | |
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Level 1 | More Resistant Guards | Your Keep guards are more resistant to magical damage and siege weapons | |
Level 2 | Stronger Guards | Guards do more damage | |
Level 3 | Upgrade Guard Abilities | Melee guards will gain more powerful versions of some of their abilities | |
Heartier Guards | Guards have more HP | ||
Level 4 | Upgrade Archer Guard Abilities | Keep archers will gain more powerful versions of some of their abilities | |
Level 5 | Longer Range on Ranged Guards | Mages and Archers have longer range on their abilities |
Ore
Ore is required to repair and upgrade the keep's walls. Walls have base HP of 200,000. Provided your alliance controls a keep's mine, the following upgrades will be unlocked over time:
Upgrade Level | Upgrade | Effect | |
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Level 1 | Heavily Armored Guards | Guards have thicker Armor | |
Stronger Walls | Walls get 35000 more HP (Increased to 235,000) |
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Level 2 | Enable Wall Regeneration | Walls will regenerate HP when not in combat (10 HP every 10 seconds) |
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Corner Build Out Upgrade | Keep Corners get an extra build out section (Base HP 175,000) |
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Level 3 | Wall House | Various Wall sections will have more protective locations (Base HP 185,000) |
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Stronger Walls | Walls get 35000 more HP (Increased to 270,000, Build Outs to 210,000) |
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Level 4 | Upgrade Honor Guard Abilities | Keep honor guards will gain more powerful versions of some of their abilities | |
Increased Wall Regeneration | Walls will regenerate 50% more HP (15 HP every 10 seconds) |
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Level 5 | Stronger Walls | Walls get 35000 more HP (Increased to 305,000, Build Outs to 245,000, Postern Houses to 220,000) |
List of Keeps
- These are grouped by their Home Alliance, the alliance which gains the Home Keep Bonus by controlling them. Over the course of a campaign, they may change hands many times. In certain Campaigns, an alliance must control all their Home Keeps in order to access the Imperial City.
Aldmeri Dominion
- Castle Alessia — A keep in central Cyrodiil, southeast of the Imperial City. (map)
- Castle Black Boot — A keep in southern Cyrodiil, south of the Imperial City. (map)
- Castle Bloodmayne — A keep in southern Cyrodiil, south of the Imperial City. (map)
- Castle Brindle — A keep in western Cyrodiil, west of the Imperial City. (map)
- Castle Faregyl — A keep in southern Cyrodiil, south of the Imperial City. (map)
- Castle Roebeck — A keep in central Cyrodiil, southwest of the Imperial City. (map)
Daggerfall Covenant
- Fort Aleswell — A keep in central Cyrodiil, northwest of the Imperial City. (map)
- Fort Ash — A keep in central Cyrodiil, west of the Imperial City. (map)
- Fort Dragonclaw — A keep in northern Cyrodiil, north of the Imperial City. (map)
- Fort Glademist — A keep in northwestern Cyrodiil, northwest of the Imperial City. (map)
- Fort Rayles — A keep in northwestern Cyrodiil, northwest of the Imperial City. (map)
- Fort Warden — A keep in northwestern Cyrodiil, northwest of the Imperial City. (map)
Ebonheart Pact
- Arrius Keep — A keep in northeastern Cyrodiil, northeast of the Imperial City. (map)
- Blue Road Keep — A keep in central Cyrodiil, east of the Imperial City. (map)
- Chalman Keep — A keep in central Cyrodiil, northeast of the Imperial City. (map)
- Drakelowe Keep — A keep in eastern Cyrodiil, east of the Imperial City. (map)
- Farragut Keep — A keep in northeastern Cyrodiil, northeast of the Imperial City. (map)
- Kingscrest Keep — A keep in northeastern Cyrodiil, northeast of the Imperial City. (map)