
Castle tiers
| Tier | Score weight | Gate durability | Guild storage |
|---|---|---|---|
| Keep | ×1 | 5,000 | 1,500 |
| Fortress | ×2 | 10,000 | 3,000 |
| Citadel | ×4 | 20,000 | 6,000 |
A neutral castle's gate starts at 60% (keep), 80% (fortress) or 100% (citadel); a captured castle restarts at 50%.
Gates and guards
Guards stand on both sides of every gate (keep 2, fortress 3, citadel 2 plus a guard captain). Guards return after 10 minutes, and all of them return at once when the castle changes hands. Members select their own closed gate and press Space to slip through — once every 10 seconds per player.
Every weapon hit on a gate, skills included, lands at only 10% of its damage — a gate falls to many attackers, not one hero. Siege damage is ×1.5 while your guild holds a castle next to the target, and ×1.5 from 23:00 to 24:00 UTC every day — a bonus that lasts all day on the final day (Sunday, UTC).
Breaking the gate
There are no siege engines: weapons do the work, so bring the whole guild. The one siege item is the breach charge — a boss-grade satchel that explodes for 3,000 gate damage after a 2-second channel within 6 m of the gate. It is crafted at a fortress or citadel bench out of castle storage (an ogre core, sulfur and wood), and the supply-line and final-hour multipliers apply to it.
Build a camp near an enemy castle and your guild respawns there; pitch your own tent and you respawn beside it — enemies can burn it down, guildmates can't.
Engraving
Select the guardian stone and press Space within a radius of 5 to start a 30-second engraving. Meanwhile you can't move, attack or use items. A single hit doesn't break it; it stops only if the engraver falls or cancels with R. A developed watchtower stretches an attacker's engraving to ×1.25, ×1.5 or ×2. When it completes, the server submits the capture to the GIWA chain.
Castle development
Press K inside your castle: four buildings, three levels each, all paid from the castle's own storage — the guild hauls materials there together.
| Building | Level 1 → 3 |
|---|---|
| Rampart | Gate durability ×1.3 · ×1.6 · ×2 |
| Storehouse | Storage ×2 · ×3 · ×4 |
| Forge | Gate repair per stone ×1.5 · ×2 · ×3 |
| Watchtower | Enemy engrave time ×1.25 · ×1.5 · ×2 |
Every level costs the same for every building: 100 wood + 60 stone, then 250 wood + 150 stone + 30 iron ingots, then 500 wood + 300 stone + 100 iron ingots.
Respawn anchors
Death sends you to your bound home castle first — the priest inside every castle binds it for 50 silver while your guild holds it. Without a home you return to the nearest allied castle, forward camp or your own tent; guildless and anchorless, you rally on safe ground near where you fell.
Territory rules
- A guild that holds castles can only engrave castles adjacent (in the six hex directions) to one it already holds.
- A guild with no castle can take any castle as its first.
- Citadels can't be engraved during Expansion (Monday–Tuesday, UTC).
Repairs and storage
Equip a repair hammer, select your guild's gate and hold Space: every 12 seconds one stone from your bag restores 8 durability — 12, 16 or 24 at a castle with a developed forge. Gates never repair on their own — only a member standing there with stone restores them.
Every castle has guild storage; when the castle falls, 50% of what is stored is lost.