Prima Games eGuides The Elder Scrolls Online: Morrowind eGuide

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The Elder Scrolls Online: Morrowind eGuide Combat, Crafting, and Activities The Alliance War (PvP)

Capture Points

The main objective of the Alliance War is to capture resources and keeps for your alliance. The resources add benefits to the nearby keep for your side, while keeps provide an added bonus for all players of the ruling alliance. Capture all six interior keeps, and the leader of your alliance becomes the Emperor, providing yet another bonus. Plus, all ownership adds to the campaign score.

To seize these Capture Points, you must turn all associated flags to your alliance. To do so, wipe out the nearby guards and take their place next to the flag. This brings up a meter that is filled with the color of the current owner. This slowly depletes as you remain in the area, and then fills with your team’s color. With one player, this takes a long time and you’re extremely vulnerable. But as more players stand guard, the meter depletes and fills at a faster rate.

Icons denoting the flags at each point are shown on the compass when facing their way. The color indicates who currently controls the flag, while a highlight means that alliance is currently attempting to take it over.

Guards

Guards for the ruling alliance protect all structures and flags and must be dealt with before the flags can be turned. They are powerful foes, and taking them all down typically requires a group of players.

Only the defenders who stand next to a flag need to be removed, but a patrolling guard may take interest in your desire to overtake the Capture Point. Guards also stand outside keeps/outposts and attempt to keep players from getting inside.

Keep

Number of Flags: 2

The Keeps

Original Alliance Keep Required for Emperorship? Artifact Gate/Temple Protected
Aldmeri Dominion Castle Alessia Yes
Aldmeri Dominion Castle Black Boot No Altadoon
Aldmeri Dominion Castle Bloodmayne No Mnem
Aldmeri Dominion Castle Brindle No
Aldmeri Dominion Castle Faregyl No Altadoon, Mnem
Aldmeri Dominion Castle Roebeck Yes
Daggerfall Covenant Fort Aleswell Yes
Daggerfall Covenant Fort Ash Yes
Daggerfall Covenant Fort Dragonclaw No
Daggerfall Covenant Fort Glademist No Alma Ruma, Ni-Mohk
Daggerfall Covenant Fort Rayles No Alma Ruma
Daggerfall Covenant Fort Warden No Ni-Mohk
Ebonheart Pact Arrius Keep No Chim, Ghartok
Ebonheart Pact Blue Road Keep Yes
Ebonheart Pact Chalman Keep Yes
Ebonheart Pact Drakelowe Keep No
Ebonheart Pact Farragut Keep No Ghartok
Ebonheart Pact Kingscrest Keep No Chim

There are 18 keeps in Cyrodiil, with each alliance controlling six at the start of the campaign. All six interior keeps are required to gain the emperorship, as well as strategic advantage for advancement.

The two keeps nearest an Artifact Gate must be captured in order to open the gate and get at the corresponding temple. Note that the two keeps need not be ruled by the same alliance, just not the original.

Siege weaponry must be used to get inside a keep. Use it to attack a door or wall, as well as the guards on duty. Focus all siege weapons on the same wall to limit the time required. A battering ram can be used to bust down a door, but best results require up to six players, and operators are susceptible to dropped oil and enemy players. Be sure to have part of the group protecting the siege weapons, since they’re also vulnerable to enemy players.

Once through the outer wall, players should move inside to eliminate any opposition. As you finish off the first wall, the defending alliance is most likely setting up for your assault. Now the attacking group should concentrate fire on the inner wall, repeating the same process as with the outside.

Once inside the keep, clear out the guards and enemy alliance on the first floor, as well as any stragglers above, who are likely set up with ranged weapons and flaming oil. Turn the two flags to your alliance to capture the structure. The ruling alliance may continue to assault the keep throughout this process, so remain vigilant.

Holding an Elder Scroll on a keep’s scroll pedestal bestows a bonus for every member of that alliance.

Controlling the surrounding resources is beneficial in keeping the structure repaired and guards strong. The longer the resources are held, the greater the benefit for the keep. There are five levels of benefits for each resource, which continually increase as long as the associated resource is held.

Benefits Bestowed on Keep with Captured Resources

Level Wood Benefits Food Benefits Ore Benefits
1 Doors get 15000 more HP. Your keep guards are more resistant to magical damage and siege weapons. Guards have thicker armor.Walls get 35000 more HP.
2 Doors regenerate HP when not in combat. Guards do more damage. Walls regenerate HP when not in combat.Keep corners get an extra build-out section.
3 Keep mages gain more powerful versions of some of their abilities.Doors get 15000 more HP. Melee guards gain more powerful versions of some of their abilities.Guards have more HP. Various wall sections have more protective locations.Walls get 35000 more HP.
4 Keep menders gain more powerful versions of some of their abilities.Doors regenerate 50% more HP. Keep archers gain more powerful versions of some of their abilities. Keep honor guards gain more powerful versions of some of their abilities.Walls regenerate 50% more HP.
5 Walls and doors regenerate HP faster.Doors get 15000 more HP. Mages and archers have longer range on their abilities. Walls get 35000 more HP.

Visit the Warfront Mission Board for quests that require capturing a keep.

Resources

Number of Flags: 1 Each

Resources

Resource Benefit of Capture
Farm The food increases the strength of NPC soldiers guarding the keep.
Lumbermill Allows players to strengthen the doors of the keep.
Mine The ore is required to upgrade and repair the keeps.

Production and Defense Bonuses for Owned Resources

Level Production Defense
1 Your gatherer NPCs collect more resources per trip. Walls regenerate HP when not in combat.Your keep guards are more resistant to magical damage and siege weapons.The tower overwatching the resource has more HP.
2 The base amount of resources earned is increased by 25%. Melee guards gain more powerful versions of some of their abilities.Guards have more HP.
3 Your gatherer NPCs collect more resources per trip. Keep mages gain more powerful versions of some of their abilities.The tower overwatching the resource has more HP.
4 The base amount of resources earned is increased by 25%. Keep menders gain more powerful versions of some of their abilities.Walls regenerate 50% more HP.
5 Your gatherer NPCs collect more resources per trip. Keep honor guards gain more powerful versions of some of their abilities.The tower overwatching the resource has more HP.

A farm, lumbermill, and mine surround each of the 18 keeps in Cyrodiil. Capture a resource by killing off enough of the opposition so that your side outnumbers them. One flag must be turned to your alliance to gain control. Controlling these resources gives the keep an added benefit as stated in the above table. There are five levels of upgrades per resource, which are unlocked over time. Therefore, the longer you hold the resources, the better they become.

Visit the Battle Mission Board for quests that require capturing specific resources.

Outposts

Number of Flags: 2

Near the center of Cyrodiil, three outposts sit along the Transitus Network between pairs of keeps. Each alliance controls one of these outposts at first, which sit between one of their own keeps and an opposing keep. This is the front line of the war, and because of their position, they may change hands frequently.

An outpost is smaller than a keep, with no outer wall, but still holds a pair of flags inside the structure. Use siege weaponry to get inside the building, and flip the two flags to gain control of the outpost.

Artifact Gates

Number of Flags: 0

Artifact Gates are the last line of defense before reaching an opponent’s temple. Initially, an Artifact Gate is closed to all players except for the original ruling alliance. In order to get it open, the two nearest keeps must be captured by the remaining alliances. A number of guards protect the gate; so once it’s open, it must still be assaulted in order for players to get through to the temple. Refer to the previous keep table to see which keeps are required to open each gate.

Towns

Number of Flags: 3

Towns

Initial Alliance Town Quartermaster / Reward Container Armor Sets Typical Weight of Armor
Aldmeri Dominion Vlastarus Alessian OrderBastion of the HeartlandBeckoning SteelBlessing of the PotentatesCrest of CyrodiilDeadly StrikeElf BaneRavagerThe Juggernaut Heavy
Daggerfall Covenant Bruma Eagle EyeHawk’s EyeKyne’s Kiss ItemSentryShadow WalkerShield of the ValiantThe Morag TongVengeance LeechWard of Cyrodiil Medium
Ebonheart Pact Cropsford Almalexia’s MercyBuffer of the SwiftCurse EaterDesert RoseGrace of the AncientsLight of CyrodiilRobes of Alteration MasteryThe Arch-MageWrath of the Imperium Light

Three Cyrodiil towns can be captured: Vlastarus, Bruma, and Cropsford. Each alliance begins the campaign controlling one of them. Each town possesses a normal Merchant who is accessible to all players. A Quartermaster, who sells exclusive equipment sets, and a Siege Merchant are available to the ruling side. A spawn point is also available for players who die near the town, though they must belong to the ruling alliance.

Numerous quests are available at each town for all players, whether they belong to the alliance that controls the town or not. Of course, the guards who protect the flags and patrol the town may have something to say about it.

There are three flags that must be turned in order to capture a town. Three guards protect one of the flags and two stand guard at the second, while the third is undefended. You must flip all three flags to take advantage of the Quartermaster, Siege Merchant, and spawn point.