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The Elder Scrolls Online: Morrowind eGuide
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Contents

  • Changelog
    • Updates
  • Training
    • Advice for New Adventurers
    • Races and Factions
      • Overview
      • Factions
      • Character Races
      • Classes
        • Overview
        • Dragonknight
        • Nightblade
        • Sorcerer
        • Templar
        • Warden (New Class)
          • Overview
          • Green Balance
          • Winter’s Embrace
    • Leveling
      • Leveling
    • Attributes
      • Overview
      • Active Effects
      • Buffs and Debuffs
        • About the Buff/Debuff System
        • Aegis
        • Berserk
        • Brutality
        • Empower
        • Endurance
        • Evasion
        • Expedition
        • Force
        • Fortitude
        • Gallop
        • Heroism
        • Intellect
        • Mending
        • Prophecy
        • Protection
        • Resolve
        • Savagery
        • Slayer
        • Sorcery
        • Toughness
        • Vitality
        • Ward
        • Applying Debuffs
      • Mundus Stones
    • Champions
      • The Champion System
      • Passive Effects
        • About Passive Abilities
        • Constellation Group: The Thief
        • Constellation Group: The Mage
        • Constellation Group: The Warrior
    • Curses: Vampires and Werewolves
      • Overview
      • Vampirism
      • Lycanthropy
      • Obtaining Curses
      • Removing Curses
    • Skills
      • Overview
      • Weapon Skill Lines
        • Overview
        • Two-Handed
        • One Hand and Shield
        • Dual Wield
        • Bow
        • Destruction Staff
        • Restoration Staff
      • Armor Skill Lines
        • Overview
        • Light Armor
        • Medium Armor
        • Heavy Armor
      • World Skill Lines
        • Soul Magic
        • Legerdemain
        • Vampire
        • Werewolf
      • Guild Skill Lines
        • Fighters Guild
        • Mages Guild
        • Undaunted
        • Thieves Guild
        • Dark Brotherhood
      • Alliance War Skill Lines
        • Assault
        • Support
        • Racial Skill Lines
        • Craft Skill Lines
    • Archetypes
      • Overview
      • Magicka DPS
        • The Mage
        • The Flameblade
        • The Bloodmage
        • The Fanatic
        • The Naturalist
      • Stamina DPS
        • The Assassin
        • The Beastmaster
        • The Depraved
        • The Tempest
        • The Zealot
      • Tanks
        • The Crusader
        • The Dragonscale
        • The Stormshield
        • The Icebreaker
        • The Reaper
      • Healers
        • The Devoted
        • The Druid
        • The Invoker
        • The Flamekeeper
        • The Shadowpriest
  • Combat, Crafting, and Activities
    • Combat
      • Initial Combat Tactics
      • Additional Combat Tactics
      • Damage Types and Potency
      • Crowd Control: Vulnerabilities and Death
    • Stealth and Sneaking
      • Sneaking
      • Stealth Combat: Sneak Attacks
    • Group Activities
      • Winning Friends
      • Influencing People (Know Your Role)
    • Player Guilds
      • About Player Guilds
    • The Alliance War (PvP)
      • About the Alliance War
      • Joining a Campaign
      • Alliance Border Keeps
      • Alliance Points and Rankings
      • Campaign Score
      • Alliance Bonuses
      • Exploring Cyrodiil
      • Capture Points
      • Siege and Defend
      • Temples and the Elder Scrolls
      • Types of Quests
      • Imperial City DLC
    • Morrowind: Battlegrounds (PvPvP)
      • Overview
      • Game Modes
      • Battlefields
      • Rewards and Medals
    • Crafting
      • Crafting Professions
      • Seeking Inspiration
      • Certification and Crafting Writs
      • Traits
      • Crafting Sites and Sets
      • Morrowind Crafting Motifs and Sets
    • Crafting Professions
      • Overview
      • Alchemy
      • Blacksmithing
      • Clothing
      • Enchanting
      • Provisioning
      • Woodworking
      • Equipment Professions: Your Gear’s Life Cycle
      • Power-Leveling
    • Homestead
      • Obtaining Your First Home
      • Example Costs and Sizes of Homes
      • Morrowind Homes
      • Furnishing Your Home
      • Homestead Visiting and Visitors
    • Other Activities
      • Exploration
      • Material Gathering
  • Adventuring Across Tamriel
    • Introduction
    • Currency and Holiday Events
    • Merchants and Services
      • Banks and Moneylenders
      • Crafting Stations
      • Dye Stations
      • Fences
      • Merchants
      • Navigators
      • Shrines
      • Stables
    • Making Money
      • Ways to Earn Money
    • Crime and Punishment
      • The Crimes
      • Infamy Meter
      • Stealth
      • Pickpocket
      • Lockpicking
      • Breaking and Entering
      • Theft
      • Safeboxes
      • Killing Livestock
      • Smuggling Contraband
      • Assault and Murder
      • Aiding in a Crime
      • Tamriel Guards: Paying Your Bounty
      • Outlaws Refuge
      • Treasure
      • Thieves Troves
      • Helpful Skills
    • Mounts
      • Mounts and Stables
    • Items of Note and Interest
      • Item Storage
      • Currency
      • Weapons
      • Apparel
      • Consumables
      • Crafting Materials
      • Miscellaneous
    • Factions (Major and Minor)
      • Major Guilds
      • Minor Factions
    • Locations
      • Provinces and Zones
      • Cities
      • Wayshrines
      • Housing
      • Navigators (Boatswains and Caravans)
      • Merchants
      • Crafting Stations
      • Crafting Sets
      • Guild Traders
      • Banks
      • Stables
      • Dye Station
      • Outlaws Refuge
      • Guild Halls
      • Shrines
      • Striking Locales
      • Settlements, Groves, Towns, Campfires
      • Museums
      • Dungeons
      • Group Bosses
      • Special Events
      • Dolmens (Dark Anchors)
      • Ayleid or Aetherial Wells
      • Mundus Stone
      • Cyrodiil Locations
      • Imperial City Locations
    • Dark Anchors (Dolmens)
      • About Dark Anchors
    • A Trove of Tamriel Tips
      • Skyshards
      • Tips
      • Glossary
  • Quests
    • Quest Map
    • Quest Types
      • Introduction
      • Main Story Quests
      • Aldmeri Dominion Story Quests
      • Daggerfall Covenant Story Quests
      • Ebonheart Pact Story Quests
      • Alliance War Quests (PvP)
      • Cyrodiil Quests (PvE)
      • Imperial City Quests (DLC)
      • Dark Brotherhood Quests (DLC)
      • Fighters Guild Quests
      • Mages Guild Quests
      • Thieves Guild Quests
      • Undaunted Quests
      • Aldmeri Dominion Side Quests
      • Daggerfall Covenant Side Quests
      • Ebonheart Pact Side Quests
      • Coldharbour Side Quests
      • Craglorn Quests
      • Wrothgar Quests
      • World Encounters
      • Crafting Quests
      • Holiday Events
      • Miscellaneous
    • Vvardenfell Main Story Quests
      • Broken Bonds (Tutorial)
      • Divine Conundrum
      • Divine Inquiries
      • Divine Delusions
      • Divine Intervention
      • Divine Disaster
      • Divine Restoration
      • Divine Blessings
    • Morag Tong Side Story Quests
      • Fleeing the Past
      • Of Faith and Family
      • A Purposeful Writ
      • Family Reunion
    • Telvanni Side Story Quests
      • A Hireling of House Telvanni
      • Rising to Retainer
      • Objections and Obstacles
      • The Magister Makes a Move
      • The Heart of a Telvanni
    • Vvardenfell Quests
      • A Melodic Mistake
      • Hatching a Plan
      • Haunted Grounds
      • Reclaiming Vos
      • At Any Cost
      • Ancestral Ties
      • If the Spell Fits
      • Bound by Love
      • The Memory Stone
      • Ancestral Adversity
      • Like Blood from a Stone
      • Nothing to Sneeze At
      • The Scarlet Judge
      • Breaking Through the Fog
      • An Armiger’s Duty
      • A Web of Troubles
    • Vector Quests
      • About Vector Quests
      • Ashlander Relations
      • A Friend in Need
      • A Late Delivery
      • For Glory!
      • To Tel Fyr
      • Crafting Consumables Certification
      • Crafting Equipment Certification
      • A Call for Aid
    • Daily Quests
      • Ald’ruhn Daily Relic-Preservation Quests
      • Ald’ruhn Daily Beast Hunt
      • Consumables Crafting Writs
      • Equipment Crafting Writs
      • Vivec City Group Boss Daily Quests
      • Vivec City Delve Daily Quests
    • Vivec City Museum Quests
      • The Ancestral Tombs
      • The Lost Library
    • Guild Quests
      • Fighters Guild: Anchors from the Harbour
      • Mages Guild: Long Lost Lore
      • Dark Brotherhood: Voices in the Dark
      • Thieves Guild: Partners In Crime
    • Delve Quests
      • A Smuggler’s Last Stand
      • A Hidden Harvest
      • A Dangerous Breed
    • Public Dungeon Quests
      • Echoes of a Fallen House
      • Forgotten Wastes Group Event
      • The Heart’s Desire
      • Nchuleftingth Group Event
    • Trial Quests
      • Forging the Future
      • Unique Monsters
      • Boss Fight 1: Hunter-Killer Fabricants
      • Boss Fight 2: Pinnacle Factotum
      • Boss Fight 3: Archcustodian
      • Boss Fight 4: Refabrication Committee Reactor, Reclaimer, and Reducer
      • Boss Fight 5: Assembly General
  • Interactive Maps
    • West Gash
    • Grazelands
    • Bitter Coast
    • Ashlands
    • Azura Coast (North)
    • Molag Amur
    • Ascadian Isles
    • Azura Coast (South)
  • The Atlas of Morrowind
    • Overview
    • Bitter Coast
      • Region Overview
      • Bitter Coast Collectibles Map
      • Bitter Coast Quest Map
      • Bitter Coast Fishing Map
      • Arenim Manor
      • Mallapi Cave
      • Aleft
      • Addadshashanammu
      • Ashalmimilkala
      • Hlormaren Stronghold
      • Ashurnibibi
      • Ahemmusa Camp
      • Shulk Ore Mine
      • Rethan Manor
      • Fishing Hovel
      • Zainsipilu
      • Firemoth Island
      • Sarys Ancestral Tomb
      • Andrano Ancestral Tomb
      • Seyda Neen Wayshrine
      • Seyda Neen
    • West Gash
      • Region Overview
      • West Gash Quest Map
      • West Gash Fishing Map
      • Yasammidan
      • Arkngthunch-Sturdumz
      • Ald Velothi Harbor House
      • Ashalmawia
      • Urshilaku Camp
      • Urshilaku Camp Wayshrine
      • Mysterious Ruin (Bethamez)
      • Maelkashishi
      • Drivam’s House (Gnisis)
      • Gnisis
      • Gnisis Wayshrine
      • Berandas
      • Salothan’s Council
      • Dushariran
      • Veloth Ancestral Tomb
      • Ashimanu Cave
      • West Gash Wayshrine
      • Randas Ancestral Tomb
      • Ularra
      • Khartag Point
      • Red Exile Camp
      • Hleran Ancestral Tomb
      • Ald’ruhn Wayshrine
      • Ald’ruhn
      • Mallapi Cave Back Tunnels
      • Ramimilk
      • Red Exile Tent
      • Kudanat Mine
      • Redoran Garrison
      • Nilthog’s Hollow
      • Assarnatamat
      • Boundary Bridge
      • Balmora
      • Balmora Wayshrine
    • Ascadian Isles
      • Region Overview
      • Ascadian Isles Collectibles Map
      • Ascadian Isles Quest Map
      • Ascadian Isles Fishing Map
      • Vassir-Didanat Mine
      • Foyada Quarry (INACCESSIBLE) (Arkngthand)
      • Fishing Lodge
      • Amaya Lake Manor
      • Mistress Dren’s Residence
      • Amaya Lake Docks
      • Ruined Ancestral Tomb
      • Quarry Bridge and Dam
      • Bal Ur
      • Suran Wayshrine
      • Suran
      • Inanius Egg Mine
      • Master Kharekh’s Residence
      • Ald Sotha
      • Vivec City Wayshrine
      • Vivec City
    • Ashlands
      • Region Overview
      • Ashlands Collectibles Map
      • Ashlands Fishing Map
      • Ashurnabitashpi
      • Ald Carac
      • Llando Ancestral Tomb
      • Falasmaryon
      • Valenvaryon
      • Ebernanit
      • Forgotten Wastes
      • Indaren Ancestral Tomb
      • Zergonipal
      • Valley of the Wind Wayshrine
      • Cavern of the Incarnate
    • Grazelands
      • Region Overview
      • Grazelands Collectibles Map
      • Grazelands Quest Map
      • Grazelands Fishing Map
      • Kushtashpi
      • Northern Farmstead
      • Poacher’s Treehouse
      • Vos
      • Tel Mora Wayshrine
      • Nchuleft
      • Scavenger’s Ruin
      • Pyroclastic Flow (Zainab Camp)
      • Dubdil Alar Tower
      • Zainab Camp
      • Sethan Ancestral Tomb
      • Aralen Ancestral Tomb
      • Pulk
      • An Unfortunate Experiment
      • Rubble-Filled Door
      • The Shoreline Farmstead
      • Falensarano Ruins
    • Molag Amur
      • Region Overview
      • Molag Amur Collectibles Map
      • Molag Amur Quest Map
      • Molag Amur Fishing Map
      • Library of Andule
      • Gimothran Ancestral Tomb
      • Zalkin-Sul
      • Mzanchend
      • Dulo Ancestral Tomb
      • Galom Daeus
      • Missir-Dadalit Egg Mine
      • Nchuleftingth Wayshrine
      • Nchuleftingth
      • Tusenend
      • Camp and Pyroclastic Flow
      • Sulipund Grange
      • Foyada Quarry
      • Ashunartes
      • Marandus
      • Vandus Ancestral Tomb
      • Erabenimsun Camp
      • Mountain Pass Tent (Mount Kand)
      • Alas Ancestral Tomb (Mount Kand)
      • Mountain Pass Ravine (Mount Kand)
      • Lower Mountain Arches (Mount Kand)
      • Inanius Egg Mine Back Entrance
      • Telasero
      • Red Exile Campsite
      • Dreudurai Glass Mine
      • Helan Ancestral Tomb
      • Molag Mar
      • Molag Mar Wayshrine
    • Azura’s Coast
      • Region Overview
      • Azura’s Coast (North) Map
      • Azura’s Coast (South) Map
      • Black Snail Smugglers’ Isle
      • Tel Mora
      • Esutanamus
      • Pinsun
      • Hanud Tower
      • Vassamsi Grotto and Mine
      • Hlervi Ancestral Tomb
      • Yansirramus
      • Tel Aruhn
      • Sadrith Mora
      • Sadrith Mora Wayshrine
      • Sadrith Mora Dock and Slave Field
      • Anudnabia
      • Halls of Fabrication (Tel Fyr)
      • Dreloth Ancestral Tomb
      • Kaushtarari
      • Tel Galen
      • Andalen Ancestral Tomb
      • Matus-Akin Egg Mine
      • Holamayan Monastery
      • Shashpilamat
      • Nchardumz (North)
      • Nchardumz (Southeast)
      • Almurbalarammi
      • Barilzar’s Tower
      • Red Exile Rock Camp
      • Grave Marker
      • Shrine of Azura
      • Mzahnch
      • Lady Laurent’s Camp
      • Bal Fell
      • Red Exile Toadstool Camp
      • Zaintiraris
      • Hlaalu Ancestral Tomb
      • Mawia
      • Abebaal Egg Mine (Abandoned)
      • Marvani Ancestral Tomb
      • Shipwreck Cove
      • Tel Branora Wayshrine
      • Tel Branora
      • Beran Ancestral Tomb
  • Bestiary
    • Overview
    • New Base Mob Enemies
    • Daedric Shrine Special Enemies
    • Vvardenfell Quest Enemies
    • Delve Quest Bosses
    • Public Dungeon Quest Enemies
    • Ald’ruhn Daily Beast Hunt Enemies
    • Delve Bosses
    • Forgotten Wastes Public Dungeon Champions
    • Nchuleftingth Public Dungeon Champions
    • Public Dungeon Group Event Enemies
    • Group Bosses
  • Appendices
    • Collections
    • Crafting Motifs
    • Crafting Sets
    • Equipment Sets
    • Furnishing Plans
      • Overiew
      • Furnishing Blueprints
      • Furnishing Designs
      • Furnishing Diagrams
      • Furnishing Formulas
      • Furnishing Patterns
      • Furnishing Praxes
    • Quest Rewards
    • Rare Fish
    • Survey Reports
    • Treasure Maps
    • Ancestral Tombs
    • Daedric Ruins
    • Housing
    • Merchants and Crafting Stations
    • Sermons
    • Shrines of the Seven Graces
    • Skyshards
  • Achievements
    • Overview of In-Game Achievements
    • Main Story Quests
    • Vvardenfell Quests
    • Ald’ruhn Daily Quests
    • Explore Vvardenfell
    • Public Dungeons
    • Ancestral Tombs Hunter
    • Tribunal Preacher
    • Morrowind Master Angler
    • Morrowind Skyshard Hunter
    • Morrowind Crafting Styles
    • The Pilgrim’s Path
    • Daedric Explorer
    • Strider Caravaner
    • Cliff Striders’ Bane
    • Group Bosses
    • Halls of Fabrication
    • Savior of Morrowind
    • Battlegrounds
    • Achievement Furnishings
    • Battlegrounds Achievement Furnishings
    • Console Achievements and Trophies
    • Xbox One Challenges
  • Concept Art
    • Locations
    • Vivec Statues
    • Dwarven Colossus
    • Armors and Weapons
    • Enemies

The Elder Scrolls Online: Morrowind Guide › 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.

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