Siege Merchant Goods
| Equipment | Description | Toughness (HP) | Cost (AP/Gold) |
|---|---|---|---|
| Ballista | Creates a ballista siege weapon whose bolt causes great damage to structures and enemies. | 100000 | 1,800/— |
| Battering Ram | Creates a battering ram that can be used to destroy doors. | 200000 | 1,800/— |
| Fire Ballista | Creates a ballista siege weapon whose bolt causes Flame Damage to structures and also damages foes over time. | 100000 | 1,200/450 |
| Fire Trebuchet | Creates a trebuchet weapon whose fireball causes Flame Damage to structures and foes. | 200000 | 1,800/450 |
| Iceball Trebuchet | Creates a trebuchet weapon whose iceball causes damage and ensnares players. | 200000 | 1,800/— |
| Lightning Ballista | Creates a ballista siege weapon whose electrically charged bolt ensnares enemies and drains their Magicka. | 100000 | 1,200/— |
| Meatbag Catapult | Creates a catapult siege weapon that fires a bag of diseased meat at its targets. | 150000 | 1,200/— |
| Oil Catapult | Creates a catapult siege weapon that fires a jar of oil at its targets, ensnaring them and draining their Stamina. | 150000 | 1,200/— |
| Scattershot Catapult | Creates a catapult siege weapon whose mass of small rocks causes damage to foes in a wide area. | 150000 | 1,200/— |
| Stone Trebuchet | Creates a trebuchet weapon whose stones cause great damage to structures and foes. | 200000 | 1,800/— |
| Flaming Oil | Very effective weapon against rams and players operating a ram. | 100000 | 800/— |
In order to get inside keeps and outposts, you must use siege equipment to bust down the doors and walls. Siege weaponry is available from Siege Merchants at the alliance bases and captured towns. Battering rams, ballistae, trebuchets, and catapults are all available for purchase.
- Battering Ram: Can only be used to attack a keep door, and requires a big enough flat space next to the door. Standing next to the ram causes it to move toward the door and attack. The weapon becomes more effective with more players, up to a maximum of six. Operators are extremely susceptible from flaming oil above and enemy players, so stay alert during deployment.
- Ballista: Shoots a firebolt, electrically charged bolt, or standard bolt in a low arc at its target. The firebolt damages over time, the lightning shot ensnares enemies and drains Magicka, and the standard bolt is effective on a wall.
- Catapult: Launches a meatbag, jar of oil, or scattershot. These projectiles do not quite have the range of a trebuchet, but are capable of high damage. Use a firebolt or fireball on a meatbag to cause serious trouble for the enemy. The oil snares players, while the scattershot hits a wide area.
- Trebuchet: Bombards its target with a fireball, iceball, or stone. These weapons have the longest range and are best for taking down a wall. The fireball damages players over time, the iceball snares a hit enemy, and the stone is best used on a wall.
- Flaming Oil: From the upper level of a keep or outpost, spill the oil on assaulting enemies. This is extremely effective against battering ram operators, but can also be dropped onto players as they attempt to capture a flag.
To deploy a siege weapon, place the item into a quickslot and use it. Find a flat area to accommodate the machine—a green circle signifies a usable location—and press Fire. Interact with a ballista, catapult, trebuchet, or flaming oil to bring up a green arc, showing the intended path of the projectile. Aim at the structure or player(s) you wish to target, and fire the shot. At this point, the arc turns red for a short time, as the next round is prepared. Stow the weapon by pressing the indicated button.
You are extremely vulnerable while using siege weapons, so pay careful attention to your Health. The weapons are also susceptible, as enemies may set them on fire. Assigning players to protect these weapons is often a good idea.
The more players focusing on the same wall or door, the quicker it comes down, so work as a team to bust your way inside. The big weapons take some time to turn, so try not to rotate too much when aiming.
Repair Kits
Siege Merchant Repair Kits
| Equipment | Description | Cost (AP/Gold) |
|---|---|---|
| Keep Door Woodwork Repair Kit | Repairs 5,000 points of damage to a door. | 200/90 |
| Keep Wall Masonry Repair Kit | Repairs 5,000 points of damage to a keep wall. | 300/90 |
| Siege Repair Kit | Repairs a siege weapon for 20000 HP. | 200/90 |
Siege weapons, as well as the doors and walls targeted by them, have a set amount of Health points. Once these points are depleted, the weapon or structure is destroyed. Repair Kits, received as rewards for completing objectives and available for purchase from Siege Merchants, can be used to mend the weapons and structures.
Equip the kit in a quickslot and use it when next to the damaged structure. You may want to clear out any enemies in the area before attempting the repair.
Forward Camp
A forward camp allows teammates to respawn at its location and can be placed anywhere in Cyrodiil, as long as the site is flat enough. Players who die near a forward camp have the opportunity to respawn at that site. It can be purchased from a Siege Merchant for 20,000 AP. Use the item from a quickslot and find a flat, suitable spot; a red X indicates that the site is unsuitable.
You must be Alliance Rank 6 or higher to purchase a forward camp, and it only allows for 20 soldiers to respawn. You may not use the forward camp if you have used it recently. Press the Interact button to dismantle an enemy’s forward camp.