



Throughout this dungeon, there were portals that could zone you back to your main lands (PvE side of the game) as well. This dungeon did not have any limits to how many players could be inside aside from which realm owned the most lands at the time… You could be inside while another realm takes over the lands, and you would be free to leave, or stay and risk the trouble of running into enemies. Also, the map would indicate with a Flame Symbol over any of the keeps or towers if the health of the door dropped to 80% (once 20% is damaged). Note: while sieging the tower or keep’s door, there was boiling oil that could be poured to 1 tap anyone underneath within a specified radius. Once your realm owns the most keeps/towers, it would unlock Darkness Falls a PvEvP dungeon that had raid content deep inside at the near bottom These were capable of being destroyed by the ranged classes, or the classes that could “Climb Walls” to reach them in melee range. once he is killed, a guild can claim the keep in their name.Įach keep had several ballista, a main trebuchet and oil for defenses. Each keep has 2 doors to Siege/Ram, and a Lord inside the main chambers of the keep. Each realm had 2 relics to defend inside these mile gates.(more info below) Once in these lands- you’re perma flagged until you decide to leave (which can be at any given time from the safe zone).Įach keep is capable of porting to from anywhere inside the frontier zone, as long as you owned the towers surrounding said keep & the keep itself.

There are RED lines on this map that indicate that other realms couldn’t pass those mile gates(until ALL keeps are taken by any given realm), everything on the inside of those red lines was a “Safe zone” that you could port into from the normal PvE side of the game if you’re apart of that specific realm. some of the keeps and towers are red, indicating that Albion has taken over said keep/towers. Notice the color coating on Hibernia’s side. Albion (red)- Midgard (blue)- and Hibernia (green)
