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An inner keep

This article is about Alliance-controlled keeps in Cyrodiil. For Keeps found in PvE areas, see Forts.

Keeps are the major conflict zones of the Alliance War. As such they need to withstand constant barrage from siege weapons and lesser tools of destruction. Not all keeps are the same, they differ in layout depending on local terrain and strategic value, but always designed to give the defenders an edge. Keeps are all single-level to improve gameplay, but there are some higher parts to give defenders an advantage. Controlling keeps improves your alliance's position on the Campaign scoreboard, as well as providing a number of passive bonuses. Gaining control of the six keeps surrounding the Imperial City allows your alliance to crown a player as Emperor, who is chosen as the player with the most Alliance Points for that alliance in the current Campaign.

Keeps are maintained and upgraded by the occupation of nearby resources. Without these resources a keep will not be able to be make emergency repairs, or repair after an attack. Almost every part of a keep has destructible parts (but they cannot be leveled). The gates, outer walls, inner walls, and doors, are all susceptible to damage. Without these defenses, defenders would be left exposed, as would the attackers if they claim the keep, as they then become the defenders.

To claim a keep the attackers need to gain entry and occupy two marked zones for a length of time. How you gain entry is up to you, as there are many options (the front gate, a side wall, etc.). Any damage done while taking the keep will need to be repaired, so it is essential to plan the occupancy of the nearby resources before attacking the keep. Once a keep is claimed NPC faction soldiers will appear to help guard the keep. This allows players to leave a keep defended and seek action elsewhere. NPC soldiers are also present at unclaimed keeps to provide some resistance. Also, when claimed, a keep will display faction banners in the form of shields on the exterior of the keeps; these serve a dual purpose of showing where the breakable parts are.

For information on the smaller keeps which lack an outer wall or resources, see Outposts.

BonusesEdit

The number of keeps your alliance has under its control is translated into passive bonuses applied to your character in Cyrodiil. Your alliance must control all Home Keeps in order to benefit from the control of enemy keeps.

Bonus Effect
   Home Keep Bonus Increases experience, Alliance Points, and gold gained by 5%.
   Enemy Keep Bonus I Increases experience, Alliance Points, and gold gained by 7%. Increase Weapon Critical and Spell Critical by 1%.
   Enemy Keep Bonus II Increases experience, Alliance Points, and gold gained by 8%. Increase Weapon Critical and Spell Critical by 2%.
   Enemy Keep Bonus III Increases experience, Alliance Points, and gold gained by 9%. Increase Weapon Critical and Spell Critical by 3%.
   Enemy Keep Bonus IV Increases experience, Alliance Points, and gold gained by 10%. Increase Weapon Critical and Spell Critical by 4%.
   Enemy Keep Bonus V Increases experience, Alliance Points, and gold gained by 11%. Increase Weapon Critical and Spell Critical by 5%.
   Enemy Keep Bonus VI Increases experience, Alliance Points, and gold gained by 12%. Increase Weapon Critical and Spell Critical by 6%.
   Enemy Keep Bonus VII Increases experience, Alliance Points, and gold gained by 13%. Increase Weapon Critical and Spell Critical by 7%.
   Enemy Keep Bonus VIII Increases experience, Alliance Points, and gold gained by 14%. Increase Weapon Critical and Spell Critical by 8%.
   Enemy Keep Bonus IX Increases experience, Alliance Points, and gold gained by 15%. Increase Weapon Critical and Spell Critical by 9%.
  Edge Keep Bonus 1 Increases Alliance Points gained by 8%.
  Edge Keep Bonus 2 Increases Alliance Points gained by 16%.
  Edge Keep Bonus 3 Increases Alliance Points gained by 24%.

UpgradesEdit

Keeps are upgraded based on the control of nearby resources. Lumbermills produce wood, Farms produce food, and Mines produce ore. Production rate upgrades automatically as long as your alliance continues to own the resources. To decrease production at enemy resources, kill the workers there or capture the resource for your alliance. Upgrades cannot be produced for the keep if the resource is owned by a different alliance.

WoodEdit

  Wood is required to maintain and strengthen a keep's doors. Doors have base HP of 150,000. Provided your alliance controls a keep's lumbermill, the following upgrades will be unlocked over time:

Upgrade Level Upgrade Effect
Level 1     Higher Defensive Siege Cap More Siege weapons can be placed in defense of this keep.
(Defense Siege Weapons +5)
   Upgrade Archer Guard Abilities Keep archers will gain more powerful versions of some of their abilities
   Stronger Doors Doors get 45000 more HP
(Increased to 195,000)
Level 2     Higher Defensive Siege Cap More Siege weapons can be placed in defense of this keep.
(Defense Siege Weapons +5)
   Enable Door Regeneration Doors will regenerate HP when not in combat
(10 HP every 20 seconds)

FoodEdit

  Food increases the health and strength of NPC soldiers. Provided your alliance controls a keep's farm, the following upgrades will be unlocked over time:

Upgrade Level Upgrade Effect
Level 1    Heartier Guards Guards have more HP
   Longer Range on Ranged Guards Mages and Archers have longer range on their abilities
   Stronger Guards Guards do more damage
   More Resistant Guards Your Keep guards are more resistant to magical damage and siege weapons
Level 2    Upgrade Mender Abilities Keep menders will gain more powerful versions of some of their abilities
   Upgrade Honor Guard Abilities Keep honor guards will gain more powerful versions of some of their abilities
   Upgrade Mage Abilities Keep mages will gain more powerful versions of some of their abilities
   Upgrade Guard Abilities Melee guards will gain more powerful versions of some of their abilities

OreEdit

  Ore is required to repair and upgrade the keep's walls. Walls have base HP of 200,000. Provided your alliance controls a keep's mine, the following upgrades will be unlocked over time:

Upgrade Level Upgrade Effect
Level 1    Wall Siege Platform Various Wall sections will have more protective locations
(Base HP (?))
   Heavily Armored Guards Guards have thicker Armor
   Stronger Walls The keep walls have 105000 more HP
(Increased to (?))
Level 2    Enable Wall Regeneration Keep walls will regenerate HP when not in combat
(10 HP every 10 seconds)
   Corner Build Out Upgrade Keep Corners get an extra build out section
(Base HP 150,000)

List of KeepsEdit

  • These are grouped by their Home Alliance, the alliance which gains the Home Keep Bonus by controlling them. Over the course of a campaign, they may change hands many times. In certain Campaigns, an alliance must control all their Home Keeps in order to access the Imperial City.

Aldmeri DominionEdit

Daggerfall CovenantEdit

Ebonheart PactEdit

NotesEdit

  • Keeps have a heavy Colovian influence in their architecture.
  • Many locations from Oblivion have reappeared, including many forts that are ruins or just small settlements at the time of Oblivion.
  • Prior to Update (?), Keeps had five levels of Upgrades, as detailed below.

GalleryEdit