Acheron WorldDocumentation

Castle Siege

Every Saturday at 20:02, two hours of war between guilds for the castle of the Valley of Loren.

Castle Siege is the longest and most political event on the server: a cycle of an entire week, with registration, selection and, on Saturday night, two hours of war between guilds for the castle of the Valley of Loren.

There is no prize in zen, experience or items. The prize is the castle — and what it stands for.

The week's cycle#

WhenPhase
Sunday 00:00Guild registration opens
Monday 23:59Registration closed
Tuesday 00:00Crest registration
Wednesday 00:00Guild selection
Thursday 12:00Selected guilds
Thursday 19:00Preparation
SATURDAY 20:02🔥 THE SIEGE — 2 hours
Saturday 22:02Result

The 🏰 Siege panel, in the MENU, shows which phase the week is in and how long until the next one.

Registering the guild#

Only the guild master can register, and only during the registration or crest phases.

ItemCost
Registration500,000 zen
Each crest (up to 3)300,000 zen

A guild that registers everything spends 1,400,000 zen per cycle.

In the original MU, registration requires the Sign of Lord item. Since that item doesn't exist in this distribution, here it's paid in zen.

The guild's score#

Crests and guild size define the order of the sides:

score = (crests × 5) + number of members + (master level ÷ 4)

A guild with 3 crests, 25 members and a level 400 master scores 140 points.

The guild that owns the castle is always the defending side. The others attack, ordered by score.

Joining the war#

There is no minimum level or item to fight — just be in a registered guild.

Anyone not in a registered guild is kicked from the map during the siege, with a warning that the Valley of Loren is closed.

The Gatekeeper inside the map takes you to your side's area.

The castle#

StructureAmountHP each
Castle Gate6500,000
Guardian Statue4400,000
Canon Tower9800,000

Almost 12 million HP in structures. None of it drops anything — they are objectives, not farm.

The Canon Towers attack: level 200, with 575 to 610 damage. They only hurt the attacking side — defenders and neutrals take nothing from them.

The gates don't block the path: they are just targets. What blocks the way to the Crown are the Guardian Statues.

How to take the castle#

There are three steps, in this order.

1. Bring down the 4 Guardian Statues#

While a single statue is still standing:

  • the Crown Tower barrier is active — anyone trying to enter is teleported back;
  • the switches don't work.

That's 1.6 million HP in total. It's the first big bottleneck.

2. Hold the two switches#

The two Crown Switches are near the Crown room. Only the attacking side can trigger them, and it's one player per switch, within 3 tiles.

The switch releases if the player dies, leaves the map, logs out or moves away.

Both must be held by people from the same side at the same time. Then the Crown is unlocked.

In other words: two people from your team stand still and defenseless, and the guild has to protect them.

3. The master registers the Crown#

Only the master of an attacking guild can register, within 3 tiles of the Crown, with both switches held by their side.

They must stand still on the same tile for 60 seconds.

The registration breaks if they:

  • die;
  • leave the tile — one step is enough;
  • leave the map or log out;
  • give up;
  • or if the switches are released.

The time already accumulated is kept for the next attempt — except if they die, which wipes everything.

In other words: for a whole minute, the guild master is a stationary target in the middle of the castle, and the whole team has to keep them alive.

The siege doesn't end when the Crown falls#

When a guild takes the Crown:

  1. it becomes the castle owner immediately;
  2. the 4 Guardian Statues respawn with full HP;
  3. all enemies are repositioned to the attack area;
  4. it becomes the defending side.

And the clock keeps running. The new owner has to defend for the rest of the two hours, and the other guilds start over from scratch.

That means taking the Crown too early can be bad: you win the castle and two hours of siege at your door. Experienced guilds leave the registration for the last third of the time.

The result#

SituationResult
A different guild took the Crown and held itit is the new owner
The original owner defendedit keeps the castle
No one took it and there was no ownerthe castle remains unowned

If no attacking guild registers, the siege simply doesn't happen that week.

The reward#

There is no experience, zen or item. The prize is ownership of the castle, which:

  • is permanently recorded until the next siege;
  • is read by other server systems;
  • gives the master access to the Senior NPC, the castle administration, outside siege hours.

And, of course, puts your guild's name at the top of the server for a week.

Death and PvP#

  • Dying doesn't eliminate. You respawn in your side's area and return to the fight.
  • Allies don't hurt each other, enemies do.
  • Neutrals don't take part — they don't hit, don't get hit and don't stay on the map.

Guild strategy#

  • Register all 3 crests. Each is worth 5 points and improves your position.
  • Bring people. Member count goes straight into the score, and the siege is decided by quantity as much as by quality.
  • Split into three fronts: one group brings down statues, one group defends the switches and one group protects the master.
  • The master is the weak point. They must stand still for 60 seconds. If your guild can't protect one person for a minute, it won't take the castle.
  • Don't take the Crown early. You inherit the defense for the remaining time.
  • On the defending side, focus on the switches. Bringing down whoever holds them resets the attacker's progress, and it's much cheaper than killing the whole team.
  • If you're attacking and the castle has already changed owners once, the statues are back up — start again from step 1.

See also guild and PvP inside events.