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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.
The number of keeps your alliance has under its control is translated into passive bonuses applied to your character. While in Cyrodiil, the bonuses are taken from the campaign you are currently in. While in PvE zones, the bonuses are taken from your Home Campaign. Your alliance must control all Home Keeps in order to benefit from the control of enemy keeps.
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.
|Level 1||Stronger Doors||Doors get 15000 more HP
(Increased to 165,000)
|Level 2||Enable Door Regeneration||Doors will regenerate HP when not in combat
(10 HP every 20 seconds)
|Level 3||Upgrade Mage Abilities||Keep mages will gain more powerful versions of some of their abilities|
|Stronger Doors||Doors get 15000 more HP
(Increased to 180,000)
|Level 4||Upgrade Mender Abilities||Keep menders will gain more powerful versions of some of their abilities|
|Increased Door Regeneration||Doors will regenerate 50% more HP
(15 HP every 20 seconds)
|Level 5||Increased Wall and Door Regen||Walls and Doors regenerate HP faster
(HP is regenerated every (?) seconds instead of every 20)
|Stronger Doors||Doors get 15000 more HP
(Increased to 195,000)
List of Keeps
- 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.
- Castle Alessia — A keep in central Cyrodiil, southeast of the Imperial City.
- Castle Black Boot — A keep in southern Cyrodiil, south of the Imperial City.
- Castle Bloodmayne — A keep in southern Cyrodiil, south of the Imperial City.
- Castle Brindle — A keep in western Cyrodiil, west of the Imperial City.
- Castle Faregyl — A keep in southern Cyrodiil, south of the Imperial City.
- Castle Roebeck — A keep in central Cyrodiil, southwest of the Imperial City.
- Fort Aleswell — A keep in central Cyrodiil, northwest of the Imperial City.
- Fort Ash — A keep in central Cyrodiil, west of the Imperial City.
- Fort Dragonclaw — A keep in northern Cyrodiil, north of the Imperial City.
- Fort Glademist — A keep in northwestern Cyrodiil, northwest of the Imperial City.
- Fort Rayles — A keep in northwestern Cyrodiil, northwest of the Imperial City.
- Fort Warden — A keep in northwestern Cyrodiil, northwest of the Imperial City.
- Arrius Keep — A keep in northeastern Cyrodiil, northeast of the Imperial City.
- Blue Road Keep — A keep in central Cyrodiil, east of the Imperial City.
- Chalman Keep — A keep in central Cyrodiil, northeast of the Imperial City.
- Drakelowe Keep — A keep in eastern Cyrodiil, east of the Imperial City.
- Farragut Keep — A keep in northeastern Cyrodiil, northeast of the Imperial City.
- Kingscrest Keep — A keep in northeastern Cyrodiil, northeast of the Imperial City.
- 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.