Keep Claiming and Upgrades
Keep Upgrades
Guilds in Return of Reckoning that are level 14 or higher are able to claim a keep.
Claiming the keep allows them to purchase upgrades that can benefit both their faction and their guild when defending the keep later.
See below for a full list of the possible upgrades, as well as how to claim and unclaim a keep.
Claiming & Unclaiming Keeps
First, you'll need to be in a guild of at least rank 14, and your rank within the guild must have permissions to Claim.
Next, head to the keep you'd like to claim and make your way to the third floor.
Here, you'll see standards near the top. Click the flagpoles and then hit confirm to claim the keep.
You can also (usually) use the State of Realm add-on to do this from anywhere in range of the keep. If it doesn't work, the flagpoles should always function.
To unclaim a keep, simply interact with the same flagpole on the third floor and tell it yes when prompted to drop the claim. (This will remove all active upgrades.)
A guild can only claim One keep at a time, and all maintenance funds are pulled directly from their Guild Bank.
Base Claim Cost
The base cost for claiming a keep varies depending on the amount of doors in the keep.
- Tier 2 Keeps (One door): 10 silver every 5 minutes
- Tier 3-4 Keeps (Two doors): 20 silver every 5 minutes
Purchasable Upgrades
There are a number of very useful upgrades that can be purchased by Guilds for a claimed keep.
- Every 5 minutes, your guild will be charged a maintenance fee for controlling the keep.
- Each upgrade has its own cost, which you can see when you go to purchase them.
- Upgrades each have their own build timer that you must wait before the upgrades will apply.
- To purchase upgrades, first head to the Third Floor and look for the Upgrade Merchant. Talk to them to see a list of upgrades you can select.
Door HP
You may increase the door HP twice. (Applies to both Outer and Inner.)
- Door Upgrade 1: Increases Door HP by 10%.
- Cost increase: 10 Silver every 5 minutes.
- Time for upgrade: 5 Minutes
- Door Upgrade 2: Increases Door HP by a further 10%. (Total of 20%.) Requires Guild Rank 22.
- Cost increase: Additional 20 Silver every 5 minutes.
- Time for upgrade: 10 Minutes.
Lifetap Ritualists
Spawns additional NPCs on the Lord Room floor which damage enemies and heal allies around them.
- Cost Increase: 80 Silver every 5 minutes
- Time for upgrade: 5 Minutes
Healing Ritualists
Spawns additional NPCs on the bottom floor which heal allies around them.
- Cost Increase: 80 Silver every 5 minutes
- Time for upgrade: 5 Minutes
Static Guards
Upgrades all guards to Champions.
- Cost increase: 1 Gold every 5 minutes
- Time for upgrade: 5 Minutes
Banker
Adds a personal banker to the inner Keep.
- Cost increase: 1 Gold every 5 minutes
- Time for upgrade: 5 Minutes
Improved Respawns
Allows your entire faction (not just the guild owning the keep) to respawn inside the inner sanctum even after the inner door has been tagged.
To respawn, the players must be within the inner courtyard when they die. (Use this as a back-up plan when attempting to funnel the Outer doors, or if you have reinforcements attempting to get to the inner.)
- Improved Respawns level 1: Your faction may respawn in the inner keep until the Inner door is at 90%.
- Cost increase: 10 Silver every 5 minutes
- Time for upgrade: 5 minutes
- Improved Respawns level 2: Your faction may respawn in the inner keep until the Inner door is at 80%.
- Cost increase: Additional 20 Silver every 5 minutes
- Time for upgrade: 5 minutes
- Improved Respawns level 3: Your faction may respawn in the inner keep until the Inner door is at 75%.
- Cost increase: Additional 30 Silver every 5 minutes
- Time for upgrade: 10 minutes
Divine Favor Altar
This is a very powerful upgrade that temporarily adds 20% to the primary stats of all defenders within the keep. (Increases, Strength, Willpower, Intelligence, Ballistic Skill, and morale gain by 20%.)
- Cost increase: 80 silver every 5 minutes
- Time for upgrade: 5 Minutes
- Additional time per charge: 10 minutes
To use this, have a member of the controlling guild with permissions right click it and select "Yes" when prompted. The altar will appear on the 2F of the inner keep.
Healer
Adds a healer into the keep that can cleanse wounds debuffs from dying.
- Cost increase: 10 silver every 5 minutes
- Time for upgrade: 5 minutes
Guild Vault Keeper
Adds a Guild Vault banker so guilds can access their banks from within the keep.
- Cost increase: 1 Gold every 5 minutes
- Time for upgrade: 5 minutes
Guild Flight Master
The Guild Flight Master allows members of the owning guild to fly directly to the keep, even if it is under attack.
To do so, simply right click the flight master near the warcamp (the same one you can use to fly to keeps with boxes normally) and select the repeatable quest.
- Guild Flight Master: Fly directly to the inner sanctum of your keep.
- Cost: 10 Silver every 5 minutes.
- Time for upgrade: 5 minutes
- Uses once activated: 25, with an additional flight added every 30s after (no upper limit on total)
This perk can be used up until the inner door of a keep is destroyed.
Reducing Upgrades & Zone Locks
A guild can also reduce upgrades on a keep if it has been successfully defended and the owning guild wants to save money.
Simply speak to the Upgrade Merchant on the 3F and hit the minus buttons near the upgrades to remove them.
When a Zone is locked for either faction, the guild's claim will also be relinquished, and they will stop being charged maintenance fees.
Additional Claim Perk
There is an additional claiming perk that applies exclusively to 4-star Keeps.
Normally, a 4-star keep will downgrade itself to 3-stars if a supply box is not turned in often enough.
With a Guild Claim, the 4-star Keep will never downgrade, maintaining its status even without boxes.
For more information on Keep Stars and their benefits, please see the Open RvR Guide.
Guild Bag Roll Bonus
In addition to the above, a Guild that claims a keep in a zone will get a bonus of +50 on their bag rolls when the zone locks.
For this to activate, the Guild must have been claiming the keep up until the moment the zone locks.
Currently, this only activates for the winning faction, as killing a Lord drops the claim on a keep.
Keep Calm and Claim on
That's all for now - make the most of the above upgrades to help your guild - and realm - find a way to victory, even when outnumbered during a siege! Good luck!