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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Keep_Claiming_and_Upgrades&amp;diff=27760</id>
		<title>Keep Claiming and Upgrades</title>
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		<updated>2025-12-11T13:10:16Z</updated>

		<summary type="html">&lt;p&gt;Natherul: removed reference to claim using SOR and remove statement that guild can only claim a single keep at a time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Keep Upgrades ==&lt;br /&gt;
[[File:Keepclaim.png|thumb|Interact with the flagpoles on the third floor of a keep to Claim or Unclaim it.]]&lt;br /&gt;
[[Guilds]] in Return of Reckoning that are level 14 or higher are able to claim a keep.&lt;br /&gt;
&lt;br /&gt;
Claiming the keep allows them to purchase upgrades that can benefit both their faction and their guild when defending the keep later.&lt;br /&gt;
&lt;br /&gt;
See below for a full list of the possible upgrades, as well as how to claim and unclaim a keep. &lt;br /&gt;
&lt;br /&gt;
== Claiming &amp;amp; Unclaiming Keeps ==&lt;br /&gt;
&lt;br /&gt;
First, you&#039;ll need to be in a guild of at least rank 14, and your rank within the guild must have permissions to Claim. &lt;br /&gt;
&lt;br /&gt;
Next, head to the keep you&#039;d like to claim and make your way to the third floor. &lt;br /&gt;
&lt;br /&gt;
Here, you&#039;ll see standards near the top. Click the flagpoles and then hit confirm to claim the keep.&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
All maintenance funds are pulled directly from their Guild Bank.&lt;br /&gt;
&lt;br /&gt;
== Base Claim Cost ==&lt;br /&gt;
&lt;br /&gt;
The base cost for claiming a keep is 15 Gold, with the upkeep cost varied depending on the amount of doors in the keep.&lt;br /&gt;
&lt;br /&gt;
*Tier 2 Keeps (One door): 10 silver every 5 minutes&lt;br /&gt;
*Tier 3-4 Keeps (Two doors): 20 silver every 5 minutes&lt;br /&gt;
&lt;br /&gt;
== Purchasable Upgrades ==&lt;br /&gt;
[[File:Keepupgrademerchant.png|thumb|Speak to the Upgrade Merchant on the Third Floor (usually in a corner) to view and select upgrades.]]&lt;br /&gt;
There are a number of very useful upgrades that can be purchased by Guilds for a claimed keep. &lt;br /&gt;
&lt;br /&gt;
*Every 5 minutes, your guild will be charged a maintenance fee for controlling the keep. &lt;br /&gt;
**Each upgrade has its own cost, which you can see when you go to purchase them.&lt;br /&gt;
*Upgrades each have their own build timer that you must wait before the upgrades will apply. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=== Door HP ===&lt;br /&gt;
&lt;br /&gt;
You may increase the door HP twice. (Applies to both Outer and Inner.)&lt;br /&gt;
&lt;br /&gt;
*Door Upgrade 1: Increases Door HP by 10%. &lt;br /&gt;
**Cost increase: 10 Silver every 5 minutes. &lt;br /&gt;
**Time for upgrade: 5 Minutes&lt;br /&gt;
&lt;br /&gt;
*Door Upgrade 2: Increases Door HP by a further 10%. (Total of 20%.) Requires Guild Rank 22.&lt;br /&gt;
**Cost increase: Additional 20 Silver every 5 minutes. &lt;br /&gt;
**Time for upgrade: 10 Minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lifetap Ritualists ===&lt;br /&gt;
&lt;br /&gt;
Spawns additional NPCs on the Lord Room floor which damage enemies and heal allies around them. &lt;br /&gt;
&lt;br /&gt;
*Cost Increase: 80 Silver every 5 minutes&lt;br /&gt;
*Time for upgrade: 5 Minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Healing Ritualists ===&lt;br /&gt;
&lt;br /&gt;
Spawns additional NPCs on the bottom floor which heal allies around them. &lt;br /&gt;
&lt;br /&gt;
*Cost Increase: 80 Silver every 5 minutes&lt;br /&gt;
*Time for upgrade: 5 Minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Static Guards ===&lt;br /&gt;
[[File:Keepupgrades.png|thumb|At the Upgrade Merchant, you can view the cost and purchase upgrades that benefit your guild, and sometimes your entire faction.]]&lt;br /&gt;
Upgrades all guards to Champions. &lt;br /&gt;
&lt;br /&gt;
*Cost increase: 1 Gold every 5 minutes&lt;br /&gt;
*Time for upgrade: 5 Minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Banker ===&lt;br /&gt;
&lt;br /&gt;
Adds a personal banker to the inner Keep. &lt;br /&gt;
&lt;br /&gt;
*Cost increase: 1 Gold every 5 minutes&lt;br /&gt;
*Time for upgrade: 5 Minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improved Respawns === &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
*Improved Respawns level 1: Your faction may respawn in the inner keep until the Inner door is at 90%. &lt;br /&gt;
**Cost increase: 10 Silver every 5 minutes&lt;br /&gt;
**Time for upgrade: 5 minutes&lt;br /&gt;
*Improved Respawns level 2: Your faction may respawn in the inner keep until the Inner door is at 80%. &lt;br /&gt;
**Cost increase: Additional 20 Silver every 5 minutes&lt;br /&gt;
**Time for upgrade: 5 minutes&lt;br /&gt;
*Improved Respawns level 3: Your faction may respawn in the inner keep until the Inner door is at 75%. &lt;br /&gt;
**Cost increase: Additional 30 Silver every 5 minutes&lt;br /&gt;
**Time for upgrade: 10 minutes&lt;br /&gt;
[[File:Keepaltar.png|thumb|Divine Favor Altars are expensive, but offer powerful 2 minute bonuses for all defenders.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Favor Altar ===&lt;br /&gt;
&lt;br /&gt;
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%.)&lt;br /&gt;
&lt;br /&gt;
*Cost increase: 80 silver every 5 minutes&lt;br /&gt;
*Time for upgrade: 5 Minutes&lt;br /&gt;
*Additional time per charge: 10 minutes &lt;br /&gt;
&lt;br /&gt;
To use this, have a member of the controlling guild with permissions right click it and select &amp;quot;Yes&amp;quot; when prompted. The altar will appear on the 2F of the inner keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
&lt;br /&gt;
Adds a healer into the keep that can cleanse wounds debuffs from dying. &lt;br /&gt;
&lt;br /&gt;
*Cost increase: 10 silver every 5 minutes&lt;br /&gt;
*Time for upgrade: 5 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guild Vault Keeper ===&lt;br /&gt;
&lt;br /&gt;
Adds a Guild Vault banker so guilds can access their banks from within the keep. &lt;br /&gt;
&lt;br /&gt;
*Cost increase: 1 Gold every 5 minutes&lt;br /&gt;
*Time for upgrade: 5 minutes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guild Flight Master ===&lt;br /&gt;
[[File:Keepflightmaster.png|thumb|With the Guild Flight Master perk active, an entire guild can fly directly to their Keep&#039;s inner sanctum to quickly defend it.]]&lt;br /&gt;
The Guild Flight Master allows members of the owning guild to fly directly to the keep, even if it is under attack. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
*Guild Flight Master: Fly directly to the inner sanctum of your keep. &lt;br /&gt;
*Cost: 10 Silver every 5 minutes.&lt;br /&gt;
*Time for upgrade: 5 minutes &lt;br /&gt;
*Uses once activated: 25, with an additional flight added every 30s after (no upper limit on total)&lt;br /&gt;
&lt;br /&gt;
This perk can be used up until the inner door of a keep is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Oil Control ===&lt;br /&gt;
&lt;br /&gt;
Oil control allows a claiming guild to restrict the placement of Oil to their own guild members, their alliance, and even custom players they trust.&lt;br /&gt;
&lt;br /&gt;
Historically, many poorly-placed oils (and the 3-minute cooldown on another being placed) have cost both realms many a defense. With the new Oil Control option, a realm can ensure the oil drops when they need it most.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Oil Control: Restricts placing the Boiling Oil siege defense weapon to Guild  Members only.&lt;br /&gt;
**Cost: 10 Silver every 5 minutes.&lt;br /&gt;
**Time for Upgrade: 2 minutes.&lt;br /&gt;
*Oil Control Level 2: Also allows a Claiming Guild&#039;s Alliance to place and pour the oil. &lt;br /&gt;
**Cost: 10 Additional Silver every 5 minutes. &lt;br /&gt;
**Time for Upgrade: 3 Minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guilds may also use the following command to grant permission to place an oil to a non-guildie or alliance member:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*]keepallowoil when targeting an allied player to grant them permission to place oil&lt;br /&gt;
*]keepremoveoil when targeting an allied player to remove their ability to place oil &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is one restriction to the Oil Control: A guild who purchases this must have at least 6 members within the Keep. If they do not, the Oil can be placed at-will by their realm freely. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reducing Upgrades &amp;amp; Zone Locks ==&lt;br /&gt;
&lt;br /&gt;
A guild can also reduce upgrades on a keep if it has been successfully defended and the owning guild wants to save money. &lt;br /&gt;
&lt;br /&gt;
Simply speak to the Upgrade Merchant on the 3F and hit the minus buttons near the upgrades to remove them.&lt;br /&gt;
&lt;br /&gt;
When a Zone is locked for either faction, the guild&#039;s claim will also be relinquished, and they will stop being charged maintenance fees.&lt;br /&gt;
&lt;br /&gt;
== Additional Claim Perk ==&lt;br /&gt;
&lt;br /&gt;
There is an additional claiming perk that applies exclusively to 4-star Keeps. &lt;br /&gt;
&lt;br /&gt;
Normally, a 4-star keep will downgrade itself to 3-stars if a supply box is not turned in often enough. &lt;br /&gt;
&lt;br /&gt;
With a Guild Claim, the 4-star Keep will never downgrade, maintaining its status even without boxes.&lt;br /&gt;
&lt;br /&gt;
For more information on Keep Stars and their benefits, please see the [[Open RvR Guide]]. &lt;br /&gt;
&lt;br /&gt;
== Guild Bag Roll Bonus ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For this to activate, the Guild must have been claiming the keep up until the moment the zone locks.&lt;br /&gt;
&lt;br /&gt;
Currently, this only activates for the winning faction, as killing a Lord drops the claim on a keep.&lt;br /&gt;
&lt;br /&gt;
== Keep Calm and Claim on == &lt;br /&gt;
&lt;br /&gt;
That&#039;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!&lt;/div&gt;</summary>
		<author><name>Natherul</name></author>
	</entry>
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