
Prepare a C1 clan for the five castle sieges, registration, attackers, defenders and death rules while keeping clan wars distinct.
A clan war is an ongoing conflict between organized groups. A castle siege is a timed battle over a particular stronghold with attacker and defender registration, restart points and a victory objective. Chronicle 1 made both major clan activities, but joining a war does not automatically register a clan for a castle siege. A leader should decide which conflict is being organized before assigning members, supplies or travel. The same group may face both, yet the battlefield rules and end conditions differ.
The Chronicle 1 siege list contains Gludio, Dion, Giran, Oren and Aden. Each has a C1 location record on L2Tools. Select the castle first, then scout its approaches, nearby travel options and likely regroup point; a generic castle plan ignores where the party must go. Aden has additional outer defenses compared with the other four castles under the C1 rules, so a route suitable for a smaller castle may not transfer cleanly to Aden.
| C1 castle | Preparation question |
|---|---|
| Gludio Castle | Where will parties regroup outside the gates? |
| Dion Castle | Which route brings supplies to the staging area? |
| Giran Castle | Who controls the entry and return calls? |
| Oren Castle | How will separated members rejoin? |
| Aden Castle | How will the group approach its outer defenses? |
The historical C1 rules put normal siege registration with a level-4-or-higher clan leader. Attacker and defender requests pass through the castle's NPCs, with the current owner approving outside defenders. Registration closes 24 hours before the siege; the battle lasts two hours. A clan taking a castle must also choose its next siege period soon after capture, otherwise the default schedule applies. Confirm the live server's calendar before booking members, then set an internal deadline earlier than the game's cutoff so missing equipment and party roles can still be fixed.
Attackers need more than a damage roster. The clan leader can place a siege headquarters that becomes a restart point while it survives; without it, returning from death takes longer. Gates can be damaged during the siege, and a Warsmith's C1
Siege Golem is a specialist option for breaking fortifications, with a substantial C-grade material cost. After entry, the ownership objective is the holy relic: the attacking clan leader must complete the interaction, and damage can interrupt it. Assign separate calls for gate pressure, protecting the leader and covering a regroup.
The defending side can use castle gates, its restart point and purchased NPC mercenaries. C1 rules allow the owner to prepare mercenary placements before battle, while destroyed gates cannot simply be repaired mid-siege. Defenders initially have a short return delay, but the castle's life crystals affect that cycle if destroyed. Put support players where they can see the leader and the approach, and decide which doorway to hold if an outer gate falls. A defense based only on winning the first clash may fail after attackers regroup.
Chronicle 1 reduces the death XP penalty during a castle siege by 75% of the normal amount, leaving one quarter of the ordinary penalty under the specified siege conditions. The published battlefield rule also prevents item drops from siege deaths and removes ordinary PK and karma penalties there. That does not make death free: the group can lose position, its headquarters or the time needed to contest the relic. A healer's
Resurrection rank is a separate question about recovering part of the XP actually lost. Read the death guide before committing rare scrolls.
The Chronicle 1 clan update says clan and alliance wars can continue until surrender or a mutually agreed truce; they do not expire simply because a castle siege ended. Status marks help identify participants, but leaders still need to communicate which groups are enemies, allies or neutral at a given moment. After a siege, check the clan's war state, decide whether to continue and tell members how to avoid accidental escalation outside the battlefield. The ordinary PvP flag and karma guide remains relevant away from siege rules.
Confirm the registered side and start time, one target castle, the clan leader's route, headquarters materials, gate plan, relic team, healer coverage, shot reserve and return path. Then assign one voice call for retreat or regroup. A simple plan lets a new member understand where to stand and what success looks like without memorizing every rule. Review the C1 class and item records for the actual roster; a siege can be won by coordination as well as equipment.