In the heart of the sea stands the Pentagram Skull Citadel — six islands around it, a ring of walls above them and a single throne inside. Only one guild can hold it. The six strongest guilds of Vanteria fight their way from the islands, over the castle walls and through the courtyard, while the guild that owns the castle waits behind the bars of the throne room to defend it.
Castle War is a guild against guild event in three phases. Every fighter has 3 lives in each phase and dying costs nothing — no experience, no items, no blessings. The guild that keeps the most fighters standing at the end takes the castle, the glory and the biggest reward on the server.
Castle ownerThe castle is held by S M E R F Y since Oct 17, 2026
6 + 1attackers + defender
5–15fighters per guild
250+level required
3phases
3lives every phase
21:45Saturday start
At a glance
Who fightsThe top 6 guilds of the guild ranking attack, the castle owner defends
RequirementsLevel 250+, member of a qualified guild, not in a fight
Fighters per guild5 to 15 — a guild with fewer than 5 fighters online at the start does not take part
PhasesI — the islands (up to 15 min) · II — the courtyard (up to 10 min) · III — the castle (up to 20 min)
Lives3 in every phase — all fighters of a guild that moves on return with full lives
Castle ownerThe guild leader gets the key to the castle treasury for 7 days — every day after 9:30 it is filled with a Vanteria Box prize and 1–20 Guild Tokens for every member of the guild. The whole guild also gets the guild boss room — up to 3 bosses every day
GoalKeep the most fighters standing — the last guild standing takes the castle
Penalty for dyingNone — no experience, items or blessings lost
WhenEvery Saturday — registration opens at 21:35, the battle starts at 21:45 (Polish time). Announcements 30, 15 and 5 minutes before registration.
Who can take part
Attackerstop 6 guilds
When registration opens, the guild ranking decides: the 6 guilds with the highest total level of their members qualify. The list is announced to the whole server and you can check it at any time with !castle.
Defendersthe castle owner
The guild that holds the castle always takes part as the defender, wherever it stands in the ranking. If the owner is also in the top 6, the next guild in the ranking takes its place among the attackers.
Fighters5–15 per guild
Every member of a qualified guild with level 250 or higher can join — up to 15 per guild, first come, first served. At least 5 fighters of a guild must be online when the battle begins, otherwise the guild drops out and its fighters are sent back to the temple.
How to join
RegistrationEvery Saturday at 21:35 registration opens — you will see the announcement in the game, together with the list of qualified guilds. A purple teleport appears in the Thais depot (ground floor) for 10 minutes.
Step inStep into the purple teleport — or type !castle join while standing in any protection zone. The teleport only lets in players who meet all requirements; anyone else is pushed back with the reason.
Waiting roomYou are moved to the waiting room. Every new fighter is announced to the whole server with the number of places taken by the guild.
No logging outFrom this moment you cannot log out until the event ends. Prepare potions, runes and supplies before you join. Changed your mind? !castle leave works only during registration.
LeadersGuild leaders and vice-leaders can free a place with !castle kick Name — for example to replace a fighter with a stronger one before the battle begins.
The purple registration teleport in the Thais depot (ground floor) — it is there only during registration.
Command
What it does
!castle join
Join for your guild (only during registration, only in a protection zone)
!castle leave
Leave the registration and return to the temple (only during registration)
!castle kick Name
Leader and vice-leaders only: remove a fighter of your guild and free the place
!castle
Shows the current phase and the qualified guilds
The Citadel
Show the maps of the Citadelislands, walls, courtyard and throne room
Six islands surround the Citadel — two for each of the three sectors A, B and C. From every sector a barred gate leads up onto the crown of the castle walls; from the walls three gates lead down into the courtyard, and inside the castle the defenders wait behind the bars of the throne room.
1. The six islands — Phase I
The Citadel stands in the middle of a toxic marsh, surrounded by six islands. In Phase I every attacking guild starts on its own island, marked with the colour of its team: 1Pink, 2Red, 3Orange, 4Yellow, 5Blue and 6Green. Neighbouring islands form the three sectors: A (islands 1 and 2, east), B (3 and 4, south) and C (5 and 6, west). The two guilds of a sector fight each other — the winner of the sector moves on to the castle.
2. The castle walls — the way in
A wide ring of walls surrounds the castle. From every sector a barred gate leads up onto the crown of the walls. When Phase II begins, the winners of the sectors appear on the walls of their sector — and the bars behind them stay closed: there is no way back to the islands. The walls are also where fallen fighters come back to life during Phase II and Phase III.
3. The courtyard and the throne room — Phase II and III
Pink — the three ways down from the walls into the courtyard: sector A (top right), C (top left) and B (bottom). In Phase II these gates open and the attacking guilds fight in the courtyard around the skull. Yellow — the throne room. The defenders wait here behind closed bars during Phase I and II. When Phase III begins, the bars open and the defenders come out to fight for their castle.
Click a picture to open it in full size.
Timeline of a Castle War
Registration Saturday 21:35The qualified guilds are announced, the purple teleport opens in the Thais depot (ground floor), fighters gather in the waiting room (reminder 1 minute before the start)
Phase I 21:45 · up to 15 minThe islands — the attackers are paired into groups A, B and C and fight guild against guild on the islands; the defenders wait locked in the throne room
Break 20 secondsThe group winners are revived and moved onto the crown of the castle walls — the gates back to the islands close for good
Phase II up to 10 minThe courtyard — the courtyard gates open and the group winners fight in the castle courtyard — every guild for itself, or an alliance (countdown 3 min, 1 min and 30 s before the end)
Break 20 secondsThe survivors are revived and moved back onto the walls
Phase III up to 20 minThe castle — all gates open, the defenders leave the throne room — the last guild standing takes the Citadel
The endThe new (or old) owner is announced, rewards are handed out and everyone returns to the temple
The three phases
IPhase I — The Islandsup to 15 minutes
Fair groups. When the battle begins, the attacking guilds are put in pairs by the total level of their fighters who are online — the two strongest guilds meet each other, then the next two, and so on. Each pair gets a random sector (A, B or C) and a random island. The announcement shows every pairing with the number of fighters and their average level.
Team colours. Every guild fights in its own colour so friend and foe are easy to tell apart:
Pink
Red
Orange
Yellow
Blue
Green
Winning the group. A group is won the moment the other guild has no fighters standing. If the time runs out first, the group goes to the guild with more fighters standing; if that is equal — more lives left, then more kills, then a random draw.
No opponent? If a guild has no opponent in its group, it moves on to Phase II without a fight — but also without the group reward. The losing guild of each group leaves the battle with the participation reward.
IIPhase II — The Courtyardup to 10 minutes
No way back. The group winners are moved onto the crown of the castle walls, each guild into its own sector. The barred gates behind them stay closed — the islands are gone for good, the only way is forward. Anyone who tries to leave the battle area is sent straight back to the walls.
Down into the courtyard. The three gates leading from the walls into the castle courtyard open — this is where the group winners meet. Fallen fighters come back on the walls of their sector with 5 seconds of protection and run down again. The defenders are still locked in the throne room.
Every guild for itself — or an alliance. The guilds may fight each other or agree not to. Phase II ends when only one guild is left standing, or when the time runs out — then every guild with fighters still standing moves on to the castle. A countdown 3 minutes, 1 minute and 30 seconds before the end tells everyone when the defenders will be released.
The reward must be earned. The Phase II reward is handed out only if at least one guild is defeated in the courtyard — then every guild that survives the battle receives it. If nobody falls (for example three guilds agree to storm the castle together), everyone moves on, but nobody gets the Phase II reward.
Alone in the courtyard? If only one guild wins its way past the islands, Phase II is skipped and the guild goes straight to the final battle — without the Phase II reward.
IIIPhase III — The Castleup to 20 minutes
All gates open. After a short break every surviving attacker returns to the walls of their sector with full lives, the courtyard gates stay open and the bars of the throne room open — the defenders, locked in since Phase I, enter the fight with full lives. Up to three attacking guilds storm the castle at once.
Allies become rivals. Only one guild can take the castle. Attackers who worked together against the defenders will have to settle it among themselves before the time runs out.
Nobody defending? If the castle has no owner, or the owner did not gather enough fighters, the castle stands empty — the attackers fight only each other for it. If only one guild reaches an empty castle, it takes it without a fight.
Rules of battle
33 lives in every phase.When you die you lose nothing — you are healed, cleansed and sent back to your guild's starting point of the current phase with 5 seconds of protection. Attacking ends the protection at once. Every kill is shown to all fighters.
❄Eliminated — frozen.After your 3rd death you are eliminated for this phase: you stay frozen at your starting point — you cannot attack and cannot be attacked — until your guild's fight is decided. If your guild moves on, you come back in the next phase with full lives.
❤No friendly fire.Your attacks and runes do not hurt members of your own guild, and you cannot heal fighters of other guilds.
✗No summons.Summons and familiars are removed as soon as they appear.
⚑Team outfit.Your outfit is locked in your team's colours until the event ends.
⏻No logging out.You cannot log out while the battle goes on. If you lose the connection, your character stays in the battle — reconnect as fast as you can. If the server restarts during the event, you will wake up safely in the temple.
♕The throne.The throne shows who holds the castle — the castle is not won by sitting on it, but by keeping your fighters alive.
Rewards for battle
Result
Vanteria box
Guild Token
Tibia Coin
Castle won (conquered or defended)
1
30
20
Group won in Phase I
—
10
5
Battle in the courtyard won in Phase II
—
20
10
Every other fighter (participation)
—
3
3
Rewards add up. A guild that wins its group, survives the battle in the courtyard and takes the castle collects all three rewards. Rewards go to every fighter of the guild who is still in the battle.
Everyone is rewarded. Every fighter whose guild leaves the battle — in any phase — receives the participation reward. The fighters of the castle winner receive the castle reward instead.
No reward without a fight. A group won without an opponent and a Phase II in which no guild was defeated give no reward. Rewards go straight to your backpack, or to your Store inbox if your backpack is full.
How the castle is won
Last guild standing
As soon as only one guild has fighters standing in Phase III, it wins the castle. If it is the owner, the castle is DEFENDED; if it is an attacker, the castle is CONQUERED.
Time is up
After 20 minutes the castle goes to the guild with the most fighters standing. If that is equal: more lives left, then more kills — and if everything is equal, the defender keeps the castle.
One owner
The winning guild holds the castle until the next Castle War, defends it there and is shown at the top of this page.
The Castle Treasury
Holding the castle is more than glory. Deep inside the Citadel, next to the throne, lies the castle treasury — and only the leader of the guild that holds the castle may enter it. Every day new rewards appear on the floor of the treasury, waiting to be picked up by the leader.
Daily rewards in the treasuryevery day after 9:30
Every day after 9:30 (server time, after the server save) the treasury is filled again — two gifts for every member of the guild that holds the castle.
1 prize from the Vanteria BoxDrawn from the same pool with the same chances as opening a box — from Crystal Coins and exercise weapons up to the rarest equipment.
1–20 Guild TokensA pile of a random size — about 10 tokens on average — for every member of the guild.
The treasury floor in the morning — every gift waits there for the leader.
The bigger the guild, the richer the treasury. It is up to the leader how to share the gifts with the guild. Collect them in time — gifts still lying on the floor when the treasury is filled the next day disappear and are replaced by new ones.
7How long?The key to the treasury lasts 7 days from the moment the castle is conquered or defended. Every Castle War decides it again: defend the castle and your leader keeps the key for the next 7 days — lose it, and the key goes to the new owner.
!No battle, no benefits.If no guild comes to attack and the Castle War is cancelled, the owner keeps the castle — but loses most of its benefits: the castle treasury closes, no new daily rewards appear and the guild boss room is locked. Everything opens again only after the castle is won in a real battle — defend it in the next Castle War.
✗Closed during the siege.While a Castle War is running, both treasury teleports disappear — nobody can enter the treasury or leave the castle through it. They come back as soon as the battle is over.
Entrance — the green teleport
In the Thais depot, two floors up. Only the leader of the castle owner is let through (for 7 days after the castle is won); everyone else is pushed back. It takes the leader straight to the throne room.
Exit — the green teleport
In the treasury, one floor above the throne room. It takes you back to Thais.
The Guild Boss Room
Hidden in a vault full of gold lies the guild boss room — a chamber where the guild that holds the castle can summon and hunt bosses every day, without quests, without cooldowns of the Supreme Cube and without leaving the vault. It belongs to the castle owner for the same 7 days as the treasury key.
The room has no door. The only way in is a command — and the guild leader holds the key.
The guild boss room — a golden V in the middle of the castle's riches.
How it works — step by step
The leader opens the room!gboss enter The guild leader enters first. This opens the room for the whole guild until the next day — every online member gets a message that the room is open.
The guild joins!gboss enter Every member of the guild can now enter with the same command. You can leave and come back as many times as you like while the room is open — after dying, for supplies or to bring a friend from the guild.
The leader summons a boss!gboss spawn Only the leader, and only from inside the room. A random boss appears at the top of the room and the whole guild sees: Daily boss spawned [1/3].
Kill it — and the next one!gboss spawn One boss at a time: the next one can be summoned when the previous one is dead. Up to 3 bosses every day — after the third the leader sees Daily boss limit reached [3/3].
Leaveteleport The teleport at the bottom of the room takes you straight to your temple.
Commands!guildboss works the same as !gboss
Command
Who
What it does
!gboss enter
leader / members
The leader enters and opens the room for the day. Members enter once the leader has opened it.
!gboss spawn
leader, inside the room
Summons a random boss — one at a time, up to 3 a day.
!gboss close
leader
Closes the entrance for other members (those inside stay). !gboss enter opens it again.
!gboss status
every member
Shows if the room is open, how many bosses were summoned today and which boss is alive.
Boss poolThe same bosses as the Supreme Cube
The boss room draws from exactly the same list of bosses as the Supreme Cube — every boss you can travel to with the cube can appear in the room, and every boss has the same chance. When a new boss is added to the Supreme Cube, it can appear in the boss room too. Unlike the cube, you do not need to have defeated a boss before — the room may surprise you with anyone.
Who can use it?
Members of the guild that holds the castle — for 7 days after the castle is conquered or defended, just like the treasury. Only the guild leader can open the room and summon bosses. If a Castle War is cancelled because nobody attacks, the boss room stays locked until the castle is won in a real battle.
Every day anew
A new day in the boss room starts at 9:30 (server time, after the server save): the room closes, the counter goes back to [0/3] and the leader has to enter first again.
Loot
Bosses give their normal loot. Like other bosses, it goes to the reward chest — every player who took part in the fight gets their own share.
When can't I enter?
While you are in a fight (with a battle sign), during the Castle War if you take part in it, or when your guild does not hold the castle.
No logout inside
You cannot log out in the boss room — leave through the teleport to your temple.
Good to know
Do I need blessings or an amulet of loss?
No. Dying in the Castle War never costs anything.
How does my guild get into the top 6?
The guild ranking counts the total level of all members. More strong members — a better place. The ranking is checked at the moment registration opens.
Can I join for a guild that is not qualified?
No. Only members of the 6 qualified guilds and of the castle owner can join.
What if my guild has fewer than 5 fighters?
Then it does not take part. Its registered fighters are sent back to the temple when the battle begins — no penalty, no reward.
Can I leave after joining?
Only during registration, with !castle leave. Once the battle begins you stay until your guild is out or the event ends.
Can guilds make alliances?
Yes — in Phase II and III nobody forces you to attack another guild. But remember: there is no Phase II reward if nobody falls in the courtyard, and only one guild can take the castle.
What does a frozen fighter do?
Nothing — and nobody can do anything to them. Frozen fighters only wait for their guild. If the guild moves on, they are back in the fight with full lives.
Hall of Fame
Latest Castle War · Oct 09, 2026 19:34
S M E R F Ydefended the castle.