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Stonespear Siege, also called Territorial Battle, was an instance for 12-man alliances of players of level 65 and above. It could be accessed from the Legion Villages in Cygnea (Elyos) and Enshar (Asmodians)
This instance's purpose was to pose as a challenge for those legions wishing to occupy a Legion Village. The final score of the instance will determine the legion's ranking in the week's competition for the Legion Village they accessed it from.
This instance was removed from the game with the 6.0 update.
As the Tejhi inhabited their land, each tribe would settle disagreements and rituals within the grounds of ancient arenas built across their territory. However, after their eventual change in fate as their land sank into the ocean, these arenas remained unused for centuries.
With the rise of these lands back to the surface of the planet and divided between Cygnea and Enshar, the temples were claimed by the Elyos and Asmodians. Aware of the possible profit from the relics and riches inside, they had rebuilt them. Daevas now use it as a battleground to test their mettle, proving the supremacy of their legion over others'.
- Main article: Legion Village
In order to enter the instance, the Brigade General of the legion will have to be in possession of a , only obtained from having completed the Territorial Battle legion tasks, given to the player which has contributed the most. Once the key is used on the entrance, the legion's attempt will be submitted to the scoreboard, giving them 30 minutes to enter the instance. Once the alliance is ready, they may hop inside.
The instance itself is an arena, similar in shape to the ones in Crucible Challenge and Empyrean Crucible. Much like those, the alliance will have to successfully finish a series of stages, composed of rounds. The longer the legion lasts inside the arena without being overwhelmed by the monsters which spawn, the higher their score will win.
Once a player dies, there is no way to ressurect them or reintegrate them to the battle (with the exception of the use of ). The result of every player in the arena dying translates in the end of the instance. Dead players may however spectate from outside. When the whole alliance is defeated, the whole instance will be nuked, killing everyone, and a message will appear showing their rewards and the time they lasted.
The instance will only end provided:
- The whole alliance is defeated
- A / is destroyed in Phase 1 of a round
- The team survives for 30 minutes straight
- The team reaches 100,000,000 points or more
The last two cases do not fully guarantee the highest rank. As they are determined by both time and score, if a team survives long enough without acquiring enough points, their rank might be lower.
Upon entering, the alliance will be teleported to the center of the arena and forced to await 3 minutes until the instance begins. Players take this time to buff up and get ready. When the countdown ends, the barrier will collapse, starting the first round.
Rounds follow one same set up. The first phase is composed of several mobs spawning, and the team will have to defend a generator ( for Elyos and for Asmodians) from their attacks for 2 minutes. The following phase involves a big horde of mobs which spawns, and the alliance must take them down within 2 minutes. Additionally, there will be four , which must also be destroyed. Finally, the third phase will spawn a named boss with powerful skills and attacks as well as powerful additional monsters spawned.
Damage dealers play an important role as they must deal enough damage on the monsters, not only to avoid being overwhelmed by the mobs of the part, but also the ones from the following one. The phases will keep running regardless of whether the previous waves have been dealt with.
Round 1 Edit
- Phase 1
A / will spawn in the middle of the arena, and it will instantly be attacked by a wave of , or . All support classes on the alliance will focus on making the generator last longer by healing it (priest or muse classes should make sure to buff its HP) while the rest of the alliance disposes of the mobs. This should be done as soon as possible.
If the group is swift enough, the generator will stay online, showing that they have successfully passed the first round. However, if the generator is destroyed, the instance will instantly end.
Provided the players have succeeded, players should immediately focus the running around the arena, which will reward 12,000 points upon defeat. However, as soon as a member spots an , a swift-moving mob which will disappear shortly after spawning, rewarding 1,500 points when killed.
- Phase 2
A huge group of similar mobs from the first phase will spawn which will attempt to attack any nearby players. Here, players must deal with them without being overwhelmed by their damage, which is accomplished by kitting the mobs around in circles while others slowly take them down. Each monster will award 100 points.
- Phase 3
will spawn in the middle, and he will reward 12,000 points upon being defeated and must be defeated within 2 minutes, or players will have to deal with Round 2 at the same time. Across the fight, he will use . This skill will put a shield on him making him completely invulnerable to damage as well as summoning and . The additional monsters should be dealt with fast. He will also use (a wide area attack) and (a hard hitting AoE).
Alternatively, the team will confront . His skills will include (an AoE attack), , and (a frontal attack). He will additionally summon and , and much like the other fights, they will have to be dealt with first. When low on HP he might sometimes summon and , which indicates that the alliance must hurry and finish out the boss.
Round 2 Edit
- Phase 1
The same as the previously mentioned, Phase 1 in Round 1. The party will have to protect the or from waves of monsters for two minutes. The only difference will be that, along with the previous waves, mobs with higher rewards in points will spawn (200 points); , and .
- Phase 2
- Phase 3
Round 3 Edit
- Phase 1
- Phase 2
- Phase 3
Round 4 Edit
- Phase 1
Last usage of the design. The alliance must deal with all the previously fought monsters along with some new ones. These will reward 400 points instead of 100, 200 and 300 points. They include , and .
- Phase 2
- Phase 3
Unlike the previous rounds, the ultimate final boss of this instance is a single one; . This strong foe will follow a similar skill pattern to its predecessors and the actual general protecting the fortresses. However its attacks being extremely strong and itself being extremely resilient.
The quantity of the rewards given automatically at the end of the instance is determined by the length of the time they lasted. Based on those factors, each member will receive a rank, and be rewarded with its respective rewards.
In addition to these rewards, the Brigade General of the legion will be given the following rewards if they are the legion with the highest score of the week. They are all tradeable for players in the same legion.
- 1 (contains one an level 2 Augment and 20 , each rewarding a )
- A title (name depends on the territory applied for, expires after 7 days)
- An Infiltration Rift Corridor Key
- The actual name of the instance is Stonespear Reach, however, upon its release, the name was mistyped and has remained as Stonespear Siege ever since.
- The third phase of every round follows a specific theme when picking bosses:
- Round 1: Low level content
- Round 2: Level 45-50 content
- Round 3: Balaur Dragon bosses
- Round 4: Content related to fortress sieges
- In the waiting room, outside the arena, there will be a . While this NPC offers a buff to those who talk to her, it is useless as it can only be given to those who are no longer taking part on the battle, therefore ineffective against the actual run.
- The most appropriate names for and are Apparition of Lannok and Vision of Stormwing respectively.