Dark & Shattered Lands
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The Keeps of Algoron

Eight fortresses change hands across Algoron. Clans war over Thorn Keep, Misery Keep, The Citadel and the four keeps of the Underworld; the kingdoms fight for Purgatory Keep. Kill a keep's Lord and it is yours, along with everything it grants, until someone takes it from you.

Who Holds What

Updated by the game whenever a keep changes hands. Select a keep to read about it.

At a Glance

KeepFought over byWhereWhat the owners get
Thorn KeepClansShokonoThorn Aura from a healer for 1 silver; keep portal
Misery KeepClansTropicaLay the Veil of Misery (an armor curse) on a rival clan; keep portal
The CitadelClansIcewallBetter saving throws for every member; keep portal
Purgatory KeepKingdomsPurgatory+5 hitroll, +5 damroll and better armor for every member; keep portal
Underworld KeepsClansThe UnderworldMore seals from the Underworld for each keep held

The Clan Keeps

Thorn Keep

Shokono
Held by
Wargar
Defenders
Eleven keep guards, an ancient multicolored dragon, Slaethe, and the Thorn Keep Lord
Built for
Levels 43–51

The Thorn Aura

Members of the clan that holds Thorn Keep can buy the thorn aura from a healer for a single silver: type heal thorn. While it lasts, anyone who strikes you takes 8 points of piercing damage in return, unless they are wearing a thorn aura themselves. It lasts 20 to 30 hours, depending on the healer.

Thorn aura for 1 silverPortal to the keep

Misery Keep

Tropica
Held by
Knighthood
Veil of Misery on
Bloodlust
Defenders
Eleven keep guards, an ancient multicolored dragon, Slaethe, and the Misery Keep Lord
Built for
Levels 43–51

The Veil of Misery

Misery Keep does not strengthen its owners; it curses someone else. Every member of the targeted clan suffers an armor penalty for as long as the veil lies on them, and the penalty grows with level: 10 points of armor below level 10, then 10 more for every ten levels, up to 60 points at levels 50 and 51.

When Misery Keep is taken, the veil falls on the clan that just lost it. After that, the owning clan's leader can turn it on any clan with setmisery <clan>, or lift it with setmisery none.

Curse a rival clan's armorPortal to the keep

The Citadel

Icewall
Held by
Slayers
Defenders
Citadel guards, an ancient multicolored dragon, Slaethe, and the Citadel Lord

The Citadel's Protection

Every member of the clan that holds The Citadel gets a 4 point bonus to their saving throws, making them harder to land spells on. It is applied the moment the keep falls and again each time a member logs in.

−4 saves for the whole clanPortal to the keep

The Kingdom Keep

Purgatory Keep

Purgatory
Held by
Abaddon
Defenders
Undead keep guards, flesh golems and brood mothers, among rivers of lava and choking thorn vines
Built for
Levels 43–51

Spoils of Purgatory

Purgatory Keep is the one keep the kingdoms fight over. Every member of the kingdom that holds it gains +5 hitroll, +5 damroll and 20 points of armor, for as long as the keep is theirs.

+5 hitroll+5 damroll20 better armorPortal to the keep

The Underworld Keeps

The Underworld →

Northwest, Northeast, Southwest & Southeast

The Underworld
Fought over by
Clans only
Defenders
Draconians: baaz, kapak, bozak, sivak and aurak

Seals

The Underworld is a clanners-only realm built by Fatale to twist into each clan's worst nightmare. Every clan has its own hunting grounds there, where its foes drop seals that can be traded with the seal merchant for special gear. Seals drop 5% of the time; each Underworld keep your clan holds adds another 5%, up to 25% with all four.

Locked Gates and the Black Widow

Once an Underworld keep is taken, its outer doors lock and there is no way in. To open them again, a clan must cross the underground ocean, where ghostly pirates roam, and kill the black widow spider. Her death frees all four keeps at once, leaving them unowned, and she drops a hoard of 20 seals. Then the crossing has to be made again to get home.

Getting There

A portal in Hell leads to the docks of the Underworld channel, where the ships Agility and Triumph sail with skeleton crews. There are only two ways out: the recall room above the merchant at the island's center, or death. Remorts may not enter, and an altered dragon that reverts inside dies. Type help underworld in game for more.

Taking a Keep

  1. Bring your people. Only clan members can take the clan keeps (the White, Red and Black Robes fight as the Conclave). Only kingdom members can take Purgatory Keep.
  2. Fight through the defenders to the keep's Lord.
  3. Kill the Lord. The keep passes to the killer's clan or kingdom at once, and every clanner (or kingdom member) in the realm hears it has been conquered.
  4. The keep resets. Everyone inside who isn't on the winning side is sent home. In the Underworld, everyone in the Lord's chamber is put back outside the gate. The guards return to defend the new owners.

Holding a Keep

The keep portal. Owners of Thorn Keep, Misery Keep, The Citadel and Purgatory Keep can travel straight to their keep through its portal to defend it. Anyone else who looks into it sees only swirling chaos, and the dead cannot pass through.

The guards are yours. Once you own a keep, its guards fight for you. Killing them is not against the rules, but it only weakens your own defence.

No captures during tournaments. Keeps cannot change hands while an AGL or ACFL match is running.

Check in game. help keeps covers the clan keeps; the front page and this page show the current owners.

Fair Play in the Underworld

  • Resetting the Underworld keeps with one character and then farming them with your alt within the hour is multiplaying, and will be punished. The same goes for passing seals or gear from your alt to a friend to hand back.
  • Don't undock a ship on other players to strand them, or abandon one undocked to keep others off it.

From help underworld. The full rules are in game.