Online:Siege Weapons

Siege Weapons are constructs used by players within Cyrodiil for the Alliance War, mainly for the purpose of attacking or defending keeps. They may be purchased from Siege Merchants and Quartermasters, either with player gold or Alliance Points. Siege weapons must be set up from the Quick Slot wheel, and may not be deployed on sloped ground or too close to another siege weapon. Once deployed, you may exit the weapon and allow another allied player to fire it, but it can only be packed up by the player that originally set it up. Attackers and defenders may only deploy up to 20 siege weapons each at any keep. Enemy siege weapons may be targeted by friendly siege weapons (except rams), damaging the weapon and any nearby enemy players, and destroying the weapon when its toughness reaches zero.

Siege weapons are alliance-specific, and can only be used by their matching alliance.  You can store them in your bank or guild bank and trade them to other characters in your account or other players, but only they may only be used by members of the same alliance.

With the exception of battering rams, all siege weapons are immobile once deployed. In order to relocate them, they must be stowed, which can only be done when they are loaded and ready to fire. Once you deploy a siege weapon, you are locked into operation of that weapon, and can perform no other actions (except chatting). In order to perform other actions, you must either stow the weapon (X button), or exit the weapon (Alt or Option), the latter of which will leave the weapon deployed, where it can be used by another friendly player.

When deployed, siege weapons slowly decay, losing toughness over time, even if not being fired. If a siege weapon is deployed and left unmanned, it will decay at a much faster rate, quickly falling apart and disappearing. Siege weapons may also be lit on fire by enemy players, causing them to quickly decay and be destroyed. Burning siege weapons can also be repaired, which causes you to throw a bucket of water on them, dousing the flames. Siege weapons that are at less than full toughness can also be repaired with repair kits.

The Cold Fire and Cold Stone variants can only be obtained by completing dolmens in Cyrodiil.

Weapon Types
There are six types of siege weapons:

Ballistae are most effective when used for destroying enemy siege weapons, but may also be used against enemy fortifications and players. Ballistae have a shorter reload time than trebuchets, but have lower toughness. Ballistae come in four varieties: standard, Fire (causes fire damage to enemy players over time), Lightning (ensnares enemy players), and Cold Fire (slightly more damage).  Fire ballistae do 1,000 damage to keep walls.
Battering Rams are only effective for destroying the doors and gates of enemy keeps. Up to five additional players may assist in the operation of a ram by standing within its structure while it is deployed against a door, each of whom will increase its damage rating. Once deployed, rams can only move very slowly, so they are best deployed close to the enemy's door. Three or more players are required to move the ram.
Catapults are most effective against enemy players, and come in three varieties: Oil (ensnares enemies), Meatbag (causes additional disease damage), and Scattershot (damages foes in a wide area). Catapults have a shorter reload time than ballistae, and are 50% tougher. They have shorter range than trebuchets but a similar high trajectory than can deliver missiles over some obstacles.
Flaming Oil is very effective against enemy battering rams and players, but can only target objects close to and directly below it.
Trebuchets are best used to destroy the walls and doors of enemy keeps. They have higher toughness than ballistae and catapults, have a very high arcing trajectory that can drop missiles behind enemy walls or atop higher elevations, but take longer to reload. Trebuchets come in five varieties: Stone, Firepot (causes fire damage to structures and enemies), Iceball (causes damage and ensnares enemy players), Cold Fire (slightly more damage) and Cold Stone (slightly more damage).
Lancers were introduced in Greymoor. These Dwemer-made weapons are variants of the Ballista, but fire five shots in quick bursts. They come in three elemental types and can only be obtained via the Antiquities system. The Lead for them can only be found in   by completing a Conquest daily quest in Cyrodiil, rewarding one of the following items:  ,  ,  .

Items
There are three types for each weapon, depending on alliance.
{|class=wikitable
! !!Weapon!!Description!!Toughness!!Gold Price!!AP Price
|-
!colspan=6|Ballistae
|-
| || 
|Creates a ballista siege weapon whose bolt causes great damage to structures and enemies.
|100,000|| || 
|-
| || 
|Creates a ballista siege weapon whose bolt causes flame damage to structures and also damages foes over time.
|100,000|| || 
|-
| || 
|Creates a ballista siege weapon whose electrically charged bolt ensnares enemies and drains their Magicka.
|100,000|| || 
|-
| || 
|Creates a ballista siege weapon whose bolt causes flame damage to structures and also damages foes over time.
|100,000|| ||
|-
!colspan=6|Catapults
|-
| || 
|Creates a catapult siege weapon that fires a bag of diseased meat at its targets.
|150,000|| || 
|-
| || 
|Creates a catapult siege weapon that fires a jar of oil at its targets, ensnaring them and draining their Stamina.
|150,000|| || 
|-
| || 
|Creates a catapult siege weapon whose mass of small rocks causes damage to foes in a wide area.
|150,000|| || 
|-
!colspan=6|Lancers
|-
| || 
|Creates a Dwarven fire lancer siege weapon whose bolts deal flame damage to structures and also causes Burning.
|200,000|| ||
|-
| || 
|Creates a Dwarven frost lancer siege weapon whose bolts deal frost damage to structures and also causes Chilled.
|200,000|| ||
|-
| || 
|Creates a Dwarven shock lancer siege weapon whose bolts deal shock damage to structures and also causes Concussion.
|200,000|| ||
|-
!colspan=6|Trebuchets
|-
| || 
|Creates a trebuchet weapon whose fireball causes burn damage to structures and foes.
|200,000|| || 
|-
| || 
|Creates a trebuchet weapon whose iceball causes damage and ensnares players.
|200,000|| || 
|-
| || 
|Creates a trebuchet weapon whose stones cause great damage to structures and foes.
|200,000|| || 
|-
| || 
|Creates a trebuchet weapon whose fireball causes burn damage to structures and foes.
|200,000|| ||
|-
| || 
|Creates a trebuchet weapon whose stones cause great damage to structures and foes.
|200,000|| ||
|-
!colspan=6|Other
|-
| || 
|Creates a battering ram which can be used to destroy doors.
|200,000|| || 
|-
| ||{{nowrap|{{Item Link|Flaming Oil|id=30359}}
|Pours straight downwards. Very effective weapon against Rams and players operating a Ram.
|100,000|| ||{{nowrap|{{ESO AP|800}}}}
|}

Notes
The Sundering Swing skill obtained from wielding Volendrung can be used to damage structures without requiring the use of siege weapons.