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The purpose of this document is to give a comprehensive explanation of how to build and use a catapult, as well as how to best plan the logistics of moving them into battle.

The information presented here was compiled with painstaking effort by the author, and should not be re-posted in whole or in part elsewhere without the author's permission.

DAoC Catapults

In DAoC, there are three different types of catapults that can be built by players. The purpose of a catapult is to provide an indirect fire, area effect damage capability to a static position. Since catapults are immobile once constructed, and have a limited lifespan, they are best suited for the defense of a keep, and secondly to aid in the siege of a keep or other fortified position. The three types of catapults are denoted as 'onager', 'catapult', and 'trebuchet'. The three differ from each other in only two regards, first that they have a different resource cost, and second, that they do different amounts of damage. All three are the exact same weight, and have the same graphic.

 

Front View of a Catapult

Catapult in Resting Position

Catapult Arming for Fire (note the position of the arm)

Catapult Armed for Firing (note the position of the arm)

Component Formulas

Craft
Component
Ferrite Metal Bars
Tanned Leather Squares
Linen Cloth Squares
Ammo Bucket
400
-
-
Counterweight
400
-
-
Pivot
450
-
-
Ferrite Winding Crank
400
-
-
Tanned Arm Cushion
100
400
400
            All crafted components require 500+ skill in the tradeskill to attempt.
 
 

Production Costs

Class I: Onager

Part
Crafted Cost
Vendor Cost
600 Elm Wooden Boards (Vendor)
3 gp 60 sp (12 sp per 20)
3 gp 60 sp (12 sp per 20)
1 Ammo Bucket
5 gp 60 sp
8 gp 40 sp
1 Counterweight
5 gp 60 sp
9 gp 57 sp
1 Pivot
6 gp 44 sp
9 gp 45 sp
1 Ferrite Winding Crank
5 gp 60 sp
8 gp 67 sp 
1 Tanned Arm Cushion
5 gp 40 sp
8 gp 64 sp
Total Cost:
32 gp 24 sp
48 gp 33 sp

 



Class II: Catapult

Part
Crafted Cost
Vendor Cost
600 Oaken Wooden Boards (Vendor)
14 gp 40 sp (48 sp per 20)
14 gp 40 sp (48 sp per 20) 
1 Ammo Bucket
5 gp 60 sp 
8 gp 40 sp
1 Counterweight
5 gp 60 sp 
9 gp 57 sp
1 Pivot
6 gp 44 sp 
9 gp 45 sp
1 Ferrite Winding Crank
5 gp 60 sp
8 gp 67 sp
1 Tanned Arm Cushion
5 gp 40 sp
8 gp 64 sp
Total Cost:
43 gp 04 sp
59 gp 13 sp






Class III: Trebuchet

Part
Crafted Cost
Vendor Cost
600 Ironwood Wooden Boards (Vendor)
43 gp 20 sp (1 gp 44 sp per 20)
43 gp 20 sp (1 gp 44 sp per 20)
1 Ammo Bucket
5 gp 60 sp
8 gp 40 sp
1 Counterweight
5 gp 60 sp
9 gp 57 sp
1 Pivot
6 gp 44 sp
9 gp 45 sp
1 Ferrite Winding Crank
5 gp 60 sp
8 gp 67 sp
1 Tanned Arm Cushion
5 gp 40 sp
8 gp 64 sp
Total Cost:
71 gp 84 sp
87 gp 93 sp






Catapult Stone (Siege Vendor)
5 sp
5 sp
                            Crafted costs are determined using materials bought in stacks of 20.
                            All costs rounded off to the nearest sp.
                            Note that each formula uses the same crafted parts, they only vary in the wood used.
 
 
Component Procurement
Merchant Keeps are:
Albion - Caer Benowyc, in Hadrian's Wall
Hibernia - Dun Crauchon, in Emain Macha
Midgard - Bledmeer Faste, in Odin's Gate

-Wood can be purchased in Tir Na Nog, Innis Cathaig, and at any Merchant Keep.
-Ferrite Winding Cranks can be purchased at Innis Carthaig and at any Merchant Keep.
-Ammo Buckets can only be purchased at Merchant Keeps.
-Counterweights can only be purchased at Merchant Keeps.
-Pivots can only be purchased at Merchant Keeps.
-Tanned Arm Cushions can only be purchased at Merchant Keeps.
-Catapult Stones can only be purchased at Merchant Keeps, and are not stackable or craftable.

Weight Considerations

Now that you've decided you want to build a catapult in an operation, you need to first address the logistics of getting the weapon to the siege site.

Catapult Component Weights

Component
Weight
Total
Ammo Bucket
 50 lbs
 50 lbs
Counterweight
60 lbs
 60 lbs
Pivot
 45 lbs
 45 lbs
Ferrite Winding Crank
 52 lbs
 52 lbs
Tanned Armed Cushion
30 lbs
30 lbs
Wooden Boards (600)
5 lbs per 20
150 lbs

Total Ballista Weight:
387 lbs
Ammunition

Catapult Stone x20
5 lbs each
100 lbs

Total Package Total:
487 lbs

 
Based on these figures, one catapult weighs 387 lbs, regardless of the wood used, and an additional 100 lbs for the ammunition. Here are some guidelines to use so that your catapult arrives at the siege site with all of its components.
1) Use as few a number of people as possible to transport components.
2) When allocating weight among individuals, never give them more weight they they can carry, unencumbered, while self-buffed.

Example: Garek is a L50 warden with 168 strength. Self-buffed (w/ L50 strength buff, +50 strength) his strength is 218. Check your encumberance, self-buffed, to know how much you can carry. Keep in mind your armor and weapons count against your encumberance too, so be sure to look at your encumberance and not only your strength. Also remember that Realm abilities like Lifter can greater enhance your carrying capacity (+20% encumberance per level of skill). With 211 str the max encumberance is 210, but Garek has Lifter I, so his max encumberance is 261. This character carries approximately 50 pounds of equipment (tools, weapons, armor, arrows, etc.) so he can carry 211 lbs of equipment. Although Garek's strength is much higher with a druid's strength/constitution buff, he does not carry more than 211 lbs of siege equipment. The reason for this is, if someone is strength buffed and their buffer disconnects, they will be overloaded, and likely unable to move. If you come into contact with the enemy while moving to your objective, and the strength buffer is killed, overloaded party members will become rooted by their encumberance, and easy pray to enemy troops. Wardens, Bards, and Druids are ideal choices for carrying siege equipment for their self-buffed capacity, with Heroes, Blademasters, and Champions being a close second for their raw strength. Many members of these classes are also often Firbolgs, which gives them an even greater weight capacity.
 

Distributing Catapult Components
When allocating components for a raid, set your people up into siege crews. The person that will construct the weapon is the engineer. This is ideally also going to be the weapon's operator, to save time in getting the weapon functioning. Those carrying parts must be ready to hand the pieces to the engineer at the emplacement site. Because one disconnected person can make a siege weapon useless, avoid allocating equipment to someone with connectivity issues. Also, hand each person parts for one weapon. If you are bringing two catapults to a given raid, do not given one person both ferrite winding cranks - if he should disconnect, die and release, etc. all of your catapults become non-functional, instead of just one. Whenever possible, have only 3 or 4 people carry a catapult. Make sure the person carrying the ammunition is the gunner, too.

Allocating parts for one catapult across four carriers should look something like:
Engineer/Gunner: Tanned Arm Cushion + 20 Catapult Stones = 130 lbs.
Carrier 1: Ferrite Winding Crank + Pivot  = 97 lbs.
Carrier 2: 100 Wooden Boards + Ammo Bucket +Counterweight = 135 lbs.
Carrier 3: 500 Wooden Boards = 125 lbs.

Building a Catapult
To build a ballista, you need only have chosen a field of specialization from a tradecraft master. Siege weapons never require a skill greater than 1 in Siegecraft (all the siege weaponry cons yellow on the construction table at a skill of 1). This fact is important because it means you can never lose materials in a failed attempt at building a siege weapon. If you fail, you need only try the build again until you succeed.

Make sure you have a sewing kit, smithing hammer, and planing tool on you when attempting to build any siege weapon!

To physically emplace a catapult, you need to keep in mind the areas you want to bombard. Keep in mind that the ballista is an area effect weapon, so in RvR you will want to avoid hitting NPC spawns. You need to be particularly mindful of the minimum range of the ballista. Because it uses indirect fire, it does not require line of sight, but it uses the physics of a parabolic arc when firing, so your target must be a set range away to be fired on. The minimum range of a ballista is approximately 1500 units, and the maximum range is approximately 3500 units. Using /loc, you can estimate these distances. In defending a keep, you will need to place the catapult in the lord's tower or along the back wall in order to deliver fire on the gates. In the offense catapults can be used to deliver firepower on a defended keep, but you will need an accurate ground target. Do not build the catapult too close to the keep being attacked or it will be useless, and expect to have heavy counterbattery fire delivered on you if you deploy a weapon in a siege - it is very easy to target siege weapons outside the keep, but very hard to attack them inside.

The equipment carriers pass the engineer the full list of components once the engineer is standing in the spot the weapon needs to be built. The weight of all the components will overload the engineer to the point that he will be unable to move at all. Be mindful of this if the engineer is killed before construction is complete! If the engineer needs ressurecting before he has built the weapon, the resser needs to stand exactly where the engineer died, so that the engineer will be in the correct spot for construction. If you ressurect the engineer 50 feet away from where he died, he will not be able to walk to the correct spot, and all the equipment on him will need to be offloaded so he can move, creating a waste of critical time.
 

Readying the Catapult
Once the catapult is built it will drop on the ground, and give the engineer a dialogue box saying the catapulr has fallen to the ground, since it would not fit in your backpack. Click Ok. Now target the catapult you just built and type "/control release" so that the weapon control panel pops up and you ensure you have control of the weapon.

 
Ground Targeting Primer
Catapults use the ground target to determine where they fire. This is a system of targeting used by several different special abilities, including the Eldritch Negative Maelstrom realm ability, Warden Thornweed Field realm ability, and Nightshade Distraction base skill. The first thing you need to do is determine what your ground trgeting key is mapped to. To do this, type "/keyboard", to bring up the in-game key configuration listing, which scrolls across 2 pages. Locate the listing for Ground Target as shown below:

Now use the key indicated, in this case F10, to set your ground target's location. Press and hold F10, and use the arrow keys to move the pulsing targeting cursor across the ground. The cursor always starts directly under your character, then moves depending on the cursor movements you make. Once it is set, it will remain at the position you moved it to until you log off or manually move it again. When you let go of the F10 key, it plants your target at that spot, and prints out the grid coordinates of the cursor's current location.


Ground Target Cursor

There are two things which make ground targeting very useful. The first is that the cursor does not move relative to you, so you can run to the front of a keep, place a ground target with precision visually, then return to your catapult and aim at the new target. The second useful feature is the fact that even if you cannot see the cursor's position as a result of visual obstructions (e.g. you are in a keep's courtyard, and the cursor is in front of the keep) you can still use the coordinates to precisely place your ground target.

If you know you are going to defend a keep with a catapult, I strongly recommend going outside of the keep at some time before the siege begins, and mapping the coordinates of a few spots. Spots you'd target would be the outer gate, and a few areas where you think enemy casters/healers may congregate. Assassin climb points are also a good target to map, because the AE fire will break their stealth and not allow them to Critical Strike people inside the keep on the walls as easily. Write these grids down on a sheet of paper, so you can use them during the defense, and remember that they won't ever change, so you can keep that note safe and use it the next time you defend the same keep, without re-mapping the locations.

It's important to note one thing about locations used by catapults. They use a 6-digit number, based on an absolute grid for the region, whereas the /loc command gives a 5-digit reading in a region. For this reason you need to map your target reference points using the ground target, and not by simply using /loc. I do not know enough about the relation between the two coordinate systems to present a conversion between them.


 
Controlling the Catapult
 To take control of a catapult, you target the weapon while standing next to or in it, and type "/control". If the weapon has no controller, you will become the controller, and a pop-up window will appear on your screen with a timer-bar and a few commands on it. If at any point you wish to stop controlling the ballista, you should close the seige weapon pop-up box, then type "/control release" or simply move far away from the weapon. Now another operator can take over. Until you type "/control release", no one else may operate the equipment.
To bring the catapult into play, start by selecting a ground target as explained above and push the button marked "Aim". The aiming sequence takes 5 seconds to complete. If you move the ground target, the catapult will not track the target, you will need to re-aim it.
Now, hit the button marked "Arm" on the control window. The timer bar will begin to fill. It takes 30 seconds to arm a catapult. Note that the timer bar takes less than than 30 seconds to fill, so do not rely on the bar to gauge when the catapult is ready. When the Arm button is pushed, you will see the catapult's arm crank back.
Now that the weapon itself has been prepared using the arming sequence, you need to prepare the ammunition. Take 1 catapult stone from your inventory and drop it directly onto the catapult. You will see the catapult stone appear on the control panel window. Now hit the button labeled "Load". It takes 5 seconds to complete the loading sequence. Although you can load more than one stone at the same time, I recommend not doing so, since stoness tend to get bugged and are lost from inventory but become unfireable.
After the 5 second loading period has elapsed, press the "Fire" button in the window, and the catapult will visually rock back from launching the stone. You will also receive a melee damage report of the stone's damage, with the highest damage occuring at the center of the impact area, and the least damage at the fringe of the blast's effect radius.

At the spot the catapult stone lands, players can momentarily see a bag appear on the ground labeled "catapult stone". If you see one of these bags, you know that you are taking catapult fire and need to react to counter the effectiveness of the enemy's fire.

You can click any button in the sequence continuously until the catapult competes that step; although the timer bar resets, it does not restart the 5 or 30 second requirement. As soon as you have clicked "Fire", immediately click "Arm" again. The trick to efficient catapult operation is to focus on what you are doing. The display can be somewhat misleading, because after you have fired the catapult, the status bar begins filling again on its own, even before "Arm" is selected. However, you cannot fire the catapult again without arming and loading it first, even if the status bar completely refills! If you wait for the bar to refill on it's own after completing a fire, it will prompt you with a dialog of the sort "this weapon must be armed first", and hitting "Arm" will re-start the timer. Don't fall into this mistake - your troops are counting on you to deliver as much damage as possible as quickly as possible! Always re-arm the catapult as soon as you've fired it, since that is the longest sequence, and try and deliver rounds onto the enemy as quickly as possibly, since each round requires a minimum of 40 seconds to deliver. 

Running a Catapult with Hotkeys
An optional method of building and operating a catapult is by using a series of hotkeys, to avoid the trouble of using the control panel, which can be misleading and get in the way.

Macro 1 - Siegecraft menu Trebuchet icon
Macro 2 - /control release
Macro 3 - /control
Macro 4 - /aim
Macro 5 - /arm
Macro 6 - /load
Macro 7 - /fire
Macro 8 - /repair

Now for the construction:
Move to where you want the catapult emplaced, and get the parts.
Macro 1 (builds the catapult)
Target the catapult
Macro 2
Macro 3
now set up your ground target
Macro 4
Macro 5
Drop a catapult stone onto the weapon
Macro 6
Macro 7
Macro 5
Drop a catapult stone onto the weapon
Macro 6
Macro 7

And if the catapult requires repairs,
Target the catapult
Macro 8

Repairing the Catapult


Catapult hit point bar

It is essential that you watch the catapult's health bar to avoid having it decay before you are done. Catapults decay two different ways:
1) Slowly they decay naturally on a 15 minute timer.
2) Any enemy spell or melee damage also removes hit points from the catapult, particularly enemy bombardment fire from a catapult or ballista.

Presently siege weapon repairs only check the repairer's Woodworking skill using a pass/ fail skill check. If successful, you will repair the catapult's hit points to full. These repairs cost no resources, and do not require any wood or other material to attempt. If you fail your repair attempt, simply try again.


 
Practice makes Perfect
Even after reading this siege weapon primer, you will not be able to smoothly carry into battle, deploy, and operate a catapult without practice. Catapults are one of the more complex aspects of DAoC's RvR system, and the most difficult siege weapon to master, but can also have a huge impact when experienced troops use them correctly, especially in defense of a keep. Plan times to practice setting up, aiming, and firing catapults and remember that the key is to train many people to proficiency in their construction and operation, so they are built as fast as possible and used correctly.

 
Other Information
For more information on siege weaponry, be sure to check out Garek's Guides to Siege Rams and Ballistae. For more information on Keep Doors and the Woodworking skill, review Garek's Guide to Keep Doors.