Table of Contents

Fortress

Fortress Overview

A fortress is a small residential clan area, similar to a clan hall. It can be acquired by winning a fortress siege. Depending on their location, fortresses are either border or territory fortresses, large or small.

One or two fortresses are located in each territory. Each fortress can choose to be politically involved with, or independent from, the castle(s) in that territory.

General fortress information can be accessed by clicking on the World Info portion of the Map (Alt+M), located in the upper right hand corner of the window. Clicking on this button will display a slide-out window with tabs. Clicking on the Fortress Info tab will show a complete list of all fortresses, including their name, occupying clan, current status and time held.

Fortress siege guards upon dying, will drop some amount of Knight's Epaulette.

Fortress Features

Recovery, teleport, and support magic features can be activated by talking to the Foreman NPC. The Clan Warehouse can also be accessed from this NPC.

Various items such as Shirts, Talismans and Bracelets can be purchased from the Supply Unit Captain. Knight’s Epaulettes are used to purchase these items. Sub units skills are also acquired through this NPC.

Regardless of the political status (contract or independence) of the fortress, the fortress-owning clan receives Blood Oathes from the Logistics Officer NPC for every six hours that the fortress is owned.

If a fortress contracted to a castle, additional defense-related functions can be activated by talking to the Guard Captain NPC. If a fortress contracted to a castle, the fortress-defending NPCs can be strengthened and supplies can be purchased from the Logistics Officer NPC.

Independent fortresses (those that have not contracted to any castle) can enter an underground prison (instanced dungeon) by talking to the Detention Camp Warden NPC.

Fortress Rules

Similar to clan halls, fortresses serve as a clan residence. A clan that owns a fortress can register to siege castles and other fortresses, and can claim ownership of them if they win. If the clan owns an existing fortress, their previous residence becomes inhabited and controlled by NPCs upon claiming ownership of the new fortress.

One clan can own either a castle or a fortress (but not both). A clan that owns a castle or the fortress may also own a clan hall at the same time.

A clan that owns a fortress can establish a political connection with the clan that owns the castle in that territory.

A Blood Oath can be obtained through the occupation of a fortress. The Blood Oath can raise the clan’s reputation and level.

While a clan’s fortress is under a siege, the clan cannot acquire ownership of other fortresses, even if they capture another fortress’s flag.

Seventy-five hours after you take possession of a fortress, possession will be lost to the rebel army.

You cannot register for the fortress siege 2 hours prior to rebel army attack.

The fortress foreman has been changed to show the remaining time until the rebel army invades, information about the fortress, and the contract situation with the area harvest.

Siege Rules

General fortress siege rules are similar to castle siege rules. Participants are classified into three groups: friendly party, enemy party, and nonpartisan.

For attackers, the alliance and the clan members are classified as part of the friendly party. All other members that signed up for the siege are classified as part of the nonpartisan group.

Once a fortress siege starts, defenders are indicated by a shield icon over their head, while attackers has are indicated by a sword icon.

Players can attack enemies and nonpartisan without holding down the Control Key. Attacking friendly members is not allowed.

Preparation

Sieges

A fortress siege lasts for one hour, and can occur as often as every four hours, for 24 hours a day. Once the Combat Flag is raised on a flag pole, the fortress siege ends. A fortress siege begins 60 minutes after the first clan registers.

Siege Registration

The fortress siege registration procedure is similar to castle siege registration. A clan that is level 4 or higher can sign up to siege a fortress by talking to the Suspicious Merchant NPC near that fortress.

The first clan that signs up to siege a fortress must pay a participation fee of 250,000. Once this fee is paid, any other clans that wish to participate in the siege do not have to pay the participation fee.

After the participation fee is paid, all other clans that wish to participate have 50 minutes to sign up.

The siege registration can be canceled within 50 minutes of the initial siege sign-up.

Once the 50-minute time period for sign-ups has elapsed, the Suspicious Merchant will disappear. A 10-minute countdown will begin, after which the fortress siege will start.

If the fortress under siege is owned by a clan, that clan is automatically registered as defenders.

Siege Start

When a fortress siege begins, the area around the fortress will change to a combat field.

Registered clans can establish a headquarters on that combat field.

When the siege begins, all fortress doors close and designated guard NPCs are placed.

If a fortress is owned by a clan, the level of the guard NPCs and various defending functions are affected by the Fortress Defense Level. Also, a Mercenary Captain NPC will appear outside the fortress. This NPC must be protected by the attacking clans.