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PostHeaderIcon Fortresses

General information about Fortress

- 21 fortress exist. They are similar to clan hall,so they have teleport,buff, item creation. They can be Border and Territorial Fortress. The territorial are into the "area of influence" of castle, border not. They can be gib or small.
- Every clan can have a fortress, a clan hall and a castle together.

Siege

-A siege against fortress takes about an hour. Can be done 24h on 24 but every 4 hour, consequently there can be 6 siege for each fortress per day.
-In a siege can be obtain a Blood Oath, an item that permit to increase clan level and reputation.
- A clan whose fortress is under siege, can't, during the siege time, go to conquer other fortress. Although there could, the clan still could not keep the new fortress.
-To start a siege you need to speak to Fortress's Suspicious Merchant. Only clan with level 4 or more can partecipate. The first clan who decided to join pay a cash; the clan who will join after the first don't pay, but have only 50 minute to join. When this time finish, the siege start in 10 minute, so the fortress siege start after 60 minute of his declaration.
-To end a siege will be discussed 'at the Fortress's Suspicious Merchant.
-In this kind of siege there are the usual faction, allies, enemies,neutrals. The neutrals may take any side they want. The besiegiers have over their heads, the symbol of the sword, defenders a shield.
- Logically, if a clan that owns a fortress for them 'will soon' under siege, it will be 'automatically joined in the siege.

-The outside of the fortress will be siege zone, where the participants can place Headquarters.
-At inside the situation is a little complex. Could be a variable number from 3 to 5 of areas, depending on the size of the fortress to capture, set around a Command Camp, which will 'behind closed doors.
-To capture the areas need to kill the commander of that area. It's clear that the defenders will defend this NPC.
-Unfortunately for assendianti the areas are caught in a time of 10 minutes by catching the first area. If not 'so', all the different areas Commander NPC killed, reappear and must be killed again.
-If the clan had to achieve it are caught, will open 'the door of the Command Camp. You will move 'the real action.
- The inside of Command Camp have 3 flags, the Fortress Flag, that are the principal key to win the siege. To win, you need to raise all the flag in the flag pole. The player can take the flag that will be istantly equipped. If the player die, the flag will return to the start position. (The flag have a passive skill that slow the player who take it. Who take the flag receive the skill called ' Raise Flag' need to raise the flag into the flag pole.)

Siege's End

-After the siege's victory,will be sent 1 or more NPC Ambassador.If the fortress conquered is Border, many ambassadors arrive and ask that policy will follow 'the owner of the fortress. The only choice will be 'independent.
-In the case if the fortress is territorial, will arrive 'just an Ambassador belonging to the clan that controls under which the castle is the fortress, clan possessor of the fortress will be able to' decide whether to swear allegiance 'or whether to remain independent.

Alternative way to conquer a fortress

- If you're doing a siege against a fortress more 'big in addition to raising the flag, you can' also operate at the Control Room.
- Around it, there will be the Sub Power System, which must shut down. This commitment will be covered by Maestros or Warsmiths which will have to wait until the energy of the Sub Power System will come down 'to zero.
- Always around it will be the NPC Dwarves that will give/drop The Access Card, required to open the Control Room, once disabled all Power Sub System.
- Inside the Control Room will be off of the panels, but require a password. To obtain the password is 'better to use a Maestro or Warsmith, which are more' quickly, but you can also use other classes. Cracking the password is done automatically, but the password will go 'then inserted into the panel. If the password entered will be 'incorrect, then the panel will remain' inactive for a period of time.
- When all panels have been disabled, you will gain 'possession of the fortress.

Hostilities, 'Neutrality', Alliance

- As mentioned before, at the end of the siege will reach 'an Ambassador NPC to decide on the policy to be held. The functions, the defense will change depending on it.

- Hostilities' -
- It 's obvious that the fortifications are defensed, and are' known each castle in lineage can 'increase or less than its defense. With a declaration of hostility 'towards the castle, which controls the area of influence of the fortress can not be' to increase its defense.
- One can not 'therefore no access panel for managing defense and their monitoring.
- The advantage and 'you will be able to' access to an underground dungeon the Underground Prison. Within this there can be 'access only party and you can not' reconnect within this, if you do, you will be teleported outside. Here you will appear 'a boss who will go' disintegrated in 10 minutes to get the Dungeon leader Mark. This can 'be mistaken for Knight's Epaulettes, and other objects. The Knight's Epaulettes are the "currency" for buying items only fortresses. Furthermore, these objects can be exchanged to Ilia,NPC in Aden or Ulia in exchange for clan points.

- Neutrality '-
- Neutrality 'actually is not declared. It was where a clan can not decide what to do next time, politically speaking. In fact, the Ambassador NPC disappears after 1 hour.
- In case of neutrality 'can not' enter the panel hearing, nor can 'enter the underground dungeon.

- Alliance -
- The allies will enjoy the castles of supplies by the castles themselves. The panel that controls the supply and 'operated by an NPC.
- Moreover, the allies will always increase its defenses speaking with several (there are more 'than one) that increase the ability NPC' guards and various resistances.

Common Benefits


- The owner of a fortress gain 2 skill. An extra skill can 'be earned if the fortress is situated on the Western Borderline.
- All clans that own fortresses, regardless of their alignment receive 100 points when they get the clan stronghold, and 'scores will increase every 6 hours.
- Items such as: Blood Oath, Fashion items, Bracelets can be purchased.
- The buff that can receive the clans, are similar to those of the clan hall
- The teleport vary from area to area.

 
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