Fortress

Fortresses were added in every territory of Aden and the adjacent lands. 21 fortresses in total.

Contents

About fortresses

Fortress, Screenshot

A fortress is a small residential clan building similar to a Clan Hall. It can be captured during a siege.

Depending on their location, fortresses are large or small, Border (Border Fortress) or Territorial (Territory Fortress).

Small fortresses

Fortress screenshot
Screenshot of the Narsell Fortress fortress

Large fortresses

Each area has one or two fortresses. They can choose an alliance with, or independence from, the castle of that territory.

Fortress rules

Fortresses, like Clan Halls, are a clan's home. A clan that owns a fortress can register for sieges of castles and other fortresses and claim them if it wins. In that case the old fortress passes to NPC.

A clan can own either a castle, or a fortress and a clan hall, at the same time. A clan that owns a fortress can build political ties with the clan that owns the castle in the same territory.

Etc spell books white i00 0Blood Oath of the clan can be obtained by capturing a fortress. Blood Oath can raise the clan's reputation and level by 9 level.

If a fortress owned by a clan is under siege, that clan can't take another fortress, even if it captures its flag.

World information/fortress information can be viewed on the minimap (Alt+M). Border fortresses are marked with a red flag, territorial ones with a blue flag.

Fortress siege

A fortress siege lasts one hour and can happen every 4 hours around the clock. If the combat flag (Flag of Fight) is raised on the flagpole, the fortress siege is over. A fortress siege starts 60 minutes after it's first declared through registration.

Fortress siege rules

The general rules of a fortress siege are similar to those of a castle siege. Participants are divided into three groups: the friendly side, the enemy side, and neutrals. For attackers, the whole alliance or clan becomes the friendly side; those not in alliances become neutrals.

After a fortress siege starts, defenders are marked with a shield icon above their heads, and attackers with a sword icon. The shield and sword icons are different colors.

Players can attack enemies and neutrals automatically without pressing Ctrl.

You can't attack friendly players.

Fortress siege registration

Registration for a fortress siege is similar to registration for a castle siege. A clan can register for a fortress siege. A clan of level 4 or higher can register for a fortress siege at the corresponding Suspicious Merchant NPC near the fortress.

The first clan to register for a fortress siege must pay a fee. Other clans registering for the same fortress siege don't pay. They have 50 minutes to register after the first clan.

Registration for a fortress siege can be canceled within 50 minutes of the first registration.

50 minutes after the first clan registers, Suspicious Merchant disappears, and after a countdown of another 10 minutes the siege begins.

The clan that owns the besieged fortress is automatically registered as the defender.

Start of the siege

After the siege starts, the area around the fortress counts as siege territory. In this territory registered clans can set up Siege Flags (Siege Headquarters).

The fortress gates close and special NPC guards appear. If there's a defending clan, the level of the NPC guards and various other functions depends on the level of Fortress Defense. A Commander NPC also appears, which the defending clan must protect.

Fortress siege process

Inside the fortress there are 3 to 5 barracks (depending on the fortress size), and the command barracks is in the center.

If all barracks are captured within 10 minutes of capturing the first one, the command barracks door opens automatically.

To capture a barracks, kill the Commander NPC of each barracks or cut the power in Control Room.

A clan can use Ballista Bombs to destroy Ballista inside the fortress and earn a certain amount of clan reputation for it.

If players fail to destroy all the other barracks within 10 minutes of destroying the first one, Commander NPC respawns and all barracks have to be destroyed again.

If players capture all barracks within the time limit, the command barracks doors open, and fortress flags appear inside.

When a player takes a flag, it's equipped automatically. There are three fortress flags in total. If a player carrying a flag dies, the flag respawns, so there are always three flags.

Fortress flags give their carriers two skills:

After the fortress is taken, the castle of this territory sends Ambassador NPC.

The flagpole is on the roof of Command Camp. If a clan manages to set the flag on the flagpole using the Raise Flag skill, it wins the siege and becomes the owner of the fortress.

After the fortress is taken, the castle of this territory sends Ambassador NPC, whom you can find inside Command Camp.

In Territorial Fortresses only the envoy from the castle of this territory appears. Envoys from all neighboring territories arrive at Border Fortress

The new owner of the fortress can either swear allegiance to the castle of this territory or remain independent.

The clan that owns Border Fortress can only declare independence.

Control Room

Besides setting flags, there's another way to capture a fortress — shut down Control Room, which is available only in large fortresses.

After all Sub Power Systems are shut down, a player with Access Card can open the door of this room.

Access Card can be obtained from the dwarves near Control Room.

To shut down Sub Power System, wait until its health drops. To shut down Sub Power System you need Maestro or Warsmith. To activate the controllers in Control Room you need a three-digit password.

Any class can enter the password, but Maestro or Warsmith. will find it faster

If a wrong password is entered a certain number of times, the controllers are temporarily disabled.

Once all main power in Control Room is shut down, the clan takes the fortress.

Fortress features

Manager NPC in the command barracks lets you reduce XP loss (as in Clan Halls), and offers territory teleports, buffs and Clan Warehouse.

From Supply Captain NPC you can get items such as shirts and talismans. You can also buy the Knight Unit and Guard Unit skills for CLP.

For Knight's Epaulettes you can buy shirts, bracelets and talismans.

In proportion to how long you own the fortress, you can get Clan Points.

If you've sworn allegiance to the castle, you can activate Fortress Defense Functions and get more Guards (at the next siege) and more items from Guard Captain.

Independent fortresses (those that haven't sworn allegiance to the castle) can enter the underground prison (instanced dungeon), where there's a prison gatekeeper Warder NPC.

Political activity

After capturing a fortress, a clan can swear allegiance to the corresponding territory or castle via Ambassador NPC.

In territorial fortresses only the envoy from the castle of the corresponding territory appears. In border fortresses envoys from all neighboring territories appear.

A clan that owns a territorial fortress can either swear allegiance to the castle or remain independent. A clan that owns a border fortress can declare independence via the envoy.

Ambassador NPC disappears after an hour. If no allegiance has been sworn by then, the fortress becomes independent.

If the clan swears allegiance to the castle, various functions become available.

Unaligned fortress (Nonpartisan State)

If the clan owning the fortress fails to choose between contract or independent status (Contracted State/Independent State) before the envoy disappears, the fortress becomes non-aligned (Nonpartisan State).

If a fortress is non-aligned, its defensive functions can't be used and the dungeon can't be used either, but the clan can use additional functions and reputation via Manager NPC.

Independent status (Independent State)

If the clan that captured the fortress decides to refuse allegiance to the castle, the fortress becomes independent (Independent State).

After capturing a fortress, a clan can declare independence via Ambassador NPC. If the fortress is independent, the clan that owns the castle in the same territory can register for a siege of this fortress.

Independent fortresses can't improve their defenses before the next siege.

Fortress management functions such as defense control aren't available in an independent fortress.

To get Fortress Items, an independent fortress can take part in dungeon raids under the fortress — Underground Prison. To do this, talk to Detention Camp Warden.

Allied status (Contracted State)

A fortress becomes allied when the clan leader agrees to an alliance by talking to the castle envoy.

When a fortress becomes allied, the clan owning it must pay the castle a tax every 6 hours of 12 500 adena. The tax is automatically collected from Clan Warehouse.

If the clan owning the fortress doesn't have enough adena in Clan Warehouse, the fortress status automatically changes from allied to independent.

When a fortress is allied, all its functions are available, but entry to the underground prison (instanced dungeon) is restricted.

When a fortress is allied, the clan can get supply items by talking to Logistics Officer NPC. The level of supply items rises every 6 hours when the tax is paid to the castle.

For each supply item, 2 CLP. is deducted from the clan that owns the castle the fortress swore allegiance to

If the CLP of the clan owning the castle drops to 2, the supply item level won't rise; the clan leader of the castle-owning clan will be notified by a system message.

The supply item level can be raised up to the sixth.

The level of supply items obtained from Logistic Officer NPC is zero. The castle-owning clan can use the underground prison (instanced dungeon) inside its castle if any fortress has sworn allegiance to the castle.

Rewards

By capturing a fortress, a clan gets 100 CLP (Clan Reputation Points). Losing the fortress doesn't cause the loss of CLP.

After capturing a fortress, the clan's reputation rises every six hours. From Logistics Officer NPC you can get Blood Oath.

During a fortress siege, Knight's Epaulette. can be obtained from Defender NPC or Commander NPC

If you hand in Blood Pledge or Knights Epaulette to Clan Merchant such as Ilia or Hulia, you can get a certain amount of CLP. for them

Residential Skill

The fortress owner automatically receives residential skills.

There are 2 residential skills in total, and in the Western Fortress fortress — 3 residential skills.

When a clan loses a fortress, it also loses residential skills.

Fortress Dungeon (Instanced Dungeon)

If the fortress is independent, you can get Instanced Dungeon Quest. from Warden NPC

Fortress Dungeon can be entered by a party of 3 or more players, at the party leader's request.

Fortress Dungeon can be entered every four hours by no more than one party.

Players can't request two Fortress Monster Prison at the same time.

You can't relog into Fortress Dungeon

On relog, the player appears in front of Fortress Dungeon NPC.

Killing the Raid Boss in Fortress Dungeon has a ten-minute time limit, or it disappears.

By killing the Raid Boss, you get Dungeon Leader Mark.

Dungeon Leader Mark can be exchanged for Knight's Epaulettes. They can be used to buy shirts, bracelets and talismans from Manager NPC.

See also