Fortress Siege
A fortress can be captured by a clan that does not own a castle, but the clan may own a clan hall (in any town). If a clan that already controls a fortress conquers another one, the previous fortress becomes ownerless.
Fortresses have their own classification: large and small, border and territorial.
Territorial fortresses are marked on the map with a blue flag, border ones with a red flag. Each territory has 1—2 fortresses. Fortress owners can decide for themselves whether their fortress will be politically neutral or involved in the politics of the territory where it is located.
If the fortress owners have sworn allegiance to the lord (the castle owner), then extra fortress defense functions and extra NPC soldiers can be ordered from Guard Captain NPC, and some supplies can be bought from Logistics Officer NPC (which ones is unclear; we'll find out).
If the fortress owners have stayed independent of the castle owner, the clan can enter underground prison (instanced dungeon) — there is an RB there that drops knight epaluette. They say that if it isn't killed within a certain period of time, it will come out during the next fortress defense and kill everyone indiscriminately.
The list of fortresses and their owners can be viewed in the game by opening the map and clicking "World info" -> "Fortress info".
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What a fort gives
Foreman NPC provides Recovery, teleport, buffs and access to the clan warehouse — everything as in a clan hall.
Supply Unit Captain sells Shirts, Talismans and Bracelets for Kinght's Epaulettes - as in a castle. The same NPC gives Sub units skills.
Logistics Officer NPC gives the clan Blood Oathes. every 6 hours
Clan Merchants Ilia or Hulia exchange Blood Alliance, Blood Oath, Knights Epaulette for clan points (reputation).
75 hours after a fortress is conquered, it passes into the possession of rebel army and will have to be conquered again. You must sign up for the next siege no later than 2 hours before it starts.
A clan that owns a fortress automatically gets extra clan skills that apply to all units except academy members.
Siege rules
Register for the Preliminary Contest
The clan leader must register for the siege with Suspicious Merchant NPC. The clan must be level 4 or higher. The siege starts 60 minutes after the first clan registers for it. The clan that registers first pays a fee of 250 000 adena. Subsequent clans register for free and have exactly 50 minutes to register. You can also cancel your participation in the siege within 50 minutes. After 50 minutes the NPC disappears.
Siege process
A fortress siege works the same way as a castle siege. A little sword glows above attackers' heads, and a little shield above defenders'. For friendly parties — clanmates and allies — this sword/shield will be blue; for all other clans registered for the siege (they are considered enemy party) — red. Clans not registered for the siege are considered nonpartisan party. Accordingly, during the siege you can attack non-partisans and enemy parties.
A fortress siege lasts 1 hour. Fortress sieges on the server are held every 4 hours around the clock.
The siege ends as soon as one of the clans raises Combat Flag on flag pole.
Registered clans can set up headquarters in the combat zone. If the fortress is already owned by someone, it has a certain Fortress Defense Level, which depends on the owner clan's level.
Attacking clans must guard Mercenary Captain NPC, located outside the fortress (no idea what that means).
During the siege, Defender NPC or Commander NPC can give out Knight's Epaulettes.
After the siege
When a clan conquers a fortress, it receives 100 Clan Reputation Points. (If the clan loses the fortress, its reputation is not affected in any way). Every 6 hours the reputation of the fortress-owning clan increases.
After the victory, Special Envoy NPC appears (for 1 hour). The clan leader has 1 hour to decide whether to stay independent (independent state) or swear allegiance to the lord (contracted state).
Independent State vs Contracted State
If the fortress stays independent:
- The owner of the castle whose territory the fortress is in has the right to sign up for a siege of this fortress.
- The fortress owner cannot upgrade fortress defense features
- Logistics Officer NPC does not report on fortress defense status
- supply items from the castle of this territory are unavailable
- But! The dungeon with the RB is available! (talk to Detention Camp Warden NPC).
If the fortress is under contract with the lord:
- The fortress-owning clan pays tax to the castle owner every 6 hours (the money is automatically deducted from the clan warehouse, and if that amount isn't there, the fortress status automatically changes to "independent").
- All fortress-management features are available, but there is no access to the dungeons - dungeon access is given to the clan that owns the Castle!
- Logistics Officer NPC supplies supply items. The level of these items increases every 6 hours while the tax is paid. The maximum level is 6. For every 12 hours of such supply, 2 clan points are deducted from the Castle-owning clan (if that clan has fewer than 2 points, the supply items stop leveling up).
About the dungeons
- To enter the dungeon, every party member from the clan must have completed the quest that gives Detention Camp Warden NPC.
- To enter the dungeon, the party must have more than 2 people. Only the PL needs to talk to the NPC, and then the party is let in.
- Only 1 parties can enter the dungeon, and only 1 time(s) every 4 hours. If you relog in the dungeon, you'll be thrown out to the surface when you log back in.
- The RBs disappear if you don't attack them within 10 minutes of entering the dungeon.
- If the RB is defeated successfully, the party receives Dungeon Leader Mark item, which are exchanged for Knight's Epaulettes.



