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Fortress


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.

Hovering the cursor over the fortresses on the map will show us information about the owner and its status.

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.

Basic 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 a 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 shows the remaining time until the rebel army invades, information about the fortress, and the contract situation with the area harvest.

Siege

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 are indicated by a sword icon.
Players can attack enemies and nonpartisan without holding down the Control Key. Attacking friendly members is not allowed.

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

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 must pay a participation fee of 2,000,000 Adena. Once this fee is paid, any other clans registering afterward do not need to pay.

After the fee is paid, all other clans have 50 minutes to sign up.
Registration can be canceled within those 50 minutes.

Once the registration period ends, the Suspicious Merchant disappears and a 10-minute countdown begins before the siege starts.

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

Siege Start

When the siege begins, the area around the fortress becomes a combat field. Registered clans can establish a headquarters there.
When the siege starts, all fortress doors close and guard NPCs are placed.

If a fortress is owned by a clan, guard NPC level and defenses depend on the Fortress Defense Level. A Mercenary Captain NPC also appears outside and must be protected by attackers.

There are several NPC camps inside a fortress: Officer’s Barracks, Control Room, Archer Unit, Guard Camp, and Support Unit. The Command Barracks is in the center.

To capture a camp, players must kill the Commander NPC. In large fortresses, the Control Room power must also be shut off.

If all camps are captured within 10 minutes of capturing the first, the Command Barracks door opens automatically.

Ballista Bombs can be used to destroy the ballista inside, granting clan reputation.

If all camps are not captured within 10 minutes, all Commander NPCs respawn and must be defeated again.

If all camps ARE captured within the time limit, the Command Barracks door opens and Combat Flags appear inside.

If the fortress is owned by a clan, the Mercenary Captain must survive for the Combat Flags to appear.
Three Combat Flags will appear. When a player takes a flag, it is automatically equipped. If the flag bearer dies, the flag returns to its spawn point.

Once a player carries a Combat Flag, their Speed and combat stats are reduced. They also gain an active skill allowing them to place the flag on the flag pole located at the top of the Command Camp.
If the clan raises the Combat Flag using the Display Flag skill, they win the siege.

After a clan claims a fortress, Special Envoys appear depending on the fortress type (territory or border).
For a territory fortress, only the territory’s castle envoy appears. For border fortresses, envoys from all adjacent territories appear.

The clan leader may choose to:
• Swear fealty to the castle (Contracted State), or
• Declare independence (Independent State).

Border Fortresses can ONLY declare independence.

Control Room

Large fortresses have an additional victory method: shutting down the Control Room.

To claim a large fortress you must:
1. Shut down all Sub Power Systems,
2. Open the Control Room using an Access Card,
3. Defeat all Barrack Captains,
4. Place the flag.

The Access Card drops from Dwarven Gunnery Sergeants near the Control Room.

Shutting down Sub Power Systems requires their HP to be low. Only Maestros and Warsmiths can shut them down.

The Control Room requires entering a 3-digit password. Any class can attempt it, but Maestros/Warsmiths can discover the password more easily.

If too many incorrect passwords are entered, the system locks temporarily.

Once Sub Power Systems and the main power are shut down, and Barrack Captains defeated, placing the Combat Flag grants victory.

Political Activities

Nonpartisan State

Right after victory, Envoys wait up to one hour for the clan leader’s political decision.
During this hour the fortress is in a nonpartisan state.

In this state:
• Defense-related functions and dungeon access are unavailable,
• Some features still work and reputation benefits are obtainable from the Foreman.

Independent State

A fortress becomes independent when:
• The leader chooses independence, or
• No decision is made within one hour.

Independent fortresses:
• Can be sieged by castle owners in the same territory,
• Cannot upgrade defense features via Guard Captain,
• Cannot view defense status via Logistics Officer,
• Do NOT receive supply items from the castle,
• CAN enter the Fortress Dungeon (instanced zone) via Detention Camp Warden.

Contracted State

A fortress becomes contracted when the leader swears fealty to the castle.

Contracted fortresses:
• Must pay taxes every 6 hours (auto-deducted from Clan Warehouse),
• Lose contracted status if taxes are unpaid,
• Can use ALL management features,
• CANNOT enter the Fortress Dungeon,
• Receive supply items every 6 hours from the Logistics Officer,
• Increase supply item level up to level 6,
• Each supply delivery reduces the castle clan’s Reputation Points by 2,
• If castle clan’s reputation < 2, supply growth pauses.

Castle clans can enter their castle instanced dungeon only if a fortress in their territory is contracted.

Fortress Features

Fortress benefits available from NPCs:

• Recovery, teleport, and support magic via the Foreman.
• Clan Warehouse access via the Foreman.
• Supply Unit Captain sells Talismans, Brooches, Jewels for Knight’s Epaulettes.
• Blood Oaths obtained every 6 hours regardless of political state.
• If contracted, defensive upgrades available via Guard Captain.
• If contracted, fortress NPCs and supplies can be strengthened.
• Independent fortresses can access the underground prison (Fortress Dungeon).

Fortress Prison (Instanced Dungeon)

When independent, the Detention Camp Warden grants access to the dungeon and related quest.

Dungeon rules:
• Party must be 2+ players.
• Leader must belong to fortress-owning clan.
• Can enter once every 4 hours.
• Only one party may be inside at a time.
• Restarting/logging out moves you outside.
• Raid Boss despawns after 10 minutes of inactivity.
• Killing the Raid Boss rewards Dungeon Leader Mark → traded for Epaulettes.

Rewards

• Capturing a fortress grants 100 Clan Reputation Points.
• Losing one does not deduct reputation.
• Reputation increases every 6 hours while owning a fortress.
• Blood Oaths can be collected from Logistics Officer every 6 hours.

Knight’s Epaulettes drop from Defender and Commander NPCs during siege.

Blood Alliance, Blood Oath, and Epaulettes can be traded to Clan Merchants Ilia or Hulia for clan reputation.

Residential Skills

A fortress owner automatically receives residential skills.
These skills apply to all clan units except the clan Academy.

Upon capturing a fortress:
• The clan immediately gains 2 residential skills.
• The Western Fortress grants 3 residential skills.

When a fortress is lost, all residential skills disappear.

Shanty Fortress – Small Territory Fortress

Residence Body – Max HP of clan members +222.
Residence Shield Defense – Shield Defense +225.

Southern Fortress – Large Territory Fortress

Residence Shield Block – Shield Defense +54.7.
Residence Resist Typhoon – Resistance to Water/Wind +10.

Hive Fortress – Small Territory Fortress

Residence Agility – Evasion +4.
Residence Resist Lava – Resistance to Fire/Earth +10.

Valley Fortress – Large Territory Fortress

Residence Clarity – MP Recovery Rate +5%.
Residence Fortitude – Stun Resistance +10.

Ivory Fortress – Small Territory Fortress

Residence Moral – CP Recovery Bonus +10%.
Residence Freedom – Hold Resistance +10.

Narsell Fortress – Small Territory Fortress

Residence Health – HP Recovery Bonus +1.09.
Residence Vigilance – Sleep Resistance +10.

Bayou Fortress – Large Territory Fortress

Residence Might – P. Atk. +34.6.
Residence Empower – M. Atk. +40.4.

White Sands Fortress – Small Territory Fortress

Residence Soul – Max MP +168.
Residence Magic Barrier – M. Def. +44.

Borderland Fortress – Large Territory Fortress

Residence Spirit – Max CP +444.
Residence Death Fortune – Reduced XP loss on death by monsters or PK.

Swamp Fortress – Large Territory Fortress

Residence Shield – P. Def. +54.7.
Residence Guidance – Accuracy +4.

Archaic Fortress – Small Territory Fortress

Residence Body – Max HP +222.
Residence Vigilance – Sleep Resistance +10.

Floran Fortress – Large Border Fortress

Residence Guidance – Accuracy +4.
Residence Freedom – Hold Resistance +10.

Cloud Mountain Fortress – Large Border Fortress

Residence Fortitude – Stun Resistance +10.
Residence Death Fortune – Reduced XP loss on death by PK/monsters.

Tanor Fortress – Small Border Fortress

Residence Resist Lava – Fire/Earth Resistance +10.
Residence Movement – Speed +6.

Dragonspine Fortress – Small Border Fortress

Residence Magic Barrier – M. Def. +44.
Residence Resist Typhoon – Water/Wind Resistance +10.

Antharas Fortress – Large Border Fortress

Residence Empower – M. Atk. +40.4.
Residence Shield Defense – Shield Defense +225.

Western Fortress – Large Border Fortress

Residence Shield – P. Def. +54.7.
Residence Shield Block – Shield Defense +54.7.
Residence Death Fortune – Reduced XP loss from PK/monsters.

Hunters Fortress – Large Border Fortress

Residence Might – P. Atk. +34.6.
Residence Agility – Evasion +4.

Aaru Fortress – Small Border Fortress

Residence Soul – Max MP +168.
Residence Clarity – MP Recovery Bonus +5%.

Demon Fortress – Small Border Fortress

Residence Spirit – Max CP +444.
Residence Moral – CP Recovery Bonus +10%.

Monastic Fortress – Small Border Fortress

Residence Body – Max HP +222.
Residence Health – HP Recovery Bonus +10%.

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