A fortress is a small area similar to a clan hall, can be either small or big. In order to capture a big fortress you need a warsmith to turn off the power station. Fortress siege lasts for one hour and all siege items can be used (elixirs,scrolls,etc).
The fortress siege registration procedure is similar to castle siege registration. A clan that is level 3 or higher can sign up to siege a fortress by talking to the Suspicious Merchant NPC near that fortress.
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.
Each fortress on the map has a colored flag next to it. A blue flag denotes a territory fortress, and a red flag denotes a border fortress.
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.
Clicking on any name in the list will show the fortress location on the map. A red and white checkered shield will pinpoint the location. Hoovering over this shield with your cursor will show quick information, including whether the property is at war or at peace, and the name of the owning clan. If you hoover over the map icon during a siege, the shield will display how many camps have been taken.
There is a list to help you distinguish a small fortress from a big one :
Small Fortresses
Tanor Fortress
Aaru Fortress
Archaic Fortress
Demon Fortress
Hive Fortress
Shanty Fortress
Ivory Fortress
Monastic Fortress
Narsell Fortress
Dragonspine Fortress
White Sands Fortress
Large Fortresses
Bayou Fortress
Floran Fortress
Antharas Fortress
Western Fortress
Hunters Fortress
Valley Fortress
Southern Fortress
Swamp Fortress
Borderland Fortress
Cloud Mountain Fortress
Once the fortress siege starts, Mercenary Captain will appear in front of fortress’ gates. This NPC must be protected from the attacking clan in order to open the doors from main building and get a flag. When you enter the fortress you must kill first three bosses. It would be good to kill them in a particular order and within 10 minutes to avoid respawn.
First of all kill the Guard Captain, don’t worry about guards around him, just ignore them since they will disappear when Guard Captain die. Try not to aggro him out of his room, leaving his room will fully restore the boss.
There are two more bosses to be killed. It is a matter of choice which one will be first. Mage boss is generally easier, so i would first choose this one. Kill healers first and then kill the boss. Just be careful and try to kill it fast to eliminate the risk of using AOE nuke.
After killing the mage boss, head to archer boss straight ahead. This boss is a bit harder and stronger than mage boss, that’s why a tank would be useful.
When the three bosses are dead, if u participate in a siege of a small fortress the doors of main building are open and u can capture the flags and run to the roof. If the fortress doesn’t have an owner, there will be a boss in the roof. You can just kite the boss away and people with flags start casting.
In case the fortress is big, after the three raid bosses are dead, you need a warsmith to turn off the power station. You just need few Control Room Cards, that can be obtained by Dwarven Gunnery Sergeants around Control Room. Meanwhile you should start killing the npc called General inside Officer's Barracks. When power station is off and General dead, doors from main building will open to get a flag and run to the roof.
Once you capture the fortress, two or even three passive skills will be added for all clan members.
There is a list with skills from each fortress :
Aaru Fortress - Residence Soul, Residence Clarity.
Antharas Fortress - Residence Empower, Residence Shield Defense.
Archaic Fortress - Residence Body, Residence Vigilance.
Bayou Fortress - Residence Might, Residence Empower.
Borderland Fortress - Residence Death Fortune, Residence Spirit.
Cloud Mountain fortress - Residence Death Fortune
Hunter Fortress - Residence Evasion, Residence Might.
Demon Fortress - Residence Spirit, Residence Moral.
DragonSpine Fortress - Residence Magic Barrier, Residence Resist Typhoon.
Hive Fortress - Residence Agility, Residence Resist Lava.
Ivory Fortress - Residence Moral, Residence Freedom.
Monastary Fortress - Residence Body, Residence Health.
Narsell Fortress - Residence Body, Residence Vigilance.
Shanty Fortress - Residence Body, Residence Shield Block
Southern Fortress - Residence Resist Typhoon, Residence Shield Block.
Tanor Fortress - Residence Movement, Residence Resist Lava.
Valley Fortress - Residence Clarity, Residence Health.
Western Fortress - Residence Death Fortune, Residence Shield, Residence Shield Block
White Sands Fortress - Residence Soul, Residence Residence Magic Barrier.
Skill Descriptions
Residence Agility: Increases the Evasion of all members of a clan in control of a property.
Residence Body: Increases Max. HP of all members of a clan in control of a property. (+5%)
Residence Clarity: Increases MP recovery rate of all members of a clan in control of a property.
Residence Death Fortune: Decreases Exp. loss and the chance of other death penalties when killed by a monster or player for all members of a clan in control of a property.
Residence Empower: Increases the M. Atk. of all members of a clan in control of a property. (~30matk)
Residence Fortitude: Increases resistance to stun attacks for all members of a clan in control of a property.
Residence Freedom: Increases resistance to hold attacks for all members of a clan in control of a property.
Residence Guidance: Increases the Accuracy of all members of a clan in control of a property.
Residence Health: Increases HP recovery rate of all members of a clan in control of a property.
Residence Magic Barrier: Increases the M. Def. of all members of a clan in control of a property.
Residence Might: Increases the P. Atk. of all members of a clan in control of a property. (~30patk)
Residence Moral: Increases CP recovery rate of all members of a clan in control of a property.
Residence Movement: Increases the Speed of all members of a clan in control of a property. (+6 speed)
Residence Resist Lava: Increases resistance to fire and earth attacks for all members of a clan in control of a property. (+10 Fire/Earth Resist)
Residence Resist Typhoon: Increases resistance to water and wind attacks for all members of a clan in control of a property. (+10 Water/Wind Resist)
Residence Shield: Increases the P. Def. of all members of a clan in control of a property.
Residence Shield Block: Increases the shield defense rate of all members of a clan in control of a property.
Residence Shield Defense: Increases shield defense power of all members of a clan in control of a property.
Residence Soul: Increases Max. MP of all members of a clan in control of a property.
Residence Spirit: Increases Max. CP of all members of a clan in control of a property.
Residence Vigilance: Increases resistance to sleep attacks for all members of a clan in control of a property.
The fortress siege registration procedure is similar to castle siege registration. A clan that is level 3 or higher can sign up to siege a fortress by talking to the Suspicious Merchant NPC near that fortress.
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.
Each fortress on the map has a colored flag next to it. A blue flag denotes a territory fortress, and a red flag denotes a border fortress.
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.
Clicking on any name in the list will show the fortress location on the map. A red and white checkered shield will pinpoint the location. Hoovering over this shield with your cursor will show quick information, including whether the property is at war or at peace, and the name of the owning clan. If you hoover over the map icon during a siege, the shield will display how many camps have been taken.
There is a list to help you distinguish a small fortress from a big one :
Small Fortresses
Tanor Fortress
Aaru Fortress
Archaic Fortress
Demon Fortress
Hive Fortress
Shanty Fortress
Ivory Fortress
Monastic Fortress
Narsell Fortress
Dragonspine Fortress
White Sands Fortress
Large Fortresses
Bayou Fortress
Floran Fortress
Antharas Fortress
Western Fortress
Hunters Fortress
Valley Fortress
Southern Fortress
Swamp Fortress
Borderland Fortress
Cloud Mountain Fortress
Once the fortress siege starts, Mercenary Captain will appear in front of fortress’ gates. This NPC must be protected from the attacking clan in order to open the doors from main building and get a flag. When you enter the fortress you must kill first three bosses. It would be good to kill them in a particular order and within 10 minutes to avoid respawn.
First of all kill the Guard Captain, don’t worry about guards around him, just ignore them since they will disappear when Guard Captain die. Try not to aggro him out of his room, leaving his room will fully restore the boss.
There are two more bosses to be killed. It is a matter of choice which one will be first. Mage boss is generally easier, so i would first choose this one. Kill healers first and then kill the boss. Just be careful and try to kill it fast to eliminate the risk of using AOE nuke.
After killing the mage boss, head to archer boss straight ahead. This boss is a bit harder and stronger than mage boss, that’s why a tank would be useful.
When the three bosses are dead, if u participate in a siege of a small fortress the doors of main building are open and u can capture the flags and run to the roof. If the fortress doesn’t have an owner, there will be a boss in the roof. You can just kite the boss away and people with flags start casting.
In case the fortress is big, after the three raid bosses are dead, you need a warsmith to turn off the power station. You just need few Control Room Cards, that can be obtained by Dwarven Gunnery Sergeants around Control Room. Meanwhile you should start killing the npc called General inside Officer's Barracks. When power station is off and General dead, doors from main building will open to get a flag and run to the roof.
Once you capture the fortress, two or even three passive skills will be added for all clan members.
There is a list with skills from each fortress :
Aaru Fortress - Residence Soul, Residence Clarity.
Antharas Fortress - Residence Empower, Residence Shield Defense.
Archaic Fortress - Residence Body, Residence Vigilance.
Bayou Fortress - Residence Might, Residence Empower.
Borderland Fortress - Residence Death Fortune, Residence Spirit.
Cloud Mountain fortress - Residence Death Fortune
Hunter Fortress - Residence Evasion, Residence Might.
Demon Fortress - Residence Spirit, Residence Moral.
DragonSpine Fortress - Residence Magic Barrier, Residence Resist Typhoon.
Hive Fortress - Residence Agility, Residence Resist Lava.
Ivory Fortress - Residence Moral, Residence Freedom.
Monastary Fortress - Residence Body, Residence Health.
Narsell Fortress - Residence Body, Residence Vigilance.
Shanty Fortress - Residence Body, Residence Shield Block
Southern Fortress - Residence Resist Typhoon, Residence Shield Block.
Tanor Fortress - Residence Movement, Residence Resist Lava.
Valley Fortress - Residence Clarity, Residence Health.
Western Fortress - Residence Death Fortune, Residence Shield, Residence Shield Block
White Sands Fortress - Residence Soul, Residence Residence Magic Barrier.
Skill Descriptions
Residence Agility: Increases the Evasion of all members of a clan in control of a property.
Residence Body: Increases Max. HP of all members of a clan in control of a property. (+5%)
Residence Clarity: Increases MP recovery rate of all members of a clan in control of a property.
Residence Death Fortune: Decreases Exp. loss and the chance of other death penalties when killed by a monster or player for all members of a clan in control of a property.
Residence Empower: Increases the M. Atk. of all members of a clan in control of a property. (~30matk)
Residence Fortitude: Increases resistance to stun attacks for all members of a clan in control of a property.
Residence Freedom: Increases resistance to hold attacks for all members of a clan in control of a property.
Residence Guidance: Increases the Accuracy of all members of a clan in control of a property.
Residence Health: Increases HP recovery rate of all members of a clan in control of a property.
Residence Magic Barrier: Increases the M. Def. of all members of a clan in control of a property.
Residence Might: Increases the P. Atk. of all members of a clan in control of a property. (~30patk)
Residence Moral: Increases CP recovery rate of all members of a clan in control of a property.
Residence Movement: Increases the Speed of all members of a clan in control of a property. (+6 speed)
Residence Resist Lava: Increases resistance to fire and earth attacks for all members of a clan in control of a property. (+10 Fire/Earth Resist)
Residence Resist Typhoon: Increases resistance to water and wind attacks for all members of a clan in control of a property. (+10 Water/Wind Resist)
Residence Shield: Increases the P. Def. of all members of a clan in control of a property.
Residence Shield Block: Increases the shield defense rate of all members of a clan in control of a property.
Residence Shield Defense: Increases shield defense power of all members of a clan in control of a property.
Residence Soul: Increases Max. MP of all members of a clan in control of a property.
Residence Spirit: Increases Max. CP of all members of a clan in control of a property.
Residence Vigilance: Increases resistance to sleep attacks for all members of a clan in control of a property.
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