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Overview of Fortress war

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Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 9:56 pm

A fortress war is a guild combat with up to 300 users participated.
All of the guilds on the Silkroad fiercely fight each other to occupy the fortresses distributed at various locations.
The fortresses are located in the vicinity of large cities (large
fortresses) and trading centers (small fortresses). Guilds succeeding
in occupying large fortresses are entitled to fix tax rate and levy
taxes in large cities. Guilds succeeding in occupying small fortresses
are entitled to fix tax rate and levy taxes at trading centers,
ferries, private boats and tunnels.
Fortress nameJangan
Fortress
Bandit
Fortress
Donwhang
Fortress
Black Robber Den
Fortress
Hotan
Fortress
Constantinople
Fortress
Evil-order
Fortress
Samarkand
Fortress
LocationGrassland in
China
Tiger
Mountain
Western
China
Tarim BasinHotanEastern EuropeAsia MinorCentral Asia
TypeLargeSmallLargeSmallLargeLargeSmallLarge
ImplementedImplementedNot ImplementedNot ImplementedNot ImplementedNot ImplementedNot ImplementedNot ImplementedNot Implemented

<-- Distribution of Fortresses -->
In the fortresses, it is allowed for occupying guilds to produce
items relevant to the fortress wars, train different transportation
measures, and enjoy comfort rest.
The fortress war takes place on every Friday (Silkroad standard time).
A guild winning the fortress war is entitled to occupy the fortress for one week.
A guild occupying a fortress is allowed to fix tax rate on every Saturday, and levy taxes.
A
server succeeded in occupying the fortress is announced on the homepage
two hours after completion of the fortress war, and the tax rate is
notified on the homepage at 00:01 on every Sunday morning.
You can move to the fortress as follows.

Movement through the gate of the fortress
You can make access to a fortress through the gate of the fortress located in the field.
Guilds
defending a fortress and those applied for fortress attacking are only
allowed to participate the game during the fortress war period;
however, any guilds are allowed to do so before the fortress war
starts. If the fortress is crowded or guild member is wearing job
uniform, entering into a fortress is forbidden.
The guilds occupying
the fortress and the alliance guilds are allowed to move to Gate of
Charge or Gate of Glory outside the exterior castle through Gate of
Revival.




Returning to Fortress



Guild wearing uniform indicating his/her job is not allowed to enter
into a fortress; and no guild is allowed to do so when the quota has
been reached.

Moving from inside of the exterior castle to outside of the castle
The guilds occupying the fortress and the alliance guilds are
allowed to move to Gate of Charge, Gate of Glory or adjacent large city
outside the exterior castle through Gate of Revival inside the exterior
castle.


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Fortress structure

Post by TsalaS on Tue Feb 05, 2008 9:59 pm

A fortress consists of components playing the key roles of the a
fortress war including; the heart of the fortress, the castle gate for
defending the fortress, defending camps, the guard tower, obstacles for
installing items, a command post and the war flags. The structures of
the fortress can only be destructed with weapons of castle attack.




Structures of Fortress Construction

Heart of Fortress
The utmost target in a fortress war: This structure cannot be
attacked unless you succeed in destroying all the guard towers inside
the fortress. Once you destroy the heart of the fortress, you are
allowed to occupy the fortress upon temporary basis.
The heart of
the fortress can exercise its own attacking functions to reduce HP of
enemies, and to cause abnormal conditions to the enemies.
Phase IHP damaged and reduced by 5%; abnormal condition of freezing (grade 4, 40%)
Phase IIHP damaged and reduced by 9%; abnormal condition of freezing (grade 5, 40%)
Phase IIIHP damaged and reduced by 13%; abnormal condition of freezing (grade 8, 40%), abnormal condition of frostbite (grade 8, 10%)
Phase IVHP damaged and reduced by 17%; abnormal condition of freezing (grade 9, 40%), abnormal condition of frostbite (grade 9, 10%)
Phase VNot Implemented

Castle GateThe sole access point for entering into
the exterior castle with high durability and defense abilities. The
commander, the deputy commander and the combat administrator of the
occupying guild are allowed to open and close the gate with a pulley.
When the castle gate is destroyed, the attacking team is allowed to
move to the exterior castle.
Defense campsCamps are formed around the castle
gate, the guard tower and the heart of the fortress. If the members of
the fortress-occupying guild remain inside the defense camps, both of
the physical/magical damage and the damage absorption rate increase.
(The defense camps can only be formed by the occupying guild, not to
the members of the alliance guild.)
Guard towersThe guard towers, upgraded gradually
dependent upon period of fortress occupation, create seals protecting
the heart of the fortress to cause abnormal conditions and magical
damages to the enemies within their premises.
There are four types of the guard towers, which are provided with attacking functions from phase II.

Thunderbolts guard towerCauses damages to enemies within 25 meters every five seconds.
Causes abnormal conditions to enemies within 25 meters every five seconds.
Phase II of Thunderbolts guard towerPhase II: Abnormal condition of electric shock (grade 4)
Phase III of Thunderbolts guard towerPhase III: Abnormal condition of electric shock and decomposition (grade 6)
Phase IV of Thunderbolts guard towerPhase IV: Abnormal condition of electric shock and decomposition (grade 9)
Phase V of Thunderbolts guard towerNot Implemented
Flame guard towerCauses damages to enemies within 25 meters every five seconds.
Causes abnormal conditions to enemies within 25 meters every five seconds.
Phase II of Flame guard towerPhase II: Abnormal condition of burn (grade 4)
Phase III of Flame guard towerPhase III: Abnormal condition of burn and weakness (grade 6)
Phase IV of Flame guard towerPhase IV: Abnormal condition of burn and weakness (grade 9)
Phase IV of Flame guard towerNot Implemented
Freezing guard towerCauses damages to enemies within 25 meters every ten seconds.
Causes abnormal conditions to enemies within 25 meters every ten seconds.
Phase II of Freezing guard towerPhase II: Abnormal condition of burn (grade 4)
Phase III of Freezing guard towerPhase III: Abnormal condition of burn and weakness (grade 6)
Phase IV of Freezing guard towerPhase IV: Abnormal condition of burn and weakness (grade 9)
Phase V of Freezing guard towerNot Implemented
Darkness guard towerCauses damages to enemies within 25 meters every five seconds.
Causes abnormal conditions to enemies within 25 meters every five seconds.
Phase II of Darkness guard towerPhase II: Abnormal condition of intoxication (grade 4)
Phase III of Darkness guard towerPhase III: Abnormal condition of intoxication and combustion (grade 6)
Phase IV of Darkness guard towerPhase IV: Abnormal condition of intoxication and combustion (grade 9)
Phase V of Darkness guard towerNot Implemented

Structures of Item Installation

Obstacles
A structure which can be formed by an item has low defense and low durability.

Command post tentsA structure which can be
formed by an item such as obstacle. It can be formed one per each
attacking guild. The command post tent is used as a location for
revival of the attacking guild, and recovery of HP/MP of the guild
members increases by 100% when the members remain within a specified
premise.
Combat flagsThere are three types of the combat flags, the castle attacking weapons: These flags may be destructed or eliminated over time.
* Flag of combat - The physical/magical damage of up to 24 guild members within 24 meters for two minutes increases by 10%.
*
Flag of defense - The physical/magical damage absorption rate of up to
24 guild members within 24 meters for two minutes increases by10%.
* Flag of healing - The HP/MP of up to 24 guild members within 24 meters for two minutes increases by 5% every five seconds.

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Re: Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 10:01 pm

Installing, repairing and maintaining the structure




Installing Structures
The structures of the fortress are installed by NPC, the combat
assistants, during period other than fortress war. The heart of the
fortress, the castle gate and the guard towers are provided in default.
However, the defense comps are installed at locations designated by the
commander or the war administrator. However, the structures consisted
of items are allowed of installation only during the fortress war. The
structures can be installed at specified locations only by making use
of mobilized items. (Except the flags)

Repair of Structures
NPC, the combat assistant, can make use of paid Gold to perform
repair of the structures installed at the fortress with paid Gold for
periods other than fortress war; and the repair tools to do so during
fortress war.
Small and medium repair tools are available from the
fortress clerk; and large tools shall be ordered to the blacksmith in
the fortress.
Repair work of the structures are allowed to the structures installed at the fortress only, not to those consisted of items.

Command post tents* Select structure to repair.
* Use appropriate repair tools within effective radius of the selected structure.
(The tools are available only to the commander and the deputy commander of the fortress-occupying guild.)
* While repairing with the repair tools, durability of the structure increases, and is successfully repaired.
(Repair work is cancelled when attacked during repair, and no other action can be taken during the repair job.)

Upgrading Structures
The structures installed at the fortress can be upgraded upon
payment of certain amount of Gold and GP to NPC, the combat assistant.
The higher the upgraded level goes, the longer the upgrade period gets,
and the more Gold and GP increases to pay.
If a structure at a next
phase is higher than the level of the character to upgrade, it is not
allowed to make upgrade. If durability is less than 100%, upgrade is
allowed only after completion of repair work.
Upgrading up to phase III or V demands elapse of certain periods.

Conditions of Structures
Any structure with durability less than 100% demands repair work.
Once durability decreased down to 0%, the structure is destructed.
Destructed structure cannot be selected with mouse click. A single
notice of structure destruction is given to each user participating a
fortress war. (Applicable structures: The castle gate, the guard
towers, the command post tents and the heart of the fortress)

Operation of Structures
Operation of structures is limited to those that are available of
opening and closing with pulleys. Please note that even the limited
operation is not allowed if the castle gate is destructed. Authority
for operation of the pulley is limited to: Commander, deputy commander
and administrator of the fortress war of the fortress-occupying guild
(including temporary occupation).


Last edited by on Tue Feb 05, 2008 10:14 pm; edited 1 time in total

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Employing NPC

Post by TsalaS on Tue Feb 05, 2008 10:07 pm

Employing NPC
Dialog with NPC at the fortress is not allowed unless a user employs a fortress administrator.




Laying NPC Off
It is not allowed to lay the fortress NPC off with discretion of a user.
The
fortress NPC is forcibly laid off once the user loses the fortress war.
Once the fortress is laid off, all the item production and training
courses performed by the NPC are terminated.

Use of NPC
Once NPC is employed, any member of the fortress-occupying guild and
its alliance guild can use the menu of NPC. However, user of some of
the functions is restricted to the guild master (the commander at the
fortress war), and the staffs appointed by the guild master. (Except
those temporarily occupying fortress at the war)

Fortress Management


ItemCommander at fortress warFortress war administratorProduction administratorTraining course administratorCommon guild member
Adjustment of tax rateOXXXX
Tax levyingOXXXX
Employing NPC OXXXX
Purchase of guard mobilization itemsOOXXX
Guard positioningOOXXX
Installing obstaclesOOXXX
Guard laying offOOXXX
Fortress structure ManagementOOXXX
Fortress structure operationOOXXX
Item productionOXOXX
COS trainingOXXOX

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Re: Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 10:10 pm

A FORTRESS ADMINISTRATOR
is NPC employed in mandatory once a
fortress is occupied, and performs jobs such as tax control, tasks for
fortress war, and employing new NPCs.


Tax control
The fortress administrator is entitled to adjust tax rate and levy
taxes at large cities and specialty stores relevant to the occupied
fortress.
Tax rate is adjusted in range between -20% and +20%. Tax
rate adjustment is available from 00:00 to 23:59 every Saturday, and
not restricted of frequency.
Levying taxes is allowed only on every Saturday. When you click Levy button, the taxes are transferred to the inventory.
Authority for levying taxes is restricted to the guild master (the commander at the fortress war).

Installing Structures
The structures of the fortress are installed by NPC, the combat
assistants, during period other than fortress war. The heart of the
fortress, the castle gate and the guard towers are provided in default.
However, the defense comps are installed at locations designated by the
commander or the war administrator. Meantime, the structures consisted
of items are allowed of installation only during the fortress war. The
structures can be installed at specified locations only by making use
of mobilized items. (Except the flags)

Repair of Structures
NPC, the combat assistant, can make use of paid Gold to perform
repair of the structures installed at the fortress with paid Gold for
periods other than fortress war; and the repair tools to do so during
fortress war.
Small and medium repair tools are available from the
fortress clerk; and large tools shall be ordered to the blacksmith in
the fortress.
Repair work of the structures are allowed to the structures installed at the fortress only, not to those consisted of items.

Command post tents* Select structure to repair.
* Use appropriate repair tools within effective radius of the selected structure.
(The tools are available only to the commander and the deputy commander of the fortress-occupying guild.)
* While repairing with the repair tools, durability of the structure increases, and is successfully repaired.
(Repair work is cancelled when attacked during repair, and no other action can be taken during the repair job.)

Price change upon tax rate adjustment & taxes
* Common items
- Item purchase price of user = Basic item purchase price + taxes
- Item sales price of user = Basic item sales price -taxes
* Specialties
- Specialty purchase price of user = Basic specialty purchase price + taxes
- Specialty sales price of user = Basic specialty sales price -taxes
* Fees for Door of Dimensions, the parries, the private boats and the tunnels are charged in the same way of the common items.
* Exception
- The members of the fortress-occupying guild and its alliance guild are applied with tax rate between -20% and 0%.
(Tax rate greater than 20% is automatically reset to 0%.)

Re-purchase and tax rate of itemsPrice of re-sales
of item is the basic item price less tax, and price of re-purchase of
item is the highest price among the basic price and the sales price.
For
example, when the basic price of an item is 1,000 Gold, and the tax
rate is 10%, the sales profit of the item is 900 Gold. In such a case,
since the basic price of the item is higher, the price of re-purchase
is the basic price of the item, 1,000 Gold.
However, when the basic
price of an item is 1,000 Gold, and the tax rate is -10%, the sales
profit of the item is 1,100 Gold. In such a case, since the sales price
of the item is higher than the basic price, the price of re-purchase is
1,100 Gold.
Conditions of Structures

Information is available from the fortress administrator including
fortress war schedules and guilds applied for fortress war to the
fortress administrator. (The information is available any members of
the fortress-occupying guild.)

Employing fortress NPC




Authority for employing NPC is restricted to the guild master (the
commander at the fortress war). Employing NPC demands payment of
defined Gold and GP.

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Re: Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 10:12 pm

Fortress clerk

Fortress clerks are positioned at large city adjacent to the
fortress, and perform their jobs such as applying fortress war, and
purchase/sale of items relevant to the war.



Application for fortress war

Application for castle attacking at fortress warAuthority
of applying for fortress war is restricted to the guild master within a
defined period, and application for the war shall meet the following
requirements:
- Guild level or higher
- Guild members 3 or more as of application
- Defined registration fee
-Guild other than alliance guild of fortress-occupying guild

Application for castle defending at fortress warA
guild master is entitled to apply for castle defending during fortress
war application if its alliance guild occupies a fortress. Application
for castle defense of fortress war shall meet the following
requirements:
- Guild level or higher
- Guild members 3 or more as of application
- No registration fee

Canceling fortress warAuthority of canceling
fortress war is restricted to the guild master prior to a defined
period. Press Cancel button on the UI window of Apply/Cancel Fortress
War. (Please note that the registration fee is not reimbursed.)
Items relevant to fortress war


Combat assistant
Combat assistants are positioned in the fortress, and are
responsible for employing guards and managing the structures.
Authorities for use of the combat assistant are restricted to the guild
master (the commander at the fortress war) and the fortress war
administrator.

Fortress structure managementPressing Manage Structure button displays Manage Structure window indicating the fortress map and structure information.

Upgrading the structures of the fortress shall meet the following requirements:
¢Ù The level of the guild master and the fortress war administrator should be higher than required level of the structures.
¢Ú Gold and GP are necessary for upgrading.
¢Û A defined period shall elapse at the level of the concerned structures for upgrading.
¢Ü Upgrading is not allowed if durability of the structure is not 100%.

Employing guards




It is allowed to employ guards by purchasing the items for
mobilization of guards. Purchase of the items for mobilization of
guards consumes Gold as well as GP.
There are two types of guards: Mobile patrol guard and stationary protecting guard.

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Re: Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 10:15 pm

Blacksmith
The blacksmith is positioned in the fortress, and is responsible for
production and repair of the items. Authorities for use of the
blacksmith are restricted to the guild master (the commander at the
fortress war) and the production administrator. Employing a production
administrator saves costs and time of item production.

Item repairingRepair of the items by the
blacksmith is same as done for common items. However, the blacksmith is
allowed to repair the entire items.
Item production

Pressing Fabricate Items displays a list of the items available of
production at the fortress. Placing the mouse point over one of the
items for production displays basic information, production period, and
demanded Gold and GP of the item.
Once production of an item is
complete, Complete button is activated, and the item is issued to the
guild master or the production administrator who pressed Complete
button.

Trainer
The trainer is positioned in the fortress, and is responsible for
training of transportation vehicles. Authorities for use of the trainer
are restricted to the guild master (the commander at the fortress war)
and the training administrator. Employing a trainer saves costs and
time of training.

COS training




Pressing Train COS displays a list of a list of available COS to
train at the fortress. Once COS training is complete, Complete button
is activated, and COS is issued to the guild master or the training
administrator who pressed Complete button.

COS is defined as transportation/movement vehicle or pet used Silkroad Online.

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Re: Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 10:16 pm

Guards
Guards are NPCs responsible for security of the fortress.
Authorities of use and positioning the guards are restricted to the
guild master (the commander at the fortress war) and the fortress war
administrator. Types of the guards are defined for positioning at each
fortress: The levels of the guards and the mobilizers are as follows:

Guards positioning

There are two types of the guards: Stationary and mobile patrol
guards. Up to 30 guards can be positioned at the large fortress; and up
to 15 at the small fortress.
Use the guard-mobilization orders to position the guards: Click the left mouse button at the locations to position the guards.
(The
guards can be positioned at the areas indicated with yellow circles
only. If the areas are indicated with red circles, guard positioning is
cannot be made.) The guards can only be positioned during the
preparation period for the fortress war; they are not allowed to be
positioned over the structures. Further, it is not allowed to position
the guards at fortresses other than those under occupation.

Laying off and eliminating guardsgPress D button on Target window of the guards, and OK button on Verify window to lay the guards off.
Authorities
for laying the guards off are restricted to the guild master (the
commander at the fortress war) and the fortress war administrator.
Any guards killed in action are not regenerated, but eliminated.


Types of guards mobilized for each fortress


PK rules for guardsThe guards are of friendly
relationship with the fortress-occupying guild and its alliance guild,
and shall not be forcibly attacked independent upon periods of fortress
war and occupation. Members of a guild other than fortress-occupying
guild and its alliance guild are allowed to forcibly attack the guards.
If a user is a member of a foe guild, or a killer, the user is attacked
by the guards. (A killer member of a fortress-occupying guild or its
alliance guild is free from attack.)
Fortress monster
A fortress monster is a symbol of a fortress, and authorities for
mobilizing the monsters at the fortress war are restricted to the guild
master (the commander at the fortress war).
There are two types of
the fortress monsters: Production monsters fabricated at the fortress;
and monsters for sale available from the fortress clerk.

The production monsters are fabricated by the blacksmith inside the fortress.
The fabricated fortress monsters can only be employed within the concerned fortress.
The monsters fabricated at the fortresses are as follows:

The monsters for sales are available from the fortress clerks in respective large cities, and can be employed at any fortresses.
The monsters available of purchase at the cities are as follows:

The level of the fortress monster is identical with that of the
mobilizer, and each monster bears capability of that of giant monster.
A fortress monster automatically disappears when HP of the monster decreased down to zero, or at 20 minutes after mobilization.

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Re: Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 10:17 pm

Being prepared for fortress war
The fortress war is performed on Friday, and proceeds with every other week after starting the first fortress war.
A guild winning the fortress war is entitled to occupy the fortress for one week.
Application
for a fortress war shall be submitted to the fortress clerk in a period
from Monday till Wednesday of a week when a fortress war takes place.

MonTueWedThuFriSatSun
Week 1Application period for fortress war
Fortress war
(PM 7~9)
Tax levying
Adjustment of tax rate

Week 2Application period for fortress war
Fortress war
(PM 7~9)
Tax levying
Adjustment of tax rate

Week 3Application period for fortress war
Fortress war
(PM 7~9)
Tax levying
Adjustment of tax rate

Week 4Application period for fortress war
Fortress war
(PM 7~9)
Tax levying
Adjustment of tax rate

A fortress war process consists of three parts: Being prepared for a
fortress war, run of a fortress war, and completion of a fortress war
as illustrated below:

The guild master (the commander at the fortress war) is entitled to
appoint up to four deputy commanders, and up to ten military engineers
at the fortress war.
The authorities of the respective positions for the fortress war are as shown on the table below:

Commander at fortress war
(Guild master)
Deputy commander
at fortress war
Military engineerCommon guild
member
Application for fortress warOXXX
Use of war flagsOOXX
Equipment of seize weaponOOOX
Fortress structure operationOXXX
Constructing command post tentsOOXX
Repair of structuresOOXX
Job positioningOXXX
Purchase/use of items for fortress warOOOO

Starting fortress war

Guild attacking fortressOnce a fortress war
starts, all of the guilds applied for castle attacking are considered
as the attacking guilds. Each guild is allowed to recognize the
defending guilds as well as other attacking guilds as foes, and perform
attack against them. Any attacking guild shall be free from penalty in
accordance with the common PK rules for attacking the foes. (This
provision is applied to the situation within the fortress only.)
Guild defending fortressFortress-occupying guild
and its alliance guilds applied for castle defense are classified as
the defending guilds, and become the foe of the attacking guilds. Any
attacking guild shall be free from penalty in accordance with the
common PK rules for attacking the foes. (This provision is applied to
the situation within the fortress only.)
Starting fortress warOnce a fortress war starts,
five-second¡¯s countdown is displayed to all of the users other than
those of the fortress-occupying guild. The users then are forcibly
moved to the nearest village five seconds after completion of
countdown.
Kill in action at fortress war

Revival points of attacking guildThe members of
attacking guild can be revived at a point near their command post tent
and if the guild has not formed the command post, they are revived
nearest town.

Revival points of defending guildFortress-occupying guild: Revival is allowed in front of Gate of Revival inside the fortress.
Alliance guild: Revival is allowed in front of Gate of Fortress inside the fortress.

Revived member with no registerWhen moving through
the gate or reviving from the fortress war, users become invincible
status which cannot be attacked or attack for 10 seconds.

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Re: Overview of Fortress war

Post by TsalaS on Tue Feb 05, 2008 10:18 pm

Progress of fortress combat
Progress of a fortress war is made in the order of intrusion into
the exterior castle, destruction of the guard towers, and destruction
of the heart of the fortress.

Intrusion into exterior castle

Destruction of guard towersAll of the guard towers
in the exterior castle shall be destroyed. It is not allowed to attack
the heart of the fortress unless all of the guard towers are
destructed. A notice is circulated to all of the participants of the
fortress war indicating that the heart of the fortress can be destroyed
only when all of the guard towers are destructed.
Please note that
it is not allowed to attack the heart of the fortress immediately after
destroying all of the guard towers. Attacking the heart of the fortress
is allowed three minutes after destruction of the entire guard towers
inside the fortress. The tool-tip of the fortress war situation icon or
a notice indicates the time for attacking the heart of the fortress.
Destroying heart of fortress

Once the heart of the fortress is destructed, guilds and alliance
guilds most consumed durability of the heart become the defending
guilds, and other guilds do the attacking counterpart. Then, the game
proceeds as follows:
* At the moment of destruction of the heart of
the fortress, a notice is circulated to all of the participants of the
fortress war indicating temporary occupation of the fortress.
* Once
the heart of the fortress is destroyed, all of the attacking guilds are
forcibly moved to one of the three fortress gates outside the fortress.
* The attacking guilds are not allowed to enter the fortress for five minutes after temporary occupation.
*
Upon temporary occupation of the fortress, the grade of the structures
is decreased by one degree. The maximum decreases is one degree.
The
decreased grade is not recovered until completion of the fortress war.
(Structures subject to degree decrease: The heart of the fortress, the
castle gate and the guard towers)
* Once the fortress is temporarily occupied, durability of the castle gate is recovered to 100%, and kept closed.
In addition, durability of the heart of the fortress and the guard towers is also recovered to 100%.
* The defense camps is not subject to grade decrease; however, durability is not recovered.
* A new fortress-occupying guild eliminates all the existing commanding post tents.
* All of the flags and the mobilized monsters disappear.
* A guild temporarily occupying the fortress is not allowed to use NPC, and all of the existing guards are laid off.
* All of the obstructs installed by the defending guild disappear.
* The decreased grade of the structures is not recovered upon completion of the fortress war.
*
The grade of all of the structures is reset to first degree once a
guild succeeds in attacking the castle after completion of the fortress
war.

War positions for fortress war
Temporary war positions are provided to the guild members dependent
upon number of PK enemies at the fortress war, and the positions
generate buff effects. The war positions and the buff effects are
allowed of use within a fortress during a fortress war only, and
applied immediately after escalation of the positions.
Once a member
escalates to the next high position, the member loses the buff effects
of the previous position, and obtains new buff effects for the new
position.
The buff effects are kept intact even if the member is
killed. The war position and the buff effects are eliminated upon
completion of the fortress war.
The war positions and the buff effects are as follows:
* Charging infantryman: Buff effects of increase of hit rate by 5% for ten minutes
* Senior charging infantryman: Buff effects of increase of hit rate and avoidance rate by 5% respectively for ten minutes
* Chief of hundred-corps: Buff effects of increase of HP/MP recovery rate by 100% for ten minutes
* Chief of charging infantrymen: Buff effects of increase of physical/magical damage by 10% for ten minutes
* Elite guard: Buff effects of increase of physical/magical damage and HP by 10% respectively for ten minutes
*
Commander: Buff effects of increase of physical/magical damage and
physical/magical damage absorption rate by 10% respectively, and
movement speed by 20% for 30 minutes

Termination of fortress war
A guild occupying a fortress upon completion of the fortress war becomes the owner of the fortress.

Succeeding in occupying the fortressWhen attacking
the fortress succeeds in, and the owner is changed, all of the
structures are reset to first degree, NPC is laid off, and items and
COS under production and training are cancelled.
Succeeding in defending the fortressThe degree
decreased during fortress defending is not recovered. Further, the
destroyed structures are not automatically recovered.
However, NPC, items and COS under production and training and the fortress position are kept intact.

CommonPK number of characters participated in the
fortress war, war records including buff, and fortress monsters
disappear upon completion of the fortress war.
Further, all of the obstacles, the command post tents and the flags installed during the fortress war disappear.
The
losing guild is forcibly evacuated to the nearest village, and the
winning and the alliance guild only remain in the fortress.

TsalaS
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Re: Overview of Fortress war

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