Fortress siege: registration, barracks, flags and what a fortress gives

Twenty-one fortresses stand between the castles, and any of them can be taken in a one-hour battle at almost any time of the day. This page explains who may attack, how the siege goes from the barracks to the flagpole, what the owner gains and what the choice between independence and an oath to the castle changes.

The fortresses

A fortress is a clan residence like a clan hall, only it is won by the sword. Every territory has one or two. They differ in size and in place: a territory fortress, marked with a blue flag on the map, belongs to the land of one castle, and a border fortress, marked with a red flag, stands between several. The world information of the map (Alt+M) shows who owns each of them.

A clan may hold either a castle, or a fortress together with a clan hall. A clan that owns a fortress and takes another one loses the first: it goes back to the NPCs.

Registration

The leader of a clan of level 4 or higher registers with the Suspicious Merchant who walks near the fortress. The first clan pays 250,000 adena, and from that moment the clock runs: other clans have 50 minutes to join for free or to withdraw, then the merchant disappears, and after a ten-minute countdown the siege begins. The clan that owns the fortress is entered as the defender automatically. The same fortress can be attacked again four hours later, at any time of day or night.

How the siege goes

Ballistas stand inside the walls. A clan member who destroys one with Ballista Bomb earns reputation for the clan, and everyone who fights in the battle zone receives Fame as the siege goes on.

Independent or sworn to the castle

After the victory an envoy of the castle appears in the command post for one hour, and the clan leader has to choose. A territory fortress is visited by the envoy of the castle of its land, a border fortress by the envoys of all the neighbouring castles. If the hour passes without an answer, the fortress stays outside both camps: neither its defence functions nor its dungeon can be used.

What a fortress gives

Ownership is not for ever: after some days the rebel army of NPCs takes the fortress back, and it has to be won again.

The dungeon under the fortress

The camp warden of an independent fortress lets the owner clan into an instanced dungeon. Every member needs the quest Awl Under Foot, taken from the same warden, and the party must have at least two players; the leader does the talking. A run lasts up to an hour and can be repeated in four hours. The bosses inside vanish if nobody attacks them within ten minutes of the entry. For the victory the party receives Dungeon Leader Mark, which the warden exchanges for Knight's Epaulette.

A castle has a dungeon of its own with the quest Blade Under Foot, and the castle itself is taken by other rules: see Castle siege: registration, rules and how a castle is taken.

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