Fortress War Introduction

Dec 22, 2025

FORTRESS WAR INTRODUCTION

I. Fortress War Overview

- The event takes place weekly. Main timelines:

  • Registration period: 05:00 Monday – 22:00 Saturday
  • Alliance formation period: 22:00 Saturday – 19:50 Sunday
  • Team formation period: 19:50 – 20:00 Sunday
  • Territory battle time: 20:00 – 21:00 Sunday

- Participation requirement: Guild level 5 or higher

- Scope: Cross-server

- Guild roles in Fortress War:

  • Attacking Guild: Attacks a fortress that has been declared for siege
  • Defending Guild: Defends the fortress it has occupied
  • Alliance Guild: Can form an alliance with either the Attacking Guild or the Defending Guild to support in battle

- Maximum scale per fortress battle: 2 factions, 80 vs 80

 

II. Fortress War Territories

  • Territories are divided into 3 levels:

Territory Level Number of Fortresses Fortress Names
Level 1 Territories:

Includes 8 fortresses

 Bandit's Mountain Stronghold
Jinryeong Mountain
Jupiter Temple
Forest of Sorrow
Black Robber Den
Okmungwan
Huns Garrison
Pamir Plateau
Level 2 Territories:

Includes 4 fortresses

Jangan City
 Constantinople City
Donwhang City
Samarkand City
Level 3 Territories:

Includes 1 fortress

Hotan Kingdom

 

III. Participation Registration

Time Attacking Side Defending Side Alliance Side
05:00 Monday – 05:00 Sunday (UTC+8)
  • Step 1: The Guild Leader registers to declare war on one fortress only.

  • Step 2: Guild members contribute a deposit (using Merit Points).

  • Step 3: After the registration period ends, the Guild with the highest deposit earns the right to declare war on that fortress.

  • Step 1: The Guild Leader registers to defend the currently occupied fortress or declare war on another fortress.

⇒ Can declare war on a fortress of the same level or one level higher than the currently occupied fortress.
⇒ Each Guild can occupy only one fortress. If a Guild successfully declares war on a new fortress, it must abandon the current one before occupying the new fortress.

 

05:00 – 19:50 Sunday (UTC +8)

Step 4: The Guild Leader who successfully declared war (from Step 3) may form an alliance with one other Guild.

Step 2: The defending Guild Leader may form an alliance with one other Guild.

If the war declaration fails, the Guild may request to form an alliance with either the Attacking or Defending side, becoming an Alliance Side (2 Guilds total).

19:50 – 20:00 Sunday (UTC +8)

Step 5: Enter the Waiting Room map. The Guild Leader selects up to 80 members from the Alliance to participate in the attack.

Step 3: Enter the Waiting Room map. The Guild Leader selects up to 80 members from the Alliance to defend.

Enter the Waiting Room map and await instructions from the main Guild Leader, who will select up to 80 members from the Alliance to participate.

Deposit Contribution

 

IV. Battle

  Attacking Side Defending Side

Objective

Find a way to destroy the Fortress Heart before the Fortress War time ends. Protect the Fortress Heart from being destroyed until the Fortress War time ends.

Key Activities

- Build the Command Tent

- Attack the defending side

- Siege the fortress (can use support tools):

    • Destroy the Fortress Gate

    • Destroy Watchtowers

    • Destroy the Fortress Heart

- Use Pulleys to open/close the fortress gate

- Attack the attacking side

- Repair structures: Fortress Gate, Watchtowers, Fortress Heart

Related Tools / Structures

  • Command Tent: Reduces respawn time by 2 seconds

  • Siege Hammer / Axe: Increases damage dealt to structures

  • Siege Cart: Transforms after use, dealing 15% damage to structures

  • Catapult: Transforms after use, dealing 15% damage to the defending side

  • Pulley: Opens/closes the fortress gate

  • Hammer: Used to restore HP to structures

  • Catapult: Transforms after use, dealing 15% damage to the attacking side

  • Watchtower: Attacks the attacking side

  • Fortress Heart: Attacks the attacking side. If destroyed, the defending side loses.

Main Flow

After entering the Fortress War map, actions depend on roles:

- Commander (max 5 players):

  • Build the Command Tent to reduce respawn time

  • Use siege tools

  • Attack the fortress / defending side

  • Purchase / upgrade items (hammers, axes, vehicles…)

- Engineer (max 10 players):

    • Use tools to attack the defending side

    • Use siege tools

    • Attack the fortress / defending side

    • Purchase / upgrade items

- Soldier (max 35 players):

    • Attack the fortress / defending side

    • Purchase / upgrade items

After entering the Fortress War map, actions depend on roles:

- Commander (max 5 players):

    • Use pulleys to open/close the fortress gate

    • Use tools to repair structures

    • Attack the fortress / attacking side

    • Purchase / upgrade items

- Engineer (max 10 players):

    • Use tools to attack the attacking side

    • Use tools to repair structures

    • Attack the fortress / attacking side

    • Purchase / upgrade items

- Soldier (max 35 players):

    • Attack the attacking side

    • Purchase / upgrade items

Defeating enemies and destroying structures grants additional Merit Points:

- Individual Merit Points:

    • Defeat 1 enemy: +1 point

    • First kill: +1 point

    • Consecutive kills: +n points (n = number of consecutive kills)

- Alliance Merit Points:

    • Destroy fortress gate or watchtower: +2 points per structure

    • Destroy the Fortress Heart: +5 points

- Victory condition: The Fortress Heart is destroyed

Defeating enemies and successfully protecting structures grants additional Merit Points:

- Individual Merit Points:

    • Defeat 1 enemy: +1 point

    • First kill: +1 point

    • Consecutive kills: +n points (n = number of consecutive kills)

- Alliance Merit Points:

    • Destroy fortress gate or watchtower: +5 points per structure

    • Successfully protect the Fortress Heart: +5 points

- Victory condition: The Fortress Heart remains intact.

Select battle roles

Fortress Heart structure

CASE: DECLARING WAR ON AN UNOWNED FORTRESS

- The top 2 Guilds with the highest deposits will participate in capturing the fortress.

  • Two Guilds will compete directly for the fortress and can attack each other.
  • These two Guilds are not allowed to form alliances with any other Guild

- Conditions to Capture the Fortress

  • Condition 1: The Guild that deals the higher total damage to the Fortress Heart will capture the fortress.
  • Condition 2 (if Condition 1 is not met): The Guild with the higher Merit Score will capture the fortress.
  • Condition 3 (if Conditions 1 & 2 are not met): The Guild with the higher deposit will capture the fortress.

 

V. Fortress War Related Items / NPC

Items are divided into 2 types: Items purchasable from NPC & Upgradeable items

Item Side Acquisition Method Effect
Command Tent Attacking Purchased from NPCs in the main city map or instance map
Builds a Command Tent to reduce respawn time; each tent reduces respawn time by 2 seconds
Small Hammer Defending Purchased from NPCs in the main city map
Restores 1% structure durability
Medium Hammer Defending Purchased from NPCs in the instance map
Restores 2% structure durability
Large Hammer Defending Upgraded from Medium Hammer
Restores 5% structure durability
Siege Hammer Attacking Purchased from NPCs in the instance map
After use, increases damage dealt to structures by 10%
Siege Axe Attacking Upgraded from Siege Hammer
After use, increases damage dealt to structures by 20%
Siege Cart Attacking Upgraded from Siege Axe
Transforms into a vehicle after use, dealing 15% damage to structures
Catapult Both Sides Upgraded from Large Hammer
Transforms into a vehicle after use, dealing 20% damage to players

Related NPC:

NPC Name Function
Clerk Sells Fortress War items (appears in the Fortress War map)
Blacksmith Crafts Fortress War items (appears in the Fortress War map)
Arena Manager Sells Fortress War items (appears in the center of City)
 

VI. Rewards

Fortress Occupation Income

Rewards are granted only to members of the Fortress-Holding Guild, excluding Alliance Guilds.

Case 1: Two Allied Guilds Successfully Capture a Fortress

- The Alliance Guild receives battle participation rewards only. The Guild with the war declaration right will be recognized as the Fortress-Holding Guild.

- If the Fortress-Holding Guild already owned a fortress in the previous season, it may choose to occupy only one fortress: either the previous season’s fortress or the current season’s fortress. If it chooses to occupy the current season’s fortress, the fortress owned in the previous season will be transferred to the Alliance Guild.

- The Fortress-Holding Guild receives both Fortress Income and Auction Income.

    • Fortress Income: Granted to all members of the Fortress-Holding Guild (including members who did not participate in Fortress War).

    • Auction Income: Granted only to members who participated in Fortress War from the Fortress-Holding Guild.

Case 2: Two Allied Guilds Successfully Defend the Fortress

- The Alliance Guild receives Fortress War participation rewards only.

- The Fortress Owner Guild continues to receive Fortress Income and Auction Income.

    • Fortress Income: Granted to all members of the Fortress-Holding Guild (including members who did not participate in Fortress War).

    • Auction Income: Granted only to members who participated in Fortress War from the Fortress-Holding Guild

 

Fortress Income Details:

Fortress Level

Income

Level 1 Fortress

Receive 1 Dice roll per day

Increase training EXP by 0~3%

Increase alchemy success rate by 0~2%

Level 2 Fortress

Receive 1 Dice roll per day

Increase training EXP by 5~10%

Increase alchemy success rate by 1~4%

Level 3 Fortress

Receive 1 Dice roll per day

Increase training EXP by 15~20%

Increase alchemy success rate by 5%

Note: Fortress Income resets once every 4 weeks

 

Auction Income:

- After capturing a fortress, the Fortress-Holding Guild will receive Auction Profits (similar to profits from World Bosses, Cross-Server Bosses, etc.).

- The auction will begin at 21:00 after the end of the Fortress War.

- Auction Income will only be distributed to members of the Fortress-Holding Guild who participated in the Fortress War.

- The higher the fortress level, the greater the auction profit.

 

VII. Rules

Fortress War Declaration Rules

  • Guilds without a fortress: May only declare war on Level 1 fortresses.

  • Guilds that already own a fortress: May only declare war on a fortress of the same level or one level higher than the currently occupied fortress.

  • Each Guild may defend its fortress and declare war on another fortress at the same time.

  • Each Guild may occupy only one fortress. To occupy a new fortress, the current fortress must be abandoned.

 

Alliance Formation Rules

  • An Alliance may consist of up to 2 Guilds: a Main Guild and an Alliance Guild.

  • The Main Guild is the Guild with the highest deposit (when declaring war) or the current fortress holder (when defending).

  • The Main Guild Leader has the authority to organize and assign participants for Fortress War.

  • After the Fortress War ends, the Alliance is automatically dissolved.

  • In the event that the Alliance already possesses a territory, upon the conclusion of the Fortress War, they must successfully defend both the old territory and capture a new one. The Main Guild can cede the old territory to the Sub-Guild and choose the newly captured territory as their own.