Fortress war
From Silkroad Addiction Wiki
Fortress wars were implemented on December 18, 2007 as part of SilkRoad: Legend II update. It is designed as a whole server war exercise where 300 players are able to participate at the same time; either defending a fortress or attacking one. Each fortres is located in the vicinity of a large city or trading center. Guilds which succeed in occupying a fortres near a city are entitled to fix and levy taxes for that city. Guilds occupying fortresses near trading centers are entitled to fix and levy tax rates for that trading center as well as nearby ferries, private boats and tunnels.
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[edit] Fighting For The Fortress
Fortress wars begin at +9 GMT every other Thursday. If you are in the fortress area, you will be teleported out as soon as the war starts. You are able to attack all other non-union guilds and their Command Posts. Your fortress suit designates who you can attack and what position they hold.
[edit] Signing up for Fortress War
The first step to fighting in Fortress War is signing your guild up to fight. You may not sign up until the Sunday before Fortress War begins. The NPC responsible for handling sign ups is the Jangan Fortress Clerk located in Jangan north of the Jangan dragon fountain in the Imperial Palace. There are several requirements for signing up.
- Only the guild leader may sign up the guild
- Your guild must be level 3 or greater
- You must have more than 20 guild members
- You must pay the 5 million gold entrance fee
- You must not be an ally of the guild holding the fortress
The day before Fortress War, sign ups stop and you will unable to sign up until the Sunday before the next Fortress War begins.
[edit] Assigning Positions
You must assign Fortress War permissions before the Fortress War begins. You do this in the guild window (U Key). You may assign positions as follows. Choose your members carefully for each position, taking into consideration both level and activity.
[edit] Commander at Fortress War
This is the leader by default and cannot be assigned. He can use all items and perform all tasks. Only he may assign positions, sign the guild up for fortress war and use the fortress war attack monsters.
[edit] Fortress War Administrator
One member can be assigned this position. He is the second in command of the fortress forces. He can do nearly all the tasks except production and tax levying.
[edit] Deputy Commander at Fortress War
Four members may be assigned this position. They are responsible for using flags, hammers, repairing the command post or gates and general organization.
[edit] Production Administrator
Only one member may be assigned this position. This member is responsible for the creation of fortress war items not available at the Jangan War Clerk. His position is not a useful one while fighting the war, but it is necissary when the fortress is won.
[edit] Training Course Administrator
One member may be assigned this position. He is responsible for the production of fortress COS pets; Behemoth and Fire Lizard. This can only be done after the fortress is won. This position is not necessary while fighting.
[edit] Military Engineer
Ten members may be assigned this position. These are the hammers of your force and the only other ones who may use them. No other member has the ability. Choose them carefully. They are necessary both as attackers and defenders because only the hammerers can destroy flags, command posts and other structures.
[edit] Fortress War Items
The various positions allow the usage of certain items. Each of these items are especially important both fighting and defending. All of these are available at the Jangan Fortress Clerk, purchasable by any player but only usable by the following positions during war.
| Item | Commander at Fortress War | Fortress War Administrator | Deputy Commander at Fortress War | Production Administrator | Training Course Administrator | Military Engineer | Guild Member |
|---|---|---|---|---|---|---|---|
The first thing that an opposing guild should ALWAYS do upon the start of Fortress War is to establish a command post. The Command Post is where your members respawn after death if they are not reserected using a scroll or skill. You may set your Command Post at any of the 10 spots designated on the Jangan Fortress Map. Your Command Post can be destroyed using hammers by both the defending alliance and other opposing alliances. This is especially important if you have a high level of Fortress War participation. Only 300 players are allowed into the Fortress War area at one time. If you have a Command Post, your members never leave the area. If you do not have a Command Post, your members will respawn in Jangan upon death and must wait at the gates until space within the Fortress War Area is available.
[edit] Fortress War Monsters
Each large city and corresponding fortress has it's own fortress monster which is usable by the Commander at Fortress War (guild leader) at any fortress during war. Currently, only the monsters of Jangan and Jangan Fortress are available. The level of the fortress war monster is the same as the player who calls it. The monster is summoned and stays in that area, attacking all foe members who come close. They disappear when their HP is zero or in 20 minutes. These are the monsters that are available at the Fortress War Clerk.
| City | Jangan | Donwhang | Hotan | Constantinople | Samarkand |
|---|---|---|---|---|---|
Manho | Senior General | Rage Cloud | Cyclops | Battle Golem | |
| Implemented | | | | | |
[edit] Attacking the Fortress
In order to win the fortress, you must attack and destroy the fortress structures in a specific order. If you do not destroy the three Guard Towers, then Heart cannot be destroyed.
- The Gate
- All three Guard Towers
- The Heart
[edit] War Positions
Temporary war positions are available to members on a per kill basis. They manifest as buffs under your name. When you receive a War Position, you get a combination of buffs for a ten minute period. After that time, you retain the position but lose the buff. You can then gain kills to receive the next War Position and get new buffs. The War Positions are as follows.
- Charging infantryman: Increase of hit rate by 5% for ten minutes - 15 kills
- Senior charging infantryman: Increase of hit rate and avoidance rate by 5% respectively for ten minutes - 30 kills
- Chief of hundred-corps: Increase of HP/MP recovery rate by 100% for ten minutes - 50 kills
- Chief of charging infantrymen: Increase of physical/magical damage by 10% for ten minutes - 75 kills
- Elite guard: Increase of physical/magical damage and HP by 10% respectively for ten minutes - 100 kills
- Commander: Increase of physical/magical damage and physical/magical damage absorption rate by 10% respectively, HP by 20% and movement speed by 20% for 30 minutes - 150 kills
[edit] Fortress Structures
A fortress consists of many parts; the heart of the fortress, the castle gate for defending the fortress, defending camps, the guard towers, obstacles, a command post and the war flags. The structures of the fortress can only be destroyed with attack hammers. The forress structures, starting at the weakest, are as followed.
[edit] Defensive Structures
A good offense is usually a good defense. The fortress has many defensive structures for both the occupying and the attacking guilds to use to their tactical advantage.
[edit] Combat Flags
Combat flags can be purchased at the Fortress Clerk in the city. They come in several types and only last for a short amount of time.
| Icon | Name | Effect | Health | Defense | Level |
|---|---|---|---|---|---|
| Flag of Healing | Edit | 17,000 | 110 | 20 | |
| Flag of Defense | Edit | ||||
| War Flag | Edit |
[edit] Obstacles
Obstacle building items are produced by the blacksmith within the fortress only. They have low defense and are easily destroyed. They have no attack. To set them up, you must wait until the Fortress War has begun. You will see dark markings on the ground where an obstacle may be placed. If you stand on them and mouse over the manual in your inventory the image of the obstacle will appear if you are on the correct area. Double click the manual icon and the obstacle is built. An obstacle cannot be repaired.
| Phase | Health | Defense | Level | |
|---|---|---|---|---|
| I | 80,000 | 130 | 20 |
[edit] Command Post
The Construction Manual of Command Post Tent can be purchased from the Fortress Clerk in the city. They are constructed by each of the attacking guilds in the same way the obstacle is. You stand near where the tent is to be constructed and if you are in the right spot you will see a ghost image of the tent appear when you mouse over the construction manual. Clicking it will make the camp be built. Command posts serve a double purpose. They are a place of resurrection for your guild if they are killed during the fortress war and give 100% HP and MP recovery when within it's radius. The Command Post can be repaired with repair hammers purchased at the the Fortress Clerk NPC in Jangan. During repair no other action can be done and if you are attacked, repairing will cease.
| Phase | Health | Defense | Level | |
|---|---|---|---|---|
| I | 300,000 | 130 | 20 |
[edit] Fortress Gate
The sole access point for entering into the fortress is the gate. It has very high durability and defense. Only the commander, the deputy commander and the combat administrator of the occupying guild are allowed to open or close the gate with the pulley located beside each gate. When the castle gate is destroyed, any attacking player may move into the exterior fortress. The gates may be repaired by the Combat Assistant NPC using gold when not in an active Fortress war, or by using the repair tools during. Small and medium repair tools are available from the fortress clerk in Jangan and large tools can be manufactured by the blacksmith in the fortress. There are two kinds of gate.
| Phase | Health | Defense | Level |
|---|---|---|---|---|
| I | 1,170,000 | 320 | 01 | |
| II | 1,380,000 | 350 | 40 | |
| III | 1,750,000 | 400 | 60 | |
| IV | 2,040,000 | 450 | 90 |
[edit] Defensive Camps
Camps are formed around the castle gate, the guard tower and the heart of the fortress. They appear as small towers. If the members of the fortress occupying guild are near the defense camps, both the physical/magical damage and the damage absorption rates are increased. They can be upgraded by the occupying guild at the Fortress Administrator.
| Phase | Effect | Health | Defense | Level |
|---|---|---|---|---|---|
| I | Edit | 250,000 | 110 | 20 | |
| II | Edit | 320,000 | 135 | 40 | |
| III | Edit | 450,000 | 155 | 60 | |
| IV | Edit | 520,000 | 450 | 90 |
[edit] Offensive Structures
Not only do you have to deal with players, but the fortress itself fights back.
[edit] Fortress Monsters
Each large city and corresponding fortress has it's own fortress monster which is usable by the Commander at Fortress War (guild leader) at any fortress during war. Currently, only the monsters of Jangan and Jangan Fortress are available. The level of the fortress war monster is the same as the player who calls it. The monster is summoned and stays in that area, attacking all foe members who come close. They disappear when their HP is zero or in 20 minutes. These are the monsters that are available within the fortress. They can only be produced by the Production Administrator of the occupying guild.
| Fortress | Jangan Fortress | Donwhang Fortress | Hotan Fortress | Constantinople Fortress | Samarkand Fortress |
|---|---|---|---|---|---|
Hang-A | Tai Sui | Taishan | Hagiazo Dow | Dark Eagle | |
| Implemented | | | | | |
[edit] Guard Towers
The guard towers can be upgraded gradually dependent upon the time you occupy the fortress and your level. They come in four types and each one causes a different abnormal condition and magical damage to the enemies within their radius. The towers may be repaired by the Combat Assistant NPC using gold when not in an active Fortress war, or by using the repair tools during. Small and medium repair tools are available from the fortress clerk in Jangan and large tools can be manufactured by the blacksmith in the fortress.
[edit] Fortress Heart
The Heart of the Fortress is the most important target to defend or attack. It 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 but you have not won it yet. Whomever is occupying the fortress at the time of closing wins it. You must defend the fortress from other attackers for if another guild destroys the heart again and holds it until closing, they will be the winner. The heart of the fortress has its own attacking functions to reduce HP of enemies and can cause abnormal conditions.
[edit] Fortress Management
The fortress manager has several things to do after it is won. The first thing is to employ the fortress NPCs. To do this, you must go to the Jangan Fortress Administrator and select the #2 option; Employing Fortress NPC. It costs 30K gold and 3K GP to do this for each of the four NPCs. Once this is done you may use the various NPCs inside the fortress to manufacture items and upgrade the fortress structures.
[edit] Fortress Authorities
Who can use the NPCs?




