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
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Territories are divided into 3 levels:
| Territory Level | Number of Fortresses | Fortress Names |
| Level 1 Territories: |
Includes 8 fortresses |
Bandit's Mountain Stronghold |
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Jinryeong Mountain
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Jupiter Temple
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Forest of Sorrow
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Black Robber Den
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Okmungwan
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Huns Garrison
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Pamir Plateau
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| Level 2 Territories: |
Includes 4 fortresses |
Jangan City |
| Constantinople City | ||
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Donwhang City
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Samarkand City
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| 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) |
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⇒ Can declare war on a fortress of the same level or one level higher than the currently occupied fortress. |
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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). |
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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 | |
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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. |
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Key Activities |
- Build the Command Tent - Attack the defending side - Siege the fortress (can use support tools):
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- Use Pulleys to open/close the fortress gate - Attack the attacking side - Repair structures: Fortress Gate, Watchtowers, Fortress Heart |
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Related Tools / Structures |
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Main Flow |
After entering the Fortress War map, actions depend on roles: - Commander (max 5 players):
- Engineer (max 10 players):
- Soldier (max 35 players):
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After entering the Fortress War map, actions depend on roles: - Commander (max 5 players):
- Engineer (max 10 players):
- Soldier (max 35 players):
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Defeating enemies and destroying structures grants additional Merit Points: - Individual Merit Points:
- Alliance Merit Points:
- Victory condition: The Fortress Heart is destroyed |
Defeating enemies and successfully protecting structures grants additional Merit Points: - Individual Merit Points:
- Alliance Merit Points:
- Victory condition: The Fortress Heart remains intact. |

Select battle roles

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

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.
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Fortress Income: Granted to all members of the Fortress-Holding Guild (including members who did not participate in Fortress War).
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Auction Income: Granted only to members who participated in Fortress War from the Fortress-Holding Guild.
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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.
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Fortress Income: Granted to all members of the Fortress-Holding Guild (including members who did not participate in Fortress War).
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Auction Income: Granted only to members who participated in Fortress War from the Fortress-Holding Guild
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Fortress Level |
Income |
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Level 1 Fortress |
Receive 1 Dice roll per day |
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Increase training EXP by 0~3% |
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Increase alchemy success rate by 0~2% |
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Level 2 Fortress |
Receive 1 Dice roll per day |
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Increase training EXP by 5~10% |
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Increase alchemy success rate by 1~4% |
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Level 3 Fortress |
Receive 1 Dice roll per day |
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Increase training EXP by 15~20% |
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Increase alchemy success rate by 5% |
VII. Rules
Fortress War Declaration Rules
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Guilds without a fortress: May only declare war on Level 1 fortresses.
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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.
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Each Guild may defend its fortress and declare war on another fortress at the same time.
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Each Guild may occupy only one fortress. To occupy a new fortress, the current fortress must be abandoned.
Alliance Formation Rules
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An Alliance may consist of up to 2 Guilds: a Main Guild and an Alliance Guild.
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The Main Guild is the Guild with the highest deposit (when declaring war) or the current fortress holder (when defending).
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The Main Guild Leader has the authority to organize and assign participants for Fortress War.
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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.