Troops to defend in the clan's fortress. Typical mistakes when luring and destroying the protection of the clan fortress. Concurrent Possession Restriction

"The best walls of a castle are its defenders." In the stronghold of the clan, the troops of your brothers in arms will be located, which will help you in the defense of the village.

Fortress Features:

  • The clan fortress is at the disposal of the player from the very beginning, only as ruins. In order to bring the fortress into proper form, you will need 10 thousand gold, but this is not necessary.
  • Repairing a fortress allows the player to create a new clan or join an existing one.
  • After the player is in the clan, he will be able to request reinforcements to his garrison. However, this can only be done once at a certain time. At the very beginning, you can request reinforcements no more than once every 20 minutes, but the counter can be reset, if necessary, for crystals. When a clan reaches level 2 and up to level 6, the time will be reduced to 15 minutes, and starting from level 7 and above - to 10.
  • When placing a request for reinforcements, it is possible to add text to the message. This can be used to clarify which type of troops would be more desirable in the garrison or for words of gratitude to brothers in arms.
  • Allies can send up to 5 units of any type of troops. This number increases gradually up to 8 with an increase in the level of the clan.
  • With an increase in the level of the fortress, the amount of resources stored in it, the number of warriors that can be in the fortress and the strength of the building will increase.
  • The clan fortress ranks second among the buildings in terms of strength (the championship is headed by the Town Hall, not counting the walls).
  • For sending reinforcements to allies, you get experience equal to the amount of space occupied by this unit. Thus, sending a Barbarian will bring you 1 experience point, and a Giant - 5 points.
  • Troops that did not die during the defense remain in the fortress until the next attack.
  • Warriors leave the fortress in the order of their distribution in the barracks: from Barbarian to P.E.K.K.A.

Defensive tactics:

  • When attacking your settlement, the troops located in the fortress will attack the enemy within a radius of 12 cells around the fortress, but only if the target is suitable - the Barbarians will not come out to attack the Balloons, but will remain in the fortress. The troops of the garrison easily jump over your walls when they rush headlong towards the enemy. In this regard, place the fortress in such a way that it covers the main buildings of your village with its area of ​​​​action.
  • Take into account the huge margin of safety of the stronghold: place it so that it can take the main damage from enemy attacks, while your towers and garrison attack them. However, if the fortress is destroyed and troops remain in it, they will fall into a trap. They will not be killed and will remain at your disposal.
  • Defending troops are treated as defense buildings by the attackers, and will attack them according to their priorities. Garrison warriors can also be killed. If they were wounded at the end of the battle, then in the next battle they will be in perfect health. Sometimes you can see that the attackers rush to the defenders even through the walls. In such cases, it is beneficial to use ranged warriors, such as Archers. The stronghold itself is classified as a normal building and has an appropriate attack priority.
  • It is advantageous to place a stronghold in the center of the village, then the troops will respond to attacks from any direction.

Offensive tactics:

  • by the most effective way combating the garrison of an enemy settlement is a tactic of luring and ambush. It consists in releasing a "bait" - one warrior into the reaction area of ​​​​the fortress troops, taking the defenders away from their bridgehead and finishing with them away from their defenses. It is also necessary for reconnaissance: you always need to find out what type of troops are sitting in the fortress.
  • If there is an opportunity to win the battle without engaging in battle with the defenders, use it. However, be careful as a seemingly undefended area of ​​\u200b\u200bdefense may be littered with traps.
  • To destroy groups of opponents, use Lightning spells and combat sorcerers with an area attack.

Characteristic clan castle

ALWAYS EXTRACT TROOPS FROM THE CLAN FORTRESS

The Clan Castle is required to create or join a clan. It contains troops that can be used either as reinforcements during an attack, or as defenders when the player's base is attacked by the enemy.

Players start the game with a destroyed Clan Castle, which is surrounded by obstacles (plants and rocks) and cannot be moved. After the Fortress is restored, players can create a clan or join an existing one. The restored Clan Castle can also be moved, and you do not need to first join the clan for this.

After the player joins the clan, he gets the opportunity to request reinforcements every 20 minutes (or faster using crystals). In addition, players can add a message to let other players know which troops they need. Other clan members, having seen the request in the clan chat window, can donate a maximum of 5 of their units in favor of the Clan Castle. Players can use these troops during battle. They will also defend the base when the player is offline.

Players gain experience points by sacrificing their troops. The amount of experience points gained depends on the living space of the provided troops. For example, giving 1 gives the player 1 experience point; sacrificing 1, he will earn already 5 units of experience, 1 - 20 units, - 30 units. Players can donate a maximum of 5 units upon request. Each donated unit counts towards the "Friend in Need" achievement.

As part of the update on April 9, 2014, the Clan Castle became a repository for bonus military loot earned in the clan war. The higher the level of the Fortress, the more loot can be stored in it. The loot stored in the Clan Castle must be collected before it can be spent. It can be plundered by enemies directly during the battle. In order to save this bonus loot, three types of small accumulators have been added to the top of the Clan Castle.

Strategy

defensive tactics

When enemies enter the 12-cell range of your Clan Castle, the troops donated by your clan members will attack. During defense, troops from your Clan Castle can jump over. This statement is true for Heroes as well.

When choosing a Clan Castle, its range can be seen in the same way as the range of a turret. This is the only building other than defensive structures that has it.

If the Clan Castle is destroyed while defending, any troops left inside it cannot be deployed until the Clan Castle is repaired. This can happen if only air units are used for the attack, and some or all of the troops inside the Fortress are only targeting ground troops and therefore will not be deployed.

Try to place the Clan Castle somewhere near the center of the village, which will allow the troops to quickly respond to attacks in any direction.

Remember that after the enemy troops that do not have a priority target become aware of the troops defending the Clan Castle, they will target these troops. This desire can even encourage them to break through the Walls if necessary to get to the defending troops. Thus, placing a Clan Castle full of Archers behind an inner wall will cause the attacking troops to destroy the wall before proceeding to attack the surrounding buildings, whether this is expedient or not.

The fortress has a lot of hit points, in which, as a rule, it is second only to . This makes it a very good damage absorbing structure when your defenses are attacked.

Although the Clan Castle is a very useful building for defensive purposes, troops that target defensive structures (Giants, Boar Riders, and Golems) will not consider it a priority target. They will only do this after all defenses have been destroyed, and only if the Fortress is the next closest building.

Fortress defending units that survive on defense, regardless of their health level, return to the Clan Castle at full health (if they are used in an attack, they will need to be replaced regardless of whether they survived or not).

If you are attacked by air units, only those troops that are aimed at air opponents (Archers, Dragons, and in that order) will come out and start defending. All other troops will remain in the Clan Castle until the ground units are deployed.

Archers are considered good troops of the Clan Castle. They take up only one space and are capable of attacking air units.


offensive tactics

It is very important to try to lure troops out of the defending Clan Castle when attacking. Players can do this by deploying one unit within range of the enemy Clan Castle, which will prevent players from being forced to fight those units within range of enemy defenses. It's also quite useful to know what type of defending troops are in the Clan Castle before deploying an entire army (for example, you don't want to deploy en masse when the enemy has Balloons to defend their base).

After luring the troops out of the Fortress, the player can either surrender in battle (if you decide that these troops can put you at a disadvantage), or ignore them (not recommended), or destroy them with a Lightning Spell, or lure them away from the defensive structures and start the fight. Please note that once deployed, Clan Castle troops will no longer have a launch radius and will travel the entire length of the map to attack any enemy units. Use this to your advantage and lure them as far away from the defensive structures as possible.

The easiest way to deal with strong troops (level 5 or 6) is to lure them away from the base. Place one Giant further away, wait for the troops to get close, and then deploy the Archers around them. Enemy troops will quickly be put out of action. This method is also effective on Heroes, although it is more difficult to achieve the same result in this case, since Heroes cannot be lured far from their range.

When weak troops come out of the Clan Castle, use to get rid of them. The spell only deals damage to defending troops, so you can safely use it without fear for your troops.

When dealing with a lot of weak troops, one can also lure them out and deploy Sorcerers if Lightning Spell is not available. The strong radius damage inflicted by the Sorcerer can destroy entire groups of troops of the 1st tier with one shot.

Don't forget to draw out troops, because if you just deploy all your troops, then the enemy Clan Castle will deploy their troops behind you, and your attack may simply end in nothing.

Remember that even if the Clan Castle does not have a clan shield, there can still be troops in it. If the Clan Castle doesn't have a shield, don't ignore it for that reason alone.

Development features

The Clan Castle is undergoing significant visual changes after the renovation (level 1), as well as at levels 2 and 5. Much of the detail on the top of the Clan Castle is obscured by your Clan Symbol once you've created and joined one.

At its first appearance, the Fortress is destroyed (it seems that the roof collapsed, or the building was damaged in an explosion).

When you initially "upgrade" a Stronghold to level 1, it appears as a square stone structure with sloped sides. The fortress is decorated with one window, two gray metal doors and a wooden roof.

At level 2, a jagged platform appears on the wooden roof of the Fortress, resembling appearance platform on Town Hall level 8. A second window is also added.

At level 3, wooden supports appear at the four corners of the Clan Castle, and shields are added to each corner of the jagged platform.

At level 4, wooden supports are replaced with stone ones. The wooden roof opens to reveal a staircase leading down into the interior of the Fortress itself. Golden decorations appear on the doors, between the windows and on the shields of the Clan Castle.

At level 5, the Clan Castle gets the same grey-black coloration as the level 9 Town Hall. The walls become vertical, stairs lead down from the roof. Black shields appear along the edges of the Fortress.

At level 6, the Clan Castle has the same grey-black coloration. The only difference is that the black shields are replaced by gold ones, and the corner jagged platform becomes a little lower.

When clan members sacrifice their troops for your benefit, these troops go to your Clan Castle from the upper left corner of the clearing. When you give your troops to the use of clan members, they go from yours to the lower right corner of the clearing and disappear.

Troops leave the Fortress in the following order: Barbarians, Archers, Giants, Balloons, Sorcerers, Dragons, Minions, Boar Riders, Golems, . Moreover, this happens in the direction from the lowest to the highest level.

Donated Troops go through the Walls to get to the Clan Castle instead of jumping over them.

When the Christmas Update went into effect, Supercell had to raise the hit points of the Clan Castle because players could destroy it with the " " Spell before it could send any of its troops.

Your Clan Symbol disappears from the Clan Castle during its upgrade, but you continue to receive troops.

If the restored Clan Castle is destroyed during a raid, it will exactly resemble the original ruins of the Clan Castle. However, it does not need to be repaired again and will regenerate automatically like all other buildings.

If you sent a troop request while your Clan Castle is being upgraded, and the upgrade is completed while your request is pending, your clanmates will only be able to donate the amount of troops that is available for your previous level Clan Castle.

If your request is partially completed, and then you use your Clan Castle in a raid, your request in the clan chat will still show the number of troops that your clan members have already donated to you, even if the fortress is currently empty. For example, if your Clan Castle had 10 of the 20 spaces filled when you used it, then your chat request will still show 10/20 and not 0/20 until you request again.

The miniature Dark Elixir Storage on top of the Clan Castle will not be displayed until you create a permanent Dark Elixir Storage (the information screen will not show the amount of "War Dark Elixir").

Although Clan Castle Ruins are repaired at 3 TH, you can restore them earlier with crystals.

The September 16, 2014 update allows you to fire troops from your regular Clan Castle. Prior to this update, players had to use these troops offensively, possibly losing valuable units in the process. In addition, as a result of this update, troops are coming out of all four visible sides of the Clan Castle.

In contact with

In Lineage 2, fortresses are very popular with clans that have not been able to get their own CH. In total, 2 types of fortresses can be distinguished: border and territorial.

Fortress has a lot in common with clan halls. To take possession of a fortress, you must capture it. Depending on the location, there are two types of fortresses:

  • border;
  • territorial.
Type of fortresses small fortresses Large fortresses
Border
fortresses
Fortress Tanor Fort Floran
Turtle Fortress Fortress of the Misty Mountains
Aaru fortress Antharas Fortress
Demon Fortress Western Fortress
Fortress of Monks Fortress of the Hunters
Territorial
fortresses
Dilapidated Fortress Dragon Fortress
Hive Fortress
Fortress of Ivory Southern Fortress
Fortress Narsil Border Fortress
Fortress of the White Sands Swamp Fortress
Snow Covered Fortress Fortress of the Giants

By the way, it is worth noting that there will definitely be one or two fortresses near each castle or on its territory. In addition, the owner of the fortress himself chooses whether he will obey the castle or not.

All fortresses have their own flag, which easily determines its appearance.

  • blue flag - territorial fortress;
  • red - border fortress.

The easiest way to find information about fortresses is in the information tab on the map.

If you want to know where the fortress is located, then use the map by clicking on the fortress in the list. On the map, the fortress will be marked with a shield icon. If you hover over such an icon, you can find out more details about the fortress. If the fortress is being captured, then you will be shown information about how many barracks have been captured.

Owning a stronghold provides the following benefits, which are activated by the Sergeant:

  • the possibility of recovery;
  • using a teleport;
  • use of amplifying magic;
  • clan vault usage

A variety of items such as Shirts, Talismans, Bracelets and more can be purchased from the Support Captain for a certain amount of Knight's Epaulette. Special skills for squads are acquired from the same NPC. Regardless of political status, the stronghold-owning clan consistently receives an Oath of Blood from the Supply Officer every six hours, until the stronghold holding period ends or another clan conquers it. If the fortress becomes dependent on the castle, then it acquires additional protective functions that can be activated from the Captain of the Guard, and is also endowed with the ability to increase the strength of the guard and supply the owner clan with supplies that can be bought from the Supply Officer. Independent fortresses have the opportunity to get into the underground dungeon, for this you need to go to the Prison Warden.

Rules

Fortress Ownership Rules

Like Mansions, Strongholds are clan residences. A clan that owns a fortress can register for sieges of castles and other fortresses, and, having won them, become their owner. However, the previous stronghold goes under the control of the NPC until any clan captures it again.

A clan can own only one fortress or castle, while it retains the possibility of acquiring the Clan Hall.

The clan that owns the fortress can establish political relations with the clan that owns the castle in the given territory.

By capturing fortresses, you can get Oath Blood, which is used to increase Clan Reputation Points and increase its level.

While the clan fortress is under siege, this clan is deprived of the opportunity to capture other fortresses and castles.

168 hours (7 days) after your clan took possession of the fortress, it will be attacked by the rebel army and the fortress will come under the control of the NPC.

A clan cannot register for a siege 2 hours before the rebels attack the fortress.

A clan cannot register for a siege 2 hours before the start.

The foreman informs about the time left before the attack, about general information regarding the fortress, as well as the situation with the territories where the harvest takes place.

siege rules

Fortress siege rules are the same as castle siege rules. During the siege, all players are divided into 3 types:

  • allies;
  • opponents;
  • neutral players.

Defenders and attackers have corresponding icons:

  • members of the same alliance can be on different sides during the siege.
  • attackers - sword icon;
  • defenders - shield icon.

Players can attack hostile and neutral characters without pressing a button ctrl , however, they cannot attack their allies.

Preparing for a siege

General information

The siege of the fortress lasts 1 hour. You can attack the fortress every 4 hours a day.

If one of the attacking clans raises the Battle Flag over the fortress, the siege ends.

The siege of the fortress begins 1 hour after the first clan has registered for it.

Registration for the siege

Registering for a fortress siege is similar to registering for a castle siege. Any clan whose level is not lower than 4 can sign up for a siege at the Suspicious Merchant, located next to the fortress.

The first clan to register is obliged to pay a fee of 250,000 adena. All other clans registering for this fortress do not pay a fee.

After the first clan registers, the rest of the clans have 50 minutes to join the takeover. During this time, registration may be cancelled.

After 50 minutes, the Suspicious Merchant disappears and a 10 minute siege preparation phase begins, followed by a battle. If a clan owns a fortress, then it automatically becomes a defender and must repel attackers.

Registration for the siege closes 2 hours before the start.

Beginning of the siege

The entire territory in which the siege takes place becomes a combat zone.

Clans registered in the siege can set up camps in the besieged territory.

As soon as the siege begins, all entrances to the fortress are tightly locked and NPC defenders appear on the walls.

If a fortress is controlled by a clan, then the strength of the guards and numerous protective functions depend on the Fortress Defense Level of the given fortress. However, an NPC Mercenary Captain appears outside the fortress under siege and needs to be protected by the attackers.

Siege process

There are three to five NPC barracks on the territory of the fortress (depending on the size of the fortress). The five barracks include Officer Barracks, control room, Arrow, Guard and Support Warrior. The barracks of the Command are located in the center of the fortress.

If all the barracks are captured within 10 minutes after the capture of the first barracks, then the door to the Command Barracks will automatically open.

To capture the barracks, you need to kill the Rebel Commander. In large fortresses, you also need to turn off the power in the Control Room.

Attacking clans can use the Ballista Bomb to destroy the ballista inside the fortress - this will give the clans some reputation points.

If the players do not fit in 10 minutes after capturing the first barracks, then the officer of each barracks appears again, and they have to capture them again.

If the players meet the time limit, the door to the Command Barracks opens and Battle Flags appear inside.

If the fortress being besieged is in the possession of a clan, then it is necessary to keep the Mercenary Captain alive until all the barracks are captured - only in this case it will be possible to get the Battle Flags that are inside the Command Barracks (3 pieces in total).

When a player picks up one of the Battle Flags, he automatically picks it up. If that player dies, the flag returns to its original place.

As soon as the player has picked up the Battle Flag, his movement speed decreases, and his combat skills become worse. Also added to this player is a skill that allows you to install the Battle Flag on the Pole located at the very top of the Command Barracks.

If a clan manages to set its Battle Flag using Set Battle Flag, that clan wins the siege and takes possession of the fortress. As soon as the fortress is captured, a Special Envoy from the castle that owns this land appears inside it.

Only one Special Envoy spawns in a Territory Stronghold, while Special Envoys from all adjacent regions spawn in Border Forts.

As soon as a clan takes possession of a territorial fortress, it can establish political ties with the clan that owns the castle in this territory or declare its independence.

Clans that own border fortresses do not have the ability to establish political ties with the clan that owns the castle, they are always independent.

control room

In addition to setting the Battle Flag, there is another way to capture the fortress - turning off the control room. In larger fortresses, your task might be to power down the control room, defeat all of the Officers' barracks, and plant a flag. As soon as this is done, the fortress will become your property (control rooms are only in large fortresses).

After turning off all the backup power systems near the control room, a character with a Control Room Card can open the Control Panel. The Control Room Map is obtained from the Dwarven Artillery Sergeant around the control room. An attempt to turn off backup power systems should be made when system stability is extremely low. Only characters with the Craftsman or Blacksmith profession can turn off the backup power system. To gain control of the control room, you must enter a three-digit password. Any class can enter the password, but it will be much easier for the Craftsman and Blacksmith to do so. If the wrong password is entered a certain number of times, then the control will be blocked for a while. As soon as all backup power systems are turned off, the power supply to the control room will be cut off. After that, the clan will have to defeat all the officers of the barracks and set their flag.

Political activity

neutral position

After the capture of the fortress, a Special Envoy appears in it, who waits for an hour for the clan leader to decide what policy he will follow. For this hour, the fortress acquires a neutral status. This status is characterized by the inability to strengthen the fortress and use the dungeon, however, all other functions, including increasing reputation points with the Sergeant, remain available.

independent position

The fortress becomes independent if the leader of the clan owning this fortress decides so, or if no decision is made within an hour after a successful capture.

If a fortress declares independence, then the clan that owns a castle located in this territory can register for the siege of this fortress.

Independent strongholds cannot improve their defensive abilities through the Captain of the Guard.

For independent fortresses, the ability to observe the status of protection through the Supply Officer is limited.

The castle does not supply independent fortresses with its goods.

An independent fortress has its own dungeon, where players of the clan that owns it can go down. To do this, they need to talk to the Prison Warden.

contract clause

Strongholds enter into a contract with the castle in the event that the clan leader makes such a choice in a conversation with a Special Envoy.

If the clan has sworn allegiance to the lord of the castle, then he undertakes to pay a certain tax to this castle every six hours. This tax is automatically withdrawn from the clan treasury.

If there is not enough money in the clan's treasury to pay the tax, then the fortress automatically becomes independent.

The fortress subordinated to the castle is endowed with all the possibilities of control, however, it loses the underground dungeon.

The castle, which has concluded a contract with the fortress, undertakes to supply it with special goods that can be purchased from the Supply Officer. The level (quality) of these goods increases every six hours.

The clan that owns the castle loses two reputation points for each supply of goods for the fortress.

If the number of reputation points of the clan that controls the castle becomes less than two, then the supply of goods to the fortress is stopped, and the leader of the clan that owns the fortress receives a system notification about this.

The maximum level of the delivered goods is the sixth.

If the clan that owns the fortress purchases goods from the Supply Officer, then the supply level is again reset to zero.

If the clan that owns the castle has a fortress on its territory that swore allegiance to it, it is endowed with the opportunity to descend into the castle dungeon.

Benefits of Owning a Fortress

Fortress Dungeon (Instance Zone)

If the fortress is independent, the Prison Warden NPC can give you access to a special fortress dungeon. Also, regardless of the political status of the fortress, he is able to give you a special task related to the Fortress Dungeon. To complete this quest in a group, it is necessary that each member of the group has this task taken.

The dungeon can be accessed by a group of two or more, a request to visit the dungeon must be made by a group leader belonging to the clan that owns the fortress.

The Fortress Dungeon can be entered once every four hours and only one group is allowed to stay there.

If the character left the game while visiting the dungeon, then the next time he enters the game, he will appear inside the fortress at the Prison Guard.

Raid bosses that are inside the dungeon disappear 10 minutes after the group entered inside, provided that they were not attacked.

If the raid boss of a given dungeon is defeated, then the group that killed him is awarded the Dungeon Leader's Badge, which can then be exchanged for a Knight's Epaulette.

Awards

For a successful capture of the fortress, the clan receives 100 clan reputation points. The loss of a fortress does not affect the clan's reputation points in any way.

Once a clan has captured a fortress, its reputation points begin to increase every six hours. Another plus is the ability to purchase Oathed Blood from a Supply Officer.

During the siege of the fortress, the Knight's Epaulette can be obtained as a trophy by killing NPC Defenders and Officers.

Alliance Blood, Oath Blood and Knight's Epaulette can be exchanged at Ilia and Mulia's Clan Merchants for Clan Reputation Points.

The clan that captured the fortress can buy special goods from the Fortress Supply Officer

The leader of the clan that captured the fortress can use the wyvern to fly, for this you need to talk to the Wyvern Manager

see also Fortress NPC Goods and Services

Fortress Effects

The clan that owns the fortress is automatically endowed with special effects. These effects apply to all clan members, including the Academy. After capturing the fortress, the clan receives two, and for the Western Fortress, as many as three special effects. When a fortress is lost, the clan loses all fortress effects.

Fortress name Skills Description
Dilapidated Fortress
Shanty Fortress
Blessing of the Body of the Abode
Shield Shield Block
Southern Fortress
Southern Fortress
Shield Shield Block Increases the Shield Defense chance of all clan members by 54.7 if the clan controls the property.
Hive Fortress
Hive Fortress
Abode Agility
Resist Lava Abode
Dragon Fortress
Valley Fortress
Purity of the Abode
Willpower of the Abode
Fortress of Ivory
Ivory Fortress
Freedom of the Abode
Moral of the Abode
Fortress Narsil
Narsell Fortress
Blessing of the Body of the Abode Increases Max. HP of all clan members by 222 if the clan controls the property.
Mental Shield of the Abode
Fortress of the Giants
Bayou Fortress
Inspiration of the Abode
The Might of the Abode Increases P. Def. Atk. all clan members 34.6 if the clan controls the property.
Fortress of the White Sands
White Sands Fortress
Magic Barrier of the Abode
Blessing of the Spirit of the Abode
Border Fortress
Borderland Fortress
Posthumous Luck of the Cloister
Blessing of the Spirit of the Abode
Swamp Fortress
Swamp Fortress
Abode Accuracy
Shield of the Abode Increases P. Def. Def. all clan members 54.7 if the clan controls the property.
Snow Covered Fortress
Archaic Fortress
Blessing of the Body of the Abode Increases Max. HP of all clan members by 222 if the clan controls the property.
Mental Shield of the Abode Increases sleep resistance for all clan members by 10 if the clan controls the property.
Fort Floran
Floran Fortress
Freedom of the Abode Increases hold resistance for all clan members by 10 if the clan controls the property.
Abode Accuracy Increases the Accuracy of all clan members by 4 if the clan controls the property.
Fortress of the Misty Mountains
Cloud Mountain Fortress
Willpower of the Abode Increases the stun resistance of all clan members by 10 if the clan controls the property.
Posthumous Luck of the Cloister Reduces experience loss and the chance of other death penalties for all clan members if the clan controls the property.
Fortress Tanor
Tanor Fortress
The Movement of the Abode Increases the speed of all clan members by 6 if the clan controls the property.
Resist Lava Abode Increases the fire and earth resistance of all clan members by 10 if the clan controls the property.
Turtle Fortress
Dragonspine Fortress
Magic Barrier of the Abode Increases M. Def. all clan members by 44 if the clan controls the property.
Resist Typhoon Abode Increases the water and wind resistance of all clan members by 10 if the clan controls the property.
Antharas Fortress
Antharas' Fortress
Inspiration of the Abode Increases M. Atk. all clan members by 40.4 if the clan controls the property.
Protection of the Abode
Western Fortress
Western Fortress
Posthumous Luck of the Cloister Reduces experience loss and the chance of other death penalties for all clan members if the clan controls the property.
Protection of the Abode Increases the Shield Defense of all clan members by 225 if the clan controls the property.
Shield of the Abode Increases P. Def. Def. all clan members by 54.7 if the clan controls the property.
Fortress of the Hunters
Hunter's Fortress
Abode Agility Increases the Evasion of all clan members by 4 if the clan controls the property.
The Might of the Abode Increases P. Def. Atk. all clan members by 34.6 if the clan controls the property.
Aaru fortress
Aaru Fortress
Purity of the Abode Increases the MP recovery rate of all clan members by 0.47 if the clan controls the property.
Blessing of the Spirit of the Abode Increases max. MP of all clan members by 168 if the clan controls the property.
Demon Fortress
Demon Fortress
Moral of the Abode Increases the CP recovery rate of all clan members by 1.09 if the clan controls the property.
Blessing of the Spirit of the Abode Increases Max. CP of all clan members by 444 if the clan controls the property.
Fortress of Monks
Monastic Fortress
Blessing of the Body of the Abode Increases Max. HP of all clan members by 222 if the clan controls the property.
Abode Health Increases the HP recovery rate of all clan members by 1.09 if the clan controls the property.

Fortress Dungeons

A clan that owns an independent fortress can visit the dungeons of the fortress.

The entrance to the dungeons is through NPC Jail Warden.

The entrance to the dungeon is possible every 4 hours (when defeating the monsters in the dungeon), if the group mistakenly entered the wrong dungeon, it will be possible to enter the right one after 20 minutes.

If the player left the game or lost connection with the server while in the dungeon, then after entering the game he will be outside, at the Prison Guard. To enter back into the dungeon, the player must be accepted into the same group in which he was before the flight, after which he must press the top line in the dialogue with the Overseer.

Danger in the dungeon

Beam of light in darkness

Fortress NPC Goods and Services

foreman

For the Chief of the Fortress, the following are activated:

Name Action Period Price
HP recovery 300% 7 days 12,000 adena
400% 7 days 20,000 adena
MP recovery 40% 7 days 45,000 adena
50% 7 days 65,000 adena
Experience Recovery 45% 7 days 63,000 adena
50% 7 days 70,000 adena
Teleportation 1 ur. 7 days 1,000 adena
Level 2 7 days 10,000 adena
Auxiliary magic Level 5 7 days 49,000 adena
Level 8 7 days 120,000 adena

Captain of the Guard

The Captain of the Guard activates the defense mechanisms of the fortress (only available in the fortress subordinate to the castle)

Supply Officer

In the fortress subordinate to the castle, the Supply Officer can activate the strengthening of the protection of the castle and receive supplies from the castle. The level of supply increases every 6 hours (25,000 adena are deducted from the clan's treasury), the higher the level, the higher the quality of the goods sent. The maximum level is 6. If you receive a supply, its level is again reset to 1. Every 6 hours, you can receive Oath Blood

Increasing the level of protection:

Level Increase protection What rises Price
1 ur. Increased by 120% 100,000 adena
Level 2 Increased by 150% Physical attack and physical defense 150,000 adena

Supply from the castle:

Support Captain

Talismans, decorations, shirts can be bought from the Support Captain, and shirts can be enchanted. Also from this NPC you can learn skills for the Royal Guard and the Knightly Order of the clan.

Items:

Type of Name Price
Epaulets Adena
Items Human Circlet Knight's Epaulette - 480 pcs. 720,000 adena
Elven Circlet Knight's Epaulette - 480 pcs. 720,000 adena
Dark Elf Circlet Knight's Epaulette - 480 pcs. 720,000 adena
Orc Circlet Knight's Epaulette - 480 pcs. 720,000 adena
Dwarven Circlet Knight's Epaulette - 480 pcs. 720,000 adena
Circlet of Kamael Knight's Epaulette - 480 pcs. 720,000 adena
Agathion Seal Bracelet - Fortress 5,000,000 adena
Scroll of Escape: Fortress 500 adena
Wyvern Feed 300 adena
Blessed Scroll of Escape: Fortress 200,000 adena
Bracelets Iron Bracelet Knight's Epaulette - 216 pcs.
Bronze Bracelet Knight's Epaulette - 480 pcs.
Steel Bracelet Knight's Epaulet - 1144 pcs.
Mithril Bracelet Knight's Epaulette - 3556 pcs.
shirts Silk Shirt Knight's Epaulet - 80 pcs.
Striped Silk Shirt Knight's Epaulette - 180 pcs.
Fine Leather Shirt Knight's Epaulet - 260 pcs.
Knight's Epaulet - 260 pcs.
Scale Shirt Knight's Epaulette - 588 pcs.
Striped Scale Shirt Knight's Epaulet - 880 pcs.
Mithril Shirt Knight's Epaulette - 1800 pcs.
Striped Mithril Shirt Knight's Epaulette - 2540 pcs.
Talismans Random Talisman Knight's Epaulette - 10 pcs.

Shirt Enchantment:

Shirt Enchant type Price
Silk Shirt HP Boost (+118) Knight's Epaulette - 120 pcs.
MP Boost (+51) Knight's Epaulette - 120 pcs.
CP boost (+354) Knight's Epaulette - 60 pcs.
Striped Silk Shirt HP Boost (+135) Knight's Epaulette - 140 pcs.
MP Boost (+66) Knight's Epaulette - 140 pcs.
CP Boost (+405) Knight's Epaulette - 70 pcs.
Fine Leather Shirt HP Boost (+147) Knight's Epaulette - 180 pcs.
MP Boost (+72) Knight's Epaulette - 180 pcs.
CP Boost (+441) Knight's Epaulette - 90 pcs.
Striped Thin Leather Shirt HP Boost (+160) Knight's Epaulette - 210 pcs.
MP Boost (+78) Knight's Epaulette - 210 pcs.
CP Boost (+480) Knight's Epaulette - 105 pcs.
Scale Shirt HP Boost (+172) Knight's Epaulette - 240 pcs.
MP Boost (+85) Knight's Epaulette - 240 pcs.
CP Boost (+516) Knight's Epaulette - 120 pcs.
Striped Scale Shirt HP Boost (+186) Knight's Epaulette - 310 pcs.
MP Boost (+92) Knight's Epaulette - 310 pcs.
CP boost (+564) Knight's Epaulette - 155 pcs.
Mithril Shirt HP Boost (+224) Knight's Epaulette - 500 pcs.
MP Boost (+111) Knight's Epaulette - 500 pcs.
CP boost (+672) Knight's Epaulette - 250 pcs.
Striped Mithril Shirt HP Boost (+246) Knight's Epaulette - 550 pcs.
MP Boost (+122) Knight's Epaulette - 550 pcs.
CP boost (+744) Knight's Epaulette - 225 pcs.

Skills for clan units:

Wyvern Manager

Clan Leader can ride a vivierne, you need to come to the manager with a Riding Dragon and a Crystal: B-Grade - 25 pcs. .

Suspicious Merchant

A Suspicious Merchant roams around each fortress, from which you can buy various items, disappears 50 minutes before the end of the siege.

List of items for sale:

Name Price
Code of the Giants - Oblivion Knight's Epaulette - 200 pcs. , 1,000,000 adena
Code of the Giants - Discipline Knight's Epaulette - 540 pcs. , 1,260,000 adena
Code of the Giants - Mastery Knight's Epaulette - 1800 pcs. , 1,800,000 adena
Battle Spell - Shield Master 3,000 adena
Battle Spell - Wizard 3,600 adena
Battle Spell - Healer 3,500 adena
Battle Spell - Dagger Master 3,200 adena
Battle Spell - Bow Master 2,900 adena
Battle Spell - Berserk 2,200 adena
Blessed Scroll of Escape from the Battlefield 27,000 adena
Scroll of Transformation on the Battlefield 8,000 adena
Battle Healing Potion 1,400 adena
Battle Potion of Magical Energy 9,200 adena
Battle Potion CP 4,000 adena
Potion of Mental Power 7,200 adena
Potion of Medusa 8,000 adena
Fast-Acting Haste Potion 3,000 adena
Bomb Ballista 4,000 adena
Full Bottle - 5 Souls (For Battle) 1,500 adena
Rope for fishing 4,000 adena

Let's leave the prose in the form of guesswork about the varieties of plants growing on the window sills of the NCSoft office and turn to the facts.

21 strongholds scattered across the Aden map since Chaotic Throne: Interlude.
In CT1, when no one hoped anymore (smile), the sieges were launched.
Fortresses are divided into large and small, as well as border and territorial.

What is a fortress?

All the same buffs, teleports and regens. Everything is also paid from the pocket of the one who connects this business (and has the authority to do so).

Manager NPC in the team camp gives you the opportunity to reduce the loss of experience (as in Clanhalls), increase HP / cp / mp regen, territorial teleports, buffs and Clan Warehouse.
Items such as shirts and talismans can be obtained from the Supply Captain NPC. You can also buy Knight Unit and Guard Unit skills with reputation points.
For Knight's Epaulettes you can buy shirts, bracelets and talismans.
You can get Clan Points in proportion to the time you own a fortress.[?]
If you swore allegiance to the castle, you can activate the Fortress Defense Functions and get more Guards (on the next siege) and more items from the Guard Captain.
Independent strongholds (those that have not sworn allegiance to a castle) can enter an underground prison (instanced dungeon) where there is a prison gatekeeper Warder NPC.

Awards

During the siege of a fortress, a Knight's Epaulette can be obtained from a Defender NPC or Commander NPC.
If you turn in Blood Pledge or Knights Epaulette to Clan Merchant like Ilia or Hulia, you can get a certain amount of CLP for them.

The owner of a fortress automatically receives residential skills.
There are 2 residential skills in total, and Western Borderline fortresses have 3 residential skills.
Having lost a fortress, a clan also loses residential skills.

Concurrent Possession Restriction

A clan with a stronghold can register to besiege a castle or other stronghold. If successful, the former fortress falls under the control of the NPC.

A clan can simultaneously own a clan hall + fortress / (OR) castle.

Registration for the siege of the fortress

If you can't find it, then there are 3 possible options:
1. You have already signed up for the siege and less than 10 minutes are left before the siege (in this situation, the NPC disappears)
2. The siege has recently taken place and the countdown has started at 4 o'clock. There will be no NPC all this time.
3. You have topographic cretinism

  • To sign up for a fortress, a clan must be level 4 or higher.
  • If your fortress is registered, you will receive a message. In chat systems, not otherwise, because There is definitely no big white inscription in the center of the screen.
  • During another 50 minutes after the first registration, other clans can also sign up for the siege.
  • Determining whether your first reg is simple: at the first reg, 250k adena is removed, for subsequent registrations there is no charge

Beginning of the siege

Registered clans can plant flags in the siege zone.
The doors to the fortress are locked and guards spawn throughout the fortress.
If the fortress belonged to another clan, then the level of the guards, as well as the protective functions, depend on the Fortress Defense Level (set as in castles).

Siege regulations

Inside the fortress there are 3 (small) / 5 (large) camps in a circle, the command camp is located in the center.
To open the doors of the command camp, you need to capture all the camps in 10 minutes. The countdown of these 10 minutes starts from the moment one (any) of them is turned off.
The capture of all types of camps except one goes like this: you need to kill the NPC commander, only the Control Room is different (see below).

Ballista Bombs (purchased from Suspicious Saler) are used to destroy the ballista inside the fortress and earn a certain amount of clan reputation[?].
If 10 minutes after the destruction of the first camp, the players fail to destroy all the others, then the Commander NPC reappears, and all the camps have to be destroyed again.

If players capture all the camps within the allotted time, the doors of the command camp open, and fortress flags appear inside it.
When a player picks up a flag, it will automatically equip. There are three fortress flags in total. If the player carrying the flag dies, then the flag reappears, so there are always three flags.
Fortress flags give those who carry them two skills

  1. Flag Equipment - Reduces the player's speed (passive)
  2. Raise Flag - allows you to raise the flag on the flagpole (active).

The flagpole is located on the roof of the Command Camp (central building). If the clan manages to set the flag on the flagpole using the Raise Flag skill, then it wins the siege and becomes the owner of the fortress.
After taking the fortress, an Ambassador NPC (ambassador) is sent from the castle of this territory, which you can find inside the Command Camp.

In Territorial Fortresses, only an ambassador from a castle from that territory appears. Envoys arrive at the Border Fortress from all neighboring territories.
The new owner of the fortress can either swear allegiance to the castle of this territory, or remain independent.
The clan that owns the Border Fortress can only declare independence.

  • If a clan already owns a fortress and is besieging another, they will not be able to capture it if their old fortress is being besieged at that moment, even if the flag is captured.

Control Room

Her capture is different from the capture of others, so let's take a closer look.

Surrounding the Control Room are Sub Power Systems.
After disabling all Sub Power Systems, the player with the Access Card can open the door to this room.
Access Cards drop from gnomes next to the Control Room (those with flamethrowers).
To disable the Sub Power System, wait for her health to drop.
In order to disable the Sub Power System, you need a dwarf crafter
A three-digit password is required to activate the controllers in the Control Room.
The password can be entered by any class, but it can be done quickly and without much hemorrhoids only by a crafter.
If an incorrect password is entered a certain number of times, the controllers will temporarily shut down.

friendly fire

It's like a castle siege.

Death Penalties

Standard -4% adjusted for highl and clan skills, if the clan just came to hang out.
The same goes for castle sieges.

Political activity

In territorial fortresses, only the ambassador from the castle of the corresponding territory appears. Ambassadors of all neighboring territories appear in the border fortresses.
A clan owning a territorial fortress can either swear allegiance to the castle or remain independent. A clan that owns a border fortress can declare independence through an ambassador.
The Ambassador NPC disappears after an hour. If during this time the oath of allegiance has not been given, the fortress becomes independent.
If a clan swears allegiance to the castle, various functions become available.

Non-Aligned Fortress (Nonpartisan State)

If the fortress is non-aligned, its defensive functions cannot be used, nor can the dungeon be used, but the clan can use additional functions and reputation through the Manager NPC.

Independent State

Having captured the fortress, the clan can declare independence through the Ambassador NPC.
If the fortress is in an independent position, then the clan-owner of the castle in the same territory can sign up for the siege of this fortress.
Independent strongholds cannot improve their defensive properties before the next siege.
Fortress management functions such as defense control are not available in an independent fortress.
To obtain Fortress Items, an independent fortress can participate in underground campaigns under the fortress - Underground Prison. To do this, you need to talk to Detention Camp Warden.

Union position (Contracted State)

When a fortress becomes allied, the clan owning the fortress must pay a tax to the castle every 6 hours in the amount of 12,500 adena. The tax is automatically collected from the Clan Warehouse.
If the clan owning the fortress does not have the required amount of adena in the Clan Warehouse, the status of the fortress automatically changes from allied to independent.
When the fortress is in an allied state, all its functions are available for use, however, the entrance to the underground prison (instanced dungeon) will be limited.
When the fortress is in an allied state, the clan can obtain supplies by talking to the Logistics Officer NPC. The level of equipment items increases every 6 hours, when paying a tax to the castle.
For each item of supply, 2 CLP is deducted from the clan owning the castle to which the fortress is sworn.
If the amount of CLP of the clan owning the castle falls to 2, the level of supplies will not increase; clan the leader of the clan owning the castle will be notified by the corresponding system message.
Supplies can be upgraded to level six.
The level of supplies received from the Logistic Officer NPC is zero.
The clan that owns the castle can use the underground prison (instanced dungeon) inside their castle if any fortress has sworn allegiance to the castle.

Fortress Dungeon (Instanced Dungeon)

Fortress Dungeon can be entered by a group of 3 or more players, at the request of the group leader.
The Fortress Dungeon can be entered every four hours with a maximum of one group.
Players cannot request two Fortress Monster Prisons at the same time.
Relogin in Fortress Dungeon is not possible.
When relogining, the player appears in front of the Fortress Dungeon NPC.
You have ten minutes to kill the Raid Boss in Fortress Dungeon, or it disappears.
After killing the Raid Boss, you get the Dungeon Leader Mark.
Dungeon Leader Mark can be exchanged for Knight's Epaulettes.
They can be used to purchase shirts, bracelets, and talismans from the Manager NPC.

The current status of the fortresses...

You can see it on the game map. World info(information) -> Fortress info(fortresses). It looks like this:

Fortress name - respectively the name of the fortress
Occupied clan - the name of the owner clan
Current status - at peace = no siege, at war - siege
Time held - the amount of time that this clan holds the fortress non-stop.

On the map, border fortresses are marked with a red flag, and territorial ones with a blue flag.