Siege Process

There are three to five NPC camps (depending on the fortress size) located inside the fortress. The five camps include the Officer's Barracks, Control Room, Archer Unit, Guard Camp and Support Unit. The Command Barracks will be located in the center of the various camps.

If all of the camps are captured within 10 minutes of capturing the first camp, the Command Barrack ’s door will automatically open.

To capture a camp, you must kill each camp’s Commander NPC. In a large fortress, you must shut off the power in the Control Room.

A clan can use Ballista Bombs to destroy the ballista inside the fortress; destroying ballistas will gain the attacking clan a certain amount of clan reputation.

After the capture of the first camp, if the attackers fail to capture the other camps within 10 minutes, each camp's Commander NPC will reappear and the players must kill the Commander NPCs all over again.

If all the camps are successfully captured within the time limit, the door to the Command Barracks will open and the Combat Flags will appear inside of the camp.

If the fortress is owned by a clan, the Mercenary Captain must survive until all the camps are successfully captured in order for the Combat Flags to appear. A total of three Combat Flags will appear.

When a player acquires one of the Combat Flags, it is automatically equipped. If a character who is holding a flag dies, that flag will be returned to its original location.

Once players acquire the Combat Flags, their speed and various combat stats will be reduced. They will also automatically receive an active skill that allows them to place the Combat Flag in the flag pole.

The flag pole is located at the top of the Command Camp. If the clan succeeds in raising the Combat Flag by using the Display Flag skill, that clan will win the siege and claim the fortress.

When a fortress is claimed, a Special Envoy from that territory’s castle will appear inside of the Command Camp.

For territory fortresses, only a Special Envoy from that territory’s castle appears. If the fortress is a border fortress, Special Envoys from all of the neighboring territory's castles will appear.

Once a clan gains ownership of a Territorial Fortress, the clan leader can choose to either swear fealty to that territory's castle or declare their independence.

A clan that claims ownership of a border fortress may only declare independence.

Control Room

In addition to placing Combat Flags, the other way to claim a fortress is to shut down the Control Room. In large fortresses, you must shut down the Control Room, defeat all barrack Captains, and place the flag. Once you place the flag, the victory is yours! (Only large fortresses have a Control Room.)

After shutting down all of the Sub Power Systems around the Control Room, a member with the Access Card can open the Control Room door.

The Access Card can be obtained from Dwarven Gunnery Sergeants around the Control Room.

The attempt to shut down a Sub Power System must be made when the system's HP is low.

Only Maestros and Warsmiths can shut down the Sub Power Systems.

A three-digit password is required to activate the controls in the Control Room.

Any class can enter a password, but Maestros and Warsmiths can find the password easier.

If an incorrect password is entered a certain number of times, the controls will be temporarily disabled.

Once all of the Sub Power System are shut down, and the main power has been shut off in the Control Room, the clan must only defete the barrack Captains and place to flag in order to claim the fortress.