Exilium World - L2J Server

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How does a Fort Siege work?

Initial Registration

  • The first clan to register initiates the process.
  • The remaining clans have 50 minutes to register.
  • After this period, the Siege starts in 10 minutes.

 

Duration and Interval

  • The Fortress Siege lasts 1 hour.
  • A new Siege can occur at the same fortress 4 hours after the end of the last one, running 24 hours a day.

 

Types of Fortress

Small Fortresses

  • Aaru Fortress - Border
  • Archaic Fortress
  • Demon Fortress - Border
  • Dragonspine Fortress - Border
  • Hive Fortress
  • Ivory Fortress
  • Monastic Fortress - Border
  • Narsell Fortress
  • Shanty Fortress
  • Tanor Fortress - Border
  • White Sands Fortress

Large Fortresses

  • Antharas’ Fortress - Border
  • Bayou Fortress
  • Borderland Fortress
  • Cloud Mountain Fortress - Border
  • Floran Fortress - Border
  • Hunter’s Fortress - Border
  • Marshland Fortress
  • Southern Fortress
  • Valley Fortress
  • Western Fortress - Border

Note: Large fortresses have an extra tower that can only be deactivated by a dwarf crafter (powerstation) and have more defending NPCs.

Note: Border type fortresses allow choosing loyalty between two castles.

 

Siege Mechanics

Registration

  • The clan leader or an authorized member must register with the NPC Suspicious Merchant, located around the fortress.
  • This NPC also sells important supplies for the siege, such as Blesses Ress.

 

Objectives Inside the Fortress

  • Defeat three Bosses: Guard Captain, Support Unit Captain, and Archer Captain.
  • After defeating the Bosses, a flag will appear in the central hall.
  • To capture the fortress, a member must capture a flag and take it to the top of the fortress, where it is necessary to engrave.

 

Important Information

  • The Bosses respawn every 10 minutes, requiring them to be defeated again if they respawn during the siege. If all three are killed, they will not respawn.
  • Use "Ballista Bombs" to destroy ballistas inside the fortress, each worth 30 reputation points for the clan. There are approximately 4 ballistas per fortress.
  • Purchase Charm of Courage and Scrolls to avoid XP loss during the siege.

 

Post-Siege: Fortress Policy and Benefits

After Victory

  • If a clan captures the fortress, an NPC called Special Envoy will appear in the central hall and the clan will have one hour to choose the type of policy to follow.

 

Types of Policy and Their Peculiarities

  • Independent State, where the clan does not swear loyalty to any Castle

    • The castle owner of the same territory can attack the fortress.
    • It is not possible to upgrade the fortress defenses.
    • Castle supplies are unavailable (boxes containing Knight's Epaulettes).
    • The dungeon under the Fortress is enabled through the NPC Detention Camp Warden.
    • The Fortress receives more Symbols of Control.

 

  • State Contracted, where the clan swears loyalty to a Castle

    • Cannot be attacked by the regional castle owner.
    • Taxes are paid every 6 hours, deducted from the Clan Warehouse.
    • All fortress resources can be used, except the dungeon.
    • Every item purchased resets the supply level to zero.
    • Reputation points are reduced for each item purchased by the fortress owner.
    • The castle owner can use the fortress dungeons.
    • The Fortress receives fewer Symbols of Control, but the Castle also receives the same amount.

 

Fortress Benefits

  • Winning or losing the Fortress Siege, Knights Epaulettes are dropped by the guards.
  • The winning clan can enjoy benefits by paying for buffs, XP Recovery, supplies, and items.
  • The Fortress gains 1 Blood Oath and 1500 Symbols of Control (1000 in case of contract) every 6 hours and Knights Epaulette after 72 hours (3 days).
  • If allied with the castle, boxes that drop Knights Epaulette appear every 6 hours and can be obtained through the NPC Support Unit Captain.
  • The fortress has a boss in the basement that drops items exchangeable for Knights Epaulettes.
  • Special skills are gained while owning the fortress, which disappear after losing the fortress.

 

Symbols of Control and Their Functioning

This item symbolizes territorial control and can be periodically obtained in Fortresses and Castles.

Like the Blood Oath, the Symbol of Control is delivered periodically (every 6 hours) to the Fortress. Unlike Blood Oath, which is mainly used for clan benefits (leveling up, acquiring skills, etc.), the Symbol of Control is used more for member benefits. Special and rare items will be sold at the Fortress (Support Unit Captain) and Castle (Court Magician) for Symbols of Control and Fame. 

All clan members have equal rights to the Symbols of Control acquired. Each member can withdraw from the fortress (through the Logistics Officer) an amount equal to the total Symbols divided by the total number of clan members. Each member can make one withdrawal per day.

The amount of Symbols of Control acquired every 6 hours is:

  • 1500 for Clans that do not swear loyalty to any castle
  • 1000 for Clans that swear loyalty to a castle. In this case, the castle also receives 1000 every 6 hours.

If the Clan does not swear loyalty to any castle, the regional castle owner can go to the Fortress and attack it (returning it to the "rebel army"), as a form of oppression. When this happens, the clan owning the fortress loses the fortress, and the fortress also loses all Symbols of Control.

If another Clan (not a castle owner) takes the Fortress, the Symbols of Control from that Fortress are not lost, allowing other Clans to "raid" other Fortresses that have many Symbols of Control.

If a Fortress loyal to a castle is taken by another Clan, all Symbols of Control from the castle are lost. The castle must help defend the fortress if it does not want to lose its Symbols of Control.

 

Dungeon Fortress

  • Functions as a quest, initiated at the NPC Detention Camp Warden.
  • Can be entered every 4 hours, with a minimum of 2 party members.
  • The Raid Bosses disappear if not attacked within 10 minutes.
  • Drop items equivalent to level 80 Raid Bosses and Knight's Epaulettes and "Dungeon Leader Mark" also exchangeable for Epaulettes later at the Quest NPC.

 

Important NPCs

  • Suspicious Merchant: Registration and sale of siege items.
  • Special Envoy: Clan policy selection for the fortress.
  • Foreman: Provides reputation, buffs, and XP recovery.
  • Supply Unit Captain: Item sales.
  • Guard Captain: Adding defenses to the fortress and upgrading soldiers.
  • Logistics Officer: Obtaining "Blood Oath" and Symbols of Control.
  • Detention Camp Warden: Access to the fortress dungeon.

 

With this information, you are ready to lead your clan in fortress conquests! Good luck!