Fortress war guide english
2 participantes
Página 1 de 1.
Fortress war guide english
Overview of Fortress war
A fortress war is a guild combat with up to 300 users participated.
All of the guilds on the Silkroad fiercely fight each other to occupy the fortresses distributed at various locations.
The fortresses are located in the vicinity of large cities (large fortresses) and trading centers (small fortresses). Guilds succeeding in occupying large fortresses are entitled to fix tax rate and levy taxes in large cities. Guilds succeeding in occupying small fortresses are entitled to fix tax rate and levy taxes at trading centers, ferries, private boats and tunnels.
In the fortresses, it is allowed for occupying guilds to produce items relevant to the fortress wars, train different transportation measures, and enjoy comfort rest.
The fortress war takes place on every Friday (Silkroad standard time).
A guild winning the fortress war is entitled to occupy the fortress for one week.
A guild occupying a fortress is allowed to fix tax rate on every Saturday, and levy taxes.
A server succeeded in occupying the fortress is announced on the homepage two hours after completion of the fortress war, and the tax rate is notified on the homepage at 00:01 on every Sunday morning.
You can move to the fortress as follows.
Movement through the gate of the fortress
You can make access to a fortress through the gate of the fortress located in the field.
Guilds defending a fortress and those applied for fortress attacking are only allowed to participate the game during the fortress war period; however, any guilds are allowed to do so before the fortress war starts. If the fortress is crowded or guild member is wearing job uniform, entering into a fortress is forbidden.
The guilds occupying the fortress and the alliance guilds are allowed to move to Gate of Charge or Gate of Glory outside the exterior castle through Gate of Revival.
Returning to Fortress
Guild wearing uniform indicating his/her job is not allowed to enter into a fortress; and no guild is allowed to do so when the quota has been reached.
Moving from inside of the exterior castle to outside of the castle
The guilds occupying the fortress and the alliance guilds are allowed to move to Gate of Charge, Gate of Glory or adjacent large city outside the exterior castle through Gate of Revival inside the exterior castle.
Fortress structure
A fortress consists of components playing the key roles of the a fortress war including; the heart of the fortress, the castle gate for defending the fortress, defending camps, the guard tower, obstacles for installing items, a command post and the war flags. The structures of the fortress can only be destructed with weapons of castle attack.
Heart of Fortress
The utmost target in a fortress war: This structure 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 temporary basis.
The heart of the fortress can exercise its own attacking functions to reduce HP of enemies, and to cause abnormal conditions to the enemies.
Castle Gate
The sole access point for entering into the exterior castle with high durability and defense abilities. The commander, the deputy commander and the combat administrator of the occupying guild are allowed to open and close the gate with a pulley. When the castle gate is destroyed, the attacking team is allowed to move to the exterior castle.
Defense camps
Camps are formed around the castle gate, the guard tower and the heart of the fortress. If the members of the fortress-occupying guild remain inside the defense camps, both of the physical/magical damage and the damage absorption rate increase. (The defense camps can only be formed by the occupying guild, not to the members of the alliance guild.)
Guard towers
The guard towers, upgraded gradually dependent upon period of fortress occupation, create seals protecting the heart of the fortress to cause abnormal conditions and magical damages to the enemies within their premises.
There are four types of the guard towers, which are provided with attacking functions from phase II.
Employing NPC
Dialog with NPC at the fortress is not allowed unless a user employs a fortress administrator
Laying NPC Off
It is not allowed to lay the fortress NPC off with discretion of a user.
The fortress NPC is forcibly laid off once the user loses the fortress war. Once the fortress is laid off, all the item production and training courses performed by the NPC are terminated.
Use of NPC
Once NPC is employed, any member of the fortress-occupying guild and its alliance guild can use the menu of NPC. However, user of some of the functions is restricted to the guild master (the commander at the fortress war), and the staffs appointed by the guild master. (Except those temporarily occupying fortress at the war)
Fortress Management
eing prepared for fortress war
The fortress war is performed on Friday, and proceeds with every other week after starting the first fortress war.
A guild winning the fortress war is entitled to occupy the fortress for one week.
Application for a fortress war shall be submitted to the fortress clerk in a period from Monday till Wednesday of a week when a fortress war takes place.
A fortress war process consists of three parts: Being prepared for a fortress war, run of a fortress war, and completion of a fortress war as illustrated below
The guild master (the commander at the fortress war) is entitled to appoint up to four deputy commanders, and up to ten military engineers at the fortress war.
The authorities of the respective positions for the fortress war are as shown on the table below:
Starting fortress war
Guild attacking fortress
Once a fortress war starts, all of the guilds applied for castle attacking are considered as the attacking guilds. Each guild is allowed to recognize the defending guilds as well as other attacking guilds as foes, and perform attack against them. Any attacking guild shall be free from penalty in accordance with the common PK rules for attacking the foes. (This provision is applied to the situation within the fortress only.)
Guild defending fortress
Fortress-occupying guild and its alliance guilds applied for castle defense are classified as the defending guilds, and become the foe of the attacking guilds. Any attacking guild shall be free from penalty in accordance with the common PK rules for attacking the foes. (This provision is applied to the situation within the fortress only.)
Starting fortress war
Once a fortress war starts, five-second¡¯s countdown is displayed to all of the users other than those of the fortress-occupying guild. The users then are forcibly moved to the nearest village five seconds after completion of countdown.
Kill in action at fortress war
Revival points of attacking guild
The members of attacking guild can be revived at a point near their command post tent and if the guild has not formed the command post, they are revived nearest town.
be happy
A fortress war is a guild combat with up to 300 users participated.
All of the guilds on the Silkroad fiercely fight each other to occupy the fortresses distributed at various locations.
The fortresses are located in the vicinity of large cities (large fortresses) and trading centers (small fortresses). Guilds succeeding in occupying large fortresses are entitled to fix tax rate and levy taxes in large cities. Guilds succeeding in occupying small fortresses are entitled to fix tax rate and levy taxes at trading centers, ferries, private boats and tunnels.
In the fortresses, it is allowed for occupying guilds to produce items relevant to the fortress wars, train different transportation measures, and enjoy comfort rest.
The fortress war takes place on every Friday (Silkroad standard time).
A guild winning the fortress war is entitled to occupy the fortress for one week.
A guild occupying a fortress is allowed to fix tax rate on every Saturday, and levy taxes.
A server succeeded in occupying the fortress is announced on the homepage two hours after completion of the fortress war, and the tax rate is notified on the homepage at 00:01 on every Sunday morning.
You can move to the fortress as follows.
Movement through the gate of the fortress
You can make access to a fortress through the gate of the fortress located in the field.
Guilds defending a fortress and those applied for fortress attacking are only allowed to participate the game during the fortress war period; however, any guilds are allowed to do so before the fortress war starts. If the fortress is crowded or guild member is wearing job uniform, entering into a fortress is forbidden.
The guilds occupying the fortress and the alliance guilds are allowed to move to Gate of Charge or Gate of Glory outside the exterior castle through Gate of Revival.
Returning to Fortress
Guild wearing uniform indicating his/her job is not allowed to enter into a fortress; and no guild is allowed to do so when the quota has been reached.
Moving from inside of the exterior castle to outside of the castle
The guilds occupying the fortress and the alliance guilds are allowed to move to Gate of Charge, Gate of Glory or adjacent large city outside the exterior castle through Gate of Revival inside the exterior castle.
Fortress structure
A fortress consists of components playing the key roles of the a fortress war including; the heart of the fortress, the castle gate for defending the fortress, defending camps, the guard tower, obstacles for installing items, a command post and the war flags. The structures of the fortress can only be destructed with weapons of castle attack.
Heart of Fortress
The utmost target in a fortress war: This structure 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 temporary basis.
The heart of the fortress can exercise its own attacking functions to reduce HP of enemies, and to cause abnormal conditions to the enemies.
Castle Gate
The sole access point for entering into the exterior castle with high durability and defense abilities. The commander, the deputy commander and the combat administrator of the occupying guild are allowed to open and close the gate with a pulley. When the castle gate is destroyed, the attacking team is allowed to move to the exterior castle.
Defense camps
Camps are formed around the castle gate, the guard tower and the heart of the fortress. If the members of the fortress-occupying guild remain inside the defense camps, both of the physical/magical damage and the damage absorption rate increase. (The defense camps can only be formed by the occupying guild, not to the members of the alliance guild.)
Guard towers
The guard towers, upgraded gradually dependent upon period of fortress occupation, create seals protecting the heart of the fortress to cause abnormal conditions and magical damages to the enemies within their premises.
There are four types of the guard towers, which are provided with attacking functions from phase II.
Employing NPC
Dialog with NPC at the fortress is not allowed unless a user employs a fortress administrator
Laying NPC Off
It is not allowed to lay the fortress NPC off with discretion of a user.
The fortress NPC is forcibly laid off once the user loses the fortress war. Once the fortress is laid off, all the item production and training courses performed by the NPC are terminated.
Use of NPC
Once NPC is employed, any member of the fortress-occupying guild and its alliance guild can use the menu of NPC. However, user of some of the functions is restricted to the guild master (the commander at the fortress war), and the staffs appointed by the guild master. (Except those temporarily occupying fortress at the war)
Fortress Management
eing prepared for fortress war
The fortress war is performed on Friday, and proceeds with every other week after starting the first fortress war.
A guild winning the fortress war is entitled to occupy the fortress for one week.
Application for a fortress war shall be submitted to the fortress clerk in a period from Monday till Wednesday of a week when a fortress war takes place.
A fortress war process consists of three parts: Being prepared for a fortress war, run of a fortress war, and completion of a fortress war as illustrated below
The guild master (the commander at the fortress war) is entitled to appoint up to four deputy commanders, and up to ten military engineers at the fortress war.
The authorities of the respective positions for the fortress war are as shown on the table below:
Starting fortress war
Guild attacking fortress
Once a fortress war starts, all of the guilds applied for castle attacking are considered as the attacking guilds. Each guild is allowed to recognize the defending guilds as well as other attacking guilds as foes, and perform attack against them. Any attacking guild shall be free from penalty in accordance with the common PK rules for attacking the foes. (This provision is applied to the situation within the fortress only.)
Guild defending fortress
Fortress-occupying guild and its alliance guilds applied for castle defense are classified as the defending guilds, and become the foe of the attacking guilds. Any attacking guild shall be free from penalty in accordance with the common PK rules for attacking the foes. (This provision is applied to the situation within the fortress only.)
Starting fortress war
Once a fortress war starts, five-second¡¯s countdown is displayed to all of the users other than those of the fortress-occupying guild. The users then are forcibly moved to the nearest village five seconds after completion of countdown.
Kill in action at fortress war
Revival points of attacking guild
The members of attacking guild can be revived at a point near their command post tent and if the guild has not formed the command post, they are revived nearest town.
be happy
Re: Fortress war guide english
Gracias!!,
Drakko- Novato
- Cantidad de envíos : 9
Fecha de inscripción : 19/03/2008
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.
|
|