OMGOMGOMGOMG CASTLE WAR
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OMGOMGOMGOMG CASTLE 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.
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.
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
croweded 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.
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 Camp
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.
Obstacles
A structure which can be formed by an item has low defense and low durability.
Command post tents
A structure which can be formed by an item such as obstacle. It can be formed one per each attacking guild. The command post tent is used as a location for revival of the attacking guild, and recovery of HP/MP of the guild members increases by 100% when the members remain within a specified area.
Combat flags
There are three types of the combat flags, the castle attacking weapons: These flags may be destructed or eliminated over time.
① Flag of combat – The physical/magical damage of up to 24 guild members within 24 meters for two minutes increases by 10%.
② Flag of defense – The physical/magical damage absorption rate of up to 24 guild members within 24 meters for two minutes
increases by 10%.
③ Flag of healing – The HP/MP of up to 24 guild members within 24 meters for two minutes increases by 5% every five seconds.
Installing Structures
The structures of the fortress are installed by NPC, the combat assistants, during period other than fortress war. The heart of the fortress, the castle gate and the guard towers are provided in default. However, the defense comps are installed at locations designated by the commander or the war administrator. However, the structures consisted of items are allowed of installation only during the fortress war. The structures can be installed at specified locations only by making use of mobilized items. (Except the flags)
Repair of Structures
NPC, the combat assistant, can make use of paid Gold to perform repair of the structures installed at the fortress with paid Gold for periods other than fortress war; and the repair tools to do so during fortress war.
Small and medium repair tools are available from the fortress clerk; and large tools shall be ordered to the blacksmith in the fortress.
Repair work of the structures are allowed to the structures installed at the fortress only, not to those consisted of items.
Upgrading Structures
The structures installed at the fortress can be upgraded upon payment of certain amount of Gold and GP to NPC, the combat assistant. The higher the upgraded level goes, the longer the upgrade period gets, and the more Gold and GP increases to pay.
If a structure at a next phase is higher than the level of the character to upgrade, it is not allowed to make upgrade. If durability is less than 100%, upgrade is allowed only after completion of repair work.
Upgrading up to phase III or V demands elapse of certain periods.
Employing NPC
Dialog with NPC at the fortress is not allowed unless a user employs a fortress administrator.
Ask the fortress administrator to employ fortress NPC; employing NPC demands certain amount of Gold and Guild Point (GP)
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.
Defense Camp
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.)
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) http://forum.mmosite.com/topics/105/200712/07/4024,1.html?time=1208229466
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.
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.
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
croweded 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.
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 Camp
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.
Obstacles
A structure which can be formed by an item has low defense and low durability.
Command post tents
A structure which can be formed by an item such as obstacle. It can be formed one per each attacking guild. The command post tent is used as a location for revival of the attacking guild, and recovery of HP/MP of the guild members increases by 100% when the members remain within a specified area.
Combat flags
There are three types of the combat flags, the castle attacking weapons: These flags may be destructed or eliminated over time.
① Flag of combat – The physical/magical damage of up to 24 guild members within 24 meters for two minutes increases by 10%.
② Flag of defense – The physical/magical damage absorption rate of up to 24 guild members within 24 meters for two minutes
increases by 10%.
③ Flag of healing – The HP/MP of up to 24 guild members within 24 meters for two minutes increases by 5% every five seconds.
Installing Structures
The structures of the fortress are installed by NPC, the combat assistants, during period other than fortress war. The heart of the fortress, the castle gate and the guard towers are provided in default. However, the defense comps are installed at locations designated by the commander or the war administrator. However, the structures consisted of items are allowed of installation only during the fortress war. The structures can be installed at specified locations only by making use of mobilized items. (Except the flags)
Repair of Structures
NPC, the combat assistant, can make use of paid Gold to perform repair of the structures installed at the fortress with paid Gold for periods other than fortress war; and the repair tools to do so during fortress war.
Small and medium repair tools are available from the fortress clerk; and large tools shall be ordered to the blacksmith in the fortress.
Repair work of the structures are allowed to the structures installed at the fortress only, not to those consisted of items.
Upgrading Structures
The structures installed at the fortress can be upgraded upon payment of certain amount of Gold and GP to NPC, the combat assistant. The higher the upgraded level goes, the longer the upgrade period gets, and the more Gold and GP increases to pay.
If a structure at a next phase is higher than the level of the character to upgrade, it is not allowed to make upgrade. If durability is less than 100%, upgrade is allowed only after completion of repair work.
Upgrading up to phase III or V demands elapse of certain periods.
Employing NPC
Dialog with NPC at the fortress is not allowed unless a user employs a fortress administrator.
Ask the fortress administrator to employ fortress NPC; employing NPC demands certain amount of Gold and Guild Point (GP)
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.
Defense Camp
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.)
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) http://forum.mmosite.com/topics/105/200712/07/4024,1.html?time=1208229466
Toshiharu- Posts : 34
Join date : 2008-04-07
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