Runic Fortress

Associated tags: runic, Fortress, Runic fortress,


Runic Fortresses are Dwarven structures located on the world map. These imposing buildings will appear in Season 3, after the awakening of Ylath. Runic Fortresses represent a major objective in the third season. There will be a total of 36 such structures on "regular" worlds.

Taking control of a Runic Fortress

Access to a Runic Fortress is available as soon as an alliance reaches Rank 7 in the alliance ranking. This will start The War of Runes.

At the beginning of the world, Runic Fortresses are controlled by many creatures whose power is approximately 1.5M. They will guard the entrance until they lose a battle. The passage is then open and the next attack will give the rights to this fortress.

Alliances can access Runic Fortresses only through a Portal, an alliance building which can be built by players on the world map. Players can use those to send their heroes - the target, whether it's a Runic Fortress or a Ruin, is selected by typing its name or the region number (not coordinates).

An alliance can take control of a Runic Fortress when they manage to defeat the creatures found there, on the fifth level of the structure. If there are no troops on that level, winning a battle on the highest level of the fortress will grant victory. And if there are no troops at all in the whole building, a simple Gremlin will be able to capture it!

When the Runic Fortress is captured, a 24-hour protection is triggered, preventing any attacks.

Attacking a Runic Fortress

To attack a Runic Fortress you have to send your troops through the Portals which were previously constructed in your territorry. Remember that there is no other way to reach the fortress, so settling near it doesn't grant you ownership, as with other zone buildings. When you move toward a fortress that is not yours, the travel time is 30 minutes (spent in the Portal).

Every fortress has one entrance and five floors.

The entrance is guarded by an opposing hero. When he is in place, only the attacks (or reinforcements) from his own alliance will be able to attack the floors. To go upstairs, it is necessary to defeat the guard at the entrance. This is a PvP fight where magic is banned because dwarven runes prevent opponents from using spells and curses. The guardian of the entrance will always be in defense mode.

Once the guardian is defeated, your hero will take position in the entrance allowing your allies to pass and blocking any reinforcements of your opponents.

The attacks you launch will take place in order, floor after floor. The first army will attack the troops on the first floor. The second army will attack the second floor if the first one is free. In case of defeat, the next fight will take place on the same floor.

There are two different kinds of attack possible:

The first one is to send all heroes with their armies at once, and expect to defeat opposing defences. This tactic will generally work well. The opponent will not have time to reinforce between battles, or even to replace his hero at the fortress entrance. However, if you don't know the bonuses present on each level, or even the type of combat, it can greatly affect your calculations. Even if you are victorious, losses will be heavy.

The second tactic is to take control of the entrance and consecutive floors, one by one. Send the first hero to the entrance to take control of the fortress. You will need to win the battle to be able to obtain details about the first floor. Without victory, you can still scout the next floor, but the report will be as poor as if you scouted a halt - you will get no information about the specifics of the fight, like e.g. traps waiting for you. Once these details are known, prepare your army and launch the next attack with a hero who perfectly meets the requirements of the next combat. This action is repeated for each floor, one after the other. Losses will be lower, but capturing will take more time. Furthermore, this will give defending heroes additional time for preparing a defence or even re-capturing the entrance.

Of course, it is also possible to do this by using other techniques. Each alliance has to find it's own way.

Defending a Runic Fortress

The defence is relatively passive. It's mostly a matter of preparation. Nevertheless, it is possible to react to an attack (check above for two examples of possible attacks). When capturing a fortress, the alliance triggers a 24-hour protection from attacks, which it should use to prepare its defenses.

Heroes cannot defend the floors directly - only the entrance can be defended by a hero. In order to defend the floors the alliance has to sacrifice its troops - depending on their power, dwarfs will appear to defend the specific floor (more on sacrificing troops below).

The types of fights on each floor are set randomly, so the defending dwarfs can end up as the attacker even though they were sent to defend. And vice versa - the attacking hero might need to defend from a dwarven attack. Remember about that when selecting a hero to attack the floors. It's also possible to change the type of fight once a day, but it will be selected randomly again.

On each floor, defenders will have the opportunity to decide on a bonus given to the troops. They can choose between:

'Antimagic' bonus (magic resistance)
Bonus Resources Level
10% 3 1
20% 4 2
30% 5 3
40% 7 4
50% 10 5
60% 14 6
70% 19 7
80% 25 8
90% 32 9
100% 40 10

'Traps' (defense and attack bonus)
Bonus Resources Level
3% 50 1
6% 55 2
9% 60 3
12% 70 4
15% 90 5
18% 110 6
21% 140 7
24% 190 8
27% 250 9
30% 320 10

'Ballista' shot (with power ranging from in % of the total power of the whole defending army)
Bonus Ressources Level
3% 50 1
6% 55 2
9% 60 3
12% 70 4
15% 90 5
18% 110 6
21% 140 7
24% 190 8
27% 250 9
30% 320 10

It can be then made stronger by "reinforcing" it with common and rare resources (value table coming later). Each bonus has ten levels, with gradually increasing values. The bonus can be changed later, but all resources spent will be lost and reinforcing will have to start from the beginning.

The alliance can send reinforcements or resources as long as the fortress entrance is under its control. If an enemy alliance takes control of the entrance, sending resources or reinforcing will be unavailable.

Sacrificing troops

In order to defend specific floors an alliance has to sacrifice their own troops. Each sacrificed unit strengthens the dwarven defence party. Its power is calculated according to a special formula.

Basically, the formula is based on the troops that are already on the floor and those that are going to be sacrificed. Both are accumulated and a multiplication factor is applied. Specific details will be unveiled later.
Here are some values of the formula. The black ones are only examples, while the red one are the step from where the bonus/malus change.

Troops sacrifice
Sacrified troops Dwarf garrison Bonus/malus
0 0 *2
500 000 1 000 000 *2
1 500 000 3 000 000 *2
Sacrified troops Dwarf garrison Bonus/malus
2 000 000 3 500 000 *1
3 000 000 4 500 000 *1
4 000 000 5 500 000 *1
4 500 000 6 000 000 *1
Sacrified troops Dwarf garrison Bonus/malus
5 500 000 6 500 000 /2
7 500 000 7 500 000 /2
8 500 000 8 000 000 /2
9 000 000 8 250 000 /2
10 500 000 9 000 000 /2
Sacrified troops Dwarf garrison Bonus/malus
11 000 000 9 250 000 /4
14 500 000 10 000 000 /4
18 500 000 11 000 000 /4
22 500 000 12 000 000 /4
Sacrified troops Dwarf garrison Bonus/malus
23 500 000 12 125 000 /8

The maximum limit of a defending army is about 12M.

When sacrificing troops:

66% of the summoned dwarfs will have the same type as the sacrificed unit and
33% will be of the troop type against which the sacrificed troops have a bonus.

For instance, when sacrificing 100 Zombies (infantry), 66 summoned dwarfs will be Thanes (infantry) and the rest will be Bear Riders (cavalry).

Rewards for controling a Runic Fortress

The alliance which controls a fortress will receive alliance points over time. Controlling more fortresses will give an alliance a steady income of points, which will gradually lead them toward victory.

During the first 24 hours of control, a fortress gives no points because it cannot be re-captured then (invulnerability to attacks).
During the week following the period of protection, a captured Runic Fortress provides 500 points per hour.
After the first week ends, a fortress gives 1000 points per hour to the alliance that controls it.

Points are awarded every hour. Each full day with a Runic Fortress under control gives 12,000 (first week) or 24,000 (next weeks) alliance points.