Fortress
From HammerWiki
Fortresses are huge near-end-game keeps, for general information on keeps, see that article.
Fortresses are huge keeps that guard the entrances to Capital Cities. Larger than even the largest tier 4 keeps, Fortresses have huge outer walls, and command a view of the countryside around them, ready to defend against all comers. Fortresses also share a lot of characteristics with true zones: they have their own map, and you zone-into them the same as other seamless zones. However they are not anywhere as large (in area) as regular zones and have little to no PvE content.
Once one realm obtains enough control to "flip" the three middle zones in one tier 4 pairing, the fortress becomes vulnerable for 1 hour. If in that hour, the fortress is successfully attacked and the keep lord is killed, the fortress becomes locked by the attacking realm and the tier remains locked. Should the defending faction hold off the attackers for the full hour, the fortress again becomes unattackable and the entire tier resets, with both end zones reverting to the original owners and the middle zone of the tier becoming contested.
Currently in the RvR campaign, two out of three of the enemy Realm's fortresses must be captured before you can assault a capital city. It is likely this requirement will change somewhat if Mythic implement the cut capital cities that were not included in WAR's launch.
[edit] Fortresses
- The Maw - (Raven Host) which defends The Inevitable City.
- Butcher's Pass - (Bloody Sun Boyz) which defends
Karak Eight Peaks. - Fell Landing - (House Uthorin) which defends
Fist of Malekith. - Reikwald - (Order of the Griffon) which defends Altdorf.
- Stonewatch - (Oathbearers) which defends
Karaz-a-Karak. - Shining Way - (Shining Guard) which defends
Lothern.
