Warfare for Dummies

There is a variety of PvP content in Black Desert. There are two major events where all players
and all guilds can participate: the Node War and Siege War.
Any guild with at least 10 members online can join the warfare. 
The two keywords to succeed in the warfare are teamwork and strategy!

The item descriptions of the following items has been changed to say that they will be completed automatically after 1 hour. These items will no longer need materials for construction, so their prices have been changed as follows.

Item Name Original Price New Price
[Conquest] Square Fort 3,000,000 10,000,000
[Conquest] Command Post 5,000,000 15,000,000
[Conquest] Strong Square Fort 3,000,000 10,000,000
[Conquest] Sturdy Octagonal Fort 3,000,000 10,000,000
[Node] Square Fort 200,000 500,000
[Node] Strong Square Fort 200,000 500,000
[Node] Sturdy Square Fort 200,000 500,000
[Conquest] Field HQ 5,000,000 15,000,000

  • Any forts under construction during maintenance will have been auto-completed to reflect the changes above.


As you’re probably well aware, most areas of the game are controlled by nodes. Node War is a battle against other guilds to gain ownership of these nodes. Once a node is occupied, the occupying guild will retain ownership of that node for a week and will receive a portion of the tax from that territory. 

While Node War occurs daily and is a skirmish over single nodes, Conquest War is a weekly bloodbath over the control and sovereignty of a vast region. This region is referred to as a “territory” and each territory will contain a number of nodes. If your guild is victorious in Conquest War, your guild will have the honor of ruling that region and will obtain immense economic growth and expansion through the taxation of that territory. 

It’s easy to participate in a Node or Conquest War! Let’s run through the steps below.




1. How to Build a Node Fort

In order to build a fort, you need to understand two different concepts: the ‘Day’ system and the ‘Node Level’ system. 

Day System: The ‘Day’ system refers to the day of the week in which a Node War will occur for any specific node. For example, if you have nodes A, B, and C, the Node War will commence on Mondays for Node A, Tuesdays for Node B, and Wednesdays for Node C. This schedule is set, so it’s important to select a node that is scheduled to have a Node War on the day where most of your guild members will be able to participate. 

Node Level System: All nodes are classified between Level 1 to Level 3. The higher the node level is, the more tax you will collect. Smaller guilds will want to aim towards occupying the lower level nodes, whereas larger, more confident guilds should aim to occupy Level 3 nodes.

* Before deciding on which node your guild would like to go for, consider the following: 
* Select a day where most of your guild members will be online and able to help. 
* Consider a suitable Node Level to possibly generate the proper guild income based on your guild’s size.Node War Schedule

Balenos Node (Balenos Channel 1)

Node War Area Sunday (Level) Monday (Level) Tuesday (Level) Wednesday (Level) Thursday (Level) Friday (Level)
Eastern Velia Cron Castle (3) Heidel Vicinity (1) Forest of Plunder (1) Cron Castle Site (2) Ehwaz Hill (1) Goblin Cave (2)
Western Velia Western Guard Camp (3) Coastal Cave (1) Toscani Farm (1) Agris Altar (1) Imp Cave (2) Ancient Stone Chamber (2)
Eastern Olvia Western Gateway (2) Balenos River Mouth (1) Wolf Hill (1) Casta Farm (1) Olvia Coast (2) Wale Farm (1)
Western Olvia Elder’s Bridge (1) Thermian Cliff (1) Mask Owl Forest (2) Epheria Ridge (1) Foot of Thermian Mountain (1) Florin Gateway (2)


Serendia Node (Serendia Channel 1)

Node War Area Sunday (Level) Monday (Level) Tuesday (Level) Wednesday (Level) Thursday (Level) Friday (Level)
Northern Serendia Lynch Ranch (1) Northern Guard Camp (1) Eastern Border (3) Northern Serendia Plains (1) Alejandro Farm (1) Heidel North Quarry (2)
Serendia Cienaga Glish Ruins (3) Central Guard Camp (1) Northwestern Gateway (2) Costa Farm (1) Glish Swamp (2) Southern Cienaga (1)
Serendia Outer Mountain Range Eastern Gateway (1) Southern Guard Camp (1) Moretti Plantation (3) Abandoned Castle Site (2) Bloody Monstery (1) Serendia Temple (2)
Serendia Neutral Zone Watch Tower (1) Southwestern Gateway (1) Biraghi Den (2) Bradie Fortress (1) Southern Neutral Zone (1) Orc Camp (1)
Although there aren’t too many Level 3 nodes within the Balenos and Serendia territories, there’s a healthy mix of Level 1 and Level 2 nodes which will definitely keep things competitive. It’s also home to Olvia, Velia and Heidel, which are considered to be the “hometown” for many players, so be prepared!

Calpheon Node (Calpheon Channel 1)

Node War Area Sunday (Level) Monday (Level) Tuesday (Level) Wednesday (Level) Thursday (Level) Friday (Level)
Northeastern Calpheon Northern Wheat Plantation (3) Delpe Knights Castle (1) Bree Tree Ruins (1) Khuruto Cave (1) Delpe Outpost (2) Karanda Ridge (1)
Northwestern Calpheon Epheria Valley (1) Abandoned Land (1) Quint Hill (2) Anti-Troll Fortification (3) Contaminated Farm (1) Epheria Sentry Post (2)
Calpheon Castle Site Rhutum Outstation (2) North Kaia Mountain (1) Lake Kaia (1) Catfishman Camp (2) Mansha Forest (3) TobareÕs Cabin (1)
Southwestern Calpheon Behr Riverhead (1) Phoniel’s Cabin (2) Longleaf Tree Forest (1) Longleaf Tree Sentry Post (1) Crioville (2) Treant Forest (1)
Southern Calpheon Hexe Sanctuary (3) Hexe Stone Wall (3) Marie Cave (2) Witch’s Chapel (1) Bear River Downstream (1) Rhua Tree Stub (1)
Southern Keplan Beacon Entrance Post (1) Saunil Camp (2) Primal Giant Posts (1) Trina Fort (3) Trina Beacon Mounds (1) Marni’s Lab (1)
Northern Keplan Northern Abandoned Quarry (1) Oze Pass (3) Keplan Hill (1) Keplan Vicinity (1) Abandoned Quarry (1) Oze’s House (2)

Mediah Nodes (Mediah 1 Channel)

Node War Area Sunday (Level) Monday (Level) Tuesday (Level) Wednesday (Level) Thursday (Level) Friday (Level)
Northern Mediah Sarma Outpost (3) Northern Mediah Gateway (2) Sausan Garrison (1) Mediah Northern Highland (1) Stonetail Wasteland (1) Kusha Village (1)
Central Mediah I Kamasilve Temple (3) Canyon of Corruption (1) Elric Temple (2) Ancient Ruins Excavation Site (1) Helms Post (1) Stonetail Horse Ranch (1)
Central Mediah II Stonebeak Shore (2) Omar Lava Cave (2) Asula Highland (1) Manes Hideout (1) Ahto Farm (1) Awakening Bell (3)
Southern Mediah Alrum Rock Valley (1) Wandering Rogue Den (1) Abandoned Iron Mine (2) MarniÕs 2nd Lab (1) Splashing Point (3) Kasula Farm (1)
Tungrad Forest Hasrah Cliff (2) None None Tungrad Forest (2) None Soldier’s Grave (2)


Valencia Nodes (Valencia 1 Channel)

Node War Area Sunday (Level) Monday (Level) Tuesday (Level) Wednesday (Level) Thursday (Level) Friday (Level)
Valencia Entrance I Rock Post (3) Taphtar Plain (1) Gorgo Rock Area (2) VeteranÕs Canyon (1) Cadry Ruins (2) Ruined Rune (1)
Valencia Entrance II Capotia (2) Pujiya Canyon (1) Bashim Base (1) Waragon Nest (1) Altinova Gate (1) Barhan Gateway (3)
The Great Desert Ibellab Oasis (3) None Desert Naga Temple (1) None Pilgrim’s Sanctum – Abstinence (1) Grieving Grave (1)
Valencia North Ancado Coast (3) None Altas Farmland (1) Pilgrim’s Sanctum -Obedience (1) None Rakshan Observatory (1)
Valencia Center Pilgrim’s Sanctum -Fasting (1) Valencia Castle Site (3) None Valencia Plantation (1) Erdal Farm (1) Fohalam Farm (1)
Southern Valencia Crescent Shrine (2) Western Plateau of Valencia (1) Crescent Mountains (2) Aakman (2) Pilgrim’s Sanctum – Sincerity (1) Pilgrim’s Sanctum – Humility (1)
Valencia Outskirts Gavinya Volcano Zone (2) Ivory Wasteland (2) Gavinya Great Cater (1) Roud Sulfur Works (2) Ivero-Cliff (1) Gavinya Coast Cliff (1)
You and your guild may need to prepare even more thoroughly for skirmishes within the Calpheon, Mediah and Valencia territories as these regions have nodes with rough terrain. Valencia specifically will require more effort as its location is furthest away. It’s imperative that you move early to occupy the more advantageous nodes and are well aware of the topography of the area.Node War TerritoriesNodes that are located close together are grouped into a Node War Territory. Each Node War Territory is labeled in the charts above as a “Node War Area.” 

For example, let’s say you want to occupy the Rock Post (3) node in Valencia. Given that node’s location, it’s grouped within the Valencia Entrance 1 Node War Area along with Taphtar Plain (1), Gorgo Rock Area (2), Veteranos Canyon (1), Cadry Ruins (2) and Ruined Rune (1). This will be important for understanding Conquest War which will be explained later within this guide.

▲ Western Velia Node War Area is being shown in the map.
Within the game, open your World Map and click on the “Node War Information” button located at the top right (shown as an icon with 2 swords) to view the Node War Territories. Click any of the nodes to see which territory it belongs to and the boundaries of that node. It’s important to consider the best position to place your fort within that node, taking into account various factors such as how your guild’s composition might benefit from the surrounding topography.
▲ Clicking the Alejandro Farm node, for example, will display the Node War boundary for that node.
▲ By activating the “Show Node Installation Area” button located at the upper right corner on the game screen (shown as 2 red swords), you can visually see the boundaries of each node.
▲ Crossing into the green area means you’re entering a node boundary and will be able to build a Fort within that space.
▲ Crossing into a red area means you’re exiting a node boundary and will not be able to build a Fort within that space.

◈ Important – Understanding the Basic Rules of Node and Conquest War

 1. Node Wars are held from Sunday to Friday (6 days a week):

  • between 20:00 to 23:00 (CEST for the EU server)
  • between 21:00 to 00:00 (EDT for the NA server)

 2. Discuss with your guild and select a node to occupy based on when the most guild members can be online to participate (refer to the Node War Schedule above).

 3. Your guild must have a fort that is 100% built before the Node War begins in order to be eligible to join.

 4. In order to build a fort, at least 10 guild members must be online.

 5. Your guild can initially only build 1 fort at any Level 1, 2 or 3 node.

 6. If your guild succeeds in occupying one node at the end of a Node War, your guild can build an additional fort at any other node location the following day.

 7. Your guild can occupy a maximum of 2 nodes.

 8. The additional node your guild occupies must be of the same level or higher than your guild’s first node.

 9. Your guild can build an additional fort on any node regardless of the territory (so if your guild’s first node is in Calpheon, for example, you can choose to claim another node in any other territory).

 10. Once a Node or Conquest War commences, your guild cannot build, complete, or demolish a fort.

 11. Your guild members can only see the forts of other guilds once the Node War commences. Furthermore, you and your guild members must scout the area around your node to see them on the World Map.

 12. To win the Node War, your guild must destroy all enemy forts within the Node War Area while keeping your guild’s fort intact.

 13. If there are 2 or more forts left standing once the Node War ends, the node will be liberated.

 14. All forts and annexes will be destroyed upon the node’s liberation.

 15. All forts (with the exception of the winning guild) will automatically be destroyed at the end of the Node War.

 16. All annexes (including the winning guild) will automatically be destroyed at the end of the Node War.

 17. After the Node War has ended, a new fort can be built on a different node before the start of the next scheduled Node War. If the following scheduled siege is a Conquest War, a new fort can be build once the Conquest War has ended.

 18. If your guild is occupying a Level 2 or Level 3 node by the conclusion of Friday’s Node War, your guild can participate in the Conquest War that Saturday.

 19. Build a fort within a territory in order to be qualified to participate in Conquest War. The construction of the fort must be 100% completed before the start of Conquest War.

 20. Similar to the Node War rules, the last standing guild will occupy the territory.

 21. Similar to the Node War rules, if no guild wins Conquest War, the territory will be liberated.

 22. If your guild wins the Conquest War, your guild’s previously occupied nodes within that territory will be liberated.

 23. If your guild loses the Conquest War, the occupied nodes will stay as-is.

 24. If your guild has won a Conquest War and is currently ruling a territory, your guild can participate in other territory’s Conquest War.

 25. However, if your guild is ruling a territory, your guild will be unable to participate in that territory’s Node War.

 26. The amount of tax your guild can collect is dependant on the Node Level your guild has occupied.

 27. Winning a Conquest War will bring a tremendous amount of wealth for your guild through the taxation of the territory your guild controls.

 28. Your guild cannot dismantle a completed fort while either a Node or Conquest War is in progress.

 29. Your guild will no longer be considered a Node or Conquest War participant as soon as either your guild’s fort is destroyed or your guild is victorious in war.

 30. Guild War and PvP toggle functions are disabled during Conquest War. In addition, during a Conquest War, there is no penalty for death.

 31. Conquest Wars are held:

  • from 20:00 to 23:00 on Saturdays (CEST for the EU server)

  • from 21:00 to 00:00 on Saturdays (EDT for the NA server)

Any Guild Master planning to participate in either the Node or Conquest War should learn the basic rules above. Although it may seem difficult at first, once you participate in your first war, you should naturally pick up the process relatively quickly. To clarify, a “liberated” node or territory (as mentioned above) means the node or territory is freed from guild occupation. Although liberated nodes or territories are not occupied by any guilds, those nodes and territories will continue to accumulate the taxes of that region until they become occupied after a Node or Conquest War, in which the occupying guild will claim the accumulated taxes. 

A fort for Node War can be purchased by the Guild Master from the Guild Manager NPCs in any major city. There are several types of forts to choose from (which are explained in detail below) but for this example, purchase a ‘[Guild] Node Fortress’ and install the fort at your guild’s desired location.

Please note that only Guild Masters and Officers can build a fort. To build the fort, move to the desired location, right-click the fort item in the inventory and it will switch to the installation mode. Choose the area and click the ‘Confirm’ button to place the fort.
After the Guild Master or Officer finishes the installation of the fort, the fort is in an “incomplete” state. The guild’s members will now need to help construct the fort through the use of their workers. Open the World Map to see your guild’s fort icon. Click on it to open the worker window and send workers to the selected area. Guild members must supply the required materials and send their workers to complete the fort. If your guild is unable to complete the construction of the fort before the start of the Node War, your guild will be unable to participate.
▲ A fort cannot be installed if another guild’s fort (which will not be visible) is in the way or if the geography does not allow it. Select a location where it will be easy to defend against enemy attacks.
▲ The current status of the construction of your guild’s fort will be displayed in the World Map by clicking that node’s icon. To speed up construction, send your workers to the cities near the node.
After the collaborative efforts of your guild, when the fort is 100% complete, your guild will be ready to participate in a Node War. However, going into war with an unprotected fort may prove difficult. To help defend your fort, it’s important to build various annexes (which are explained below).
▲ The view of a completed fort in all its glory.
Fort Types and Annex Capacity
Type Condition Features Recovery Center Cannon Observatory Hwacha Flame Tower Elephant Nursery Supply Depot
[Node] Square Fort Node War Only (All Region Lv. 1) Default Installation Capacity: 30 slots 2 4 1 2 1 1
[Node] Hard Square Fort Node War Only (All Region Lv. 2) Aggressive Installation Capacity: 40 slots 3 5 1 2 1 1
[Node] Sturdy Square Fort Node War Only (All Region Lv. 3) Defensive Installation Capacity: 50 slots 4 6 1 3 2 1
[Conquest] Square Fort Conquest War Only (Balenos/Serendia) Aggressive Installation Capacity: 100 slots 2 10 1 1 3 1
[Conquest] Hard Square Fort Conquest War Only (Balenos/Serendia) Defensive Installation Capacity: 80 slots 4 5 2 2 2 1
[Conquest] Sturdy Octagonal Fort Conquest War Only (Balenos/Serendia) Defensive Installation Capacity: 80 slots 4 5 1 1 2 1
[Conquest] Command Post Conquest War Only (Calph/Med/Val) Excellent Attack/Defense Installation Capacity: 100 slots 4 10 2 2 3 1
The table above summarizes the characteristics and annex capacity of each fort type. The prefixes [Node] and [Conquest] in front of a fort’s name indicate that fort’s specific use (Node for Node War and Conquest for Conquest War). 

‘Annex capacity’ refers to the maximum capacity of keeping several annexes at a time, including the fort itself. For example, if the fort has an annex capacity of 100 and you build a Cannon Observatory which has a size of 3, there will now only be a capacity of 97 for that fort. Each fort has a different capacity and you can select the fort that fits your guild’s overall strategy. Square/Hard Square/Sturdy Octagonal Forts for Conquest War can be used in Balenos and Serendia, and Command Post can be used in Calpheon, Mediah and Valencia. 

More information regarding each of the available annexes can be found in the following section.

▲ The higher the annex capacity, the more space you’ll have to place annex buildings!
2. Build Annexes to protect your Fort
A fort annex refers to an installable object that is placed around or attached to a completed fort. 

Annexes are either installable or consumable and play an important role in Node and Conquest warfare. The various annex buildings will allow you and your guild to integrate the use of cannons, elephants chariots, sailboats, etc. into your guild’s overall strategy. Furthermore, your guild can effectively utilize various traps and bombs to immobilize and weaken enemy forces. The placement of your guild’s annex buildings will remain hidden until the start of a Node or Conquest War. 

Most annexes can be purchased from any Guild Manager NPC.

▲ You can purchase Forts and other annex-related items from any Guild Manager NPC. Only Guild Masters and Officers can purchase them, and the cost will be deducted from the guild fund.
Annex Buildings(Node and Conquest War Only)

1. Recovery Center(Size: 1)

The recovery center is a small, yet powerful annex that has the potential to swing the tides of battle when your fort is under siege. 

Normally, guild members who die during battle will revive with 1% of their HP filled. With the Recovery Center, however, guild members will now revive with 25% of their HP filled for every Recovery Center built around the fort. That means it’s possible to revive with full HP if your fort has 4 Recovery Centers active.


2. Cannon Observatory (Size: 3)

The Cannon Observatory allows guild members to produce cannons by interacting with this annex after the Node or Conquest War starts. Each cannon will cost a set amount of silver (which will be deducted from the guild fund) and will take 5 minutes to produce. Once the production is completed, the cannon will be placed in the producer’s inventory. 

You can produce as many cannons as you want, but only one cannon is allowed active per Cannon Observatory. If you want to produce more cannons, you will need more Cannon Observatory buildings. 

Cannons produced will only last for 4 hours and any summoned cannon will automatically be destroyed after the Node or Conquest War ends. 

A ‘cannonball’ is required to operate the cannon which can be produced through in-house crafting. As the cannon can effectively destroy enemy siege weapons, it’s important to learn how to maneuver it correctly. 

※ If you were producing a cannon and your Cannon Observatory was destroyed before it was finished, the cannon will be destroyed and you will no longer be able to produce cannons. However, if you were using the cannon and the Cannon Observatory was destroyed, your cannon will remain intact.

▲ Cannons produced in the Cannon Observatory can be installed anywhere.

3. Elephant Nursery (Size: 5)

You can summon an elephant from the Guild Stable every 12 minutes after the Node and Conquest War starts. Please note that once the Node or Conquest War starts, all the guild elephants in the same channel will be forcibly moved into the Guild Stable (not applied when they are not in the Conquest War channel). Elephants that are summoned from the Guild Stable will be randomly selected. 

You can build as many Elephant Nurseries as the number of elephants your guild has. If the guild owns 2 elephants, you can build 2 Elephant Nurseries. 

In order to summon an elephant, one of the guild members will need to interact with the Elephant Nursery. Only one elephant is allowed per guild member. 

※ If the Elephant Nursery is destroyed during the Node or Conquest War, your guild will be able to continue using the elephants that were already summoned, but will not be able to summon anymore elephants.

▲ Unlike its adorable appearance, an elephant is one of the most powerful weapons in Conquest War.
(Image Credit: HaCU)

4. Flame Tower & Hwacha (Size: 3)

The Flame Tower and Hwacha act as bunkers that protect the fort. However, as these are not automated, one of the guild members will have to mount these installments in order to utilize them. 

The Flame Tower has a short range but is powerful and effective against close enemies. The Hwacha, on the other hand, has excellent range and is much more effective against far-reaching enemies approaching the fort. In order to use the Flame Tower and Hwacha, you must purchase Flame Tower Fuel for the Flame Tower and Shingijeon for the Hwacha from the Guild Shop. The Flame Tower requires a warm up time of 3 seconds after each attack whereas the Hwacha requires 10 seconds. 

Please note that players who are operating the Flame Tower and Hwacha will not take damage until the annexes they are operating are destroyed.

▲ Flame Tower and Hwacha need to be directly maneuvered by guild members. Flame Tower is effective against close targets while the Hwacha is effective against enemies that are further away. Use them wisely. Players mounting the Flame Tower and Hwacha will not be damaged.

5. Supply Depot (Size: 5)

As the name suggests, the Supply Depot supplies various items necessary in a Node War. First and foremost, it allows you to access the Guild Shop so you can quickly buy ammo for the Flame Tower or Hwacha and purchase war-specific potions. Only guild members ranked officer or higher will have access to the Guild Shop within the Supply Depot. 

Another use of the Supply Depot is to repair your gear during combat. Depending how actively you’re engaged in battle, your gear’s durability may begin to wear so it’s important for your guild to have a Supply Depot in order to quickly get back into the fight. The repair feature within the Supply Depot will be available to all guild members. 

Lastly, the Supply Depot also serves as a stable which will allow you to revive horses and camels (camels will be available in a future update) will that may have died during the Node or Conquest War. Please note, however, that you cannot remotely withdraw or check out a horse in other territories through this stable. Like the repair feature, the stable will also be available to all guild members.

▲ Players must directly interact with the Supply Depot during a war to use its functions.

Other Annexes (Size: Varies)

In addition to the annexes mentioned above, there are various other annexes that can be utilized to help defend your fort. You can surround your fort with Barricades, for example, so that enemies cannot easily approach or attack. After installing your Barricades, you can upgrade them into Steel Barricades which have drastically improved max durability. Barricades have a size of 1 and up to 50 of them can be installed depending on the type of fort your guild owns. 

Another interesting annex your guild could utilize are Siege Defense Towers. These towers are unmanned and will automatically attack approaching enemies. 

Lastly, your guild could utilize various traps to stall or cripple encroaching enemies. These traps can be installed anywhere (regardless of fort location) and can be used any time (even outside of Node or Conquest War).

▲ Given that every fort has a maximum annex capacity, be mindful of the size of each annex your guild installs and the geography of the area when fortifying your fort. Managing these installments effectively will bring your guild closer to victory!
3-4. Strategize and Scout for Enemy Forts
Now it’s time to focus on building and executing a battle strategy. There are 3 key factors to consider when building your guild’s strategy: 1) How many guild members will participate? 2) What is the quickest way to scout for enemy forts? 3) How should we manage our offense and defense strategies? 

First off, the Guild Master and Officers should quickly assess how many guild members will be participating in the Node War and determine which node would be best to take. The number of guild members participating should give you some ideas on how to prepare for battle. 

Secondly, it’s important to come up with a strategy to scout the location of all enemy forts competing for the node as soon as possible. Once an enemy fort is discovered, all guild members will be able to see the location of that fort on their World Map. By understanding how many enemy guilds you’re facing and knowing their locations, your guild can begin to come up with various strategies unique to that Node War.

▲ Musa and Maehwa’s excellent mobility makes them a superb scouter.
Furthermore, be sure to know the topography of the area surrounding the node in order to come up with a scouting strategy. Most guilds will build their forts in a secluded area so players who scout will need a keen sense of direction and detection. 

With all the knowledge your guild has accumulated after scouting, your guild should be able to determine an offense and defense strategy for this Node War. Someone within the guild should constantly assess what’s going on and assign guild members to areas that may need help. While your guild may want to go all out and rush a target, it may also be beneficial to focus on defense and wait until the other guilds destroy each other. Each Node War is different, so come up with what you think is the best strategy for that specific Node War.

▲ Your guild’s fort will be shown on the map as blue whereas enemy forts that have been discovered will appear as a red castle.

5. Defend your Fort while attacking Enemy Forts!

Before you start charging towards the enemy forts, it’s important to have an understanding of which weapons will cause the most damage in various situations. Refer to the image below to see where certain tactics would have an advantage over others.
While players can effectively damage other players, forts and annexes, they are not as potent against elephants, Flame Towers and Hwachas. Elephants, on the other hand, gain a distinct advantage over barricades and players but are susceptible to elephant traps. Cannons excel at destroying enemy Flame Towers and Hwachas, but can easily be destroyed by mounted players. Understanding how these components interact with one another and scouting out what the enemy guilds have setup will help your guild in selecting the most effective strategy. 

In regards to dealing damage to forts, a fort can take damage from elephants, cannons and other external sources. However, once the fort’s HP drops below 50%, only players will be able to deal damage. 

Another important element to Node and Conquest War is the definition of death and how that will affect your character. If you die during a Node War or Conquest War, you cannot revive immediately nor revive at the nearest node. You will have no choice but to select [Revive at Fort/Command Post] where you will then respawn at your fort. Also, if you use the ‘Escape’ function while a Node or Conquest War is in progress, you will be teleported to the nearest town. 

Be sure to invest and utilize your guild skills. Guild skills such as “Flag of Determination” will allow your Guild Master to create an “Outpost” at their current location. This means you can create unique strategies and position yourself near the enemy fort so that your guild members have a closer respawn.

◈ Important – Understanding the Rules of Combat for Participants

 1. Guilds that are competing for the same node during Node War will be able to attack each other anywhere within all Node War Areas during Node War.

 2. If your guild goes to another nearby node during Node War without having registered for that node, your guild can be attacked by any of the participating guilds in that Node War. Your guild will also not be able to attack back as your guild is not registered for that node.

 3. Guilds from different Node War Areas will be unable to attack each other.

 4. Guilds that are not participating in Node War cannot attack each other.

 5. The mount of a player who is not participating in Node War will be killed in one hit if they venture into the Node War Areas during Node and Conquest War.

 6. The PvP toggle button will be disabled during Node and Conquest War.

 7. Guild War can be declared during Node and Conquest War, but the function in the Node War channel will be suspended while the Node or Conquest War is in progress.

 8. Guild War declaration is not disabled as it can be executed in other non-Node War channels.

 9. If a Guild War was declared earlier than the Node or Conquest War, the Guild War will be suspended while your guild or the opposing guild is participating in the Node or Conquest War.

 10. Collision will be ON for all players in the Node and Conquest War channels.

 11. Participants in the Node and Conquest War can attack anyone anyone anywhere except in all Safety Zones.

 12. Being killed by a Node or Conquest War participant will not cause any penalization.

 13. Being killed by a monster and any other causes will still be penalized as is.

 14. Mounts (aside from guild-only mounts like the elephant) will also have no penalty from being killed.

Now, let’s learn about fort repair. All guild members have the ability to help repair the fort during a Node or Conquest War, it just takes a little time to do so. 

You will need either a Polished Stone or Blackstone Powder (depending on the type of fort) to begin repairing the fort. Please note that the progress in repairing your fort will be interrupted if your character receives a debuff attack (stun, knockdown, etc.).

▲ When your guild’s fort durability is low, all guild members can jump in and help repair it. This way, even guild members that are lower in level or might be lacking in gear can contribute and help your guild become victorious!
▲ You’ll encounter some epic battles during Node and Conquest Wars!
6. Destroy all Enemy Forts to occupy the Node
If your guild takes over a node or territory, your guild’s emblem will appear on the node’s name plate and flags for all to see. In addition, your guild will begin to start receiving a portion of the taxes for that territory. The amount of taxes collected depends on the level of the node as well as the affiliated territory. These funds will be added into the guild fund which can then be used to pay incentives to the hard-working guild members. Everyone wins! 

As the amount of taxes received is dependant on the node’s level, the following is the amount of taxes collected from the smallest amount to the largest:Level 1 Node < Level 2 Node < Level 3 Node < Territory

▲ To collect the taxes from your guild’s node, visit the Node Manager NPC.
If a node or territory is currently in a liberated state, the taxes will continue to accumulate. The next guild that takes over that node or territory will collect all the accumulated taxes. As such, guilds can expect war over liberated nodes or territories to be even more fierce the following week. 

For guilds that succeed in occupying a territory through the Conquest War, there’s an bonus… THE Crown. Crowns are given to the Guild Master of the occupying guilds of Balenos, Serendia, Calpheon, Mediah and Valencia. Once the Crown is worn, it enables the wearer to use channel chat without consuming Energy or world chat without using a Megaphone. Upon winning the Conquest War, the Crown will arrive in the Guild Master’s personal storage in the territory’s capital city.

▲ You can freely use channel chat in the Balenos and Serendia channels and use the world chat freely (without the Megaphone) in Calpheon, Mediah and Valencia channels.
Although Node and Conquest War will require a bit of preparation and training, eventually, you’ll find moments where everyone within the guild will work together in harmony and seize the moment for victory. It’s moments like this that make everything worthwhile. 

Node and Conquest War was built with everyone in mind. Regardless of the size of your guild or where you personally are in your journey, everyone can help make an impact. Players who excel at combat skills can join the frontlines to attack enemy forts, while players who are still working on the mastery of their class can man the defensive annexes and protect the fort. Whatever you do, it will help contribute to victory. 

Good luck in your conquest!

▲ Nothing feels more rewarding than working together towards the same goal.