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Divine Fortress Siege

Posted: Wed Sep 10, 2025 4:13 am
by Adiktuz
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Layout
The main island features the central fortress, surrounded by winding paths that lead to outer platforms where the artifacts are located. Falling below the island results in instant death, as the area is out of bounds.

The fortress itself has two main entrances: the west and east outer gates. These lead into inner ring hallways that contain the <Balaur Interior Gate Protection Relics> during siege events — key objectives worth 1,000 points to the faction that captures them. On either the north or south ends of these hallways lies the Artifact of Dimension. Beyond the outer gates are the inner gates, which block access to the central chamber where the fortress deity is located.

The center of the fortress houses all service NPCs, but only while it is under Elyos or Asmodian control.

Siege Mechanics
The fortress becomes vulnerable three times a week, for a 50-minute siege window. 5minutes before the siege starts, the Balaur will automatically reclaim the fortress, and all players inside the Core will be moved back to their respective starting zones. Flying is disabled within the fortress and artifact area — marked by a large blue square shield — though flight remains enabled in the outer Core.

Both factions begin from their capital cities: Sanctum (Elyos) and Pandaemonium (Asmodians). Once the siege starts, they must enter a portal that leads to their faction's docking site in the Core — Redeemer’s Light Docks (west) for Elyos and Omen’s Herald Docks (east) for Asmodians. These are the only zones where players can place kisks or use Summon Battlefield Kisk.

The siege objective is to capture all five <Balaur Interior Gate Protection Relics> (which shift faction control upon interaction) and defeat Guardian General Deity Orissan. Capturing artifacts will also weaken the invulnerability buff on each faction’s interior gate, giving them better access to the final objective.

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Artifacts
A total of 8 artifacts are linked to Divine Fortress, all located around the edges of the island. To activate them, players must possess Major Temporal Stones, which can be purchased from the Gold Sand Trader or the NPC at The Docks starting point. As with any artifact, the guardian must be defeated before capture.

During siege, the most important artifact is Illusion of Mutation, which turns the entire opposing faction into cacti, rendering them unable to defend or attack for 12 seconds. The artifact Illusion Blaze is useful outside of siege, significantly boosting maximum HP for 20 minutes — a valuable advantage in endgame instances.

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Orissan
Guardian General Deity Orissan is the deity of the fortress, located in the central chamber. Defeating him is not required to capture Divine Fortress, but doing so will immediately end the vulnerability phase and grant ownership to the faction with the highest points.

His skill set is largely the same as other Balaur fortress deities, including Punishing Blow (AoE attack), Slash (frontal AoE), Cut (frontal AoE), Prime Target (silences and binds a player while dealing AoE damage), Annihilation (short-range AoE), and Searing Scream (wide-range AoE stun).

What makes him especially dangerous is Frigid Storm, a devastating attack that can instantly kill everyone in the chamber. Fortunately, the skill can be avoided — obstacles block its effect, so standing behind the barrier near the stairs before it triggers will protect players.