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Einherjar Guide: Colonial War

Date: Mar 04 2012 07:41:50 Source: Official Site Views:
KeyWord: Einherjar, Einherjar Guide, Einherjar Colonial War, Einherjar Colonial War Guide, RPG
Einherjar

Colonial war

In Einherjar, colonial war is a system of fighting over resources and the rights of colony possesion. Perform attacks on colonial forts and compete with victory counts between guilds.

Einherjar Screenshot

Colonial fort

Colonial fort is a newly added area on the map. There are currently 9 colonial forts.

The enemies that appear and the collectable money and resources will be different for each Fort.

The number of colonial forts is expected to increase in the future.

Einherjar Screenshot

Time of colonial war

Einherjar Screenshot

Regulation on time of colonial attack: every week from 16:00 Friday ~ 15:00 Monday.

Regulation on number of colonial attacks: Colonial attack turns will be provided every 8 hours during 16:00 Friday ~ 0:00 Monday. The maximum number of attack turns you can store is 5 turns.

At the maintenance time which is 14:00 ~ 17:00(SGT) Wednesday each week, the system will total up the amount of points and decide the owner of each fort. Simultaneously the number of colonial attack turns will be reset.

And the distribution of tribute points and resources will also be done at the same time.

Progress of conolial war

Upon a colonial war, you can attack colonial forts.

In order to attack, you have to use your number of colonial attack turns. If that number is 0, you are unable to attack. If you win the battle, your guild will receive points for the attacked colonial fort.

Einherjar Screenshot

Points for colonial forts can be confirmed at the "Guild" window in the "Colonial war" tab.

You can also check the points of the leading Guild for that colonial fort.

When the colonial war ends, the system will start calculating points. The Guild which has the highest points will be entitled as the owner of that colonial fort.

Even if you are not in a guild, you can still attack a colonial fort but will not receive any points.

Points are added to the guild. If a member who earned points move to a different guild, the points will not be transfered to the new guild.

Each guild can own up to 2 colonies.

Resource distribution

A guild that owns a colony will be rewarded with tribute points, and members of the guild will have gold coins and resources distributed.

The amount of gold coins and resources are different for each colonial fort.

The less guild members, the more loots each member will receive.

In addition, the guild member with the highest point will be awarded the MVP title and special items.

If the guild is the owner of the colony, the MVP title will not be awarded.

If few guilds achieve the same amount of points, the system will randomly select a guild to award the rights of possessing that colony.

Seized colonial fort

For colonial forts seized by a guild, there will be reinforcements from the guild in the next colonial war.

And you can't attack the colonial fort which was seized your guild.

A half of the points earned when the guild seized the fort will be the point of the guild for the colonial fort in the next colonial war.

If the guild is still the owner after the next colonial war, the point will be reduced in half again.

If the guild is the owner of the colony, the MVP title will not be awarded.

If few guilds achieve the same amount of points, the system will randomly select a guild to award the rights of possessing that colony.

Battle in colonial war

It is basically the same style as raids.

But it has a distinctive feature that is no matter you win or lose, your notoriety, limit and protection will not be affected.

Each colonial fort has a limit of unit level. A unit with higher level than the limit cannot join in the battle.

Einherjar Screenshot

Attacking side

Victory condition: Defeat all enemies in less than 5 turns.

Attacking side can have maximum 3 units.

From the dispatched army of the guild, several units will be selected as reinforcements according to the number specified for the fort.

If you are defeated, your LP will be reduced by 1.

If you are alive after the limited turns, your LP will not be affected.

Defending side

Victory condition: at least 1 unit of defending side must survive after 5 turns.

Defending side includes 3 NPC units.

From the dispatched army of the guild owning the colonial fort, several units will be selected as reinforcements according to the number specified for the fort.

*If the fort is not seized by any guild, there will be no reinforcement.

Reinforcement

For both attacking and defending sides, from the dispatched army of the guild owning the colonial fort, several units will be selected as reinforcements.

Units with higher level than the level limit specified by the fort will not be allowed to join as reinforcements.

Attacking side

Units with level +5 ~-5 in comparison with the highest level unit joining the battle will be selected randomly from the dispatched guild army as reinforcements.

Defending side

Units with level +5 ~-5 in comparison with the highest level NPC unit in the colonial fort will be selected randomly from the dispatched guild army as reinforcements.

If there aren't any suitable units, reinforcements will not arrive.

Reinforcements attack automatically on AI.

For the reinforcements, if HP is 0, LP will not decrease.

Experience points received will be the same as normal battles.

Result

Win

Points for the colonial fort will be added to the guild.

Different types of items will be distributed for each fort.

Lose

No points added.

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