Node/Conquest War
There are many PvP contents in Black Desert.
One of them is like a Big Event where all the adventurers and all the guilds join in, and that is node war and siege war.
Anyone, regardless of the guild size and equipment, can join, and you can become a group with great teamwork to fight for victory.
Most of the areas in the game world are classified as nodes.
During a node war, the guilds have a fight over the ownership of this node.
Once a guild wins, that guild will own the node for a week,
And accumulate a part of the tax as guild fund and is able to make a foundation for the guild’s growth.
Conquest war or so-called siege war has bigger scale than this.
Because in a node war, the guilds fight for one node, but in a conquest war, people fight over the sovereignty of a large continent.
That continent is called a territory, and there are many nodes within a territory.
If a guild takes over territory A, that guild will have the honor to rule A.
Of course, the amount of tax that can be accumulated as guild fund is huge, so the guild can have qualitative and quantitative growth at the same time.
So is it difficult to participate in a node war or Conquest war?
No, it’s very easy. Please follow the table of contents below.

▲ A Conquest war/node war where everyone joins in

In this guide, we will proceed on with the explanation based on the steps above.
Anyone can start a node war if they just know the 6 steps above.
But you need a little bit of information for each step, and you can get to know them by reading the steps below.
[Build Node Castle]
In order to build a node, first you need to understand the ‘day of the week’ and ‘level’.
First, ‘day of the week’ means the day that war happens.
For example, when there are nodes called A, B, C, for A war happens on Monday, for B Tuesday, and for C, Wednesday.
But there are many A nodes that where war happens on Monday.
If you want to join a node war on Monday, pick one of the A nodes where war happens on Mondays.
The second is ‘level’. All nodes are classified into level1~level3.
If the node level is higher, more tax accumulates,
And the amount of silver coins that comes in as guild fund a week after Conquest war will show distinctive differences.
If the guild is small sized, they should aim at level1, and more bigger sized guilds should aim at level1~level2, and if the guild is confident about their combat skills, they should aim for level3.
※ There are two methods in selecting the combat zone in advance. First, choose a day of the week that a lot of guild members can gather. Each node has a set date that has node wars, so it is a good method to choose a day of the week that is good for your guild.
The other is to look at the level of the node and choosing a node that will make more money for the guild.
Balenos node (Balenos Server1)
| Node War Territory |
Sunday (level) |
Monday (level) |
Tuesday (level) |
Wednesday (level) |
Thursday (level) |
Friday (level) |
|
Eastern Velia |
Cron Castle (3) |
Heidel Pass (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) | Altar of Agris (1) |
Imp Cave (2) |
Ancient Stone Chamber (2) |
| Eastern Olvia | Western Gateway (2) | Balenos River Mouth (1) | Wolf Hills (1) |
Casta Farm (1) |
Olvia Coast (2) |
Wale Farm (1) |
| Western Olvia | Elder’s Bridge (1) | Terrmian Cliff (1) | Mask Owl’s Forest (2) |
Epheria Ridge (1) |
Foot of Terrmian Mountain (1) |
Florin Gateway (2) |
Serendia node (Serendia Server1)
| Node War Territory |
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 Plain of Serendia(1) | Alejandro Farm(1) | Northern Heidel Quarry (2) |
| Serendia Swamp | Glish Ruins(3) | Central Guard Camp(1) | Northwestern Gateway(2) | Costa Farm(1) | Glish Swamp(2) | Southern Cienaga(1) |
| Serendia Outer Mountains | Eastern Gateway(1) | Southern Guard Camp(1) | Moretti Plantation(3) | Castle Ruins(2) | Bloody Monastery(1) | Serendia Shrine(2) |
| Serendia Neutral Zone | Watchtower(1) | Southwestern Gateway(1) | Biraghi Den(2) | Bradie Fortress(1) | Southern Neutral Zone(1) | Orc Camp(1) |
Calpheon node (Calpheon Server1)
| Node War Territory |
Sunday (level) |
Monday (level) |
Tuesday (level) |
Wednesday (level) |
Thursday (level) |
Friday (level) |
|
Northeastern Calpheon |
Northern Wheat Plantation(3) |
Delphe Knights Castle(1) | Bree Tree Ruins(1) | Khuruto Cave(1) | Delphe 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) |
Tobare’s 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(1) | Marie Cave(2) | Witch's Chapel(1) | Behr Downstream(1) | Rhua Tree Stub(1) |
| Southern Keplan | Beacon Entrance Post(1) | Saunil Camp(2) | Primal Giant Post(1) | Trina Fort(3) | Trina Beacon Mounds(1) | Marni’s Lab(1) |
| Northern Keplan | North Abandoned Quarry(1) | Oze Pass(3) | Keplan Hill(1) | Keplan Vicinity(1) | Abandoned Quarry(1) | Oze's House(2) |
Mediah Node War (Mediah-1)
|
Regions |
Sunday (Level) |
Monday (Level) |
Tuesday (Level) |
Wednesday (Level) |
Thursday (Level) |
Friday (Level) |
|
Northern Mediah |
Sarma Outpost (3) |
Mediah Northern Gateway (2) |
Sausan Garrison (1) |
Mediah Northern Highlands (1) |
Stonetail Wasteland (1) |
Kusha (1) |
|
Central Mediah I |
Kamasylve Temple (3) |
Canyon of Corruption(1) |
Elric Shrine (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 |
Alumn Rock Valley (1) |
Wandering Rogue Den (1) |
Abandoned Iron Mine (2) |
Marni’s 2nd Lab (1) |
Splashing Point (3) |
Kasula Farm (1) |
|
Tungrad Forest |
Hasrah Cliff (2) |
N/A |
N/A |
Tungrad Forest (2) |
N/A |
Soldier’s Grave (2) |
From Calpheon, you need more careful preparation.
For Calpheon, there are a lot of places with rough terrain except for some areas. So, moving quickly in order to preoccupy a favorable node is important,
And if the guild members know the landscape of the area where node war will take place, the members will not get lost.
The important thing here is the understanding of ‘node war areas’.
All the node wars happen in certain areas, and this area is ‘node war region’.
If you join the node war for the [Cron Castle] of Balenos,
the node war will be held in Eastern Velia, where [Cron Castle] node is located.
You can combat with participants from other guild members in all areas,
But you need to destroy the enemy’s fort in the combat zone in order to win.

▲ Western Velia node war(combat) area. The node wars that are included in the relevant area will be held within that region.
If you open the world map and click node war information, it will change into the node war mode.
If you click a node at this point, areas, where you can build forts and node war region, will be activated. It is important to check this area by clicking the node you want.
It would be useful for guild masters to consider if the guild members understand the landform and so on.

▲ If you click Alejandro farm node in the above mode, you can understand the node war region of the relevant node.

▲ You can check the node war area by activating the icon on the top right part of the game screen, and you can see the area where your node war happens easily,
So if you activate this button after the node war starts, you won’t get lost.

▲ Crossing that green line means entering ‘node war area’.
Simply, it means that you are not inside the ‘node war area’ where your guild’s fort is built.

▲ Crossing that red line means leaving ‘node war area’.
In short, it means that you are within the ‘node war area’ where your guild’s fort is built.
|
◈ Hold on! Understanding the basic rules of Node(conquest)war
5. In order to build a fort, 10 guild members or more have to be online. 6. If you succeed in one node conquest war you can build another fort on a node on another day. 10. When conquest/node war starts, the construction, completion and removal of all the fort and command post will become impossible. (Even before conquest/node war, the completed fort and command posts can’t be removed) 18. If your guild owns level 2 or level 3 node, your guild can join a conquest war. 22. If no one wins, just like nodes, the territory will be turned into a liberated territory. 27. After conquest war is done, all the node fort in the territory are torn down (node ownership status is sustained). 30. In node war, you can earn more tax if the level of the node is higher. 32. The accumulated tax will be collected compulsorily every week; once 15 minutes before conquest war, and once 5 minutes before the war begins. 35. From 2 hours before conquest/node war towards the end, all the participating guilds can’t accept guild members. |
It is good to know the above basic rules for a guild master who is considering participating in a node war or conquest war.
It might be difficult to understand at first, but if you try it once you’ll be able to understand and not forget.
※ The basic rules 27, 28, 29 might seem confusing but they are actually very basic rules.
If your guild succeeded in conquest of node A that happens on Monday.
And also succeeded in the conquest of node B that happens on Tuesday.
The 2 node status is kept on until next week (Monday, Tuesday), but after the Conquest War on Saturday, the fort built on node A and B are all reset.
Now, your guild has to make a decision.
Whether to build another fort on A and B and select to defend, or to build a new one on C or D that goes on in a different weekday.
If your guild builds a node on A and B again, compete with another guild that has built a node on A and B.
If you built it on C or D that is held on another day, A and B will be in your possession until the node war starts, but when the node war starts it will be conquered by another guild.
It is a rule where you can move the ‘battlefield’ based on your guild’s situation and force, so keep that in mind.
A difficult word might be ‘liberated territory’ and this means a state of freedom.
In this state, a week passes without an owner and the tax will be accumulated.
So the guild that takes over the relevant guild the next time can earn two weeks’ worth of tax.
This state can go on for weeks, and if it continues the tax becomes bigger.
The fort that is needed to do a node war can be bought from the guild manager NPC in each of the big cities.
The fort is a command center in node war.
If it breaks down, your guild loses and has to leave the battlefield.
So make a strategy to build a fort in a good position and protect it, while destroying other guild’s fort.
There are various kinds of forts and you can choose one.
Buy the [fort] you want from guild manager NPC, move to a place you want and build it.
Please note, only the guild master and the guild officer can build forts.
If you move to a place you want, and right click the fort item you want, it changes to installation mode.
At this moment choose an area you want and press ‘OK’. Then the fort will be installed.

▲ If there is competitor guild’s fort(not visible)nearby, or if the landscape is not adequate you cannot build a fort.
You should choose a place where it is easiest to be protect it against enemies and build a fort.
If the guild master or a guild officer builds the fort, it becomes into ‘before being fully built’ status.
Now the guild members must get together. If you look at the world map, you can see the guild’s fort icon,
By clicking this, a window opens up where you can send the worker from the town included within the territory to work on the fort.
From here on, the guild members should work together to get the items needed for construction and send workers to the fort make it to a 100%
If it is not 100% built, your guild can’t join node war.

▲ The picture above is a fort before it’s fully built.

All guild members can open the world map and click the node icon to open the current status window.
A lot of workers can be sent simultaneously from the city where the target node is included and try to finish the work.
Like this, if the guild master, officer and guild members work together and build the fort to 100%, that guild can now try their first node war.
It means that the guild can have node war during 8pm~10pm on a day that they chose. But if you just participate like this, there a high chance that the guild might lose. In order to increase the possibility to win, prepare to build annexes.

▲ When the fort is built, the guild finally has the ‘qualification’ to join the node war.
The table above shows the types and characteristics of the forts, and the space allowed for installing annexes.
The [node] or [conquest] header of each fort means that the relevant fort can be used in which situation (node, conquest, area)
The space for installation is a figure for how many annexes can be built within the fort, the fort itself is included in the number.
This space is different for each fort, and you should select it depending on which strategy you are going to use.
The square fort/strong square fort/sturdy octagonal forts are for Conquest Wars and can be used in Balenos and Serendia, and command post can be used in Calpheon.
Information on buildable annexes such as recovery center, cannon observatory, Hwacha, flame tower can be checked on the next page.

▲ The higher the annex capacity, the more space you’ll have to place annex buildings.
[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 placement of your guild’s annex buildings will remain hidden until the start of a Node or Conquest War.
It is a method where it gets built 100 seconds after the installer chooses a place to locate it.
The durability is very low at first, but it goes up to 100% throughout 100 seconds.
During installation process, it gets big damages irrespective to the type of the attack, so the guild members must protect it well while annexes are being built.
Most annexes, excluding some special cases, can be bought from

▲ You can purchase forts and other annex-related items from any guild manager NPC.
Guild manager/officer/quartermaster can purchase them based on rank, and all the cost will be deducted from the guild fund.
|
Guild member rank |
Items that can be bought a guild shop |
|
Manager |
All items |
|
Officer |
command post, square fort and related to conquest war and node war, as well as crafting materials and items under officer level |
|
Quartermaster |
Conquest/node war related consumables such as Hwacha, Hwacha Shingjeon and traps and other common grade items |
|
Normal guild member |
Guild craft ingredients |
- Annex buildings for node and conquest war only
Recovery center (Size 1)
Can be built around the fort(command post)
When your guild member dies during the combat and revives, it has effect on revival waiting time.
The waiting time is initially 10 seconds, and after the node/conquest war starts, it increases by 1 second per 1 minute,
Each time a character dies, it increases by 1 second and increases to 120 seconds (maximum time).
At this time, 1 recovery center will decrease the waiting time by 6 seconds.
But the function of this recovery center is calculated only for the maximum time (120seconds).
If there are 5 recover centers, 30 seconds decreases and it becomes 90 seconds.
So if your waiting time is less than 90 seconds, it doesn’t get affected.
But if it is over 90 seconds, it will be affected by the recovery center and will be fixed at 90 seconds.
The recovery center does not have big effect on the beginning of node/conquest war,
But has bigger effect in the later half.
Cannon Observatory (Size: 3)
Can be built around the fort (command post)
The cannon observatory allows the production of cannons through interaction after the node or conquest war starts (Each cannon will cost money and it will be taken from the guild fund). It will take 5 minutes to produce and once the production is completed, the cannon will be placed in the inventory of the guild member who produced it.
You can produce as many cannons as you want, but only one cannon can be installed per Cannon Observatory.
If you want to use more cannons, you will need more Cannon Observatory buildings.
The produced cannons 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.
Flame Tower & Hwacha (Size3)
The Flame Tower and Hwacha act as bunkers that protect the fort.
The two are made in a form where one of the guild members get on and manuevering it,
And it shows powerful firepower against the enemy character.
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 (loading time).
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.
Supply Depot (Size: 5)

▲ Supply Depot is one of the most important annex
As the name suggests, the Supply Depot supplies various items necessary in a Node War. Firstly, it allows you to access the Guild Shop so you can quickly buy ammo for the Flame Tower and Hwacha and Potions for guild use.
But for Guild Shop, the items you can buy differs depending on the rank.
The next is repairing gears. During a combat, your gear’s durability can wear off quickly, and through this function you can fix the gears right away. 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.

▲ The guild members must directly interact with the Supply Depot during a war to use its functions.
In case of guild shop, like explained earlier the items that can be bought differs depending on the rank.
Indomitable Flag Factory (Size : 3)
Can be built around fort (command post).
If you build this annex, you can make ‘indomitable flag’ which is a kind of outpost.
The guide to using an indomitable flag factory is also similar to cannon observatory.
After completion, if you press ‘function start’, one of the guild members can get the ‘indomitable flag’ after 30 minutes.
If you use the obtained item in node/conquest war zone, it changes to ‘place mode’, and you can set up the indomitable flag in an area you want(excludes safe zone, inside the castle).
But indomitable flag can be set up where it is certain distance away from your and enemy’s fort and command post.
Also you can use ‘indomitable flag’ item for 4 hours, and after this time, you can’t use it anymore.
After the indomitable flag is built, when guild members die during node/conquest war, they can resurrect at this point.
Also, the built indomitable flag can be protected by setting up barricades.
The total number of barricade that can be built is 10, and since this number is held by indomitable flag it has no relevance to the number of annexes connected to forts or command posts that can be built.
The barricade that are installed can’t be extended with steel barricade, and when indomitable flag is destroyed it gets destroyed together.

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. The most important one is barricade. 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.
Siege defense towers are unmanned siege weapon that is fixed on the ground when installing it. If enemies comes nearby, it will automatically attack approaching enemies.
Other than this, there are various kinds of traps.
These traps can be set anywhere regardless of the location of the forts, and it can be used anytime, not just during node (conquest) wars.

▲ 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.
[Plan strategies with guild members!]
If you have finished step, you are almost done.
Now all that is left is to set up a strategy that can be used in a combat, managing and keeping promises with guild members.
[Strategize and Scout for Enemy Forts]
The most important thing in this process is,
1) How many guild joined in for the node war?
2) How can we find the enemy’s forts quickly?
3) How should we manage our offense and defense strategies?
First off, the Guild Master and Officers should quickly assess how many guilds will be participating in the Node War. When you open the world map you can see the node war progress state, and if you click this you can see how many guilds joined.
The number of guilds participating should give you some ideas on how to prepare for battle. If there is a lot, you should be a little bit defensive, if there are little, you can be offensive.
Secondly, you should find the enemy guild’s node. It is one of the most important part of a node war.
When node war starts, the enemy guild’s fort location does not show up on the world map. But if one guild member finds the fort of the enemy’s guild and attacks, the location will show up on world map.
So discovering the enemy’s node as soon as the combat starts is the key to victory.
It is also good to choose guild members who go on patrol, and go on different ways to look around in the beginning. Most guilds will build their forts in a secluded area so players who scout will need a keen sense of direction and detection.
Lastly, you should determine how to manage offense and defense squads.
This actually depends on the capability of a guild master or a siege leader.
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. But as always, it’s your choice.

▲ Your guild’s fort(blue) and enemy’s fort(red).
It’s not seen at first but if you find the enemy’s fort and attack it, it becomes red.
[Combat! Combat!]
If you found the enemy’s fort, you can start attacking. It’s not that difficult at all.
You work with guild members and attack when you see an enemy,
And destroy the enemy’s fort quickly.
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.
While players can effectively damage other players, forts and annexes, they are not as potent against, Flame Towers and Hwachas. 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 set up will help your guild in selecting the most effective strategy.
For the forts, until 50% the durability can also decrease from external factors such as cannons.
However, once the fort’s HP drops below 50%, only players will be able to deal damage.
From 50% on, characters should go on a passionate fight with each other.
Another important element to Node and Conquest War is the definition of death .If you die during a Node War or Conquest War, you cannot resurrect immediately nor resurrect at the nearest node. You will have no choice but to select [Resurrect 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.
But if you extend an indomitable flag factory, which is an annex,
You can set up a flag(concept of outpost)on a place the guild member wants and resurrect at this point.

If you invest in guild skill, you can summon ‘outpost’.
If you set it near the enemy’s fort, you can resurrect at ‘outpost’.
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◈ Important! Understanding combat and participant rule 1. The participant A and D in area 1 can attack each other anywhere in area 1~9. 4. The non-participant E and F can’t attack each other. 7. Guild War can be declared during Node and Conquest War, but in the Node War channel the guild war function will be suspended while the Node or Conquest War is in progress. 10. Collision will be ON for all players in the Node and Conquest War channels. (Regardless of the level) |
Guild repair is also very great to know.
All the forts can be repaired by guild members.
It takes a certain amount of time when you repair it,
And Polished Stone(node castle) or Blackstone Powder(Normal castle) are used as materials.
Please note that the repairing progress of your fort will be interrupted if your character receives a debuff attack (stun, knockdown, push, floating).
[Occupy the node by winning]
If your guild takes over a node or territory, your guild’s emblem will appear on the node’s name plate and flags for everyone enjoying Black Desert 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 territory. These funds will be added into the guild fund which can then be used to pay incentives to the guild members. Everyone will be happy this way!
As the amount of taxes received depends 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.
As level goes up, the amount of tax collected differs.

▲ You can collect the tax accumulated in the node through 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 fiercer the following week.
But the security maintenance cost gets taken off from the tax collected from the castle.
If Guild A wins the conquest war and gets to own the territory,
50% of the tax will be deducted as security maintenance cost.
But every time guild A continues to keep their conquest over their affiliated territory,
The security maintenance cost goes down to 50%, 40%, 30%, 10%, and 0%.
So if one guild conquest the affiliated territory for 5 weeks, they can earn a lot of tax.
If the guild that conquest the territory changes from A to B, the security maintenance cost is initialized to 50% so keep that in mind.
For guilds that succeed in occupying a territory through the Conquest War, there’s an additional bonus, the Crown.
Crowns are given to the Guild Master of the occupying guilds of Balenos, Serendia, and Calpheon.
The crown can be worn on the head, and 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 warehouse in the territory’s capital city.

▲ If you wear Silver Mane Horse Crown/Blue Lion Crown, you can do server group chat in Balenos/Serendia server without consuming energy.
Other three types allows you to world chat without consuming megaphone in Calpheon server.
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.
But you don’t need to worry about all this.
It is categorized into Amateur team(Node war level1), Semi-professional team(Node war level2), Professional team(Node war level 3), Super team (Above conquest war).
So you can choose one that suits you and your guild,
And you can also choose the week of the day you want so there are many choices you can make.
There is also not much burden about equipment, level, and skills.
A guild member who is confident in combat should work as combatants,
And guild members who are not that good at combat should get on the fire cannons, adjust flame tower or Hwacha, or repair centers.
Whatever you do, it is a way to ‘victory’.
The combat zone for node war got much wider so you can use a various strategy and tactics, and the area is visualized clearly so you won’t get lost.
There won’t be incidents where your horse dies from accidently entering other node war area.
The game won’t ‘Start and Finish at the same time!’ from now.
It is because just like ‘Star-craft’, you have to build annexes and constantly produce cannons.
Promise and teamwork between guild members are even more important now.
All the guilds that earned level 2~3 nodes can join in the conquest war,
So Saturday will always be a ‘hot’ night.
As always, there is nothing difficult. It is a festival open to everyone, so join in.
We repeat again and again, anyone can ‘easily’ ‘enjoy’ the game.
• The content of the game guide may differ from the actual game content, depending on the update and content changes.