Army Wars, Halls & Headquarters
Two-hour guard-objective wars in Redmoon Fantasy.
Army Wars, Halls & Headquarters
Current armies, ownership and live war schedule
Choose the target
The commander opens Manage, authenticates with the army password, and opens War. Declare against an army by its exact name, or choose its specific hall number 1–40. Use B2 or HQ for Headquarters. If an army owns several objectives, specify the hall number. Confirm the displayed army and objective before declaring.
Only an occupied opposing objective can be challenged. You cannot challenge yourself or an ally, and an army without a hall or HQ has no guard objective. One war may be reserved or active globally at a time. Membership and alliance changes stay locked for participants. The server checks current ownership again on declaration and start; a stale selection cannot challenge a new owner silently.
Production timing: declare war at least 72 hours before it starts. The general post-war cooldown is 48 hours; a rematch requires 120 hours. Battles last two hours, with unlimited lives and no attendance forfeits.
Two hours, unlimited lives
The roster locks all current members, including offline members, when fighting starts. Those members can join later, respawn at hospital and return, or reconnect. New members and allies do not join automatically. There are no no-show forfeits. The deadline is two hours after the actual start, not the declaration time.
Only the declared guard is the objective. Player deaths never decide the outcome. War opponents can fight across maps, including safe zones; range, walls and normal targeting restrictions still apply.
Victory and ownership
HQ war: defeating the HQ guard transfers Headquarters to the challenger in the same transaction as the recorded victory. Ordinary hall war: defeating its guard ends the war and removes the defender's ownership of that hall. The hall becomes available to purchase; it is not awarded to the attacker. Other halls and Headquarters are unaffected.
If the target guard survives until the deadline, the defender keeps the objective. Hiding or staying offline does not prevent attackers from winning by killing that guard. Completed results are idempotent; repeated kill messages cannot take a repurchased hall. Guards reset after the war.
Guards and entry
Each ordinary hall guard starts at X9 Y17; HQ map131's guard starts at X50 Y93. Guards roam walkable floor. Only the declared defending guard fights or takes damage, and only against enrolled living opposing players during that war. Outside war they are peaceful and immune. They drop no loot and grant no EXP.
Ordinary guards retain40 times their original half-reference health and3 times their original damage. HQ now has100 times its previous health:4000 times original half-reference health. HQ damage is unchanged. Player and pet minimum-hit floors still use original guard health, not the enlarged pool; this is additional durability, not a new cap on raw damage.
Use Enter with the declared hall number or B2/HQ. Server-side ownership and active-war admission are required. The Army panel Hall button prioritizes HQ for its owner; otherwise it returns members to their rented hall. HQ entrances/exits are at X2 Y10 and X97 Y10; stand beside the edge portal. Central exits remain disabled.
Invisibility
Concealment permits movement only. Attacking, casting, using or moving items, incoming combat damage/status, received heals/buffs, and companion attacks break it. The buff is removed rather than briefly revealed; it does not automatically return. Casting a concealment skill can grant a fresh buff subject to its existing cooldown.
