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GM Notes [GM Note] New rules and specifications for Node and Conquest War
Black Desert 2018-07-19 10:00
Comments 4

Hello Adventurers!

This is The MMORPG, Black Desert.

 

Today we will introduce you to changes which have been made to rules and specifications of Node and Conquest Wars.

Check below to find all the neccesary information on our new battles to come!

 


 

▶ Node War

  • Now nodes will be classified into Normal Nodes and Conquest Nodes.
    • The Conquest Nodes will be classified into 3 different tiers with the higher tier giving more taxes to collect. Normal Nodes will give less amount of tax than Conquest Nodes. Conquest Nodes and Normal Nodes cannot be occupied at the same time.
  • Node Wars will be available daily for guilds to participate so that adventurers can enjoy large-scale battles more regularly. As a result, the maximum number of node that one guild can occupy will be extended from 2 to 6 nodes.
  • Instead, Guild Members who can participate in the Node Wars will be decided by the number of nodes occupied by the Guild.
  • To summarize the revisions and additions, please read on below:
    • At max, a total of 6 nodes will be allowed for occupancy from a single Guild.
    • Guild Masters can assign a ‘Chance to Occupy’ to the Guild Members through Guild window (G).
    • The Chance to Occupy will decide how many Node Wars the relevant Guild Members will be allowed to participate in the relevant week.
    • The Chance to Occupy for Guild Members will reset at the end of Conquest War on Saturdays.
    • Normal Nodes and Conquest Nodes cannot be occupied at the same time by the same Guild.
    • You cannot participate to a Normal Node, then upon conquering the node participate to a Conquest Node. Upon conquering a Conquest Node, you cannot participate to a Normal Node.
    • Depending on the number of nodes occupied, maximum participants allowed for conquering additional nodes will be placed. Max participants allowed depending on number of nodes are as follows:

 

# of Nodes occupied

Maximum Participants

0 Node

Max 100

1 Node

Max 80

2 Nodes

Max 60

3 Nodes

Max 40

4 Nodes

Max 20

5 Nodes

0 (Only construction of Forts allowed)

 

    • Guild Members-to-participate in the Node/Conquest War can be decided via the Chance to Occupy system. Guild Officers will use an exclusive UI window from Guild window (G) and grant at max 5 times the Chance to Occupy in Node/Conquest War for Guild Members.
    • You can place Chance to Occupy to 20 members at a time.
    • Regardless of actual participation of the guild member, the 1 Change to Occupy will be deducted every successful occupation of a node from a guild.
    • Guild Member who do not have any Chance to Occupy remaining will be classified as a non-participant and cannot take part in the Node War.
    • For example if there are total of 100 Guild Members in a Guild, the Guild Master can grant 20 members at a time the Chance to Occupy (from 1 to 5 times). This does mean all 100 Guild Members can be set to participate in the very first Node War.
    • If the 20 Guild Members who have been given 1 Chance to Occupy participates and successfully conquers to occupy a Node, that 20-member group can no longer participate in that week’s Node Wars. The rest 80 out of a 100-member Guild, if this 80 Guild Members had been given 2~5 Chance to Occupy, will be able to participate in the next Node War.

 

Example of Chance to Occupy applied for a 100-member Guild

For the 1st Node

All Guild Members with 1~5 Chance to Occupy given can participate

For the 2nd Node (If 1 node is occupied)

Guild Members with 2~5 Chance to Occupy

For the 3rd Node (If 2 nodes are occupied)

Guild Members with 3~5 Chance to Occupy

For the 4th Node (If 3 nodes are occupied)

Guild Members with 4~5 Chance to Occupy

For the 5th Node (If 4 nodes are occupied)

Guild Members with 5 Chance to Occupy

For the 6th Node (If 5 nodes are occupied)

Only construction of Forts allowed

 

    • Chance to Occupy cannot be changed if Node War or Conquest War is in progress.
    • However, Conquest War allows at max 100 Guild Members to participate regardless of the number of nodes occupied by the Guild.

 

▶ Conquest War

  • Conquest Wars have received new rules.
    • From the number of Conquest Nodes excluding the Normal Nodes, Guilds with 2 or more nodes occupied can build Fort/Command Posts and participate in the Conquest Wars.
    • In order to conlstruct Fort/Command Post/Field HQ, you need to occupy 2 or more Conquest Nodes excluding the Normal Nodes. You can start constructing a day after occupying 2 Conquest Nodes.
    • In order to cut down on resurrection cooldown and time needed to move to the relevant areas, a new Castle Gate resurrection points have been added to Calpheon, Mediah, and Valencia Conquest Wars to bring the action faster to you.
    • Castle Gate resurrection point for Offensive and Defensive are located in different locations.
    • The Offensive Guild must have destroyed the Castle Gate in order to resurrect near the Castle Gate.
    • It has been changed so that Cannons cannot be installed inside the castle in Conquest Wars.
    • If a Guild with more than 2 nodes occupied is participating in the Conquest War, 2% of the tax from the territory can be collected every 10 minutes the Fort/Command post is successfully defended.
    • Forts/Command Posts/Field HQs needed to participate in Conquest Wars can be built on the day of the Conquest War.
    • The tax obtainable at this point equals 2% of the amount expected to be collected  excluding Security Budget.
    • This tax will be collected at the end of the Conquest War when the opposing side’s Fort/Command Post is destroyed.
    • Offensive side can obtain at max 20% of the territory tax.
    • If the Offensive side ultimately wins in the Conquest War, the tax obtained for successfully defending Fort/Command Post will not be counted in the calculation. Same as before, amount excluding Security Budget will be collected.
    • If the Defensive side ultimately wins in the Conquest War, total amount of tax excluding the tax already collected by the Offensive side and Security Budget will be given as the winning reward.
    • If there are several Guilds participating in the Offensive side, at max 20% of the tax collected for the Offensive side will be allocated by number of Guilds participating.
      • For example if there are 3 Guilds participating in the Offensive side, about 6.66% (of the 20%) will be given to each Guild. Please be informed that the max 20% tax collected for the Offensive side is given only in the case where the Offensive side loses and the Defensive side wins.
    • If there is a Guild who defeats other remaining Guilds in the Offensive side after the Fort/Command Post/Field HQ of the Defensive Guild is destroyed, the single Guild remaining will be declared the winner and take all the tax of the territory.
    • Other participating Guilds in the Offensive side who loses to this single Guild cannot be given a share of the 20% tax collectable during the Conquest War.
    • If there is no Guild declared as the winner of the Conquest War even after the Fort/Command Post/Field HQ of the Defensive Guild is destroyed and the Conquest War time ends, the territory will be liberated and no Offensive Guild will be able to obtain the tax.

 

  • Other/Conquest War Balance
    • Damage of the Basic Attack, Horn Attack, Fore Chop, and Charge of the Elephant used on Castle Gates has been increased by 30%.
    • The number of target hits inflicted from Charge skill of the Elephant used on Castle Gate, Fort, Command Post, annexes and installments has decreased from 16 to 8 target hits.
    • Damage of the Basic Attack, Horn Attack, Fore Chop, and Charge of the Elephant used on other adventurers has been increased by 20%.
    • Damage of the Basic Attack, Horn Attack, Fore Chop, and Charge of the Elephant will now be applied on Cannons as well.
    • Damage from Cannons used on Castle Gates has been increased by 300%.
    • Damage from Cannons used on other adventurers has been increased by 400%.
    • Cannon’s DP has increased by 100%, and Durability has increased by 900%.
    • Cannons can be destroyed with ease if you utilize horses and Elephants.
    • Damage from horses used on Cannons has been increased by 700%.
    • Damage from horses used on Command Post/annexes and installments has been increased by 500%.
    • Siege Defense Tower’s DP has increased by 50% and Durability has increased by 900%.
    • Siege Defense Towers can be destroyed with ease if you utilize horses and Elephants.
    • Durability of Calpheon Castle’s, Mediah Castle’s, Valencia Castle’s Outer Gate and Inner Gate has decreased by 50%.
    • Wooden Fences and and Medium Siege Towers used in Conquest Wars has increased in height by 40%.
    • Moving Speed of Medium/Large Siege Towers has increased by 50%.
    • Medium/Large Siege Towers can be destroyed with ease if you utilize horses and Elephants.
    • Damage from Flame Towers used on other adventurers has been increased by 50%, and damage from Hwachas used on other adventurers has been increased by 20%.
    • Production time for the following items usable in Node/Conquest Wars has been reduced.
      • Medium Siege Tower Workshop 15 mins. → 10 mins.
      • Large Siege Tower Workshop 20 mins. → 15 mins.
      • Indomitable Flag Factory 30 mins. → 15 mins.
    • If the adventurer dies during Node/Conquest Wars, the corpse will disappear right away and Medical Kit or Resurrection skills will no longer be applicable.
    • In addition, a new view mode where you can observe the Node/Conquest War from the allies’ point-of-view called ‘Ally Viewpoint’ has been added. While using this function, press F5 to switch views amongst allies.
    • Due to the balance changes applied to Node/Conquest Wars, the price of the items sold by the Guild Military Supply has been changed.
      • [Guild] Siege Defense Tower 150,000 Silvers → 500,000 Silvers
      • [Guild] Wooden Fence 100,000 Silvers → 500,000 Silvers
      • [Guild] Barricade 25,000 Silvers → 50,000 Silvers

 

  • Node/Conquest War Schedule
    • The same as before:
    • [SEA]
      • Sunday~Friday: Node War from 21:00 GMT+8 until up to 23:00 GMT+8
      • Saturday: Conquest War from 21:00 GMT+8 until up to 01:00 GMT+8

 

  • Tax Collection
    • There will not be a separate process of collecting taxes and the tax stacked up for a week will be instantly sent as Guild Funds to the winning guild who successfully conquers and occupies a node/territory. Security Budget rules will remain the same.
    • Taxes will be classified among Normal Node < Conquest (Tier 1) < Conquest (Tier 2) < Conquest (Tier 3).

 

  • Node Classification
    • Normal Nodes, Conquest Nodes
      • Normal
      • Conquest (Tier 1)
      • Conquest (Tier 2)
      • Conquest (Tier 3)
    • In all territories of Balenos, Serendia, Calpheon, Mediah, and Valencia, nodes will be divided up into Normal Nodes and Conquest Nodes (in 3 different Tiers).
    • The total number of nodes are 154 however, same as before.
      • Normal Nodes = 54
      • Conquest (Tier 1) = 65 Nodes
      • Conquest (Tier 2) = 20 Nodes
      • Conquest (Tier 3) = 15 Nodes
    • As there are tiers placed among Conquest Nodes now, you will obtain different amount of taxes depending on the tier of the Conquest Nodes.

 

  • Days of Node Wars per territory

 

- Balenos

MONDAY

TUESDAY

WEDNESDAY

THURSDAY

FRIDAY

SUNDAY

Elder's Bridge
(Normal)

Balenos River Mouth
(Normal)

Toscani Farm
(Normal)

Ancient Stone Chamber
(Normal)

Ehwaz Hill
(Normal)

Coastal Cave
(Normal)

Altar of Agris
(Tier 1)

Imp Cave
(Tier 1)

Epheria Ridge
(Tier 1)

Wale Farm
(Normal)

Wolf Hills
(Normal)

Terrmian Cliff
(Tier 1)

Cron Castle Site
(Tier 1)

Mask Owl's Forest

(Tier 1)

Western Gateway

(Tier 2)

Heidel Pass
(Tier 1)

Foot of Terrmian Mountain
(Tier 1)

Cron Castle
(Tier 2)

Olvia Coast
(Tier 2)

Goblin Cave
(Tier 2)

Forest of Plunder
(Tier 3)

Florin Gateway
(Tier 1)

Western Guard Camp
(Tier 3)

Casta Farm
(Tier 3)

 

- Serendia

MONDAY

TUESDAY

WEDNESDAY

THURSDAY

FRIDAY

SUNDAY

Southern Neutral Zone
(Normal)

Central Guard Camp
(Normal)

Southwestern Gateway
(Normal)

Southern Cienaga
(Normal)

Watchtower
(Normal)

Alejandro Farm
(Normal)

Northern Heidel Quarry
(Tier 1)

Bradie Fortress
(Normal)

Glish Swamp
(Tier 1)

Orc Camp
(Tier 1)

Bloody Monastery
(Normal)

Eastern Gateway
(Tier 1)

Costa Farm
(Tier 1)

Lynch Ranch
(Tier 1)

Northern Guard Camp
(Tier 1)

Serendia Shrine
(Tier 2)

Glish Ruins
(Tier 3)

Biraghi Den
(Tier 1)

Moretti Plantation
(Tier 2)

Southern Guard Camp
(Tier 3)

Castle Ruins
(Tier 1)

Northern Plain of Serendia
(Tier 3)

Eastern Border
(Tier 2)
 

Northwestern Gateway
(Tier 2)

 

- Calpheon

MONDAY

TUESDAY

WEDNESDAY

THURSDAY

FRIDAY

SUNDAY

Khuruto Cave
(Normal)

Marni's Lab
(Normal)

Abandoned Land
(Normal)

Contaminated Farm
(Normal)

Bree Tree Ruins
(Normal)

Delphe Outpost
(Normal)

Keplan Vicinity
(Normal)

Oze Pass
(Normal)

Beacon Entrance Post
(Normal)

Oze's House
(Normal)

Rhua Tree Stub
(Normal)

North Abandoned Quarry
(Normal)

Behr Riverhead
(Normal)

Behr Downstream
(Normal)

Longleaf Tree Forest
(Normal)

Tobare's Cabin
(Normal)

Primal Giant Post
(Tier 1)

Catfishman Camp
(Tier 1)

Epheria Sentry Post
(Tier 1)

Delphe Knights Castle
(Tier 1)

Abandoned Quarry
(Tier 1)

Saunil Camp
(Tier 1)

Keplan Hill
(Tier 1)

Trina Beacon Towers
(Tier 1)

Rhutum Outstation
(Tier 1)

North Kaia Mountain
(Tier 1)

Hexe Stone Wall
(Tier 1)

Karanda Ridge
(Tier 1)

Quint Hill
(Tier 2)

Anti-Troll Fortification
(Tier 1)

Trina Fort
(Tier 2)

Epheria Valley
(Tier 1)

Lake Kaia
(Tier 1)

Longleaf Tree Sentry Post
(Tier 1)

Treant Forest
(Tier 3)

Crioville
(Tier 1)

Witch's Chapel
(Tier 3)

Phoniel's Cabin
(Tier 1)

Northern Wheat Plantation
(Tier 2)

Marie Cave
(Tier 1)

Mansha Forest
(Tier 3)

Hexe Sanctuary
(Tier 2)

 

 

- Mediah

MONDAY

TUESDAY

WEDNESDAY

THURSDAY

FRIDAY

SUNDAY

Marni's 2nd Lab
(Normal)

Ahto Farm
(Normal)

Helms Post
(Normal)

Stonetail Wasteland
(Normal)

Manes Hideout
(Normal)

Mediah Northern Highlands
(Normal)

Ancient Ruins Excavation Site
(Normal)

Canyon of Corruption
(Tier 1)

Kasula Farm
(Normal)

Stonebeak Shore
(Tier 1)

Hasrah Cliff
(Tier 1)

Tungrad Forest
(Normal)

Kusha
(Tier 1)

Alumn Rock Valley
(Tier 1)

Mediah Northern Gateway
(Tier 1)

Wandering Rogue Den
(Tier 1)

Sausan Garrison
(Tier 1)

Stonetail Horse Ranch
(Tier 1)

Asula Highland
(Tier 1)

Sarma Outpost
(Tier 2)

Awakening Bell
(Tier 1)

Elric Shrine
(Tier 1)

Splashing Point
(Tier 2)

Omar Lava Cave
(Tier 2)

Soldier's Grave
(Tier 3)

 

 

 

Kamasylve Temple
(Tier 3)

Abandoned Iron Mine
(Tier 3)

 

 

- Valencia

MONDAY

TUESDAY

WEDNESDAY

THURSDAY

FRIDAY

SUNDAY

Pilgrim's Sanctum: Abstinence
(Normal)

Pujiya Canyon
(Normal)

Veteran's Canyon
(Normal)

Valencia Western Highlands
(Normal)

Bashim Base
(Normal)

Pilgrim's Sanctum: Sincerity
(Normal)

Ivory Wasteland
(Normal)

Pilgrim's Sanctum: Obedience
(Normal)

Altas Farmland
(Normal)

Fohalam Farm
(Normal)

Deserted City of Runn
(Normal)

Pilgrim's Sanctum: Fast
(Normal)

Capotia
(Tier 1)

Taphtar Plain
(Tier 1)

Ivero Cliff
(Normal)

Cadry Ruins
(Tier 1)

Desert Naga Temple
(Tier 1)

Altinova Gateway
(Tier 1)

Pilgrim's Sanctum: Humility
(Tier 1)

Gavinya Volcano Zone
(Tier 1)

Pilgrim's Haven
(Tier 1)

Rakshan Observatory
(Tier 1)

Crescent Shrine
(Tier 1)

Gorgo Rock Belt
(Tier 1)

Valencia Plantation
(Tier 1)

Aakman
(Tier 2)

Crescent Mountains
(Tier 1)

Barhan Gateway
(Tier 1)

Gavinya Great Crater
(Tier 1)

Ibellab Oasis
(Tier 2)

Rock Post
(Tier 2)

 

Erdal Farm
(Tier 1)

Gavinya Coastal Cliff
(Tier 1)

Ancado Coast
(Tier 2)

Roud Sulfur Works
(Tier 3)

 

 

Waragon Nest
(Tier 3)

 

Valencia Castle Site
(Tier 3)

 

 

    • Please keep in mind Guild Alliance is a new content that will be updated in the near future and you may see texts related to Guild Alliance while you progress the new Node/Conquest Wars. As for now, please neglect the texts as Guild Alliance is not available content as of maintenance of 7/19/2018.
    • On last note, a special event to commemorate the new changes introduced to Node/Conquest Wars is underway and will be announced later this week.
Comments 4
Why not just make the tables like the NA/EU one? Why unnecessarily complicate and make it useless like this for Node War days info? Just cut it up into beginner, t1, t2, t3.
2018-07-19 13:37 0
@Boneless, publisher unfortunately has not scouted you for the job. Its pity.
2018-07-20 11:27 0
Northwestern Gateway
(Tier 2)
Appeared 2 times in the table, Balenos Wed and Serendia Sunday, is there some problem with the table?
2018-07-23 01:45 0
i still noticed 2 more possible typo in the above table:
1)elric shrine is labeled as tier 1vs tier 2 in game
2)Western Plateau of Valencia typo as Valencia Western Highlands
2018-07-23 19:56 0
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