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Sector: Kaibab Forest
County: Central Kaibab
Waypoint: /waypoint 6568506 4980766
Description
Defense Towns are locations that are attacked by waves of hostile NPC. Players from all factions are called to defend the town from the attackers. These areas also offer recipes for special Construction, Medicine, and Cooking items to aid players in the towns defense.
The building housing the Town Crier has a timer for the next attack event and how many waves are left. Players from all factions are called to defend the town from the attackers.
An icon on the world map serves as a reference to the current status of town (ex; time or waves remaining). If the players fail to defend the town, all building will be lost and the area will be considered "captured". To restart the event, all enemies must be cleared from the area.
Starting at level 35, players can accept the local stronghold mission When Judges Attack, as long as a Stronghold Mission Bundle is active on the stronghold.
Vaults
- Sector Vault (/waypoint NA - Depends on Building Placement)
- Barter Vault (/waypoint NA - Depends on Building Placement)
- VIP Vault (/waypoint NA - Depends on Building Placement)
- Utility Vault (/waypoint NA - Depends on Building Placement)
Merchants
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Conversers
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Enemies
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Missions
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World Map

Defense Town Crafting
- Stronghold Buildings
- Stronghold Defenses (Constr)
- Stronghold Defenses (Medicine)
- Stronghold Defenses (Science)
- Stronghold Defenses (Nature)
Defense Town Resource Nodes
Note: These nodes appear around the exterior of the town and not on the inside, not exactly around the building that generates it.
Stronghold Water Tower Bundle 1 generates the following nodes:
Note: List must be confirmed. Using Citadel as base.
- Log (120 skill, x0-6 Treated Wood, x0-6 Salvaged Wood)
- Water Cactus (120 skill, x0-6 Questionable Water, x0-6 Potable Water, x0-6 Tainteed Water)
- Tree Stump (120 skill, x0-6 Salvaged Wood)
- Thirsty Hydra Weed (level 40, 120 skill x0-6 Impure Botanic Chemical, x0-6 Blood Seed)
Stronghold Windmill Bundle 2 generates the following nodes:
Note: List must be confirmed. Using Citadel as base.
- Junked Metal (120 skill, x0-12 Salvaged Iron, x0-12 Salvaged Steel, x0-12 Salvaged Fasteners, x0-7 Scrap Titanium)
- Wind-Seeking Prairie Chicken
Stronghold Pumpjack Bundle 3 generates the following nodes:
Note: List must be confirmed. Using Citadel as base.
Other uncategorized nodes:
- Junked Metal (135 skill, x3 Salvaged Steel)
- Geologic Chemical Deposit (120 skill, x0-6 Weak Geologic Chemical)
Enemies
Note: These enemies only spawn if the event has been failed (at this point all buildings except the Main are gone)
Note: These enemies only spawn when the event is active. It lasts for ten waves, and it can spawn in their normal, Veteran or Boss variants.
Merchants
- Recipe Merchant (Stronghold) (Main Building)
- Convenience Merchant (Stronghold) (Requires deployment of Stronghold Merchant Bundle)
- Unique Component Merchant (Stronghold) (Requires deployment of Stronghold Merchant Bundle)
NPCs
- Sidney Cross (Requires deployment of Stronghold Mission Bundle)
Missions
Notes
- The more Windmills, Water Towers and Pumpjacks are placed, the more resources it spawns, but the more enemies it adds per wave, thus making it harded to defend for a small team.
- If taking it back from the first time, the Stronghold Bunker Bundle should be a priority to place at the entrance, so defense can be easier. Up to five of them can be placed.