Combat and raids
Fortress (skilling raid)
A five-player skilling raid. Each player gathers and processes resources to feed one army stat while endless waves attack. Its only XP is Fortify XP, paid per action and as a bonus at the end of the run.
Rules and numbers
- observed The Fortress is open to any player, but a low-level player will not do well in it.Source: player report, 2026-10-03; raids.json (slayLevelRequired 1)
- confirmed There are five roles, each a gather/process pair feeding one army stat: fish/cook to Health, mine/smith to Melee, forage/craft to Range, invoke/imbue to Magic, and farm/brew to Defense.Source: Constants.js:4358-4373
- confirmed The first wave arrives at 2:00, then one every 20 s on a fixed clock; the armies trade damage every 1.5 s.Source: Constants.js:4375-4392
- confirmed A wave still alive when the next is due reinforces it, and the run ends (paid like a wipe) the moment a third wave arrives on a standing stack.
GAUNTLET_STACK_CAP = 3Source: Constants.js:4515-4525 - confirmed Actions run at 10x speed, and army stats start at 10.
actionTime = finalDuration / 10 (GAUNTLET_HASTE)Source: Constants.js:4434-4440, 4490 - confirmed A processed item of tier T deposits round(2*1.35^T) stat points; raws deposit at a third of their value, rounded down.
deposit = round(2 * 1.35^T); rawDeposit = floor(deposit/3)Source: Constants.js:4484, 4492-4500 - confirmed Fortify XP per action is 1 + 0.36 x wave (wave floored at 1), and a failed action pays 25%; the underlying gather or process skill earns nothing.
fortifyXP = (1.0 + 0.36*max(1,wave)) * (success ? 1 : 0.25)Source: Constants.js:4441-4468 - confirmed The run-end bonus is waves survived squared (wave 20 = 400, wave 100 = 10,000), paid once per player on any exit and never to clones.
completionXP = round(wavesSurvived^2)Source: Constants.js:4469-4481 - dev note Fortify XP is banked and arrives in one lump when you turn in a bag.Source: LoginScreen.js:104 (patch note)
- confirmed Enemy health is 32 x n x 1.039^n, times 1.55 per 20-wave section, easing to 1.022 growth and a 1.06 step after wave 100; attack is n x 1.06^n split across three typed lanes.
health = round(32*n*growth(n)*1.55^min(5,section)*1.06^max(0,section-5)); attack = round(n*1.06^n); defense = round(1.5*n)Source: Constants.js:4594-4607 - confirmed Every 20 waves survived banks one common roll from the next dungeon tier's table, scaled by your share of deposits (min 5%) and by Luck and Fortify milestones; each clone costs the host 5% of contribution.Source: Constants.js:4609-4621, 4634-4643
Connected systems
- Fortress (skilling raid) speeds up 10x Action time
- Fortress (skilling raid) still applies Double gather
- Fortress (skilling raid) trains the skill behind Fortify talent tree
- Fortress (skilling raid) awards Fortress Ledgers and Banners
- Fortress (skilling raid) drops Fortress rares
- Fortress (skilling raid) scales commons with Luck skill
- Fortress (skilling raid) shares lobby rules with Raid wave respawn
- Skilling actions runs 10x faster in Fortress (skilling raid)
Arrows show who acts on whom: → this system acts on the other, ← the other acts on this one, ↔ both do.
Related pages
Guides: The Fortify tree: what to take first · Your first week: what to take, spend and level
More in Combat and raids
Ancient and Chaos shards and slates · Chaos Dungeon · Combat · Combat styles and Life/Spirit · Corruption · Death · Delve (combat raid skill and tree) · Dungeons (tiered raids) · Fortify talent tree · Fortress Ledgers and Banners · Fortress rares · Raid wave respawn · Slay masters · Slay tasks
Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.