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The Muster
The Bulwark
An old earthwork, half-sunk and still holding. So do the men behind it.
- Entity ID
bulwark- Boon while held
- Defense +12%
- Points per minute
- 6
- Points per minute at last light
- 12 (2×)
- Maximum points from this hold alone
- 420 — held from the horn to the seal
- Rallies it funds
- 1 — every hold you keep opens one
What it scores, minute by minute
A Muster runs 60 minutes. The first 5 are forming-up and score nothing at all; from minute 5 to 45 holds score at face value; from minute 45 the last light falls and every hold scores 2×. Nothing you bring to a Muster dies — every sword felled on the field walks home when the horn sounds — so the price of turning up is an hour, not an army.
| Phase | Minutes | Multiplier | Points |
|---|---|---|---|
| Forming | 0 – 5 | 0× | 0 |
| Open | 5 – 45 | 1× | 240 |
| Last light | 45 – 60 | 2× | 180 |
| Whole match | 0 – 60 | — | 420 |
Taking it late
| Taken at minute | Minutes held | Points banked |
|---|---|---|
| 5 | 55 | 420 |
| 15 | 45 | 360 |
| 25 | 35 | 300 |
| 35 | 25 | 240 |
| 45 | 15 | 180 |
| 50 | 10 | 120 |
| 55 | 5 | 60 |
What holding it does for the banner
An old earthwork, half-sunk and still holding. So do the men behind it. While your banner keeps it, every shield in the banner holds longer, alliance-wide. No banner may keep more than 3 of the five at once, so taking a fourth means naming the one you are giving up — and that cap is the whole decision the field is built around. At 6 points a minute it scores less than the Standard, which is the trade: more magnitude for less tally.
| Hold | Boon | Strength | Points per minute |
|---|---|---|---|
| The Watchfire | Attack | +12% | 6 |
| The Bulwark | Defense | +12% | 6 |
| The Sept Tents | Healing | +25% | 4 |
| The Causeway | March speed | +25% | 4 |
| The Standard | none | — | 12 |
What else moves defense
The Bulwark's +12% is additive with everything else your banner has already earned, so its value depends on what you are stacking it onto. These are the other sources of the same stat recorded in this database:
- Armor — research, +2% per level to +40% at level 20
- Shieldwork — research, +1.2% per level to +14.4% at level 12
- Infantry Discipline — research, +1.2% per level to +12% at level 10
- Tempering — research, +1.2% per level to +14.4% at level 12
- Ironclad Mail — research, +1.2% per level to +12% at level 10
- Fortification — research, +2% per level to +20% at level 10
- Palisades — research, +1% per level to +12% at level 12
- Stonework — research, +1.2% per level to +14.4% at level 12
- Watchtowers — research, +1.2% per level to +12% at level 10
- Moat Works — research, +1.2% per level to +12% at level 10
- Battlements — research, +1.2% per level to +12% at level 10
- Portcullis — research, +1.2% per level to +12% at level 10
- Curtain Walls — research, +1.2% per level to +9.6% at level 8
- Barbicans — research, +1.2% per level to +9.6% at level 8
- Gatehouses — research, +1.2% per level to +9.6% at level 8
- Counter-Siege — research, +1.2% per level to +12% at level 10
- Bulwark — alliance tech, +2% per level to +20% at level 10
- The Marches — the Founding stage-5 boon, +15% once the threshold is banked
Related
Guides: The Realm at War · Rally Coordination. Index: all five holds · the whole database.
Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.