Tale of Diep:Fortress Mode

Fortress Mode is a crazy new Game Mode. It takes the concept of Fortresses and knocks it up to 11, transforming it into a massive dungeon-based hell.

Story
The Red, Blue, and some new competitors are back at it again. This time, the stakes are high, and the time that wins will ultimately decide the fate of the others. An ancient prophecy foretold by the feared Archprophet is destined to unfold on this day. Whether it come true or not, one thing is certain, he must be slaughtered in the name of stopping the release of Panzer, an evil tank god locked away at the dawn of time. Who will falter and who will succeed, getting the lost powers of he who lives to tell the tale?

Gameplay
''Note: There are links here for a reason. If you want any MORE info on anything listed below, PLEASE click on the links. They go into much more detail. All of these are reserved, and pages with their names will be deleted.''

Team System

 * There are four teams: Red, Blue, Green, and Yellow. Each is in charge of their own Castle. All AI-Controlled enemies are dark gray.
 * A Castle has a specific layout. It has an entrance room, two side rooms connected to that, a room farther back, a long hallway, then an End Room.
 * End Rooms contain the Team Emperor, constricted to the Castle but in charge of the team.
 * Team Emperors are akin to Boss Tanks, but are controlled by players, much like a Mothership.
 * The Team Emperor can travel throughout the Castle, building Defensive Turrets and other Castle Defenses using a Fortress Mode exclusive 'currency' Tankit.
 * The Team Emperor can also give their team powerful boosts at the cost of Tankit.
 * Castles are a complex structure, taking the form of the main bases for both teams. Defenses include:
 * Two Sniper Defensive Turrets at the gate, one on each side.
 * Overseer Defensive Turrets lining the walls of the last hallway leading up to the End Room.
 * A Castle Key system designed to make Castles akin to any other Dungeons in the Game Mode.
 * And whatever else the Team Emperor decides to build within the Castle using Tankit.
 * Both Teams compete to take down Dungeons and gather Arch Keys so they can go and fight the Archprophet, with a chance to win the game.
 * A Team can be eliminated from the game by killing it's Team Emperor.
 * Ultimately, this is not the goal of the game, but a separate win condition.
 * Enemy teams can only kill members of another team while in a Castle or Dungeons. While in the free open space, no players can kill each other.
 * To encourage players to help their team and not stick in the free space, there are roaming packs of Dungeon Crawlers that move and get stronger the more players are out there.
 * As another way to encourage Team assistance, there is no score, and Polygons do not give XP once you're Level 30.

Dungeons

 * Dungeons are the primary and ultimate feature of Fortress Mode.
 * They are structures that are usually larger and more defended than a Team's Castle.
 * There are a variety of layouts. Look on the Dungeons page for each of them.
 * They are protected by Defensive Turrets and Dungeon Crawlers.
 * Each one has a Boss Tank at the end of it.
 * Boss Tanks, Defensive Turrets, and Dungeon Crawlers in this game mode are assigned a Status. Read more on them below.

Status

 * Status decides the difficulty of the enemies and provides something more special for Bosses. Defensive Turrets do not have statuses. There are five for Dungeon Crawlers and 3 for Boss Tanks.
 * Statuses are displayed by a symbol on the enemies with that status.
 * These are the five ranks of Dungeon Crawlers.
 * Division: The weakest status of enemy. They have less than average stats (listed on the Dungeon Crawlers page), and are the most common. Usually found near the start of a Dungeon. Symbol is a red sword.
 * Striker: The second status. Enemies with this have higher Bullet Speed, Detection Range, and Bullet Penetration. Symbol is two blue crossed spears. Found usually in off-set rooms not leading to the Boss.
 * Phantom: The third status. Enemies with this status go invisible while immobile, and have higher than average Health Regen and Movement Speed. Found rarely in general. Symbol is a purple scythe.
 * Noble: The fourth status. Usually melee enemy tanks that have something to fight for. They have higher than average Health and Body Damage. The lower health they get, the more damage they do. Symbol is a golden helmet.
 * Disciple: The last and rarest status. These are attributed to tanks that have a direct connection with the Archprophet. They have higher points in every stat, and killing them decreases the Archprophet's max health by 2% each. Happen to kill 50 Disciples? You win. Good thing the max that CAN spawn in a game is 10 overall.
 * These are the three ranks of Boss Tanks (in Fortress Mode).
 * Underling: Average Boss Tank with no special properties. Acts exactly as it does on their page. Has no symbol.
 * General: Rarer Boss Tank status that allows it to place Defensive Turrets mid-battle. Has a yellow flag symbol.
 * Prophet: Generals that drop 5 Arch Key Pieces upon death.

Trivia

 * This page is very vague because a lot of its more detailed info is in the links (many of which are red as of now, so hold on).