Territory Wars
What is Territory Wars?
Territory Wars is a global server event, where any players who have reached level 40 with a second profession can take part. Each player can become a mercenary and take part in the struggle for a particular territory. Each castle has its own territory adjacent to it, to which additional locations can be attached to expand the clan's possessions.
Composition of the Territories
The territory includes a castle, a town, a fortress and farm zones. All he territories is exclusively of economic benefit, but for this they must be conquered. There are 9 Territories behind which you can wage a confrontation:Territory | Territorial Fortress |
---|---|
Gludio Territory | Shanty Fortress |
Dion Territory | Hive Fortress |
Giran Territory | Valley Fortress |
Oren Territory | Ivory Fortress |
Aden Territory | Narsell Fortress |
Innadril Territory | White Sands Fortress |
Goddard Territory | Borderland Fortress |
Rune Territory | Swamp Fortress |
Shuttgard Territory | Archaic Fortress |
Participation in the Territory Wars
- Territory Wars are held every 1-2 weeks, depending on the server you are playing on. All Territory Wars take place only on Saturday from 20:00 to 22:00 (GMT+3);
- Immediately after the end of the castle siege, the Territory Wars go into preparation mode. Territory Wars start at the set time, regardless of the Proclamation of the Lord of the corresponding castle;
- Territory is automatically claimed at the end of the siege.
Registration to participate
- Registration is done through the Mercenary Captain of the respective territory. If you, for example, register with Gludio, then only you can turn in / take quests and exchange the received badges for the corresponding rewards;
- Participation in the Battle can be done both as a clan member and individually. In the case of registration for participation as a clan member, made by a leader or a member of a clan with the appropriate rights, all members of this clan are automatically registered for Territory Wars. In case of individual registration, everyone can register independently. Only characters 40+ who have received the 2nd profession can be registered for Territory Wars.;
- Registration for Territory Wars is available no later than 2 hours before it starts;
- Registration can be canceled at the Mercenary Captain no later than 2 hours before the start;
- After registration, the player cannot leave the clan in which he is a member;
- The clan that owns the territory is registered automatically, and acts as a defender of the territory it has captured.
Beginning of the Territory Wars
- When Territory Wars start, the inner territory of the Castle, the adjacent lands, and the territory of the nearest Fort turn into a combat zone. Characters not participating in the Battle who were in these zones are teleported outside the combat zone;
- During Territory Wars, the Clan Leader who owns the territory can build a Camp or Outpost in the combat zone. You can put these fortifications in any siege zone of castles, except for your own;
- Other participating clan leaders can only build a Camp within the combat zone;
- During Territory Wars, the gates of a castle or fort can be attacked;
- The "Battlefield" channel is automatically activated in 20 minutes before the beginning of the Territory Wars. It can be used via the ^ (Shift+6) character, and clan leaders of friendly forces can negotiate through it before starting Territory Wars. As soon as the Territory Wars start, all participants can communicate in this channel. The channel will automatically deactivate 10 minutes after the end of the Territory Wars;
- The Territory Ward and Supplies Safe are placed inside the castle, and the Territory Catapult is placed inside the Fort closest to the castle.
Rules
- The basic rules for Territory Wars are similar to those for Castle Siege: players are divided into friendly, enemy, and non-participating forces. Each participating territory has its own territorial icon. Enemy and friendly icons look different. Those not participating in Territory Wars will not be marked with icons;
- Friendly forces include members of the clan that owns the territory, other clans, and registered solo players;
- Members of any clan that owns a territory automatically become enemies of everyone else as soon as Territory Wars begin;
- Any player not registered for Territory Wars is defined as not participating;
- In the combat zone during Territory Wars, it is not required to use Force Attack (forced attack via the Ctrl button). When you select an enemy or non-participating character, your cursor will automatically change to a sword icon. Friendly forces cannot be attacked even through a forced attack;
- There will be no PC penalty from killing a member of the enemy side, even if the enemy leaves the combat zone;
- Any character that leaves the combat zone becomes purple (flagged) for 120 seconds.
- If a player registered for Territory Wars dies in a combat zone, they do not lose experience and/or items.
Victory Conditions
- When Territory Wars start, a Territory Ward will spawn inside the castle that claimed the territory;
- Territory Ward can only be destroyed by members whose clan has a castle;
- As soon as you destroy the Territory Ward of an enemy castle, it immediately appears in the hands of your character. After receiving the enemy Territory Ward, you must find your way to your clan's Outpost and use the Capture Ward skill. This will place the Ward on your castle grounds;
- The location of the player who received the Territory Ward can be found using the mini-map;
- If the player holding the Territory Ward dies or is kicked out of the game, then the Territory Ward falls to the ground;
- If the player left the combat zone for more than 10 minutes, the flag is returned to the castle.
- At the end of the Territory Wars, the Territory Ward returns to the original castle if it is still in the hands of the player who did not deliver it to their own castle, or if it was lying on the ground;
- All Wards successfully delivered from foreign territories remain in the castle that captured them until the next Territory Wars. If the castle has lost his Ward, he must recapture it in the next Territory Wars if he wants to get it back;
- When Territory Wars start, a Territory Catapult will spawn inside the first Fortress of each Territory. It can be attacked by enemies. As soon as it is destroyed, all NPC defenders of the castle disappear, all the defense functions of the castle are disabled and all the gates of the castle open.
Rewards – Territory Badges
Territory Badges can be obtained from the Territory Manager after completing Territory Wars. The number of badges will be higher if you complete missions that are automatically received during Wars. You can find the information necessary to complete the mission through a special section in the quest window. Each player participating in Territory Wars can purchase specific territory products from the Territory Manager. Each territory offers a different list of goods.Name | Purpose | Badges |
---|---|---|
Start of the Battle | Visit the beginning of the Battle at 20:00 | 5 |
Killing of the Catapult | Kill catapult | 15 |
Protect the Supplies Safe | Protect Your Territory Supplies Safe | 5 |
Protect the Military Association Leader | Protect your territory's Military Association Leader | 5 |
Protect the Religious Association Leader | Protect your territory's Religious Association Leader | 5 |
Protect the Economic Association Leader | Protect what belongs to your territory Economic Association Leader | 5 |
For the Sake of the Territory | Complete 5 previous objectives | 10 |
Deny Blessings | Kill level 61+ healers and supports registered for other Territories | 10 |
Pierce through a Shield | Kill level 61+ knight characters registered for other Territories | 10 |
Make Spears Dull | Kill level 61+ warrior characters registered for other Territories | 10 |
Weaken the magic | Kill level 61+ mage and summoner characters registered for other Territories | 10 |
Destroy Key Targets | Kill level 61+ rare profession characters registered for other Territories: Overlord, Dominator, Warsmith, Maestro | 10 |
Being in the Battle Territory | Being in a protected area. The reward is awarded for every continuous 5 minutes in the zone. | 0,5 |
Killing targets | Kill up to 50 enemies | 5 |
Killing targets | Kill 50 to 120 enemies | 5-10* |
Killing targets | Kill over 120 enemies | 10 |
End of the Battle | Visit the end of the Battle at 22:00 | 5 |
Territory Wars skills
- Each of the 9 territories has its own specific skill called Territory Benefactions.
- At the end of the Territory Wars, the territory-specific skill is applied to all members of the clan that owns the territory (excluding academicians).
- For example, if the Lord of Aden was able to capture the Territory Ward of Aden, Giran and Runes during the Territory Wars, the specific skills of all these territories will affect the clan-owner of Aden.
- For a specific skill to work, the corresponding Territory Ward must be owned by the clan.
- Even if the Castle Lord changes, Territory Wards remain in the territories they were delivered to.
- The current owner of each Territory Ward for each territory can be found on the minimap → World Information → Territory Battle Information. The territorial icon next to each clan indicates the current owner of each Ward.
Territoy Ward | Effect |
---|---|
DEX+1 / MEN+1 | |
DEX+1 / WIT+1 | |
STR+1 / MEN+1 | |
STR+1 / INT+1 | |
DEX+1 / INT+1 | |
CON+1 / INT+1 | |
CON+1 / MEN+1 | |
STR+1 / WIT+1 | |
CON+1 / WIT+1 |
Additional functional, implemented on the server
- Flags are reset before the start of each TW;
- Added the new feauture to view the current state of Territory Wards on the map near castles (Alt+M). Learn more about new war mechanics.