Territory Wars: registration, wards, badges and rewards

Territory Wars are the battles of nine territories in which, unlike a castle siege, anyone can fight: a clan for its lord or a single player as a mercenary. This page explains how to register, what the wards and the catapult decide, how badges are earned and what they buy, Noblesse status included.

Nine territories

A territory is a castle with its town, its fortresses and its hunting grounds. When a castle siege ends, the land around the castle is declared the territory of the clan that owns it, and two NPCs appear in the castle town next to the manor manager: the Territory Manager, who sells the goods of the territory, and the Mercenary Captain, who registers fighters.

Who can fight and how to register

The wars follow the two-week cycle of the castle sieges and are held the day before them: on the official schedule on Saturday from 20:00 to 22:00. A private server may set its own time.

Rules of the battle

Wards and the catapult

Every castle keeps the ward of its territory. Destroy the ward in an enemy castle and it appears in your hands; carry it to the outpost of your lord and use the capture skill there, and the ward is set up in your castle. The bearer is shown on the minimap. If he dies or drops out of the game, the ward falls to the ground, and a ward that is still carried or lying when the war ends goes back home.

Quests of the war

Badges and what they buy

The reward for a war is paid in the badges of your territory, for example Gludio Territory Badge or Aden Territory Badge, and the more of the automatic missions you complete, the more badges you get. They are spent, together with adena, at the Territory Manager.

The lord of a territory

The leader of the clan that owns a castle can be proclaimed lord through a quest of the chamberlain, for example Path to Becoming a Lord - Gludio or Path to Becoming a Lord - Aden. All the territory fortresses of the land, the border ones aside, must share one status, either sworn to the castle or not, and the quest has to be finished at least two hours before a Territory War.

The fortresses mentioned here are taken in battles of their own, described in Fortress siege: registration, barracks, flags and what a fortress gives; the castle itself changes hands only at Castle siege: registration, rules and how a castle is taken.

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