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.
- The territories and the fortress where the catapult of each stands: Gludio Territory with Camp Fortress, Dion Territory with Hive Fortress, Giran Territory with Valley Fortress, Oren Territory with Ivory Fortress, Aden Territory with Bayou Fortress, Innadril Territory with White Sands Fortress, Goddard Territory with Borderland Fortress, Rune Territory with Swamp Fortress and Schuttgart Territory with Archaic Fortress.
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.
- Registration is done at the Mercenary Captain of the territory you want to fight for, no later than two hours before the start; it can be cancelled until the same moment.
- A clan is registered as a whole by its leader or by a member with that right. A player without such a clan registers alone, as a mercenary. In both cases the character must be of level 40 or higher with the second class transfer done.
- The clan that owns the castle is registered automatically and defends its own territory.
- Quests are taken and badges are spent only in the territory you registered for.
Rules of the battle
- When the war starts, the castle, the land around it and the fortress of the territory become a battle zone, and players who are not registered are moved out of it.
- Everyone registered for the same territory is a friend, everyone registered for another one is an enemy, and the emblem of the territory is shown over each fighter. Enemies are attacked without Ctrl, and a friend cannot be hit even with a forced attack.
- A registered fighter who dies in the battle zone loses neither experience nor items, and kills there do not change the PK counter. A player who is not registered dies by the ordinary rules.
- Whoever leaves the battle zone stays purple for 120 seconds.
- The battlefield chat opens 20 minutes before the start and closes 10 minutes after the end; messages to it begin with the symbol ^.
- Clan leaders may put up a camp in the battle zone, and the lord of a castle may also build one outpost with the skill
Outpost Construction for 120 ×
Gemstone B. Friends near the outpost restore HP and MP twice as fast, and a registered fighter can rise after death at the outpost or at a camp.
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.
- The wards:
Gludio Ward,
Dion Ward,
Giran Ward,
Oren Ward,
Aden Ward,
Innadril Ward,
Goddard Ward,
Rune Ward and
Schuttgart Ward. A captured ward stays in the castle that took it until the next war, even if the castle changes its lord. - Each ward held gives all members of the clan of the castle, except the academy, the bonus of that territory: Gludio STR+1 and INT+1, Dion DEX+1 and WIT+1, Giran STR+1 and MEN+1, Oren CON+1 and MEN+1, Aden DEX+1 and MEN+1, Innadril CON+1 and INT+1, Goddard DEX+1 and INT+1, Rune STR+1 and WIT+1, Schuttgart CON+1 and WIT+1.
- The catapult stands in the fortress of the territory. When enemies destroy it, the NPC defenders of the castle disappear, its defence functions are switched off and all its gates open.
Quests of the war
- At the start every fighter automatically receives the quest of his territory, such as For the Sake of the Territory - Gludio or For the Sake of the Territory - Aden: destroy the enemy catapult, the supplies safe and the three leaders of the enemy castle.
- Defence quests switch on when your own objects are attacked: Protect the Territory Catapult!, Protect the Supplies Safe., Protect the Military Association Leader, Protect the Religious Association Leader. and Protect the Economic Association Leader..
- Hunting quests count enemy players of level 61 and higher by the kind of class: Pierce through a Shield! for knights, Make Spears Dull! for fighters, Weaken the magic! for mages and summoners, Deny Blessings for healers and buffers, Destroy Key Targets for overlords and warsmiths.
- Between the wars the Mercenary Captain gives Path to Becoming an Elite Mercenary and then Path to Becoming an Exalted Mercenary: each widens his goods and raises the reward for a 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.
- Noblesse status for 100 badges, with or without a subclass. The usual road is described in Noblesse quest.
- S-grade weapons of the territory: the fighters' ones have 10% more P. Atk. and 10% less M. Atk. than ordinary weapons of the same class, the mages' ones the other way round.
- A combat set of armor without rank or class limits that cuts the loss of experience on death by 40%.
- Belts and what is attached to them: a pouch adds inventory slots, a pin adds carried weight, a rune clip speeds up the recovery of HP or MP, an ornament helps in PvP.
- Jewelry with M. Def. and protection from an element, talismans, hair accessories and blessed scrolls of escape to a particular town.
- A mount from the Mercenary Captain: a strider for 50 badges or a guardian's strider for 80.
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.
- A proclaimed lord is one of the conditions of clan level 11: see Clans and alliances: creation, levels and structure.
- The crest of the clan is shown on the NPCs of the territory, and the castle sells 10% more seeds and buys 10% more crops: see All about manor: sowing, harvesting and handing in crops.
- The proclamation is cancelled when the clan is dissolved or when the castle changes hands at a siege.
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.