• Territorial Wars

    Territory


    Territory Wars are battles focused around clan and individual players, only characters level 40 and above who have completed their 2nd class transfer can participate in a territory war.
    Castle ownership has been expanded into territory ownership.
    Where previously a castle was the highest form of ownership available, this facet of game play has been expanded to include the castle, the local town/village and the nearby hunting grounds.
    This new territory system will foster a complimentary relationship between clans and general users, boost economic profits, and increase the influence that both clans and casual users have in the development of the land.


    Territory Areas

    The areas are the same as the the current Castles: Gludio, Dion, Giran, Oren, Aden, Innadril, Goddard, Rune and Schuttgart.


    Territory Announcement

    After a Castle Siege the clan who has taken the Castle of that area will be automatically declared as having occupied that Territory. After the Territorial Announcement a Territory Manager and a Mercenary General NPC will appear in the Castle Town.
    From the Territory Manager players can obtain the quest rewards and use the Badges obtained to purchase Local Products like Belts.
    From the Mercenerary Captain Normal, no clan-affiliated players can purchase Mercenary Transformation Scrolls and participate in Territorial Wars as anonymous fighters. After the player has completed a special mercenary quest, he or she can transform into a higher level mercenary. Players are also able to buy consumables particularly used in Territorial Wars from this NPC.


    Territory Ownership


    After the Territorial Announcement the clan in possession of the Castle can start the quest Righteous Path of the Territorial Lord.
    The conditions to declare ownership and changes:

    Terms for declaring Territory Ownership

    Fortresses within a Territory (except the ones at the borders) all need to swear fealty to the Castle. The Castle-owning clan must have completed the quest Righteous Path of the Territorial Lord. They must declare Territory Ownership two hours before the next Territorial War.

    Changes after declaring Territory Ownership

    Becoming the owner of a Territory is a necessary condition for a clan to be able to upgrade to level 11. After assumption of ownership, NPCs within the Territory will have the clan crest. The maximum amount of seeds that can be sold and crop that can be purchased by the Manor will be increased by 10%.

    Circumstances when a Territory Ownership is cancelled

    When the clan that declared Territory Ownership is dissolved or when they lose their Castle after a Castle Siege. When a Territory Ownership is canceled, any changes made after declaring Territorial Ownership are reset.


    Territorial War


    Battle Period

    Territorial Wars are fought in the same week as Castle Sieges, i.e. every other week. Territorial Wars will be fought on Saturday at 19pm Gmt Time.

    Start of a Territorial War

    The start of a Territorial War is not affected by whether or not a Territorial Lord has declared Territory Ownership. Once the time has come, the Territorial War will automatically start.


    Registration for Participation

    Participation in a Territorial War can be applied for at the Mercenary Captain inside each Castle Town. Players can participate in a Territorial War as individuals or as a clan.
    Clan Participation: Clan members with high administrative rights can register the entire clan via the Clan Window.
    Individual Participation: Everybody can register directly via the NPC.
    Registration in both ways (To register or cancel a previous registration) will be close two hours before the Territorial War begins, the Territory-owning clan will be registered automatically.


    Territorial War Begins

    After a Territorial War starts, all Fortresses and the Castle in the Territory will become battlegrounds. Players who have not registered will be teleported outside the battlegrounds when the Territorial War starts.
    The Territory-owning clan can set up Defense Positions or Outposts within the Territory, while other participating clans can only set up regular Defense Positions.
    The gates of the Castle and of the Fortresses in the Territory will be closed and become attackable.
    Players can start to use the Battlefield Channel (Appear in Yellow) ten minutes before the Territorial War begins (use ^ to start the conversation).
    All your Territory allies can see the text. The Battlefield Channel will be closed automatically ten minutes after the Territorial War has ended.
    When battle begins, a Territorial Relic and supplies will appear in the Castles, while Catapults will appear in the Fortresses.
    If more than one Fortress in a Territory has sworn fealty to the Castle, there will not only be the regular NPC guards, but also additional NPC mercenaries.


    Battle Rules

    Like in the rules for other battles, i.e. Castle or Fortress Sieges, there will be allied forces, enemy forces, and neutral players:
    All clans and individuals registed on the same Territory will be allied forces.
    All players from other Territories will be enemy forces.
    Players not participating in the War will be neutrals.
    Players will have tags over their heads, indicating their sides.
    Players cannot force-attack their allied forces, but they can attack enemy forces and neutrals directly; a player PK count will not increase on the battleground. Enemy forces who have left the battleground but are still in clan wars will not have their PK count increased either.
    Neutral players will have purple names for 120 seconds when they leave the battleground.
    Registered players will not lose items or gain death penalties if they die on the battleground, while neutral players will have normal death penalties if they get killed on a battleground.
    Registered players will have the following revival spots: Clan Hall, the closest town, Defense Positions of the clan, their Outpost. (Currently Siege Headquarters (Flagpoles) only work if set in Castle Areas and not in Fortress Areas)


    Outposts


    A Castle-owning clan leader can set up an Outpost (120 B Gemstones and MP will be consumed).
    There can only one be one Outpost, but it can be removed and rebuilt at another location if needed.
    Outposts cannot be destroyed.
    The HP and MP regeneration rate of allied forces will increase by 100%, i.e. be doubled around the Outpost.
    Allied forces can choose to revive at the Outpost when die on the battleground.
    Outposts will disappear automatically after the Territorial War has ended.


    Conditions for Victory


    Territorial Relic

    At the beginning of a Territorial War, a Territorial Relic will appear inside each Castle or inside the Castles that owns the Relics from previous Territory Wars.
    After entering the enemy Castle and destroying the Holy Artifact, the Relic can be taken in possession. Then the attacking force needs to carry the Relic to its Outpost in order to gain complete control of it. At that moment the enemy Territorial Relic will respawn inside the attacking force Castle.
    The player who is carrying the enemy force Relic will appear on the minimap. If the character dies or the player gets disconnected while carrying the Territorial Relic, it will be dropped on the ground at that place. That means, if people want to recover their Relic they must kill the carrier.
    Basically the struggle for the Territorial Relic is like capturing a Combat Flag in a Fortress Siege.
    The starting point is the Castle, the end point is the Outpost.
    If the Relic is not brought to the Outpost, it does not count as taken and returns after the end of the War to the starting point.
    If the capture of the Relic is to be successful, it must be carried all the way from inside the enemy Castle to one own Outpost.
    If at the end of the War the Relic was taken but the time was not sufficient to bring it to one Outpost, it returns to the enemy (because the enemy Castle was the starting point).


    Territorial Catapults

    Territorial Catapults will appear in the Fortresses when a Territorial War begins.
    Those Territorial Catapults can be destroyed by enemy forces.
    Once a catapult is destroyed, all remaining NPC defenses will dissapear, and all fortress defensives will be deactivated


    Mercenaries


    Requirements

    Except for members of the alliance of the Castle-owning clan, all other registered clans and individuals can participate in a Territorial War anonymously through the mercenary system.


    Character Name Change

    Players can purchase a Disguise Transformation Scroll from the Mercenary Captain. They can start to use the Transformation 10 minutes before the Territorial War begins, and they can revert to their original name only 10 minutes after the Territorial War has ended.
    Normal chat and system messages will display the false name. But when trading or in party invites the system will show your real name.
    Characters will remain in their anonymous status even if they have died or re-logged-in.
    When using the Disguise Transformation, players cannot use General Manufacture, Dwarven Manufacture or Private Stores.


    Mercenary Transformation

    Before a Territorial War begins, players of level 40 and above can buy a Guard Soldier Transformation Scroll from the Mercenary Captain and take part in the War in a transformed state.
    Players can neither gain xp and sp individually or do so via party during transformation, but they still can gain Personal Reputation Points.
    After having finished the quest Path of the Mercenary one can buy a High Ranking Mercenary Transformation Scroll that allows one to transform into a really well equipped mercenary. This Mercenary Transformation lasts for 30 minutes; if one gets killed, the Transformation is not dispelled.


    Limitations

    Players with a red name, including those in possession of a Cursed Weapon (Zariche or Akamanah), and participants in the Olympiad, can neither use a Disguise Transformation or transform into a Mercenary.


    Rewards


    Territorial Bonus

    At the start every Territory has different Territorial Bonus.
    When a Territorial War has ended, all members of the clan in control of the Territory (except Academy Members) will obtain different Territorial Bonus, depending on the Territorial Relics they have in their possession.
    Territorial Bonus will be influenced by the origin and number of Territorial Relics that every Territory owns at a given moment, for example there is one Territorial Relic in Y Castle, then clan members will receive one bonus; if there are N Territorial Relics, i.e. the Aden clan has conquered N Territories, then the clan members will receive N bonus.

    Territory Bonus Effects

    Territory
    Bonus
    Gludio
    STR +1 / INT +1
    Dion
    DEX +1 / WIT +1
    Giran
    STR +1 / MEN +1
    Oren
    CON +1 / MEN +1
    Aden
    DEX +1 / WIT +1
    Innadril
    CON +1 / INT +1
    Goddard
    DEX +1 / INT +1
    Rune
    STR +1 / WIT +1
    Schuttgart
    CON +1 / WIT +1



    When the Lord of a Territory changes, this does not influence the Holy Relics kept in the Castle, and it does also not influence the Territorial Skills.
    The place where every Territorial Relic is kept can be checked via the minimap on the Territory War Info Tab.


    Territory Badges

    During a Territorial War a quest can be picked up from the Territory Manager.
    After completing this quest the player receives a Territory Badge which is different for each Territory.
    The Territorial War quests added with the new update are Special Quests and they give XP and SP as reward.


    Local Products of a Territory

    Players who are taking part in a Territorial War can buy Local Products from the Territory Manager using Territory Badges and Adena.
    A player can combine a belt with a pouch or pin, or break the seal on a pouch or pin, through a Weaver. These NPC's are located near the warehouses in Aden and Rune.
    There is the possibility of failure when opening a Territory Supply Box or attempting to unseal a pin or pouch.
    Only players with a Knight ranking and above can wear a cloak. In order to wear a cloak, one must be part of a castle-owning clan and be equipped with a full set of Vesper Noble or Dynasty armor.


    Type
    Detail
    Purchase From
    Cloack
    Armor
    Castle Chamberlain
    Striders
    Ridable Pet
    Mercenary Captain


    Item
    Category
    Effect
    S-Grade Weapons
    Fighter Weapons
    damage of physical attacks is increased by 10% damage of magical attacks is decreased by 10%
    Mage Weapons
    damage of physical attacks is decreased by 10%
    damage of magical attacks is increased by 10%
    A-Grade Armor
    Fighting Spirit Apella
    there is no clan-rank limit for equipping this armor the exp loss on death is only 40% of what would regularly be the case
    Belts
    Belt
    increases P.Def.
    Pouch
    when added to the Belt it increases the number of inventory slots
    Magic Pin
    when added to the Belt it raises the weight limit
    A-Grade Jewelry
    Necklace
    increases M.Def. and defensive Elemental Attributes, check next table for specific town info
    Earring
    Ring
    Blessed Scrolls of Escape
    Scrolls of Escape for every Territory
    Blessed Scrolls of Escape for specified towns within the Territory
    Head Accessories
    Territory Fashion Item
    None


    Territorial Wars Specific Town Jewelry


    Territory
    Item
    Grade
    Badges
    Effect
    Gludio
    Water Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Water power +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Stun Attack +15%, Bleed Defense +15%
    Water Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Earth Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Earth power defense +12
    No exchange/drop available.
    Water Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Water power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Stun Attack +15%, Bleed Defense +15%, Water Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Earth Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Earth defense +15
    No exchange/drop available.
    Dion
    Divinity Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Divine power defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Hold Attack +15%, Poison Defense +15%, Divine Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Water Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Water power defense +12
    No exchange/drop available.
    Divinity Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Divine power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Hold Attack +15%, Poison Defense +15%, Divine Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Water Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Water power defense +15
    No exchange/drop available.
    Giran
    Wind Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Wind power defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Bleed Attack +15%, Paralysis Defense +15%, Wind Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Fire Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Fire power defense +12
    No exchange/drop available.
    Wind Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Wind power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Bleed Attack +15%, Paralysis Defense +15%, Wind Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Fire Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Fire power defense +15
    No exchange/drop available.
    Oren
    Darkness Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Darkness type defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Paralysis attack +15%, hold defense +15%, darkness defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Earth Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Earth defense +12
    No exchange/drop available.
    Darkness Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Darkness type defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Paralysis attack +15%, hold defense +15%, darkness defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Earth Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Earth defense +15
    No exchange/drop available.
    Aden
    Earth Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Earth power defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Fear Attack +15%, Stun Defense +15%, Earth Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Divinity Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Divine power defense +12
    No exchange/drop available.
    Earth Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Earth power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Fear Attack +15%, Stun Defense +15%, Earth Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Divinity Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Divine power defense +15
    No exchange/drop available.
    Innadril
    Water Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Water power defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Sleep Attack +15%, Stun Defense +15%, Water Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Divinity Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Divine power defense +12
    No exchange/drop available.
    Water Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Water power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Sleep Attack +15%, Stun Defense +15%, Water Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Divinity Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Divine power defense +15
    No exchange/drop available.
    Goddard
    Fire Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Fire power defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Stun Attack +15%, Sleep Defense +15%, Fire Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Dark Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Darkness power defense +12
    No exchange/drop available.
    Fire Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Fire power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Stun Attack +15%, Sleep Defense +15%, Fire Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Dark Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Darkness power defense +15
    No exchange/drop available.
    Rune
    Fire Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Fire power defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Poison Attack +15%, Hold Defense +15%, Fire Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Wind Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Wind power defense +12
    No exchange/drop available.
    Fire Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Fire power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Poison Attack +15%, Hold Defense +15%, Fire Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped. Only one effect is applied when wearing the same two earrings.
    Wind Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Wind power defense +15
    No exchange/drop available.
    Schuttgart
    Wind Protection Necklace
    A Grade
    160
    M. Def. : 85
    Weight : 150
    Wind power defense +26
    No exchange/drop available.
    Protection Earring
    120
    M. Def. : 63
    Weight : 150
    Hold Attack +15%, Fear Defense +15%, Wind Power Defense +8
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Dark Protection Ring
    80
    M. Def. : 42
    Weight : 150
    Darkness power defense +12
    No exchange/drop available.
    Wind Royal Guard Necklace
    S80
    160
    M. Def. : 106
    Weight : 150
    Wind power defense +30
    No exchange/drop available.
    Guard Earring
    120
    M. Def. : 79
    Weight : 150
    Hold Attack +15%, Fear Defense +15%, Wind Power Defense +10
    CP increases +5%
    Cannot be exchanged or dropped
    Only one effect is applied when wearing the same two earrings.
    Dark Royal Guard Ring
    80
    M. Def. : 60
    Weight : 150
    Darkness power defense +15
    No exchange/drop available.


    Nobless


    Players can use Territory Badges to request Noblesse status from the Territory Manager with 100 Badges.
    Even those who don't have a Subclass can apply for Noblesse, if the player already have started any quest related to the Noblesse path, all items and quests will disappear.
    To receive the Noblesse Tiara you need to speek with the Lady of the Lake near the Coliseum.