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Rules of Territory Wars
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==The Battle== Territory wars are exciting and competitive, regardless of whether you're battling another guild for ownership of a territory, or even battling NPCs for a neutral territory. The following rules apply to all Territory Wars: 1. Chi is set to zero once a user enters the battleground. 2. The embrace function is disabled while in the battleground. 3. You can jump, use riding mounts, and fly. 4. There is no experience penalty from being killed by monsters in a Neutral Territory War. 5. Anyone who quits or leaves their guild will be instantly ejected from the battleground. 6. In order to participate in your guild's Territory War, you must be a member of your guild for at least 100 hours prior to the war. 7. Factions are assigned either red or blue in a PvP Territory War. *'''Neutral Territory:''' If you are fighting for a neutral territory (a territory that is not yet owned by a guild) then the war itself is really quite simple. Kill all the monsters in the zone before the timer runs out. *'''Foreign Territory:''' If your guild is attacking a territory that is already owned by another guild, then a true battle takes place. Two guilds are situated on map on opposite corners. The attacking guild wear the red color and the defending guild blue. Each guild has a crystal inside their base that can be destroyed. There are three routes between both bases. Both the attacking and defending guilds can control catapults and build different types of towers for defense. Depending on the Territory level, an increasing number of catapults are given to the attacking faction. *'''Level 1 Territory :''' Attacking Faction has 8 catapults to the defenders 4 catapults. *'''Level 2 Territory :''' Attacking Faction has 6 catapults to the defenders 4 catapults. *'''Level 3 Territory :''' Both attacking and defending factions have 4 catapults, giving no side an advantage. The Territory War is over once the crystal inside one guild's base has been destroyed, or time has run out.
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