Rules of Territory Wars
Declaring War
In order to declare war on a territory, there are certain requirements that must be met by your guild.
Rules for Declaring War:
1. Your guild can only attack one territory per week.
2. If your guild currently does not own any territories, then you can only declare war on Tier 3 territories.
3. If your guild already owns territories, then you can only declare war on territories that are adjacent to your existing territories.
4. In order to declare war on a Tier 2 territory, you must already own at least two Tier 3 territories and at least one of your territories must be directly adjacent to it.
5. In order to declare war on a Tier 1 territory, you must already own at least three territories and at least one of your territories must be directly adjacent to it.
6. If your guild already owns a Tier 1 territory, you are not allowed to declare war upon another Tier 1 territory.
(Note: This rule is currently bugged, but will be fixed in the near future.)
(Territories which are colored grey indicate that your guild does not meet the war declaration requirements for that given territory.)
Bidding
Upon deciding which territory your guild has set it's eyes on, you must then bid for the right to fight for said territory. Speak with your local Battle Coordinator between Wednesday 7:00pm and Thursday 7:00pm (Pacific Time) to place a bid.
If your guild wins the Territory War, then your guild leader will receive 90% of the bid back. If your guild loses the Territory War, then your bid will be lost.
Regardless of whether or not a territory is already owned, a minimum bid must be placed. This minimum bid is different for each tier:
- Tier 3 Territory: 500,000 coins
- Tier 2 Territory: 1,000,000 coins
- Tier 1 Territory: 2,000,000 coins
Whichever guild has risked the most coins and bid the highest, will participate in the Territory War.
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.