Territory War
Capture the Flag across all 9 territories. Steal enemy wards for passive combat bonuses.
When Territory War starts, all wards reset to their original castles. Each player-owned castle spawns its ward in the castle hall, where enemies can pick it up. Everyone except defenders is teleported to the nearest peace zone.
Ward Bonuses
Each captured ward grants a Territory Benefaction passive skill to all clan members. Holding all 9 wards gives +5 offensive and +4 defensive bonuses - equivalent to +5 weapon enchant and +4 armor/jewel enchant.
Capital Castles
+2.5% PvP P.Def/M.Def, +5% PvE P.Def/M.Def Effectively +1 Armor and Jewel enchant
+2.5% PvP P.Def/M.Def, +5% PvE P.Def/M.Def Effectively +1 Armor and Jewel enchant
Major Castles
+2.5% PvP P.Def/M.Def, +5% PvE P.Def/M.Def Effectively +1 Armor and Jewel enchant
+2.5% PvP P.Def/M.Def, +5% PvE P.Def/M.Def Effectively +1 Armor and Jewel enchant
Standard Castles
+2.5% PvP P.Atk/M.Atk, +5% PvE P.Atk/M.Atk Effectively +1 Weapon enchant
+2.5% PvP P.Atk/M.Atk, +5% PvE P.Atk/M.Atk Effectively +1 Weapon enchant
+2.5% PvP P.Atk/M.Atk, +5% PvE P.Atk/M.Atk Effectively +1 Weapon enchant
+2.5% PvP P.Atk/M.Atk, +5% PvE P.Atk/M.Atk Effectively +1 Weapon enchant
+2.5% PvP P.Atk/M.Atk, +5% PvE P.Atk/M.Atk Effectively +1 Weapon enchant
How It Works
- Steal Ward - Kill the ward NPC at an enemy castle to pick it up
- Escape - Leave the castle with the ward (no teleporting while carrying)
- Capture - Target your clan’s Outpost and use
Ward Transport (3-minute cast). The ward spawns in your castle hall. - Stack Bonuses - Hold multiple wards for multiple passive skills
Ward Carrier Restrictions
While carrying a ward:
- No teleporting (scrolls, skills, etc.)
- No mounting
- No transforming
Ward Drop Triggers
| Trigger | What Happens |
|---|---|
| Death | Ward drops, 30-second return timer |
| Logout | Ward drops, 30-second return timer |
| Peace zone | Ward drops at current location |
| Water zone | Ward instantly returns to origin |
Outposts
Clan leaders can spawn Outposts in any siege zone during Territory War (outside castles and fortresses, not inside):
- Required for capturing wards with
Ward Transport - Clan members can choose to respawn at the Outpost
- One Outpost per participating castle-owning clan
- Invulnerable to enemy attacks
- Use
Outpost Construction to create an Outpost - Use
Outpost Demolition to despawn it
Catapults
Each territory has a catapult at its domain fortress. These fortresses activate as siege zones during Territory War - Outposts can be spawned there and wards can be captured. Destroy the enemy catapult to open the castle’s outer gates until the war ends. Alternatively, the gates can be destroyed directly.
| Territory | Fortress | Castle |
|---|---|---|
| Gludio | Shanty | Gludio Castle |
| Dion | Hive | Dion Castle |
| Giran | Valley | Giran Castle |
| Oren | Ivory | Oren Castle |
| Aden | Narsell | Aden Castle |
| Innadril | White Sands | Innadril Castle |
| Goddard | Borderland | Goddard Castle |
| Rune | Swamp | Rune Castle |
| Schuttgart | Archaic | Schuttgart Castle |
Allied Fortresses
Fortresses with allegiance to a castle share the castle’s territory ward bonus. If Gludio Castle holds the Gludio Ward, all clan members in fortresses allied to Gludio also receive the passive bonus.
Only the matching territory ward is shared - a fortress allied to Gludio won’t receive the Dion Ward bonus, even if Gludio Castle holds both wards.