 |
Member of
Rank

V. Guild Master
Plays
|
|
Contents: 1. What is it? 2. What do the territories give? 3. What kinds of territories are there? 4. How do you choose to attack a territory? 5. When are the wars held? 6. How do we enter the wars? 7. When in the battlefield, what do we fight against? 8. What tools can we use in the war?
What is it?
- Territorial War, also abbreviated as TW, is a war for guilds held once a week. The main goal is to conquer the areas on the map, can be found by pressing the Kingdom Map button when viewing the map (Hotkey M).
What do the territories give?
- When a guild have successfully conquered a territory it will recieve a sum of money weekly. 10 million gold per normal territory delivered to the Guild Master every week. You also get your guild's name on the map below the region's name.
- The guildmembers can also teleport directly to that area for free using the town portal spell. Enter Kingdom Map and click one of the guild's territories.
- The governor of that area also has a few services. Sells pots, including level 70-90 pots depending on territory, sells revive scrolls and a special firework of that territory. Can produce certain pharmacist herbs. Has a cure service for players and you can use it to refine weapons and other equipment.
What kind of territories are there?
- There are three different kinds of territories, level 1, 2 and 3 territories.
- Level 3 territories which are normal areas in the map. Give 10 million gold a week, and there are 38 of theese.
- Level 2 territories are cities which are really hard to get. To conquer theese you need to already own a level 3 territory next to it. Gives 20 million a week, exists four of theese which are City of Feathers, City of Ethersword, City of Vanished and Dream Searching Port.
- Level 1 territories are the hardest to get. To conquer them you need to have at least 3 territories and one territory directly next to it. Gives 30 million per week and there are only two of them, Ancient Dragon City and Thousand Stream City. One guild can only hold one of the two.
How do you choose to attack a territory?
- Tender for territorial war is once a week. There the Guild Master place a bid on what territory the guild shall attack.
- Minimum bid is 500,000 gold and maximum is 200,000,000 gold. Guilds can be outbidded by other guilds.
http://farm4.static.flickr.com/...
- The bidding time starts on Wednesdays at 19.00 and ends at 19.00 on thursday. - However on the lands that have a bid made the last minute before ending time will have a 20 minute extended bidding time. If any bids are made in the last minute of the extended time, another 20 minutes are added. Extended tender time ends at 19.40 on thursday.
http://farm4.static.flickr.com/...
- Bidding is made from Territorial War Administrator or via any Teleporter. Current bidding status can be checked from those NPCs from any players during bidding time. After bidding it can be checked on Kingdom Map.
http://farm4.static.flickr.com/... - Territorial War map over the lands as an example on how it looks with bids. Arrows indicate a guild attacking one of the nearby territories. The curved arrows indicate a guild without territory is attacking.
http://farm4.static.flickr.com/... - Information on a certain territory is shown if you hold the cursor over the territory.
When are the wars held?
- There are 7 different times for the territorial wars, only 7 wars can be held at every time. Starting times go through this order: Friday night, Saturday night, Sunday night, Saturday afternoon, Sunday afternoon, Saturday morning and Sunday morning. Times are: Morning: 9.00-12.00 Afternoon: 14.00-17.00 Night: 20.00-23.00
- The times for the wars are generated when bidding is finished, Thursday 19.00-19.40.
http://farm4.static.flickr.com/... - This list is also generated where all the wars are listed and you can see what area, guilds and time. Found on the Battle Schedule Button in Kingdom map.
- One guild can only have 3 wars at one time.
How do we enter the wars?
- Only players from the guild can enter the war for that guild.
- Only players who have been in the guild for 100 hours can enter battlefield. (4 days and 4 hours ahead of the war)
- You enter battlefield from any Teleporter or Territorial War Administrator.
- A max of 80 players can enter one battlefield at a time.
- Upon entering the wars all vigour/chi will be reset to 0.
When entered the battlefield, what do we fight against?
- If the territory is empty, which means no guild owns it, you will fight monsters and bosses. In Level 3 territory there are 200 monsters around level 70 needed to be killed and one boss on that level aswell. Need to complete within 3 hours. You do not loose experience from being killed in here.
- If a guild already owns the territory you will be fighting that guild for it. Need to destroy the enemy's Crystal in their base, the crystal has 12 million HP. Can use a certain range of special tools here. You cannot loose equipment or items when being killed here.
- The battlefield map consists of 2 castles that acts as the two sides home bases. There are three lanes linking them together. Defence points with towers are placed on every lane, at each entrance of the castle and inside the castle nearby the Crystal.
What tools can we use in the war?
- Basically every normal equipment and tool can be used except your flight.
- There is an NPC selling potions, revive scrolls and arrows. In Guild vs Guild (GvG) war that NPC sells Catapult Control Scrolls (20,000 gold) and Tower Scrolls (100,000 gold).
- Catapults are used to bash down enemy defence towers and to destroy their Crystal. Every Guild can hold 4 catapults at once. To get a catapult following you go near a catapult and click the catapult control scroll. The catapult auto-attacks enemy buildings and cannot attack players. They can only be destroyed after the player carrying it has been killed, or if the distance between catapult and player is too far.
- Towers are used to defend yourself from the enemy players, it has 5 million HP. To build a tower go to a building point and click on it, need a tower scroll to build. It hits players with their level times 10, e.g it hits a level 45 character with 450 damage. There are three kinds of towers, one that hits one player every 1.5 second, one that hits every player within 5m of the target every 6 seconds and paralyzes them for 4 seconds, and one that attack every 3 seconds and hit every one within 5m of the target.
- There are teleportation pillars placed out on all lanes, talk to them and when you are back at the base you can teleport to them by stepping into the teleport zone at the spawn point in your base. Need to talk to them every time after you have died.
Other:
- You suffer no experience loss or item drop when died in TW battlefield.
- When being revived after death or choosing to go to nearby city (the home base) you will have a 30 second disabled time before any skills can be used.
- You cannot attack any players of your own guild inside battlefield.
- Leaving the guild in battlefield will teleport you out of the battlefield
- As noted above, vigour/chi is reset when entering and Hoist Cuddle option is disabled
- Mounts, flight and jump can be used.
|
|
Somewhere over the rainbow...
|
|
Member of
Rank

V. Guild Master
Plays
|
|
Jobs of the Various Classes
WR - of the most important classes in Territory War for he/she is a crowd controller. He/she leap from one place to another, controlling the high damage classes to reduce damage to friendly target, disarray enemy formation to slow them down. He/she is the guardian of the troop and often the one who died most.
WB - He with the most health point makes him ideal for catapult puller. When not pulling a catapult, his job is health point buff the team, be a decoy to shield catapult puller, agro the guard tower and assist in killing enemy with his ultimate skill. He is always ready to grab the catapult left over by other puller and charge onto enemy crystal.
EP - is love by many yet hate by many. A cast of his/her wand can save many life or cost many life. EP is one of most important classes in Territory War and prime target of archer, WR and WF. When in catapult team, he/she needs to stay alive to keep the catapult puller alive. She is the buffer of the team yet often employs her skill to sleep, stun and unlash her ultimate skill occasionally.
WF - is a beauty yet cruel. She often attracts attention and she is mobile, never stop at one place to de-buff catapult puller and kill enemy EPs. Couple with her ability to get away, she employ her de-buffing skill as often as she can and never pass a change to unlash her seal skill to aid her comrade.
MG - is a curse to melee class and archer. He/she is the second liner, assist on tank class to dispatch enemy quickly when in offense and main catapult puller killer when in defend. Wizard always stay low profile to avoid attention, assist in keeping catapult team alive and unlash he/her ultimate kill that can kill many.
Archer - He/she is a killer, an assassin with his mighty arrow pierce through the heart of the caster. Archer plays hard to catch and never stand in pack (within 12M stun range). Although his main role is second liner, assisting WR and WB to dispatch enemy quickly, he is also a group sniper task to put a dent into enemy formation.
Archer often rushes in with catapult team and unlash his mighty arrow at the guard tower and/or crystal with his AOE skill.
01_smile.gif IT IS IMPORTANT THAT EACH CLASS KNOWS YOUR JOB IN TW & PRACTISE IT OFTEN AS YOU CAN
|
|
Somewhere over the rainbow...
|
|
Member of
Rank

V. Guild Master
Plays
|
|
Teaming for a Territory War is a big task undertake by the GM or VGM or advicer. How to group peoples into teams to maximize their potential in that TW session is a real headaches especially when numbers falls below 80.
Ideally, the teams should be formed as follows.
ATTACK Team -A
Should have 2-4 archers/MG, 1 WR, 1 EP, and/or 1 WF. This team has many roles, from provide assist attack to surprise attack on enemy formation, catapult team and assassinate enemy EPs.
STUN Team - S
Should have 3-4 WR/WB, 1 EP, 1 WF and/or 1 MG/Archer. This is a forward party station at first line of attack or defend. His role is to disarray enemy formation, take on the heavy damage dealer and provide cover to friendly catapult team.
CATA team - C
Should have 2-4 WBs, 1-2 EPs, 1-2 WR/Archer/WF. The role of this team is to destroy enemy guard towers and crystal and often the main target of strike team. Using stun and strike team as cover, catapult team can move slowly but they do not stop or rush.
DEFENCE team - D
Should have 1-2 WR, 1 EP, 1-2 WF/MG/Archer. This is the main body station at first and second line of attack and DEFEND. They provide assistance to all teams and involve heavily in macro battle.
SCOUTS
Scouts can be anyone because they will also take part in the defence when the defence teams attack them.
Left Scout - LS
As you get teleported into the TW map, you will run to the LEFT gate and down that left lane.
Right Scout - RS As you get teleported into the TW map, you will run to the RIGHT gate and down that right lane.
Once you are ready, click on the map to see whether you are at Lane A or C (as it can change at times). Quickly go to as close to the enemy's base as possible and try to be out of their T range (when they press T they can see you). Then START reporting as soon as you are ready.
Reporting should be SHORT, CLEAR & at few minutes interval It should be in CAPITALS & IN GUILD CHAT
LANE A CLEAR or LANE B CLEAR
LANE A (or C) INCOMING CARTS 4
LANE A (or C) INCOMING TROOPS - this means no carts just people
When Scouts are killed must also report LANE A (or C) DOWN and ress to base and back to your staion point as soon as possible.
The War Commander will normally send a team over to guard that Lane if we know you are DOWN 03_mischievous.gif
BUFF
Buffers are EPs and normally we will assign those lowest level in the guild. It's not that we look down on your level 01_smile.gif but because we are trying to put the stronger one out in the field to die 02_laugh.gif
Whatever level you are, your participation in a TW is very important. We need people to BUFF who were just ressed back from being killed because so that they can last longer again once they move back to the battle field.
Buffers must be alert at all times and buff as fast as you can and click on every member that just resprawn at base. The QUICKER you can buff them the faster they can go back to field.
12_sad.gif Try not to send them back to the battle grounds without your buff. Mini Profile Top
|
|
Somewhere over the rainbow...
|
|
Member of
Rank

V. Guild Master
Plays
|
|
General rules in Territory War
1. Guard tower must be broken before crystal.
2. Enemy base wall to be occupied for launching support attack on inside defenders.
3. All equipment must be repaired before TW.
4. Members are to use spark pill instead of hitting binding pillar (exception: when ordered to destroy enemy pillar).
5. No argument on instructions given by commander or team leader. You are to carry out without hesitation.
6. Co-operation between team members is a MUST no matter how much you dislike him/her.
7. Communication channel must be clear, only commander, team leaders and scouts speak on Guild Chat.
8. When Attack and Cata teams dies, they are to regroup, rebuff and wait for ALL members to be present before moving off. No wandering off alone.
9. All Defence Teams to stationed at the MIDDLE of the each lane where the mid towers are except on Lane A there are no mid towers but Defence Team assigned on that lane should station there.
Push enemies back to their base or kill, our towers will assist our kills in that process. DO NOT GO TOO FAR beyond our mid towers. Push them back and return to middle lane and GUARD again. 06_angry.gif
|
|
Somewhere over the rainbow...
|
|
|  |