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kewl guide?
y 73%  73%  [ 16 ]
n 27%  27%  [ 6 ]
Total votes : 22
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 Post subject: [Guide]Territory wars
PostPosted: Fri Jul 23, 2010 12:28 am 
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Territory wars are pretty similar to castle sieges but both - merchants and clans may participate.
The territory consists of castle(the eye of the storm :) ), the corresponding town or village, territory fortress and hunting ground. There are 9 territories:
Image Gludio,Image Dion,Image Giran,Image Oren,ImageAden,Image Innadril,Image Goddard,Image Rune,Image Schuttgart



Attackers' goal - rush into the castle , steal the flag(ward) , "seal" it by using Capture Ward and port back to your castle.Defend both flags(your own and the stolen one) until TW end.
Defenders' goal - don't let attackers break into your castle and steal your flag.Don't let the attackers destroy catapults located inside the affiliated fortresse.If the catapult is destroyed all castle NPCs (guardians) disappear and the castle gates are open.

Participating rules and TW period:
1)You can register through the Mercenary Captain
2)TWs occur 1 day before the castle siege (Saturday-TW->Sunday-Castle Siege);
3)Clan members that are authorised for that action can sign the whole clan for the TW;
4)Only players above level 40 that have completed their 2nd class transfer are allowed to join the TW;
5)TW registration/cancelation period ends 2 hours before the TW begins;
6)Castle owners are automatically registered;
7)Ressurection rules are same as for CS;

Combat,penalties and more:
1)You do not need to hold CTRL button to attack your enemies;
2)You are not allowed to attack allied players(even forceattack won't do the trick);
3)AOE skills do not damage allied units,but neutrals(non affiliated) and enemies BOTH suffer their effects;
4)When you die you may suffer the "Battlefield syndrome"(same as death penalty);
5)You don't suffer exp loss upon death in the siegezone(same does not apply if you leave the battle area);
6)Leaving siege territory marks you nickname purple for 120 seconds (aka you are flagged);
7)If you die you can go to castle,village and/or the outpost(HQ).

Headquarters/outposts:
Castle lords are able to build headquarters(indestructible) which boost regeneration by 100%,you can "revive" here no matter if you are clan member or merc(aka random :) ).The outpost costs 120 gems B.You may have only 1 HQ.

Mercenaries(special items):
Mercenaries can keep their anonimity by transforming with the Mercenarie Disguise Scrolls(their names will be changed to "[Territory]Guardian" for both - character name and system msgs).Your disguise lasts 30 mins.

Rewards:
1)The wards benefit their owners with stat bonuses:
Gludio Territory Benefaction - STR +1 / INT +1
Dion Territory Benefaction - DEX +1 / WIT +1
Giran Territory Benefaction - STR +1 / MEN +1
Oren Territory Benefaction - CON +1 / MEN +1
Aden Territory Benefaction - DEX +1 / MEN +1
Innadril Territory Benefaction - CON +1 / INT +1
Goddard Territory Benefaction - DEX +1 / INT +1
Rune Territory Benefaction - STR +1 / WIT +1
Schuttgart Territory Benefaction - CON +1 / WIT +1

These rewards effects appear in your skills window as passives if you are member of a castle owning clan.Academy members do not receive the bonuses.In order to get the benefits from the "stolen" wards your clan has to own its own castle ward.For example if your clan owns Gludio and has stolen Innadril's flag but the Gludio flag is missing (aka it's stolen from you) you DO NOT get the Innadril ward's bonus.

Items and Badges:
You can buy various items and Noblesse status after finishing the Mercenary Captain's quest.

Giant's Codex - Oblivion 20 badges, 1 000 000 adena
Giant's Codex - Mastery 80 badges, 1 800 000 adena
Giant's Codex - Discipline 54 badges, 1 260 000 adena

Blue Talisman - Buff Cancel 13 badges, 14,500 a
Blue Talisman - Buff Steal 14 badges, 15,600 a
Red Talisman - Territory Guard
Blue Talisman - Lord's Divine Protection
White Talisman - All Resistance

Territory Health Recovery Potion 8 badges, 21,000a
Territory Mana Recovery Potion 8 badges, 21,000a
Territory CP Recovery Potion 8 badges, 21,000a

Rune Clip 32 badges, 120,000 a
Magic Ornament 16 badges, 80,000 a
Guardian's Strider 80 badges

Supply Box – Belt: Grade B,C 7 badges + 40,000 adena
Supply Box – Belt: Grade S,A 70 badges + 400,000 adena
Supply Box – Magic Pouch: Grade B,C 4 badges + 20,000 adena
Supply Box – Magic Pouch: Grade S,A 16 badges + 80,000 adena
Supply Box – Magic Pin: Grade B,C 8 badges + 40,000 adena
Supply Box – Magic Pin: Grade S,A 32 badges + 120,000 adena

When you have collected 100 badges from one territory you can become Noblesse without levelling subclass to 75 and doing all quests.

There are also special weapons and armors with unique effects(enchanting,augmenting,attribute enhancing,trading and dropping are impossible:
Weapons (S Grade) :800 badges + 21kk adena
Warrior-type

10 % increase in physical damage compared to general weapons of the same grade
10 % decrease in magic attack power (M.Atk.)

Wizard-type :800 badges + 21kk adena

10 % increase in magic damage compared to general weapons of the same grade
10 % decrease in physical damage (P.Atk.)


Armor :Gloves(71 badges+534000 adena ), boots(71 badges+534000 adena ), helmet(107 badges+801600 adena)
Apella Combat Set

Decrease rate of experience points in case of death is 40% of the general death cases (existing Apela Set 70%)

Setting territory lord:
To proclaim the territory owner castle lord needs to fulfill "Path to Becoming a Lord" quest.Starter NPC is the Chamberlain located in each castle.

Conditions for proclaiming a territory lord:
1)The castle should have either no relation or contract status with all player owned fortresses in the territory (excluding a border fortress). If a fortress has claimed its independence within the territory, then the lcastle lord cannot be proclaimed as lord of the territory.
2)One has to complete the 'Path to Becoming a Lord' quest.
3)One has to complete the quest 2 hours befor to the start of the territory war.

The following changes occur when a territory lord is proclaimed:
1)Being proclaimed as territory lord is a necessary condition to expand a clan's level to 11.
2)The territory lord's clan emblem is automatically registered to all NPC's residing within their territory.
3)10% increase in seed sales and crop purchases.

Territory lord proclamation will automatically be cancelled under following situations:
1)When the clan is disbanded.
2)When the lord is changed at the end of a castle siege
3)When proclaiming lord is cancelled, all activated functions will be initialized.







I supose the guide is still incomplete and there are items and info to add (you can give me a hand here :) ) . Soon to come : Territory lord proclaiming quest guide
WTB this guide added to http://www.pmfun.com/territorywars after I fully update it.Also the upcommin` quest guides.
WTB comments!

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 Post subject: Re: [Guide]Territory wars
PostPosted: Fri Jul 23, 2010 7:31 pm 
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~updated~

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 Post subject: Re: [Guide]Territory wars
PostPosted: Fri Jul 23, 2010 7:39 pm 
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Joined: Tue Aug 18, 2009 9:43 am
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Quote:
Warrior-type

10 % increase in physical damage compared to general weapons of the same grade
10 % decrease in magic attack power (M.Atk.)

Wizard-type

10 % increase in magic damage compared to general weapons of the same grade
10 % decrease in physical damage (P.Atk.)


I think there's a typo in here.... Warrior type weps. should increase physical damage, and vice versa.

I want to ask some question about TW, if anyone knows. I've never participated to one, so i'm kind of confuse.

Territory badges are obtained by doing the specific quest you get at territory NPC, or how?
Is it possible to obtain 100 badges in a single TW?
If my clan doesn't have a castle, and i register solo, i should go after castle wards, or just do my quests with/without my party?
TW is tommorow on l2c, so i wanna be a bit more informed b4 that. :)
Edit, more questions:
Anyone knows how many badges S weps cost? Are they attribute-able?

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 Post subject: Re: [Guide]Territory wars
PostPosted: Fri Jul 23, 2010 9:34 pm 
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i dont see any misstype there
warrior type increases 10% phy
mage type increases 10% magic

1)quest
2)yes
3)do ur quest
4)dunno tbh

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 Post subject: Re: [Guide]Territory wars
PostPosted: Sat Jul 24, 2010 3:53 am 
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miahi wrote:
Anyone knows how many badges S weps cost? Are they attribute-able?
I think they cost ~800 badges (might be +/- some) and I think u can add element and enchant them, tho I'm not sure


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 Post subject: Re: [Guide]Territory wars
PostPosted: Sat Jul 24, 2010 4:22 am 
Duke
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they cost 800 badges and you can't enchant/attribute/SA them...so yeah they are pretty useless...


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 Post subject: Re: [Guide]Territory wars
PostPosted: Sat Jul 24, 2010 7:57 am 
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Joined: Fri Jun 11, 2010 2:41 pm
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not bad. here you have some ss with rewards :
Image Image Image
Image Image Image
http://www.filesavr.com/afoPUINq

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 Post subject: Re: [Guide]Territory wars
PostPosted: Sat Jul 24, 2010 8:36 am 
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K guys, ty for answers...helped me more than the other 13012908 guides on the internet :)

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 Post subject: Re: [Guide]Territory wars
PostPosted: Sat Jul 24, 2010 12:53 pm 
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miahi wrote:
K guys, ty for answers...helped me more than the other 13012908 guides on the internet :)

i know :D we pwn
btw ill find out who voted "no"and then ill pawn u
luckyano:that info is there already (except territory weps-big thanks for that)
~guide updated again~

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 Post subject: Re: [Guide]Territory wars
PostPosted: Fri Apr 15, 2011 9:00 pm 
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Joined: Fri Apr 15, 2011 8:56 pm
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Just a quick question.

If I register as mercenary for Aden, can I hit and get the wards on Gludio Castle?

The clan members can, but can mercenaries registered for 1 territory get wards that belong to another territory?


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 Post subject: Re: [Guide]Territory wars
PostPosted: Mon Jan 09, 2012 4:43 am 
Duke
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GoDs3nD wrote:
btw ill find out who voted "no"and then ill pawn u
~guide updated again~

good luck with that bro

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 Post subject: Re: [Guide]Territory wars
PostPosted: Sun Nov 11, 2012 12:14 am 
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I know is a old topic but i have 2 questions:

Can the outpost be casted under water?
Can the player that holds the flag swim / enter water ?

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