Territory War

Territory War is divided in 2 rounds, starting at 20:00 and 20:31 on Friday. Guilds compete over territories within their own division: King I-III, Duke I-III, or Marquis I-III. Each of the groups have a number limit of 8 Guilds. To quality for this event, your server cap must be at least Lv. 90, your guild must have an activity of at least 40 and be ranked top 32 in overall BR. Matchmaking starts at 5:00 every Monday.

Territories are classified into *Advanced Territory* and *Normal Territory* and unlocked over time. The difference between the two being the amount of daily earnings each gives when captured.

A guild can participate in multiple territory battles and send up to 50 players to each territory. The winning guild will occupy the territory. A guild can have up to 5 territories at a time. After each battle ends, any excess territories that your guild owns will return to being unoccupied (starting with the lower-level territories).

### Bidding rules

The Guild Leader or Deputy can select any open territory to bid for their *Assault Chance*. Bidding costs *Gold of Power* that can be obtained by occupying territory. Each guild's bidding chance is determined by the Guild Activity at the start of the season. Every 65 Guild Activity grants 1 bidding chance, with each guild having at least 2 bidding chances in the first round of each season.

#### Result

1. The guild that bids higher for the Assault Chance will be the offensive unit. The one that loses will be the defensive unit.
2. For a captured territory, you will win the Assault Chance if your bid is the highest of all. For an uncaptured territory, the highest 2 bids will win the Assault Chance.
3. Guilds that lose the Assault Chance will be matched by the system for battles. Guilds that have no territories and guilds with higher bids will get the Assault Chance first.

#### Auction return

The funds paid won't be returned if you won the bidding. If you didn't win the bidding for a territory but were assigned as the attacker, 30% of the bidding payment will be returned. 90% of the bidding payment will be returned if your bidding failed.

### Battle rules

Territory War battles start in either **Speed Mode** or **Warfare Mode**. Battle for an uncaptured territory will proceed in Speed Mode, while battle for captured territory will proceed in Warfare Mode. Players are able to move between territories for the first 10 minutes with a one minute cooldown between each move.

* **Demolisher:** claimed at the Demolisher Administrator. Deals high damage against structures and is unaffected by player stats. Takes a fixed amount of damage when attacked. (Permission to claim Demolisher granted by Guild Leader or Deputy)
* **Defense Tower:** deals damage to attackers (Speed Mode). Can be garrisoned by defending players through the Tower Administrator (Warfare Mode). (Permission to garrison Defense Tower granted by Guild Leader or Deputy)
* **Nexus:** the final structure within a single lane and critical to the winning condition. Automatically deals damage to attackers.
* **Star Energy Device:** appears 15 min after the battle starts. Used by attackers to damage Defense Towers and the Nexus. Used by defenders to reduce time remaining. 30 seconds cooldown.
* **Portal (Speed Mode only):** Positioned near the starting point. Used to teleport near the allied Nexus.

#### Speed Mode

In Speed Mode, two guilds compete over unoccupied territory in a race where the guild that destroys the other's Nexus first wins. In the case in which time runs out, the guild with the highest progression wins. Each guild can claim up to three Demolishers for their respective lanes.

#### Warfare Mode

In Warfare Mode, one guild is the attacker, while the other guild defends against the attacker. The attacking guild can deploy up to 5 Demolishers and up to 3 in a single lane. The defending guild can send up to 2 players to garrison a Defense Tower to damage the approaching attackers.

**Attacking guild winning condition:** destroy 2 Nexus

**Defending guild winning condition:** prevent two Nexus from being destroyed until the time limit

### Reward rules

Territory Rewards are divided into 4 parts:

1. Daily rewards
2. Chest / Red Envelope rewards
3. Guild Auction
4. Season rewards

#### Daily Rewards

The total revenue of your captured territories determines your daily reward. Rewards are sent out every day at 5:00 to guild members that have logged into the game on the previous day. Rewards include:

* Courage Points (can be exchanged in the Territory War Shop)
* Gold of Power (used to bid on territory Assault Chance)
* A large amount of gold (grants **Kingdom Coins**)

#### Chests

Participants will receive a different chest reward depending on if their guild won more than half of the battles, or less than half of the battles. Chests contain *Conquest Tickets* (can be exchanged in the Territory War Shop) and have a chance to give a special mount. Rewards will be sent after each round ends.

Red (Guild) Envelopes are also sent to MVPs in the following categories:

* Most Kills
* Most Assists
* Best Demolisher
* Most Heal
* Most DMG
* Most Damage Taken

#### Guild Auction

**Guild Auction** opens after the weekly war ends. The more territories you capture, the more items in the auction.

#### Season Rewards

Season Rewards will be sent according to the guild's division and territories after the season ends. The more territories you capture, the more rewards. You need to join more than half of the total Territory War battles to get the season rewards. Rewards include:

* (Bound) Spirals
* Crystal **(Startrail)**
* Warmount Versatility scrolls (An enchantment scroll that can be used on your mount)
* Chests containing **Guild Emblems** and a chance to get: Rare mount selection box, Engagement Ring, Artifact Map Page, Egg Net, Silverstar, etc.