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Clans and territories

Territory wars

Clans register from Monday, fight for a territory until Sunday evening, and then defend its vault.

Territory wars are a clan competition for control of lands on the map. You must belong to a clan to take part.

How the week unfolds

All times are in GMT+3.

  1. Registration opens on Monday at 00:00. Until Friday at 21:00, a leader or officer can register the clan for one territory or withdraw its application.
  2. Registration closes and the war begins on Friday at 21:00. Clans start earning points from that moment.
  3. From Friday 21:00, squad battles run every 2 hours, pairing clans by the current standings: 1st vs 2nd, 3rd vs 4th, and so on. If the number of clans is odd, the clan at the bottom of the table gets the boss without a fight.
  4. Both clans in the pair get their own Territory Guardian for 2 hours, until the next battle. If you do not finish the boss in time, there are no kill rewards; the damage stays on the ranking and the boss leaves.
  5. The war ends on Sunday at 21:00. The clan in first place by points controls the territory for the following week.

For each battle, a leader or officer chooses a squad of 3–7 fighters. If there is no saved squad or it contains fewer than three fighters, the game automatically selects suitable clan members. Fighters duel one on one, with as many duels as the smaller squad has fighters. Every won duel brings the clan 200 capture points and is credited to the fighter, so it shows up in their ledger. The clan that loses the battle still gets its own Guardian, but earns fewer points from it. The territory's previous owner begins the new war with a point penalty, and the longer a clan holds the land week after week, the larger that penalty grows.

Fighting in the war arena

The game picks your opponents: five random fighters from enemy clans, within three levels of your character. Each enemy account is represented by its strongest character only, and you may fight the same opponent no more than three times per hour. After every fight the matchmaking hands you a fresh five.

Hopelessly weak targets never show up: beating a fighter far below you brings the clan no points at all.

The loser risks more than points. There is a fair chance the winner takes one consumable from their bag — a potion, an elixir, a Shadow Ward scroll, or another small item. This applies both in wars and in raids, so carry only what you can afford to lose.

How to earn points

You earn points by:

Territory Guardian opens for both clans in the pair and lasts 2 hours. Each fighter has one attack. The HP bar is sized for 5–10 active clanmates. Rewards and capture points arrive only after the kill: 600 for everyone who dealt damage, or 480 for the clan that lost this window's squad battle. Damage from different windows adds up: after every 6 battles, the clan in first place on the damage ranking receives another 6,000 capture points. How the fight works is in Bosses.

The section also carries a ledger: members are ranked by the capture points they earned. It has two tabs — your own clan and every clan in the war; inside your own clan you can open a player's log and see exactly what was credited and deducted. Evening raids have their own separate ledger: points from a raid window do not count toward the war.

Rewards and where the tax goes

The territory owner receives more AFK rewards and encounters rare monsters more often. In addition, 15% of the DC earned by defeated clans while hunting in that location is transferred to the territory vault.

During the following week, from Monday to Thursday, 19:00–22:00, defeated clans can challenge the owner in the war arena. There are no Friday raids: at 21:00 the holding ends, the territory goes neutral, and a new capture begins. In each evening raid, the best attacking clan's score is compared with the defenders' score. If an attacking clan earns more points, the entire vault moves to its treasury and tax starts accumulating again. If the defenders prevail, the DC remains in the vault. Any balance left when ownership ends is transferred to the owner's treasury.

The war shop

While a war is running, the shop sells three items for your personal Clan Points.

The War Golem instantly adds 1000 capture points to the clan. During a war one player can buy ten golems with Clan Points and another ten with Lunar. Purchases in the same currency are 2 hours apart.

The Shackle Pig strips chosen enemies of the right to attack in the war arena for 3 hours. The lock applies to the whole account: switching characters will not help, and the Shadow Ward does not protect against it either. One purchase covers up to two enemies, and the purchase itself is available once every 12 hours. The same player cannot be shackled more often than once every 12 hours, even by another clan — while that protection lasts, they do not appear in the target list.

The Essence of Glory doubles the reward for your next ten victories: twice the capture points in wars and raids, twice the rating in the arena. A defeat does not spend a charge.

Check the shop for current prices and availability.