Territorial War

Once a week, four of Hestia's towns are thrown open to every guild at once. There is no
registration and no entry fee: if you are in a guild and meet the level requirement, you walk in
and fight.
They are not four separate prizes. Elder's Retreat is the seat of the realm and the only town
that decides the war — Retta, Herbat Village and Pascal's Camp are the road to it.
> Hold a sub town, earn the right to attack Elder's Retreat, hold the seat when the hour is up — and the realm is yours.
## When it runs
| | |
|---|---|
| Day | Saturday, every week |
| Start | 20:00 server local time |
| Duration | 60 minutes — one window |
You will not miss it. The realm is told 30, 10, 5 and 1 minute before the gates go live, and
again the moment they do — anywhere you are, including inside an instanced dungeon. The war map's
header counts down to the next war to the second.
## Can you join?
- The war window is open
- You are in a guild — a guildless player can fight, but can never claim a gate
- You are level 60 or higher
- You are not in combat — step out of the fight first
Open the Guild window and click Join War. The Territorial War map opens on Elder's Retreat;
click a gate to teleport straight in.
## Taking a town
One gate, three steps.
1. Break it. The gate is a large, tough structure. Attack it like any enemy.
2. Claim it. The instant it falls your guild is claiming that town — announced across the
realm — and the gate begins rebuilding.
3. Hold it. Once the gate stands again, hold it for a full minute. A progress bar above the
gate shows what is left.
Any rival guild can break the gate mid-hold and take the claim for themselves, restarting the
clock — including Elder's Retreat, right up to the final second of the war. Breaking is easy;
holding is the game.
### The qualifier
You cannot damage the Elder's Retreat gate until your guild holds one of the three sub towns,
and your guild may hold only one of them. So the war opens as a three-way scramble for Retta,
Herbat Village and Pascal's Camp — and the moment all three are held the field closes: every guild
holding nothing is swept off the seat to neutral Asgard.
Take one of the three early, or watch from Asgard.
## On a battleground
- Open PvP for the whole hour — no flagging, no opting out
- Your guild and party are safe from you
- No Karma — battleground kills carry no outlaw penalty at all
- No channel switching, no NPC services, no in-place resurrection
- Death puts you back in the war: you respawn on a battleground your guild holds (the seat
first), or in Asgard if you hold nothing
You fight in a separate copy of each town, so the real Retta, Herbat Village, Elder's Retreat
and Pascal's Camp carry on untouched — with one exception: each town's **Ether Gate carries the
name of the guild holding it**, where every player who walks past sees it, whether or not they
ever attend the war.
## Rewards
Everything arrives by mail shortly after the war ends, and it goes to **the members who
fought** — simply being on a battleground during the window records you. Every participant
receives the full amount; nothing is divided between you, so bringing more people costs your guild
nothing and pays every one of them. Dropping or logging out early does not cost you your mail.
| | |
|---|---|
| Gold | Paid per town held, win or lose. Elder's Retreat pays 4x a feeder town |
| Placing box | Gold box for winning the war · silver box for holding a town without it |
A guild that skips the war entirely is paid nothing, even if it still holds a town from last week.
## Ruling the realm
Whoever holds Elder's Retreat when the hour is up wins the war and becomes the reigning
champion — until another guild wins outright. An unheld seat settles nothing and leaves the
crown exactly where it was.
While your guild reigns, every member carries +10% experience and +10% loot against
monsters, listed as a champion row in the Guild window's Guild Skill tab. The bonus is stripped
on every PvP surface — arenas, duels, PK fields and the battlegrounds themselves — so holding the
crown gives you no edge in defending it.
Towns you hold stay yours through the week and into the next war, gates still carrying your name.
But a champion releases the three sub towns when the next war opens and defends the seat alone:
you sit on Elder's Retreat while three guilds fight for the right to come at you.
[Read the full Territorial War guide](/territorial-war)
