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Perfect World Territories Map

The 52 territories.

Territory Wars is a weekly PvP Event for factions to battle against one another for control of territories. There are a total of 52 territories, all of which are located in the Midlands. There are no territories for the other continents of Perfect World. There are 3 levels of territories - two level 1 territories, seven level 2 territories, and forty four level 3 territories. Players can view the Territory War map by pressing the M key and clicking on the "Territories" button on the bottom right of the screen. Having control of a territory comes with many benefits such as generating coin revenue, convenient teleportation, and the ability to craft exclusive Apothecary items.

Territory Wars also has seasons where factions that hold the highest amount of territories can win rewards. At the start of each season, the Territory War map will be reset and territories will no longer be occupied by factions. When factions attack unoccupied lands, they will have to fight monsters instead of players to win the territory.

When all territories are occupied by factions, the weekly Resource Wars event will be active. It will not be active after the Territory Wars map has been reset, until all territories are occupied by factions again.

PvP Guide for Territory Wars

What do the Levels Mean?[ | ]

The level represents the significance of the territory, the amount of gold required to declare war, the order in which your guild must conquer them, the number of catapults and towers available, and most importantly, the amount of coin gained for controlling it per week per territory.

Declaring War[ | ]

In order to declare war on a territory, there are certain requirements that must be met by your guild.

Rules for Declaring War:

  1. Your guild can only attack one territory per week.
  2. If your guild currently does not own any territories, then you can only declare war on Tier 3 territories.
  3. If your guild already owns territories, then you can only declare war on territories that are adjacent to your existing territories.
  4. In order to declare war on a Tier 2 territory, you must already own at least two Tier 3 territories and at least one of your territories must be directly adjacent to it.
  5. In order to declare war on a Tier 1 territory, you must already own at least three territories and at least one of your territories must be directly adjacent to it.

Territories which are colored gray indicate that your guild does not meet the war declaration requirements for that given territory.

Bidding[ | ]

Upon deciding which territory your guild has set its eyes on, you must then bid for the right to fight for said territory. Speak with a Teleport Master or your local Battle Coordinator between Wednesday 7:00pm and Thursday 7:00pm (server time) to place a bid. You only get to bid once and you cannot see what other guilds have bid, so if you are unsure then it would be safest to bid high.

Note that bidding on a territory will consume Gold Coins, while refunds are sent as Silver Coins to the faction's leader.

Regardless of whether or not a territory is already owned, a minimum bid must be placed. This minimum bid is different depending on the level of the territory:

  • Level 3 Territory: 100,000 coins
  • Level 2 Territory: 500,000 coins
  • Level 1 Territory: 1,000,000 coins

Whichever guild has risked the most coins and bid the highest, will participate in the Territory War. There is no maximum bidding amount regardless of the level of the territory.

Bidding Rules[ | ]

A full version of the Territory Wars Bidding Rules can be found on the Official Territory War Bidding Rules forum thread. Factions and faction leaders must abide by these rules or they may be subject to a ban.

  1. Any willing and capable faction can bid on any opposing territory provided they have no affiliations with the current owners. The bids can only be made if the faction has a real intention of attacking and trying to win the territory. All bids must have a legitimate chance to win. This includes factions that are but is not limited to the following:
    1. Practice or Training Wars are not allowed by the branch faction if the Territory is owned by an affiliated faction.
    2. Factions with too few members should not bid unless they have a real intention of attacking and winning a Territory War. This rule is judged on a case-by-case basis; there are no specifics as to how many members a faction should have.
    3. Factions with a low-level average should not bid unless they have a real intention of attacking and winning a Territory War. This rule is judged on a case-by-case basis; there are no specifics as to what level faction members should be.
  2. Alliances are allowed in Territory Wars provided they are not bidding on each other's Territories.
  3. Alliances cannot fund directly or indirectly another faction to protect one of its own territories or that of their alliance members.
  4. All factions must have independent leadership.
  5. Any collaboration before, during, or after a Territory War that tries to circumvent the fair play of the system is prohibited.
  6. No faction may lose on purpose or decide the victor through non-in-game mechanics.

Factions that cannot abide by these rules or that of fair play should not bid as anything that constitutes fake bidding will have severe repercussions. Any user caught withholding information about possible Territory War violations will be punished along with the perpetrators. All bids will be thoroughly screened and researched by the GMs. Any behavior determined to be suspicious will require additional research were temporary bans maybe issued. Upon confirmation of the crime, the faction leaders, as well as the members involved, will be banned at the discretion of the GM.

Scheduling[ | ]

There are 5 possible time slots where a Territory War may occur and are prioritized 1 through 5. The scheduling is subject to change with expansions or new Territory Wars seasons.

  1. Friday: 10:30PM – 10:40PM
  2. Saturday: 5:00PM – 5:10PM
  3. Saturday: 7:00PM – 7:10PM
  4. Sunday: 5:00PM – 5:10PM
  5. Sunday: 6:30PM – 6:40PM

Each slot can have at most 10 battles, with each battle in a time slot beginning 1 minute apart. The order of each battle is left to right, top to bottom. All Territory Wars for a single faction will be scheduled before scheduling for other factions are calculated. It is not always clear which faction gets scheduled first in the system. A faction will never have to attack and defend a territory at the same time; the attack and the defense will be assigned to different time slots.

In the highly unlikely event that there are more battles than the time slots allow (over 50 battles), then the remaining battles will be scheduled into the first time slot instead.

The Battle[ | ]

Territory wars are exciting and competitive, regardless of whether you're battling another guild for ownership of a territory, or even battling NPCs for a neutral territory. The following rules apply to all Territory Wars:

  1. Chi is set to zero once a user enters the battleground.
  2. Buffs gotten before entering the battleground are kept on entering, not including buffs that would disappear on map swap (F.E. invigorate, lunar guidance,..)
  3. The embrace function is disabled while in the battleground.
  4. You can jump, use riding mounts, and fly.
  5. There is no experience penalty from being killed by monsters in a Neutral Territory War.
  6. Anyone who quits or leaves their guild will be instantly ejected from the battleground.
  7. In order to participate in your guild's Territory War, you must be a member of your guild for at least 100 hours prior to the war.
  8. Factions are assigned either red or blue in a PvP Territory War.
  9. A war lasts at maximum 1 hour and 40 minutes.
  • Neutral Territory: If you are fighting for a neutral territory (a territory that is not yet owned by a guild) then the war itself is really quite simple. Kill all the monsters in the zone before the timer runs out.
  • Foreign Territory: If your guild is attacking a territory that is already owned by another guild, then a true battle takes place.

Two guilds are situated on map on opposite corners. The attacking guild wear the red color and the defending guild blue. Each guild has a crystal inside their base that can be destroyed. There are three routes between both bases.

Both the attacking and defending guilds can control catapults and build different types of towers for defense.

Depending on the Territory level, an increasing number of catapults are given to the attacking faction.

  • Level 1 Territory : Attacking Faction has 8 catapults to the defenders 4 catapults.
  • Level 2 Territory : Attacking Faction has 6 catapults to the defenders 4 catapults.
  • Level 3 Territory : Both attacking and defending factions have 4 catapults, giving no side an advantage.

The Territory War is over once the crystal inside one guild's base has been destroyed, or time has run out (1h 40min).

Attacking an Unoccupied Territory[ | ]

Territory War Battle Map

When attacking an unoccupied territory you will take part in a PvE (Player vs. Environment) territory war. In this war the attacking faction will have 3 hours to defeat 300 monsters placed on the map, this will include bosses. The number of bosses varies depending on the type of territory. Click on the level of the territory to see in-depth guides of how to conqueror each type of territory.

  • Level 3 Territory: There are 43 level 3 territories in Perfect World. A level 3 territory consists of 299 elite monsters and 1 boss.
  • Level 2 Territory: There are 6 level 2 territories in Perfect World: Lost City, Etherblade, City of the Plume, City of Raging Tides, Tellus City, and Dreamweaver Port. A level 2 territory consists of 291 elite monsters and 9 bosses.
  • Level 1 Territory: There are 2 level 1 territories in Perfect World: Archosaur and Thousand Streams. A level 1 territory consists of 290 elite monsters and 10 bosses.

Rewards[ | ]

The reward for Territory Wars are Mirage Celestones and coins mailed to the faction leader every Friday, in the form of Territory Rew. Proofs. A Territory Rew. Proof contains 50 Mirage Celestones and a 5 Million Big Note. The amount of Territory Rew. Proofs given is determined by the amount of territories the faction owns, as well as the level of each territory owned.

For each territory owned, the faction leader receives:

  • Level 3 Territory: Territory Rew. Proof x3 (150 Mirage Celestones, 15 million coins)
  • Level 2 Territory: Territory Rew. Proof x4 (200 Mirage Celestones, 20 million coins)
  • Level 1 Territory: Territory Rew. Proof x6 (300 Mirage Celestones, 30 million coins)

It is the faction leader's responsibility to distribute these rewards among their faction. Many factions might use part or all of the rewards to offer Territory Wars pay to their members each month, or factions may pay out the rewards at the end of a Territory Wars season. Some factions might also use part of the rewards to fund things such as their Faction Base, faction events, or faction programs.

Each week a random occupied territory will be selected to receive a Medal of Glory, which can be used to create Rank 9 equipment. The Medal of Glory will be sent to the leader of the faction that occupies that territory.

Benefits of Owning a Territory[ | ]

Owning a territory allows you to teleport to the city directly using the town portal skill for every guild member of the guild once per hour.

If you own a territory you can receive a free heal from your governor, and some governors allow you to manufacture special Apothecary items you cannot create anywhere else.