Quest here. Help here.
Finishing quests adds influence to the region you are in. If your side needs a zone, that is where you need to play.
Territories turns the world into a fight over real places. Quest, kill enemies, build influence in a region, and help your side take ground.
See the map ↓It starts simple: play in a zone, build influence there, and help tip that zone toward your side.
Finishing quests adds influence to the region you are in. If your side needs a zone, that is where you need to play.
Eligible creature kills also help. Regular enemies move the bar a little; elites move it more. Repeated farming is capped so one grind spot cannot decide a whole zone.
A region needs 100 total influence before anybody can claim it. Your side needs 60% to take it, and the other side has to push you down to 40% to take it back.
These parts come after the basic territory loop has been tested by real players.
When war breaks out, the side holding the region has to defend it while the other side comes to take it. The fight has a clear place, a clear reason, and something to lose.
Controlled territory can grow fortifications over time. The point is to give a side something visible to build up, and something the other side wants to break.
Control can lead to regional perks, events, and changes in the world. We will add those once the ownership loop is working properly.
Pick a continent, then click a region to check its control. Blue is Alliance, red is Horde, and gold is contested.