fbpx

Mortal Online 2

Help Center

Getting Started With Territory Control

Obtaining Territory

‘Territory’ represents the area in which you can place NPCs and build structures, and is a circle that expands from a keep or player house. You can view all existing guild territories on the map, represented by circles. These circles show how large a guild’s Territory is, and the name of the owning guild when hovering over it with the mouse.

Territory can only be claimed by guilds, so to begin your journey of conquest you must create a guild.

Player Houses & Strongholds

To claim Territory for your guild using a player house,

  1. Buy a ‘Claiming Stone from the ‘Land Registrar’, a new NPC in all major settlements.
  2. Player houses have a new page in the house UI currently labelled ‘Guild’, place the ‘Claiming Stone’ into the slot in this new UI page, and press the “Claim Territory” button below it.
  3. You have now claimed an area of Territory around that house, and your Territory will soon be visible to everyone on the in game map.
  4. Other members of your guild may do the same with their own houses, creating more areas of Territory belonging to the guild.

 

Keeps

  • Keeps automatically claim the surrounding Territory for their guild as soon as they are fully constructed, and do not require a Claiming Stone.

Territory Expansion

Player Houses & Strongholds

  • Player houses and strongholds will claim more Territory as they are upgraded, reaching the maximum size at tier 3.
  • Territory from player houses and Stronholds do not collide with or block each other.

Keeps

  • Keep guilds may expand the Territory of their keep by meeting the required Guild Tier for expansion, and paying Prominence to expand.
    • Currently this is done via the keep UI on the Territory page, by clicking the ‘Expand Territory’ button.
      • On this page you can see the target size your keep’s territory is trying to expand into, along with the current size.
    • If the Territory from two different keep owning guild’s collide while trying to expand, both Territories will become blocked and unable to grow further until one of the Territories shrinks.
    • Territory from keeps does not collide with Territory from player houses and Strongholds.
    • Keep territories will expand at a rate of 100m per hour after being upgraded, until they reach their target size or are blocked by another keep territory.
    • Keep Territory will only grow after the keep has been fully constructed.

Guild Tiers

Guilds can now make progress towards earning tiers.

  • Your guild’s tier is displayed in the Territory tab, with a name that changes for each tier.
  • Tiers are earned via capturing and holding a minimum number of Supply Towers throughout the world while also meeting and paying a minimum prominence requirement.
    • Increasing the Guild Tier spends this Prominence requirement.
  • Increasing your guild’s tier will allow keep owning guilds to expand their Territory
    • Each Territory size increase has a guild tier requirement.
  • Increasing your guild’s tier will increase your guild’s maximum Supply cap.

Treasury

All guilds now have a Treasury, which is where the upkeep for territory structures is drained from. You can access Treasury and upkeep information by opening the new Territory tab.

  • The Treasury is shown as silver coins, so a Treasury containing 1000 is 10 gold. 
  • Players can donate and withdraw gold from the Treasury via the Steward NPC in the Chancery.

The Chancery is the first structure you need to build, as without it you cannot add gold to your guild Treasury to pay for the upkeep of all future structures.

  • If the guild Treasury is empty, all structures that require gold upkeep will begin to decay. 
  • Note: In the future, all NPCs attached to structures that fail to pay upkeep will become disabled (despawn).

Glory, Might, Prosperity & Prominence

Glory

  • Glory represents your success in PvE activities.
  • Glory contributes to clade level experience 1:1.
  • When you earn Glory, it is added as Prominence to your guild 1:1.
    • Example: Earning 10 Glory will add 10 Prominence to your guild.

Might

  • Might represents your success in PvP activities such as guild wars, bounty hunting (and the arena in the future).
  • Might does not contribute to clade level experience.
  • Might is gained when killing war targets.
    • Prominence is drained from the enemy guild equal to the amount of Might you gain from killing them.
      • The amount of prominence drained depends on the rank of the person being killed.
        • Rank 1 = 1 Prominence drained, Rank 2 = 2 etc up to rank 10
        • This prominence is simply removed from the guild of the player you kill, and is not gained by your guild.
        • Example: Killing a player who is rank 4 in a guild you are at war with will drain 4 Prominence from their guild, and you will gain 4 Might.

Prosperity

  • Prosperity represents your success in commerce, trade and general wealth.
  • Prosperity contributes to clade level experience 1:1.
  • Prosperity is gained through non-combat related tasks, such as delivering parcels or completing supply runs.

Prominence

  • Prominence represents your guild’s level of renown, power and influence on the realm. 
  • Prominence is gained by individuals in the guild earning Glory or Prosperity
  • Prominence is used to purchase specific things from NPCs and is used to pay hourly upkeep on placed structures, as well as Territory size for keep guilds.
  • The new “Territory tab” in the “Friends/Guild UI” shows:
    • Current Prominence value of your guild.
    • Statistics such as total prominence gained or lost that day.
    • Total prominence drain per tick for the guild from each guild structure.
  • The Guild tab now contains tooltips for each guild member. 
    • These tooltips show how much prominence they have contributed to the guild in the last day, over the past week, month and in total.
  • If the guild runs out of Prominence, all structures that require Prominence upkeep will begin to decay. 
  • Note: In the future, all NPCs attached to structures that fail to pay upkeep will become disabled (despawn).

Building Territory Structures

  • Territory structures must be built within your guild’s Territory.
  • Territory structures drain gold and prominence from your guild stores every hour.
  • The ‘Town Architect’, ‘Artisan Architect’ and ‘Military Architect’ can be found in all main towns (excluding jungle camp and cave camp) and will sell the plans for constructing the new structures.
  • Some structure plans must be obtained from vendor NPCs that spawn inside certain player-built structures, such as the Quartermaster in the Barracks who sells siege related items.
  • Basic Engineering and Advanced Engineering both increase the speed of building structures and siege machines.

Supply, Vendors & Supply Refill System

Supply

  • Every guild has a ‘Supply’ pool.
  • The Supply pool is displayed in the Territory tab.
  • The default ‘Supply’ cap is 1000.
    • This translates to 1000g in vendor transactions.
    • You can increase this Supply cap by increasing your Guild Tier.

Vendors

  • Players can purchase structures which can be placed and will contain vendor NPCs when built, such as the General Store.
  • All guild vendors are connected to the guild’s ‘Supply’ pool.
  • When you sell to or buy from a vendor, the Supply pool of the guild depletes equal to the value of the transaction in gold. 
  • Once your guild’s Supply is empty, your vendors will no longer be able to purchase or sell anything and you must do a “Supply Run” to refill it.
  • Purchasing from or selling to guild vendors will contribute a portion of the transaction to the owning guild’s Treasury.
    • 10% of the value of an item being bought or sold is added to the Treasury.

Supply Runs

To refill your guild’s Supply, you must do a “Supply Run”. This requires interacting with the guild Steward, who resides in the Chancery.

  1. Build a Chancery
  2. When your Supply pool is running low, take the ‘Production Goods’ items from the “Steward” NPC in the Chancery.
  3. It costs 3g to take out each ‘Production Goods’ item.
  4. Each item weighs 400kg, so be sure to have some beasts of burden prepared for the trip.
  5. The Steward will create one ‘Production Goods’ item every 5 minutes, until a maximum of 10 items have been stored.
  6. Take your ‘Production Goods’ to a nearby NPC town and find the ‘Guild Supply Vendor’.
  7. Exchange all of your ‘Production Goods’ items for ‘Supply Goods’, which can be used to restore your guild’s Supply.
  8. Transport the ‘Supply Goods’ back to your Steward in the Chancery and hand them in.
  9. The greater the distance you travelled to exchange the items, the more Supply they will restore.
  10. To restore your guild’s Supply to 1000/1000 from empty, you will need to transport all 10 items a sufficient distance.
 

This means you are incentivized to travel longer distances to get a larger Supply refill, as you can only do a full Supply run after the Steward has produced all 10 items and travelling shorter distances will refill less Supply. 

Citizen Upkeep Tax

All player houses and strongholds within the Territory area of a keep will contribute upkeep taxes to the keep owning guild’s Treasury.

These taxes are part of the existing upkeep amount, and players will not currently have their “maximum payable days of upkeep” affected by the keep guild’s taxes.

Guards

Many structures you can build may come with contracts for Guild Guards.

  • Guards are guild flagged, meaning they show as green to players in the same guild as them, and everyone can see the name of the guild who owns the guard.
  • Guards never attack players who are in the same guild as the guard, or players in a guild that is allied with the guild who owns the guard.
  • Guards will always attack non-guild criminals, the same as NPC town guards.
  • Guards will always attack players who are in a guild that the guild who owns the guards is at war with. (orange war targets).
  • Guards will not attack hostile AI.
  • The number of guard towers that can be built in an area is dependent on the presence of a Barracks.
    • The Barracks allows the owning guild to build 1 guard tower within a 50m radius of the Barracks.
    • Additional Guard Towers must be built at least 50m away from another Guard Tower.
  • When a guard is killed it will respawn after 5 minutes.
  • Structures that have guards attached to them have a toggle in the ‘structure UI’ to dismiss (despawn) and enable the guards in the structure.
    • This can only be done by rank 6 (Commander) and above.
    • When toggling the guards back on, they will return to their posts after 30 minutes.

Siege Warfare

Starting a siege

To start sieging something with a Manganon, you must either:

  • Build a Barracks & upgrade it to tier 2 to access the tier 2 Quartermaster, then purchase Stone Cutting Tent Plans and Manganon Plans from them.
or
  • Buy Stone Cutting Tent Plans and Manganon Plans from another player who has access to a tier 2 Quartermaster.

After obtaining these plans, you must:

  1. Place and build your tent nearby what you want to siege. 
    1. The Stone Cutting Tent has an interactable pile of Boulders, which can be used as ammunition in your Manganon.
  2. After the tent is built, you can then place and construct the Manganon close to the tent.
  3. After the Manganon is finished, you can then retrieve a boulder from the tent, load it into the machine and shoot.
  4. If you purchased a wheeled machine, you may move the machine with the help of others by pushing the bars on the sides. The person sitting in the chair of the machine can control its movement while other players are pushing.
  5. As you pick up boulders from the tent, the tent’s health and resources will deplete. You must refill the resources and repair the tent to replenish the pile of boulders.
    1. The Stone Cutting Tent only requires stone to create boulders.

Supply Structures

  • There are 3 types of Supply Structures:
    • Supply Lines
    • Supply Towers
    • Supply Storehouses
  • Guild Defence bonuses obtained from Supply Structures do not apply to other types of Supply Structures, or to siege tents and siege machines.
  • Guild Defence bonus is added on top of the base defence value of a structure.
    • Stone structures have a base defence of 80%. This includes player houses, Strongholds and Keeps.
    • Wood structures have a base defence of 50%. 
  • When a structure reaches 100% defence, it can not take damage.
Supply Lines

Outside every keep spot there are two supply lines.

  • Each Supply Line has a maximum Guild Defence bonus of +10%.
  • Supply Lines can only be claimed by the guild owning the keep they are connected to.
  • Defence bonus from Supply Lines only applies to the keep they are connected to, along with the walls and gates around the keep.
Supply Towers

There are many Supply Towers throughout Myrland which can be captured by guilds. Capturing and holding a Supply Tower will provide a boon to the owning guild such as decreased Prominence drain and increased defence on structures. 

These towers are designed to change hands relatively easily, and to provide a source of constant conflict as guilds compete for control.

  • Supply Tower Plans are placed on the ruins of a Supply Tower.
  • Once the tower has been placed, players must fill in the resources required to build the tower.
  • Once the tower has been claimed, the guild who placed the tower will have +1 to their claimed towers and also begin to receive its benefits.
  • Each Supply Tower has a maximum Guild Defence bonus of +2%
  • When a guild owned tower is claimed or destroyed, a guild-wide alert is seen by all online members.
  • When a guild has more than zero Supply Towers claimed, the claiming guild will gain +2% Guild Defence per hour until reaching the maximum bonus that can be obtained from the claimed towers.
  • When a Supply Tower is destroyed, the owning guild will lose -2% Guild Defence per hour until all the Guild Defence bonus gained from that tower has been lost.
  • The total defence bonus provided by Supply Towers can be seen in the Territory tab.
Supply Storehouses

The Supply Storehouse is a structure which increases the defence of all guild owned structures within 100m of it.

  • The Supply Storehouse has a maximum Guild Defence bonus of +15% to all guild owned structures within its range.
  • When a Supply Storehouse is placed, the surrounding guilded structures will begin to gain +2% Guild Defence per hour until reaching the maximum bonus that can be obtained from the Supply Storehouse.
  • When a Supply Storehouse is destroyed, the surrounding guilded structures will lose -2% Guild Defence per hour until all the defence bonus gained from the Supply Storehouse has been lost.

Structure Health & Defence

  • When a structure starts being constructed, its blunt defence value will be 0% of its maximum value.
  • Structure defence increases linearly alongside structure health.
  • Once a structure is completed, its defence will not lower if it is damaged.
  • For example:
    • An unbuilt structure at 40% health will have 40% of the max defence value of the structure.
    • Once the structure has been completed, its defence will remain at the maximum until it is destroyed.

Alert Towers & Guild Alerts

Alert Towers

  • Alert Towers will sight any siege tents, siege machines, or players you are at war with when they come within range of the tower.
  • Each tier of alert tower will alert the guild of hostile entities from further away.
  • When an alarm is triggered, a message is sent in the guild chat for the guild who owns the tower, which can occur once every 10 minutes to avoid spam.
    • Example message: 
      • “A Siege Tent has been sighted 50 metres South East of Mountain Watch.”

Structure Damage Alerts

  • All guilded buildings will now alert the guild with a message that they are under attack each time their health drops by 5%.

Breaching Doors

Player House Doors

  • Players can now force open the door of a house by damaging it.
  • House doors have health, and a defence value that scales linearly with the health % of the house it is connected to.
    • At 100% health, the door has a defence of 100%.
    • This means only houses that are being sieged can have their doors opened in a reasonable amount of time. Players should be able to feel safe in their homes outside of a siege scenario.
This site is registered on wpml.org as a development site.