Realm Domination/Capturing and Defending

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Realm battles use one region-wide bar. During the control phase it measures the owner's control. During the claim phase it measures the planted flag team's claim. Read the named team and phase together with the percentage.

A region changes owner only when an opposing flag's claim reaches 100%. Zero control alone never removes the current owner.

Prepare for a battle

  1. Opt in on the website and wear an updated, working HUD.
  2. Choose who will plant and make sure that player has a flag.
  3. Travel to the same region and use areas where combat and Realm participation are allowed.
  4. Remain alive and grounded on foot. A floor or raised platform counts as a supporting surface.
  5. Check the HUD's influence message before relying on your headcount.

You can spread across permitted parcels in the region; no fixed flag radius is required. Flying, sitting, crouching, falling, knockback, and moving too fast remove a player's own influence until they are ready again. A player counts once, even with more than one HUD.

Capture Unclaimed territory

  1. Find a permitted region showing Unclaimed.
  2. Open a flag from your Bag or shortcut.
  3. Choose Use. One flag is spent when planting succeeds.
  4. Keep the original planter alive and in the region.
  5. Bring more eligible flag-team players than eligible opponents into the region.
  6. Fill the claim from zero to 100%.

Your team then owns the region and receives 15 minutes of capture protection. No existing owner loses territory when an Unclaimed region is captured.

Equal eligible numbers hold the claim still. More opponents push it down. Only the planted flag's team can win that claim.

Take enemy territory

  1. Lay Siege. In an enemy Controlled region, open a flag and choose Lay Siege. You need a flag but spend none. Simply passing through a quiet owned region does not begin a siege.
  2. Drain control. Eligible owner-team players defend. Eligible players from all other teams apply pressure together. An attacking majority lowers the owner's bar.
  3. Plant at 50% or below. When the flag is ready, choose Use. A successful plant spends one flag and starts the flagged attack. Only one flag can be planted in a region.
  4. Reach zero control. Keep weakening the owner. When its bar reaches zero, the display changes to Contested and begins showing your flag team's claim.
  5. Win the claim. Your flag team must outnumber everyone else and fill that claim to 100%. Ownership changes only at this final step.

The old owner remains the holder throughout the growing enemy claim. Held by on the HUD identifies that owner.

If an enemy region is already at zero control with no flag planted, choose Use to begin the claim directly. Lay Siege is not offered there because nothing remains to drain.

If the owner's bar reaches zero without any planted flag, the owner keeps the region. Attackers must still plant and win a claim. Owners can return and refill their control.

Fighting alongside another attacking team

During the control phase, different non-owner teams help drain the owner together. Once a flag's claim begins, everyone outside that flag's team opposes its claim, including the previous owner and other attacking teams.

Agree which team will plant before the assault. Helping a different team's siege does not put you on that team's flag or award your team its capture.

How the bar moves

An active battle normally updates about every two seconds. Each extra eligible player on one side gives one point of advantage, up to four points per update.

Situation Bar movement per update
Six owners defending against five attackers Owner gains 1 point
Three defenders against three attackers Owner's bar stays still
No defenders against five attackers Owner loses 4 points
Four flag teammates against one opponent during a claim Flag claim gains 3 points

With no interruptions, one unopposed player can fill a full claim in about 200 seconds. A maximum advantage can fill it in about 50 seconds. Taking a fully controlled enemy region requires draining one bar and filling another, so those ideal times become about 400 seconds solo or 100 seconds at maximum advantage, plus planting and update delays.

These are examples, not a countdown promise. Deaths, changing numbers, movement, safe areas, ties, and delayed HUD updates change the pace.

Protect the original planter

The flag needs its original planter alive and in the region for forward progress. Teammates can strengthen or hold the attempt, but cannot replace that player.

What happens Effect on the planted flag
The planter dies, including from hunger The flag breaks at the next capture update, even with teammates present.
The planter flies, sits, crouches, falls, or moves too fast while still confirmed in the region The planter's own influence stops. Eligible grounded teammates can keep moving the bar and earn their time. This alone does not break the flag.
The planter leaves, detaches the HUD, enters a safe area, opts out, changes away from the flag's team, or loses a working connection Forward progress stops. Eligible flag teammates can oppose enemies and hold existing progress, but cannot take over the planter's role.
No eligible flag teammate remains and the planter is no longer confirmed in the region The flag breaks after 30 continuously observed seconds.
A Contested claim is at zero and the flag team remains outnumbered The flag breaks after 20 continuously observed seconds.
The owner refills its control to 100% while the flag is planted The flag is repelled and the owner receives protection.

Once a flag is planted against an owner, an absent planter also stops attackers from lowering the owner's control. Defenders can still refill it. A planter who is only airborne or seated in the region does not stop grounded teammates from continuing the attack.

During a claim, opponents can push the claim down while the planter is away. A tie at zero does not trigger the outnumbered timer. Returning eligible teammates can stop the absence countdown; forward progress resumes when the original planter is back and ready, provided the flag survives.

Defend your region

  1. Respond to the team alert or check the website's Attack feed and Your team's regions.
  2. Travel to the region and bring eligible members of the owning team.
  3. Stay grounded in permitted areas and outnumber the attackers.
  4. Refill your control to 100% while the enemy flag is planted, or break the flag through combat and opposition.
  5. After a flag breaks, refill any remaining damage to 100% to gain protection from that flagged attack.

Killing the original planter breaks the flag at the next capture update. You cannot directly attack a separate flag object. Recovering only above 50% does not repel a planted flag; full recovery to 100% does.

If the enemy is already filling a claim, your team still owns the region. Break that flag and ownership stays with you, with your control at zero. Return eligible defenders to refill it.

Surviving a flagged attack records a team defense. Breaking a flag in previously Unclaimed territory does not award a defense to a team that never owned it. Refilling after a siege that never planted a flag does not count as a successful flag defense and does not grant this capture protection.

Protection, quiet territory, and safe areas

Protection lasts 15 minutes after a completed capture or a full recovery from a flagged attack. It blocks a new siege or flag plant while active. It does not grant immunity from ordinary combat where combat is normally allowed.

Ownership remains when protection ends or the owners leave. A quiet region's damaged bar does not automatically heal or decay. An eligible owner returning to a damaged region can begin restoring it.

A siege without a flag can settle when there are no enemies left and either control is full or no owner is present to refill it. It normally settles after 30 seconds; at zero with nobody there to refill, it can settle immediately. The remaining control value is kept.

Safe parcels and height-restricted safe areas exclude the players inside them. A whole-region safe zone blocks play everywhere in that region. If an ongoing flagged attack is paused by a whole-region safe zone, the website can keep it visible with its frozen bar and Safe zone — attack paused. A safe zone is not a timed protection countdown.

Personal contribution and team records

Result How you earn it
Capture helped Accumulate at least 30 seconds of eligible help for the winning flag team during that planted attempt.
Successful flags Your planted flag completes a capture. This is separate from capture-help credit.
Defense helped Normally accumulate at least 30 seconds helping the owner during a flagged attempt that it survives.
Shorter defense qualification If the flag breaks because its planter died or its team left, a defender still counted when it breaks can qualify with 20 seconds of help.
Time attacking / Time defending Your counted time participating in active territory fights.

Helping drain an owner before a flag is planted can record attacking time, but does not count toward that later flag's 30-second capture-help requirement. Arriving at the last moment does not automatically earn an assist.

Tied active fights can still earn contribution time. Quiet ownership, protection, and standing in an empty Unclaimed region do not earn fighting time. While the flag's planter is absent, merely holding existing progress gives the flag team no new attacking or capture-help time. Grounded teammates can still earn time when the planter is only airborne or seated in the region.

Death, departure, or opting out after valid help does not erase that earlier contribution. A player whose participation is suspended when an attempt finishes receives no personal capture or defense success credit for it.

A planter can earn both Capture helped and a successful flag result. They are separate measures. Teams record successful captures, successful defenses, regions held now, and regions lost. A region is lost when an opposing claim completes, not when its owner's control reaches zero.

Review completed attempts under My campaign → History. See the Website Guide for filters and attempt details, or Help and FAQ for problems during a fight.