Difference between revisions of "The Map"

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The world map (M) displays real-time information about which nations and guilds own locations and provinces, and which events are available. Because Gloria Victis is largely about territory control, the map is a crucial tool for players.
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The world map (M) displays real-time information about which nations and guilds own locations and provinces, and which events are available. Because Gloria Victis is largely about territory control, the map is a crucial tool.
  
Controlling more locations on the map yields higher [[Territory Control Bonus| territory control bonuses]], provides easier access to various quests, resource gathering locations, and events, and helps secure wins in the [[Deadly Harvest]] event. The center of the map is prime small-scale PvP territory while the outer 'ring' tends to have more organized warbands.
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[[File:UpdatedMap.png|thumb|left|Stoneholm World Map]]
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See [[Mounts]] and [[Fast Travel]] for more information about traversing the map.
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The map linked here shows the "Native Territory" of each nation. This is as far as the Logistician will teleport members of each nation. The gray flags in the center of the map are on a 45 minute teleport cooldown.
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Controlling more locations on the map yields higher [[Territory Control Bonus| territory control bonuses]], provides easier access to various quests, resource gathering locations, and events, and helps secure wins in the [[Deadly Harvest]] event.
  
Locations under siege are shown with their flags on fire. It is not possible to fast travel to a location under siege.
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Locations under siege are shown with their flags on fire.
  
 
The map can be marked on with RMB. This is visible to all party members.
 
The map can be marked on with RMB. This is visible to all party members.
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Some events will not show up on the map if you are too far away, or are too low level.
 
Some events will not show up on the map if you are too far away, or are too low level.
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==Loot Zones==
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[[File:LootMap.png|400px|thumb|left]]
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The map is divided into loot and non-loot zones. Higher tier resources and end game events are found in the loot zone. For information about how to loot enemy players check out this page: Looting.
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===Zone Definitions===
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*'''(Nation) Safe Zone''': Members of this nation cannot be harmed here, but they can harm enemies.
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*'''(Nation) Non-loot Zone''': Members of this nation cannot be looted here, but they can loot enemies.
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*'''Non-loot Zone''': No players may be looted.
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*'''Loot Zone''': All players may be looted.
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[[File:LootZoneIcon.png|50px]] When you are in the center area of the map, you will see this icon in your status tray indicating you are in a loot area.
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==The Minimap==
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[[File:Minimap.png|400px|thumb|right]]
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The Minimap is on the upper right side of the screen and contains useful information as well as a collapsed hotkey menu (the square icon).
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Top Right is the Zone Indicator, this will change depending on your location on the map.
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[[File:Safe_zone.png|50px]] Safe Zone: You can not be harmed while in this zone. In addition, you may attack enemies that are invading the safe zone.
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[[File:Non-loot.png|50px]] Non-Loot Zone: Looting players is disabled in the area. PvP is still enabled in this area, but enemies will be unable to loot you.
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[[File:War_Zone.png|50px]] War Zone: Looting enemy players is enabled in this area. You may also be looted upon death.
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==Native Territory==
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Each nation has its own biome and atmosphere in its native territory. Each nation's native territory extends from the capital city to the distance of two “links” in either direction, visible on the world map. Ismirs inhabit the northwest side of the map from Tenebrok to Ulfgard. Their land is snowy and mountainous. The Sangmar hail from the south, from Scarsdale to Seaclaw. Their areas are sandy and rocky. Midland's home territory in the north and east is grassy and swampy and stretches from Rodrock to Greenport.
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3 [[Holy Temples]] are the cornerstones of each nation's native territory.
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Capturing another nation’s native territories will result in weaker guards for defense, and it is not possible to fast travel to those locations except during siege events, so they can be challenging to defend. Similar resources and quests are available within each nation’s native territory. Most of the very high value events and resources are in the high conflict areas bordering the nations' native territories or in the center of the map.
  
== Native Territory ==
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Respawn timers are increased when enemy nations own another nation's Native Territory
  
Each nation has its own biome and atmosphere in its native territory. Ismirs inhabit the northwest side of the map. Their land is snowy and mountainous. The Sangmar hail from the south. Their areas are sandy and rocky. Midland's home territory in the north and east is grassy and swampy.
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===Ismir Native Territory===
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*Tenebrok
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*Hogsten Outpost
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*Volkvar Castle
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*Ystad Fort
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*Fort Mereley (has Glory Vendors)
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*Skogar Castle
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*Reksvald Outpost
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*Ulfgard
  
Each nation's native territory extends from the capital city to the distance of two “links” in either direction, visible on the world map. 3 [[Holy Temples]] are the cornerstones of each nation's native territory.
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===Midland Native Territory===
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*Griffinclaw Outpost
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*Greenport
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*Waterford Castle
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*Dundrum Fort
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*Fort Dunfen (Has Glory Vendors)
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*Blackrock Castle
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*Elmridge Outpost
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*Rodrock Fort
  
Capturing another nation’s native territories will result in weaker guards for defense, and it is not possible to fast travel to those locations except during non-loot siege events, so they can be challenging to defend. Similar resources and quests are available within each nation’s native territory. Most of the very high value events and resources are in the high conflict areas bordering the nations' native territories or in the center of the map.
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===Sangmar Native Territory===
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*Seaclaw
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*Quilum Outpost
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*Haddah Castle
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*Eaglenest Fort
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*Fort Serai (has Glory Vendors)
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*Dimar Castle
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*Scarsdale
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*Saffa Outpost
  
 
== Map & Legend ==
 
== Map & Legend ==
[[File:Mapandlegend.jpg|600px]]
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[[File:MapLegendUpdate.jpg|500px|left]]
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Note: zooming in on the map in game will reveal more icons than being zoomed out. Some event icons only appear when you are close to them.
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See: [[Events]] for more information about the different types of events that show up on the map.<br>
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See: [[Sieges]] for information on how sieges begin, how to get to them, and what to do in them.
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== Map Based Effects ==
 
== Map Based Effects ==
Different areas of the map have different rulesets, and taking territory generates significant buffs for your whole nation. Keep an eye on the Effects Tray on the upper right part of the screen while you're traveling.
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Different areas of the map have different rulesets, and taking territory generates significant buffs for your whole nation. Keep an eye on the Effects Tray on the upper left part of the screen while you're traveling.
  
 
[[File:Locationicon.png]] Hover over this to see where you will go if you use the /unstuck command.<br><br>
 
[[File:Locationicon.png]] Hover over this to see where you will go if you use the /unstuck command.<br><br>
[[File:Peaceicon.png]] You may not be harmed here. The capital city and respawn areas are the only place this is in effect.<br><br>
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[[File:Peaceicon.png]] SAFE ZONE: You may not be harmed here. The capital city and respawn areas are the only place this is in effect.<br><br>
[[File:Noloot.png]] You may not be looted here.<br><br>
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[[File:NoLoot.jpg]] NON-LOOT ZONE: You can not be looted here.<br><br>
[[File:Looticon.png]] You can be looted here.<br><br>
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[[File:Looticon.png]] WAR ZONE: You can be looted here.<br><br>
 
[[File:DHicon.png]] This buff is applied after Deadly Harvest. 40% Bonus to Crafting Chance for first place, and 20% Bonus to Crafting Chance for second place. Third place does not receive a Crafting Chance bonus.
 
[[File:DHicon.png]] This buff is applied after Deadly Harvest. 40% Bonus to Crafting Chance for first place, and 20% Bonus to Crafting Chance for second place. Third place does not receive a Crafting Chance bonus.
  
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== Fast Travel Links ==
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On the world map, a series of solid colored lines connects the major locations owned by each nation. Links make it possible to [[Fast Travel | fast travel]] between locations through the NPC called the [[Logistician | logistician]]. It’s important to maintain links so that the nation may successfully defend its territory. If a link is cut off due to enemies capturing a location between that one and the capital city, guards will not spawn at the locations which have been cut off, and fast travel to the unlinked location will become impossible.
  
== Fast Travel Links ==
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Fast travel is only possible in your nation's Native Territory. This means it is not possible for a nation owning large swaths of the map to simply teleport across the map. Native territory is 2 links from capital in either direction. Fast travel is not possible beyond those limits.
On the world map, a series of solid colored lines connects the major locations owned by each nation. Links make it possible to [[Fast Travel | fast travel]] between locations through the NPC called the [[Logistician | logistician]]. It’s important to maintain links so that the nation may successfully defend its territory If a link is cut off due to enemies capturing a location between that one and the capital city, guards will not spawn at the locations which have been cut off, and fast travel to the unlinked location will become impossible.  
 
  
 
Not all flags are connected to the fast travel system and stand independently. It is not possible to fast travel to those locations.
 
Not all flags are connected to the fast travel system and stand independently. It is not possible to fast travel to those locations.
  
Fast travel to connected links is not possible when the location is under siege, indicated by a burning flag.
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Fast travel to connected links is not possible when the location is under siege, indicated by a burning flag. unless the location is a non-front line location.
  
Guild provinces rely on the link system for members of the guild and the alliance to travel there, so maintaining links is critical for those guilds.
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== The Front Line ==
  
Guilds may own provinces which are not linked, however, they will not be able to fast travel to it until it is properly connected to the capital city. They may travel there on foot.
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[[File:3frontlinelocations.jpg|left|thumb|A front line between Ismir (blue) and Sangmar (Yellow)]]
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The front line is friendly territory that is adjacent to enemy territory. It is the place the enemy is most likely to strike and where most of the PvP action will occur. At certain times of day, PvP events will spawn at front line locations, but players can start sieges any time. Many valuable resources and events are situated on the front line. Territory on the front line cannot be fast traveled to if it is under siege (flag on fire).
  
== The Front Line ==
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==Connections to Capital==
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[[File:NoCapitalConnection.jpg|right|thumb|Midland (red) will have no guards and cannot respawn at Hordun Temple because this location is not connected to their Link System.]]
  
[[File:3frontlinelocations.jpg|left|250px]]
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Maintaining a strong network of connections from location to location across your territories is important because it allows people to move quickly from one location to the next in native territory.  
The front line is friendly territory that is adjacent to enemy territory. It is the place the enemy is most likely to strike and where most of the PvP action will occur. At certain times of day, non-loot PvP events will spawn at front line locations. Many valuable resources and events are situated on the front line.
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Any location that is not connected to the capital city of the nation owning it will have no guards. It cannot be fast traveled to and the enemy cannot respawn here if they die while defending it.
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== Siege Indicators ==
 
== Siege Indicators ==
  
To determine where the enemy is and how strong their forces are, look for flags with highlights, flames or both.<br>
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See [[Sieges]] for more information. To determine where the enemy is and how strong their forces are, look for flags with highlights, flames or both. These changes indicate if a siege is imminent or occurring.<br>
[[File:Softlit.png]] 1 enemy nearby with siege equipment. ("soft-lit")<br>
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[[File:Softlit.png|left]] '''Threatened''' Several enemies nearby without siege equipment OR 1 enemy nearby with siege equipment. "Nearby" in this case can be as far away as the siege camps. Defenders can still teleport into a front-line location at this stage. If you see a flag at this stage, it's a good idea to teleport there as soon as possible to be ready to defend if your nation controls the location.
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[[File:Hardlit.png|left]]'''Under Attack''' 1 enemy very close to the castle without siege equipment. "Very close" in this case means within a few meters of the walls. Defenders cannot teleport into a front-line location at this stage. If your nation controls the location, try going somewhere nearby and then riding there.<br>
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[[File:Hardnsoftlit.png|left]] '''Under Siege''' 1 enemy very close to the castle with siege equipment or 3+ without siege equipment very close to the castle. "Very close" in this case means within a few meters of the walls. Defenders cannot teleport into a front-line location at this stage. If your nation controls the location, try going somewhere nearby and then riding there. ("full-lit").<br>
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[[File:Hardlit.png]] 1-3 enemies nearby without siege equipment. ("hard-lit")<br>
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Any time you come within range of an enemy flag, you will trigger one of these states which the enemy will be alerted to, and it will be visible on the map to all players. If you cause a flag to light, expect a fight!
  
[[File:Hardnsoftlit.png]] Multiple enemies nearby with some siege equipment. ("full-lit")<br>
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Small flags attached to larger locations (farms, mines, lumbermills) ONLY display the "Under Attack" indicator and do not ever show "Under Siege" no matter how many enemies are nearby.
  
Any time you come within range of an enemy flag, you will trigger one of these states which the enemy will be alerted to and it will be visible on the map to all players.
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Often a siege begins with the main flag "Threatened" and then escalates very quickly. Also watch for the small flags to light up. Often times the enemy will trigger them on their way to the main castle.
  
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When leading a party to begin a siege, leaders will often avoid "lighting" a flag for as long as possible to use the element of surprise to their advantage. They do this by staying outside the range that enemy activity is detected until they are ready to strike. It is not possible to "sneak" directly up to a location's walls without the map flag indicating a siege is occurring. The enemy does not have to be banging on the doors or doing any damage for the siege indicator to trigger. The flags will indicate a siege if an enemy is anywhere nearby the location, even if they are trying to hide.
  
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'''Note:''' Resource areas attached to main locations (Farms, mines, lumbermills) only show the "Under attack" indicator regardless of how many enemies are nearby.
  
[[Category:Travel]]
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Related: [[Fast Travel]] | [[Holy Temples]] | [[Events]] | [[Looting]] | [[Quests]]

Latest revision as of 16:19, 12 March 2026

The world map (M) displays real-time information about which nations and guilds own locations and provinces, and which events are available. Because Gloria Victis is largely about territory control, the map is a crucial tool.

Stoneholm World Map



See Mounts and Fast Travel for more information about traversing the map.

The map linked here shows the "Native Territory" of each nation. This is as far as the Logistician will teleport members of each nation. The gray flags in the center of the map are on a 45 minute teleport cooldown.

Controlling more locations on the map yields higher territory control bonuses, provides easier access to various quests, resource gathering locations, and events, and helps secure wins in the Deadly Harvest event.

Locations under siege are shown with their flags on fire.

The map can be marked on with RMB. This is visible to all party members.

Party members may be shown or hidden on the map with party options (P).

Some events will not show up on the map if you are too far away, or are too low level.

Loot Zones

LootMap.png

The map is divided into loot and non-loot zones. Higher tier resources and end game events are found in the loot zone. For information about how to loot enemy players check out this page: Looting.

Zone Definitions

  • (Nation) Safe Zone: Members of this nation cannot be harmed here, but they can harm enemies.
  • (Nation) Non-loot Zone: Members of this nation cannot be looted here, but they can loot enemies.
  • Non-loot Zone: No players may be looted.
  • Loot Zone: All players may be looted.

LootZoneIcon.png When you are in the center area of the map, you will see this icon in your status tray indicating you are in a loot area.




The Minimap

Minimap.png

The Minimap is on the upper right side of the screen and contains useful information as well as a collapsed hotkey menu (the square icon).

Top Right is the Zone Indicator, this will change depending on your location on the map.

Safe zone.png Safe Zone: You can not be harmed while in this zone. In addition, you may attack enemies that are invading the safe zone.

Non-loot.png Non-Loot Zone: Looting players is disabled in the area. PvP is still enabled in this area, but enemies will be unable to loot you.

War Zone.png War Zone: Looting enemy players is enabled in this area. You may also be looted upon death.

Native Territory

Each nation has its own biome and atmosphere in its native territory. Each nation's native territory extends from the capital city to the distance of two “links” in either direction, visible on the world map. Ismirs inhabit the northwest side of the map from Tenebrok to Ulfgard. Their land is snowy and mountainous. The Sangmar hail from the south, from Scarsdale to Seaclaw. Their areas are sandy and rocky. Midland's home territory in the north and east is grassy and swampy and stretches from Rodrock to Greenport.

3 Holy Temples are the cornerstones of each nation's native territory.

Capturing another nation’s native territories will result in weaker guards for defense, and it is not possible to fast travel to those locations except during siege events, so they can be challenging to defend. Similar resources and quests are available within each nation’s native territory. Most of the very high value events and resources are in the high conflict areas bordering the nations' native territories or in the center of the map.

Respawn timers are increased when enemy nations own another nation's Native Territory

Ismir Native Territory

  • Tenebrok
  • Hogsten Outpost
  • Volkvar Castle
  • Ystad Fort
  • Fort Mereley (has Glory Vendors)
  • Skogar Castle
  • Reksvald Outpost
  • Ulfgard

Midland Native Territory

  • Griffinclaw Outpost
  • Greenport
  • Waterford Castle
  • Dundrum Fort
  • Fort Dunfen (Has Glory Vendors)
  • Blackrock Castle
  • Elmridge Outpost
  • Rodrock Fort

Sangmar Native Territory

  • Seaclaw
  • Quilum Outpost
  • Haddah Castle
  • Eaglenest Fort
  • Fort Serai (has Glory Vendors)
  • Dimar Castle
  • Scarsdale
  • Saffa Outpost

Map & Legend

MapLegendUpdate.jpg

Note: zooming in on the map in game will reveal more icons than being zoomed out. Some event icons only appear when you are close to them.

See: Events for more information about the different types of events that show up on the map.
See: Sieges for information on how sieges begin, how to get to them, and what to do in them.









Map Based Effects

Different areas of the map have different rulesets, and taking territory generates significant buffs for your whole nation. Keep an eye on the Effects Tray on the upper left part of the screen while you're traveling.

Locationicon.png Hover over this to see where you will go if you use the /unstuck command.

Peaceicon.png SAFE ZONE: You may not be harmed here. The capital city and respawn areas are the only place this is in effect.

NoLoot.jpg NON-LOOT ZONE: You can not be looted here.

Looticon.png WAR ZONE: You can be looted here.

DHicon.png This buff is applied after Deadly Harvest. 40% Bonus to Crafting Chance for first place, and 20% Bonus to Crafting Chance for second place. Third place does not receive a Crafting Chance bonus.

Fast Travel Links

On the world map, a series of solid colored lines connects the major locations owned by each nation. Links make it possible to fast travel between locations through the NPC called the logistician. It’s important to maintain links so that the nation may successfully defend its territory. If a link is cut off due to enemies capturing a location between that one and the capital city, guards will not spawn at the locations which have been cut off, and fast travel to the unlinked location will become impossible.

Fast travel is only possible in your nation's Native Territory. This means it is not possible for a nation owning large swaths of the map to simply teleport across the map. Native territory is 2 links from capital in either direction. Fast travel is not possible beyond those limits.

Not all flags are connected to the fast travel system and stand independently. It is not possible to fast travel to those locations.

Fast travel to connected links is not possible when the location is under siege, indicated by a burning flag. unless the location is a non-front line location.

The Front Line

A front line between Ismir (blue) and Sangmar (Yellow)

The front line is friendly territory that is adjacent to enemy territory. It is the place the enemy is most likely to strike and where most of the PvP action will occur. At certain times of day, PvP events will spawn at front line locations, but players can start sieges any time. Many valuable resources and events are situated on the front line. Territory on the front line cannot be fast traveled to if it is under siege (flag on fire).


















Connections to Capital

Midland (red) will have no guards and cannot respawn at Hordun Temple because this location is not connected to their Link System.

Maintaining a strong network of connections from location to location across your territories is important because it allows people to move quickly from one location to the next in native territory. Any location that is not connected to the capital city of the nation owning it will have no guards. It cannot be fast traveled to and the enemy cannot respawn here if they die while defending it.












Siege Indicators

See Sieges for more information. To determine where the enemy is and how strong their forces are, look for flags with highlights, flames or both. These changes indicate if a siege is imminent or occurring.

Softlit.png

Threatened Several enemies nearby without siege equipment OR 1 enemy nearby with siege equipment. "Nearby" in this case can be as far away as the siege camps. Defenders can still teleport into a front-line location at this stage. If you see a flag at this stage, it's a good idea to teleport there as soon as possible to be ready to defend if your nation controls the location.


Hardlit.png

Under Attack 1 enemy very close to the castle without siege equipment. "Very close" in this case means within a few meters of the walls. Defenders cannot teleport into a front-line location at this stage. If your nation controls the location, try going somewhere nearby and then riding there.


Hardnsoftlit.png

Under Siege 1 enemy very close to the castle with siege equipment or 3+ without siege equipment very close to the castle. "Very close" in this case means within a few meters of the walls. Defenders cannot teleport into a front-line location at this stage. If your nation controls the location, try going somewhere nearby and then riding there. ("full-lit").


Any time you come within range of an enemy flag, you will trigger one of these states which the enemy will be alerted to, and it will be visible on the map to all players. If you cause a flag to light, expect a fight!

Small flags attached to larger locations (farms, mines, lumbermills) ONLY display the "Under Attack" indicator and do not ever show "Under Siege" no matter how many enemies are nearby.

Often a siege begins with the main flag "Threatened" and then escalates very quickly. Also watch for the small flags to light up. Often times the enemy will trigger them on their way to the main castle.

When leading a party to begin a siege, leaders will often avoid "lighting" a flag for as long as possible to use the element of surprise to their advantage. They do this by staying outside the range that enemy activity is detected until they are ready to strike. It is not possible to "sneak" directly up to a location's walls without the map flag indicating a siege is occurring. The enemy does not have to be banging on the doors or doing any damage for the siege indicator to trigger. The flags will indicate a siege if an enemy is anywhere nearby the location, even if they are trying to hide.

Note: Resource areas attached to main locations (Farms, mines, lumbermills) only show the "Under attack" indicator regardless of how many enemies are nearby.

Related: Fast Travel | Holy Temples | Events | Looting | Quests