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Conquest of the Virtues

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This system is currently not available in-game.

Engage in guild-based territorial warfare across four ruined locations in Britannia. The Conquest of the Virtues system allows guilds to claim and control strategic points, establishing dominance and earning benefits through coordinated warfare.

Overview

In the aftermath of the Codex War, four significant locations across Britannia lie in ruins. These strategic points have become focal points for guild conflict, where organized groups can establish control and reap the benefits of territorial dominance.

The Conquest of the Virtues is a guild-focused PvP system that rewards coordination, strategy, and sustained presence in key locations.

The Four Ruins

Ruins of Britain

Location: East of Britain

Once the shining capital of Britannia, Britain fell during the Codex War. Its ruins now serve as a strategic location for guilds seeking to establish dominance in the heartland.

Features:

  • Central location
  • Multiple entry points
  • Urban combat environment
  • Strategic chokepoints

Ruins of Trinsic

Location: Northwest of Trinsic

The proud city of honor was not spared from the Codex War's devastation. Its ruined streets and shattered walls now host guild conflicts.

Features:

  • Walled ruins providing defensive positions
  • Mix of open and confined spaces
  • Multiple levels for tactical advantage

Ruins of the Shadowlords

Location: West of Yew

A dark and foreboding location where the Shadowlords once held power. These ruins carry an ominous atmosphere and challenging terrain.

Features:

  • Mysterious and atmospheric setting
  • Complex layout
  • Environmental hazards

Ruins of Moonglow

Location: Original Moonglow island location

Where the magical city of Moonglow once stood, only ruins remain. The lingering magical energy makes this a coveted location.

Features:

  • Island location
  • Magical theme
  • Limited access points

How It Works

Guild Participation

Requirements:

  • Must be in a guild to participate
  • Guild-based system (individual players represent their guild)
  • Unguilded players can enter inactive regions but not claim control

Region Status:

  • Inactive: No guild has control, open to all
  • Active: A guild has claimed control
  • Contested: Multiple guilds fighting for control

Claiming Territory

To claim a ruin:

  1. Guild members enter the region
  2. Defeat enemies and establish presence
  3. Control mechanism activated (specific mechanics TBD)
  4. Guild gains control status
  5. Benefits begin accumulating

Defending Territory

Once your guild controls a ruin:

  • Other guilds can challenge your control
  • Must defend against attackers
  • Control can be lost if defenses fail
  • Coordination is key to maintaining control

Benefits of Control

Guilds that control ruins gain benefits (system being expanded):

  • Guild progression
  • Access to special resources
  • Status and recognition
  • Potential rewards and currency
  • Strategic advantages

Combat Rules

PvP Engagement

  • Full PvP enabled in active conquest regions
  • Guild-based warfare
  • Allied guilds can coordinate
  • Standard New Dawn PvP rules apply

Region Access

  • Unguilded players: Can enter inactive regions only
  • Guild members: Can enter all regions
  • Temporary guild regions may be created for special events

Guild Alliances

Form alliances with other guilds to coordinate attacks or defenses. Conquest rewards teamwork and strategy.

Strategy & Tips

Offensive Strategy

  • Scout first: Understand the layout and defender positions
  • Coordinate timing: Strike when defenders are weakest
  • Multiple entry points: Don't funnel into one location
  • Sustained pressure: Conquest isn't won in one battle
  • Communication: Voice chat or organized Discord

Defensive Strategy

  • Patrol regularly: Active presence deters attacks
  • Chokepoint control: Force attackers into disadvantageous positions
  • Quick response: Alert guild members when under attack
  • Rotation system: Keep defenders fresh
  • Supply preparation: Stock resources and potions

Guild Organization

  • Dedicated conquest team: Regular participants
  • Raid leadership: Experienced strategists
  • Shift coverage: 24/7 presence if possible
  • Resource pooling: Guild supplies for defenders
  • Communication channels: Dedicated Discord channels

Rewards and Progression

The Conquest system is designed for long-term guild engagement:

  • Territory control provides ongoing benefits
  • Guild reputation increases with successful defenses
  • Future expansion may include conquest-specific rewards
  • Bragging rights for dominant guilds

System Evolution

The Conquest of the Virtues system is being actively developed and expanded. Future updates will add more mechanics, rewards, and strategic depth.

Common Questions

Q: Can solo players participate? A: No, you must be in a guild to participate in active conquest content.

Q: Do I need to be online 24/7 to hold territory? A: No, but having guild members in different time zones helps maintain control.

Q: What happens if my guild disbands? A: Control is lost and the region returns to inactive status.

Q: Can small guilds compete? A: While larger guilds have advantages, strategy and timing can let smaller guilds succeed.

Q: Are there penalties for losing control? A: No direct penalties, but you lose the benefits of control.

Patch History

Conquest of the Virtues was introduced in Patch 0.42:

  • 0.42: Initial implementation with four ruined locations
  • 0.42: Guild-based territory control system
  • 0.46: Unguilded player restrictions for inactive regions
  • Future: Continued expansion and refinement

For detailed changes, see the patch notes.

Future Development

The Conquest of the Virtues system will continue to evolve:

  • Enhanced control mechanics
  • Additional rewards and benefits
  • More strategic elements
  • Seasonal conquest competitions
  • Leaderboards and tracking

Check patch notes for updates as the system develops.