Relic War


Relic War is a PvP mode which pits nations against one another in ceaseless competition for control of powerful items called relics. Relics are sacred objects which bestow powerful blessings upon the citizens of the nations which possess them—these blessings typically include a percentage boost to a certain character statistic such as physical defense or HP. Lakia’s five nations compete in real time for control of these ancient relics.

Nations may possess multiple relics, in which case the relics’ effects add together, making it advantageous for a nation to control as many relics as possible. The effects of relics are location-bound, meaning that they only affect citizens of the nation (or citizens of an allied nation) when those citizens are in the nation geographically.

Relics are stored in special protective structures called Temples. Each nation has four Temples – Amarkand Temple, Tabazra Temple, Algon Temple, and Kynari Temple. These majestic buildings were blessed by Oblivion so that their energies are manifest in airy, suspended stone or wood designs.

Every nation has the same four Temples in the same locations, and the World Map fully displays the distribution of each nation’s relics between the Temples, which means that strategy for defending national relics cannot depend upon the element of surprise. Rather, the Lord Marshal for each nation must set aside some of the national treasury to upgrade Temple defenses.

Temple defenses include Temple Guards, which move within a certain radius of the Temple’s center to fight off any invading Aitan, the Guardian Stones, which stay in one place but emit deadly lightning bolts to attack invaders, and finally the Monolith, which stores the relics. The Monolith can only be accessed when all three Temple Guards and all three Guardian Stones have been defeated.

The citizens of one nation can gather and stage raids on the Temples of enemy nations in an attempt to steal the relics housed therein. If a nation succeeds in securing the stolen relics in their own temples, they gain national status buffs provided by those relics.


Once an intrepid Aitan has captured an enemy relic, there are still many obstacles on the way to transporting it safely home. Any time a relic is taken out of a Temple, a message is transmitted to all citizens of that nation alerting them of the danger. A player may only take 1 relic at a time, additionally, the invader Aitan carrying the stolen relic appears to glow, making him or her easily identifiable to defenders. If the relic carrier is killed, the relic appears on the ground in a treasure box, ready to be snatched up by anyone lucky enough to get to it first. However, if the person dies with a relic, and it isn’t touched for an hour, it goes back to where it came.

If the Aitan brings the relic back to a home Temple successfully, his or her name will be broadcast to the entire nation to identify a great hero.

Relic War is a constant PvP mode, meaning that nations must always be on guard against raids from other nations seeking to rob their Temples. However, relics have a six-hour “stabilization” period after they are placed in a temple when they cannot be stolen. Relics cannot be destroyed intentionally, and may very rarely be received as a reward for special quests unlocked in dungeons.

Each relic is unique, from adding 10% damage to adding 10% exp, you do not want to miss out.


The Kynari temple in Ashwood The Tabazra temple in Tabazra Desert