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GuidesTemple of Blood

Temple of Blood

Every field region in the game has a shadow copy of itself called the Temple of Blood, and every Saturday morning the guilds fight over who owns them. Hold one and every member of your guild carries its bonus all week, wherever they are. Here is when it runs, who can walk in, how a region changes hands, and what each one is worth.

31

regions to take

Sat

every week

45 min

each battle

+100%

EXP at the top

The schedule

Saturday morning, US Eastern

The whole takeover happens once a week, on one morning, on the server clock. The server keeps US Eastern time, and the game's own takeover window says so too.

What happensUS EasternUTC, summerUTC, winter
Reset — every temple empties09:0013:0014:00
Temples open to every guild09:0113:0114:01
Temple of Blood battle10:00 – 10:4514:00 – 14:4515:00 – 15:45
Mondschein siege11:00 – 11:4515:00 – 15:4516:00 – 16:45
All times are Saturday. Summer means US daylight time, from the second Sunday in March to the first Sunday in November; winter is the rest of the year. The Eastern column is the one that never moves — if you are ever unsure, go by that.

All of the regions fight at once, in the same forty-five minutes. There is no rota and no region that runs on another day. The Mondschein siege is a separate, later fight that only the morning’s winners can enter — it has its own section below.

Getting in

Who can walk in, and when

This is the rule people most often get wrong, so it comes first. The temples are not open to everybody all week.

WhenWho can enter a region's temple
Saturday 09:01 – 10:45A member of any guild. No bid, no sign-up list, no guild level and no limit on how many of you go in.
Saturday 09:00Nobody. The temples are cleared for the reset.
The rest of the weekOnly the guild that holds that region. A temple nobody holds is closed to everyone until the next Saturday.
Anyone without a guild is turned away at every hour of the week. Anyone who is inside when their access runs out is sent back to the entrance.
Pledge of King

Pledge of King

1 per entry

Every trip through the Temple of Blood entrance costs one, battle or not. Merchants sell them, and the lucky monsters inside hand them back — three kills in five drop between one and five.

No guild yet?

You need one — a character with no guild is turned away at the door. Founding a guild takes a level-20 character and 100,000 heim; joining one takes an invitation. The guilds guide covers both.

The farming only runs all week for the owners. The lucky monsters inside the temples are what the Elite 1 guide sends you there for. Outside Saturday morning, the only way to hunt them is to be in the guild that holds that temple — which is the real reason the takeover matters.

The battle

How a region changes hands

The takeover is decided by one action: the imprint. Whoever completes it takes the region; if nobody does, it stays where it was.

  1. 1

    Be in the region before 10:00

    From 09:01 the temple in every region opens to every guild. Travel to the region you want, go through its Temple of Blood entrance, and pay the Pledge. The game warns you in the minutes before the start to get into the temple in your current region.
  2. 2

    At 10:00, fight your way to the imprint

    The holding guild defends and everyone else attacks, all at the same time. Your goal is the imprint point at the heart of the temple.
  3. 3

    Complete the imprint

    Imprinting is not instant. It takes roughly ten seconds to complete, and the game announces which guild is doing it — so expect every other guild in there to come for you the moment it starts.
  4. 4

    One completed imprint ends it

    The instant an imprint finishes, that region's battle is over and the guild that made it owns the region. Everyone else is sent back to the entrance.
  5. 5

    Nobody imprints by 10:45? The holder keeps it

    Defending means running the clock out. If the holding guild keeps every attacker off the imprint for the full forty-five minutes, it holds the region for another week.

Because every region fights in the same window, a guild cannot be everywhere. The choice of which temple to commit to — and which of your own to leave lightly defended — is most of the strategy.

The prize

What holding a region is worth

Owning a region gives every member of your guild a set of bonuses that stays with them all week, in every map, whether or not they fought. Leave the guild and the bonus leaves with you.

RegionTemplesAll StatsEXP and heimAlso
Forest of Beasts5+10+20%Max. HP +500 → +2,500 · Basic Defense +5% → +25%
Etherain Sewer5+20+40%Movement Speed +10 → +30 · Defense Success Rate +2% → +10%
Frozen Palace5+30+60%Max. MP/SP +300 → +1,500 · Skill Damage +2% → +10%
Valley of the Dragonkin5+40+80%Attack Speed +10 → +30 · Critical Damage +2% → +10%
Aiort Graveyard5+50+90%Basic Damage +5% → +25% · Attack success rate +2% → +10%
Helron's Castle6+60+100%Critical Chance +1% → +10% · Synthesis Success Rate +1% → +10%
The last column gives the smallest and largest value among the region's temples; the deeper temples generally carry the larger one, except in Helron's Castle, where Bronze Moon City carries the top value. All Stats and the EXP and heim bonuses are the same on every temple in a region. Figures are exactly what the region's tooltip in the game shows.

Bonuses do not stack

Hold five temples and you do not get five lots of All Stats. For each bonus, your guild gets the single highest value among everything it holds, and nothing on top. One temple in Helron’s Castle already gives the best All Stats and the best EXP and heim bonus in the game; a second region is worth taking only for the different bonus in its last column.

The Seal of Domination

On top of the numbers, the region itself stops fighting you. In the ordinary map a temple belongs to — the Forest Entrance for its temple, and so on — monsters will not attack your guild’s members first. You can walk through your own region without pulling anything you did not choose to.

There is no heim tax and no payout to the guild bank. The reward is the bonus, the Seal, and a week of exclusive access to the temple’s lucky monsters.

11:00

The Mondschein siege

An hour after the regions are settled, the winners fight each other for Mondschein Fortress. It is the one prize that is not on offer to everybody.

Only guilds that hold at least one region can enter — plus last week’s holder of the fortress, so it can defend even if it lost everything else that morning. Everyone else sits this one out.

The rules differ from the regions in one way that changes everything. An imprint here does not end the battle: the guild that completes it becomes the defender, every player in the fortress is sent back to their side’s starting point, and the fight carries on. The guild still holding the imprint at 11:45 owns the fortress for the week. Expect it to change hands more than once.

Holding Mondschein gives your guild all fifteen bonuses at once, each at the top value any region offers.

Mondschein Fortress

  • All Stats+60
  • Earning EXP / Heim+100%
  • Max. HP+2,500
  • Max. MP/SP+1,500
  • Movement / Attack Speed+30
  • Basic Damage / Defense+25%
  • Critical Chance / Damage+10%
  • Skill Damage+10%
  • Attack / Defense success+10%
  • Synthesis Success Rate+10%

Like every other bonus, these do not add to what your regions give — each one simply replaces a lower value.

Keep track

How to follow it

You do not need to set an alarm. The takeover is announced every week.

On Discord

The event channel gets a post when the temples open on Saturday morning and another shortly before each battle begins, for the regions and for Mondschein. The times in those posts come from the same schedule the server runs on, so if the schedule ever moves, the posts move with it. Join the Discord.

In the game

The game’s own Temple of Blood window shows the takeover times and who holds the region now, and the Occupied Region tooltip lists every bonus. During the battle the game counts down the start, names any guild that begins an imprint, and announces the result.