Territory Wars
Battles for castle territories: mercenaries, wards, outposts and rewards
Territory Wars (Territory Battles) are a kind of PvP in Lineage 2 that differs from castle sieges, which are fought mainly between clans: here any player can become a mercenary and take part in the fight for a territory. Each castle has an adjacent territory - the castle, a town or village, hunting grounds and fortresses - and new lands can be added to it to expand the clan's domain. Territory Wars were removed in the Tauti update.
There are nine territories: Gludio, Dion, Giran, Oren, Aden, Innadril, Goddard, Rune and Schuttgart.
Schedule
A Territory War is held every two weeks on Saturday, the day castle sieges start. After a siege ends, the Territory War enters its preparation stage. The battle start time does not depend on whether the territory's Lord has been proclaimed, and the territory itself is proclaimed automatically when the siege ends.
Registration
- Register with the Mercenary Captain of the relevant territory. Whole clans and individual players can take part.
- If a clan is registered by its leader, all clan members are registered automatically. An individual registers in person.
- Characters of level 40 and above with their second class can take part.
- Registration and cancellation are possible no later than 2 hours before the war starts.
- The clan owning the territory is registered automatically.
Proclaiming the territory and the Lord
After a castle siege, the adjacent lands are declared the territory of the castle's owning clan. Two NPCs appear next to the Manor Manager in the castle town or village:
- Territory Manager - sells territory quest rewards and special items for Territory Badges;
- Mercenary Captain - registers mercenaries, sells Territory War items and gives quests to raise your mercenary rank.
The castle owner can then take the quest Path to Becoming a Lord from the Chamberlain. Conditions for proclaiming the Lord:
- The leader has completed Path to Becoming a Lord.
- The quest was completed at least 2 hours before the Territory War starts.
- All fortresses of the territory have the same status: "contract signed" or "no relations".
Once a Lord is proclaimed, the castle's seed and crop sales volume increases by 10%, and the owning clan's emblem is shown at the territory's NPCs. The proclamation is cancelled automatically if the castle changes hands after a siege or the clan that proclaimed the Lord is disbanded; all related functions are cancelled with it.
How the war goes
- When the war starts, all lands around the castle and the area of the nearest fortress become a combat zone. The Lord can set up a camp or an outpost there.
- Closed castle and fortress gates in the territory can be attacked. The Territory Ward and supplies are inside the castle, and the territory catapult is in the fortress nearest to the castle.
- The Battlefield chat channel turns on automatically 20 minutes before the war (the ^ symbol, Shift+6). Before the start, allied clan leaders use it to coordinate; during the war, all participants can talk in it. It turns off 10 minutes after the war ends.
Battle rules
The rules are broadly similar to a castle siege:
- All players are allies, enemies or non-participants. Allies are members of the clan owning the contested territory; members of clans owning other territories are enemies; unregistered players are non-participants.
- All participants are marked with their territory's emblem.
- Allies cannot be attacked even with a forced attack, but area attacks can hit allies and non-participants.
- The PK count does not change in the combat zone.
- A non-participant who leaves the combat zone is flagged purple for 120 seconds.
- A registered participant who dies in the combat zone loses neither experience nor items; a non-participant suffers the usual death penalties.
- A registered participant can resurrect in the village nearest to the camp or in the castle residence.
Capturing a Territory Ward
- When the war starts, a Territory Ward appears in the castle.
- When you destroy an enemy castle's ward, it immediately ends up in your character's hands. Its location is visible on the minimap.
- Carry the ward to your clan's outpost and use the Capture Ward skill - the ward is placed in your castle's territory.
- If the ward carrier dies, the ward falls to the ground. If a player still holds a ward when the war ends without having delivered it, it returns to its original castle.
All delivered wards stay in the capturing castle until the next war; a castle can win back a lost ward in the next war. The current owners of the wards are shown on the minimap: World Information -> Territory Battle Information, with a territory icon next to each clan.
Outposts
- Only the Lord of the clan owning the castle can build an outpost. It costs 30 MP and 120 B-Grade Gemstones.
- Only one outpost can be built per war; the Lord can destroy it and build a new one for the same price. Other players cannot build or repair an outpost.
- Allies near the outpost get +100% HP and MP recovery.
- Any participant who dies, mercenaries included, can resurrect at the outpost or the camp.
- A captured castle flag must be brought to the outpost and secured for 2-3 minutes - it then becomes the property of the castle that owns the outpost.
- When the war ends, all outposts and headquarters disappear.
Mercenaries
- When joining the mercenary ranks, a character changes their name. This requires a Disguise Scroll sold by the Mercenary Captain; it can be used 20 minutes before the war starts. The real name returns 10 minutes after the war ends.
- Only Olympiad participants and cursed weapon holders cannot change their name.
- The real name is visible only in the trade window and in private messages. While the Disguise Scroll is active, you cannot open a Private Store, Private Manufacture or Dwarven Manufacture.
- The Mercenary Captain sells the Mercenary Transformation Scroll. While transformed, a character earns no experience or SP, but personal Fame is still awarded.
- Players who completed Path to Becoming a Mercenary can buy the Upper Rank Mercenary Transformation Scroll: the transformation lasts half an hour and is not removed even on death.
Rewards
Territory skills
After the war, all members of the clan owning a territory receive its special skill (Territory Benefaction):
| Territory | Bonus |
|---|---|
| Gludio | STR +1, INT +1 |
| Dion | DEX +1, WIT +1 |
| Giran | STR +1, MEN +1 |
| Oren | CON +1, MEN +1 |
| Aden | DEX +1, MEN +1 |
| Innadril | CON +1, INT +1 |
| Goddard | DEX +1, INT +1 |
| Rune | STR +1, WIT +1 |
| Schuttgart | CON +1, WIT +1 |
Territory Manager goods
Territory War participants can buy special goods from the Territory Manager. For 100 Territory Badges he can also grant Noblesse status, and no subclass is required.
| Item | Description |
|---|---|
| Apella Combat Set | Armor with no class restrictions; reduces experience loss on death by 40% |
| A-grade accessories | Necklace, ring and earring with M. Def. and resistance skills |
| Blessed Scroll of Escape | Teleports to a specific town or village of the territory |
| Supply Box - Belt | C-S grade belt, increases P. Def. |
| Supply Box - Pouch | Belt insert, increases inventory slots |
| Supply Box - Pin | Belt insert, increases maximum carry weight |
| S-grade weapon, Wizard-type | 10% more magic damage than other weapons of the same grade, 10% less physical damage |
| S-grade weapon, Warrior-type | 10% more physical damage, 10% less magic attack |
| Giant's Codex - Oblivion / Discipline / Mastery | Lowering a skill's enchant level / changing the enchant route / safe (blessed) enchanting |
| Blue Talisman - Blue Cancel | Cancels the buffs of nearby enemies |
| Blue Talisman - Buff Steal | Steals the buffs of the selected target |
| Red Talisman - Territory Guard | Increases maximum CP and restores CP |
| Blue Talisman - Lord's Divine Protection | Reduces damage in PvP |
| White Talisman - All Resistance | Increases resistance to all elements |
| Territory Health / Mana / CP Recovery Potion | Restore HP / MP / CP; only in combat, for characters of level 61-75 |
| Rune Clip Belt | Increases HP and MP recovery |
| Magic Ornament Belt | Increases PvP stats |
| Guardian's Strider | A strider with higher defense and special abilities |
Head accessories and other accessories are also sold. Opening a Territory Supply Box and unsealing the pin and pouch can fail. The belt can be combined with the pouch and pin, or they can be unsealed, at the NPC Weaver near the warehouse in Rune and Aden.
In addition, the Mercenary Captain sells a riding Strider, and the Castle Chamberlain sells cloaks.