Basic information
Territorial Wars — a massive PvP event available to all players. Regardless of whether the player is a member of the clan or whether the clan owns the castle — each player can take part in battles as a mercenary.
All TW members are fighting over territorial flags, which give members of the castle’s clan additional points of basic parameters.
Time of wars
Territorial Wars are held on Saturdays in the week of sieges from 08:00 PM to 10:00 PM server time (UTC+2)
Registration
Registration closes 2 hours before battles start
Clans and individual players can take part in TW. However, if a player is a member of a clan registered for the protection of one territory, he cannot personally register for the protection of another territory.
TW is available to players 40 levels or above, however only players of 61 levels and above can complete quests and receive territory Badges as a reward.
To register to protect the selected territory, talk to Mercenary Captain. Select the line "Sign up for the Territory Battle" and specify the type of registration — clan or mercenary.
The clan owners of the territory register automatically to defend their territory. If you have not registered as a separate player, you can join the clan that is registered for participation.
Pay attention!
On MasterWork it is impossible to join a clan if there is less than an hour left before the TW starts
Chat Battlefield
The Battlefield chat channel is activated 20 minutes before the start. To write a message in this channel, type the ^ (Shift+6) symbol in the chat. Before the beginning of the battle, the channel is common to all TW members, after the beginning of the message only the allies see the channel. Live chat automatically shuts down 10 minutes after Territorial Wars.
TW Beginning
Territorial Wars start at 08:00 PM server time (UTC+2)
Once TW starts, the area around the castles becomes a combat zone. In the combat zone, all players, including the dead, receive points of fame, 125 points every 5 minutes.
Closed gates of castles can be attacked. The Territory Ward and Supplies Safe are located in the castle and can be seized.
Clan leaders participating in TW can put a tent or flag in the combat zone.
Fighting TW rules
Players are divided into allies, opponents and neutral.
Allies — members of the clan-owner of the castle of the territory, registered to defend the territory clans and mercenaries.
Opponents — clans and mercenaries registered to defend another territory.
Neutral — all players who are not registered for TW .
All TW members are marked with their territory icon over the character.
In the battle area, opponents and neutral players can attack without a force attack.
Allies cannot be attacked even by forced attack.
Distance attacks hurt allies and neutral players.
Massive skills hurt enemies and neutral players.
Any character who leaves a battle zone is flagged for 120 seconds.
PK counter does not change for killing opponents and neutral players in combat zone.
PK counter does not change for killing opponents outside the battle zone.
TW members do not lose experience and items after death in the combat zone.
Neutral players lose experience and items after death in the battle zone.
Scrolls and resurrection skills do not work in the battle area.
Dead TW members can be resurrected with the help of the item
Charm of Courage
, in the castle, fortress, nearest town/village or near the clan camp. Dead neutral players can only resurrect
in a nearby town or village.
TW and Mid Company
The Mid Company and New Castles also have Territory Wars. Their mechanics and shop products correspond to all usual common TW, but there are a number of restrictions:
- Mid Company members who own regular castles — can visit the Mid Company TW area
- Members of the Mid Company system who own regular castles — CANNOT put a tent to move the flag of the new castle into a regular castle
- Members of the Mid Company who own regular castles — CANNOT put a tent to move the flag of the new castle into a regular castle
- Members of Mid Company who own new castles — can visit the TW area for regular castles
- Members of the Mid Company System who own new castles — CANNOT put a tent to move the regular castle Flag to the new castle
- Non-Mid Company members who own regular castles — CANNOT access the TW area for new castles. The Mid Company’s Territory Wars area is available only for the Mid Company clans members
- There is a restriction on Flags of new castles — one Mid Company castle can own maximum 4 Flags out of 6 available
Registration:
- Clans that own castles will be automatically registered for the territory of their castle
- Mid Company Clan Leader can register his clan at any castle — new or regular
- Personal registration of Mid Company clan members is not available! Leader registers the entire clan
- Players (clan members or non clan members) who are not part of the Mid Company system are UNABLE to register for the new castles
Several examples:
Mid Company member owns the castle
Orc Castle
- Can:
- Move around Mid Company Castle Areas
- Put "Tent" on a Mid Company castles
- Move through regular castle areas
- Cannot:
- Put "Tent" on a regular castles
Aden Castle
- Can:
- Move around Mid Company Castle Areas
- Put "Tent" on a regular castles
- Move through regular castle areas
- Cannot:
- Put "Tent" on a Mid Company castles
Giran Castle
- Can:
- Move through regular castle areas
- Put "Tent" on a regular castles
- Cannot:
- Move around the Mid Company castle areas and put there "Tent"
For what these restrictions? To keep the flags of New and Regular Castles within their limits.
Catle owner of the
Orc Castle
should not and cannot have a flag of the
Aden Castle
At the same time, the owner of the
Aden Castle
should not and cannot have a flag of the
Orc Castle
Outpost, Camp and Banner of the Clan
The leader of the clan owner of the castle can put in a combat zone an Outpost with the help of the skill Outpost Construction Lv. 1
- Consumes — 120 Gemstone B NG
- Can exist only one Outpost
- Clan leader can fold Outpost with the skill Outpost Demolition Lv. 1
- Outpost is required to restore and resurrect clan members, and to capture the Flag of Territory
Clan leaders can set up a battle zone Camp with skills Build Headquarters Lv. 1 and Build Advanced Headquarters Lv. 1
- Consumes — 300 Gemstone B NG
- Camp increases the recovery speed of HP, MP, and CP and allows Clan members to resurrect near it.
- Can be destroyed by enemies and neutral players
Clan leaders of levels 8 and above can set Clan Banner with the skill Build Clan Flag Lv. 1
- Consumes — 15 Proof of Loyalty NG
- Camp increases the recovery speed of HP, MP, and CP and allows Clan members to resurrect near it
- Can be destroyed by enemies and neutral players
Skills Outpost Construction Lv. 1 , Build Headquarters Lv. 1 and Build Clan Flag Lv. 1 have a separate recovery time. Only one of the buildings can exist at a time.
Mercenaries
All members of the Territory Wars, except members of the Castle Clan, can hide their nickname and fight anonymously. Special items are used for this purpose.
You can buy in the city from the NPC Mercenary Captain. Is available for use 20 minutes before the beginning, the scroll ends 10 minutes after the end of Territory Wars.
The scroll effect changes the character’s name to Guardian.
Pay attention!
During the effect of Disguise Scroll it is impossible to open a personal shop and manufactory.
Transformation Scroll: Mercenary
You can buy in the city from the NPC Mercenary Captain. All members of the Territory Wars can use the scroll, except members of the Castle Clan.
The scroll becomes available for use 20 minutes before the start of the TW. The transformation effect lasts 30 minutes and is not canceled after death.
The character in the Mercenary transformation does not receive EXP and SP points. All characters in the Mercenary group also do not receive EXP and SP points. Mercenary’s transformation has no effect on gaining points of fame.
Chaotic characters (RK) and participants of the Olympiad can not use the scroll of transformation into a Mercenary.
In the basic version of Lineage 2 quests are available to increase the rank of the Mercenary — Path to Becoming an Elite Mercenary and Path to Becoming a Top Elite Mercenary.
Certificate of Experienced and Elite Mercenary open access to a special range of goods from Mercenary Captain and discount on the main product range.
Territory Flags
With the beginning of the Territory Wars, in each castle appears
Territory Flags
- The task of the defenders is to protect the flag and prevent it from being carried to another castle
- The task of the attackers is to capture the flag and take it to the castle of their territory
The flag can be delivered to the castle in two ways — to carry it on foot or to cast it to your Outpost. After the cast is over, the flag will automatically move to the castle of the Outpost owner.
The Flag movement is displayed on the game map with the area icon of the Flag.
The character who raises the flag gets a penalty — decreasing of all speed parameters and attack by 80%. Characters are prohibited from using skills and items for teleportation. If the Flag keeper leaves the game for some reason — The flag falls to the ground at the point of the character’s exit.
Pay attention!
On MasterWork, it is forbidden to take the Flag outside the battle zone. When a character with a flag leaves a combat zone, the countdown begins (15 seconds). If during the timer action the flag does not return to the battle zone — it will disappear and return to its place in the castle
After the end of the Territory Wars, flags remain in the castles where they were delivered. If the flag is not in the castle at the end of the TW, it automatically moves to the castle in which it was last installed.
Owning the Flag gives the Castle Clan a unique skill — Territory Benefaction
Pay attention!
On MasterWork, ownership of the castle gives the Territory Benefaction, even if the castle does not have a flag. However, owning the flag does not double this bonus.
| Skill | Effect |
|---|---|
| Gludio Territory Benefaction Lv. 1 | STR+1 / INT+1 |
| Dion Territory Benefaction Lv. 1 | DEX+1 / WIT+1 |
| Giran Territory Benefaction Lv. 1 | STR+1 / MEN+1 |
| Oren Territory Benefaction Lv. 1 | CON+1 / MEN+1 |
| Aden Territory Benefaction Lv. 1 | DEX+1 / MEN+1 |
| Innadril Territory Benefaction Lv. 1 | CON+1 / INT+1 |
| Goddard Territory Benefaction Lv. 1 | DEX+1 / INT+1 |
| Rune Territory Benefaction Lv. 1 | STR+1 / WIT+1 |
| Schuttgart Territory Benefaction Lv. 1 | CON+1 / WIT+1 |
| New castles, only on MasterWork | |
| Elven Territory Benefaction Lv. 1 | DEX+1 / MEN+1 |
| Dark Elf Territory Benefaction Lv. 1 | STR+1 / WIT+1 |
| Orc Territory Benefaction Lv. 1 | CON+1 / INT+1 |
| Gludin Territory Benefaction Lv. 1 | DEX+1 / INT+1 |
| Dwarf Territory Benefaction Lv. 1 | STR+1 / MEN+1 |
| Human Territory Benefaction Lv. 1 | CON+1 / WIT+1 |
Pay attention!
There is a restriction on Flags of regular castles — one regular castle can own maximum 5 Flags out of 9 available.
There is a restriction on Flags of new castles — one Mid Company castle can own maximum 4 Flags out of 6 available.
Connected quests
All characters registered for Territory Wars automatically receive quests related to the selected territory at the moment of the event start.
Basic Lineage 2 quests not available on MasterWork
| Protect the territory catapult! | Quest is not available on MasterWork! |
|---|---|
| Level | 40 ~ 85 |
| Aim |
Protect the catapult in the fortress belonging to your territory. For the mission to be successful by the end of Territory Wars, the catapult must be alive. |
| Reward | Territory War Badge NG |
Pay attention!
To complete quests and receive rewards for them, the character must be 61 levels or above!
| For the Sake of the Territory | |
|---|---|
| Level | 40 ~ 85 |
| Aim | Destroy enemy targets — Catapult, Armory, Commander, High Priest, High Minister. |
| Reward | Territory War Badge NG |
| Protect the Supplies Safe! | |
|---|---|
| Level | 40 ~ 85 |
| Aim |
Protect the Warehouse with equipment in the castle of your territory. To successfully completionof the task, by the end of the Territory Wars, the Equipment Warehouse must be alive. |
| Reward | Territory War Badge NG |
| Protect the Military Association Leader! | |
|---|---|
| Level | 40 ~ 85 |
| Aim |
Protect the Military Association Leader of your territory. To successfully complete the task by the time of the end of Territory Wars Military Association Leader must be alive. |
| Reward | Territory War Badge NG |
| Protect the Religious Association Leader! | |
|---|---|
| Level | 40 ~ 85 |
| Aim |
Protect the Religious Association Leader in the castle of your territory. For the successful completion of the task by the end of the Territory Wars Religious Association Leader must be alive. |
| Reward | Territory War Badge NG |
| Protect the Economic Association Leader! | |
|---|---|
| Level | 40 ~ 85 |
| Aim |
Protect Economic Association Leader in the castle of your territory. To successfully complete the task by the end of Territory Wars Economic Association Leader must be alive. |
| Reward | Territory War Badge NG |
| Pierce through a Shield! | |
|---|---|
| Level | 40 ~ 85 |
| Aim | Kill 5 to 9 enemy knights of 61 levels and above — Paladin, Phoenix Knight, Dark Avenger, Hell Knight, Temple Knight, Eva's Templar, Shillien Knight, Shillien Templar. |
| Reward | Territory War Badge NG , amount of signs depends on the number of targets |
| Make Spears Dull! | |
|---|---|
| Level | 40 ~ 85 |
| Aim | Kill 10 to 20 enemy warriors of 61 levels and above — Gladiator, Duelist, Warlord, Dreadnought, Treasure Hunter, Adventurer, Hawkeye, Sagittarius, Swordsinger, Sword Muse, Plainswalker, Wind Rider, Silver Ranger, Moonlight Sentinel, Bladedancer, Spectral Dancer, Abyss Walker, Ghost Hunter, Phantom Ranger, Ghost Sentinel, Destroyer, Titan, Tyrant, Grand Khavatari, Bounty Hunter, Fortune Seeker, Berserker, Doombringer, Soul Breaker, Soul Hound, Arbalester, Trickster, Inspector, Judicator |
| Reward | Territory War Badge NG , amount of signs depends on the number of targets |
| Weaken the magic! | |
|---|---|
| Level | 40 ~ 85 |
| Aim | Kill 10 to 20 enemy mages of 61 levels and above — Sorcerer, Archmage, Necromancer, Soultaker, Warlock, Arcana Lord, Spellsinger, Mystic Muse, Elemental Summoner, Elemental Master, Spellhowler, Storm Screamer, Phantom Summoner, Spectral Master, Terramancer, Tectonic Sage |
| Reward | Territory War Badge NG , amount of signs depends on the number of targets |
| Deny Blessings | |
|---|---|
| Level | 40 ~ 85 |
| Aim | Kill 6 to 11 enemy healers and 61 levels and above — Bishop, Cardinal, Prophet, Hierophant, Elven Elder, Eva's Saint, Shillien Elder, Shillien Saint, Warcryer, Doomcryer |
| Reward | Territory War Badge NG , amount of signs depends on the number of targets |
| Destroy Key Targets | |
|---|---|
| Level | 40 ~ 85 |
| Aim | Kill 4 to 8 enemy characters of the rare class 61 levels and above — Overlord, Dominator, Warsmith, Maestro |
| Reward | Territory War Badge NG , amount of signs depends on the number of targets |
Territory Badges
At the end of Territory Wars, talk to Mercenary Captain, to receive a reward for completed quests — Territory War Badge NG
On MasterWork, members of Territory Wars receive Badges without binding to some specific territory.
No more need to register for certain land to get the right accessory!
You can spend Badges for special products from NPC Mercenary Captain and Territory Manager.
Pay attention!
Badges are unique to each territory. For example: Defenders of Giran lands receive a reward Giran Territory Badge NG
Products for Badges
Noblesse
Participation in Territory Wars — an alternative way to obtain the status of Noblesse.
Accumulate 100 Badges of one territory and talk to
Territory Manager,
to get Noblesse.
Pay attention!
Only 50 Badges and a character level 70 are required on MasterWork to receive Noblesse
Accessories
| Earrings Rank A | |
|---|---|
| COST | Territory War Badge NG x 100 + Adena NG x 5 500 000 |
| Gludio Protection Earring A | Earring given to the guardian of Gludio territory. Stun Attack +15.00%, Bleed Defense +15.00%, Water Attribute Defense +8. Only one effect is applied when wearing the same two earrings. |
| Dion Protection Earring A | Earring given to the guardian of Dion territory. Hold Attack +15.00%, resistance to Poison +15.00%, resistance to holy attacks +8. Only one effect is applied when wearing the same two earrings. |
| Giran Protection Earring A | Earring given to the guardian of Giran territory. Bleed Attack +15.00%, Paralysis Defense +15.00%, Wind Attribute Defense +8. Only one effect is applied when wearing the same two earrings. |
| Oren Protection Earring A | Earring given to the guardian of Oren territory. Paralysis attack +15.00%, hold defense +15.00%, darkness defense +8. Only one effect is applied when wearing the same two earrings. |
| Aden Protection Earring A | Earring given to the guardian of Aden territory. Mental Attacks +15.00%, Stun Defense +15.00%, Earth Attribute Defense +8. Only one effect is applied when wearing two earrings with the same effect. |
| Innadril Protection Earring A | Earring given to the guardian of Innadril territory. Sleep Attack +15.00%, Stun Defense +15.00%, Water Attribute Defense +8. Only one effect is applied when wearing the same two earrings. |
| Goddard Protection Earring A | Earring given to the guardian of Goddard territory. Stun Attack +15.00%, Sleep Defense +15.00%, Fire Attribute Defense +8. Only one effect is applied when wearing the same two earrings. |
| Rune Protection Earring A | Earring given to the guardian of Rune territory. Poison Attack +15.00%, Hold Defense +15.00%, Fire Attribute Defense +8. Only one effect is applied when wearing the same two earrings. |
| Schuttgart Protection Earring A | Earring given to the guardian of Schuttgart territory. Hold Attack +15.00%, Fear Defense +15.00%, Wind Attribute Defense +8. Only one effect is applied when wearing the same two earrings. |
| Earrings Rank S80 | |
|---|---|
| COST | Territory War Badge NG x 120 + Adena NG x 7 500 000 |
| Gludio Guard Earring S80 | Ring given to the royal guard of Gludio territory. Stun Attack +15.00%, Bleed Defense +15.00%, Water Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Dion Guard Earring S80 | Ring given to the royal guard of Dion territory. Hold Attack +15.00%, resistance to Poison +15.00%, Holy Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Giran Guard Earring S80 | Ring given to the royal guard of Giran territory. Bleed Attack +15.00%, Paralysis Defense +15.00%, Wind Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Oren Guard Earring S80 | Necklace given to the royal guard of Oren territory. Paralysis attack +15.00%, hold defense +15.00%, Dark Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Aden Guard Earring S80 | Earring given to the royal guard of Aden territory. Mental Attacks +15.00%, Stun Defense +15.00%, Earth Attribute Defense +10. CP +5.00% increase. Only one effect is applied when wearing two earrings with the same effect. |
| Innadril Guard Earring S80 | Earring given to the royal guard of Innadril territory. Sleep Attack +15.00%, Stun Defense +15.00%, Water Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Goddard Guard Earring S80 | Earring given to the royal guard of Goddard territory. Stun Attack +15.00%, Sleep Defense +15.00%, Fire Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Rune Guard Earring S80 | Earring given to the royal guard of Rune territory. Poison Attack +15.00%, Hold Defense +15.00%, Fire Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Schuttgart Guard Earring S80 | Necklace given to the royal guard of Schuttgart territory. Hold Attack +15.00%, Fear Defense +15.00%, Wind Attribute Defense +10. CP +5.00%. Only one effect is applied when wearing the same two earrings. |
| Necklaces and rings | |
|---|---|
| Protection Necklace (all lands) A |
Territory War Badge
NG
x 120 Adena NG x 7 500 000 |
| Protection Ring (all lands) A |
Territory War Badge
NG
x 60 Adena NG x 3 500 000 |
| Guard Necklace (all lands) S80 |
160
Territory War Badge
NG
Adena NG x 9 500 000 |
| Guard R (all lands) S80 |
Territory War Badge
NG
x 80 Adena NG x 5 500 000 |
| Exchange Earrings | |
|---|---|
| Protection Earring (all lands) A | Adena NG x 5 500 000 |
| Guard Earring (all lands) S80 | Adena NG x 7 500 000 |
Belts, Pouches, Pins, Ornaments
Pay attention!
The chance of obtaining an item from the box and after printing is not 100%
Mounts
You can get a riding dragon from the NPC Mercenary Captain. Ask him how to move and choose the dragon to your taste.
Pay attention!
Dragon Guardian on MasterWork cannot be bought for TW Badges
But it is sold as a mount from the NPC
Rylai Cloak Manager
in Giran
Accessories
Pay attention!
All accessories can be tried from the NPC
Rylai Cloak Manager
in Giran
Compound of belts