Basics
Territorial Wars are a large-scale PvP event available to all players. Regardless of whether a player is in a clan or whether the clan owns a castle, every player can take part in the battles as a mercenary.
All TW participants fight for control of territorial flags, which grant members of the castle-owning clan additional points to their base stats.
Event Time
Territorial Wars take place on Saturdays during siege weeks from 20:00 to 22:00 server time (UTC+2).
Registration
Registration closes 2 hours before the start of the battle.
Clans and individual players can take part in TW. However, if a player is in a clan registered to defend one territory, they cannot register individually to defend another territory.
Participation in TW is available to players level 40 and above. However, only players level 61 and above can complete quests and receive territory badges as rewards.
To register for territory defense, talk to the Mercenary Captain in the required city. Select the option “Register for the Territorial War” and choose the registration type — clan or mercenary.
Territory-owning clans are automatically registered to defend their territory. If you did not manage to register as an individual player, you can join a clan that is registered to participate.
Pay attention!
On MasterWork, it is not possible to join a clan if less than one hour remains before the start of TW.
Battlefield chat
20 minutes before the start, the Battlefield chat channel is activated. To send a message in this channel, enter the ^ symbol (Shift+6) in the chat.
Before combat begins, the channel is shared among all TW participants. After the start, messages in the channel are visible only to allies.
The combat chat is automatically disabled 10 minutes after the end of the Territorial Wars.
Start of TW
Territorial Wars begin at 20:00 server time (UTC+2).
After TW begins, the territory around castles becomes a combat zone. In the combat zone, all players, including dead ones, receive fame points at a rate of 125 points every 5 minutes.
Closed castle gates can be attacked. The Territory Ward and the Supplies Box are located inside the castle and can be captured.
Clan leaders participating in TW can place a tent or a flag in the combat zone.
Battle Rules
Players are divided into allies, enemies, and neutrals.
- Allies — members of the territory’s castle-owning clan, clans registered to defend this territory, and mercenaries
- Enemies — clans and mercenaries registered to defend another territory
- Neutrals — all players who are not registered to participate in TW
All TW participants are marked with their territory’s icon above the character.
Any character who leaves the combat zone becomes flagged for 120 seconds.
Attack conditions:
- In the combat zone, enemies and neutral players can be attacked without force attack
- Allies cannot be attacked even with force attack
- Ranged attacks deal damage to allies and neutral players
- Area-of-effect skills deal damage to enemies and neutral players
PK counter:
- The PK counter does not change for killing enemies and neutral players in the combat zone
- The PK counter does not change for killing enemies outside the combat zone
Experience loss:
- TW participants do not lose experience or items after death in the combat zone
- Neutral players lose experience and items after death in the combat zone
Resurrection conditions:
- Resurrection scrolls and skills do not work in the combat zone
- Fallen TW participants, when using a Charm of Courage, can resurrect at a castle, fortress, the nearest town/village, or near the clan camp
- Fallen neutral players can resurrect only in the nearest town or village
TW and Mid-Company
Territorial Wars are also held for members of the Mid-Company and new castles. Their mechanics and shop items correspond to the regular TW, but there are several restrictions:
- Mid-Company members who own regular castles can enter the TW zone for Mid-Company
- Mid-Company members who own regular castles CANNOT place a tent to transfer the Flag of a new castle to a regular castle
- Mid-Company members who own new castles can enter the TW zone for regular castles
- Mid-Company members who own new castles CANNOT place a tent to transfer the Flag of a regular castle to a new castle
- Non-Mid-Company members who own regular castles CANNOT enter the TW zone for new castles. The Mid-Company TW zone is available exclusively to members of clans in the Mid-Company system
- There is a restriction on the Flags of new castles — a single Mid-Company castle can hold a maximum of 4 out of 6 available Flags
Registration:
- Clans that own castles will be automatically registered to defend their castle's territory
- A Mid-Company clan leader can register their clan for any castle — new or regular
- Individual registration for members of a Mid-Company clan is not available! The leader registers the entire clan
- Players (whether in a clan or solo) who are not part of the Mid-Company system CANNOT register for the territories of new castles
A few examples:
Mid-Company system member owns the
Orc Castle
- Can:
- Move across Mid-Company castle territories
- Place a "Tent" on Mid-Company castles
- Move across regular castle territories
- Cannot:
- Place a "Tent" on regular castles
Aden Castle
- Can:
- Move across Mid-Company castle territories
- Place a "Tent" on regular castles
- Move across regular castle territories
- Cannot:
- Place a "Tent" on Mid-Company castles
Giran Castle
- Can:
- Move across regular castle territories
- Place a "Tent" on regular castles
- Cannot:
- Move across Mid-Company castle territories or place a "Tent" there
Why these restrictions? To ensure that the Flags of New and Regular castles remain within their own territories.
The owner of
Orc Castle should not and cannot have the flag of
Aden Castle.
At the same time, the owner of
Aden Castle
should not and cannot have the flag of
Orc Castle.
Outpost, Camp, and Clan Banner
The leader of the castle-owning clan can place an Outpost in the combat zone using the skill Outpost Construction Lv. 1 .
- The cost to set up an Outpost is 120 Gemstone B NG
- Only one Outpost can exist at a time.
- The clan leader can dismantle the Outpost using the skill Outpost Demolition Lv. 1
- The Outpost is required for clan members to respawn and for capturing the Territory Flag
Clan leaders can set up a Camp in the combat zone using the skills Build Headquarters Lv. 1 and Build Advanced Headquarters Lv. 1 .
- The cost to set up a Camp is 300 Gemstone B NG
- The Camp increases HP, MP, and CP regeneration speed and allows clan members to respawn nearby
- The Camp can be destroyed by enemies and neutral players
Leaders of a clan level 8 and above can place a Clan Flag using the active clan skill Build Clan Flag Lv. 1 .
- The cost to set up a Clan Flag is 15 Proof of Loyalty NG
- The Clan Flag increases HP, MP, and CP regeneration speed and allows clan members to respawn nearby
- The Clan Flag can be destroyed by enemies and neutral players
The skills Outpost Construction Lv. 1 , Build Headquarters Lv. 1 , and Build Clan Flag Lv. 1 have separate cooldowns. Only one of these structures can exist at a time.
Mercenaries
Stealth Scroll
All participants in the Territorial Wars, except members of the castle-owning clan, can hide their nickname and fight anonymously. Special items — Disguise Scroll — are used for this purpose.
Available types of scrolls:
- Gludio Disguise Scroll NG
- Dion Disguise Scroll NG
- Giran Disguise Scroll NG
- Innadril Disguise Scroll NG
- Oren Disguise Scroll NG
- Aden Disguise Scroll NG
- Rune Disguise Scroll NG
- Goddard Disguise Scroll NG
- Schuttgart Disguise Scroll NG
- Human Disguise Scroll NG
- Elven Disguise Scroll NG
- Dark Elven Disguise Scroll NG
- Orc Disguise Scroll NG
- Dwarf Disguise Scroll NG
- Gludin Disguise Scroll NG
Scrolls can be purchased in the corresponding city from the NPC Mercenary Captain.
- The scroll becomes available for use 20 minutes before the start of the Territorial Wars
- The scroll’s effect ends 10 minutes after the end of the Territorial Wars
- While under the effect of the scroll, the character’s name changes to Guardian
- During the effect of the Stealth Scroll, it is not possible to open a personal shop or manufactory
Mercenary Transformation Scroll
Can be purchased in the city from the NPC Mercenary Captain. The scroll can be used by all participants of the Territorial Wars, except members of the castle-owning clan.
The scroll becomes available 20 minutes before the start of TW. The transformation effect lasts 30 minutes and is not canceled upon death.
A character transformed into a Mercenary does not gain EXP or SP. All characters in a party with the Mercenary also do not gain EXP or SP. The Mercenary transformation does not affect fame points.
Chaotic characters (PK) and Olympiad participants cannot use the Mercenary Transformation Scroll.
In the base version of Lineage 2, quests are available to advance Mercenary rank:
- Path to Becoming an Experienced Mercenary
- Path to Becoming a Top Elite Mercenary
Certificates for Experienced and Elite Mercenaries unlock access to a special selection of items from the Mercenary Captain and provide a discount on the main shop inventory.
On the MasterWork project, this Territorial Wars functionality is not available.
Territory Flags
At the start of the Territorial Wars, a
Territory Flag appears in each castle.
- The defenders' task is to protect the Flag and prevent it from being taken to another castle
- The attackers' task is to capture the Flag and deliver it to the castle of their territory
The Flag can be delivered to a castle in two ways — carried on foot or cast onto your Outpost. After the cast completes, the Flag automatically moves to the Outpost owner's castle.
The Flag’s affiliation is displayed on the game map with the icon of the territory it belongs to.
The character carrying the Flag receives a penalty — all movement and attack speeds are reduced by 80%. The character cannot use teleportation skills or items. If the character carrying the Flag disconnects for any reason, the Flag drops to the ground at the location of disconnection.
Pay attention!
On MasterWork, it is forbidden to take the Flag outside the combat zone. When a character carrying the Flag leaves the combat zone, a 15-second countdown begins. If the Flag is not returned to the combat zone during this time, it disappears and returns to its castle.
After the Territorial Wars end, Flags remain in the castles where they were delivered. If at the end of TW a Flag is not in a castle, it automatically moves to the castle where it was last placed.
Owning a Flag grants the castle-owning clan a unique skill —
Divine Protection of the Territory.
Pay attention!
On MasterWork, owning a castle grants Divine Protection of the Territory even if the castle’s Flag is missing. However, possessing 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 the Flags of regular castles — a single castle can hold a maximum of 5 out of 9 available Flags.
There is a restriction on the Flags of new castles — a single Mid-Company castle can hold a maximum of 4 out of 6 available Flags.
Related Quests
All characters registered to participate in the Territorial Wars automatically receive quests related to the selected territory at the start of the event.
All quests are available to characters level 40 and above who have reached their second class. However, quests for killing enemies are counted only when killing characters level 61 and above.
| Name | Quest goal | Reward |
|---|---|---|
|
Protect the Territory Catapult! Quest not available on MasterWork! |
Defend the catapult in the fortress belonging to your territory. To successfully complete the quest, the catapult of your territory must remain intact at the end of the Territorial Wars. |
Territory War Badge NG |
|
For the Sake of the Territory Quest not available on MasterWork! |
Destroy enemy targets — Catapult, Supplies Safe, Commander, High Priest, Chief Minister. | Territory War Badge NG |
|
Protect the Supplies Safe! Quest not available on MasterWork! |
Defend the Supplies Safe in the castle of your territory. To successfully complete the quest, the Supplies Safe of your territory must remain intact at the end of the Territorial Wars. |
Territory War Badge NG |
|
Protect the Military Association Leader! Quest not available on MasterWork! |
Defend the Military Association Leader in the castle of your territory. To successfully complete the quest, the Military Association Leader of your territory must be alive at the end of the Territorial Wars. |
Territory War Badge NG |
|
Protect the Religious Association Leader! Quest not available on MasterWork! |
Defend the Religious Association Leader in the castle of your territory. To successfully complete the quest, the Religious Association Leader of your territory must be alive at the end of the Territorial Wars. |
Territory War Badge NG |
|
Protect the Economic Association Leader! Quest not available on MasterWork! |
Defend the Economic Association Leader in the castle of your territory. To successfully complete the quest, the Economic Association Leader of your territory must be alive at the end of the Territorial Wars. |
Territory War Badge NG |
|
Pierce through a Shield! |
Destroy 5 to 9 enemy knights level 61 and above. Targets: Paladin, Phoenix Knight, Dark Avenger, Hell Knight, Temple Knight, Eva's Templar, Shillien Knight, Shillien Templar. |
Territory War Badge NG |
|
Make Spears Dull! |
Destroy 10 to 20 enemy warriors level 61 and above. Targets: 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, Greyshore Strider, Leviathan Bowguard. |
Territory War Badge NG |
|
Weaken the Magic! |
Destroy 10 to 20 enemy mages level 61 and above. Targets: Sorcerer, Archmage, Necromancer, Soultaker, Warlock, Arcana Lord, Spellsinger, Mystic Muse, Elemental Summoner, Elemental Master, Spellhowler, Storm Screamer, Phantom Summoner, Spectral Master, Terramancer, Tectonic Sage. |
Territory War Badge NG |
|
Deny Blessings |
Destroy 6 to 11 enemy healers and casters level 61 and above. Targets: Bishop, Cardinal, Prophet, Hierophant, Elven Elder, Eva's Saint, Shillien Elder, Shillien Saint, Warcryer, Doomcryer. |
Territory War Badge NG |
|
Destroy Key Targets |
Destroy 4 to 8 enemy characters of rare classes level 61 and above. Targets: Overlord, Dominator, Warsmith, Maestro. |
Territory War Badge NG |
The amount of Territory War Badge NG received from the Territorial Wars depends on the number of targets completed in the quests.
Territory Badges
At the end of the Territorial Wars, speak with the Mercenary Captain in any city to receive rewards for completed quests — Territory War Badge NG .
Mid-Company participants can now collect Badges in any city, even after leaving the Mid-Company system.
If you do not collect the Badges before the next Territorial Wars, they will accumulate. The maximum amount that can be stored with the NPC Mercenary Captain is 250 Badges.
On MasterWork, Territorial Wars participants receive Badges without territory restrictions. You no longer need to register for specific lands to obtain the desired items!
In the base Lineage 2, Badges are unique to each territory. For example, defenders of Giran lands receive Giran Territory Badge NG as a reward for participation.
Badges can be spent on special items from the NPC Mercenary Captain and the NPC Territory Manager in any city.
Items for Territory Badges
Noblesse
Participating in the Territorial Wars is an alternative way to obtain Noblesse status. Collect 100 Badges and speak with the NPC Territory Manager in any city to become Noblesse.
Pay attention!
On MasterWork, only 50 Badges and a character level of 70 are required to obtain Nobility.
Jewelry
| A-Grade Earrings | |
|---|---|
| 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. |
| S80 Earrings | |
|---|---|
| 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 | |
|---|---|
|
|
Territory War Badge
NG
x 120 Adena NG x 7 500 000 |
|
|
Territory War Badge
NG
x 60 Adena NG x 3 500 000 |
|
|
Territory War Badge
NG
x 160 Adena NG x 9 500 000 |
|
|
Territory War Badge
NG
x 80 Adena NG x 5 500 000 |
| Exchange of earrings between each other | |
|---|---|
|
|
Adena NG x 5 500 000 |
|
|
Adena NG x 7 500 000 |
| Improving jewelry | |
|---|---|
|
Exchange
|
Territory War Badge
NG
x 50 Adena NG x 9 500 000 |
|
Exchange
|
Territory War Badge
NG
x 40 Adena NG x 7 500 000 |
|
Exchange
|
Territory War Badge
NG
x 30 Adena NG x 5 500 000 |
Belts, pouches, pins, ornaments
Pay attention!
The chance of receiving an item from a box and after unsealing is not 100%!
Mounts
You can acquire a dragon mount from the NPC Mercenary Captain. Ask him about transportation options and choose the dragon of your choice.
Pay attention!
At MasterWork, the Guardian Strider is awarded as a mount, not a pet.
Accessories
Pay attention!
All accessories can be tried on in the Beauty Shop in the right menu.
Compound of belts