Castles
Contents |
General information
Castles (Castle) are buildings scattered across the kingdom of Aden. By owning a castle, a clan gains political and economic control over all the territory around it, including the ability to raise taxes in subordinate towns. A castle has a similar set of functions to a Clan Hall, but more of them. You can move both into and out of the castle using the gatekeeper.
By default, the Lord has full control over the castle and runs it alone, but through the Privileges window he can delegate some functions to players in his clan.
The Lord can change taxes in the shops of the subordinate town and collect income from Grand Chamberlain. Since Town of Aden is the capital of the kingdom of the same name, its castle collects taxes not only from Aden itself but also from the towns of Town of Gludio, Town of Dion, Town of Giran, Town of Oren and Heine. Rune Township, as the center of the kingdom of Elmore, collects taxes from Town of Schuttgart and Town of Goddard.
The Lord of each castle also manages the manor, selling seeds for their territory and buying the crops grown from them. Finally, the Lord has the exclusive right to take to the sky on a wyvern and fly.
Castles
- Gludio Castle
- Dion Castle
- Giran Castle
- Innadril Castle
- Oren Castle
- Schuttgart Castle
- Goddard Castle
- Rune Castle
- Aden Castle
Castle functions
Any clan member can use the following castle functions:
- clan/personal warehouse
- buffs from NPCs
- buying items for Knight Epaulette
- teleports to the territory owned by the castle
- clan gate to any point in the world of Aden, except places like Hellbound, instances, the GM room and epic RB spawn locations.
- visiting the castle instances: Castle Dungeon and Rim Kamaloka
Besides the functions above, the castle Lord can:
- set up the manor system
- collect tax from the territory
- get the items needed to develop the clan
- use a wyvern
- set the castle siege time and appoint its defenders
- do the quest to become Lord of the territory
The castle territory has the following NPCs:
- Court Magician (Castle)
- Chamberlain (Castle)
- Mercenary manager (Castle)
- Doorman (Castle)
- Messenger (Castle)
- Blacksmith (Castle)
- Warehouse Keeper (Castle)
Castle instances
Under certain conditions, the Castle Dungeon instance is available in the castle:
- Access: party of 2-9 people, 70+, once every 4 hours.
- How to complete it: kill 3 RBs one after another
- Reward: 200 clan reputation, drop from the RBs
Any party of the clan can also visit the Rim Pailaka instance
- Quest name: Hope Within the Darkness
- Required level: 80+
- Conditions: party of 2-9 people
- Where to take the quest: Warden, any castle
- Repeatable: 1 time per day
- Reward: 159 Knight Epaulettes, Vitality Points, drop from the RBs
Manor and castle crafting
The Lord who controls the castle runs the manor in it. The manor system is a way to get game resources at their base price; in short, it works like this: the castle Lord activates production of items called seeds (Seed) in the castle. Any player can buy these seeds and sow them in mobs (Sowing); after the mobs die, seed crops (Harvesting) can be harvested from their bodies. These crops are handed in to the castle at the same place where the seeds are bought (from Manor Manager), and in return, depending on the crop purchase price set by the Lord, the player gets a certain amount of resources. Crops can be handed in to any castle at any Manor Manager; however, if you hand them in to a castle that doesn't control that town, you'll pay a certain fee to transport your crops to their destination.
The castle Lord receives the fruits made from the current day's crops only on the next day, and 10% of the crops vanish without a trace. These fruits, along with adena, are used by the Lord to craft various items at the castle blacksmith. The castle blacksmith and the castle warehouse keeper are in the basement directly under the throne room; the entrance to this basement is to the left of the throne room entrance. By the way, any member of the clan that owns the castle can use the castle warehouse keeper: it gives access to both the clan warehouse and the player's private warehouse.
Items the castle blacksmith can make:
- Enchant scrolls. Enchant scrolls of grades D, C, B and A can be made, for both armor and weapons; Rune Castle can make grade S enchant scrolls.
- Crystals. Grade C, B and A crystals can be made.
- Blessed Scroll of Resurrection
- Blessed Scroll of Escape
- Quick Healing Potion
- Greater Swift Potion
- Greater Haste Potion
- Dualsword Craft Stamp
- Secret Book of Giants
Castle crafting requires a certain amount of fruit and adena: the fruit is the raw material, and the adena pays the crafter's labor.
Castle fortifications
Castles are first of all fortifications, and accordingly they have a number of defensive structures.
The Wall is the main element of a castle's defense. It's very sturdy. Players can't break walls without special means. These include:
- Siege Golem — a summon called by a Warsmith player; it has high PDef, MDef, HP and breaks the wall with powerful blows at close range.
- Wild Hog Cannon — a summon called by a Warsmith player; it has low PDef, MDef, HP and attacks the wall from long range with cannonballs.
- Strider Siege Assault — a skill available only to Noblesse players; a noble riding a strider attacks the wall at close range, consuming 5 Spirit Ore with each hit on the wall; the attack isn't very effective. Attacking players can be attacked from the walls, and attacking players can also attack players on the wall.
The Moat. Also a main element of a castle's defense. It runs outside the main wall. A player who falls into the moat moves noticeably slower.
Flame Control Tower — the Flame Control Tower. It works only if the Lord paid for it before the siege. When it's on, some areas of the castle become hard for attackers to get through during the siege (movement speed is halved, and you may take damage passing through) — usually the entrance to the throne room and the climb to the second outer Life Control Tower.
Life Control Tower — the Life Control Tower. It directly affects the respawn time of the castle defenders (including guards hired by the Lord). There are 3 such towers in total: the first is above the castle gate, the second at the back of the castle in the turret above the "emergency" exit, and the third in the castle's throne room, in the room with Holy Artifact.
Holy Artifact — the Holy Artifact. During a castle siege, the leader of a clan registered as an attacker must cast the castle seal spell on the artifact. If he casts the spell successfully, the castle passes to that clan's control.
The "emergency" exit is a small opening in the back wall of the castle that drops into the moat. Attackers can't get into the castle through this exit, but defenders can use it for short sorties.
Gates. A castle has outer gates (Aden Castle has 2 of them, since it has 2 walls) and gates to the throne room. They're quite strong, but unlike the wall, all players can break them.
Political significance of castles
Castles control their own territory. Besides towns and lands, a territory contains strongholds called fortresses. Each castle's territory always has one or two fortresses. The owner of each fortress must choose whether it is subordinate to the castle or independent. A fortress becomes independent if the leader of the clan that owns it decides so, or if no decision is made within an hour of a successful capture. If a fortress declares independence, the clan that owns the castle in that territory becomes able to register for the siege of that fortress.
Fortresses sign a contract with the castle when the clan leader makes that choice in a conversation with Special Envoy. If the clan has sworn allegiance to the castle lord, it must pay a certain tax to that castle every six hours. This tax is automatically taken from the clan treasury. If the clan treasury doesn't have enough money for the tax, the fortress automatically becomes independent. A fortress subordinate to a castle gets all management options but loses its underground dungeon. A castle that has signed a contract with a fortress must supply it with special goods, which can be bought from Logistics officer. The level (quality) of these goods rises every six hours.
The clan that owns the castle loses two reputation points with each delivery of goods to the fortress. If the reputation of the clan that runs the castle falls below two, deliveries to the fortress stop, and the leader of the clan that owns the fortress gets a system notification about it.
The maximum level of supplied goods is six. If the clan that owns the fortress buys goods from Logistics officer, the supply level resets to zero. If the clan that owns the castle has a fortress in its territory that has sworn allegiance to it, it gets the ability to go down into the castle dungeon.
The castles of the Lineage 2 world are initially controlled by NPC. When a clan defeats the castle's defenders and captures it, the castle passes into that clan's possession. If the clan that owns the castle disbands, the castle automatically returns to the control of NPC.
Only the Lord who runs the castle has the right to set the siege start time; to do this, he must talk to Chamberlain. Be careful: the choice can't be undone until the siege period ends. The Lord must set the next siege time within 24 hours of taking the castle, otherwise it will be set automatically.
Castle walls can't be damaged in peacetime; they only take damage during a siege. A castle is stormed on Sunday, two weeks after the previous attack. This two-week stretch is the period during which the Lord and his subjects can fully enjoy the benefits that the captured property gives them.
Benefits for the castle owner:
- control over the sales tax in NPC shops within the castle's area
- the ability to use castle crafting
- the ability to fly a wyvern
Benefits for the server's players:
- the ability to get resources at their base price using the manor
- the ability to buy castle-crafted products (some items can only be obtained from a castle)



