Territory Wars
Territory Battles/Practical Guide, or Territory Wars, and what they're all about.
- Long, long ago, in those bygone days that many have only heard about from their grandparents' stories, the great monopolist company NCSoft released another update Lineage 2 Gracia Final, which added Territory Wars (Territory Wars).
- Unlike the Castle Siege held by clans, these wars are a new kind of PvP content in which, unlike sieges, anyone can take part, and even make a nice profit from it.
- Ordinary players can now influence the rule of the continent by taking part in Territory skirmishes as "mercenaries".
- Whereas the castle used to be considered the highest-class residence (whoever owned the castle owned the whole territory), with the introduction of Territory Wars it became possible to win back part of the territory (a lower-class residence), thereby partly weakening the Castle's economic influence over the whole region. Lower-class residences include the castle town, the village and the adjacent locations (hunting grounds). This affects the economy and plays a certain role in creating additional relationships not only between castle-owning clans, but also between clans and ordinary players.
Territory makeup
- Territories include the castle, the town, fortresses and hunting grounds. All the lands adjacent to a castle can bring significant economic benefit, but they have to be conquered for that. There are 9 Territories that can be fought over:
Declaring primary authority over a Territory
- When a castle siege ends, the adjacent lands are automatically proclaimed a Territory owned by the castle-owning clan.
- When authority over a Territory is declared, the following changes take effect:
- In the castle town/village, near Manor Manager, Territory Manager appears, who for
Territory Badges sells territory quest rewards and special products associated with the adjacent territories. - In the castle village/town, near Manor Manager, Mercenary Captain appears.
- At Mercenary Captain you can sign up for the wars as a mercenary, buy various items used in territory wars, and take quests to raise your own mercenary rating.
Lord Proclamation
- When authority over the Territory is proclaimed, the castle owner can take the quest Path to Becoming a Lord from the castle's Chamberlain.
- To proclaim a Lord, the following requirements must be met:
- All forts in the Territory (except border ones) must have the same status: either "no relations" or "contract signed".
- The clan leader must complete the quest Path to Becoming a Lord.
- The quest must be completed at least two hours before the Territory War starts.
- When a Lord is proclaimed, the following changes take effect:
- Being a Proclaimed Lord is one of the required conditions for raising the clan level to 11.
- The crest of the clan owning the territory is displayed on the NPC belonging to that territory.
- The castle's sales volume of Seed and purchases of Crops increase by 10%.
- The Lord Proclamation is automatically canceled in the following situations:
- Disbanding the clan that proclaimed the Lord.
- Changing the Lord after a castle siege ends.
- When the Lord Proclamation is canceled, all related functions are canceled.
Taking part in Territory Wars
- Territory Wars take place the day before sieges, have the same two-week cycle, and take place during the 7 Seals validation week. All Territory Wars take place only on Saturday from 20:00 to 22:00; sieges were moved to Sunday from 16:00 to 18:00 and from 20:00 to 22:00.
- Right after a castle siege ends, Territory Wars switch to preparation mode. Territory Wars start at the set time, regardless of the Lord Proclamation of the corresponding castle.
- The Territory is automatically Proclaimed as owned after the siege ends.
Registration for participation
- Registration is done through the Mercenary Captain of the corresponding territory. If, for example, you register with Gludio, you can hand in/take quests and exchange the badges you get for rewards only with him.
- You can take part in the Battle either as a whole clan or individually. When a clan registers (done by the leader or a clan member with the corresponding privileges), all members of that clan are automatically registered for the Territory Wars. With individual registration, everyone can register on their own. Only 40+ characters with the 2 class can be registered for the Territory Wars.
- Registration for a Territory War is available no later than 2 hours before it starts.
- Registration can be canceled at Mercenary Captain no later than 2 hours before the start.
- The clan that owns the territory is registered automatically and acts as the defender of the territory it captured.
Start of Territory Wars
- When the Territory Wars start, the inner territory of the Castle, the adjacent lands and the territory of the nearest Fort become a combat zone. Characters not taking part in the Battle who were in these zones are teleported outside the combat zone.
- During Territory Wars, the Clan Leader owning the territory can build a Camp or an Outpost in the combat zone. These fortifications can be placed in any castle siege zone except your own.
- Other participating clan leaders can build only a Camp within the combat zone.
- During Territory Wars, castle or fort gates can be attacked.
- The "Battlefield" channel is automatically activated 20 minutes before the Territory Wars start. It can be used with the symbol ^ (Shift+6), and the clan leaders of allied forces can negotiate through it before the Territory Wars start. As soon as the Territory Wars start, all participants can talk in this channel. The channel is automatically deactivated 10 minutes after the Territory Wars end.
- Territory Ward and Supplies Safe are placed inside the castle, and Territory Catapult inside the Fort nearest the castle.
Rules
- The basic rules of Territory Wars are similar to Castle Siege rules: players are divided into allied forces, enemies and non-participants. Each participating territory has its own territory icon. Enemy and allied icons look different. Those not taking part in the Territory Wars won't be marked with icons.
- Allied forces include the members of the clan that owns this territory, other clans and registered individuals.
- Members of any clan that owns a territory automatically become enemies to everyone else as soon as the Territory Wars begin.
- Any player not registered for the Territory Wars counts as a non-participant.
- All participants of the Territory Wars are marked with a territory emblem above their heads. This makes it easier to tell who's who on the battlefield.
- In the combat zone during the Territory Wars you don't need to use Force Attack (force attack via the Ctrl key). When you select an enemy or non-participating character, your cursor automatically changes to a sword icon. Allied forces can't be attacked, even with force attack.
- Ranged attacks damage allied forces and non-participants. AOE skills affect all enemies and non-participants.
- The PK counter doesn't change in the combat zone.
- There's no PK penalty for killing a member of the enemy side, even if the enemy leaves the combat zone.
- Any character who leaves the combat zone turns purple (flagged) for 120 seconds.
- If a player registered for the Territory Wars dies in the combat zone, they don't lose XP and/or items.
- If a non-participant dies in the combat zone, they get the same penalties as if they died anywhere else.
- Any player registered for the Territory Wars can resurrect in:
- The castle or the nearest village.
- The castle or the nearest Camp/Outpost.
Outposts
- The leader of the castle-owning clan can build an Outpost during the Territory Wars.
- Building an Outpost requires
120 Gemstone B and 30 MP. - Only one Outpost can exist at a time, but they can be built and destroyed any number of times during the Territory Wars. The Leader also gets a skill that lets them destroy the Outpost so it can be placed elsewhere. Rebuilding the outpost requires the same amount of Gemstone and MP.
- You can't destroy or repair an Outpost yourself.
- All allied forces near the Outpost get a 100% bonus to HP/MP. recovery speed
- Any player registered for the Territory Wars (including those not in a clan, i.e. "mercenaries") can resurrect at the Outpost or the Camp after death.
- When the Territory Wars end, all Camps and Outposts disappear.
Victory Conditions
- When the Territory Wars start, Territory Ward appears inside the castle that proclaimed this territory.
- As soon as you destroy the enemy castle's Territory Ward, it immediately appears in your character's hands. Having got the enemy Territory Ward, you must find your way to your clan's Outpost and use the skill Capture Ward. This places Ward in your castle's territory.
- The location of the player holding Territory Ward can be found with the minimap.
- If the player holding Territory Ward dies or gets kicked from the game (critical client error, disconnect, "BYE GUYS, MOM MADE BORSCHT!!!!11", etc.), Territory Ward drops to the ground.
- When the Territory Wars end, Territory Ward returns to its original castle if it's still in the hands of a player who didn't deliver it to their own castle, or if it was lying on the ground.
- All Ward successfully delivered from other territories stay in the castle that captured them until the next Territory Wars. If a castle lost its Ward, it must recapture it in the next Territory Wars if it wants it back.
- When the Territory Wars start, Territory Catapult appears inside the first Fortress of each Territory. It can be attacked by enemies. As soon as it's destroyed, all the castle's NPC defenders disappear, all of the castle's defensive functions are disabled, and all castle gates open.
Related quests
- Each character taking part in the Territory Wars automatically gets a quest at the start, depending on the chosen Territory. In each of these quests you need to destroy enemy targets - the Catapult, the Supplies Warehouse, the Commander-in-Chief, the High Priest, the Chief Minister:
- Each character taking part in the Territory Wars automatically gets quests depending on the state of the Territory's Fortress and the enemy characters killed:
- Protect the Territory Catapult! - The quest is activated when the catapult in the fortress of the Territory the character is registered for is attacked; the quest counts as completed if the catapult isn't destroyed during the Wars.
- Protect the Supplies Safe
- Protect the Military Association Leader
- Protect the Religious Association Leader
- Protect the Economic Association Leader
- Pierce Through a Shield! - Kill level 61+ knight characters registered for other Territories: Paladin, Phoenix Knight, Dark Avenger, Hell Knight, Temple Knight, Eva's Templar, Shillien Knight, Shillien Templar.
- Make Spears Dull! - Kill level 61+ warrior characters registered for other Territories: 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.
- Weaken the magic! - Kill level 61+ wizard and summoner characters registered for other Territories: Sorcerer, Archmage, Necromancer, Soultaker, Warlock, Arcana Lord, Spellsinger, Mystic Muse, Elemental Summoner, Elemental Master, Spellhowler, Storm Screamer, Phantom Summoner, Spectral Master.
- Deny Blessings - Kill level 61+ healer and support characters registered for other Territories: Bishop, Cardinal, Prophet, Hierophant, Elven Elder, Eva's Saint, Shillien Elder, Shillien Saint, Warcryer, Doomcryer.
- Destroy Key Targets - Kill level 61+ characters of rare classes registered for other Territories: Overlord, Dominator, Warsmith, Maestro.
- Path to Becoming an Elite Mercenary - taken from Mercenary Captain in town. Expands the range of goods at Mercenary Captain and increases the War reward.
- Path to Becoming an Exalted Mercenary - taken from Mercenary Captain in town after completing the quest Path to Becoming an Elite Mercenary. Expands the range of goods at Mercenary Captain and increases the War reward.
Mercenaries
- All participants of the Territory Wars, except members of the castle-owning clan, are guaranteed anonymity in the Territory Wars by changing their character's name or transforming into a Mercenary.
- Disguise Scroll:
- To change your character's name, use Disguise Scroll, which can be bought from Mercenary Captain.
- The scroll lasts 30 minutes. It can be used from 20 minutes before the Territory Wars start and later, and 10 minutes after the Wars end the character gets the original name back.
- The character name shown in chat and system messages also changes to "Guardian" (i.e. Defender), adjusted for the registered Territory.
- For example, if you registered for Aden, your character's name changes to Aden Guardian (i.e. Aden Defender).
- The original name is shown in PMs and the trade window. The changed name persists even through death and reconnects. Someone who changed their name can't use Private Store, Private Manufacture and Dwarven Manufacture until they cancel Disguise Scroll.
- Chaotic characters (including cursed sword owners) and Olympiad participants can't use the name change scroll during the Territory Wars.
- Mercenary Transformation:
- Territory Wars participants can buy Mercenary Transformation Scroll from Mercenary Captain. However, only participants not in a castle-owning clan can use them.
- While transformed into a mercenary, you can't get Exp or SP. Moreover, everyone in a party with this character also can't get Exp and SP. Individual Fame points can still be earned.
- Those who completed the quest Path to Becoming an Elite Mercenary will have an expanded range of goods and more varied transformation scrolls available.
- The transformation lasts 30 minutes and isn't canceled even on death. Mercenary Transformation Scroll can be used 20 minutes before the Wars start.
- Chaotic characters (including cursed sword owners) and Olympiad participants can't use the transformation scroll during the Territory Wars.
Rewards
Territory Badges
-
Territory Badges can be obtained from Territory Manager after the Territory Wars end. You get more badges if you complete the missions received automatically during the Wars. - You can find the information needed to complete a mission in a special section of the quest window.
Territory skills
- Each of the 9 territories has its own specific skill, called Territory Benefactions.
- When the Territory Wars end, the territory-specific skill is applied to all members of the clan owning the territory (except academy members).
- For example, if the Lord of Aden managed to capture the Territory Ward of Aden, Giran and Rune during the Territory Wars, the specific skills of all these territories will apply to Aden's owning clan.
- For a specific skill to work, the clan must own the Territory Ward of the corresponding territory.
- Even if the castle's Lord changes, the Territory Ward stay in the territories they were delivered to.
- The current owner of each Territory Ward for each territory can be found on the minimap -> World Information -> Territory Battle Information. The territory icon next to each clan shows the current owner of each Ward.
Goods
- S-grade weapons:
- Warrior weapons - P. Atk is 10% higher than on a regular weapon of the same class. M. Atk is 10% lower.
- Mage weapons - M. Atk is 10% higher than on a regular weapon of the same class. P. Atk is 10% lower.
- Armor:
- Apella Combat Set - No restrictions by the character's rank or class. Reduces XP loss on the character's death by 40%.
- Belt (C-S Grade):
- Supply Box - Belt - Increases P. Def
- Supply Box - Pouch - When attached to a belt, increases the maximum number of inventory slots.
- Supply Box - Pin - When attached to a belt, increases the maximum weight the character can carry.
- Supply Box - Magic Rune Clip - Increases HP or MP. recovery speed
- Supply Box - Magic Ornament - Increases the character's effectiveness in PvP.
- Accessory:
- Necklace - Increases M. Def and defense against a certain attribute.
- Ring - Increases M. Def and defense against a certain attribute.
- Earring - Increases M. Def and defense against a certain attribute, adds to the land chance of some debuffs/attacks, and increases defense against some debuffs/attacks.
- Blessed Scroll of Escape:
- Scrolls of Escape to a specific town.
- Talisman:
- Various talismans that help in battle.
- Hair Accessory:
- Original accessories for defenders of the lands.
- A detailed list of goods in different towns:
- Every player taking part in the Territory Wars can buy territory-specific products from Territory Manager. Each territory offers a different list of goods.
- Buying the specific products requires adena and Territory Badge, obtained during the Territory Wars.
- You can combine Belt with Pouch or Pin, or unseal Pouch or Pin, at the NPC Olf Adams in Rune Township or at Olf Kanore in Town of Aden.
- There's a chance of failure when trying to open Territory Supply Box or unseal Pouch or Pin.
- Only clan members of rank Knight and higher can wear Cloak. In addition, to wear Cloak you must be in the castle-owning clan and wear Dynasty Set, Vesper Noble Set, Vorpal Set or Elegia Set.
- From Chamberlain in the castle and Mercenary Captain in town you can also buy:
| Item | Type | Who to get it from |
| Cloak
| Cloak | Castle Chamberlain
|
Strider - 50 Territory Badges Guardian's Strider - 80 Territory Badges
| Mount | Mercenary Captain
|
Getting Noblesse status
- A player can get Noblesse status through one of the Territory Manager, regardless of whether they have a subclass. This requires paying 100
Territory Badges.
Unique territory quests
- Through unique territory quests you can get various rewards, for example Exp and SP.
See also