Guide: Open siege. Clan Wars L2 Wars
Territory Battles have become a new component of PvP Lineage 2. They have a number of differences from Castle Sieges, which are primarily intended for wars between clans. Each player can become a mercenary and take part in the struggle for a particular territory. Each castle has its own territory adjacent to it, to which additional locations can be attached to expand the clan's lands. This shows the economic benefits of conducting Territory Battles. It is worth noting that the territory includes a castle, a town or village, hunting grounds and forts. As you know, the division of territories is as follows: Rune (Rune), Gludio (Gludio), Dion (Dion), Giran (Giran), Innadril (Innadril), Oren (Oren), Aden (Aden), Schuttgart (Schuttgart) and Goddard (Goddard).
Participation in the Territory War
Every two weeks there is a war for territory, which lasts until Saturday, when the siege of castles starts. After the end of the siege, the Territory Battle enters the preparatory stage. The start time of the battle does not depend on the proclamation of the Lord of the corresponding castle. At the end of the siege, the territory is proclaimed automatically.
Registration
Registration for participation in the Territory Battle goes through the Mercenary Captain of the specified territory. Both the whole clan and single warriors take part in the war. If a clan is registered for participation by its leader, then all members of this clan are automatically registered for the battle. To carry out the registration process of a single warrior, his direct participation in the registry entry is required. Only characters of level 40 and above who have received a second profession can be registered for Territory Battles. It is important to remember that registration is available no later than 2 hours before it starts. The player can cancel his participation through the Mercenary Captain no later than 2 hours before the start of the war. The clan owning the territory receives automatic registration.
Declaring authority over the Territory
At the end of the siege of the castle, the lands adjacent to it are proclaimed Territory in the possession of the clan that became the owner of this castle. After that, the following changes take effect:
The Territory Manager spawns in a castle village or town near the Manor Manager. He sells territory quest rewards and special in-game items related to surrounding territories for Territory Badges.
In addition, a Mercenary Captain appears in the castle village or town near the Manor Manager, who can sign up to participate in the battle as a mercenary. Moreover, you can buy various things used in Territory Battles from him, and, of course, take quests to increase the rating of a mercenary.
Lord's Proclamation
After claiming authority over a certain Territory, the owner of the castle can take the quest Path to Becoming a Lord from Chamberlain. He should take into account that in order to proclaim a Lord, the following conditions will need to be met:
The leader must successfully complete the Path to Becoming a Lord quest.
The quest must be completed at least two hours before the start of the Territory War.
All forts in the Territory must have the same status: "contract signed" or "no relationship".
The moment a Lord is proclaimed, the following changes take effect:
Sales of seed and crops in the castle are increased by 10%.
The emblem of the clan that owns the Territories is displayed on the NPCs that belong to it.
The proclamation of the Lord is automatically canceled by the following:
Change of Lord after the end of the siege of the castle.
The dissolution of the clan that proclaimed the Lord.
After canceling the Lord's Proclamation, all functions related to it are cancelled.
Beginning of the Territory War
After the start of the Territory War is declared, all the lands adjacent to the castle and the territory of the nearest fort become a combat zone. The Territory Lord has the ability to set up a camp or outpost in this combat zone. The closed gates of a castle or fort within the Territory may be attacked. The Territory Ward and supplies are located inside the castle, and the Territory Catapult is located in the fort closest to the castle. The Battlefield channel is activated automatically 20 minutes before the start of the war. To activate it for yourself, press the ^ symbol (Shift+6). He is useful to those. that Allied clan leaders can negotiate through him before the start of the war. But when the war starts, all its participants can communicate in this channel. It will automatically turn off 10 minutes after the end of the Territory War.
Battle Rules:
The basic rules of the Territory War are not much different from the rules of the Castle Siege:
All players are divided into allies, enemies and neutrals.
Allies are members of the clan that owns the disputed territory.
Members of a clan that owns another territory are declared enemies.
A player not registered for a Territory Battle becomes a non-participant.
All participants in the Territory War are marked with the emblem of the territory.
Allies cannot be attacked even with a force attack.
Ranged attacks can damage allies and non-participating players.
The PK counter in the combat zone does not change.
A non-participating player leaving the combat zone is marked in purple for 120 seconds.
A registered Territory War player who dies within the combat zone does not lose experience and his inventory.
A non-participating player who dies in a combat zone receives the same penalties as if he died in any other location.
A player registered for the Territory War can resurrect in the nearest village from the Camp or castle residence.
Victory Conditions:
Immediately after the beginning of the Territory War, a Territory Ward appears in the castle. If you manage to destroy the Territory Ward of the enemy castle, it immediately appears in the hands of your character. Together with the enemy Territory Ward, you should find the way to the Outpost of your clan and apply the Capture Ward skill. This will place the Territory Ward on your castle grounds. Please note that the location of the player who received the Territory Ward can be tracked using the mini-map. In the event of the death of the player who received the Territory Ward, the Territory Ward falls to the ground. After the end of the Territory War, possession of the Territory Ward returns to the original castle, if it is still in the hands of the player who did not bring it to his castle. All Wards that were brought from foreign territories remain in the castle that captured them until the next Territory War. In the event of the loss of Ward "a, the castle should recapture it in the next Territorial War.
Mercenaries
Mercenaries play an important role in conducting Territory Wars. The character's name changes when he joins a mercenary unit. Only Olympians and owners of cursed swords cannot change the character's name.
To change your name, you will need a Disguise Scroll, which can be purchased from the Mercenary Captain. It is used 20 minutes before the start of the Territory War. The character returns to his true name 10 minutes after the end of the war. The original name is shown only in the trading window and when communicating in the PM. Note that the player who changed their name cannot use the Private Store, Private Manufacture, and Dwarven Manufacture while the Disguise Scroll is active.
All Territory War participants can purchase the Mercenary Transformation Scroll from the Mercenary Captain. In the state of transformation, the character will not be able to receive exp and SP. But this does not exclude the accrual of individual Fame points. Players who complete the quest Path to Becoming a Mercenary will be able to purchase the Upper Rank Mercenary Transformation Scroll. The transformation after its application will last for half an hour and is not canceled even at the time of the death of the character.
Rewards for winning the Territory War:
First of all, special skills are awarded as a reward. It should be noted that each territory has its own skills, which are usually called Territory Benefactions. After the end of the War, the skill that is special for this territory is transferred to all members of the clan that owns the territory.
Territorial Skills and their effects:
Rune Territory Benefits: STR +1/WIT +1
Dion Territory Benefits: DEX +1/WIT +1
Giran Territory Benefits: STR +1/MEN +1
Oren Territory Benefits: CON +1/MEN +1
Gludio Territory Benefits: STR +1/INT +1
Aden Territory Benefit: DEX +1/MEN +1
Innadril Territory Benefaction: CON +1/INT +1
Schuttgart Territory Benefits: CON +1/WIT +1
Goddard Territory Benefits: DEX +1/INT +1
To find the current owner of a specific Territory Ward, refer to the mini-map -> World Information -> Territory Battle Information. The current owner of each Ward is indicated by a territorial icon, which is located next to each clan.
A player who has participated in a Territory War is given the right to purchase specific territory products from the Territory Manager. Some of them offer special weapons, armor, belts, accessories, scrolls, talismans, hats, mounts. Also, you can get Noblesse status from the Territory Manager, whether or not it has a subclass. To do this, you should pay him 100 Territory Badges.
Clan - clan wars- related pages
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One of the PvP events in Lineage 2: Revolution is the Open Siege. If in a clan fortress siege you fight together with your clan members, then even those who are not members of the clan can fight in an open siege. The only requirement is that the character must be at least level 11.
Two teams of thirty people participate in open sieges: this is a 30v30 battle in real time. The difference from fortress sieges is that the level of the characters does not matter: the combat strength of all characters is set to the same level of about 590,000 CP. All characters are in almost equally fair conditions.
Another great feature of open sieges is that players can choose any class and subclass available to the character's race. This is a great opportunity to try out different character roles! Please note that after choosing a class, there is a 5-minute pause after which you can choose a new one. You have access to the rare skills of each subclass, so you can try different character roles in battle.
The key to victory lies in skillful strategy and combat. All characters start in equal conditions, however, the number of players in each team may be different. Unlike more structured and clan-only fortress sieges, in open sieges you can form groups with friends and fight together, since the battle is open to everyone.
general information
In order to win, the team must mark the opponent's Sacred Artifact within 30 minutes. If the signs are not applied to any of the artifacts, the battle ends in a draw.
The general plan of the fortress looks like this:
Any player can put a mark on a Sacred Artifact. But this is impossible without the support of others, and therefore the team must stand together and protect the player during the application.
Players need to coordinate their actions and choose a battle strategy in order to put a mark on the enemy's Holy Artifact. The source of recovery, located in the center of the fortress, will restore the HP of any character standing nearby.
The source of recovery, located in the center of the fortress, will restore the HP of any character standing nearby.
Altars are located near the Source of Restoration. Marking the altars will provide the team with buffs that increase Max HP. HP and attack. You will gain an advantage in battle if you take possession of two altars at once.
Signs placed on the altars will give the team buffs
In addition, there are buffs that are activated for the entire team when an insignia has been successfully placed on an altar:
1 Shrine successfully placed: 25% increased Defense Tower damage;
2 successfully applied altar: 50% increased damage to the Defense Tower.
And the player who put the sign on one of the altars receives an increase in the set
During the battle, you will receive ranks. It is possible to reach higher ranks, but this depends on the number of points received by the character during the siege of the fortress. Points are awarded for killing, destroying a defensive tower, or putting a mark on an altar. Based on the character's rank, you will receive various buffs that increase attack and defense.
Tactics
Capturing shrines is one of the options a team can take to turn the tide of battle in their favor. The team must destroy the defensive towers to clear the path to the opposing clan's stronghold, as marking the Sacred Artifact is the only way to win.
All three components need to be considered: battle strategy to get buffs (so that the enemy does not receive them), the destruction of defensive towers (concentrate and combine your attack), and protection from enemy attempts to mark your team's Sacred Artifact. This will help you win.
There are several interesting options for tactics during the siege, but we will talk about them in other guides.
Siege Procedure
Characters who are not members of the clan can take part in an open siege. The only requirement is that the character must be at least level 11. Players cooperate in teams. The one of the 2 teams that marks the opposing Clan's Sacred Artifact wins the siege. Siege time - 30 minutes.
You can enter 30 minutes before the start of the Fortress Siege. Up to 30 participants from each side can enter the siege. If all 30 participants have already entered the siege, then others who have requested permission to enter will be on standby. A participant in standby mode can enter a siege when another participant leaves the siege. Race, Class and Skills can be selected when entering Open Siege.
Conditions for victory:
1) If neither team has marked the sacred artifact, then the victory is given to the team that spent the most time trying to mark the sacred artifact.
2) If neither team has marked a sacred artifact, then it will be a draw if both teams have the same accumulated time when attempting to mark a sacred artifact.
For example: Team A: two attempts (3 seconds each time) when marking a Sacred Artifact Team B: One attempt (5 seconds) when marking a Sacred Artifact Team A wins!Awards
In the Open Siege, you can complete sub-quests and get additional contribution points. The player who earns the most Contribution Points on the team receives a double reward.
Awards for the Winner
For winning the siege, your hero will receive the following rewards:
War Hero's Adena Crate x 2
War Hero Crate x 4
Draw/Loss Rewards
If you failed to capture the fortress, then you receive the following rewards:
War Hero's Adena Crate x 1
War Hero Crate x 2
In addition, everyone who participated in the siege will receive War Hero's Glory Potion and Clan Coin Chest(the amount depends on your contribution to the siege).
Contribution AwardThe siege schedule is as follows:
Every Tuesday, Thursday and Saturday. The gathering of the group for the siege takes place at 22.00 Moscow time, it is at this time that the registration of applications for sieges takes place. At 22.25 your team will be teleported to the location of the siege. The start of the siege at 22.30. The sign must be applied within 30 minutes.
After 22.30 it is impossible to enter those who have not submitted an application before this time.
Open sieges are quite interesting events in which you can work out the tactics for the Siege of the Fortress in the clash of clans. True, on weak phones, such events may end in a crash. Due to the large number of players, the phone may overload, and everything may end up with brakes, lags or a game crash. To prevent this from happening at the most inopportune moment, we recommend that you familiarize yourself with ours.
Lineage II is a PvP (Player versus Player) game, and it is simply impossible to imagine it without clan wars, massive battles and minor skirmishes.
In Goddess of Destruction, the rules for clan wars have been relaxed so that clans can no longer fight indefinitely or with no result. All information about wars, including statistics such as Declared Wars, Mutually Declared Wars, Active Wars, has been reset. Clan wars now work as follows.
Declaration of war
War can be declared by a clan of level 3 or higher with at least 15 members. The clan to which war is declared must also meet these requirements.
A clan can declare war on several clans, up to five clans at the same time. There is no limit to how many clans can declare war on the same clan.
A declaration of war can be made with the command /DeclareWar [Clan Name] or with the "Declare War" option in the clan's window.
After the clan declares war, there is preparation for three days (72 hours). The clan war begins automatically after three days, although if the opposing clan declares war in turn, then the clan war begins immediately.
Current information about clan wars can be checked using the /DeclaredList, /DeclaredOnList and /ClanWarList commands. This information can also be obtained from the clan's actions window.
A clan that has declared war may withdraw from it within three days of the preparatory period.
move clanwars
A member of a clan that has declared a clan war loses 100% XP if they are killed by a member of the opposite clan. If the war is declared mutually by the clans, the killed members of both clans lose 100% XP.
During the three days of the prep period, normal PvP rules apply and reputation is affected by kills.
If you kill a non-Chaotic character during a mutually declared clan war, this does not affect reputation and does not count as PK. However, the PvP kill counter increases.
Even during a clan war, attacking members of the opposing clan requires a forced attack, which turns the attacker's nickname purple.
In the "Clan Actions" window, under the "Information about Wars" option, the current position of your clan is displayed on the following scale: Dominate, Gain the upper hand, Parity, Lose or Defeated.
During castle siege events, the castle siege rules are applied instead of the clan war rules.
Distinguishing friend from foe
Each member of a clan that has been declared a war with has an enemy sign displayed, which is visible only to members of the clan that declared war:
During the three days of the setup period, enemy characters will have summon symbols that look like a sword and are above the middle of their names.
When a clan war starts, enemy characters display war symbols that look like two crossed swords and are above the middle of their names.
The end of the clan war and summing up
The clan war automatically ends three weeks (21 days) after its launch, after which the results are calculated.
The outcome of a clan war is determined by comparing the number of murders and deaths of clan members on both sides.
After the end of the clan war, no participating clan can declare war on another for one week.
A clan can announce its defeat to the opposing clan one week after the start of the clan war. Defeat can be declared with the /DeclareDefeat [Clan Name] command or with the "Declare Defeat" option in the clan's action window.
A clan cannot declare war on a clan to which it has declared defeat within the last three weeks (21 days), nor can an opposing clan declare war on it during this period.
When a clan declares defeat, the clan war ends and victory is awarded to the opposing clan.