Choose Your Faction
WARFRONT is fought between two permanent factions: Angels and Demons.
Everything you need to understand the battlefield, progression, competitive systems, class changes and PvE content before you enter the war.
You do not need to learn every WARFRONT system before you start. Your first objective is simple: get prepared, enter the active battlefield and help your faction move the frontline.
WARFRONT is fought between two permanent factions: Angels and Demons.
Use the Warfront Manager in town to enter the currently active battlefield. Each battlefield lasts 25 minutes, followed by a randomly selected Mini Event before players return to Giran.
Outposts control territory and can create forward respawn positions. The Main Outpost is the major central battlefield objective. Mini Events take place after the 25-minute battle. The final phase opens the enemy Headquarters; destroying it wins the map immediately.
Type .outpost and WARFRONT points you toward a relevant battlefield objective. An OUTP macro is also provided automatically.
Contracts add personal objectives alongside the faction war, including PvP, captures, neutralisations, victories and battlefield achievements. Use .contract to view your progress.
The WARFRONT information board shows the current battlefield, time remaining, objective, faction advantage, PvP statistics, rankings and the 24-hour faction race. A STAT macro is provided automatically.
Death does not mean running across the whole map. Available faction territory can provide forward respawn positions, which is why defending Outposts directly affects your faction's pressure.
WARFRONT also includes Grand Boss Events, Daily Dion Faction Siege, Weekly Giran Clan Siege, Contracts, post-battle Mini Events and faction competitions.
Each map victory counts toward the 24-hour Angels vs Demons race. Eligible players on the winning faction receive 1 Faction Glory item, which can be contributed at the Glory Collector in Giran. Unlike normal PvP kills, this daily race reward is not an Event Medal.
WARFRONT is not designed around standing in town waiting. Get onto the battlefield. Even one player taking an undefended position can change where dozens of players respawn a few minutes later. Fight for your faction. Move the frontline. Welcome to WARFRONT.
Fight hard, talk trash and build rivalries. Keep real-life abuse, cheating and exploitation out of WARFRONT.
Competitive banter is fine. Personal harassment, real-life threats, racism, discrimination, doxxing or targeting someone outside the game is not.
Clan drama and PvP trash talk are part of Lineage II. Do not turn them into real-life harassment or serious abuse.
Bots, automation, packet manipulation, exploits or software that provides an unfair advantage are prohibited unless specifically approved by staff.
Do not intentionally abuse duplication methods, broken mechanics or unintended interactions. Gains from exploitation may be removed.
Buying or selling accounts, characters, Adena, equipment or services for real money outside official WARFRONT systems is prohibited.
Never share your password. WARFRONT staff will never ask you for it.
Do not pretend to be a GM, Developer, Moderator or other WARFRONT team member.
Do not use WARFRONT channels, member DMs, in-game chat or character names to advertise competing servers or unrelated communities.
The normal WARFRONT map is territory warfare, not team deathmatch. Objectives physically change where the battle happens.
After all normal Outposts are owned, if fewer than 6 eligible players are on the map, WARFRONT enters Chaos Mode: a free-for-all where everyone fights independently, valid PvP kills still pay the normal reward, and faction map scores are paused at 0–0. No farming monsters spawn. Once six eligible players are available, a brief protected transition rebalances the teams and resumes regular WARFRONT objectives. If the timer expires during Chaos, the map can end in a draw.
Capturing an objective does more than add score. It can change where an entire faction returns to battle.
Secure territory and your faction can establish forward respawn pressure closer to the next objective.
Lose territory and your effective respawn line can retreat, giving the enemy room to advance.
A small coordinated group taking an undefended Outpost can change the route and pressure of the larger faction battle.
Each WARFRONT battlefield runs for 25 minutes. When the battle ends, one Mini Event is selected at random from the available event modes. Players take part in the selected event before returning to Giran for the normal intermission. Mini Events are separate from the Main Outpost and do not interrupt the battlefield capture phase.
One player faces one opponent in a dedicated arena. A pure test of individual PvP skill.
Two-player teams fight each other. Coordination, target choice and support make the difference.
Three-player teams clash in compact, coordinated PvP fights.
Two teams of five battle in an organised arena match where teamwork is essential.
A team-based PvP event. Fight alongside your event teammates against the opposing team.
An elimination-focused PvP event where defeating other players is the objective.
Capture the opposing team’s flag while defending your own. Movement and teamwork matter as much as combat.
A free-for-all battle in a dedicated arena. Every other participant can be an opponent.
Angels and Demons contest the central control zone on their effective WARFRONT sides, including mercenaries. Holding the objective matters more than chasing kills.
Last Man Standing: survive to the end of a free-for-all elimination round.
The 24-hour faction race powers a second, persistent competition that changes the atmosphere for everyone.
Eligible members of the winning faction in the 24-hour race earn Faction Glory. Inject it at the Glory Collector in Giran to add to your faction’s total and earn Adena. The NPC shows a live Angels-versus-Demons competition bar.
| Influence | Sky |
|---|---|
| Angels lead | NIGHT + DAWN (blue sky) |
| Equal Glory | DAY (neutral sky) |
| Demons lead | NIGHT + DUSK (red sky) |
Faction Balance 2.0 helps Angels and Demons stay competitive by managing recruitment and battlefield entry—not by reducing PvP rewards. Permanent factions remain your identity.
The first 10 unique accounts at Grand Opening may choose either permanent faction. After that, recruitment responds immediately to faction population and may temporarily restrict the more populated side.
At Grand Opening, recruitment limits joining a faction when too many accounts have already chosen that side. Availability is checked when you try to join, not after a delayed scan.
Normal faction transfer conditions resume, including 500 Adena and the usual 24-hour cooldown.
Clan members remain aligned with the same permanent faction. A clan cannot span both sides, and clan movement must respect faction-balance restrictions.
Angels join Angel clans; Demons join Demon clans. A member cannot independently switch faction while remaining in a clan.
Only the Clan Leader can initiate a full-clan transfer through the WARFRONT Clan Master in Giran, subject to eligibility checks.
Clan transfers are supported during the opening transfer window where balance and clan rules allow. Free transfers are limited to three per account.
Battlefield entry responds to the number of active participants on each side. When your permanent faction has more fighters, you may volunteer for the other side or queue for your own.
Smaller battles allow a small numerical difference; larger battles are progressively kept closer to even. Eligible entrants count immediately toward their assigned battlefield side. Players are not forcibly switched during a normal battle.
Temporarily reinforce the outnumbered battlefield team while keeping your permanent Angels/Demons faction. Battlefield combat, objectives, respawns and support follow your effective team.
If you prefer your permanent faction, enter the first-in, first-out queue at the WARFRONT teleporter. When a suitable place opens, you are teleported automatically—no confirmation popup.
View or cancel your queue at the teleporter. You can leave it to volunteer as a mercenary if eligible. Queue entries clear when that battlefield finishes.
At least 5 minutes of genuine mercenary service plus meaningful contribution: valid PvP, objective play or legitimate combat healing/support.
An additional bonus if your temporary battlefield team wins and you qualified for active service.
1 base Adena per normal valid PvP kill—regardless of permanent faction population. There are no positive or negative population-based Adena multipliers. Other eligible rewards remain separate.
Clan structure, reputation, faction rules and recruitment.
Clans are created at level 5. Main clan capacity is always 20 members. Royal Guard I and II add 3 members each; four Orders of Knights add 3 members each. Fully expanded capacity: 48 members.
Angel players join Angel clans; Demon players join Demon clans. Enemy factions cannot share a clan, and alliances are restricted to the same faction. The Clan Recruitment system lets leaders advertise, enable instant recruitment, manage pending applications, and choose region/tags. Clanless players can apply even while the leader is offline.
Fight other clans for Giran Castle every Sunday.
Every Sunday at 18:00 GMT+0, clans fight for Giran Castle. This is a Clan Siege, not a faction siege, so clans from the same faction can fight each other.
Registration closes 24 hours before the siege. Late registration is not possible. Normal clan siege rules apply.
Goal: clan prestige, weekly ownership, GM Shop tax income, exclusive combat bonuses and special clan/title appearance. Only one clan can rule Giran.
Five limited Giran Clan Halls for active clans.
WARFRONT has 5 Giran Clan Halls available through the Giran Auctioneer.
Each Giran Clan Hall has a limited-stock private shop. Stock refreshes every 2 hours. Only the owning clan can use its private services.
Clan Halls provide a permanent Giran home, cheaper limited supplies, clan prestige and another long-term objective alongside Giran Castle ownership. With only five halls, ownership is deliberately limited.
Angels and Demons fight through a staged castle assault. Registration opens four minutes before the siege through the WARFRONT Manager.
Capture it to open the main castle gate.
Capture both to unlock the final stage.
Capture it to take castle ownership.
Capturing Dion does not end the siege. The new owners immediately become defenders, the opposing faction becomes attackers and another assault begins. Dion can change hands multiple times during the same 30-minute siege. Only the faction controlling the castle when the clock reaches zero wins.
Four weekly leaderboards recognise the top fighters and map winners from both factions.
Use .weektop to see separate Angels and Demons rankings for PvP kills and map victories. Each week, the leading player in each category is honoured with a character-lookalike display in Giran.
A ranked 1v1 competition where your weekly Hero result is based on the quality and consistency of your performance, not simply who farms the most matches.
Think of your weekly result as a school report worth 1,000 points. Four different categories contribute to that report. Winning matters most, but who you fought, how your gear compares and whether you participated consistently also matter.
Your rating performance. Beating stronger opponents is more valuable than repeatedly beating weaker opponents.
Rewards consistency. Winning a good proportion of your rated fights matters even if you are not the most active player.
Measures how you perform against similarly geared or better-geared opponents so raw equipment is not the entire story.
Activity still matters, but it is deliberately the smallest component. Grinding the largest number of matches cannot secure Hero by itself.
This example is intentionally simple. Each category has its own maximum, and your four category scores are added together.
Meeting these minimums makes you eligible. It does not guarantee Hero. Every Sunday, the highest-scoring eligible player of each class becomes Hero for the next weekly cycle.
Every match can still happen and be recorded, but WARFRONT separately decides whether it continues to contribute normally to the rated Hero competition. Same-account protection, same-IP protection, repeated-opponent limits, opponent-diversity requirements and multi-session requirements make organised feeding a poor way to win Hero.
Matchmaking begins around your own Gear Level and gradually widens if a suitable opponent cannot be found. The widening process is hidden. WARFRONT 1v1 uses your normal server preparation: prepare at the NPC Buffer before registering, then HP, CP and MP are restored before each fight. Once your first rated fight is played, your chosen Olympiad class/subclass is locked for that weekly cycle.
Before the Grand Boss fight, event teams are balanced as closely as possible. Temporary event-side assignments do not change anyone’s permanent faction.
After registration closes, the event assigns temporary teams as evenly as possible. Clanless players from the larger faction are reassigned first; clan groups are preserved when practical, then clan members may be reassigned if needed.
WIN THE BATTLEThe losing event side is removed. The victorious side earns the boss encounter and its normal Grand Boss rewards.
DEFEAT THE BOSS20 Angels / 10 Demons → 15 vs 15; 18 Angels / 0 Demons → 9 vs 9. Examples illustrate the goal; actual eligible players and clan constraints can affect the final assignment.
Your recommendation count is reflected directly in your character title colour.
At 0 recommendations, your title uses its normal colour. As your recommendation count increases, the same title hue smoothly becomes darker across the full range rather than changing in fixed steps.
At 255 recommendations, the title is approximately 40% of its original brightness.
The effect follows your current recommendation count. As recommendations naturally decay, the title gradually becomes lighter again.
Equipment is released in stages across the opening season. Visit the GM Shop in Giran for current stock and prices.
At opening, Low A-grade weapons, all A-grade armour sets and A-grade jewellery are available. Mid A-grade weapons unlock on Day 2, Top A-grade weapons on Day 4, and S-grade equipment on Day 8. New tiers unlock automatically.
Normal Epic jewellery is available from opening. Blessed upgrades use the matching Normal Epic, Event Medals and Adena while keeping the item’s enchantment. Check the NPC for current requirements.
Exchange eligible S-grade weapons or complete S-grade armour sets using Adena or Donate Coins. Enchantments and unfinished Gear Battle XP are preserved; weapon augmentation is removed. Exchanges are not tied to the shop unlock dates.
The Donate Shop offers consumables and Clan Skill materials. Eligible clan members can also use a Clan Reputation Feather to contribute reputation to their clan. Check the NPCs for available items and costs.
Your equipment grows through combat.
Gear Battle XP develops your equipment through real PvP participation. The gear you fight with becomes stronger because you use it.
Eligible equipped weapons, armor and jewelry earn Battle Experience while you participate in PvP. Once an item reaches its WARFRONT mastery limit, its Battle XP progression is complete.
Your character grows through participation.
Earn up to 25 Mastery Points through active WARFRONT participation. Progression is shared by the character, while every main class and subclass has its own independent saved build.
HP/CP, P.Def, physical bonuses, critical protection and frontline survivability.
M.Def, MP, magical bonuses, mental/debuff protection and magical survivability.
Movement, recovery, general defence, objective progression and battlefield utility.
| Tier 1 | Immediately |
| Tier 2 | 5 points spent |
| Tier 3 | 10 points spent |
| Tier 4 | 15 points spent |
| Tier 5 | 20 points spent |
Valid PvP, battlefield objectives, Main Outpost participation, WARFRONT victories, Faction Sieges, Grand Boss events and selected WARFRONT events all contribute. The system rewards playing the server, not standing in town.
Use the permanent PROGRESSION button to access Gear Battle XP and WARFRONT Mastery. Resetting a class/subclass build does not remove earned Mastery progression.
Enchantable long-term character progression.
The WARFRONT Tattoo increases P.Def, M.Def, P.Atk, M.Atk, Attack Speed, Casting Speed, HP and MP as its enchant level rises.
A seasonal progression track with daily missions, Free and Premium rewards and character-specific progression.
Progress the season by completing Battle Pass objectives and claim the standard rewards available at reached levels.
Unlock the Premium reward track for additional seasonal rewards, including exclusive cosmetic skins. Premium progress belongs to the character that activates it.
Complete Battle Pass missions during the season to earn points, advance through levels and claim rewards. Mission details and progress are shown in-game.
WARFRONT preserves Interlude class identity while balancing skills for fast, repeated faction battles. Different classes retain different strengths. The summaries below reflect the current source and approved October balance changes; individual skill and event restrictions still apply.
Phoenix Knight, Hell Knight, Eva’s Templar and Shillien Templar have +5% physical PvP damage with one-handed swords, −30% with bows or daggers and −40% P.Def while wearing robe chest or leggings. Chain Strike pulls a hostile target while equipped with a shield; Frontline Bulwark gives a chance for short-lived defence. Ultimate Defence permits movement with reduced defence bonuses.
Dagger damage is Gear Score based: ×0.70 at levels 1–4, +0.02 every five levels, capped at ×0.90 at 50. This applies to Blow/Backstab calculations. Heavy armour slows daggers, archers and Tyrants by 25%. Archer auto-attack critical adjustments and Bow family speed changes apply.
Titan Frenzy, Zealot and Guts can be used at any HP and change strength with current HP. Duelist and Grand Khavatari gain active charge tools. Mage PvP criticals use the reworked system. Traditional servitors scale with owner Gear Level; Servitor Heal receives +60% final reuse and Faction Guardian summons are available.
Normal rotating WARFRONT battle healing: Cardinal 40%; Eva’s Saint and Shillien Saint 60%. Cardinal Balance Life and Restore Life retain full strength with longer reuse. These ordinary-healing reductions do not apply to Grand Boss events or castle sieges. Inquisitor adds optional Holy damage. Self Songs and Dances last 90 seconds with 180-second static reuse.
Dominator gains faction-aware Seals and Heart/Honor of Pa’agrio battlefield support. Doomcryer gains Blessing of Victory. Hierophant uses Prophet Force; Maestro has a Battlefield Golem; Fortune Seeker uses Plunder Mark and Dwarven Sabotage.
A structured party challenge with different difficulties. Complete runs to earn Tattoo Shafts.
Smaller-party entry difficulty.
Built for a more complete coordinated party.
Full organised-group challenge.
Kamaloka is not a single-room boss fight. Your group clears multiple rooms and enemies before reaching deeper bosses. Damage, support, survival and time management all matter. Successful Kamaloka runs award Tattoo Shafts only—no Adena completion payout. The existing rolling 24-hour IP cooldown and party-size requirements apply.
Personal objectives and quick-access controls keep WARFRONT systems available without leaving the battlefield.
Contracts provide individual goals while the faction war continues, including PvP, Outpost captures, enemy neutralisations, victories and other battlefield achievements.
.outpost | Points you toward the highest-priority active battlefield objective. |
.stat | Opens the live WARFRONT statistics view. |
.contract | Opens your current Battlefield Contract and progress. |
.blockbuff | Toggles protection from unwanted external buffs. |
/unstuck | WARFRONT unstuck utility. |
.top | Opens the all-time WARFRONT leaderboard. |
.weektop | Opens the current weekly WARFRONT leaderboard. |
.dressme | Opens the DressMe cosmetic/skin system. |
.gearxp | Opens Gear Battle XP progression. |
.mastery | Opens WARFRONT Mastery and your current class/subclass build. |
.hud | Hides or restores the custom WARFRONT battlefield HUD and server UI text. |