Sieges and Territories
Overview
Sieges and territory control form a crucial part of L2Unite's gameplay, offering clans the opportunity to establish dominance, control resources, and engage in epic-scale battles. This system creates a dynamic, player-driven economy and promotes strategic gameplay at the highest level. Owners of terratories will be able to set tax rates on the items and currencies that are traded through their territory and in some cases across the entire server!
Territory System
Territory Directory
Major Castles
-
Aden Castle
- Capital castle of the realm
- Controls the central trade hub
- Highest tax revenue potential
- Access to Royal Merchants
-
Giran Castle
- Commercial center of the realm
- Controls marketplace district
- Major trading hub access
- Special merchant privileges
-
Goddard Castle
- Northern territory stronghold
- Controls volcanic resources
- Access to rare crafting materials
- Strategic mountain pass control
-
Rune Castle
- Western frontier fortress
- Controls harbor trade routes
- Access to sea-based resources
- Naval trade advantages
-
Innadril Castle
- Southern coastal stronghold
- Controls water trade routes
- Access to fishing territories
- Coastal defense hub
Fortresses
-
Devastated Castle
- Ancient ruined stronghold
- Controls access to cursed lands
- Unique dark magic resources
- Special undead-related crafting
- Historical artifact excavation sites
-
Fortress of Resistance
- Revolutionary stronghold
- Underground resistance headquarters
- Secret weapon development facilities
- Hidden training grounds
- Network of escape tunnels
-
Fortress of the Dead
- Necropolis control point
- Access to rare soul crystals
- Undead summoning grounds
- Dark ritual sites
- Forbidden knowledge archives
-
Rainbow Springs Chateau
- Mystical water source control
- Elemental essence harvesting
- Magical spring protection
- Enchanted gardens
- Special potion crafting facilities
-
Antharas Fortress
- Controls access to dragon territories
- Special dragon-related resources
- Ancient artifact storage
-
Devastated Fortress
- Strategic central location
- Major crossroads control
- Ancient battleground resources
-
White Sands Fortress
- Coastal defense position
- Beach resource control
- Maritime trade route oversight
-
Forest Fortress
- Controls woodland resources
- Rare herb gathering zones
- Beast taming grounds
-
Borderland Fortress
- Border control point
- Inter-region trade monitoring
- Strategic military position
Conquerable Halls
-
Merchants' Hall
- Trade guild headquarters
- Special merchant contracts
- Market influence center
-
Warriors' Hall
- Combat training facility
- Special weapon crafting
- Military strategy center
-
Mystics' Hall
- Magic research facility
- Spell crafting center
- Artifact storage
Outposts
-
Northern Outpost
- Mountain pass control
- Mining resource monitoring
- Cold weather resources
-
Southern Outpost
- Coastal patrol point
- Fishing zone control
- Maritime monitoring
-
Eastern Outpost
- Desert resource control
- Caravan route monitoring
- Oasis control point
-
Western Outpost
- Forest resource control
- Hunter gathering zones
- Wildlife monitoring
Strategic Checkpoints
-
Mountain Gateway
- Highland pass control
- Resource transport monitoring
- Strategic defensive position
-
Valley Crossing
- Trade route intersection
- Resource gathering hub
- Strategic chokepoint
-
Coastal Watch
- Seaside monitoring post
- Harbor control point
- Maritime trade oversight
Territory Types
Castles
-
Overview
- Largest and most prestigious territory type
- Bi-weekly siege windows
- Requires minimum clan level 5 to declare siege
- Maximum defender capacity: 1000 players
- Maximum attacker capacity: 2000 players (across all attacking clans)
-
Strategic Value
- Controls entire region's economy
- Highest tax revenue generation
- Access to unique castle-exclusive merchants
- Ability to influence regional events
-
Victory Conditions
- 2-hour siege duration
- Main victory condition: Capture throne room and survive for 10 minutes
- Defenders win by:
- Protecting throne room for full duration
- Eliminating all attackers
- Maintaining control of inner castle
Fortresses
-
Overview
- Mid-tier territory control points
- Weekly siege windows
- Requires minimum clan level 3 to declare siege
- Maximum defender capacity: 500 players
- Maximum attacker capacity: 1000 players
-
Strategic Value
- Controls sub-region resources
- Moderate tax revenue
- Access to specialty crafting stations
- Strategic spawn point for clan operations
-
Victory Conditions
- 1-hour siege duration
- Main victory condition: Control central command room for 5 minutes
- Alternative victory: Destroy all fortress artifacts
- Defenders win by:
- Protecting command room for full duration
- Eliminating all attackers
- Maintaining majority control points
Outposts
-
Overview
- Entry-level territory control
- Daily siege windows
- Requires minimum clan level 1 to declare siege
- Maximum defender capacity: 100 players
- Maximum attacker capacity: 150 players
-
Strategic Value
- Local resource node control
- Basic tax collection
- Forward base for larger operations
- Training ground for new clans
-
Victory Conditions
- 30-minute siege duration
- Main victory condition: Control flag point for 3 minutes
- Defenders win by:
- Protecting flag for full duration
- Eliminating all attackers
- Holding majority resource points
Territory Benefits
- Resource generation and control
- Strategic positioning for clan warfare
- Access to exclusive merchants and NPCs
- Territory-specific buffs and advantages
- Tax collection from local activities
Siege Warfare
Siege Mechanics
- Declaration: Formal process of declaring war on territory
- Preparation: Time window for both attackers and defenders to gather forces
- Battle: Large-scale combat with siege weapons and tactical objectives
- Resolution: Victory conditions and territory transfer protocols