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. Maps rotate approximately every 30 minutes, so the battlefield changes throughout the day.
Outposts control territory and can create forward respawn positions. The Main Outpost is the major central objective and can trigger Middle Events. 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, Middle Events and faction competitions.
Individual map victories contribute to a larger 24-hour Angels vs Demons faction race. Players must actually participate during the race period to qualify for the winning faction's reward.
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.
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.
Capturing the Main Outpost can trigger a random Middle Event. When one triggers, the normal frontline temporarily changes and both factions receive a new objective. The configured event phase lasts up to 200 seconds; rewards are intentionally not listed here because they can be adjusted independently.
Hold the central event area after the Main Outpost phase while the enemy faction tries to force you out.
Special Gremlins invade the middle battlefield. The faction that earned the event can hunt them while the enemy can attack the players and disrupt the farm.
The battlefield becomes kill-focused for the event window, increasing the pressure to hunt enemy players.
A special boss becomes the centre of the fight and gives both factions a new reason to contest the middle battlefield.
Normal battlefield order breaks down and the event changes the usual faction-war rules for a short period.
A disruptive ruleset temporarily changes how the middle phase plays, forcing both factions to adapt rather than follow the normal frontline routine.
Supply crates appear around the event area in short waves, creating repeated small objectives that players must reach and contest.
Both factions fight to control the central hill/zone. Holding the objective is what matters, not simply farming kills around it.
Player kills become the focus of the event with an increased bounty attached to PvP.
A more aggressive bounty event where PvP kills become even more valuable during the event window.
A high-value Golden Crate periodically appears, creating a clear focal point that both factions can rush and contest.
One faction must establish and maintain control of the designated event area while the opposing faction tries to break the occupation.
War Chests periodically appear on the battlefield, creating recurring contested pickup objectives.
Multiple treasure crates appear in bursts around the event area, spreading players out and creating fast fights over several objectives at once.
A player becomes the battlefield's high-priority target. The marked player must survive while the enemy faction hunts them and allies try to protect them.
The event shifts attention back to territorial control, pushing the factions to fight over battlefield objectives rather than only player kills.
WARFRONT aims to keep Angels vs Demons competitive without forcibly moving established players or splitting clans and friends. The system watches meaningful activity, population and battlefield performance over time, then uses reward incentives before any recruitment restriction is considered.
Players helping the faction that needs support receive increased eligible battlefield rewards.
Players on the stronger side receive reduced eligible battlefield rewards while the imbalance persists.
| Balance State | Weaker Faction | Stronger Faction |
|---|---|---|
| BALANCED | 0% | 0% |
| ADVANTAGE | +15% Rewards | -15% Rewards |
| STRONG ADVANTAGE | +25% Rewards | -25% Rewards |
| SEVERE IMBALANCE | +35% Rewards | -35% Rewards |
| CRITICAL | +40% Rewards | -40% Rewards Recruitment may temporarily lock |
Tiny populations do not trigger harsh balancing. Minimum population and faction-gap safeguards prevent situations such as 2 players vs 1 player from being treated as a serious faction imbalance.
When you join or change faction, the current Reinforcement or Overstrength status is committed to you for at least 24 hours. Relogging, dying, changing subclass, recreating a character or switching characters cannot be used to erase that commitment.
Clans are permanently aligned with either Angels or Demons. Clan membership and faction identity move together so a clan cannot be split across both sides.
You cannot invite a player from the opposite faction. Factionless players cannot join a faction clan, and a clan member cannot individually change faction.
Only the Clan Leader can migrate the clan. The entire clan moves together through the special WARFRONT Clan Master in Giran.
Existing members receive the resulting balance status for 72 hours and clan migration has a 72-hour commitment/cooldown. Members joining later do not inherit the old migration reward.
Event Balance is separate from long-term Faction Balance. It reacts only to participation in the current normal 30-minute WARFRONT map and gives players on an overloaded side a choice.
Stay with your permanent faction for this map and accept the overloaded-side reward modifier.
Temporarily reinforce the weaker battlefield side for this map. Your permanent faction does not change.
Your name colour, combat relationships, healing/support, summons, respawns, Outposts, Main Outpost and HQ behaviour follow the side you are fighting for. Once committed as a mercenary, you remain on that side for the rest of the map. Logout/reconnect and /unstuck do not let you repeatedly swap sides.
Up to 8 Angel → Demon reinforcement positions can exist. If an Angel leaves, it becomes 17 vs 10 with 7 positions. If that player returns as a Demon mercenary, it becomes 17 vs 11 with 6 positions remaining. Slots adjust as the battlefield changes and can continue until the sides approach equality.
Faction Balance and Event Balance add together, with a final cap of -75% penalty and +100% bonus.
-35% Overstrength + -50% Event = -85%
Final: -75% (capped)-35% Overstrength + +100% Event = +65%
Final: +65%Fractional 1-Adena kill rewards are tracked fairly across multiple kills rather than decided by random chance.
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.
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.
You do not walk in and freely attack the boss. Your faction has to win the right to fight it.
Both factions enter the arena and fight until one side has been eliminated. The boss is not the real objective yet. Every death matters.
DEFEAT THE ENEMY FACTIONThe losing faction is removed. The surviving faction earns exclusive access and works together to defeat the boss without enemy interference.
DEFEAT THE BOSS • TAKE THE REWARDYour 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.
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.
| Enchant | Stat Bonus | Success |
|---|---|---|
| +1 | +0.5% | 80% |
| +2 | +1% | 70% |
| +3 | +1.5% | 60% |
| +4 ★ | +2% | 50% |
| +5 | +2.5% | 50% |
| +6 | +3% | 45% |
| +7 | +3.5% | 40% |
| +8 ★ | +4% | 35% |
| +9 | +5% | 30% |
| +10 | +6% | 20% |
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 15 Donate Coins. Premium progression remains tied to the character that purchased it.
Mission point values: the live Battle Pass interface is the source of truth for the point value of each mission. Exact mission values can be tuned during testing, so this Wiki does not publish a fixed table that could become outdated.
WARFRONT keeps the identity of Lineage II Interlude, but Interlude was never designed around continuous, fully-buffed faction warfare with instant access back into combat. The goal is not to make every class equal or identical. The changes target mechanics that become unhealthy when hundreds of fights happen continuously.
A structured party challenge that gives groups a break from the faction battlefield without replacing WARFRONT's PvP-first identity.
Smaller-party entry difficulty.
3× reward tier • 30 AdenaBuilt for a more complete coordinated party.
5× reward tier • 50 AdenaFull organised-group challenge.
8× reward tier • 80 AdenaKamaloka 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. Rewards include the WARFRONT Tattoo Shaft progression item.
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. |