LINEAGE II INTERLUDE • FACTION PvP

The WARFRONT Server Wiki

Everything you need to understand the battlefield, progression, competitive systems, class changes and PvE content before you enter the war.

Level 80 Start Angels vs Demons ~30 Minute Maps 1 Adena / Valid Kill
CORE SERVER
Chronicle
Interlude C6
Starting Level
80
Starting Gear
Free B-Grade
Main Gameplay
Faction PvP
Factions
Angels vs Demons
Primary Currency
Adena
FIRST BATTLE GUIDE

New to WARFRONT? Getting Started

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.

Your first 5 minutes

  1. Equip your free starting B-Grade gear.
  2. Visit Thiago and take your buffs.
  3. Choose your faction: Angels or Demons.
  4. Enter the active WARFRONT battlefield through the Warfront Manager.
  5. Follow the objective, not simply the nearest enemy.

Choose Your Faction

WARFRONT is fought between two permanent factions: Angels and Demons.

Enter the WARFRONT

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.

Understand the Battlefield

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.

Lost? Use .outpost

Type .outpost and WARFRONT points you toward a relevant battlefield objective. An OUTP macro is also provided automatically.

Battlefield Contracts

Contracts add personal objectives alongside the faction war, including PvP, captures, neutralisations, victories and battlefield achievements. Use .contract to view your progress.

Use .stat

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.

When You Die

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.

More Than the Rotating Map

WARFRONT also includes Grand Boss Events, Daily Dion Faction Siege, Weekly Giran Clan Siege, Contracts, Middle Events and faction competitions.

The 24-Hour Faction War

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.

One last thing

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.

COMMUNITY

Server Rules

Fight hard, talk trash and build rivalries. Keep real-life abuse, cheating and exploitation out of WARFRONT.

01

Respect other players

Competitive banter is fine. Personal harassment, real-life threats, racism, discrimination, doxxing or targeting someone outside the game is not.

02

Trash talk stays in-game

Clan drama and PvP trash talk are part of Lineage II. Do not turn them into real-life harassment or serious abuse.

03

No cheating

Bots, automation, packet manipulation, exploits or software that provides an unfair advantage are prohibited unless specifically approved by staff.

04

Report bugs

Do not intentionally abuse duplication methods, broken mechanics or unintended interactions. Gains from exploitation may be removed.

05

No RMT

Buying or selling accounts, characters, Adena, equipment or services for real money outside official WARFRONT systems is prohibited.

06

Protect your account

Never share your password. WARFRONT staff will never ask you for it.

07

No staff impersonation

Do not pretend to be a GM, Developer, Moderator or other WARFRONT team member.

08

No server advertising

Do not use WARFRONT channels, member DMs, in-game chat or character names to advertise competing servers or unrelated communities.

THE WARFRONT

Faction Battlefield

The normal WARFRONT map is territory warfare, not team deathmatch. Objectives physically change where the battle happens.

FACTION HQOUTPOSTSMAIN OUTPOSTENEMY HQ
25sNeutral OutpostSolo capture base time
15sEnemy OutpostNeutralisation base time
50sMain OutpostSolo capture base time
30mBattle RotationApproximate map cycle

How a normal battle develops

  1. Leave your Headquarters.Both factions begin from protected territory and push toward neutral objectives.
  2. Capture Outposts.Owned Outposts can become forward respawn positions and move your faction closer to the active fight.
  3. Fight for the Main Outpost.The central objective controls the middle phase and prevents the map from becoming a straight rush into the enemy base.
  4. Earn the HQ Assault.When the final phase opens, the enemy Headquarters becomes the decisive objective.
  5. Destroy the enemy HQ.HQ destruction ends the map immediately. If neither HQ falls, PvP performance decides the result when time expires.
DYNAMIC TERRITORY

Moving Frontline

Capturing an objective does more than add score. It can change where an entire faction returns to battle.

Advance

Secure territory and your faction can establish forward respawn pressure closer to the next objective.

Get pushed back

Lose territory and your effective respawn line can retreat, giving the enemy room to advance.

Small groups matter

A small coordinated group taking an undefended Outpost can change the route and pressure of the larger faction battle.

MIDDLE EVENTS

Random Middle Events

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.

The event is selected randomly from the enabled Middle Event pool.

Stand Your Ground

Hold the central event area after the Main Outpost phase while the enemy faction tries to force you out.

Gremlin Invasion

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.

Blood Money

The battlefield becomes kill-focused for the event window, increasing the pressure to hunt enemy players.

Boss Hunt

A special boss becomes the centre of the fight and gives both factions a new reason to contest the middle battlefield.

Anarchy

Normal battlefield order breaks down and the event changes the usual faction-war rules for a short period.

Chaos

A disruptive ruleset temporarily changes how the middle phase plays, forcing both factions to adapt rather than follow the normal frontline routine.

Supply Crates

Supply crates appear around the event area in short waves, creating repeated small objectives that players must reach and contest.

King of the Hill

Both factions fight to control the central hill/zone. Holding the objective is what matters, not simply farming kills around it.

Double Bounty

Player kills become the focus of the event with an increased bounty attached to PvP.

Triple Bounty

A more aggressive bounty event where PvP kills become even more valuable during the event window.

Golden Crate

A high-value Golden Crate periodically appears, creating a clear focal point that both factions can rush and contest.

Occupation

One faction must establish and maintain control of the designated event area while the opposing faction tries to break the occupation.

War Chest

War Chests periodically appear on the battlefield, creating recurring contested pickup objectives.

Treasure Rain

Multiple treasure crates appear in bursts around the event area, spreading players out and creating fast fights over several objectives at once.

Most Wanted

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.

Conquest

The event shifts attention back to territorial control, pushing the factions to fight over battlefield objectives rather than only player kills.

LONG-TERM FACTION HEALTH

Faction Balance

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.

WEAKER FACTION

REINFORCEMENT

Players helping the faction that needs support receive increased eligible battlefield rewards.

STRONGER FACTION

OVERSTRENGTH

Players on the stronger side receive reduced eligible battlefield rewards while the imbalance persists.

Balance StateWeaker FactionStronger Faction
BALANCED0%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
Small numbers are protected

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.

24-Hour Faction Status

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.

Eligible rewards

  • PvP Kill reward
  • Map Win reward
  • MVP reward
  • HQ Destruction reward
ONE CLAN • ONE FACTION

Clan Faction Rules

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.

Faction-Aligned Membership

You cannot invite a player from the opposite faction. Factionless players cannot join a faction clan, and a clan member cannot individually change faction.

Leader Authority

Only the Clan Leader can migrate the clan. The entire clan moves together through the special WARFRONT Clan Master in Giran.

72-Hour Commitment

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.

Migration requirements

  • Clan Level 6 or higher.
  • Only the Clan Leader can initiate migration.
  • The entire clan migrates together.
  • A multi-clan alliance must be left first.
  • A solo alliance used only for its crest may remain.
  • Migration into a critically overpopulated faction can be blocked.
CURRENT BATTLEFIELD BALANCE

Event Balance

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.

FIGHT FOR MY REAL FACTION-50% EVENT Rewards

Stay with your permanent faction for this map and accept the overloaded-side reward modifier.

FIGHT AS MERCENARY+100% EVENT Rewards

Temporarily reinforce the weaker battlefield side for this map. Your permanent faction does not change.

Mercenary means temporary battlefield allegiance

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.

Dynamic Mercenary Slots

18Angels
10Demons

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.

How the reward modifiers combine

Faction Balance and Event Balance add together, with a final cap of -75% penalty and +100% bonus.

OVERLOADED SIDE

-35% Overstrength + -50% Event = -85%

Final: -75% (capped)
MERCENARY

-35% Overstrength + +100% Event = +65%

Final: +65%

Event-modified rewards

  • PvP Kill
  • Map Win
  • MVP
  • HQ Destruction

Fractional 1-Adena kill rewards are tracked fairly across multiple kills rather than decided by random chance.

CLANS

Clan Information

Clan structure, reputation, faction rules and recruitment.

Clan Member Limits

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.

Clan Levels & Units

  • Lv.6: 5,000 Clan Reputation; unlocks up to 2 Royal Guards at 5,000 Reputation each.
  • Lv.7: 10,000 Clan Reputation; unlocks up to 4 Orders of Knights at 10,000 Reputation each.
  • Lv.8: 20,000 Clan Reputation.

Clan Reputation

  • Valid WARFRONT PvP kill: +2 Clan Reputation.
  • Valid mutual Clan War kill: +3 Clan Reputation total.

Faction & Recruitment Rules

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.

CLANS

Weekly Giran Clan Siege

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

Registration closes 24 hours before the siege. Late registration is not possible. Normal clan siege rules apply.

Castle Owner Benefits

  • 2% of Adena spent in the WARFRONT GM Shop goes to the castle treasury; the clan leader can collect it.
  • Lord’s Crown: +3% P.Atk / +3% M.Atk while equipped by the current clan leader.
  • Circlet of Giran: +2% P.Atk / +2% M.Atk while equipped by members of the owning clan.
  • Owner clan receives a special gold title colour; leader title becomes Lv. XX LORD.
  • Mercenaries: Normal 5 Adena, Elite 10 Adena.
Ownership protectionCastle bonuses follow the current owner clan. Leader changes or loss of the castle remove invalid Lord’s Crown ownership and prevent duplication abuse.

Goal: clan prestige, weekly ownership, GM Shop tax income, exclusive combat bonuses and special clan/title appearance. Only one clan can rule Giran.

CLANS

Clan Halls

Five limited Giran Clan Halls for active clans.

WARFRONT has 5 Giran Clan Halls available through the Giran Auctioneer.

Auction & Rent

  • Minimum bid: 3,000 Adena.
  • Normal Lineage II auction system.
  • Rent: 50 Adena per day.
  • The clan leader must keep enough Adena available for rent.

Clan Hall Shop

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.

EVERY DAY • 20:00 GMT+0

Daily Dion Faction Siege

Angels and Demons fight through a staged castle assault. Registration opens four minutes before the siege through the WARFRONT Manager.

1OUTER GATE OUTPOST

Capture it to open the main castle gate.

2INNER OUTPOSTS

Capture both to unlock the final stage.

3THRONE ROOM

Capture it to take castle ownership.

The important twist

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.

Defender advantages

  • 6-second respawn inside the castle.
  • Castle teleporter access to move outside.
  • 1 Adena every 10 seconds while uncontested in the Throne Room.
  • Throne Room income capped at 100 Adena per siege.
RANKED 1v1 • WEEKLY HERO

WARFRONT 1v1 Olympiad

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.

The simple version

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.

40%400 pts

Elo Performance

Your rating performance. Beating stronger opponents is more valuable than repeatedly beating weaker opponents.

25%250 pts

Win / Loss

Rewards consistency. Winning a good proportion of your rated fights matters even if you are not the most active player.

20%200 pts

Gear Performance

Measures how you perform against similarly geared or better-geared opponents so raw equipment is not the entire story.

15%150 pts

Participation

Activity still matters, but it is deliberately the smallest component. Grinding the largest number of matches cannot secure Hero by itself.

EXAMPLE WEEK

How 770 / 1,000 is calculated

This example is intentionally simple. Each category has its own maximum, and your four category scores are added together.

300Elo / 400+200W/L / 250+150Gear / 200+120Activity / 150=770/ 1,000

What does that mean in practice?

  1. Win fights.Your results drive both Elo and Win/Loss performance.
  2. Fight real competition.Beating stronger opposition is more meaningful than repeatedly farming an easy opponent.
  3. Do not rely on gear alone.The Gear Performance component specifically considers the level of competition relative to equipment.
  4. Show up across the week.Participation helps, but only contributes 150 of the 1,000 possible points.

Hero qualification

20 Rated fights5 Wins8 Different opponents3 Separate sessions

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.

Anti-farm and rated fights

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 and preparation

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.

EARN YOUR RAID

Grand Boss Faction Event

You do not walk in and freely attack the boss. Your faction has to win the right to fight it.

PHASE 1

Angels vs Demons

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 FACTION
PHASE 2

Grand Boss

The 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 REWARD
PLAYER REPUTATION

Recommendations

Your recommendation count is reflected directly in your character title colour.

How the title changes

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.

Dynamic reputation display

The effect follows your current recommendation count. As recommendations naturally decay, the title gradually becomes lighter again.

Title colour onlyThis WARFRONT effect changes the character title colour. The normal Interlude recommendation/name-colour behaviour remains intact.
PROGRESSION

Gear Battle XP

Your equipment grows through combat.

WARFRONT starts at Level 80, but progression starts there.

Gear Battle XP develops your equipment through real PvP participation. The gear you fight with becomes stronger because you use it.

+10WeaponsMastery limit
+6ArmorMastery limit
+6JewelryMastery limit

What the interface shows

  • Current equipped item
  • Current Battle Experience
  • Current progression level
  • Equipment mastery status

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.

PROGRESSION

WARFRONT Mastery

Your character grows through participation.

MASTERY XP → MASTERY POINTS → PASSIVE SPECIALISATION

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.

VANGUARD

HP/CP, P.Def, physical bonuses, critical protection and frontline survivability.

ARCANE

M.Def, MP, magical bonuses, mental/debuff protection and magical survivability.

TACTICIAN

Movement, recovery, general defence, objective progression and battlefield utility.

Mastery Tiers

Tier 1Immediately
Tier 25 points spent
Tier 310 points spent
Tier 415 points spent
Tier 520 points spent

Earning Mastery XP

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.

PROGRESSION

WARFRONT Tattoo

Enchantable long-term character progression.

A long-term enchantable progression item.

The WARFRONT Tattoo increases P.Def, M.Def, P.Atk, M.Atk, Attack Speed, Casting Speed, HP and MP as its enchant level rises.

EnchantStat BonusSuccess
+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%
Safe points: +4 and +8A ★ marks a safe point. If an enchant fails above a safe point, the Tattoo falls back to the latest safe point instead of returning to +0. Example: a failure above +4 returns the Tattoo to +4.
20-DAY SEASONS

Battle Pass

A seasonal progression track with daily missions, Free and Premium rewards and character-specific progression.

FREE

Standard Track

Progress the season by completing Battle Pass objectives and claim the standard rewards available at reached levels.

PREMIUM

Premium Track

Unlock the Premium reward track for 15 Donate Coins. Premium progression remains tied to the character that purchased it.

How Battle Pass points work

  1. Open the current mission list.WARFRONT automatically rotates the configured daily mission set across the 20-day season.
  2. Complete the objective.Missions can include normal WARFRONT participation and dedicated activities such as Kamaloka.
  3. Claim the mission.Completed missions award the Battle Pass points shown for that mission. Points are added to that character's seasonal progress.
  4. Reach the next level.Your accumulated points advance the Battle Pass level and unlock the corresponding reward row.
  5. Claim rewards.Standard rewards are available to everyone; Premium rewards require Premium activation.

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.

INTERLUDE IDENTITY • WARFRONT RULESET

Class Balance

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.

GLOBAL PvP BALANCE

  • Normal physical auto-attack critical damage is reduced by 40% in PvP. This affects melee players, summons and pets. Physical skill criticals are not affected by this global reduction. Magic criticals use their own system.

DAGGERS / ARCHERS / TYRANTS

Heavy Armor Rule
  • Heavy armor gives -25% movement speed to Archers, Daggers and Tyrants. Heavy armor remains technically viable, but carries a meaningful mobility trade-off.

ARCHERS

Sagittarius · Moonlight Sentinel · Ghost Sentinel
  • Global attack range reduced by 15%.
  • Archers receive +15% compensation specifically to normal auto-attack criticals after the global PvP critical reduction.
  • Soul Bow and Shyeed's Bow families are changed from Very Slow to Slow.

DAGGERS

Adventurer · Wind Rider · Ghost Hunter
  • Lethal success chance: -55%.
  • Dagger damage scaling is tied to Gear Score, not weapon enchant: GS Lv.1–4 = x0.60 damage, improving by 3 percentage points every 5 Gear Score levels, reaching x0.90 at GS Lv.50. This also applies to Blow and Backstab calculations.
  • All three Dagger lines receive Shadow Step: 600 range, 75-second reuse.
  • Focus Death's critical, blow and directional bonuses require a Dagger to be equipped.

TANKS

Phoenix Knight · Hell Knight · Eva's Templar · Shillien Templar
  • One-handed Sword PvP physical damage: +5%.
  • Using a Bow or Dagger: -30% PvP physical damage.
  • Tank classes receive 2 Adena per normal WARFRONT PvP kill.

DESTROYER / TITAN

  • Frenzy can be activated at any HP. Its strength is determined from HP when activated: approximately 100% HP = around 10% of the original bonus, 60% HP = around half strength, 30% HP or below = full original strength.
  • Zealot follows the same HP-based philosophy and can be activated at any HP.
  • Guts can also be activated at any HP.

TYRANT / GRAND KHAVATARI

  • Zealot can be activated at any HP and scales from HP when activated.
  • Ogre Spirit Totem now applies only 15% of its original movement-speed penalty.
  • All main Totems last 20 minutes.
  • Rabbit Spirit Totem is an 8-second mobility burst that stacks with another Totem and works like a Dash-style speed boost.
  • Force Mastery: normal fist attacks can generate Force.
  • Maximum Focus Force instantly fills Force to maximum.

GLADIATOR / DUELIST

  • Sonic Mastery: normal attacks can generate Sonic charges.
  • Maximum Focus Sonic instantly fills charges to maximum.

WARLORD / DREADNOUGHT

  • Thrill Fight's retail movement-speed penalty is removed.
  • Using a Bow or Dagger: -30% PvP physical damage.

MAGES

Archmage · Mystic Muse · Storm Screamer · Soultaker
  • Global spell range reduced by 15%.
  • Magic criticals are redesigned for continuous PvP.
  • PvP Magic Critical Rate: +5%.
  • Normal PvP magic critical: x2 damage with a chance for x3 damage.

NECROMANCER / SOULTAKER

  • Receives the Mage magic-critical changes.
  • Reanimated Man, Corrupted Man and Cursed Man no longer require a corpse to summon.

SUMMONERS

Arcana Lord · Elemental Master · Spectral Master
  • New Faction Guardian summon.
  • Servitor Heal receives +60% final reuse.
  • Positive servitor/pet buffs survive death and can persist through death → resummon; hostile debuffs are not restored.
  • Cubics no longer disappear simply because their owner dies.

CARDINAL

  • Inside the normal rotating WARFRONT map, healing output is 30% of normal. This reduction does not apply to Grand Boss events, Castle Sieges or the normal world.
  • Receives Inquisitor Stance, allowing a temporary Holy damage-dealer role with Divine Punishment, Surrender to Holy and Divine Curse.

EVA'S SAINT

Elven Elder / Eva's Saint
  • Receives the same Inquisitor offensive stance as Cardinal.
  • Inside normal WARFRONT, healing output is 50%. Outside the rotating battlefield, normal healing strength remains available.

SHILLIEN SAINT

Shillien Elder / Shillien Saint
  • Follows the same healing/Inquisitor system as Eva's Saint.

OVERLORD / DOMINATOR

  • While wearing Heavy or Light armour: -15% PvP P.Def.
  • Area Seal skills are faction-aware and their landing chances were increased.
  • Heart/Honor of Pa'agrio can support the entire friendly faction during WARFRONT maps, with faction-wide healing/CP restoration heavily reduced for battlefield balance.
  • Overlord debuffs receive roughly +15% landing chance overall. Dreaming Spirit remains unchanged.

WARCRYER / DOOMCRYER

  • Normal WARFRONT PvP kills reward 2 Adena.

MAESTRO

  • Can summon a dedicated Battlefield Golem.
  • Shock Cannon: physical mass attack + 3-second stun, 80% base chance, 15-second reuse.
  • Battlefield Repairs allows the Golem to restore CP for nearby faction members.

FORTUNE SEEKER

  • Plunder Mark marks an enemy for 15 seconds.
  • Dwarven Sabotage lasts 10 seconds: -10% P.Def, -10% M.Def and -10% Movement Speed; 20-second reuse.
  • If the marked enemy dies to the marker or the marker's faction, the Plunder mechanic provides an additional reward.

SWORD MUSE

Sword Singer / Sword Muse
  • Dedicated self-only combat Songs: 60-second duration, 180-second static reuse.
  • They stack with NPC-buffer versions and do not consume normal buff slots.

SPECTRAL DANCER

Blade Dancer / Spectral Dancer
  • Dedicated self-only combat Dances: 60-second duration, 180-second static reuse.
  • They stack with NPC-buffer versions and do not consume normal buff slots.

PROPHET / HIEROPHANT

  • Custom self-only Prophecy of Fire uses a separate abnormal slot so it can stack with the NPC-buffer version: 30 seconds, 3-minute reuse, +10% P.Def/M.Def.
  • Prophet Force system added.
  • Divine Judgment generates Prophet Force on successful hits.
  • Divine Punishment consumes 3 Force for a powerful Holy attack.
  • Custom Root replaces Dryad Root for Hierophant: 1-second duration, 3-second static reuse, 90% success rate.
PARTY PvE

WARFRONT Kamaloka

A structured party challenge that gives groups a break from the faction battlefield without replacing WARFRONT's PvP-first identity.

EASY3–4 Players

Smaller-party entry difficulty.

3× reward tier • 30 Adena
MEDIUM5–8 Players

Built for a more complete coordinated party.

5× reward tier • 50 Adena
EXTREME9 Players

Full organised-group challenge.

8× reward tier • 80 Adena

Entry & timer

  • Speak to Vulkus to enter.
  • 24-hour entry cooldown per IP.
  • Party required.
  • 30-minute time limit.

Inside the instance

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. Rewards include the WARFRONT Tattoo Shaft progression item.

QUALITY OF LIFE

Contracts & Commands

Personal objectives and quick-access controls keep WARFRONT systems available without leaving the battlefield.

Battlefield Contracts

Contracts provide individual goals while the faction war continues, including PvP, Outpost captures, enemy neutralisations, victories and other battlefield achievements.

HUD / UIYou can use the commands below directly, but WARFRONT also provides permanent HUD/UI buttons for the most important systems so you do not need to memorise every command.

Commands & UI

.outpostPoints you toward the highest-priority active battlefield objective.
.statOpens the live WARFRONT statistics view.
.contractOpens your current Battlefield Contract and progress.
.blockbuffToggles protection from unwanted external buffs.
/unstuckWARFRONT unstuck utility.
.topOpens the all-time WARFRONT leaderboard.
.weektopOpens the current weekly WARFRONT leaderboard.
.dressmeOpens the DressMe cosmetic/skin system.
.gearxpOpens Gear Battle XP progression.
.masteryOpens WARFRONT Mastery and your current class/subclass build.
.hudHides or restores the custom WARFRONT battlefield HUD and server UI text.
SUPPORT WARFRONTVote for us and help the community grow.
L2NetworkVote for L2WARFRONT.COM
Official server-list voting links
Ready for the battlefield?

Choose your side and enter the Warfront.

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