Clan & Castles
Sieges, alliances, territory wars and why clan politics outlast every patch.
You can technically play Lineage II solo. People do. But the stories — the screenshots framed on the forum, the moments people still talk about a year later — almost all happen in clans. Castles, sieges, Epic kills, late-night Olympiad coaching: none of it exists without the people sitting next to you in voice chat.
Every clan level unlocks new passive skills your leader can activate for the whole roster — HP, CP, Patk, Matk, elemental resists. They’re permanent buffs while the skill is active and they stack with player buffs. By Clan Level 8 you’re looking at a noticeable, server-visible difference.

Max roster grows with level: 10 members at Level 1, up to 40 + Academy at Level 11.
Every two weeks, on Sunday afternoon, the castles re-open for war. Any clan can register as an attacker; the defending clan has to hold the throne for two hours straight.
- Register at the Castle Chamberlain NPC inside the target castle.
- Sieges run for 2 hours with a hard reset at the end.
- Castle owners collect Adena taxes from nearby town shops.
- Owners also unlock the Castle Dungeon instance with unique drops.
Territory Wars are server-wide PvP nights where clans fight for map control rather than a single keep. Owning a territory grants passive bonuses to every clan member while they’re inside it — and the territory badge cosmetics are bragging-rights material.
Up to three clans can form an alliance. Allies can party together, share comms, and coordinate sieges without friendly fire being a constant disaster. Most major sieges on Emerge are won by alliances, not single clans — so when you sign with a clan, you’re really signing with their alliance circle. Read the room before you sign.


