Overview
L2 Arcanis runs its sieges on a compact schedule built for a small community: every castle sieges on the same day, fortress sieges are short, and a mass-event participation system on this website lets any player join a Castle Siege, Territory War or Grand Boss window without belonging to a registered clan. This guide explains each system as it is configured today. The live dates and times are always on the Castles and Sieges page and, for signed-in players, the Server Schedule.
- Castles and Sieges - every castle's owner, registrations and next siege
- Fortresses - fortress owners and pending fortress sieges
- Recruitment Center - the mass-event registrations
- Server Schedule - every upcoming instant, with countdowns (User Panel)
Castle Sieges
When
Sundays, in two siege periods: 4:00 PM and 8:00 PM server time. Each castle belongs to one of the two periods; the Castles and Sieges page shows the next siege of every castle.
Length
A Castle Siege lasts 1 hour 40 minutes. Sieges are shorter here than on a standard server so that a whole siege fits one evening.
Who may register
Clans of level 5 or higher. A clan registers as an attacker or a defender at the castle's Chamberlain or the siege gatekeeper in the castle town.
Registration closes
24 hours before the siege begins. After that the attacker and defender lists are final.
Headquarters
Each attacking clan may raise one siege headquarters flag.
Alliances
A clan's alliance and its declared wars apply during the siege as on any Lineage 2 server: attackers and defenders fight, everyone else stays out of the zone.
Fortress Sieges
When
A fortress siege is not on a calendar: it starts about 10 minutes after a clan registers at the fortress's Suspicious Merchant, whenever the fortress is not already under siege.
Length
A Fortress Siege lasts 1 hour.
Who may register
Clans of level 4 or higher, as attackers. The owning clan defends.
Afterwards
The winning clan holds the fortress and may sign a contract with its affiliated castle; the Fortresses page lists the affiliation of every fortress.
Territory War
When
The next Territory War date and time are shown on the Castles and Sieges page as soon as the server schedules it.
Length
A Territory War lasts 1 hour 40 minutes.
Who may take part
Characters of level 40 or higher. Castle-owning clans defend their territory; other clans and players register through the Territory Manager of a castle town, or through the mass-event participation system below.
Territory Wards
The Territory Wards each castle holds are shown on the Castles and Sieges page and update during the war.
Grand Boss respawn windows
The window
Each Grand Boss respawns at a random moment within the 30 minutes after its base delay.
Where to look
Whether each Grand Boss is alive right now, and the exact window it respawns in, is on the Boss Status page.
Mass-event participation
You do not need to belong to a clan that registered for a siege to take part in the big events. The Recruitment Center on this website carries one mass-event listing for every upcoming Castle Siege, Territory War and Grand Boss window. Register there and the server's mass-event system assigns you a side, a party and a staging point when the event is about to begin.
How to register
- Sign in and open the Recruitment Center's Listings tab, filtered to Mass Events. Every card shows the event, its date and time in Server Time or your Local Time, a countdown, and who is already registered.
- Choose the character you will play and register alone, or as a premade group: create a group code and share it, or enter the code of a friend's group. A group holds up to 9 members, the size of a party.
- One registration per account per event. Registering a second character replaces the first; you cannot register for two events that overlap.
- Registration stays open until the event begins. You can leave the listing at any time before that; your Alerts and Messages inbox confirms every registration, withdrawal and assignment.
How the assignment works
The lock
6 minutes before the event's start the registrations lock. Every castle that sieges at the same instant forms one pool, and the pool is divided across those castles and their two sides so that the sides come out as even as possible, counting the registered clans' members who are online.
Parties
A premade group of 4 or more keeps its own party with its own leader. Smaller groups ride a system party together, never split, alongside solo players. Parties are built toward 9 members and joined into a command channel per side.
The teleport
5 minutes before the start, after a 60-second notice, each party is teleported as a unit to its staging point in the castle town of its objective (or the nearest town of a Grand Boss).
Unavailable characters
A character who is in the Olympiad, a tournament or another event, inside an instance, in jail, dueling, or standing in a restricted zone at a checkpoint is marked unavailable and left out of the pool. Nobody is ever pulled out of an activity.
Delayed teleports
A dead, trading, shop-mode, flying or boat-bound character is not teleported yet: the teleport is retried until 10 minutes after the start, and the assignment is never lost.
Reconnecting
If you log in while your event is staged or running, you return to the same party and channel and are brought to your party's staging point a few seconds later.
Website registration is open now. The in-game assignment steps above are performed by the server's mass-event system and switch on with its production release; until then, registered players join their siege the usual way.
Who may enter a siege zone
- The same rule applies to a Fortress Siege and to a Territory War: registered attackers, the defending owner and assigned participants only.
- One character per computer inside each active siege zone. A second character from the same computer is warned and, if it stays, teleported to the nearest town.
- A character who logs out inside an active siege zone and does not belong to the residence's owner returns to town.
- Administrators are exempt from the zone rules while supervising an event.
Alerts
Turn on the Sieges and Territory War alert on the Alerts and Connections page to be told before each siege begins, choose how far in advance, and watch your Alerts and Messages inbox for registration confirmations and team assignments.