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Lineage 2

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/Lineage_2

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About

Welcome to the Lineage 2 Wikibook. The intent of this Wikibook is to provide a player and game guide to the world of Lineage 2.

This piece of work is created to capture the contributors' experience and, to an extent, opinion of the game. This is done in the hopes of sharing the knowledge gained in an objective manner.

This Wikibook will attempt to give a broad overview of the game, going into specifics with regards to some gameplay strategies etc. This is an ever-evolving Wikibook and is not intended to be the be-all end-all guide -- any gamer familiar with MMORPGs will realise the futility of writing that kind of guide.

What this Wikibook should NOT be is a database of Weapons, Armours, Mobs, and Drop statistics; there are plenty of fan sites out there that run databases with that information, and it's just impossible to keep up with in a Wiki way. It is advisable to check out the sites listed in the links section, or linked from the Official Lineage 2 Site. Things like quests and guides do not change, and so are perfect for this site.

This Wikibook will also not take information from the NCSoft's Lineage 2 site; That is copyright violation. It is encouraged for the readers here to refer to that information directly instead. Where necessary, the content here will make references, but the intention is for this Wikibook to bring new content/ viewpoints/ guidance to the Internet.


History of Aden

When we describe the history of Aden, one cannot help but to discuss the religion and races within Aden and Elmore. The history of Aden is not just a chronicle of time, but a story of how the gods and godlings rose and fell, how the races fought for supremacy, and how, from the lowliest of races, humans became the mightiest.

In the Beginning

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In the beginning, there was no Aden, no Elmore, and there were no Humans, Elves, Dwarves or Orcs. All that exists, existed together in a globe that is everything and nothing at the same time.

Slowly, awareness came to a pair of entities that called themselves Einhasad and Gran Kain. They become aware of who they are, and the boundaries that bounded them. For unfathomable reasons, Einhasad and Gran Kain decided to break free from the oneness that bound all existence.

Together, Einhasad and Gran Kain broke free of the globe, and in the process, reshaped Creation. The pieces of globe that fell become the Ground; the pieces which flew up became the Sky, and the spirits contained within the globe became the animals and plants which we see nowadays.

Of these spirits, or Ether, the greatest and most intelligent were the Giants. Formed by Einhasad and Gran Kain's actions, they are surrogate children of these beings, and the Giants looked up to Einhasad and Gran Kain as parents, swearing to keep faith with the two beings for eternity. Einhasad and Gran Kain were well pleased with the Giants, and thus appointed them to be the Lords of all living creatures.

The Giants were surrogate children of Einhasad and Gran Kain, but they were not the only children of Einhasad and Gran Kain. The two gave birth to many god-children, who were empowered by Einhasad and Gran Kain.

The first five children of Einhasad and Gran Kain were Shilen, Goddess of Water; Paagrio, God of Fire; Maphr, Goddess of Earth, Sayha, God of Wind, and Eva, whose songs and poems serenaded the other Gods as they worked.

And for a time, life was good.

The Creation of the Races

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Einhasad is the goddess of creation, and she used her own spirit to create forms to populate the Earth. Her children took after Einhasad, and also created great races from themselves, giving them the characteristics of their element.

Shilen, Goddess of Water, created a race that is closely bound to water, and which possess wisdom and ability to manipulate magic. These beings were called Elves, and they came to serve the Giants in politics and magic.

Paagrio, God of Fire, breathed fire into his creation, giving them inexhaustible strength and will power. These became the Orcs, warriors of the Giants.

Maphr, Goddess of Earth, instilled within her creations the ability to create and calculate. These became the Dwarves, and they served the Giants in industry and economy.

Sayha, God of Wind, instilled within his creation a wanderlust and curiosity. These became the Arteias, who roamed the world freely to bring back news to the Giants.

But what of the Humans?

Humans were not created by the Children of Einhasad. They were created because of pride and jealously; created of stagnant water, of dying fire, of barren earth, and of wild and violent wind. Gran Kain (God of Destruction, Father of the Children of Einhasad) convinced his children the four elemental gods to give him the discarded remnants of the Children of Einhasad. He used this to piece together the first humans,

Created from the detritus of the other Gods, Humans were sly, weak, stupid and cowardly. Ashamed of his creation, Gran Kain turned his back on Humans and hid from them. The Children of Einhasad despised the Humans, and gave them to the Giants to serve as menial slaves, no better than animals, and lorded over by the other races.

The War of the Gods, The Fall from Heaven

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The Player Character (PC) Classes & Character Guides

Introduction to Lineage 2 Player Character Class System

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Lineage 2 has a very strict Player Character (PC) class system. Humans, Elves, Darkelves and Orcs can choose between Fighter and Mystic in the beginning, while dwarves can only start as Fighter. When the character levels up, they can specialize further at level 20 and level 40. These so called Profession Changes at level 20 and level 40 include a Class Change Quest, which in fact is three different (and very long and time consuming) quests at level 40.

Each of the nine starting classes has their own stats, and no race has a class which is exactly like a class of another race, even if some are very much like each other, at least between humans, elves and darkelves.

For leveling up, one needs xp (experience points). For gaining new abilities and improving existing abilities, one needs sp (skill points). Both kind of points are gained through killing mobs (which is the gamer term for monsters in the game). If a player kills mobs which are below his own level, he gains below average sp (relative to xp), but if he kills mobs which is above, he gains above average sp (again relative to the xp gained from killing that mob).

Each class are defined through a set of skills which have to be bought with skill points. If someone has not enough skillpoints, he will not be able to "outskill" his character, that is, he will lack skills. After some levels, each class can raise their skills even further. A character can not raise skills which are not of his class or which he is of too low level to raise them yet.

Lineage 2 has been created by a korean company, and the gameplay reflects the asian way of thinking. Not only are the characters looking very anime, but the game is strongly intended for group play (that is, the individual matters little, the group is important). That is why all classes are highly specialized and many are very weak on their own, and everybody is much better if in a well composed group.

Changes with C3

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With C3, subclassing has been introduced. Characters which have hit the C3 maxlevel 75 can start a second profession, in which they start with level 40.

  1. The subclass cannot be Warsmith or Overlord.
  2. Elves and darkelves cannot choose professions of the other race as subclass.
  3. Any class cannot choose a profession which is their equivalent in another race as subclass. Equivalent classes in this respect are:
    • Tanks: Paladin, Dark Avenger, Temple Knight and Shillien Knight
    • Dagger users: Treasure Hunter, Plainswalker and Abyss Walker
    • Archers: Hawkeye, Silver Ranger and Phantom Ranger
    • Nukers: Sorcerer, Spellsinger and Spellhowler
    • Summoners: Warlock, Elemental Summoner and Phantom Summoner

Changes with C4

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With C4, the maxlevel was raised to 78. At level 76, they can start a third class change quest which gives them a new job name and access to new skills.

Too, a character that has reached level 75 in his subclass can start a third class, which again starts at level 40.

Deciding what Class to Play

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In Lineage 2, the player has knowledge of the various possible classes that his or her characters can become at the end of the character's career. All the various 2nd Professions are known to gamers, and in the main the advantages and disadvantages of each is known.

It is very important for a starting player to determine what 2nd Profession s/ he wants his or her character to be, because once s/ he embark on a specific path, it has very little leeway for change, and in some cases the character are completely locked into a 2nd Profession. There is no in-game way to change the profession, so once a player is embarked on one class, there is very little room for turning back.

Thus, the first thing a player should do is to read through the 2nd Professions first, and then decide which starting class to play. As the starting classes tends to have a variety of skills to choose from, it is important for players not to waste valuable Skill Points (SP) on skills s/ he will not be further developing after the 1st or 2nd Profession Change. (It should be noted, however, that one can always aquire more Skill Points by killing monsters. Thus, wasting said points is not fatal.)

Decision Criterias

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There are separate fields in which a character might be active, and in which different classes are better or not so good.

  • Solo: How well does the class on its own ? Especially archers and wizards have the least problems alone, as they are ranged or, in the case of the summoner, have their own party "in the pocket". On the other hand these classes tend to be problematic inside a conventional party (but comining these classes with each other and with elders works very well). Some classes (healers, support warriors, and Tyrants) can have quite some trouble on their own.
  • Group: How easily does the class find people willing to party, and how good does the class work inside a party ? Clerics, especially buffers, win of course the contest about being welcome in a party. Well formed parties need all elements - tanks who attract the attacks, damage dealers who deal most of the damage, buffers who maximize the effectivity of the rest, and healers that keep the party alife.
  • Resources: A lot of classes offer special features to get faster or more or harder to get resources. Bounty Hunters can spoil extra drops. Primarily Warlords, but also Destroyers, Dwarves and a little bit also Gladiators get skills for polearm useage to battle larger groups of lesser opponents at a time. The dagger users get sneak skills (and various other things) to get to farming points which are otherwise only reachable through brute force.
  • Money: This is of course very much the same as resource hunting, but the Warsmiths get special features in this respect to make even more money than before.
  • Clans: While clans need a healthy mix of all classes, Warsmiths and Overlords play special, central roles in clans and sieges.
  • PvP: During Sieges, but also on other occasions players fight each other. See Classes in respect to PvP for a discussion about this aspect of the game. Having a weak class in PvP can be very frustrating if you get PKed without a chance to fight back.

Starting Stats

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In fact, the starting stats have less to say than many might suspect from other rule systems, because the abilities of the classes between the races differ so much. The only way to change these values is with Dyes (can be used from level 40 on; these lowlevel dyes for level 20-40 are used by nobody as they will get lost in the end anyway) and through Items (various items in the game shift the stats around, especially b-grade and a-grade armor; on c-grade there is the Demon Set and the Plated Leather Armor Set which actually give a real statboost). Still knowing and understanding the values will help you understand your characters strengths and weaknesses better.

This is maybe a good place to note that Dyes can NOT change Men for Fighter classes and can NOT change Int for Cleric (Buffer / Healer) classes. Only Wizards (Nukers and Summoners) can freely change their mental stats.

  Fighter Mystic
Human Elf Darkelf Orc Dwarf Human Elf Darkelf Orc
Str 40 36 41 40 39 22 21 23 27
Dex 30 35 34 26 29 21 24 23 24
Con 43 36 32 47 45 27 25 24 31
Int 21 23 25 18 20 41 37 44 31
Wit 11 14 12 12 10 20 23 19 15
Men 25 26 26 27 27 39 40 37 42
Stat Sums
Body 113 107 107 113 113 70 70 70 82
Mind 57 63 63 57 57 100 100 100 88

Red means best body stat for fighters or best mental stat for mystics, yellow means worst.

  • Str = Strength: P.atk (+3% P.Atk, Str 40+: +4% P.Atk)
  • Dex = Dexterity: Atk Speed, Accurancy, Evasion, Critical, Shield Defense, Speed, Physical/Dagger Skill Speed (For 4 Dex: +15 Atk Speed, +2 Accurancy, +2 Evasion, +9 Critical, +3 Speed)
  • Con = Constitution: HP max/regeneration, Load limit, Breath gauge, Shock/bleeding resistance (about 100 hp for Con [depends upon class, values of 40+ give more hp])
  • Int = Intelligence: M.atk, Dark Magic Success Rate (+4% M.atk)
  • Wit = Wits: Magical speed/critical, Resistance to Hold/Dark Magic (+5% Magic Speed)
  • Men = Mentality: M.def, MP max/regeneration, Resistance to Poison/Dark Magic/Magic Interruption (For 4 Men: +3% MP regeneration)

Values in parentheses are from the free L2J server and might not be correct on the official servers.

As you can see, elven and darkelven fighters clearly have a disadvantage compared to humans and orcs if you check the sums of the body stats. As compensation, they receive better mind stats. For example, darkelven fighters have debuffs (curses) and get the highest Int (which helps with curses). Too, both races have high Dex, and Dex is linked to a lot of things (Accurancy, Atk.Speed, Critical).

Orc mystics are so completely different from the other races that their penalty isn't noticeable at all, and they get better body stats as compensation anyway.

A note about Dwarves, they do NOT get better stats than Humans and Orcs, as some people seem to think - they get just a total of 113, exactly the same as them. Plus if you want to have battle power, choosing a dwarf is obviously a bad idea.

  Fighter Mystic
Human Elf Darkelf Orc Dwarf Human Elf Darkelf Orc
Accuracy 33 36 35 31 33 28 30 29 30
Atk.speed 330 345 342 318 327 303 312 309 312
Critical 44 46 45 42 43 40 41 41 41
Evasion 33 36 35 31 33 28 30 29 30
Speed 126 143 139 124 125 121 126 125 125
Load 81,900 73,000 69,000 87,000 83,000 62,500 62,000 61,000 68,000
Cast Speed 213 249 226 226 203 333 386 316 265

These are the level 1 values of the given variables, some of these become better with higher levels.

  • Atk.speed = Attack Speed, how fast the attacks are, depends upon Dex.
  • Critical = Chance for a critical attack, depends upon Dex.
  • Evasion = Chance to avoid an attack, depends upon Dex.
  • Speed = How fast the player can run, depends upon Dex.
  • Load = How much the player can carry max (you need to be below 50% to avoid penalties), depends upon Con.
  • Cast Speed = How fast the player can spellcast, depends upon Wit.
  • P.Atk = Physical Attack, the damage dealt with every successful melee attack, depends upon Str.
  • M.Atk = Magical Attack, the damage dealt with every successful magical attack, depends upon Int.

Ideas for the absolutely clueless

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A number of ideas for beginners who have no clue at all about which class to choose first:

  • Prophets (Human Cleric) might be a good start because they are the easiest class to get a party. They are the specialized buffers of the game. Also, because of their strong buffs they are the kind of clerics who are the easiest to solo, except Shamans who have much better body stats than other mystics. If you decide later which class you really want to play and can play on two accounts, you will also always have the best buffing possible, which is a HUGE advantage. The disadvantage is however that clerics in general tend to be passive and everybody expects them to help, but many dont help in return.
  • Destroyers (Orc Fighter) are a good start because they are the toughest warriors and quite easy to play. They are also the most general warriors of the game. They move slowly, but have are a strong mix of defensive and offensive battle power, maybe the only class which can be qualified as being both tank and damage dealer, and they also have the bests fully skilled weapon selection of all warrior classes (Twohander for offense, Sword or Blunt with Shield for defense, and Polearm for battling multiple opponents at the same time). They also have the best buffs in the game for emergency situations (Guts and Frenzy, with C4 activateable at 30% max hp, needs 1.5 s to get cast, gives a 200% bonus on patk and pdef, lasts 90 secs - with C3 it was 20% max hp and only 30 secs) which makes them very hard to kill in emergency situations.
  • Treasure Hunters (Human Fighter) are a good start because they are rumored to be easy to play, and are excellent for finding specific resources. In any case they are surprisingly tough warriors with an ambundance of passive and active skills to their increase damage output (Critical Chance, Critical Power, Boost Attack Speed, Dash, Deadly Blow, Backstab, Vicious Stance) and a rich palette of skills to avoid getting targeted (Switch), avoid combat altogether (Silent Move, Veil), stop combat (Trick), or moving a single opponent away from his allies (Lure). Also, they have two emergency abilities (Fake Death, Ultimate Evasion). As the list shows, they are experts in getting into any place and fighting only specific monsters - only why they are easy to play is hard to understand. They are great solo and great in any party - the later because they are the second highest melee damage dealers after Tyrants. Treasure Hunters and Hawkeyes are the only classes except dwarves who get the skill Vital Force for fast healing when sitting down. Like all Human and Orc Fighters, they also get Relax. Having the combined effect from both skills and decent human Constitution to start with, this means they heal faster than anyone else when sitting down.
  • Warsmiths (Dwarf Fighter) are not really ideal for beginners, as you will have to jump into the cold water with the crafting system. But dwarves get good weapon skills (blunt for everyday use, polearm for making money by slaughtering lesser mobs en masse), get a larger inventory and warehouse than other races, can carry crazy amounts of stuff, heal fast when sitting down, and get not many but only overhit-available skills. Warsmiths in special also get some summons, including two for sieges. Overall you can save and gain a lot of money on them through crafting and crystalizing.

General Playing Rules

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While different in detail, many classes have strong similarities that should not be repeated in every single class description again, so here they are:

Classes

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  • Mystics have their skill updates at level 7/14/20/25/30/35/40/44/48/52/56 and every 2nd levelup afterwards.
  • Fighters have their skill updates at level 5/10/15/20/24/28/32/36/40/43/46/49/52/55/58 and every 2nd levelup afterwards.
  • C4: After the 3rd classchange on level 76, every class can get special skills on every levelup up to 78.
  • From Level 40 on, spellbooks have to be found - and can no longer just be bought in the shop. The Enchanted Valley as well as the Ivory Tower are central places where a lot of the lesser spellbooks drop. You can also check www.l2wh.com to find mobs which drop your spellbook.
  • Just because a class has a skill for a certain kind of armor, it does not mean it gets the same boni from that kind of armor as another class who has also a skill for it. For example, a Warrior or Dwarf gets both p.def and evasion from his light armor skill, while a Daggeruser, Archer or Tyrant gets only p.def, and a cleric or summoner (not Necromancer) gets p.def, castspeed, atk.speed and mp regen. from it.

Playstyle

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  • The golden rule of L2: Always get a party. Every class is more effective, levels faster, can fight stronger monsters and will get better drops if one is in a decent party, especially with support classes.
  • For the class change quests, it is a good idea to first level to 20 (or 40) and wearing equipment from the next grade before starting them. This way the quests will be a lot easier.
  • For the second class change, there are three quests - one at level 35, 37 and lastly 39. It is a good idea to do them in parallel, and save a lot of time and money.

Resources (Mats / Shots / Crystals etc)

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  • You should never sell mats in the shop. While being irrelevant on low grades, mats are essential when you become highlevel (i.e. after second class change, or at least after level 52), as armor and weapons can no longer be bought (even top d-grade items can't be bought anymore). Mats can be identified by clicking on their description. You will need tons of them to craft stuff on higher levels, so either sell your mats to other players or keep them for future use.
  • You should only sell key mats if you are sure they are worthless (all no-grade key mats are, while everything from b-grade upward never is). Again sell them to other players instead of selling in the shop if they are of value.
  • You should never sell weapons and armor above no-grade. They can be crystalized.
  • Summoners (Necromancer, Warlock, Elemental Summoner, Phantom Summoner, but also Dark Avengers with their panther, Temple Knights / Shillien Knights with their cubics, and Warsmiths) need crystals (Warsmiths sometimes also gems) for their summons, for which you need a friendly Warsmith who sells you them. You can also make one yourself; a level 20 Artisan is already able to produce the necessary d-crystals. With C4, many summons need c-crystals, therefore a lvl 40 Warsmith will be needed.

Items (Weapons / Armor / Accessories)

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  • Keep your second best weapon and armor in your warehouse instead of selling it. You might be thankful to have anything in case you drop your current weapon / armor in death.
  • You should not wear a grade which is too high for your current level. Level 1+: no-grade, Level 20+: d-grade, Level 40+: c-grade, Level 52+: b-grade, Level 61+: a-grade, Level 76+: s-grade.
  • You first get a weapon, and THEN the armor. While the armor is cheaper, it is less important. Note that there are exceptions. Defensive warriors (tanks) should not follow this rule, especially if they are mainly intended for party play. Lowlevel mystics might also prefer to first get their devotion set as it helps so much with spellcasting.
  • Clerical party character can operate quite well even in rags, as M.Atk doesnt help with healing or buffing (only with Root, Sleep, the various clerical curses, and the Undead attack spells). Therefore mainly want spellcasting speed (Weapon with Acumen, many Robe sets), MP (all Robes, some light armor sets) and MP Regen (Blue Wolf Light, Majestic Robe etc). Even buffers often prefer robes for the additional mp - buffing a whole party can require a lot of mp - even if they usually prefer warrior weapons for dealing more damage. Outside a party, clerical characters will prefer a light or even a heavy armor (if they have that skill), and warrior weapons, unless they fight undead with their spells, for which wizard equipment would be best.
  • Clerical classes (except the Orcs) get only general weapon skills and are completely free in choosing what to use. Many clerics prefer dual swords, but bows or wizard weapons are popular too.
  • Party healers don't care about M.atk, as it hardly improves healing spells. To heal more, one simply needs more casting speed (and more mana on the long run, of course), so wizard weapons with Acumen, Mana Up or UpDown/Conversion are prefered.
  • Your M.Def might safe your life. You can avoid having good jewelry up to level 50 or so by avoiding all mobs that use magic, but this means you have to avoid a lot of specific drops and otherwise good mobs, too, therefore consider getting good jewelry from level 20 on. This rule is especially important for mystics, because clerics don't have much choice in what mobs they face alone (undeads in EG, DV, DC and elsewhere), and wizards usually face red mobs while having only little HP themselves.
  • Most fighters will have a polearm weapon in reserve to battle against groups of monsters at a time. This is the main strategy of fighters to make a lot of money in a short time. Many types of wizards can do the same with their mass spells.

Classes by Race

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It should be noted here, that although the different classes have their advantages and disadvantages, there is generally a balance between them. That means no class is better than another, instead they specialise in different things. So in choosing your prefered class/race, you should find what suits your style of play, and what would be best for you, meaning specifically: what you enjoy to play for a long time.

The names in parentheses are the new C4 3rd class change names which can be archieved after reaching level 76 in a class.

Human

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Humans have well balanced stats as well as the most specialized classes of all races, and also the largest number of classes to choose from.


Human Classes

  • Human Fighter 75% developed  as of Feb 10, 2006 (Feb 10, 2006)
    • Human Knight 50% developed  as of Jan 31, 2006 (Jan 31, 2006)
      • Paladin (Phoenix Knight) 75% developed  as of Feb 2, 2006 (Feb 2, 2006) --- tank with healing specialized against undead.
      • Dark Avenger (Hell Knight) 75% developed  as of Feb 2, 2006 (Feb 2, 2006) --- tank with absorb health and summon.
    • Warrior 50% developed  as of Feb 10, 2006 (Feb 10, 2006)
      • Gladiator (Duelist) 50% developed  as of Feb 10, 2006 (Feb 10, 2006) -- general warrior.
      • Warlord (Dreadnought) 50% developed  as of Feb 10, 2006 (Feb 10, 2006) --- specialized polearm user.
    • Rogue 50% developed  as of Apr 18, 2006 (Apr 18, 2006)
      • Treasure Hunter (Adventurer) 75% developed  as of Apr 18, 2006 (Apr 18, 2006) --- damage dealer with dagger and light armor.
      • Hawkeye (Sagittarius) --- archer.
  • Human Mystic 50% developed  as of Jan 25, 2006 (Jan 25, 2006)
    • Human Wizard 0% developed  as of Unknown (Unknown)
      • Sorcerer (Archmage) 25% developed  as of Jan 25, 2006 (Jan 25, 2006) --- nuker with balanced spell selection.
      • Necromancer (Soultaker) 25% developed  as of Jan 23, 2006 (Jan 23, 2006) --- dark magic specialist, nuker with summons, rich palette of debuffs, hardly any mass magic.
      • Warlock (Arcana Lord) --- summoner.
    • Cleric 50% developed  as of Feb 1, 2006 (Feb 1, 2006)
      • Prophet (Hierophant) 50% developed  as of Jan 23, 2006 (Jan 23, 2006) --- buffer.
      • Bishop (Cardinal) 25% developed  as of Jan 23, 2006 (Jan 23, 2006) --- healer.

Elves are limited to "light" magic and tend a little towards defensive class concepts. Their fighters have highest Dexterity (Atkspeed, Criticals, Accuracy, Evasion, Running Speed), and their mystics have highest Wits (Castspeed, Mag Critical, Hold and Curse Resistance). Light Elven warriors, especially the Swordsingers, have a rather large amount of self-buffs, making them a very naturaly choice for soloing early on.


Elven Classes

Dark Elf

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Darkelves have a lot of interesting "dark magic" in their skills, such as Drain Health. Their fighters have the highest strength (P.Atk) and their mystics the highest intelligence (M.Atk).


Darkelven Classes

Orcs have only four classes, but good stats for their fighters and an unusual, hard to compare concept for their clerics (i.e. shamans). Their fighters have the highest constitution (HP, HP Regen, Load, Shock and Bleed Resistance) and their mystics have the highest mentality (MP, MP Regen, M.Def).


Orcish Classes

  • Orc Fighter
    • Monk
      • Tyrant (Grand Khavatari) 75% developed  as of Jan 22, 2006 (Jan 22, 2006) --- damage dealer with fists and light armor.
    • Raider
      • Destroyer (Titan) --- warrior in heavy armor with flexible weapon selection.
  • Orc Mystic
    • Shaman 0% developed  as of Unknown (Unknown)
      • Overlord (Dominator) 0% developed  as of Unknown (Unknown) --- clan/alliance buffer with sleep and some offensive spells.
      • Warcryer (Doomcryer) 0% developed  as of Unknown (Unknown) --- party buffer with root and some offensive spells.

Dwarf

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Dwarves have only two fighter classes, one for crafting and one for getting materials. While their battle skills are not overly exciting, they are very practical - they can use blunts and polearms well, stun with the former and do extra damage with the later. Additionally, dwarves can carry crazy amounts of stuff and have larger inventories and warehouses, they heal very fast when sitting down, and they are the base of the economy and usually richer than others.


Dwarvish Classes

Classes by Type

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Warriors

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Defensive Warriors

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Also called tanks, defensive warriors specialize into heavy armor and the shield, and into focussing attacks on them.

General Warriors

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These are the other warriors that do not fit into the categories defensive, offensive or support. Gladiators and Destroyers are very good in both offense and defense. Warlords are totally specialzied into the polearm useage. And dwarves simply aren't the greatest warriors, its their other class features which make them great.

Support Warriors

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Offering group buffs, but also being full featured warriors by themselves, the support warriors are the battle oriented Lineage 2 variant of what is known from other games as the Bard.

Offensive Warriors

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With only light armor, but being able to dish out massive damage, the dagger users and the special case Tyrant qualify as offensive warriors.

Archers

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Ranged attacks where uber strong in the first versions of the game, which is why they require now enormous masses of resources (both ss and bsps).

Mystics

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Nukers

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These offensive wizards can deal extreme damage through their spells. They also have mass spells and various group effects. A special case is the necromancer, who totally specializes into debuffs, but also has some of the strongest nuker spells - as well as summons (but no support spells for them).

Summoners

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Summoners let their summon do the work and support it with their servitor buffs and healing spells.

Buffers

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Buffers max out other players, which is why everyone loves to party with them. They also get some more offensive spells than the healer classes, and thanks to their own buffs they can solo quite well. While the Prophet at least gets Battle Heal (enough to heal a bit in emergency), the Shamans really only get regeneration skills.

Healers

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Compared to buffers, healers can offer a lot more and a lot longer healing. These classes also have some nice buffs, except the Bishop who is totally specialized into healing and has the best and strongest healing and raise dead spells.

Other Lists

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In this section, the classes are compared with each other.



NPC

This page will be updated to include a list of all NPCs. This will take some time to compile and will include name of the NPC, general location, X Y Z location from /loc, and dialogue. It will be easier to make this page a short listing and create a page for each individual NPC. This will keep the list concise and free from the clutter that would be created from the dialogue.


Mob Information

This page to include information on mobs such as name, strengths and weaknesses, approx level, and location. Separate lists of general mobs, quest mobs, mini-boss mobs, boss mobs, raid boss mobs should be made. The hope is this page will be used as a listing of where mobs are and which mobs would be best to hunt at a particular level or with a particular skill. With C3 came the ability to look at what type of creature a mob is classified as and a list of their inherent strengths and weaknesses. This can be useful information, especially for mages looking for mobs to hunt that are weak against a particular skill.

Mob Characteristics

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  • Attack
    • Dark Attack
    • Critical Chance
    • Hammer Crush ( Stun Attack)
    • Cancel
  • Race
    • Beast
    • Dragon
    • Humanoid
    • Undead
    • Construct
    • Bug
    • Demon
  • Raid Boss

These mobs deal a lot of damage on each hit and have insane hp values. If existent, kill the raid warriors first before killing the boss itself. Still raids have very good drops with high chances and are worth the effort.

At very least a well matched party of four people like for example (prophet, bishop, bladedancer, destroyer) is recommented to kill a raid. In any case you should have a real healer (bishop or one of the elders) and at least one damage dealer (orc warriors, daggerusers, or gladiator).

  • Resistance
    • Archery
    • Dark Attack
    • Wind
    • Fire
    • Water
    • Physic (Melee Attacks)
    • Sleep
    • Root
    • Matk (resist against All Spells and reduce damage from nuke Spells)
  • Strong Type(Double HP or More)
  • Weak Point
    • Archery Attack
    • Sacred Attack
    • Wind Attack koukos

(This is an ongoing compilation of characteristics of mobs. Will reorganize this later, when it's reasonably complete.)


Items

For now, the only item information listed will be the sometimes hard to find info that never seems to be available on the fansites except lost in the forums. As I come across this information it will be posted here and somehow organized.

Note: Still a very rough work in progress. I am checking and cross checking this info with the official Lineage website and fansites as well as updating that which changed with and around C3.


Items/Enchantments

Enchanting (and especially over-enchanting) is THE feature to get better equipment in Lineage 2. The best thing about it is that you can always make your weapon better this way--there is no end, even if it becomes harder and harder to make it better.

Performing an Enchantment

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Enchanting is done by obtaining an enchant scroll of the right grade (D-grade and up only--there are no no-grade enchants) and type (either weapon or armor).

One can safely enchant anything up to +3. Full body armor can be enchanted safely up to +4. But if one enchants above +3 or +4, you risk your item turning into crystals (of the appropriate grade--equivalent to crystalizing). This is called over-enchanting.

Each over-enchant step has a 70% chance of success. If the over-enchant fails, the item is crystalized; the grade and count of crystals are exactly the same as if a Warsmith would have crystalized the item. This can be used to over-enchant "for free"--get a couple of items and over-enchant them all to +4, +5, and so on until only one is left. You get quite a number of crystals and a well over-enchanted item. If you manage to sell the crystals for theirhard to get, as one has to have won against other players in the Olympiad for getting the currency to buy them. They are also very expensive at higher grades.

Bonuses from Enchantments

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Enchantments give the following bonuses:

  • +1 on P.Def for armor parts and shields.
  • +1 on M.Def for jewelry.
  • Over-enchantments give a three times higher bonus on P.Def or M.Def for armor and jewelry.
  • The bonus on P.Atk and M.Atk of weapons varies a lot on the highest and lowest grades, especially for bows. See the following table.
  • Over-enchantments give a two times higher bonus on P.Atk and M.Atk for weapons.
  P.Atk M.Atk
Onehanded / Polearms Twohandled / Dual Bows All Weapons
D-Grade +2 +2 +4 +2
C-Grade +3 +4 +6 +3
B-Grade +3 +4 +6 +3
A-Grade +4 +5 +8 +3
S-Grade +5 +6 +10 +4

Methods of Over-Enchanting

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There are two methods to over-enchant, we can call them Roulette and Security here.

Roulette means you get a single weapon and over-enchant until you are happy with the result. This is practiced by a surprising number of people who obviously have a faible for games of pure chance. It is obviously only to be used if you dont really need that weapon.

Security yields to much less exciting results, as you often end up with a not that highly enchanted weapon, but you can be sure not to end up with NO weapon. It is basically the idea to get more than one weapon and enchant each of them synchronously and stop when all but one (or the number of weapons you need) have broken.

Over-enchantment Chance to get it Avg items required
+4 70% 1.42857
+5 49% 2.04082
+6 34.3% 2.91545
+7 24.01% 4.16493
+8 16.807% 5.9499
+9 11.7649% 8.49986
+10 8.23543% 12.1427
+11 5.7648% 17.3467
+12 4.03536% 24.7809
+13 2.82475% 35.4013
+14 1.97732% 50.5733

Enchanting in Practice

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One usually only overenchants weapons, as that brings a much more direct (and larger) effect than other items. The second candidate is jewelry, as M.Def lowers the damage dealt by spells as well as the chance to get rooted, slept or cursed.

You should not enchant anything but top items. If you can still get something better on that grade, first work on getting that before you start enchanting. Armor has a so much initially higher bonus than the small benefit from overenchanting, that hardly anyone ever bothers to over-enchant it.

You should concentrate on the cheapest kind of jewelry (rings) or armor (helmet, gloves, and boots) if you want to over-enchant either of them.

There are a number of things one should know about enchanting:

  1. It is not very effective to over-enchant D-grade weapons.
  2. Mage weapons are more effective to over-enchant than warrior weapons.
  3. Enchanting jewelry is a lot more effective than enchanting armor.

This is shown in the following sections.

Enchanting D-Grades

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For example, imagine you made two Staffs of Life and succeeded to over-enchant one of them to +16 before the other one breaks. Whow, a +16 weapon. But is that really such a great item ?

  • Staff of Life +16: M.Atk 72 (Weapon) + 3*2 (3 Enchants) + 13*4 (13 Over-enchants) = 78 + 52 = 130

You glorious +16 d-grade weapon is beaten by a Ghoul Staff +5 (M.Atk 132), or an unenchanted Staff of Evil Spirit (M.Atk 132). Thats why you shouldn't spend too many resources on over-enchanting d-grades - be happy if you get one such uber weapon, but realize its not the uber tool. You have a great tool for levels 20 to 40, but then you are already only above average, and on b-grade you are actually no longer very exciting. Especially since d-grade shots are cheap, but weight tons.

Imagine the same thing with a Ghoul Staff:

  • Ghoul Staff +16: M.Atk 111 (Weapon) + 3*3 (3 Enchants) + 13*6 (13 Over-enchants) = 120 + 69 = 189

This is even better than s-grades and Hero Weapons.

Warrior weapons vs mage weapons

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For Warriors, the situation is even harder. This is because the increase in P.Atk of the weapon by enchants are so small in comparison to the initial P.Atk value of it. For exampl,e the top c-grade dual swords, such as Katana*Katana, have P.Atk 190, but gets only +4 per enchantment step. Compared to the Ghoul Staff with M.Atk 111, but +3 per enchantment step, the disadvantage is obvious. If we again get our uber +16 weapon out:

  • Artisan's Sword * Elven Sword +16: P.Atk 107 (Weapon) + 3*2 (3 Enchants) + 13*4 (13 Over-enchants) = 113 + 52 = 165
  • Katana * Katana +16: P.Atk 190 (Weapon) + 3*4 (3 Enchants) + 13*8 (13 Over-enchants) = 202 + 104 = 306

The uber +16 d-grade is here beaten easily by a normal, unenchanted and average c-grade weapon such as dual Stormbringer (P.Atk 175). The uber +16 c-grade is a lot better, but unlike the mage weapon this isnt better than s-grades, let alone hero weapons.

Jewelry vs Armor

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The third rule is obvious, because the benefit from enchanting is always the same, while the absolute values of armor are a lot higher than those from jewelry - the best rings in the game have only M.Def 48. Just getting a d-grade elven ring (M.Def 22) to the quality of an unsealed Majestic Ring +3 (M.Def: 40 sealed, 42 unsealed, 45 unsealed +3) requires only an enchantment to +10 ! That would require only 12 tries on average if we follow the list above.

Of course, earrings and especially necklaces are already a lot different, because their increase in M.Def is much higher. A Elven Necklace has M.Def 45, an Unsealed Majestic Necklace +3 has M.Def 98, so the Elven Necklace would have to be enchanted to +20 to compete.

Armor is already hard to overenchant because there are sets on the higher grades - and the set bonus is much more important than a bit more or less P.Def.


Items/Special Abilities

Many C Grade weapons, and since C4 all B Grade weapons or higher can have a special ability, or SA for short, applied to them (in C3 the B Grade weapon, Sword of Valhalla, was still without a SA).

All SAs stack with other buffs - if you have a weapon with SA Empower, the empower buff will increase your M.Atk even more.

For adding a special ability to your weapon - This does not include dualswords - you need a soul crystal of matching stage and colour (depending upon the desired SA). For weapons up to B Grade, you can ask the blacksmiths in Giran and Aden for the list of possible SAs (don't wield the weapon while you ask or they will not find it) and the required colour for each of them. For A Grade and S Grade, the Blacksmith of Mammon is necessary. There are also some hundreds of gemstones required for the process.

For dual swords the SA is gained by overenchanting the weapon to +4, with an about 30% chance to break it.

You can get soul crystals of any of the three colours for free by asking the master of the mage guild in Giran about Quest. You will also get a list of mobs on which you can level the soul crystal.

Leveling a soul crystal is done by fighting one of the mobs on the list, an when it is at half health or below, using the soul crystal (right click in inventory, or move it into your quickbar and use it from there. After the death of the mob, there are four possible results:

  • The soul crystal "fails to absorb the soul". This happens most often and means there was no effect.
  • The soul crystal shatters. Get a new one.
  • The soul crystal levels. Hooray.
  • The soul crystal complains that the mob isn't strong enough. Search for higher level opponents.

Soul Crystals of lesser levels (up to maybe 7) are not that hard to get. Level 8 and 9 are still manageable. From stage 10 on, leveling becomes a real pain; prepare yourself to break many dozens of soul crystals before you succeed.

To get level 12 soul crystal, you have to use them on Anakim, Lilith, Baium, Antharas, Raid Monster Ember, Valakas or Invading Army Leader Anakazel. However to level a soul crystal to stage 13, you must use it on Antharas, Valakas, Raid Monster Ember, or Invading Army Leader Anakazel. (info based on official page)

Notes

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The data below is based on C3 and partially already on C4 information. It is ordered by the crystal count, which represents both the market value as the overall value of p.atk or m.atk. If the crystal count is equal, it is sorted by p.atk, so mage weapons come first and the weapon with the highest p.atk stands at the end of the list.

Warning: The new C4 information, especially which SA needs which color of the crystal, is not reliable at the moment.

Editors: When ever you edit a part of the Special Ability page, do not change the style of edition. After each table record end '/tr', input a break. Every table date 'td' on one line. And do not change the HEADINGS by using 'h3'. Wikibooks has a different style for headings, which automatically generate an 'edit' link for quick edit.

Definitions

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  • Good magic stands for all spells which are either buffs or healing.
  • Bad magic stands for damage dealing spells as well as debuffs (Dryad Root, Sleep, Paralyze, Curses).
  • Harmful magic stands for damage dealing spells.

Weapon Types

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Mystics get a general skill for weapons which leaves them completely open to choose any weapon.

  • Sword stands here for "Onehanded Sword". All Tanks, Gladiators, Swordsingers and Destroyers get a skill for using swords. Destroyers however can't stun with swords, so they prefer Blunt.
  • Twohander stands here for "Twohanded Sword". Only Destroyers get a special skill for this weapon, but everyone being able to use a onehanded sword get a bonus for using twohanded swords, too.
  • Blunt stands here for "Onehanded Blunt". All Tanks, Gladiators, Swordsingers, Destroyers and all Dwarves get a skill for using blunts. Warcryers, Overlords, Destroyers, Gladiators and Dwarfs get a special skill that allows them to stun with blunt weapons.
  • Staff stands here for "Twohanded Blunt". Again only Destroyers get a special bonus for twohanded weapons, while everyone being able to wield onehanded can also use twohanded. However, all staffs in the game except the s-grade Dragon Hunter Axe are mage weapons with high m.atk but weak p.atk, and magic SAs, therefore they are not used by anyone but Mystics.
  • Dagger can be used by the dagger users Treasure Hunter, Plainswalker and Abyss Walker.
  • Bow can be used by the archers Hawkeye, Silver Ranger and Phantom Ranger. However, any warrior will prefer to carry a bow for having ranged attacks.
  • Fist Weapon can be used by Tyrant.
  • Polearm can be used by the specialist Warlord, and by Destroyers and Dwarves. However, any warrior will prefer to carry a polearm for having area of effect attacks.
  • Dual Sword can be used by Gladiator and Bladedancer.

List of Special Abilities

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Name Effect
Acumen Magic casting speed increases by 15%.
Anger Enhances P. Atk. while decreasing maximum HP by 15%.
Back Blow Increases critical attack rate when attacking the enemy from behind.
Cheap Shot When launching a general attack, MP consumption is reduced.
Conversion The maximum MP is increased by 60% and the maximum HP is decreased by 40%.
Critical Bleed Percent Chance that target will bleed during critical attack.
Critical Damage Increases P.Atk by a fixed value when critical attack is launched.
Critical Drain User absorbs HP from target during critical attack.
Critical Poison Percent chance that target will be poisoned during critical attack.
Critical Stun Percent chance of stun effect during critical attack.
Empower Increases M.Atk.
Evasion Increases evasion by 2 points.
Focus Increases critical attack rate.
Guidance Increases accuracy.
Haste Percentage increases in attack speed.
Health Increases maximum HP by 25%.
HP Drain Absorb health on every hit. (C4)
HP Regeneration Increases HP regeneration. (C4)
Light Reduces a weapon's weight by 70%.
Long Blow Increases attack range.
Magic Bless the Body 15% chance to cast Bless the Body magic upon the target when using good magic.
Magic Chaos Percent chance to cast Chaos (effect 3) magic upon the target when using bad magic.
Magic Damage When using harmful magic on a target, it delivers additional magic damage with a fixed percentage.
Magic Focus 7% chance to cast Focus (effect 3) magic upon the target when using good magic.
Magic Hold 5% chance to cast Dryad Root (effect 1) magic upon the target when using bad magic.
Magic Mental Shield 15% chance to cast Mental Shield magic upon the target when using good magic.
Magic Paralyze When using harmful magic on a target, it will paralyze the target with a fixed percentage.
Magic Poison Percent chance to cast Poison (effect 7) magic upon the target when using bad magic.
Magic Power When attacking with magic, the amount of MP used increases by 15% and M.Atk. also increases.
Magic Regeneration 3% chance to cast Regeneration (effect 2) magic upon the target when using good magic.
Magic Silence When using harmful magic on a target, it will silence the target with a fixed percentage.
Magic Weakness 5% chance to cast Weakness (effect 3) magic upon the target when using bad magic.
Mana Up Increases maximum MP by 30%.
Might Mortal Increases the success rate of Mortal Blow and Deadly Blow.
Removed shortly before C3. Any weapons previously enhanced with this SA still have it and are considered very rare.)
Miser Has a percentage chance to reduce soulshot consumption by 0-4 per attack.
MP Regeneration Increases MP regeneration. (C4)
Quick Recovery Reduces re-use delay by a percentage.
Risk  Evasion Increases Evasion when HP becomes 60% or lower.
Risk  Focus Increases critical attack rate when HP becomes 60% or lower.
Risk  Haste Increases Atk. Spd. when HP becomes 60% or lower.
Wide Blow Broadens angle of attack.

C Grade Weapons

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Swords

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Weapon (Crystal Level) Red Green Blue
Raid Sword (6) Focus (82) Critical Drain (8HP) Critical Poison (5%)
Sword of Whispering Death (7) Empower Magic Power Magic Silence
Homunkulus Sword (7) Acumen Conversion Magic Paralyze
Tsurugi (7) Focus (77) Critical Damage (50) Haste (7%)
Caliburs (7) Guidance (5) Focus (77) Critical Damage (50)
Sword of Limit (7) Guidance Critical Drain Health
Sword of Nightmare (7) Health Focus (77) Light
Sword of Delusion (7) Focus (77) Health Risk Haste (10%)
Samurai Longsword (8) Focus (73) Critical Damage (50) Haste (7%)

Twohanders

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Weapon (Crystal Level) Red Green Blue
Flamberge (5) Critical Damage (50) Focus (86) Light
Berserker Blade (8) Focus (73) Critical Damage (270) Haste (7%)

Blunts

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Weapon (Crystal Level) Red Green Blue
Stick of Faith [C4] (5) Mana Up Magic Hold Magic Shield
Skull Graver (5) Anger (17) Health Risk Focus (125)
Big Hammer (5) Health Risk Focus (125) Haste (8%)
Battle Axe (5) Anger (17) Risk Focus (125) Haste (8%)
Silver Axe (5) Anger (17) Risk Focus (125) Haste (8%)
Dwarven War Hammer (6) Anger (19) Health Haste (7%)
Stick of Eternity [C4] (?) Empower Rsk. Evasion
Nirvana Axe [C4] (7) Magic Power Magic Poison Magic Weakness
Club of Nature [C4] (7) Magic Mental Shield Magic Hold Acumen
Mace of the Underworld [C4] (7) Mana Up Magic Silence Conversion
War Axe (7) Anger (21) Health Haste (7%)
Yaksa Mace (8) Anger (23) Health Risk Focus (104)

Staffs

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Weapon (Crystal Level) Red Green Blue
Heavy Doom Axe (5) Magic Poison (4%) Magic Weakness Magic Chaos (6%)
Heavy Doom Hammer (5) Magic Regeneration
(6%, effect 1)
Magic Mental Shield
(effect 1)
Magic Hold
Crystal Staff (5) Risk Evasion (7) Mana Up Magic Bless the Body
(effect 2)
Cursed Staff (6) Magic Hold Magic Poison (4%) Magic Weakness
Inferno Staff [C4] (?) Acumen Magic Silence Magic Paralysis
Paradia Staff (7) Magic Regeneration
(3%, effect 2)
Magic Mental Shield
(effect 3)
Magic Hold
Paagrio Hammer (7) Risk Evasion (6) Magic Poison (3%) Magic Weakness
Sage's Staff (7) Magic Hold Magic Poison (3%) Magic Weakness
Paagrio Axe (7) Mana Up Magic Weakness Magic Chaos (5%)
Deadman's Staff (8) Magic Regeneration
(3%, effect 2)
Magic Mental Shield
(effect 3)
Magic Hold
Demon's Staff (8) Magic Poison (4%) Magic Weakness Magic Chaos (5%)
Ghoul's Staff (8) Risk Evasion (6) Mana Up Magic Bless the Body
(effect 4)

Daggers

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Weapon (Crystal Level) Red Green Blue
Cursed Dagger (5) Critical Bleed (12%) Critical Poison (4%) Risk Haste (12%)
Dark Elven Dagger (5) Focus (90) Back Blow (109) Risk Haste
Soulfire Dirk [C4] (6) Mana Up Magic Silence (10%, effect 2) Magic Hold
Stiletto (6) Critical Bleed (12%) Critical Poison (4%) Risk Haste
Dark Screamer (7) Evasion (2) Focus (81) Critical Bleed (10%)
Grace Dagger (7) Evasion (2) Focus (81) Back Blow (97)
Crystal Dagger (8) Critical Bleed (10%) Critical Poison (3%) Critical Damage
Weapon (Crystal Level) Red Green Blue
Crystalized Ice Bow (5) Guidance (5) Evasion (2) Quick Recovery (12%)
Elemental Bow (5) Guidance (5) Miser Quick Recovery (14%)
Noble Elven Bow (6) Evasion (2) Miser Cheap Shot
Akat Long Bow (7) Guidance (4) Evasion (2) Miser
Eminence Bow (8) Guidance (4) Miser Cheap Shot

Fist Weapons

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Weapon (Crystal Level) Red Green Blue
Chakram (5) Critical Drain Critical Poison Risk Haste
Knuckle Duster (8) Risk Evasion Risk Haste Haste
Fist Blade (6) Risk Evasion Risk Haste Haste
Great Pata (8) Critical Drain Critical Poison Risk Haste

Polearms

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Weapon (Crystal Level) Red Green Blue
Orcish Glaive (5) Anger Critical Stun Long Blow
Scythe (5) Anger Critical Stun Light
Body Slasher (5) Critical Stun Long Blow Wide Blow
Bec de Corbin (6) Critical Stun Long Blow Light
Poleaxe (6) Critical Stun Long Blow Wide Blow
Widow Maker (7) Critical Stun Long Blow Wide Blow
Scorpion (7) Anger Critical Stun Long Blow
Orcish Poleaxe (8) Critical Stun Long Blow Wide Blow

Dual Swords

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Weapon When Enchanted to +4
Crimson Sword*Elven Long Sword Guidance (2)
Elven Sword*Elven Long Sword Critical Damage (61)
Sword of Revolution*Sword of Revolution Health
Sword of Revolution*Elven Long Sword Focus (50)
Elven Long Sword*Elven Long Sword Haste (4%)
Stormbringer*Stormbringer Guidance (2)
Stormbringer*Katana Health
Stormbringer*Raid Sword Haste (2%)
Stormbringer*Shamshir Critical Damage (49)
Stormbringer*Spirits Sword Focus (24)
Katana*Katana Haste (4%)
Katana*Raid Sword Critical Damage (84)
Katana*Spirits Sword Guidance (2)
Raid Sword*Raid Sword Haste (4%)
Shamshir*Katana Critical Damage (84)
Shamshir*Raid Sword Focus (40)
Shamshir*Shamshir Guidance (2)
Shamshir*Spirits Sword Health
Spirits Sword*Raid Sword Focus (40)
Spirits Sword*Spirits Sword Health

B Grade Weapons

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Swords

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Weapon (Crystal Level) Red Green Blue
Keshanberk (9) Guidance (5) Focus (68) Back Blow (56)
Sword of Valhalla [C4] (9) Acumen Magic Weakness Magic Regeneration
Sword of Damascus (10) Focus (64) Critical Damage (262) Haste (6%)

Twohanders

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Weapon (Crystal Level) Red Green Blue
Great Sword (9) Health Critical Damage (247) Focus (68)

Blunts

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Anger (28) Health Risk Focus (107)
Deadman's Glory (10) Anger (30) Health Haste (6%)
Art of Battle Axe (10) Health Risk Focus (99) Haste (6%)

Staffs

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Weapon (Crystal Level) Red Green Blue
Spirit's Staff (9) Magic Regeneration (30%) Magic Mental Shield (50%, effect 4) Magic Hold (10%, effect 4)
Staff of Evil Spirit (10) Magic Focus (20%, effect 3) Magic Bless Body (20%, effect 5) Magic Poison (6%, effect 7)

Daggers

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With C4, the Hell Knife got a new list of SA's, this time magic ones.

Weapon (Crystal Level) Red Green Blue
Hell Knife [C3] (9) Focus (71) Back Blow (86) Might Mortal (40%)
Hell Knife [C4] (9) Magic Regeneration Magic Mental Shield Magic Weakness
Kris (9) Evasion (2) Focus (71) Back Blow (86)
Demon Sword (10) Critical Bleed (10%, effect 6) Critical Poison (3%, effect 6)
Might Mortal (40%)
Weapon (Crystal Level) Red Green Blue
Dark Elven Longbow (9) Evasion (2) Critical Bleed (30%, effect 6) Miser (30%, -2 ss)
Bow of Peril (10) Guidance (3) Quick Recovery (13%) Cheap Shot (42%, -2 mp)

Fist Weapons

Weapon (Crystal Level) Red Green Blue
Arthro Nail (9) Critical Poison (7%) Risk Evasion (5) Risk Haste (10%)
Bellion Cestus (10) Critical Drain (14HP) Critical Poison (6%) Risk Haste (9%)

Polearms

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Weapon (Crystal Level) Red Green Blue
Great Axe (9) Anger (25) Critical Stun (14%) Light
Lance (10) Anger (26) Critical Stun (13%) Long Blow

Dual Swords

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Weapon When Enchanted to +4
Stormbringer*Caliburs Guidance (5)
Stormbringer*Sword of Limit Critical Damage (166)
Stormbringer*Sword of Delusion Health
Stormbringer*Sword of Nightmare Focus (76)
Stormbringer*Tsurugi Haste (7%)
Shamshir*Caliburs Guidance (4)
Shamshir*Sword of Limit Critical Damage (146)
Shamshir*Sword of Delusion Health
Shamshir*Sword of Nightmare Focus (65)
Shamshir*Tsurugi Haste (6%)
Katana*Caliburs Guidance (4)
Katana*Sword of Limit Critical Damage (146)
Katana*Sword of Delusion Health
Katana*Sword of Nightmare Focus (65)
Katana*Tsurugi Haste (6%)
Spirit Sword*Caliburs Guidance (4)
Spirit Sword*Sword of Limit Critical Damage (146)
Spirit Sword*Sword of Delusion Health
Spirit Sword*Sword of Nightmare Focus (65)
Spirit Sword*Tsurugi Haste (6%)
Raid Sword*Caliburs Guidance (4)
Raid Sword*Sword of Limit Critical Damage (146)
Raid Sword*Sword of Delusion Health
Raid Sword*Sword of Nightmare Focus (65)
Raid Sword*Tsurugi Haste (6%)
Stormbringer*Samurai Longsword Guidance (4)
Caliburs*Caliburs Critical Damage (127)
Caliburs*Sword of Limit Health
Caliburs*Sword of Delusion Focus (54)
Caliburs*Sword of Nightmare Haste (5%)
Caliburs*Tsurugi Guidance (4)
Sword of Limit*Sword of Limit Critical Damage (127)
Sword of Limit*Sword of Delusion Health
Sword of Limit*Sword of Nightmare Focus (54)
Sword of Limit*Tsurugi Haste (5%)
Sword of Delusion*Sword of Delusion Guidance (4)
Sword of Delusion*Sword of Nightmare Critical Damage (127)
Sword of Delusion*Tsurugi Health
Sword of Nightmare*Sword of Nightmare Focus (54)
Sword of Nightmare*Tsurugi Haste (5%)
Tsurugi*Tsurugi Focus (54)
Shamshir*Samurai Longsword Guidance (3)
Raid Sword*Samurai Longsword Focus (43)
Spirit Sword*Samurai Longsword Health
Katana*Samurai Longsword Critical Damage (106)
Caliburs*Samurai Longsword Haste (5%)
Sword of Limit*Samurai Longsword Guidance (3)
Sword of Delusion*Samurai Longsword Critical Damage (133)
Sword of Nightmare*Samurai Longsword Health
Tsurugi*Samurai Longsword Focus (52)
Samurai Longsword*Samurai Longsword Haste (4%)

A Grade Weapons

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Swords

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Weapon (Crystal Level) Red Green Blue
Elemental Sword (11) Magic Power (153) Magic Paralyze (5%) Empower (30)
Tallum Blade (11) Critical Poison (10%, effect 7) Haste (6%) Anger (31)
Sword of Miracles (12) Magic Power (167) Magic Silence (10%, effect 1) Acumen
Dark Legion (12) Critical Damage (326) Health Risk Focus (130)

Twohanders

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Weapon (Crystal Level) Red Green Blue
Dragon Slayer (12) Health Critical Bleed (24%, effect 7) Critical Drain (11hp)

Blunts

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Weapon (Crystal Level) Red Green Blue
Meteor Shower (11) Focus (61) Critical Bleed (24%, effect 7) Risk Haste (11%)
Elysian Axe (12) Health Anger Critical Drain

Staffs

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Weapon (Crystal Level) Red Green Blue
Dasparion's Staff (11) Mana Up Conversion Acumen
Branch of The Mother Tree (12) Conversion Magic Damage (30%, power 8) Acumen

Daggers

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Weapon (Crystal Level) Red Green Blue
Bloody Orchid (11) Focus (67) Back Blow (37%) Critical Bleed (12%, effect 7)
Soul Separator (12) Guidance (4) Critical Damage (200) Risk Haste (11%)
Weapon (Crystal Level) Red Green Blue
Carnage Bow (11) Light Critical Bleed (35%, effect 7) Mana Up
Soul Bow (12) Cheap Shot (38%, 2MP) Quick Recovery (15%) Critical Poison (18%, effect 7)

Fist Weapons

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Weapon (Crystal Level) Red Green Blue
Blood Tornado (11) Haste (6%) Focus (61) Anger (38)
Dragon Grinder (12) Risk Evasion (6) Guidance (5) Health

Polearms

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Weapon (Crystal Level) Red Green Blue
Halberd (11) Haste Critical Stun (15%) Wide Blow
Tallum Glaive (12) Guidance (4) Health Wide Blow

Dual Swords

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Weapon When Enchanted to +4
Keshanberk*Keshanberk Haste (8%)
Keshanberk*Sword of Damascus Health
Sword of Damascus*Sword of Damascus Guidance (6)

S Grade Weapons

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All C4 information needs confirmation yet, its just taken from official page.

Swords

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Weapon (Crystal Level) Red Green Blue
Forgotten Blade (13) Haste (7%) Health Focus (84)

Twohanders

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Weapon (Crystal Level) Red Green Blue

Blunts

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Weapon (Crystal Level) Red Green Blue
Arcana Mace (13) Acumen MP Regeneration Mana Up
Basalt Battlehammer (13) HP Drain (3%) Health HP Regeneration

Staffs

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Weapon (Crystal Level) Red Green Blue
Imperial Staff (13) Empower (60) MP Regeneration Magic Hold (20%)
Dragon Hunter Axe (13) HP Regeneration Health HP Drain (4%)

Daggers

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Weapon (Crystal Level) Red Green Blue
Angel Slayer (13) Crt. Damage (265) HP Drain (3%) Haste (7%)
Weapon (Crystal Level) Red Green Blue
Draconic Bow (13) Cheap Shot (26%) Focus (88) Crt. Slow

Fist Weapons

[edit | edit source]
Weapon (Crystal Level) Red Green Blue
Demon Splinter (13) Focus (80) Health Crt. Stun (25%)

Polearms

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Weapon (Crystal Level) Red Green Blue
Saint Spear (13) Health Guidance (5) Haste (7%)

Dual Swords

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Weapon When Enchanted to +4
Tallum Blade*Dark Legion’s Edge Max HP +15%, Max MP +20%, Max CP +30%

Hero Weapons

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Hero weapons have their SA already. They are only available to Noblesses who won the Olympiad, and will get lost after a month again. They consume s-grade shots and cannot be enchanted, sold, dropped, or given away.

As there is no source in the internet stating their P.Atk / M.Atk, this is specified here as well.

Warning: The effect lists are compiled from the item descriptions. As these are formulated in very bad english, misinterpretations are easily possible. Also its not guaranteed that the weapons really work the way which has been descibed.

Weapon P.Atk M.Atk Effects
Infinity Blade (Sword) 297 137
  • On Critical, lowers P.Def of target.
  • Increased power of debuff skills.
  • Increased Damage Shield.
  • Increased HP/MP/CP.
  • Increased Shield Defense Rate.
Infinity Cleaver (Twohander) 361 137
  • Critical Damage.
  • Increased Max HP/MP/CP.
  • Critical Chance.
  • Critical Power.
  • Chance of Reflected Skill.
Infinity Axe (Blunt) 297 137
  • Critical Bleed.
  • Increased Damage Shield.
  • Increased Max HP/MP/CP.
  • Increased Shield Defense Rate.
Infinity Rod (Blunt) 238 182

If good magic is cast on target:

  • Increased Max MP/CP.
  • Increased Castspeed.
  • Increased MP Regeneration.
  • Recover Health completely.
Infinity Crusher (Staff) 361 137
  • Increased Max HP/CP.
  • Increased Atk.Speed.
  • Critical Stun.
  • Chance of Reflected Skill.
Infinity Scepter (Staff) 290 182
  • Increased Max MP/CP.
  • Increased M.Atk.
  • Lower MP Consumption.
  • Increased Mag Critical.
  • Reduced Mag Cancel Rate.
  • When casting good magic: Chance to recover health completely.
Infinity Stinger (Dagger) 260 137
  • Increased Max MP/CP
  • Increased Atk.Speed
  • Increased MP Regeneration Rate.
  • Increased success rate of dagger skills.
  • Critical Silence.
  • Vampiric Rage.
Infinity Fang (Dual Fists) 361 137
  • Increased Max HP/MP/CP.
  • Increased Evasion.
  • Critical Stun.
  • Chance of Reflected Skill.
Infinity Bow (Bow) 614 137
  • Increased Max MP/CP.
  • Decreased Reuse Delay.
  • Cheap Shot.


Attack Speed: Slow.

Infinity Wing (Dual Sword) 361 137
  • On Critical: Increases Max HP/MP/CP.
  • On Critical: Increases Critical Chance.
  • Silence
  • Chance of Reflected Skill.
Infinity Spear (Polearm) 297 137
  • On Critical: Increased Max HP/CP.
  • On Critical: Increased Atk.speed.
  • On Critical: Increased Accuracy.
  • Casts Cancel on target.
  • Chance of Reflected Skill.

All Hero Weapons have increased damage to target during PvP.


Items/Armor Sets

In Lineage 2, a specific combination of armor items can give special set bonuses in Lineage 2. In this fashion a set of armor might be more suited for an archer, or a nuker, or even a tank by changing statistics in a predictable way.

For activating all armor sets up to c-grade, one simply has to have all items of those sets. For b-grade sets, the warsmith in Giran has to unseal the Gloves and the Boots for the specific set; this costs nothing and is mainly because they look different on each set. From a-grade on, ALL items of the set have to be unsealed, and this costs quite a sum of ancient adena, too. The Blacksmith of Mammon does this unsealing.

Table of Content

  1. Non-Grade Armor Sets
  2. D Grade Armor Sets
  3. C Grade Armor Sets
  4. B Grade Armor Sets
  5. A Grade Armor Sets
  6. S Grade Armor Sets
  7. Boss Mob Jewelry

(The large number of sets makes the standard Wikibooks TOC template too large and unwieldly to be utilized here. However, contributors still can link directly to a set in other articles by using the anchors, like so: [[Lineage_2/Items/Armor_Sets#Wooden_Set]] )


Non-Grade Armor Sets

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Devotion Set

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Effects:

  • +15% casting speed
Head Top Bottom
Leather Helmet Tunic of Devotion Stockings of Devotion
Gloves Boots Shield
- - -

Wooden Set

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Effects:

  • +20 P.Def
  • +41 HP
Head Top Bottom
Wooden Helmet Wooden Breastplate Wooden Gaiters
Gloves Boots Shield
- - -


D Grade Armor Sets

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Brigandine Set

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Effects:

  • +153 HP
  • +5% PDef
  • +20 HP with Brigandine Shield
Head Top Bottom
Brigandine Helmet Brigandine Tunic Brigandine Gaiters
Gloves Boots Shield
- - Brigandine Shield


Elven Mithril Set

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Total MP: 274

Effects:

  • -1 INT
  • +1 WIT
  • +7 movement speed
Head Top Bottom
- Mithril Tunic Mithril Stockings
Gloves Boots Shield
Elven Mithril Gloves - -


Knowledge Set

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Total MP: 239

Effects:

  • +10% M.Atk.
  • -5% MP regeneration
  • +5% Magic Defense
Head Top Bottom
- Tunic of Knowledge Stockings of Knowledge
Gloves Boots Shield
Gloves of Knowledge - -


Manticore Skin Set

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Effects:

  • +91 MP
Head Top Bottom
- Manticore Skin Shirt Manticore Skin Gaiters
Gloves Boots Shield
- Manticore Skin Boots -


Mithril Set

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Effects:

  • +20 Poison Resistance
  • +126 HP with Hoplon Shield
Head Top Bottom
Helmet Mithril Breastplate Mithril Gaiters
Gloves Boots Shield
- - Hoplon

Reinforced Leather Set

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Effects:

  • +80 MP
Head Top Bottom
- Reinforced Leather Shirt Reinforced Leather Gaiters
Gloves Boots Shield
- Reinforced Leather Boots -


C Grade Armor Sets

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Chain Set

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Effects:

  • +198 HP
  • +5 to Dagger Defense with Chain Shield
Head Top Bottom
Chain Hood Chain Mail Shirt Chain Gaiters
Gloves Boots Shield
- - Chain Shield


Composite Set

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Effects:

  • +5795 Weight Capacity
  • +5.26% M. Def with Shield
Head Full Body
Composite Helmet Composite Armor
Gloves Boots Shield
- - Composite Shield


Demon Set

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Total MP: 461

Effects:

  • -270 HP
  • +4 INT
  • -1 WIT
Head Top Bottom
- Demon's Tunic Demon's Stockings
Gloves Boots Shield
Demon's Gloves - -


Divine Set

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Total MP: 510 (+170)

Effects:

  • +170 MP
  • +5.24% P.Def
  • -1 INT
  • +1 WIT
Head Top Bottom
- Divine Tunic Divine Stockings
Gloves Boots Shield
Divine Gloves - -


Drake Leather Set

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Effects:

  • +5% M.Def
Head Full Body
- Drake Leather Armor
Gloves Boots Shield
- Drake Leather Boots -


Full Plate Set

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Effects:

  • +270 HP
  • +5.24% shield defense rate with Full Plate Shield
Head Full Body
Full Plate Helmet Full Plate Armor
Gloves Boots Shield
- - Full Plate Shield


Karmian Set

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Total MP: 366

Effects:

  • +5.24% P.Def
  • +15% Casting Speed
Head Top Bottom
- Karmian Tunic Karmian Stockings
Gloves Boots Shield
Karmian Gloves - -


Plated Leather Set

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Effects:

  • +4 STR
  • -1 CON
Head Top Bottom
- Plated Leather Plated Leather Gaiters
Gloves Boots Shield
- Plated Leather Boots -


Tempered Mithril Set

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Effects:

  • +4 Evasion
Head Top Bottom
- Mithril Shirt Tempered Mithril Gaiters
Gloves Boots Shield
- Mithril Boots -


Theca Leather Set

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Effects:

  • +5% P.Def
Head Top Bottom
- Theca Leather Armor Theca Leather Gaiters
Gloves Boots Shield
- Theca Leather Boots -


B Grade Armor Sets

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Avadon Heavy Set

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Total P.Def: 399

Effects:

  • +249 HP
  • +24% Shield Defense with Avadon Shield
Head Top Bottom
Avadon Circlet Avadon Breastplate Avadon Gaiters
Gloves Boots Shield
Avadon Gloves Avadon Boots Avadon Shield


Avadon Light Set

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Total P.Def: 335

Effects:

  • +5.25% M.Def
  • +5795 Weight Capacity
Head Full Body
Avadon Circlet Avadon Leather Mail
Gloves Boots Shield
Avadon Gloves Avadon Boots -


Avadon Robe Set

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Total P.Def: 271
Total MP: 561

Effects:

  • +5.24% P.Def
  • +15% Casting Speed
Head Full Body
Avadon Circlet Avadon Robe
Gloves Boots Shield
Avadon Gloves Avadon Boots -


Blue Wolf Heavy Set

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Effects:

  • +7 Speed
  • +5.24% HP Regeneration
  • +3 STR
  • -1 CON
  • -2 DEX
Head Top Bottom
Blue Wolf Helmet Blue Wolf Breastplate Blue Wolf Gaiters
Gloves Boots Shield
Blue Wolf Gloves Blue Wolf Boots -


Blue Wolf Light Set

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Effects:

  • +5.24% P.Def
  • +15% Casting Speed
  • -2 INT
  • +3 MEN
  • -1 WIT
Head Full Body
Blue Wolf Helmet Blue Wolf Leather Mail
Gloves Boots Shield
Blue Wolf Gloves Blue Wolf Boots -


Blue Wolf Robe Set

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Total P.Def: 289
Total MP: 613 (+206)

Effects:

  • +206 MP
  • +5.24% MP Regeneration
  • -2 INT
  • -1 MEN
  • +3 WIT
Head Top Bottom
Blue Wolf Helmet Blue Wolf Tunic Blue Wolf Stockings
Gloves Boots Shield
Blue Wolf Gloves Blue Wolf Boots -


Doom Plate Heavy Set

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Total P.Def: 424

Effects:

  • +320 HP
  • Waterbreath
  • -3 STR
  • +3 CON
  • +24% Shield Defense with Doom Shield
Head Full Body
Doom Helmet Doom Plate Armor
Gloves Boots Shield
Doom Gloves Boots of Doom Doom Shield


Doom Light Set

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Effects:

  • +2.7% Patk
  • +2.5% MPregen
  • -1 STR
  • -2 CON
  • +3 DEX
  • -20% Poison chance
  • Waterbreath
Head Full Body
Doom Helmet Leather Armor of Doom
Gloves Boots Shield
Doom Gloves (Light) Boots of Doom (Light) -


Doom Robe Set

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Total P.Def: 289
Total MP: 613

Effects:

  • +7 Speed
  • Waterbreath
  • +5.24% MP Regeneration
  • +2 INT
  • +1 MEN
  • -3 WIT
Head Top Bottom
Doom Helmet Doom TunicDoom Stockings
Gloves Boots Shield
Doom Gloves Boots of Doom -


Zubei Heavy Set

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Total P.Def: 404

Effects:

  • +5.24% P.Def
  • +294 HP
Head Top Bottom
Zubei Helmet Zubei Breastplate Zubei Gaiters
Gloves Boots Shield
Zubei Gauntlets Zubei Boots -


Zubei Light Set

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Total P.Def: 345

Effects:

  • +4 Evasion
Head Top Bottom
Zubei Helmet Zubei Leather Shirt Zubei Leather Gaiters
Gloves Boots Shield
Zubei Gauntlets Zubei Boots -


Zubei Robe Set

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Total P.Def: 285
Total MP: 561

Effects:

  • +10% Magic attack power
  • -5% Mana regeneration
Head Top Bottom
Zubei Helmet Zubei Tunic Zubei Stockings
Gloves Boots Shield
Zubei Gauntlets Zubei Boots -

A Grade Armor Sets

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Dark Crystal Heavy Set

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Total Armour: 435 P.Def

Effects:

  • +4% to Amount Healed
  • -50% Paralysis Chance
  • -2 STR
  • +2 CON
  • +18% Shield Defense with Dark Crystal Shield
Head Top Bottom
Dark Crystal Helmet Dark Crystal Breastplate Dark Crystal Gaiters
Gloves Boots Shield
Dark Crystal Gloves Dark Crystal Boots Dark Crystal Shield


Dark Crystal Light Set

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Total P.Def: 368

Effects:

  • +6% to P.Atk
  • +4% P.Attack Speed
  • -50% Paralysis Chance
  • +1 STR
  • -1 CON
Head Top Bottom
Dark Crystal Helmet Dark Crystal Leather Mail Dark Crystal Leggings
Gloves Boots Shield
Dark Crystal Gloves Dark Crystal Boots -


Dark Crystal Robe Set

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Total P.Def: 320
Total MP: 665

Effects:

  • +8% to P.Def
  • +15% magic casting speed
  • +7% to movement speed
  • slight reduction in spell cancellation probability
  • -50% Paralysis Chance
  • +2 WIT
  • -2 MEN
Head Top Bottom
Dark Crystal Helmet Dark Crystal Robe -
Gloves Boots Shield
Dark Crystal Gloves Dark Crystal Boots -


Majestic Heavy Set

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Total P.Def: 460

Effects:

  • +4% P.Atk
  • +3 Accuracy
  • -50% Stun Chance
  • +2 STR
  • -2 CON
Head Full Body
Majestic Circlet Majestic Plate Armor
Gloves Boots Shield
Majestic Gauntlets Majestic Boots -


Majestic Light Set

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Total P.Def: 387

Effects:

  • +240 MP
  • +8% P.Atk with Bow
  • +5759 Weight Capacity
  • -50% Stun Chance
  • +1 DEX
  • -1 CON
Head Full Body
Majestic Circlet Majestic Leather Mail
Gloves Boots Shield
Majestic Gauntlets Majestic Boots -


Majestic Robe Set

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Total P.Def: 313
Total MP: 718 (+240)

Effects:

  • +240 MP
  • +15% Casting Speed
  • +8% MP Regeneration
  • -50% Stun Chance
  • +1 MEN
  • -1 INT
Head Full Body
Majestic Circlet Majestic Robe
Gloves Boots Shield
Majestic Gauntlets Majestic Boots -


Nightmare Heavy Set

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Total P.Def: 460

Effects:

  • +4% P.Atk
  • -70% Sleep/Hold Chance
  • +2 CON
  • -2 DEX
  • 5% Melee Damage Reflected with Shield of Nightmare
Head Top Bottom
Helmet of Nightmare Armor of Nightmare -
Gloves Boots Shield
Gauntlets of Nightmare Boots of Nightmare Shield of Nightmare

Nightmare Light Set

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Total P.Def: 387

Effects:

  • +4% M.Def
  • -70% Sleep/Hold Chance
  • 3% Vampiric Rage
  • +1 DEX
  • -1 CON
Head Full Body
Helmet of Nightmare Nightmare Leather Mail
Gloves Boots Shield
Gauntlets of Nightmare Boots of Nightmare -


Nightmare Robe Set

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Total P.Def: 313
Total MP: 718

Effects:

  • +4% MP Regeneration
  • +8% M.Atk
  • -70% Sleep/Hold Chance
  • +2 INT
  • -2 WIT
Head Full Body
Helmet of Nightmare Robe of Nightmare
Gloves Boots Shield
Gauntlets of Nightmare Boots of Nightmare -


Tallum Heavy Set

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Total Armour: 435 P.Def

Effects:

  • +8% P.Attack Speed
  • +5759 Weight Capacity
  • -80% Poison/Wounds Chance
  • +2 STR
  • -2 CON
Head Full Body
Tallum Helmet Tallum Plate Armor
Gloves Boots Shield
Tallum Gloves Tallum Boots -


Tallum Light Set

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Total P.Def: 370

Effects:

  • +8% MP Regen
  • +222 MP
  • -80% Poison/Wounds Chance
  • +2 MEN
  • -2 WIT

- TODO -


Tallum Robe Set

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Total Armour: 300 P.Def
Total MP: 665

Effects:

  • +15% Casting Speed
  • +8% M.Def
  • -80% Poison/Wounds Chance
  • +2 WIT
  • -2 INT
Head Upper Body Lower Body
Tallum Helmet Tallum Tunic Tallum Stockings
Gloves Boots Shield
Tallum Gloves Tallum Boots


S Grade Armor Sets

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Imperial Crusader Set

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Total P.Def: 526 (507 while sealed), Shield: 290 (276 while sealed)

Effects:

  • +8% P.Def
  • -70% Chance of Sleep/Hold
  • +445 HP
  • +2 STR
  • -2 DEX
  • -80% Chance of Poison/Bleed with Imperial Cursader Shield
Head Upper Body Lower Body
Imperial Crusader Helmet Imperial Crusader Breastplate Imperial Crusader Gaiters
Gloves Boots Shield
Imperial Crusader Gloves Imperial Crusader Boots Imperial Crusader Shield

Draconic Leather Set

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Total P.Def: 442 (429 while sealed)

Effects:

  • +4% P.Atk
  • +4% Atkspeed
  • +289 MP
  • +5759 Weight Capacity
  • +1 STR
  • +1 DEX
  • -2 CON
Head Full Body
Draconic Leather Helmet Draconic Leather Armor
Gloves Boots Shield
Draconic Leather Gloves Draconic Leather Boots -


Major Arcana Set

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Total P.Def: 359 (350 while sealed)
Total MP: +866 (0 while Robe is sealed)

Effects:

  • +8% M.Atk
  • +7 Speed
  • -50% Casting Interruption
  • -50% Chance of Stun
  • +5759 Weight Capacity
  • +1 INT
  • +1 WIT
  • -2 MEN
Head Full Body
Major Arcana Helmet Major Arcana Robe
Gloves Boots Shield
Major Arcana Gloves Major Arcana Boots -


Boss Mob Jewelry

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Earring of Antharas

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Grade: S
M.Def: 71

Effects:

  • +31 MP
  • +80 Resistance to Bleeding
  • +60% Resistance to Stun
  • +60% Resistance to Silence
  • Increased Resistance to earth-type attack
  • Increased Amount of Heal
  • Decreased MP consumption
  • Vampiric Rage

Ring of Baium

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Grade: S
M.Def: 48

Effects:

  • +21 MP
  • +80% Resistance to Poison
  • +60% Resistance to Hold
  • Increased Accuracy
  • Increased Critical Damage
  • Increased Atk.Speed
  • Increased Castspeed
  • Increased Critical Chance

Ring of Core

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Grade: A
M.Def: 48

Effects:

  • +21 MP
  • +40% Resistance to Poison
  • Increased Accuracy


Earring of Orfen

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Grade: A
M.Def: 71

Effects:

  • +31 MP
  • +40% Resistance to Bleeding
  • Increased Amount of Heal


Ring of Queen Ant

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Grade: B
M.Def: 48

Effects:

  • +21 MP
  • +60% Resistance to Poison
  • +40% Resistance to Hold
  • Increased Accuracy
  • Increased Critical Damage


changes your hair

Necklace of Valakas

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Grade: S
M.Def: 95

Effects:

  • +42 MP
  • +445 HP
  • +80% Resistance to Sleep
  • Resistance to Fire
  • Decrease in Reuse Delay
  • Increased P.Atk
  • Increased M.Atk
  • Wild Magic
  • Damage Shield


Zaken's Earring

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Grade: S
M.Def: 71

Produces the following effects: MP + 31, 60% increase in resistance to bleeding, increase in the amount of heal, vampiric rage, and 60% increase in resistance to stun/silence. Effects:

  • +31 MP
  • +60% Resistance to Bleed
  • +60% Resistance to Stun
  • +60% Resistance to Silence
  • Increased Amount of Heal
  • Vampiric Rage


Combat

Introduction

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In Lineage 2, combat is your primary occupation. You find the monsters in this world, and you fight them; you find other PCs in the world, and you can fight them. This section deals with how to fight them.

As some of these are more in the nature of guides, this page serves as a hub to link to the sub-articles. Please feel free to add to these, as we would like to share the experiences of players of the game.

Articles

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The Mechanics of Hate

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Main Article

An important but very subtle concept in Lineage 2 is the idea that mobs work on Hate. Yes, the mobs actually do hate you, the PC.

However, Hate, for the lack of a better term, is a critical decision-making factor for the mob AI, and as such we need to understand it in order to be more efficient in our hunting. The full article is here, for your perusal.

Soloing in a Party World

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In Lineage 2, the emphasis is on finding parties to hunt together. But it's not always possible to do so, and you often would end up hunting alone. Here is a collection of articles to help gamers maximize their solo hunts:

  1. Solo Play Guide by Lynx7725

To Do

[edit | edit source]

Tactics for hunting, why hunt, partying vs solo. Please feel free to expand.


Quests

This will be a list of quests and will include name, starting location, starting level, party or solo, repeatable or one time, and reward. A walkthrough to each quest may come later and should be done on a separate page for each quest.

Repeatable Quests

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Arrow of Vengeance Quest

[edit | edit source]

Starting Location: Guard Belton, West Entrance to Giran
Starting Level: 32
Race: Any
Class: Any
Reward: Adena
Walkthrough:

This is a fairly straightforward repeatable quest. Speak to Guard Belton at the north entrance of Giran. He will tell you to gather Medusa's Poison, Wyrm's Tooth and Harpy's Feather so that he can create arrows to kill Antharas.

Go into Dragon Valley or, for lower levels, go towards Giran Castle. Between the road to Giran Castle and Dragon Valley is Gorgon's Flower Garden. Here you can find Medusas, Wyrms and Harpies. Hunt them and they will drop the relevant items.

Once you have your fill of items, bring them back to Guard Belton and he will reward you with adena. You don't need to have a full set; partials will do. Harpy Feather fetches around 97a per item. (To Do: Figure out how much the reward is for Medusa's Poison and Wyrm's Tooth.)

Drops of items are not guaranteed, and is about 50% for Harpies. Medusas and Wyrms have higher drops rates. Note that all three mobs are (reputedly) aggressive, although Wyrms seems more passive than the rest. Specifics on the mobs:

  • Medusas have a Poison attack at Level 3, Intensity 6; this will take almost 1000 HP off, so make sure you have antidotes.
  • Harpies have a Reduction in Movement spell which is annoying but hardly fatal (unless you are very careless).
  • Wyrms have a nasty nasty Fireball spell that can knock off 500+ HP if you have poor magical defenses.

Coin of Magic Quest

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Starting Location: Warehouse Keeper Sorint, Hunters Village

Starting Level: 40

Race: Any

Class: Any

Walkthrough: Click here

Lets Become a Royal Member!

[edit | edit source]

Starting Location: Warehouse Keeper Sorint, Hunters Village

Starting Level: 55

Race: Any

Class: Any

Walkthrough: Click here

Kail's Magic Coins

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Starting Location: Head Blacksmith Vergara, Hunters Village

Starting Level: 55

Race: Any

Class: Any

Walkthrough: Click here

Little Wing

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Starting Location: Pet Manager Cooper, Giran Castle Town

Starting Level: 35

Race: Any

Class: Any

Walkthrough: Click here


Crafting

Introduction to the Lineage 2 Crafting System

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Up to C3, only dwarves can craft (in C4 there is "Common Craft" for everyone, but thats for fishing). While Bounty Hunters gain only craft level 1 and are limited to rather useless nograde items as well as the 5 most basic material recipes, only the Warsmith really has full access to the craft system.

To be able to craft, one needs to have the corresponding recipe in the recipe book of the dwarf, as well as the necessary ingredients in the inventory.

Recipes

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There are 5 kinds of recipes, most importantly materials and items, and then the special cases: arrows, shots, and compressed packages.

  • Material recipes are the simplest form, they just transform a number of lesser materials into one higher material.
  • Item recipes are much more complicated. To create an item, you need the special key materials for that item, as well as a large number of normal materials, and crystals and gemstones of the corresponding grade.
  • Arrow recipes are just like material recipes, only that the result isn't used for crafts.
  • Shot recipes require only crystals and the corresponding ore (soul or spirit) as input.
  • Compressed package recipes take the corresponding number and kind of shots and a number of Rope of Magic of the grade as input.

Ingredients

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These are the kinds of ingredients one needs to craft.

  • Crystals can be won by crystalizing items (weapons, armor, jewelry) of a certain grade; only Warsmiths can crystalize.
  • Key materials (key mats) are specific to a certain item and drop only at specific mobs, one has to collect enough of them before one can create a specific item.
  • Materials (mats) are general and drop at many places, but one needs usually a lot of them in any recipe.
  • Gemstones are only needed for items, are specific to a certain grade (there are however no no-grade gemstones) and can be bought at the shop.
  • Recipes themselves are ingredients beginning from b-grade upward.
  • Spirit Ore and Soul Ore are only needed for shots and can be bought at the shop.
  • Rope of Magic are only used for Compressed Packages of shots, come in different versions, each for one specific grade, and can be bought at the shop.

Materials

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One of the most important issues in crafting is getting the right ingredients, and materials are the largest part of them. If you do not have some material of a type, you might want to make them from some lower materials. For this you need the right material recipe. As there are 29 material recipes, and the recipe book has only a total of 50 entries, it is a good idea to let Bounty Hunters handle the 5 material recipes of craft level 1, to get more space in the Warsmith recipe book.

In any case, it is generally much faster to get the higher material as a drop or spoil instead of collecting the lower materials and crafting them.

Too, do not transform any material into higher versions before you really need them, so you have the lower version if required.

The most sought after materials are usually Coarse Bone Powder, High Grade Suede, Crafted Leather, and Stones of Purity.

The Cord and Metallic Fiber recipes produce more than one item as output.

Name [(Count)] Ingredients Required for (Count) Drops
Raw materials
Adamantite Nugget - 4: Artisan's Frame (10)
5: Leolin's Mold (15)
Yes
Animal Bone - 1: Coarse Bone Powder (10) Yes
Animal Skin - 1: Leather (6) Yes
Asofe - 6: Maestro Mold (5) Yes
Charcoal - 1: Cokes (3) Yes
Coal - 1: Cokes (3)
2: Steel Mold (5)
4: Crafted Leather (1)
Yes
Enria - 6: Craftsman Mold (5), Warsmith's Mold (5) Yes
Iron Ore - 1: Steel (5)
2: Steel Mold (5)
4: Metal Hardener (10), Metallic Thread (5)
Yes
Mithril Ore - 4: Blacksmith's Frame (10), Mithril Alloy (1), Durable Metal Plate (5) Yes
Mold Glue - 6: Maestro Anvil Lock (4), Maestro Mold (10), Warsmith's Holder (10) Yes
Mold Hardener - 6: Craftsman Mold (20), Maestro Holder (10), Warsmith's Mold (10) Yes
Mold Lubricant - 6: Arcsmith's Anvil (20), Maestro Anvil Lock (4), Maestro Holder (10) Yes
Oriharukon Ore - 2: Synthetic Cokes (1)
4: Oriharukon (4)
Yes
Silver Nugget - 2: Silver Mold (10)
4: Metallic Fiber (15), Oriharukon (12)
Yes
Stem - 1: Braided Hemp (5)
4: Metal Hardener (10)
Yes
Stone of Purity - 2: Varnish of Purity (1) Yes
Suede - 2: High Grade Suede (3) Yes
Thread - 2: Compound Braid (5), Cord (25)
4: Metallic Thread (10)
6: Warsmith's Holder (20)
Yes
Thons - 6: Arcsmith's Anvil (10) Yes
Varnish - 1: Steel (5)
2: Varnish of Purity (3)
4: Metal Hardener (10)
Yes
Craft Level 1
Braided Hemp 5 Stem 2: Compound Braid (5), Silver Mold (5), Steel Mold (5) Yes
Coarse Bone Powder 10 Animal Bone 2: High Grade Suede (1), Varnish of Purity (3) Yes
Cokes 3 Coal
3 Charcoal
2: Silver Mold (5), Synthetic Cokes (3) Yes
Leather 6 Animal Skin 4: Crafted Leather (4) Yes
Steel 5 Varnish
5 Iron Ore
2: Cord (2)
4: Mithril Alloy (2)
Yes
Craft Level 2
Compound Braid 5 Braided Hemp
5 Thread
  Yes
Cord (20) 2 Steel
25 Thread
4: Crafted Leather (4), Metallic Fiber (20)
5: Leolin's Mold (40)
Yes
High Grade Suede 1 Coarse Bone Powder
3 Suede
Yes
Silver Mold 5 Braided Hemp
5 Cokes
10 Silver Nugget
4: Blacksmith's Frame (1) No
Steel Mold 5 Braided Hemp
5 Iron Ore
5 Coal
4: Artisan's Frame (1) No
Synthetic Cokes 3 Cokes
1 Oriharukon Ore
4: Oriharukon (1)
6: Maestro Anvil Lock (4)
No
Varnish of Purity 3 Coarse Bone Powder
3 Varnish
1 Stone of Purity
4: Artisan's Frame (5), Blacksmith's Frame (5), Mithril Alloy (1)
6: Maestro Holder (10)
No
Craft Level 4
Artisan's Frame 1 Steel Mold
5 Varnish of Purity
10 Adamantite Nugget
6: Warsmith's Mold (1) No
Blacksmith's Frame 1 Silver Mold
5 Varnish of Purity
10 Mithril Ore
6: Maestro Mold (1) No
Crafted Leather 4 Cord
4 Leather
4 Coal
  Yes
Metal Hardener 10 Stem
10 Varnish
10 Iron Ore
  Yes
Metallic Fiber (20) 20 Cord
15 Silver Nugget
  Yes
Metallic Thread 10 Thread
5 Iron Ore
4: Durable Metal Plate (5) Yes
Mithril Alloy 1 Varnish of Purity
2 Steel
1 Mithril Ore
  No
Oriharukon 1 Synthetic Cokes
12 Silver Nugget
4 Oriharukon Ore
  No
Durable Metal Plate
(C3: Reinforced Metal Plate)
5 Metallic Thread
5 Mithril Ore
5: Leolin's Mold (10) Yes
Craft Level 5
Leolin's Mold 40 Cord
10 Durable Metal Plate
15 Adamantite Nugget
  No
Craft Level 6
Arcsmith's Anvil 3 Maestro Anvil Lock
20 Mold Lubricant
10 Thons
  No
Craftsman Mold 2 Artisan's Frame
20 Mold Hardener
5 Enria
  No
Maestro Anvil Lock 4 Synthetic Cokes
4 Mold Glue
4 Mold Lubricant
6: Arcsmith's Anvil (3) No
Maestro Holder 10 Varnish of Purity
10 Mold Lubricant
10 Mold Hardener
6: Warsmith's Holder (2) No
Maestro Mold 1 Blacksmith's Frame
10 Mold Glue
5 Asofe
  No
Warsmith's Holder 2 Maestro Holder
10 Mold Glue
20 Thread
  No
Warsmith's Mold 1 Artisan's Frame
10 Mold Hardener
5 Enria
No

Items

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Items are either weapons, armor, or jewelry. Weapons are much more expensive to craft than the rest, still getting the key materials and recipes for any item can be very time consuming.

Changes with C4

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The material "Reinforced Metal Plate" has been renamed to "Durable Metal Plate".

Example Crafts

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For illustration, let us create two weapons. Don't panic because of the high requirements for them, weapons are the most resource intensive items to craft; armor and assessoires are a lot cheaper to get. It is something like "resources for a single weapon" = "resources for a complete set of armor and assessoires".

Please remember that, unless you are using your own warsmith, you also have to pay the one who actually crafts your item. That is how they make money, after all.

Example 1: Staff of Life

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The Staff of Life is the best d-grade wizard weapon. There are others with the same matk, but only the Staff of Life is onehanded and can therefore be combined with a shield for additional protection. And it is a very beautiful weapon, too.

We browse www.lineage2.com for the recipe and get the following ingrediends:

  • Craft Level 4: Staff of Life
    • 8 Staff of Life Shaft
    • 130 Steel
    • 260 Coarse Bone Powder
    • 130 Braided Hemp
    • 550 Crystal: D Grade
    • 185 Gemstone D

The weapon is craft level 4, which means you need to have at least a level 36 artisan for it. If your warsmith does not have the recipe, you have to get one first. Then you have to farm for the shafts.

If you do not have enough Steel, you need 5 Varnish and 5 Iron Ore to make one. If you do not have enough Coarse Bone Powder, you need 10 Animal Bones to create another one. If you do not have enough Braided Hemp, you need 5 Stem for one. All these are craft level 1 and can be converted by any Bounty Hunter who knows his job and has learned these recipes. A Warsmith might be unable, as they have only very limited space in their recipe books, so they rather leave the level 1 mat recipes to the Bounty Hunters.

Example 2: Lance

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The Lance is the better one of the two b-grade polearms. Again you browse www.lineage2.com for the recipe. There are two versions: one succeeds always and the other succeeds in 60% of all tries. Lets assume you decide to take no risk and go for the 100% version.

  • Craft Level 7: Lance
    • Recipe: Lance (100%) (Yes, this is part of the ingredients, you need a new recipe for every lance)
    • 13 Lance Blade
    • 4 Maestro Holder
    • 232 Mithril Alloy
    • 116 Synthetic Cokes
    • 58 High Grade Suede
    • 58 Enria
    • 291 Crystal: B Grade
    • 98 Gemstone B

First thing you have to make sure is if the Warsmith in question (You get Craft level 7 at level 55 as a Warsmith) already has learned the lance 100% recipe, and if he is planning to keep it for a while. This is actually not unlikely, as almost every warrior - except maybe archers - wants to have a polearm, so the lance 100% recipe is quite likely to be kept. Lets assume however that the warsmith does NOT have this recipe in his recipe book. As from b-grade on the recipe is not only to be known by the dwarf, but also a part of the ingredients, that actually means you have to get the recipe TWICE - once for the warsmith to add it to his recipe book, and another one for the actual crafting. If you want 2 or 3 lances for trying overenchanting, you then correspondingly need 3 or 4 recipes. By the way, if you plan that, the 60% recipes might overall be better for you - just get more of them and (hopefully) save a lot of other materials required.

The second thing you need are the key materials. As it is a top b-grade item, you need 13 of them. To find them, you have to check www.l2wh.com for their drops (or, often much better: spoils).

Then you care for the ingredients. Maestro Holder are craft only, therefore you have to provide the materials to craft them. Unfortunately they require Varnish of Purity, which are AGAIN craft only, so you have to provide the materials for those, too:

  • 4 Maestro Holder
    • 40 Varnish of Purity
      • 120 Coarse Bone Powder
      • 120 Varnish
      • 40 Stone of Purity
    • 40 Mold Lubricant
    • 40 Mold Hardener

So you need to have 120 Coarse Bone Powders, 120 Varnish, 40 Stone of Purity, 40 Mold Lubricant and 40 Mold Hardener to create the required 4 Maestro Holders. Only the Coarse Bone Powders can be created from Animal Bones, the rest are true drops.

This game repeats with the following 3 entries Mithril Alloy, Synthetic Cokes and High Grade Suede. You also need the required Enria drops as well as b-grade Crystals and Gemstone B.


Castle Sieges

TODO: what are castle sieges, why siege a castle, when do sieges happen, rules of sieges, tactics, NPC castle vs PC castle

Castle sieges are schedule events that occur every 2 weeks. All the odd numbered servers go one week, then all the even numbered servers go the next. Not all castles are sieged on the same day as well, some castles are sieged on Saturday, while others are sieged on Sunday. The time a castle siege starts can be altered as well. However, all castle sieges last two hours, and that is the only time a castle can exchange hands.

There are 7 castles in the lands of Aden, and they are Gludio, Dion, Giran, Oren, Innadril, Goddard and Aden castle. The first 6 castles are similar while Aden castle is a special case. Each castle controls the tax rate in one or more nearby areas and as such can collect taxes from people who buy items from NPC stores. The castle also controls the local manor system. Aden is special because not only does it tax Aden town, it also taxes all other castles as well.

Castles can be aquired by pledges/clans and have to be fought over in a 2 hour long (And somewhat inappropriately named) siege period, during which participating clans are divided in two sides. The two sides involved in a siege are the attackers, indicated by a sword icon near the name and the defenders, indicated by a shield icon near their name. The colour of the sword or shield icon changes depending on the alliance relationship; the icon will have a blue background if the character is in the same alliance and a red background if not.

Castle benefits

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There are a few reasons to siege a castle, starting with ingame financial gains. Each castle is linked to one or more areas with NPC shops. These NPC shops will sell their items with taxes that can be set at the castle that controls the area. All the profits from taxes are added to the castle vault and area freely available to the clan leader, who has the ability to empty the clan vault.

The clan leader who owns the castle can also change the value of seeds used in the Manor System.

Lastly, because castles are rare, limited in number amd hard to aquire, there is a certain prestige to owning a castle in game.

Siege registration

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In order to register for a Castle siege, you need to be part of a Level 4 Clan or higher. After a Clan has reached 4th or higher level, all that is needed is for the clan leader to speak with a NPC messenger standing nearby the castle they wish to siege.

Note that you can only register for 1 siege per day. So for example, a clan can siege Gludio on Saturday, and Aden on Sunday if they signed up at both locations. Also note, in order to change the castle you wish to siege, you must cancel any previous registrations before signing up again.

Siege timeline

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All castles follow a strict timeline in which clans can register to participate, set the siege times on their castles and accept defenders.

Lineage 2 Castle siege timeline
Time: Events:
S-14 days Castle has been held or has fallen, clan leader has to set next siege date within 24 hours. Siege registration opens when date is set.
S-13 days Castle siege date will be set by the server if clan leader didn't manually set it. Siege registration opens when the date is set.
S-1 days Siege registration closes, clans can no longer register or be approved for defense.
Siege Siege event starts, battlefield is cleared, flags can be places and golems can be summoned.
For specific information about the course of the siege, see Siege registration and Siege rules for details.
S+2 hours Siege event ends, victors are declared and timeline for the current castle resets to S-14d.

ÖÑÑ==Siege rules==

Siege tactics

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Attackers

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Attackers of a castle begin by gathering their armies in a safe place, such as another town, to prepare for battle. After buffing up and forming parties, they rush to the castle and onto the seige field, keeping in mind that until they do reach the seige field, their deaths will result in a full experience penalty, whereas on the field, their XP loss will be approximately 1/4 of normal.


Their goal on the field? To raise their clan's flag. Each clan can put up their own flag, even if they are in an alliance. These flags have HP (health points) and can be taken down if attacked by the defenders of the castle. These flags serve as a resurrection point following the deaths of the attackers. If these flags are defeated, then the attackers will then resurrect 2 towns away. For example, if you were attacking Dion and your flag has been taken down, you will resurrect in Gludin - that is, Dion >1> Gludio >2> Gludin.


The attackers will now focus on attacking the castle itself. There are 2 places that they can attack: the front gate or a side wall. Usually, a seige golem is summoned (by a dwarf), and is controlled to attack the wall. A Wild Hog Cannon can also be summoned as an effective way to knock down the gate. Players can attack the walls/gate themselves, but risk being killed by defenders on the walls above.


Once the gate is down, the attackers need to fight their way inside the castle. Their first goal inside the castle walls is to attack the front Life Crystal. Once this is down, they must fight their way to the rear of the castle and take down the rear Life Crystal. The designated leader then must Scribe at the statue in the rear of the castle. If this 5 minute process is successful, he will have become the new owner of the castle and all of his armies will become the defenders instead of attackers.

Defenders

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The defenders of the castle have several options in order to properly defend a castle. If the force of the defenders is strong enough to overtake the attackers, a much more offensive action can take place, in which the attackers exit out of the rear of the castle (there is a opening where defenders can exit but attackers cannot get in). Defenders' priorities, if taking an offensive stance, is to disrupt the spawn of the attackers, at flag locations. If the defenders can successfully take out the flags, it will allow a much easier defence of the castle because the attackers will now spawn two towns away (or to a hideout/castle/clan hall) and have to run/port back to the castle. If the defenders are not superior in force to the attackers, then a defensive stance must be taken, in which archers and long range mages are placed on the walls of the castle to stop gate or wall rushes. The defenders melee should be running raids on flags and key players (ie. dwarfs, who can raise siege golems and other powerful weapons, and clan leaders). A successful defensive of the castle is one in which the defenders run the 2 hour siege period out without the scribing of their castle.

NPC sieges

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Seven Signs

New with C3 is the Seven Signs competition. This will be a description of what the war of dawn and dusk means to the players: what are the benefits of joining sides, which side to join, what the effects of the competition are.

Seven Signs

As the Seven Seals that bind the power of Shilen, Goddess of Death, are opened one by one, the world moves closer to the brink of chaos. Each Seal contains a great power that can make the world tremble. The one who opens the Seals can control the power contained within them. The Revolutionary Army of Dusk and the Lords of Dawn compete against each other toward this end. Players join one of these two cabals, which vie for control over the power of the Seals.

An unlimited number of players can join the Seven Signs quest, which repeats in two-week intervals. By participating in the Seven Signs, players are given to the opportunity to shape their server in ways that were not possible until now.

The war between the Cabals is between those who hold a castle and those who do not. Players who have not yet reached their second occupation fall into the ‘neutral group’ and may participate in either side.

Joining and Withdrawing from the Seven Signs Cabals

Players who want to participate in the Seven Signs must join one of the Cabals, either the Revolutionary Army of Dusk (hereinafter "Dusk") or the Lords of Dawn (hereinafter "Dawn"). Once they join one of the Cabals, it is impossible for them to withdraw until a new Seven Signs starts after two weeks. At the time they join, they must vote upon the Seal they wish to possess.

1) Characters With a Second Class Transfer:

Lords of Dawn: Members of clans who own a castle may join the Lords of Dawn. Players who are not members of castle-holding clans or alliances, but who are willing to pay 50,000 adena, will be able to choose Dawn through the Priests of Dawn in each village during the competition period. At this time, the Lord of each castle may purchase an additional 300 Approval Certificates through the Chamberlain and transfer them to other characters.

Characters who are not members of castle-holding clans need to get an Approval Certificate from their castle's Lord to join Dawn, or pay 50,000 adena. Approval Certificates never expire and are re-usable.

Revolutionary Army of Dusk: Only characters who are not members of the castle-holding clans and guilds may join Dusk. During the registration period, they may join through the Priests of Dusk in each village.

2) Characters Without a Second Class Transfer: They may freely join either the Lords of Dawn or the Revolutionary Army of Dusk.

3) Characters Without a First Class Transfer: They may not participate in the Seven Signs.

Competition Period

Characters who joined a Cabal may participate in the competition period from the first Monday until the Monday of the following week. Each Cabal may hunt the Seven Signs monsters (Lilim, Nephilim, Lilith, and Gigant), within the Catacombs and Necropolis’ to acquire Seal Stones. They can participate in two kinds of competitions: acquiring items necessary for their Cabal, and participating in the Festival of Darkness.

1) Collecting Seal stones (Blue, Green, and Red) Each Cabal may hunt monsters within the Catacombs and Necropolis’ to acquire Seal Stones. Items acquired in this way are entrusted to the Priest of each side. Scores contributed to the Priests by each player are accumulated and included in the total score of the whole Cabal. [Contribution points to the Cabal will be different based on stone color: Blue (1), Green (5), and Red (10)]. Seal Stones are items that can be exchanged among players. Even if these items are not entrusted to the Priest during the competition period, they do not disappear and can be used during the next competition period. Players hunt the monsters in Necropolis' or Catacomb to get Seal Stones.

2) The Festival of Darkness

  • Overview

Among the players participating in the Festival of Darkness, the party that records the best score in each level will contribute points to their Cabal. The Festival of Darkness is divided by level and any players belonging to either of the Cabals can participate.

A party comprised of 5 to 9 members participates in the Festival of Darkness.

  • How to Participate

Players may participate only during the competition period. The party wishing to participate should pay Seal Stones to the Guide of the Festival in the Oracle. Priests in towns will teleport you to the Festival for free. Entry fees vary depending on level, and must be paid by party leaders. Parties must consist of a minimum of 5 members belonging to the same Cabal. Members of each party must correspond to the level of the Festival in which they want to participate. Characters who correspond to the level of the Festival, but who have higher level skills than the party members, may not participate. This happens when the character is de-leveled, but his skills learned from the previous higher level remain. These challenges are always possible during the competition period and there is no limit in the number of challenges.

  • Place of the Festival

During the Festival, items are not dropped on death and experience loss is reduced by one-fourth. However, chaotic players may still drop items upon death. In the center magic array of the Festival, recovery of MP is faster than elsewhere. Players can be teleported to the Festival and can return to their original location free of charge through the Priest of each village. Upon death, players restart inside the room.

The place where the Festival of Darkness occurs.

  • Festival Costs

The Festival of Darkness is divided into five grades, such as less than a 32 level, less than a 43 level, less than a 54 level, less than a 65 level and an unlimited level.

  • For each level listed below, pay the indicated amount of either Blue, Green or Red Stones.

Level Blue Seal Stones Green Seal Stones Red Seal Stones Below 32 900 540 270 Below 43 1500 900 450 Below 54 3000 1800 900 Below 65 4500 2700 1350 No Limit 6000 3600 1800

  • Process

Teleporting to the battleground is possible only two minutes before the Festival of Darkness begins. Once enrollment is completed through the Festival Guide, parties are immediately teleported to the Festival location. After two minutes of prep time, the Festival begins and continues for 18 minutes while the participants kill the monsters and collect the 'Blood of Sacrifice'. The number collected corresponds to the score registered in the Festival of Darkness. All of the 'Blood of Sacrifice' acquired from the hunt is automatically given to the party leader.

During the Festival the party leader will obtain 'Blood of Sacrifice'.


If the party feels the need to leave the Festival early they can do so via the Festival Witch located in the center of the room. If they think the Festival needed added challenge, then they can request stronger minions from the Festival Witch. The stronger the monster killed, the more ‘Blood of Sacrifice’ they can acquire. If pets are used to hunt in the Festival then the drop chances for Blood of Sacrifice will be lowered.

  • Registering Your Score

After the Festival ends, the leader of the party must register the result to the Guide of the Festival within 40 minutes. Please note that if the party fails to register within this time, the result will become invalid. If the registered result is lower than the previous highest record, the record is not updated.

  • Prize

After the competition period ends and their Cabal has won, party members who set the highest score for each grade can receive Ancient Adena as compensation from the Festival Guide. Although a party may set the high score for a specific level, they cannot receive a prize if the Cabal they belong to loses. Please note that the prize is paid only before the start of the next competition period.


End of the Competition Period, Victory and Defeat

1) Determination of Victory and Defeat Victory is determined by combining the high scores recorded in the Festival of Darkness along with the amount of Seal Stones each Cabal has entrusted to their priest.

Maximum Level Points

~ 32 70 ~ 43 70 ~ 54 80 ~ 65 80 Unlimited 100

2) Settlement of Ancient Adena Once the Seal Effective period begins, the Priest in the village rewards Ancient Adena to the player on the winning Cabal based on the amount of Seal Stones turned in during the competition period. If the player kept their Seal Stones and did not turn them in, they are still able to turn them into the Priest in exchange for Ancient Adena. The only time one may receive Ancient Adena is if they are on the winning Cabal of this particular Seal Period. The losing side may not turn in their Seal Stones until their Cabal is able to win a competition period.

3) Purchasing Items The winner can purchase a variety of items that cannot be purchased in the general stores by paying with Ancient Adena to the Priest of Dusk or Dawn.

4) Change in the Ownership of the Seal Seals are owned based on being victorious during the competition period and having the required voting percentage for the Seal.

If the seal was not in effect or owned by the opposing Cabal, then the new winner must receive 35% or more of the total votes to obtain it. If the vote is less than 35% then they cannot own the Seal.

If the cabal owned the Seal in the previous Seven Signs competition, then they can retain the seal if 10% or more members have voted for it.

5) Change in the Environment If Dawn wins, a solar eclipse occurs and the sky turns violet; if Dusk wins, an eye is created in the moon and the sky turns green.

Seal Effects If a party owns each Seal, the following changes will occur.

1) Seal of Avarice

  • The teleport NPC at the entrance of the Necropolis moves the winner inside the dungeon, and they can purchase various kinds of buffs with Ancient Adena.
  • Able to enter all 8 Necropolis freely.
  • In the Necropolis, monsters are generated for the winner to hunt.
  • They can meet Anakim or Lilith in the Disciples Necropolis. Anakim and Lilith are part of the quest in which you can enhance your A-grade weapon.
  • The Trader of Mammon appears inside the dungeon. They can purchase a variety of items that cannot be purchased in general stores by paying with Ancient Adena. The Trader of Mammon does not stay in one place, but often moves around each dungeon.

2) Seal of Gnosis

  • The teleport NPC at the entrance of the Catacombs moves only the winner inside the dungeon.
* Able to enter all 6 Catacombs freely.   
  • The winner can purchase teleports from the Priests to various hunting areas with Ancient Adena.
  • Hostile NPCs are located around each village, except starting towns, and randomly cast various kinds of de-buffs onto the members of the losing Cabal.
  • Friendly NPCs are located around each village, except starting towns, and randomly cast various kinds of buffs onto the members of the winning Cabal.
  • An NPC named The Blacksmith of Mammon will appear inside the Catacombs. He accepts Ancient Adena for performing A-grade weapon enhancements, removing the Seal on armor, equipment exchanges to higher-level items, as well as free exchange for equipment of the same level. The Blacksmith of Mammon wanders around each Catacomb.

3) Seal of Strife

If Owned by Dawn

  • During a siege, it is now possible to hire elite Dawn Mercenaries in addition to the existing mercenaries.
  • The cost required to upgrade the castle gates and walls is slightly reduced.
  • The defensive power of the castle gates and walls is slightly increased.
  • The maximum tax rate that the lord of each castle can establish is increased to 25%.

If Owned by Dusk

  • During a siege, defenders are unable to hire anything but low-level mercenaries
  • The cost required to upgrade the castle gates and walls is greatly increased.
  • The defensive power of the castle gates and walls is greatly reduced.
  • The maximum tax rate that the lord of each castle can establish is decreased to 5%.


Catacombs, Necropolis', and The Oracle Sixteen dungeons were added in relation to the Seven Signs. The Oracle is the place where the Festival of Darkness is held. The Catacombs and Necropolis’ are dungeons where the players can hunt monsters and get Seal Stones necessary for the acquisition of the Seals. These monsters, represented by Lilim and Nephilim, drop Seal Stones, but do not drop Adena. Access to these dungeons is limited based on participation in the Cabal and ownership of the Seals.

1) Necropolis

  • Necropolis of Sacrifice: level 20~30 monsters appear and it is located on the southern seashore of the Gludio Territory.
  • Pilgrims Necropolis: level 30~40 monsters appear and it is located near the Partisan's Hideaway in Dion Territory.
  • Worshipers Necropolis: level 40~50 monsters appear and it is located near the Alligator Island in the Innadril Territory.
  • Patriots Necropolis: level 50~60 monsters appear and it is located above the Gludio Castle in the Gludio Territory.
  • Ascetics Necropolis: level 60~70 monsters appear and it is located near the Altar of Rites in the Oren Territory.
  • Martyrs Necropolis: level 60~70 monsters appear and it is located near the Giran Castle in the Giran Territory.
  • Saints Necropolis: level 70~80 monsters appear and it is located near the Field of Whispers in the Innadril Territory.
  • Disciples Necropolis: level 70~80 monsters appear and it is located near the Devastated Castle in the Aden Territory. From here, the players can move to the place where Anakim or Lilith appear, based on the ownership of the Seals.

2) Catacomb

  • Heretics Catacomb: level 30~40 monsters appear and it is located near the Execution Ground in the Dion Territory.
  • Catacomb of the Branded: level 40~50 monsters appear and it is located near the Giran Port in the Giran Territory.
  • Catacomb of the Apostate: level 50~60 monsters appear and it is located near the Plains of the Lizardmen in the Oren Territory.
  • Catacomb of the Witch: level 60~70 monsters appear and it is located near the Forest of Mirrors in the Aden Territory.
  • Catacomb of Dark Omens: level 70~80 monsters appear and it is located near the Dark Elven Village in the Oren Territory.
  • Catacomb of the Forbidden Path: level 70~80 monsters appear and it is located near the Hunters Village in the Aden Territory.

3) Oracle

  • Oracle of Dawn: located near the Orc Barracks in the Gludio Territory.
  • Oracle of Dusk: located near the Windy Hill in the Gludio Territory.
  • One cannot create a Private Store while inside the Oracle of Dusk or Dawn. The Oracles are considered Peace Zones.

4) Access to the Dungeons During the first week of the Seven Signs, the competition period, any characters who join a Cabal can access the dungeons. After the competition period is over and the Seals are effective, only the Cabal who owns the appropriate Seal can have access. The loser, or even the winner who did not achieve the voting percentage necessary to obtain the Seal, cannot access the dungeons for the week following the competitions when the Seals are in effect.

Any characters who joined the Cabal can access dungeons during the competition period.

Other Matters

1) Seal Stones Seal Stones are exchangeable and can be acquired by hunting Lilim, Nephilim, and Gigant in the Catacombs and Necropolis’. The value of the Stones are higher in the order of Blue < Green < Red. If the player entrusts the stones to the Priests in town, it will add points to your Cabal. Blue, Green, and Red contribute 3, 5, and 10 points respectively.

Entrusted Seal Stones will contribute to grand total points of Cabal.

2) Ancient Adena Ancient Adena is acquired through Seal Stones during the competition period. Ancient Adena is used to purchase the items from the Priests of Dawn or Dusk, Blacksmith of Mammon, Trade of Mammon, or to utilize various functions. The Black Market Trader of Mammon will also convert Ancient Adena to regular Adena at a one to one ratio.

3) The Record of Seven Signs This is the item that allows you to see overall situations, main events and Seal states of the Seven Signs at a glance. Anyone can buy this item at 500 adena through the Priests of Dawn or Dusk.

4) Approval Certificates of the Lord With this item characters that are not members of castle-holding clans, who have done their second class transfer can join Dawn.

5) The Black Market Trader of Mammon They exchange Seal Stones and also exchange Ancient Adena with Adena.


Manor System

Introduction

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This article is to describe the Manor System in Lineage 2. (To be Continued)

The Manor System in Lineage 2

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In a nutshell, the Manor System in Lineage 2 works in this manner:

  1. Castle owner determines what seeds to sell at what quantities and value.
  2. Manor NPC sell seeds to PC.
  3. PC plants seed in mob.
  4. PC kills mob (Ah duh! ;).
  5. PC harvests matured seeds from mob's dead body.
  6. PC sells matured seeds back to Manor NPC, and also get some material in exchange.
  7. Castle owner takes matured seeds and use them to manufacture other items.

The list of materials is fixed, and is replicated below. Each seed has two possible rewards, only one of which is active at any time. The Manor NPC will allow you to check each region's reward so that you can take advantage of the Manor system.

For Castle owners, the seeds allow them to create high level items such as Enchant Weapons Grade A scrolls. This effectively allows Castle owners to equip their Clans better, and increases the supply of such items into the economy. Thus, the Manor system is an important (and currently probably overlooked) part of the Aden economy.

Like pretty much everything in Lineage 2, this is a rather paradoxical situation. The Manor system increases the consistency of the supply of raw material into the economy, thus enabling the non-Castle owners to gain better equipment. But at the same time the system makes the Castle owners stronger and more capable of defending their lands. While both sides benefits from the Manor system, from a defensive point of view, the Castle owners tend to gain more from the system.

(To be continued)

List of Seeds and Products Redeemed

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Seed Type Intended Levels Reward Type 1 Reward Type 2
Dark Coda 5-15 Stem Braided Hemp
Red Coda 8-18 Varnish Coke
Chilly Coda 11-21 Suede Oriharukon Ore
Blue Coda 14-24 Animal Skin Crafted Leather
Golden Coda 17-27 Thread Mithril Ore
Lute Coda 20-30 Iron Ore Metallic Fiber
Desert Coda 23-33 Coal Adamantite Nugget
Red Cobol 26-36 Charcoal Enria
Chilly Cobol 29-39 Animal Bone Steel
Blue Cobol 32-42 Silver Thons
Thorn Cobol 35-45 Stem Metallic Thread
Golden Cobol 38-48 Varnish Mold Glue
Great Cobol 41-51 Suede High Grade Suede
Red Codran 44-54 Animal Skin Asofe
Sea Codran 45-55 Thread Cord
Chilly Codran 47-57 Iron Ore Mold Harderner
Blue Codran 50-60 Coal Leather
Twin Codran 53-63 Charcoal Mold Lubricant
Great Codran 56-66 Animal Bone Coarse Bone Powder
Desert Codran 61-71 Silver Durable Metal Plate


Pets

Introduction

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This section describes the various pets you can have in Lineage 2. The current pets in game are the wolf, 3 types of wyvern hatchlings, 3 types of wyvern striders, the wyverns and the baby pets: buffalo, cougar and kookaburra.

(More stuff here, let me think about it. Lynx7725 17:53, 12 Jun 2005 (UTC))

Guides

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The Wolf

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The first pet you can get is the Wolf, through a rather tedious and onerous quest that has the potential to chew through your adena reserves the way a wolf chews through its food.

(to insert: Guide to the Wolf Pet Quest?)


When I first got my wolf I was so happy. It was only after I went through seven Rez -- and my adena! -- in a single day that I figured out it had tissue paper for a hide..
  -- Luthien, Elven Mystic

Once you have your Wolf, which comes in as a level 15 pet, you now have to keep it alive. Keeping a wolf alive in Lineage 2 is actually an impossibility; even a healer has difficulty trying to keep the wolf alive in the critical first few levels, before it develops enough HP to take more than a few incidental hits.

As such, keep a few Scrolls of Resurrections around. Take note that you have 3 minutes (presumably real time) to resurrect your wolf. Otherwise, the wolf is gone for good.

The general rule of thumb to observe about wolves is that while they can deal a respectable amount of damage, they can't take anything worth talking about. Even if you put the best pet armour on the wolf, it can only take a handful more hits -- the armour's really there to provide protection from random encounters with aggro creatures. In essence, they are little ice-picks that have tissue paper for armour and health.

The trick to keeping the wolf alive and yet level it is rather simple: you take the damage, it dishes the damage. The wolf cannot tank for you, nor can it kill mobs of your level on its own. The problem with the "I tank you kill" theory is twofold -- one, whether you can take the damage, and two, whether the wolf can do enough damage before you kick the bucket.


At the start I had a lot of problems leveling my wolf. It was only after I learnt Curse: Weakness that I had the ideal attack to level my wolf with; I drop a lot of aggro on the mob, lessens its p.atk, and has a long range to work with.. and dealt zero damage. Eventually settled for Spores, which basically gave my Level 14 wolf a 1% increment per kill.
  -- Luthien, Elven Mystic


To get around this, the easiest way is to have dedicated wolf-training sessions. Find a mob that's about the right level for the wolf, find a way to aggro it with the least amount of damage dealt, tell the wolf to attack, and then simply just stand there and keep an eye on things. When the mob turns to attack the wolf, you have to step in and deal some damage to keep the aggro on yourself.

(To do: one massive article dealing with the mechanism of aggro. Think it's sufficiently impt that I'll tackle it soon. Lynx7725 17:53, 12 Jun 2005 (UTC))

(To be continued)


Wolves can be tricky to learn to use. I have heard that the best use for a wolf is by classes that get the "hate" skills, though I have managed to level them with a variety of classes. You should look at your wolf as though it were a really effective poison spell: it deals damage, but doesn't take any. At really high levels the wolf actually gets some decent HPs and P Def, but in the early stages a level 10 creature can take it out with ease. Right now my level 35 wolf is able to take out creatures at the entrance to Dragon Valley, which still give me decent exp at level 53.

Sorry for editing this post that is really well done! I have a question. My pet level is 30, will it become in another pet. I mean, Has it an evolution??? Thanks.

No, wolves do not evolve.


Fishing

Welcome

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Welcome to the Lineage 2 Fishing Wiki. Here all players can post their information about fishing. I've started it out with all the information I've personally gathered on PTS so far, and now it's your turn. Only add information you have seen yourself, as you will be credited (or blamed) for it in the history logs.

Enjoy.

- SirDuncan

The Basics and How to Fish

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Basics

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Fishing is easy... Unless you overtrain your skills (more on that later). You need the Fishing, Fishing Expertise, Pumping, and Reeling skills. For equipment you need a fishing rod and some bait. All of these are available from the fishing NPC, usually in the magic shop in towns and on boat docks.

You'll catch fish and treasure chests, which you double-click to turn into materials . These are used in Common Crafting, or to turn into the fishing NPC for "Proof of Catching a Fish" (refered to as "proofs" from now on) that can be used to learn skills.

You'll also quickly go insane, it's booooooring. Luckily you don't need to fish all that much to get what you need.

How to Fish

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Setup a hotbar with the fishing, pumping and reeling skills. I also put my weapon, the fishing rod, and fishing shots in there.

  1. Find any water where the breath gauge shows up, stand near (not in) the water facing it.
  2. Equip the fishing rod and the bait.
  3. Hit your fishing key, and wait for the fish's HP gauge to show up.
  4. Reel if the HP gauge is going up.
  5. Pump if the HP gauge is standing still.
  6. Pump and Reel until you catch it, if you make mistakes the fish will heal itself.
  7. Go to step 3 until bored.

That's it, it's really that easy. You will catch fish, treasure chests, and very rarely a monster.

Now for the messy details....

Fishing Skills

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Fishing - Active

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Level 1 only, used like craft skills to activate the action.

Fishing Expertise - Passive

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Level 1-26. This is the main skill in fishing. It determines what strength of fish you will be catching. It's very easy to train this higher then you can handle ( i.e. the fish are too strong for you to catch), so advance slowly.

Pumping - Active

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Do not train Pumping to more than ( Fishing Expertise + 2 ), or penalties will apply.

Level 1-26. Determines how much damage you do when you pump.

Reeling - Active

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Do not train Reeling to more than ( Fishing Expertise + 2 ), or penalties will apply.

Level 1-26. Determines how much damage you do when you reel.

Skill Costs

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This is a table of how much adena[check spelling] it costs to level Fishing Expertise, Pumping, and Reeling. For example, leveling Fishing Expertise from 4 to 5 requires 500a. The third column is the total cost to reach that level -- for example, to go from Pumping level 0 to Pumping level 8 would require 6,060a.

Level       Cost       Total cost
---------------------------------
 1           10a              10a
 2           50a              60a
 3          200a             260a
 4          300a             560a
 5          500a           1,060a
 6          800a           1,860a
 7        1,600a           3,460a
 8        2,600a           6,060a
 9        4,000a          10,060a
10        6,700a          16,760a
11        8,000a          24,760a
12       10,000a          34,760a
13       16,000a          50,760a
14       23,000a          73,760a
15       30,000a         103,760a
16       40,000a         143,760a
17       53,000a         196,760a
18       66,000a         262,760a
19       80,000a         345,760a
20       93,000a         438,760a
21      100,000a         538,760a
22      120,000a         658,760a
23      130,000a         788,760a
24      140,000a         928,760a
25      160,000a       1,088,760a
26      173,000a       1,261,760a

The Total cost for all skills are: 3,785,200a

Equipment and Supplies

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Fishing Rods

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Rods work like any weapon, you need to use a rod that's your grade or lower, otherwise it won't work very well at all. When you're fishing, the damage you do to the fish depends on your weapon and on your skills.

Grade Rod Cost
None Baby Duck Rod 36,000
D Albatross Rod 120,000
C Pelican Rod 480,000
B Kingfisher Rod 1,440,000
A Cygnus Pole 4,800,000
S Pelican Rod 12,000,000

Fishing Lures

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There are 3 colors of lures, and 3 grades of each. Since the High Grade lures catch fish faster, and are more likely to catch better fish, they are the only ones you should spend money on - they are all very very cheap anyway. Don't waste time, buy the good ones. With High Grade bait you will catch about 30% one level lower catch, 60% your level, and 10% one level above.

Lure Cost Effect
Green Colored Lure - For Beginners 60 Prefered by fast moving fish
Green Colored Lure - Low Grade 120 Prefered by fast moving fish
Green Colored Lure - Medium Grade 144 Prefered by fast moving fish
Green Colored Lure - High Grade 180 Prefered by fast moving fish
Yellow Colored Lure - For Beginners 72 Prefered by ugly fish
Yellow Colored Lure - Low Grade 144 Prefered by ugly fish
Yellow Colored Lure - Medium Grade 180 Prefered by ugly fish
Yellow Colored Lure - High Grade 216 Prefered by ugly fish
Purple Colored Lure - For Beginners 84 Prefered by fat fish
Purple Colored Lure - Low Grade 180 Prefered by fat fish
Purple Colored Lure - Medium Grade 216 Prefered by fat fish
Purple Colored Lure - High Grade 240 Prefered by fat fish


Like all things, NCsoft has carefully calculated things so higher cost = higher returns, so Purple are the best in the long run. But if you're after a specific kind of fish for a specific material/recipe, you can try and influence the type of fish with the color.

Color Ugly % Nimble % Fat % Chest % Total Tests Ugly Nimble Fat Chest
Green 26% 44% 27% 4% 100 26 44 27 4
Yellow 41 % 9 % 50 % - % 30 12 3 15 -
Purple 32% 23% 40% 4% 70 23 16 7 3

Also, there is a chance for monsters to appear. In the test I did with green lures, I got 3 monsters in addition to the fish I posted.

Note: If you don't know how to properly add to and update these totals and percentages, please don't.

The Fish and Other Catches

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Fish and chests get stronger as your expertise increases, changing color as they advance. There are some levels of fish that are MUCH stronger then the previous level, which will make them only catchable with fish shots or the next grade of fishing pole, so be aware of this. Although hard to catch, you can catch Black fish with a C grade pole and fishing shots. Each 3-level range of fish, has a color and a "Small", normal, and "Big" version of the fish and chest. You will catch one level below your expertise to one level above your expertise. This means you will need 12 inventory slots for fishing - 3 levels x 3 types of fish, plus 3 levels of chests.

Fish Level Fish Color Fish Level Fish Color
1-3 Green 16-18 Purple
4-6 Jade 19-21 Red
7-9 Blue 22-24 White
10-12 Yellow 25-27 Black
13-15 Orange N/A N/A

Catching Monsters:

Rarely you will catch a monster instead of fish. At fishing level 3 I caught only Caugh Undines (that drop ~35 fishing shot D-grade) and at level 9 only Caught Rakul (which drop ~12 fishing shot C-grade and can curse you so that your head will grow large).

Detailed per-fish info

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That's the general overview, for the (obscenely detailed) details about the fish and what people have had them give in rewards, go to the Exact details about fish page. For the most part you should not worry about the details - you will be catching the fish low enough in level that you can easily kill them, and really only interested in gathering as many proofs as possible.

Exact details about fish

Rewards - Skinning Your Fish

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Once you have as many fish as you can carry, you double-click them to see what you get. You may fail (about 50% of the time), or you may get materials, common crafting recipes, or "fish guts" that you can trade in to the fishing NPC for proofs.

The fish guts can also be used in many common crafting recipes, so you may not want to turn them into Proofs at all.

Part of the fish How many proofs it's worth
Fish Oil 1, use common crafting to turn 4 Fish Oils => 1 Greater Fish Oil
Greater Fish Oil 5, use common crafting to turn 4 Greater Fish Oils => 1 Premium Fish Oil
Premium Fish Oil 25
Fish Scale 4
Shiny Fish Scale 6
Fish Gem 10
Shiny Fish Gem 20
Thin Fish Bone 6
Thick Fish Bone 9

Spending the Rewards

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You buy new abilities with your Proof of Catching a Fish. Normally you can train one level of the skill for every 10 levels of your character, plus one. So you can train Expand Inventory level 3 at level 20.

Expand Trade can only be trained to level 3, at levels 40, 55, and 65. Expand Dwarven Craft can only be learned by dwarves, at the normal skill trainer.

In most cases, Expand Warehouse, Expand Dwarven Craft, and Expand Trade are the only 3 skill 99% of players will need to be interested in, as the weight limits inventory, and there are not many common crafting recipes.

Level Expand Inventory
(6 slots/level)
Expand Warehouse
(6 slots/level)
Expand Common Craft
(6 slots/level)
Expand Dwarven Craft
(6 slots/level)
Expand Trade
(1 slot/level)
1 4,000 4,000 2,000 2,000 10,000 (at level 40)
2 8,000 8,000 4,000 4,000 20,000 (at level 55)
3 20,000 20,000 6,000 6,000 40,000 (at level 65)
4 20,000 20,000 10,000 10,000 N/A
5 60,000 60,000 10,000 10,000 N/A
6 60,000 60,000 10,000 10,000 N/A
7 100,000 100,000 20,000 20,000 N/A
8 N/A N/A 20,000 20,000 N/A
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There is a fishing shot quest given by all the fishermen (or at least the one in aden)... its very useful because it gives free fishing shots for just hunting mobs all over the world.

Before attempting any of the Special Bait quests (there are 4 of them), suspend your sweet fluid quest because it will make the quest item drop rate horrific.


Lanosco's Special Bait Level 27-29 (written by HellWitch - Hindemith)

1. Go to the Grocery Store in Dion. Talk with Fisher Guildsmen Lanosco.
2. He tells you to bring him 100 essences of wind. Hunt Singing Winds (none of the other winds there seems to drop it) in the Windy Hill (near the Dusk Oracle) until you get 100 quest items..
3. Return to Lanosco in Dion. He gives you 4 Wind Fishing Lures as a reward and you can start Chest Caught with the Bait of Wind quest.

Chest Caught With a Bait of Wind Level 27-29 (written by HellWitch - Hindemith)

1. Lanosco says he's looking for a large blue treasure box. He also tells you that your fishing experience has to be exactly lvl 9.
2. Someone said best results on this quest is by fishing near Gludio, so I went near Gludio (exit for Looting Area of Evil Spirits) and started fishing there, under the bridge. I got 2 big blue treasure chests, 1 blue treasure chest and 1 small blue treasure chest (I think if u don't miss a single shot on the fish u only get big blue ones, but I'm not gonna do the quest again to confirm it lol). Since I had 25 lures on me (purple high grade), I did some more fishing to waste them, and got 1 more big blue treasure chest, and one regular blue treasure chest. So apparently you can get the quest item without using the special lure, although you can't start the quest if u dont have the special lure hehe.
3. After giving him 1 big blue treasure chest, he will give you a strange golem blueprint which you have to deliver to blueprint seller Shaling in Dion. The Reward is a Black Pearl Ring (d grade)


O'Fulle's Special Bait Level 36-38 (written by HellWitch - Hindemith)

1. Go to the Grocery Store in Giran. Talk with Fisher Guildsman O'Fulle.
2. He tells you to bring him (what a surprise) 100 quest items. Hunt Fettered Souls in Death Pass until you get 100 items.
3. Return to O'Fulle in Giran. He gives you 4 Icy Fishing Lures as a reward and you can start Chest Caught with the Bait of Icy Air quest.


Chest Caught With a Bait of Icy Air Level 36-38 (written by HellWitch - Hindemith)

1. O'Fulle says he's looking for a large yellow treasure box. He also tells you that your fishing experience has to be exactly lvl 12 for best results.
2. I just went fishing on the northern bridge in Giran and I got 2 yellow treasure chests and 1 big yellow treasure chest (one bait was lost .. fish didnt bite dammit lol).
3. After giving him 1 big yellow treasure chest, he will give you a Kiki's Letter which you have to deliver to Mineral Trader Kiki in Giran. The Reward is an Elven Ring (D grade)


Quest for Bait of Earth Level 48 (written by Licantrop - Teon)

1. Go to the Grocery Store in Oren. Talk with Fisher Guildsmen Willie.
2. He tells you to hunt Tarlk Basilisk in the Forest of Outlaws and bring him 100 Quest items "Eye of the Basilisk. (Tarlk Basilisk Level 50 passiv, Elder Tarlk Basilisk Level 51 agro) - HellWitch note: Dunno how it is on Teon with this quest, but on Hinde you don't get any quest items from the elders ;)
3. Hunt the Tarlk Basilisk until you have 100 items and return to Willie. I would recommend to suspend the sweet fluid quest whilst getting this quest items, as it slows down the drop rate a lot.
4. He gives you 4 Bait of the Earth as a reward and you can start the follow-up quest now.


Quest: Chest caught with Bait of Earth Level 48 (written by Licantrop - Teon)

1. Willie tells you to fish for a small purple treasure chest and to bring it to him unopened. He also tells you that your fishing experience has to be exactly lvl 16.
2. Go fishing and bring the small purple treasure chest to him (i got 2 orange chests and 2 purple ones with this bait).
3. He gives you a Quest item in return which you have to deliver to Anabel in Heine. She gives you Plated Leather Gloves as a reward.


Notable Locations

Towns and Villages

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File:Elven Village.jpg
Elven Village with the Mother Tree in the background

Towns¹ and Villages are quite important to PCs as they are safe havens; a sanctuary for players to purchase consumables such as heal potions and to trade. Towns and Villages naturally become the gathering grounds for large number of PCs.

Certain towns are pre-requisites for all players -- they are locations where your Profession Change quests requires you to go (Gludin and Gludio are key examples for the 1st Profession Change quests).

Other towns become gathering points as it is a safe place for players to set up a store and then to go AFK, essentially leaving the PC in game overnight in the hopes of selling excess equipment or materials.

Giran is a special case as it is a trading town that has connections with Elmore, and as such has equipment not available elsewhere, and has a lower tax rate than other towns. Thus, even when high level characters outlevel the mobs around Giran, they still can be found in Giran for purposes of trade.

Aden is the capital of all of Aden.

The list of towns and villages in Aden and Elmore is as follows:

  • Aden
  • Dark Elven Village (Starting Location)
  • Dion
  • Dwarven Village (Starting Location)
  • Elven Village (Starting Location)
  • Floran Village
  • Giran
  • Gludin
  • Gludio
  • Goddard
  • Heine
  • Hunter's Village
  • Orc Village (Starting Location)
  • Oren
  • Rune
  • Talking Island (Starting Location)

¹:Lineage 2 has a very strange concept of villages. Even when the "village" is in the shadow of the major castle like Oren or is built up extensively like Gludio, Lineage 2 still refers to the area as a "village".

For the purpose of this guide, Towns and Villages are used interchangeably.

Castles

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  • Aden Castle
  • Dion Castle
  • Giran Castle
  • Gludio Castle
  • Goddard Castle
  • Innadril Castle
  • Oren Castle


Dungeons

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  • Abandoned Coal Mine
  • Ant's Nest
  • Cave of Trials
  • Cruma Tower
  • Devil's Isle
  • Dragon's Nest
  • Elven Fortress
  • Elven Ruins
  • Forgotten Temple
  • Garden of Eva
  • Giant's Cave
  • Mithril Mine
  • School of Dark Arts
  • Tower of Insolence

Hunting Grounds

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  • Abandoned Camp
  • Alligator Island
  • Barka Silenos Station
  • Blazing Swamp
  • The Cemetery
  • Death Pass
  • Dragon Valley
  • Enchanted Valley
  • Execution Grounds 75% developed  as of May 3, 2005 (May 3, 2005)
  • Forest of Mirrors
  • Field of Whispers 50% developed  as of May 3, 2005 (May 3, 2005)
  • Field of Silence
  • Grazing Grounds
  • Neutral Ground
  • Orc Barracks
  • Partisan's Hideaway
  • Pirates Cave
  • Ruins of Agony
  • Ruins of Despair
  • Screaming Swamp
  • Valley of Saints
  • Wasteland

Arenas

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  • Gludin Arena
  • Giran Arena
  • Coliseum
  • Monster Track Arena
  • Olympaid Stadium

Boss'

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  • Antharas Nest
  • Tower of Isolence[check spelling] 14th floor
  • Valkalas Nest
  • Ants Nest
  • Cruma Tower 3


Gameplay Guides

Contributor's Note

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Please note that this section conflicts with the Combat section. After some deliberations, I have shifted the articles under that section, but kept this page around as there are some miscellanous items we can talk about that may need a separate section.

Feel free to add things in here that doesn't quite fall under the other categories. I'll pop back in here from time to time to take a peek. :) -- Lynx7725 02:27, 13 Jun 2005 (UTC)

Introduction

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The purpose of this page is for contributors to put in their opinions and guides to gameplay. This does not include character guides; there is a section dedicated for that here. Specific area guides can also be found here.

Rather, this section is for general tips and tricks, such as things to look out for in Solo and Group play, or PvP tactics, or macro tricks and things to watch out for. As expected, this is a rather broad category, so expect your articles to get shifted around as needed.

Please feel free to include personal experience and war stories; these are what makes such guides interesting. :) Please also understand that these are biased opinions of players -- it works for that one player, but may not work for others. It's still good to share, just in case the new way will make things a lot easier for everyone.

Contents

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  1. Solo Play Guide by Lynx7725
  2. Group Play Guide by Deadstoned


Definitions

Lineage 2, like any other game, generates its own jargon in-game. This page attempts to define common jargon used in-game for the benefit of those unfamiliar with the terms.

This page will concentrate more on the specialized terms found in Lineage 2; for generic MMORPG terms, please consult the MMORPG wikipedia page. Template:CompactTOC2

  • Adena: The modern unit of currency in Lineage 2. It functions as gold or credit in game, although barter trade is encouraged. There are some other forms of currency but, by and large, adena is the common coin used.


  • Ancient Adena: An ancient unit of currency in Lineage 2. It is the form of currency used in the Seven Signs competition. You can use Ancient Adena to purchase items from the Merchant of Mammon or Blacksmith of Mammon. You can also sell it to other players, typically at a 1:2 (1 AA to 2 Adena) or higher ratio. Or you can even trade it at a 1:1 to normal Adena at Merchant of Mammon.


  • AFK: Short for Away From Keyboard, meaning the player has gone away from the computer but is still logged in.


  • AF: Short for Auto Follow, meaning the player is following a targeted player automatically.


  • Agro. Popular abbreviation for aggressive. Agro mob means a monster willing to attack anyone stepping into his agro range. There is also social agro - mobs tend to "help" others in fights with PC.


  • AL: Short for Antharas' Lair, a dungeon located to the Northeast of Giran Castle Town from level 60 on. To reach Antharas' Lair on foot, you must travel through Dragon Valley. Typically people use the Giran Castle Town teleporter to go directly to the entrance.


  • AoE: Short for Area of Effect. This is a spell or skill that can hit a number of monsters at the same time instead of fighting them individually.


  • Bot: A bot is an autonomous program that interacts with the game in the player’s stead executing mundane tasks, and is usually used as a quick and dirty way to boost the player’s score. In Lineage 2, bots are often programmed to solely and relentlessly hunt mobs to gain XP, SP and adena. Many Professional Farmers also make use of bots to increase productivity (and to irritate legitimate users even more). Do note, however, that bots are strictly prohibited by the terms of the End User Licensing Agreement (EULA) and their use is a bannable offense on the official servers.


  • BS: Short for Blazing Swamp, an area north of Aden Castle/Town in levels 70 and higher.


  • BSpS: Short for Blessed SpiritShots.


  • Buffer: Refers to magic-users who use spells/ skills to improve party's/ other PC's ability. There are two specialists, the Prophet and the Warcryer, as well as part buffers, the Elven Elder and the Shillien Elder, as well as warriors with some groupbuffs, the Swordsinger and the Bladedancer. The special case Overlord can buff whole alliances. Buffers are welcomed to any party because they make everyone a lot more effective.


  • BH: Bounty Hunter, the Dwarven spoiler class.


  • BSoe: Short for Blessed Scroll of Escape, like a Scroll of Escape but much faster.


  • BRez: Short for Blessed Scroll of Resurrection, a scroll that resurrects a player and restores all XP lost from the death.
  • Cats: Short for Catacombs. Catacombs are an important part of the Seven Signs competition. These dungeons are the only locations one can earn Seal Stones, which can then be turned in for Ancient Adena.


  • CP: Short for Combat Point. This is a new feature introduced in Chronicle 3 for PvP purposes only. CPs increase your defense ability, as this is used up in PvP before your HP (health points) are used. This is not used in PvE.
  • DC: Short for Devastated Castle, an area to the Northeast of Aden Castle/Town in levels 60-70.


  • dc: Short for disconnect(ed). "I was dc" = "I lost connection". Sometimes seen as d/c.


  • DD: Short for Damage Dealer. This refers to any melee combat-oriented class that is capable of dealing a lot of damage.


  • De-level: Lineage 2 has a rather complicated system in which each PC is awarded XP, SP and drops based on the PC's level vs. the mob's level. At a certain point, a PC will simply out-level a mob so badly that the XP, SP and drops become inefficient for the PC, and the PC will have to move on to other areas to get better rewards.

    In certain cases, especially when a PC is hunting a particular mob for its drops, the PC doesn't want to move on to other areas because the situation has evolved to a point where the PC can be extremely effective. Thus, the PC now has a desire to stop leveling up. As PC deaths have a XP penalty involved, the simplest way to stop leveling up is to commit suicide many many times and maintain the PC at a certain experience level.

    This leads to some very strange behaviours, particularly in towns, where PCs will attack town guards in an attempt to get the guards to kill them. Other PCs will sit in water to drown, or get a friend to kill them. The act of getting rid of XP through PC death is known as De-leveling, regardless of how the PC actually dies. De-leveling has some negative connotations as it is a favourite tactic of Professional Farmers to stay efficient in an area.


  • DoT: Short for Damage Over Time. This refers to attacks that spread their damange out over extended amounts of time, such as Poison spell.


  • DP: Short for Death Pass.


  • Drops: When a mob dies because a PC killed it, there is a set percentage chance that some equipment or adena will drop out of the corpse for the PC to pick up as a reward. Due to the animation in Lineage 2, the items/ adena literally drop out of the mob as it dies, hence the name.


  • Dual SLS: Dual Samurai Longsword, the top b-grade dual sword.


  • DVC: Dragon Valley Cavern is the dungeon in Dragon Valley, by Death Pass.
  • EE: Short for Elven Elder.


  • EF: Short for Elven Fortress, a dungeon near the Elven Village. A level 10-20 area.


  • EG: Short for Execution Grounds, a location east of Dion. A level 25-35 area.


  • ER: Short for Elven Ruins, a dungeon on Talking Island. A level 10-20 area.


  • EV: Enchanted Valley, north of Hunters Village, is an area for Levels 40-55.


  • Exp: Experience Points, see XP.
  • Farmers: See Professional Farmers.


  • FG: Short for Forbidden Gateway. A 65-70 area to the East of Aden Castle/Town.
  • GC: Short for Giant's Cave. A 55-65 dungeon located to the Southeast of Aden Castle/Town.


  • Gk: Short for Gatekeeper. A NPC found in every village and has the ability to teleport(transfer) PC's from village to village to village or from town to town. As an exchange they take a certain amount of adena out of your inventory.


  • GoE: Short for Garden of Eva. A 40-50 dungeon located at the very southern regions of Aden, with the only way in the dungeon being a refreshing swim.
  • Healer: Refers to magic users whose specialization is in the restoration and resurrection of other PCs. The three main healer classes in Lineage 2 are Bishop, Elven Elder and Shillien Elder. The later two also have decent buffs, and they can recharge Mana, especially on wizards. Elven Elder can resurrect with high xp restoration, while Shillien Elder have the Greater Group Heal. The specialist healer Bishop has all these and also the uber healing spells Greater Battle Heal and Restore Life as well as Mass Resurrection. Typically healers are welcomed in any parties due to their ability to keep the party alive and going.


  • HP: Short for Hit Points (sometimes also Health Points). A basic component of most RPG, this indicates the ability of the PC to take damage from both mundane and magical attacks in Lineage 2. If this falls to zero, the PC is dead.


  • HV: Hunters Village.
  • IT: Stands for Ivory Tower or Imperial Tomb (Post-C4).
  • Karma: Lineage 2 is a PvP game; this means PCs can kill each other. This of course encompasses a variety of ways to actually achieving the state of death for the other party: honourable duels, cowardly ambushes, random PK are the norm.

    Lineage 2 keeps track of how many "defenseless" PCs you have killed, i.e. how many PCs did not defend themselves (either being AFK, or too low level/ not interested in fighting and thus running away) when you killed them. Each such kill will increase a counter called Karma.

    A positive Karma will turn the PC name red, marking him as a PKer. Killing Reds incur no Karma, hence this can be seen as "open season" on the red. Karma can be worked off by either killing mobs of equivalent levels to you, or by getting killed; each mob killed/ PC death will remove a certain amount of Karma from the total.


  • Kite: This is the act of hitting, then running a short distance, and repeating. Used with ranged attacks to minimize the damage that someone (PC or monster) is dealing to you. Can be used as a noun ("kite") or a verb ("kiting").


  • KOS: Short for Kill On See/ Kill On Sight. This typically referring to a list that a group or clan (or even a single person) maintains. PCs that scammed or PK'ed or otherwise aggravated the group/ clan will be added to a list which the clan maintains on its own. As the name KOS implies, any PC who is on the list is to be killed on sight by members of the group/ clan -- even those not affected by the original offense.

    KOS lists have debatable effects; it can be viewed as bullying when strong clans enforce their KOS rights, or as protection for clan members. For non-aligned PC, getting onto a clan's KOS list is generally not a very good idea as the clan can typically bring a lot more resources to bear in pursuing the vendetta -- if they decide to pursue what may be a very trivial offense.

    However, high-level PCs who are very good in PvP or who have the backing of other large clans may not be too overly bothered by being on the KOS list of another clan. To them, it's (probably) business as normal.


  • KS: Kill Steal. The act of attacking a Mob another PC is attacking without invitation, with the intention to cause the game to assign XP and SP to the KSer. In addition, in Lineage 2, PCs which gets in the final blow on a mob gets priority in grabbing drops, and KS'ing effectively allows the KSer to grab the loot first. A major source of contention, especially in crowded areas. With Chronicle 3 the PC dealing the most damage will get priority to pick up loot. Same counts for all PCs in its party. But this behavior does not apply to most Quests.
  • LFG: Looking For Group. Same as LFP.


  • LFP: Looking For Party. Same as LFG.


  • LFC: Looking For Clan.
  • MAtk: Short for Magical Attack. A player and weapon statistic which indicates how much magical damage the player/ item will cause through spells before modifications by magical defenses.


  • MDef: Short for Magical Defense. A player and item statistic which indicates how much magical defenses the player/ item has. High MDef will reduce the amount of damage from magical spells as well as increase the chance to resist bad effects (Dryad Root etc)



  • Mob: Refers to computer-controlled NPC/ monsters that PCs typically try to kill as an everyday chore, in exchange for XP, SP and drops.


  • Mob Train: Refer to the situation when a PC is running away (either to escape or just plain ignoring) from a group of mobs that is following him/ her. The mobs tend to be strung out in a line like carriages behind a railway engine (the PC), hence the name Mob Train. This can also be used as a verb to describe a deliberate attempt by a PC to pull the mobs after him/ her.


  • MP: Mana Points that are used to power magical spells and skills in Lineage 2. If you have no MP left, you cannot cast spells/ skills and any ongoing spells/ skills that need to consume MP to continue functioning will cease. No other disadvantages are associated with zero MP.
  • NPC: Non-Player Characters. These are computer-controlled characters that normally falls into two groups: Mobs, which are your everyday monsters out to kill you, and NPCs, which typically are store owners who sell PCs equipment/ stuff or give PCs quests to do.


  • NG: Short for Non Grade. This refers to the item grade band of the lowest quality -- starting equipment essentially.


  • Nuker: Refers to magic-users who deal direct damage via spells, that is: Sorcerers, Spellsingers and Spellhowlers (and partly also Necromancers). Sometimes also used as a catch-all for classes that can cause massive damage, including melee damage dealers.


  • Necropolises: A Necropolis, is much like the Catacombs in the game, it too is part of the Seven Seals competition and is a place where you can collect seal stones. During Seal validation period the Trader of Mammon travels to the Necros and sells items for Ancient Adena
  • One-Shot: When PCs gets sufficiently high level and has the right equipment, it is possible for these PCs to kill off a mob or even another PC with one attack (particularly if the attack is a critical hit). This is known as One-shotting. In PvP this typically is a sign that the opponents are badly matched and one side has no practical chance of winning.



  • oom: out of MP, indicates that the PC is unable to use special skills or magic spells. Most important for a party to know when their healer or nuker ist oom.
  • PAtk: Short for Physical Attack. A player and weapon statistic which indicates how much physical damage the player/ item will cause before modifications by physical defenses.


  • PC: Player Character. This is the character that users chooses to be, and is in every sense the user's avatar in game.


  • PDef: Short for Physical Defense. A player and item statistic which indicates how much physical defenses the player/ item has. High PDef will reduce the amount of damage from physical attacks.


  • PK: Player Killer. This is a PC that goes around killing off other PCs deliberately, sometimes without provocation. Can be used as a verb form in game, (rudely) indicating a desire to duel another (or simply any other) PC.


  • Professional Farmers: AKA Pro-Farmers or just Farmers. These are PCs which are created for the expressed purpose of gathering adena and equipment for sale to other PCs using real world currency. These Professional Farmers have no interest in the game per se, and is in it only to make real world money.

    In the early days of Lineage 2, large numbers of these Professional Farmers are from PRC, who use the real world money to supplement their income. As there are language and cultural barriers as well as pressure from their bosses to achieve quotas, many of these PRC Farmers were rude and sought to control large tracts of hunting ground, leading to much friction and unhappiness on the servers. This has persisted to a certain degree as prejudice against Chinese players (regardless of nationality), though Pro-farming is not restricted to only PRC players -- they're just more blatant about it.


  • Pulling. Provoking agresive mob by steping deliberatelly into his agro range, and than drawing it to safe spot to prevent assistance of any mobs which are social agro or just agro.


  • PvE: Player vs. Environment. This refers to combat against NPCs and/ or Mobs.


  • PvP: Player vs. Player. This refers to combat between PCs. This can be with or without consent from the opposing PC; PvP refers to the combat interactions, and does not indicate positive or negative connotations on the event.


  • PvM: Player vs. Many. This refers to combat between one PC and a group of PCs. This can be with or without consent from the opposing PC; PvM refers to the combat interactions, and does not indicate positive or negative connotations on the event.

"Q" : Usually refers to Quest,a task that a PC has to accomplish in order to gain/change occupation or take items or signs as a reward. Quests are assigned from NPC'S and can be taken from low level(5+) PC to highest level PC(45++).


  • Red: In Lineage 2, players who PK someone who did not attack back will have their names changed from white to red, as a sign to others that this character has PK'ed someone. Red has become equivalent to PK in Lineage 2; Shouts of "Red" will inevitably attract a number of PCs looking to kill the "Red".
  • res: Resurect. Shorcut used by some PCs referring to the resurection process or scrool
  • SE: Short for Shillien Elder, a Dark Elven Healer/Buffer class.


  • SH: Short for Spell Howler, a Dark Elven Nuker class.


  • SK: Short for Shillien Knight, a Dark Elven Tank class.


  • SLS: Short for Samurai Longsword, the top c-grade sword and as a pair the basis for the Dual SLS, the top b-grade dual sword.


  • SODA: Short for School of Dark Arts, a dungeon near the Dark Elves Village.


  • SoE: Short for Scroll of Escape.


  • SP: Skill Points. SPs are used to purchase skills or Clan increments. SPs are gained by killing Mobs.


  • SpS: Short for Spirit Shot. Can also mean Spell Singer, an Elven nuker class.


  • SS: Short for Soul Shot. Can also refer to Soul Separator, the top a-grade dagger.


  • SwS: Short for Sword Singer, an Elven Buffer/DD class.
  • Tank: Refers to defensive melee classes that specializes in protective tactics. Typically, Paladins, Dark Avengers, Temple Knights and Shillien Knights are seen as tanks. Sometimes also Destroyers and Swordsingers are called tanks, even if they lack important features of the "real" tank classes like the hate ability, specialization into shields, and growing armor class for falling hitpoints.


  • TK: Short for Temple Knight, an Elven Tank class.


  • TOI: Short for Tower of Insolence. A level 60-75 dungeon located to the W of Aden Castle/Town, having many floors and featuring one of the main boss monsters of the game, Baium.


  • UD - Ultimate Defense : A Tank skill that increases the P.Def significantly. It enables the Tank to survive longer and to save the party if the healer is out of MP or the party took to much mobs agro. The tank is immobile while using this skill.



  • UE - Ultimate Evasion : An Archer skill that increases the Evasion of the PC making hin almost impossible to hit.
  • WTB: Short for Want to Buy Items.


  • WTS: Short for Want to Sell Items.


  • WTT: Short for Want to Trade Items.


  • WTC: Short for Want to Craft Items.


  • XP: eXperience Points. An abstract measurement of the maturity of a PC. XP is earned by killing mobs or, in some cases, completing quests. XP accumulates and allows PCs to gain levels, upon which PC statistics are improved and new skills become available.


Contents
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z


Current Status of the Game

Current Status of this Page: Still Updating

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Current Status of Lineage 2

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Lineage 2 North America (NA) is currently in Chronicle 4: Scions of Destiny, released on February 8, 2006.

GameGuard Inclusion

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NCSoft implemented GameGuard for Lineage 2 between Chronicle 2 and Chronicle 3. Officially, this is to combat third-party software that exploits the game, giving unfair advantages to those using such software.

There are many voiced concerns with regards to privacy and in general GameGuard was not received with open arms. There are questions whether GameGuard really does prevent third-party software; the continual existence of third-party software does suggest GameGuard does not prevent the usage of such software (but perhaps log the usage for future use, further complicating the privacy issues). NCSoft compounds the issue even further by not being forthcoming with information, perhaps with some unknown reasons at the moment.

In addition to the privacy issues, there has been known compatibility issues; some software cannot be ran with GameGuard active, and some of these have nothing to do with Lineage 2 at all.

Known software that has issues with GameGuard:

  • MBM5 (Software that is meant to track system status such as system and CPU temperature, fan rotation, etc.)
  • {To be Updated}

Chronicle 3 Changes (Implemented on 10 May 2005)

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  • New areas are created for players to explore:
    • Dungeons in various locations primarily to serve the Dawn and Dusk storyline.
  • Animation changes
    • Different Grades of Soulshots now have different animation effects.
    • Drain Life and Shield Stun now has new animation effects implemented.
  • Game Mechanism changes
    • The Dawn and Dusk alliances are created and various supporting activities are put into place for them.
  • Item Changes
    • A-grade weapons and armour are made available, including a quest to create a A-grade weapon.
    • A-grade sets are now available.
    • More abilities are made available for A-grade and C-grade weapons.
    • Changes are made to fine-tune existing weapon abilities.
    • MP consumption for bows have been reduced.
    • More two-handed weapons are added.
    • Duals have their abilities improved. Duals can now be safely enchanted to +4.
    • Enchant Weapons scroll have their effects changed for Duals, Fists, two-handed weapons and bows; generally speaking, each scroll will add more attack power than previously.
    • Reinforced Mithril Boots is now a C-grade item.
    • Pet armour/ weapons prices have been adjusted.
    • Healing potions have been adjusted to better suit solo play.
    • Crafting Duals now requires Crystals.
    • Recipes for Compressed Packages have been changed slightly.
    • Recipes are now colour coded for grade.
    • Many new miscellaneous items added, including SP scrolls, CP scrolls, etc.
  • Castle Related changes
    • Manor System has been updated with more seed types and various details have been fine-tuned.
    • Taxes are made more variable now, instead of the fixed 0%, 5%, 10% or 15% previously.
    • HP of castle doors and walls are adjusted to about 80% of previous.
    • Siege alliances are fine-tuned to make it easier for players to fight during sieges.
  • Clan Halls
    • More Clan Halls are made available.
    • Clan Halls are now graded.
    • Decorations, HP/ MP recovery bonuses, Improved resurrections, buffs, teleports and item creation are made available.
    • Cost of Clan Halls have been adjusted.
  • PvE/ General Combat Changes
    • Shields now have a critical chance to block all damage.
    • Green mobs are adjusted to give better XP to players, especially solo players.
    • XP bonuses to parties are increased, primarily to smaller parties.
  • PvP Changes
    • New statistic (Combat Point) implemented to add more spice to PvP.
    • Reds with a PK count of less than 5 will no longer drop equipment on death.
  • Skills Changes
    • New skills and quests are added.
    • Many fine-tuning changes to existing spells.
    • SP for skills are changed due to the above changes.
  • Summoning Changes
    • Wyverns are made available to castle owners.
    • Summoning costs in crystals are now changed to be gradual consumption over time rather than upfront consumption on summoning.
    • Pets now take penalties according to its own levels rather than according to its master's.
    • Pets now eat food automatically when hungry.
  • Others
    • Weight penalties for 80+% overloading has been reduced.
    • Maximum XP at Level 75 is now set at 100%.

Chronicle 2 Changes (Implemented around 12 December 2004)

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  • New areas are created for players to explore:
    • Innadril Castle and its accompany town, Heine
    • Tower of Insolence is opened for exploration
    • A Monster Derby area is opened for use
    • A PvP Coliseum is opened for use
    • Starter villages now have maps that shows the parts of the town; Guide NPC will also help PCs to locate specific NPC if asked.
    • Broadcast Towers are added to all towns to allow PCs to view events in other locations.
  • Items, Texture and Animation changes
    • New Textures are added for some weapons/ armour.
    • Some new weapons/ armour are added. In particular, Compressed Shots Packages are added.
  • Game Mechanism changes
    • Skills are adjusted and added, mainly for higher level characters.
    • New quests are added
    • Two new type of game-mobs -- Chests and Mimics -- are introduced.
    • Magic Spells is adjusted to have a chance to cause criticals.
    • A quest is made available for Dragon Hatchling pets to become Dragon Striders.
    • Private stores now have slight interface changes that is supposed to assist identifying scams.
    • Artisans can now set up crafting stores
    • A Lottery is introduced.
    • Dice can now be bought in stores.
    • A in-game calculator is made available (and is really nice. :)
    • C-Grade weapons can now be customized (somewhat).
    • Tattoos are now available to customize a character (somewhat).
    • The Manor system, in which a Castle-controlling PC can set up a special store to trade special commodities with other PCs, is made available.
    • Yet MORE changes were made to the PvP system to balance things out.
    • A Macro creation system is added.
    • Clan Leader can now delegate some tasks to other clan members.
    • An evaluation/ recommendation mechanism is introduced.
    • Artisans/ Warsmiths can obtain a Recipe book that would hold 50 recipes.

Chronicle 1 Changes (Implemented around 27 June 2004)

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  • New areas are created for players to explore:
    • Antharas' Lair is added.
    • Aden castle and its surrounding areas are opened for exploration.
    • Tower of Insolence is created but not open for exploration (if memory serves).
    • Two PvP Arenas were opened for use, one in Gludin and one in Giran.
    • Bandit's Stronghold is opened in the Oren area.
  • Items, Texture and Animation changes
    • New Textures are added for some weapons/ armour.
    • Some skills received new animation.
    • More emotions animations are added.
  • Game Mechanisms changes
    • PvP flagging system is changed to adjust for griefers and PK-ers.
    • Mob Drops for deep blue mobs (mobs > 5 levels below the PC) is eliminated.
    • A 15-second active period after user logout is imposed to adjust for exploit.
    • Weights for many items are readjusted. The Weight/ Encumberance system is adjusted.
    • Hatchling pets are added. Various pets/ summons rules are changed.
    • New skills and quests are made available.