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Lineage 2/The Player Character (PC) Classes & Character Guides/Shillien Knight

Shillien Knight is a defensive melee warrior (tank). He uses swords and blunts with shield and heavy armor. He has a large palette of debuffs and can paralyze. Too, he can drain hp from enemies and poison them.

Like all pure tank classes, he has Aggression and Hate Aura to attract mobs to focus their attacks on him (instead of on other party members), and he has Shield Fortress and Ultimate Defense to increase his defense values, and Deflect Arrow to make bow attacks much less efficient on him. He also has the passive skills Final Fortress to increase p.def with falling hp, and Shield Mastery to improve the effectivity of shields.

He can absorb health with both Drain Health (like Dark Avenger) and Life Leech (the later is however weaker).

Like Temple Knight, he get the passive skill Aegis which allows to get the shield bonus for attack from all directions on level 60, and the active skill Guard Stance to boost tank skills at the cost of MP. He can also summon cubics, but of different kinds (debuff/absorb health/poison instead of heal/support).

Like other darkelven warriors, he has a number of debuffs. Hex lowers enemies p.def. Freezing Strike slows enemies down. Power Break reduces enemies p.atk. And with Sting one can try to make enemies bleed, while Poison causes some other form of damage over time.

From level 58 on, he can paralyze opponents with Lightning Strike. The only other class which is able to paralyze are the Necromancers with their Anchor spell.

= Key Abilities = Format: Name (max Level) - Description (Level [+Number of Advancements] [/ ...])

Active

 * Aggression (49) - Provokes opponent's desire to attack. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Attack Aura (2) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10/28)
 * Confusion (19) - Throws the enemy into confusion and gets them to change the target of their attack. (24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Corpse Plague (4) - Corpse emits a cloud that poisons nearby enemies. (46/58/62/70)
 * Defense Aura (2) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5/20)
 * Deflect Arrow (4) - Increases defense against bow attacks. (24/32/43/49)
 * Drain Health (53) - Absorbs HP. (20+2/24+2/28+3/32+3/36+3/40+6/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Freezing Strike (24) - Instantly freezes target area. Temporarily reduces enemy's Speed. (36+2/40+2/43+2/46+2/49+2/52+2/55+2/58+2/60/62/64/66/68/70/72/74)
 * Guard Stance (4) - Increases P. Def. and the success rate of a shield defense. MP will be consumed continuously. (43/52/62/70)
 * Hate Aura (37) - Provokes your opponent to attack. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Hex (15) - Instantly decreases enemy's P. Def. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Life Leech (15) - Absorbs an enemy's HP. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Lightning Strike (5) - Lightning bolt attack that temporarily paralyzes the enemy. (58/62/66/70/74)
 * Poison (5) - Poisons target. (20/49/58/66/74)
 * Power Break (17) - Instantly reduces enemy's P. Atk. (32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Sting (49) - Inflicts a serious, bleeding wound upon the enemy. Used with a sword, dagger, or two-handed weapon. Over-hit possible. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Shield Fortress (6) - Increases personal shield defense rate. Continuously consumes MP. (64/66/68/70/72/74)
 * Summon Poltergeist Cubic (8) - Summons a cubic that weakens the enemy's P. Atk., P. Def., and Atk. Spd. (40/46/52/58/62/66/70/74)
 * Summon Vampiric Cube (7) - Summons a cubic that absorbs the enemy's HP and thereby restores its master's HP. (43/49/55/60/64/68/72)
 * Summon Viper Cubic (6) - Summons a Cubic, which poisons enemies. (49/55/60/64/68/72)
 * Ultimate Defense (2) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20/46)

Passive

 * Aegis (1) - Provides defense from all directions when a shield is equipped. (60)
 * Cubic Mastery (2) - Ability to summon (n + 1) Cubics at once (n = skilllevel) (43/55)
 * Final Fortress (11) - Automatically increases P. Def. when HP level falls. (52/55/58/60/62/64/66/68/70/72/72/74)
 * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)
 * Heavy Armor Mastery (52) - Increases P.def. with Heavy Armor. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Shadow Sense (1) - Increases Accurancy at night (15)
 * Shield Mastery (4) - Shield defense rate increases. (20/28/40/52)
 * Sword Blunt Mastery (45) - Increases P. Atk. for Swords and Blunts. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

Outdated

 * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)
 * Power Strike (9) - Gathers power for a fierce strike. Sword/blunt only. Over-hit available. (5+3/10+3/15+3)
 * Weapon Mastery (3) - Attack power increases. (5/10/15)

= Equipment = Naturally, the SK tries to get the best one-handed sword/blunt and shield of the level. The sword has a higher critical rate with some nice Damage Dealing SA on C and B grade and let the SK use his bleeding attack skill - Sting. The blunt weapons on the other hand miss less and have a Health SA on C and B grade.

C-grade: Samurai Longsword / Yaksa Mace, B-Grade: Sword of Damascus / Art of Battle Axe / Deadman's Glory, A-Grade: Dark Legion's Edge / Elysian Axe.

On c-grade, the full plate armor gives another nice bonus to the shield skills. On b-grade, the Avadon and Doom Sets are even much better. The boni of the a-grade Dark Crystal set on shields is amusingly less good, but the improved p.def and good immunities make up for this.

Sacrificing Str for Dex and/or Con is no bad idea for the SK, obviously. As an Darkelf, the very low Con of 32 is a real disadvantage, while the high Str helps only while being solo.

SKs need the following spellbooks: Level 40: Hex, Life Leech, Summon Poltergeist Cubic; Level 43: Summon Vampiric Cube; Level 46: Corpse Plague; Level 49: Summon Viper Cubic; Level 58: Lightning Strike.

= Playstyle = Tanks are obviously quite easy to solo, only a little boring maybe.

Inside groups, they activate their Hate Aura and keep mobs attacking them instead of the damage dealers.

Best group for a tank is of course a mix of buffers, a large number of damage dealers and nukers, and maybe a healer. Best buffer for the tank himself is a Prophet who avoids buffing 'Berserker Spirit' to the tank, plus an Elven Elder - can also give mana and healing and raise almost as good as a Bishop - and a Swordsinger. The damage dealers will want to get the buffs of a Bladedancer, too. Nukers will want to have again a Bladedancer, and a Shillien Elder for their Empower (adds to the Berserker Spirit of the Prophet) and for additional Mana, and they also have Greater Group Heal and Vampiric Rage.

The SK himself is optimal for fighting a single tough opponent at one time. He can paralyze and debuff them, and use his damage over time abilities on them.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Tyrant

Tyrants are offensive melee warriors (damage dealer, DD) of the orcs. They are specialized into Fist Weapons and Light Armor, and have Stun attacks.

The extraordinarily high damage they deal is achieved through by their attack speed, not through high P.Atk (Gladiator, Destroyer) or through many and strong criticals with a dagger (Treasure Hunter, Abyss Walker, Plainswalker).

Compared to the Destroyer, Tyrants have only a very small number of hitpoints, and a bad pdef thanks to the limitation to light armor. They also lack the uber emergency abilities like Guts and Frenzy.

Tyrants are the only class that is really specialized into fist weapons. These offer good accuracy, which is good for Orcs with their low Dexterity. Like for dual swords, two hits of a fist weapon count as one attack, so if you compare Fists with other weapons, you have to double the damage dealt in one attack. Fortunately, one also needs only one set of soul shots (1-3 of them depending upon weapon) for these two attacks, unless one of them misses - the soul shots are then still consumed for the other attack.

Tyrants have a number of special abilities called Totems. They can be activated freely, but only the last activated one matters, and they need a certain time to regenerate. Most last far longer than the regeneration time, an exception is the Ogre Totem. The Puma Totem together with Fist Fury gives the Tyrant his especially high attack speed; they also get the passive skill Boost Attack Speed just like Treasure Hunters.

Tyrants also have special attacks, which work very much like spells, but need a lot of time to regenerate. Before they are used, they have also to be loaded through the special ability Focus Force. One can load this special skill up to 7 times, each increase will strengthen the power of the skill used afterwards. There are also energy stones which can store energy for the Tyrant to be used for these skills.

Skills
Format: Name of Skill (Level you get first stage[, next level for next stage...]) - Description

Totems

 * Totem Spirit Wolf (20) - Increases Speed.
 * Totem Spirit Bear (28) - Reduces Speed and increases P.Atk.
 * Totem Spirit Puma (40) - Reduces P.Def. and increases Atk.Speed and Evasion.
 * Spirit of Ogre (46) - Restores HP, increases P. Atk., P. Def., Accuracy and maximum HP and reduces Speed and Evasion.
 * Totem Spirit Rabbit (62) - Increases Speed and Evasion. Lowers P. Atk. significantly.
 * Totem Spirit Bison (68) - Increases P.Atk and critical attack rate if HP is low.

Other selfbuffs

 * Relax (5) - Recovers HP quickly when sitting. Continuously consumes MP.
 * Focus Force (24, 32, 40, 52, 60, 66, 72) - Gathers force for special attacks (see below).
 * Fist Fury (43) - Greatly increases attack speed. Continuously consumes HP.

Attacks

 * Iron Punch (5-35) - Extra damage. Fist weapons only.
 * Cripple (20+) - Reduces target's Speed. Fist weapons only.
 * Stunning Fist (20-35) - Stun attack. Fist weapons only.
 * Burning Fist (40+) - Improved Extra damage. Fist weapons only.
 * Soul Breaker (40+) - Improved Stun attack. Fist weapons only.
 * Punch of Doom (55+) - Does a devastating attack to the enemy, but will stun you shortly when used. Fist weapons only.

Special attacks (need to be prepared with Focus Force)

 * Force Blaster (24+) - Distance attack. 1 Charge used. Fist weapons only.
 * Hurricane Assault (36+) - A flurry of attacks. 2 Charges used. Fist weapons only.
 * Force Buster (43+) - Attack enemies in front of you. 1 Charge used. Fist weapons only.
 * Force Storm (49+) - Distance area attack. 1 Charge used. Fist weapons only.

Passive skills

 * Iron Body (15) - Resist damage from falling.
 * Agile Movement (20, 40) - Increases Accuracy and Speed. Light armor only.
 * Light Armor Mastery (20+) - Increases defense. Light armor only.
 * Fist Mastery (20+) - Increases P. Atk.. Fist weapons only.
 * Boost Attack Speed (36, 46, 58) - Attack speed increases.

Development
The special Focus Force and damage dealing attacks are rarely used outside of PvP, so one can concentrate on Stun and all standard skills (Light and Armor Mastery, Totems, Boost Attack Speed, Fist Fury etc) if sp are too low.

Equipment
Like any other warrior, Tyrants will have a polearm weapon with them, for battling multiple opponents at a time.

A main problem of Tyrants are soul shots. Thank god for Con 47 and only Light Armor to wear, but still the Tyrant runs out of soul shots very fast. One strategy againts this problem is using compressed packages, the other is getting a b-grade or better weapon.

On c-grade, Tyrants will obviously prefer the Plated Leather Set (+4 Str, -1 Con) over the higher protection of other c-grade armor, on b-grade the light Doom Set would be best (Dex gives Atk.speed and criticals), while on a-grade the Dark Crystal Light Set is the favorite choice, and the Nightmare Light Set isn't bad either, because of the small vampiric effect.

Tyrants often have trouble getting good fist weapons as they are so seldom and Shamans often want to have them, too. Damagewise Focus and Haste are probably the best SAs, however in 1 to 1 PvP the Health SA on the Dragon Grinder and the Demon Splinter is much better.

Tyrants usually sacrifice 4 Con for getting 4 Dex, which helps against the various effects of their bad orcish Dexterity and, besides other things, gives a big PvP advantage thanks to higher running speed, especially in combination with the Wolf Totem.

Playstyle
Tyrants are very party dependent. Well buffed, protected from attacks by the leadership of a tank or under the supervision of a good healer, they are maybe the strongest warrior class of all and potentially dealing more damage than even the dagger users. But without a party and buffs, they are probably the weakest of all warriors, having the worst p.def of all fighters, hardly any good evasion, no rogue skills to avoid enemies, and no way to heal themselves except through potions or endless resting.

As already said, Tyrants usually fight with the Puma Totem and the Fist Fury style. While being alone, the Ogre often is more effective than Puma - much less damage received, some healing, and less soul shots used, all for a little less damage dealt per time unit. Unfortunately Ogre causes also very slow movement and is therefore often not applicable. For traveling, the Wolf stays ideal, while the Rabbit is obviously meant for fleeing tight situations.

Maybe even more than other damage dealers, Tyrants love the vampiric buffs from Shillien Elders (Level 30+), Warcryers (44+) and highlevel Bladedancers (74), because Tyrants deal even more damage, but have the worst defense of all warrior classes.

The stun attack of the Tyrant is not better than the stun of most other classes, so it fails very often. Only Paladin and Dark Avenger get a really good stun.

The special attacks which need to be prepared with Focus Force are mostly toys except for Hurricane Assault. Force Blaster can be used as a replacement for a ranged attack, and Force Storm can attract a group of mobs if you want to attack them with a polearm. If you run away and reload your Focus Force, you can also use Force Buster to soften them even more before finishing them in direct melee.

Tyrants often get unwanted attention from mobs in a group. There are a number of standard tactics against this - using the hate aura and/or aggression of the tank, or using paralyze or stun, the later possibly from the Tyrant himself, on the mob.

Player versus player
The Tyrant is one of the stronger PvP classes. They can run very fast when using the Wolf Totem, can Cripple any archer or nuker trying to get out of reach, have high attack speed to disrupt nukers, and have two stun attacks (but dont overestimate those), two damage attacks and, if everything else failed, the final Punch of Doom. If they have time to prepare themselves, they also have the Assault Attack for even a bit more more damge at a good place in the fight.

Still they have very much trouble against Destroyers. The problem is, the moment the Destroyer falls below 30% hp and activates Guts (you suddenly deal only one third of damage) and Frenzy (the guy hits you suddenly three times harder), you are doomed. One trick here is to realize that Guts helps nothing against magic, and that the Tyrant can deal a lot of magic damage with his Force Blaster. So running away (Destroyers are very slow), loading Forcus Force to maximum level, then using Force Blaster might give you the necessary edge. Dont run away too long - Destroyers can heal their hp much faster than Tyrants, AND they can use Bows. Having Health on your Dragon Grinder or Demon Splinter might also give you an important edge.

Against archers, the Rabbit might be considerable, as it makes you even faster than the Wolf and gives you Evasion. Approach with the Rabbit, cripple the victim, then change to Puma and finish him off. Of course this works only once; if there are multiple archers (which is normal for PKs), Puma might be a bad choice as it lowers your pdef even more.

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Lineage 2/The Player Character (PC) Classes & Character Guides/Treasure Hunter

Treasure Hunter is the offensive melee warrior (damage dealer) of the humans. They wear light armor and wield daggers.

They have relatively bad defenses, but deal high damage, especially through their high number of criticals which also deal very much additional damage. They are seen as the best dagger user in respect to pure damage output, because they gets both Critical Chance like the Plainswalker and Critical Power like the Abyss Walker, additionally the passive ability Boost Attack Speed and the special skill Dash. All these skills make up for their lack in the stats especially when compared to the Abyss Walker.

Key Skills
Format: Name (Max. Level) - Description (Level[+Updates]/Next Level ...)

Active

 * Accuracy (1) - Increases Accurancy, costs MP. (24)
 * Backstab (37) - Damage attack, attacks enemy from behind. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Bleed (6) - Bleed Attack. Dagger Only. (24/32/49/58/66/70)
 * Dash (2) - Temporarily increases atk speed. (20/46)
 * Deadly Blow (37) - Damage attack. Dagger only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Fake Death (1) - Enemies are unable to attack, costs MP. (40)
 * Moral Blow (24) - Damage attack. Dagger only. (5+3/10+3/15+3/20+3/24+3/28+3/32+3/36+3)
 * Power Shot (24) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3/20+3/24+3/28+3/32+3/36+3)
 * Lure (1) - Lures an opponent without alerting social mobs around it. (52)
 * Relax (1) - Doubles HP regenertion while sitting, costs MP. (5)
 * Silent Move (1) - Sneaks through aggressive enemies, costs MP. (40)
 * Stun Shot (3) - Stun and damage attack. Bow only. (36+3)
 * Switch (14) - Confuses target and makes it change its attack focus. (43/46/49/52/55/58/60/62/64/66/68/70)
 * Trick (12) - Takes away an enemies will to attack. (49/52/55/58/60/62/64/66/68/70/72/74)
 * Ultimate Evasion (2) - Increases Evasion while making movement impossible. (28/55)
 * Unlock (14) - Opens doors and chests with increasing chances. (20/24/28/32/36/40/43/46/52/55/60/64/68/72)
 * Veil (14) - Clouds enemies sight to discourage aggressive behavior. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Vicious Stance (20) - Increases damage of critical attacks, costs MP. (20/24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

Passive

 * Acrobat (2) - Reduces damage from falling. (20/55)
 * Acrobatic Move (3) - Increases Evasion while running. (28/43/55)
 * Boost Attack Speed (3) - Increases Atk.Speed. (36/46/58)
 * Boost Breath (2) - Increases lung capacity. (20/55)
 * Boost Evasion (3) - Increases Evasion. (24/46/58)
 * Bow Mastery (15) - Increases P.Atk. Bow only. (20+3/24+3/28+3/32+3/36+3)
 * Critical Chance (3) - Increases chance of critical attacks. (28/40/49)
 * Critical Power (6) - Increases damage of critical attacks. (24/32/40/52/64/72)
 * Dagger Mastery (45) - Increases P.Atk. Dagger only. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Esprit (8) - Increased recovery while running. (36/43/46/49/52/62/68/74)
 * Light Armor Mastery (47) - Increases P.Def. Light Armor only. (20+2/24+2/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Long Shot (1) - Increases attack range. Bow only. (20)
 * Quick Step (2) - Increases running speed. (28/43)
 * Rapid Shot (1) - Increases attack speed. Bow only. (32)
 * Vital Force (8) - Increases HP regeneration while sitting. (24/32/40/46/52/58/64/72)

Outdated

 * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
 * Weapon Mastery (3) - Increases P.Atk. (5/10/15)

Development
The TH get all the good skills to deal damage, which makes more than up for the much lower Dexterity compared to the elvish races.

Equipment
The best equipment for the Treasure Hunter is of course always the best dagger and the damage dealer light armor of the grade. For c-grade this would be the Crystal Dagger with SA Critical Damage and the Plated Leather Armor set if one wants maximum damage, while the Theca Leather Set would give better defenses; a third good choice is the Drake Leather set which gives almost as much P.Def as Theca, but also a bonus on M.Def. For b-grade the best equipment would be the Demon Sword with one of the two remaining SAs (unless you are so uber lucky to get your hands on one with SA Might Mortal) or Kris with SA Focus, combined with the Doom Light Set (which, thanks to the Dex Bonus, is a LOT better than all other armors on b-grade). For a-grade this would be the Soul Separator with SA Critical Damage or a Bloody Orchid with Focus, and the Dark Crystal Light Set or the Nightmare Set (the later gives a bit of healing through own damage, ideal for soloplay, and a +1 to Dex, not really the uber bonus but better than nothing).

Because they benefit so greatly from criticals, one will want to give the TH the maximum possible boost of +5 through dyes, probably preferably at cost of constitution. Damage junkies will also boost their strength. It is however advisable to wait with lowering the constitution score until one has a b-grade weapon, at least as long as one wants to also use shots, as treasure hunters need more shots than the average warrior.

Adventuring
Dagger users are damage dealers with good offense but bad defense. Damage dealers are usually much better in parties. But as the TH is however a very fast selfhealer (decent human constitution score, Vital Force, Relax), their downtime is quite bearable. Additionally, they have a lot of skills which allows them to enter everywhere and seek the best farming points.

The best skills to use depend very much on the situation, even if Accuracy is so cheap and has such a strong effect that one keeps it up all the time. Vicious Stance gets better and better with higher levels, as one gets more criticals, but consumes a lot of mp and should always be disabled again after a fight.

In a party, the dagger user is probably best of with a Warcryer as they have all the best buffs (Vampiric Rage, Haste, Focus). Second best would be a Shillien Elder (Vampiric Rage, Focus, Death Whisper) combined with a greater Haste potion (if you have access to them); the later can also heal and recharge Mana and would make a good two people combo. A prophet would maximize damage (Haste, Focus, Death Whisper, Berserker Spirit), but not offer that much healing (level 35 Battle Heal).

Of course, the ideal combo would be something like Prophet, Bladedancer and Shillien Elder for buffs, a tanker class to attract the attacks, and various other damage dealers, best combined with a Bounty Hunter for better drops.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Abyss Walker

Abyss Walker are offensive melee warriors. They use daggers and light armor.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Bladedancer

Bladedancers are warriors with (mostly) offensive group buffs (dances). They use heavy armor and dual swords.

All dances are gained only once and never get stronger. Many dances stack with ordinary buffs, thats why everyone loves to have a bladedancer (and/or elven spellsword) in the party, even if they themselves are not exactly the toughest warriors. Dances (and songs) only last 5 minutes, so you have dance again very often when playing this class.

Key Skills
Format: Name (max Level) - Description (Level [+Number of Advancements] [/ ...])

Dances

 * Dance of Fire - Temporarily increases party's critical damage. Dual Swords only. (40)
 * Dance of Light - Temporarily bestows sacred power to party's physical attack. Dual Swords only. (43)
 * Dance of Inspiration - Temporarily increases party's Accuracy. Dual Swords only. (46)
 * Dance of Mystic - Temporarily increases party's M. Atk. Dual Swords only. (49)
 * Dance of Concentration - Temporarily increases party's Casting Spd., and decreases magic cancel rate. Dual Swords only. (52)
 * Dance of Warrior - Temporarily increases party's P. Atk. Dual Swords only. (55)
 * Dance of Fury - Temporarily increases party's Atk. Spd. Dual Swords only. (58)
 * Dance of Earth Guard - Temporarily increases party's resistance to earth attacks. Dual Swords only. (62)
 * Dance of Protection - Temporarily bestows one's party's resistance to terrain damage. Dual Swords only. (66)
 * Dance of Aqua Guard - Temporarily increases party's resistance to attacks by water. Dual Swords only. (70)
 * Dance of Vampire - Partially restores party's HP by using damage inflicted upon the enemy. Damage inflicted by skill or remote attack is excluded. Dual Swords only. (74)

Other Active

 * Aggression (12) - Provokes opponent's desire to attack. (24+3/28+3/32+2/36+2)
 * Attack Aura (2) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10/28)
 * Confusion (19) - Throws the enemy into confusion and gets them to change the target of their attack. (24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Defense Aura (2) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5/20)
 * Deflect Arrow (2) - Increases defense against bow attacks. (24/32)
 * Drain Health (53) - Absorbs HP. (15+2/20+2/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Freezing Strike (24) - Instantly freezes target area. Temporarily reduces enemy's Speed. (36+2/40+2/43+2/46+2/49+2/52+2/55+2/58+2/60/62/64/66/68/70/72/74)
 * Hex (15) - Instantly decreases enemy's P. Def. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Poison (5) - Poisons target. (20/49/58/66/74)
 * Poison Blade Dance (3) - Sword emits cloud that poisons nearby enemies. Dual Swords only. (55/60/72)
 * Power Break (17) - Instantly reduces enemy's P. Atk. (32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Sting (49) - Inflicts a serious, bleeding wound upon the enemy. Used with a sword, dagger, or two-handed weapon. Over-hit possible. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Ultimate Defense (1) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20)

Passive

 * Dual Weapon Mastery (37) - Increases attack power when using dual weapons. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)
 * Heavy Armor Mastery (15) - Increases one's P. Def. when one is wearing heavy armor. (20+3/24+3/28+3/32+3/36+3)
 * Shadow Sense (1) - Increases Accurancy at night (15)

Outdated

 * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)
 * Weapon Mastery (3) - Attack power increases. (5/10/15)

Equipment
On c-grade, full plate set would be optimal as the other heavy sets offer no bonus that is worth the lesser pdef. On b-grade, Blue Wolf Heavy is the set of choice - and it looks damned good on darkelves, too, especially with dual Samurai Longsword. On a-grade Tallum is the best choice, as it gives more damage; Majestic however is to be prefered for PvP because of its stun protection (which is the weak point of darkelven warriors).

Dual swords are handled a lot differently than other weapons in the game. To get their SA, you have to over-enchant them once, so they become +4. It is hard to understand why, but with C4 most dual swords have been nerved, all except those with the by far strongest of all SAs (at least in PvP): Health. Dont fool yourself however: Bladedancers are no good PvP characters by themselves, even if they get Magic Resistance to help them against most attacks. In group PvP events like sieges however they are a great addition because of their group buffs. Since Bladedancers are usually one of the last to be targeted in mass PvP(everybody goes for the archer/daggers, nuker mages and healers), it seems that one of the best strategies for a BD is to stay at the back, keeping up the dances till the DDs and nukers kill each other and then dash forward and try to kill a buffer/healer. suicide runs are also common in closed spaces, when the BladeDancer runs to the enemy and uses the Poison Dance.

The best c-grade dual swords are any combination of Katana, Spirit Sword, Raid Sword, and Shamshir. As dual Spirit Sword has SA Health, it is to be recommended. If you rather want to maximise damage output, dual Katana is your choice (but the effect is really small). On b-grade the famous dual Samurai Longsword, ingame only called "dual sls", has the best Patk. - the SA is however since C4 mediocre (+4% attack speed). As it turns out, the slightly lower Patk. dual swords "Tsurugi(TSU)*Samurai Longsword(SLS)" and "Sword of Delusion(Sod)*Samurai Longsword(SLS)" produce more damage if you succeed to over-enchant them to +4. The "TSU*SLS" increase the critical rate up to 40-50% (depending on buffs) and the "Sod*SLS" increase your P.Atk by 133 during a critical attack. If you want SA Health, the rather ugly or at least strange looking combo "Sword of Nightmare * Samurai Longsword" would be your choice. On a-grade the combo "Keshanberk * Sword of Damascus" would again offer Health, while dual "Dama" (as Sword of Damascus is called ingame) would offer maximum damage output.

Symbols are hard to decide, because the stats of darkelven warriors are already so extreme - more Str than anybody else, and only one less Dex than the best race, Elves, on the other hand the far lowest Con. Lowering your Dex for more Str is an option, as well as lowering your already so low Con even more for either Dex and/or Str. The later should not be done before you don't have b-grade weapons, because otherwise your cant carry enough soul shots for longer expeditions.

Bladedancers need the following spellbooks: Level 40: Hex.

Playstyle
Bladedancers are quite okayish soloplayers, but why go solo him if parties are so much more effective and Bladedancers are usually very welcome in them? The best miniparty consists of a Bladedancer, Swordsinger and a Shilien Elder, who dishes out Vampiric Rage, apart from the other buffs.

Rule Number One for a BladeDancer: Don't dance while your party fights a mob. Dances are mass buffs and generate a lot of hate from the mobs. Even if there's only the tank attacking, on the second dance the mob usually leaves the tank alone and starts for you. So save yourself and your mates the trouble and dance before attacking. This however proves useful if you're prepared to die for your party when the situation gets out of control(Read: your party getting trained with mobs, DDs/Mages aggroing more mobs than the party can handle. When that happens, the best thing to do is dance and UD, hoping for the party to either hit BSOE, or have enough presence of mind to start healing you and attacking your mob).

Don't dance more than you have to. Your mana regain is not the strongest one and the mana cost for each additional dance is quite high. 3 dances with the occasional Hex are okay on 58+ level. If you have a buffer in the party(a prophet/overlord/elders) do them a favor and dance Concentration. this will diminish the rebuff time and eventually will extend the time the whole party can grind.

To do.

Previous comment
Bladedancers are a special class that combines group buffs with considerable offensive fighting power. On itself the class is already not that bad, but their real power only appears in groups, because many dances stack with effects from normal buffers. Additionally, they have a number of debuffs against opponents like Hex etc.

Bladedancers specialize into the use of dual swords. They can only use heavy armor effectively.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Sorcerer

Sorcerer (female: Sorceress) is a damage dealing mage class (so-called nuker). They get an unspecific weapon skill and a skill to use robes. The sorcerer has the ability to inflict massive damage at targets from the distances.

Key Skills
http://www.lineage2.com/Knowledge/race_human_skill.html?my_class=human_sorcerer

Equipment
Sorcerers wear robes. Being the most balanced of the three nukers class, they are relatively free to choose if they prefer robes which offer more spellcasting speed, or robes which offer higher m.atk; most players prefer the later.

On no-grade, all mystics except orcs will try to get the devotion set which speeds up spellcasting. On d-grade, sorcerers love to have the knowledge set for additional damage, but the gloves of that set are droponly and therefore hard to get. On c-grade the demon robe set is the favorite for very impressing damage improvements, the hp penalty of that set is no problem for sorcerers. That set is so good that temptation is high to keep it until a-grade, while both Zubei and Avadon robes are not bad to have for more mp and better p.def. Preferences on a-grade is for the Dark Cristal set robe.

Naturally, sorcerers prefer mage weapons with high matk and magic effects like Empower, Mana Up, UpDown, Acumen etc. For no-grade, the Voodoo Doll and the Crucifix of Blessing are best (and both can be combined with a shield). On d-grade, the Staff of Life would be optimal (but very hard to get) as it is again one-handed; otherwise the Ghost Staff and the Atuba Mace/Hammer all offer the same m.atk. On c-grade, the Homunkulus Sword would be the best onehanded weapon, which also can have two very good SA's, too (Acumen and UpDown). Otherwise, the Ghoul/Demon/Deadmans staff offer more matk, but their SA's are not that great (Ghoul Staff can have Mana Up, however).

On b-grade, there is a special weapon, the Hell Knife, a dagger. Has the highest matk of all daggers and can be combined with a shield; unfortunately it doesnt have magic SAs, which is a shame, because it would be the most stylish weapon for a necromancer. There is also the Sword of Valhalla, which is very beautiful, but cannot have any SAs at all. The b-grade staffs have only crappy magic SA's, too.

On a-grade, the favorite weapon of all mystics (except orcs) is definitely the Sword of Miracles with SA Acumen. Alternatively the sorcerer can use the Branch of The World Tree with either Acumen, Empower or UpDown. Also is good Elemental Sword vith SA Empower.

Nukers will naturally want to sacrifice Men for Wis or Int - or both. Also, giving Str for Con or Dex or both is done very easily, as Nukers naturally have no use for Str at all.

Playstyle
Nukers tend to be loners. However, sorcerers still can get a party once in a while, because their mass sleep effects are welcomed for tight situations. Inside a party, sorcerers have to step careful. If they are the first ones who attack mobs, they will have to use the same techniques as in solo play (hit and run) while the rest of the party runs uselessly after them. Therefore it is best to wait for the party to attack first, so the focus of the mob is already focussed on someone else when the nuker uses his high damage spells.

On their own, nukers typically use hit and run techniques - they attack a mob with their highest range spell, run until it has recharged, then attack again. With this technique, nukers can kill even red mobs.

However, all nukers make good two people parties with Shillien Elders who can empower them and give them Mana, a feature which becomes very important on high levels with the Seal of Element spells which suck endless Mana away. Elven Elders work also - they can't empower, but can give Mana.

Class Comparison
Unlike Necromancers, Sorcerers are mainly focused on elemental spells instead of the use of black magic.

Unlike spellsingers, a class which uses no black magic at all, Sorcerers have the ability to use slow, one of the black magic necromancer have.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Spellsinger

Spellsinger is a damage dealing mage class (so-called nuker). They get a unspecific weapon skill and a skill to use robes. The spellsinger has the ability to inflict massive damage at targets from the distances.

Key Skills
To be added

Equipment
Spellsingers wear robes. Being the fastest of the three nukers class, but having the weakest m.atk, spellsingers prefer equipment which strengthens their spells.

On no-grade, all mystics except orcs will try to get the devotion set which speeds up spellcasting. On d-grade, sorcerers love to have the knowledge set for additional damage, but the gloves of that set are droponly and therefore hard to get. On c-grade the demon robe set is the favorite for very impressing damage improvements, even if the hp penalty of that set is a considerable drawback for elves (one could try to get a dye for getting more Con at cost for Str). On b-grade Doom and Zubei are good choices. On a-grade no set really has been made for the spellsinger, but anything but Tallum is probably considerable.

Naturally, nukers prefer mage weapons with high matk and magic effects like Empower, Mana Up, UpDown, Acumen etc. For no-grade, the Voodoo Doll and the Crucifix of Blessing are best (and both can be combined with a shield). On d-grade, the Staff of Life would be optimal (but very hard to get) as it is again one-handed; otherwise the Ghost Staff and the Atuba Mace/Hammer all offer the same m.atk. On c-grade, the Homunkulus Sword would be the best onehanded weapon, which also can have two very good SA's, too (Acumen and UpDown). Otherwise, the Ghoul/Demon/Deadmans staff offer more matk, but their SA's are not that great (Ghoul Staff can have Mana Up, however).

On b-grade the Hell Knife (Magic Regeneration, Magic Mental Shield, Magic Weakness) and the Sword of Valhalla (Acumen, Magic Weakness, Magic Regeneration) are options for people who prefer to play with a shield. Otherwise there is of course the Staff of Evil Spirits (only crappy magic SAs). On a-grade, the favorite weapon of all mystics (except orcs) is definitely the Sword of Miracles with SA Acumen. Alternatively nukers can use the Branch of The World Tree with either Acumen, Empower or UpDown; spellsingers will probably prefer to get Empower.

Sacrificing Str for more Con is an absolutely natural choice for spellsingers, they have no use for Str. They will often also want to sacrifice either Men or Wis for more Int to get more matk.

Playstyle
Nukers tend to be loners. However, spellsingers still can get a party once in a while, because their mass sleep effects are welcomed for tight situations. Inside a party, nukers have to step careful. If they are the first ones who attack mobs, they will have to use the same techniques as in solo play (hit and run) while the rest of the party runs after them. Therefore it is best to wait for the party to attack first, so the focus of the mob is already focussed on someone else when the nuker uses his high damage spells.

On their own, nukers typically use hit and run techniques - they attack a mob with their highest range spell, run until it has recharged, then attack again. With this technique, nukers can kill even red mobs. Spellsingers are best at this technique, as they are both the fastest runners and the fastest spellcasters.

All nukers make good two people parties with Shillien Elders who can empower them and give them Mana, a feature which becomes very important on high levels with the Seal of Element spells which suck endless Mana away. Elven Elders work also - they can't empower, but can give Mana.

Class Comparison
Elves are the fastest spellcasters, but have worse matk than Humans and especially Darkelves.

Spellsingers are definitely an elven class which can at least keep up with their human and elven counterparts (Sorcerer and Spellhowler). In fact, they are easiest to play, as they are the fastest runners and fastest spellcasters; hardly do they ever get interrupted or even get hit at all. If you love elves, but want a strong class, spellsinger is definitely a good choice.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Spellhowler

Spellhowler (SH) are offensive spellcasters (nukers) of the darkelves. They wear Robes and can use any weapon, even if they usually prefer those with high M.Atk.

This class specializes into wind and dark magic.

Key Skills
- TO DO -

Development
- TO DO -

Equipment
In general, anything that gives the SH casting speed is usually a good idea. Casting speed means your chance of getting interrupted is much lower, and its a huge advantage in PvP.

There are a lot of options for equipment of the Spellhowler, so I will just present the most popular. On c-grade one would want to combine the Karmian Robe Set with the Ghoul Staff, SA Mana Up, or a Homunculus Sword, SA Acumen, or the Sword of Whispering Death, SA Magic Power. If you really want to use the Demon Robe set instead, getting a +4 Con, -4 Str Symbol might be a good idea. On b-grade the Avadon or Zubei Robe is combined with the Staff of Evil Spirit (no good SA) or the Homunculus Sword with SA Acumen. On a-grade the best combo is probably the Dark Crystal Robe with a Sword of Miracles SA Acumen or SA Magic Power.

The +4 Con, -4 Str Symbol is a must - SHs get absolutely nothing from strength, but are very low on hitpoints and load. Another popular Symbol would be +4 Wit, -4 Men. You can work some of the bad effects of that symbol by wearing, for example, the majestic robe (gives mana regeneration), using a weapon with Mana Up or Conversion (as +4 Wit gives more casting speed than an acumen weapon would give anyway), and getting better jewelry.

Adventuring
Nukers are loners, and the Spellhowler is even more so than elvish Spellsingers and human Sorcerers, because the later at least have mass sleep spells.

Especially spellsingers can be found to almost go into melee with their spells quite often, because their fastest spells are almost uninterruptible. Spellhowlers however are slow casters, the best strategy for them is to run away until they have some distance, cast their spell, then continue running away. The Slow spell is a very important tool for the spellhowler, as are speed potions.

During soloplay, the spellhowler usually battles to use up his Manapool as slowly as possible. This can be done by casting the Body to Mind spell multiple times between the wind attacks, then combining them with the Vampiric Claw attack.

Dark magic is very strong, but some mobs are very resistant, and wind attacks tend to be cheaper, at least in the beginning. Also, there are no dark mass attacks.

Fun Facts
Someone placed a detailed plan how to level a spellhowler up to level 20 here, this has been moved to the right place: Dark Mystic.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Warcryer

Warcryer (WC) are spellcasters, with party buffs and a number of debuffs and lesser attack spells, of the orcs. They can use any armor and any weapon, but get a stun skill for blunts.

Skills
Format: Name (Max. Level) - Description (Level[+Updates]/Next Level ...)

Group Buffs

 * Chant of Battle (3) - Increases P.Atk. of party. (14/25/44)
 * Chant of Eagle (3) - Increases Accuracy of party. (48/58/64)
 * Chant of Evasion (3) - Increases Evasion of party. (40/48/56)
 * Chant of Flame (3) - Increases Cast.Speed of party. (30/44/56)
 * Chant of Fire (3) - Increases M.Def. of party. (20/40/52)
 * Chant of Fury (2) - Increases Atkspeed of party. (48/56)
 * Chant of Predator (3) - Increases Critical of party. (48/60/68)
 * Chant of Life (18) - Greatly increases HP Regen of party for a short time. (20/25/30/35/40/44/48/52/56/58/60/62/64/66/68/70/72/74)
 * Chant of Rage (3) - Increases Critical Damage of party. (44/52/56)
 * Chant of Revenge (3) - Reflects Damage for party. (62/68/74)
 * Chant of Shielding (3) - Increases P.Def. of party. (20/30/40)
 * Chant of Vampire (4) - A part of the damage dealt becomes healing, for whole party. (44/58/66/74)

Other Buffs

 * Soul Cry (10) - Increases P.Atk of caster. Consumes MP continuously. (1/14/25/35/40/48/56/60/66/70)
 * Soul Shield (3) - Increases P.Def. of target. (7/25/35)

Debuffs

 * Aura Sink (6) - Drains enemies mp. (25/35/44/52/64/70)
 * Dreaming Spirit (20) - Sleep on target. (7/14/20/25/30/35/40/44/48/52/56/58/60/62/64/66/68/70/72/74)
 * Fear (19) - Fear on target. (14/20/25/30/35/40/44/48/52/56/58/60/62/64/66/68/70/72/74)
 * Madness (18) - Confuses target to randomly attack allies or foes. (20/25/30/35/40/44/48/52/56/58/60/62/64/66/68/70/72/74)

Attacks

 * Freezing Flame (4) - Ranged cold damage attack. (40/52/64/72)
 * Steal Essence (14) - Absorb health from target. (40/44/48/52/56/58/60/62/64/66/68/70/72/74)
 * Venom (5) - Ranged poison attack. (7/14/20/40/52)

Weapon Skills

 * Stun Attack (12) - Melee stun attack. Over-hit available. Blunt only. (20+3/25+3/30+3/35+3)
 * Hammer Crush (35) - Melee stun attack. Over-hit available. Blunt only. (40+3/44+3/48+3/52+3/56+3/58+3/60+3/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

Passive

 * Anti Magic (45) - Increases M.Def. (7+2/14+2/20+2/25+2/30+2/35+2/40+3/44+3/48+3/52+3/56+3/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Boost HP (7) - Increases HP Max. (40/44/48/52/56/62/70)
 * Boost Mana (8) - Increases MP Max. (20/30/40/48/56/60/66/72)
 * Fast HP Recovery (5) - Increases HP regen. (35/44/52/58/64)
 * Fast Mana Recovery (6) - Increases MP regen. (25/35/44/52/60/68)
 * Fast Spell Casting (3) - Increases Cast.Speed. (25/40/56)
 * Heavy Armor Mastery (43) - Increases P.Def, Casting Speed and Atk.Speed. Heavy Armor only. (14+2/20+2/25+2/30+2/35+2/40+3/44+3/48+3/52+3/56+3/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Light Armor Mastery (45) - Increases P.Def, Casting Speed, Atk.Speed and MP regen. Light Armor only. (7+2/14+2/20+2/25+2/30+2/35+2/40+3/44+3/48+3/52+3/56+3/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Quick Recovery (3) - Time between magic reuse shortens. (20/30/48)
 * Robe Mastery (45) - Increases P.Def. Robe only. (7+2/14+2/20+2/25+2/30+2/35+2/40+3/44+3/48+3/52+3/56+3/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Toughness (1) - Tolerance against various irregularities. (1)
 * Weapon Mastery (42) - Increases P.Atk. and M.Atk. (7/14/20/25+2/30+2/35+2/40+3/44+3/48+3/52+3/56+3/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

Outdated

 * Blaze Quake (2) - Drains hp of surrounding enemies. (25/35)
 * Blessing of Paagrio (1) - Increases P.Def. of clan. (35)
 * Chill Flame (2) - Ranged cold damage attack. (7/14)
 * Frost Flame (2) - Ranged cold damage attack. (20/30)
 * Power of Paagrio (1) - Increases P.Atk of clan. (30)
 * Life Drain (5) - Absorb health from target. (7/14/20/25/30)
 * Seal of Binding (3) - Hold nearby enemies. (25/30/35)
 * Seal of Chaos (2) - Reduces Accurrancy of nearby enemies. (30/35)
 * Seal of Poison (2) - Poisons nearby enemies. (20/30)
 * Seal of Slow (1) - Reduces Speed of nearby enemies. (35)

Development
Buffers should always spend their skillpoints first on the newest buffs to make sure they always give maximum effectivity to others. Soul Cry and Weapon Specialization come next to deal a bit of own damage as well.

After that, it depends much upon personal preferences. Fear and Dreaming Spirit might become handy in tough situations. As Orc Mystics have insane Men anyway, plus get a buff for it, Magic Resistance is not an absolute priority.

Equipment
It is hard to find another class with so many options for equipment, so we should only give some general tipps.

Its a bit hard to understand why shamans get a stun skill, as they get no weapon specialization for blunt, which is therefore otherwise a rather stupid choice for this class. The most effective weapon combination would be some twohanded magic Staff with Acumen for faster buffing and harder to resist curses and stronger attacks, which can also be used for a stun once in a while, and a dual or twohanded weapon for dealing as much damage as possible, to get the highest effect out of Chant of Vampire. Fists give good accuracy, while dual swords give good criticals, and twohanded swords give good criticals and use less shots, but do their single attack very late. Because of his Chant of Vampire, the warcryer is also a surprisingly good user of polearms.

All armor types have their advantages. Heavy Armor is of course best for the lonely orc. Robe is best if you are in party, protected either by tanks, or by high damage dealers such as Tyrants that deal far too much damage that the mobs ever get interested in the Warcryer. Light Armor is a good compromise. If you do not use Robes, beware that you need full mp to rebuff the party.

Adventuring
More like the other clerical classes, Warcryers need a full party to have their maximum effectivity. On the other hand, a single Warcryer is already enough to satisfy most needs when buffing a whole party, of all really good buffs only Berzerker Spirit, Empower, and maybe also Concentration, Resist Shock and Windwalk are missing. This means specifically that a Warcryer is really a bad buffer for wizards, because ALL the missing buffs are of real interest to those.

One of the main disadvantages of the Warcryer is that he normally only buffs every twenty minutes, and needs full mp for buffing - unless in Robe. Also, the party has to stay together to get the buffs, while a Prophet or Elder might move a bit around to buff party members, or might even freely buff people not in party.

Compared to all other mystics, shamans are very tough melee warriors, still they cant compete in any way with real warriors. In a party, if both Warcryer and Tyrant are of same level and use the same weapon, the Warcryer deals something like the half or one third of the damage of the Tyrant. The Soul Cry of course helps a lot with that.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Bishop

Bishops are the specialized healers in Lineage 2. They are the only class which gets the uber healing spells Greater Battle Heal and Restore Life, and they get the powerful Mass Resurrection. They also can solo undead non-group mobs quite easily.

= Key Skills =

Healing
(this skill is currently bugged if you use it, do not have anything targeted)
 * Greater Heal - Improved version of Heal. (40+3)
 * Greater Battle Heal – Improved version of Battle Heal. (40+3)
 * Greater Group Heal – Improved version of Group Heal. (40+3)
 * Greater Resurrection (3) – Resurrects another character from dead, restores up to 70% of xp. (?/?/40)
 * Mass Resurrection – Resurrects every dead clan/alliance member in a very short range. (40)
 * Purify – Heals paralysis and removes bleed and poison.
 * Restore Life – Heals a percentage of HP.

Attacks

 * Hold Undead – Paralizes an undead mob for a few minutes.
 * Might of Heaven – Damage against an undead mob.
 * Peace - Puts opponent's mind at peace. Desire to attack is decreased.
 * Requiem – Disables preemptive attacks from undead mobs in a fixed range.
 * Repose – Disables undead mobs will to attack in a fixed range.
 * Sleep – Puts a target into a state of sleep.

Equipment/Playstyle
Bishops get the skill to wear both robes and light armor. Like all clerical classes, they get a generic weapon skill that allows to use all weapons equally well. While battling undead with their spells, they will prefer weapons with high matk. Otherwise, they have little use for it. Still wizard weapons are a good choice for bishops on high levels as they can have special abilities like Mana Up or Acumen.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Prophet

Prophet are the specialized buffers in the game. They can use all weapons and all armor (even heavy).

Key Skills

 * Berserker Spirit – Increases casting speed, attacking speed, P.atk and M.atk while lowering P.def
 * Bless Shield – Increases defense rate with shield
 * Bless the Body – Increases max hp
 * Bless the Soul - Increases max mp
 * Death Whisper – Increases critical damage
 * Focus – Increases critical rates
 * Greater Acumen - Increases casting speed
 * Greater Concentration – Decreases chance that the magic will be canceled due to damage
 * Guidance - Increases Accuracy
 * Haste - Increases Atk.Speed
 * Invigor - Protects against Bleed
 * Kiss of Eva - Increases Breath Gauge
 * Magic Barrier – Increases M.def
 * Mental Aegis - Protects against various attacks (Dryad Root etc)
 * Might – Increases P.atk.
 * Regeneration – Increases hp generation
 * Resist Aqua - Resistance to water attacks
 * Resist Fire - Resistance to fire attacks
 * Resist Poison - Resistance against poison
 * Resist Wind - Resistance against wind attacks
 * Return - Teleport to nearest town
 * Shield – Increases P. def
 * Wind Walk - Increases moving speed

Equipment
As they need so much Mana for buffing larger parties, and benefit so much from casting time speedups when doing the buffing, robes are actually very popular for Prophets.

Most prophets seem to prefer dual swords to deal a little damage while not buffing.

Playstyle
As the prophet can buff so well plus can wear heavy armor, he is also the cleric who is best prepared to be played solo. At the same time, probably no other class gets a party as easily.

Class Comparison
As of Chronicle 3 the only buffs really unique to prophets are Resist Fire, Resist Aqua, Berserk, Regeneration, Bless the Body, and Bless the soul. Warcryers have the group buffs for Shield, Might, Guidance, Focus, Death Whisper, Acumen, Haste, Windwalk and Magic Barrier. But Warcryers have no emergency healing like the good old Battle Heal of the Prophet, and Warcryers really need a large party to be really effective, while a prophet also shines in small parties. Last not least warcryers need a lot of levels to max their buffs, while prophets have all the good stuff much earlier.

Fun Facts
An interesting property of the prophet is that, after level 56, the only thing which becomes still better are the spells Bless the Body, Bless the Soul, and the Resist Element stuff. All other buffs are already maxed. That's why a lot of people only use them as buffer who just sits and buffs at the hunting place of the party.

The important Beserker Spirit buff is often called Zerk in online discussions.

Prophets are not the only class who get the skill to wear heavy armor, Warcryersy and overlords get it too. With heavy armor mastery they get pdef and casting speed bonuses.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Elder

Elders can be considered to be the intermediate class between Human Bishops and Prophets, mixing the elements of healing powers (and mana recharging abilities), offensive abilities, and buffs. As with all Elves, Elders have high natural Wit (useful for faster healing and buffing), but also suffer from low Intelligence (lower magical attack abilities; a weaker output damage)

Key Skills

 * Agility - A highly popular buff to improve one's evasion. A favorite amongst many characters, especially ones that utilize light armor mastery's boost to Evasion (such as the Human Treasure Hunter).
 * Resist Shock - Another popular buff to decrease the chance of being placed into a state of shock. Useful when dealing with enemies that have the means to stun (most commonly ones with blunts).
 * Greater Heal – The Elder's main healing spell. Although Greater Heal is slower in comparison to a Bishop's Greater Battle Heal, the Elder's natural fast casting speed tends to make up for this.
 * Vitalize - A secondary healing spell that can also cure poisons. It is more powerful than a regular Greater Heal at the trade off of more mana required to cast. However, in later levels, the power begins to even out, with Greater Heal eventually overtaking Vitalize's healing powers.
 * Greater Resurrection – Resurrects another character from dead and restores a percentage of experience lost from the penalty of death.
 * Party Recall - Returns all party members within a certain radius of an Elder to the nearest town, village, or harbor.
 * Sleep – Put a target into sleep
 * Might of Heaven – Does damage against undead mobs
 * Wind Shackle - Decreases target's attack speed.

Equipment/Playstyle
The Elder receives both Robe Mastery (physical defense per point) and the Mage Light Armor Mastery (not to be confused with the Light Armor Mastery of Fighters, the Mage's version adds physical defense per point, along with increasing attack speed, mana regeneration and casting speed exactly like the Robe's passive skills Magician's Movement, Mana Recovery, and Spellcraft). The benefit of using Robes is the addition inherit mana increase found on robes. Light Armors provide additional defense whilst having all the benefits of wearing a robe jacket / pants combination.

As such, one can find two playing styles to the Elder: A caster (using robes) or a fighter (light armor using weapons to directly attack the enemy). Popular weapons to fight mobs include:

 * Dual swords - a combination of good physical attack and decent magical attack, proving useful for both casting and fighting
 * Polearms - useful for its longer range combined with Dryad Root (mostly for lower-level Elders). Most mobs do not have ranged attacks to be able to strike back.
 * Bows - a given. Decent power combined with range.

Of course, there are many different playing styles that fall in between, for reasons varying from personal preference to Adena issues. Don't let what is given here limit your possibilities.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Fighter Comparison

All races have fighters. However, dwarfs are outside concurrence as their warriors are not intended for battle alone and don't get that great warrior skills.

Humans and orcs have a 6 point higher body stat total than elves and darkelves. This means even if elves have highest dexterity and darkelves have second highest dexterity and highest strength, they can hardly afford to lower their constitution any further to raise their dexterity or strength any more. Which allows humans and orcs to easily get better strength then the elves through dyes. Humans can also gain elvish dexterity, even if their constitution is then no better than that of an elf.

It is of course questionable if that is really worth the efford for a certain class, but it is possible. And it is obvious that elves and darkelves need a lot of compensation for the better stats.

= Tanks = Tanks are defensive melee warriors who can take a lot of damage, even if their own damage output isnt that high. Pure and intended tank classes are the human Paladin, the human Dark Avenger, the elven Temple Knight and the darkelven Shillien Knight.

The Dark Avenger is definitely more popular than the Paladin, because the he gets a summon and aggressive abilities such as Drain Health instead of just healing and anti-undead features. The one advantage of the Paladin is however getting the Aegis Stance.

Temple and Shillien Knights have a disadvantage in their stats compared to Human Knights, and they get no Shield Stun. Still they get Aegis (passive, no penalty or mp cost) and have a higher Dex value (better Shield Defense rates), plus they get a lot of other skills that their human counterparts lack, such as their cubics.

Two other classes are also interesting for tanking, but they have the disadvantage that they don't have any hate or aggression ability to make mobs concentrate on them. These are the elven Swordsinger and the orcish Destroyer. The Swordsinger can get very good defense values through his songs. The Destroyer, while not specializing into shields, can fully specialize into heavy armor and is able to deal a lot of damage, too. In certain party constellations, these classes might well serve as a tank replacement.

For example, if a Destroyer is combined with a Bladedancer, a Prophet and a Shillien Elder, he is easily the highest damage dealer in the group and has no problem to make mobs concentrate attacks on him. As the later classes are quite popular, this is not such an unusual situation.

= Damage Dealers = Damage Dealers are offensive melee warriors who have bad defenses, but can deal a lot of damage.

There are basically three ways to make more damage.

 * Increase p.atk.
 * Increase the number (and strength) of criticals
 * Increase the attack speed.

The human Gladiator and the orcish Destroyer are using the first approach. While they get very high p.atk values and definitely more damage output that tanks, they are still low in comparion to the other damage dealers discussed here. OTOH they can fully specialize into armor, and they get Final Frenzy (Gladiator as well as Warlord) and Guts + Frenzy (Destroyer) to increase their damage output with falling hp.

The so-called dagger users human Treasure Hunter, elven Plainswalker and darkelven Abyss Walker use the second approach.

The special class orcish Tyrant uses the last approach.

The Treasure Hunter gets both Critical Chance like the Plainswalker and Critical Power like the Abyss Walker, additionally the passive ability Boost Attack Speed and the special attack Dash. This is necessary because they only get human dexterity. However, as already stated, humans can gain superior strength and elvish dexterity for lowering their much higher constitution to elvish values. Therefore it looks as if the Treasure Hunter has in the end the upper hand in this comparison. The only things that the other classes can do to compensate is using their healing/debuff skills, but honestly the mp of warriors is quite limited.

The Tyrant neither has great p.atk nor has many criticals. He has however a very high attack speed using his Puma Todem and the Fist Fury ability - the later can only be used with Fists. As Orc he has more Con than anyone else in the game, so he has no problem to gain +4 to Str and +5 to Dex without getting mediocre Con values (means he ends up at Str 44, Dex 31, Con 38). He has however a load problem - already with Con 47, and it is obviously not getting better with Con 38. And as he gets the highest attack speed, any improvement he can gain in p.atk. or criticals has greater impact than on other classes. If he has been balanced in his unmodified basic statistics like the other classes, this means he is probably the one with the greatest damage potential of all. It has however to be pointed out that Tyrants have a lot of problems in practice - it is hard to get a good weapon for them, as fists are so very seldom and everybody likes to have one.

= Support Warriors = There are only two support warriors in the game, the Swordsinger and the Bladedancer.

The Swordsinger has mainly defensive group buffs and is therefore much less popular than the Bladedancer, as there is usually only one in the group who really needs defensive group buffs (the tank), while others prefer offensive stuff (into which the Bladedancer specializes).

= Archers = The three archer classes are the human Hawkeye, the elven Siver Ranger, and the darkelven Phantom Ranger.

The Hawkeye has some of the advantages over the other two as described in the dagger user section, as well as the important Stance ability which makes them unable to move, but gives them the best range of all archers in the game.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Mystic Comparison

Humans, Elvens, Darkelves and Orcs have mystics. They can be categorized as nukers, summoners, buffers and healers. A special case is the human Necromancer as this class has some nuker and summoner abilities, but mainly a big palette of debuffs. Another special case is the orcish Overlord, as this class can buff whole clans and alliances at once. These two classes are therefore not examined further in the following text.

Human, elven and darkelven mystics have balanced mental stats. Still there is an important difference: clerical classes cant change their Int with Dyes (which makes sense, as they don't need Int for anything). This means that Elven Elders have a whooping +7 more on their important stats than Shillien Elders, while Humans are in between (4 less than Elven Elders). This difference has to be fixed through better skills for Darkelves (and worse for Elves).

= Wizards =

Nukers
There are three nuker classes: human Sorcerer, elven Spellsinger and darkelven Spellhowler.

- todo -

The discussion which class is the best nuker is an old one and will probably never be resolved; it is clear that the Sorcerer is the most balanced one and that all three classes are very strong.

Summoners
There are three summoner classes: human Warlock, elven Elemental Summoner and darkelven Phantom Summoner.

- todo -

= Clerics =

Buffers
There are two buffer classes: human Prophet and orcish Warcryer.

The elvish Elven Elder and the darkelven Shillien Elder also have a palette of standard buffs as well as some special buffs.

- todo -

With C3, Warcryer gets all good buffs in the game except the Prophets Berzerker Spirit.

Healers
The specialized healer is the Bishop. The buffer/healer combos Elven Elder and Shillien Elder are also often mainly seen as healers.

- todo -

It is of very little doubt that the Bishop is the best healer, as it is the only specialized healer class and gets all the best stuff.


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Lineage 2/The Player Character (PC) Classes & Character Guides/PvP Comparison

PvP is an important part of Lineage 2. There are the sieges when one clan tries to take a castle. But there is also free PvP when one player attacks another and they battle each other. Unfortunately there is also Playerkilling, when a superior player kills another, or one player kills someone not fighting back.

Important PvP classes
The discussion which class is the best PvP class is of course very old, and this page should just give the reader some ideas which classes are frequently discussed.

Tanks

 * Dark Avenger is the probably most popular tank. They are deadly in PvP because of their great resistance to anything. In the case of the DA, this is combined with their high human hitpoints, the best stun ability in the game, and the Hamstring skill to slow down an opponent, and the vampiric spells which can heal the DA at the cost of the opponent. A DA is the doom of archers as their extreme resistance to archery makes them practically invincible, while their debuffs make it impossible for the archer to run away.

 * Paladin is the other human tank. They also have the shield stun, but are not as good in PvP because they have Healing instead of Drain Health skills.

 * Shillien Knight is the darkelven tank. Very low constitution is the big problem here, as they are easily stunned, but they also have some of the best debuffs of any warrior class of the game.

 * Temple Knight is the elven tank. Again their constitution score isn't that great, even if not as bad as of the SKs.

General Warriors

 * Destroyer are slow warriors that have bad or no chances against ranged classes, but are absolutely deadly and fatal in Melee because of their Guts and Frenzy skills which makes them the class with the both best defense and offense when their hitpoints fall below 30% (which might still be very much in the case of a Destroyer, as they have more hitpoints than anybody else). Guts however doesnt give any defense against magic.

 * Swordsinger are much tougher than many people first believe. Thats to their songs they reach high P.Def and very high Evasion values, enough to become a concurrence to the pure tanks. Towards archers they are fatal, because they also get a very high running speed and the first skilllevel of resist archery. Against nukers they arent too bad either, as they have both running speed and magic resistance.

Damage Dealers

 * Treasure Hunters are infamous for being PKs (Playerkillers). This is because a highlevel TH can, with a simple no-grade dagger, deal about 3k damage on a lowlevel character by using skills only. But even in normal PvP THs are very dangerous opponents, as they can deal so much damage even from their passive skills alone, and have great active skills like Dash and Stance, too. They also run fast and have the good human stats. They lack however any disabling skill like stun, and they have quite bad defenses (but not as bad as Tyrants). Against nukers they will probably change to the bow, with which dagger users have some skill too, trying to disrupt the enemies spells while charging at them.

 * Abyss Walker are the darkelven dagger users and another class infamous for being PK.

 * Plainswalker are the elven dagger users.

 * Tyrant are fast running high damage dealers with stun skills and Cripple, the later slows the victim down. On higher levels they also get a special Todem for low hitpoints and the Punch of Doom, which is a 'you can take one with you' ability. Fully buffed, especially with Haste, Berzerk, Dance of Fury and Vampiric Rage, a Tyrant is truely an extremely dangerous opponent, as they do massive damage, can interrupt spellcasters with their extreme attack speed, and get very high running speed from their Wolf Todem to keep up with any roguetype. Without buffs, they are not as good, but still are formidable opponents.

Archers

 * Hawkeye are the human archers. In direct PvP, archers are deadly especially to nukers, as they can interrupt their spells immediately and do extreme damage. They are also the doom for any other class which isn't able to get fast enough to them. Tanks (especially the Dark Avenger) however are always the doom of archers, as they can hinder the archers movement and, thanks to their special buffs, get only very little damage from their arrows. Another very dangerous opponent is the Swordsinger, as they get the same buff as tanks (even if not on the same skilllevel), but also high running speed and excellent evasion from their own songs.

 * Silver Ranger are the elven archers.

 * Phantom Ranger are the darkevlen archers.

Nukers

 * Necromancer is the most dangerous kind of wizard in PvP. They have all the good debuffs, most importantly the Anchor spell which paralyzes the victim, but also Silence etc, as well as the most deadly dark magic damage spells. Thanks to Anchor even archers shouldn't feel too safe when facing a Necromancer, because that spell has to hit only once to terminate the contest. Additionally, they can summon and share hitpoints with the summon, even if they lack other support spells for them.

 * Spellhowler is the darkelven nuker. They have Silence, Vampiric Claw and Death Link like the Necromancers, but no Anchor spell. Another important disadvantage is that they are also the slowest variant of the nukers, but on the other hand they are also the ones that deal the highest damage in their spells, including the most powerful Death Link Curse (the Necromancer gets this one as well) and the Shadow Flare (while this is dark magic, this spell is unique to the Spellhowler).

 * Spellsinger is the fastest variant of all nukers. Most importantly, this class can very likely disrupt any other kind of nuker in their spells. It is also very dangerous to all other opponents as they are the hardest to disrupt themselves. Their spell selection is however not really that good for PvP. Still, they get Cancel to remove all buffs from their opponent.

 * Sorcerer are the most general kind of nuker, neither extra fast nor extra strong in their spells, but decent in both respects. They get Cancel, and they get the very essential Concentration buff up to level 6, while all other nukers only get level 2.

Summoners

 * Warlock, Elemental Summoner and Phantom Summoner are relying on their summon and their cubics to do the work. As they are essential healers and buffers for their summon, the later isnt easy to kill. Neither is the summoner himself, as 70% of damage dealt to him will go into the summon, and summoners can wear light armor. Finally the cubics are not attackable, but have nasty effects; the Warlocks Binding Cubic even paralyzes.

Other Classes in PvP
The Gladiator is another general warrior, but lacks the special features of the Destroyer and overall deals less damage than the dagger users and the Tyrant. The polearm specialist Warlord is even worse, even if they get a special skill to attack a single opponent with a polearm more efficiently.

Buffers and healers are obviously in the disadvantage in PvP. Warcryers and Overlords get a stun skill with blunt weapons, but thats really all they have; their ultra low spellcasting speed makes it next to impossible to cast anything in PvP. If you want to do PvP with a clerical character, you should give him light armor (for Prophets and Shamans even heavy) and a warrior weapon (i.e. not a wizard staff or sword or book).

Dwarves are in the same situation; neither the Summon of the Warsmith nor the Fake Death of the Bounty Hunter are of much use during PvP. At least they (just like the Warlord) get the special Wrath skill which could be handy when two armies are "clashing together".

During Sieges, Buffers (including the support warriors Bladedancer and Swordsinger) and Warsmiths with Siege Golems are also very important, and are also the most popular high priority targets of enemy forces, too - as they are realatively easy to kill, but add a big bonus to the enemies battle power while being alife.

So which class is the best ?
There is no common agreement about this. Join a discussion forum and read the many opinions about it there.

The top candidates are probably: Necromancer, Dark Avenger, Tyrant, Hawkeye, Treasure Hunter, Abyss Walker.

Which class beats which other class ?
Again, there is no common agreement.

 * Nukers are most likely beaten by archers. But a Necromancer is a deadly foe even against an archer.
 * Archers are beaten by tanks. But only the Dark Avenger really gets all the good stuff against them (Shield Stun, Drain Health, Hamstring). The Shillien Knight, for example, only has Paralyze - but no other way to slow the archer down.
 * Melee warriors are beaten by nukers. The exceptions are Dark Avenger (gets Magic Resistance for better M.Def, can slow the nuker down and use Shield Stun), the dagger users and Tyrant (fast running speed, high attack rate to disrupt spellcasting, high damage to finish the nuker off very fast), who really stand a certain chance. In any case, having a bow is a good idea against a nuker.

What are the most important buffs ?
For PvP, especially during sieges, one should know which buffs are important for your current character.

The WC, the SwS and the BD often have special buffs which either overload or stack to the "normal" buffs. The OL gets some buffs for clan and alliance.

 * Defense Buffs
 * Wind Walk (and the SwS group buff) increases running speed - very important in many PvP situations.
 * Shield (or the WC group buff) increases P.Def.
 * Bless Shield (Prophet, EE) is especially important for tanks.
 * Bless the Body (Prophet, also Bishop) gives additional hitpoints.
 * Bless the Mind (Prophet) gives additional manapoints.
 * Agility (EE or the SwS and WC group buff) increases evasion, especially interesting for classes with high evasion (dagger users, archers, and destroyers, dwarves and warriors in light armor).
 * Magic Barrier (or the WC group buff) increases M.Def.
 * Mental Shield helps against various nondamage attacks (root, sleep).
 * Resist Aqua (Prophet) helps against the water (maybe also ice?) attacks from elven Spellsingers.
 * Resist Fire (Prophet) helps against the fire attacks from human Sorcerers.
 * Resist Wind (Prophet, SE) helps against the wind attacks from darkelven Spellhowlers (not much help as they will probably rely more on dark magic, and there is no defense against that except high M.Def)
 * Resist Shock (EE ONLY) is the only protection against stun - besides having high Con and wearing one of the a-grade Majestic sets.
 * Invigor (Prophet) helps against classes with bleeding skills (dagger users).

 * Fighter Buffs
 * Might (or the WC group buff) increases P.Atk.
 * Haste (and the BD dance) greatly increases Atkspeed and total damage dealt.
 * Focus (and the BD dance) improves the effectivity especially of dagger users and archers as well as people wielding a weapon with some on Critical SA.
 * Death Whisper increases the damage dealt by criticals and is especially desired by dagger users and archers who very often have criticals.
 * Guidance increases Accuracy, especially important against opponents with high evasion (dagger users, archers, SwS).
 * Vampiric Rage (or the BD or the WC skills) gives healing from real melee damage (not from skills).

 * Mystic Buffs
 * Concentration greatly helps against getting disrupted in spellcasting by taking damage.
 * Acumen (or the WC or BD buff) is the Haste for spellcasters and substantly lowers chance to be interrupted.
 * Empower (from SE, or the WC group buff or the BD dance) increases M.Atk.

 * Special Buffs
 * Berserker Spirit (or the OL spell) is a twobladed sword. It lowers P.Def and since C4 also M.Def, but it increases all offensive values (P.Atk, M.Atk, Atkspeed, Castspeed). Especially the lowering of M.Def is a big problem, as M.Def protects against various negative effects such as root, sleep, and debuffs.

(Remember: SwS = Swordsinger, BD = Bladedancer, EE = Elven Elder, SE = Shillien Elder, WC = Warcryer, OL = Overlord)

What equipment for PvP ?
The best equipment for PvP is notexistent, of course - everyone has his personal concepts. You should identify the strengths of your class and improve them (max out). You should identify the classes against which your class is in the disadvantage, and try to compensate these weaknesses (hide your back). This is called "min-maxing" your character.

A very important tool for PvP is having good jewelry. Having this will lower your chance to get disabled (rooted, slept, silenced, or otherwise cursed) or debuffed (for example, by darkelven warriors), and it will decrease the damage nukers deal to you (even if it is doubtfull this will help much unless you really have insanely good jewelry).

Another important thing is having a good selection of weapons. For example, having a good bow and some arrows might be a big improvement in various PvP situations. And it is of course of utmost importance that you have your class weapon and can use your class skills.

For PvP, it is often a good idea, as a fighter, to increase your Dex for more running speed, or, as a Mystic, increase Wit to get more castspeed. The effects of lowering Men for Wit are either not important for PvP (you will die or have won before your Mana pool is down, that is for sure), or can be compensated by good jewelry - except, unfortunately, the chance to get the spell disrupted, but that is already worked on by your higher castspeed.

Instead of raising your Str or Int, you can always get a better weapon instead. As Str and Int have no other effect but raising P.Atk and M.Atk, sacrificing other properties of your character for them might be a bad idea.

How to react on being Playerkilled ?
The most natural reaction is of course fighting back.

This is however a bad idea if the opponent is superior, because it means that the opponent has a chance that you drop equipment (which is why they started this thing), but there is no risk that he would gain Karma.

A better idea is therefore trying to run away and trying to get close to friendly players, or into town. If there are trees and the opponent is a nuker, run between the trees to make the nuker loose his target.

If you are in a clan, you might get that player on the KOS (Kill on sight) list. If you don't fight back, this might not be necessary - everyone fights a red player when they see them.

How to avoid being victim of Playerkillers ?
Get a party. As a general rule, PKs are cowards and will fear any group of players, even if it objectively stands no chance.

If you can get them, you can protect yourself against PKs with a blessed scroll of escape (unless the opponent has succeeded to stun or paralyze you). Prophets get almost the same as spell. A party with an Elven Elder will have the same effect for the whole party, but parties are only very seldom a victim of PKs anyway.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Overlord

Overlord is a very specialized class not intended to be played alone. Unlike the warcryer, they can buff a whole alliance instead of just their own party.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Dwarf Warsmith

Warsmith is a general dwarven warrior class, and they are the specialized Crafters of the game. They wear heavy or light armor, can stun with blunt weapons and whirlwind with polearms.

Key Skills

 * Bandage (3) - Heals Bleeding. (20/46/62)
 * Blunt Mastery (45) - Increases P.Atk. Blunt only. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Crystalize (5) - Convert weapons, armor and assessoires into crystals of the same grade. (20/40/52/60/70)
 * Create Item (9) - Craft Items of up to craft level n. (5/20/28/36/43/49/55/62/70)
 * Hammer Crush (37) - Improved Stun Attack. Over-Hit available. Blunt only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Heavy Armor Mastery (50) - Increases P.Def. Heavy Armor only. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Light Armor Mastery (50) - Increases P.Def and Evasion. Light Armor only. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Polearm Mastery (45) - Increases P.Atk. Polearm only. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Spoil (1) - Try to convert the target that sweeper works. (10)
 * Stun Attack (15) - Stun attack. Over-Hit available. Blunt only. (20+3/24+3/28+3/32+3/36+3)
 * Summon Big Boom (4) - Summon a servitor. Consumes 30% xp. D-grade crystals required. (58/62/66/70)
 * Summon Mechanic Golem (8) - Summon a servitor with melee and ranged attack. Consumes 30% xp. D-grade crystals required. (28/36/43/49/55/60/64/68)
 * Summon Siege Golem (1) - Summon siege golem. C-grade crystals and gems required. Sieges only. (49)
 * Summon Wild Hog Cannon (1) - Summon siege cannon. B-grade crystals and gems required. Sieges only. (58)
 * Sweeper (1) - Retrieve items from corpse in target. (10)
 * Vital Force (8) - Improves HP regen while sitting. (24/32/40/46/52/58/64/72)
 * Weight Limit (2) - Increases the maximum carried weight by factor (n+1). (10/24)
 * Whirlwind (37) - Improved Wild Sweep, attack every opponent at close range. Over-Hit available. Polearm only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Wild Sweep (15) - Attack multiple enemies. Over-Hit available. Polearm only. (20+3/24+3/28+3/32+3/36+3)
 * Wrath (10) - Decreases CP of nearby enemies by a fixed percent. Polearms only. (66+2/68+2/70+2/72+2/74+2)

Other comments
The Warsmith gets Hammer Crush as improved version of Stun Attack, and Whirlwind as improved version of Wild Sweep. Additionally they get later the Big Boom, which has a nice AoE effect when it explodes, without making the mobs aggressive against the dwarf himself.

As other classes gain skills to pacify targets or backstab with unimaginable power, the Dwarven Warsmith gets only an upgrade to the less than effective stun skill or a polearm sweep skill with similar results. Even as a tank, without simple skills like hate or hate aura, they cannot keep monsters off the damage dealers. However with a polearm, and the polearm masteries that Dwarfs get, a Warsmith can make an effective AOE character for a duo with a healing class or as another AoE damage dealer, and their high CON allows for adding +5str -5Con tatoos to the Warsmith for an extra 15% PAtk without getting to low on HP. Alternatively, one could use Light armor and boost +5 Dex / -5 Con instead for higher attack rate and more crits.

From 40-50 Dwarfs can solo really well against the right mobs. With the Stun skill, which remains effective up to 50, and Hammer Crush, the Warsmith can reduce much of the damage he takes. Also with cheap soul shots that he can contantly use cheaply, he can level on his own very well up until 50-52. At 52 he is best to go with groups and AoE with a polearm, but then at 58 when he gets Big Boom, he can solo again and level very fast beyond 58 with zero down time.

Only Warsmiths can create the siege monsters used to assist in a castle siege, and that makes them highly desirable in a clan. Having multiple Warsmiths for this purpose is even better. For those clans that are not interested in siege warfare, the crafting ability of the Warsmith to make soulshot and spiritshot at cost and always have a crafter for whatever item desired means no Warsmith should be without a clan.

While the Artisan might have a few items of interest and the occasional D grade shot sale, the Warsmith has limitless profitability if they have the right recipes. Warsmiths can create many items that are either so infinitely rare as a drop or do not drop at all. No items above grade D are sold in the NPC shops. Better yet, Warsmiths can sit in town, away from the computer, with a craft shop open essentially selling their skills to craft these items. Lower end soulshot crafts might sell for 100 adena, but top grade weapons craft for 100,000 and higher. A high level crafter as an alternate character can make a great deal of adena without much effort.


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Lineage 2/The Player Character (PC) Classes & Character Guides/Dwarf Bounty Hunter

Dwarven Bounty Hunter
A level 40 Dwarven Scavenger has to opportunity, after some of the worst class quests in Lineage 2, to become a Bounty Hunter. Bounty Hunters continue to hone their spoil skills. The items that a Bounty Hunter can spoil are those that are extremely rare though needed in large numbers for C, B, and A grade items.

Skills
Higher level spoil skills dominate the Bounty Hunter skill tree, along with a great new skill: fake death.

Expertise C, B, A, and S
The ability to use items of higher grades comes at the same time as the crystalize skill (40, 52, and 60 respectively) with S proficiency available at 67.

Hammer Crush
The Hammer Crush skill is little more than a higher level version of stunning hit.

Whirlwind
The Whirlwind skill is like wild sweep, just stronger.

Fake Death
The Fake Death skill allows the Bounty Hunter to play dead for a monster, who thinking they are dead, will attack the nearest character. While the Bounty Hunter is playing dead, MP is consumed continuously. This can be used defensively if the character gets in a situation they cannot fight their way out of, or offensively by attracting multiple mobs and "training" another character by faking death right on top of them, sending the now aggressive mobs after the nearest unfortunate character.

Party Use
Bounty Hunters are common for duo situations with a healer or buffer. For larger parties in dungeons, a trade off is made between getting extra experience points by having a proficient damage dealer and a money making dwarf. If greed wins, a Bounty Hunter will get a party.

Clan Use
Now spoiling C and B grade materials, Bounty Hunters can work closely with Warsmiths for specific projects or just a fellow clanmate looking for a recipe for an item.

Spoil Changes
Because B grade recipes are consumed with the craft, recipes too must be spoiled in larger amounts. High recipe prices upwards of 1 million adena are not uncommon, as are dyes that can be worth just as much. These spoilable items continue to keep Bounty Hunters in a good financial state and the target of jealousy to other players.


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Lineage 2/Crafting

= Introduction to the Lineage 2 Crafting System =

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
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
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
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.

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

Example Crafts
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
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
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.

title: Lineage 2/Crafting