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Lineage 2/Items/Enchantments

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

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

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

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

Bonuses from Enchantments
Enchantments give the following bonuses:
 * +1 on P.Def for armor parts and shields.
 * +1 on M.Def for jewelry.
 * Over-enchantments give a three times higher bonus on P.Def or M.Def for armor and jewelry.
 * The bonus on P.Atk and M.Atk of weapons varies a lot on the highest and lowest grades, especially for bows. See the following table.
 * Over-enchantments give a two times higher bonus on P.Atk and M.Atk for weapons.

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

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

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

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

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

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

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

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

This is shown in the following sections.

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

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

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

Imagine the same thing with a Ghoul Staff:

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

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

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

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

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

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

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

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

title: Lineage 2/Items/Enchantments


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Lineage 2/Items/Special Abilities

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

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

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

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

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

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

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

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

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

Definitions

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

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

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

Bows
Fist Weapons

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

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

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

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

All Hero Weapons have increased damage to target during PvP.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Lineage 2/Items/Special Abilities


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Lineage 2/Items/Armor Sets

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

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

Table of Content

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

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

Devotion Set
Effects:
 * +15% casting speed

Wooden Set
Effects:
 * +20 P.Def
 * +41 HP

= D Grade Armor Sets =

Brigandine Set
Effects:
 * +153 HP
 * +5% PDef
 * +20 HP with Brigandine Shield

Elven Mithril Set
Total MP: 274

Effects:
 * -1 INT
 * +1 WIT
 * +7 movement speed

Knowledge Set
Total MP: 239

Effects:
 * +10% M.Atk.
 * -5% MP regeneration
 * +5% Magic Defense

Manticore Skin Set
Effects:
 * +91 MP

Mithril Set
Effects:
 * +20 Poison Resistance
 * +126 HP with Hoplon Shield

Reinforced Leather Set
Effects:
 * +80 MP

Chain Set
Effects:
 * +198 HP
 * +5 to Dagger Defense with Chain Shield

Composite Set
Effects:
 * +5795 Weight Capacity
 * +5.26% M. Def with Shield

Demon Set
Total MP: 461

Effects:
 * -270 HP
 * +4 INT
 * -1 WIT

Divine Set
Total MP: 510 (+170)

Effects:
 * +170 MP
 * +5.24% P.Def
 * -1 INT
 * +1 WIT

Drake Leather Set
Effects:
 * +5% M.Def

Full Plate Set
Effects:
 * +270 HP
 * +5.24% shield defense rate with Full Plate Shield

Karmian Set
Total MP: 366

Effects:
 * +5.24% P.Def
 * +15% Casting Speed

Plated Leather Set
Effects:
 * +4 STR
 * -1 CON

Tempered Mithril Set
Effects:
 * +4 Evasion

Theca Leather Set
Effects:
 * +5% P.Def

Avadon Heavy Set
Total P.Def: 399

Effects:
 * +249 HP
 * +24% Shield Defense with Avadon Shield

Avadon Light Set
Total P.Def: 335

Effects:
 * +5.25% M.Def
 * +5795 Weight Capacity

Avadon Robe Set
Total P.Def: 271

Total MP: 561

Effects:
 * +5.24% P.Def
 * +15% Casting Speed

Blue Wolf Heavy Set
Effects:
 * +7 Speed
 * +5.24% HP Regeneration
 * +3 STR
 * -1 CON
 * -2 DEX

Blue Wolf Light Set
Effects:
 * +5.24% P.Def
 * +15% Casting Speed
 * -2 INT
 * +3 MEN
 * -1 WIT

Blue Wolf Robe Set
Total P.Def: 289

Total MP: 613 (+206)

Effects:
 * +206 MP
 * +5.24% MP Regeneration
 * -2 INT
 * -1 MEN
 * +3 WIT

Doom Plate Heavy Set
Total P.Def: 424

Effects:
 * +320 HP
 * Waterbreath
 * -3 STR
 * +3 CON
 * +24% Shield Defense with Doom Shield

Doom Light Set
Effects:
 * +2.7% Patk
 * +2.5% MPregen
 * -1 STR
 * -2 CON
 * +3 DEX
 * -20% Poison chance
 * Waterbreath

Doom Robe Set
Total P.Def: 289

Total MP: 613

Effects:
 * +7 Speed
 * Waterbreath
 * +5.24% MP Regeneration
 * +2 INT
 * +1 MEN
 * -3 WIT

Zubei Heavy Set
Total P.Def: 404

Effects:
 * +5.24% P.Def
 * +294 HP

Zubei Light Set
Total P.Def: 345

Effects:
 * +4 Evasion

Zubei Robe Set
Total P.Def: 285

Total MP: 561

Effects:
 * +10% Magic attack power
 * -5% Mana regeneration

Dark Crystal Heavy Set
Total Armour: 435 P.Def

Effects:
 * +4% to Amount Healed
 * -50% Paralysis Chance
 * -2 STR
 * +2 CON
 * +18% Shield Defense with Dark Crystal Shield

Dark Crystal Light Set
Total P.Def: 368

Effects:
 * +6% to P.Atk
 * +4% P.Attack Speed
 * -50% Paralysis Chance
 * +1 STR
 * -1 CON

Dark Crystal Robe Set
Total P.Def: 320

Total MP: 665

Effects:
 * +8% to P.Def
 * +15% magic casting speed
 * +7% to movement speed
 * slight reduction in spell cancellation probability
 * -50% Paralysis Chance
 * +2 WIT
 * -2 MEN

Majestic Heavy Set
Total P.Def: 460

Effects:
 * +4% P.Atk
 * +3 Accuracy
 * -50% Stun Chance
 * +2 STR
 * -2 CON

Majestic Light Set
Total P.Def: 387

Effects:
 * +240 MP
 * +8% P.Atk with Bow
 * +5759 Weight Capacity
 * -50% Stun Chance
 * +1 DEX
 * -1 CON

Majestic Robe Set
Total P.Def: 313

Total MP: 718 (+240)

Effects:
 * +240 MP
 * +15% Casting Speed
 * +8% MP Regeneration
 * -50% Stun Chance
 * +1 MEN
 * -1 INT

Nightmare Heavy Set
Total P.Def: 460

Effects:
 * +4% P.Atk
 * -70% Sleep/Hold Chance
 * +2 CON
 * -2 DEX
 * 5% Melee Damage Reflected with Shield of Nightmare

Nightmare Light Set
Total P.Def: 387

Effects:
 * +4% M.Def
 * -70% Sleep/Hold Chance
 * 3% Vampiric Rage
 * +1 DEX
 * -1 CON

Nightmare Robe Set
Total P.Def: 313

Total MP: 718

Effects:
 * +4% MP Regeneration
 * +8% M.Atk
 * -70% Sleep/Hold Chance
 * +2 INT
 * -2 WIT

Tallum Heavy Set
Total Armour: 435 P.Def

Effects:
 * +8% P.Attack Speed
 * +5759 Weight Capacity
 * -80% Poison/Wounds Chance
 * +2 STR
 * -2 CON

Tallum Light Set
Total P.Def: 370

Effects:
 * +8% MP Regen
 * +222 MP
 * -80% Poison/Wounds Chance
 * +2 MEN
 * -2 WIT

- TODO -

Tallum Robe Set
Total Armour: 300 P.Def Total MP: 665

Effects:
 * +15% Casting Speed
 * +8% M.Def
 * -80% Poison/Wounds Chance
 * +2 WIT
 * -2 INT

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

Effects:
 * +8% P.Def
 * -70% Chance of Sleep/Hold
 * +445 HP
 * +2 STR
 * -2 DEX
 * -80% Chance of Poison/Bleed with Imperial Cursader Shield

Draconic Leather Set
Total P.Def: 442 (429 while sealed)

Effects:
 * +4% P.Atk
 * +4% Atkspeed
 * +289 MP
 * +5759 Weight Capacity
 * +1 STR
 * +1 DEX
 * -2 CON

Major Arcana Set
Total P.Def: 359 (350 while sealed)

Total MP: +866 (0 while Robe is sealed)

Effects:
 * +8% M.Atk
 * +7 Speed
 * -50% Casting Interruption
 * -50% Chance of Stun
 * +5759 Weight Capacity
 * +1 INT
 * +1 WIT
 * -2 MEN

Earring of Antharas
Grade: S

M.Def: 71

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

Ring of Baium
Grade: S

M.Def: 48

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

Ring of Core
Grade: A

M.Def: 48

Effects:
 * +21 MP
 * +40% Resistance to Poison
 * Increased Accuracy

Earring of Orfen
Grade: A

M.Def: 71

Effects:
 * +31 MP
 * +40% Resistance to Bleeding
 * Increased Amount of Heal

Ring of Queen Ant
Grade: B

M.Def: 48

Effects:
 * +21 MP
 * +60% Resistance to Poison
 * +40% Resistance to Hold
 * Increased Accuracy
 * Increased Critical Damage

changes your hair

Necklace of Valakas
Grade: S

M.Def: 95

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

Zaken's Earring
Grade: S

M.Def: 71

Produces the following effects: MP + 31, 60% increase in resistance to bleeding, increase in the amount of heal, vampiric rage, and 60% increase in resistance to stun/silence. Effects:
 * +31 MP
 * +60% Resistance to Bleed
 * +60% Resistance to Stun
 * +60% Resistance to Silence
 * Increased Amount of Heal
 * Vampiric Rage

title: Lineage 2/Items/Armor Sets


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Lineage 2/Combat

= Introduction =

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

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

= Articles =

The Mechanics of Hate
Main Article

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

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

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

 * 1) Solo Play Guide by Lynx7725

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

title: Lineage 2/Combat


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Lineage 2/Quests

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

= Repeatable Quests =

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

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

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

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

Drops of items are not guaranteed, and is about 50% for Harpies. Medusas and Wyrms have higher drops rates. Note that all three mobs are (reputedly) aggressive, although Wyrms seems more passive than the rest. Specifics on the mobs:
 * Medusas have a Poison attack at Level 3, Intensity 6; this will take almost 1000 HP off, so make sure you have antidotes.
 * Harpies have a Reduction in Movement spell which is annoying but hardly fatal (unless you are very careless).
 * Wyrms have a nasty nasty Fireball spell that can knock off 500+ HP if you have poor magical defenses.

Coin of Magic Quest
Starting Location: Warehouse Keeper Sorint, Hunters Village Starting Level: 40 Race: Any Class: Any Walkthrough: Click here

Lets Become a Royal Member!
Starting Location: Warehouse Keeper Sorint, Hunters Village Starting Level: 55 Race: Any Class: Any Walkthrough: Click here

Kail's Magic Coins
Starting Location: Head Blacksmith Vergara, Hunters Village Starting Level: 55 Race: Any Class: Any Walkthrough: Click here

Little Wing
Starting Location: Pet Manager Cooper, Giran Castle Town Starting Level: 35 Race: Any Class: Any Walkthrough: Click here

title: Lineage 2/Quests


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Lineage 2/Castle Sieges

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

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

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

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

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

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

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

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

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

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

ÖÑÑ==Siege rules==

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

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

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

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

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

title: Lineage 2/Castle Sieges


text:
Lineage 2/Seven Signs

New with C3 is the Seven Signs competition. This will be a description of what the war of dawn and dusk means to the players: what are the benefits of joining sides, which side to join, what the effects of the competition are. Seven Signs As the Seven Seals that bind the power of Shilen, Goddess of Death, are opened one by one, the world moves closer to the brink of chaos. Each Seal contains a great power that can make the world tremble. The one who opens the Seals can control the power contained within them. The Revolutionary Army of Dusk and the Lords of Dawn compete against each other toward this end. Players join one of these two cabals, which vie for control over the power of the Seals. An unlimited number of players can join the Seven Signs quest, which repeats in two-week intervals. By participating in the Seven Signs, players are given to the opportunity to shape their server in ways that were not possible until now. The war between the Cabals is between those who hold a castle and those who do not. Players who have not yet reached their second occupation fall into the ‘neutral group’ and may participate in either side. Joining and Withdrawing from the Seven Signs Cabals Players who want to participate in the Seven Signs must join one of the Cabals, either the Revolutionary Army of Dusk (hereinafter "Dusk") or the Lords of Dawn (hereinafter "Dawn"). Once they join one of the Cabals, it is impossible for them to withdraw until a new Seven Signs starts after two weeks. At the time they join, they must vote upon the Seal they wish to possess. 1) Characters With a Second Class Transfer:  Lords of Dawn:   Members of clans who own a castle may join the Lords of Dawn. Players who are not members of castle-holding clans or alliances, but who are willing to pay 50,000 adena, will be able to choose Dawn through the Priests of Dawn in each village during the competition period. At this time, the Lord of each castle may purchase an additional 300 Approval Certificates through the Chamberlain and transfer them to other characters.   Characters who are not members of castle-holding clans need to get an Approval Certificate from their castle's Lord to join Dawn, or pay 50,000 adena. Approval Certificates never expire and are re-usable.   Revolutionary Army of Dusk:   Only characters who are not members of the castle-holding clans and guilds may join Dusk. During the registration period, they may join through the Priests of Dusk in each village. 2) Characters Without a Second Class Transfer:  They may freely join either the Lords of Dawn or the Revolutionary Army of Dusk.   3) Characters Without a First Class Transfer: They may not participate in the Seven Signs. Competition Period Characters who joined a Cabal may participate in the competition period from the first Monday until the Monday of the following week. Each Cabal may hunt the Seven Signs monsters (Lilim, Nephilim, Lilith, and Gigant), within the Catacombs and Necropolis’ to acquire Seal Stones. They can participate in two kinds of competitions: acquiring items necessary for their Cabal, and participating in the Festival of Darkness. 1) Collecting Seal stones (Blue, Green, and Red)  Each Cabal may hunt monsters within the Catacombs and Necropolis’ to acquire Seal Stones. Items acquired in this way are entrusted to the Priest of each side. Scores contributed to the Priests by each player are accumulated and included in the total score of the whole Cabal. [Contribution points to the Cabal will be different based on stone color: Blue (1), Green (5), and Red (10)]. Seal Stones are items that can be exchanged among players. Even if these items are not entrusted to the Priest during the competition period, they do not disappear and can be used during the next competition period.   Players hunt the monsters in Necropolis' or Catacomb to get Seal Stones.   2) The Festival of Darkness Among the players participating in the Festival of Darkness, the party that records the best score in each level will contribute points to their Cabal. The Festival of Darkness is divided by level and any players belonging to either of the Cabals can participate. A party comprised of 5 to 9 members participates in the Festival of Darkness. Players may participate only during the competition period. The party wishing to participate should pay Seal Stones to the Guide of the Festival in the Oracle. Priests in towns will teleport you to the Festival for free. Entry fees vary depending on level, and must be paid by party leaders. Parties must consist of a minimum of 5 members belonging to the same Cabal. Members of each party must correspond to the level of the Festival in which they want to participate. Characters who correspond to the level of the Festival, but who have higher level skills than the party members, may not participate. This happens when the character is de-leveled, but his skills learned from the previous higher level remain. These challenges are always possible during the competition period and there is no limit in the number of challenges. During the Festival, items are not dropped on death and experience loss is reduced by one-fourth. However, chaotic players may still drop items upon death. In the center magic array of the Festival, recovery of MP is faster than elsewhere. Players can be teleported to the Festival and can return to their original location free of charge through the Priest of each village. Upon death, players restart inside the room. The place where the Festival of Darkness occurs. The Festival of Darkness is divided into five grades, such as less than a 32 level, less than a 43 level, less than a 54 level, less than a 65 level and an unlimited level. Level Blue Seal Stones Green Seal Stones Red Seal Stones Below 32 900 540 270 Below 43 1500 900 450   Below 54 3000 1800 900  Below 65 4500 2700 1350  No Limit 6000 3600 1800  Teleporting to the battleground is possible only two minutes before the Festival of Darkness begins. Once enrollment is completed through the Festival Guide, parties are immediately teleported to the Festival location. After two minutes of prep time, the Festival begins and continues for 18 minutes while the participants kill the monsters and collect the 'Blood of Sacrifice'. The number collected corresponds to the score registered in the Festival of Darkness. All of the 'Blood of Sacrifice' acquired from the hunt is automatically given to the party leader. During the Festival the party leader will obtain 'Blood of Sacrifice'. If the party feels the need to leave the Festival early they can do so via the Festival Witch located in the center of the room. If they think the Festival needed added challenge, then they can request stronger minions from the Festival Witch. The stronger the monster killed, the more ‘Blood of Sacrifice’ they can acquire. If pets are used to hunt in the Festival then the drop chances for Blood of Sacrifice will be lowered. After the Festival ends, the leader of the party must register the result to the Guide of the Festival within 40 minutes. Please note that if the party fails to register within this time, the result will become invalid. If the registered result is lower than the previous highest record, the record is not updated. After the competition period ends and their Cabal has won, party members who set the highest score for each grade can receive Ancient Adena as compensation from the Festival Guide. Although a party may set the high score for a specific level, they cannot receive a prize if the Cabal they belong to loses. Please note that the prize is paid only before the start of the next competition period. End of the Competition Period, Victory and Defeat 1) Determination of Victory and Defeat  Victory is determined by combining the high scores recorded in the Festival of Darkness along with the amount of Seal Stones each Cabal has entrusted to their priest.   Maximum Level Points   ~ 32 70   ~ 43 70   ~ 54 80   ~ 65 80   Unlimited 100   2) Settlement of Ancient Adena Once the Seal Effective period begins, the Priest in the village rewards Ancient Adena to the player on the winning Cabal based on the amount of Seal Stones turned in during the competition period. If the player kept their Seal Stones and did not turn them in, they are still able to turn them into the Priest in exchange for Ancient Adena. The only time one may receive Ancient Adena is if they are on the winning Cabal of this particular Seal Period. The losing side may not turn in their Seal Stones until their Cabal is able to win a competition period. 3) Purchasing Items  The winner can purchase a variety of items that cannot be purchased in the general stores by paying with Ancient Adena to the Priest of Dusk or Dawn.   4) Change in the Ownership of the Seal Seals are owned based on being victorious during the competition period and having the required voting percentage for the Seal. If the seal was not in effect or owned by the opposing Cabal, then the new winner must receive 35% or more of the total votes to obtain it. If the vote is less then 35% then they cannot own the Seal. If the cabal owned the Seal in the previous Seven Signs competition, then they can retain the seal if 10% or more members have voted for it. 5) Change in the Environment  If Dawn wins, a solar eclipse occurs and the sky turns violet; if Dusk wins, an eye is created in the moon and the sky turns green.      Seal Effects   If a party owns each Seal, the following changes will occur.   1) Seal of Avarice 2) Seal of Gnosis   * Able to enter all 6 Catacombs freely.   3) Seal of Strife If Owned by Dawn If Owned by Dusk Catacombs, Necropolis', and The Oracle Sixteen dungeons were added in relation to the Seven Signs. The Oracle is the place where the Festival of Darkness is held. The Catacombs and Necropolis’ are dungeons where the players can hunt monsters and get Seal Stones necessary for the acquisition of the Seals. These monsters, represented by Lilim and Nephilim, drop Seal Stones, but do not drop Adena. Access to these dungeons is limited based on participation in the Cabal and ownership of the Seals. 1) Necropolis  2) Catacomb 3) Oracle  4) Access to the Dungeons During the first week of the Seven Signs, the competition period, any characters who join a Cabal can access the dungeons. After the competition period is over and the Seals are effective, only the Cabal who owns the appropriate Seal can have access. The loser, or even the winner who did not achieve the voting percentage necessary to obtain the Seal, cannot access the dungeons for the week following the competitions when the Seals are in effect. Any characters who joined the Cabal can access dungeons during the competition period. Other Matters 1) Seal Stones  Seal Stones are exchangeable and can be acquired by hunting Lilim, Nephilim, and Gigant in the Catacombs and Necropolis’. The value of the Stones are higher in the order of Blue < Green < Red. If the player entrusts the stones to the Priests in town, it will add points to your Cabal. Blue, Green, and Red contribute 3, 5, and 10 points respectively.   Entrusted Seal Stones will contribute to grand total points of Cabal.   2) Ancient Adena Ancient Adena is acquired through Seal Stones during the competition period. Ancient Adena is used to purchase the items from the Priests of Dawn or Dusk, Blacksmith of Mammon, Trade of Mammon, or to utilize various functions. The Black Market Trader of Mammon will also convert Ancient Adena to regular Adena at a one to one ratio. 3) The Record of Seven Signs  This is the item that allows you to see overall situations, main events and Seal states of the Seven Signs at a glance. Anyone can buy this item at 500 adena through the Priests of Dawn or Dusk.   4) Approval Certificates of the Lord With this item characters that are not members of castle-holding clans, who have done their second class transfer can join Dawn. 5) The Black Market Trader of Mammon  They exchange Seal Stones and also exchange Ancient Adena with Adena.
 * Overview
 * How to Participate
 * Place of the Festival
 * Festival Costs
 * For each level listed below, pay the indicated amount of either Blue, Green or Red Stones.
 * Process
 * Registering Your Score
 * Prize
 * The teleport NPC at the entrance of the Necropolis moves the winner inside the dungeon, and they can purchase various kinds of buffs with Ancient Adena.
 * Able to enter all 8 Necropolis freely.
 * In the Necropolis, monsters are generated for the winner to hunt.
 * They can meet Anakim or Lilith in the Disciples Necropolis. Anakim and Lilith are part of the quest in which you can enhance your A-grade weapon.
 * The Trader of Mammon appears inside the dungeon. They can purchase a variety of items that cannot be purchased in general stores by paying with Ancient Adena. The Trader of Mammon does not stay in one place, but often moves around each dungeon.
 * The teleport NPC at the entrance of the Catacombs moves only the winner inside the dungeon.
 * The winner can purchase teleports from the Priests to various hunting areas with Ancient Adena.
 * Hostile NPCs are located around each village, except starting towns, and randomly cast various kinds of de-buffs onto the members of the losing Cabal.
 * Friendly NPCs are located around each village, except starting towns, and randomly cast various kinds of buffs onto the members of the winning Cabal.
 * An NPC named The Blacksmith of Mammon will appear inside the Catacombs. He accepts Ancient Adena for performing A-grade weapon enhancements, removing the Seal on armor, equipment exchanges to higher-level items, as well as free exchange for equipment of the same level. The Blacksmith of Mammon wanders around each Catacomb.
 * During a siege, it is now possible to hire elite Dawn Mercenaries in addition to the existing mercenaries.
 * The cost required to upgrade the castle gates and walls is slightly reduced.
 * The defensive power of the castle gates and walls is slightly increased.
 * The maximum tax rate that the lord of each castle can establish is increased to 25%.
 * During a siege, defenders are unable to hire anything but low-level mercenaries
 * The cost required to upgrade the castle gates and walls is greatly increased.
 * The defensive power of the castle gates and walls is greatly reduced.
 * The maximum tax rate that the lord of each castle can establish is decreased to 5%.
 * Necropolis of Sacrifice: level 20~30 monsters appear and it is located on the southern seashore of the Gludio Territory.
 * Pilgrims Necropolis: level 30~40 monsters appear and it is located near the Partisan's Hideaway in Dion Territory.
 * Worshipers Necropolis: level 40~50 monsters appear and it is located near the Alligator Island in the Innadril Territory.
 * Patriots Necropolis: level 50~60 monsters appear and it is located above the Gludio Castle in the Gludio Territory.
 * Ascetics Necropolis: level 60~70 monsters appear and it is located near the Altar of Rites in the Oren Territory.
 * Martyrs Necropolis: level 60~70 monsters appear and it is located near the Giran Castle in the Giran Territory.
 * Saints Necropolis: level 70~80 monsters appear and it is located near the Field of Whispers in the Innadril Territory.
 * Disciples Necropolis: level 70~80 monsters appear and it is located near the Devastated Castle in the Aden Territory. From here, the players can move to the place where Anakim or Lilith appear, based on the ownership of the Seals.
 * Heretics Catacomb: level 30~40 monsters appear and it is located near the Execution Ground in the Dion Territory.
 * Catacomb of the Branded: level 40~50 monsters appear and it is located near the Giran Port in the Giran Territory.
 * Catacomb of the Apostate: level 50~60 monsters appear and it is located near the Plains of the Lizardmen in the Oren Territory.
 * Catacomb of the Witch: level 60~70 monsters appear and it is located near the Forest of Mirrors in the Aden Territory.
 * Catacomb of Dark Omens: level 70~80 monsters appear and it is located near the Dark Elven Village in the Oren Territory.
 * Catacomb of the Forbidden Path: level 70~80 monsters appear and it is located near the Hunters Village in the Aden Territory.
 * Oracle of Dawn: located near the Orc Barracks in the Gludio Territory.
 * Oracle of Dusk: located near the Windy Hill in the Gludio Territory.
 * One cannot create a Private Store while inside the Oracle of Dusk or Dawn. The Oracles are considered Peace Zones.

title: Lineage 2/Seven Signs


text:
Lineage 2/Manor System

= Introduction =

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

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

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

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

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

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

(To be continued)

= List of Seeds and Products Redeemed =

title: Lineage 2/Manor System


text:
Lineage 2/Pets

= Introduction =

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

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

= Guides =

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

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

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

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

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

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

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

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

(To be continued)

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

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

No, wolves do not evolve.

title: Lineage 2/Pets


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Lineage 2/Fishing

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

Enjoy.

- SirDuncan

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

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

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

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

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

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

Now for the messy details....

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

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

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

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

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

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

Skill Costs
This is a table of how much adena it costs to level Fishing Expertise, Pumping, and Reeling. For example, leveling Fishing Expertise from 4 to 5 requires 500a. The third column is the total cost to reach that level -- for example, to go from Pumping level 0 to Pumping level 8 would require 6,060a. Level      Cost       Total cost - 1          10a              10a 2          50a              60a 3         200a             260a 4         300a             560a 5         500a           1,060a 6         800a           1,860a 7       1,600a           3,460a 8       2,600a           6,060a 9       4,000a          10,060a 10       6,700a          16,760a 11       8,000a          24,760a 12      10,000a          34,760a 13      16,000a          50,760a 14      23,000a          73,760a 15      30,000a         103,760a 16      40,000a         143,760a 17      53,000a         196,760a 18      66,000a         262,760a 19      80,000a         345,760a 20      93,000a         438,760a 21     100,000a         538,760a 22     120,000a         658,760a 23     130,000a         788,760a 24     140,000a         928,760a 25     160,000a       1,088,760a 26     173,000a       1,261,760a The Total cost for all skills are: 3,785,200a

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

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

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

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

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

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

Catching Monsters:

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

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

Exact details about fish

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

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

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

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

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

Fishing Related Quests
There is a fishing shot quest given by all the fishermen (or at least the one in aden)... its very useful because it gives free fishing shots for just hunting mobs all over the world.

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

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

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

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

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

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

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

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

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

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

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

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

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

title: Lineage 2/Fishing


text:
Lineage 2/Notable Locations

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

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

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

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

Aden is the capital of all of Aden.

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

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

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

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

Castles

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

Dungeons

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

Hunting Grounds

 * Abandoned Camp
 * Alligator Island
 * Barka Silenos Station
 * Blazing Swamp
 * The Cemetery
 * Death Pass
 * Dragon Valley
 * Enchanted Valley
 * Execution Grounds
 * Forest of Mirrors
 * Field of Whispers
 * Field of Silence
 * Grazing Grounds
 * Neutral Ground
 * Orc Barracks
 * Partisan's Hideaway
 * Pirates Cave
 * Ruins of Agony
 * Ruins of Despair
 * Screaming Swamp
 * Valley of Saints
 * Wasteland

Arenas

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

Boss'

 * Antharas Nest
 * Tower of Isolence 14th floor
 * Valkalas Nest
 * Ants Nest
 * Cruma Tower 3

title: Lineage 2/Notable Locations


text:
Lineage 2/Gameplay Guides

= Contributor's Note =

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

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

= Introduction =

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

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

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

= Contents =
 * 1) Solo Play Guide by Lynx7725
 * 2) Group Play Guide by Deadstoned

title: Lineage 2/Gameplay Guides


text:
Lineage 2/Definitions

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

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

= A =

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

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

 * AFK: Short for Away From Keyboard, meaning the player has gone away from the computer while the PC is still logged on.

 * AF: Short for Auto Follow, meaning the player is following a targetted player automatically.

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

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

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

 * Archer: Typicaly meaning a Silver Ranger, Phantom Ranger or Hawkeye but could also mean anyone who uses a bow.

= B =

 * Bots: Bots are computer programs that interfaces with Lineage 2 and allows the user to get his/ her PC to execute mundane tasks without his/ her physical presence; in essence, the user turn the PC into a robot or 'Bot, who will only (typically) hunt mobs endlessly to gain XP, SP and adena. Many Professional Farmers make use of Bots to increase productivity (and to irritate legit users even more). Botting programs are strictly against the End User Licensing Agreement (EULA), and is a bannable offense on the official servers.

 * BS: Short for Blazing Swamp. A 70+ leveling area north of Aden Castle/Town.

 * BSpS: Short for Blessed SpiritShots.

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

 * BH: Bounty Hunter, the Dwarven spoiler class.

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

 * BRez: Short for a Blessed Scroll of Ressurection, a Scroll that Ressurects a player and restores all lost XP from the death.

= C =

 * Cats: Short for Catacombs. Catacombs are an important part of the Seven Signs competition. These dungeons are the only locations one can earn Seal Stones, which can then be turned in for Ancient Adena.

 * CP: Short for Combat Points. This is a new feature introduced in Chronicle 3 expressedly for PvP purposes only. CP increases your defence ability, as this is used up in PvP before your HP (health points) is used.  This is not used in PvE.

= D =

 * DC: Short for Devastated Castle. A 60-70 area to the Northeast of Aden Castle/Town.

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

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

 * De-level: Lineage 2 has a rather complicated system in which each PC is awarded XP, SP and drops based on the PC's level vs. the mob's level. At a certain point, a PC will simply out-level a mob so badly that the XP, SP and drops become inefficient for the PC, and the PC will have to move on to other areas to get better rewards.In certain cases, especially when a PC is hunting a particular mob for its drops, the PC doesn't want to move on to other areas because the situation has evolved to a point where the PC can be extremely effective. Thus, the PC now has a desire to stop leveling up. As PC deaths have a XP penalty involved, the simplest way to stop leveling up is to commit suicide many many times and maintain the PC at a certain experience level.This leads to some very strange behaviours, particularly in towns, where PCs will attack town guards in an attempt to get the guards to kill them. Other PCs will sit in water to drown, or get a friend to kill them. The act of getting rid of XP through PC death is known as De-leveling, regardless of how the PC actually dies. De-leveling has some negative connotations as it is a favourite tactic of Professional Farmers to stay efficient in an area.

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

 * DP: Short for Death Pass.

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

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

 * DVC: Dragon Valley Cavern is the dungeon in Dragon Valley, by Death Pass.

= E =

 * EE: Short for Elven Elder.

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

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

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

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

 * Exp: Experience Points, see XP.

= F =
 * Farmers: See Professional Farmers.

 * FG: Short for Forbidden Gateway. A 65-70 area to the East of Aden Castle/Town.

= G =

 * GC: Short for Giant's Cave. A 55-65 dungeon located to the Southeast of Aden Castle/Town.

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

 * GoE: Short for Garden of Eva. A 40-50 dungeon located at the very southern regions of Aden, with the only way in the dungeon being a refreshing swim.

= H =

 * Healer: Refers to magic users whose specialization is in the restoration and resurrection of other PCs. The three main healer classes in Lineage 2 are Bishop, Elven Elder and Shillien Elder. The later two also have decent buffs, and they can recharge Mana, especially on wizards. Elven Elder can resurrect with high xp restoration, while Shillien Elder have the Greater Group Heal. The specialist healer Bishop has all these and also the uber healing spells Greater Battle Heal and Restore Life as well as Mass Resurrection. Typically healers are welcomed in any parties due to their ability to keep the party alive and going.

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

 * HV: Hunters Village.

= I =

 * IT: Stands for Ivory Tower or Imperial Tomb (Post-C4).

= J =

= K =

 * Karma: Lineage 2 is a PvP game; this means PCs can kill each other. This of course encompasses a variety of ways to actually achieving the state of death for the other party: honourable duels, cowardly ambushes, random PK are the norm.Lineage 2 keeps track of how many "defenseless" PCs you have killed, i.e. how many PCs did not defend themselves (either being AFK, or too low level/ not interested in fighting and thus running away) when you killed them. Each such kill will increase a counter called Karma.A positive Karma will turn the PC name red, marking him as a PKer. Killing Reds incur no Karma, hence this can be seen as "open season" on the red. Karma can be worked off by either killing mobs of equivalent levels to you, or by getting killed; each mob killed/ PC death will remove a certain amount of Karma from the total.

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

 * KOS: Short for Kill On See/ Kill On Sight. This typically referring to a list that a group or clan (or even a single person) maintains. PCs that scammed or PK'ed or otherwise aggravated the group/ clan will be added to a list which the clan maintains on its own. As the name KOS implies, any PC who is on the list is to be killed on sight by members of the group/ clan -- even those not affected by the original offense.KOS lists have debatable effects; it can be viewed as bullying when strong clans enforce their KOS rights, or as protection for clan members. For non-aligned PC, getting onto a clan's KOS list is generally not a very good idea as the clan can typically bring a lot more resources to bear in pursuing the vendetta -- if they decide to pursue what may be a very trivial offense.However, high-level PCs who are very good in PvP or who have the backing of other large clans may not be too overly bothered by being on the KOS list of another clan. To them, it's (probably) business as normal.

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

= L =

 * LFG: Looking For Group. Same as LFP.

 * LFP: Looking For Party. Same as LFG.

 * LFC: Looking For Clan.

= M =

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

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

 * MMORPG: Massive Multiplayer Online Role-Playing Game

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

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

 * MP: Mana Points that are used to power magical spells and skills in Lineage 2. If you have no MP left, you cannot cast spells/ skills and any ongoing spells/ skills that need to consume MP to continue functioning will cease. No other disadvantages are associated with zero MP.

= N =

 * NPC: Non-Player Characters. These are computer-controlled characters that normally falls into two groups: Mobs, which are your everyday monsters out to kill you, and NPCs, which typically are store owners who sell PCs equipment/ stuff or give PCs quests to do.

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

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

 * Necropolises: A Necropolis, is much like the Catacombs in the game, it too is part of the Seven Seals competition and is a place where you can collect seal stones. During Seal validation period the Trader of Mammon travels to the Necros and sells items for Ancient Adena

= O =

 * One-Shot: When PCs gets sufficiently high level and has the right equipment, it is possible for these PCs to kill off a mob or even another PC with one attack (particularly if the attack is a critical hit). This is known as One-shotting. In PvP this typically is a sign that the opponents are badly matched and one side has no practical chance of winning.
 * oom: out of MP, indicates that the PC is unable to use special skills or magic spells. Most important for a party to know when their healer or nuker ist oom.

= P =

 * PAtk: Short for Physical Attack. A player and weapon statistic which indicates how much physical damage the player/ item will cause before modifications by physical defenses.

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

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

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

 * Professional Farmers: AKA Pro-Farmers or just Farmers. These are PCs which are created for the expressed purpose of gathering adena and equipment for sale to other PCs using real world currency. These Professional Farmers have no interest in the game per se, and is in it only to make real world money.In the early days of Lineage 2, large numbers of these Professional Farmers are from PRC, who use the real world money to supplement their income. As there are language and cultural barriers as well as pressure from their bosses to achieve quotas, many of these PRC Farmers were rude and sought to control large tracts of hunting ground, leading to much friction and unhappiness on the servers. This has persisted to a certain degree as prejudice against Chinese players (regardless of nationality), though Pro-farming is not restricted to only PRC players -- they're just more blatant about it.

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

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

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

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

= Q =

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

= R =

 * Red: In Lineage 2, players who PK someone who did not attack back will have their names changed from white to red, as a sign to others that this character has PK'ed someone. Red has become equivalent to PK in Lineage 2; Shouts of "Red" will inevitably attract a number of PCs looking to kill the "Red".

 * res: Resurect. Shorcut used by some PCs referring to the resurection process or scrool

= S =

 * SE: Short for Shillien Elder, a Dark Elven Healer/Buffer class.

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

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

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

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

 * SoE: Short for Scroll of Escape.

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

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

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

 * SwS: Short for Sword Singer, an Elven Buffer/DD class.

= T =

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

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

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

= U =

 * UD - Ultimate Defense : A Tank skill that increases the P.Def significantly. It enables the Tank to survive longer and to save the party if the healer is out of MP or the party took to much mobs agro. The tank is immobile while using this skill.
 * UE - Ultimate Evasion : An Archer skill that increases the Evasion of the PC making hin almost impossible to hit.

= V =

= W =

 * WTB: Short for Want to Buy Items.

 * WTS: Short for Want to Sell Items.

 * WTT: Short for Want to Trade Items.

 * WTC: Short for Want to Craft Items.

= X =

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

= Y = = Z =

title: Lineage 2/Definitions


text:
Lineage 2/Current Status of the Game

= Current Status of this Page: Still Updating = = Current Status of Lineage 2 =

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

= GameGuard Inclusion =

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

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

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

Known software that has issues with GameGuard:
 * MBM5 (Software that is meant to track system status such as system and CPU temperature, fan rotation, etc.)
 * {To be Updated}

= Chronicle 3 Changes (Implemented on 10 May 2005) =
 * New areas are created for players to explore:
 * Dungeons in various locations primarily to serve the Dawn and Dusk storyline.
 * Animation changes
 * Different Grades of Soulshots now have different animation effects.
 * Drain Life and Shield Stun now has new animation effects implemented.
 * Game Mechanism changes
 * The Dawn and Dusk alliances are created and various supporting activities are put into place for them.
 * Item Changes
 * A-grade weapons and armour are made available, including a quest to create a A-grade weapon.
 * A-grade sets are now available.
 * More abilities are made available for A-grade and C-grade weapons.
 * Changes are made to fine-tune existing weapon abilities.
 * MP consumption for bows have been reduced.
 * More two-handed weapons are added.
 * Duals have their abilities improved. Duals can now be safely enchanted to +4.
 * Enchant Weapons scroll have their effects changed for Duals, Fists, two-handed weapons and bows; generally speaking, each scroll will add more attack power than previously.
 * Reinforced Mithril Boots is now a C-grade item.
 * Pet armour/ weapons prices have been adjusted.
 * Healing potions have been adjusted to better suit solo play.
 * Crafting Duals now requires Crystals.
 * Recipes for Compressed Packages have been changed slightly.
 * Recipes are now colour coded for grade.
 * Many new miscellaneous items added, including SP scrolls, CP scrolls, etc.
 * Castle Related changes
 * Manor System has been updated with more seed types and various details have been fine-tuned.
 * Taxes are made more variable now, instead of the fixed 0%, 5%, 10% or 15% previously.
 * HP of castle doors and walls are adjusted to about 80% of previous.
 * Siege alliances are fine-tuned to make it easier for players to fight during sieges.
 * Clan Halls
 * More Clan Halls are made available.
 * Clan Halls are now graded.
 * Decorations, HP/ MP recovery bonuses, Improved resurrections, buffs, teleports and item creation are made available.
 * Cost of Clan Halls have been adjusted.
 * PvE/ General Combat Changes
 * Shields now have a critical chance to block all damage.
 * Green mobs are adjusted to give better XP to players, especially solo players.
 * XP bonuses to parties are increased, primarily to smaller parties.
 * PvP Changes
 * New statistic (Combat Point) implemented to add more spice to PvP.
 * Reds with a PK count of less than 5 will no longer drop equipment on death.
 * Skills Changes
 * New skills and quests are added.
 * Many fine-tuning changes to existing spells.
 * SP for skills are changed due to the above changes.
 * Summoning Changes
 * Wyverns are made available to castle owners.
 * Summoning costs in crystals are now changed to be gradual consumption over time rather than upfront consumption on summoning.
 * Pets now take penalties according to its own levels rather than according to its master's.
 * Pets now eat food automatically when hungry.
 * Others
 * Weight penalties for 80+% overloading has been reduced.
 * Maximum XP at Level 75 is now set at 100%.

= Chronicle 2 Changes (Implemented around 12 December 2004) =
 * New areas are created for players to explore:
 * Innadril Castle and its accompany town, Heine
 * Tower of Insolence is opened for exploration
 * A Monster Derby area is opened for use
 * A PvP Coliseum is opened for use
 * Starter villages now have maps that shows the parts of the town; Guide NPC will also help PCs to locate specific NPC if asked.
 * Broadcast Towers are added to all towns to allow PCs to view events in other locations.
 * Items, Texture and Animation changes
 * New Textures are added for some weapons/ armour.
 * Some new weapons/ armour are added. In particular, Compressed Shots Packages are added.
 * Game Mechanism changes
 * Skills are adjusted and added, mainly for higher level characters.
 * New quests are added
 * Two new type of game-mobs -- Chests and Mimics -- are introduced.
 * Magic Spells is adjusted to have a chance to cause criticals.
 * A quest is made available for Dragon Hatchling pets to become Dragon Striders.
 * Private stores now have slight interface changes that is supposed to assist identifying scams.
 * Artisans can now set up crafting stores
 * A Lottery is introduced.
 * Dice can now be bought in stores.
 * A in-game calculator is made available (and is really nice. :)
 * C-Grade weapons can now be customized (somewhat).
 * Tattoos are now available to customize a character (somewhat).
 * The Manor system, in which a Castle-controlling PC can set up a special store to trade special commodities with other PCs, is made available.
 * Yet MORE changes were made to the PvP system to balance things out.
 * A Macro creation system is added.
 * Clan Leader can now delegate some tasks to other clan members.
 * An evaluation/ recommendation mechanism is introduced.
 * Artisans/ Warsmiths can obtain a Recipe book that would hold 50 recipes.

= Chronicle 1 Changes (Implemented around 27 June 2004) =
 * New areas are created for players to explore:
 * Antharas' Lair is added.
 * Aden castle and its surrounding areas are opened for exploration.
 * Tower of Insolence is created but not open for exploration (if memory serves).
 * Two PvP Arenas were opened for use, one in Gludin and one in Giran.
 * Bandit's Stronghold is opened in the Oren area.
 * Items, Texture and Animation changes
 * New Textures are added for some weapons/ armour.
 * Some skills received new animation.
 * More emotions animations are added.
 * Game Mechanisms changes
 * PvP flagging system is changed to adjust for griefers and PK-ers.
 * Mob Drops for deep blue mobs (mobs > 5 levels below the PC) is eliminated.
 * A 15-second active period after user logout is imposed to adjust for exploit.
 * Weights for many items are readjusted. The Weight/ Encumberance system is adjusted.
 * Hatchling pets are added. Various pets/ summons rules are changed.
 * New skills and quests are made available.

title: Lineage 2/Current Status of the Game


text: Category:Book:Lineage 2/Templates

title: Category:Book:Lineage 2/Templates


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Lineage 2/Fishing/Fish

This page details the fish. The only real use for this chart is to make sure you get all the common crafting recipes as you progress on your way up the levels. Each fish only drops specific things, so you will not be getting 4 Premium Fish Oils at a time from a level 1 fish.

Every fish type also has an equal 'For Beginners' fish which can be caught with the 'For Beginners Lure'. Rewards for those fish are usually much smaller then the normal types though, and they seem to contain nothing at all more often. Also there can be no treasure chests caught when fishing with the 'For Beginners' bait.

Crafting materials and recipes are in bold. If you're looking for something, just use your browser's search/highlighting.

Please feel free to add details as you open your fish, but EDIT CAREFULLY.

title: Lineage 2/Fishing/Fish


text:
Lineage 2/Notable Locations/Field of Whispers

= History of Field of Whispers = "The field that unfolds to the west of Heine village was a place unvisited by many people for a long time. It became a popular place for going on dates. The field of reeds that were taller than people, the cool wind blowing in from the sea and the sounds of birds made for a romantic area. It was the ideal place for young people in love. In the past, a girl with a beautiful voice and a blacksmith boy fell in love. These helpers to a vagabond female shaman and a blacksmith were a well-matched couple, but the sons of royalty of Heine were jealous. The girl ended up losing her footing while running away to the field of reeds and died of her injuries. Eva, who loved music and poetry, took pity on this girl and changed her into a spirit of water. Thus, the legend was passed down that she will appear if one whispers of love in the field of reeds." -- Official NCSoft description of the Field of Whispers

= Location and Layout =

Location
Field of Whispers (FoW) is located just west of Heine; if you come out from Heine, you are pretty much in FoW. FoW is approximately the southern half of the Innadril penisula, the northern half being the Field of Silence.

FoW is connected to the Garden of Eva on the southern part of the penisula, but as that location is an underwater location, it is not advisable for PCs to go there without proper preparation and/ or a party.

Layout

FoW is full of rolling hills and small¹ ponds filled with tall vegetation. Trees are not plentiful, but tall grass is everywhere.

On its own, the tall grass is sufficient to hide mobs and you may run into mobs without realising it. Combined with the rolling hills and ridges, if you are not careful and run over a ridge without checking, you can end up retreating over said ridge with a bunch of very irate Crokians hot on your heels -- that's not a good way to live.

There is no real dominating terrain in FoW. It literally IS one big swamp. It's a nicely rendered swamp though. :) ¹ "Small" being a relative word, of course. As can be seen in the image, some of the "small" ponds can be rather big, if shallow.

In Chronicle 3, a Seven Signs Necropolis (Saints Necropolis) has been placed in FoW. Not much is known about this Necropolis at the moment, except that it is an underwater dungeon for high levels (70s to 80s).

Rest Spots

 * Rest Spots are plentiful in FoW. The mobs are rather scattered, so a PC can find spots where s/ he can rest without worrying too much. The interior of FoW tends to have a higher concentration of aggressive mobs, so resting spots have to be carefully scouted.

 * The main thing to remember is that typically there is one or two aggressive mobs within a particular area. It is possible for them to wander into your rest areas, so if it looks too close to an aggressive mob, it might be better simply to find another spot.

Tips

 * As noted earlier, FoW is deceptively open. The abundance of tall grass and gullies where mobs are (in)conveninently placed means a PC running full out can end up running straight into aggressive mobs, typically Crokians.

 * The best way to travel is actually to zoom out as far as possible and just run as per normal. The extended field of vision is typically enough for you to look over the ridgeline to see if any mobs are on the reverse slope, and once you are on the ridge, those hiding in the grass are often visible.

 * This is still not a foolproof method though, as the lay of the land can really hide a mob till the very last moment (when their IDs automatically appear, by which time you are almost into aggressive range). It is best to run in small stages, zoom out as much as possible, and keep alert and ready to turn back.

 * The good news is that the openess of the area allows solo players to easily pull mobs into areas s/ he has previously scouted. FoW can be a good place to solo, if the proper preparations are made.

= Mobs = FoW has mobs of various levels, as listed below ² These mobs are newly added in Chronicle 3. Their behaviour and abilities are not known at this time.
 * Crokians
 * Crokians (basic)
 * Crokian Warriors
 * Dailaons
 * Nos (?)
 * Farhite (?)
 * Rakuls
 * Lemnik Lads
 * Lageos²
 * Pageos²

These varies from mid 30's to low 40's. The density of mobs is moderate, but adequate for hunting purposes. The range of mobs make this an ideal hunting ground for PCs who are close to their 2nd Profession Change, or around level 35 or so. Solo level 32s or so can also hunt here, as the Rakuls and Crokians (basic) in particular are only yellow, and give very good XP/ SP and adena.

Crokian (basic) are known to be aggressive, and typically will cause the most problems as they are plentiful. Crokians (basic) also use Might to self-buff. Crokians (basic) seem extremely vulnerable to stuns; it is fairly easy to chain-stun them. Crokians (basic) and Dailaons are known to be social to each other, which creates a lot of problems as the two are typically spawned near each other. Care must be taken when engaging or being engaged by Crokians (basic), especially if a Dailaon is nearby.

Crokian Warriors are known to be aggressive. It is assumed that Crokian Warriors are social to all Crokians.

Dailaons are non-aggressive ranged mobs and deal a good deal of damage, even to Knights. As noted above, they are social to at least Crokians (basic) and likely to all Crokians.

Farhites are known to be non-aggressive.

Rakuls are Undead Fish (and smelly to boot), and have a spinning special attack that can do a lot of damage. Thankfully, this special attack is interruptable, and they are vulnerable to stuns. Rakuls are non-aggressive, but are social to other Rakuls. In Chronicle 3, their statistics and abilities seems to have been tweaked to be better than previously.

Lemnik Lads are aggressive, and can use Poison (about Intensity 3).This is fairly annoying as the Lemnik Lads are actually fairly easy prey otherwise.

= Special Mention = {To be continued}