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

Gladiator is an offensive melee warrior. They use dual swords, swords and blunts. They wear light and heavy armor.

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

Class weapons are swords, blunts and dual swords.

Selfbuffs

 * Accuracy (1) - Increases accuracy. Continuously consumes MP. (24)
 * Battle Roar (1) - Temporarily increases maximum HP and restores HP. (28)
 * Detect Animal Weakness (1) - Temporarily increases P. Atk. against animals. (40)
 * Detect Dragon Weakness (1) - Temporarily increases P. Atk. against dragons. (58)
 * Detect Insect Weakness (1) - Temporarily increases P. Atk. against insects. (32)
 * Detect Monster Weakness (1) - Temporarily increases P. Atk. against monsters. (52)
 * Detect Plant Weakness (1) - Temporarily increases P. Atk. against plants. (46)
 * Duelist Spirit (2) - Temporarily increases Atk. Spd. Dual Weapons only. (64/72)
 * Focus Sonic (7) - Charges your swords with energy for use in special combat skills (see below). (40/43/49/55/60/66)
 * Lionheart (3) - Temporarily increases resistance to Paralysis, Hold, Sleep or Shock attack. (36/49/62)
 * Relax (1) - Recovers HP quickly when sitting. (5)
 * War Cry (2) - Momentarily increases P. Atk. (20/43)

Attacks

 * Fatal Strike (37) - Damage attack. Over-hit available. Swords and Blunts only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Hammer Crush (37) - Stun attack. Over-hit available. Blunts only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Triple Slash (37) - Slashes three times quickly. Over-hit available. Dual swords only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Vicious Stance (20) - Empowers critical damage. Continuously consumes MP. (20/24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Wild Sweep (15) - Uses a pole-arm weapon to strike multiple enemies. Over-hit available. (20+3/24+3/28+3/32+3/36+3)

Special Attacks (need to be prepared with Focus Sonic)

 * Double Sonic Slash (31) - Damage Attack. 2 charges required. Dual Swords only. (46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Sonic Blaster (37) - Ranged attack. 1 charge required. Class weapons only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Sonic Buster (34) - Hit opponents before caster. 1 charge required. Class weapons only (43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Sonic Storm (28) - Ranged area attack. 1 charge required. Class weapons only. (49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Triple Sonic Slash (22) - Damage Attack. 3 charges required. Dual Swords only. (55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

Passive

 * Dual Weapon Mastery (37) - Increases P.Atk. Dual Swords only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Final Frenzy (14) - Increases P.Atk for falling hp. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Heavy Armor Mastery (50) - Increases P. Def. Heavy armor only. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Light Armor Mastery (50) - Increases P. Def. and Evasion when wearing light armor. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Polearm Mastery (8) - Increases P. Atk. when using a polearm. (20/24/28+2/32+2/36+2)
 * Sword Blunt Mastery (45) - Increases one's P. Atk when one is using a sword or blunt type of weapon. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Vital Force (2) - Allows quick recovery while sitting. (24/32)

PvP
There are some old texts from C1 in the net where the Gladiator is describes as ruling in PvP. This is not true. Of course they get a nice set of features - both decent defense and good offense, Lionheart to protect themselves from being disabled, selfheal, a number of skills to deal more damage, and if they have a blunt weapon, they can stun. But nothing of this makes the Gladiator an especially dangerous opponent in PvP.


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

Dark Avengeris a defensive melee warrior. He uses swords and blunts with shield and heavy armor. He can stun, summon a panther and use a mixed palette of other aggressive skills.

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

Like the Paladin, he has Shield Stun and Majesty.

Like the Shillien Knight, he as Corpse Plague and Drain Health.

He can Summon Dark Panther, curse opponents with Hamstring, panic them with Horror, and can Reflect Damage.

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

Active

 * Aggression (49) - Provokes opponent's desire to attack. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Corpse Plague (4) - Corpse emits a cloud that poisons nearby enemies. (46/58/62/70)
 * Deflect Arrow (4) - Increases defense against bow attacks. (24/32/43/49)
 * Drain Health (53) - Absorbs HP. (20+2/24+2/28+3/32+3/36+3/40+6/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Hamstring (14) - Temporarily reduces enemy's Speed. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Hate Aura (37) - Provokes your opponent to attack. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Horror (13) - Makes enemy fearful and run away. (46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Life Scavenge (15) - Drain Healing from corpses. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Iron Will (3) - Temporarily increases M. Def. (43/49/55)
 * Majesty (3) - Temporarily decreases Evasion and increases P. Def. (20/40/58)
 * Reflect Damage (3) - Temporarily reflects damage back upon the enemy excluding damage from skill or remote attack. (40/46/52)
 * Shield Fortress (6) - Increases personal shield defense rate. Continuously consumes MP. (64/66/68/70/72/74)
 * Shield Stun (52) - Throws target into a state of shock. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Summon Dark Panther (7) - Summons a Dark Panther, 30% xp cost, crystals consumed. (40/49/58/62/66/70/74)
 * Relax (1) - Regeneration when sitting. (5)
 * Ultimate Defense (2) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20/46)

Passive

 * Final Fortress (11) - Automatically increases P. Def. when HP level falls. (52/55/58/60/62/64/66/68/70/72/72/74)
 * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)
 * Heavy Armor Mastery (52) - Increases P.def. with Heavy Armor. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Shield Mastery (4) - Shield defense rate increases. (20/28/40/52)
 * Sword Blunt Mastery (45) - Increases P. Atk. for Swords and Blunts. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

Outdated

 * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)
 * Divine Heal (9) - Recovers one's HP. (28+3/32+3/36+3)
 * Power Strike (9) - Extra Damage on target. Sword/Blunt only. Over-hit available. (5+3/10+3/15+3)
 * Weapon Mastery (3) - Attack power increases. (5/10/15)

= Equipment = Naturally, the Dark Avenger tries to get the best one-handed sword or blunt and shield of the level.

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

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

Dark Avengers need the following spellbooks: Level 40: Life Scavenge, Reflect Damage, Summon Dark Panther; Level 43: Hamstring, Iron Will; Level 46: Corpse Plague, Horror.

= Playstyle = Tanks are obviously quite easy to solo. In the case of the Dark Avenger, he can even gain support from a summon.

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

Best group for a tank is of course a mix of buffers, a large number of damage dealers and nukers, and maybe a healer. Best buffer for the tank himself is a Prophet who avoids buffing 'Berserker Spirit' to the tank, plus an Elven Elder - because of their Agility buff, but they can also give mana and healing and raise almost as good as a Bishop - and a Swordsinger. Of course the other party members will prefer other buffer classes which optimize offense instead of defense. Most annoying for the tank is probably an Overlord because they buff Berzerker Spirit - on everyone of the alliance, so you don't even have to be in party with the Overlord to receive this buff.

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

Paladin is a defensive melee warrior. He uses swords and blunts with shield and heavy armor. He can stun and gets a large palette of skills specifically against undead.

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

Like the Dark Avenger, he has Shield Stun and Majesty.

He can protect himself from incoming attacks from all directions using Aegis Stance. He can heal himself using Holy Blessing.

Against Undead, he gets better fight values with the passive skills Holy Armor and Holy Blade, and the active skills Holy Strike and Sanctuary.

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

Active

 * Aegis Stance (1) - Lowers shield success rate for protection from all directions. (46)
 * Aggression (49) - Provokes opponent's desire to attack. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Deflect Arrow (4) - Increases defense against bow attacks. (24/32/43/49)
 * Hate Aura (37) - Provokes your opponent to attack. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Holy Blessing (37) - Heals self. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Holy Strike (26) - Inflicts damage to undead monsters. (46+2/49+2/52+2/55+2/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Iron Will (3) - Temporarily increases M. Def. (43/49/55)
 * Majesty (3) - Temporarily decreases Evasion and increases P. Def. (20/40/58)
 * Remedy (3) - Cures own bleeding. (40/49/62)
 * Sacrifice (25) - Recovers HP sacrificing own powers. (52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Sanctuary (11) - Instantly reduces P. Atk. of surrounding undead monsters. (52/55/58/60/62/64/66/68/70/72/74)
 * Shield Fortress (6) - Increases personal shield defense rate. Continuously consumes MP. (64/66/68/70/72/74)
 * Shield Stun (52) - Throws target into a state of shock. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Relax (1) - Regeneration when sitting. (5)
 * Ultimate Defense (2) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20/46)

Passive

 * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)
 * Final Fortress (11) - Automatically increases P. Def. when HP level falls. (52/55/58/60/62/64/66/68/70/72/72)
 * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)
 * Heavy Armor Mastery (52) - Increases P.def. with Heavy Armor. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Holy Armor (2) - Increases defense against undead monsters. (40/46)
 * Holy Blade (1) - Attacks with sacred power. (43)
 * Shield Mastery (4) - Shield defense rate increases. (20/28/40/52)
 * Sword Blunt Mastery (45) - Increases P. Atk. for Swords and Blunts. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Weapon Mastery (3) - Attack power increases. (5/10/15)

Outdated

 * Divine Heal (9) - Recovers one's HP. (28+3/32+3/36+3)
 * Drain Health (13) - Absorbs HP. (20+2/24+2/28+3/32+3/36+3)
 * Power Strike (9) - Extra Damage on target. Sword/Blunt only. Over-hit available. (5+3/10+3/15+3)

Equipment
Naturally, the Paladin tries to get the best one-handed sword or blunt and shield of the level.

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

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

Paladins need the following spellbooks: Level 40: Holy Blessing, Remedy; Level 43: Iron Will; Level 46: Holy Strike; Level 52: Sacrifice.

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

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

Best group for a tank is of course a mix of buffers, a large number of damage dealers and nukers, and maybe a healer. Best buffer for the tank himself is a Prophet who avoids buffing 'Berserker Spirit' to the tank, plus an Elven Elder - because of their Agility buff, but they can also give mana and healing and raise almost as good as a Bishop - and a Swordsinger. Of course the other party members will prefer other buffer classes which optimize offense instead of defense. Most anoying for the tank is probably an Overlord because they buff Berzerker Spirit - on everyone of the alliance, so you don't even have to be in party with the Overlord to receive this buff.

The Paladin is optimal for battling undeads, which specifically appear en masse in some dungeons as well as many other places, for example Executioneer Ground, Dragon Valley, Devastated Castle, or TOI.


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

The Temple Knight is the Elven defensive warrior. They use swords and blunts in conjunction with a shield and heavy armor. They get a few base skills targetted for foiling the undead, as well as some ability of summoning cubics.

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

Like all Elven characters, the Temple Knight has the ability to heal themselves using Elemental Heal, and the summoned Healing Cubic.


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

Destroyer is a general warrior class of the orcs. They wear heavy or light armor and wield Sword, Blunt, Twohanded weapons and Polearms.

Skills
- TODO -

Equipment
The best equipment on d-grade would be the Brigandine Set and the Bonebreaker, the Glaive and the Claymore. On c-grade the full plate set combined with the Yaksa Mace SA Health, the Orcish Poleaxe SA Long Blow and the Berserker Blade SA Haste would be best. On b-grade Doom Heavy with Art of Battle Axe SA Health, Lance SA Longblow and Great Sword SA Focus. On a-grade Nightmare Heavy with Elysian Axe SA Health, Tallum Glaive SA Health (or Wide Blow) and Dragon Slayer SA Health (or Critical Bleed, but Destroyers don't get many Criticals).


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

Sword Singers is mainly a buffer class fighter, but it could perform various other tasks as well.

Equipment/Play Style
To be added

Key Skills
To be added

Challenges
Once you manage to do the quests that enable to change your profession from that of a knight to a sword singer, life gets only harder in terms of soloing as well as getting parties. For one thing, a sword singer does not have high defensive points that the counterpart temple knight has, which means that you take more damage from any mob while soloing. Of course the one great thing about a sword singer is that you get a skill called entangle. It is not as good as the dark elven skill hex, (but the dark elves are a super power in l2 anyhow) but what it does allow you to do is to be able to use a bow and then kite the mob till your mana runs out. Entangle is a debuff that decreases the targeted mob's speed by a lot. This is almost completely useless in parties which are also hard to find because at this point you are considered a by product of 3 species rolled into and a bad one at that to boot! You are considered a semi-tank, a semi-damage dealer as well as a semi-buffer, which can be looked upon as being useless 3 times over or as being a hybrid species that adapts very well to any given circumstance.

One other major draw back to the sword singer is that it isn’t the best pvp character in the world, quite frankly it comes close to the worst character. Pvp on the open ground is completely different than that in the arena. In the arena you cannot take out a bladedancer meleeing because of him having two swords to whack you with. Same goes for the gladiator. You cannot take out any types of archers because of their insane amount of damage in relatively short amounts of time. It is next to impossible to take out any type of nukers because once you are slept it is all over. Some people would say that sword singers are the best characters to go up against nukers because of their magic defensive songs, and I say that who ever says such is full of it. Even if you were to use a bow to try and take out a nuker, the nuker would do more damage to you and faster than you would do to him/her. And if you are slept, might as well try to walk out of the arena since you will surely loose. You also cannot fight against any sort of tanks for two reasons... one being the high amount of hp that they have and the other being the stun skill that they have.

I am adding this in addition to the previous statements as because I play a sword singer. At higher levels sword singers have the capability of pvping certain classes more efficiently such as spell howlers and sorcerers because of specific protection songs like flame guard, storm guard, warding and invocation. Some mages go down quick if they are not as of the same level as you. At level 72 with self buffs and a combination of enchanted a/b jewels it is possible to have 1112 mdef and at that point you are able to take out mages quite well if fully buffed and songs up. But once again a sword singer is not known for their pvp capabilities but rather their defensive songs. Sword singers work especially well in archer parties with song of hunter and wind. Pvp songs are usually hunter, wind, and warding, while PvE songs are hunter, and earth. A sword singer has reached most of its usefulness once it has reached earth which is 64 i think. Beyond that unless you are going for sword muse you just have higher focus minds to look for which allows you to keep more songs up.

Uses of Swordsingers
In any case a sword singer is the one party member that is a must in any group. Also there are not to many sword singers for the fact that it is really hard to get into parties from the start till about lvl 49 and it definitely gets easier when you hit lvl 55. The main thing about the sword singer is that he buffs entire parties with songs very similar to the buffs cast by overlords and warcryers. The main song is the song of hunter which increases the rate of critical hits, the other main song is the song of Earth which gives an increased defensive stats for the duration of the song. If ever you do manage to make a sword singer, it is a well known fact that the best type and the smallest type of party consists of a swordsinger, a blade dancer and a shillien oracle. You can hunt anywhere with only those three members and can hunt really fast with the combined swordsinger and blade dancers.


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

Phantom Rangers are the ranged fighters of the dark elves. They wear light armor and wield bows.

Skills
- TODO -

Development
- TODO -

Equipment
The best weapon on c-grade is the Eminence Bow, best SA probably Cheap Shot. The best weapon on b-grade is the Bow of Peril, best SA probably Quick Recovery. The best weapon on a-grade is the Soul Bow, best SA probably Quick Recovery.

On c-grade the Plated Leather Set would be a great tool, as this one gives more damage and, being a ranged class, the PR has less requirement for maximum P.Def than others. Otherwise the Drake Leather Set would give a nice bonus on M.Def. On b-grade the Doom Light Set with its Dex bonus is probably best. On a-grade the Majestic Light Set has been made specifically for archers; stay away from Nightmare as its main Bonus, a small Vampiric Rage, doesnt work on bows.

Adventuring
Archers are loners just like wizards. Combining them with their own class or with nukers works however well. Adding one of the elders for buffs, additional mana and a lot of healing power in emergency situations will improve such combos even more; with nukers the Shillien Elder with Empower is better, for archers alone the Elven Elder with Party Return, Agility and Resist Shock is to be prefered.

In normal parties archers can be integrated much like nukers. They have to be protected from being attacked by a tank using hate aura and aggression, and they should delay their attacks a bit from the rest of the group so the mob really has time to trigger on the tank.


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

Necromancer are offensive spellcasters specializing into dark magic. They can use all weapons and wear robes.

Necromancers have a broad palette of curses, especially Curse Gloom to lower the magic resistance of the victim, Curse Discord to make one enemy attack another, Curse Fear to make them flee, Curse Poison for damage over time, and the powerful Anchor spell which paralyzes the victim, as well as Forget to make victims unaware of previous attacks, plus quite a number of Debuffs. Against other spellcasters, they have the special spell Silence. In PvP, the standard nuker spell Sleep is of course always of importance.

As nukers, they get the spells Vampiric Claw, which does as much damage as most other nuker spells (except the Spellhowlers Shadow Flare and the Spellsingers Solar Flare) and heals the caster from it, but has a high mana cost, and Death Spike, which costs very little mana, but consumes a cursed bone which one can't buy in the shop and is only dropped sometimes by certain undead opponents, and later Curse Death Link, which has again a low mp cost, but most importantly gets stronger the lower the hp of the caster drops. They can also use Corpse Burst to let fallen victims explode and damage bystanders. Their other mass spells are Mass Slow and Poisonous Cloud.

They can also do some summoning (Summon Corrupted Man for 90% xp loss, Summon Reanimated Man for 30% xp loss), but they lack all the spells to support their summons any further, like healing and buffing, so they will have to rely on their lowlevel spells alone to strengthen the summon (which means only a bit of healing, a totally useless recharge, and Windwalk 1), and directly help their summon with their debuff magic. They can however use Transfer Pain to move damage made on them into their summon.

Skills
- TODO -

Development
- TODO -

Equipment
If one wants to optimize the Necromancer for PvP, which is an important issue for many people playing the necromancer, equipment that gives attack speed is to be prefered over equipment that gives M.Atk. M.Atk would however make your spells, especially your curses, harder to resist, which is also very desireable.

On c-grade the Homunculus Sword with Acumen and the Sword of Whispering Death with Magic Power are the main options. Another choice would be a Ghoul Staff with Mana Up for everyday adventuring. The robes are either Karmian with a good boost of castspeed, or Demon Robe Set, which both lowers your hitpoints and slows your spellcasting, but also gives you a big bonus on damage dealt.

On b-grade the Sword of Valhalla with Acumen as well as the Staff of Evil Spirit, no good SA, are the main options. Avadon Robe would be not at all stylish but very functional, alternatively the Zubei Robe gives you more M.Atk with for the small price of a little slower MP Regeneration (just unequip one armor part of it while resting). An uber stylish, unfortunately not functional choice would be the Hell Knife, the knife with the highest M.Atk of all of them (except s-grade and the Hero Weapon) and since C4 also magical SAs (but not great ones).

On a-grade the Sword of Miracles with Acumen beats all concurrence. Alternatively the same weapon with Magic Power is considerable. The robes are much harder to choose. As Stun is a weak point of all nukers, Majestic Robe would be a good choice. Much more stylish would be the DC Robe, which gives a higher spellcasting bonus and also comes with an own shield for the sword. For everyday adventuring, a nightmare robe to maximize damage output would be good, especially if you have a +4 Wit/-4 Men Symbol and have enough spellcasting speed anyway.

As for all nukers, a +4 Con, -4 Str Symbol is an obvious choice. For PvP a +4 Wit, -4 Men Symbol is recommentable; the malus to spell disruption is countered by the large bonus to spellcasting speed, while the malus to M.Def has to be compensated through better jewelry.

Adventuring
Like all nukers, Necromancers are loners. This is even more the case because Necromancers deal so much damage, so tanks have a hard time to keep the mobs from attacking the necromancer.

Necromancers are played a lot differently than other nukers. As their best damage spell requires their hitpoints to be low, they constantly keep them at that level and rebalance this for every mob they meet again - some hit not very hard and allow lower levels, others hit a lot.

The summon and Transfer Pain can make the hitpoint game easier, but of course that costs crystals.

Player vs Player
The Necromancer class has received a lot of notoriety for being one of the strongest classes when it comes to PVP. Many Lineage II players have been clamoring for the class to weakened. However, changes have yet to be seen. There are rumors that, in C5, the Transfer Pain skill will only move 35% of the damage on the Necromancer into the summon, instead of 70% like for the other summoners.

In PVP the Necromancer will always first prioritize disabling his or her opponent with either a slow, or sleep spell. Sleep being the prefered spell because most of the Necro's essential anti - player debuffs will not cause the target to wake up. Once the Necromancer is in a presumably good distance, out of range if possible, the aforementioned debuffs will be put into place. The first priority debuff is Curse: Gloom which greatly lowers the opponent's magical defense. And more importantly, hardly ever misses. (More likely, given a small level difference between opponents - never misses at all.) The next is Silence to prevent the target from casting spells or using skills. And then for against archers Curse: Weakness, against melee fighters Anchor. And after that it's just an elementary succession of damage spells like death spike or vampiric claw.

In high speed PVP battles, normally against other nukers, (especially the fast casting spellsinger) some Necromancers prefer just using Curse: Gloom and bombarding the enemy for a quick victory. However, Necromancers rarely do this as they will not risk their spells being canceled.

The opponent that Necromancers really should beware of are Spellhowlers. Being slower casters, but dealing more damage, they get the Silence skill just like Necromancers.

Previous Comment
The necromancer is a very diverse class. Not only are they capable of high level sumon magic like their Warlock counterparts, but have the hardest hitting spell available for human caster classes. Many consider the class a middle ground between a Spellhowler and the previously stated Warlock for their use of dark magic and summon skills.

As well as the types of magic already included, the necro has access to more curses of any other class, including the ability to push hate between mobs, paralyzing enemy PC's and a variaty of DOTs (Damage over Time). Not a specialized class but rather one with options.


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

Phantom Summoners are the 2nd class transfer for a dark elf wizard at lvl 40. they summon servitors, which can be thought of as fighting pets of sorts. the servitors require crystals and take a portion of the xp received, sometimes 30% sometimes even 90 %. the servitors or summons can allow the summoner to fight higher lvl mobs alone, allowing them to lvl up pretty fast.one person was a lvl 25 dark wizard with a basic servitor and his summon could fight portas and snipe cohorts in cruma tower.


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

The Warlord is a melee warrior class. They use heavy and light armor and specialize into polearms.

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

Selfbuffs

 * Accuracy (1) - Increases accuracy. Continuously consumes MP. (24)
 * Battle Roar (6) - Temporarily increases maximum HP and restores HP. (28/40/49/58/64/70)
 * Detect Animal Weakness (1) - Temporarily increases P. Atk. against animals. (40)
 * Detect Dragon Weakness (1) - Temporarily increases P. Atk. against dragons. (58)
 * Detect Insect Weakness (1) - Temporarily increases P. Atk. against insects. (32)
 * Detect Monster Weakness (1) - Temporarily increases P. Atk. against monsters. (52)
 * Detect Plant Weakness (1) - Temporarily increases P. Atk. against plants. (46)
 * Lionheart (3) - Temporarily increases resistance to Paralysis, Hold, Sleep or Shock attack. (36/49/62)
 * Relax (1) - Recovers HP quickly when sitting. (5)
 * Revival (1) - PC fully recovers. Can only be used 1/10 of maximum HP. (55)
 * Thrill Fight (2) - Temporarily decreases Speed and increases Atk. Spd. (46/55)
 * War Cry (1) - Momentarily increases P. Atk. (20)

Attacks

 * Thunder Storm (37) - Stun and damage area attack. Over-hit available. Polearms only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Vicious Stance (20) - Empowers critical damage. Continuously consumes MP. (20/24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Whirlwind (37) - Attack all surrounding enemies. Over-hit available. Polearms only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Wild Sweep (15) - Uses a pole-arm weapon to strike multiple enemies. Over-hit available. (20+3/24+3/28+3/32+3/36+3)

Other Active

 * Focus Attack (1) - Attacks one enemy at a time. Increases Accuracy. Polearm only. (40)
 * Howl (14) - Instantly reduces P. Atk. of surrounding enemies. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Provoke (3) - Draws in monsters towards oneself from a large surrounding area. (43/55/60)
 * Wrath (10) - Decreases CP of nearby enemies by a fixed percent. Polearms only. (66+2/68+2/70+2/72+2/74+2)

Passive

 * Final Frenzy (14) - Increases P.Atk for falling hp. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)
 * Heavy Armor Mastery (50) - Increases P. Def. Heavy armor only. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Light Armor Mastery (50) - Increases P. Def. and Evasion when wearing light armor. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Polearm Mastery (45) - Increases P. Atk. when using a polearm. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)
 * Vital Force (2) - Allows quick recovery while sitting. (24/32)


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

Human Fighter is the starting fighter class of the Humans.

They get Power Strike like Elves, Darkelves and Orcs.

They get Mortal Blow and Power Shot like Elves and Darkelves.

They get Relax like Orcs.

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

Active

 * Moral Blow (9) - Damage attack. Dagger only. (5+3/10+3/15+3)
 * Power Shot (9) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3)
 * Power Strike (9) - Damage attack. Over-hit available. Sword and Blunt only. (5+3/10+3/15+3)
 * Relax (1) - Doubles HP regenertion while sitting, costs MP. (5)

Passive

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

Development
You should only learn the skills of the weapons you want to use in future, which means future rogues should learn Power Shot and Mortal Blow, while the others learn Power Strike, but should consider Power Shot too, especially if they have a good bow. For future Knights, Power Strike will be the only Overhit-able ability they will ever get.

Relax costs a fixed amount of mp, but doubles hp regeneration no matter how high the later is. On higher levels, around level 30, the mp cost becomes negligible, and the skill can save overall downtime. On lower levels, its almost always more effective to rest normally. In any case you should watch the hp and mp bar when using Relax; when they are on the same level, stop using Relax if you want to have max hp and mp after the rest.

Equipment
On this level, all one really needs is a good weapon. If money is no issue, the twohanded swords are probably most effective, as on lower levels you can kill non-aggressive mobs with one hit with them. Otherwise choose the weapon of the class you want to develop to in the end. Polearms are pretty useless on no-grade, as most lowlevel mobs are not aggressive, one misses too often, and armor is not protective enough yet. A bow for ranged attacks will be helpful, so one can wound enemies before they go into melee; beware that higher bows use much more than only one soul shot per attack, but also do extreme damage, especially when combined with the Power Shot skill.

The best armors on no-grade are those with the highest pdef, as the bonus of the Wooden Set is irrelevant. But unless money is no issue, its probably better to just rely on full drops which still happen quite frequently on this level, and just mass slaugthering through lesser mobs (green ones). This way you get more money and drops per level and dont need that good armor to fight without pause. Buying jewelry is no issue either as there is nothing with dangerous spells around yet, again just rely on drops or only buy cheap versions.

If money is an issue, future Knights should prefer the Piece Bone or better the Bronze Armor parts, as they will get Heavy Armor skill after the class change which will work immediately. Future Warriors should stay consistent, either both parts heavy or both parts light, as light will give them an evasion bonus they will miss if they also wear heavy.

Adventuring
You can party with a mystic, who can offer healing quite early, but you probably really need a bow then. Anyway, once you can get them, you should always return to the starter town for getting new newbie buffs whenever they have run out.


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

Human Knight is a defensive warrior (tank) of the humans. He specializes into sword and blunts with shield, and heavy armor.

Human Knights are the only class which gets Shield Stun, the best stun skill in the game.

Tanks are the only fighters which get Magic Resistance as a skill (while all Mystics get that one). Another very important class feature is Deflect Arrow which makes archers completely chanceless against tanks.

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

Active

 * Aggression (12) - Provokes opponent's desire to attack. (24+3/28+3/32+3/36+3)
 * Deflect Arrow (2) - Increases defense against bow attacks. (24/32)
 * Divine Heal (9) - Recovers one's HP. (28+3/32+3/36+3)
 * Drain Health (13) - Absorbs HP. (20+2/24+2/28+3/32+3/36+3)
 * Majesty (1) - Temporarily decreases Evasion and increases P. Def. (20)
 * Power Strike (9) - Damage attack. Over-hit available. Sword and Blunt only. (5+3/10+3/15+3)
 * Relax (1) - Doubles HP regenertion while sitting, costs MP. (5)
 * Shield Stun (15) - Throws target into a state of shock. (20+3/24+3/28+3/32+3/36+3)
 * Ultimate Defense (1) - Increases P.Def. and M.Def. significantly. Character can't move. (20)

Passive

 * Focus Mind (1) - Increases MP Regeneration. (36)
 * Heavy Armor Mastery (15) - Increases P.Def. Heavy Armor only. (20+3/24+3/28+3/32+3/36+3)
 * Magic Resistance (15) - Increases M.Def. (20+3/24+3/28+3/32+3/36+3)
 * Shield Mastery (2) - Shield defense rate increases. (20/28)
 * Sword Blunt Mastery (8) - Increases P. Atk. for Swords and Blunts. (20/24/28+2/32+2/36+2)

Outdated

 * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
 * Moral Blow (9) - Damage attack. Dagger only. (5+3/10+3/15+3)
 * Power Shot (9) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3)
 * Weapon Mastery (3) - Increases P.Atk. (5/10/15)

Equipment
The ideal equipment for a midlevel tank would be the Brigandine Set combined with either the Elven Longsword or the Bonebreaker.


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

Warriors are offensive melee warriors. They wear heavy or light armor, and wield swords, blunts, and polearms.

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

Active

 * Accuracy (1) - Increases accuracy. Continuously consumes MP. (24)
 * Battle Roar (1) - Temporarily increases maximum HP and restores HP. (28)
 * Detect Insect Weakness (1) - Temporarily increases P. Atk. against insects. (32)
 * Lionheart (1) - Temporarily increases resistance to Paralysis, Hold, Sleep or Shock attack. (36)
 * Power Smash (15) - Enhanced weapon swing. Usable when a sword or blunt weapon is equipped. Over-hit available. (20+3/24+3/28+3/32+3/36+3)
 * Relax (1) - Recovers HP quickly when sitting. (5)
 * Stun Attack (15) - Stunning attack that inflicts shock and damage upon the enemy. Used with a blunt weapon. Over-hit possible. (20+3/24+3/28+3/32+2/36+3)
 * Vicious Stance (5) - Increases the degree of damage being given to an enemy during a critical attack. One's MP will be consumed continuously. (20/24/28/32/36)
 * War Cry (1) - Momentarily increases P. Atk. (20)
 * Wild Sweep (15) - Uses a pole-arm weapon to strike multiple enemies. Over-hit available. (20+3/24+3/28+3/32+3/32+3)

Passive

 * Heavy Armor Mastery (13) - Increases one's P. Def. when one is wearing heavy armor. (20+2/24+2/28+3/32+3/36+3)
 * Light Armor Mastery (13) - Increases P. Def. and Evasion when wearing light armor. (20+2/24+2/28+3/32+3/36+3)
 * Polearm Mastery (8) - Increases P. Atk. when using a polearm. (20/24/28+2/32+2/36+2)
 * Sword Blunt Mastery (8) - Increases one's P. Atk when one is using a sword or blunt type of weapon. (20/24/28+2/32+2/36+2)
 * Vital Force (2) - Allows quick recovery while sitting. (24/32)

Outdated

 * Armor Mastery (5) - Increase p.def. (5/10+2/15+2)
 * Moral Blow (9) - Potentially deadly attack upon the enemy. Dagger only. (5+3/10+3/15+3)
 * Power Shot (9) - Causes great damage from afar when using a bow. Over-hit available. (5+3/10+3/15+3)
 * Power Strike (9) - Gathers power for a fierce strike. Sword/blunt only. Over-hit available. (5+3/10+3/15+3)
 * Weapon Mastery (3) - Increases p.atk (5/10/15)


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

Rogue is the thievery base class of the humans. They wear light armor and wield daggers or bows.

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

Active

 * Accuracy (1) - Increases Accurancy, costs MP. (24)
 * Bleed (2) - Bleed Attack. Dagger Only. (24/32)
 * Dash (1) - Temporarily increases atk speed. (20)
 * Moral Blow (24) - Damage attack. Dagger only. (5+3/10+3/15+3/20+3/24+3/28+3/32+3/36+3)
 * Power Shot (24) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3/20+3/24+3/28+3/32+3/36+3)
 * Relax (1) - Doubles HP regenertion while sitting, costs MP. (5)
 * Stun Shot (3) - Stun and damage attack. Bow only. (36+3)
 * Ultimate Evasion (1) - Increases Evasion while making movement impossible. (28)
 * Unlock (5) - Opens doors and chests with increasing chances. (20/24/28/32/36)
 * Vicious Stance (5) - Increases damage of critical attacks, costs MP. (20/24/28/32/36)

Passive

 * Acrobat (1) - Reduces damage from falling. (20)
 * Acrobatic Move (1) - Increases Evasion while running. (28)
 * Boost Attack Speed (1) - Increases Atk.Speed. (36)
 * Boost Breath (1) - Increases lung capacity. (20)
 * Boost Evasion (1) - Increases Evasion. (24)
 * Bow Mastery (15) - Increases P.Atk. Bow only. (20+3/24+3/28+3/32+3/36+3)
 * Critical Chance (1) - Increases chance of critical attacks. (28)
 * Critical Power (2) - Increases damage of critical attacks. (24/32)
 * Dagger Mastery (8) - Increases P.Atk. Dagger only. (20/24/28+2/32+2/36+2)
 * Esprit (1) - Increased recovery while running. (36)
 * Light Armor Mastery (10) - Increases P.Def. Light Armor only. (20+2/24+2/28+2/32+2/36+2)
 * Long Shot (1) - Increases attack range. Bow only. (20)
 * Quick Step (1) - Increases running speed. (28)
 * Rapid Shot (1) - Increases attack speed. Bow only. (32)
 * Vital Force (2) - Increases HP regeneration while sitting. (24/32)

Outdated

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

Development
As usual, focus on one of the two weapons if you dont have enough skillpoints for both. Still future THs should get the bow skills too, as those, unlike daggers, have an overhit-available skill, and its always nice to first use a bow on the enemy anyway.

Equipment
Ideal would be of course the top d-grade light armor, Salamander skin, or the top d-grade set, Manticore skin, the later gives some additional mana, not an important bonus but better than nothing. The top d-grade dagger is the Mithril Dagger.

Adventuring
An important feature of the human rogue classes is that they get the Vital Force skill, additional to Relax. This means that human rogues heal even faster while sitting than dwarves.

Dagger users simply do melee, while archers adventure like nukers - hit the mob, run away, hit the mob.


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

Human Mystic is the basic magic user class of the humans.

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

Active

 * Battle Heal (3) - Heals faster but at greater mp cost than Heal. (14+3)
 * Cure Poison (1) - Cures poison. (7)
 * Curse: Poison (1) - Poisons target. (7)
 * Curse: Weakness (1) - Lowers P.atk of target. (14)
 * Group Heal (3) - Heals all members of the current party. (14+3)
 * Heal (6) - Heals the target. (7+3/14+3)
 * Ice Bolt (4) - Freezing attack with a slow effect on target. (7+2/14+2)
 * Might (1) - Increases P.atk of target. (7)
 * Self Heal (1) - Heals caster. (1)
 * Shield (1) - Increases P.def of target. (7)
 * Vampiric Touch (2) - Absorbs hp of target. (14+2)
 * Wind Strike (5) - Wind attack on target. (1/7+2/14+2)

Passive

 * Anti Magic (4) - Increases M.Def. (7+2/14+2)
 * Armor Mastery (3) - Increases P.Def. (7/14+2)
 * Weapon Mastery (2) - Increases P.Atk and M.Atk. (7/14)

= Equipment = All mystics will want to get the devotion robe set for a speedup of their spellcasting. This set is relatively cheap (about 42.000 adenna) and can be bought in all starting towns. The set bonus (15% to casting speed) is so good, that there is hardly anything better until c-grade. Other than that, lowlevel mystics need hardly any clothing, as they should never be hit by opponents.

The best no-grade weapons for mystics are either the Crucifix of Blessing or the Voodoo Doll. Both are onehanded and can be combined with a shield. They can be bought in Gludio, Giran and Aden for about a quarter million adenna.

= Playstyle = Lowlevel mystics (except orcs) are always played as offensive spellcasters with hit and run. The spellcasters speaks his spell, then runs away until the spell is recharged, at which point the spell is cast again.

With Level 7, one should first maximise Wind Strike, then Ice Bolt. The later should be used first, as it has less damage, but can slow the mobs down, simplifying the run away part of hit and run. Other spells are hardly ever needed until level 20, even if Heal won't hurt to have.

Don't forget to get the buffs from the newbie guide. Especially the first one at level 8, Wind Walk, will be another huge help to the hit and run tactics, while Acumen and Empower will later make the spells faster and stronger.


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

Human Wizard is a class that have the ability to inflict damage, curse, summon, and inflict status alignments.


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

Cleric is the base class for the human clerics. They wear light armor or robes and can use any weapon.

Key Skills
Format: Spell Name (Max Skilllevel) - Description (Level of Update+Number of Updates)
 * Acumen (2) - Increases Cast.Speed of target. (20/30)
 * Battle Heal (15) - Heals faster but at greater mp cost than Heal. (14+3/20+3/25+3/30+3/35+3)
 * Berserker Spirit (1) - Temporarily reduces P. Def. and increases P. Atk., M. Atk., Atk. Spd. and Casting Spd. (35)
 * Concentration (2) - Temporarily lowers the probability of magic being canceled due to damage. (20/30)
 * Cure Poison (2) - Cures poison. (7/35)
 * Curse: Poison (1) - Poisons target. (7)
 * Curse: Weakness (1) - Lowers P.atk of target. (14)
 * Disrupt Undead (8) - Damage undead target. (20+2/25+2/30+2/35+2)
 * Dryad Root (9) - Hold target. (25+3/30+3/35+3)
 * Focus (1) - Temporarily increases critical attack rate. (25)
 * Peace (1) - Puts opponent's mind at peace. Desire to attack is decreased. (35)
 * Group Heal (15) - Heals all members of the current party. (14+3/20+3/25+3/30+3/35+3)
 * Heal (18) - Heals the target. (7+3/14+3/20+3/25+3/30+3/35+3)
 * Holy Weapon (1) - Temporary holy enhancement of physical attack. (25)
 * Ice Bolt (4) - Freezing attack with a slow effect on target. (7+2/14+2)
 * Kiss of Eva (1) - Temporarily increases lung capacity. (20)
 * Mental Shield (1) - Temporarily increases resistance to Hold, Sleep, Fear, and Silence. (25)
 * Might (2) - Increases P.atk of target. (7/20)
 * Resist Fire (1) - Temporarily increases resistance to attacks by fire. (30)
 * Resurrection (2) - Resurrects party member. (20/30)
 * Regeneration (1) - Temporarily increases HP recovery. (35)
 * Shield (2) - Increases P.def of target. (7/25)
 * Sleep (9) - Puts target into slumber. (25+3/30+3/35+3)
 * Vampiric Touch (2) - Absorbs hp of target. (14+2)
 * Wind Strike (5) - Wind attack on target. (1/7+2/14+2)
 * Wind Walk (2) - Temporarily increases Speed. (20/30)


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

Elven Fighter is the starting warrior class of the elves.

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

Active

 * Attack Aura (1) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10)
 * Defense Aura (1) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5)
 * Elemental Heal (3) - Recovers your HP. (15+3)
 * Moral Blow (9) - Damage attack. Dagger only. (5+3/10+3/15+3)
 * Power Shot (9) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3)
 * Power Strike (9) - Damage attack. Over-hit available. Sword and Blunt only. (5+3/10+3/15+3)

Passive

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


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

Elven Knight is the defensive warrior class of the elves. They use heavy armor.

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

Active

 * Aggression (12) - Provokes opponent's desire to attack. (24+3/28+3/32+2/36+2)
 * Attack Aura (2) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10/28)
 * Charm (15) - Charms the enemy to decrease its desire to attack player. (20+3/24+3/28+3/32+3/36+3)
 * Cure Bleeding (1) - Remove bleeding on self. (24)
 * Defense Aura (2) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5/20)
 * Deflect Arrow (2) - Increases defense against bow attacks. (24/32)
 * Elemental Heal (18) - Recovers HP. (15+3/20+3/24+3/28+3/32+3/36+3)
 * Entangle (1) - Temporarily reduces target's Speed. (36)
 * Poison Recovery (1) - Heal poison on self. (20)
 * Power Strike (9) - Gathers power for a fierce strike. Sword/blunt only. Over-hit available. (5+3/10+3/15+3)
 * Sprint (1) - Temporarily increases Speed. (32)

Passive

 * Focus Mind (1) - Increases MP Regeneration. (36)
 * Heavy Armor Mastery (15) - Increases P.Def. Heavy Armor only. (20+3/24+3/28+3/32+3/36+3)
 * Magic Resistance (15) - Increases M.Def. (20+3/24+3/28+3/32+3/36+3)
 * Shield Mastery (2) - Increases Shield defense rate. (20/28)
 * Sword Blunt Mastery (8) - Increases P. Atk. Sword and blunt only. (20/24/28+2/32+2/36+2)
 * Ultimate Defense (1) - Increases P.Def. and M.Def. significantly. Character can't move. (20)

Outdated

 * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
 * Moral Blow (9) - Potentially deadly attack upon the enemy. Dagger only. (5+3/10+3/15+3)
 * Power Shot (9) - Causes great damage from afar when using a bow. Over-hit available. (5+3/10+3/15+3)
 * Weapon Mastery (3) - Increases P.Atk. (5/10/15)


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

Elven Mystic is the basic magic user class of the elves.

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

Active

 * Battle Heal (3) - Heals faster but at greater mp cost than Heal. (14+3)
 * Cure Poison (1) - Cures poison. (7)
 * Curse: Weakness (1) - Lowers P.atk of target. (14)
 * Group Heal (3) - Heals all members of the current party. (14+3)
 * Heal (6) - Heals the target. (7+3/14+3)
 * Ice Bolt (4) - Freezing attack with a slow effect on target. (7+2/14+2)
 * Might (1) - Increases P.atk of target. (7)
 * Self Heal (1) - Heals caster. (1)
 * Shield (1) - Increases P.def of target. (7)
 * Wind Strike (5) - Wind attack on target. (1/7+2/14+2)

Passive

 * Anti Magic (4) - Increases M.Def. (7+2/14+2)
 * Armor Mastery (3) - Increases P.Def. (7/14+2)
 * Weapon Mastery (2) - Increases P.Atk and M.Atk. (7/14)

= Equipment = All mystics will want to get the devotion robe set for a speedup of their spellcasting. This set is relatively cheap (about 42.000 adenna) and can be bought in all starting towns. The set bonus (15% to casting speed) is so good, that there is hardly anything better until c-grade. Other than that, lowlevel mystics need hardly any clothing, as they should never be hit by opponents.

The best no-grade weapons for mystics are either the Crucifix of Blessing or the Voodoo Doll. Both are onehanded and can be combined with a shield. They can be bought in Gludio, Giran and Aden for about a quarter million adenna.

= Playstyle = Lowlevel mystics (except orcs) are always played as offensive spellcasters with hit and run. The spellcasters speaks his spell, then runs away until the spell is recharged, at which point the spell is cast again.

With Level 7, one should first maximise Wind Strike, then Ice Bolt. The later should be used first, as it has less damage, but can slow the mobs down, simplifying the run away part of hit and run. Other spells are hardly ever needed until level 20, even if Heal won't hurt to have.

Don't forget to get the buffs from the newbie guide. Especially the first one at level 8, Wind Walk, will be another huge help to the hit and run tactics, while Acumen and Empower will later make the spells faster and stronger.

Additional Note: The Elven Mystic class has several key advantages at the start of game that helps it trememdously in the area of equipment.

First, the Elven Village area is very peaceful in contrast with other starting locations; the majority of creatures within the area is non-aggressive (non-aggro), and it is not until around level 15 do mobs become more aggressive. The land area is flat and the mob concentration tends to be low (per square foot). As a result, social mobs do not group up against a player unless the player made major mistakes.

Second, the Elves have access to two of the more lucrative early quests. One requires hunting for Spore Sacs in return for 2000 adena, while the other, Spider Legs for 1000 adena and Experience Points. Between these two and the drops from the mobs, it is extremely easy for Elven Mystics to quickly acquire very good no-grade equipment.

In addition, the Level 10 weapon quest that is common across all races is, at least from experience, significantly easier for Elves. This translate to a very quick and high return on efforts in hunting, and this gives Elves a good starting advantage in terms of equipment.

<!-- =The Elven Mystic= The Elven Mystic class is the starting magic user class for Elves.

Equipment
The Elven Mystic class has several key advantages at the start of game that helps it trememdously in the area of equipment.

First, the Elven Village area is very peaceful in contrast with other starting locations; the majority of creatures within the area is non-aggressive (non-aggro), and it is not until around level 15 do mobs become more aggressive. The land area is flat and the mob concentration tends to be low (per square foot). As a result, social mobs do not group up against a player unless the player made major mistakes.

Second, the Elves have access to two of the more lucrative early quests. One requires hunting for Spore Sacs in return for 2000 adena, while the other, Spider Legs for 1000 adena and Experience Points. Between these two and the drops from the mobs, it is extremely easy for Elven Mystics to quickly acquire very good Non-grade (NG) equipment.

In addition, the Level 10 weapon quest that is common across all races is, at least from experience, significantly easier for Elves. This translate to a very quick and high return on efforts in hunting, and this gives Elves a good starting advantage in terms of equipment.

Armour
In terms of armour, Elven Mystic is better off using the Devotion Set (Tunic of Devotion, Stockings of Devotion and Leather Helmet) than the (slightly) better Tunic of Magic and its equivalent in Lower Body armour. While the Tunic of Magic is better slightly in terms of defense and MP bonus, the 15% casting speed increase a Devotion Set provides gives any magic users an edge that offsets the defense and MP gains.

And of course, there is no real reason for Elven Mystics to wear light and heavy armour. They simply do not gain much from these armour aside from defense, and in fact loses out in terms of casting speeds.

Weapons
For weapons, it's a simple affair -- the best you can afford, and quickly. It's up to personal prefence whether you wish to have a two-handed staff, or a book, or some... stuff (a Voodoo Doll is a weapon...?). In terms of magical damage added to your spell, equivalent staff, book and... stuff all add the same amounts of magic damage.

The difference is largely in terms of speed of physical attack, the amount of damage added, weight and appearance. As a mystic, you won't really be that concerned about physical damage at this stage -- you should be easily able to kill off most mobs in Elven Village with magic attacks.

As for appearance, some players like using a book because it looks better. :)

Skills
This class has skills that focuses on the following areas: Passives, Magical Attacks, Buffs & Debuffs and Healing.

Unlike the fighter classes, this class need not much thought in terms of skills progression; everything within the skills inventory available between Levels 1 through 19 are useful even after your 1st Profession Change.

Passive Skills such as Armour Mastery, Weapon Mastery and Anti-Magic are stacked skills and are necessary for later skills progressions. These Skills increases defensives (mundane and magical) and mundane offensive power, so taking these are default.

The remaining Passives increases attack, spell casting and mana recovery speeds, and are thus a no-brainer for magic users.

Magical Attacks are the primary offensive capabilities of any spell casters, so the 2 spells available at these levels are key essential skills. Short of a Mystic running around with a Fighter weapon hacking apart things for fun and laughter, there is little reason not to take these two Skills.

Buffs & Debuffs are a sort of in-between. Buffs are certainly nice to have, and should be taken; the two available at these levels are attack and defense increases, so both are good. The two Debuffs though, are very nice to have but not strictly mandatory.

Lastly, the Healing Skills. Mystics get a lot of healing spells, and they are very nice indeed. The ability to extend a hunting run through healing spells means a great deal, and Elves are notoriously fragile.. and Mystics even more so, since they tend to wear robes and not full-on armour.

However, if you are really dead set on becoming a Wizard (and its subclasses), Healing skills may not be that critical. If you feel the Skill Points can be better used elsewhere, you can skip these, but it's not really recommended and can be really useful

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

Dwarven Fighter is the starting warrior class of the dwarves.

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

 * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
 * Create Item (1) - Ability to manufact level n items. (5)
 * Spoil (1) - Ability to enable the spoil condition in the living target. Counts as attack. (10)
 * Sweeper (1) - Ability to extract the extra items from mobs which had the spoil condition enabled before their death. (10)
 * Weapon Mastery (3) - Increases P.Atk. (5/10/15)
 * Weight Limit (1) - Ability to carry (1+n) times as much weight. (10)

Adventuring
If you want to play a dwarf, you should inform yourself about Crafting.

It is important to get Spoil and Sweeper skills as early as possible, as they give the opportunity to gather a lot of additional resources and allow to gain all 5 level 1 material recipes in the dwarven lands itself (as well as some level 2 materials recipes for future Warsmiths). You should not allocate any other skill before you don't have these two.

On lowlevel, it is possible to use Spoil as an Aggression skill to make the dwarf operate as a tank.


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

The Dwarven Artisan
After level 19 and a class change quest, the Dwarven Fighter can become a Dwarven Artisan. The basis of the Artisan, and later Warsmith, class is to work with the community to make adena. The ability to level up often depends on the willingness of a group to take the character in, though their ability to make adena is supported by your unique crafting skills

Skills
The almost complete lack of fighting skills puts the Artisan at a notable disadvantage in combat. However, there are a few skills that make them more playable and desirable in a clan setting.

Expertise D
The Expertise D skill allows the Artisan to wear D grade equipment without penalties.

Blunt Mastery vs. Polearm Mastery
As skill points are usually scarce, it is best for a dwarf to decide early on their weapon masteries of choice. Blunts allow the use of the Stun Attack skill, which can shock an opponent. This is helpful for parties and when going after a single higher level monster.

Polearms allow the use of the Wild Sweep skill, which can knock down multiple opponents. This is useful when soloing against lower level (greens or light blue) monsters in small groups. Later in the game, soloing for dwarves becomes very difficult and ineffective, making the polearm lambasted as a weapon.

Boost HP and Vital Force
Adding to the tank like nature of the dwarven classes is a maximum hit point (HP) boost and a faster HP regeneration rate when sitting.

Create Item
The Create Item skill returns now allowing D grade crafts. The main moneymakers for an Artisan are different kinds of soulshot and spiritshot, either sold as complete or in a crafting shop. Most other items have saturated the already mature market and enough D grade equipment exists or can be too cheaply bought in the shop.

Crystalize
The Crystalize skill allows an Artisan to convert an unwanted item at or below the crafter's grade into crystals of that same grade. For instance, a Dwarven Pike (a D grade polearm) would likely be crystalized into 1758 D crystals instead of sold to the shop. These crystals are the rare ingredient in grade D soulshot, spiritshot, when summoning familiars and siege weapons, and also when crafting most D grade equipment. One way an Artisan can make adena is by searching for D grade items that are being sold by other players below its price-per-crystal. By buying the item, crystalizing it, and either selling the crystals or making D soulshot out of them, a great profit can be made.

Bandage
The Bandage skill cures lower level bleeding inflicted by either monsters or other players, such as by a cursed weapon.

Summon Mechanic Golem
The Summon Mechanic Golem skill creates a helping golem with both a close and long range attack for 20 minutes at the cost of 6 D crystals. 30% of the experience points gained from the kills will be consumed by this golem.

Party Use
Generally, Artisans are not sought out in parties when other, more proficient tanks are available. Artisans lack the requisite Hate skill that keeps monsters attacking them even while damage dealers are doing most of the damage. Their spoil skills are far below Scavengers, who have Spoil level 2, and their stun attack is also usually thought to be less effective than others'.

Clan Use
For a clan, an Artisan can be highly desired based on their level of craft skill. In a well organized clan, the spoilers (Scavengers and Bounty Hunters) will gather the required materials and the crafters (Artisans and Warsmiths) will craft the items for members in the clan. The interdependence between the crafting classes and the spoiling classes is important to the Lineage II economy and clan cooperation makes this an easy way to help out fellow clan members.


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

The Dwarven Scavenger
After level 19 and a class quest, the Dwarven Figther may emerge a Dwarven Scavenger. This class allows the player to continue strengthening their spoil skill and use it against higher and higher level monsters.

Skills
Though the attack skills will begin to lag behind other classes, the additional income potential should get the Scavenger in top gear quickly and keep them there for the remainder of their play.

Expertise D
The Expertise D skill allows the Artisan to wear D grade equipment without penalties.

Blunt Mastery vs. Polearm Mastery
As skill points are usually scarce, it is best for a dwarf to decide early on their weapon masteries of choice. Blunts allow the use of the Stun Attack skill, which can shock an opponent. This is helpful for parties and when going after a single higher level monster.

Polearms allow the use of the Wild Sweep skill, which can knock down multiple opponents. This is useful when soloing against lower level (greens or light blue) monsters in small groups. Later in the game, soloing for dwarves becomes very difficult and ineffective, making the polearm lambasted as a weapon.

Boost HP and Vital Force
Adding to the tank like nature of the dwarven classes is a maximum hit point (HP) boost and a faster HP regeneration rate when sitting.

Spoil
The Spoil skill is where the Scavenger and Artisan diverge. Generally, white colored mobs and below can be spoiled consistently, though the chance of an item spoiling decreases the further below your level the mob is.

Spoil Festival
The Spoil Festival skill allows a Scavenger to spoil multiple enemies in an area with just one move. The cost is about three times the MP, but for groups of four or larger this can be more efficient than individual spoiling.

Bandage
The Bandage skill cures lower level bleeding inflicted by either monsters or other players, such as by a cursed weapon.

Party Use
With the changes in Chronicle 2, spoils can be distributed the same as drops and Scavengers are often welcomed into a party if its members are more concerned about adena than experience. The downside of this is the Scavenger does not get all the spoils as they are used to when soloing, though it is unlikely they will get experience as quickly as if they were partied with a large group in a double or triple experience dungeon such as Cruma Tower.

Clan Use
Clans don't specifically need to have a Scavenger to get the materials and recipes that their Warsmith(s) might need, but it is much more likely that a clan Scavenger will get items upon request. For that reason, clans or alliances generally have a few Scavengers to get key materials and also for a particularly profitable party. The spoil skill will offset their lacking combat skills.


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

Dark Fighter is the starting warrior class of the darkelves.

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

Active

 * Attack Aura (1) - Temporarily increases P.Atk. Conflicts with clerical "Might" Buff. (10)
 * Defense Aura (1) - Temporarily increases P.Def. Conflicts with clerical "Shield" Buff. (5)
 * Drain Health (2) - Absorbs HP. (15+2)
 * Moral Blow (9) - Damage attack. Dagger only. (5+3/10+3/15+3)
 * Power Shot (9) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3)
 * Power Strike (9) - Damage attack. Over-hit available. Sword and Blunt only. (5+3/10+3/15+3)

Passive

 * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
 * Shadow Sense (1) - Increases Accurancy at night (15)
 * Weapon Mastery (3) - Increases P.Atk (5/10/15)


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

Paulus Knight is a defensive warrior specializing into sword or blunt with shield and heavy armor.

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

Active

 * Aggression (12) - Provokes opponent's desire to attack. (24+3/28+3/32+2/36+2)
 * Attack Aura (2) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10/28)
 * Confusion (4) - Throws the enemy into confusion and gets them to change the target of their attack. (24/28/32/36)
 * Defense Aura (2) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5/20)
 * Deflect Arrow (2) - Increases defense against bow attacks. (24/32)
 * Drain Health (16) - Absorbs HP. (15+2/20+2/24+3/28+3/32+3/36+3)
 * Freezing Strike (2) - Instantly freezes target area. Temporarily reduces enemy's Speed. (36+2)
 * Poison (1) - Poisons target. (20)
 * Power Break (2) - Instantly reduces enemy's P. Atk. (32/36)
 * Power Strike (9) - Gathers power for a fierce strike. Sword and blunt only. Over-hit available. (5+3/10+3/15+3)
 * Sting (12) - Bleed attack on target. Sword, dagger and two-handed sword only. Over-hit available. (24+3/28+3/32+3/36+3)
 * Ultimate Defense (1) - Increases P.Def. and M.Def. significantly. Character can't move. (20)

Passive

 * Focus Mind (1) - Increases MP Regeneration. (36)
 * Heavy Armor Mastery (15) - Increases P.Def. Heavy Armor only. (20+3/24+3/28+3/32+3/36+3)
 * Magic Resistance (15) - Increases M.Def. (20+3/24+3/28+3/32+3/36+3)
 * Shadow Sense (1) - Increases Accurancy at night (15)
 * Shield Mastery (2) - Increases Shield defense rate. (20/28)
 * Sword Blunt Mastery (8) - Increases P. Atk. Sword and Blunt only. (20/24/28+2/32+2/36+2)

Outdated

 * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
 * Moral Blow (9) - Potentially deadly attack upon the enemy. Dagger only. (5+3/10+3/15+3)
 * Power Shot (9) - Causes great damage from afar when using a bow. Over-hit available. (5+3/10+3/15+3)
 * Weapon Mastery (3) - Increases P.Atk. (5/10/15)

Special
While the Paulus Knight focusses into sword or blunt and shield, the Bladedancer which derives from the Paulus Knight does NOT. Instead, they utilize dual swords. This is probably the only case where a class does change the class weapon during the class change.


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

Assasin is an offensive warrior class of the Darkelves. They specialize into light armor and wield daggers and bows.


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

Dark Mystic is the basic magic user class of the darkelves.

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

Active

 * Battle Heal (3) - Heals faster but at greater mp cost than Heal. (14+3)
 * Cure Poison (1) - Cures poison. (7)
 * Curse: Poison (1) - Poisons target (7)
 * Group Heal (3) - Heals all members of the current party. (14+3)
 * Heal (6) - Heals the target. (7+3/14+3)
 * Ice Bolt (4) - Freezing attack with a slow effect on target. (7+2/14+2)
 * Might (1) - Increases P.atk of target. (7)
 * Self Heal (1) - Heals caster. (1)
 * Shield (1) - Increases P.def of target. (7)
 * Vampiric Touch (2) - Ranged attack which absorbs hp of target. (14+2)
 * Wind Shackle (1) - Lowers Atk.speed of target. (14)
 * Wind Strike (5) - Wind attack on target. (1/7+2/14+2)

Passive

 * Anti Magic (4) - Increases M.Def. (7+2/14+2)
 * Armor Mastery (3) - Increases P.Def. (7/14+2)
 * Weapon Mastery (2) - Increases P.Atk and M.Atk. (7/14)

Equipment
All mystics will want to get the devotion robe set for a speedup of their spellcasting. This set is relatively cheap (about 40k) and can be bought in all starting towns. The set bonus (15% to casting speed) is so good, that there is hardly anything better until c-grade. Other than that, lowlevel mystics need hardly any clothing, as they should never be hit by opponents.

The best no-grade weapons for mystics are Crucifix of Blessing, Voodoo Doll, or Mage Staff. The first two are onehanded and can be combined with a shield. They can be bought in Gludio, Giran and Aden for about a quarter million.

Playstyle
Lowlevel mystics (except orcs) are always played as offensive spellcasters with hit and run. The spellcasters speaks his spell, then runs away until the spell is recharged, at which point the spell is cast again.

With Level 7, one should first maximise Wind Strike, then Ice Bolt. The later should be used first, as it has less damage, but can slow the mobs down, simplifying the run away part of hit and run. Other spells are hardly ever needed until level 20, even if Heal won't hurt to have.

Don't forget to get the buffs from the newbie guide. Especially the first one at level 8, Wind Walk, will be another huge help to the hit and run tactics, while Acumen and Empower will later make the spells faster and stronger.

Detailed leveling plan
This was originally placed into the Spellhowler description. As it was the wrong place, I move it here. Its more than only a bit overdetailed and links external sources, but maybe its a help to you.

Intro
This guide will explain the best places to level and what quests to do to get you started on your way. This guide will also explain what spells do what. And monster statistics of what you should hunt at certain levels. This guide stops at level 14. Why? Because you get new spells at level 14. Will I write a guide for after level 14 dark elf mages? If I get enough feedback requesting a guide for it.. Did I proof read this guide? Not with the amount of time and energy I really should've

Skills

 * Windstrike - Levels 1-3 definitely worth getting to level 3 before going after other spells
 * Weapon Mastery - Passive skill that will increase the damage your weapon and spells do. Get this skill second.
 * Armor Mastery - Passive skill that will increase your defense. Get this skill third.
 * Ice Bolt - Levels 1 and 2. Fast cast medium damage spell. Get these skills fourth.
 * Heal - Levels 1-3. High HP heal, allows you to heal yourself as well as other people. Get these skills fifth.

Get these skills in any order after you've gotten the ones above...
 * Curse: Poison - Allows you to poison a creature for reoccuring damage... fails frequently...
 * Might - Temporarily increases attack power. Intensity 1.
 * Shield - Temporarily increases defense. Effect 1.
 * Cure Poison - Cures poison.
 * Anti-Magic - Levels 1 and 2. Magic resistance increases.

Um, Progression ?
So lets start off where you start off as a Dark Elf mage.. your currently in the Temple of Shilen. You will want to complete the tutorial quest even if you do know how to play because it will give you a World Map. But first.. you must learn how to use your QuickTab bar and your spell... right now you only have two spells, Windstrike and Self Heal.

Click Alt+K to open up your skill tab, active shows you what your able to cast whenever its clicked in the quicktab bar, and passive skills are always running in the background for ya. Drag the active spells to your Quicktab bar in the positions that are easy to hit when your in the heat of battle so if you drag windstrike to the first slot, hitting F1 will activate that spell and if you drag Self heal to slot 2 of the quicktab bar F2 will activate self heal. remember you must have a target before casting windstrike.

If you get stuck on the first quest.. all you have to do is kill 4 or so Keltirs until you have collected 4 quest item fangs.. head back to the NPC that gave you the quest, should showup on your radar, then simply talk to that NPC who will give you Blood of Mitraell, head over to Mitraell who is no more than a 20 or so feet away towards the center of the area, he will give you the world map.

Once you have completed that quest head back outside and kill some Keltirs till you get to level 2, should only be a few kills. You are prolly killing keltirs in 1 windstrike but once you start fighting harder creatures your going to need to cast more than 1 windstrike. dont forget your casting can be interupted by being hit while casting.

Quote: There are 2 Dark Elf Quests that you can do at levels 2 and 3, they will get you offtrack from quick leveling so I'm not gonna cover them as part of the guide, but I will link you to walkthroughs of these quests
 * Lvl. 2 :: Reward 500exp, 250a :: Dark Elven Village http://lin.warcry.com/index.php/content/db_php/questd.php?id=166
 * Lvl. 3 :: Reward 450a :: Dark Elven Village http://lin.warcry.com/index.php/content/db_php/questd.php?id=168

http://www.t0ad.com/suprnova/mps_map2.jpg <-- URL to map..

sing the map levels 1-6 should be spent in the LIGHT Blue area fighting the creatures listed below.. as you progress in levels you should do quests for your level that way you earn some extra experience, get a better grasp on the game and make some Adena (the money used in Lineage 2)

 * Young Brown Keltir :: Lvl. 1 :: HP 65 :: Exp. Awarded 29
 * Keltir :: Lvl. 1 :: HP 63 :: Exp. Awarded 29
 * Brown Keltir :: Lvl. 2 :: HP 78 :: Exp. Awarded 58

At level 3 there are two quests you SHOULD take, you will be rewarded with experience while making experience completing the quest.. Head over to Sentry Nelsya on the East side of the Dark Elven village, I took the liberty of adding a small red dot on the map where she is located. Once you've gotten the Quest from her only kill Ashen Wolves and Brown Keltirs until you have 13 Dark Bezoars (quest items). Once you have 13 Dark Bezoars you should return to Sentry Nelsya and that will complete the quest. You will be awarded with a lesser healing potion and 1900 experience points. The second quest which you should do at the same time is the 'Keen Claws' Quest. Inside the Dark Elven Village go to the weaponshop (southwest of the center). Talk to Trader Paint and accept the quest. While doing the Dark Bezoars quest killing Ashen Wolves will also reward you with wolf claws. You will most likely finish the Dark Bezoars quest first.. Don't worry when you start killing Goblins in future levels they will also reward you with Wolf Claws in a higher quantity. Once you reach 50+ wolves claws head back over to Trader Paint and you will be rewarded with more items and more Adena depending on how many wolves claws you brought back.

Quote: Quick Tip: When fighting creatures/monsters that require more than one Windstrike cast from a distance and when your done casting run away from the creature until your able to re-cast... rinse and repeat until the creature/monster is dead

It's not the smartest idea to attack things higher than your own level.

 * Elder Brown Keltir :: Lvl. 3 :: HP 99 :: Exp. Awarded 88
 * Ashen Wolf :: Lvl. 4 ::HP 111 :: Exp. Awarded 117

Don't go after goblins till your level 7. Goblins can be found in the Lime Green area of the map

 * Goblin :: Lvl. 5 :: HP 130 :: Exp. Awarded 147

Theres good news though! At level 7 your not stuck at fighting only goblins.. in the limegreen area.. you can head over to pink area and fight Imps and Goblins down there. Since Imps are fairly slow creatures if your good at dodging enemies while casting Windstrike from a distance then you should do this. But before you go out the western exit of the Dark Elven village talk to Sentry Krpion (located right before the cave exit of the western side of the Dark Elven Village) and get the Imp Shackles quest from him, he will pay you 5a for every Imp shackle you bring back to him. Imps usually drop 1 Imp shackles quest item every time you slay one of them. So its a better idea to head to the Pink area even though it is usually camped.. Imp Ribes are just slightly tougher than normal Imps.. be careful they will attack in groups if they see another getting attacked.

 * Imp :: Lvl. 6 :: HP 152 :: Exp. Awarded 176
 * Imp Ribe :: Lvl. 7 :: HP 171 :: Exp. Awarded 205

when fighting something that requires more than 1 windstrike there is a small downtime before you can cast again, look at the quicktab bar until you see the shaded clockwise symbol over your spell. it will flash and make a noise when its ready to be used again.

At level 9 you should be ready to kill those Forest Walking Fungus monsters that you've been seeing around the pink and purple areas of the map.. But first you may want to pick up this repeatable Quest that you will probably complete 3 times before you go onto the next area... So go ahead and head back over to the Dark Elven village and talk to Trader Vollodos in the magic shop (located directly opposite of the weapon shop). He will tell you to collect 10 Fungus Sacs from either Forest Walking Fungus or Blood Fungus monsters.. Return to Vollodos everytime you've collected 10 Fungus Sacs.. remember that your able to repeat the quest. At first you will go after Forest Walking Fungus until you are able to fight Blood Fungus... but thats not till your level 10....11...

 * Forest Walking Fungus :: Lvl.9 :: HP 226 :: Exp. Awarded 254

(if at level 10 you feel your not getting enough experience you can move on to the dark blue area)

once your level 11 head over the dark blue area on the map there you will find orcs and the Blood Fungus that I mentioned earlier. It's much more dangerous here.. the safest spot to retreat to is the road.. so keep that in mind... It would be wise to take the quest for the orcs as well as continuing the Fungus Sacs. The Orc Subjugation quest is given out by Sentry Kayleen who is just outside the western dark elven village entrance. She will give you 5a for every Orc Amulet you collect and 15a for every necklace you collect from the orcs you kill. You can return at anytime to turn in the quest items and collect your money.

 * Blood Fungus :: Lvl.12 :: HP 314 :: Exp. Awarded 352
 * Orc Fighter Leader :: Lvl.12:: HP 314 :: Exp. Awarded 352 (aggressive)
 * Balor Orc Fighter Sub-Leader :: Lvl.11:: HP 292 :: Exp. Awarded 323

once you hit level 12 you can run down the hill past the many towers in the blue area and head over to the red area which is the swamps. Down there you should stay around the Outskirts (edges) of the swamp and you shouldnt run too far into it because there are Dark Horrors who will attack you on sight. The bats are slow and are easy kills, but they will team up with other bats if they see you fighting another bat, same applies to zombies. zombies will only cast one spell on you and walk around slowly tauntingly so keep your distance with them and use the same enemy dodging and casting from far away as mentioned in the first quicktip. Dark horrors arent as slow.. and they hit hard and fast so be careful!

 * Festering Bat :: Lvl.13 :: HP 338 :: Exp. Awarded 381
 * Marsh Zombie :: Lvl.13 :: HP 338 :: Exp. Awarded 381
 * Redeye Bat :: Lvl.15 :: HP 389 :: Exp. Awarded 441 (aggressive)
 * Lesser Dark Horror :: Lvl.15 :: HP 402 :: Exp. Awarded 441 (aggressive)

Its always a good idea to carry a few potions around when fighting these guys because you can always get ambushed by an Orc Fighter Leader and be overwhelmed by trying to dodge multiple enemies at the same time. Also one thing that was very hard for me to learn and accept was that "its okay to not pick up the adena that dropped when your fighting more than 1 creature at a time, it may be the difference between life and death" and also its always okay to run! the swamps should take you to level 14 easily... i hope you've found this guide useful.


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

Dark Wizard is the basic wizard class of the darkelves. They wear robes and use any weapon, even if they prefer those with high M.Atk.

Skills
Format: Spell Name (Max Skilllevel) - Description (Level of Update+Number of Updates)

Attacks

 * Aura Burn (8) - A very fast, very short range magical attack. (20+2/25+2/30+2/35+2)
 * Curse Chaos (1) - Reduces the accurancy of target. (35)
 * Curse: Poison (2) - Poisons target. (7/20)
 * Flame Strike (3) - Area fire attack. (20/25/30)
 * Ice Bolt (6) - Freezing attack with a slow effect on target. (7+2/14+2/20+2)
 * Poisonous Cloud (2) - Area poison attack. (25/35)
 * Shadow Spark (3) - Ranged dark attack. Over-hit available. (25/30/35)
 * Sleep (9) - Puts target into slumber. (25+3/30+3/35+3)
 * Slow (1) - Slows target down. (35)
 * Surrender To Poison (3) - Lowers targets resistance against poison. (25/30/35)
 * Twister (8) - Wind attack. (20+2/25+2/30+2/35+2)
 * Vampiric Touch (6) - Ranged attack which absorbs hp of target. (14+2/20+2/25+2)

Summons

 * Mighty Servitor (1) - Improves p.atk of summon. (35)
 * Servitor Heal (12) - Heals summon. (20+3/25+3/30+3/35+3)
 * Servitor Recharge (6) - Recharges mp of summon. (25+2/30+2/35+2)
 * Summon Shadow (4) - Summons shadow with 30% xp consumption. D-crystals required. (20/25/30)
 * Summon Silhouette (4) - Summons Silouette which spellcasts and has 90% xp consumption. D-crystals required. (20/25/30)

Other

 * Battle Heal (3) - Heals faster but at greater mp cost than Heal. (14+3)
 * Body To Mind (1) - Transform hp to mp. (25)
 * Corpse Life Drain (2) - Absorbs hp from a corpse. (30/35)
 * Concentration (2) - Protects against interruption of spellcasting through damage. (20/30)
 * Robe Mastery (8) - Improves p.def. Robes only. (20+2/25+2/30+2/35+2)
 * Shield (1) - Increases P.def of target. (7)

Passive

 * Anti Magic (4) - Increases M.Def. (7+2/14+2)
 * Boost Mana (2) - Increases maximum MP. (20/30)
 * Fast HP Recovery (1) - Increases HP Regeneration. (35
 * Fast Mana Recovery (2) - Increases MP Regeneration. (25/35)
 * Fast Spell Casting (1) - Increases Castspeed. (25)
 * Higher Mana Gain (8) - Increases effectivity of recharges. (20+2/25+2/30+2/35+2)
 * Robe Mastery (8) - Increases P.Def. Robe only. (20+2/25+2/30+2/35+2)
 * Weapon Mastery (9) - Increases P.Atk and M.Atk. (7/14/20/25+2/30+2/35+2)
 * Quick Recovery (2) - Time between magic uses shortens. (20/30)

Outdated

 * Armor Mastery (3) - Increases P.Def. (7/14+2)
 * Cure Poison (1) - Cures poison. (7)
 * Group Heal (3) - Heals all members of the current party. (14+3)
 * Heal (6) - Heals the target. (7+3/14+3)
 * Might (1) - Increases P.atk of target. (7)
 * Self Heal (1) - Heals caster. (1)
 * Wind Shackle (1) - Lowers Atk.speed of target. (14)
 * Wind Strike (5) - Wind attack on target. (1/7+2/14+2)

Equipment
The Devotion Set keeps being the best choice for dark wizards until they can get Karmian on c-grade. You CAN however live without it. If you want to, you might prefer to ask a Bounty Hunter around level 35 for Gloves of Knowledge (can be spoiled from Tyrant in Ants Nest, which is the by far easiest way to get them) and buy the rest of the set from the shop.

Weapons are obvious - maximize your m.atk. with the Staff or Life etc.

Playstyle
You should concentrate your skills on the class you want to be come, meaning damage spells for future Spellhowlers and summons for future Phantom Summoners.

With damage spells, business is as usual. You use your largest range spell first to attract the mob, then slow it down with Ice Bolt or Slow, then keep running away and casting damage spells. With Aura Burn, even tight Situations are quite manageable now.

Summoners need crystals, which are quite expensive. OTOH with summons one can face mobs of much higher level in melee.


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

Orc Fighter is the staring warrior class of the orcs.

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

 * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
 * Iron Body (1) - Resist damage from falling. (15)
 * Iron Punch (9) - Damage attack. Over-hit available. Fist only. (5+3/10+3/15+3)
 * Power Strike (9) - Damage attack. Over-hit available. Sword/blunt only. (5+3/10+3/15+3)
 * Relax (1) - Recovers HP quickly when sitting. (5)
 * Toughness (1) - Has tolerance for various irregularities. (1)
 * Weapon Mastery (3) - Increases P.Atk (5/10/15)


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

Orc Mystic is the mystic starter class of the orcs.

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

Active

 * Chant of Battle (1) - Increases P.Atk. of party. (14)
 * Chill Flame (2) - Ranged cold damage attack. (7/14)
 * Dreaming Spirit (2) - Sleep on target. (7/14)
 * Fear (1) - Fear on target. (14)
 * Life Drain (2) - Aborb health from target. (7/14)
 * Soul Cry (2) - Increases P.Atk. of caster. Consumes MP continuously. (1/14)
 * Soul Shield (1) - Increases P.Def. of target. (7)
 * Venom (2) - Ranged poison attack. (7/14)

Passive

 * Anti Magic (4) - Increases M.Def. (7+2/14+2)
 * Heavy Armor Mastery (2) - Increases P.Def, Casting Speed and Atk.Speed. Heavy Armor only. (14+2)
 * Light Armor Mastery (4) - Increases P.Def, Casting Speed, Atk.Speed and MP regen. Light Armor only. (7+2/14+2)
 * Robe Mastery (4) - Increases P.Def. Robe only. (7+2/14+2)
 * Toughness (1) - Tolerance against various irregularities. (1)
 * Weapon Mastery (2) - Increases P.Atk. and M.Atk. (7/14)

Adventuring
Unlike the other mystic classes, orcs can wear light armor from level 7 on and heavy armor from level 14 on, and focus very much on direct battle instead of ranged attack spells.


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

Orc Shamans is the only secondary mystic class of the orcs.

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

Buffs

 * Blessing of Paagrio (1) - Increases P.Def. of clan. (35)
 * Chant of Battle (2) - Increases P.Atk. of party. (14/25)
 * Chant of Flame (1) - Increases Cast.Speed of party. (30)
 * Chant of Fire (1) - Increases M.Def. of party. (20)
 * Chant of Life (4) - Greatly increases HP Regen of party for a very short time. (20/25/30/35)
 * Chant of Shielding (2) - Increases P.Def. of party. (20/30)
 * Power of Paagrio (1) - Increases P.Atk of clan. (30)
 * Soul Cry (4) - Increases P.Atk of caster. Consumes MP continuously. (1/14/25/35)
 * Soul Shield (3) - Increases P.Def. of target. (7/25/35)

Debuffs

 * Aura Sink (2) - Drains enemies mp. (25/35)
 * Dreaming Spirit (6) - Sleep on target. (7/14/20/25/30/35)
 * Fear (5) - Fear on target. (14/20/25/30/35)
 * Madness (4) - Confuses target to randomly attack allies or foes. (20/25/30/35)
 * Seal of Binding (3) - Hold nearby enemies. (25/30/35)
 * Seal of Chaos (2) - Reduces Accurrancy of nearby enemies. (30/35)
 * Seal of Slow (1) - Reduces Speed of nearby enemies. (35)

Attacks

 * Blaze Quake (2) - Drains hp of surrounding enemies. (25/35)
 * Chill Flame (2) - Ranged cold damage attack. (7/14)
 * Frost Flame (2) - Ranged cold damage attack. (20/30)
 * Life Drain (5) - Absorb health from target. (7/14/20/25/30)
 * Seal of Poison (2) - Poisons nearby enemies. (20/30)
 * Venom (3) - Ranged poison attack. (7/14/20)

Weapon Skills

 * Stun Attack (12) - Melee stun attack. Over-hit available. Blunt only. (20+3/25+3/30+3/35+3)

Passive

 * Anti Magic (12) - Increases M.Def. (7+2/14+2/20+2/25+2/30+2/35+2)
 * Boost Mana (2) - Increases MP Max. (20/30)
 * Fast HP Recovery (1) - Increases HP regen. (35)
 * Fast Mana Recovery (2) - Increases MP regen. (25/35)
 * Fast Spell Casting (1) - Increases Cast.Speed. (25)
 * Heavy Armor Mastery (10) - Increases P.Def, Casting Speed and Atk.Speed. Heavy Armor only. (14+2/20+2/25+2/30+2/35+2)
 * Light Armor Mastery (12) - Increases P.Def, Casting Speed, Atk.Speed and MP regen. Light Armor only. (7+2/14+2/20+2/25+2/30+2/35+2)
 * Quick Recovery (2) - Time between magic reuse shortens. (20/30)
 * Robe Mastery (12) - Increases P.Def. Robe only. (7+2/14+2/20+2/25+2/30+2/35+2)
 * Toughness (1) - Tolerance against various irregularities. (1)
 * Weapon Mastery (9) - Increases P.Atk. and M.Atk. (7/14/20/25+2/30+2/35+2)

Adventuring
The most important difference towards other clerical classes is that shamans do not have direct healing, they have only regenerative spells. These are much weaker in comparison, but of course much better than nothing. They are operating basically like health potions - and conflict with the use of the later.


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Lineage 2/NPC

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

title: Lineage 2/NPC


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Lineage 2/Mob Information

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

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

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

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

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

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

title: Lineage 2/Mob Information


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Lineage 2/Items

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

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

 * Enchantments
 * Weapon Special Abilities
 * Effects List
 * C Grade Weapons
 * B Grade Weapons
 * A Grade Weapons
 * S Grade Weapons
 * Hero Weapons
 * Armor Sets and Bonuses
 * Non Grade Armor Sets
 * D Grade Armor Sets
 * C Grade Armor Sets
 * B Grade Armor Sets
 * A Grade Armor Sets
 * S Grade Armor Sets
 * Boss Mob Jewelry

title: Lineage 2/Items