This is a cumulative game description, not a list of changes introduced by one patch.
A new player should be able to begin with this page, understand how character and equipment progression works, and then find the operating rules for skills, hunting zones, raids, clans, Clan Arena, Olympiad, sieges and other systems.
This page explains the whole playable ruleset. It does not assume that the reader already knows earlier chronicles. A feature is introduced together with its prerequisites, access method, operating rules, rewards and known limitations wherever those details are recoverable.
The page describes the latest recoverable behavior, using 2.9.5 as the target server patch. Official public material clearly identifies the major late branch as Secret of the Empire 2.9. Earlier functionality is therefore retained unless a later source explicitly changed it.
If you want to know what is classic in general there is an old big guide for patch 1.5 Age Of Splendor available here. A lot of things remain unchanged since then.
How to read this guide
- All main rules describe the latest evidenced behavior for the target ruleset.
- Historical behavior is mentioned only when it helps explain why an older guide may show a different value.
- A region note identifies content that was published only for a specific official service.
- A data note means that the feature is confirmed, but an exact formula, probability or table was not publicly preserved. The missing value is not invented.
- Later Kamael, Shadow of the Kamael, Essence and Aden-service systems are not included unless they are shown only as an explicit incompatibility warning.
Cumulative inheritance from older Classic patches
This guide treats the target as an accumulated ruleset. A system introduced or formally documented in an older Classic branch remains part of the main game description when no later pre-Kamael source explicitly removes or replaces it.
| Source branch | Older functionality that remains relevant in the 2.9.5 target and is included in this guide |
|---|---|
| Classic 1.0 and 1.5 - Age of Splendor baseline | Original races and base attributes, class progression, party structure, death and PK rules, transformations, enchanting, augmentation, dyes, clan foundations, missions, chat restrictions, BOT reporting, macros and server-persisted interface settings. Where 1.5 changed a 1.0 value, the later 1.5 rule is used. |
| Saviors 2.0 | Third Class Transfer, third-class skills, A-grade progression, normal Rune system, Giant's Cave, Rift of Heaven, Zaken, Baium and related high-level progression |
| Zaken and Antharas branches | Super Runes, detailed Zaken and Giant's Cave behavior, Antharas and Balthus raids, Forgotten Island, open Catacombs and Necropolises, Clan Arena, Agathion equipment, Olympiad adjustments and automatic Adena pickup |
| Seven Signs 2.8 | Anakim and Lilith content, elemental-system preparation and interactions, hunting-zone changes and the later PK-repentance flow |
| Secret of the Empire 2.9 | S-grade progression, equipment upgrade systems, Frintezza, activated Attribute progression and the latest recovered raid-entry requirements |
The main body always uses the latest recovered behavior. Older values are kept only in historical notes when they were explicitly superseded. This prevents a late-game feature such as S-grade equipment from being documented without the older A-grade, crafting, skill, stat and access systems required to reach it.
New-player progression roadmap
This section gives the shortest end-to-end explanation of how a character develops. Detailed rules for each system appear later on the page.
Levels 1-19 - starting class and No-grade equipment
- Create one of the five original races: Human, Elf, Dark Elf, Orc or Dwarf.
- The character begins as a base Fighter or Mystic class, except Dwarves, who use the Dwarven Fighter starting class.
- Starter quests, monster drops and village services provide No-grade equipment and basic consumables.
- Learn skills from the appropriate class trainer. Learning normally consumes SP and can additionally require a spellbook or consumable resource when the skill definition says so.
- First Class Transfer quests can be started at level 19. The actual transfer becomes available at level 20.
Levels 20-39 - First Class and D-grade progression
- Complete the First Class Transfer at level 20.
- D-grade is the normal equipment tier for this band.
- Learn the First Class skill set and begin using the weapon and armor type intended for the selected class.
- Second Class Transfer is a three-stage quest sequence. Its stages begin at levels 35, 37 and 39.
- Complete all required stages and reach level 40 to perform the Second Class Transfer.
Levels 40-51 - Second Class and C-grade progression
- Complete the Second Class Transfer at level 40.
- C-grade becomes the normal equipment tier.
- The character now has the complete Second Class identity, including role-defining active, passive, buff, debuff, summon, song or dance skills.
- Class skills may require a specific weapon, shield, armor category, spellbook, Spirit Ore, Soulstone or other resource. These conditions are enforced when the skill is learned and used.
Levels 52-60 - B-grade progression
- B-grade equipment is the normal progression tier from level 52.
- B-grade equipment can be obtained through crafting, drops, raids, exchanges and the normal player economy.
- High-level hunting zones, repeatable quests and raid content become the primary source of recipes and materials.
Levels 61-75 - A-grade progression
- A-grade equipment is usable from level 61.
- A-grade can be obtained through high-level raid drops, crafting, Blacksmith exchange, Giant's Cave materials, Rift of Heaven reward boxes, Forgotten Island treasure and the equipment-upgrade system.
- A-grade armor and accessories are commonly obtained sealed and must be unsealed at a Blacksmith with the required material.
- Begin collecting the resources needed for Third Class Transfer, high-level spellbooks and late-game equipment upgrades.
Level 76 and higher - Third Class, Attributes and endgame systems
- Complete the Third Class Transfer at level 76.
- Third-class dyes, third-class spellbooks and third-class skills become usable.
- The Attribute System becomes available after level 76 and Third Class Transfer.
- Giant's Cave, Tower of Insolence, Devil's Isle, elemental hunting zones and major raid content form the main progression path.
- Third-class spellbooks are purchased from Harmony in Gludio or Lorenzo in Aden for 31 Magical Tablets and 100,000 Adena. Magical Tablets can be obtained from specified high-level monsters, including Midnight Nightmare, Barif, Beast Lord, Destroyer and Hekaton Prime.
- Each race receives its corresponding mount skill after Third Class Transfer. The mount's fast-run skill provides Speed +95 for 30 seconds with a 45-second reuse.
Levels 79-84 - top A-grade and high-level hunting
- Forgotten Island is intended for approximately levels 79-84 and provides top A-grade weapon opportunities through Mysterious Treasure Chests.
- Imperial Tomb and Unstable Four Sepulchers provide A-grade equipment boxes, S-grade crafting materials and S-grade recipes.
- Antharas, Frintezza, Anakim, Lilith and elemental raid content provide high-end equipment, crafting materials and upgrade resources.
Level 80 and higher - certification and S-grade preparation
- Level progression missions beginning at level 80 provide Soul Crystals for the Certification Skill system.
- S-grade equipment is obtained by upgrading suitable A-grade equipment or by crafting S-grade recipes.
- Normal D-through-A upgrades are guaranteed when all requirements are met. Special upgrades into S-grade use an enchant-dependent success chance.
- S-grade crafting recipes normally have a 30% success rate and are used by Dwarven crafting classes.
Level-cap note: skill and content progression is explicitly documented through level 84. A separate authoritative statement of the final hard character-level cap for every regional 2.9.5 service was not recovered.
Characters, base attributes, classes and skill learning
Playable races and starting statistics
The target ruleset uses the five original races. Kamael and Ertheia are not available.
| Race | Starting type | STR | DEX | CON | INT | WIT | MEN |
|---|---|---|---|---|---|---|---|
| Human | Fighter | 40 | 30 | 43 | 21 | 11 | 25 |
| Human | Mystic | 22 | 21 | 27 | 41 | 20 | 39 |
| Elf | Fighter | 36 | 35 | 36 | 23 | 14 | 26 |
| Elf | Mystic | 21 | 24 | 25 | 37 | 23 | 40 |
| Dark Elf | Fighter | 41 | 34 | 32 | 25 | 12 | 26 |
| Dark Elf | Mystic | 23 | 23 | 24 | 44 | 19 | 37 |
| Orc | Fighter | 40 | 26 | 47 | 25 | 12 | 26 |
| Orc | Mystic | 27 | 24 | 31 | 31 | 15 | 42 |
| Dwarf | Fighter | 39 | 29 | 45 | 20 | 10 | 27 |
Base attributes and derived combat statistics
The racial values above are base attributes. They are not decorative class labels. The server converts them into derived combat values shown together with the attributes in the Character Information window (Alt + T).
Two official Classic 1.5 sources describe this system:
- The North American Classic launch notes publish the shorter core mapping.
- The official European Age of Splendor document publishes the extended mapping, including critical-damage influence, abnormal-state resistance and resurrection EXP restoration.
The extended Classic table is used below because it belongs to the same pre-Kamael Classic baseline and no later recovered Classic patch through 2.9/2.9.5 explicitly replaces it.
| Base attribute | Derived values affected in Classic | Functional behavior |
|---|---|---|
| STR - Strength | P. Atk.; P. Critical Damage | Raises the physical-attack input used by normal physical attacks and by physical skills that reference P. Atk. It also increases the damage of eligible physical critical results. STR changes critical damage, not P. Critical Rate. |
| DEX - Dexterity | P. Accuracy; P. Evasion; Atk. Spd.; P. Critical Rate | Improves eligible physical hit checks, physical evasion, physical attack/action speed and the chance of a physical critical hit. DEX changes critical chance, not P. Critical Damage. Movement Speed is not listed as a DEX-derived value in the recovered Classic table. |
| CON - Constitution | Max HP; Max CP; HP Recovery; CP Recovery; Weight Limit; underwater Breath; Shield Defense Success Rate; resistance to physical abnormal states | Improves physical durability and recovery, carrying capacity, time before drowning and the chance for an equipped shield defense to succeed. It also contributes to resistance against effects classified by the server as physical abnormal states. CON is not blanket immunity because the skill's abnormal category, level, base chance and other resistance modifiers still participate in the result. |
| INT - Intelligence | M. Atk.; M. Critical Damage | Raises the magical-attack input used by offensive magic and by skills that reference M. Atk. It also increases the damage of eligible magical critical results. INT changes magical critical damage, not M. Critical Rate or Casting Spd. |
| WIT - Wisdom | M. Accuracy; M. Evasion; Casting Spd.; M. Def. Rate; M. Critical Rate; experience restoration after death | Improves magic hit/evasion-related values, casting speed, the separate magic-defense-rate value named in the Classic notes and the chance of a magical critical hit. WIT also participates in resurrection-type EXP restoration. It does not alter the initial normal death-loss transaction. |
| MEN - Mentality | M. Def.; MP Recovery; Max MP; Magic Cancel Rate; resistance to magical abnormal states | Improves magical durability and MP sustain. It also affects the casting-cancellation/interruption-related value called Magic Cancel Rate and resistance against effects classified by the server as magical abnormal states. MEN does not directly raise M. Atk., M. Critical Damage or Casting Spd. |
Sources:
- Official Lineage II Classic Launch Patch Notes - Basic Stats and Effects
- Official European Age of Splendor 1.5 preliminary patch notes - archived document mirror
Important distinctions between similarly named values
- P. Critical Rate is the chance of an eligible physical critical. P. Critical Damage is the damage produced when that critical occurs.
- M. Critical Rate is the chance of an eligible magical critical. M. Critical Damage is the damage produced by that magical critical.
- P. Accuracy is used against the target's P. Evasion for eligible physical hit checks.
- M. Accuracy and M. Evasion are the corresponding magic-related values. A skill can also use level, magic level, abnormal type, base chance and resistance data.
- M. Def. Rate from WIT is a separately named derived rate in the official Classic material. It is not the same field as the flat M. Def. value affected by MEN and equipment.
- Atk. Spd. and Casting Spd. affect action or casting execution. They do not automatically reduce every skill's reuse time. Cooldown is a separate property unless a skill, item or buff explicitly modifies reuse.
- Experience restoration after death refers to resurrection-type EXP recovery. It does not prevent the normal death penalty. The recovered overview does not publish the complete caster/target formula.
- Physical abnormal-state resistance and magical abnormal-state resistance use the abnormal category assigned to each skill by the server. The overview does not publish a complete classification of every stun, bleed, poison, sleep, hold, silence, fear or other effect.
- Shield Defense Success Rate controls whether the shield-defense event succeeds. The amount of damage prevented by a successful shield defense is a separate shield-defense value.
Base attributes are inputs, not fixed percentages
The official notes state which derived values each attribute affects, but they do not state that +1 attribute always means one fixed percentage or one fixed number.
The server applies a separate conversion rule for each derived value. Therefore:
STR +1is not the same asP. Atk. +1.DEX +1can recalculate P. Accuracy, P. Evasion, Atk. Spd. and P. Critical Rate by different amounts.INT +1is not the same asM. Atk. +1because it also affects M. Critical Damage.WIT +1is not interchangeable with a directCasting Spd. +1%modifier.CON +1affects several pools, recovery and defensive behaviors rather than only Max HP.MEN +1affects M. Def., MP sustain and resistance-related values rather than only Max MP.
The exact per-point coefficients, caps, stacking order and integer rounding are not published in the recovered Classic patch notes. The website should therefore not claim a universal formula such as “1 DEX gives exactly X% Atk. Spd.” unless that value is taken from the selected server implementation and verified against the target retail data.
Quick player interpretation
| Player goal | Main attribute | What it improves | What it does not replace |
|---|---|---|---|
| Stronger physical hits | STR | P. Atk. and eligible P. Critical Damage | DEX-based hit chance, attack speed and critical chance |
| More reliable and faster physical attacking | DEX | P. Accuracy, P. Evasion, Atk. Spd. and P. Critical Rate | STR-based damage and direct movement Speed bonuses |
| More physical durability | CON | HP/CP pools and recovery, carrying capacity, breath, shield-success chance and physical-abnormal resistance | Direct P. Def., shield-defense amount and explicit resistance bonuses |
| Stronger offensive magic | INT | M. Atk. and eligible M. Critical Damage | WIT-based casting/critical chance and MEN-based MP |
| Faster and more reliable magic | WIT | M. Accuracy/Evasion, Casting Spd., M. Def. Rate, M. Critical Rate and resurrection EXP restoration | INT-based magic power, MEN-based mana and skill cooldown |
| More mana and magic durability | MEN | M. Def., Max MP, MP Recovery, Magic Cancel Rate and magical-abnormal resistance | INT-based magic damage and WIT-based casting speed |
A build combines three different layers: base attributes, direct derived-stat bonuses and the skill/item rules that decide whether a value is eligible to apply. Raising an attribute does not make an otherwise ineligible critical, shield defense, abnormal resistance or skill interaction automatically valid.
Direct combat bonuses and base-attribute bonuses are separate
A source can modify a base attribute, a derived value, or both:
DEX +1changes every DEX-derived value through the server's DEX conversion rules.P. Accuracy +3adds directly to P. Accuracy and does not grant the other DEX-derived effects.INT +2changes M. Atk. and M. Critical Damage through INT conversion.M. Atk. +8%modifies M. Atk. directly and does not grant INT or M. Critical Damage unless the item separately states those bonuses.WIT +2andCasting Spd. +15%can exist on the same set. The WIT conversion and direct percentage bonus are both applied through their respective calculation stages.
Whenever a dye, armor set, talisman, bracelet, augmentation, transformation or skill changes a base attribute, the server must recalculate all derived values associated with that attribute. Removing the source must remove the complete contribution without leaving stale combat values.
Practical dye and equipment trade-offs
- STR +2 / CON -2 raises P. Atk. and P. Critical Damage, but reduces the CON-linked HP/CP, recovery, weight, breath, shield-success contribution and physical-abnormal resistance.
- DEX +1 / CON -1 improves physical accuracy, evasion, attack speed and critical chance at the cost of part of the CON durability package.
- INT +2 / WIT -2 raises M. Atk. and M. Critical Damage but reduces WIT-linked casting, magic accuracy/evasion, M. Def. Rate, M. Critical Rate and resurrection EXP-restoration contribution.
- WIT +2 / MEN -2 improves casting-oriented values and M. Critical Rate but reduces M. Def., Max MP, MP Recovery, Magic Cancel Rate and magical-abnormal resistance.
- Tallum Heavy combines
STR +2 / CON -2with direct Speed and Atk. Spd. bonuses. The direct bonuses are additional effects and are not produced solely by STR. - Dark Crystal Robe combines
WIT +2 / MEN -2with directCasting Spd. +15%. Both types of modifier matter. - Nightmare Robe combines
INT +2 / WIT -2with directM. Atk. +8%, trading casting-oriented values for stronger INT-derived magical output.
A dye or set should therefore be evaluated by the complete positive and negative attribute package, not only by its headline bonus.
Starting-stat profiles
Before class skills, equipment, buffs and dyes are applied, the original race/archetype values create different starting tendencies:
- Human Fighters combine STR 40 with CON 43 and are comparatively balanced.
- Elven Fighters have DEX 35, the highest starting DEX among the original fighter archetypes, but lower STR and CON than several alternatives.
- Dark Elven Fighters begin with STR 41 and CON 32, emphasizing STR-derived physical output over CON-derived durability.
- Orc Fighters begin with CON 47 and DEX 26, emphasizing durability over DEX-derived speed, hit/evasion and critical chance.
- Dwarven Fighters begin with CON 45 and STR 39, supporting a durable fighter and crafting profile.
- Dark Elven Mystics begin with INT 44, the highest starting INT among the original mystic archetypes.
- Elven Mystics begin with WIT 23 and MEN 40, favoring WIT/MEN-derived casting and sustain values relative to their lower INT.
- Orc Mystics begin with MEN 42 and INT 31, emphasizing MEN-derived sustain and magical durability over raw INT-derived output.
These are only starting inputs. Class masteries, skill formulas, weapons, armor, buffs, level differences and target defenses can outweigh a small attribute difference.
What must not be imported from later Lineage II products
The following are not added to this Classic table without target-specific evidence:
- later Aden-service threshold rules such as an extra STR-above-40 damage rule;
- movement Speed as an automatic DEX effect;
- physical-skill critical rate or physical-skill critical damage as automatic STR/DEX effects;
- debuff success as an automatic INT effect;
- skill reuse reduction as an automatic DEX or WIT effect;
- modern LUC, CHA or other post-target base attributes.
Older-patch retention note: this behavior comes from the original Classic and Age of Splendor baseline. It remains in the cumulative 2.9.5 guide because no later recovered pre-Kamael Classic note replaces it. Later dyes, armor sets, talismans, augmentations and skills add new ways to modify the same attributes rather than making the original attribute relationships obsolete.
Complete class progression
| Race | Starting class | First Class | Second Class | Third Class |
|---|---|---|---|---|
| Human | Human Fighter | Warrior | Warlord | Dreadnought |
| Human | Human Fighter | Warrior | Gladiator | Duelist |
| Human | Human Fighter | Human Knight | Paladin | Phoenix Knight |
| Human | Human Fighter | Human Knight | Dark Avenger | Hell Knight |
| Human | Human Fighter | Rogue | Treasure Hunter | Adventurer |
| Human | Human Fighter | Rogue | Hawkeye | Sagittarius |
| Human | Human Mystic | Human Wizard | Sorcerer | Archmage |
| Human | Human Mystic | Human Wizard | Necromancer | Soultaker |
| Human | Human Mystic | Human Wizard | Warlock | Arcana Lord |
| Human | Human Mystic | Cleric | Bishop | Cardinal |
| Human | Human Mystic | Cleric | Prophet | Hierophant |
| Elf | Elven Fighter | Elven Knight | Temple Knight | Eva's Templar |
| Elf | Elven Fighter | Elven Knight | Sword Singer | Sword Muse |
| Elf | Elven Fighter | Elven Scout | Plains Walker | Wind Rider |
| Elf | Elven Fighter | Elven Scout | Silver Ranger | Moonlight Sentinel |
| Elf | Elven Mystic | Elven Wizard | Spellsinger | Mystic Muse |
| Elf | Elven Mystic | Elven Wizard | Elemental Summoner | Elemental Master |
| Elf | Elven Mystic | Elven Oracle | Elven Elder | Eva's Saint |
| Dark Elf | Dark Fighter | Palus Knight | Shillien Knight | Shillien Templar |
| Dark Elf | Dark Fighter | Palus Knight | Bladedancer | Spectral Dancer |
| Dark Elf | Dark Fighter | Assassin | Abyss Walker | Ghost Hunter |
| Dark Elf | Dark Fighter | Assassin | Phantom Ranger | Ghost Sentinel |
| Dark Elf | Dark Mystic | Dark Wizard | Spellhowler | Storm Screamer |
| Dark Elf | Dark Mystic | Dark Wizard | Phantom Summoner | Spectral Master |
| Dark Elf | Dark Mystic | Shillien Oracle | Shillien Elder | Shillien Saint |
| Orc | Orc Fighter | Raider | Destroyer | Titan |
| Orc | Orc Fighter | Monk | Tyrant | Grand Khavatari |
| Orc | Orc Mystic | Orc Shaman | Overlord | Dominator |
| Orc | Orc Mystic | Orc Shaman | Warcryer | Doomcryer |
| Dwarf | Dwarven Fighter | Scavenger | Bounty Hunter | Fortune Seeker |
| Dwarf | Dwarven Fighter | Artisan | Warsmith | Maestro |
Class Transfer requirements
- First Class Transfer quests can be completed from level 19; transfer occurs at level 20.
- Second Class Transfer uses three quest stages beginning at levels 35, 37 and 39; transfer occurs at level 40.
- Third Class Transfer is available from level 76 through the class-specific Saga quest line.
- Class Transfer is not automatic in this ruleset unless the server operator deliberately replaces the retail quest flow.
Skill learning rules
- Skills are learned from the appropriate class trainer or specialist NPC.
- Learning normally consumes SP.
- A skill can additionally require a spellbook, Magical Tablet, Spirit Ore, Soulstone, Rune Stone or another item listed by the skill.
- Weapon, shield and armor conditions are checked when the skill is used. A shield skill does not work without a shield; a polearm skill does not work with an unrelated weapon.
- Passive skills apply while their equipment or state requirements are satisfied.
- Buff and debuff duration, reuse, dispel behavior and resource consumption are controlled by the server.
- Songs and dances affect eligible party members and apply their additional MP-consumption rules while other songs or dances are active.
- Servitor skills are owned and executed through the summon, while the summon remains linked to its master for ownership, target and reward rules.
- Skill Enchanting is not part of the recovered pre-Kamael Classic target.
- The Subclass system is not part of the recovered target.
Third-class spellbooks
Third-class spellbooks can be purchased from:
- Grocer Harmony in Gludio Village
- Spellbook Trader Lorenzo in the Town of Aden
The standard price is:
- 31 Magical Tablets
- 100,000 Adena
Magical Tablets have a rare chance to drop from documented high-level monsters, including:
- Midnight Nightmare on Devil's Isle
- Barif in Giant's Cave
- Beast Lord in Giant's Cave
- Destroyer in Giant's Cave
- Hekaton Prime in Giant's Cave
Third-class racial mounts
| Race | Mount skill |
|---|---|
| Human | Mount Gold Maned Lion |
| Elf | Mount Pegasus |
| Dark Elf | Mount Saber Tooth Cougar |
| Orc | Mount Black Bear |
| Dwarf | Mount Kukuru |
The mount fast-run action provides Speed +95 for 30 seconds with a 45-second reuse.
Certification skills
Learning certification skills
Certification skills are learned from Magic Trader Lorenzo in the Town of Aden.
- The skills are learned by paying Soul Crystals.
- They are not restricted by the character's current profession or level once the skill-learning service is available.
- Soul Crystals are obtained through the Brave's Footsteps I-VII progression missions beginning at level 80.
- Soul Crystals cannot be traded directly.
- They can be moved between characters on the same account through the Dimensional Merchant or equivalent account-sharing service.
Skill names below are normalized functional English names. A regional client can use slightly different localized labels.
General certification skills
| Skill | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Soul Crystal cost by level |
|---|---|---|---|---|---|---|
| War Paint | PvP damage +3% | +6% | +10% | +15% | +25% | 3 / 10 / 15 / 30 / 45 |
| Hunting Tactics | Hunting XP/SP +5% | +7% | +12% | +20% | +30% | 1 / 3 / 5 / 10 / 15 |
| CP Mastery | Max CP +100 | +300 | +600 | +1,200 | +2,000 | 3 / 10 / 15 / 30 / 45 |
| Honor Recovery | Death EXP loss reduced by 5% | 10% | 15% | 20% | 25% | 3 / 10 / 15 / 30 / 45 |
Honor Recovery reduces the amount of EXP removed by a death penalty. It does not convert a penalized death into a no-loss death unless the final reduction and the active zone rule produce that result.
Weapon-resistance certification skills
The following skills use the same values and Soul Crystal costs:
- Sword Resistance
- Blunt Resistance
- Polearm Resistance
- Fist Weapon Resistance
- Dagger Resistance
- Bow Resistance
- Dual Weapon Resistance
| Skill level | Resistance | Soul Crystals |
|---|---|---|
| 1 | +1 | 1 |
| 2 | +3 | 3 |
| 3 | +5 | 5 |
| 4 | +7 | 10 |
| 5 | +10 | 15 |
New and reworked class skills
Newly added skills
| Skill | Classes | Function |
|---|---|---|
| Full Swing | Titan | Attacks surrounding enemies with a wide two-handed weapon swing and additional P. Atk. power. |
| Mass Chain Strike | Phoenix Knight, Hell Knight, Eva's Templar, Shillien Templar | Pulls enemies located in front of the caster. |
| Reduce Crisis | Applicable defensive class skill pool | Reduces the chance of receiving blow-type attacks and physical critical attacks. |
| Detect Darkness | Sagittarius, Moonlight Sentinel, Ghost Sentinel | Reveals hidden enemies nearby and prevents them from entering hiding for 2 seconds. |
| Bind | Archmage, Mystic Muse, Storm Screamer, Soultaker | Prevents the target from using physical skills for 10 seconds. |
| Despair of Shade | Spectral Master through Nightshade | Reduces nearby enemies' resistance to Sleep, Hold, Stun, Paralysis, Mental attacks, Pull and Knockdown. |
| Seal of Blockade | Dominator | In PvP, blocks normal attacks of nearby hostile targets for 10 seconds. |
Class skill behavior and balance
Warrior classes
- Revival learning was extended through level 79.
- Provoke learning was extended through level 84.
- Provoke received blunt and polearm weapon conditions.
- Provoke additionally reduces resistance to blunt attacks.
- Dwarf class lines can learn Provoke.
- Lionheart became a shared warrior skill.
- Rush no longer requires Momentum to activate and became a shared warrior skill.
- Face Harden became a shared Dwarf skill.
- Weapon Reinforcement and Sonic Mastery gained a higher chance to generate Momentum through normal attacks.
- Two-Handed Wide Attack received a longer buff duration.
- Create Critical and Create Master learning was extended through level 84.
Knight classes
- Hate power was increased.
- Hate Aura power was increased and reuse was reduced to 20 seconds.
- Chain Strike learning was extended through level 84.
- Shield Strike power was increased.
- Shield of Sacrifice learning was extended through level 84 and its duration was increased.
- Protection of Eva learning was extended through level 84 and its duration was increased.
- Tribunal power was increased.
- Multiple knight Cubics were extended through level 84 and require fewer Rune Stones, including Storm, Life, Viper, Vampiric and Poltergeist variants.
- Judgment power was increased.
Rogue classes
- Bleed learning was extended through level 84.
Archer classes
- Pain of Sagittarius consumes more HP but restores more MP and can be learned through level 84.
- Burst Shot cast range was increased.
- Lethal Shot received a higher critical chance, shorter reuse and a defense-ignoring effect.
- Flame Hawk deals more damage over time, has shorter reuse and ignores enemy defense.
- Arrow Rain deals more damage over time, has shorter reuse, longer range and ignores enemy defense.
- Ghost Piercing deals more damage over time, has shorter reuse and ignores enemy defense.
Wizard classes
- Sleep cast time was reduced and learning was extended through level 84.
- Inferno gained a mana-recovery effect and learning was extended through level 84.
- Fire Vortex applies stronger Speed, Atk. Spd. and Casting Spd. reductions, has shorter reuse and can be learned through level 84.
- Blizzard learning was extended through level 84.
- Ice Vortex, Wind Vortex and Dark Vortex received shorter reuse and can be learned through level 84.
- Demon Wind learning was extended through level 84.
- Dark Vortex no longer uses the previous Accuracy and Dark Resistance reduction package. It now reduces physical and magical critical rate.
Summoner classes
- Final Servitor was strengthened and requires fewer Rune Stones.
- Warrior Bane can be learned through level 84. Instead of cancelling Atk. Spd. and Speed buffs, it now directly reduces P. Atk. and Speed.
- Mage Bane can be learned through level 84. Instead of cancelling M. Atk. and Casting Spd. buffs, it now directly reduces M. Atk. and Casting Spd.
- Sharing Ability was strengthened and learning was extended through level 84.
- Transcendence Physical has a lower HP penalty and can be learned through level 84.
- Warrior Servitor, Wizard Servitor and Assassin Servitor were strengthened and extended through level 84.
- Queen of Cat, King of Cat, Unicorn Seraphim, Unicorn Magnus, Nightshade and Spectral Lord summon learning was extended through level 85.
- Relevant summoner Cubics were extended through level 84 and require fewer Rune Stones.
Arcana Lord servitors
- Blessing of Queen duration increases with the servitor's level.
- Blessing of Queen can coexist with Gift of Queen.
- Gift of Queen duration increases with the servitor's level and can coexist with Blessing of Queen.
- Cure of Queen removes more debuff categories and its success chance increases with the servitor's level.
- Slash and Spin Slash power scale more strongly with the servitor's level.
- Hold of King has a higher success rate.
Elemental Master servitors
- Blessing of Seraphim duration increases with the servitor's level.
- Blessing of Seraphim additionally increases M. Critical Rate.
- Blessing of Seraphim can coexist with Gift of Seraphim.
- Gift of Seraphim duration increases with the servitor's level.
- Gift of Seraphim additionally increases M. Atk.
- Gift of Seraphim can coexist with Blessing of Seraphim.
- Cure of Seraphim removes more debuff categories and its success chance increases with the servitor's level.
- Whipping and Tidal Wave power scale with the servitor's level.
Spectral Master servitors
- Curse of Shade and Mass Curse of Shade apply stronger P. Def. and M. Def. reductions as the servitor levels.
- Shade Sacrifice consumes less HP and restores more HP to party members.
- Force of Curse lasts longer at higher servitor levels and additionally reduces Casting Spd.
- Cutter scales with servitor level and can cancel the target.
- Corpse Burst power scales with the servitor's level.
Servitor Attribute inheritance
- A servitor inherits the summoner's current Attribute values.
- The servitor's attack Attribute follows the summoner's currently selected attack Attribute.
- Attribute changes on the summoner are reflected by the servitor according to the server's normal stat-refresh rules.
Healer classes
- Sleep casts faster and can be learned through level 84.
- Dryad Root learning was extended through level 84.
- Miracle, Salvation, Prophecy of Water, Prophecy of Wind and Mass Recharge require fewer Rune Stones.
- Mass Recharge received shorter reuse.
- Prophecy of Wind gained additional offensive effects, including M. Critical Rate and M. Critical Damage support. Regional translations differ on one raid-related modifier, so the localized in-game tooltip is authoritative for that single line.
- Lord of Vampire received a higher vampiric activation chance.
Buffer, singer and dancer classes
- Greater Might can coexist with Greater Shield and Chant of Earth.
- Greater Shield can coexist with Greater Might and Chant of War.
- Chant of War can coexist with Greater Shield and Chant of Earth.
- Chant of Earth can coexist with Greater Might and Chant of War.
- Prophecy of Fire, Chant of Victory and Victories of Pa'agrio require fewer Rune Stones.
- Dryad Root, Honor of Pa'agrio and Ritual of Life learning was extended through level 84.
- The following Songs can be learned through level 84: Song of Wind, Song of Hunter, Song of Vitality, Song of Renewal and Song of Silence.
- The following Dances can be learned through level 84: Dance of Fury, Dance of Concentration, Dance of Siren, Dance of Shadow and Dance of Medusa.
Skill window and terminology
- Skill descriptions now consistently use Stun instead of mixing Stun and Shock terminology.
- The skill window is organized into four functional categories:
- Physical Skills
- Magic Skills
- Buff Skills
- Debuff Skills
Party, Command Channel, EXP and SP
Party size
A party can contain a maximum of 9 characters.
A tenth member cannot be added until an existing member leaves. Party membership changes must be completed before that character is included in reward, quest or raid-participant calculations.
Party level difference
The reward penalty branch begins when the difference between the highest- and lowest-level eligible party members is more than 15 levels.
- A difference of 15 is not in the penalized branch.
- A difference of 16 is in the penalized branch.
- The calculation uses the highest and lowest eligible members, not only adjacent character levels.
Data note: the complete late retail party bonus and penalty multiplier table was not recovered. The 15/16 boundary is confirmed; the missing multiplier must not be substituted with the solo-monster table.
EXP from monsters above the character's level
| Monster level above character | EXP received |
|---|---|
| 0 to 2 | 100% |
| 3 | 97% |
| 4 | 80% |
| 5 | 61% |
| 6 | 37% |
| 7 | 22% |
| 8 | 13% |
| 9 | 8% |
| 10 | 5% |
| 11 or more | 0% |
This is a reward rule. It is not applied as a direct combat-damage multiplier.
A separate drop adjustment exists when a monster is 11 or more levels above the character. The exact drop multiplier is not publicly documented in the recovered material.
Command Channels
- Command Channels are multi-party raid groups.
- Clan Imperium grants the clan privilege needed to form a Command Channel and can be learned from clan level 3 in the latest evidenced state.
- Raid and instance entry normally uses the Command Channel leader as the group-authorized initiator.
- Participant count, level and item requirements are validated for the complete entry group before entry resources are consumed.
Death, PvP, Karma and PK
General death penalty
Outside an exempt zone, character death removes 4% EXP, regardless of character level. This latest rule replaced the harsher launch-era value.
The same 4% rule applies to chaotic characters unless a specific zone or activity overrides it.
Peaceful zones
Death inside a peaceful zone causes:
- No EXP loss
- No death-related item drop
Raid and instance exemptions
Documented no-EXP-loss areas include Antharas' nest and the Balthus Antharas instance. A specific raid or instance rule takes precedence over the general death rule.
PvP and PK state
A player becomes chaotic when Karma is negative.
- The character name is displayed in red.
- The character can continue earning EXP and SP.
- Killing eligible monsters reduces negative Karma toward zero.
- Normal-town NPC services are restricted.
- At PK count 4 or higher, death can drop one or more eligible items.
- The exact item-drop chance and selection weighting are not publicly documented in the recovered rules.
Blessing of Protection
A protected character cannot be attacked by a chaotic character who is more than 10 levels higher.
A difference of exactly 10 levels does not satisfy this specific protection condition.
PK repentance
The latest evidenced repeatable repentance flow operates while the character has a positive PK count:
- PK count must be at least 1.
- The setup uses 30 B-grade Gemstones.
- The character collects 50 penitence quest items with the Sin Eater flow.
- The late Seven Signs version uses a one-hour collection window.
- One successful completion reduces PK count by exactly 1.
- The flow can be repeated until PK count reaches zero.
- Quest-specific items are removed during completion or cleanup.
Earlier PK-reduction scrolls existed, but the repeatable repentance flow is the latest documented behavior used by this guide.
Equipment progression and obtaining A-grade
Equipment grades
| Grade | Normal progression level |
|---|---|
| No-grade | 1 |
| D-grade | 20 |
| C-grade | 40 |
| B-grade | 52 |
| A-grade | 61 |
| S-grade | Endgame / Third Class progression |
The grade level is the expected progression point. Item equip validation, grade penalties and exact mastery behavior remain controlled by the item and class data.
General acquisition paths
| Grade | Main acquisition paths |
|---|---|
| No-grade | Starter quests, starting shops, early monster drops |
| D-grade | Town shops where available, monster drops, crafting, quests and player trade |
| C-grade | Crafting, drops, raid rewards, exchanges and player trade |
| B-grade | Crafting, high-level drops, raids, exchanges and player trade |
| A-grade | High-level raid drops, crafting, Blacksmith exchange, Giant's Cave, Rift of Heaven, Forgotten Island and equipment upgrades |
| S-grade | Special upgrade from A-grade or S-grade crafting recipes and materials |
How to obtain A-grade equipment
A-grade is not obtained from one single system. The complete progression uses several parallel routes.
High-level raid bosses
- The initial A-grade weapon pool can drop from high-level raid bosses.
- A-grade armor pieces and accessories can drop sealed.
- Anakim and Lilith can provide A-grade equipment.
- Frintezza, Antharas and Unstable Four Sepulchers provide A-grade rewards or boxes as part of their high-level loot pools.
Crafting
- A-grade weapons, armor and accessories can be produced from recipes and materials.
- Giant's Cave is a major source of A-grade recipes and materials.
- Dwarven crafting classes use the recipe and material data attached to each item.
- Craft chance and material quantity are recipe-specific.
Blacksmith exchange and equipment upgrades
- The Saviors A-grade system supports Blacksmith exchanges for defined weapons.
- The later Equipment Upgrade system allows suitable D-, C- and B-grade items to advance through the progression chain into A-grade.
- A cross-grade upgrade accepts only a top item of the current grade.
- General D-through-A upgrades succeed at 100% when all conditions are met.
- The source enchant level decreases by one during a normal upgrade.
Rift of Heaven
Bomb and Guard Tower missions can provide A-grade-related rewards, including:
- A-grade armor supply boxes
- A-grade accessory boxes
- A-grade armor and accessory ingredient boxes
- Cloth Pieces used for unsealing equipment
Forgotten Island
Mysterious Treasure Chests provide the later top A-grade weapon route. The recovered pool includes weapons such as:
- Sirra's Blade
- Sword of Ipos
- Barakiel's Axe
- Behemoth's Tuning Fork
- Naga Storm
- Tiphon's Spear
- Shyeed's Bow
- Sobekk's Hurricane
- Themis' Tongue
- Cabrio's Hand
- Daimon Crystal
- Tallum Blade*Damascus
- Keshanberk*Damascus
- Damascus*Damascus
The exact weekday and chest-pool mapping was preserved in an image table and should be published only after that table is normalized for the selected server data.
A-grade weapons introduced with Saviors
| Weapon type | Weapon | P. Atk. | M. Atk. |
|---|---|---|---|
| Dagger | Bloody Orchid | 186 | 107 |
| Dagger | Soul Separator | 203 | 114 |
| One-handed fighter sword | Tallum Blade | 213 | 107 |
| One-handed fighter sword | Dark Legion's Edge | 232 | 114 |
| One-handed magic sword | Elemental Sword | 170 | 143 |
| One-handed magic sword | Sword of Miracles | 186 | 152 |
| Two-handed sword | Infernal Master | 259 | 107 |
| Two-handed sword | Dragon Slayer | 282 | 114 |
| Dual swords | Keshanberk*Keshanberk | 259 | 107 |
| Dual swords | Keshanberk*Damascus | 275 | 112 |
| Dual swords | Damascus*Damascus | 282 | 114 |
| One-handed fighter blunt | Meteor Shower | 213 | 107 |
| One-handed fighter blunt | Elysian | 232 | 114 |
| One-handed magic blunt | Spiritual Eye | 170 | 143 |
| One-handed magic blunt | Flaming Dragon Skull | 186 | 152 |
| Two-handed fighter blunt | Destroyer Hammer | 259 | 107 |
| Two-handed fighter blunt | Doom Crusher | 282 | 114 |
| Two-handed magic blunt | Dasparion's Staff | 207 | 157 |
| Two-handed magic blunt | Branch of the Mother Tree | 226 | 167 |
| Polearm | Halberd | 213 | 107 |
| Polearm | Tallum Glaive | 232 | 114 |
| Bow | Carnage Bow | 440 | 107 |
| Bow | Soul Bow | 528 | 125 |
| Fist weapon | Blood Tornado | 259 | 107 |
| Fist weapon | Dragon Grinder | 282 | 114 |
A-grade armor sets
A-grade armor and accessories can be obtained sealed. A Blacksmith unseals them using the required fee and material.
Heavy armor
| Set | Main set effects |
|---|---|
| Dark Crystal Heavy | HP Recovery +5.24%; healing received +4%; Paralysis Resistance +50%; STR -2, CON +2, Max HP +238; shield rate +24% with shield |
| Tallum Heavy | Weight Limit +5,759; Poison/Bleed Resistance +80%; Speed +4; STR +2, CON -2; Atk. Spd. +8% |
| Nightmare Heavy | P. Accuracy +3; HP Recovery +5.24%; P. Atk. +4%; reflected physical damage +5%; CON +2, DEX -2; Sleep/Hold Resistance +70%; shield rate +24% with shield |
| Majestic Heavy | P. Accuracy +3; HP Recovery +5.24%; P. Atk. +4%; Speed +7; STR +2, CON -2; Stun Resistance +50% |
Light armor
| Set | Main set effects |
|---|---|
| Dark Crystal Light | P. Evasion +4; P. Critical Damage +30; Atk. Spd. +4%; Paralysis Resistance +50%; STR +1, CON -1; P. Atk. +4% |
| Tallum Light | MP Recovery +8%; Max MP +222; MEN +2, WIT -2; Poison/Bleed Resistance +80% |
| Nightmare Light | MP Recovery +5.26%; absorbs 3% of melee damage; M. Def. +4%; DEX +1, CON -1; Sleep/Hold Resistance +70% |
| Majestic Light | Weight Limit +5,759; P. Accuracy +3; Bow Power +8%; Max MP +240; DEX +1, CON -1; Stun Resistance +50% |
Robe armor
| Set | Main set effects |
|---|---|
| Dark Crystal Robe | Reduced magic-cancel damage; Speed +7; Paralysis Resistance +50%; P. Def. +8%; WIT +2, MEN -2; Casting Spd. +15% |
| Tallum Robe | MP Recovery +5.26%; Poison/Bleed Resistance +80%; M. Def. +8%; INT -2, WIT +2; Casting Spd. +15% |
| Nightmare Robe | MP Recovery +5.26%; Sleep/Hold Resistance +70%; M. Critical Damage +30; INT +2, WIT -2; M. Atk. +8% |
| Majestic Robe | MP Recovery +8%; MEN +1, INT -1; Max MP +240; Casting Spd. +15%; Stun Resistance +50% |
A-grade accessories
| Accessory | M. Def. | Bonus MP |
|---|---|---|
| Phoenix Ring | 40 | +13 |
| Majestic Ring | 42 | +17 |
| Phoenix Earring | 60 | +20 |
| Majestic Earring | 63 | +25 |
| Phoenix Necklace | 80 | +26 |
| Majestic Necklace | 85 | +33 |
Accessory equipment slots
A character can equip:
- 1 necklace
- 2 earrings
- 2 rings
Talisman of Baium
The Talisman of Baium can be equipped from level 60. Its effects do not stack when two identical talismans are equipped.
| Effect | Value |
|---|---|
| P. Atk. | +284 |
| M. Atk. | +392 |
| Magic Attack Resistance | +10% |
| Skill Power | +5% |
| Resistance to all weapon types | +5% |
| STR, DEX, CON, INT, WIT, MEN | +1 each |
| P./M. Critical Rate | +20 |
| Skill MP Consumption | -5% |
| Skill Reuse Time | -3% |
Bracelet of Duty
Bracelets of Duty are upgraded sequentially with Clan Coins.
| Bracelet level | Talisman slots | Stat bonuses | Clan Coin cost |
|---|---|---|---|
| 2 | 1 | CON +1 | 300 |
| 3 | 2 | CON +1, MEN +1 | 500 |
| 4 | 2 | DEX +1, WIT +1, CON +1, MEN +1 | 700 |
| 5 | 3 | All six base stats +1 | 1,000 |
| 6 | 4 | All six base stats +1 | 3,500 |
Bracelets of Duty cannot be exchanged, dropped, destroyed or sold.
S-grade equipment
S-grade weapons
S-grade weapons can be obtained through crafting or equipment upgrades.
| Weapon | Type | P. Atk. | M. Atk. |
|---|---|---|---|
| Arcana Mace | One-handed magic blunt | 225 | 175 |
| Angel Slayer | Dagger | 246 | 132 |
| Imperial Staff | Two-handed magic blunt | 274 | 193 |
| Forgotten Blade | One-handed sword | 281 | 132 |
| Basalt Battlehammer | One-handed blunt | 281 | 132 |
| Saint Spear | Polearm | 281 | 132 |
| Dragon Hunter Axe | Two-handed blunt | 342 | 132 |
| Demon Splinter | Fist weapon | 342 | 132 |
| Heaven's Divider | Two-handed sword | 342 | 132 |
| Tallum Blade*Dark Legion's Edge | Dual sword | 342 | 132 |
| Draconic Bow | Bow | 581 | 132 |
S-grade dual-sword crafting
- A dedicated S-grade dual-sword crafting stamp is required.
- The stamp can be obtained through the equipment-upgrade system.
- Crafting the S-grade dual sword can succeed or fail.
- On failure, the crafting stamp and fee are consumed.
- The player receives a Tallum Blade + Dark Legion's Edge box.
- Opening the failure box grants one +0 Tallum Blade and one +0 Dark Legion's Edge.
S-grade armor sets
Imperial Crusader Heavy Armor
| Pieces equipped | Set effect |
|---|---|
| 2 | HP Recovery Bonus +6% |
| 3 | P. Def. +8% |
| 4 | Sleep and Hold Resistance +70% |
| 5 | STR +4, DEX -1, Max HP +445 |
| Shield equipped | Shield Defense Rate +24% |
Draconic Leather Armor
| Pieces equipped | Set effect |
|---|---|
| 2 | Weight Limit +5,759, Max MP +289 |
| 3 | P. Atk. +4%, Atk. Spd. +4% |
| 4 | STR +2, DEX +2, CON -1 |
Major Arcana Robe
| Pieces equipped | Set effect |
|---|---|
| 2 | Weight Limit +5,759, Speed +7 |
| 3 | M. Atk. +17%, Stun Resistance +50% |
| 4 | WIT +2, INT +2, MEN -1 |
Sealed armor
- S-grade armor can be crafted or produced through equipment upgrades.
- S-grade armor is initially sealed where the recipe or upgrade specifies a sealed result.
- A Cloth Piece is required to unseal the armor.
- Sealed armor does not apply the full set bonuses.
- Some sealed-item base effects are lower than the unsealed version.
S-grade accessories
| Accessory | M. Def. | Bonus MP |
|---|---|---|
| Tateossian Earring | 81 | +31 |
| Tateossian Ring | 58 | +21 |
| Tateossian Necklace | 120 | +42 |
The translated source repeated the Ring label in one table row. The values above are normalized to the official three-item accessory list: Earring, Ring and Necklace.
- S-grade accessories can be crafted or produced through equipment upgrades.
- A Cloth Piece is required to unseal them.
- Sealed accessories have lower M. Def. and Bonus MP values.
S-grade recipes and consumables
- S-grade weapon, armor and accessory recipes use a 30% crafting rate unless a recipe explicitly states otherwise.
- Shining Arrow uses a 100% recipe.
- The following 100% shot recipes are available:
- Soulshot - S-grade
- Spiritshot - S-grade
- Blessed Spiritshot - S-grade
- Shining Life Stone was added for augmentation.
- Shining Life Stone augmentation consumes S-grade Gemstones as the service fee.
Equipment upgrade system
Upgrade NPC
Equipment upgrades are handled by Blacksmith Ferris in the Town of Aden.
Ferris provides three upgrade groups:
- Rare equipment upgrades
- General D-grade through A-grade upgrades
- Special S-grade upgrades
The service window displays the required fee and the target item before the upgrade is confirmed.
Eligible enchant ranges
Only enchanted general equipment can be upgraded.
| Item category | Minimum enchant | Maximum enchant |
|---|---|---|
| Weapon | +12 | +35 |
| Armor | +10 | +25 |
| Accessory | +8 | +20 |
Weapons must have both augmentation and Rune options removed before they can be used as upgrade material.
General D-grade through A-grade upgrades
- General upgrades have 100% success for D-, C-, B- and A-grade equipment.
- Same-grade upgrades produce the top-grade item of the corresponding category.
- Cross-grade upgrades accept only a top-grade source item.
- A cross-grade upgrade produces the top-grade item of the next grade.
- The enchant value is reduced by 1 after a general upgrade.
- If no higher item exists for the equipment category, the item cannot be upgraded.
- When a one-piece armor source maps to separate upper and lower armor in the next grade, only the upper piece is produced unless the upgrade table explicitly defines another result.
- B- and A-grade gloves, boots and helmets produced by the upgrade service can be sealed.
Special S-grade upgrades
- S-grade upgrades have a success rate based on the source item's enchant value.
- The exact success percentage is shown by Ferris before confirmation.
- On success, the target item is created at +0 and an additional success reward can be granted.
- On failure, the player receives a crafting box for the target item plus configured enchant scroll compensation.
- S-grade armor upgrade results are sealed.
Equipment varnish sources
Normal raid bosses
| Raid boss level | Upgrade varnish grade |
|---|---|
| 21 to 49 | D-grade weapon, armor or accessory varnish |
| 50 to 65 | C-grade varnish |
| 66 to 79 | B-grade varnish |
| 80 or higher | A-grade varnish |
Major raid bosses
| Boss | Varnish reward category |
|---|---|
| Queen Ant | High-grade D-grade weapon, armor or accessory varnish |
| Core | High-grade C-grade varnish |
| Orfen | High-grade C-grade varnish |
| Baium | High-grade B-grade varnish |
| Zaken | High-grade B-grade varnish |
| Lilith | A-grade weapon, armor or accessory varnish |
| Anakim | A-grade weapon, armor or accessory varnish |
| Normal elemental kings | A-grade weapon, armor or accessory varnish |
| Advanced elemental kings | Special A-grade weapon, armor or accessory varnish |
| Frintezza | Special A-grade armor or accessory varnish |
| Antharas | Special A-grade weapon, armor or accessory varnish |
Enchanting
Core enchant rules carried forward
- No-grade equipment cannot be enchanted.
- Most weapons, armor and accessories are safe through +3.
- One-piece armor is safe through +4.
- A normal enchant failure above the safe value destroys the item and converts it into crystals.
- Improved Enchant Scrolls can add a random +1 to +3 enchant levels while respecting normal eligibility rules.
- Stable Enchant Scroll failure preserves the item and its current enchant value.
- Stable scrolls cannot be used on weapons at +7 or higher or armor at +6 or higher.
- Successful weapon enchantment to +15 or higher is announced server-wide.
- Successful armor or accessory enchantment to +10 or higher is announced server-wide.
Soulshot damage amplification by weapon enchant
The per-enchant Soulshot amplification was increased:
| Weapon grade | Amplification per enchant level |
|---|---|
| D | 0.4% |
| C | 0.4% |
| B | 0.4% |
| A | 0.5% |
| S | 0.7% |
This replaces the earlier uniform 0.3% per-enchant rule.
Armor HP bonus by enchant level
| Grade | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 or higher |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| D | 0 | 0 | 0 | 9 | 26 | 52 | 54 | 56 | 58 | 60 | 62 | 64 | 64 |
| C | 0 | 0 | 0 | 12 | 36 | 71 | 73 | 75 | 77 | 79 | 81 | 83 | 83 |
| B | 0 | 0 | 0 | 14 | 42 | 84 | 86 | 88 | 90 | 92 | 94 | 96 | 96 |
| A | 0 | 0 | 0 | 16 | 47 | 94 | 96 | 98 | 100 | 102 | 104 | 106 | 106 |
| S | 10 | 20 | 30 | 40 | 80 | 160 | 200 | 250 | 300 | 350 | 400 | 450 | 500 |
Weapon Enhancement Stones on failed enchant
A failed attempt on a weapon already enchanted to +7 or higher grants Weapon Enhancement Stones.
| Grade | +7 to +8 | +8 to +9 | +9 to +10 | +10 to +11 | +11 to +12 | +12 to +13 | +13 to +14 | +14 to +15 | +15 to +16 | +16 to +17 | +17 to +18 | +18 to +19 | +19 or higher |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| D | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 |
| C | 2 | 3 | 4 | 7 | 8 | 9 | 12 | 13 | 14 | 17 | 18 | 19 | 25 |
| B | 3 | 4 | 5 | 8 | 9 | 10 | 13 | 14 | 15 | 18 | 19 | 20 | 28 |
| A | 5 | 6 | 7 | 12 | 13 | 14 | 19 | 20 | 21 | 26 | 27 | 28 | 38 |
| S | 15 | 18 | 21 | 25 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 |
Armor Enhancement Stones on failed enchant
A failed attempt on armor already enchanted to +6 or higher grants Armor Enhancement Stones.
| Grade | +6 to +7 | +7 to +8 | +8 to +9 | +9 to +10 | +10 to +11 | +11 to +12 | +12 or higher |
|---|---|---|---|---|---|---|---|
| D | 1 | 2 | 3 | 5 | 6 | 7 | 12 |
| C | 2 | 3 | 4 | 7 | 8 | 9 | 15 |
| B | 3 | 4 | 5 | 9 | 10 | 11 | 19 |
| A | 5 | 6 | 7 | 12 | 14 | 16 | 26 |
| S | 10 | 15 | 20 | 25 | 27 | 28 | 30 |
Augmentation
Confirmed launch-era service
The completely documented Classic augmentation baseline applies to D-grade through B-grade weapons.
Augmentation is performed at the Blacksmith anvil in:
- Giran
- Aden
An augmented weapon receives 2 to 4 random options.
| Life Stone | Augmentation fee | Removal fee | Result tier |
|---|---|---|---|
| Common Life Stone | 200 D-grade Gemstones | 80,000 Adena | Lower-tier options; no rare base-stat increase |
| Mid-grade Life Stone | 300 C-grade Gemstones | 240,000 Adena | Medium-tier options; no rare base-stat increase |
| High-grade Life Stone | 400 B-grade Gemstones | 720,000 Adena | Higher-tier options; a +1 base-stat option can appear |
Starter-village Blacksmiths do not offer augmentation.
Augmented weapons can be exchanged or dropped in Classic; the older non-tradable restriction was removed.
Shining Life Stones
Secret of the Empire adds Shining Life Stones and S-grade Gemstones for their augmentation service.
Data note: the publicly recovered material does not provide a complete final A-grade and S-grade eligibility, fee, option-pool and probability table. The exact service values shown on the website must match the selected retail dataset rather than extrapolating the D-through-B table.
Dyes and symbols
Dyes exchange one base attribute for another. Read them together with Base attributes and derived combat statistics: the negative attribute reduces every derived value linked to that stat, not only one visible number.
Core rules
- Drawing one symbol requires 10 identical dyes.
- A character can have a maximum of 3 active symbols.
- Mixed dye items cannot be combined to satisfy the quantity requirement.
- Greater or second-class dyes cannot increase one base stat by more than +5 in total.
- Third-class dyes can be used only after Third Class Transfer.
Dye restrictions
| Dye exchange | Eligible classes |
|---|---|
| STR+ DEX- | All classes |
| STR+ CON- | All classes |
| DEX+ STR- | All classes |
| DEX+ CON- | All classes |
| CON+ STR- | All classes |
| CON+ DEX- | All classes |
| MEN+ INT- | Mystics only |
| MEN+ WIT- | Mystics only |
| INT+ MEN- | Mystics only |
| INT+ WIT- | All classes except healers |
| WIT+ INT- | All classes except healers |
| WIT+ MEN- | Mystics only |
Data note: the exact symbol-removal fee and dye-return table was not recovered.
Runes and Super Runes
Rune stages and sealed Runes
- Eight Rune types are available.
- Normal Rune stages range from 1 through 13.
- Opening a Sealed Rune grants one random Rune type at the same stage.
- A weapon can hold only one Rune.
Rune compounding
- The main Rune is placed in the left slot.
- A Stage 1 Rune of the same type is placed in the right material slot.
- The main Rune can be Stage 1 through Stage 12.
- On success, the main Rune advances by one stage and the material Rune is consumed.
- On failure, the main Rune is destroyed and the Stage 1 material remains.
- Stage 13 cannot be advanced through the normal compounding flow.
- Two Stage 12 Runes cannot be used as a normal main/material pair.
Applying and extracting Runes
- Rune application works on D-grade or higher weapons.
- Application success is 100% when all item and fee requirements are met.
- Applying a Rune preserves the weapon's enchantment and augmentation.
- Replacing a Rune removes the old Rune without returning it.
- Extracting returns the same Rune type and stage in its original state.
- Starter-village Blacksmiths do not provide the Rune service.
Rune application fees
| Weapon grade | Required fee |
|---|---|
| D-grade | 107 D-grade Gemstones |
| C-grade | 177 C-grade Gemstones |
| B-grade | 112 B-grade Gemstones |
| A-grade | 5 A-grade Gemstones |
Rune replacement fees
Replacing a Rune destroys the Rune already installed in the weapon and does not return it.
| Weapon grade | Required fee |
|---|---|
| D-grade | 89 D-grade Gemstones |
| C-grade | 89 C-grade Gemstones |
| B-grade | 56 B-grade Gemstones |
| A-grade | 2 A-grade Gemstones |
Rune extraction fees
Extraction removes the Rune from the weapon and returns the same Rune type and stage to the character.
| Weapon grade | Required fee |
|---|---|
| D-grade | 89 D-grade Gemstones |
| C-grade | 89 C-grade Gemstones |
| B-grade | 19 B-grade Gemstones and 700,000 Adena |
| A-grade | 5 A-grade Gemstones and 3,500,000 Adena |
S-grade service note: the recovered Saviors fee table ends at A-grade. S-grade Rune application, replacement or extraction fees must follow the selected official 2.9/2.9.5 dataset and are not inferred from the A-grade values.
Rune exchange
Two unsealed Runes of the same type and stage can be exchanged for one random sealed Rune of the same stage.
Super Runes
Normal Stage 8 through Stage 13 Runes can be converted to the corresponding Super Rune.
Required materials:
- The old Stage 8 to 13 Rune
- 8 A-grade Gemstones
- 24,900,000 Adena
Super Runes still follow the one-Rune-per-weapon rule.
Attribute System
Requirements
- Minimum level: 76.
- Third Class Transfer must be completed.
- The system is divided into four elemental spirits:
- Fire
- Water
- Wind
- Earth
Attribute values provide offensive and defensive bonuses in both PvE and PvP.
Elemental hunting zones
| Hunting zone | Zone Attribute | Spirit that gains Attribute XP |
|---|---|---|
| Forge of the Gods | Fire | Water |
| Garden of Eva | Water | Earth |
| Wind Plateau | Wind | Fire |
| Wall of Argos | Earth | Wind |
Elemental raid rewards
- Special elemental raid bosses can drop spirit necklaces.
- Ten qualifying victories can grant the corresponding spirit Agathion.
- Each qualifying defeat is counted once for achievement progress.
Attribute UI
- Characters who have unlocked the Attribute System see an Attribute XP display in the in-game shop buff window.
- The displayed spirit follows the Attribute selected in the Character Information window with Alt+T.
- Servitors inherit the summoner's active Attribute values and attack Attribute.
Transformations and Agathions
Transformation rules
Three permanent transformation skills are available.
| Transformation | Required level | Effects while transformed |
|---|---|---|
| Pirate | 45 | Max HP/MP +3%; Speed +3; Atk. Spd. +2%; P./M. Accuracy +1; M. Critical Rate +10; P./M. Atk. +2%; P./M. Def. +2% |
| Dark Assassin | 60 | Max HP/MP +5%; Speed +4; Atk. Spd. +3%; P./M. Accuracy +1; M. Critical Rate +10; P./M. Atk. +2%; P./M. Def. +2% |
| White Assassin | 70 | Max HP/MP +7%; Speed +5; Atk. Spd. +5%; P./M. Accuracy +2; M. Critical Rate +20; P./M. Atk. +3%; P./M. Def. +3% |
- An Elemental Stone is required to activate a transformation.
- The three transformations use independent reuse groups.
- An active transformation persists through reconnect.
- The form can be cancelled manually.
- Cancelling removes every form-only modifier but does not reset reuse.
Collector Pona outside the Giran Luxury Shop sells 2 Elemental Stones for:
- 4 D-grade Crystals
- 2 D-grade Gemstones
- 1,000 Adena
Agathion equipment model
The Antharas-era Agathion system separates the bracelet from the Agathion item.
- Equip an Agathion Summon Bracelet in the left bracelet slot.
- The bracelet opens one main slot and additional slots according to its level.
- Double-clicking the first compatible Agathion places it in the main slot and normally summons it automatically.
- A second compatible Agathion occupies an enabled additional slot.
- An Agathion cannot be equipped above the bracelet's enabled capacity.
- Some special Agathions require their own summon skill and do not auto-summon merely because they are equipped.
- Unequipping the bracelet deactivates the slots and removes the summon safely.
Collector Pona sells the non-expiring level-1 Agathion Summon Bracelet for 500,000 Adena. Blacksmith Beckins provides the bracelet upgrade service.
Legacy combined Agathion bracelets are converted into the separate bracelet and Agathion-item model when the corresponding update migration is applied.
Data note: the complete level-1-through-4 slot-count and upgrade-cost table was preserved as an image and is not reproduced without a verified extraction.
Clans and clan progression
Clan creation and levels
- Character level required to create a clan: 10.
- Clan name: up to 16 alphanumeric characters.
- Spaces and special characters are not accepted.
- New clans begin at level 0.
- Maximum clan level in this target: 5.
- Clan Academy is not part of the recovered pre-Kamael Classic ruleset.
Clan Imperium
- Clan Imperium can be learned from clan level 3.
- It enables the Command Channel function.
- The older level-4 learning requirement is superseded.
Active Clan Skills
No Clan Return
- Duration: 30 seconds.
- Cost: 2 Bloody Crystals.
- Blocks Scroll of Escape, teleport items and teleport skills during the effect.
No Clan Resurrection
- Duration: 30 seconds.
- Cost: 1 Bloody Crystal.
- Blocks resurrection skills, resurrection scrolls and equivalent resurrection actions during the effect.
Clan Advent
- Clan Advent provides P. Atk. +2% and M. Atk. +2%.
- It is active only while the clan leader is online.
- Logging the leader out removes the effect.
Clan wars
- Declaring clan must be level 3 or higher.
- Declaring clan must have at least 15 members.
- Maximum outgoing war declarations: 30.
- Incoming declarations are not limited to 30.
- A one-sided declaration becomes mutual after the target clan kills 5 members of the declaring clan.
- Ending a war deducts 500 Clan Reputation from the defeated clan.
- The 500 points are not transferred to the winner.
Clan Halls
Classic provides two kinds of clan residence: provisional clan halls and regular clan halls.
Provisional Clan Halls
Provisional Clan Halls are temporary, instanced residences. A clan may bid only when it meets the selected hall's level requirement and does not already own a clan hall.
Auction and ownership
- The minimum clan level is 3; Ellia Hall and Laurel Hall require higher clan levels.
- Only the clan leader can submit a bid.
- Bidding is handled by the Auctioneer NPC available in towns and villages.
- The auction operates on a two-week cycle. During that cycle, a leader can bid for one hall type for which the clan is eligible.
- The active bidding window runs from Friday 00:01 through Saturday 23:59.
- Eligible bidding clans receive the available provisional halls through random distribution rather than a highest-bid contest.
- Ownership lasts 4 weeks (28 days).
Hall models and fixed rental
Rental prices are fixed, and provisional halls have no additional fees.
| Clan Hall | Clan level | Rental time | Rental fee |
|---|---|---|---|
| Orchid Hall | 3 | 4 weeks (28 days) | 1,000,000 Adena |
| Ellia Hall | 4 | 4 weeks (28 days) | 1,500,000 Adena |
| Laurel Hall | 5 | 4 weeks (28 days) | 2,000,000 Adena |
Basic functions
Provisional halls provide only the following residence functions:
- HP Restoration: 300%
- MP Restoration: 40%
- Restoration of EXP lost on death: 50%
Regular Clan Halls
Regular Clan Halls are divided into B-grade and A-grade groups according to their location.
| Town or village | Grade | Minimum bid | Deposit | Rental fee |
|---|---|---|---|---|
| Gludin, Gludio, Dion and Floran | B-grade | 5,000,000 Adena | 500,000 Adena | 500,000 Adena |
| Giran | A-grade | 10,000,000 Adena | 1,000,000 Adena | 1,000,000 Adena |
- Purchased decorations unlock special residence functions.
- The price and available functions of a decoration depend on the clan hall's grade.
- Production functions can be configured to offer special items for sale.
Clan Activity rewards
Clan Activity uses separate Login and Hunting tracks.
- Daily reset: 06:30 server time.
- A member contributes attendance after 30 minutes online.
- A newly joined member begins contributing and claiming only after the next daily reset.
- Activity is shared by all eligible clan members.
Login reward buffs
| Reward level | Effect | Duration |
|---|---|---|
| 1 | XP/SP +3% | 3 hours |
| 2 | XP/SP +5%, PvE damage received -2% | 3 hours |
| 3 | XP/SP +7%, PvE damage received -5% | 3 hours |
| 4 | XP/SP +10%, PvE damage received -8%, PvE damage +7% | 3 hours |
Hunting reward boxes
| Reward level | Reward |
|---|---|
| 1 | Clan Supplies - Low Grade |
| 2 | Clan Supplies - Medium Grade |
| 3 | Clan Supplies - High Grade |
| 4 | Clan Supplies - Highest Grade |
Clan Arena
Clan Arena is clan progression content introduced in the Antharas branch.
Entry
- Entry NPC: Manager Rio at the Monster Race Track.
- Clan level: 3 or higher.
- Group type: one Command Channel.
- All participants must belong to the same clan.
- Minimum participants: 4.
- Maximum participants: 40.
- Only the Command Channel leader can initiate entry and begin encounters.
- The clan can use the Arena once per week.
- Weekly reset: Wednesday at 06:30 server time.
A mixed-clan Command Channel, a normal party without a Command Channel, fewer than four characters or more than forty characters cannot enter.
Stages and persistent progression
- Clan Arena contains 20 stages.
- Stage 1 begins with a level-62 raid boss.
- Raid level and difficulty increase through the progression.
- A clan can complete at most 4 stages in one weekly run.
- Clan progression is saved between weeks.
- Progress is attached to the clan, not to the current clan leader.
- Changing the clan leader does not reset Arena progress.
- Stage 20 is the terminal stage; there is no stage 21 in this feature.
Permanent milestone Clan Skills
Completing stages 5, 10, 15 and 20 grants the corresponding permanent clan passive reward once.
The reward remains after relog, weekly reset and clan-leader transfer.
Data note: the exact four milestone-skill names and numeric values must be taken from the verified Clan Arena table for the selected regional data.
Battle timer
- A run provides 20 minutes of active raid-combat time.
- The Command Channel leader starts the encounter through the Arena Machine.
- The timer runs while a boss encounter is active.
- The timer stops after a boss dies.
- Starting the next encounter resumes the remaining timer.
- Repeated machine interaction cannot create a second boss or a second timer.
Paid time extensions
After a boss is defeated, the leader can use the Arena Machine to purchase additional time.
- Cost per extension: 1,000,000 Adena.
- Time added: a random 1 to 3 minutes.
- Maximum extensions per run: 5.
- A sixth extension is not available.
The payment, extension count and time increase are one operation. Two simultaneous requests cannot bypass the five-use limit.
Reward chests
After each stage boss is defeated:
- Exactly 40 reward chests appear.
- Chests remain for 1 minute.
- Each eligible participant can open only one chest for that boss.
- Different members can each claim one chest.
- A member can claim again after the next stage boss.
- Characters who were not part of the validated Arena participant group cannot claim.
- Each personal package contains an XP Scroll Coupon and a stage-appropriate Battle Chest.
Data note: the complete stage-to-Battle-Chest-level table and Rio's XP Scroll Coupon exchange rates were preserved in attached tables that still require verified extraction.
Grand Olympiad and Heroes
Schedule and eligibility
| Rule | Value |
|---|---|
| Competition days | Friday and Saturday |
| Competition time | 20:00 to 00:00 server time |
| Format | 1-vs-1, non-class competition |
| Season length | Approximately one month |
| Minimum level | 61 |
| Class requirement | Second Class Transfer completed |
| Heroes per server | 31, one for each class |
| Weekly match limit | 30 |
| Minimum enrollment to begin matching | 20 players |
A character cannot enter when any of the following is true:
- Olympiad Points are 0.
- Inventory slots are 80% full or more.
- Weight is 80% of the limit or more.
- The character is dead when the stadium transfer occurs.
- The character is already teleporting.
Registration and stadium transfer
- Registration is performed through an Olympiad Manager in any town.
- Matchmaking is random.
- The stadium transfer begins approximately 2 minutes after registration and matching.
- The character can be summoned from anywhere in the world unless registration is cancelled.
- A character in a party leaves the party automatically on transfer.
- If the character was party leader, leadership is transferred to another member.
On stadium entry:
- HP, MP and CP are fully restored.
- Return and Summon skills are blocked.
- Existing buffs, transformations and debuffs are removed from the character and servitor.
- Skills with reuse below 15 minutes are reset.
Olympiad Host buffs
The Olympiad Host grants up to 5 selected buffs and then disappears.
| Buff | Effect | Duration |
|---|---|---|
| Haste | Atk. Spd. +33% | 20 minutes |
| Wind Walk | Speed +33 | 20 minutes |
| Empower | M. Atk. +75% | 20 minutes |
| Acumen | Casting Spd. +30% | 20 minutes |
| Concentration | Chance of spell interruption from damage -53 | 20 minutes |
| Might | P. Atk. +15% | 20 minutes |
| Guidance | Accuracy +4 | 20 minutes |
| Focus | Critical Rate +30% | 20 minutes |
| Death Whisper | Critical Damage +35% | 20 minutes |
| Berserker Spirit | P. Atk. +8%, Atk. Spd. +8%, M. Atk. +16%, Casting Spd. +8%, Speed +8; P. Def. -8%, M. Def. -16%, Evasion -4 | 20 minutes |
Match flow
- A 60-second notification begins before stadium transfer.
- After entering the stadium, players have 60 seconds to prepare.
- Maximum match duration: 6 minutes.
- A 2-minute remaining warning is displayed.
- Players return to the enrolling Olympiad Manager approximately 20 seconds after the result.
Victory conditions
- The surviving player wins when the opponent reaches 0 HP.
- If both players survive for 6 minutes, the player who dealt more damage wins.
- Equal damage produces a draw.
- Logging out before the result causes a loss.
- If the server crashes during the battle, the match is annulled and does not affect either record.
Season rewards
A character must complete at least 10 matches in the season to receive the grade reward.
| Grade | Placement | Olympiad Points | Marks of Battle |
|---|---|---|---|
| 1 | Top 1% | 200 | 4,000 |
| 2 | Top 10% | 80 | 1,600 |
| 3 | Top 25% | 50 | 1,000 |
| 4 | Top 50% | 30 | 600 |
| 5 | Below top 50% | 15 | 300 |
| Hero bonus | Class Hero | 300 | 6,000 |
| Win bonus | At least 1 win in the cycle | 10 | 200 |
| No-win bonus | No wins in the season | 0 | 0 |
The conversion is 20 Marks of Battle per Olympiad Point.
Mark of Battle exchange
| Reward | Marks | Adena |
|---|---|---|
| Scroll: Enchant Armor - B-grade | 38 | 160,000 |
| Scroll: Enchant Weapon - B-grade | 236 | 1,500,000 |
| Scroll: Enchant Armor - A-grade | 113 | 480,000 |
| Scroll: Enchant Weapon - A-grade | 850 | 2,700,000 |
| Elixir of Life | 8 | 0 |
| Elixir of Mind | 13 | 0 |
| Spellbook Box - Third Class Transfer | 1,480 | 5,640,000 |
| Life Stone Box | 63 | 400,000 |
| Hero's Talisman - Attack, 30 days | 787 | 1,000,000 |
| Hero's Talisman - Defense, 30 days | 787 | 1,000,000 |
| Talisman of Battle - Liberate | 1,587 | 5,000,000 |
| High-grade Quick Healing Potion | 24 | 75,000 |
| High-grade Quick MP Recovery Potion | 5 | 15,000 |
Hero status
- The highest-scoring character of each class becomes Hero for the next season.
- Hero skills appear automatically and disappear when Hero status expires.
- Hero skills cannot be used inside Olympiad matches.
- Active Hero skills use a 1-hour reuse in this build.
- Heroic Miracle, Heroic Berserker and Heroic Valor share the positive Hero cooldown group.
- Heroic Grandeur and Heroic Dread share the negative Hero cooldown group.
Hero chat
- Prefix:
% - Color: sky blue
- Scope: entire server
- Reuse between messages: 10 seconds
- Hero Chat can be enabled or disabled in chat options.
Hero season rewards
A Hero can claim once per season:
- Hero's Cloak
- Wings of Destiny Circlet
- 1,000 Clan Reputation Points
- One selected Hero weapon
Hero's Cloak provides:
- Max HP/MP/CP +10%
-
- Def. +5%
-
- Def. +10%
- All Weapon Resistance +5
- P./M. Critical Rate +20
- PvP damage received -10%
- Damage reflection +4%
The cloak cannot be used while chaotic. It cannot be exchanged, dropped or sold, but can be stored in a private warehouse.
Hero weapons are usable only outside the Olympiad Arena and can be claimed once per season.
Castle sieges
Pre-Kamael siege model
The build uses the original Classic multi-castle model.
Region note: official Classic services did not always expose the same castle list, registration window or participating-clan levels at the same time. The rules below describe the late pre-Kamael siege family. The approximately 1% registered-participant death loss and the detailed setup window are directly documented for the official North American Gludio siege. A server using another official regional data branch should publish its castle-specific schedule and registration list alongside these common mechanics.
- Siege cycle: every other Sunday.
- Siege start: 20:00 server time.
- Siege duration: 2 hours.
- Registration is handled by the castle Messenger or designated siege NPC.
- The clan leader registers an eligible level-3+ clan before the registration cutoff.
- The final 24-hour setup period runs from Saturday 20:00 until Sunday 20:00 for the documented Gludio cycle.
- Non-registered players can enter the battlefield and fight, but cannot capture or own the castle.
Death penalty during siege
- Registered siege participants lose approximately 1% EXP on death in the battlefield.
- Characters who participate without being registered use the normal 4% death penalty.
Capture and interim victory
- An ordinary castle has one Holy Artifact.
- Only the eligible registered clan leader can complete the capture cast.
- Capture uses Imprint of Light or Imprint of Darkness.
- The imprint channel lasts 2 minutes and is interrupted by movement, death, invalid target state, siege end or other normal cast interruption.
- A successful imprint creates an interim victory:
- The new owner becomes defender.
- The previous owner can continue as an attacker.
- Other participants are moved to their appropriate restart locations.
- The siege continues until the full 2-hour timer ends.
- The clan owning the castle when the timer ends is the final winner.
Defender resurrection
- Life Control Towers intact: defender resurrection becomes available after 30 seconds.
- Life Control Towers destroyed: defender resurrection becomes available after 3 minutes.
Gludio Castle topology
Gludio is an ordinary single-objective castle:
- 1 outer gate
- 1 inner gate
- 1 Holy Artifact
- Defender restart area inside the castle
- Traditional castle-owner NPC and mercenary services
Gludio does not use:
- Goddard's dual-artifact objective
- Goddard's attack-immune rear door
- Aden's double outer-wall and flame-control trap system
- Rune's Benom event
Light and Dark castle alignment
The new owner has up to 1 hour to finalize the Light or Dark alignment.
| Function | Light Castle | Dark Castle |
|---|---|---|
| Visual state | Bright castle appearance | Dark castle appearance |
| Proclaimer | Proclaimer of Light available | No Proclaimer of Light |
| Proclaimer buff | XP/SP +3% | Not available |
| Sales tax | 0% | 10% |
| Purchase tax | 0% | 15% |
| Clan Max CP bonus | +2,000 | +1,000 |
| PvP/PK rule | Normal | Owner-clan members can be killed under the special Dark Castle rule without the normal penalty; the killer receives the configured PvP-value effect |
Castle owners also receive access to castle taxes, Chamberlain services, ownership items, internal Gatekeepers and the traditional Mercenary Manager system.
Blood Crystals
Castle-related NPC content can provide Blood Crystals used by active Clan Skills, including No Clan Return and No Clan Resurrection.
Missions, quests and fishing
Mission UI changes
- Missions are divided into four functional types.
- Completed missions can be reviewed by tab.
- Weekly Hunt was removed.
- Daily Hunt now progresses through 3 sequential stages.
- Level-up reward intervals were adjusted.
- Several mission names and rewards were updated.
Brave's Footsteps
- Brave's Footsteps I-VII was added.
- The series begins at level 80.
- Additional stages are awarded as the character gains levels.
- The missions grant Soul Crystals required for certification skills.
Existing mission categories active in the build
- One-time level progression rewards through the configured Classic progression range.
- Weekend login missions.
- Monthly login mission.
- Join-a-clan mission.
- Daily mission for completing 2 quests.
- Daily fishing mission requiring more than 5 successful fishing actions.
- Weekly item-enchantment mission.
- Daily and weekly monster-hunting goals, subject to the Secret of the Empire mission reorganization.
First Class Transfer quest easing
The following early transfer quests were adjusted:
- Path of the Knight requires fewer Coins of Lords.
- Path of the Elven Knight has higher quest-item acquisition rates.
- Path of the Elven Wizard has higher quest-item acquisition rates.
- Amethyst acquisition moved from Scarlet Salamander Leader to Mist Terror.
- Path of the Orc Raider received a spawn/progression adjustment for the Kulculla Ratman Leader step.
- Path of the Orc Shaman requires fewer Durka Parasites to summon Durka's Spirit.
- Path of the Scavenger requires fewer Hunter Bears and has a higher Honey Bear summon chance.
- Path of the Wizard received a Water Seer behavior adjustment.
- Path of the Oracle received updated Lizardman Leader and Lizardman Soldier spawn positions.
Early-zone quest NPC and spawn changes
- Toma remains at his appearance location for a much longer period.
- Toma now appears at the entrance of the Abandoned Coal Mine instead of deep inside it.
- More Langk Lizardman Fighters are placed in the Langk Lizardman area.
- NPC Mist was added at the Mithril Mines entrance and can teleport players inside.
Hunting zones and monster behavior
Giant's Cave
Giant's Cave is a level-76+ zone with solo-oriented entrance rooms and upper/lower party areas.
Beast Lord
- Has approximately double the reference monster HP.
- Initiates attack within a radius of 200.
- Can use Stun.
- Calls nearby allies for assistance.
Transformed Giant Destroyer
- Can appear in entrance rooms with a 10% chance.
- If it is not attacked, it disappears after 30 seconds.
Batur
- Appears every 15 minutes at a configured random location in the lower area.
- Disappears after 1 minute if not defeated.
Hekaton bosses
- Hekaton Prime and related bosses use a 3-hour respawn cycle.
- Their defeat suppresses Leogul and Gamlin scout spawns for 1 hour.
Giant's Cave provides A-grade crafting recipes and materials.
Forgotten Island
Forgotten Island is designed for approximately level 79 to 84 progression.
Treasure chest schedule
- During the normal daytime schedule, a Mysterious Treasure Chest appears every 30 minutes.
- From 20:00 to 00:00:
- Party area: every 20 minutes.
- Solo area: every 10 minutes.
Treasure behavior
- Attacking a chest can summon a Treasure Guardian.
- A Guardian that is not engaged disappears after 5 minutes.
- Chest rewards are delivered directly to the eligible character's inventory.
- Nearby monsters can attack the chest.
- If monsters destroy the chest, no treasure is awarded.
Catacombs and Necropolises
In this Classic build, the four introduced Catacomb and Necropolis areas are ordinary level-65+ hunting zones.
- Legacy Seven Signs faction registration is not required for entry.
- Merchant of Mammon and Blacksmith of Mammon do not appear as part of the old global event cycle.
- Catacombs award approximately half the Adena of comparable Necropolis content.
- Monsters can be pulled into nearby rooms but cannot be dragged indefinitely from their home territory.
- Zone maps are available.
Dragon Valley
- Dragon Valley monsters are aggressive and social.
- Configured monsters can call other species for assistance.
- Former night-only monster groups were removed.
- Defeating Cave Maiden or Cave Keeper can summon Cave Banshee.
- Cave Banshee grants XP/SP but has no item drop and no spoil reward.
- An unengaged Cave Banshee disappears after 5 minutes.
Tower of Insolence and Devil's Isle
- Tower of Insolence monsters use home-range restrictions and cannot be dragged indefinitely.
- Selected Devil's Isle monsters, including Immortal Spirit and configured Hungry Warrior variants, initiate attack first.
Plains of Glory
Named monsters covered by the late balance change respawn after 20 seconds, replacing the earlier 30-second timer.
Adena balance changes
- Dragon Valley Adena rewards were reduced by approximately 20% in the corresponding late balance pass.
- Antharas' Lair Adena rewards were reduced by approximately 10%.
Rift of Heaven
Entry
| Rule | Value |
|---|---|
| Minimum level | 75 |
| Party size | At least 2 |
| Entry item | 1 Celestial Shard held by any party member |
| Instance duration | 30 minutes |
| Concurrent group | One party per logical instance |
- The party leader starts the instance.
- One Celestial Shard is consumed for the party entry.
- Arushinai allows the party leader to start one of three random missions.
- The selected mission cannot be reset or replaced.
- A character who leaves through death or logout cannot re-enter the same active mission instance.
Mission: Defeat Divine Angels
- Defeat 40 Divine Angels.
- Mission Angels grant the configured XP/SP reward.
- They do not produce item drops or spoil rewards.
Mission: Defuse Bombs
- Resolve 20 Bombs by attacking them.
- A Bomb can:
- Summon Divine Angels.
- Explode and produce a configured reward item.
- Explode and produce no item.
- Each Bomb resolves once and increments mission progress once.
Mission: Defend the Guard Tower
- Defeat 20 Divine Angels before the Guard Tower is destroyed.
- Destroying the tower fails the mission.
- On success, the tower can grant:
- Scroll: 20,000 SP
- Life Control Tower's Scroll of Blessing
The blessing provides:
- Max HP/MP +5%
- Hunting XP/SP +30%
- Paralysis resistance
- Mental-attack resistance
- 60-minute duration
- 30-minute reuse
Epic raids and raid instances
Frintezza
Entry
| Rule | Value |
|---|---|
| Entry location | Inner Imperial Tomb |
| Entry NPC | Imperial Tomb Guide |
| Minimum level | 70 |
| Group requirement | Command Channel with at least 27 players |
| Reset | Wednesday at 06:30 server time |
| Death penalty inside | No EXP loss |
Scarlet van Halisha uses multiple forms and changes combat behavior during the encounter.
Rewards
Notable rewards include:
- Frintezza's Necklace
- A-grade equipment
- S-grade crafting packs and materials
- Equipment Varnish
- Other rare raid rewards
Frintezza Necklace progression
| Necklace | Paralysis characteristic | Sleep characteristic | Skill reuse | Damage reflection | Buff-cancel resistance | Active skill |
|---|---|---|---|---|---|---|
| Frintezza's Necklace | +5% | +10% | -2% | +2% | - | - |
| Enhanced Frintezza's Necklace | +10% | +15% | -3% | +3% | - | - |
| Improved Frintezza's Necklace | +15% | +20% | -5% | +4% | +10% | - |
| Immortal Frintezza's Necklace | +20% | +30% | -10% | +10% | +20% | Area debuff that increases enemy skill delay |
Regional clients can label the Paralysis and Sleep characteristic columns as resistance or characteristic attack/resistance. The in-game tooltip is authoritative for the localized wording.
The Immortal necklace is upgraded through Ferris in Aden using one Frintezza upgrade component and one +10 Majestic Necklace.
Unstable Four Sepulchers
Entry rules
| Rule | Value |
|---|---|
| Minimum level | 80 |
| Party size | 4 to 9 |
| Entry period | From minute 55 until the exact hour |
| Exit cycle | Around minute 50 of the following cycle |
| Entry item | 3 Sepulcher Entry Passes |
Difficulty and encounters
- The instance has four difficulty levels.
- Difficulty is selected when the party enters.
- Halisha's Shadows and related enemies scale with the selected difficulty.
Rewards
- A-grade weapon boxes
- A-grade armor boxes
- S-grade crafting materials
- Gemstones and other special rewards
- Players who collect all four Goblets can exchange them through the Nameless Spirit for S-grade crafting recipes.
Antharas raids
World Antharas entry
| Rule | Value |
|---|---|
| Minimum level | 76 |
| Participants | 90 minimum, 450 maximum |
| Entry | Heart of Warding in Antharas' Lair |
| Required item | 1 Portal Stone for every participant |
| Entry authority | Command Channel leader |
| Death penalty inside | No EXP loss |
The group entry transaction validates every participant and every Portal Stone before the raid transfer is completed.
World Antharas encounter behavior
- Antharas appears 10 minutes after the raid force enters.
- Loot rights are assigned to the entering Command Channel on entry.
- The raid has no general fixed time limit.
- If Antharas is not attacked for 15 minutes, loot rights are cancelled and all players are removed to Giran.
- A valid attack restarts the 15-minute inactivity timer.
Regeneration by HP stage
| Antharas HP | Regeneration state |
|---|---|
| 100% to 75% | Regeneration reduced by 80% |
| Below 75% to 50% | Regeneration reduced by 65% |
| Below 50% to 25% | Regeneration reduced by 50% |
| Below 25% | Normal base regeneration |
Antharas also changes the attack skills used during the different HP stages.
World Antharas rewards
Notable rewards include:
- Antharas' Earring
- A-grade equipment
- S-grade crafting packs
- S-grade enchant scrolls
- Special A-grade weapon, armor and accessory upgrade varnish
Balthus Knights - Antharas
| Rule | Value |
|---|---|
| Minimum level | 76 |
| Participants | 45 minimum, 450 maximum |
| Reset | Wednesday at 06:30 server time |
| Boss spawn | Approximately 5 minutes after entering the nest |
| Instance duration | 2 hours, or until the final player leaves |
| Death penalty | No EXP loss |
Encounter flow:
- At 25% HP, the simplified Antharas moves to the center and disappears.
- NPC Rash appears and provides a personal reward box.
- The reward NPC remains available for approximately 5 minutes.
- The simplified boss itself grants no direct ground loot and no direct XP/SP reward.
- Each eligible participant can claim the personal reward only once.
Anakim and Lilith
Anakim
| Rule | Value |
|---|---|
| Entry location | Catacomb of Dark Omens |
| Entry NPC | Gatekeeper Spirit |
| Minimum level | 76 |
| Recommended force | 10 parties of level-76+ characters |
| Reset | Tuesday and Friday at 21:00 server time |
Lilith
| Rule | Value |
|---|---|
| Entry location | Disciples Necropolis |
| Entry NPC | Gatekeeper Spirit |
| Minimum level | 76 |
| Recommended force | 10 parties of level-76+ characters |
| Reset | Tuesday and Friday at 21:00 server time |
Rewards
- Anakim weapon Rune
- Lilith weapon Rune
- A-grade equipment
- A-grade equipment-upgrade varnish
The 10-party value is an official recommendation. It is not described as a separate hard participant minimum in the public preview.
Zaken and Baium
Zaken
Zaken remains a level-75 world raid on Devil's Isle.
- There is no character-level entry restriction on the ship itself.
- The cabin-door entry window lasts approximately 10 real minutes around the in-game midnight period.
- Zaken can move among 15 configured rooms.
- Zaken is weaker during the day.
- At night, Zaken becomes stronger and uses vampiric HP/MP behavior.
- The encounter changes behavior by HP stage.
- Between 50% and 30% HP, an insufficient number of nearby participants can trigger Pirate King's Fury, a punitive skill with documented power 5,000,000.
- Below 30% HP, Zaken returns to the deck.
- After Zaken dies, the exit teleporter remains for approximately 5 minutes.
- Zaken is immune to reflected damage.
Baium
- Entry requires completion of An Arrogant Search.
- A Blood-stained Cloth is required for entry through the Angelic Whirlwind.
- The world raid has no documented participant cap.
- Eligible characters can enter while the raid is already in progress.
- The raid lasts up to 2 hours.
- If the raid is not completed, the encounter resets.
- Ten minutes after Baium is defeated, remaining players are transported to the Town of Aden.
- Baium's latest documented Max HP in this ruleset is 300,000,000.
- Baium is immune to reflected damage.
Balthus Zaken and Balthus Baium
- Entry requires a Command Channel with at least 27 members.
- Balthus Baium is awakened through the sleeping statue.
- Unlike the world version, Balthus Baium completes a normal death sequence and spawns a reward NPC.
- The instance remains open for up to 2 hours or closes when the last participant leaves.
- The post-boss reward window lasts approximately 5 minutes.
- Personal rewards can be claimed once per eligible participant.
Chat, reports and anti-bot systems
Chat level restrictions
| Channel | Minimum level |
|---|---|
| General | 2 |
| Whisper | 2 |
| Shout | 10 |
| Trade | 15 |
VIP World Chat
- World Chat prefix:
& - Daily reset: 06:30 server time
| VIP tier | Daily World Chat messages |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 2 |
| 4 | 3 |
Personal chat blocking
- Right-click reporting also blocks the reported character's chat for the reporter.
- The effect is equivalent to the personal
/blockfunction. - A separate option blocks Adena-sale advertisements.
- A server moderation penalty can block a reported character's chat for 14 hours after the configured report threshold is reached.
BOT report CAPTCHA
- Three valid BOT reports trigger a CAPTCHA challenge.
- The challenge expires after 20 minutes.
- Failure or timeout applies a 60-minute penalty.
Penalty effects:
- Speed -90%
- Atk. Spd. -30%
- Casting Spd. -30%
- Magic-skill MP consumption +300%
- PvE damage -50%
-
- Def. -50%
-
- Def. -50%
Reporter safeguards include:
- Maximum 7 BOT reports per reporter per day.
- The same account can report the same character only once per day.
- Members of the same reporter clan cannot repeatedly report the same target to multiply the count.
- The same IP cannot repeatedly report the same target.
- Reports are restricted in peace zones, siege battlefields, fishing, duels and other protected contexts.
Interface, macros and quality-of-life systems
Server-side UI persistence
Selected interface preferences are stored server-side and survive client repair or reinstall, including:
- Target, status and party-window positions
- Servitor information-window state
- Chat-window size and tabs
- Enter Chat setting
- Tooltip setting
- Shortcut-panel configuration
- Supported resolution-dependent interface placement
Automatic Soulshot and Spiritshot interface
- The shot interface appears only when relevant shots exist in inventory.
- Autocast is enabled by default.
- Right-click toggles automatic use.
- The system selects the shot grade matching the equipped weapon.
- Pet shots remain hidden until a pet or servitor is present.
- The player can select between available compatible shot types.
A-grade shot-ticket exchange
The translated Secret of the Empire table adds A-grade results to the shot-ticket exchange:
| Localized item family | Quantity |
|---|---|
| Mysterious Soulshot - A-grade | 125 |
| Mysterious Blessed Soulshot - A-grade (regional localized item name) | 39 |
| Mysterious Spiritshot - A-grade | 50 |
| Mysterious Blessed Spiritshot - A-grade | 22 |
Regional item names can differ. In particular, the translated source uses a physical Blessed Soulshot item family that should not be confused with the later post-target consolidated-shot system. The exchange quantity is the important functional value for a server that enables this regional table.
Macros
- Macros cannot use a supported loop or repeat function.
- Self-recursive or mutually recursive automation is not allowed.
- Copy All and Paste preserve the macro command sequence.
- Presets can be inserted through drag-and-drop or double-click.
- A macro using the default icon changes to the first skill icon contained in the macro.
- The icon list reflects skills currently available in the character's skill window.
Play Report
Restart and Exit Game open Play Report, which displays current-session:
- XP obtained
- Adena obtained
- Items obtained
Initialize resets only the report counters. It does not remove the actual XP, Adena or items from the character.
Inventory, map and controls
- Inventory uses an 11-column by 10-row visible grid.
- Newly obtained items are marked as new.
- Inventory includes a 3D character preview.
- Selecting a hunting-zone or raid recommendation focuses the corresponding world-map location.
- Raid map icons are active while the raid is spawned and deactivate after defeat.
- With Enter Chat enabled, A and D perform lateral strafing.
/PreviousTargetselects the last valid selected target.
Automatic Adena pickup
- Adena produced by monster rewards is collected automatically.
- Automatic pickup does not replace party distribution rules.
- The same party ownership and sharing mode that would apply to manual pickup remains in effect.
Rare accessory active skills
The reuse time of rare-accessory active abilities was reduced to 2 minutes while retaining their existing effects.
Bug fixes and display corrections
- Corrected a duplicated casting-condition line in the Death Stinger tooltip.
- Corrected a condition that displayed the Shining Moody's Melody Book buff icon as black.
- Corrected Turek Mercenary Captain and subordinate monsters appearing above the terrain.
- Removed an unintended Mirror monster from Catacomb of the Witch.
- Corrected Imperial Tomb monsters awarding too little SP.
- Prevented the Live-server Help window from opening incorrectly on Classic.
- Expanded the Enchant UI drag-and-drop target area to the full enchant window.
- Corrected upgrade animation state remaining active after reopening the upgrade window.
- Corrected the displayed HP value for heavy-armor set effects at +7 and higher.
Trading, crafting and economy notes
Crafting
- Dwarven crafting classes create equipment and consumables from learned recipes and materials.
- Recipe success rate is defined per recipe.
- S-grade weapon, armor and accessory recipes use a 30% success rate in the Secret of the Empire data.
- S-grade Soulshot, Spiritshot and Blessed Spiritshot recipes use their configured 100% production recipe.
- S-grade dual-sword crafting is not guaranteed and requires the dedicated crafting component obtained through the equipment-upgrade system.
- Crafting failure consumes the inputs according to the recipe or special crafting flow.
Spoil and Sweep
Bounty Hunter progression retains the Spoil and Sweep identity. Exact spoil chances and every monster's spoil table are data-level values and are not duplicated in this guide.
Adena and automatic pickup
- Adena produced by monster rewards is picked up automatically in the later Antharas-era state.
- Automatic pickup changes only the physical pickup step.
- Existing party distribution rules still determine who receives the Adena.
- Dragon Valley Adena was reduced by approximately 20% in the documented late balance pass.
- Antharas' Lair Adena was reduced by approximately 10%.
Trade, private stores, warehouse, freight and mail
These interfaces are part of the broader Lineage II game economy, but the recovered 1.0-2.9.5 public patch corpus did not expose a sufficiently complete final table of:
- inventory and warehouse limits,
- private-store slot limits,
- mail fees and expiration,
- freight routes and prices,
- trade restrictions by item type,
- regional account-sharing restrictions.
The website should document these values from the actual selected server data rather than present assumptions as official 2.9.5 behavior.
Functionality not included in this ruleset
The following mechanics belong to later updates or a different Lineage II product ruleset and are not part of this 2.9.5 target:
- Jin Kamael race and Kamael class paths
- Shine and Shadow Soul systems
- Kamael Scythe transformations
- The post-Kamael Giran-only castle siege model
- One-hour post-Kamael siege duration
- Unified Seal of Ruler replacing Imprint of Light and Imprint of Darkness
- The later mercenary-enlistment UI
- The post-Kamael blanket no-EXP-loss siege rule
- Aden-service 25-stage Arena rules
- Aden-service Soul Crystal and automatic-progression systems
- The post-2.9.5 Stat Ability point system, level-up Stat Points and threshold bonuses for STR, DEX, CON, INT, WIT and MEN
- Later Aden or modern Classic descriptions that add general base-attribute effects not present in the recovered pre-Kamael Classic table
- Later R-grade, Awakening, Dual Class and modern Live-server systems
Known documentation gaps
The following systems or values are confirmed only partially and are deliberately not assigned invented numbers:
- A separate complete 2.9.5-only change list
- The final hard character-level cap for every region
- Exact conversion curves, caps, stacking order and integer rounding from STR, DEX, CON, INT, WIT and MEN into their derived combat values
- A universally precise localized definition and formula for the official
M. Def. RateandMagic Cancel Ratelabels - Every class skill level, power, cost, duration and reuse value
- The complete party reward multiplier and party-size bonus table
- The exact high-level-monster drop multiplier
- Exact normal enchant success rates above the safe limit
- Improved Enchant Scroll +1/+2/+3 probability weights
- Complete A-grade and S-grade augmentation pools and fees
- Exact Rune compounding success rates and complete Rune/Super Rune stat tables
- Complete clan level costs, member limits and passive Clan Skill values
- Complete Clan Arena boss list, milestone values, chest mapping and coupon exchange table
- Exact monster leash radii, social ranges and retail geodata
- Complete raid skill selection, target logic, stat and loot tables
- Complete Attribute formula, spirit XP table, caps and every level bonus
- Exact castle gate/wall HP, Life Control Tower quantity, guard and mercenary tables
- Complete alliance, mail, freight, private-store and warehouse limits
- Complete fishing rates, bait tables and fish reward tables
Where one of these values is required for the site's server description, it should be read from the implemented data and then verified against an authoritative regional archive or official-server observation.
Source basis
This cumulative guide was assembled from the following source groups:
- Official Lineage II Classic Launch Patch Notes - core basic-stat effects, racial values and foundational Classic systems
- Official European Age of Splendor 1.5 preliminary patch notes - archived document mirror - extended base-stat influences, including critical damage, abnormal-state resistance and resurrection EXP restoration
- Official Lineage II Classic: Saviors Patch Notes
- Official Secret of the Empire Update Preview
- Official Grand Olympiad Starts June 1
- Official Gludio Castle Siege information
- Archived Secret of the Empire Korean release-note translation
- Archived Saviors: Antharas regional update material
- Archived Catacombs and Necropolises update material
- Archived Seven Signs FAQ material
- Additional archived Zaken, Forgotten Island, Imperial Tomb and Classic update materials linked from the same update archive.
- Official Shadow of the Kamael Supplemental Update - used only to identify the later Stat Ability point system that is outside this 2.9.5 target
Official material takes priority when it conflicts with a translation or community mirror. A regional feature is labeled instead of being silently generalized to every service. Older official patch information remains in the cumulative description whenever it is still required by the 2.9.5 target and no later pre-Kamael source explicitly replaces it.