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Item Enchantment
Some
weapons and armor can be fortified by using Scroll:
Enchant Weapon and Scroll: Enchant Armor. There are
different enchantment scrolls for each grade of weapons
and armor. No Grade items cannot be enchanted.
Almost all weapons and armor can be safely enchanted
to +3, but beyond that, success is based on a pre-defined
rate of probability. One-piece type armor can be safely
enchanted up to +4.
Weapons that are enchanted to +4 glow a light silver,
and as the enchantment level increases, the glow deepens
to blue and changes to red at high levels.
When enchantment fails, the item will be destroyed
and turned into crystals. The number of crystals generated
depends on the item's value.
Blessed Scrolls of Enchant Weapon/Armor are similar to normal Scroll:
Enchant Weapon and Scroll: Enchant Armor, but the item will not disappear when the enchantment fails. However, upon failure to enchant, the item will be reverted to +0.
Armor Set Enchantment
Additional effects will be bestowed when complete armor sets are enchanted to +6 and above. Each individual item in the set will need to be enchanted to +6 or above in order to benefit from the new effects.
These effects differ depending on each individual armor type or grade.
Skill Enchantment
The third class transfer must be completed in order to be able to enchant skills. Speak to the NPC who began the third class transfer quest for more information about enchanting skills.
Skill enchanting differs from the usual method of increasing skill levels. Enchanted skills improve unconditionally, and it is possible to choose specific enchant effects. However, the choice must be made when the skill is initially enchanted. Once the enchantment is selected, other abilities cannot be improved.
The cost of skill enchantment is experience and SP. The Secret Book of Giants is required for the initial enchantment, and if it is successful, only experience points in the current level and SP will be consumed for additional enchants.
There is a probability that the skill enchanting may fail. In the case of a failed enchantment, the skill will revert to the pre-enchanted state.
Dyes and Symbols
Certain items in Lineage II can change the basic
ability values (STR, DEX, CON, INT, WIT, MEN) of your
character.
Ability
|
Effect
|
|
STR |
Increases
amount of physical damage. |
|
DEX |
Increases
attack speed, physical skill speed, accuracy,
evasion, critical hit probability, success rate
of dagger skills (such as Deadly Blow), shield
defense success rate, and movement speed. |
|
CON |
Increases
maximum HP and CP, HP recovery speed, weight limit,
underwater breath gauge, shock resistance, and
bleeding resistance. |
|
INT |
Increases
damage of magic attacks and success rate of
curse spells. |
|
WIT |
Increases
chance of magic critical hits, casting speed,
resistance to Hold, resistance to curses (such
as HP degeneration, decreased HP recovery rate,
increased skill re-use time, and decreased effect
of heals). |
|
MEN |
Increases
magic defense, maximum MP, MP recovery speed,
poison resistance, and curse resistance. Decreases
probability of magic interruption. |
To change these ability values, a symbol can be created
through the Symbol Maker.
Dyes
Dyes are items that serve as ingredients for carving
symbols (also referred to as tattoos). The dyes have
+ or - values for the basic ability values. There
are ordinary dyes and high-quality dyes. Ordinary
dyes can be used as ingredients for carving symbols
after the first class transfer, but not after completing
the second. Greater Dyes can be used only by players
who have completed the second class transfer.
Symbol Engraving
Characters of level 20 or above have slots where
they can use dyes in the inventory window to engrave
symbols. Characters that haven't yet completed their
first class transfer cannot use symbols. After completing
the first class transfer, they can carve two symbols.
After the second class transfer, they can carve one
more symbol, for a total of three. Also, the symbols
that were affixed before the second class transfer
lose their effect when the character completes the
second class transfer.
If players have enough quantity of dyes and want
to engrave a symbol, they must speak to a Symbol Maker
NPC. Symbol Makers charge a fixed fee to carve the
symbol for the player. Carving a symbol consumes the
dye used as an ingredient.
The amount that can be increased from symbols for
a single basic ability value cannot be more than +5.
For example, if two symbols cause STR to increase
by +3 and +4 respectively, the total increase of STR
cannot exceed +5. There is no limit to the reduction
in values, but it is not possible to reduce an ability
value all the way to zero.
Some limitations apply to certain symbol types, as
shown in the table below.
Symbol
Combination |
Can
Be Used By |
| STR, CON,
and DEX |
All classes |
|
INT and MEN |
Human Wizard, Sorcerer, Necromancer, Warlock,
Elven Wizard, Spellsinger, Elemental Summoner,
Dark Wizard, Spellhowler, Phantom Summoner |
|
INT and WIT |
Human Wizard, Sorcerer, Necromancer, Warlock,
Elven Wizard, Spellsinger, Elemental Summoner,
Dark Wizard, Spellhowler, Phantom Summoner,
Warrior, Human Knight, Paladin, Rogue, Gladiator,
Warlord, Dark Avenger, Treasure Hunter, Hawkeye,
Elven Knight, Temple Knight, Swordsinger, Plainswalker,
Silver Ranger, Palus Knight, Assassin, Shillien
Knight, Bladedancer, Abyss Walker, Phantom Ranger,
Orc Raider, Orc Monk, Destroyer, Tyrant, Scavenger,
Artisan, Bounty Hunter, Warsmith |
|
MEN and WIT |
Human Wizard, Sorcerer, Necromancer, Warlock,
Elven Wizard, Spellsinger, Elemental Summoner,
Dark Wizard, Spellhowler, Phantom Summoner,
Cleric, Bishop, Prophet, Elven Oracle, Elven
Elder, Shillien Oracle, Shillien Elder, Orc
Shaman, Overlord, Warcryer |
Symbol Removal
To remove a symbol, the player must speak to the Symbol
Maker. Removal of a symbol costs a certain fee, and
once removed, half of the dye used for carving the
respective symbol is returned to the inventory.
Weapon Enhancements
Enhancements,
also known as special abilities, can be granted to
most C Grade and above weapons. In order to bestow
enhancements to weapons, Soul Crystals are required.
Grand Magister Jurek of Giran Castle Town can start
players on their journey to obtain Soul Crystals.
The level and type of the Soul Crystal, the types
of abilities that can be bestowed, and the number
of items required to enhance a weapon vary.
Enhancing a Weapon
To enhance a weapon, speak to a blacksmith in the
village once you have gathered all of the required
ingredients, including the appropriate level Soul
Crystal. The blacksmith's fee may vary depending on
the Soul Crystal, weapon grade, and castle tax.
Special abilities for A Grade weapons are granted
by the Blacksmith of Mammon.
Weapons must be un-equipped in order to be enhanced.
Any enchantments on a weapon will remain after it
is enhanced, and weapons with special abilities can
be enchanted.
Removing Enhancements
Enhancements can be removed by the Blacksmith of
Mammon and the Black Marketeer of Mammon.
Special Ability List
|
Name |
Effect |
| Acumen |
Magic casting speed increases
with a fixed percentage. |
| Anger |
Enhances P. Atk. while decreasing
maximum HP by a certain percent. |
| Back Blow |
Increases critical attack
rate when attacking the enemy from behind. |
| Bodily Blessing |
Chance to cast Bless the Body
magic upon the target when using good magic. |
| Cheap Shot |
When launching a general attack,
MP consumption is reduced. |
| Conversion |
Increases maximum MP and decreases
maximum HP. |
| Crt. Anger |
Decreases players HP while
causing damage to target during critical attack.
|
| Crt. Bleed |
Percent chance that target
will bleed during critical attack. |
| Crt. Damage |
Inflicts extra damage to target
when critical attack is launched. |
| Crt. Drain |
User absorbs HP from target
during critical attack. |
| Crt. Poison |
Percent chance that target
will be poisoned during critical attack. |
| Crt. Slow |
During a critical attack, the effect of Slow is produced at a certain rate of probability. Enhances damage to target during PvP. |
| Crt. Stun |
Percent chance of stun effect
during critical attack. |
| Empower |
Increases magic power. |
| Evasion |
Increases evasion. |
| Focus |
Increases critical attack
rate. |
| Guidance |
Increases accuracy. |
| Haste |
Increases attack speed. |
| Health |
Increases maximum HP by a
certain percent. |
| HP Drain |
Restore 3% of melee damage inflicted on the enemy to oneself in HP. |
| HP Regeneration |
Increases HP regeneration rate. Also enhances damage to target during PvP. |
| Light |
Reduces a weapon's weight.
|
| Long Blow |
Increases attack range. |
| Magic Chaos |
Chance to cast Chaos magic
upon the target when using bad magic. |
| Magic Damage |
When using harmful magic on
a target, it delivers additional magic damage
with a fixed percentage. |
| Magic Focus |
Chance to cast Focus magic
upon the target when using good magic. |
| Magic Hold |
Chance to cast Dryad Root
magic upon the target when using bad magic. |
| Magic Paralyze |
When using harmful magic on
a target, it will paralyze the target with a fixed
percentage. |
| Magic Poison |
Chance to cast Poison magic
upon the target when using bad magic. |
| Magic Power |
When attacking with magic,
the amount of MP used increases with a fixed percentage
and magic power also increases. |
| Magic Regeneration |
Regenerates target's HP when
using good magic. |
| Magic Shield |
Casts Mental Shield magic upon the target with a 50% chance of success when using good magic. |
| Magic Silence |
When using harmful magic on
a target, it will silence the target with a fixed
percentage. |
| Magic Weakness |
Chance to cast Weakness magic
upon the target when using bad magic. |
| Mana Up |
Increases maximum MP by a
certain percent. |
| Mental Shield |
Chance to cast Mental Shield
magic upon the target when using good magic. |
| Miser |
Reduces the amount of soulshots
consumed. |
| MP Regeneration |
Increases MP regeneration rate. Also enhances damage to target during PvP. |
| Quick Recovery |
Reduces re-use delay. |
| Rsk. Evasion |
Increases Evasion when HP
becomes low. |
| Rsk. Focus |
Increases critical attack
rate when HP becomes low. |
| Rsk. Haste |
Increases Atk. Spd. when HP
becomes low. |
| Wide Blow |
Broadens angle of attack.
|
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