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Content Introduction Characteristics Abilities Equipment PVP Pets Conclusion Introduction Archers are the class with the highest ranged damage, however, this quality is balanced by their low health and defense, as the main objective of this class is to be elusive, dealing the most damage in the shortest time possible and trying to avoid melee combat. Characteristics The human archer is characterized by having the most balanced stats of the 3 archer classes in terms of health, damage, and critical hits. This characteristic makes it very versatile when wanting to choose to enhance any of these characteristics to better adapt to your playstyle. As for their equipment, they can wield a two-handed bow complemented only by a sigil in one hand; they also specialize in using light armor. Advantages Has the highest amount of health among the 3 archer classes. Has the best balance of damage and critical hits among the 3 classes. Archers in general have the longest attack range. Archers in general excel in evasion and movement speed. They have both single-target and AOE abilities. Do not consume many resources, such as Spirit Ore for example. They can farm comfortably in one spot without moving from their location. Disadvantages They have low health compared to other classes. They have low defense when using light armor. The human archer is the slowest of the 3 archer classes. Skills consume a lot of MP, so it is recommended to use an Orfen +2. Abilities As for their abilities, we will highlight the active skills, buffs, and debuffs, as the passives mainly revolve around mastery of light armor, weapon mastery (limited to bow usage), critical hits, and evasion. Active Skills: Active skills are the skills that deal direct damage to the target, including: Двойной Выстрел Смертельный Выстрел Дождь Стрел Легендарный Выстрел Вихревый Выстрел Тройной Выстрел Дождь Пламенных Стрел Поджигающий Выстрел Спиральный Выстрел Buffs For buffs, it is necessary to specify that all characters will have practically the same amount and types of base buffs (the names or icons may vary between races but they are essentially the same buffs), except for dancers and songs, which have their own additional buffs exclusive to their class; having said that, we will highlight the buffs you should choose for your archer: Щит Могущество Легкая Походка Магический Барьер Фокусировка Шепот Смерти Ускорение Дух Берсерка Чистота Восстановление MP Прицельный Огонь Восстановление HP Быстрый Бег Истинная Цель Точный Прицел Славный Воин: Улучшенные Способности Абсолютное Уклонение Захват Цели Легендарный Лучник Debuffs The debuffs of the human archer will try to slow down or immobilize your enemy to avoid melee combat, and even to see invisible warriors. Удерживающий Выстрел Выстрел Шипом Сковывающий Выстрел Equipment The human archer has mastery with Light armor, which provides stats such as physical defense, evasion, increased HP, and boosts the percentage of critical hits. Starting Equipment When you reach level 61, you will be given a choice of grade A weapons and armor. For armor, you can choose from 2 sets: Majestic and Nightmare. I recommend combining and choosing as follows for our archer: Helmet: Majestic Circlet (Light) From the helmet, you can take advantage of the P. Atk. +8% when using a bow + P. Atk. +4%, so you will get good damage compared to other helmets. Gloves: Gauntlets of Nightmare (Light) From the gloves, you can take advantage of the vampiric or 2% damage absorption in HP, which will help you recover health and not die. Body: Leather Armor of Nightmare Unlike Majestic, this will give you more resistance to hold and sleep. Boots: Majestic Boots (Heavy) Being heavy boots, they will give you more defense and speed than light ones. Weapon: Shyeed´s Bow It is the third bow with the best damage and you will receive it when you reach Grade A, which is recommended to upgrade to +5 to maximize its damage. Sigil: Majestic Sigil Which you should upgrade to +5 and look for the augmentation of +2 STR. Advanced Equipment The next level of equipment can be obtained from RB drops or by buying from the World Trade. For the archer, we recommend the following: Helmet: Mana helmet It will give you +8% mana or MP recovery, which will help you maintain mana for longer. Also, if you upgrade it to +5, it will give you an additional 3% chance to recover 100 mana or MP after an attack.Chest and Pants: Light Armor of Lightning Set In addition to having higher P.Def, together they will increase your resistance to Paralysis, Shock, Sleep, Hold, Silence, and Fear by 40%. When upgraded to +5, you will have other bonuses such as: -2 MP consumption, also with a 3% chance, a defense will be activated for 30 seconds giving you an extra 350 points of physical and magical defense. Additionally, it has a 3% chance that when hit, your opponent will be paralyzed for 2 seconds. Finally, for the pants, similarly, with a 3% chance, a skill will be activated for 10 seconds that will cause your opponents to receive 3% Critical Damage and 6% Critical Rate. Gloves: Stun Gauntlets These gloves, when enchanted to +5, have a 2% chance of stunning your target for 3 seconds, leaving them stunned and unable to move, which is very convenient for the archer.Boots: Boots of Evasion These boots will give you +8 speed and when enchanted to +5, they will reduce -1% skill cooldown. Also, with a 3% chance, it will activate a skill that will give you an extra 45 points of physical and magical evasion for 30 seconds, additionally a +70% Skill Evasion for the first 5 hits received. Weapon: Core's Plasmic Bow It is the second-best bow, which is recommended to upgrade to +5 to activate with a certain chance its ability to deliver an additional blow depending on M. Atk. when attacking. Sigil: Sigil of Inevitability Similarly, you should upgrade it to +5 to activate its special abilities and look for the augmentation of +2 STR. Pro Equipment When you reach this level, there isn't much to say as you will know that you should go for the Protection Set and choose Heavy to obtain the maximum defense for your character. Weapon: Frost Lord's Bow It is the best bow in this Essence, as mentioned before you should have it at least at +5 to activate its abilities to deliver an additional blow with a certain chance, also being able to chain with ice to the target for 5 seconds preventing it from teleporting and reducing its P./M. Def. by -25%. Sigil: Sigil of Protection y Berserker's Sigil Here I will leave it to the player's preference depending on whether it's for PVE or PVP. It is worth noting that the Berserker's Sigil has the highest value and is the most difficult to obtain. Improvements Soul Crystals y Hardin´s: For the weapon, you will always look for the highest level possible stones (try to aim for level 14 and above) and you can only place 2 Soul Crystals and 1 Hardin's. The recommended abilities to choose for your bow are; Physical Skill Critical Rate, Physical Skill Critical Damage, and Physical Abilities (Hardin's). On the other hand, we also have Soul Crystals for armor, these are placed directly and do not have any ability to choose unlike those for your weapon, instead they will give you physical and magical defense according to the level of the crystal. Dyes The first 3 Dyes we should choose for our archer will be STR, for maximum damage, and when the fourth slot is available, we will go for DEX to reach the Passive called Dexterous Body which will give us P.Atack. +5% onwards. As for the level of the Dyes, level 3 is recommended to start, and for advanced players, level 11 will be fine, after that, the higher the level, the better. PVP As mentioned before, the archer is a character that attacks from very far away, has a lot of movement speed, but has low health and defense; so you should avoid melee combat, your strategy in a 1 vs 1 is to position yourself at a good distance and start with debuff attacks, that is, you will start with the skills that imprison or slow down your opponent, in that way it will give you time to keep your distance and continue with the attacks of greater damage; in case the debuffs fail and you reach melee combat you will have a chance to activate Ultimate Evasion that will last 30 seconds and will give you a certain balance to evade some blows and skills from your enemy until your debuffs recharge and allow you to connect one to keep your distance again. For PVP with your party or clan, your role will be fundamental being a character that deals a lot of damage as you must be very attentive and assist anyone who needs it always keeping your distance and from a position if possible invisible (either hidden or behind an object). Your main targets will be characters that you know you can quickly kill, such as mages, dagger users, and other archers; on the contrary, you should avoid combat with tank characters or those with a lot of health and resistance to bows. Pets The most recommended pet for the archer is the Hawk since it has skills for both PVP and PVE. For PVP, this pet will help you with your goal of keeping your distance from your opponent since it has 2 skills; the Scout's Strike which has a chance to stun and the Quick Jump which with a certain chance can push or push back your opponent; these 2 skills combined with those of your archer will increase your chances of coming out victorious. For PVE, it also has an AOE skill called Feather Storm, which will help you farm multiple targets at once. Conclusion The archer is a character that requires a lot of skill, strategy, and quick reaction, if you have all of these, you can be the best and on your own merit. Good luck, and may L2 bless you.
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Content Introduction Characteristics Abilities Equipment Conclusion 1. Introduction The Assassin is a unique melee class that combines high mobility with a wide arsenal of ranged attacks. It is designed for rapid elimination of enemies and effective performance against large groups of targets. The class stands out due to its own mechanics, an unconventional combat style, and distinctive skill animations, making the gameplay experience fundamentally different from that of most other professions. Visually, the Assassin is easily recognizable. Light armor, a hooded outfit that partially conceals the face, an unusual movement style, and the use of a dagger as the weapon create a cohesive and memorable appearance. All design elements emphasize the Assassin’s role as a fast, lethal, and elusive fighter. Assassin gameplay is built around high action speed, instant repositioning, the summoning of clones, and a broad range of AoE abilities. These tools allow the class to control the battlefield and deal significant damage to multiple targets simultaneously. As a result, the Assassin performs strongly both during leveling and in PvP encounters. Despite the fact that a considerable amount of time has passed since the class was introduced, the Assassin remains one of the most popular choices among players. It is equally well suited for newcomers seeking a dynamic and visually engaging playstyle, as well as for experienced players aiming to fully unlock the class’s potential. Special attention should be given to the Assassin’s visual presentation. Its animations and effects are executed in a restrained and serious style, avoiding excessive visual clutter. A dark color palette combined with subtle “smoke” effects enhances the class’s atmosphere and reinforces its cohesive identity. In this guide, we will take a detailed look at the Assassin class, examine its key abilities and progression, and cover core game mechanics that must be considered for effective gameplay in Lineage 2 Essence. Advantages High burst damage, allowing the Assassin to quickly eliminate priority targets. Excellent mobility and a fast-paced gameplay style. Access to effective crowd control abilities. Particularly effective against low-survivability targets. Very high movement speed and combat tempo, making leveling and farming both efficient and visually dynamic. In PvP, the Assassin is difficult to target using standard cursor-based selection, significantly increasing survivability in player-versus-player encounters. A wide range of AoE abilities, enabling fast and efficient clearing of groups of enemies. The ability to summon a clone that automatically uses AoE skills against nearby enemies and cannot be targeted or destroyed. Some offensive skills strike multiple times, significantly increasing overall damage output compared to other classes. Access to unique defensive buffs that automatically apply debuffs to enemies when attacking, reducing their offensive or defensive parameters. Most abilities have an extended attack range, allowing the Assassin to maintain distance and prevent enemies from closing in. A relatively low entry threshold in terms of skill books: most active abilities require only common books, while comfortable PvE gameplay requires a minimal number of rare books. Disadvantages High dependence on the quality of equipment and various enhancement systems. Effective gameplay requires a solid understanding of game mechanics and skill interactions. Relatively low health pool and defensive stats compared to more durable classes. Sensitive to MP sustain, making epic accessories with MP recovery effects especially valuable for comfortable gameplay. Consistent HP recovery relies heavily on equipment and enhancements that provide vampirism effects. Despite its physical orientation, the Assassin significantly depends on magical attributes, complicating optimal stat distribution. Overall performance is closely tied to enhancing certain key skills, requiring additional investment to fully unlock their potential. Some abilities considerably increase resource consumption at higher enhancement levels, which must be considered during farming. Due to high mobility, it is difficult to keep the character in a strictly fixed position while farming, which can be inconvenient on limited spots. Fully unlocking the Assassin’s potential requires a substantial level of overall enhancements, resulting in a relatively high entry threshold in terms of total character boost. 2. Characteristics Below are the base attributes of the Assassin: STR – 41 INT – 15 DEX – 38 WIT – 10 CON – 38 MEN – 28 As an initial progression goal, the Assassin should aim to reach 90 STR and 60 DEX. A distinctive feature of the Assassin is its unconventional dependence on attributes. Despite being a physical class, its overall performance is noticeably influenced by certain magical attributes, such as INT, WIT, and MEN. Because of this, stat distribution requires a more careful and balanced approach. Achieving optimal efficiency involves finding the right balance between physical and magical parameters in order to maximize damage output while maintaining comfortable gameplay. Dyes All dye slots should be allocated to STR. There are no alternative options recommended for this class. Even though the Assassin requires reaching specific thresholds for DEX (for example, 60 DEX) and may need adjustments to certain magical attributes, all dyes — including the fourth slot — should be placed exclusively into STR. Attribute Mechanics and Efficiency Caps The Assassin is a class whose performance is largely determined by parameters that enhance Skill Power and Physical Skill Critical Damage. The more different items and sources providing these attributes are used simultaneously, the more noticeable the overall increase in effectiveness becomes. This behavior is explained by the internal damage calculation formulas, which are strongly influenced by the class’s passive mechanics. At the same time, it is important to keep in mind that several attributes have strict efficiency caps. Exceeding these limits does not provide additional benefits: Maximum movement speed: 300 Maximum attack speed: 2000 Maximum Received Skill Damage in PvP: −70% Increasing values beyond these thresholds does not improve character performance and usually results in inefficient use of resources. Evasion Mechanics When developing an Assassin, special attention should be paid to how the evasion parameter works. This stat does not stack from multiple sources and does not scale when several effects are active at the same time. For example, if the buff from skill “Time Distortion” grants 35% evasion, and an additional equipment effect (such as Boots of Evasion) temporarily provides 55% evasion, the final evasion value will be 55%, not the sum of both bonuses. The system always applies only the highest active evasion bonus, while all other sources are ignored. For this reason, investing in additional sources of evasion beyond already high values does not increase effectiveness and may lead to inefficient allocation of resources. 3. Abilities The Assassin is a class built around high action speed, skill-based damage, and evasion mechanics. Unlike classes with high survivability, it does not rely on raw defense, but instead on proper positioning, precise timing of abilities, and the ability to disengage at the right moment. For this reason, the Assassin’s skill set plays a crucial role in its overall effectiveness. Active abilities define its burst potential and mobility, while control and defensive skills allow the class to maintain distance, manage engagements, and survive in high-risk situations. Understanding how and when to use these abilities is essential for both efficient PvE farming and successful PvP encounters. Active skills Relentless Attack A single-target ability that attacks the enemy three times, each hit dealing up to 6257 power within a 400 range. Effectively, this skill delivers three consecutive strikes to the target, making it particularly effective in PvP and against high-HP enemies such as elite monsters and bosses, where its full potential can be fully utilized. Blow A single-target ability that strikes the enemy with a maximum power of 9115 within a 400 range. It has a very short cooldown and a 50% chance to trigger an additional hit. Forward Move An AOE movement skill that deals damage to nearby enemies equal to 120% of the character’s Physical Attack, hitting up to 5 targets. Shadow Attack An AOE ability that changes its attack behavior depending on the distance to the target. If the distance exceeds 400, the Assassin rapidly closes the gap and strikes up to 5 targets twice, with each hit dealing up to 5155 power. Return Motion A unique Assassin ability that moves the character backward while creating a shadow at the point of activation. The shadow performs an area-of-effect attack, dealing damage equal to 120% of Physical Attack to up to 5 enemies. After activation, the Assassin gains +55% skill evasion, and has a certain chance to retreat backward once more. The base cooldown of this ability is 60 seconds. This skill has a high Spirit Ore cost in PvE, while the increase in experience gain sometimes remains relatively minor. For more efficient Adena farming, this ability can be omitted from regular PvE rotations. Clone Dance An AOE ability with a distinctive animation that visually summons multiple shadow clones. These clones attack nearby enemies twice, hitting up to 7 targets. This skill can be enhanced. Enhancement levels: +1: Skill Power 6900, maximum number of targets 10. +2: Skill Power 7800, maximum number of targets 12. +3: Skill Power 10500, number of attacks 3, maximum number of targets 16, and applies an additional debuff “Cramp” to affected enemies. The “Cramp” debuff reduces Dagger Resistance and increases the chance of receiving critical damage from physical skills. At maximum enhancement level, this skill has a very high Spirit Ore cost in PvE, while the increase in experience gain remains relatively minor. For more efficient Adena farming, this ability can be omitted from regular PvE rotations. Constraint A purely debuff-oriented ability that deals no damage. It reduces the target’s Physical Attack, Magical Attack, Physical Defense, and Magical Defense by 10%, and additionally applies a unique race-specific debuff depending on the target’s race. It is recommended to use this ability only in PvP. Resolve to Kill A unique Assassin mechanic related to filling the Dagger gauge. Upon activation, it grants 2–3 daggers, which can be consumed by the ability “Assassination”. While the buff is active, additional daggers are generated as enemies are defeated. This ability has a very long cooldown. This skill has a high Spirit Ore cost in PvE, while the increase in experience gain remains almost the same. For more efficient Adena farming, this ability can be omitted from regular PvE rotations. Assassination The Assassin teleports behind the target, and the ability applies different effects depending on the outcome of the attack. If the target is killed by this skill (the finishing blow is dealt), a positive effect is applied to the Assassin, increasing Physical Attack and Physical Skill Critical Damage by 5%. If the ability is used while consuming the last Dagger and the target is not defeated, the skill instead attempts to knock down the target. As the previous one, this skill has a high Spirit Ore cost in PvE, while the increase in experience gain remains almost the same. For more efficient Adena farming, this ability can be omitted from regular PvE rotations. Time Distortion An area-of-effect ability that strikes three times with extremely high power, dealing up to 20,000 damage per hit, and affecting up to 10 targets. This skill has a chance to apply a powerful positive effect to the Assassin, granting the following bonuses: Physical Attack +10% Skill Power +10% Physical Skill Power +1% Physical Skill Critical Damage +5% Attack Speed +30% Movement Speed +30 Skill Evasion +35% The ability is learned using a Heroic Book. A second upgrade level, “Master”, can be learned using a Legendary Book. This enhanced version reduces the skill’s cooldown, decreases incoming damage to the Assassin, and applies a powerful debuff to affected enemies, significantly reducing their attack speed and movement speed, while additionally increasing the cooldown of their abilities by approximately 30 seconds. Despite its Spirit Ore consumption, this ability should be used consistently, and the Assassin is strongly recommended to remain under its buff whenever possible. Passive skills Agile Movements A passive ability that increases Physical Attack by 15%, Physical Skill Power by 20%, Physical Evasion by 10, and Skill Evasion by 10%. This passive is active only while wearing Light Armor and is available starting from the first class change. These values are treated as base parameters and are used in the damage calculation formulas that determine the Assassin’s increased damage scaling. Detect Vulnerability A passive ability that increases Physical Skill Critical Damage by 5% and grants a +5% bonus to PvE damage. This skill can be enhanced, further improving its effectiveness. Enhancement levels: +1: PvE Damage Bonus +8%, Physical Skill Critical Rate +3% +2: PvE Damage Bonus +13%, Physical Skill Critical Rate +6% +3: PvE Damage Bonus +20%, Physical Skill Critical Rate +10% Blow Boost A passive ability directly linked to the active skill « Blow », which transforms it into « Enhanced Blow ». When it’s used, it has a 50% chance to strike the target twice. Shadow Boost A passive ability directly linked to « Shadow Attack », transforming it into « Enhanced Shadow Attack ». When a Dagger is consumed, the skill gains additional effects: Physical Attack is increased by 15%, the skill’s power is increased, and the maximum number of targets is raised to 5. Maximum Critical A passive ability that increases Physical Skill Critical Damage by 20% and grants an additional +300 Physical Skill Critical Damage. These bonuses apply to all types of attacks, including double hits, clone attacks, and other multi-hit effects. This is the reason why special attention was given earlier in the guide to this particular stat: for the Assassin, scaling Physical Skill Critical Damage provides the highest overall efficiency compared to most other parameters. The values granted by this passive are treated as base parameters and are used in the damage calculation formulas that determine the increased damage scaling coefficient of the class. Noda's Hidden Power A particularly interesting passive ability that is fully focused on the Assassin’s magical attributes. This skill is highly recommended to be enhanced to +3, as each enhancement level lowers the required attribute thresholds needed to activate its additional bonuses. Below are the effects at maximum enhancement level and the bonuses granted when the required attribute values are met. Enhancement effects and attribute thresholds: +1 Enhancement: INT 55+: Physical Attack +7% MEN 45+: Physical Skill Critical Rate +5% WIT 75+: Physical Skill Power +5% +2 Enhancement: INT 50+: Physical Attack +15% MEN 40+: Physical Skill Critical Rate +7% WIT 70+: Physical Skill Power +7% +3 Enhancement: INT 45+: Physical Attack +20% MEN 35+: Physical Skill Critical Rate +10% WIT 65+: Physical Skill Power +10% At maximum enhancement, this skill provides significant bonuses while requiring lower attribute thresholds, making it a key component in optimizing the Assassin’s overall damage scaling through balanced stat investment. Buffs Sharp Blade A 20-minute self-buff that increases Physical Attack by 10%, Physical Skill Critical Rate by 5%, and grants a +5% PvE damage bonus. Murder Attempt A 20-minute self-buff that increases Physical Attack by 500 and Physical Skill Critical Rate by 5%. When using skills, it has a certain chance to restore 1% MP. Additionally, the ability applies the “Assassination” curse to the target in three stages. Upon reaching the third stage, the curse reduces the target’s Physical and Magical Defense by 20%. The skill cannot be used simultaneously with the “Erosion” buff. Erosion A 20-minute self-buff that increases Physical Defense and Magical Defense by 500, and maximum HP by 500. When using skills, it has a certain chance to restore 1% MP. At the same time, this ability applies the “Erosion” curse to the target in three stages. Upon reaching the third stage, the curse reduces the target’s Physical Attack and Magical Attack by 1200. This buff is used less frequently compared to other options and is typically selected for specific situations. The skill cannot be used simultaneously with the “Murder Attempt” buff. So is generally not recommended for use due to its low practical value. 4. Equipment Here is the recommended equipment setup that players should aim for. Low-level alternatives are not covered, as they don’t allow the Assassin to fully unlock its potential. In cases of a very limited budget, it may be more reasonable to consider other classes instead. Weapon The best weapon for the Assassin is Baium's Thunder Breaker. It is strongly recommended to have it enhanced to +7 or higher, as this helps cover missing STR and INT values, which are required to fully benefit from the skill « Noda’s Hidden Power ». For PvP Frost Lord's Dagger enhanced to +7 or higher can also be considered as an option, although it is not mandatory. Recommended Soul Crystal options for weapon: Physical Skill Critical Rate — mandatory. Physical Skill Critical Damage — recommended for PvE. Maximum HP — recommended for PvP. Physical Abilities (Hardin – Physical Attack) — mandatory. Recommended Augmentation options for weapon: Skill Power — up to +5% (option for PvE). Skill Critical Damage — up to +300 (option for PvP). The Assassin cannot equip a shield and instead uses a sigil as an off-hand item. For this slot, players can choose either the more budget-friendly Sigil of Inevitability or the higher-end Berserker's Sigil, preferably enhanced to the highest possible level. Recommended Augmentation options for sigil: +2 STR — option for PvE. -7% Received Critical Damage — option for PvP. Armor As for helmets, if you are on a limited budget Helmet of Mana is a good choice, as it helps cover missing attributes. A slightly more expensive alternative is Helmet of Protection which provides increased survivability. The best and most expensive option is Wild Wind Helmet, which offers the strongest overall performance for the Assassin. When it comes to armor, the choice is straightforward. For PvE, the Hunter's Leather Armor & Hunter’s Leather Leggings is recommended in order to gain more experience. For PvP, the Leather Armor of Protection & Leather Leggings of Protection is the preferred option, providing increased survivability and resists. Gloves of Silence are recommended for increasing skill power, making them a solid and effective choice for the Assassin. A higher-end alternative for players with a larger budget is the Red Flame Gauntlets, which provide superior overall performance. For boots, Boots of Evasion are recommended, as their effect activates when taking damage and can often be lifesaving in situations with large groups of enemies. If budget is not a limitation, highly enhanced Sea Boots offer an even stronger alternative. Accessories The Assassin is highly dependent on MP, and since leveling is primarily based on AOE skills, HP vampirism is also an important factor. For this reason, the following set of epic accessories is recommended: Frintezza's Necklace increases skill power and reduces skill cooldown time. An enhancement level of +2 is considered the minimum and optimal option. Aztacan's Earring restores MP and additionally increases PvE damage and defence. A more affordable alternative is the Orfen's Earring. An enhancement level of +2 is considered the minimum and optimal option. Zaken's Earring grants Skill Critical Rate and converts a portion of dealt damage into HP (vampirism). An enhancement level of +2 is considered the minimum and optimal option. Antharas' Earring grants additional CON and MEN, and converts a portion of dealt damage into HP (vampirism). It can effectively replace Aztacan’s Earring in PvP situations. An enhancement level of +2 is considered the minimum and optimal option. Baium's Ring increases the power of all skills and the critical damage of all attacks. An enhancement level of +3 is considered the minimum and optimal option. Queen Ant's Ring increases Physical Attack and the Critical Damage of all attacks. An enhancement level of +3 is considered the minimum and optimal option. Special items Circlet of Hero Sealed is arguably the most important item for the Assassin. It is highly recommended to take advantage of special events to enhance this item to at least +7, which should be considered the minimum viable level. This item provides one of the largest damage increases for the Assassin compared to other equipment slots. As a result, the higher its enhancement level, the more noticeable its impact on overall performance will be. Phantom Mask Sealed increases defensive and offensive stats, boosts PvE experience gain and PvE damage, and also affects the chance of spawning additional monsters when defeating certain enemies. Piercing Mask Sealed increases HP and MP, enhances Skill Power, and improves the Assassin’s ability to penetrate enemy defenses in PvP. Blessed Dragon Belt Sealed with enhancement of +7 or higher is recommended as a minimum. This item is important for the Assassin not only because of the stats it provides, but also because it increases the amount of HP restored when using Health Recovery Potions, which is especially valuable in large-scale battles and mass PvP situations. Cloak of Protection Sealed in addition to increasing defensive stats, it also enhances the Critical damage of all skills, which is essential for the Assassin. In the future, this item can be replaced with Heavenly Cloak. Einhasad's Pendant Lv. 4 Sealed is primarily required to improve overall survivability. In the future, this item can be replaced with Gran Kain's Pendant Sealed which provides an even greater increase to skill critical damage. Jewels As for jewels, the situation is straightforward, as there is no need to make a choice — all available jewels can be equipped simultaneously. However, it is important to note that priority should be given to three specific jewels that provide attributes and damage, namely Emerald Lv. 7 Sealed, Sapphire Lv. 7 Sealed, and Ruby Lv. 7 Sealed. To gain more experience, equip Aquamarine Lv. 7 Sealed. For PvP, the last two jewels should be added : Opal Lv. 7 Sealed and Amber Lv. 7 Sealed. Talismans As a rule, the talisman setup is almost identical for most classes. Venir's Talisman Lv. 30 the primary source of additional Attributes. Talisman of Hellbound Lv. 10 provides additional defense in PvP, as well as increased Experience gain and Damage in PvE. Talisman of Baium the source of additional Attributes and Skill Power. Talisman of Authority Sealed significantly increases Skill Power. Talisman of Speed Sealed significantly increases Skill Critical Damage. Talisman of Aden Sealed significantly increases Experience gain. Talisman of Eva Sealed or a more expensive alternative Heavenly Talisman Sealed is equipped only in PvP, replacing Talisman of Aden, in order to increase survivability. Agathions Agathion Procella is not required for the Assassin, while Agathion Nebula Sealed, Agathion Ignis Sealed, Agathion Petram Sealed, Agathion Joy Sealed should be enhanced to the highest possible level. In the remaining slot, equip the Agathion Dragon Egg Sealed which will eventually be upgraded into Agathion Valakas Sealed. Dolls The current Doll system does not allow players to purchase a specific doll directly. Instead, dolls are obtained by opening cards, which randomly grant one of several dolls of varying rarity. Because of this, publishing a fixed list of recommended dolls for the Assassin is not entirely relevant. In practice, the most beneficial outcomes are dolls that increase skill power, core attributes, physical skill critical rate, physical skill critical damage, as well as Physical Attack and Defense, regardless of their specific type. Collections It is recommended to prioritize completing the following collections first: Physical Skill Power Physical Skill Critical Damage Physical Skill Critical Rate Skill Cooldown Reduction Physical Attack Missing core attributes After these priorities are covered, remaining collections can be completed based on availability and personal progression goals. Aden’s Laboratory It is recommended not to invest resources into this content until all other progression systems are sufficiently developed. While it provides a small increase to PvE damage, attack, and defense, focusing heavily on it is generally not efficient and should not be a priority. 5. Conclusion This guide is based on practical gameplay experience and reflects the current state of Lineage 2 Essence at the time of writing. In this guide, we have explored the Assassin — a class unique to Lineage 2 Essence — and examined its key characteristics, strengths, and weaknesses, as well as the impact of attributes and equipment on overall effectiveness. Special attention was given to the Assassin’s unconventional dependence on magical parameters for a physical class and to how different sources of enhancements influence the character’s final damage output. Assassin gameplay is built around high dynamics, fast decision-making, and constant movement across locations. The class is well suited for active farming and demonstrates strong performance when equipment, attributes, and skills are properly selected. At the same time, it is important to note that the Assassin is relatively demanding in terms of character progression. Fully unlocking its potential requires high-quality equipment, epic accessories, and a high level of weapon and armor enhancement. A low health pool and limited base defenses may impose certain restrictions when choosing farming locations and require a more careful approach to positioning. Despite these considerations, the Assassin remains one of the most appealing classes in Lineage 2 Essence. It offers an engaging and visually striking gameplay experience, combining efficient leveling, high damage output, and a distinctive visual style. With a well-planned progression approach, the Assassin can provide steady progress and comfortable gameplay in both PvE and PvP.
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Introduction The Shillien Saint ("ShE") is the third profession in the Dark Elf magic branch of Lineage II Essence, obtained by choosing the Dark Mystic class and progressing through the following evolutions: Shillien Oracle > Shillien Elder > Shillien Saint. Far from being a conventional healer, this character stands out as one of the most complete and formidable magic branches in the game, capable of providing support to the party and dealing damage. Their identity is forged around a perfect balance between damage and survivability. They not only keep their team alive but also punish enemies in order to stay alive, making them a welcome addition to any party and a self-sufficient adversary. Self-Sufficiency Possesses abilities that allow it to regenerate mana (MP) and health (HP) without relying on items. Offensive Power: Its high INT grants it the highest magic critical hit rate among all healers. Utility: It is the only one capable of removing and blocking class transformations, a vital resource in PvP. Disadvantages Fragility: Like all healers, its hit points and defense are low, requiring very careful positioning and use. Characteristics Attribute Base Stat Description STR 23 Increased physical damage, increased physical critical damage, and increased damage in physical skills. DEX 23 Increased physical critical hit rate, reduced physical cooldown, and physical skill evasion. CON 24 Physical defense, maximum life, and life regeneration. INT 44 Magic damage, increased critical damage, and increased damage on magic skills. WIT 19 Magical critical hits, CD reduction, and magical evasion MEN 37 Magic defense, maximum mana, and mana regeneration Each value influences your character differently, so let's look at the bonuses we get from having a certain number of points. Now that you know what each stat contributes, you can decide where to allocate the points earned at higher levels. Abilities Like all characters in Essence, the Shillient Saint possesses active abilities that you activate with a click (left-click for single use, right-click for automatic use) and passive abilities that do not require any activation. Passives Level-up Achievement - Glory Skill These passives are present in most characters and are learned through books obtained by completing leveling missions. Glorious Warrior: Increased Weight Limit Increases the weight you can carry by +10,000. Glorious Warrior: Inventory Bonus Inventory slots +3 and Max MP +300. Glorious Warrior: Special Teleport enables personal teleportation. Glorious Warrior: My Teleport Extension teleport locations adds +5. Glorious Warrior's Title: Sky-blue It allows you to change the title color to blue. Glorious Warrior: XP Recovery -10% to XP recovery cost. Glorious Warrior: Quick Escape reduces teleport common cast time -1 sec. Abilities Listed below are the character's passive abilities: Shield increases P Def by an amount according to the skill level. Empower increases the M. Atk which is our main damage base. Might increase the P. Atk. Focus increases the basic Critical Rate. Death Whisper increases the basic Critical Damage. Clarity grants a percentage reduction to consumption in P skill and M skill. Evolution Defense increases M/P def based on the character's level. Blessed by Sayha it increases Max HP and grants a PVE damage bonus. Evolution Power increases M/P Atk based on the character's level. Extended Life increases the HP based on the character's level. Unique Skills Mana Gain provides M Atk based on your current mana. Root Mastery increases the hold success rate Sleep Mastery increases the sleep success rate. Mighty Children of Shillien increases MP recovery, M Atk, M critical rate and grants a PVE damage bonus. Dark Oath increases M Atk, Max HP and grants a PVE damage bonus, also changes our "Divine Beam" to "Dark Beam". Sacred Power increases M Atk depending on the M Def. Priest's Armor Mastery gives P Def as base. Robe: P/M def, P skill critical damage reduction and PVE damage bonus. Light: P/M def, casting speed, Atk speed and MP recovery rate. Priest's Attack Mastery increases the P/M attack, if you have a bow or spear, it decreases by -30%. Anti-magic increases M Def and M damage resistance. Priest's Recovery Mastery HP and MP recovery rate increases. Spell Master increases the M Atk and casting Speed. Other Skills - Passive Divine Inspiration increases the number of active buffs. Expanded Potential of Dyes unlocks the 4th slot pattern and the 4th hidden power slot. Actives Magic skills These will be our main source of damage, therefore they will be the most used; they also deal additional damage to undead (including the Death Knight) and demons. Might of Heaven deals M DMG to the target, with additional DMG to demons and undead. Divine Beam deals M DMG to the target, more DMG to demons and undead, replaces the skills of Wind Strike, Ice Bolt and Divine Strike. Nemesis deals M DMG and applies a debuff of received healing -70% (affects 6 targets in PvE/PvP). Buffs The improvements provided by the buffs enhance both defense and damage. They also increase the chance and percentage of skill effects. These buffs also affect the pets we get. Wind Walk increased speed. Vampiric Rage is your primary source of sustenance. When activated, each time you inflict damage, you will recover the damage dealt as HP. Wild Magic increased the M Skill critical rate. Prophecy of Wind increased the M Skill critical rate/DMG, Speed, PVE bonus DMG and increased debuff/anomaly resistance. Shillien's TouchShillien's Touch increased the M Atk. Acumen increased the casting speed. Magic Barrier increases M Defense. Haste increased the Atk speed. Berserker Spirit increases our P/M Atk, casting and Atk speed and our speed at the cost of a percentage of our hp and mp. Saint's Burst: Dark increases M Atk when using Divine Beam or Dark Beam,with** a 15% chance to increase the number of targets to 2 (more DMG to demons and undead). Shillien's Power increased the M Atk, casting speed and P/M Def. Unleashing increases the M Atk, casting speed, M critical rate and healing power at the same time that it decreases the MP cost of the M skills. Mana Effect Boost increased the Max MP and MP recovery rate. Shillien's Grail we obtain a bonus to PVE DMG, M Atk, M skill power, P/M Def and when using Divine Beam or Dark Beam make an additional attack (more DMG to undead and demons). Enlightenment increased casting speed, M Atk, M skill critical, speed, received healing and decreases the MP cost of M skills HP Recovery increased the Max HP, P/M Atk and recovery HP per second. MP Recovery increased the Max MP P/M Def and recovery MP per second. Favorable Cover increases the Max HP, Dagger resistance and P Def for 1 min. Debuff or anomaly skill Here, the most important are Duress which decreases P/M Atk, Shillien's Stigma which reduces magic defense and melee weapon defense, and Wind Shackles as well as the attack and casting speed of enemies. Shillien's Stigma reduces the M Def and Melee weapon resistance of an enemy and Shillien's Mass Stigma applies to multiple. Dryad Root apply hold to the enemy Mass Dryad Root apply hold on the target and nearby enemies. Duress P./ M. Atk. -30% on the target and nearby enemies this skill removes Mass Dryad Root. Wind Shackles reduces the Attack speed and casting speed of an enemy and Mass Wind Shackles apply to multiple enemies. Sleep sleep on the target. Transformation and mounting skills Transformations add a percentage to secondary stats such as HP, mana, defenses, attacks, etc. Transformation: Pirate increased the Max HP/MP, P/M Atk, P/M Def, Atk speed, P/M accuracy, M skill critical rate and speed. Dark Assassin Transformation increased the Max HP/MP, P/M Atk, P/M Def, Atk speed, P/M accuracy, M skill critical rate and speed. Light Assassin Transformation increased the Max HP/MP, P/M Atk, P/M Def, Atk speed, P/M accuracy, M skill critical rate and speed. White Guardian Transformation increased the Max HP/MP, P/M Atk, P/M Def, Atk speed, P/M accuracy, M skill critical rate/DMG and speed. Dragon Slayer Appearance increased the P/M Atk, P/M Def, Atk/Casting speed and Max MP/HP. Mounts are simply means of transportation with no other notable function. Mount Saber-toothed Cougar Mount Glorious Steed Mount Shining Lady Recovery skills Here are listed the abilities that recover life to allies or to oneself. Healing abilities will be listed from lowest to highest recoverable amount. Self Heal recovers life based on the skill level. Heal recovers life based on the skill level. Group Heal recovers life based on the skill level. Battle Heal recovers life based on the skill level. Greater Group Heal recovers life based on the skill level. Group Heal recovers life based on the skill level. Greater Battle Heal recovers life based on the skill level. Vitalize Here's a special mention because this ability removes debuffs that decrease the P/M Atk and the P/M Def. Rapid Recharge recovers mana depending on the skill level Active other skills This section compiles all the skills to purify altered states such as poison, paralysis, sleep, fear, etc., from both the character and allies. Cure removes infection, suppression, hold and silence debuff from the target, Mass Cure from the party members. Purify removes paralysis, shock, sleep, fear and imprisonment from the target, Mass Purify from the party members. Detection removes hide effect from nearby enemies and prevents the use for 2 sec. Resurrection resurrects a dead party member. Active special skills Dark Disruption: This is your ultimate weapon, the ability that can decide the outcome of any PvP battle. Effect: It's an area-of-effect magic damage attack that, for 10 seconds, applies a debuff reducing the effectiveness of the enemy's healing potions by 500 points. Anti-Class Function: Removes any active class transformation and blocks the ability to transform for those 10 seconds. This is devastating against classes like Dominators or Tyrs, which rely on these forms for their power. Use it to neutralize the most dangerous enemies just as they try to activate their resources. PvP: Attacks up to 15 targets. PvE: Attacks up to 15 targets. Glorious Warrior: Enhanced Abilities at higher levels, it increases stats in, as well as Max HP/MP, P/M Def and reduces damage received. How do we obtain these skills? We will learn them as we level up, but in some cases we will need Adena, the Magic Table or the Spellbook, all obtained in the game through Special Crafting (in the Spell Book section), elites, world trade, events and purchase packages. We must keep in mind that a higher level of skill may require more resources. Spellbook are divided into different ranks and can be acquired by trading with other players, special craft, rare monsters, bosses, raids, events and on some occasions by gift codes or events in social networks. The ranges are: Magic Tablet, Common Spellbook (Time-limited) Sealed, Enhanced Spellbook, Superior Spellbook (Time-limited) Sealed, Rare Spellbook (Time-limited) Sealed, Spellbook: Dark Disruption Sealed How to learn skills We must press the "K" key which will display this window 1 The Character tab will display three sub-tabs: Active: skills that can be activated by clicking. Passive: skills that are always active. Available: skills that can be learned if the player meets the required level or other requirements. 2 The items tab will show us a list of abilities that the items possess; the ones you activate with a click (and that you can drag to the bar will be first) followed by those that are part of our equipment such as bracelets, gems, armor, weapons, etc. 3 The Enchant tab which shows us skills that can be improved once learned. For this, we only need a "Spellbook" of the skill's rank or lower (the latter will give us fewer points than a book of the skill's rarity) and Adena. When you level up, the skill will display a number: 1, 2, or 3, with 3 being the final level. A +1 +2 or +3 is added depending on the level. There are also tickets that can directly increase your skill enchantment level. +1 Guaranteed Rare Skill Enchantment Coupon Sealed It rises with a 100% to +1. +2 Guaranteed Rare Skill Enchantment Coupon Sealed it rises with a 100% to +2. +3 Guaranteed Rare Skill Enchantment Coupon Sealed it rises with a 100% to +3. And stones that raise the bar by a fixed percentage, the probability of failure will apply to this method Charging Stone: Enhanced Skill Enchant (10%) recovers 10% of enchant points for enhanced skills. Charging Stone: Enhanced Skill Enchant (50%) recovers 50% of enchant points for enhanced skills. Charging Stone: Rare Skill Enchant (10%) Recovers 10% of enchant points for rare skills. Charging Stone: Rare Skill Enchant (50%) Recovers 50% of enchant points for rare skills. Charging Stone: Superior Skill Enchant (10%)) recovers 10% of enchant points for unique skills. Charging Stone: Superior Skill Enchant (50%)) recovers 50% of enchant points for unique skills. Can be acquired by trading with other players, special craft, rare monsters, bosses, raids, events and L-Coin Store. F2P option Knowing this, we go to the character panel (T key) there we will find this By having the total obtainable amount of SP and at a cost of Adena we will obtain the bag Equipment Initial equipment You can equip it with either a robe or a light armor set; both provide different bonuses with the passive, so use whichever you have depending on the situation. It's important to know that in L2 Essence, Grade-A equipment has bonuses as an individual piece, so you can get a Majestic piece and other Grade-A pieces. As for a weapon, you should equip a Daimon Crystal for a defensive item, if available, use the Majestic Sigil, which will provide increased casting speed, maximum mana, and critical rate. If it's not available, use whatever item you have at the time. There are different types of special armor and weapons, but we will focus on the easiest to obtain, whether through purchase with Ancient Adena, drops from elites or bosses, world trade, special crafting, events or by purchasing packs in the L-store. Weapon Beleth's Soul Eater with a certain chance on attack triggers an additional attack based on M Atk and gains P/M Atk according to the enchantment level, to increase it we need Scroll: Enchant Weapon (keep in mind that the safe enchant is up to +4, then the item has a chance of failing), there is also an Improved Scroll: Enchant Weapon version that increases levels by 2 If you have this scroll, you should use it at +3 on the item to hopefully obtain the item at +5. Level P Atk M Atk Extra Stat Killing Thunder (trigger) Enhanced Killed Thunder (Trigger) 0 0 0 --- 1% -- 1 12 6 -- 1% -- 2 24 12 -- 1% -- 3 36 18 -- 1% -- 4 72 36 -- 1% -- 5 108 54 INT +1 MEN +1 4% 1% 6 144 72 INT +2 MEN +2 7% 1% 7 180 90 INT +3 MEN +3 10% 2% 8 216 108 INT +4 MEN +4 13% 3% 9 252 126 INT +5 MEN +5 16% 4% 10 288 144 INT +6 MEN +6 20 5% This staff have a special LVL Bonus Effect Character Level P Atk M ATK Character Level P Atk M Atk 0-59 245 212 60-69 246 216 70-79 247 222 80 249 232 81 250 234 82 251 236 83 252 238 84 255 240 85 255 245 86 256 249 87 257 253 88 258 257 89 259 261 90 261 269 91 262 274 92 263 279 93 264 284 94 265 289 95 267 294 96 268 300 97 269 304 98 270 308 Armor Set Early Mid Late Helmet of Mana Stun Gauntlets Gloves of Silence Boots of Evasion Sigil of Inevitability Shield of Vengeance Flaming Tunic Flaming Stockings Ice Crystal Breastplate Ice Crystal Gaiters Leather Armor of Lightning Leather Leggings of Lightning Wild Wind Helmet Red Flame Gauntlets Helmet of Protection Gauntlets of Protection Boots of Protection Shield of Protection Sigil of Protection Tunic of Protection Stockings of Protection Leather Armor of Protection Leather Leggings of Protection Breastplate of Protection Gaiters of Protection We'll opt for the Flaming Tunic and Flaming Stockings, taking advantage of the fact that the lower armor will grant a P/M attack debuff, as well as reduce P/M accuracy, and the upper armor has a chance to give us a barrier against damage and paralyze . Flaming Tunic Base effect Special effect 1 Special effect 2 Enchantment options WIT +1 MEN +1 Overweight +1500 M Def +15 Max HP +75 Shock Resistance +20% Paralysis Resistance +20% Sleep Resistance +20% Hold Resistance +20% Silence Resistance +20% Fear Resistance +20% Flame Shield Buff: When hit creates a barrier that absorbs 1500 of received damage Flame Bind Anomaly: When hit surrounds the target with flames and paralyzes them When Enchanting +5 or more Max HP increases and magic skill consumption decreases Flaming Stockings Base effect Special skill 1 Enchantment options WIT +1 Overweight limit +1000 M Def +10 Max HP +75 Shock Resistance +20% Paralysis Resistance +20% Sleep Resistance +20% Hold Resistance +20% Silence Resistance +20% Fear Resistance +20% Flame Weakness Decreases the attacker's P/M power when hitting and their P/M accuracy When enchanting +5 or more increased the Max HP and decreases M skill trigger cooldown We can use a Sigil of Inevitability for a damage boost if we want to add some extra damage. Base effect Special effect 1 Special Effect 2 Max MP +2 Atk Speed +5 Casting Speed +5 All Critical Rate +1% Fatal Power When hit, all skill power increases When enchanting +5 or more. Fatal Impact Increases all Critical damage when attacking To complete our equipment, we opted for the following choices: Helmet of Mana, Boots of Evasion and any gloves complementing what your character lacks skill critical damage or skill power. Helmet of Mana Base Effect Special Effect Enchantment Options STR +1 INT +1 Overweight limit 1500 M Def +10 HP Recovery Rate +8% MP Recovery Rate +8% P Atk +6% M Atk +8% Benefits of Wisdom When triggered: Recovers 100 MP on attack. When enchanting +5 or more, reduce the probability of receiving all critical attacks and increase basic Stats. Boots of Evasion Base effect Special effect Enchantment option STR +1 INT +1 Overweight +1000 M Def +10 Max HP +200 Speed +8 Swift Evasion Buff: When hit P/M Evasion +45, Skill Evasion +70. When hit 5 times, the Swift Evasion effect is removed When enchanting +5 or higher Skill cooldown -2% and increased P/M Def based on Max HP Stun Gauntlets Base Effect Special effect Enchantment options STR +1 INT +1 Overweight limit +1000 M Def +50 Max HP +200 Atk Speed +10% Casting Sped +18% Swift Fist Anomaly: On attack deals additional damage equal to P Atk and stun the target When enchanting +5 or higher, all skill critical damage increases Gloves of Silence Base effect Special effect 1 Special effect 2 Enchantment options STR +1 INT +1 HP +150 Atk Speed +8% Casting Speed +15% Force Silence Anomaly: Blocks the target´s skills on attack Mana Leak When triggered: Decreases MP on attack When enchanting +5 or higher, all skill power Weapon System The same upgrade system exists for armor, both the normal Scroll: Enchant Armor and its Improved Scroll: Enchant Armor (Time-limited) Sealed version. These can be obtained through drops, elites, raids, events, or by purchasing them from players or in the world market. As a tip, you can use the normal scroll to upgrade to +3 and then use the improved version, with luck, you'll have a +5 item; otherwise, you'll have a +4 item. You can then use the cCursed Scroll: Enchant Weapon or Cursed Scroll: Enchant Armor on the +4 item to lower its level to +3 and then repeat the process with the improved version. The curse scroll comes in both forms for weapons Cursed Scroll: Enchant Weapon and armor Cursed Scroll: Enchant Armor. Jewelry System The accessory system consists of rare accessories (rings, necklace, and earrings), the Agathion Bracelet, the Talisman Bracelet, a Brooch, a cloak, and head accessory. Each piece provides different stats, secondary stats, or increases and reductions to damage taken. Rare Accessories These items can all be obtained from the world market, events, drops from epic monsters or bosses, and special crafting. Rings: We can only equip two rings. If we equip the same type of ring in both slots, only the one with the higher level will provide its benefits. For example, if we equip two Queen Ant Rings, one being +3 and the other +2, only the one with the higher level will provide its stats and benefits. Queen Ant's Ring 0 1 2 3 Max MP +9 P/M Accuracy +1 P/M Attack +4% Infection Atk Rate +10% Infection Resistance +10% Max MP +15 P/M Accuracy +2 P/M Attack +6% Infection Atk Rate +15% Infection Resistance +15% Max MP +21 P/M Accuracy +3 P/M Attack +7% P/M Defense +35 P Critical DMG +10% M Skill Critical DMG +5% Infection Atk Rate +20% Infection Resistance +20% Max MP +30 P/M Accuracy +4 P/M Attack +9% P/M Defense +65 All Critical DMG +10% Infection Atk Rate +20% Infection Resistance +20% 4 5 6 Max MP +40 P/M Accuracy +6 P/M Attack +11% P/M Defense +95 All Critical DMG +15% Infection Atk Rate +20% Infection Resistance +20% Max MP +50 P/M Accuracy +10 P/M Attack +15% P/M Defense +125 All Critical DMG +20% Infection Atk Rate +20% Infection Resistance +20% Queen Ant´s Power Lv. 1 Max MP +70 P/M Accuracy +15 P/M Attack +20% P/M Defense +200 All Critical DMG +23% Infection Atk Rate +20% Infection Resistance +20% Imprisonment Atk Rate +5% Imprisonment Resistance +5% Queen Ant´s Power Lv. 2 Queen Ant´s Power Lv. 1 Grants immunity to debuff that decrease P/M Atk. Duration 5s (trigger rate 1%) Queen Ant´s Power Lv. 2 Grants immunity to debuff that decrease P/M Atk. Duration 5s (trigger rate 2%) Core's Ring 0 1 2 3 Max MP +9 P/M Evasion +1 P/M Defense +2% Receiver DMG -2% Silence / Fear Atk Rate +10% Silence / Fear Resistance +10% Max MP +15 P/M Evasion +2 P/M Defense +4% Receiver DMG -4% Silence / Fear Atk Rate +15% Silence / Fear Resistance +15% Max MP +21 P/M Evasion +4 P/M Atk +20 P/M Defense +6% Receiver DMG -6% Silence / Fear Atk Rate +20% Silence / Fear Resistance +20% Max MP +30 P/M Evasion +6 P/M Atk +50 P/M Defense +8% Receiver DMG -8% Silence / Fear Atk Rate +20% Silence / Fear Resistance +20% 4 5 6 Max MP +40 P/M Evasion +8 P/M Atk +100 P/M Defense +10% Receiver DMG -10% Silence / Fear Atk Rate +20% Silence / Fear Resistance +20% Max MP +50 P/M Evasion +10 P/M Atk +200 P/M Defense +15% Receiver DMG -15% Silence / Fear Atk Rate +20% Silence / Fear Resistance +20% Core´s Power Lv 1 Max MP +60 P/M Evasion +20 Skill Evasion +20% P/M Atk +300 P/M Defense +20% Receiver DMG -17% Silence / Fear Atk Rate +20% Silence Resistance +20% Fear Resistance +30% Core´s Power Lv 2 Core´s Blessing Lv 1 Removes debuff and anomalies (0.2 casting time) Cooldown 2m (available+2 to 5) Core´s Power Lv 1 Grants immunity to debuffs that decrease P/M Def. Duration 5s (trigger rate 1%) Core´s Power Lv 2 Def/Magic resistnce reduction skill immunity and DMG bonus +3%. Duration 5s (trigger rate 3%) Baium's Ring 0 1 2 3 Max MP +15 P/M Accuracy +2 Atk/Cast Speed +3% Skill Power +3% Infection Atk Rate +5% Shock Atk Rate +10% Infection Resistance +5% Shock Resistance +10% Max MP +21 P/M Accuracy +3 Atk/Cast Speed +4% Skill Power +6% Infection Atk Rate +10% Shock Atk Rate +15% Infection Resistance +10% Shock Resistance +15% Max MP +27 P/M Accuracy +4 P/M Defense +35 Atk/Cast Speed +5% Skill Power +10% P Critical DMG +15% M Skill Critical DMG +10% Infection Atk Rate +15% Shock Atk Rate +20% Infection Resistance +15% Shock Resistance +20% Max MP +40 P/M Accuracy +6 P/M Defense +65 Atk/Cast Speed +7% Skill Power +12% All Critical DMG +15% Infection Atk Rate +15% Shock Atk Rate +20% Infection Resistance +15% Shock Resistance +20% 4 5 6 Max MP +55 P/M Accuracy +8 P/M Defense +95 Atk/Cast Speed +9% Skill Power +15% All Critical DMG +18% Infection Atk Rate +15% Shock Atk Rate +20% Infection Resistance +15% Shock Resistance +20% Max MP +70 P/M Accuracy +10 P/M Defense +125 Atk/Cast Speed +12% Skill Power +20% All Critical DMG +23% Infection Atk Rate +15% Shock Atk Rate +20% Infection Resistance +15% Shock Resistance +20% Baium Power Lv 1 Max MP +90 P/M Accuracy +15 P/M Defense +200 Atk/Cast Speed +15% Skill Power +25% All Critical DMG +24% Infection Atk Rate +20% Shock Atk Rate +20% Infection Resistance +20% Shock Resistance +20% Baium Power Lv 2 Baium Power Lv 1 Damage bonus +10% Duration 5s (trigger rate 1%) Baium Power Lv 2 Damage bonus 11% Duration 5s (trigger rate 1%) Beleth's Ring 0 1 2 3 Max MP +22 HP/MP recovery rate +1 Soulshot/Spiritshot DMG +2% Sleep/Hold Atk Rate +15% Paralysis Atk Rate +10% Sleep/Hold Resistance +15% Paralysis Resistance +10% Max MP +22 HP/MP recovery rate +1 Soulshot/Spiritshot DMG +3% Sleep/Hold Atk Rate +20% Paralysis Atk Rate +15% Sleep/Hold Resistance +20% Paralysis Resistance +15% Max MP +40 HP/MP recovery rate +1 Soulshot/Spiritshot DMG +6% All received critical DMG -10% Sleep/Hold Atk Rate +25% Paralysis Atk Rate +20% Sleep/Hold Resistance +25% Paralysis Resistance +20% Max MP +60 P/M Atk +50 HP/MP recovery rate +2 Soulshot/Spiritshot DMG +12% All received critical DMG -13% Skill Cooldown -3% Sleep/Hold Atk Rate +25% Paralysis Atk Rate +20% Sleep/Hold Resistance +25% Paralysis Resistance +20% 4 5 6 Max MP +85 P/M Atk +100 HP/MP recovery rate +2 Soulshot/Spiritshot DMG +15% M Skill critical DMG +5% All received critical DMG -16% Skill Cooldown -5% Sleep/Hold Atk Rate +25% Paralysis Atk Rate +20% Sleep/Hold Resistance +25% Paralysis Resistance +20% Max MP +100 P/M Atk +200 HP/MP recovery rate +3 Soulshot/Spiritshot DMG +20% M Skill critical DMG +10% All received critical DMG -20% Skill Cooldown -10% Sleep/Hold Atk Rate +25% Paralysis Atk Rate +20% Sleep/Hold Resistance +25% Paralysis Resistance +20% Beleth Power Lv 1 Max MP +120 P/M Atk +300 HP/MP recovery rate +5 Soulshot/Spiritshot DMG +22% M Skill critical DMG +20% All received critical DMG -23% Skill Cooldown -10% Sleep/Hold Atk Rate +30% Paralysis Atk Rate +30% Sleep/Hold Resistance +35% Paralysis Resistance +30% Beleth Power Lv 2 Beleth Power Lv 1 Received skill DMG -10% Duration 5s (trigger rate 1%) Beleth Power Lv 2 Received skill DMG -11% Duration 5s (trigger rate 1%) Rare Accessories Earrings Earrings: We can only equip two earrings. If we equip the same type of earring in both slots, only the one with the higher level will provide its benefits. For example, if we equip two Orfen Earrings, one being +3 and the other +2, only the one with the higher level will provide its stats and benefits. Orfen's Earring 0 1 2 3 Max MP +19 Received Healing +2% Skill MP Consumption -5% Mp Recovery Rate +2 Hold Atk Rate +10% Fear/Silence Atk Rate +5% Hold Resistance +10% Fear/Silence Resistance +5% PvE DMG +0.5% Max MP +25 Received Healing +4% Skill MP Consumption -7% Mp Recovery Rate +2 Hold Atk Rate +15% Fear/Silence Atk Rate +10% Hold Resistance +15% Fear/Silence Resistance +10% PvE DMG +1% Max MP +31 Received Healing +6% Skill MP Consumption -8% Mp Recovery Rate +4 Hold Atk Rate +20% Fear/Silence Atk Rate +15% Hold Resistance +20% Fear/Silence Resistance +15% PvE DMG +1.5% With a 30% chance absorb 3% of inflected DMG as MP Max MP +40 P/M Atk +50 P/M Defense +100 Received Healing +8% Skill MP Consumption -9% Mp Recovery Rate +4 Hold Atk Rate +20% Fear/Silence Atk Rate +15% Hold Resistance +20% Fear/Silence Resistance +15% PvE DMG +2% With a 30% chance absorb 3% of inflected DMG as MP 4 5 6 Max MP +50 P/M Atk +100 P/M Defense +200 Received Healing +10% Skill MP Consumption -10% Mp Recovery Rate +6 Hold Atk Rate +20% Fear/Silence Atk Rate +15% Hold Resistance +20% Fear/Silence Resistance +15% PvE DMG +2.5% Received DMG -1% With a 30% chance absorb 3% of inflected DMG as MP Max MP +60 P/M Atk +200 P/M Defense +300 Received Healing +15% Skill MP Consumption -11% Mp Recovery Rate +8 Hold Atk Rate +20% Fear/Silence Atk Rate +15% Hold Resistance +20% Fear/Silence Resistance +15% PvE DMG +3% Received DMG -2% With a 30% chance absorb 3% of inflected DMG as MP Orfen Power Lv 1 Max MP +80 P Atk +300 M Atk +500 P/M Defense +400 Received Healing +15% Skill MP Consumption -12% Mp Recovery Rate +10 Hold/Fear/Silence Atk Rate +20% Hold/Fear/Silence Resistance +20% PvE DMG +4% Received DMG -5% With a 30% chance absorb 3% of inflected DMG as MP Orfen Power Lv 2 Orfen Power Recovery Recovers 10% MP on Atk Cooldown 5m Orfen Power Lv 1 Inflict Hold on the target Atk Duration 5s (trigger rate 1%) Orfen Power Lv 2 Inflict Hold on the target Atk Duration 5s (trigger rate 1%) Zaken's Earring 0 1 2 3 P/M Atk +100 All Critical Rate +1% Max MP +22 Received Healing +4% HP Recovery Rate +10% MP Recovery Rate +20 Skill MP Consumption -2% Infection Atk Rate and Resistance +10% Shock/Silence/Fear Atk Rate and Resistance +5% P/M Atk +200 All Critical Rate +2% Max MP +28 Received Healing +6% HP Recovery Rate +15% MP Recovery Rate +21 Skill MP Consumption -3% Infection Atk Rate and Resistance +15% Shock/Silence/Fear Atk Rate and Resistance +10% P/M Atk +300 All Critical Rate +3% Max MP +34 Received Healing +10% HP Recovery Rate +20% MP Recovery Rate +22 Skill MP Consumption -4% Infection Atk Rate and Resistance +20% Shock/Silence/Fear Atk Rate and Resistance +15% With an 80% chance, absorbs 8% of the inflected DMG as HP P/M Atk +400 P/M Defense +150 All Critical Rate +4% Max MP +45 Received Healing +12% HP Recovery Rate +20% HP recovery Potions Effect +50 MP Recovery Rate +23 Skill MP Consumption -5% Infection Atk Rate and Resistance +20% Shock/Silence/Fear Atk Rate and Resistance +15% With an 80% chance, absorbs 8% of the inflected DMG as HP 4 5 6 P/M Atk +500 P/M Defense +250 All Critical Rate +5% Max MP +60 Received Healing +15% HP Recovery Rate +20% HP recovery Potions Effect +100 MP Recovery Rate +24 Skill MP Consumption -6% Infection Atk Rate and Resistance +20% Shock/Silence/Fear Atk Rate and Resistance +15% With an 80% chance, absorbs 8% of the inflected DMG as HP P/M Atk +600 P/M Defense +350 All Critical Rate +6% Max MP +90 Received Healing +20% HP Recovery Rate +20% HP recovery Potions Effect +200 MP Recovery Rate +25 Skill MP Consumption -8% Infection Atk Rate and Resistance +20% Shock/Silence/Fear Atk Rate and Resistance +15% With an 80% chance, absorbs 8% of the inflected DMG as HP Zaken Power Lv 1 Zaken Power Recovery P/M Atk +800 P/M Defense +800 All Critical Rate +7% Max MP +90 Received Healing +20% HP Recovery Rate +20% HP recovery Potions Effect +250 MP Recovery Rate +26 Skill MP Consumption -10% Infection Atk Rate and Resistance +20% Shock/Silence/Fear Atk Rate and Resistance +20% With an 80% chance, absorbs 8% of the inflected DMG as HP Zaken Power Lv 2 Zaken Power Recovery Zaken Power Recovery Recovers 10% HP on Atk (trigger rate 50%) Cooldown 5m Zaken Power Lv 1 Inflicts Silence on the target on Atk (trigger 1) Duration 3s Zaken Power Lv 2 Inflicts Silence on the target on Atk (trigger 1) Duration 3s Antharas' Earring 0 1 2 3 P/M Atk +150 All received Critical Rate -1% Max MP +28 Received Healing +6% Skill Mp Consumption -3% Infection Atk Rate and Resistance +10% Shock/Silence/FearAtk and Resistance +5% With a 80% chance, absorbs 3% of inflicted DMG as HP P/M Atk +300 All received Critical Rate -2% Max MP +34 Received Healing +10% Skill Mp Consumption -5% Infection Atk Rate and Resistance +20% Shock/Silence/FearAtk and Resistance +10% Damage Reflection Resistance +7% CON +1 With a 80% chance, absorbs 3% of inflicted DMG as HP P/M Atk +400 All received Critical Rate -3% Max MP +40 Received Healing +15% Skill Mp Consumption -6% Infection Atk Rate and Resistance +30% Shock/Silence/FearAtk and Resistance +20% Damage Reflection Resistance +15% CON +1 / MEN +1 With a 80% chance, absorbs 3% of inflicted DMG as HP P/M Atk +500 P/M Defense +200 All received Critical Rate -4% Max MP +50 Received Healing +17% Skill Mp Consumption -7% Infection Atk Rate and Resistance +30% Shock/Silence/FearAtk and Resistance +20% Damage Reflection Resistance +20% CON +2 / MEN +1 With a 80% chance, absorbs 3% of inflicted DMG as HP 4 5 6 P/M Atk +600 P/M Defense +350 All received Critical Rate -5% Max MP +70 Received Healing +20% Skill Mp Consumption -8% Infection Atk Rate and Resistance +30% Shock/Silence/FearAtk and Resistance +20% Damage Reflection Resistance +25% CON +2 / MEN +2 With a 80% chance, absorbs 3% of inflicted DMG as HP P/M Atk +800 P/M Defense +500 All received Critical Rate -6% Max MP +100 Received Healing +30% Skill Mp Consumption -10% Infection Atk Rate and Resistance +30% Shock/Silence/FearAtk and Resistance +20% Damage Reflection Resistance +30% CON +3 / MEN +3 With a 80% chance, absorbs 3% of inflicted DMG as HP Antharas Power Lv 1 Antharas Power Recovery P/M Atk +1000 P/M Defense +800 All received Critical Rate -7% Max MP +120 Received Healing +30% Skill Mp Consumption -12% Infection Atk Rate and Resistance +30% Shock/Silence/FearAtk and Resistance +30% Hold Atk Rate and Resistance +10% Damage Reflection Resistance +30% CON +4 / MEN +4 With a 80% chance, absorbs 3% of inflicted DMG as HP Antharas Power Lv 2 Antharas Power Recovery Antharas Power MP Recovery Antharas Power Recovery Recovers 30% HP/MP on Atk (trigger rate 50%) Cooldown 5m Antharas Power MP Recovery Recovers 225 MP on Atk (trigger rate 30%) Cooldown 1m Antharas Power Lv 1 Inflicts Shock on Atk (trigger rate 1%) Duration 5s Antharas Power Lv 2 Inflicts Shock on Atk (trigger rate 1%) Duration 5s Aztacan's Earring Sealed 0 1 2 3 PvE DMG +5% Received PvE DMG -5% Acquired XP/SP +15% MP Recovery Rate +20 Skill MP Consumption -2% PvE DMG +6% Received PvE DMG -6% Acquired XP/SP +19% MP Recovery Rate +20 Skill MP Consumption -3% PvE DMG +7% Received PvE DMG -7% Acquired XP/SP +23% MP Recovery Rate +20 Skill MP Consumption -4% With a 30% chance, absorbs 3% of received DMG as MP PvE DMG +8% Received PvE DMG -8% Acquired XP/SP +27% MP Recovery Rate +20 Skill MP Consumption -6% With a 30% chance, absorbs 3% of received DMG as MP 4 5 6 PvE DMG +9% Received PvE DMG -9% Acquired XP/SP +31% MP Recovery Rate +20 Skill MP Consumption -8% With a 30% chance, absorbs 3% of received DMG as MP PvE DMG +10% Received PvE DMG -10% Acquired XP/SP +35% MP Recovery Rate +20 Skill MP Consumption -10% With a 30% chance, absorbs 3% of received DMG as MP PvE DMG +11% Received PvE DMG -11% Acquired XP/SP +40% MP Recovery Rate +20 Skill MP Consumption -12% With a 30% chance, absorbs 3% of received DMG as MP This item is an upgrade of the Hunter's Earring Sealed and to obtain it we must upgrade Hunter's Earring Sealed to +10 to use the Transcendent Upgrade Stone, with luck we will get the Aztacan's Earring Sealed, it can also be obtained as a drop from the Aztacan Tantar Chief boss. Frintezza's Necklace 0 1 2 3 Max MP +30 Skill Power +5% Skill Cooldown -5% All Critical Rate +2% All Critical DMG +20 Sleep Atk Rate +10% Sleep Resistance +10% Max MP +36 Skill Power +10% Skill Cooldown -6% All Critical Rate +3% All Critical DMG +50 Sleep Atk Rate +15% Sleep Resistance +15% Max MP +50 Skill Power +15% Skill Cooldown -8% All Critical Rate +5% All Critical DMG +100 Reflects 5% of received DMG Sleep Atk Rate +20% Sleep Resistance +20% Max MP +65 Skill Power +18% Skill Cooldown -10% All Critical Rate +6% All Critical DMG +150 Reflects 6% of received DMG Sleep Atk Rate +20% Sleep Resistance +20% 4 5 6 Max MP +90 Skill Power +23% Skill Cooldown -12% All Critical Rate +7% All Critical DMG +200 Reflects 10% of received DMG Sleep Atk Rate +20% Sleep Resistance +20% Max MP +120 Skill Power +25% Skill Cooldown -15% All Critical Rate +10% All Critical DMG +300 Reflects 5% of received DMG Sleep Atk Rate +20% Sleep Resistance +20% Frintezza Power Lv 1 Max MP +150 P/M Atk +300 Skill Power +25% Skill Cooldown -15% All Critical Rate +12% All Critical DMG +400 Reflects 5% of received DMG Sleep Atk Rate +20% Sleep Resistance +20% Frintezza Power Lv 2 Frintezza Power Lv 1 Inflicts Anxiety (Fear) on an Atk enemy (trigger rate 1%) Duration 3s Frintezza Power Lv 2 Inflicts Anxiety (Fear) on an Atk enemy (trigger rate 1%) Duration 3s Ferion's Necklace Sealed 0 1 2 3 Max MP +30 P/M Atk +300 P/M Defense +500 Skill Cooldown -5% Max MP +36 P/M Atk +600 P/M Defense +1000 Skill Cooldown -6% Max MP +50 P/M Atk +900 P/M Defense +1500 Skill Power +5% Skill Cooldown -8% Max MP +65 P/M Atk +1200 P/M Defense +2000 Skill Power +10% Skill Cooldown -10% Imprisonment Atk Rate +5% Imprisonment Resistance +5% 4 5 6 Max MP +90 Max HP +1000 P/M Atk +1500 P/M Defense +3000 Skill Power +15% Skill Cooldown -12% Imprisonment Atk Rate +10% Shock Atk Rate +10% Imprisonment Resistance +10% Max MP +120 Max HP +3000 P/M Atk +1200 P/M Defense +4000 Skill Power +20% Skill Cooldown -15% Imprisonment Atk Rate +15% Shock Atk Rate +15% Imprisonment Resistance +15% Ferion Power Lv 1 Max MP +150 Max HP +5000 P/M Atk +3000 P/M Defense +5000 Skill Power +25% Skill Cooldown -18% Imprisonment Atk Rate +20% Shock Atk Rate +20% Imprisonment Resistance +20% Ferion Power Lv 2 Ferion Power Lv 1 Suppresses the target on Spd/Cast Atk is 300 Speed is 100 (trigger rate 2%) Duration 3s Ferion Power Lv 2 Suppresses the target on Spd/Cast Atk is 300 Speed is 100 (trigger rate 5%) Duration 3s PvE PvP Queen Ant's Ring Beleth's Ring Baium's Ring Baium's Ring Aztacan's Earring Sealed Zaken's Earring Zaken's Earring Antharas' Earring Frintezza's Necklace Frintezza's Necklace Ferion's Necklace Sealed +5 Agathions System Agathions are divided into: Agathion Bracelet Lv. 1, which allow equipping of Agathions, and Agathions themselves. Agathion Bracelet can enhanced up to Lv. 10. All agathions are Sealed so they cannot be transferred. The amount of unlocked additional Agathion slots depends on the level of the Agathion Bracelet. Agathion Bracelet Lv. 1 each level will bring us better and more varied benefits, to level up we only have to have 2 of the same level and upon success this will level up. 1 2 3 4 5 Agathion slots +4 Agathion slots +4 Paralysis Resistance +2% Shock Resistance +2% Sleep Resistance +2% Silence Resistance +2% Fear Resistance +2% Agathion slots +4 Paralysis Resistance +3% Shock Resistance +3% Sleep Resistance +3% Silence Resistance +3% Fear Resistance +3% Agathion slots +5 STR +1 INT +1 CON +1 MEN +1 Paralysis Resistance +5% Shock Resistance +5% Sleep Resistance +5% Silence Resistance +5% Fear Resistance +5% Agathion slots +5 STR +1 INT +1 DEX +1 WIT +1 CON +1 MEN +1 Paralysis Resistance +8% Shock Resistance +8% Sleep Resistance +8% Silence Resistance +8% Fear Resistance +8% 6 7 8 9 10 Agathion slots +5 STR +1 INT +1 DEX +2 WIT +2 CON +2 MEN +2 Paralysis Resistance +10% Shock Resistance +10% Sleep Resistance +10% Silence Resistance +10% Fear Resistance +10% Agathion slots +5 STR +2 INT +2 DEX +2 WIT +2 CON +2 MEN +2 Paralysis Resistance +12% Shock Resistance +12% Sleep Resistance +12% Silence Resistance +12% Fear Resistance +12% Hold Resistance +5% Imprisonment Resistance +5% Pull Resistance +5% Knockback/ Knockdown Resistance +5% Suppression Resistance +5% Agathion slots +5 STR +2 INT +2 DEX +3 WIT +3 CON +3 MEN +3 Paralysis Resistance +15% Shock Resistance +15% Sleep Resistance +15% Silence Resistance +15% Fear Resistance +15% Hold Resistance +10% Imprisonment Resistance +10% Pull Resistance +10% Knockback/ Knockdown Resistance +10% Suppression Resistance +10% Agathion slots +5 STR +3 INT +3 DEX +3 WIT +3 CON +3 MEN +3 Paralysis Resistance +15% Shock Resistance +15% Sleep Resistance +15% Silence Resistance +15% Fear Resistance +15% Hold Resistance +10% Imprisonment Resistance +10% Pull Resistance +10% Knockback/ Knockdown Resistance +10% Suppression Resistance +10% Agathion slots +5 STR +4 INT +4 DEX +4 WIT +4 CON +4 MEN +4 Paralysis Resistance +15% Shock Resistance +15% Sleep Resistance +15% Silence Resistance +15% Fear Resistance +15% Hold Resistance +10% Imprisonment Resistance +10% Pull Resistance +10% Knockback/ Knockdown Resistance +10% Suppression Resistance +10% Agathions This type of "pet" will provide different types of help depending on their level. To level up we need the Scroll: Enchant Ornaments Sealed, the higher the level the greater the risk of the Agathion disappearing. Note: I will only talk about the basic agathions, if you are looking for information on the others you can visit the corresponding guide. Agathion Ignis Sealed without any improvement this agathion will grant us P/M Atk +1% 1 2 3 4 5 P/M Atk. +2% P/M Atk. +3% P/M Atk. +4% P/M Atk. +5% P/M Atk. +6% Hold Atk. Rate +2% Sleep Atk. Rate +2% Paralysis Atk. Rate +2% 6 7 8 9 10 P/M Atk. +7% Hold Atk. Rate +5% Sleep Atk. Rate +5% Paralysis Atk. Rate +5% P/M Atk. +9% Hold Atk. Rate +8% Sleep Atk. Rate +8% Paralysis Atk. Rate +8% P/M Atk. +11% Hold Atk. Rate +14% Sleep Atk. Rate +14% Paralysis Atk. Rate +14% P/M Atk. +13% Hold Atk. Rate +22% Sleep Atk. Rate +22% Paralysis Atk. Rate +22% P/M Atk. +15% Hold Atk. Rate +30% Sleep Atk. Rate +30% Paralysis Atk. Rate +30% Agathion Nebula Sealed without any improvement this agathion will grant us All Crit Rate +1% 1 2 3 4 5 All Critical Rate +2% All Critical Rate +3% All Critical Rate +4% All Critical Rate +5% All Critical Rate +7% Skill cooldown -1% 6 7 8 9 10 All Critical Rate +9% Skill cooldown -2% All Critical Rate +12% Skill cooldown -3% All Critical Rate +15% Skill cooldown -5% All Critical Rate +18% Skill cooldown -7% All Critical Rate +22% Skill cooldown -10% Agathion Procella Sealed without any improvement this agathion will grant us Atk. Spd/Casting Spd. +2 1 2 3 4 5 Atk. Spd. +4 Casting Spd. +4 Atk. Spd. +7 Casting Spd. +7 Atk. Spd. +10 Casting Spd. +10 Atk. Spd. +15 Casting Spd. +15 Atk. Spd. +20 Casting Spd. +20 Skill MP Consumption -1% 6 7 8 9 10 Atk. Spd. +30 Casting Spd. +30 Skill MP Consumption -2% Atk. Spd. +50 Casting Spd. +50 Skill MP Consumption -4% Atk. Spd. +80 Casting Spd. +80 Skill MP Consumption -6% Atk. Spd. +110 Casting Spd. +110 Skill MP Consumption -8% Atk. Spd. +150 Casting Spd. +150 Skill MP Consumption -12% Agathion Petram Sealed without any improvement this agathion will grant us P/M Def. +1% 1 2 3 4 5 P. Def. +2% M. Def. +2% P. Def. +3% M. Def. +3% P. Def. +4% M. Def. +4% P. Def. +5% M. Def. +5% P. Def. +6% M. Def. +6% Shock Atk. Rate +2% Silence Atk. Rate +2% Fear Atk. Rate +2% 6 7 8 9 10 P. Def. +7% M. Def. +7% Shock Atk. Rate +5% Silence Atk. Rate +5% Fear Atk. Rate +5% P. Def. +9% M. Def. +9% Shock Atk. Rate +8% Silence Atk. Rate +8% Fear Atk. Rate +8% P. Def. +11% M. Def. +11% Speed +2 Shock Atk. Rate +14% Silence Atk. Rate +14% Fear Atk. Rate +14% P. Def. +13% M. Def. +13% Speed +3 Shock Atk. Rate +22% Silence Atk. Rate +22% Fear Atk. Rate +22% P. Def. +15% M. Def. +15% Speed +4 Shock Atk. Rate +30% Silence Atk. Rate +30% Fear Atk. Rate +30% Agathion Joy Sealed without any improvement this agathion will grant us Acquired XP/ SP 1% 1 2 3 4 5 Acquired XP/ SP 2% Acquired XP/ SP 3% Acquired XP/ SP 4% Acquired XP/ SP 6% Max HP/ MP/ CP +1% Acquired XP/ SP +10% 6 7 8 9 10 Max HP/ MP/ CP +2% Acquired XP/ SP +12% Max HP/ MP/ CP +5% Acquired XP/ SP +15% Max HP/ MP/ CP +8% Acquired XP/ SP +20% Max HP/ MP/ CP +11% Acquired XP/ SP +25% Max HP/ MP/ CP +15% Acquired XP/ SP +36% Agathion Dragon Egg Sealed without any improvement this agathion will grant us Atk Spd/Cast Spd. +2 and P/M Atk +20 1 2 3 4 5 Atk. Spd. +4 Casting Spd. +4 P. Atk. +40 M. Atk. +40 Atk. Spd. +7 Casting Spd. +7 P. Atk. +60 M. Atk. +60 Atk. Spd. +10 Casting Spd. +10 P. Atk. +100 M. Atk. +100 Atk. Spd. +15 Casting Spd. +15 P. Atk. +140 M. Atk. +140 All Critical Rate +1% Atk. Spd. +20 Casting Spd. +20 P. Atk. +180 M. Atk. +180 All Critical Rate +2% Received AoE Skill Damage -100 6 7 8 9 10 Atk. Spd. +30 Casting Spd. +30 P. Atk. +220 M. Atk. +220 All Critical Rate +3% Received AoE Skill Damage -250 Atk. Spd. +50 Casting Spd. +50 P. Atk. +260 M. Atk. +260 All Critical Rate +4% Received AoE Skill Damage -400 Received damage -1% Atk. Spd. +80 Casting Spd. +80 P. Atk. +360 M. Atk. +360 All Critical Rate +5% Received AoE Skill Damage -650 Received damage -2% Atk. Spd. +110 Casting Spd. +110 P. Atk. +500 M. Atk. +500 All Critical Rate +6% Received AoE Skill Damage -800 Received damage -3% All Critical Damage +1% Atk. Spd. +150 Casting Spd. +150 P. Atk. +700 M. Atk. +700 All Critical Rate +8% Received AoE Skill Damage -1000 Received damage -4% All Critical Damage +3% Talisman System With the bracer we can equip different talismans, depending on the level of the bracer how many we can wear. Talisman Bracelet Lv. 1 can enhanced up to Lv. 10. To level up the talismans we will need to scroll to a higher level, but there will be the risk of losing the talisman. To obtain talismans you can do so through events, weekly missions, killing mobs in certain special areas, buying some from the world market, etc. Talisman Bracelet Lv. 1 each level will bring us better and more varied benefits, to level up we only have to have 2 of the same level and upon success this will level up. 1 2 3 4 5 Talisman slots +4 Talisman slots +4 P. Atk. +20 M. Atk. +20 Talisman slots +4 P. Atk. +50 M. Atk. +50 Talisman slots +5 P. Atk. +100 M. Atk. +100 Talisman slots +6 P. Atk. +200 M. Atk. +200 6 7 8 9 10 Talisman slots +6 P. Atk. +350 M. Atk. +350 Talisman slots +6 P. Atk. +500 M. Atk. +500 Skill Power +1% Talisman slots +6 P. Atk. +650 M. Atk. +650 Skill Power +2% Talisman slots +6 P. Atk. +800 M. Atk. +800 Skill Power +2% Damage +1% Talisman slots +6 P. Atk. +1000 M. Atk. +1000 Skill Power +3% Damage +2% Talisman of Aden Sealed 1 2 3 4 5 P. Def. +5 M. Def. +5 Atk. Spd. +10 Casting Spd. +10 Max HP +100 Max MP +30 P. Def. +10 M. Def. +10 Atk. Spd. +12 Casting Spd. +12 Max HP +120 Max MP +50 P. Def. +15 M. Def. +20 Atk. Spd. +15 Casting Spd. +15 Max HP +150 Max MP +70 P. Def. +20 M. Def. +30 Atk. Spd. +20 Casting Spd. +20 Max HP +180 Max MP +100 Acquired XP +10% Acquired SP +10% P. Atk. +50 M. Atk. +100 P. Def. +30 M. Def. +40 Atk. Spd. +25 Casting Spd. +25 Max HP +220 Max MP +130 Acquired XP +15% Acquired SP +15% 6 7 8 9 10 P. Atk. +80 M. Atk. +150 P. Def. +40 M. Def. +60 Atk. Spd. +40 Casting Spd. +45 Max HP +260 Max MP +160 Acquired XP +20% Acquired SP +20% P. Atk. +135 M. Atk. +250 P. Def. +60 M. Def. +80 Atk. Spd. +70 Casting Spd. +75 Max HP +520 Max MP +320 Acquired XP +50% Acquired SP +50% P. Atk. +180 M. Atk. +360 P. Def. +80 M. Def. +120 Atk. Spd. +80 Casting Spd. +95 Max HP +640 Max MP +360 Acquired XP +55% Acquired SP +55% P. Atk. +225 M. Atk. +420 P. Def. +120 M. Def. +160 Atk. Spd. +90 Casting Spd. +110 Max HP +910 Max MP +430 Acquired XP +60% Acquired SP +60% P. Atk. +270 M. Atk. +490 P. Def. +160 M. Def. +200 Atk. Spd. +100 Casting Spd. +125 Max HP +1120 Max MP +530 Acquired XP +65% Acquired SP +65% Talisman of Authority Sealed without any improvement this talisman will grant us P/M Atk +50, P/M Def +10, Max HP +50, Max MP +30 1 2 3 4 5 P. Atk. +80 M. Atk. +80 P. Def. +13 M. Def. +13 Max HP +100 Max MP +80 P. Atk. +110 M. Atk. +110 P. Def. +16 M. Def. +16 Max HP +150 Max MP +130 P. Atk. +160 M. Atk. +160 P. Def. +19 M. Def. +19 Max HP +200 Max MP +180 Skill Critical Damage +50 P. Atk. +210 M. Atk. +210 P. Def. +22 M. Def. +22 Max HP +300 Max MP +280 Skill Critical Damage +100 Skill Power +2% P. Atk. +290 M. Atk. +290 P. Def. +27 M. Def. +27 Max HP +400 Max MP +380 Skill Critical Damage +200 Skill Power +4% 6 7 8 9 10 P. Atk. +370 M. Atk. +370 P. Def. +32 M. Def. +32 Max HP +500 Max MP +480 Skill Critical Damage +300 Skill Power +6% P. Atk. +470 M. Atk. +470 P. Def. +40 M. Def. +40 Max HP +1000 Max MP +880 Skill Critical Damage +400 Skill Power +8% P. Atk. +570 M. Atk. +570 P. Def. +48 M. Def. +48 Max HP +1500 Max MP +1280 Skill Critical Damage +500 Skill Power +10% P. Atk. +770 M. Atk. +770 P. Def. +56 M. Def. +56 Max HP +2500 Max MP +1780 Skill Critical Damage +700 Skill Power +12% P. Atk. +1000 M. Atk. +1000 P. Def. +70 M. Def. +70 Max HP +4000 Max MP +2780 Skill Critical Damage +1000 Skill Power +15% Talisman of Speed Sealed without any improvement this talisman will grant us P./ M. Def. +5 <Special effect> Buff Spd/Cast Atk +5 Trigger rate basic attack 5% and skill attack 10% Duration 5s (trigger cooldown 10s) 1 2 3 4 5 P./ M. Def. +10 Max HP +50 Speed +1 <Special effect> Energy of Speed Buff: Spd/Cast Atk +10 Trigger rate: Basic/ Skill attack 10% Duration: 5 sec. Trigger cooldown: 10 sec. P./ M. Def. +20 Max HP +100 Speed +1 <Special effect> Energy of Speed Buff: Spd/Cast Spd +30 Trigger rate: Basic/Skill Atk 10% Duration: 5 sec. Trigger cooldown: 10 sec. P./ M. Def. +30 Max HP +200 Speed +1 <Special effect> Energy of Speed Buff: Spd/Cast Spd. +50 Trigger rate: Basic/Skill Atk 10% Duration: 5 sec. Trigger cooldown: 10 sec. P./ M. Def. +40 Max HP +300 Speed +1 <Special effect> Energy of Speed Buff: Spd/Cast Spd +80, Skill Critical Damage +100 Trigger rate: Basic/Skill Atk 10% Duration: 5 sec. Trigger cooldown: 10 sec. P./ M. Def. +50 Max HP +600 Speed +1 <Special effect> Energy of Speed Buff: Spd/Cast Spd +150 Skill Critical Damage +300 Trigger rate: Basic/Skill Atk 10% Duration: 5 sec. Trigger cooldown: 10 sec. 6 7 8 9 10 P./ M. Def. +60 Max HP +1000 Speed +2 <Special effect> Energy of Speed Buff: Spd/Cast Spd +170 Skill Critical Damage +500 Trigger rate: Basic/Skill Atk 10% Duration: 5 sec. Trigger cooldown: 10 sec. P./ M. Def. +80 Max HP +1500 Speed +3 <Special effect> Energy of Speed Buff: Spd/Cast Spd +200 Skill Critical Damage +700 Trigger rate: Basic/Skill Atk 10% Duration: 10 sec. Trigger cooldown: 10 sec. P./ M. Def. +200 Max HP +2000 Speed +4 <Special effect> Energy of Speed Buff: Spd/Cast Spd +230 Skill Critical Damage +900 Trigger rate: Basic/Skill Atk 10% Duration: 10 sec. Trigger cooldown: 10 sec. P./ M. Def. +250 Max HP +3000 Speed +6 <Special effect> Energy of Speed Buff: Spd/Cast Spd +260 Skill Critical Damage +1100 Trigger rate: Basic/Skill Atk 10% Duration: 10 sec. Trigger cooldown: 10 sec. P./ M. Def. +300 Max HP +5000 Speed +8 <Special effect> Energy of Speed Buff: Spd/Cast Spd +300 Skill Critical Damage +1500 Trigger rate: Basic/Skill Atk 10% Duration: 15 sec. Trigger cooldown: 10 sec. Talisman of Eva Sealed without any improvement this talisman will grant us M. Def. +20 and Max MP +100 1 2 3 4 5 M. Def. +30 Max MP +200 MP Recovery Rate +3 All received Critical Damage -1% M. Def. +50 Max MP +300 MP Recovery Rate +5 All received Critical Damage -2% Skill MP Consumption -2% M. Def. +80 Max MP +400 MP Recovery Rate +8 All received Critical Damage -3% Skill MP Consumption -4% M. Def. +120 Max MP +500 MP Recovery Rate +12 All received Critical Damage -4% Skill MP Consumption -6% M. Def. +170 Max MP +700 MP Recovery Rate +16 All received Critical Damage -5% Skill MP Consumption -8% 6 7 8 9 10 M. Def. +230 Max MP +1000 MP Recovery Rate +20 All received Critical Damage -7% Skill MP Consumption -10% M. Def. +300 Max MP +1200 MP Recovery Rate +25 All received Critical Damage -9% Skill MP Consumption -12% Imprisonment Resistance +5% Knockback/ Knockdown Resistance +5% M. Def. +380 Max MP +1400 MP Recovery Rate +30 All received Critical Damage -11% Skill MP Consumption -14% Imprisonment Resistance +8% Knockback/ Knockdown Resistance +8% M. Def. +470 Max MP +1700 MP Recovery Rate +35 All received Critical Damage -13% Skill MP Consumption -17% Imprisonment Resistance +11% Knockback/ Knockdown Resistance +11% M. Def. +600 Max MP +2000 MP Recovery Rate +40 All received Critical Damage -15% Skill MP Consumption -20% Imprisonment Resistance +15% Knockback/ Knockdown Resistance +15% Heavenly Talisman Sealed without any improvement this talisman will grant us P/M Def +200, Max HP +200, All received Critical Damage -1% 1 2 3 4 5 P/M Def +400 Max HP +400 All received Critical Damage -2% P/M Def +600 Max HP +600 All received Critical Damage -3% P./M Def +800 Max HP +800 All received Critical Damage -4% P/M Def +1000 Max HP +1000 All received Critical Damage -5% P/M Def +1200 Max HP +1200 All received Critical Damage -6% 6 7 8 9 10 P/M Def +1400 Max HP +1400 All received Critical Damage -7% Bow Resistance +2% P/M Def +1600 Max HP +1600 All received Critical Damage -9% Bow Resistance +4% Sleep Resistance +3% Hold Resistance +3% P/M Def +1800 Max HP +1800 All received Critical Damage -11% Bow Resistance +6% Sleep Resistance +6% Hold Resistance +6% All Critical Damage +3% P/M Def +2000 Max HP +2000 All received Critical Damage -13% Bow Resistance +8% Sleep Resistance +9% Hold Resistance +9% All Critical Damage +5% <Special effect> Limit Set With a certain chance, applies a debuff on the target when hit. Trigger rate: 1% Duration: 3 sec. Debuff: Decreases the number of attacks to 1. P/M Def +2500 Max HP +2500 All received Critical Damage -15% Bow Resistance +10% Sleep Resistance +12% Hold Resistance +12% All Critical Damage +10% <Special effect> Limit Set With a certain chance, applies a debuff on the target when hit. Trigger rate: 3% Duration: 3 sec. Debuff: Decreases the number of attacks to 1. The talismans mentioned above have a blessed version, which is obtained by fusing two talismans of the same type, provided they are level 4 or higher. These blessed versions grant a "bonus," exceeding the normal level but falling short of the standard upgrade. For example: Normal Version +4 Blessed Version +4 Normal Version +5 Talisman of Authority Sealed +4 A talisman imbued with power. <Base effect> P. Atk. +210 M. Atk. +210 P. Def. +22 M. Def. +22 Max HP +300 Max MP +280 Skill Critical Damage +100 Skill Power +2% Blessed Talisman of Authority Sealed +4 A talisman imbued with power. <Base effect> P. Atk. +250 M. Atk. +250 P. Def. +25 M. Def. +25 Max HP +350 Max MP +330 Skill Critical Damage +150 Skill Power +3% Talisman of Authority Sealed +5 A talisman imbued with power. <Base effect> P. Atk. +290 M. Atk. +290 P. Def. +27 M. Def. +27 Max HP +400 Max MP +380 Skill Critical Damage +200 Skill Power +4% These talismans can also be upgraded using the same item; however, if the process fails, both the normal and blessed versions will be lost. Scroll: Enchant Ornaments Sealed It is the item used to upgrade talismans. These are the talismans that we will obtain most quickly and that will accompany us for much of our adventure. Talisman of Hellbound Lv. 1 this talisman is obtained by acquiring 300 pieces of Hellbound Energy Sealed, and to level up we will use Talisman of Hellbound Fragment, which is obtained by exchanging 60 pieces of Hellbound Energy Sealed . 1 2 3 4 5 Max HP +100 P. Atk. +50 M. Atk. +50 P. Def. +100 M. Def. +100 PvE damage bonus +0.3% Acquired XP/ SP +1% Max HP +200 P. Atk. +100 M. Atk. +100 P. Def. +200 M. Def. +200 P. Accuracy +1 M. Accuracy +1 PvE damage bonus +0.6% Acquired XP/ SP +2% Max HP +300 P. Atk. +150 M. Atk. +150 P. Def. +300 M. Def. +300 P. Accuracy +2 M. Accuracy +2 PvE damage bonus +0.9% Acquired XP/ SP +3% Max HP +400 P. Atk. +200 M. Atk. +200 P. Def. +400 M. Def. +400 P. Accuracy +3 M. Accuracy +3 PvE damage bonus +1.2% Acquired XP/ SP +4% Max HP +500 P. Atk. +250 M. Atk. +250 P. Def. +500 M. Def. +500 Atk. Spd. +35 Casting Spd. +35 P. Accuracy +4 M. Accuracy +4 PvE damage bonus +1.5% Acquired XP/ SP +5% Special effect Hell Lightning Attacks a single target. Unleashes a black lightning at the target. Fixed damage: 1000 (ignores barriers/ CP) Trigger cooldown: 300 sec. 6 7 8 9 10 Max HP +700 P. Atk. +300 M. Atk. +300 P. Def. +600 M. Def. +600 Atk. Spd. +50 Casting Spd. +50 Speed +1 P. Accuracy +5 M. Accuracy +5 PvE damage bonus +1.8% Acquired XP/ SP +7% Special effect Hell Lightning Attacks a single target. Unleashes a black lightning at the target. Fixed damage: 1500 (ignores barriers/ CP) Trigger cooldown: 300 sec. Max HP +1000 P. Atk. +350 M. Atk. +350 P. Def. +700 M. Def. +700 Atk. Spd. +70 Casting Spd. +70 Speed +2 P. Accuracy +6 M. Accuracy +6 Received PvP damage -3% PvE damage bonus +2.2% Acquired XP/ SP +9% Special effect Hell Lightning Attacks a single target. Unleashes a black lightning at the target. Fixed damage: 2000 (ignores barriers/ CP) Trigger cooldown: 300 sec. Max HP +2000 P. Atk. +400 M. Atk. +400 P. Def. +800 M. Def. +800 Atk. Spd. +100 Casting Spd. +100 Speed +5 P. Accuracy +7 M. Accuracy +7 Received PvP damage -7% PvE damage bonus +2.6% Acquired XP/ SP +12% Debuff/ Anomaly Resistance +2% All received Critical Damage -2% Special effect Hell Lightning Attacks a single target. Unleashes a black lightning at the target. Fixed damage: 3000 (ignores barriers/ CP) Trigger cooldown: 300 sec. Max HP +3000 P. Atk. +450 M. Atk. +450 P. Def. +900 M. Def. +900 Atk. Spd. +150 Casting Spd. +150 Speed +7 P. Accuracy +8 M. Accuracy +8 Received PvP damage -12% PvE damage bonus +3% Acquired XP/ SP +15% Debuff/ Anomaly Resistance +5% All received Critical Damage -6% Special effect Hell Lightning Attacks a single target. Unleashes a black lightning at the target. Fixed damage: 4000 (ignores barriers/ CP) Trigger cooldown: 300 sec. Max HP +5000 P. Atk. +500 M. Atk. +500 P. Def. +1000 M. Def. +1000 Atk. Spd. +200 Casting Spd. +200 Speed +10 P. Accuracy +10 M. Accuracy +10 Received PvP damage -20% PvE damage bonus +3.5% Acquired XP/ SP +20% Debuff/ Anomaly Resistance +10% All received Critical Damage -10% Special effect Hell Lightning Attacks a single target. Unleashes a black lightning at the target. Fixed damage: 5000 (ignores barriers/ CP) Trigger cooldown: 300 sec. If the item fails to level up, it will lose -1 level. Note! Effects of two identical talisman do not stack; the higher-level talisman takes precedence. The talismans described here are those that we can obtain in the simplest way; others require more expensive or complex processes. Jewel System The Brooch Lv. 1 is where we can place gems that give us both stats, as well as active and passive abilities for combat. 1 2 3 4 5 Jewel slots +4 P. Def. +20 M. Def. +20 Jewel slots +4 P. Def. +100 M. Def. +100 Jewel slots +4 P. Def. +200 M. Def. +200 Jewel slots +5 P. Def. +300 M. Def. +300 Jewel slots +6 P. Def. +400 M. Def. +400 6 7 8 9 10 Jewel slots +6 P. Def. +600 M. Def. +600 Jewel slots +6 P. Def. +800 M. Def. +800 Max HP +250 Max MP +250 Jewel slots +6 P. Def. +1000 M. Def. +1000 Max HP +500 Max MP +500 Jewel slots +6 P. Def. +1200 M. Def. +1200 Max HP +1000 Max MP +1000 Received damage -1% Jewel slots +6 P. Def. +1500 M. Def. +1500 Max HP +1500 Max MP +1500 Received damage -2% Emerald Lv. 1 Sealed 1 2 3 4 Soulshot/ Spiritshot damage +2% CON +1 P. Def. +20 M. Def. +10 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 12 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. Soulshot/ Spiritshot damage +3% CON/ MEN +1 P. Def. +30 M. Def. +20 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 16 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. Soulshot/ Spiritshot damage +5% DEX/ CON/ MEN +1 P. Def. +60 M. Def. +30 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 20 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. Soulshot/ Spiritshot damage +8% DEX/ WIT/ CON/ MEN +1 Received Basic Critical Damage -4% Received M. Skill Critical Damage -4% P. Def. +100 M. Def. +60 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 30 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. 5 6 7 8 Soulshot/ Spiritshot damage +12% STR/ INT/ DEX/ WIT/ CON/ MEN +1 Received Basic Critical Damage -7% Received M. Skill Critical Damage -7% P. Def. +150 M. Def. +100 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 40 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. Soulshot/ Spiritshot damage +16% P. Atk. +50 M. Atk. +50 STR/ INT/ DEX/ WIT +1 CON/ MEN +2 Received Basic Critical Damage -10% Received M. Skill Critical Damage -10% P. Def. +200 M. Def. +150 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 50 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. Soulshot/ Spiritshot damage +20% P. Atk. +150 M. Atk. +150 STR/ INT/ DEX/ WIT/ CON/ MEN +2 All received Critical Damage -15% P. Def. +250 M. Def. +220 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 60 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. Soulshot/ Spiritshot damage +25% P. Atk. +300 M. Atk. +300 STR/ INT/ DEX/ WIT/ CON/ MEN +3 All received Critical Damage -20% P. Def. +350 M. Def. +300 <Special effect> Emerald - Mana Recovery When triggered: With a certain chance, recovers 70 MP when using skills. Trigger rate: 10% Trigger cooldown: 3 sec. Amber Lv. 1 Sealed 1 2 3 4 Interrupts the target's skill casting. Deals 500 fixed damage. (Ignores barriers/ CP.) Interrupts the target's skill casting. Deals 700 fixed damage. (Ignores barriers/ CP.) Interrupts the target's skill casting. Deals 1000 fixed damage. (Ignores barriers/ CP.) Interrupts the target's skill casting. Deals 1500 fixed damage. (Ignores barriers/ CP.) 5 6 7 8 Acquired XP/ SP +1% +1% Additional damage to dragon bosses +1% <Active skill> Interrupts the target's skill casting. Ignores CP and deals 2000 fixed damage. Acquired XP/ SP +2% Additional damage to dragon bosses +2% <Special effects> Amber - Special Imprisonment Debuff: Blocks the enemy's additional attack damage when hit. Trigger rate: 1% Duration: 10 sec. <Active skill> Interrupts the target's skill casting. Deals 2500 fixed damage. (Ignores barriers/ CP.) P/M Def -4% With a 20% chance, removes debuffs and anomalies. P/M Def -10% Acquired XP/ SP +3% Additional damage to dragon bosses +3% <Special effects> Amber - Special Imprisonment Debuff: Blocks the enemy's additional attack damage when hit. Trigger rate: 2% Duration: 10 sec. <Active skill> Interrupts the target's skill casting. Deals 3000 fixed damage. (Ignores barriers/ CP.) P/M Def -8% With a 30% chance, removes debuffs and anomalies. P/M Def -15% Acquired XP/ SP +5% Additional damage to dragon bosses +5% <Special effects> Amber - Special Imprisonment Debuff: Blocks the enemy's additional attack damage when hit. Trigger rate: 5% Duration: 10 sec. <Active skill> Interrupts the target's skill casting. Deals 3500 fixed damage. (Ignores barriers/ CP.) P/M Def -12% With a 50% chance, removes debuffs and anomalies. P/M Def -20% Opal Lv. 1 Sealed 1 2 3 4 Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +3% Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +5% Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +8% Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +12% <Active skill> Opal - Special Property Buff: Grants immunity to debuffs and anomalies. Duration: 5 sec. Cooldown: 5 min. 5 6 7 8 Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +15% Max HP/ MP +100 MP Recovery Rate +5 <Active skill> Opal - Special Property Buff: Grants immunity to debuffs and anomalies. Duration: 10 sec. Cooldown: 5 min. Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +20% Max HP/ MP +200 MP Recovery Rate +10 <Active skill> Opal - Special Property Buff: Grants immunity to debuffs and anomalies. Duration: 15 sec. Cooldown: 5 min. Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +25% Max HP/ MP +300 MP Recovery Rate +20 <Active skill> Opal - Special Property Buff: Grants immunity to debuffs and anomalies. Duration: 20 sec. Cooldown: 5 min. Paralysis/ Shock/ Pull/ Fear/ Silence Resistance +30% Max HP/ MP +500 MP Recovery Rate +30 <Active skill> Opal - Special Property Buff: Grants immunity to debuffs and anomalies. Duration: 25 sec. Cooldown: 5 min. Aquamarine Lv. 1 Sealed 1 2 3 4 Atk. Spd. +1% Casting Spd. +1% Acquired XP/ SP +3% Atk. Spd. +2% Casting Spd. +2% Acquired XP/ SP +4% Atk. Spd. +4% Casting Spd. +4% Acquired XP/ SP +6% Atk. Spd. +7% Casting Spd. +7% Acquired XP/ SP +8% 5 6 7 8 Atk. Spd. +10% Casting Spd. +10% Acquired XP/ SP +11% Atk. Spd. +14% Casting Spd. +14% Speed +1 Acquired XP/ SP +15% Acquired Magic Lamp XP +2% Atk. Spd. +18% Casting Spd. +18% Speed +2 Acquired XP/ SP +20% Acquired Magic Lamp XP +3% Atk. Spd. +22% Casting Spd. +22% Speed +3 Acquired XP/ SP +25% Acquired Magic Lamp XP +5% Sapphire Lv. 1 Sealed 1 2 3 4 P. Atk. +30 M. Atk. +30 P. Def. +50 M. Def. +50 Basic Critical Damage +2% M. Skill Critical Damage +2% P. Atk. +100 M. Atk. +100 P. Def. +125 M. Def. +125 Basic Critical Damage +4% M. Skill Critical Damage +4% P. Atk. +175 M. Atk. +175 P. Def. +245 M. Def. +245 Basic Critical Damage +6% M. Skill Critical Damage +6% P. Atk. +250 M. Atk. +250 P. Def. +365 M. Def. +365 Basic Critical Damage +8% M. Skill Critical Damage +8% 5 6 7 8 P. Atk. +330 M. Atk. +330 P. Def. +495 M. Def. +495 Basic Critical Damage +11% M. Skill Critical Damage +11% P. Atk. +410 M. Atk. +410 P. Def. +625 M. Def. +625 Basic Critical Damage +15% P. Skill Critical Damage +2% M. Skill Critical Damage +15% <Special effect> Sapphire - Barrier Buff: When hit, creates a barrier that absorbs 3000 damage. Duration: 10 sec. Trigger cooldown: 60 sec. P. Atk. +490 M. Atk. +490 P. Def. +765 M. Def. +765 Basic Critical Damage +15% P. Skill Critical Damage +5% M. Skill Critical Damage +19% Skill Power +2% <Special effect> Sapphire - Barrier Buff: When hit, creates a barrier that absorbs 4000 damage. Duration: 10 sec. Trigger cooldown: 60 sec. P. Atk. +570 M. Atk. +570 P. Def. +905 M. Def. +905 Basic Critical Damage +15% P. Skill Critical Damage +9% M. Skill Critical Damage +23% Skill Power +5% <Special effect> Sapphire - Barrier Buff: When hit, creates a barrier that absorbs 5000 damage. Duration: 10 sec. Trigger cooldown: 60 sec. Ruby Lv. 1 Sealed 1 2 3 4 P. Atk. +50 M. Atk. +50 All received Critical Damage -30 Received AoE Skill Damage -0.3% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to a single target. - Additional P. attack: Power 5964. - Additional M. attack: Power 130. Trigger rate: 1% When triggered in PvP: Makes an additional hit with 300 fixed damage to a single target. Trigger rate: 1% P. Atk. +100 M. Atk. +100 All received Critical Damage -60 Received AoE Skill Damage -0.6% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to a single target. - Additional P. attack: Power 6167. - Additional M. attack: Power 138. Trigger rate: 1% When triggered in PvP: Makes an additional hit with 500 fixed damage to a single target. Trigger rate: 1% P. Atk. +150 M. Atk. +150 All received Critical Damage -90 Received AoE Skill Damage -0.9% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to a single target. - Additional P. attack: Power 6370. - Additional M. attack: Power 146. Trigger rate: 1% When triggered in PvP: Makes an additional hit with 700 fixed damage to a single target. Trigger rate: 1% P. Atk. +200 M. Atk. +200 All received Critical Damage -120 Received AoE Skill Damage -1.2% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to nearby enemies (up to 2 targets) on attack. - Additional P. attack: Power 6573. - Additional M. attack: Power 154. Trigger rate: 1% When triggered in PvP: Makes an additional hit with 800 fixed damage to nearby enemies (up to 2 targets) on attack. Trigger rate: 1% 5 6 7 8 P. Atk. +300 M. Atk. +300 PvE damage +1% All received Critical Damage -200 Received AoE Skill Damage -2% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to nearby enemies (up to 3 targets) on attack. - Additional P. attack: Power 6776. - Additional M. attack: Power 162. Trigger rate: 2% When triggered in PvP: Makes an additional hit with 900 fixed damage to nearby enemies (up to 3 targets) on attack. Trigger rate: 2% Ruby - Special Property (Defense) Buff: When hit, received damage -1%, Suppression Resistance +1%. Trigger rate: 1% Duration: 5 sec. Trigger cooldown: 10 sec. P. Atk. +400 M. Atk. +400 PvE damage +3% All received Critical Damage -300 Received AoE Skill Damage -3% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to nearby enemies (up to 4 targets) on attack. - Additional P. attack: Power 6979. - Additional M. attack: Power 170. Trigger rate: 3% When triggered in PvP: Makes an additional hit with 1000 fixed damage to nearby enemies (up to 4 targets) on attack. Trigger rate: 3% Ruby - Special Property (Defense) Buff: When hit, received damage -2%, Suppression Resistance +2%. Trigger rate: 2% Duration: 5 sec. Trigger cooldown: 10 sec. P. Atk. +600 M. Atk. +600 PvE damage +5% All received Critical Damage -400 Received AoE Skill Damage -4% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to nearby enemies (up to 5 targets) on attack. - Additional P. attack: Power 7182. - Additional M. attack: Power 178. Trigger rate: 4% When triggered in PvP: Makes an additional hit with 1100 fixed damage to nearby enemies (up to 5 targets) on attack. Trigger rate: 4% Ruby - Special Property (Defense) Buff: When hit, received damage -3%, Suppression Resistance +3%. Trigger rate: 3% Duration: 5 sec. Trigger cooldown: 10 sec. P. Atk. +800 M. Atk. +800 PvE damage +8% All received Critical Damage -500 Received AoE Skill Damage -5% <Special effect> Ruby - Special Property (Attack) When triggered in PvE: Based on your attack type, makes an additional hit to nearby enemies (up to 6 targets) on attack. - Additional P. attack: Power 7385. - Additional M. attack: Power 187. Trigger rate: 5% When triggered in PvP: Makes an additional hit with 1200 fixed damage to nearby enemies (up to 6 targets) on attack. Trigger rate: 5% Ruby - Special Property (Defense) Buff: When hit, received damage -5%, Suppression Resistance +5%. P./ M. Def. +500 Trigger rate: 5% Duration: 5 sec. Trigger cooldown: 10 sec. In PvP, it's very important to have items Amber Lv. 1 Sealed, Opal Lv. 1 Sealed and Ruby Lv. 1 Sealed at least at a level where they provide PvP bonuses; the rest can be used to supplement what we need. Note! Effects of two identical jewels do not stack; the higher-level jewel takes precedence. Cloaks Clan Cloak Sealed this is obtained using Honor Coin Sealed, which are only earned if you are part of a guild and if a donation has been made. To level up this cape, you must use the Scroll: Enchant Clan Equipment Sealed; like any item, there is a chance of failure and losing the item. Clan Cloak Sealed if no enchantment grants Max HP/MP +2% and Acquired XP/ SP +1% 1 2 3 4 5 Max HP +3% Max MP +3% Acquired XP/ SP +2% Max HP +4% Max MP +4% P. Def. +2% M. Def. +2% Acquired XP/ SP +3% Max HP +5% Max MP +5% P. Def. +3% M. Def. +3% Acquired XP/ SP +5% Max HP +6% Max MP +6% P. Def. +4% M. Def. +4% Acquired XP/ SP +10% Max HP +7% Max MP +7% P. Def. +5% M. Def. +5% Acquired XP/ SP +15% 6 7 8 9 10 Max HP +8% Max MP +8% P. Def. +6% M. Def. +6% Acquired XP/ SP +20% Clan Cloak Growth Support Guardian's XP +10% Max HP +9% Max MP +9% P. Def. +7% M. Def. +7% All Critical Damage +5% Acquired XP/ SP +25% Clan Cloak Growth Support Guardian's XP +20% Max HP +10% Max MP +10% P. Def. +8% M. Def. +8% All Critical Damage +7% Acquired XP/ SP +30% Clan Cloak Growth Support Guardian's XP +30% Max HP +10% Max MP +10% P. Def. +9% M. Def. +9% All Critical Damage +10% Acquired XP/ SP +40% Clan Cloak Growth Support Guardian's XP +40% Max HP +10% Max MP +10% P. Def. +10% M. Def. +10% All Critical Damage +15% Acquired XP/ SP +50% Clan Cloak Growth Support Guardian's XP +50% Cloak of Protection Sealed without any improvement this cloak will grant us Max HP/MP +3%, Bow Resistance +1% 1 2 3 4 5 Max HP +4% Max MP +4% Bow Resistance +1% Max HP +5% Max MP +5% Bow Resistance +2% Acquired XP +3% Acquired SP +3% Max HP +6% Max MP +6% Bow Resistance +2% Acquired XP +5% Acquired SP +5% Max HP +7% Max MP +7% Bow Resistance +3% Acquired XP +7% Acquired SP +7% P. Def. +2% M. Def. +2% Max HP +9% Max MP +9% Bow Resistance +3% Acquired XP +10% Acquired SP +10% P. Def. +4% M. Def. +4% 6 7 8 9 10 Max HP +11% Max MP +11% Bow Resistance +4% Acquired XP +15% Acquired SP +15% P. Def. +6% M. Def. +6% Max HP +13% Max MP +13% Bow Resistance +6% Acquired XP +20% Acquired SP +20% P. Def. +8% M. Def. +8% All Critical Damage +5% Max HP +15% Max MP +15% Bow Resistance +9% Acquired XP +25% Acquired SP +25% P. Def. +10% M. Def. +10% All Critical Damage +7% All received Critical Rate -3% All received Critical Damage -3% Max HP +18% Max MP +18% Bow Resistance +12% Acquired XP +30% Acquired SP +30% P. Def. +12% M. Def. +12% All Critical Damage +10% All received Critical Rate -5% All received Critical Damage -5% Max HP +20% Max MP +20% Bow Resistance +15% Acquired XP +30% Acquired SP +30% P. Def. +15% M. Def. +15% All Critical Damage +15% All received Critical Rate -10% All received Critical Damage -10% When we raise our Cloak of Protection Sealed to +10 to use the Transcendent Upgrade Stone and obtain Heavenly Cloak. Scroll: Enchant Ornaments Sealed It is the item used to upgrade Cloak of Protection Sealed. 0 1 2 3 4 5 Max HP +20% Max MP +20% Resistance to All Weapons +15% Acquired XP +30% Acquired SP +30% P. Atk. +500 M. Atk. +500 P. Def. +15% M. Def. +15% All Critical Damage +15% All received Critical Rate -10% All received Critical Damage -10% Received fixed damage -5% Unequip Resistance +20% <Special effect> Angelic Recovery Lv. 1 Buff: When hit, recovers 333 HP and 167 MP every 3.3 sec., Speed +33. Trigger rate: 1% Duration: 10 sec. Trigger cooldown: 120 sec. Max HP +21% Max MP +21% Resistance to All Weapons +16% Acquired XP +30% Acquired SP +30% P. Atk. +1000 M. Atk. +1000 P. Def. +15% M. Def. +15% All Critical Damage +15% All received Critical Rate -10% All received Critical Damage -10% Received fixed damage -6% Unequip Resistance +22% <Special effect> Angelic Recovery Lv. 1 Buff: When hit, recovers 333 HP and 167 MP every 3.3 sec., Speed +33. Trigger rate: 3% Duration: 10 sec. Trigger cooldown: 120 sec. Max HP +22% Max MP +22% Resistance to All Weapons +17% Acquired XP +30% Acquired SP +30% P. Atk. +1500 M. Atk. +1500 P. Def. +15% M. Def. +15% All Critical Damage +15% All received Critical Rate -10% All received Critical Damage -10% Received fixed damage -7% Unequip Resistance +24% <Special effect> Angelic Recovery Lv. 1 Buff: When hit, recovers 333 HP and 167 MP every 3.3 sec., Speed +33. Trigger rate: 5% Duration: 10 sec. Trigger cooldown: 120 sec. Max HP +23% Max MP +23% Resistance to All Weapons +18% Acquired XP +30% Acquired SP +30% P. Atk. +2000 M. Atk. +2000 P. Def. +15% M. Def. +15% All Critical Damage +15% All received Critical Rate -10% All received Critical Damage -10% Received fixed damage -8% Skill Power +1% Unequip Resistance +26% <Special effect> Angelic Recovery Lv. 1 Buff: When hit, recovers 333 HP and 167 MP every 3.3 sec., Speed +33. Trigger rate: 7% Duration: 10 sec. Trigger cooldown: 120 sec. Max HP +24% Max MP +24% Resistance to All Weapons +19% Acquired XP +50% Acquired SP +50% P. Atk. +2500 M. Atk. +2500 P. Def. +15% M. Def. +15% All Critical Damage +15% All received Critical Rate -10% All received Critical Damage -10% Received fixed damage -9% Skill Power +2% Unequip Resistance +28% <Special effect> Angelic Recovery Lv. 1 Buff: When hit, recovers 333 HP and 167 MP every 3.3 sec., Speed +33. Trigger rate: 9% Duration: 10 sec. Trigger cooldown: 120 sec. Max HP +25% Max MP +25% Resistance to All Weapons +20% Acquired XP +55% Acquired SP +55% P. Atk. +4000 M. Atk. +4000 P. Def. +15% M. Def. +15% All Critical Damage +15% All received Critical Rate -10% All received Critical Damage -10% Received fixed damage -10% Skill Power +3% Unequip Resistance +30% <Special effect> Angelic Recovery Lv. 1 Buff: When hit, recovers 333 HP/ 167 MP every 3.3 sec., Speed +33. Trigger rate: 12% Duration: 10 sec. Trigger cooldown: 120 sec. Angelic Protection Lv. 1 Buff: When hit, damage from multiattack skills (2+ hits) -5% Trigger rate: 1% Duration: 5 sec. Trigger cooldown: 60 sec. Head Accessories Head accessories can be equipped in two special slots: left and right. Circlet Circlet of Hero Sealed if no enchantment grants Max HP/MP/CP +100, P/M Def +1% and Received damage -1% 1 2 3 4 5 Max HP +200 Max MP +200 Max CP +200 P. Def. +2% M. Def. +2% Received damage -2% Max HP +300 Max MP +300 Max CP +300 P. Def. +3% M. Def. +3% Received damage -3% Max HP +400 Max MP +400 Max CP +400 P. Def. +4% M. Def. +4% Received damage -4% Max HP +500 Max MP +500 Max CP +500 P. Def. +5% M. Def. +5% Received damage -5% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +5% on attack. Trigger rate: 5% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +600 Max MP +600 Max CP +600 P. Def. +6% M. Def. +6% Received damage -6% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +15% on attack. Trigger rate: 10% Duration: 8 sec. Trigger cooldown: 8 sec. 6 7 8 9 10 Max HP +700 Max MP +700 Max CP +700 P. Def. +7% M. Def. +7% Received damage -7% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +25% on attack. Trigger rate: 10% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +800 Max MP +800 Max CP +800 P. Def. +8% M. Def. +8% Received damage -8% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +40% on attack. Trigger rate: 10% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +1000 Max MP +1000 Max CP +1000 P. Def. +10% M. Def. +10% Received damage -10% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +60% on attack. Trigger rate: 15% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +2000 Max MP +2000 Max CP +2000 P. Def. +12% M. Def. +12% Received damage -12% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +80% on attack. Trigger rate: 15% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +3000 Max MP +3000 Max CP +3000 P. Def. +15% M. Def. +15% Received damage -15% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +100% on attack. Trigger rate: 15% Duration: 8 sec. Trigger cooldown: 8 sec. This item can be leveled up with Scroll: Enchant Ornaments Sealed, but as always, if you fail, the item is lost. Clan Circlet Sealed this is obtained using Honor Coin Sealed, which are only earned if you are part of a guild and if a donation has been made. To level up this circlet, you must use the Scroll: Enchant Clan Equipment Sealed; like any item, there is a chance of failure and losing the item. Clan Circlet Sealed if no enchantment grants Max HP/MP +50 1 2 3 4 5 Max HP +100 Max MP +100 Max HP +150 Max MP +150 Max HP +200 Max MP +200 P. Def. +1% M. Def. +1% Max HP +250 Max MP +250 P. Def. +2% M. Def. +2% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +5% on attack. Trigger rate: 5% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +300 Max MP +300 P. Def. +3% M. Def. +3% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +10% on attack. Trigger rate: 5% Duration: 8 sec. Trigger cooldown: 8 sec. 6 7 8 9 10 Max HP +350 Max MP +350 P. Def. +4% M. Def. +4% Acquired XP/ SP +5% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +20% on attack. Trigger rate: 10% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +400 Max MP +400 P. Def. +5% M. Def. +5% Acquired XP/ SP +10% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +30% on attack. Trigger rate: 10% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +450 Max MP +450 P. Def. +6% M. Def. +6% Acquired XP/ SP +15% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +40% on attack. Trigger rate: 10% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +500 Max MP +500 P. Def. +7% M. Def. +7% Acquired XP/ SP +20% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +60% on attack. Trigger rate: 15% Duration: 8 sec. Trigger cooldown: 8 sec. Max HP +1000 Max MP +1000 P. Def. +8% M. Def. +8% Acquired XP/ SP +30% <Special effects> Fatal Critical Strike Buff: Skill Critical Damage +80% on attack. Trigger rate: 15% Duration: 8 sec. Trigger cooldown: 8 sec. Mask Piercing Mask Sealed without any improvement gives us Max HP/MP +100 and P/M Atk. +100 1 2 3 4 5 Max HP +200 Max MP +200 P. Atk. +200 M. Atk. +200 Max HP +400 Max MP +400 P. Atk. +300 M. Atk. +300 Damage decrease ignore +50 Max HP +600 Max MP +600 P. Atk. +400 M. Atk. +400 Damage decrease ignore +100 Max HP +800 Max MP +800 P. Atk. +600 M. Atk. +600 Damage decrease ignore +150 Skill Power +1% Max HP +1000 Max MP +1000 P. Atk. +800 M. Atk. +800 Damage decrease ignore +200 Skill Power +2% 6 7 8 9 10 Max HP +1200 Max MP +1200 P. Atk. +1000 M. Atk. +1000 Damage decrease ignore +300 Skill Power +3% Max HP +1400 Max MP +1400 P. Atk. +1200 M. Atk. +1200 Damage decrease ignore +400 Skill Power +4% Max HP +1600 Max MP +1600 P. Atk. +1400 M. Atk. +1400 Damage decrease ignore +500 Skill Power +5% Max HP +1800 Max MP +1800 P. Atk. +1700 M. Atk. +1700 Damage decrease ignore +500 Skill Power +6% Max HP +2000 Max MP +2000 P. Atk. +2000 M. Atk. +2000 Damage decrease ignore +500 Skill Power +7% This item can be leveled up with Scroll: Enchant Ornaments Sealed, but as always, if you fail, the item is lost. Phantom Mask Sealed (PvE) without any improvement gives us P/M Def +100, P/M Atk +100, Acquired XP/SP +1% and PvE damage +0.3% 1 Basic Bonus 2 Basic Bonus 3 Basic Bonus 4 Basic Bonus 5 Basic Bonus P. Def. +200 M. Def. +200 P. Atk. +200 M. Atk. +200 Acquired XP +2% Acquired SP +2% PvE damage +0.6% P. Def. +1 P. Def. +300 M. Def. +300 P. Atk. +300 M. Atk. +300 Acquired XP +3% Acquired SP +3% PvE damage +0.9% P. Def. +2 P. Def. +400 M. Def. +400 P. Atk. +400 M. Atk. +400 Acquired XP +4% Acquired SP +4% PvE damage +1.2% P. Def. +3 P. Def. +500 M. Def. +500 P. Atk. +600 M. Atk. +600 Acquired XP +5% Acquired SP +5% PvE damage +1.5% Paralysis Resistance +2% P. Def. +6 P. Def. +700 M. Def. +700 P. Atk. +800 M. Atk. +800 Acquired XP +7% Acquired SP +7% PvE damage +1.8% Received PvE damage -1% Paralysis Resistance +4% P. Def. +9 6 Basic Bonus 7 Basic Bonus 8 Basic Bonus 9 Basic Bonus 10 Basic Bonus P. Def. +900 M. Def. +900 P. Atk. +1000 M. Atk. +1000 Acquired XP +9% Acquired SP +9% PvE damage +2.1% Received PvE damage -2% Paralysis Resistance +6% Imprisonment Resistance +3% P. Def. +12 P. Def. +1100 M. Def. +1100 P. Atk. +1500 M. Atk. +1500 Acquired XP+11% Acquired SP +11% PvE damage +2.4% Received PvE damage -3% Paralysis Resistance +8% Imprisonment Resistance +6% <Special effect> Upon killing some titled monsters of Lv. 76+, an additional monster Ghost Knights' Soldier may appear. P. Def. +15 P. Def. +1300 M. Def. +1300 P. Atk. +2000 M. Atk. +2000 Acquired XP+13% Acquired SP +13% PvE damage +3% Received PvE damage -4% Paralysis Resistance +10% Imprisonment Resistance +9% <Special effect> Upon killing some titled monsters of Lv. 76+, an additional monster Ghost Knights' Fighter may appear. P. Def. +18 P. Def. +1500 M. Def. +1500 P. Atk. +2500 M. Atk. +2500 Acquired XP+15% Acquired SP +15% PvE damage +4% Received PvE damage -5% Paralysis Resistance +12% Imprisonment Resistance +12% <Special effect> Upon killing some titled monsters of Lv. 76+, an additional monster Ghost Knights' Berserker may appear. P. Def. +21 P. Def. +2000 M. Def. +2000 P. Atk. +3000 M. Atk. +3000 Acquired XP+20% Acquired SP +20% PvE damage +5% Received PvE damage -7% Paralysis Resistance +15% Imprisonment Resistance +15% <Special effect> Upon killing some titled monsters of Lv. 76+, an additional monster Ghost Knights' Commander may appear. P. Def. +24 This item can be leveled up with Scroll: Enchant Ornaments Sealed, but as always, if you fail, the item is lost. Note: the Circlet of Hero Sealed, Piercing Mask Sealed and the Phantom Mask Sealed have their blessed version, which as mentioned before is an intermediate level version and can only be obtained by having 2 masks +4 or higher. There are more types of head accessories, but since they offer more benefits than those mentioned, they will not be taken into account. Dyes Dyes are obtained through world trade, events, rare drops, bosses, and trading with other players. There are 6 types of dyes: INT Pattern Dye (Sealed) Lv. 0, WIT Pattern Dye (Sealed) Lv. 0, CON Pattern Dye Lv. 0, STR Pattern Dye Lv. 0, DEX Pattern Dye Lv. 0 and MEN Pattern Dye (Sealed) Lv. 0. Dyes contribute points to these statistics, and increasing their level will provide even more benefits. The minimum level is +0 and the maximum is +30. Dye Stat Bonus Provided STR P. Atk. DEX Atk. Spd., P. Accuracy, P. Evasion, P. Critical Rate CON Max HP/CP, HP/CP Recovery Rate, weight limit, breath gauge, Shield Defense Rate INT M. Atk. WIT Casting Spd., M. Accuracy, M. Evasion, M. Critical Rate, Magic Resistance MEN M. Def., Max MP, MP Recovery Rate, Casting Interruption Rate To level up, you'll need a Dye Booster; the specific Dye Booster required depends on the dye's level. Together with Hidden Power, they can contribute to damage or resistances. Dye Booster Enhanced Dye Booster Superior Dye Booster 0-10 11-20 21-29 When you level up the Dye, you won't lose it. If you fail, the level will remain the same and you'll only lose the materials. As always, the higher the level, the lower your success rate will be. We will have access to 3 slots for placing dyes; to access the last one we will need the book of Spellbook: Expanded Potential of Dyes Sealed which will enable the last slot (this book can be obtained through trade, special crafting, and from bosses). Note: If you don't reach 50 WIT, it's recommended to use WIT Pattern Dye (Sealed) Lv. 0 to reach 50. If you already have that amount and you're a healer main (playing in a party), use 2 CON Pattern Dye Lv. 0, INT Pattern Dye (Sealed) Lv. 0, and 1 WIT Pattern Dye (Sealed) Lv. 0. If you're playing solo, you can choose the defensive setup mentioned above or go more aggressive by optimizing damage with 3 INT Pattern Dye (Sealed) Lv. 0 and 1 WIT Pattern Dye (Sealed) Lv. 0. Hidden Power The hidden power is a mechanic within Dyes where we can use the Hidden Power Booster Sealed to raise the level of a choice we make Slot Bonus Value Max 1st P./M. Atk. P./M. Def. Atk. Spd./Casting Spd. 3000 3000 600 2nd PvE skill damage Received PvE skill damage PvP skill damage Received PvP skill damage 15% -15% 15% -15% 3rd Skill Critical Damage Skill Critical Rate Received Skill Critical Damage Received Skill Critical Rate 15% 15% -15% -10% 4th Soulshot/Spiritshot damage Soulshot/Spiritshot Damage Resistance Damage reduction Damage reduction ignore Anomaly Atk. Rate 30% 15% -2600 2600 20% The daily number of attempts is limited to 20 for all hidden power types. Here we will supplement with whatever we need: defense, damage, reductions, etc. Note: The Hidden Power level is equal to the Dye level. If your Dye is +6, the Hidden Power effect level will be 6, even if you have a higher level of Dye. Hidden Power will only activate with Dye +1 or higher. PvP Combat Tactics In Duels (1v1): The key is to run to dodge, heal if necessary, and deal damage to recover health with your 9% vampirism. Your goal is to survive and deplete your opponent's resources. Vampiric Rage This "vampirism" allows you to stay in the fight for extended periods, reducing your reliance on potions and external healing. This effect stacks with certain epic accessories, further increasing your recovery capacity. Immobilize the attacker with Dryad Root / Mass Dryad Root / Duress. While running cast Shillien's Stigma to make your vampirism damage more effective. If it's a Daggers or Tyr, keep moving and use your roots to maintain distance. In Groups (CP): Your priority is keeping tanks and warriors alive. From a safe distance, apply your "Shillien's Stigma" and "Dark Disruption" to priority targets so your team can quickly eliminate them. Remove debuffs from your allies and use your Greater Group Heal to keep them alive and Vitalize for removing Debuff P/M Attack and P/M Defense. Your true power in PvP and in difficult situations lies in your ability to paralyze the enemy. Shillien's Stigma: Possibly the most iconic and powerful debuff in all of Lineage II. Reduces the target's Magic Defense by 30% and their melee weapon resistance by 60%. Applying this to a priority target is a death sentence, as it leaves them extremely vulnerable to your party's physical attacks. In Sieges or Mass PvP: You must position yourself in the back with a view of the battlefield. Your primary role is to communicate to your team which enemies are weakened or have lost their transformation. Place area debuffs to slow as many enemies as possible, survival is the most valuable resource. Other control tools include abilities that root, reduce attack and casting speed, or decrease the physical and magical attack of enemies in an area, making you an expert at battlefield management. Healing and Support Abilities Greater Group Heal: Your primary tool for keeping the party alive. Recovery hp for all party members. Vitalize: Recovery HP for all party members and removes P/M attack and P/M defense debuff. Mass Cure / Mass Purify: Removes negative effects such as poison, paralysis, or bleeding from the entire party, essential for collective survival. Synergies with Allied Classes With Physical DPS (Tyr, Dreadnought): Shillien's Stigma is their best friend; the 60% reduction to melee weapon resistance is a death sentence for the enemy. With Mages (Archmage, Soultaker): Shillien's Stigma and Wind Shackles will greatly boost their burst damage, as well as reduce enemy attack or casting speed. With Tanks (Phoenix Knight, Hell Knight): Your mission is to keep them alive with constant heals so they can continue protecting the group. Group Combat Rotation Keep your essential buffs active Detect the enemy with a key transformation. Open with: Dark Disruption (to cancel their transformation and apply anti-potion). Control: Dryad Root / Mass Dryad Root/ Duress to immobilize as many as possible. Follow up with: Shillien's Mass Stigma on the rooted group. Heal: Greater Group Heal when the group takes massive damage and Vitalize in case the group has reductions in attack or defense. Cleanse: Mass Purify if the group is controlled by the enemy. Pets Pets are an important part of both PvE and PvP mechanics, and their effectiveness will depend on the pet you obtain and your specific needs. The Kookaburra's Necklace is a magic-style pet, so you can equip it with items you no longer use. It's also a pet for area-of-effect farming and benefits from your magic buffs. Also, it can use the Magic Blunt Weapon, which deals the most magic damage in the game. Its upgrade is the Guardian Contract: Glassia pet, which deals magic damage and also uses the Magic Blunt Weapon. Pet weapons and armor can also be equipped with soul crystals and augmentation stones. PVE While the Shillien Saint shines in PvP, her PvE side is also quite capable thanks to her pet and magic damage. Summon your pet Kookaburra's Necklace or Guardian Contract: Glassia and use your buffs (especially those that increase magic attack and casting speed). Attract a group of mobs (being careful not to group too many if your defense is low). Use the buff Saint's Burst: Dark and cast Divine Beam (Dark Beam) to quickly clear the group. The pet will help distribute damage and tank if needed. Survival in Elite Zones: Always keep Vampiric Rage active; the damage you inflict will keep you alive. Use Dryad Root to immobilize the most dangerous mobs and create distance if the pet loses aggro or if you are overwhelmed. Always keep Rapid Recharge ready for mana emergencies, as mana consumption can be high in PvE if you chain many abilities together. Epilogue In conclusion, we can say that the Shillien Saint is a versatile healer, slightly more focused on damage and debuffs, but undoubtedly useful in PvP due to its Dark Disruption, which will allow us to turn some fights in our favor. I hope this guide is helpful and that you can draw your own conclusions about the class.
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Content Introduction Characteristics Abilities Equipment PVP Pets Epilogue Introduction The Archmage (or sorcerer) is the pure offensive Mage of the human race. Their combat abilities are primarily based on long-range spells, and their powerful attacks allow them to handle both individual opponents and groups of targets. Their attacks are fire-based; however, unlike previous chronicles, these elemental attacks (like all elemental attacks in this chronicle) are purely aesthetic, and the element you can imbue in their attacks is indifferent. They can use any magical weaponry and robe-type armor. Their great versatility allows them to adapt to various situations in battle; however, they are very vulnerable to physical attacks and can be easily defeated if outnumbered. Characteristics The Archmage is a balanced class among mages, with less WIT than Mystic Muses (MM) but more than Storm Screamers (STS), less INT than STS but more than MM, and with more CON than both. This positions them as a more versatile mage, useful in terms of speed and power. Together with the Soultaker (with whom they share statistics), they are the mage with the highest base HP. STR 22 DEX 21 CON 27 INT 41 WIT 20 MEN 39 Abilities The Archmage has a wide range of abilities, which we will divide into 5 categories: Passive: Here are all the passive abilities that the Archmage possesses. I consider all of them important since the majority increase stats and resistances, so try to learn them all! Увеличение Эффективности Магии Мастерское Благословение Эйнхасад Защита Профессии Мощь Профессии Развитие Жизни Магический Круг Ускоренный Прирост Маны Владение Атакой Мага Владение Броней Мага Владение Восстановлением Мага Active: Here, we list the main offensive and defensive active abilities of the Archmage. We'll make some important annotations here: ПротуберанецThis is the primary attack skill for the Archmage starting at level 40, and you'll use it until you can afford to learn the next one. Взрыв ПламениFlame Explosion is a 3-star skill and the definitive main damage skill for the Archmage. It has the same MP consumption and casting speed as the previous skill but deals more damage. Additionally, it has the extra ability to inflict additional damage to players with abnormal states (such as those caused by Fire Spiral and Inferno or when affected by Magic Wound or Weakness). It is the first 3-star skill you should acquire, as it is useful for both PVP and PVE. Огненный ДождьThis skill is used for area farming. Its cooldown is too high for regular farming, but when complemented with the Kookaburra, it can be somewhat useful. ИнферноInflicts damage and burns the target's MP. Interesting to combine with Flame Explosion. Огненная СпиральA 3-star skill that hits in an area, inflicts damage, debuffs, and temporarily lowers stats. Moreover, it can be enchanted, further enhancing its effectiveness. Огненный Вихрь МетеорMeteor: Nothing to say, the best mage skill by far (there's a reason it's a 4-star skill). It reduces CP, delivers 3 devastating area hits, induces an abnormal state, lowers Mdef – an all-encompassing skill. Faery Shield This skill, along with the one learned with Tablets, is essential for staying alive in PVP. It is advisable to acquire it just after Flame Explosion. Buffs: Buff abilities are important enhancements for your character. While mages benefit only from those improving their defense and magical attack stats, consider that your pet will also benefit from these buffs. If you choose a pet focused on physical attack, it may be worthwhile to learn those buffs too (referring to Might, Focus, Death Whisper, and Haste). Щит Могущество Проницательность Воодушевление Дикая Магия Легкая Походка Магический Барьер Фокусировка Шепот Смерти Ускорение Дух Берсерка Чистота Регенерация Маны Тайная Мощь Самобичевание Debuffs: Here, we list enemy debilitation abilities, among which I consider the first two fundamental: Magic Wound and Weakness, which you will use the most. Heavy Sleep is preferable to keep in the background, as it's challenging to apply in equal team and condition settings. Магическая Рана Слабость Мощное Усыпление Others: Here, I compile other skills that both the Archmage and all characters in the game have: Оседлать Золотого Льва Оседлать Славного Коня Оседлать Сверкающую Леди Трансформация в Белого Стража Облик Убийцы Драконов Славный Воин: Увеличение Лимита Веса Славный Воин: Удобный Инвентарь Славный Воин: Особый Телепорт Славный Воин: Расширение Свободного Телепорта Титул Славного Воина: Небесный Синий Славный Воин: Восстановление Опыта Славный Воин: Быстрый Телепорт Славный Воин: Улучшенные Способности Glorious Warrior: Elixir Upgrade Обнаружение Благословение от Сайхи Расширенный Потенциал Красок Божественное Вдохновение Equipment Archmages only have mastery with Robe armor, and they are practically obliged to wear it because their passive abilities determine so. Early Game Equipment Regarding equipment recommendations: When you reach level 61, you will be given the choice of two armors: Majestic and Nightmare. In L2 Essence, different A-grade set pieces have individual bonuses, so you can combine them as you wish to maximize their benefits. I personally recommend wearing the set as follows: Weapon: Daimon Crystal - Two-handed staff, and the weapon the game gives you with the highest M. Atk. Sigil: Majestic Sigil - As two-handed weapons prevent the use of a shield, use a Sigil (if you can't afford an MJ one, at least buy a C-grade Chain Sigil from Giran's armor shop). Helmet: Dark Crystal Robe - Although not given by the game, it is the best helmet available until you can acquire the mana helmet. If you can't afford it, the MJ Robe helmet is also suitable. Gloves and Boots: MJ Robe - These provide Casting Speed +50, which is more valuable than the M. Atk. bonus Nightmare gloves offer. Robe (Body): Majestic Robe - A matter of personal preference and resistances; you can replace it with a Nightmare Robe if desired. Late Game Equipment Here, it depends on the best equipment you can afford. Taking into account the class's shortcomings, you'll need certain items as you progress: Mana Helmet: Noticeable difference when acquired, especially at +5, where it frequently recovers MP. It helps your MP last longer when focusing on dealing damage over an extended period. Flaming Set: Noticeable difference from MJ set, especially in P. Def and the passive ability it provides (fire armor), aiding survival against a couple more hits. Beleth’s Soul Eater / Frost Staff (two-handed): Both weapons have skills that improve with level and provide stat boosts. Soul Crystal Choose the appropriate skills for each case: Crystal 1: Magical Skill Critical Damage / Magic Attack / Magical Speed (depending on your mage's needs). Crystal 2 (PVP): Health Increase / PVE Magical Skill Critical Damage (depending on your focus). Hardin: Magical Abilities Dyes If you're not willing to spend much, go for INT dyes. While you might miss casting speed at lower levels, high-level items will eventually bring you to the speed limit. My recommendation is Full INT, but if you can afford it, try one or two WIT dyes early on and see how it works for you. In early game, if you're short on resources, it's beneficial to go for Lv3 dyes (the lowest ones with a +4 bonus to the needed stat), and later, when affordable, switch to Lv11 dyes directly (the lowest ones giving +5). PVP The mage's role in PVP is long-range AOE damage, controlling enemies. Despite their advantages, they have weaknesses: low health, low physical defense, and low speed. Mages are the class with the lowest defense in the game, even more vulnerable than archers. Their physical defense levels are also quite low, leaving them vulnerable to melee characters. Although Archmages, along with Necromancers, have more health points than other mages, they are still few compared to other characters. These drawbacks require Archmage players to constantly position and reposition themselves on the battlefield. Recommendation: Use AOE wisely to control the battlefield, and don't stay still. Consider acquiring a Kookaburra to support you with its own massive skills. Pets Pets are a fundamental part and sometimes a complement to your character in L2 Essence. A well-leveled and well-equipped pet can make a difference in both PVP and PVE. While you can choose the pet that best suits your playstyle, the Kookaburra is likely the most beneficial, especially considering you can equip it with the same gear you use. The Kookaburra is a magical-type pet, excelling in magical attacks. Its Stretching skill turns its main Nuke into a powerful and fast AOE attack, addressing one of the Archmage's main weaknesses: AOE farming. Equip it with the same gear as your mage (she started using the equipment my Archmage no longer used). While it has no mastery for robe-type clothing, Robe-type clothing gives it better bonuses to enhance its magical abilities. Note that the equipment bonus also applies to the pet. If you choose to use Robe, give it a DC Robe helmet. The difference in P. Def is noticeable (you can use your old one until you get the Mana Helmet). Regarding its weapon, its passives require blunt weapons or rapiers, with two-handed mage weapons providing the most M. Atk. Remember that pet weapons and armor can also have soul crystals and augmenting stones, and their bonuses also add up! Epilogue In conclusion, the Archmage is a versatile offensive Mage in L2 Essence, specializing in ranged spells and powerful attacks. Its adaptability in combat, combined with a balanced distribution of attributes, makes it an agile and potent choice for those looking to have fun. By using the right skills, equipment, and PVP strategies, you can enhance the Archmage's capabilities in all situations! I hope you enjoy playing, see you in-game!
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Content From level 76 to 85 From 85 to 90 Hunting zones for farming based on levels Hello dear players, in this guide we are going to look at how to build a soulhound. First off in L2 Essence is very important your level, there are zones like Aztacan, Forgotten Garden, Tower of Insolence, Hellbound, Dream Land, Pagan, Kelbim, Antharas and Frozen Palace that you won't be able to go just because of your level and most of the times because of your gear. First, let me start with this, every class is different and for playing soulhound is for free to play class that needs mid tear upgrades so as not to be dependent on orfen earring +2 for mana issues. This is very important as there are other clases that do need orfen +2 to play and are pay to win clases that are excellent at farming and pvp. From level 76 to 85 Considering new players, it's going to be hard to go to some arenas like Aztacan, Forgotten Garden and Tower of Insolence as these three would be essential for you. Items you should try to get in the very beginning as your target: Weapons You will get a free Гравированная Рапира - A grade weapon you can try +4 for free with scrolls if you can get for a good start. Sigil You should try to get a Символ Величия - A grade, they are pretty cheap for a starter item and is good if you can make +4. Essential Items Браслет для Агатионов Ур. 3 Брошь Ур. 3 Браслет для Талисманов Ур. 3 The talisman bracelet can hold up to 4 talismans on lv. 3: Талисман Скорости Запечатано +4 (min). Талисман Властителя Запечатано +4 (min). Талисман Адена Запечатано +4 (recommended +7 has bonus exp). Талисман Евы Запечатано +4 (min). The brooch lv. 3 can hold 4 jewels: Оникс Ур. 1 Недоступно - lv. 3 (min). Коралл Ур. 1 Недоступно - lv. 3 (min). Циркон Ур. 1 Недоступно - lv. 3 (min). Опал Ур. 1 Запечатано - I recommend trying to get another one, opal is for PvP - Берилл Ур. 1 Недоступно or Шпинель Ур. 1 Недоступно or Рубин Ур. 1 Недоступно one of these 3 if you can get your hands on. The agathion bracelet lv. 3 can hold also 4 agathions: Агатион Игнис Запечатано - For start make +3 because its safe . Агатион Радости Запечатано - For start make +3 because its safe . Агатион Петрам Запечатано - For start make +3 because its safe . Агатион Прочелла Запечатано - For start make +3 because its safe. Special items You will play for some time with Венец Героя Запечатано +0 and Пояс Дракона Запечатано +0. These two are quite hard to increase the enchants as you don't get that many and only donation can help. But there are zones where you can get them like Dream Land. Подвеска Эйнхасад Ур. 1 Запечатано: this is the one you will get in the beginning. It can only increase in level if you compound it with the same one, it is very hard to make 2-3-4-5. Плащ Защиты Запечатано: This is one of the items that is easy to farm if you have good level and items inside the Tower of Insolence quest. I recommend trying to get +5 at the beginning but try as high as possible but don't break it. It's essential. For jewels Very important to get Ожерелье Валакаса Запечатано - this item is normally very cheap to buy and I highly recommend getting it in the beginning even if you can't enchant it. Кольцо Дерзости Запечатано and Серьга Долины Драконов Запечатано try as safe as possible to keep at least some +1 +2 in the start as they do break easy but are good for m def. Кольцо Дерзости Запечатано and Серьга Долины Драконов Запечатано try as safe as possible to keep at least some +1 +2 in the start as they do break easy but are good for m def. For Armor Рукавицы Кошмаров - Легкие Доспехи Запечатано - Don't enchant these its not necessary Сапоги Кошмаров - Легкие Доспехи Запечатано - Don't enchant these its not necessary Кожаный Доспех Кошмаров - Dont enchant you need light armor for Soulhound due to Soulhound Владение Легкой Броней. Диадема Величия - Магические Доспехи Запечатано - You can try to enchant to +4/+5 but it doesn't matter only for p def stat So the strategy is that in the beginning you need a vampiric effect and these boots will be very helpful in the beginning. Later you will switch to Majestic boots and gauntlets. Маска Пробивания Запечатано - item can be obtained from monthly reward missions, from mission points and reaching lv 20 at some months only. Otherwise you can only get this item from paying in the store. Another way to boost mp regeneration is with increasing MEN but I don't recommend it. Other people recommend having WIT to reduce cooldowns but that just makes you hit faster in early game and stay without mp. It can work but for me I just go full INT because for me damage is better especially if you can reach 70 INT at least then put all on WIT since it will give you more magic skill critical too. From 85 to 90 Things will get a lot easier here as monsters will hit you a lot less than usual because the level of the monsters will start to get lower compared to yours. This is very important if you are lower level from a monster you do less damage and the monster hits a lot more damage to you, this is the other way if you are higher level. Here you will really start playing the game, every zone is much more accessible than before and you should try to level up all items as high as you can. At this point you can start trying to get the following items little by little: I recommend just buying Кристалл Души Адена Ур. 16 - Оружие two pics for your weapon as its maximum you can put. Кристалл Души Хардина Ур. 11 - very important try to level it up to 13 or 14 gives good mp recovery. For Aden Кристалл Души Адена Ур. 8 - Доспехи - Кристалл Души Адена Ур. 11 - Доспехи (only if you think you need the extra defense) normally it's ok, this class does not need that much defense everything around you should be dying fast so defense is not a high priority. Things will get a lot easier here as monsters will hit you a lot less than usual because the level of the monsters will start to get lower compared to yours. This is very important if you are lower level from a monster you do less damage and the monster hits a lot more damage to you, this is the other way if you are higher level. Here you will really start playing the game, every zone is much more accessible than before and you should try to level up all items as high as you can. At this point you can start trying to get the following items little by little: I recommend just buying Кристалл Души Адена Ур. 16 - Оружие two pics for your weapon as its maximum you can put. Кристалл Души Хардина Ур. 11 - very important try to level it up to 13 or 14 gives good mp recovery. For Aden Кристалл Души Адена Ур. 8 - Доспехи - Кристалл Души Адена Ур. 11 - Доспехи (only if you think you need the extra defense) normally it's ok, this class does not need that much defense everything around you should be dying fast so defense is not a high priority. Talismans in late game You should be using {Eva - Speed- Venir-Baium-Authority-Aden(this last one can be swapped by hellbound if you want, i prefer aden because give bonus exp)} Eva talisman - try to make 2 eva talismans +6 and make it a Упаковка: Благословенный Талисман Евы +6 Запечатано through the Special Craft menu. Very important to get to where you don't need Серьга Орфен +2. Try to get a Талисман Баюма Запечатано +3 (min) very expensive talisman. Талисман Бенира Ур. 1 Запечатано -Buy it cheap from the Special Craft menu- you need this one as high as possible but if you are smart Талисман Бенира Ур. 28 Запечатано is enough, Талисман Бенира Ур. 30 Запечатано have a bit more stat but nothing out of this world.Very expensive to lv up though compounding. To compound you need venir fragments that are only bought through the game via 100 L box events or buying from players. Agathions in late game Упаковка: Агатион Небула +7 Запечатано, Упаковка: Агатион Игнис +7 Запечатано, Упаковка: Агатион Петрам +7 Запечатано, Упаковка: Агатион Яйцо Дракона +7 Запечатано - If you can make this one even +5 it's good, but it's very expensive to make +7. Упаковка: Агатион Радости +7 Запечатано or Упаковка: Агатион Прочелла +7 Запечатано (if you have mp issues better Procella for me I use Joy for exp). Jewels in late game Оникс Ур. 5 Недоступно - best jew for damage, as bonus that it gives on character is almost double - that is because of way it scales. Лунный Камень Ур. 5 Недоступно - I use moonstone for exp and for sayha consumption reduction. Берилл Ур. 5 Недоступно - On Soulhound you can even have lv 3 the attack that it gives is not that much but its generally one of best jews for attack and defense. Шпинель Ур. 5 Недоступно - Very good jew make as high as possible. Циркон Ур. 5 Недоступно - Also very good jew for mages - if you can get it lv 6-7 on events is good as it gives M. Skill Critical Damage. Рубин Ур. 5 Недоступно - This is new jew that on lv 5 gives PVE damage bonus and extra targets to hit - DOES NOT PROC FOR PVP so you won't flag other people. For jewels I recommend getting Серьга Ацтакана +1 -This one can be obtained by compounding a hunter earring +10 with incredible stone and if you succeed you get an Aztacan Earring tradable. - Excellent item for PVE! Ожерелье Фринтезы +2 - essential to get +2 as its better than Valakas Necklace. Кольцо Баюма +2 - damage item , really good if you can get it or even +3 highest always better. Кольцо Белефа +3 - very good on mage clases for the soulshot damage and skill cooldown. Серьга Закена +2 - item is good for life steal and sustainability. For armors Кожаный Доспех Молнии and Кожаные Брюки Молнии all +5 is best and for gloves and boots try with Рукавицы Величия - Магические Доспехи and Сапоги Величия - Магические Доспехи and make them +5. Маска Пробивания Запечатано try to make +4 at the very minimum. It really helps a lot, but of course try as much as possible, this is directly damage increase. Пояс Дракона Запечатано and Венец Героя Запечатано try as much as possible but optimal enchants are +5/+6 if you can make them blessed it will be awesome. Плащ Защиты Запечатано this item at this point you should have +7/+8 if you do Tower of Insolence daily quest every day. Подвеска Эйнхасад Ур. 3 Запечатано: Every month you should create new 6 in-game characters(in the same account) and get the 1 for free and try to compound and so with all items that you get for free to maximize this pendant as much as possible. Optimal level is 3. Augmentations This is so important. Once you make a good item try to put augment on items. For example On Circlet of hero and piercing mask and also weapon you can get very good augmentations for damage - skill critical or skill power. Every jewel and every armor can have 1 augmentation. Collections For Soulhound really do defense as they are quite easy to make, at least all that you can, but really no need to get too insistent with these as you should focus for skill cooldown and skill power increase and maybe if you can on defense and some P/M attack collections that can add little by little. Skills to learn with Soulhound Class Try to get the skills in this order: Книга Заклинаний - Грозовая Доблесть Недоступно Книга Заклинаний - Владение Сиянием Ур. 2 Недоступно (This one first if you have mp issues if not then go shadow master Lv 2) Книга Заклинаний - Владение Сумраком Ур. 2 Недоступно Книга Заклинаний - Мастер Схватки Недоступно (Only get this if you don't have anything else to and you have time limited book - or just put somewhere in collection your choice - but this skill is quite good for defense) All other skills are optional - I don't recommend getting 4* book on soulhound, yes it gives mass damage every X seconds based on skill cooldown but it consumes spirit ores and if you were to get a 4* book its better to play other classes. Hunting zones for farming based on levels First form lv 1 just follow missions and where to go. These missions will start to get fast really hard but don't think about it too much its only important that you make it to lv 76 with their help and onwards they dont matter that much. War Tons Plains on lv 71 to 78 and from lv 78 onwards Silent Valley. Based on your equipment you can skip War Tons Plains. From level 80 to 85- Farmable arenas Tower of Insolence - Forgotten Garden - for World Zones and in normal world - Lizardmans/Dragon valley (Skeletons area). From lv 85 + You should be able to do Hot springs area farm for daily quests that is something i recommend- in the beginning even with your healer as support this is doable and I recommend it. I recommend farming in Dragon Valley east is best. On lv 90+ you will be able to go almost all zones, except some high level places - Frost Lord Castle or high Arena farms of Kelbim and Pagan. These places are mostly for whales to farm. Here you will be able to farm in Hot springs / Seul Mahum / Giants Cave - Farm always at the spot where you one shot or 2-3 hit monsters.
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