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lineage 2 adena
Item Enchantment
Some weapons and armor can be fortified by using Scroll: Enchant Weapon and Scroll: Enchant Armor. There are different enchantment scrolls for each grade of weapons and armor. No Grade items cannot be enchanted.
Almost all weapons and armor can be safely enchanted to +3, but beyond that, success is based on a pre-defined rate of probability. One-piece type armor can be safely enchanted up to +4.
Weapons that are enchanted to +4 glow a light silver, and as the enchantment level increases, the glow deepens to blue and changes to red at high levels.
When enchantment fails, the item will be destroyed and turned into crystals. The number of crystals generated depends on the item's value.
Blessed Scrolls of Enchant Weapon/Armor are similar to normal Scroll: Enchant Weapon and Scroll: Enchant Armor, but the item will not disappear when the enchantment fails. However, upon failure to enchant, the item will be reverted to +0.
Skill Enchantment
The third class transfer must be completed in order to be able to enchant skills. Speak to the NPC who began the third class transfer quest for more information about enchanting skills.
Skill enchanting differs from the usual method of increasing skill levels. Enchanted skills improve unconditionally, and it is possible to choose specific enchant effects. However, the choice must be made when the skill is initially enchanted. Once the enchantment is selected, other abilities cannot be improved.
The cost of skill enchantment is experience and SP. The Secret Book of Giants is required for the initial enchantment, and if it is successful, only experience points in the current level and SP will be consumed for additional enchants.
There is a probability that the skill enchanting may fail. In the case of a failed enchantment, the skill will revert to the pre-enchanted state.
Dyes and Symbols
Certain items in Lineage II can change the basic ability values (STR, DEX, CON, INT, WIT, MEN) of your character.
Ability |
Effect |
STR |
Increases amount of physical damage. |
DEX |
Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed. |
CON |
Increases maximum HP and CP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, and bleeding resistance. |
INT |
Increases damage of magic attacks and success rate of curse spells. |
WIT |
Increases chance of magic critical hits, casting speed, resistance to Hold, resistance to curses (such as HP degeneration, decreased HP recovery rate, increased skill re-use time, and decreased effect of heals). |
MEN |
Increases magic defense, maximum MP, MP recovery speed, poison resistance, and curse resistance. Decreases probability of magic interruption. |
To change these ability values, a symbol can be created through the Symbol Maker.
Dyes
Dyes are items that serve as ingredients for carving symbols (also referred to as tattoos). The dyes have + or - values for the basic ability values. There are ordinary dyes and high-quality dyes. Ordinary dyes can be used as ingredients for carving symbols after the first class transfer, but not after completing the second. Greater Dyes can be used only by players who have completed the second class transfer.
Symbol Engra ving
Characters of level 20 or above have slots where they can use dyes in the inventory window to engrave symbols. Characters that haven't yet completed their first class transfer cannot use symbols. After completing the first class transfer, they can carve two symbols. After the second class transfer, they can carve one more symbol, for a total of three. Also, the symbols that were affixed before the second class transfer lose their effect when the character completes the second class transfer.
If players have enough quantity of dyes and want to engrave a symbol, they must speak to a Symbol Maker NPC. Symbol Makers charge a fixed fee to carve the symbol for the player. Carving a symbol consumes the dye used as an ingredient.
The amount that can be increased from symbols for a single basic ability value cannot be more than +5. For example, if two symbols cause STR to increase by +3 and +4 respectively, the total increase of STR cannot exceed +5. There is no limit to the reduction in values, but it is not possible to reduce an ability value all the way to zero.
Some limitations apply to certain symbol types, as shown in the table below.
Symbol Combination |
Can Be Used By |
| STR, CON, and DEX |
All classes |
INT and MEN |
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner |
INT and WIT |
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Warrior, Human Knight, Paladin, Rogue, Gladiator, Warlord, Dark Avenger, Treasure Hunter, Hawkeye, Elven Knight, Temple Knight, Swordsinger, Plainswalker, Silver Ranger, Palus Knight, Assassin, Shillien Knight, Bladedancer, Abyss Walker, Phantom Ranger, Orc Raider, Orc Monk, Destroyer, Tyrant, Scavenger, Artisan, Bounty Hunter, Warsmith |
MEN and WIT |
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Cleric, Bishop, Prophet, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer |
Symbol Removal
To remove a symbol, the player must speak to the Symbol Maker. Removal of a symbol costs a certain fee, and once removed, half of the dye used for carving the respective symbol is returned to the inventory.
Weapon Enhancements
Enhancements, also known as special abilities, can be granted to most C Grade and above weapons. In order to bestow enhancements to weapons, Soul Crystals are required. Grand Magister Jurek of Giran Castle Town can start players on their journey to obtain Soul Crystals.
The level and type of the Soul Crystal, the types of abilities that can be bestowed, and the number of items required to enhance a weapon vary.
Enhancing a Weapon
To enhance a weapon, speak to a blacksmith in the village once you have gathered all of the required ingredients, including the appropriate level Soul Crystal. The blacksmith's fee may vary depending on the Soul Crystal, weapon grade, and castle tax.
Special abilities for A Grade weapons are granted by the Blacksmith of Mammon.
Weapons must be un-equipped in order to be enhanced. Any enchantments on a weapon will remain after it is enhanced, and weapons with special abilities can be enchanted.
Removing Enhancements
Enhancements can be removed by the Blacksmith of Mammon and the Black Marketeer of Mammon.
Special Ability List
Name |
Effect |
| Acumen |
Magic casting speed increases with a fixed percentage. |
| Anger |
Enhances P. Atk. while decreasing maximum HP by a certain percent. |
| Back Blow |
Increases critical attack rate when attacking the enemy from behind. |
| Bodily Blessing |
Chance to cast Bless the Body magic upon the target when using good magic. |
| Cheap Shot |
When launching a general attack, MP consumption is reduced. |
| Conversion |
Increases maximum MP and decreases maximum HP. |
| Crt. Anger |
Decreases players HP while causing damage to target during critical attack. |
| Crt. Bleed |
Percent chance that target will bleed during critical attack. |
| Crt. Damage |
Inflicts extra damage to target when critical attack is launched. |
| Crt. Drain |
User absorbs HP from target during critical attack. |
| Crt. Poison |
Percent chance that target will be poisoned during critical attack. |
| Crt. Stun |
Percent chance of stun effect during critical attack. |
| Empower |
Increases magic power. |
| Evasion |
Increases evasion. |
| Focus |
Increases critical attack rate. |
| Guidance |
Increases accuracy. |
| Haste |
Increases attack speed. |
| Health |
Increases maximum HP by a certain percent. |
| Light |
Reduces a weapon's weight. |
| Long Blow |
Increases attack range. |
| Magic Chaos |
Chance to cast Chaos magic upon the target when using bad magic. |
| Magic Damage |
When using harmful magic on a target, it delivers additional magic damage with a fixed percentage. |
| Magic Focus |
Chance to cast Focus magic upon the target when using good magic. |
| Magic Hold |
Chance to cast Dryad Root magic upon the target when using bad magic. |
| Magic Paralyze |
When using harmful magic on a target, it will paralyze the target with a fixed percentage. |
| Magic Poison |
Chance to cast Poison magic upon the target when using bad magic. |
| Magic Power |
When attacking with magic, the amount of MP used increases with a fixed percentage and magic power also increases. |
| Magic Regeneration |
Regenerates target's HP when using good magic. |
| Magic Silence |
When using harmful magic on a target, it will silence the target with a fixed percentage. |
| Magic Weakness |
Chance to cast Weakness magic upon the target when using bad magic. |
| Mana Up |
Increases maximum MP by a certain percent. |
| Mental Shield |
Chance to cast Mental Shield magic upon the target when using good magic. |
| Miser |
Reduces the amount of soulshots consumed. |
| Quick Recovery |
Reduces re-use delay. |
| Rsk. Evasion |
Increases Evasion when HP becomes low. |
| Rsk. Focus |
Increases critical attack rate when HP becomes low. |
| Rsk. Haste |
Increases Atk. Spd. when HP becomes low. |
| Wide Blow |
Broadens angle of attack. |
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