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Lineage II - Spellhowler Guide

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Table of Contents
1. Introduction .............................................................................................................. - 1 -

2. SpellHowler: Glass Cannon Or The Real Power? ................................................... - 3 -


2.1. Class Description ............................................................................................. - 3 -

2.2. Character Stats ................................................................................................ - 4 -

2.2.1. Racial Attributes............................................................................................ - 4 -

2.2.2. Variables....................................................................................................... - 6 -
2.3. Brief Comparison Of Nuker Classes ................................................................ - 7 -

2.3.1. Spellhowler Vs. Sorcerer ............................................................................ - 10 -


2.3.2. Spellhowler Vs. Spellsinger ........................................................................ - 11 -

2.4. Getting Started ............................................................................................... - 12 -


3. SpellHowler’s Gear: You Are What You Wear ....................................................... - 14 -

3.1. Equipping your character ............................................................................... - 14 -


3.2. Weapons ........................................................................................................ - 16 -

3.2.1. Staves......................................................................................................... - 16 -

3.2.2. Books.......................................................................................................... - 23 -
3.2.3. Other........................................................................................................... - 24 -
3.2.4. Mystic Weapons‘ Special Abilities .............................................................. - 27 -
3.2.5. Resume ...................................................................................................... - 28 -

3.3. Armor.............................................................................................................. - 29 -
3.3.1. No-Grade Armor ......................................................................................... - 30 -

3.3.2. D Grade Armor ........................................................................................... - 31 -

3.3.3. C Grade Armor ........................................................................................... - 33 -

3.3.4. B Grade Armor............................................................................................ - 34 -


3.3.5. A Grade Armor............................................................................................ - 35 -
3.4. Jewelry ........................................................................................................... - 36 -

3.5. Power-Ups And Other Consumables ............................................................. - 39 -


3.5.1. Soulshots And Spiritshots........................................................................... - 39 -

3.5.2. Potions........................................................................................................ - 41 -

3.5.3. Scrolls ......................................................................................................... - 42 -


3.5.4. Miscellaneous ............................................................................................. - 43 -

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4. Modifying Spellhowler’s Stats: Handle With Care .................................................. - 44 -

4.1. Making Tattoos............................................................................................... - 44 -


4.1.1. Intellect/Wit/Mentality Tattoos..................................................................... - 45 -

4.1.2. Constitution/Dexterity/Strength tattoos ....................................................... - 45 -

4.2. Robe Armor Sets And Their Bonuses ............................................................ - 47 -

4.2.1. No-Grade Armor Set................................................................................... - 47 -


4.2.2. D Grade Armor Sets ................................................................................... - 47 -

4.2.3. C Grade Armor Sets Comparison............................................................... - 48 -


4.2.4. B Grade Armor Sets‘ Pros And Cons ......................................................... - 49 -

4.2.5. The Bonuses Of A Grade Armor Sets ........................................................ - 49 -


4.3. Special Abilities And Their Effect On The Character‘s Stats.......................... - 50 -

4.4. Character Development: Strategic Approach................................................. - 51 -


5. Spell Guide: Hear My Spell Howl ........................................................................... - 53 -

5.1. Overview ........................................................................................................ - 53 -

5.2. Skill List .......................................................................................................... - 54 -

5.2.1. Dark Mystic Skills........................................................................................ - 54 -


5.2.2. Dark Wizard Skills....................................................................................... - 55 -
5.2.3. Spellhowler Skills........................................................................................ - 57 -

5.3. Categorized Spells And Skills ........................................................................ - 60 -


5.3.1. Passive Skills And Abilities ......................................................................... - 61 -
5.3.2. Damage Dealing Spells .............................................................................. - 62 -

5.3.3. Fusion Spells .............................................................................................. - 69 -

5.3.4. Damage Over Time (DoT) Spells ............................................................... - 70 -


5.3.5. Area Of Effect (AoE) Spells ........................................................................ - 71 -

5.3.6. Crowd Control............................................................................................. - 72 -

5.3.7. Debuffs ....................................................................................................... - 73 -


5.3.8. Healing Spells............................................................................................. - 74 -

5.3.9. Buffs............................................................................................................ - 76 -

5.3.10. Summoner‘s Skills................................................................................... - 76 -

5.3.11. Mana Management ................................................................................. - 77 -


5.4. Supplementary: Tools And Extras.................................................................. - 78 -

6. Leveling Guide: Welcome To The Grind ................................................................ - 81 -

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6.1. Dark Mystic‘s Path.......................................................................................... - 81 -

6.1.1. Levels 1-19: Locations, Monsters, And Quests .......................................... - 82 -


6.1.2. First Profession Change Quest................................................................... - 94 -

6.2. Dark Wizard‘s Path: Locations, Monsters, And Quests.................................. - 96 -

6.2.1. The Hunting Grounds ................................................................................. - 97 -

6.2.2. Level 20-39 Quests................................................................................... - 101 -


6.3. Second Profession Change Quest ............................................................... - 113 -

6.3.1. Trial Of The Scholar.................................................................................. - 113 -


6.3.2. Testimony Of Fate .................................................................................... - 116 -

6.3.3. Test Of Magus .......................................................................................... - 117 -


6.4. Spellhowler‘s Path........................................................................................ - 119 -

6.4.1. Locations And Monsters ........................................................................... - 119 -


6.4.2. Dungeons ................................................................................................. - 127 -

6.4.3. Level 40-75 Selected Quests.................................................................... - 128 -

6.5. The Subclass Quest ..................................................................................... - 142 -

7. Continuing Quests: The Neverending Routine..................................................... - 145 -


7.1. Song Of The Hunter ..................................................................................... - 145 -
7.2. Enhance Your Weapon ................................................................................ - 148 -

7.3. Coin Collecting ............................................................................................. - 151 -


7.3.1. Coin Of Magic ........................................................................................... - 152 -
7.3.2. Royal Coin Collector Membership ............................................................ - 157 -

7.4. Repent Your Sins ......................................................................................... - 158 -

8. Spellhowler's Servitors: Nice Addition Or Burden? .............................................. - 161 -


8.1. Summons ..................................................................................................... - 161 -

8.1.1. Shadow..................................................................................................... - 161 -

8.1.2. Silhouette.................................................................................................. - 162 -


8.2. Pets .............................................................................................................. - 162 -

8.2.1. Wolves ...................................................................................................... - 163 -

8.2.2. Hatchlings ................................................................................................. - 163 -

8.2.3. Striders ..................................................................................................... - 164 -


8.3. Raise Your Dragon....................................................................................... - 165 -

8.3.1. Little Wing ................................................................................................. - 165 -

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8.3.2. Hatchling Leveling Guide.......................................................................... - 167 -

8.3.3. Little Wing: Big Adventure ........................................................................ - 170 -


9. Leveling Tips: Doomed To Solo? ......................................................................... - 172 -

9.1. Leveling Strategy.......................................................................................... - 172 -

9.1.1. “Grinding” Vs. “Farming” ........................................................................... - 172 -

9.1.2. Soloing Vs. Grouping................................................................................ - 173 -


9.1.3. Hunting Grounds....................................................................................... - 174 -

9.2. Hunting Tactics............................................................................................. - 175 -


9.2.1. What To Hunt............................................................................................ - 175 -

9.2.2. How To Kill Efficiently ............................................................................... - 176 -


9.2.3. Hunting With No Downtime....................................................................... - 177 -

9.2.4. Ways To Get Bonus Exp .......................................................................... - 177 -


9.2.5. The Role Of Buffs ..................................................................................... - 178 -

9.3. Hunting In Groups ........................................................................................ - 179 -

9.3.1. Basic Tips ................................................................................................. - 179 -

9.3.2. The Main Criterion Of Party Efficiency...................................................... - 179 -


9.3.3. Duoing ...................................................................................................... - 180 -
9.3.4. Perfect Groups.......................................................................................... - 180 -

10. A Spellhowler In PvP: Kill Fast Or Die ............................................................. - 182 -


10.1. Spellhowlers As Primary Damage Dealers .................................................. - 182 -
10.2. Player Killing And Griefing............................................................................ - 182 -

10.3. PvP Tactics .................................................................................................. - 183 -

10.3.1. Dueling Tips .......................................................................................... - 184 -


10.3.2. Group PvP............................................................................................. - 186 -

10.3.3. Castle Sieges ........................................................................................ - 187 -

11. Making Money: Lineage II – Farmers’ Paradise .............................................. - 189 -


11.1. Spellhowler As A Perfect Farmer ................................................................. - 189 -

11.1.1. What Is Farming.................................................................................... - 189 -

11.1.2. How To Make Hunting Profitable .......................................................... - 191 -

11.1.3. Manor System ....................................................................................... - 192 -


11.2. Buying And Selling ....................................................................................... - 194 -

11.3. Let‘s Get Economical ................................................................................... - 195 -

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11.3.1. How To Save On Upgrades .................................................................. - 195 -

11.3.2. Cutting Down Expenses........................................................................ - 195 -


11.3.3. Safety Is The Key.................................................................................. - 196 -

11.3.4. The Usefulness Of Alternative Characters............................................ - 197 -

12. The End Game Contents ................................................................................. - 198 -

© Copyright www.killerguides.com 2006. All rights reserved.

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Guide Title

1. Introduction
Lineage II is a massively multiplayer online roleplaying game (MMORPG) with an
emphasis on unrestricted Player versus Player (PvP) combat, large scale battles, castle
sieges, political conflicts, and a player-driven economy. It also offers a beautifully detailed,
nearly photo-realistic, seemless fantasy world inhabited by myriads of various monsters
and other non-player characters (NPC). While the game engine provides the most
stunning graphics ever seen in a MMORPG, the landscapes, town architecture, and
character models are a true masterpiece of designer’s art. The gameplay itself is quite
addicting, but its visual side adds more spice to it, and you can actually enjoy the very
look of your character and his/her animations as well. Among the five races that populate
the world of Lineage II, Dark Elves look the most mysterious and wicked. So, if you are
fascinated with the Dark Elven kind, and prefer playing a versatile mage character well
suited both for PvP and PvE (Player versus Environment) then the best choice for you
would probably be a Spellhowler, the most deadly user of dark magic in the game.
Spellhowler, as a strong nuker, is undeniably one of the fastest leveling classes in
the game, so, gaining experience points (Exp) and developing your character should be
relatively easy, compared to other classes. However, before starting your adventure, you
might like to learn a few things about Lineage II to apprehend the intentions of its
designers, and keep them in mind later on. This will help you adapt yourself to the
hardships and perils awaiting you on your way to power. Lineage II (L2 for short) is called
The Chaotic Chronicle for a reason, and it can sometimes be mean and cruel to an
unwary adventurer. The present guide is supposed to offer a wide selection of tips and
tricks to help survive in that chaotic environment and develop a strong and well balanced
character, but it cannot eliminate the main factors that burden every L2 player’s life.
First, you should be ready for grinding your way through incalculable hordes of
monsters to raise your level. The higher your level, the slower your progress, and in the
end it may turn out to be almost unbearably hard. This kind of a “level grind” is what
singles L2 out of the majority of MMORPGs, yet it makes this game extremely
challenging, and rewarding as you discover its depths and heights.
Second, earning the money (adena) to equip your character is actually even
harder than leveling! You will need to kill hundreds of monsters to get any significant
material drops from them... So, count every adena you earn. Yes, loot is hard to come by,
but when you do get an item drop, it feels like a truly earned reward. Item prices have a
very specific curve that seems ridiculously expensive when you first start. But as you
advance in level, you realize it is just right. Remember the law of diminishing marginal
utility? Indeed, L2 teaches us a lesson in economics, where one can virtually witness the

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consequences of the ever growing conflict between unlimited needs and limited
resources, demand and supply. So, you will have to also take your time to play the market
instead of playing your character, but if you do it right, you are greatly rewarded in the
terms of your overall progress. The only race in L2 designed specifically for money
making purposes are Dwarves, but you can find your own character, a Dark Elven wizard,
a surprisingly good money maker if you play it right and follow the notes that you can find
in the appropriate chapter of the present guide.
Third, in L2 everything is defined by players’ interaction. Its virtual world has
crimes, murders, wars, and betrayal, same as in real life. One can kill or be killed at any
time, and every player has to live with it, and rely on themselves in this often hostile
environment. Some of the more daunting challenges require more than just one individual
to succeed. Thus you will see the importance of social skills, the art of making friends and
dealing with enemies. At higher levels, joining a clan is necessary to take advantage of
gaming aspects other than soloing for experience. As an adept of battle magic you are
going to be in high demand to any clan, but you have to realize fully your character’s role
and purpose to be actually useful.
Finally, you have to understand one general rule applicable to any aspect of L2’s
gameplay: there is no instant gratification in this game, it is designed to be hard and slow-
paced. Reaping the benefits from its brutal, constantly changing world, requires some
serious work and dedication. You should remember that Lineage II, having been designed
in Korea, reflects certain aspects of Asian mentality, with an accent on zeal and diligence.
No player in L2 can get everything at once, earn everything as fast as they want, or gain
anything easily. Character advancement here looks like a real challenge, and every step
requires unwavering commitment and serious investments of time. But the stronger you
become, the more you learn of the game, the greater the feeling of achievement. Just
remember, there is nothing impossible on your way to perfection, it just takes patience
and time, time and patience...

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2. SpellHowler: Glass Cannon Or The Real Power?


So, you have chosen the path of Dark Wizard, in order to become a carrier of the
most powerful battle magic, the Spellhowler. This class possesses the strongest offensive
spells in L2, so it is definitely worth playing if you enjoy fast killing and dealing as much
damage as possible. At the same time, the Spellhowler, as any other combat-oriented
class, is rather well balanced so it cannot become the “ultimate” force in the game. It has
its pros and cons, and you need to investigate them thoroughly, to fully take advantage of
your character’s unique skills and abilities.
Same as other wizard-types, Spellhowlers can kill fast, yet they die fast, too. No
matter how cautious you are, you will most likely suffer a good number of deaths at any
given level, compared to tank classes or archers. Monsters with an advanced AI, such as
raid bosses, will chase you down unmercifully. And in any mass PvP action an enemy
targets Spellhowlers (along with healers/buffers) in the first place, so in most cases you
will not last too long.
However, you are still going to be one of the most feared, formidable mystic
classes in the game, and if you are patient and dedicated enough to have reached the
level cap (or get close to it), you will find your killing capacity immensely, insanely, high.
So, don’t underestimate the power of the Dark Side!

2.1. Class Description


The Spellhowler is a wizard class with a wide variety of damage dealing spells
(nukes) along with some other offensive skills. It is a bright example of a pure damage
dealer: Spellhowlers can kill most of the monsters or players (even of much higher level)
in just a few shots, yet they cannot take lots of damage due to the extremely low amount
of HP (compared to any other class) and the lack of powerful healing spells. They are also
bound to have a hard time when surrounded by multiple enemies due to the lack of the
“crowd control” spells.
Some of Spellhowler’s offensive spells are based on the element of Wind
(Elemental Magic), while some are centered on Death (since Dark Elves worship Shilen,
the Goddess of Death) and thus can be classified as Unholy, or Black Magic. Certain
kinds of monsters are resistant or weak to certain types of magic, so finding a proper spell
for each kind is the key to successful hunting.

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2.2. Character Stats


Let’s see how Spellhowlers’ stats (the constants and variables) affect their
performance. Please note that the present guide is centered on providing you with
qualitative information rather than quantitative, and most of the parameters are described
in the terms of the so-called fuzzy logic. For example: “This particular spell is more mana
consuming, less powerful, has a longer casting time, longer reuse interval, and
considerably shorter range compared to the primary damage dealing spells”.
You see, almost every parameter is a variable influenced at any given moment by
a number of factors, such as your base stats, level modifiers, equipment, buffs/debuffs,
enemies’ stats, and so on, so it is impossible to foretell how much damage you can do or
how quickly you can take down your target, especially when its stats are unknown. Yes it
is calculable, but in a fight you will most likely just watch how fast the monster’s health bar
goes down, and your main concern will be how many shots it can take to kill the enemy
with the selected spells. So, you mainly need to remember the basic factors and their
correlation, and try the trial-and-error method a few times to find out how this qualitative
approach works in the game. Indeed, you cannot tell that “Running Speed: 125” means
“slow” until you have played some other classes/races, or at least tried to outrun an Elven
archer!
In case you need more precise info on some skills or items, please visit the official
site at www.lineage2.com where you can find general information and detailed skill listings
for all races, weapon/armor/accessories stats, miscellaneous items descriptions and the
crafting recipes database, etc.

2.2.1. Racial Attributes


Dark Elves in L2 are notable due to their physical strength and magical power. Of
course, mystics are different from fighters, they are physically weaker and slower, so, their
base stats reflect the features of their race and class both.
Table 1. Mystic’s Basic Status.

Race INT STR CON MEN DEX WIT


Dark Elf 44 23 24 37 23 19
Elf 37 21 25 40 24 23
Human 41 22 27 39 21 20
Orc 31 27 31 42 24 15
INT (Intelligence) influences M.Atk (Magic Attack) and thus determines player’s
damage output. Also it affects curse success probability (the success probability increases

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with the INT value when using magic that causes all kinds of abnormal conditions, like
curses or debuffs). Dark Elven mystics have the highest INT of all races therefore their
spells are the strongest.
STR (Strength) influences P.Atk (Physical Attack), that is, melee damage. Damage
from ordinary attacks and physical skills of the player increases as STR increases. This
particular parameter is the least important to a Spellhowler who, as a highly offensive
caster, is not used to a hand-to-hand combat. Anyway, Dark Elven mystics are naturally a
bit stronger physically than their Human or Elven colleagues.
CON (Constitution) influences player’s maximum hit points (HP), health recovery,
and some other parameters, like carrying capacity, the ability to move underwater (the
higher the CON value, the slower the HP reduction rate when the character’s breath runs
out), bleeding resistance or probability of falling into a shocked condition (getting
stunned/paralyzed). Spellhowlers have the lowest HP of all classes. That says it all.
MEN (Mentality) influences MP (Mana Points) quantity, Magical Defense (it
increases as the MEN value increases, while the probability of receiving magic damage
decreases, as does the probability of succumbing to curses, such as Poison etc.), mana
regeneration speed, probability of spell interruption (there is a chance that when a player
casts magic and is attacked, casting the spell will be canceled). However, none of these
parameters looks vital from a Spellhowler’s point of view. Dark Elven mages have the
slowest MP recovery speed compared to other races, but they also have their own ways
to replenish their mana pool quickly.
DEX (Dexterity) influences such parameters of physical attack as Accuracy,
Critical Probability (the rate at which exceptional damage occurs), Attack Speed, also
Shield Defense, Evasion and Movement Speed. These do not look very important either
(except Evasion, and, to some extent, Shield Defense), and all you need to know is that
your character just cannot run fast, so using the kiting (hit-and-run) tactics to safely kill
monsters is hardly an option.
WIT (Wit) determines Casting Speed and the critical rate of magic attacks (as
opposed to physical critical hits). Casting speed is crucial to any mage. Dark Elves cannot
compete at this against Humans and especially Elves, so Spellhowlers are known as
powerful yet slow magic casters. WIT also has an effect on one’s ability to avoid various
kinds of bad abnormal conditions, e.g. curses that lower ability values, mental
abnormalities (such as Hold, Silence, Sleep, Fear), paralysis, HP reduction magic of the
four elements, MP reduction magic, HP recovery speed reduction, and magic that
increases the delay for reusing skills and reduces heal effects.

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2.2.2. Variables
If you take a look at your Character Status window you will see the list of
parameters determined by the aforementioned base stats, level modifiers, and equipment
as well. Their values will change as you gain levels, skills, and equipment. (Though some
of them, like Critical Rate or Speed, under normal conditions remain constant.)
HP is determined solely by CON, and increases as you raise your level.
MP is initially based on MEN and the character’s level, but its maximum value
depends on the stats of the armor you wear, and can be also increased by learning
certain skills.
P.Atk depends on STR, your level, and your weapon’s P.Atk. It determines how
much damage you will inflict on a target by hitting it with your weapon.
M.Atk is the most important parameter for your class, as it determines the amount
of damage your spell will do. M.Atk depends on INT, your level, and your weapon’s M.Atk.
Magical attack damage is calculated by the following formula:
(square root of [attacker’s M.Atk/target’s M.Def])x(skill’s Power)x91,
and it basically means that you will always be looking for weapons with the highest M.Atk
possible, to maximize your damage output.
P.Def (Physical Defense) determines how much damage your armor can absorb
from a physical attack. It generally depends on player’s level and armor stats (note that
even a totally unequipped character has some base P.Def) but in a Spellhowlers’ case it is
going to be rather insignificant, for the simple reason that the only type of armor they can
wear is magic robes, and robes just cannot provide good protection from physical damage
by default.
M.Def (Magic Defense) determines how much damage from a magical attack is
absorbed by your jewelry. Spellhowlers, same as other mystic classes, have naturally high
initial M.Def, and they can learn skills that increase its value. So, when equipped with a
good jewelry set, a Spellhowler can consider himself well protected from offensive
magic... unless his opponent is another nuker.
Accuracy affects the hit/miss ratio of your regular physical attacks. It depends on
DEX, your level, and your weapon’s hit modifier. As a nuker that relies on long ranged
magical attacks, you are not going to test this parameter very often.
Evasion depends both on DEX and your level, so it sligtly increases as you
progress in the game. Since Spellhowlers have low HP and cannot wear fighter’s armor
with good P.Def, this particular parameter looks vital. Unfortunately, in Dark Mystic’s case
its value is not high enough either.
Critical rate affects your chance of a critical hit with your weapon (influenced by
STR and your weapon’s bonus) and has nothing to do with spellcasting. Magic critical hits

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(that inflict 4 times more damage than normal) are extremely rare, you can spend hours
without critting even once. But when it happens it’s a guaranteed one-hit kill.
Speed determines how fast you can run (or walk, if you decide to). It’s based on
DEX and probably some other (hidden) parameter, and in most cases remains constant.
As a wizard you will soon learn that you cannot kite anything (that is prerogative of
archers) because these few kinds of monsters that can barely move are coincidentally
resistant to magic.
Attack Speed determines how fast you can strike with your weapon (it depends on
its stats). In Spellhowler’s case, this factor is negligible, too.
Casting Speed is another factor crucial to your class. As a Spellhowler you will
most likely get used to killing all sorts of monsters without letting them even touch you, so
you may have the feeling that your casting is fast enough... until you meet your Elven
counterpart, the Spellsinger.
Carrying capacity indicates how much you can carry without being penalized. If
you don’t want to slow down your HP and MP recovery, just keep it below 50%.
Some important parameters like spell success probability and spell resistance are
not shown anywhere. Obviously they are affected by a multitude of factors, say, M.Atk,
base stats like MEN and WIT, the enemy’s level, M.Def and spell resistance/weakness, in
correlation with the level and specifics of the spell itself (some spells tend to fail more
often than others). In general, when a nuke fails it does a half of its normal damage, but
when its level is way too low compared to the target’s level then it does almost no damage
(1 dmg point, to be exact). When other offensive spells (like debuffs or damage-over-time)
fail to land, they do not affect the target at all.

2.3. Brief Comparison Of Nuker Classes


Due to their high INT, Spellhowlers do most damage in one cast, while the casting
speed is their downside. So, when we compare them to other wizard classes it is total
damage over time that should be considered as the main quantitative criterion, and the
specifics of the skill set (as applied to different situations) as qualitative. Say, Spellsingers
of Elven race cast the fastest for less damage, while Human Sorcerers are in the
middle.with their moderate damage and moderate casting speed.
For the beginning, with one main nuke, a Spellhowler can instantly do more
damage than a Sorcerer, and significantly outdamage a Spellsinger. Spellhowler’s highest
INT will also result in a bit better chance to land such spells as Sleep or Silence.
Same with the number of nukes needed to do certain amount of damage. Since
each class’s primary nukes have the same (nominal) power and mana cost, then in case

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of equal equipment, it is the INT value that will define the result. And the Spellhowler will
have killed the targeted enemy with lesser number of casts compared to his rivals.
However, when we calculate each mage’s damage output for a period of time we
will see that under equal conditions the Spellsinger is far ahead (by 10% or so) due to the
fact that damage per second is proportional to the square root of M.Atk, whereas the
Sorcerer and Spellhowler are left behind with almost equal results.
In the following example there are three nukers of equal level, equipped with the
same weapon, and the Sorcerer’s stats are taken as 100% while the rest of the numbers
are ratios to the Sorcerer’s.
Table 2. Damage Per Second Comparison.
Class M.Atk Casting Speed DPS
Spellsinger 88 116 108.8
Sorcerer 100 100 100
Spellhowler 110 95 0.996

So, the conclusion is that the Spellsinger wins the contest due to the highest
damage output per minute, while the Spellhowler proves to be the most mana efficient
nuker considering the damage/mana ratio.
However, in the long run the resulting picture can be different, since one more
factor should be taken into account, namely mana regeneration. Here the Spellhowler
takes an advantage again due to his amazing ability to instantly trade HP for MP and vice
versa. Whereas the Spellsinger will find himself running out of mana pretty fast (having
done certain amount of damage), the Spellhowler can do the same amount of damage
and keep his MP at a relatively high level which will result in having almost no downtime
while soloing, or no need to rely on mana rechargers during a group action. Spellsingers
and Sorcerers have to spend more mana per kill and have to mainly rely on their passive
mana recovery abilities, so in the end they cannot avoid the downtime.
Therefore, the Spellhowler is definitely the best soloing class among nukers, and
one of the best soloers in the game, due to the highest killing capacity and the ability to
restore MP quickly. Moreover, the path to a Spellhowler is relatively easy compared to
other mage classes because Dark Wizards get that most useful Body To Mind spell at
level 25, while Elven nukers get their Mana Regeneration skill (which consumes some
costly items, by the way) only at level 40. And Human Wizards... yes they get Body To
Mind at level 25 too, but can never upgrade it anymore... well, let us guess that high level
Sorcerers can still do what they did since level 20, that is summon a cute Kat the Cat, who
provides an additional supply of MP... at the cost of a few D grade crystals.

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In a few words, the Sorcerer is probably the least powerful of the nuker classes.
Everything they get, the Spellsinger gets, but better. Their damage is marginally higher,
although their casting is not too far behind the Spellsinger's either. Their most useful
attacking spells (or their close analogues) such as Decay, Sleeping Cloud, and Cancel are
all avaiable to Spellsingers too. Sorcerers also get Slow (same as Spellhowlers), which
does not have the best success rate, and is rarely used anyways. They can level a bit
faster than Spellsingers (due to the aforementioned quick MP recovery skills... the low
level ones), but they have no real advantages. Not to mention the fact that both
Spellhowlers and Spellsingers have an ultimate overhit nuke (Shadow Flare/Solar Flare
respectively), while Sorcerers don’t. Well they have a Surrender To Wind debuff... oddly
enough, they do not have any Wind-based attack (go figure).
Spellsingers are all about the casting speed. Many players believe that
Spellsingers are above and beyond the best at PvP because of their excruciatingly fast
spellcasting. Indeed, their spells are more suited towards PvP. It is really hard to find a
class that can defeat the Spellsinger in one on one combat. They can sleep the
opponent, cancel his buffs, quickly hit him with a powerful damage-over-time spell
(Freezing Shackle/Ice Dagger) and a couple of nukes (Solar Flare/Hydro Blast), get closer
then finish him off with instantly casted Aura spells (Aura Flare/Aura Bolt). So, the
Spellsinger has an edge for PvP, but runs out of mana too fast, and what happens next...
depends on the situation. Evidently they are meant to have more downtime than
Spellhowlers, or rely heavily on the support players that can recharge MP.
Yet the question remains, are Spellhowlers, being quite efficient solo hunters,
welcomed in groups? When a high level Spellhowlers starts looking for a group in the
areas where dungeon-type monsters dwell (those with 4x HP and extra
abilities/resistances), you can often hear reasponses like: “What? A Spellhowler? You can
solo!” or “Sorry, we are looking for a Spellsinger”. And those who got a group sometimes
complain that they cannot do enough damage to the dungeon monsters compared to their
partners. But the fact is that Spellhowlers are supposed to be primary damage dealers
first of all, and if the outcome is not that great, it just means something has not been
played right. They need to fight proper monsters, attack them with proper spells, and, in
the first place, get a proper group. The party tips and hunting tactics will be discussed
later, for now let’s just remember that joining a party that does not have a Shilen Elder
(who can give you Empower) in it, is not the wisest decision: of course you can limit
yourself to sleeping the monsters and let the melee fighters do the job but then you would
do better going solo. Also, some groups may indeed prefer Spellsingers and Sorcerers
rather than Spellhowlers due to their mass sleep spell, but that’s another story.

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2.3.1. Spellhowler Vs. Sorcerer


Let’s take a closer look at the rival mages’ skill sets. The Sorcerer actually looks
like a compromise between a Spellhowler and a Spellsinger, with moderate M.Atk and
casting speed and a collection of skills copying either a Spellhowler’s or a Spellsinger’s.
The Sorcerer’s only nuke is Prominence (fire-type), similar to elemental magic used by
Spellhowlers (Hurricane) and Spellsingers (Hydro Blast). But, as it was mentioned earlier,
Sorcerers don’t have a greater nuke, such as Shadow Flare, so, in a quick encounter the
Spellhowler (whose M.Atk is higher by default) should not be having any problems to
outdamage the Sorcerer. But if the Sorcerer somehow gets close to the Spellhowler the
latter can get into trouble. Sorcerers have two types of close range Aura attacks, when
casted repeatedly they can cause significant amounts of damage within a very short
interval of time, leaving not much of a chance to successfully cast anything in response.
Theoretically, Spellhowlers have a similar spell, Aura Burn, but it cannot be upgraded
since level 35, so it barely works against a high level opponent. Considering that
Spellhowlers’ HP is naturally low, this turn can end the duel to the Sorcerer’s favor. And,
most likely, this is the only way the Sorcerer could win. Remember, any nuker can sleep
an opponent, yet it is the Spellhowler that can claim an instant victory over an enemy
mage if Silence has landed successfully.
Spellhowlers have 5 different nukes against the Sorcerers’ one and only.
Both mages have such debuffs as Slow and Surrender to Wind; Spellhowlers’
Silence is meant to eliminate magic casters, while Sorcerers’ and Spellsinger’s Cancel is
more universal, as it removes any buffs from a target enemy.
The only field where Sorcerers may have some advantage over Spellhowlers (at
high levels) is AoE/DoT. The Sorcerer’s damage-over-time spell, Decay, can be regularly
upgraded until level 74, while the Spellhowler’s Poison cannot be upgraded after level 62.
Well, Spellhowlers do have Poisonous Cloud which is both AoE and DoT, and can be
upgraded until level 74 also. Sorcerers have two directly damaging area-of-effect spells,
and the second best of them is as strong as Spellhowlers’ main AoE spell, Tempest.
Let’s also say that Spellhowlers’ Demon Wind is sort of equal to a Sorcerer’s
Inferno and a Spellsinger’s Blizzard since they have the same nominal power (not that
these level 68 spells are going to be very common). So in the end, the Sorcerer’s last
trump is Sleeping Cloud, that comes in handy when you need to control multiple enemies.
That is why Sorcerers may be more prefered in AoE groups than Spellhowlers.
But then again, Spellhowlers are more mana-efficient... enough said.

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2.3.2. Spellhowler Vs. Spellsinger


This topic has been one of the most popular in L2 PvP-related discussions. Who is
better, the most powerful nuker or the fastest caster? According to a common agreement,
Spellsingers dominate over Spellhowlers in a 1 on 1 PvP, and the Dark Elven nuker
should be extremely lucky to have defeated his Light opponent. Spellsingers’ higher
damage per second ratio along with the factor of spell interruption puts Spellhowlers to a
losing position. And, since most of mages in PvP follow the “sleep – nuke – sleep – nuke”
pattern, it is the Spellsinger that gets much better chance to sleep his opponent first, then
use Cancel if necessary. But a confident Spellsinger will not even try sleeping, since he
can cast enough nukes in a quick succession to interrupt the Spellhowler repeatedly,
especially if the range is close enough to use the deadly Aura spells.
However, one should not think the Spellhowler does not stand a chance at all. But
he will need a few “if”s to take over. If the Spellsinger’s Sleep fails, and the Spellhowler’s
lands, then the Dark Elven mage can try nuking his opponent from afar, if he can, at the
same time, keep the distance so that the Spellsinger could not come close enough to use
Sleep and other middle-range spells. But it can only work if the Spellhowler is not
interrupted... or if he manages to sleep the Spellsinger right after awaking him by the
nuke.
After all, Spellhowlers still have their unbeatable trump, Silence. The trick is to get
it landed before it’s too late...
Yes Spellsingers’ set of spells looks very intimidating, but we should not forget
their lower M.Atk either. So, they get one basic nuke, Hydro Blast (same power as
Hurricane), one greater nuke with overhit, Solar Flare (analogous to Shadow Flare), and a
couple of Aura attacks that make them nearly unbeatable in a close combat (Aura
Bolt/Aura Flare), considering their matchless casting speed. To add insult to injury,
Spellsingers have two types of powerful DoT attacks, Freezing Shackle (note that you can
use antidote when poisoned, but how to do you save yourself from being frozen alive?)
and Ice Dagger. The latter does initial direct damage too (similar to dagger users’ DoT
skills like Sting) which is the kind of spell Spellhowlers do not have.
Finally, Spellsingers, same as Sorcerers, have two kinds of AoE spells: Aqua
Splash and a rather powerful Frost Wall, and Sleeping Cloud (the crowd control tool) as
well.
That being said, the Spellhowler might lose to the Spellsinger in a one on one PvP,
but in general no class, be it Spellsinger, Overlord, or Phantom Ranger, can be
proclaimed absolutely the best in mass PvP. Spellhowlers still keep their position as the
most powerful nukers that can deal incredibly lethal damage to any opponent, and, if
lucky, they can stand a fair chance against Spellsingers too.

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As regards PvE, Spellhowlers have a clear leveling advantage over Spellsingers


based on efficient mana management and highest damage output in the long run. So they
can level relatively fast, solo or in groups. A spellsinger can even slow a group (unless it is
a specialized AoE party) down if not supported by a recharger. Don’t also forget the fact
that there are no monsters in L2 specifically weak to Water magic used by Spellsingers,
while the kinds non-resistant to Wind spells can be found almost everywhere.
By the way, considering the set of AoE/DoT spells possessed by each class, the
Spellhowler can make an efficient duo (or group) with Spellsinger(s) and/or Sorcerer(s)
based on the use of their complementary spells, namely Sleeping Cloud and Poisonous
Cloud, along with AoE nukes.
Finally, all the three nuker classes will have to combine their forces to release the
most devastating spells in the game, Elemental Storm/Assault/Symphony, based on the
fusion of Elemental magic. Then each class will reveal its full power... and it is definitely
worth a try, even if it takes going all the way from level 1 to 72.

2.4. Getting Started


In Lineage II creating a character does not take much of an effort. You only have
to pick a unique name and choose the character’s gender, class, and appearance. Note
that gender does not affect the stats, it’s all about looks and animations (yes male Dark
Elves look rather ominous and wicked, as proper for their dark nature, while females are
extremely voluptious and sex appealing... way to choose from). Just remember that once
chosen, the character’s looks (face type or hair color) can be changed only by using
special potions that are not that easy to buy. You also don’t have to worry about the initial
set of skills or perks: you cannot alter the base stats (at low levels at least), and there is
nothing to redistribute before you actually start playing.
Then the rest of your character development will be about killing monsters to gain
Exp, earning SP (skill points needed to buy skills) and accumulating adena and goods to
upgrade your equipment. Quests are not necessary, most of them are very time
consuming yet not that rewarding anyway, and you almost never get any bonus Exp for
completing them. You are only obliged to do a couple of profession change quests to
become a Dark Wizard and later switch to your destination class, Spellhowler. Any other
quests can be disregarded.
Leveling can be done just by killing the monsters of appropriate level range.
Earning money can be a different story but this guide will hopefully help you out.
Sometimes you may get a feeling that leveling in L2 is a kind of boring, routine job, while
the bright side of the game is all about PvP, castle sieges, and political intrigues. Well, it

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may be true to some extent, but hunting various monsters, exploring the world,
communicating with other players, negotiating and making money can be fun, too.
And... did we mention roleplaying?

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3. SpellHowler’s Gear: You Are What You Wear


Lineage II is extremely centered around equipment. A well equipped player can
level much faster and kill much stronger monsters than someone who can afford only
mediocre gear. Developing your character is nearly impossible without making proper
decisions at every stage, be it weapon upgrades or finding the optimal armor set. Many
players are motivated with the idea of earning better gear not just because of its stats but
also considering its aesthetical value. When reaching the level cap becomes common, it is
the owner of some extraordinary weapon or an armor set who attracts the most attention
and influences other players’ choices the most. And, since equipment in L2 is really
expensive and takes a lot of efforts to obtain (the higher your level the harder it gets),
optimal investment becomes the crucial factor of one’s long term playing perspective.

3.1. Equipping your character


There are level-specific limitations on equipment that can be used by a player
character in Lineage II. Characters below level 20 should use the so-called no-grade
equipment, from level 20 till 39 it’s D grade, from 40 till 51 it’s C grade, from 52 till 60 it’s B
grade, from 61 and higher it is A grade (at level 67 you get S grade masteries but there is
no S grade equipment in the game as of yet). Using equipment of an improper (higher
than prescribed) grade will cause penalties in accuracy, movement speed etc., yet you
can use any lower grade equipment as long as you want. Every item has its default adena
value at which it can be sold to NPC traders, other than that this parameter can be used
for reference purposes mainly, since the actual market price can differ from it greatly.
All players can be divided into two categories: those who have just started playing
L2 and need to do everything from scratch, and the ones that have already leveled one or
more characters and are now going to start another (reroll). The latter usually have
enough funds to fully equip their newly created characters with all the top gear (such
characters are called “twinked”, or “twinks”). The general principle of “twinking” is quite
simple: look for the best weapon, armor, and jewelry set available at any given range of
levels (that is, top no-grade for the start, then top D grade, and so on), purchase it and
grind your way till the next grade. Whereas the beginners are most likely going to suffer
from the lack of funds all the time, so they need to follow the basic set of rules to have
equipped their characters in the optimal way considering their limited resources.
These rules are:

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1. Always upgrade your weapon in the first place, while armor can wait, and
jewelry can be disregarded until a certain point. (In L2 armor protects you from physical
attacks while jewelry makes you resistant to magic.)
2. Upgrade your weapon as soon as you can afford it, don’t save up trying to skip
the next one.
3. Don’t spend all your earnings, try to always keep a certain amount of money for
emergencies, such as losing a part of your gear (you can also use this money as your
operating capital whenever you can find a good deal).
4. Never buy overpriced items (the market price of top weapons and armor can be
many times higher compared to the price of any second best items of the same grade).
The “twinked” players can afford this luxury, the beginners cannot. Yet you don’t really
need the top gear to level your character. Yes, it can give you some advantages in
leveling speed but it is negligible considering the scale of required investments.
5. Don’t sell your old equipment for a cheap price, sooner or later you can find
someone needing this very item so badly that they will readily make a really good offer.
You are doing fine if you regularly sell your items a bit higher than you purchased them.
6. Always look for players selling their equipment for a cheap price, and buy from
them if you find the price matching your budget. In some cases, though, it can be wise to
not purchase a certain item even if it is time to upgrade and the deal looks really good,
since you may be facing problems later on trying to get rid of this item because of its
unpopularity. Some items are generally hard to sell, some others can be popular at one
moment then suddenly go out of fashion... Learn the market and players’ preferences to
make optimal investments.
Since Chronicle 3 new players can also enjoy the option of upgrading their
equipment via NPC stores for a fee. Instead of paying the full price of an item they can
pay only the difference in the price between the equipment they have now and the higher
level equipment they want to acquire, then their old equipment gets replaced with the
higher level one. If you are a new player you can use this option when there is no one to
buy this item from for a cheap price, or when you just don’t want to bother selling your
current equipment. Remember, this is only valid for no-grade items, and only players that
do not have any other characters (of higher level) on the same server can exchange their
equipment this way.
In all, there are seven ways of acquiring equipment:
- purchasing from NPC merchants (most of the items cannot be purchased
though);
- getting it crafted (some items cannot be crafted though);

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- looting from monsters (some items are drop or spoil only; yet the drop rates
can be as low as 1/180000 so good luck on this one);
- looting from player characters by causing them to die and drop items (not the
most honorable way, to say the least);
- receiving it as the quest reward (note that some of these quests are not
repeatable);
- upgrading via NPC vendors (if the conditions are right);
- buying from players (the most common and generally most efficient way).

3.2. Weapons
Since you are an offense-type wizard, it is your weapon that defines your
gameplay. The better your weapon the higher your damage output, so you can kill faster
(with less number of shots) and spend less mana per kill (therefore have less downtime).
Among all classes it’s only wizards who consider M.Atk as a primary parameter compared
to P.Atk. That is why your main concern is how to get a weapon with the highest M.Atk
available at any given level/price range. There are two types of weapons to be used by
mages: staves and books, but you can also use any other weapon (of an appropriate
grade) without any penalty, so go for it if you find it both suitable and affordable.
If you have the resources to “twink” your character, just pick one of the top
weapons with the highest M.Atk. But if this is your first character, you are starting off with
a default weapon called a Apprentice’s Wand (P.Atk 5, M.Atk 7), and then your next step
should be upgrading it as soon as possible. At low levels even a few extra points added to
your M.Atk can make a huge difference in the terms of damage output. But at high levels
the law of diminishing marginal utility will truly become your worst scourge, so don’t be
surprised if your last and final upgrade (be it A or S grade weapon) will cost you 5 - 10
times more than your previous weapon while increasing your killing capacity by just a few
per cent.
There are ways to improve your weapon’s characteristics, such as enchanting it (to
add a few points to P.Atk and M.Atk) or imbuing a special ability on it. A brief review of
special abilities can be found in one of the next chapters.

3.2.1. Staves
A staff is the most popular wizard’s weapon in L2. It has high M.Atk (as proper for
a mage’s weapon) and even higher P.Atk which comes in handy when its wielder is forced
to a hand-to-hand combat. When used as a melee weapon, a staff can do significant
damage due to its relatively high accuracy. Some staves have the Critical rate bonus as
well. (The Critical hit rate for melee attacks with staves is normally around 4%.)

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Staves are classified as Blunts (same as maces, hammers, and axes), so, if you
transfer your staff to some other character, a human or dwarven fighter for example, they
will be able to perform special attacks with it, such as Stun or Power Strike. That is, you
can invest in just this particular weapon and use it to level more than one character (in
turn) if your alternative characters belong to the class that can get the appropriate skills
and Blunt weapon masteries.
The staves’ drawback is that most of them are two-handed, so attacking speed (in
a melee) is slow, and you cannot equip shields with them. At the same time, there are
quite a few one-handed blunts which can be used with shields, they just have a bit lower
P.Atk compared to two-handed weapons.
Below you can find brief descriptions of staves and other blunt weapons proper for
the wizard classes (excluding weapons of the same price range with comparatively low
M.Atk).

No-Grade Staves
The first staff worthy of buying is Willow Staff, its price in your starting area (Dark
Elven Village) should be around 14-16k adena depending on the tax rate (you can buy it
in Gludin too). Its P.Atk is 11, M.Atk is 12, and its Critical rate (when used in melee) is
12% which is three times higher compared to other blunt weapons. You cannot yet use
spiritshots with this staff, same as with other beginner’s weapons.
The next best staff is Cedar Staff (P.Atk 16, M.Atk 16). Its Critical rate (melee) is
12% too. You can buy it in any town from NPC vendors for 64k or so. If the starting areas
on your server are densely populated and the no-grade weapon market is functioning well,
you can find players selling it for just 35-40k. It is craftable, so if you have a dwarven alt
(or friends playing dwarves) you can try an alternative approach and get it crafted. Marsh
Zombies at the nearest swamp drop the key material, Cedar Staff heads... the drop rate is
1/370 which is not too bad considering the typical drop rates in L2, and you need just 2
heads (along with lots of stems, animal bones, and iron ore) to craft one staff. And the
main feature of this weapon is that you can use non grade soulshots (SS) and spiritshots
(SpS) with it to increase your damage output (it consumes 2 SpS per spell or 2 SS per
hit).
Journeyman’s Staff (P.Atk 23, M.Atk 22, SS/SpS consumption: 2) is the second
best no-grade weapon. It costs around 170k to buy it from NPC stores while its price at
private stores usually varies from 80k to 150k. (Of course all the private store prices are
server specific but you can use the examples given in this guide to make your own
estimates.)

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At a certain point you should be able to afford the top non grade weapon, that is
Mage’s Staff (P.Atk 30, M.Atk 28, SS/SpS consumption: 2). It is not available at the
weapon store in the Dark Elven Village so you will have to travel to some town (Gludin,
Gludio, Dion, Giran, etc.) to purchase it. Its market price is normally twice as high as a
Journeyman’s. And, if you are creating a “twinked” character, you should be looking for
this staff to begin with, unless you prefer books over staves.
What all of the aforementioned staves have in common is that they are two
handed and their melee attack speed is normal (which actually seems rather slow when
you test the weapon).

D Grade Blunts
As soon as you have reached level 20 and earned D grade masteries you can
switch to D grade weapons... if you can afford it that early. You will also have to develop a
habit to look for D grade spiritshot crafters wherever you go, and store a good amount of
DSpS as a reserve in case there are no artisans around (since you cannot buy DSpS from
NPC’s).
The cheapest D grade staff is Bone Staff (P.Atk 39, M.Atk 35). It consumes 2 D
grade soulshots/spiritshots (DSS/DSpS) per attack. It is two handed, its attack speed is
normal, and its crystal value is 743 (i.e. you receive 743 D grade crystals if you get it
crystallized). Normally Bone Staff costs twice as much as the top non-grade weapon (say,
400-500k vs 200-250k). You can buy it from NPC weapon traders in any town. Once you
got it, you should remember that low D grade equipment is not very popular so it may be
hard to sell later when you will need another upgrade. So, knowing its crystal value you
can calculate the minimal price it can be sold for, based on the current market price for D
grade crystals (any artisan will gladly buy it if you offer the price just a bit lower than the
“crystal cost”).
The next upgrade offers a plenty of choices, since there are several blunt weapons
(staves/maces) with the same M.Atk (43), DSS/DSpS consumption rate (2), and crystal
value (1170). The difference is that some of them are one handed (Mace of Prayer, Doom
Hammer, Mace of Judgment, Mace of Miracle) with P.Atk 41, attack speed: fast; and the
rest are two handed (Staff of Mana, Mystic Staff, Conjuror’s Staff) with P.Atk 50 and
normal speed. Conjuror’s Staff and Mace of Judgement are craftable, while Doom
Hammer, Mace of Prayer, Mystic Staff, and Staff of Mana can be purchased from NPC
vendors in Giran, Gludio, etc. The Mace of Miracle is drop only, and getting it from a
monster should be considered a miracle indeed.

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Staff of Magic (P.Atk 62, M.Atk 52, two handed, speed: normal, DSS/DSpS
consumption rate: 2) belongs to the category of one-million-adenas worth weapons (its
crystal value is 1758). It is available at the weapon shop in Giran.
The second best D grade staff, Goat Head Staff (P.Atk 77, M.Atk 63, two handed,
speed: normal) can be purchased in Giran for more than one million and a half (its crystal
count is 2545). Theoretically, it can be crafted too... if you can find the materials. Goat
Head Staff is good enough to carry you to level 40. The bad news about this weapon is
that it uses 3 DSpS per shot.
The top D grade blunts are: Staff of Life, Ghost Staff, Atuba Mace, and Atuba
Hammer. They too consume 3 DSS/DSpS per attack. Staff of Life (P.Atk 74, M.Atk 72) is
one handed, fast. The rest are two handed, with P.Atk 90, M.Atk 72, normal speed. All of
these weapons have a equal crystal count (3273) but this time the calculated cost may
differ greatly from their average market price. These weapons are craft only, and the key
materials for them are hard to obtain as they drop from level 40+ monsters at a very low
rate (like 1/1300) so don’t be surprized with seeing someone selling them for 3-5 million
adena... and some people find them actually worth it.
Note: the term “craft only” also implies that the whole item can be looted from a
monster, but since chances of getting a full drop in most cases are negligibly small the
only reliable way of earning it is looting the key parts, collecting the required amount of
basic materials and other ingredients then crafting it.

C Grade Blunts
You can use C grade equipment upon reaching level 40. C grade weapons tend to
be overpriced (especially the top ones), and some of them are just rare, so finding a good
deal can take a lot of time. Crafting them can be troublesome too, considering the large
amount of required basic materials and the rarity of key materials (then again, finding a
warsmith that can craft the needed item is not the easiest task either). If neither way
works, you should just get whatever C grade weapon you can and then upgrade and
exchange it for a proper one via the blacksmith of Mammon (yet you have to be on the
winning side at the Festival of Darkness to be able to use this option).
Also remember that C grade spiritshots (CSpS) cost at least twice as much as
DSpS, so using them at the same rate as DSpS can make you broke. By the way, the top
D grade staves mentioned above, if you enchant them, acquire almost the same stats as
low C grade weapons (non enchanted) so you can save a considerable amount of money
due to being able to use DSpS (instead of expensive CSpS) in your early 40’s. An
overenchanted weapon is even better... if you can afford buying it or take the risk of failure
and losing it while trying to enchant.

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Stick of Faith is a fast one handed blunt weapon with P.Atk 85, M.Atk 81 (CSpS
consumption: 2). It is craft only; crystallizing it brings 916 C grade crystals. There is
nothing especially good about Stick of Faith, so you just should not stick to it, that’s all.
Crystal Staff is a two handed blunt weapon with P.Atk 103, M.Atk 81 (speed:
normal, CSpS consumption: 2, crystal value: 916). It bestows one of the following special
abilities (SA): Risk Evasion (requires Red Soul Crystal stage 5), Mana Up (requires Green
Soul Crystal stage 5), or Magic Bless Body (requires Blue Soul Crystal stage 5). It can be
crafted, but, unlike most of the C grade weapons, this one can also be purchased from a
NPC (trader Galladucci) at the luxury store in Giran (you can’t buy it for adena though,
instead you have to offer exactly 2865 D crystals and 573 C crystals).
Heavy Doom Axe and Heavy Doom Hammer have the same stats as a Crystal
Staff. Both are craft only. Heavy Doom Axe bestows one of the following SA's: Magic
Poison (requires Red Soul Crystal stage 5), Magic Weakness (requires Green Soul
Crystal stage 5), or Magic Chaos (requires Blue Soul Crystal stage 5). Heavy Doom
Hammer bestows one of the following SA's: Magic Regeneration (requires Red Soul
Crystal stage 5), Magic Mental Shield (requires Green Soul Crystal stage 5), or Magic
Hold (requires Blue Soul Crystal stage 5).
Cursed Staff (P.Atk 119, M.Atk 91, two handed, speed: normal, CSpS
consumption: 2, crystal value: 1148) bestows one of the following SA's: Magic Hold
(requires Red Soul Crystal stage 6), Magic Poison (requires Green Soul Crystal stage 6),
or Magic Weakness (requires Blue Soul Crystal stage 6). It is craft only.
Stick of Eternity, Nirvana Axe, Club of Nature, and Mace of the Underworld are
fast one handed blunts with P.Atk 111 and M.Atk 101. They are craft only, and have the
same crystal count (1720). These high-mid C grade weapons consume 3 CSpS per shot
which makes using them not so cost-efficient compared to both low-mid C and high C
grade weapons. Moreover, they can’t have any special abilities.
Inferno Staff, Paradia Staff, Sage’s Staff, and Paagrio Hammer have the same
stats: P.Atk 135, M.Atk 101, two handed, speed: normal, CSpS consumption: 3, crystal
value: 1720. Inferno Staff is worth mentioning just because it cannot be crafted,
purchased from NPC or looted from monsters. Before Chronicle 3 the only way to obtain it
was via the Coin of Magic quest but now this option is unavailable either. So it does not
look like this weapon is going to be very common anymore. And even if you happen to
come across this rarity and get a hold of it, remember that you cannot put a SA on it
anyway.
Paagrio Hammer and Paradia Staff are craft only. Paagrio Hammer bestows one
of the following special abilities: Risk Evasion (requires Red Soul Crystal stage 7), Magic
Poison (requires Green Soul Crystal stage 7), or Magic Weakness (requires Blue Soul

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Crystal stage 7). Paradia Staff bestows the same special abilities as Heavy Doom
Hammer (stage 7 Soul Crystals of respective colors required).
Sage’s Staff bestows one of the following SA’s: Magic Hold (requires Red Soul
Crystal stage 7), Magic Poison (requires Green Soul Crystal stage 7), or Mana Up
(requires Blue Soul Crystal stage 7). It is craftable, and it can also be purchased from
Trader Galladucci in Giran for 5375 D crystals and 1075 C crystals. So, its estimated
market value is around 5-6 million.
Paagrio Axe (P.Atk 141, M.Atk 104, two handed, speed: normal, CSpS
consumption: 3, crystal value: 1912) is the second best C grade blunt. It bestows one of
the following SA's: Mana Up (requires Red Soul Crystal stage 7), Magic Weakness
(requires Green Soul Crystal stage 7), or Magic Chaos (requires Blue Soul Crystal stage
7). It is craft only.
Finally, the top C grade staves are: Ghoul’s Staff, Demon’s Staff, and Deadman’s
Staff (P.Atk 152, M.Atk 111, two handed, speed: normal, CSpS consumption: 3, crystal
value: 2452). Of course they are craft only, their going market price can be around 10-14
million, and, if the basic material market is overinflated then the production cost can
exceed 10 million too. Ghoul’s Staff bestows one of the following SA's: Risk Evasion
(requires Red Soul Crystal stage 8), Mana Up (requires Green Soul Crystal stage 8), or
Magic Bless Body (requires Blue Soul Crystal stage 8). Demon’s Staff’s feasible SA’s:
Magic Poison (requires Red Soul Crystal stage 8), Magic Weakness (requires Green Soul
Crystal stage 8), or Magic Chaos (requires Blue Soul Crystal stage 8). Deadman’s Staff
bestows the same SA’s as Heavy Doom Hammer and Paradia Staff, it just requires Soul
Crystals (of respective colors) stage 8.
Note: the following C grade blunts that currently cannot receive any SA will have
this option available when Chronicle 4 is out: Stick of Faith, Stick of Eternity, Nirvana Axe,
Club of Nature, Mace of the Underworld, Inferno Staff.

B Grade Staves
You can use B grade equipment upon reaching level 52. At this stage there is not
much to choose from, but the price factor can make the choice really painful.
Spirit’s Staff (P.Atk 170, M.Atk 122, crystal value: 1157 B grade crystals) bestows
the same special abilities as Deadman’s Staff, it just requires stage 9 Soul Crystals of
respective colors. Its estimated market price is somewhere around 12-16 million, which is
pretty close to the top C weapons.
Staff of Evil Spirit (P.Atk 189, M.Atk 132, crystal value: 1746 B grade crystals)
bestows the following SA’s: Magic Focus (requires Red Soul Crystal stage 10), Magic

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Bless Body (requires Green Soul Crystal stage 10), or Magic Poison (requires Blue Soul
Crystal stage 10). Its market price can be 1.5-2 times higher than Spirit’s.
Both of these staves are two handed (speed: normal). B grade weapons are craft
only. They consume one BSpS per shot.

Anyway, if you find B grade weapon too expensive for your budget, don’t be in a
hurry to upgrade. The increase in your M.Atk may appear way too insignificant
considering the amount of money spent, while your C grade weapon can still serve you
alright. It is a proven fact that with top C grade gear you can reach level 60 without serious
problems. Also consider that B grade weapons have the same set of available special
abilities as top C ones, they just provide a bit higher rate of the same effects. For
example, if Ghoul’s Staff with Bless Body SA provides a 15% chance of giving the Bless
the Body buff (effect 4) then Staff of Evil Spirit with the same SA gives a 20% chance of
blessing the target with that buff (with effect 5). Bless the Body 4 is a level 56 Prophet's
buff that increases target's maximum HP by 25%. Bless the Body 5 increases target's
maximum HP by 30%. Only level 64 Prophets can cast this buff, while you can enjoy it as
soon as you put this particular SA on your staff.

A Grade Staves
For the majority of players A grade equipment is something to drool over but next
to impossible to obtain (you can use it upon reaching level 61). A grade crafting materials
(key parts) can only be obtained through high level quests or killing the raid bosses.
Moreover, the A grade crafting can randomly fail (success rates are 60% or 70%,
depending on the recipe), causing all the gathered materials to disappear. Anyway, here
they go:
Dasparion’s Staff (P.Atk 207, M.Atk 143, two handed, speed: normal, crystal value:
1464 A grade crystals) consumes A grade spiritshots (1 at a time). It bestows such special
abilities as Mana Up (requires Red Soul Crystal stage 11), Conversion (requires Green
Soul Crystal stage 11), or Acumen (requires Blue Soul Crystal stage 11).
Branch of the Mother Tree (P.Atk 226, M.Atk 152, two handed, speed: normal,
ASpS consumption: 1, crystal value: 2160 A grade crystals) bestows the following SA’s:
Conversion (requires Red Soul Crystal stage 12), Magic Damage (requires Green Soul
Crystal stage 12), or Acumen (requires Blue Soul Crystal stage 12).
Remember that one of the features of A grade weapons is that putting special
ability on them causes them to do extra damage in PvP. It surely is nice. But then you can
very well guess that getting a stage 12 Soul Crystal alone can be a sort of extraordinary
feat...

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3.2.2. Books
A book is the only kind of weapon designed specifically for the mystic class, so no
other class can perform any special melee attacks with it. Appropriately, books have high
M.Atk and relatively low P.Atk. When used in melee, its attacking speed is fast, and the
crit rate is around 8%.
Books are one-handed, so you can equip a shield whenever you like. This factor
can give the book users an advantage over staff users in a close combat or when dealing
with archers.

No-Grade Books
Apprentice’s Spellbook (P.Atk 9, M.Atk 12) can be purchased from NPC in the
Dark Elven Village (DEV) for 15k or so (else you can travel to Gludin and check if the
price is different there due to the tax rate). You cannot use spiritshots with it.
The cheapest book that allows the use of non grade spiritshots is Relic of the
Saints (P.Atk 19, M.Atk 22, SpS consumption: 2). It is priced at the same level as
Journeyman’s Staff, and you can purchase it in DEV or any town. There exists another
book with the same stats, called Tears of Eva, it is drop only (there are a few monsters
that drop it at the rate of 1/5200 – 1/5700 so it is pretty common at player’s stores).
Voodoo Doll is the top non-grade book (P.Atk 25, M.Atk 28, SpS consumption: 2).
It is priced at the same level as Mage Staff, and can be found in any town.
So, if you want to make a character capable of getting to level 20 in less than one
day, you only need to make a choice between Voodoo Doll and Mage Staff... then any
monster in the starting area (around DEV) will become easy prey.

D Grade Books
The lowest D grade books (equal to a Bone Staff) such as Branch of Life, Proof of
Revenge, Scroll of Wisdom can be purchased in any town, and Temptation of Abyss is
craft only. They have the same stats: P.Atk 32, M.Atk 35, DSpS consumption: 2, crystal
value: 743.
Divine Tome (P.Atk 41, M.Atk 43, DSpS consumption: 2, crystal value: 1170) is
low-mid D grade. You can buy it in Giran or Gludio.
There are two high-mid D grade books with the same stats (P.Atk 51, M.Atk 52,
DSpS consumption: 2, crystal value: 1758): Tome of Blood and Blood of Saints. You can
buy the latter from NPC in Giran for one million or so, while Tome of Blood is craft only.
The second best D grade book is called Crucifix of Blood (P.Atk 63, M.Atk 63,
crystal value: 1758), it consumes 3 DSpS at a time. It is both craftable and purchasable.
Check the weapon store in Giran if you want to buy it, or kill a couple thousand level 39
monsters called Windsus to collect the number of pages required by the crafting recipe... if

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you can find it worth the trouble. Or better yet, skip this one and look for something else
(mentioned below).
Demon Fangs is the highest D grade book (P.Atk 67, M.Atk 66, DSpS
consumption: 3, crystal value: 2763). It is actually the best (the most expensive) weapon
that can be bought from a NPC trader for regular adena, and the weapon store in Giran is
the only place where you can find it. It is a very popular weapon, so you have a good
chance of finding some player willing to sell it much cheaper than the NPC store price
(and when the time will come to dump it, you can easily sell it just a bit below that price).
And if you have some spare cash and are not afraid of the risk, you can try
overenchanting it... as overenchanted Demon Fangs can take you to level 40 (and even
further) with ease.

C Grade Books
Horn of Glory is a low-mid C grade mystic weapon (P.Atk 98, M.Atk 91) that
consumes 2 C grade spiritshots at a time. Considering its C crystal count (1148) you can
estimate its price at 3.5 million or so, then look for a good deal or get the ingredients to
craft it. Or do neither and skip it for good.
Heathen’s Book is mid C grade (P.Atk 111, M.Atk 101, CSpS consumption: 3,
crystal value: 1720), estimated price: 5 million. Its stats make it equal to Stick of Eternity,
Nirvana Axe and such. It is craft only, too.
Neither C grade books can receive any special abilities, so it is up to you to decide
if it’s worth it to get these weapons at all.

3.2.3. Other
In Lineage II mages do not take any penalty when using melee weapons for their
spellcasting needs (the only limitation is that the weapon grade should match the player’s
level). In general, you can use whatever you like, just remember it’s a weapon’s M.Atk that
determines the power of your spells, and when you resort to melee attacks you do less
damage compared to fighter classes because you don’t have the appropriate masteries
(not even mentioning special attacks). You can use a bow if you wish, but every shot will
take away a few MP thus gradually draining your mana pool.
So, you can equip any weapon (at your own risk), but the higher your level, the
more M.Atk you will crave, and end up looking for something proper for the wizard class,
that is, a nice wand (preferably, both enchanted and enhanced).
At the same time there exist melee weapons that suit the wizard class perfectly
fine due to high M.Atk and/or specific bonuses.

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D Grade Swords And Daggers


Let’s say you are level 20 or higher, and looking for a one-handed mystic weapon
within the price range of 700-900k. Then you might consider getting Sword of Magic,
Sword of Mystic, or Sword of Occult. These swords have the same stats (P.Atk 43, M.Atk
45, one handed, speed: fast, DSS/DSpS consumption: 2, D crystal value: 1301) which is a
bit better compared to low-mid D grade books (they cost a bit higher too). You can
purchase them from NPC’s in Gludio or Giran (Sword of Occult is unavailable in Giran
though). So, while books have no use other than being the mystic-only weapon, these
swords can serve the other classes too, so you can sell them later to some fighter or keep
to yourself in case you have a knight-type alt.
But if you are willing to spend something around 1 million you might like to take a
look on one of the following daggers: Shillien Knife, Dagger of Mana, Mystic Knife,
Conjurer’s Knife. Their stats are: P.Atk 45, M.Atk 52, one handed, speed: very fast,
DSS/DSpS consumption: 2, D crystal value: 1758. Such weapon can be very useful in a
hand-to-hand combat due to very fast attacking speed and high critical rate (12%). Again,
you can later sell it to some fighter or keep it if you have a scout/assassin-type alt. The
aforementioned daggers can be purchased from NPC traders in Giran or Gludio (Shillien
Knife is unavailable in Gludio though, yet it is craftable, and its edges can sometimes be
found in treasure chests at Execution Grounds east of Dion).

C Grade Swords And Daggers


Soulfire Dirk is low-mid C grade dagger (P.Atk 86, M.Atk 91, one handed, speed:
very fast, CSS/CSpS consumption: 2, C crystal value: 1148). If you got a hold of it
already, it can be useful to some extent due to its high M.Atk but later on you might like to
trade it for something else because it cannot be imbued with special abilities.
And now, behold the phenomenon of a very special melee weapon that can make
a nuker sacrifice his magic attack power and prefer this particular weapon over his good
old staff, disregarding the stats.
It’s called Homunkulus’s Sword (P.Atk 111, M.Atk 101, CSpS consumption: 3, C
crystal value: 1720) and it can bestow one of the following special abilities: Acumen
(requires Red Soul Crystal stage 7), Conversion (requires Green Soul Crystal stage 7), or
Magic Paralyze (requires Blue Soul Crystal stage 7). So, it is the Acumen SA that makes it
so desirable, since it gives a considerable boost to casting speed which can be vital for
any nuker, especially a naturally slow casting Spellhowler. You can say its initial M.Atk is
not that great, but there always exists an option of overenchanting to make up for the lack
of power.

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There is another C grade sword with the same stats and the very impressive name
of the Sword of Whispering Death. It bestows one of the following SA’s: Empower
(requires Red Soul Crystal stage 7), Magic Power (requires Green Soul Crystal stage 7),
or Magic Silence (requires Blue Soul Crystal stage 7). The Empower SA makes it equal to
a weapon with a much higher base M.Atk (therefore more expensive), so obtaining it
would be a really good investment.

B Grade Swords And Daggers


Hell Knife is a low B grade dagger (P.Atk 122, M.Atk 122, one handed, speed: very
fast, BSS/BSpS consumption: 1, B crystal value: 1157). Its high M.Atk makes it worthy of
mentioning, but that’s all about it, at least at the moment. Since it cannot receive any SA
(as of Chronicle 3) and considering how much any B grade item can cost, you simply don’t
want it.
The same can be said about Sword of Valhalla (P.Atk 140, M.Atk 122, one
handed, speed: fast, BSS/BSpS consumption: 1, B crystal value: 1157). This low B grade
sword cannot get any SA’s as of yet, but this option will be available since Chronicle 4.

A Grade Swords
A grade weapons are supposed to be the ultimate source of power. Let’s compare
them and find out which one can grant its wielder the absolute power.
Low A grade Elemental Sword (P.Atk 170, M.Atk 143, one handed, speed: fast,
ASS/ASpS consumption: 1, A crystal value: 1464) can receive one of the following SA’s:
Magic Damage (requires Red Soul Crystal stage 11), Magic Paralyze (requires Green
Soul Crystal stage 11), or Empower (requires Blue Soul Crystal stage 11).
High A grade Sword of Miracles (P.Atk 186, M.Atk 152, one handed, speed: fast,
ASS/ASpS consumption: 1, A crystal value: 2160) bestows one of the following special
abilities: Magic Silence (requires Red Soul Crystal stage 12), Magic Power (requires
Green Soul Crystal stage 12), or Acumen (requires Blue Soul Crystal stage 12).
So, it looks like it is Elemental Sword with SA Empower that can provide the
highest magic damage output per spell compared to other weapons.
And, since it is M.Atk multiplied by Casting Speed that determines the amount of
damage per unit time, Sword of Miracles with SA Acumen and Branch of the Mother Tree
with the same SA are going to be the two most powerful mystic weapons. But one-handed
swords make it possible to use shields, and this factor becomes crucial in PvP. Therefore,
Sword of Miracles with Acumen is a Spellhowler’s optimal choice while building the
“ultimate PvP setup” (or anything close to this imaginary goal)... and earning it will
probably be the acme of your playing career.

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No one can tell how much this sword will cost on your particlular server, 100
million or a billion and a half, since the A grade market is far from being perfect. Moreover,
such SA as Acumen can be considered too imbalancing, so chances are it will be
removed soon, like it happened to the Might Mortal SA on daggers.
And now it is the time to briefly review the list of existing SA’s and point out the
most utile of them.

3.2.4. Mystic Weapons‘ Special Abilities


Some weapons (of C grade and higher) can be enhanced by putting a special
ability (SA) on them. We will limit our review to the selection of special abilities that can
benefit the mystic class, Spellhowlers in particular.

SA List
Acumen: Increases Casting Speed by 15%.
Conversion: Increases maximum MP by 60% and decreases maximum HP by
40%.
Empower: Increases magic power.
Magic Bless Body: When using a "good" spell on target (heal/buff), gives a chance
of landing Bless the Body buff.
Magic Chaos: When using a "bad" spell on target, chance of affecting it with
curse: Chaos.
Magic Damage: When using harmful magic on a target, it delivers additional magic
damage with a fixed percentage.
Magic Focus: When using a "good" spell on target, chance of Focus buff.
Magic Hold: When using a "bad" spell on target, chance of Hold.
Magic Mental Shield: When using a "good" spell on target, chance of Mental
Shield buff.
Magic Might: When using a "good" spell on target, chance of Might buff.
Magic Paralyze: When using harmful magic on a target, it will paralyze the target
with a fixed percentage.
Magic Poison: When using a "bad" spell on target, chance of poisoning it.
Magic Power: When attacking with magic, the amount of MP used increases with
a fixed percentage and magic power also increases.
Magic Regeneration: When using a "good" spell on target, chance of
Regeneration buff.
Magic Shield: When using a "good" spell on target, chance of Shield buff.

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Magic Silence: When using harmful magic, 10% chance to land Silence on target
(Effect 1).
Magic Weakness: When using a "bad" spell on target, chance of Weakness
(lowers target’s resistance to magic).
Mana Up: Increases maximum MP by 30%.
Risk Evasion: When HP is under 60%, evasion increases.
Being a pure damage dealer, you should disregard most of the buff-type SA’s: it
usually takes quite a few attempts before they land, and their usefulness is very doubtful
anyway. However, you should take into account one very special SA, namely Magic
Bless Body, since it can temporarily (for 20 minutes exactly) increase your maximum HP
by 20-30% (the degree of its effect is weapon dependent), and such a blessing is hard to
overestimate.
Mana Up SA looks very popular, but you should rely on your own MP management
skills in the first place. Same can be said regarding Conversion.
Risk Evasion does not look very promising at all, since nukers, unlike the dagger
classes, cannot really rely on evasion.
The next less than important class of SA’s is the curse/debuff type. Having such a
SA basically means that you can randomly land a mana-free debuff on a target. Now think
how often you cast any curses and debuffs on your targets at all, and you can come to
conclusion that you can hunt without any “bonus debuffs” quite fine. Yes, having some
aggressive monster suddenly poisoned, silenced or rooted at spot would be nice, but
since it works so randomly, you cannot rely on it anyway.
Some of SA’s do actually increase damage, but the Magic Damage SA works too
randomly to be reliable, while Magic Power SA consumes extra MP (get it if you really like
it).
At this point, we have two more SA’s left, Acumen and Empower, and these two
look actually worthy of getting. Unlike the buff-type SA’s, they work permanently (as long
as you carry the weapon). Unfortunately, C grade weapons that can bestow these
particular SA’s have considerably low M.Atk so you may need to overenchant them.
Moreover, the Empower SA does not actually work in the same way as the buff of the
same name, it just adds certain amount of extra MP to your base M.Atk (instead of
multiplying it).

3.2.5. Resume
At any stage, Spellhowler’s weapon should meet the following criteria:
- maximal M.Atk (within a given price range),

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- proper special ability (if available),


- optimal spiritshot consumption (maximal damage output per spiritshot).
Generally, you should concentrate on obtaining the top weapons (of each grade).
Alternatively, you can try overenchanting a mid-grade weapon to exploit the effect of low
SpS consumption in the long run.
As regards the Staves vs Books dilemma, just pick what you like. Staves are more
common hence easier to buy or sell. Books and other one-handed weapons allow you to
equip a shield, and shields can affect you in two ways: from one side, they randomly
absorb enemy’s attacks and decrease the chance of spell interruption; from the other side,
they decrease evasion so you can sometimes receive more damage while wearing a
shield than without it. Anyway, you might like to get a one-handed weapon (e.g., a sword
with Acumen SA) and shield if you plan to PvP a lot.

3.3. Armor
Equipping your character with proper armor should not be a problem for the two
reasons: 1) armor is cheap compared to weapons, 2) the choice is limited.
First off, you are severely restricted in your choice from the start, because nukers,
unlike other mystic classes (healers and summoners), must wear robes to be efficient at
spellcasting. So you can wear only mystic’s armor (a tunic and stockings, or a full body
robe), neither heavy nor light equipment allowed. Breaking this rule will instantly halve
your casting speed, and such a slow casting mage inevitably becomes a dead mage.
Mystic’s armor directly affects two parameters: Physical Defense (P.Def) and
maximum MP. The latter is vital.
To increase P.Def you can equip helmet, gloves, footwear and (optionally) shield.
None of these items influences maximum MP (unless it’s a set item).
Some types of armor can give various bonuses (both positive and negative) when
worn as a set. Armor sets consist of mystic armor itself (robe or tunic+stockings) and one
or more additional items (helmet/gloves/boots) required to activate the bonus (the so-
called set items). For example, you can wear Tunic of Devotion (P.Def 29, +67 MP) and
Stockings of Devotion (P.Def 18, +42 MP) without any special effects but as soon as you
equip Leather Helmet your casting speed will increase by 15%, therefore Leather Helmet
is the set item in this case, while you can wear (or don’t) any boots and gloves with this
set.
So, all you need is to figure out which set provides the best bonus considering the
specifics of your class as well as your individual preferences, get this particular set as
soon as possible and wear it till the next grade, ignoring other possible choices.

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Alternatively, you can just pick the robe that provides the highest MP bonus and
disregard the set effects. Basically, maximum MP determines how long you can play
without having to rest (at low levels especially). But if your M.Atk is high enough and you
can hunt efficiently (not spending too much mana per kill) then you are not going to have
too much of downtime even with medium armor. So, if you don’t care about the set
bonuses, or your budget is too limited, you can just buy any affordable tunic and stockings
and proceed leveling solely relying on efficient use of MP (this may not work as good after
level 40 though).
Well and if you are really picky you can also consider how it looks...
As regards helmets, gloves, and boots, these items are just a source of additional
P.Def. Helmets provide the most P.Def, so you can invest in a good helmet in the first
place, and limit yourself to wearing much cheaper gloves and boots.
If you are armed with a one-handed weapon you can also equip a shield. Shields
grant additional defense against physical attacks, i.e. they partially absorb damage when
shield defense succeeds (the success rate is somewhere around 20%). The better the
shield the more damage it can absorb (at the same success rate though). Shields cannot
block attacks made from behind, and they give penalty to Evasion ( -8).
The use of shields is justified when you have to face archers a lot (say, in PvP). In
PvE you can just avoid archer-type monsters, and in other cases you, being a fast killing
nuker, can rely on evasion more than on shield defense (as you are not supposed to take
too many hits at all).

3.3.1. No-Grade Armor


At this early stage, the choice of optimal armor set is limited with just two
alternatives, the Devotion set and Magic armor (Tunic of Magic and Stockings of Magic). If
you are new to the game you can upgrade your armor gradually till you obtain the tunic
and stockings of Devotion. To buy the tunic and stockings of Magic (top no-grade) one
has to leave DEV and make a tour to some town, same goes for any other top no-grade
armor item. The Devotion set gives a nice bonus in casting speed (especially useful when
hunting the monsters that you cannot kill in 1-2 shots), the armor of Magic is top no-grade,
i.e. provides the best P.Def and MP bonus. To compare the stats:
Table 3. Best Non Grade Tunics And Stockings.
Name P.Def MP bonus NPC seller’s price
(at a 15% tax rate)
Tunic of Devotion 29 67 23345
Tunic of Magic 34 86 42435

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Stockings of Devotion 18 42 14605


Stockings of Magic 21 54 26450

Tunics and stockings of Devotion are dropped by Dark Succubi, Moonstone


Beasts and other monsters at the South of Dark Elven territories, so you have a good
chance to buy these items from private stores for cheap. Remember you need Leather
Helmet to complete the Devotion set. In any other case just pick whatever
helmet/gloves/boots you can afford. For instance, the best non grade helmet, Hard
Leather Helmet, has P.Def 26 and costs just 20k or so, that is, if you are interested in
maximizing your defence, get the best available helmet in the first place.
Note that the aggregate P.Def value is not calculated by directly adding each
item’s stats (the actual formula is a bit more complicated since it depends on level
modifiers and base status) but in general equipping additional armor parts has a
cumulative effect on your character’s P.Def.
If you are concerned about extra defence (and ready to sacrifice Evasion) then buy
a shield (chances are you will get it as a drop). However, shield defense does not work on
every hit you take, and when it succeeds it absorbs only a part of damage (proportional to
the shield’s own P.Def). So, wearing a shield does not increase your base P.Def, while it
decreases evasion significantly.

3.3.2. D Grade Armor


When you hit level 20 you should start looking for the proper armor set. At this
stage you will find out that the set items tend to be extremely overpriced, and sometimes
hard to find. So, be ready to travel a lot looking for these items, and prepare to spend
more than expected. There are two D grade mystic’s armor sets, the Knowledge set and
Elven Mithril set. The item stats comparison (the set bonuses and their impact are
described in the next chapter):
Table 4. Elven Mithril And Knowledge Set Items.
Name P.Def MP bonus D grade crystal Giran NPC shop price
count (tax rate 15% )
Knowledge Set
Tunic of Knowledge 46 147 276 174800
Stockings of Knowledge 29 92 173 109480
Gloves of Knowledge 24 0 92 N/A
Elven Mithril Set
Mithril Tunic 52 169 407 257600

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Mithril Stockings 32 105 254 161k


Elven Mithril Gloves 27 0 135 N/A

You see, Elven Mithril armor provides much better P.Def and MP bonus, while the
Knowledge set is (roughly) twice as cheap. So it is the set bonus that should be taken into
consideration. Whichever you prefer, remember that a good deal on the set item itself,
that is, the gloves can be really hard to find. Elven Mithril Gloves are craft only, and their
price in private stores can vary from 300k to 800k or so depending on the demand. So,
you can try collecting the ingredients and crafting the gloves instead of buying. Gloves of
Knowledge cannot be crafted (full drop/spoil only), so they are extremely rare. Sometimes
it is impossible to find them anywhere, sometimes you can see someone selling them as
cheap as 150-200k, so obtaining this particular item depends mainly on luck.
And if you are really rich and maximizing P.Def and MP is your only concern, then
you might look for the highest D grade armor setup, that is: Sage’s Rag (P.Def MP 320, D
crystal value: 780), Sage’s Worn Gloves (P.Def 29, D crystal value: 177), Plate Helmet
(P.Def 44, D crystal value: 267), and any top D grade boots (Assault Boots/Plate
Boots/Salamander Skin Boots; they have the same stats: P.Def 29, D crystal value: 177).
These items are craft only. Sage’s Rag is a robe (full body armor) and its average market
price is hard to estimate due to its rarity: don’t be surprized if it’s somewhere between 2
and 4 million adena (which is much higher than a full set of some mid C grade armor
could cost).
D grade armor (and higher) can be enchanted, but this option looks like
unnecessary luxury from mage’s point of view. Each enchant adds just 1 P.Def point to an
item, enchant scrolls are rather expensive, and it is not likely that these few extra points in
P.Def can save you in a tough situation. So, go for it only if you can get the enchant
scrolls (or already enchanted items) really cheap. Same as in weapon’s case, it is not
recommended to enchant low or mid-grade items, since it can cost more than the next
upgrade.
If you are looking for the most cost-efficient way of maximizing your P.Def, then
the optimal choice is: Boots of Power (P.Def 27, D crystal value: 135) and Helmet (P.Def
37, D crystal value: 138), in addition to your gloves (supposed to be the set item). And if
you are not concerned about the set bonus, you can just wear Rip Gauntlets (P.Def 27, D
crystal value: 135). The reason is that these items are close to the top D grade
considering their stats, at the same time they are cheap (not being a part of any popular
armor set) and can be purchased from NPC armor traders in Giran for 85-90k each (and
even cheaper if you don’t miss them in players’ private stores). Considering the going
market price of the set items with similar stats (such as Elven Mithril Gloves, Manticore

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Boots, or Brigandine Helmets especially) this choice can save you a good million and a
half. (You don’t really want to wear that Brig Helmet, do you?)
As regards the D grade shields, Kite Shield looks like a good economical choice
(P.Def 142, D crystal value: 142), it can be purchased for 80-100k from players or NPC (in
Giran); whereas top D shields, Plate Shield and Square Shield (P.Def 154, D crystal
value: 187) provide just a bit higher defense rate; they are craft only so obtaining them
can be costly.

3.3.3. C Grade Armor


At this stage (and later on) you really need to wear the armor set that provides the
optimal bonus for your playing style. So, the only non set C grade armor, Robe of Seal, is
out of the question. And the top C grade armor set, Divine, is both too expensive and not
suited well for Spellhowlers. Thus we are limited to the choice between the Karmian (low
C grade) and Demon (mid C grade) sets (we will discuss their pros and cons later). For
now, let’s take a look at each item’s stats:
Table 5. Karmian And Demon Set Items.
Name P.Def MP bonus C grade crystal Giran Luxury Store
count price (in crystals)
Karmian Set
Tunic of Knowledge 60 225 151 475 D and 95 C
Stockings of Knowledge 37 141 94 295 D and 59 C
Gloves of Knowledge 32 0 50 N/A
Demon Set
Demon’s Tunic 69 284 284 920 D and 184 C
Demon’s Stockings 43 177 184 575 D and 115 C
Demon’s Gloves 36 0 98 N/A

The boots in both cases are not required to gain the set bonus, anyway (just for
the reference), they have the same stats (P.Def and crystal value) as respective gloves.
Since the aforementioned tunics and stockings can be purchased from the trader
Alexandria (who can be found in the Prestigious Items Hall, also known as the Luxury
Store in Giran) for a fixed amount of C and D grade crystals, you can choose one of the
following ways of earning your C grade equipment:
- collecting the ingredients and looking for a crafter,
- searching the market and buying from other players,

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- amassing the crystals to purchase the needed items from Alexandria (you can
either buy C and D crystals if their current market price is relatively cheap, or
ask a friendly Warsmith to crystallize some disposable D and C grade items for
you... that is, if you spared them early).
Karmian Gloves are craft only, so the Luxury Store option won’t work in this case.
And Demon’s Gloves are the hardest to find, since they are neither craftable nor lootable,
and can only be earned via questing (try The Wishing Potion or Coin of Magic quests; the
latter seems more reliable but it will take a lot of time to complete).
Just for the reference: the Divine Set consists of Divine Tunic (P.Def 74, MP bonus
314, C crystal value: 428), Divine Stockings (P.Def 46, MP bonus 196, C crystal value:
268), and Divine Gloves (P.Def 39, C crystal value: 143). All of its items are craft only.
As regards to other armor parts, just get what you find affordable, considering that
most of the C grade gloves and helmets are set items (hence expensive), while non-set
items can be hard to find (most warsmiths will not bother crafting them). To illustrate this,
let’s say a Great Helmet (low-mid C grade, non-set) sells for 400-500k, Composite Helmet
(which is a part of a mid C grade heavy armor set ) for 600-700k, while the market price
for Full Plate Helmet (top C grade, a part of the Full Plate set) can be 1.5 million or higher
(again, all the listed prices are just rough estimates). And then you can still resort to
buying certain things (mid C grade) from the Luxury Store, namely Composite Boots
(P.Def 36, C crystal value: 98, crystal price: 310 D crystals and 62 C crystals), Mithril
Gauntlets (P.Def 36, C crystal value: 98, crystal price: 310 D crystals and 62 C crystals),
and Tower Shield (P.Def 190, C crystal value: 103, crystal price: 325 D crystals and 65 C
crystals). Otherwise, just get them crafted or buy from other players. On a side note, some
of these items might be useful for your alternative characters, and vice versa (e.g. if one of
them wears Composite or Full Plate heavy armor).

3.3.4. B Grade Armor


All B grade armor parts are set items, and there is no way of getting them cheap.
The full B grade set can cost you 7-15 million approximately, but you can cut your
expenses in half if you get everything crafted (some recipes or key parts can be hard to
find though... and yes each B grade craft consumes one recipe in addition to the key parts
and other ingredients). Avadon set seems to be the most popular among Spellhowlers,
followed by Zubei’s set. You can compare the set bonuses (listed in Chapter 4) and make
your own choice. Here is the list of items required for each set:
Table 6. B Grade Armor Sets
Name P.Def MP bonus B grade crystal count

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Avadon Robe Set


Avadon Robe 127 561 304
Avadon Circlet 62 0 103
Avadon Boots 41 0 69
Avadon Gloves 41 0 69
Blue Wolf Robe Set
Blue Wolf Tunic 83 377 321
Blue Wolf Stockings 52 236 201
Blue Wolf Helmet 66 0 161
Blue Wolf Boots 44 0 107
Blue Wolf Gloves 44 0 107
Doom Robe Set
Tunic of Doom 83 377 321
Stockings of Doom 52 236 201
Doom Helmet 66 0 161
Boots of Doom 44 0 107
Doom Gloves 44 0 107
Zubei’s Robe Set
Tunic of Zubei 78 345 208
Stockings of Zubei 49 216 129
Zubei’s Helmet 62 0 103
Zubei’s Boots 41 0 69
Zubei’s Gauntlets 41 0 69

Note that simply equipping the complete set is not enough to receive the bonus,
you also need to make sure boots and gloves are unsealed properly. If they are sealed,
come to a blacksmith NPC and unseal them to Robe, if they are unsealed to some other
type seal them back then unseal to the proper one. (In case of A grade armor, it’s only the
Blacksmith of Mammon that can unseal it, for a fee.)

3.3.5. A Grade Armor


A grade armor parts can only be obtained via questing and killing raid bosses, and
to make it even more difficult there are no 100% recipes to get it crafted. So, while earning
a full set of B grade equipment was still possible for a solo player, A grade requires
coordinated and well directed efforts of whole clans and alliances (some raid bosses
cannot be taken down by a single clan). Just for your reference, here’s the stats summary.

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High A grade mystic’s armor sets:


Majestic Robe Set – Majestic Robe (P.Def 147, MP bonus: 718, A crystal value:
618), Majestic Gloves, Majestic Boots, Majestic Circlet; Nightmare Robe Set – Robe of
Nightmare (P.Def 147, MP bonus: 718, A crystal value: 618), Gloves of Nightmare, Boots
of Nightmare, Helm of Nightmare.
Both of the top A grade helmets have the following stats: P.Def 73, A crystal value:
211. All high A grade gloves and books have the same stats: P.Def 49, A crystal value:
140.
Low A grade mystic’s armor sets:
Dark Crystal Robe Set - Dark Crystal Robe (P.Def 139, MP bonus: 665, A crystal
value: 406), Dark Crystal Gloves, Dark Crystal Boots, Dark Crystal Helmet; Tallum Robe
Set – Tallum Tunic (P.Def 86, MP bonus: 409, A crystal value: 277), Tallum Stockings
(P.Def 53, MP bonus: 256, A crystal value: 173), Tallum Gloves, Tallum Boots, Tallum
Helmet.
Both of these low A grade helmets have the following stats: P.Def 69, A crystal
value: 139. All low A grade gloves and books have these stats: P.Def 46, A crystal value:
92.
A grade shields: Shield of Nightmare (P.Def 256, A crystal value: 148), Dark
Crystal Shield (P.Def 243, A crystal value: 97).
Important note: once you have your A grade Gloves/Boots unsealed to the Robe
type, you cannot re-seal them anymore (unlike B grade armor). So, if you are going to
purchase them, look either for sealed items, or unsealed to the Robe-type only.

3.4. Jewelry
Jewelry (or, how it is officially called, Accessories) provides protection against
magic attacks (Magic Defense, M.Def for short). Normally it costs cheaper than armor and
much cheaper than weapons of the same grade, but some high grade jewelry sets (such
as Black Ore Set, B grade) can cost almost as much as full set of armor of the same
grade. Fortunately, accessories are not that necessary, at least in PvE. As a beginner,
you can quickly collect a full set of lowest non grade jewelry, then move to a bit more
stronger monsters and loot better jewelry that will help you fight your way till level 20, or
just purchase what you need. Equipping a Necklace of Wisdom (M.Def 25), two Earrings
of Wisdom (M.Def 16) and two Rings of Wisdom (M.Def 12) is enough to gain protection
from casting monsters in your starting area.
Past level 20, almost every player tends to acquire a full Elven jewelry set. Though
you can live with low D grade jewelry too and hunt safely enough if you avoid strong

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casting monsters and refrain from visiting such places as Cruma Tower. Sooner or later
you will accumulate enough adena to afford the Elven set anyway. Normally it’s around
500k in total if you buy from players (also it can be crafted or purchased from NPC’s),
while top D grade jewelry is considerably more expensive (yet barely worth it). And if you
count every point of M.Def you can get, and crave to maximize it at any cost then you can
consider an option of enchanting your accessories (it works for D grade and higher, you
just need Enchant Armor Scrolls of appropriate grade; same as in armor’s case, each
enchant will add 1 point to the item’s M.Def).
Table 7. Elven Jewelry (D Grade).
Name M.Def D grade crystal count Giran NPC shop price (tax 15% )
Elven Ring 22 113 71645
Elven Earring 34 169 107410
Elven Necklace 45 227 143750

At higher levels (40+) you can still wear your D grade jewelry (be it Elven or
higher) until a certain point, gradually replacing it with C grade accessories that you
acquire as drops or buy for cheap. The reasons are the following: 1) you can still avoid
hunting the monsters that cast strong offensive spells, 2) as a Spellhowler you can kill (or
disable by putting to sleep) the enemy quickly enough to not get hit at all, 3) depending on
the market situation on your server, purchasing (or even crafting) C grade accessories
can appear to be not the best investment (not too cost-efficient), 4) the gap between
levels 40 and 52 is not as wide as it seems, and if you are a hardcore grinder you can
outlevel your C grade gear in no time, so it may be more far-sighted of you to start
working on your top B grade jewelry early, instead of spending resources on C grade.
Anyway, some C grade accessories can be purchased from the trader Alexandria
in Giran for a fixed amount of C and D grade crystals, so here is the info on those as well
as the top C grade (which is craft only):
Table 8. Selected C Grade Accessories.
Name M.Def C grade crystal Giran Luxury Store
count price (in crystals)
Aquastone Ring 26 41 130 D and 26 C
Moonstone Earring 39 62 195 D and 39 C
Ring of Ages 30 78 245 D and 49 C
Aquastone Necklace 52 82 260 D and 52 C
Earring of Binding 45 118 370 D and 74 C
Necklace of Mermaid 60 157 495 D and 99 C

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Ring of Binding 32 112 N/A


Nassen’s Earring 48 169 N/A
Necklace of Binding 64 226 N/A

Moonstone Earring, Nassen’s Earring, Ring of Sage (M.Def 32, C crystal value:
112), and Necklace of Protection (M.Def 56, C crystal value: 104) can be earned as a
quest reward as well (see the Coin of Magic quest), though it is highly recommended to
keep the quest items for the future purposes and not exchange them for jewelry.
At level 52 you have to make a choice between one of two B grade jewelry sets,
the Black Ore and Adamantite. The Black Ore set (top B grade) can cost 7-9 million in
total, while Adamantite jewelry (providing just a few M.Def points less) is considerably
cheaper (and it does not look popular at all). At this stage you are probably going to have
a lot of PvP battles where magic defense is one of the decisive factors. PvE becomes
harder too, since most of the high level monsters have one or two nukes available. (For
example, the monster that did 135 damage to you when you had only mid C grade jewelry
on will do 100 damage with the same nuke if you equip the Black Ore set... and if you
think it does not make much of a difference, remember that monsters can sometimes land
a magic critical hit on you too!)
Most important, you are going to wear B grade jewelry for months and months,
that is why you should not hesitate to invest your hard earned adena in top B grade
accessories (assuming you can afford it already). Once again, getting it crafted can help
you save a few millions.
Table 8. B Grade Accessories Comparison.
Name M.Def B grade crystal count
Adamantite Ring 34 53
Ring of Black Ore 36 82
Adamantite Earring 51 80
Earring of Black Ore 54 123
Adamantite Necklace 68 107
Necklace of Black Ore 72 164

In each case you can roughly estimate the minimal price based on the crystal
value (assuming the cost of one B grade crystal is 10-11k), but in case of the Necklace of
Black Ore the actual price can be anywhere between 2 and 5 million adena.
As of Chronicle 3, A grade jewelry looks more like a luxury, especially considering
the fact it is supposed to have certain set bonuses which are not implemented yet (it can

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only be worn in a “sealed” state). That is, the buyer has to pay extra money both for the
rarity of the item and its non-existant bonus. So, if you are already in your 60’s, you can
make a wise investment just by collecting the key parts (via the quest) to put them to good
use in the future chronicles.
For your future references, here is the stats comparison:
Table 9. A Grade Jewelry.
Name M.Def A grade crystal count
Sealed Phoenix Ring 38 69
Sealed Majestic Ring 40 104
Sealed Phoenix Earring 57 104
Sealed Majestic Earring 60 156
Sealed Phoenix Necklace 76 139
Sealed Majestic Necklace 80 208

3.5. Power-Ups And Other Consumables


Wizards (as a direct opposite to healers) are one of the most expensive classes to
maintain, and the higher your level the more consumables (ammo, potions, etc.) you
need. Therefore you are bound to always keep in mind how much adena you have to
spend to gain a certain amount of Exp, and compare it to your earnings. In a nuker’s case,
hunting is not only time consuming, it is mana consuming and money consuming as well.
So, before going out of town, make sure you have supplied yourself with
everything needed to secure your survivability and maximize your killing capacity. Just
remember that stocking up too much ammo leads to penalties in HP and MP regeneration
speed (when you exceed 50% of your weight limit), and then in movement speed too
(when encumbered too badly, i.e. over 80% of the weight limit). Also make sure you have
enough of free slots in inventory, since the quest giving NPC’s won’t even talk to you if
80% or more slots are full. And if your inventory is 100% full you will neither be able to
pick up your loot nor perform any item related actions (like launching a private store). So,
don’t forget to visit a warehouse in between hunting raids.
And if you are really short on money you can limit the use of any consumables to
the minimum (i.e. for emergencies only) but then your leveling will be much slower and
you earn considerably less adena in the long run.

3.5.1. Soulshots And Spiritshots


Soulshots (SS) and Spiritshots (SpS) are a kind of ammunition that directly
increases damage output of physical (soulshots) and magic (spiritshots) attacks. To

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empower your spell with SpS you have to click the appropriate shortcut before using the
spell, or while casting it. When charged, a fixed number of SS/SpS (determined by the
weapon’s stats) is instantly consumed, and the effect disappears when the action is done.
A hit with a weapon charged with SS does (roughly) twice the damage compared
to regular physical attacks with this weapon (same applies to critical hits).
An offensive spell powered by SpS does approximately 40% more damage than
the same spell without SpS. There exist blessed spiritshots (bSpS), they multiply damage
exactly by 2.
Appropriately, using SpS with “good” spells (like healing) will cause the target to
restore more HP than normal.
Using SpS with “bad” spells that do not do direct damage (debuffs/DoT/crowd
control) will increase the success rate (which can be interpreted as an instant decrease in
target’s resistance to that particular spell).
And, in general, blessed SpS also cause a noticeable positive effect to casting
speed (to feel it, make sure you charge bSpS before casting the spell, and not during it).
Considering these useful effects, it is easy to explain why so many mages become
addicted to SpS quickly, even if it hurts their budget. And at higher levels (50+) it becomes
almost impossible to hunt anything without using one or two bSpS charges per monster,
so be aware that this particular item is going to consume a good half of your budget at
least.
Since top D and C grade weapons use 3 SpS per shot, you may need to carry a
couple thousands of them to be able to hunt long enough. To lighten this burden you can
purchase SpS in a “packed” state, such items are called Compressed Packages of
SS/SpS, and they weigh less (yes it’s magic) than the total weight of contained SS or
SpS.
Being a mage, you can consider using soulshots too. There are cases when it is
more suitable to finish off a monster by hitting it a few times with your weapon instead of
casting another nuke, and doing double damage with these finishing attacks might help a
lot. This can also give you a chance in a critical situation when you are dangerously low
on mana, or (imagine the worst) got silenced.
As it was mentioned before every weapon consumes SS/SpS of a proper grade.
While you are below level 20 you can buy non-grade SS/SpS from NPC traders (available
in starting villages only), while any higher grade ones are craft only. On a stable, well
developed market the price of SS/SpS is usually fixed at a certain average value (or just
slightly varying around it), so you can easily tell if some warsmith sells them higher or
below average, and manage your expenditures properly. It should be noted that the
crafters tend to set the selling price at 10-20% above the production cost, so you can save

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a considerable amount of adena if you amass the ingredients (crystals and Spirit Ore) and
apply to someone’s craftshop.
Table 10. A Price Sample For Soulshots And Spiritshots (Rough Estimates).
Grade \ Type Soulshots Spiritshots Blessed SpS
None 8 17 40
D 11 23 53
C 17 42 110
B 60 120 310
A 100 170 400

Note that some types of SpS can be hard to find, in cases if some particular recipe
is rare, or when the whole category is not very popular among players. Say, you might like
to rely on regular spiritshots in the beginning of your playing career, but after a while have
switched to the blessed type once and for all.

3.5.2. Potions
Besides SS and SpS (instant damage power-ups) there exist a few other types of
power-ups that increase particular stats for a period of time.
For example, Haste Potion increases player’s movement speed by 20, its effect
lasts 20 minutes (so it equals to the effect of the buff called Windwalk level 1). It can be
useful when you have to travel a lot (by foot), or when you use the kiting tactics during a
hunt (since wizards are naturally slow, you cannot kite most of monsters at your default
running speed). Use it in a dangerous situation to run away (you cannot outrun the enemy
but the potion can help you win a few seconds necessary to cast a spell). There also
exists a rare item called Greater Haste Potion, it increases movement speed by 33 but its
duration is only 10 minutes.
Magic Haste Potion adds 20% to casting speed and lasts 20 minutes (same as the
Acumen buff level 2). When there are no buffers with Acumen around, this potion can be
extremely useful considering your naturally slow casting speed, and help you kill more
monsters in the short run (but you may also find out you are running out of mana faster
than normal, since MP regeneration rate remains the same). And of course don’t forget to
use this potion early in any encounter fraught with PvP.
To be able to explore some underwater hunting grounds you may need to find a
potion called Bless of Eva, it boosts target’s ability to hold breath under water.
There are improved analogues of the aforementioned potions, the so-called “L2
Day” buff scrolls (they appear at the market during special events arranged by game

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masters). Their effects are more powerful, i.e. equal to high level buffs such as Greater
Acumen, Greater Empower, etc., and their duration is 1 hour.
There is a category of potions that cause only a short-term effect aimed to restore
a player’s conditions over time. Say, healing potions may seem not that important for
mystic classes (since they have a number of healing spells) but in fact they can help you
last long enough to prepare and launch a decisive attack instead of reapeatedly casting
Battle Heal on yourself. So, always carry a few Greater Healing Potions (remember they
cannot heal you instantly, since they just temporarily increase HP regeneration rate, and
you cannot use them when stunned/paralysed/slept, so learn to use them in time), or
better yet, Quick Healing Potions.
There is a special kind of potion that can help a player last longer in PvP, it just
replenishes Combat Will Points (CP) instead of HP. Stock up on CP Potions or Greater
CP Potions when siege, clan war, or any other PvP event is imminent.
Another category of potions (antidotes/bandages) instantly removes negative
effects of certain skills/curses such as Poison and Bleed. You may need antidotes to
safely hunt in places haunted by poisonous monsters (whereas bandages are of no use in
PvE). To be fully prepared for PvP you will need both Greater Antidotes and Emergency
Dressings.

3.5.3. Scrolls
Scrolls are consumable items that instantly (and irreversibly) change a target’s
condition when used. E.g., using Enchant Scrolls will increase the stats of weapon or
armor on which the respective scroll is used. SP Scrolls grant the consumer a certain
amount of skill points. Skill Points (SP) are used to buy (learn and upgrade) skills;
sometimes learning a new skill requires a special item called a Spellbook (SB). All
Spellbooks for players below level 40 can be purchased from NPC’s, while all the SB’s
required to learn Spellhowler’s particular skills can only be obtained as drops. When you
have learned a skill, the respective SB disappears. Note: it is highly recommended to take
care of collecting your library early, i.e. you may start purchasing Spellhowler’s SB’s since
the start, because some of them can be rather rare and hard to find. It is better to invest
some amount of adena in getting them beforehand than spend your time killing hundreds
of monsters to acquire the needed SB (which can be hard considering the monsters’ level)
or keep using an outdated set of skills while belatedly trying to find someone willing to sell
it to you.
Waking Scrolls are used to interrupt the state of Sleep. Scrolls of Resurrection
allow you to resurrect a party member (or your pet) on the spot. As you can see, these

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scrolls cannot be used on yourself but you should always carry a couple of them to be
able to help a friendly player. (If you should need a resurrection scroll used on yourself,
you can simply trust another player and give them one of yours and ask them to use it on
you.) Blessed Scrolls of Resurrection, in addition, fully compensate the loss of Exp caused
by a player’s death (they are quite expensive though, so their use is reasonable only for
the players high above level 60 or so. (There exist Blessed Scrolls of Resurrection for pets
only.) There is also a sort of “insurance” scrolls called Lucky Charms, they secure a player
from dropping items during the raid boss events.
And the most used category for scrolls is SoE (Scroll of Escape). A regular SoE
will teleport you to the nearest town (with the exception of the Elven Village, since you are
a Dark Elf), SoE: Castle and SoE: Clan Hall will teleport you to the respective destination
if you are a member of the castle/clan hall holding clan, else it works as a regular SoE.
When the hunt is over, use a SoE to get back to town quickly and safely. Note that it takes
some time from the moment of activation of the scroll before teleportation takes place, so
regular SoE’s are not supposed to be used when you are under attack. To momentarily
escape from a fight, use Blessed SoE.

3.5.4. Miscellaneous
The list of necessary items that you have to always carry in your inventory is not
confined to the consumables mentioned above, it can be expanded according to your
individual preferences. E.g., you will need to purchase D crystals to summon a Silhouette
or a Shadow, pet food to feed your pet (if you get one), Cursed Bones to be able to use
the Death Spike spell, various Seeds if you want to compete against Dwarves at collecting
resources, Keys of Thief if you like to check out what’s contained inside those treasure
chests scattered around. And if you decide to use a bow (well, why would you?) then
arrows of an appropriate grade will be required.
Keys of Thief, same as some scrolls and potions mentioned in the previous
paragraphs are available in Magic (or Grocery) Stores. Crystals can be purchased only
from players (mainly Dwarven crafters, since they are the ones who have the Crystallize
skill). Seeds can be bought from the Manor managers (this option is not always available
though). Pet food is sold by Pet Manager NPC’s. Cursed Bones can be looted from
monsters or earned as a quest reward (collecting them can be troublesome, but you are
not obliged to use that particular spell on a regular basis anyway).

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4. Modifying Spellhowler’s Stats: Handle With Care


A Spellhowler’s strong and weak sides are determined by his base stats that are
given by default. However, there are a few ways of modifying them in order to re-balance
your character according to your preferences. You can go for further maximization of your
magic power by sacrificing what you consider not as useful, or find a way to create a well
balanced character by pulling up what you lack the most. To begin again from the
beginning: a Spellhowler is a hard hitting yet slow casting nuker with low HP, so you can
see which traits can be subject to change.
Base stats such as INT, WIT, CON, etc. can be permanently changed by making
tattoos. There are armor sets that give bonuses affecting certain parameters including
base stats. Finally, some weapons have an option of putting a special ability (SA) on
them, and some of these SA’s influence your stats also. With the combined use of the
tools mentioned above you can radically alter your stats and performance. Just
remember, there is no “ultimate setup”, considering the number of choices and variety of
playing styles. And you have to work on this complex matter very carefully, to not ruin your
gaming experience by making an imbalanced character that will be hard to redo. And in
any case, you most likely will not be able to afford getting all the required items at once
(unless you have an unlimited budget) since most available options are extremely costly,
therefore your next task (after choosing the optimal desired combination) will be setting
your financial priorities in the right order.

4.1. Making Tattoos


Tattoos increase some base stats at the expense of others. In order to have a
tattoo drawn one needs to decide what stat they want to increase and which they are
willing to sacrifice, since only certain combinations are available. For example, a wizard
might like to increase INT to boost damage, however this can only be done at the expense
of MEN or WIT. Making one tattoo requires 10 dyes (of the same type). Regular dyes
(meant for players below level 40) can be purchased in Magic stores; high grade dyes can
be looted/spoiled from monsters or purchased for Ancient Adena from the traders of
Mammon. The best sort of dyes is a dye that adds as many points to one base parameter
as it deducts from another, e.g.: INT+1 WIT-1. There are cheaper dyes as well (second-
rate and third-rate), e.g.: WIT+4 MEN–5 or STR+2 CON–4. A character below level 20
(before the first class transfer) can make one tattoo, after the first profession change it is
possible to make two tattoos, and after the second job change three tattoo slots are
available. Note that after the second class transfer all the old tattoos (made of regular
Dyes) disappear, as characters above level 40 have to use a different kind of dyes called

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Greater Dyes. You are allowed to add up to 5 points to a parameter, and you cannot put
the other parameter down to zero, so, if you decide to make three INT+4 tattoos you will
receive just 5 extra points instead of 12.
To make a tattoo one needs to collect 10 dyes of the corresponding type, come to
a Symbol Maker NPC (usually located in Magic stores) and pay a fee. The same NPC can
remove your tattoo if you ask him to, but you will be returned only 5 dyes instead of 10.
Since the effect of tattoos is permanent and dyes are rather expensive, one should make
such decisions only after due consideration. Getting a tattoo at relatively low levels can be
considered as a luxury, so, let us limit our overview to a few selected highest grade
tattoos only, that is the ones you should be looking for after completion of your second
class transfer.

4.1.1. Intellect/Wit/Mentality Tattoos


As a Spellhowler, you are interested in maximizing INT (to increase your already
high M.Atk) or WIT (to improve casting speed and other related abilities), or both. Since
your weakest point is low WIT, you should not lower it any more. So, you can try
balancing your character by increasing WIT at the expense of INT. Alternatively, you can
increase either parameter (or both) by sacrificing MEN, if you consider Mentality the least
important (remember, it influences quite a few variables, such as maximum MP, mana
regeneration speed, M.Def, probability of spell interruption, resistance to curses etc.). The
latter approach looks more reasonable (at least in the terms of PvE), since you should be
able to kill fast enough to not care about being hit or interrupted too often, while keeping
your MP at a decent level. You can go to the extremes and sacrifice up to 9 points (e.g.,
by making the following set of tattoos: INT+4 MEN-4, WIT+4 MEN-4, WIT+1 MEN-1), or
limit yourself to moderate modifications only.
Whatever you prefer, it will make the following impact on your stats:
+1 INT means +4% bonus to M.Atk (approximately); -1 INT decreases it by 4-5%;
+1 WIT means +5.4% bonus to casting speed; -1 WIT decreases it by 5%;
+1 MEN means +1% or +2% bonus to M.Def and some increase in maximum MP;
-1 MEN means a 1-2% decrease in M.Def and the deplorable loss of a dozen of Mana
Points (or 14-15, to be precise).

4.1.2. Constitution/Dexterity/Strength tattoos


As far as Dark Elves go, they have the most Strength of any other race, and the
lowest base Constitution. As a Dark Elven mage, you would definitely benefit from the
increase in CON while STR appears to be something that can be happily given away.

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Therefore, while low priority of STR is so obvious, you should compare the pros and cons
of increasing your CON and DEX values (in case you have only one tattoo slot left).
Increase in CON has a positive effect on the maximum HP value, health recovery
speed, breath gauge, resistance to Stun and Bleed. At the same time, increasing your
DEX will help you avoid enemy’s attacks better (or block them with shield if you equip
one), run faster (you hate being so slow, don’t you?), and hit more swiftly and precisely
when forced to a hand-to-hand combat. A Spellhowler in battle can only be afraid of two
opponents: an archer and another nuker. So, improving your evasion or shield defense
could help you receive less damage from physical attacks and prevent spell interruption.
However, you are still vulnerable to magic attacks (assuming your M.Def is already
affected by –MEN tattoos) so, overall, your chances to last longer mainly depend on total
HP rather than on your defensive abilities. Anyway, the final choice is yours...
Here is some information to support your decision making:
Table 11. Correlation Between DEX And Its Derivatives.
DEX Speed Evasion Accuracy Critical Rate Attack Speed
+5 +5% 2.97% 2.97% +5% +5%
+4 +4% 2.4% 2.4% +4% +4%
+3 +3% +1.82% +1.82% +3% +3%
+2 +2% +1.23% +1.23% +2% +2%
+1 +1% +0.62% +0.62% +1% +1%
-1 -1% -0.63% -0.63% -1% -1%
-2 -2% -1.28% -1.28% -2% -2%
-3 -3% -1.94% -1.94% -3% -3%
-4 -4% -2.62% -2.62% -4% -4%
-5 -5% -3.32% -3.32% -5% -5%

Changing STR by 1 point leads to a corresponding change in P.Atk by 1.4% (it


looks like this ratio is also influenced by weapon’s P.Atk so the end value can be
different); CON and HP are proportional as 1 : 1.04 (roughly). Anyway, making a CON+4
STR-4 tattoo will result in a 15% increase in your maximum HP and 10-12% decrease in
P.Atk. Once again, you can sacrifice any amount of STR and barely notice it, while
additional CON can be especially useful considering certain armor and weapon bonuses
and their combined effect.

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4.2. Robe Armor Sets And Their Bonuses


Wearing an armor that has certain bonus is another way of improving your stats. It
does not offer plenty of choices (since the list of armor sets and their bonus effects is
limited) but it is way more flexible compared to the use of tattoos. You can feel additional
effects as long as you wear all of the set items, so, you can quickly change your stats just
by unequipping one of the set items or putting on a different set. Still, you should pick the
proper set according to the same priorities, i.e. either maximization of M.Atk or improving
your spell casting abilities. It should be noted that the choice of armor should be made
early: you can upgrade your weapon as many times as you want, you can live without any
tattoos at all, while it is your armor set that is most likely going to stay at your service for
dozens and dozens of levels.

4.2.1. No-Grade Armor Set


For the beginning, you can acquaint yourself with benefits of wearing this special
kind of armor when you equip the Devotion set. It is the only non-grade mystic armor that
provides some bonus (in addition to its P.Def and MP value), and this particular bonus
(Casting Speed +15%) can be especially helpful to any player who has to face monsters
that cannot be killed in 1-2 shots. Moreover, this set is easy to obtain, and it’s affordable
even for a new player.

4.2.2. D Grade Armor Sets


There are just two D grade mystic armor sets, namely Knowledge set and Elven
Mithril set, and debates are still going on which of them is better for nukers.
The Knowledge set gives one positive bonus (M.Atk +10%) and one negative (MP
regeneration –5%). The better your weapon, the stronger its effect on your damage
output, while the slowdown in mana recovery speed should not be much of an issue: in
early 20’s you are bound to have a lot of downtime, and then it radically changes upon
getting the Body to Mind skill. Also, you can just take off the gloves every time you sit to
rest, to make your MP restore at the normal rate during the downtime.
The Elven set changes your base stats in the following way: WIT +1, INT –1,
Speed +7%. Therefore, it gives some bonus to Casting Speed (around 5%) and
decreases M.Atk proportionally (by 5% or so), and it looks like its positive effects outweigh
the negative (M.Atk -5% is negligible in the terms of direct damage). An ability to run
faster is nice, too.

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4.2.3. C Grade Armor Sets Comparison


C grade armor offers a very interesting choice of set bonuses, even compared to
the times more expensive B grade sets.
Karmian Set (low C grade): P.Def +5.24%, Casting Speed +15%.
Demon Set (mid C grade): HP –269, INT +4, WIT –1.
Divine Set (top C grade): P.Def +5.24%, MP +171, INT –1, WIT +1.
First of all, let us eliminate the Divine set... Yes, it provides the most MP and best
P.Def, other than that, there is nothing so special about it, and its market price makes it
less than desirable for nukers.
Karmian set is the cheapest and relatively easy to obtain, and its bonuses are
really good, especially PvP-wise. So, if you pick it, your only concern will be maximization
of M.Atk (by acquiring a good weapon or making +INT tattoos), unless you want to go
even further for boosting your casting speed.
The Demon set’s bonuses are rather special, as it has two negative effects at once
(now that’s something to worry about). First off, it detracts 269 HP from your already low
HP pool (at level 40, it’s almost 30% of a Spellhowler’s total HP!). Second, it decreases
casting speed by 5%. Finally, it’s just a medium armor, in the terms of P.Def and MP
bonus. But at the same time, it adds more than 15% to your M.Atk... now consider that the
market value of the whole set can be less than the cost of making a single INT+4 tattoo.
So, it is up to you to decide if this particular set is worth getting. Yes it is probably no good
for PvP. But it is definitely one of the best hunting outfits in the game from the nuker’s
point of view, so you may like to keep it just for PvE purposes till level 70 or even further.
Well, just think of it: the combined use of this set and appropriate tattoos can gain you up
to 9 extra points in INT (INT+4 i.e. the set bonus stacks with the effect of INT+4 and
INT+1 tattoos), and boost your M.Atk to the extreme.
There are a few ways to compensate the HP loss and other disadvantages related
to wearing this set, that is, getting proper tattoos, using Magic Haste Potions, and/or
carrying a weapon with the suitable SA. While its main advantage is that it increases your
damage/mana ratio, allowing to spend less MP per kill and minimizing the downtime. And
last but not least, it just looks impressive enough, especially on female Dark Elves.
To sum it up: if you are not too short on adena, you might like to consider acquiring
two armor sets for your Spellhowler, the Karmian for PvP (you can also stick to it in early
40’s if you find wearing Demon set too risky at that stage) and the Demon set for PvE.
Later on, you can sell the Karmian and start looking for proper B grade equipment, while
keeping the good old Demon set.

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4.2.4. B Grade Armor Sets‘ Pros And Cons


There are four B grade mystic armor sets:
Avadon Robe Set: P.Def +5.247%, Casting Speed +15%.
Blue Wolf Robe Set: MP +206, MP Regeneration +5.24%, INT -2, MEN -1, WIT +3
Doom Robe Set: Speed +7, MP Regeneration +5.24%, INT +2, MEN +1, WIT -3,
Breath Gauge increased.
Zubei’s Robe Set: M.Atk +10%, MP Regeneration -5%.
As you can see, Avadon set is just a B grade analogue of Karmian set, and
Zubei’s set is nothing but an upgraded copy of Knowledge set. The bonuses of Doom
armor could be nice if they did not hurt casting speed too much. And Blue Wolf set gives
some boost to casting speed by sacrificing two other base parameters at once (yet again,
MP bonus and mana recovery speed are not that important for a Spellhowler). Indeed,
nothing looks too exciting about B grade armor, especially considering its cost.
Anyway, Zubei’s armor is not a bad choice (it is usually the cheapest one too).
Avadon set is highly recommended for PvP purposes, since it gives the highest bonus to
casting speed without any penalties (unlike the rest of B grade sets). So, if you are
already prosperous enough, you can get the Avadon and use it by turns with your old
Demon set as you switch from PvP to PvE and back.
Alternatively, consider what tattoos you have (or planning to make) and estimate
how would their effect on your base stats stack with the set effects. For example, Doom
set could be supplemented with the WIT+4 MEN-4 tattoo.

4.2.5. The Bonuses Of A Grade Armor Sets


A grade armor, as proper for the top equipment existing in the game, provides a
good selection of positive effects. You can easily compare them and make your choice...
theoretically (you may like to read the final chapters of the present guide to find out what it
takes to acquire this armor).
Nightmare Robe Set: M.Atk +8%, MP Regeneration +4%, Sleep and Hold
Resistance +70%, INT +2, WIT -2.
Majestic Robe Set: Casting Spd. +15%, MP +240, MP Regeneration +8%, Stun
Resistance +50%, MEN +1, INT –1.
Dark Crystal Robe Set: Casting Speed +15%, P.Def +8%, Speed +7, Paralysis
Resistance +50%, WIT +2, MEN -2, small decrease in chance of spell interruption.
Tallum Robe Set: Casting Spd. +15%, M. Def. +8%, Poison and Bleed Resistance
+80%, INT -2, WIT +2.

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From the first look, the Dark Crystal set seems optimal for a Spellhowler, since it
offers what Spellhowlers lack the most: Casting Speed, P.Def, and Running Speed. And
the additional resistance bonuses are beneficial too. At the same time, Nightmare set
radically improves resistance to Sleep (the crucial factor in a mage-vs-mage duel), but it
does not look nearly as good in the terms of fast spellcasting as the rest of A grade sets.
One cannot help but notice that the actual bonuses provided by these sets are
different from what they should be considering the sets’ effects (positive or negative) on
the base stats. Say, INT –2 normally results in decreased M.Atk, MEN –2 should increase
the probability of spell interruption (while the set bonus offers the opposite), and so on.
That is why the most complex part of our analysis lies in the fact that it can be rather hard
to estimate the combined effect of both the set bonuses and tattoos (don’t forget there
exist other factors that may influence the end result, such as passive skills and abilities,
level modifiers, etc.). Anyway, let us keep to our synthetic approach and assume that the
effects are stackable, so it is possible to maximize the most vital parameters up to a
certain point by making the appropriate tattooes (say, INT+4 MEN-4 if it is INT that is
lacking due to the set effect, and so on). The main principles remain the same: the set
bonus and the effect of tattoos should be mutually complementary, keeping in mind our
ultimate goal that is creating an optimally balanced, extremely powerful character suited
equally fine both for PvP and PvE.

4.3. Special Abilities And Their Effect On The Character‘s Stats


As it was mentioned before, most SA’s are related to the damage dealing function
of weapon, but some others affect the character’s stats. For example, some of those buff-
type SA’s that we found less than useful earlier (from a Spellhowler’s point of view), can in
fact positively influence your stats (when casted on yourself) to partially compensate some
of your weak sides. For example, landing the Shield buff on yourself will temporarily
increase P.Def. Mental Shield increases resistance against Root and Sleep which is
originally determined by MEN, therefore, if your MEN value has already been decreased
by the tattoos or set bonus, this particular SA appears a bit more significant than before.
However, our final choice once again is reduced to a few most popular SA’s that
affect your vital stats:
SA Acumen increases maximum HP therefore it can compensate low WIT;
SA Empower increases M.Atk therefore it stacks with the effect of INT;
Magic Bless Body increases maximum HP therefore it can compensate low CON
(to some extent);

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Mana Up increases maximum MP therefore, at this particular aspect, it can


compensate low MEN.
Now, the optimal weapon choice is narrowed down to the following:
Weapons with SA Acumen: Homunkulus’s Sword (high-mid C grade), Dasparion’s
Staff (low A grade), Sword of Miracles, Branch of the Mother Tree (high A grade).
Weapons with SA Empower: Sword of Whispering Death (high-mid C grade),
Elemental Sword (low A grade).
Weapons with Bless the Body SA: Crystal Staff (low C grade), Ghoul’s Staff (top C
grade), Staff of Evil Spirit (high B grade).
Weapons with SA Mana Up: Crystal Staff (low C grade), Sage’s Staff (high-mid C
grade), Paagrio Axe (high C grade), Ghoul’s Staff (top C grade), Dasparion’s Staff (low A
grade).

4.4. Character Development: Strategic Approach


Let us summarize the main features of our combined approach to the long term
planning of the character development. Maximization of your damage dealing abilities
should be of your top priority, therefore investments in weapon’s upgrade are made in the
first place. In order to create a well balanced character you should resort to modifying your
stats via tattoos and armor sets, and choose the optimal combination of both. Weapon’s
special abilities, armor set bonuses, and the effects of tattoos should be complementary,
and stacking if possible. For example, the best PvE oriented C grade setup consists of
Demon robe set which increases M.Atk, Ghoul’s Staff (top C grade weapon) with Magic
Bless Body SA (which exceedingly covers the loss in HP caused by the Demon set), and
a set of tattoos selected according to certain preferences (e.g.: WIT+4 MEN-4, INT+4
MEN-4, CON+4 STR-4). At every stage you should consider a number of available
choices and pick the one that suits your playing style the most. For example, you could
pick a different set of C grade equipment and go for casting speed: Karmian set,
Homunkulus’s Sword with SA Acumen, Full Plate Shield, and WIT+4 MEN-4, WIT+1
MEN-1 (or INT+4 MEN-4), DEX+4 STR-4 tattoos.
Since any high grade equipment is extremely expensive you should plan your
investments very carefully. When your budget is limited, pick the solutions that bring the
maximum short-term effect while still matching your goals in the long term perspective.
Analize and compare all the alternatives and calculate opportunity costs. For example, if
you can significally increase your M.Atk by making the INT+4 MEN-4 tattoo you should go
for it if the total cost is cheaper than upgrading or enchanting your weapon in order to gain
the same increase in M.Atk (and if having such a tattoo does not contradict your long term

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plans). Every upgrade should correspond with your general plan of the character
development, so that some milestone decision made in the early 40’s (e.g., making a
tattoo of a certain kind) would not have to be retracted at level 70. There are no “absolute”
or “ultimate” solutions to every problem, but you can make your character truly unique and
powerful if you develop your own creative, profound approach to the game, and follow it
consistently.

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5. Spell Guide: Hear My Spell Howl


In Lineage II a character’s development is strictly determined with the set of skills
available at any given level, and one’s ability to learn skills is limited with the amount of
skill points amassed. Same as with weapon upgrade, you have to invest your limited
resources (SP) in the right order, to receive better output in the long run. Therefore, check
out your general plan before buying a new skill, to make sure you are going to get long-
term use out of it. The set of priorities for your particular class is oriented on maximizing
your magic power in the first place. So, always go for your strongest nukes first, then the
support spells (such as Corpse Life Drain and Body to Mind) and some key abilities like
Weapon Masteries or Fast Spell Casting (don’t forget to learn Sleep as soon as you can!).
You can put off the acquiring of various debuffs and curses (as a fast killing nuker, you are
not going to use them too often). Such skills as Armor Masteries or Fast HP Recovery
should be of lowest priority to you, as they just very slightly improve your defensive
abilities, i.e. their contribution is rather insignificant. Finally, you can refrain from learning
some skills, if you find them not suiting your playing style (Curse Death Link for example)
or simply unnecessary (e.g., Death Spike).
You might also find out that some spells rarely used in PvE can be rather efficient
in PvP, and vice versa.

5.1. Overview
Skills in L2 are subdivided into active and passive. Passive skills come into effect
since the moment they are learned (i.e. their effect is permanent). Active skills require a
player's action to work, and they cause instant or temporary effects. To learn a skill, one
has to match the level requirement and dispose enough SP. Once acquired, a skill cannot
be unlearned, yet it gets automatically deactivated if the player falls 10 levels below the
level required to gain it (note that the Expertise skills disappear as soon as you stop
matching the level requirement, i.e. you lose the D grade masteries at the moment when
you have deleveled from 20 to 19).
There is a selection of spells related to a Spellhowler's profile, these specific spells
can be upgraded regularly till the highest levels, while some other skills can be upgraded
only a few times. And the skills that do not belong to the Spellhowler's area of
specialization simply cannot be upgraded past a certain point anymore, so you can decide
early if you want to learn them at all.

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5.2. Skill List


Below you can find the list of all skills available for a Spellhowler, who starts out as
a Dark Mystic, then chooses the path of a Dark Wizard, and finally becomes a Spellhowler
upon completing the second job change quest (see Tables 12, 13, 14). All skills are listed
in accord with the level at which they can be first learned (in the ascending order).
Note: the last column of each tables contains an information on the skill upgrades
(level at which the skill can be learned/upgraded, and its cost in Skill Points). For example,
Wind Strike is given at level 1 free of cost; upon reaching level 7 you can upgrade it at an
expense of 240 skill points, then increase its power once again by spending another 240
SP; upon reaching level 14 you can upgrade it two more times and each time it will cost
1100 SP. To learn Armor Mastery level 1 you have to spend 470 SP (upon reaching level
7), then at level 14 it can be upgraded to Armor Mastery 2 and 3 (it will require 2200 SP in
total). This information will help you plan your character development and spend the
earned skill points according with your priorities (since the available amount of SP is
usually not sufficient enough to buy all the desired skills at once).

5.2.1. Dark Mystic Skills


Table 12. Dark Mystic Skills.
Skill Name Description Level (SP Cost)
Lucky If you die at level 4 or under, you will maintain 1(0)
experience and items.
Magician's Increases attack speed when wearing mystic 1(0)
Movement armor by 20%.
Mana Recovery Increases MP recovery speed when wearing 1(0)
mystic armor by 20%.
Self Heal Recovers one's HP. 1(0)
Spellcraft Doubles the spell casting speed when wearing 1(0)
mystic armor.
Wind Strike Attacks target with a blast of wind. 1(0); 7(2x240);
14(2x1100)
Anti Magic Increases M. Def. 7(2x240); 14(2x1100)
Armor Mastery Increases P. Def. 7(470); 14(2x1100)
Cure Poison Cures poisoning up to Effect 3. 7(470)
Curse:Poison Target takes poison damage every 5 sec for 30 7(470)
sec.

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Heal Recovers HP. 7(3x160); 14(3x700)


Ice Bolt Freezing attack that temporarily slows enemy's 7(2x240); 14(2x1100)
Speed by 30%.
Might Temporarily increases target’s P. Atk by 8%. 7(470)
Shield Temporarily increases target’s P. Def. by 8%. 7(470)
Weapon Mastery Increases P. Atk. And M. Atk. 7(470)
Battle Heal Quickly recovers target’s HP. 14(3x700)
Group Heal Recovers party member’s HP. 14(3x700)
Vampiric Touch Dark attack that steals target’s HP. 14(2x1100)
Wind Shackle Reduces target's Attack Speed by 10%. 14(2100)
Expertise D Becomes familiar with D grade equipment. 20(0)

5.2.2. Dark Wizard Skills


Table 13. Dark Wizard Skills.
Skill Name Description Level (SP Cost)
Expertise D Becomes familiar with D grade 20(0)
equipment.
Anti Magic Increases M. Def. 20(2x1600); 25(2x2900);
30(2x5500); 35(2x9300)
Aura Burn A fast, short range magical attack. 20(2x1600); 25(2x2900);
30(2x5500); 35(2x9300)
Boost Mana Increases one's maximum MP (+30). 20(3300); 30(11k)
Concentration Temporarily lowers the probability of 20(3300); 30(11k)
magic being canceled due to damage.
Curse:Poison Target takes poison damage every 5 20(3300); 30(11k)
sec for 30 sec.
Flame Strike Toss flame that causes wide area to 20(3300); 25(5800);
catch fire. 30(11k)
Higher Mana Gain Increases the recovery rate when MP 20(2x1600); 25(2x2900);
is being recovered by Recharge skill. 30(2x5500); 35(2x9300)
Ice Bolt Freezing attack that temporarily slows 20(2x1600)
enemy's Speed by 30%.
Quick Recovery Time between magic reuse shortens 20(3300); 30(11k)
by 20%.
Robe Mastery Increases one's P. Def. when one is 20(2x1600); 25(2x2900);

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wearing a robe. 30(2x5500); 35(2x9300)


Servitor Heal Recovers a servitor's HP. 20(3x1100); 25(3x1900);
30(3x3700); 35(3x6200)
Summon Shadow Summons a Shadow at an expense 20(3300); 25(5800);
of D grade crystals. 30(11k); 35(18k)
Summon Silhouette Summons a Silhouette at an expense 20(3300); 25(5800);
of 1 D grade crystal. 30(11k); 35(18k)
Twister Attacks target with the blades of wind. 20(2x1600); 25(2x2900);
30(2x5500); 35(2x9300)
Vampiric Touch Dark attack that steals target’s HP. 20(2x1600); 25(2x2900)
Weapon Mastery Increases P. Atk. and M. Atk. 20(3300); 25(2x2900);
30(2x5500); 35(2x9300)
Body To Mind Restores MP by sacrificing one's own 25(5800)
HP.
Fast Mana Recovery Increases MP Recovery Speed. 25(5800); 35(18k)
Fast Spell Casting Spell casting speed increases by 5%. 25(5800)
Poisonous Cloud Poisons target and nearby foes. 25(5800); 35(18k)
Servitor Recharge Recovers a servitor's MP. 25(2x2900); 30(2x5500);
35(2x9300)
Shadow Spark Launches a dark magical attack 25(5800); 30(11k); 35(18k)
(Over-hit available).
Sleep Instantly puts target to sleep. 25(3x1900); 30(3x3700);
35(3x6200)
Surrender To Poison Decreases target’s resistance to 25(5800); 30(11k); 35(18k)
poison. Effect 2.
Corpse Life Drain Absorbs HP from a monster’s corpse. 30(11k); 35(18k)
Curse: Chaos Reduces enemy's Accuracy. Effect 2. 35(18k)
Fast HP Recovery Increases one's HP recovery speed. 35(18k)
Mighty Servitor Temporarily increases servitor's P. 35(18k)
Atk by 8%.
Slow Temporarily reduces target's Speed. 35(18k)
Expertise C Becomes familiar with C grade 40(0)
equipment.

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5.2.3. Spellhowler Skills


Table 14. Spellhowler Skills.
Skill Name Description Level (SP Cost)
Expertise C Becomes familiar with C 40(0)
grade equipment.
Anti Magic Increases M. Def. 40(3x10k); 44(3x13k); 48(3x20k);
52(3x29k); 56(3x32k); 58(2x58k);
60(2x79k); 62(2x110k); 64(2x130k);
66(2x180k); 68(2x190k); 70(2x260k);
72(2x370k); 74(550k)
Body To Mind Restores MP by 40(30k); 52(86k); 58(110k); 66(350k);
sacrificing one's own HP.
Boost Mana Increases one's 40(30k); 48(60k); 56(95k); 60(160k);
maximum MP (+40 MP). 66(350k); 72(750k)
Clear Mind Enhances MP 40(30k); 48(60k); 56(95k); 62(210k);
regeneration while 68(390k); 74(1100k)
standing or walking.
Corpse Life Drain Absorbs HP from a 40(30k); 44(39k); 48(60k); 52(86k);
monster’s corpse. 56(95k); 58(110k); 60(160k); 62(210k);
64(250k); 66(350k); 68(390k);
70(520k); 72(750k); 74(1100k)
Curse: Chaos Reduces enemy's 40(30k); 44(39k); 48(60k); 52(86k);
Accuracy. Effect 2. 56(95k); 58(110k); 60(160k); 62(210k);
64(250k); 66(350k); 68(390k);
70(520k); 72(750k); 74(1100k)
Fast Spell Casting Spell casting speed 40(30k); 56(95k)
increases.
Higher Mana Gain Increases the recovery 40(2x15k); 44(2x19k); 48(2x30k);
rate when MP is being 52(2x43k); 56(2x48k); 58(110k);
recovered by Recharge 60(160k); 62(210k); 64(250k);
skill. 66(350k); 68(390k); 70(520k);
72(750k); 74(1100k)
Hurricane Creates a whirlwind of 40(2x15k); 44(2x19k); 48(2x30k);
destruction. 52(2x43k); 56(2x48k); 58(2x58k);
60(2x79k); 62(2x110k); 64(2x130k);
66(2x180k); 68(2x190k); 70(2x260k);

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72(2x370k); 74(550k)
Robe Mastery Increases one's P. Def. 40(3x10k); 44(3x13k); 48(3x20k);
when one is wearing a 52(3x29k); 56(3x32k); 58(2x58k);
robe. 60(2x79k); 62(2x110k); 64(2x130k);
66(2x180k); 68(2x190k); 70(2x260k);
72(2x370k); 74(550k)
Shadow Flare Launches a dark magical 40(30k); 44(39k); 48(60k); 52(86k);
attack (Over-hit 56(95k); 58(110k); 60(160k); 62(210k);
available). 64(250k); 66(350k); 68(390k);
70(520k); 72(750k); 74(1100k)
Silence Temporarily stops enemy 40(30k); 44(39k); 48(60k); 52(86k);
from casting magic. 56(95k); 58(110k); 60(160k); 62(210k);
64(250k); 66(350k); 68(390k);
70(520k); 72(750k); 74(1100k)
Sleep Instantly puts target to 40(3x10k); 44(3x13k); 48(3x20k);
sleep. 52(3x29k); 56(3x32k); 58(2x58k);
60(2x79k); 62(2x110k); 64(2x130k);
66(2x180k); 68(2x190k); 70(2x260k);
72(2x370k); 74(550k)
Slow Temporarily reduces 40(30k); 44(39k); 48(60k); 52(86k);
target's Speed. 56(95k); 58(110k); 60(160k); 62(210k);
66(350k); 64(250k); 68(390k);
70(520k); 72(750k); 74(1100k)
Surrender To Poison Decreases target’s 40(30k); 44(39k); 48(60k); 52(86k);
resistance to poison. 56(95k); 58(110k); 60(160k); 62(210k);
Effect 3. 64(250k); 66(350k); 68(390k);
70(520k); 72(750k); 74(1100k)
Surrender To Wind Decreases target's 40(30k); 44(39k); 48(60k); 52(86k);
resistance to wind attack. 56(95k); 58(110k); 60(160k); 62(210k);
Effect 3. 64(250k); 66(350k); 68(390k);
70(520k); 72(750k); 74(1100k)
Vampiric Claw Dark attack that steals 40(2x15k); 44(2x19k); 48(2x30k);
target’s HP. 52(2x43k); 56(2x48k); 58(2x58k);
60(2x79k); 62(2x110k); 64(2x130k);
66(2x180k); 68(2x190k); 70(2x260k);
72(2x370k); 74(550k)

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Weapon Mastery Increases P. Atk. and M. 40(3x10k); 44(3x13k); 48(3x20k);


Atk. 52(3x29k); 56(3x32k); 58(2x58k);
60(2x79k); 62(2x110k); 64(2x130k);
66(2x180k); 68(2x190k); 70(2x260k);
72(2x370k); 74(550k)
Curse:Poison Target takes poison 44(39k); 52(86k); 62(210k); 72(750k)
damage every 5 sec for
30 sec.
Death Spike Dark attack that 44(39k); 48(60k); 52(86k); 56(95k);
damages an enemy by 58(110k); 60(160k); 62(210k);
throwing a bone. 64(250k); 66(350k); 68(390k);
Consumes 1 Cursed 70(520k); 72(750k); 74(1100k)
Bone.
Fast HP Recovery Increases one's HP 44(39k); 52(86k); 58(110k); 64(250k);
recovery speed. 74(1100k)
Fast Mana Recovery Increases MP Recovery 44(39k); 52(86k); 60(160k); 68(390k);
Speed. 74(1100k)
Poisonous Cloud Poisons target and 48(60k); 56(95k); 64(250k); 74(1100k)
nearby foes.
Quick Recovery Time between magic 48(60k)
reuse shortens.
Tempest Calls forth a severe 48(2x30k); 52(2x43k); 56(2x48k);
storm to attack multiple 58(110k); 60(160k); 62(210k);
enemies. 64(250k); 66(350k); 68(390k);
70(520k); 72(750k); 74(1100k)
Expertise B Becomes familiar with B 52(0)
grade equipment.
Curse Death Link Transfers one's pain to 52(2x43k); 56(2x48k); 58(2x58k);
the enemy. The lower 60(2x79k); 62(2x110k); 64(2x130k);
one's HP, the greater its 66(2x180k); 68(2x190k); 70(2x260k);
power. 72(2x370k); 74(550k)
Expertise A Becomes familiar with A 61(0)
grade equipment.
Seed Of Wind Instills the force of wind 66(350k)
(unless a new force is
instilled in 5 seconds, all

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forces will disappear).


Aura Symphony By using two types of 68(390k)
forces, launches an
attack to inflict significant
damage.
Demon Wind A devastating double- 70(520k)
wind attack. Temporarily
reduces cursed enemy's
HP regeneration.
Requires two Seeds of
Wind.
Elemental Storm Launches an attack that 72(750k)
will inflict great damage.
In order to use this skill,
one will need the force of
fire and the force of
water.
Expertise S Becomes familiar with S 75(0)
grade equipment.
Note: as of Chronicle 3, Expertise S is automatically acquired at level 67, but S
grade items do not exist in the game yet. S grade will be introduced in Chronicle 4, and
since then the level requirement is set to 75 instead of 67.

5.3. Categorized Spells And Skills


This section of the guide contains brief descriptions of the Spellhowler’s spells
broken down to a few categories (some skills are not easy to classify though), and their
evaluation in the terms of their suitability for certain playing styles. The same priorities are
also set within each group, to help you build your own “preference tree” and decide which
skills you should acquire in the first place, and which are to be neglected.
Spells are described with the following parameters: Power (in buffs or DoT's case,
it is Effect and, additionally, duration), MP cost, casting time, reuse time, range. Power
and MP cost are determined by level of the spell. (As it was mentioned before, damage
output in each particular case is proportional to a player's M.Atk and Power of the spell.)
Casting time and reuse time mainly depend on a player's Casting Speed (and some
passive skills as well). Range is a constant (given in each spell's case by default).

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It looks like each spell has a certain rate of success, which can be estimated
empirically. For analytic purposes, we can also calculate each nuke's average efficiency,
as a Power/(MP cost) ratio (for practical purposes, you should consider damage/MP).

5.3.1. Passive Skills And Abilities


You get your basic abilities as soon as you start, and you have them for free, by
default. They are: Spellcraft, Mana Recovery, and Magician's Movement. You may
probably not even notice the fact you have them... until you unequip your tunic or
stockings and find out your spell casting abilities have suddenly gone downhill. So, make
sure to always wear the armor of the only proper type for your class, i.e. mystic robes, and
enjoy the benefits they provide.
Let us now review the list of other passive skills, and set the priorities.
Weapon Mastery is the skill that you will have to upgrade most regularly, and it is a
quite important one, since it influences both your M.Atk and P.Atk. So, don’t hesitate to
upgrade it as soon as you have enhanced your basic spells. While paying attention to this
routine, do not miss the rare chance to upgrade the two skills that directly affect your
ability to cast spells in quick succession, namely, Fast Spell Casting and Quick Recovery.
Since it is Casting Speed that is your weakest side, anything that helps improve it should
be of top priority to you. Quick Recovery shortens the skill reuse time by 20% when you
first learn it, and then by 5% each time you upgrade it, so it’s a 30% increase in the end,
while Fast Spell Casting increases your Casting Speed by 10% in total. In each case, it is
absolutely worth the price.
Clear Mind and Fast Mana Recovery are the next two passive skills you should
pay attention to, as they define your ability to recover MP (note that if you have the MEN-
decreasing tattoos then your base regeneration rate is lower than normal, therefore it
needs to be improved). These skills do not make a radical difference but they help restore
mana a bit faster, which is enough. Some Spellhowlers like to switch to a walking mode
when they hunt, to enjoy the effect of Clear Mind continuously. You can try this too and
check how it works for you. Generally, you can do fine without switching to a walking
mode if you pick a place where monsters spawn so intensely that you can just stand still
and shoot everything around (since MP regenerates faster when you stand than walk).
And an ability to promptly make a run looks more useful than these few extra Exp that you
could have won by strutting from one spot to another.
If you prefer soloing, you can postpone learning such skill as Higher Mana Gain. It
gives you an ability to receive more mana when recharged by a Shillien (or Elven) Elder.
So if you have neglected it, your fellow Elder will just have to spend more MP to replenish

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your mana pool. (Note: if the recharging player is much lower in level, say, 10 levels below
you, then you will receive just a few MP per recharge even if your Mana Gain skill is
maxed up.) Another skill of a doubtful importance is Boost Mana. It would surely be nice
to get it when you were level 20 wearing non-grade armor, so adding 30 MP to your grand
total of 387 MP could actually aid you a bit, but at higher levels spending 350-750k SP just
to increase your mana pool by 1% (or so) is barely worth it (unless you have millions of
spare SP).
Anti Magic is a rather good skill, and you get to upgrade it regularly. Each time it
increases your M.Def just by a few points but you may like to do it anyway... if you have
improved the other skills already. And then we have just two more passive skills left out,
namely Robe Mastery and Fast HP Recovery. Here is food for thought: as a Spellhowler,
you do not need to rely on “natural” HP regeneration since you can always heal yourself
off monsters. And Robe Mastery adds only a couple of points to your P.Def when you
upgrade it (and it does not improve Evasion either).

5.3.2. Damage Dealing Spells


Damage dealing spells (nukes) are what Spellhowlers are all about. They should
be top priority to you always, so use your SP to upgrade them in the first place, and don’t
hesitate to spend adena (or playing time) to obtain spellbooks needed to learn these
spells (remember it takes a specific SB to learn a new spell, and some of those
spellbooks can be extremely hard to find).
As a ranged caster, you need to develop a sense of distance and timing, to take
full advantage of your class. All the Spellhowler’s nukes have the same range (900) but
some of them take a longer time to cast or reuse, so you need to consider this factor to
put your attacks in proper order without taking an unnecessary risk.

Spellhowler‘s Nukes: Features And Parameters


Hurricane is a Spellhowler’s most used nuke. Since it is a Wind attack, you can
use it especially well against the monsters that are weak to Wind. Moreover, you can cast
Surrender to Wind followed by a few Hurricanes to maximize the effect. Hurricane is a
very reliable spell in the terms of success rate: it rarely fails if the traget is not too high in
level compared to the caster. Hurricane is casted at moderate speed (around 4 sec.) and
its reuse interval is just a bit longer than that (6 sec. by default), so, as soon as you get it
off, you are almost ready to cast another (the remaining cooldown time is half a second or
so). The amount of mana consumed by Hurricane can be estimated as medium,
compared to other nukes. If you are soloing, do not get too carried away while casting
Hurricanes non-stop, as you will run out of mana pretty quickly.

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Hurricane level 1 (which you can learn upon reaching level 40) has Power 49 and
MP cost 34; the maximal respective values are: Power 108, MP cost 69 (that is for
Hurricane 28, learned at level 74). So, this spell’s efficiency rate (Power/MP) lies between
1.44 and 1.57.
Shadow Flare is your greater nuke, to say so. It does 25% more damage than
Hurricane, and costs more mana correspondingly. It is a Dark attack, so it is not
recommended to use it against the monsters resistant to Dark magic (like Bloody
Queens). Appropriately enough, it is especially efficient against Holy targets. This spell
casts a bit slower than Hurricane (4-5 sec), so it is safer to start off with it. At the same
time, it supports Over-hit, so you may like to exploit this feature to earn more Exp per kill.
Over-hit occurs when you use the spell that supports it as a killing blow, and strike for
more damage than a monster’s remaining hit points (the more excess damage the more
Exp). So, it is up to you to consider the “extra Exp vs. extra risks” dilemma. The bad thing
about this nuke is that it has a very long reuse interval (16-20 sec), so you cannot use it
as often as you would like to (say, when surrounded by monsters). After a while, you will
notice that under normal conditions (i.e. when the target matches the level requirements)
it fails more often than Hurricane. (When a spell fails, it does 50% of its normal damage.
The use of SpS does not seem to affect the success rate of nukes.) Anyway, considering
the damage output, it is the Shadow Flare spell that appeals to be used with blessed
spiritshots first.
Shadow Flare level 1 (can be learned at level 40) has Power 65 and MP cost 44;
the maximal respective values are: Power 135, MP cost 85 (that is for Hurricane 14,
learned at level 74). So, this nuke’s efficiency rate varies from 1.48 to 1.59, which is equal
to Hurricane’s efficiency, the only difference is that it does more damage per cast while
being more mana-expensive. Therefore, using it with blessed spiritshots will provide the
highest damage output per adena spent on ammo.
Vampiric Claw is the nuke that can play the key role in your HP/MP management
scheme. It does the same damage as Hurricane, and it transfers to you 40% of the
absorbed HP, i.e. you heal yourself while damaging your target. It belongs to Dark Magic
too, so you have to watch what monsters to use it against. Its casting time is similar to
Hurricane’s, but the reuse interval is twice as long (12 sec by default, 6-8 sec if you have
WIT+ tattoos or buffs). Its MP cost is the highest compared to other spells (which is
reasonable, considering its double use), so you don’t want to cast it too often. And the
optimal way is to always use it with blessed SpS: you double both the damage and the
healing effect, thus justifying the expenses. Just remember, this particular spell fails quite
often, compared to Shadow Flare (not even talking of Hurricane). And it’s one thing when
it fails when your health bar is alright, and totally different when you bet your survival on

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the chance to heal yourself off the monster... and it fails. (Yes there are moments when
the game itself seems to be very mean to a careless player... so, be prepared for the
worst, and don’t be surprized if your nukes will fail one after another right at the moment
when you placed all your hopes on them to succeed.)
Vampiric Claw min/max stats: Power 49, MP cost 50 (for a level 1 spell), Power
108, MP cost 103 (Vampiric Claw level 28); efficiency rate: 0.98 - 1.05 (that is, 1.5 times
lower compared to Hurricane or Shadow Flare). Therefore, you should only use Vampiric
Claw as your support spell, mainly to regain health, with blessed SpS preferably. It can be
quite useful in PvP too, especially when you don’t have a healer on your side.
Death Spike is another unholy attack, and its specific feature is that it consumes
an item called Cursed Bone each time it is casted. Cursed Bones are spoil/drop only, and
it can take some time looking for them in private stores (consider it a good deal if you can
buy them for 200 adena each). In other words, Death Spike is a very costly spell (just add
it to the cost of SpS to estimate the expenses). And it has exactly the same stats as your
basic nuke, Hurricane (same Power, casting time, and reuse time), except for MP cost
which is considerably cheaper: when you first learn it at level 44, it has Power 58 and MP
cost 24 (efficiency rate: 2.42), while Death Spike level 13 has Power 108 (same as
Hurricane) and MP cost 50 (efficiency rate: 2.16, i.e. almost 1.5 times higher than that of
Hurricane or Shadow Flare).
So, who might like such a trade-off, i.e. low MP consumption at the expense of
extra items/adena? The answer is obvious: this is a “substitute” spell that comes in handy
when you are limited on mana, especially during a PvP battle. It is too risky to resort to
Body to Mind when being engaged in PvP, so, if you do not have any Elder following you
around to keep you recharged, then you should nuke enemies with Death Spike instead of
Hurricane just to save MP.
Therefore, if you are going to PvP a lot, then Death Spike becomes one of your
basic nukes. If you are more PvE-oriented, or just don’t want to bother with collecting the
Cursed Bones, you can happily live without it. Well, if you don’t have any problems with
consumables, you might try checking your leveling speed when you hunt in some place
where monsters are abundant, using Death Spike as your primary nuke and not having to
spend your time on MP regeneration procedures at all (Body to Mind is a slow casting
spell, you know).
Curse Death Link (CDL) is probably the most fascinating and “thrilling” spell
among the Spellhowler’s nukes. It has the same parameters as Hurricane (MP cost,
casting time, reuse interval), and its Power is nominally the same too, but in fact it is
variable, since the actual damage output in each particular case is instantly determined
with the caster’s HP (the lower the HP the greater the damage). When you are full on HP

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it will do 1 damage to any target, while it can do almost 1.5 times more damage than
Shadow Flare when your HP is down to zero. To make its excessive damage significant
enough (compared to the use of regular nukes) you need to keep your
(actual HP)/(maximum HP) ratio below 10%. Here is an empirical example to illustrate this
correlation:
Table 15. The CDL Damage Output Comparison (Experimental Data).
HP/(max HP) 100% 80% 52% 35% 24% 16% 8% 5% 3% 1%
Damage 1 128 493 713 850 954 1052 1089 1118 1140
EPF 0 0.2 0.77 1.11 1.33 1.49 1.64 1.66 1.7 1.78
Power 0 18 68 99 118 132 146 151 155 158
Notes: the table above represents the results of using CDL level 10 (nominal
Power 89) on a target with high M.Def (NPC) at different HP rates. EPF (Excessive Power
Factor) reflects the ratio between the damage done by CDL in each case to the constant
(its value is 641) which is the amount of damage done to the same target under the same
conditions by Hurricane (Power 89). Thus we can calculate the actual Power of CDL at
any given HP rate, and compare it to the power of other nukes of similar level. The
conclusion is: when the caster’s HP is down to 10-15%, CDL becomes approximately 1.5
times more powerful than Hurricane of the same nominal power (hence significantly more
mana-efficient). At its extreme it can provide the highest Power/MP ratio even possible in
the game (close to 2.8) while its absolute showing (compared to other nukes of similar
degree) is the best also.
It is quite obvious that the risk of using CDL under these terms is way too high,
because in a Spellhowler’s case, being below 10% HP means getting killed in 1-2 hits as
soon as the opponent comes close enough. So, from a cautious player’s point of view, the
cons of CDL outweigh its pros. Of course you can sometimes use it as a last resort in a
desperate fight with no way to run, but you need something special to use it regularly.
This way or that, the use of this extremely powerful yet “double-edged” spell is justified in
the following cases:
- when you are grouped with a player that has the crowd control spells (such as
Root),
- when you are sure your M.Atk is high enough to kill the nearby monsters in one
hit.
Yes, being able to one-shot your targets looks very tempting indeed... considering
how fast you can gain Exp in this case. So, if you are confident in your M.Atk and casting
speed, you can try this roulette: when it’s done right, it makes leveling amazingly fast.
Here are some tips for your hunting safety: casting speed is crucial, especially when you

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are being attacked by multiple monsters, so, when there are no buffers around, don’t
forget to drink a Magic Haste Potion. You can make CDL even more powerful, if you get
the Bless the Body buff casted on you: while your actual HP is low, increasing your
nominal maximum HP gives another boost to the power of CDL (that’s another reason to
get a hold of a weapon with Magic Bless Body SA).
Just a caution: same as Vampiric Touch, CDL tends to fail very often, so be ready
to see a wounded monster coming right for you while you have no HP to withstand the
attack. However, you can still find a few ways out of such a dangerous situation, but you
will need some luck as well. You can cast Vampiric Touch to borrow some health from the
monster, or Sleep to simply stop it in its tracks, or just try and cast CDL again. The good
thing about CDL is that its reuse period is extremely short. The bad thing about CDL is
that, on a bad day, it can fail two times in a row...

Dark Wizard‘s Nukes


Let us take a retrospective look at the spells that you have been using until level
40 (and probably longer). Actually, a debutant Spellhowler can still rely on the Dark
Wizard’s set of spells in his early 40’s. You cannot upgrade them anymore, yet they still
work, while being considerably cheaper (MP-wise) than the newly acquired nukes. (Note
that not everyone is lucky enough to have the full set of the necessary spellbooks
collected in time.) You can even continue using some of them (namely, Twister and Aura
Burn) in the early 50’s whenever you want to save a few mana points or need to finish off
an already doomed monster, just remember that the higher the target’s level the higher
the chance of failure. And if you try them on level 55+ monsters you will see that these
spells rarely work anymore, doing either 50% of their normal damage, or just 1 dmg... it
means it is time to finally give them up.
Anyway, some of those low level spells are going to stay among your favorites for
quite a long time, for example, Aura Burn. Aura Burn is a kind of “melee” spell: its range is
150, so you are going to get hit by a melee-type opponent while using this spell,
fortunately its casting time is short enough too (a second and a half), so is its reuse
interval, and you can cast it non-stop until the enemy is dead. Initially, Aura Burn has
Power 18 and mana cost 19 (efficiency: 0.95), and the maximum values are 36 and 30
respectively (efficiency: 1.2). Should Spellhowlers have an upgradable analogue of this
spell till the highest levels, they would have been totally unbeatable in PvP... but, unlike
Spellsingers and Sorcerers, they never get any Aura-type spells (fast and short ranged)
past level 40 (for an obvious reason).
Twister is a Dark Wizard’s basic nuke. From a Spellhowler’s point of view it’s a
weaker version of Hurricane (or Hurricane is an upgraded version of Twister, to be

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correct). Twister is a Wind attack (casting time 4, reuse time 6 seconds); note its range is
750. Initially, it has Power 23 and mana cost 18 (efficiency: 1.288), and the maximum
values are 44 and 30 respectively (efficiency: 1.47). So, at the moment when you have
just learned Hurricane level 1 (Power 49, MP cost 34), you can see your old Twister spell
is only a bit weaker than that (but the gap will be constantly growing later on).
Similarly, Shadow Spark is a predecessor of Shadow Flare. It is slow casting, with
a long reuse interval (same as Shadow Spark), and it too has an Over-hit option available.
Its range is 750, same as Twister’s. Shadow Spark level 1 has Power 39 and MP cost 28
(efficiency: 1.39), At its maximum, Shadow Spark has Power 55 and MP cost 38
(efficiency: 1.45), which makes using it a bit more mana-efficient than Twister until the last
upgrade, i.e. on your way from level 25 to 35.
Vampiric Touch is the first life draining spell you get to learn (in your “teen” levels).
Vampiric Touch level 1 has Power 18 and MP cost 20 (efficiency: 0.9), and after a couple
of upgrades its Power is 34 and MP cost 32 (efficiency: 1.06). Its casting time is 4 sec,
reuse interval 12 sec, range 600 (the beginner’s nukes have a relatively short range). As
you progress past level 25, you cannot upgrade Vampiric Touch anymore, so you will first
need to become a Spellhowler to take possession of its more powerful analogue, Vampiric
Claw.
Ice Bolt is another spell that you can learn at the very beginning of the Dark
Mystic’s path (its initial Power is 8, MP cost 9) and finish upgrading it after the first
profession change (Ice Bolt level 6 has Power 16, MP cost 20). Its casting time is
relatively short (3 sec), and its reuse interval is medium (8 sec), which actually makes a
difference when you are below level 20. It is a very special spell, since it not only
damages the foe but also decreases his movement speed by 30% (i.e. has an additional
debuffing effect). Using this spell as an opening attack allows you to kite most monsters
successfully, or at least slow them down enough to get out of a dangerous situation. Just
be aware, its debuffing effect does not work every time, i.e. Ice Bolt sometimes damages
the target without slowing it down. By the way, it is the only Water-type spell Dark Mystics
can get.
And now, our brief overview of Dark Elven offensive magic is logically finished with
the mentioning of Wind Strike, that is the one and only nuke you began your playing
career with. So, for formality’s sake, here are the stats: Wind Strike is a Wind attack,
range 600, casting speed 4, reuse interval 6. At level 1, it costs 9 MP to cast (Power 12).
Upon reaching level 14, you can upgrade it for the last time, so its maximal Power value is
21, MP cost 15 (efficiency: 1.4, i.e. quite good for a beginner’s nuke).

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Tip: Click Less, Kill More


Since a Dark Wizard’s nukes have a shorter range than a Spellhowler’s, here is a
tip how to make use of this seeming disadvantage (assuming you are level 40+ and using
both new and old spells). Let’s say you are hunting the monsters that can be killed by
shooting them with Hurricane twice, and it takes 10 seconds, while the monster can run
up to you within 5 seconds. The spell reuse interval is 6 seconds, so the monster hits you
before you can get it off, with a chance to cancel it. So, you might consider using
Hurricane followed by another nuke, somewhat less powerful and less mana-expensive,
namely, Twister. If you start casting as soon as the monster gets hit by Hurricane and
rushes towards you, Twister gets off one second before the monster reaches you (if it’s
still alive, you can finish it off by smacking it with your weapon. Since Twister has a
shorter range than Hurricane, your timing should be very precise, otherwise (i.e. if you
attempted to cast too promptly) you just receive the server message, “Target is too far”,
while the monster is already getting dangerously close to you. Worst of all, you can get
bugged by this very annoying error (it probably occurs due to the server lag) even when
everything is done right and the spells of the same range are used (say, Shadow Flare
followed by Hurricane). To avoid this, you can just start off with Twister (considering its
shorter range) and use Hurricane as a killing blow (or use Shadow Flare instead, to earn a
bit more Exp by over-hitting the monsters). Then you can proceed hunting without having
to read that error message anymore
This entire paragraph may look like something superfluous, but you should not
forget the generally repetitive nature of L2 gameplay: facing the need to kill hundreds and
thousands of monsters, you will sooner or later start looking for any chance to make it a
bit easier and convenient. So, here is a solution: pick the most reliable sequence of spells
and create a macro. You see, having to click just one shortcut instead of two or three
actually does make a big difference when it saves you from two or three thousands of
extra clicks per day.
Example of a in-game macro:
/useskill Twister
/useskill Hurricane
/attack
/useskill Aura Burn
/attack
Comment: the first two spells bound to this macro are supposed to be enough to
have killed the monster, while the rest are added as an extra precaution, just to warrant
finishing it off if by chance one of the nukes fail. Macros should be made individually for

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different types of monsters, considering such factors as the monster’s HP as well as


Power, range, casting time and reuse intervals of the bound spells.
Note: if you bind two or more of the same spells one after another, your macro will
not work properly due to the reuse timing issues (you can try inserting delays or various
actions in between spells but it will not be 100% reliable anyway).

5.3.3. Fusion Spells


There is a very special category of the highest level nukes that deserves a
separate paragraph, namely, fusion magic. What makes it unique, it’s that it requires
combined actions of a few nukers possessing the Seeds of Elements, and casting the
most powerful spells in the game is possible only through cooperation of nukers that
belong to different races. These spells are: Aura Symphony, Demon Wind, and Elemental
Storm. Each of them requires two assistants (who must possess proper Seeds) to cast
(besides the caster himself), and costs 250 MP. The reuse interval is 20 minutes.
Elemental Storm has Power 500, and the two other spells have Power 350.
The Seed skill can be learned as early as upon reaching level 66. Nukers of each
race acquire their own Seed according to their Elemental magic specialization. Dark Elven
Spellhowlers get Seed of Wind, Elven Spellsingers get Seed of Water, and Human
Sorcerers get Seed of Fire.
The role of assistants is to put their Seed spells on the caster to imbue him with
the appropriate Elemental Forces. It must be done within the 5 second interval, otherwise
the effects disappear and the whole procedure fails. Therefore, the assistants should
coordinate their actions so that the second Force was instilled right after the first one, and
their target caster then has another 5 seconds to cast the nuke itself onto the enemy.
To cast Elemental Storm, a Spellhowler needs his own Force (Wind) to be
combined with the Forces of Water and Fire both, so it requires a Sorcerer (with the Seed
of Fire) and a Spellsinger (with the Seed of Water) as assistants. This results in casting a
nuke with Power 500, which in practice means doing 7-8k damage to a fully buffed level
75 player with the highest M.Def possible. Even the most overpowered, seemingly
invincible player can be instantly eliminated with this single nuke.
To cast Aura Symphony, a Spellhowler needs two assistants too, but the only
requirement here is that they should not be of the same class (since two different Forces
are necessary).
To cast Demon Wind, a Spellhowler needs an assistance of two other
Spellhowlers, so they could imbue him with the Force of Wind twice. This particular spell
has a side effect: the enemy (if, for some reason, he is not dead yet) gets his HP
regeneration rate temporarily reduced, hence the effectiveness of healing spells casted on

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him by his supporters is lowered too. So, Demon Wind is a nuke that also works as a
Curse (debuff).
From the end caster’s point of view, both Aura Symphony and Demon Wind have
the same Power/MP rate: 1.4, and in case of Elemental Storm the efficiency is even
higher (2). But we should not forget that the two assistants had to spend mana too (to
transfer the Forces), so the total amount of MP expenses per spell equals to 750 (i.e. the
respective efficiency rates should be divided by 3). So the rhetorical question arises, is it
worth it to expend such a terrific load of mana to defeat a single player?
To sum it up, these spells look so incredibly powerful that mere possessing them
seems to turn the nukers into a unique, superior class. On second thought, though, fusion
magic does not look like something well adjusted to regular use, considering its
outstanding mana cost, long reuse interval and the need to have a well coordinated group
of three nukers available. Not to mention the fact that level 66+ nukers are obviously not
the most numerous category of players on any server.

5.3.4. Damage Over Time (DoT) Spells


A Spellhowler’s selection of single-target DoT spells is limited to just one and only
skill, namely, Curse: Poison. And, actually, it’s more than enough. Since Spellhowlers
usually terminate their targets in a couple of shots, the necessity to wait till the monster’s
health bar goes down simply does not fit their playing pattern. However, the use of poison
is justified against the monsters that cannot be killed quickly enough due to their
increased HP or resistance to certain nukes (e.g., zombies). The trick is to get the curse
landed successfully. Fortunately, Spellhowlers have the proper debuff, Surrender to
Poison. And of course the use of blessed SpS increases the chance to land Poison
drastically.
In PvE you can just keep your target both slept and poisoned, until you decide to
finish it off. This cannot be done to players (as Poison will awake them). Anyway, you can
use Curse: Poison in PvP (if you still insist on this) against, for example, tank classes,
while kiting them.
You can learn Poison quite early in the game (upon reaching level 7), at that point
it has Effect 1 (target takes poison damage for 30 seconds, losing a few HP every 5 sec)
and costs 10 MP to cast. Its casting time is 4 sec (equal to that of the main nukes), and
reuse interval 12 (same as Vampiric spells, note they even have similar animation). Just
note, it’s range is only 600. Later on, your Poison curse gets stronger and stronger as you
upgrade it, so it will do considerably more damage per unit time (its duration remains the
same though, i.e. 30 sec.). The maximum you can get out of it is Effect 8, and it will cost

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67 MP to cast. To estimate its efficiency, we should take into account that Poison costs as
much mana to cast as Hurricane, and does approximately 20% less damage per spell.
In addition, Spellhowlers also get an AoE version of Curse: Poison, namely,
Poisonous Cloud.

5.3.5. Area Of Effect (AoE) Spells


Poisonous Cloud causes target and nearby foes to take poison damage over time.
It has the same casting time as Curse: Poison (4 sec) but its reuse interval is considerably
longer (20 sec), and its range is rather short, that is 500. When it is maxed up it has the
same damage rate as Curse: Poison, the difference is that Spellhowlers get to upgrade
Poisonous Cloud with delay. E.g., a level 52 Spellhowler can cast Curse: Poison with
Effect 6 and Poisonous Cloud with Effect 5, and these spells will get equalized in Effect
only upon reaching level 56 (it’s when Poisonous Cloud can be upgraded), but then at
level 62 Poison is upgraded again while Poisonous Cloud is not, and so on.
If you are a PvE oriented solo player, you do not have any reason to learn this skill
at all, because the only valid tactics is to use it on a group of immobilized monsters. Since
Spellhowlers do not possess any efficient means of crowd control, they need a proper
party to put this spell to good use (same goes for any other AoE spell, by the way). It can
be used while duoing with a tank, but it is much safer to use it when there is a player with
Mass Sleep/Mass Root skills in a party.
Its main drawback is that you cannot say for sure which monsters will be affected
by poison, while it will surely “aggro” (i.e. provoke) each of them.
Poisonous Cloud can be rather useful in mass PvP (especially when it’s combined
with Mass Sleep). During a siege or clan war, don’t miss a chance to cast it on a foe’s
party.
Since there is no AoE analogue of the Surrender to Poison debuff, you have to
solely rely on blessed SpS to increase the landing rate of Poisonous Cloud.
Poisonous Cloud is an expensive spell, it costs as much MP as Vampiric Claw (we
can roughly estimate its efficiency as 0.8) Therefore, to justify its use, at least two targets
should be affected (it goes without saying, the more the better).

AoE Nukes
A Spellhowler’s main AoE nuke is called Tempest. It is a medium range (500)
Wind type attack, its casting time is slow (5 seconds by default) and reuse interval is
relatively long, too (15 sec.). Tempest is half the power of Hurricane while its as mana
expensive as Vampiric Claw or Poisonous Cloud, so its efficiency is around 0.5.

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Therefore, one needs to hit at least three targets at once to justify the use of Tempest,
and 4 or more targets to make it really efficient.
It is not recommended to use it while soloing (same as any other AoE spell) unless
you are going to hunt some really feeble monsters. Using Tempest in a party requires
either a good tank or Overlord with his AoE root.
Using Tempest in mass PvP is rather risky, considering its short range and slow
casting speed, however, if you run across a compact group of players engaged in a close
combat, you can give it a try.
It needs to be mentioned that the first AoE nuke the Dark Wizards get to learn is
Flame Strike (available right upon completion of the first profession quest at level 20). Its
initial Power is 13, MP cost 29, and after a couple upgrades its Power is 19 (50% of
Twister’s) and MP cost 40 (efficiency: 0.45 – 0.48 respectively). Its casting time is 4 sec.,
reuse interval 15 sec. As typical for AoE spells, its range is only 500.
In early 40’s you can still use it on weaker monsters (try a combination of Tempest
followed by Flame Strike). By the way, it is the only Fire-type spell that Dark Elves can
get, so, don’t hesitate to use it against the monsters that are hallmarked by weakness to
Fire.
Again, it cannot be stressed enough that you need to use blessed SpS with any
AoE nukes to multiply the aggregate damage.

5.3.6. Crowd Control


To eliminate the risk of getting simultaneously attacked by multiple monsters, the
use of AoE spells should be supported by the appropriate means of crowd control.
Unfortunately, Spellhowlers, unlike Spellsingers and Sorcerers, do not possess such a
prominent spell as Sleeping Cloud. The best a Spellhowler can do to prevent an enemy
from attacking him is to cast Sleep at the proper time. And, since Sleep is a Spellhowler’s
only spell of this kind, its importance is impossible to overestimate.
Sleep can be a life saver when you are being attacked by several monsters: if your
casting speed is good enough, you can neutralize them one after another. Sleep is useful
when you are going to kill the monsters with abnormally high HP: you can immobilize
them and poison them in turn with nukes. It should be noted that Sleep has relatively high
success rate: you have to be really unlucky to not land it on a monster of comparable
level. However, when dealing with much stronger or magic resistant monsters (or high
level players), don’t forget to use blessed SpS to secure yourself from ill luck.
In PvP, Sleep is an imprescriptible, integral part of a Spellhowler’s winning tactics,
which is as simple as effective: Sleep – Debuff – Nuke – Sleep – Nuke (and so on).

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In a risky situation when you have precious little time left to cast anything, Sleep
can be more reliable than your favorite nukes due to its relatively high casting speed
(around 2 seconds). It’s default reuse time is 6 seconds which is good, too: even when it
fails, you usually have enough time to try again until it lands. Sleep has the same MP cost
as Hurricane. Its range is 600 which is more than enough for PvE purposes, but in PvP
you should expect having lots of problems with long ranged opponents (archers/nukers).
Due to their high M.Atk Spellhowlers use Sleep very effectively. So, if you ask if
they can really control a crowd of enemies, the answer is: yes they can... by sleeping
them one at a time.

5.3.7. Debuffs
There is a serious antinomy related to the Spellhowlers’ debuffs. From one side,
Spellhowlers have a good selection of them. From the other side, they rarely feel the need
in any debuffs at all.
Nevertheless, one of the most radical debuffs in the game belongs to
Spellhowlers. It is called Silence, the spell that can totally disable an enemy mage for 2
minutes. A silenced nuker does not have any other choice than to die... silently. It should
be noted though, its landing rate in PvP is not too great (at least, compared to Sleep).
In PvE, you can resort to this debuff when your party encounters a tough monster
that can cast unpleasant AoE spells. When hunting soloable monsters (with normal HP),
don’t bother silencing them, since you can sleep them before they finish casting, and then
nuke them to death.
What else you should know about Silence: casting time 4 sec., reuse time 15 sec.,
range 600, MP cost: same as Hurricane’s.
Slow is another PvP-oriented debuff. It is used to prevent ranged opponents from
kiting a Spellhowler, and to allow a Spellhowler to kite melee fighters in his turn. In PvE,
its only use is when you decide to solo a monster with abnormally high HP, so you can
kite it. Casting time: 4 sec., reuse interval: 7 sec., range: 600, MP cost: same as
Hurricane’s.
Curse: Chaos (casting time: 4 sec., reuse interval: 12 sec., range: 600, MP cost:
same as Hurricane’s) is a even more PvP-specialized debuff, since the only situation
when you would need to use it is when dealing with an archer (already slept and slowed
down). And it is actually hard to find a good reason to ever use this curse in PvE. It is
supposed to reduce an enemy’s accuracy so you won’t get hit that often; in practice,
though, this debuff sometimes works in a rather odd way (in PvE especially), either not
affecting enemy’s hit rate at all (in most cases), or making him miss many times in a row

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(on rare occasions). Anyway, casting Curse: Chaos on a soloable monster is almost as
appropriate as using verbal curses against him (well, at least it lands pretty often...).
If you remember, during your teen levels you got a chance to learn the Wind
Shackle spell. That debuff slightly reduces enemy’s attack speed (by 10%). It has the
same parameters as Silence, with the exception of its mana cost: 3 (this unique fact is the
only thing that makes Wind Shackle worthy of mentioning, since it never gets upgraded
and has no use at all).
There are two more debuffs in the Spellhowlers’ kit, they have similar names -
Surrender to Poison and Surrender to Wind – and identical parameters (casting time: 4
sec., reuse interval: 6-8 sec., range: 900, MP cost: same as Hurricane’s) but a different
use.
Surrender to Poison presumably increases the chance of landing the Curse:
Poison on target (alas, it does not enhance the effect of poisoning itself). Since its range is
long (900) you are supposed to cast it first, then use Poison as soon as the foe appears
within its range. In practice, however, Curse: Poison works good enough when
accompanied with blessed SpS. Theoretically, you might test this doubtfully useful debuff
on the monsters specifically resistant to poison, but it’s better to avoid them instead.
Surrender to Wind, on the other hand, has an evident effect as it significantly
increases damage output of Wind-type spells. If you cast Surrender to Wind followed by a
few Hurricanes in quick succession, you will see the difference in damage: the first one or
two spells will do 30% more damage than normal (while the debuff is still in effect).
Unfortunately, its effect does not last very long (15 seconds or so), which makes the
efficiency of this debuff rather questionable, at least to a solo player. However, a group of
Spellhowlers could use it very well with one of them debuffing the target and then the
whole group simultaneously hitting it with Hurricane.

5.3.8. Healing Spells


All Dark Mystics acquire the same set of the healing spells before level 20. Past
that, no spell of this kind can be upgraded if you have chosen the path of a Dark Wizard.
So, let’s just enumerate these irremediably outdated, “atavistic” spells you possess:
1. Self Heal level 1: it heals the caster with Power 42 (MP cost 9, casting time 5,
reuse time 10).
2. Heal level 6: heals target with Power 107 (MP cost 14, casting time 5, reuse
time 10, range 600).
3. Battle Heal level 3: quickly heals target with Power 107 (MP cost 32, casting
time 2, reuse time 3, range 600).

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4. Group Heal level 3: heals members of the caster’s party with Power 86 (MP
cost 43, casting time 7, reuse time 25).
You also get one specific spell (Cure Poison level 1) that instantly removes the
effect of poison (up to Effect 3) from target (MP cost 10, casting time 4, reuse time 15,
range 600). Learn it before leaving for the spider hunt in the Dark Elven forest because it
is one of a very few place where you may need it. This spell becomes useless when you
have to face the enemy that has a stronger kind of Poison in his possession, that is, you
will need to use Greater Antidotes to cure yourself.
Note: the effect of healing spells depends on M.Atk, and will slightly increase as
you upgrade your weapon (e.g., Self Heal restores 42 HP initially, while a high level
Spellhowler receives twice as much). In a dangerous situaton, use Battle Heal with
blessed SpS (they increase the amount of restored HP by 50%).
Tips for the beginners: never use Heal or Self Heal when you have a monster
beating on you, since you will lose more HP than gain, and there is a chance of getting
interrupted. Battle Heal is the only spell that you can effectively use in dangerous
situations (due to its short casting time), just don’t forget to target yourself first. Such
spells as Self Heal and Group Heal work regardless of what you have targeted (if you are
not in a party, Group Heal just works as an expensive version of Self Heal). Later on, you
can do well without using any healing spells at all, since your life draining skills are far
more effective. (On emergencies, don’t forget to use healing potions.)
And now it is the time to introduce a Spellhowler’s very special way of self healing:
draining the monsters’ corpses. This unique spell, Corpse Life Drain, absorbs a certain
amount of HP from a fresh corpse (so one must use it promptly). It casts extremely fast
(1.5 sec.) but the reuse interval is long (20 seconds or so). Its range is rather short (400)
compared to your nukes, so, you will sometimes need to run up to the corpse to heal
yourself off it.
This skill is amazingly efficient, since you receive a few hundreds HP while
spending just a couple of dozen of mana points (the healing efficiency is around 19).
Corpse Life Drain (CLD) level 1 (you can learn it upon reaching level 30) costs just 14 MP
and restores 260 HP, CLD level 2 costs 15 MP and restores 299 HP, CDL level 3 costs
18 MP and restores 347 HP, CDL level 4 costs 20 MP and restores 384 HP, CDL level 5
costs 23 MP and restores 426 MP, CLD level 6 costs 24 MP and restores 467 HP, CDL
level 7 costs 27 MP and restores 509 HP, and so on. You will be able to upgrade this skill
regularly until the level cap; at its maximum it costs 35 MP and restores 650 HP or so.
It appears, however, that CLD’s efficiency decreases significantly if you use it on
the monsters that are several levels below you, and you receive just a handful of HP if the
monster was too weak. Therefore, if you prefer easy prey, you should use Vampiric Claw

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for self-healing purposes (also note that Vampiric Claw does more damage to weaker
targets and brings you more HP).
Unfortunately, Corpse Life Drain cannot be used on players’ corpses.

5.3.9. Buffs
A Spellhowler’s ability to buff is limited to just three spells: Shield, Might, and
Concentration. They have the same range (400), casting time (4 sec.), reuse time (6 sec.),
and their effects last 20 minutes. Shield increases target’s P.Def by 8% (MP cost 10),
Might increases target’s P.Atk by 8% (MP cost 10). Concentration decreases the
probability of getting interrupted when casting a spell, it is the only buff that you can
upgrade to level 2 (MP cost 27). These buffs are insignificant compared to what you can
receive from specialized support players (look for Empower and Acumen in the first
place), but when you hunt solo, you should not neglect them anyway.
If you wish, you can expand the set of your buffing skills by acquiring a weapon
with an appropriate special ability, e.g., a staff with Magic Bless Body SA. Having that
weapon equipped, cast Self Heal or any other healing/buffing spell repeatedly until it
lands, and then you can enjoy playing with your HP magically increased by 25-30% for 20
minutes (till the next round of self-buffing). You can also bless a friendly player with this
extremely useful buff at an expense of a few dozens MP.

5.3.10. Summoner‘s Skills


Since you are following the specific path of Spellhowler, you can just skip this
particular issue (unless you want to try and play with Summons for a while). But if you
ever decide to raise a pet, then at least some of the Summoners’ skills will come in handy,
since they can be used both on summons and pets. So, here is the list of what you might
consider worth getting (the skill levels and related parameters are taken at their
maximum):

Servitor Management Spells


Servitor Heal level 12: heals target with Power 361 (MP cost 52, casting time 4
sec., reuse time 10 sec., range 600). You can quickly restore your servitor’s health by
casting Battle Heal on it, but Servitor Heal is more powerful and mana-efficient than any of
your regular healing spells.
Servitor Recharge level 6: transfers 60 MP to your pet or summon (MP cost 60,
casting time 4 sec., reuse time 12 sec., range 600). Get this spell if you are going to raise
a hatchling of Wind (or Stars).

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Mighty Servitor level 1: ups servitor’s P.Atk by 8% (MP cost 30, casting time 4
sec., reuse time 6 sec., range 600, duration 20 minutes). You do not need this one at all,
since you can use your Might buff instead (same effect, MP cost 10).

Summoning Skills
Summon Shadow: casting time 6 sec., reuse interval 6 hours. Summon Shadow
level 1 consumes 39 MP and 3 D grade crystals. Summon Shadow level 2 requires 44 MP
and 4 D grade crystals. Summon Shadow level 3 costs 53 MP and 1 D crystal to cast,
afterwards, 1 additional crystal will be consumed at a regular interval. Summon Shadow
level 4 costs 60 MP and 3 D crystals to cast, afterwards, 1 additional crystal will be
consumed at a regular interval. Remember, when your Shadow kills a monster, you
receive 30% less Exp than normal.
Summon Silhouette: same casting time, reuse interval and MP cost as Summon
Shadow, but it requires only 1 D crystal. The Silhouette will use attack magic to kill
monsters at the expense of 90% Exp (that is, you receive 10 times less Exp than normal).

5.3.11. Mana Management


As this chapter comes to its end, we have to describe just one more skill to close it
with, but this last skill is, in fact, most vital to a Spellhowler. It is called Body to Mind, and it
is well worth a mass... a separate paragraph, at least.
This spell, as its name suggests, restores the caster’s MP by sacrificing his HP.
The higher the level of this spell, the higher the scale (the convertion.rate remains the
same though). Body to Mind (BtM) level 1 converts 131 HP to 22 MP, BtM level 2 converts
209 HP to 35 MP, BtM level 3 converts 280 HP to 47 MP, BtM level 4 converts 318 HP to
53 MP, BtM level 5 converts 366 HP to 61 MP.
The essence of a Spellhowler’s gameplay is keeping his MP on a decent level due
to the use of Body to Mind. There are two ways of balancing your HP and MP: the use of
BtM and Corpse Life Drain, or BtM + Vampiric claw (or better yet, the combined use of
both). For example, a level 40 Spellhowler can use BtM twice in a row to restore 70 MP by
sacrificing 418 HP. Let’s say, with Vampiric Claw level 1 (MP cost 50) he can do 500
damage to a certain monster. Then he can recover the HP loss just by using Vampiric
Claw with blessed SpS once (1000 damage to the monster, +400 HP to the caster), and
spare 20 MP at least as the end result. (In practice it will be even better, considering the
effects of “natural” HP and MP recovery, slow yet still significant.) Alternatively, he can kill
the monster with a cheaper spell (Hurricane level 1, MP cost 34) then use CLD (MP cost
18) to regain 347 HP. If everything is arranged properly, and the monsters are killed in 2
shots, a Spellhowler can keep his MP as close to 100% as he wishes, at all times.

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The conclusion is, these methods of mana management make a Spellhowler the
truly unique class that can hunt non-stop, soloing, without having any downtime (well,
Necromancers do have similar abilities, but their nukes are not as strong).

5.4. Supplementary: Tools And Extras


Let us take a minute to cover some gameplay improvement methods and usability
issues. Your spells are your tools, and to operate them effectively you need a proper
toolbar setup. For the beginning, consider what spells, actions and items you use the
most, set the priorities, and arrange them in a descending order. Put the most used
shortcuts on the first hotbar, the less important tools on the second hotbar, and so on.
Reserve some slots for your favorite macros as well.

Hotbar Samples
If you regularly use certain sequences of actions (e.g., charge spiritshots then
nuke), it is reasonable to place the appropriate shortcuts next to each other. For example:
1 – bSpS, 2 – Hurricane, 3 – Shadow Flare, 4 – Pick Up, 5 – Attack, 6 – Aura
Burn, 7 – Vampiric Claw, 8 – Corpse Life Drain, 9 – Sleep, 10 – Battle Heal, 11 – Body to
Mind, 12 – Greater Heal Potion.
You can put rarely used nukes, debuffs, AoE and DoT spells on the second
hotbar, buffs and potions/scrolls on the third hotbar, social actions on the 4th.
It is also good to think of different sets of skills for PvP and PvE, and make
separate hotbars. During a hunt, you may often resort to melee attacks to finish off a
monster (that is why you might like to have the “Attack” shortcut on your hotbar), use CLD
and BtM regularly, and click the “Pick Up” slot (or press the assigned key) every few
seconds to grab the loot. For PvP purposes, you will need to replace these shortcuts with
something more appropriate, like debuffs and potions:
1 – Death Spike, 2 – Hurricane, 3 – Shadow Flare, 4 – Sleep, 5 – Assist, 6 – Curse
Death Link, 7 – Vampiric Claw, 8 – Silence, 9 – Slow, 10 – Battle Heal, 11 – Greater CP
Potion, 12 – Quick Healing Potion (assuming you can toggle the automated use of SpS
on, therefore you don’t need to have the SpS slot on your primary PvP toolbar).

Macroing Tips
If you tend to follow the same pattern while hunting certain monsters, you can
create a macro to make it more convenient. Let’s say you have bSpS assigned to the
quickslot #1 of your first hotbar, and you can kill the surrounding mosters in 2 shots, using
bSpS once. Then you can target a monster and use the following macro:
/useskill Body to Mind

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/delay 1
/delay 1
/useshortcut 1 1
/useskill Vampiric Touch
/useskill Shadow Flare
/attack
/useskill Corpse Life Drain
/useskill Body to Mind
/pickup
/pickup
/pickup
Comment: you need to insert delays so that spiritshots do not get activated too
early (i.e. while using Body to Mind); the “/attack” line is optional, it is supposed to make
you run up to the monster if it died too far away so you can use CLD (if the monster is still
alive you should immediately interrupt the macro by taking any suitable action). The
repeated “/pickup” command will take care of multiple items lying on the ground, if there is
nothing to pick up then it just stops at that point.
It should be noted that macros do not work perfectly every time, so you have to
control the process anyway. If you want to use SpS with every shot, you better toggle on
the automated use of SpS manually, because the macro will just not work right. Always
consider the range of each spell, and think of the tricks to adjust your macros to this
factor. For example, if you bind the sequence “/useskill Hurricane” and “/useskill Aura
Burn” you have a chance to get the “Target is too far” error; to avoid it, put it like this:
/useskill Hurricane
/attack
/useskill Aura Burn
it will make your character run onward right after using Hurricane to cast Aura Burn from a
proper distance (there still is a small chance of getting it stopped, though).
In general, you need to consider all the factors (Power, MP cost, casting time,
range) to pick the optimal sequences of spells for your hunting macros.
For PvP purposes, it is useful to have “personal” macros for your most valued
opponents (sometimes it is hard to target the right person in the heat of the fight):
/target [player name]
/useskill [nuke]

The „Demonic Way“ Of Mana Management


Here is an exclusive tip valid only for the Spellhowlers wearing full Demon set.

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Since that particular set deprives you of precious 269-270 HP as soon as you put it
on, you can exploit this feature and use it to your favor. Open your inventory and drag and
drop your Demon gloves onto some free slot on your quickbar (say, bar # 8, slot #5), then
make the following macro:
/useshortcut 8 5
/delay 1
/useskill Corpse Life Drain
/useskill Body to Mind
/delay 1
/delay 1
/useshortcut 8 5
/pickup
/pickup
Let’s say you have just killed the monster (that hurt you a bit), then you can use
this macro and see what happens: your Demon gloves get unequipped, your maximum
HP instantly gets back to its normal value, the CLD spell refills the gap between the actual
and maximum HP, then BtM converts a certain amount of HP to mana, then you put the
gloves back on and lose 269 HP again, but now you are at your normal (as for a wielder of
the Demon set) full HP level, and regained a good amount of MP. Voila. (You need to
insert delays to avoid getting the “cannot use equipment while performing a skill” error. If
you wish to make watching the automated process more entartaining, and spice it up with
a bit of roleplaying, you can input various emotes like “/sociallaugh” or “/socialyes” instead
of delays.)

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6. Leveling Guide: Welcome To The Grind


So, you are prepared now to start your experience grind – the most essential part
of this truly “hardcore” game, the part that takes a lot of patience and persistence. Just a
few more suggestions before you start:
- do only what’s within your powers, be cautious, avoid unnecessary risks,
- you gain experience faster when you kill easy targets non-stop, so don’t switch
to considerably harder monsters prematurely,
- remember, the path of a Spellhowler is a unique one, so, follow your own
leveling strategy rather than common trends,
- dying itself does not slow you down too much: yes, it causes loss of Exp which
can be regained within minutes, but it is the loss of equipment that can
seriously hinder your progress,
- the statement above means that you should be more afraid of “griefers” (ill-
intentioned players trying to cause you to die to a monster) than “PKers”
(player killers, i.e. those who directly attack others), because any player
character has significant chances of dropping items when killed by a monster,
- doing the quests is only justified when you can make both good money and
Exp due to it (in L2, adena has generally higher priority than Exp), else you can
limit yourself to just a couple of mandatory quests (along with a few
repeatable/continuous ones),
- consider gaining Exp (PvE) as a fundamental part of the game, while PvP is
just an “additional storey”... something you can have for dessert.
Besides leveling, you will inevitably spend a lot of time exploring the market,
buying and selling; don’t underestimate the economic aspect of the game, because just
one good bargain can spare you many hours of monotonous “grind” (in Lineage II
prosperous traders, as a rule, do not have much problems catching up in levels with their
companions in arms).

6.1. Dark Mystic‘s Path


Leveling from 1 to 20 is relatively easy, and can be done within a day (if you are
“twinked”). If you are new to the world of Lineage II, you can find this period difficult
enough, but it is at this early stage when you can accustom yourself to the hardships of
the “grind” and grasp the basic aspects of L2 gameplay. So, simply talk to every NPC,
follow the directions, kill the critters untiringly, collect adena, and you will be rewarded...
after a while.

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The section below is meant mainly for beginners, because a well equipped player
can just tear along until level 20, killing most creatures in the starting area in one shot. A
new players, however, can count on some aid too: if this is your very first character, you
can regularly come to a NPC called “Newbie Guide” to be blessed with a nice set of buffs.
If you are not that new, you still might take your time to speak with that NPC once to
receive a free gift (a hundred of Beginner’s SpS).
Tips: a soloing player is supposed to hunt only the monsters that fit a certain range
of levels: if the name of the targeted monster is colored yellow, it can be a bit hard to kill; if
it’s white or green, it is your rightful prey; if it is light blue it is just an easy kill but the Exp
gain will be reduced. Ignore the dark blues as they are not worth it. Stay away from pink
and red monsters: even if you defeat them, the price of victory will be too high, and there
is no Exp bonus for that (moreover, there is a penalty, in fact). Check the monster’s info
each time you meet a new kind, to see if it is appropriate to hunt it (click on a little triangle
next to the monster’s name to expand the box and view the monster’s skill descriptions).
Ignore the monsters generally resistant to magic, and pick proper spells to kill the
monsters resistant to certain types of magic.
When you are not sure what to occupy yourself with, talk to every NPC you find
around, if you match the level requirement they will give you appropriate quests. If you are
having troubles finding a certain NPC (even veteran players may have this problem,
especially in towns like Giran, Gludin, or Gludio), just type “/target [name]” and watch the
radar in the top right corner of your screen: if that NPC is not too far away you will see a
red dot pointing on his location.
Whenever possible, take a few quests that require killing the same monsters, in
order to collect multiple rewards at the same time.

6.1.1. Levels 1-19: Locations, Monsters, And Quests


You start off inside a dark, magnificent Temple of Shilen (north-east of the Dark
Elven Village). Don’t mind the Gremlins swarming around, since you are not going to
waste your time doing the Tutorial quest. Just make sure you feel the courage and ready
for a big adventure, and go outside to kill some Keltirs to gain a level or two. Cherish the
moment, since Keltirs, as well as Elpys, are a sort of “cult” monsters in L2 (most harmless
and fuzzy... some day you will feel nostalgic and come back to the Temple, just to give
90k damage with a single spell to a unsuspecting Keltir.) Well, now, it’s time for some
hunting and questing routine.
The area between the Temple of Shilen and the Dark Elven Village (DEV) is
inhabited with Keltirs, Ashen Wolves, Goblins, and Imps. There are no aggressive

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monsters around the temple, but some of them are social: be careful while hunting the
Imps because they help each other (so do Goblins). To make it more rewarding, take a
few quests and do them repeatedly (if possible) until you reach level 7 and get to learn the
skills.
The Dark Elven Village (hidden in a vast underground cave with two exits) is an
easy place to navigate, compared to other settlements. Basically, you need to remember
that the warehouse is situated near the east exit, and on the northern side of the village
there is a stairway that leads to the hall called House of Elders where you can find the
Tetrarchs and Magisters (local authorities) responsible for teaching you magic (Magister
Harne) and giving the quests (more difficult than the ones you can get from the guards,
traders, and other NPC’s at the ground floor). The magic shop is down there by the stairs,
and the weapon shop is on the opposite side. The gatekeeper is in the north-west corner
of the cave, type “/target Jasmine” if you fail to find her. And the Newbie Guide is standing
right there in the centre in front of the giant luminescent statue (“The Hand”), you just
cannot miss him anyway.
South-east of DEV there is a wide swampy area, haunted by ghostly Dark Horrors,
bloodthirsty bats, and awkward zombies. Most monsters in these marshlands are both
aggressive and social (except zombies). In your teen levels (13-16) you might like to hang
out at the swamp for a while, since all the flying monsters there (Festering Bats, Redeye
Bats, Lesser Dark Horrors, Dark Horrors), though aggressive, are rather slow and easy to
kill.
You can gradually explore the lands lying along the road that leads to the South.
Don’t bother killing various types of Goblins (level 8-10), there are bigger and better
targets for your devastating spells. Don’t mess with Balor Orcs (level 8-12) without need:
they are weak but they have a nasty habit of ganking a careless player and chasing him
down for minutes, stomping, snorting and puffing most loudly while they run one after
another. If you see walking mushrooms (such as Blood Fungus), kill them immediately:
the fungus quest is easy and pays nicely, and there is a good chance to get a jewelry drop
from them.
In the southern part of the Dark Elven territory you can encounter numerous
golem-type monsters: Stone Soldiers and Stone Guardians (level 14-16). Ignore them,
because they are magic resistant, and, in case you thought your Wind Strike was strong
enough, they can wind-strike you back. (As a rule, slow monsters in L2 are magic
resistant and will cast unpleasant spells on a abuser.)
If you go west from the Swampland, cross the road and move towards the sea you
will find an eerie structure called School of Dark Arts, the Dark Elven dungeon. It
descends deep down into earth and is fully packed with aggressive monsters (mostly

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undead) whose levels vary from 10 to 22 (the deeper the stronger). In brief, SoDA is not
the most hospitable place in Aden for a low level mystic. Well, wizards are not suited for
dungeons anyway.
The southernmost part of the Dark Elven Forest is called The Spider Nest. East of
the Altar of Rites, closer to the Neutral Zone, there are fields inhabited with scavenger
spiders (level 15-16), while the rest of the Southern Dark Forest is haunted with Prowlers
and Poison Spiders (level 17-18), and right by the south-western mountain ridge there are
places where Arachnid Trackers (level 19) and Dark Succubus (level 20) dwell. By the
southern ridge you can also find passive ratmen (level 16-18) and aggressive
Lycanthropes (level 20), and level 17-18 passive beasts (Crystalline, Moonstone).
In that spider-infested area you will finish your “rookie period” and get ready for the
profession change: due to the abundance of monsters you can gain experience at a really
good rate, so you will not need to travel too far away from your home village to gain the
last couple of levels. (Some players tend to leave their starting areas too early and move
to places like Gludin, where they often become victims of PKers that coincidentally like
those places too.)
And last but not least, some of the quests that you can get in DEV and repeat
multiple times can actually make you a rather prosperous person... from the beginner’s
point of view, at least.

Mass of Darkness
Quest type: non-repeatable; required level: 2; start location: Temple of Shilen; start
NPC: Abyssal Celebrant Undrias; reward: 500 adena and 500 Exp (fixed).
Find Abyssal Celebrant Undrias (he is right at the west gate of the Temple facing
the road that leads to DEV), talk to him and take his letter. When you get to DEV, talk to
Warehouse Keeper Dorankus and he will give you Dreviant Wine. Talk to Master Trudy
(she is up there in the Elders’ hall) to get Garmiel's Scripture. Talk to Trader Iria (she is in
the weapon shop) to take a Ceremonial Dagger. When you get back to Undrias, give him
all the items and receive your reward. Go and ponder on the enigma of what Undrias is
going to do with the junk you gave him.

Shilen‘s Hunt
Quest type: non-repeatable; required level: 3; start location: Dark Elven Village;
start NPC: Sentry Nelsya; reward: 5 Lesser Healing Potions (fixed).
Talk to Sentry Nelsya at the east entrance of DEV, she will send you to hunt
Ashen Wolves to earn Dark Bezoars. Kill the Wolves until you collect 13 Bezoars, return
to Nelsya who will reward you with 5 Lesser Healing Potions (you don’t really need them

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since you have the Self Heal skill, but you might use a potion or two when chased by
spiteful Goblins that you are supposed to hunt next).

Deliver Supplies
Quest type: non-repeatable; required level: 3; start location: Dark Elven Village;
start NPC: Sentry Jenna; reward: 840 adena (fixed).
Talk to Sentry Jenna at the east entrance of DEV, she will give you a letter that
you have to deliver to Master Harant (look for him in the Elders’ hall). He will give you
three blades, bring them back to Jenna; she takes one blade and sends you to find Sentry
Krpion (who could ever come up with the name like this?) and Sentry Roselyn. Look for
them inside DEV (they guard western and eastern exits respectively), each of them will
take one blade and give you a bronze sword in exchange. Deliver the swords to Jenna,
get 840 adena as compensation for your hard work, and walk away wondering if you
should take any postal quests anymore.

Keen Claws
Quest type: repeatable; required level: 3; start location: Dark Elven Village; start
NPC: Trader Payne; reward: random item.
Talk to Trader Paine in the weapon shop just south-west of The Hand in DEV. He
will ask you to hunt Ashen Wolves (passive/asocial) and Goblins (passive/social) to collect
50 claws. The Wolves are much easier to deal with, but the Goblins may drop several
claws at once. Come back to Payne and be rewarded with a random item, you may like to
repeat the quest a few times just to see what you can earn: it can be something cheap like
a Haste Potion or something as expensive as a Soul Crystal which you can sell for the
price that can cover the cost of a set of top non-grade equipment.

Chains Of Slavery
Quest type: repeatable; required level: 6; start location: Dark Elven Village; start
NPC: Sentry Kristin; reward: adena (variable).
Talk to Sentry Kristin at the east exit inside DEV, she will send you back to the
starting area to hunt Imps and Imp Elders (they are level 6-7, both passive but will help
each other when being attacked). You will earn an Imp Shackle with every kill, return to
Kristin (when you get sick of the Imps’ chirp) and find out what reward she can offer
(expect something like 40-50 adena per shackle). You can continue to do this quest
indefinitely and return with any number of shackles at any time. The reward rate seems
regressive though, so you better come get it as soon as you collect a dozen or two.

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Orc Subjugation
Quest type: repeatable; required level: 8; start location: Dark Elven Village; start
NPC: Sentry Kayleen; reward: adena (variable).
Speak with Sentry Kayleen who is outside DEV (at the western entrance) and
agree to help eradicate Balor Orcs. Explore the hilly area south-west of DEV and kill any
orc of the Balor tribe you can find. In case they are hiding somewhere, take a look at your
in-game map, there should be a glimmering pin pointing out the quest monsters’ location
(if you have that option activated). Collect the Orc’s Amulets and Necklaces as long as
you wish, then return to Sentry Kayleen to request your fee (40 adena per Amulet, 120
adena per Necklace). You can continue to do this quest indefinitely and return with any
number of amulets or necklaces at any time. Be aware, Orcs are a social kind, and some
of them (namely, Fighters) are aggressive as well.

Trade With The Ivory Tower


Quest type: repeatable; required level: 8; start location: Dark Elven Village; start
NPC: Trader Vollodos; reward: 3000 adena (fixed).
Speak with Trader Vollodos in the magic shop. He will ask you to collect 10
Fungus Sacs. Leave DEV via the west exit and go south along the road. You can find the
Forest Walking Fungus just there by the road not too far away from DEV, and if you move
further down the road, or south-east (towards the Swamp) you can stumble on the Blood
Fungus as well. Both species drop spore sacs when you kill them (you earn one sac per
2-3 kills in average). They are passive, and move in a really funny way, but they can be
quite dangerous: once being attacked, they help their kind, and chase the enemy swiftly.
Kill the fungi until you have 10 sacs, then return to DEV to receive 3k adena from
Vollodos.
For the beginning, concentrate on hunting the Forest Walking Fungus: they are
much easier to kill, and seem to give away their sacs more readily. Remember, this is one
of (quite rare) repeatable quests supposed to help you make some cash in the first place,
so you can do it as many times as you need to raise the money. If you feel you can fill the
quota quickly enough, whereas running to DEV and back takes too long compared to that,
you can use the gatekeeper to instantly get to your hunting grounds, and a Scroll of
Escape to return (these two “tickets” will cost you less than 1k adena in total).

Bones Tell The Future


Quest type: repeatable; required level: 10; start location: Dark Elven Village; start
NPC: Tetrarch Kaitar; reward: 8470 adena (fixed).
Come to the House of Elders and speak with Tetrarch Kaitar. He will send you to
the School of Dark Arts (SoDA) located south-west of DEV between the road and the sea

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to collect bone fragments. At that moment you will probably be already fed up with
garbage collecting, so the smart move would be to put this quest off until the next level at
least. The reason is that SoDA is an extremely dangerous place (for soloing mages
especially), so you better wait until you gain some more levels, or get a group. Moreover,
there will be other quests related to SoDA, and you can do them all at the same time, after
due preparation.
The quest itself requires killing Skeleton Hunters (level 12, aggressive) and
Skeleton Hunter Archers (level 13, passive) until you have 10 bone fragments. You earn a
fragment once in a few kills, so it will take a while. The hard part is that all the skeleton-
type monsters readily help each other, so any careless action can get you aggroed by
multiple enemies in a small room with no chance to escape.
As regards the reward, 8470 adena is simply awesome as for a level 10 quest.
And you probably don’t even want to know that many level 45+ quests offer just 3-5k
adena in compensation for 2-3 hours long hunt... So, if you are not claustrophobic, you
can consider coming back to SoDA later on to mow some more skellies.

Forgotten Truth
Quest type: non-repeatable; required level: 10; start location: Dark Elven Village;
start NPC: Tetrarch Thifiell; reward: Eldritch Dagger (fixed) and a bonus set of
consumable items.
Tetrarch Thifiell from the House of Elders sends you to Abyssal Celebrant Kartia
who can be found outside the southern gate of the Shilen Temple. Speak with her to
receive an order to obtain two relics, Ancient Scroll and Ancient Clay Tablet, held by the
mysterious Blackskull Orc Tribe somewhere in the Altar of Rites’ vicinity. Don’t be
misguided with this description, just make a trip to the Altar (you can use the gatekeeper
and teleport to any place that is close to your destination, like Swampland or South of the
Dark Elven Forest), and search around for any orc-looking creature. Soon you will find out
your target’s correct name is Tumran Orc Brigand (conveniently enough, they have a
“Quest Monster” tag above their heads, so you can’t be mistaken). This relic tribe indeed
resides west and south west of the Dark Elven Altar. The Tumran Orcs (level 11)
themselves are easy to kill, but all other monsters in that area are level 17+, mostly
aggressive, so be very careful while traveling there (whenever possible, walk by the road
for safety’s sake). Kill the Tumran Orcs until you get both relics, then use SoE to quickly
return to DEV (unless you want to enjoy the sweet company of Poison Spiders and
aggressive Prowlers a bit longer).
Talk to Kartia again, trade the relics for the document requested by Thifiell, then
come back to the House of Elders and retrieve the reward, for this time, a surprizingly

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good one. It will include Eldritch Dagger (P.Atk 11, M.Atk 10) as a main part, and a ton of
more or less useful items in addition: 500 SpS (which is just great), 100 Lesser Healing
Potions (you can try and sell them to some fighter, since you obviously don’t need that
many), and a set of Echo crystals that can play the themes of Battle, Celebration, Feast,
Love, and Solitude (you get 10 Crystals of each kind)

Scent Of Death
Quest type: repeatable; required level: 11; start location: Dark Elven Village; start
NPC: Trader Minaless; reward: 3350 adena and 1 Lesser Healing Potion (fixed).
Talk to Trader Minaless in the magic shop in DEV, and go to the Swamp to hunt
Marsh Zombies and Marsh Zombie Lords (passive). The Swamp itself is haunted by
numerous aggressive monsters (level 14 and higher), so it will be much safer to hunt at
the hills between the Swamp and the road (the zombies are rambling up there for some
reason). This particular quest is probably not worth the try: zombies are extremely slow
and can only slightly hurt you by casting Drain, but they are resistant to magic, so even
with the top non-grade weapon charged with blessed spiritshots it takes more than 2 shots
to kill them (you can try poisoning them though). Moreover, they give quest items too
rarely, compared to the monsters you get to hunt for other repeatable quests. Anyway, kill
them until you collect 5 Zombie Skins and return to Trader Minaless for compensation.
Note: in case you don’t find this quest worthy of doing it repeatedly, make sure to
take it at the same time with the Spirit Of Craftsman quest.

Spirit Of Craftsman
Quest type: non-repeatable; required level: 11; start location: Dark Elven Village;
start NPC: Blacksmith Karrod; reward: Blood Saber (fixed) and a bonus set of consumable
items.
Talk to Blacksmith Karrod in the weapon shop. He will ask you to deliver a letter to
Abyssal Celebrant Cecktinon, who can be found outside the Temple (south gate). There
you will be asked to go back to DEV to meet Magister Harne in the House of Elders. She
will, of course, send you back to Cecktinon for another instruction.
Finally, you are done with postal errands and can get back to business, that is,
hunting. At this point you will realize the trip to SoDA is inavoidable, since you have just
got another request for 10 bone fragments which you can obtain from the same monsters,
i.e. Skeleton Hunters and Skeleton Hunter Archers. (Actually, you can try getting the
fragments from Doom Soldiers as well, but you better don’t go too deep into the dungeons
where they dwell.)
If you are level 15 or so, equipped with top non-grade weapon and armor, you can
pass through the first rooms of the School of Dark Arts solo. Otherwise, look for a group.

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At the beginning of your descension to SoDA you will enter a room with Vaiss
Orcs, you can pass those safely. If you are uncertain where to go, look for the ramps
leading down, and follow them to go deeper into SoDA. When you see a first room with a
mixed set of monsters (orcs and skeletons), make a stop and think of your further hunting
tactics. Try taking the skeletons down as soon as they spawn, and stay away from the
groups of undead monsters. If you don’t have any other choice than killing a Hunter and
an Archer standing next to each other, attack the Archer first, and make sure you can kill
him without letting him shoot you twice (better yet, one-shot him... if your M.Atk is good
enough). You can take some beating from a close range monster and survive, whereas
any discrepancy or delay can be fatal when dealing with archers. Use Magic Haste
Potions if necessary, and don’t spare spiritshots.
Keep hunting the skeletons most cautiously, checking the quest item section of
your inventory from time to time, until you have 10 fragmens that make one set. If you
have both quests up (Spirit of Craftsman and Bones Tell the Future), you will get two sets
of bone fragments collected independently (on a lucky chance, a skeleton will give you the
fragments for both sets at once); in that case keep hunting until each set is complete.
Once it’s done, use a SoE to get to DEV and report back to Magister Harne
immediately. She will take the bones and give you a Soul Catcher in exchange. (Don’t
forget to talk to Tetrarch Kaitar for the other quest, if needed.) Now you have to deliver
this ominous thing to Abyssal Celebrant Cecktinon (don’t you hate running from DEV to
the Temple and back?).
Give the Soul Catcher to Cecktinon, he will give you Preserve Oil and a word of
advice on head hunting and head canning issues. Before leaving for the zombie hunt, you
might like to pay Trader Minaless a visit to take her quest too (if you don’t mind earning
extra cash). Hunt Marsh Zombies at the Swamp until you get a Zombie Head (in the
meantime, you may collect Zombie Skins for Minaless).
Zombie hunting tip: as soon as the zombie starts casting, hit Escape to cancel
your own spell, unless you are sure you will get it off first (otherwise, there is a chance of
getting interrupted due to received damage, then you will have to wait until the spell is
ready for reuse). Don’t hesitate to finish them off with melee attacks, it will save both your
time and mana. When you are done with zombies, return to Cecktinon for the last time
(guess he missed you a lot) and give him the head.
Cecktinon will use the Soul Catcher and the Zombie Head (canned in oil) to catch
the spirit of Warsmith Steelbender. When the ritual is done, he will give you Steelbender’s
Head so you can deliver it to Blacksmith Karrod.
Karrod is extremely excited with seeing his dearest friend’s head, and obviously
can’t wait to interrogate it under torture. To get rid of you as soon as possible, he will

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gratefully offer you a Blood Saber (one-handed sword, P.Atk 14, M.Atk 11) and,
additionally, the same number of extra items that can be earned via the Forgotten Truth
quest, i.e. potions, melody crystals, and spiritshots (regarding the SpS part, it looks class-
specific... one can assume that fighters receive soulshots instead).
So, enjoy this generous reward, while Karrod is preparing his red-hot tools to have
a talk with his old buddy: “Now, shall we start... Hey, Steelbender! What has it been, a
decade now? Different head, but that dumb expression is still the same. Let’s keep our
welcomes short... I’ve got a lot to ask you...”

Offspring Of Nightmares
Quest type: non-repeatable; required level: 15; start location: Dark Elven Village;
start NPC: Magister Vlasty; reward: Bone Gaiters (fixed) and adena (variable).
Talk with Magister Vlasty in the House of Elders. Go hunt Lesser Dark Horrors and
Dark Horrors (level 15-16, aggressive/social) in the Swampland until you get a Perfect
Skull. You may also get Cracked Skulls which are non factor for completing the quest, but
you might like to collect a good number of them since they seem to affect the cash
reward.
When you return to Magister Vlasty, she will give you Bone Gaiters (light armor,
P.Def 32) and an extremely nice amount of adena (probably proportional to the number of
delivered Cracked Skulls, say, 2.5k each).
This particular quest looks both easy and profitable enough, so, you might really
like to take your time and hunt for more Cracked Skulls for a while, instead of rushing to
deliver the Perfect Skull as soon as possible.

Dwarven Kinship
Quest type: non-repeatable; required level: 15; start location: Dark Elven Village;
start NPC: Warehouse Freightman Collette; reward: 22000 adena (fixed).
This is another “postal” quest, but this time you will have to travel far away from
home and back. And, unlike your very first quests of this kind, this one pays extremely
well. The quest itself is simple, you will have to visit warehouses in Gludio and Gludin and
deliver letters to the warehouse keepers. Don’t go for it specifically, just take it and fulfil it
step by step while being on a business tour or doing the job change quest (which finishes
in Gludin, by the way).
Talk to Warehouse Freightman Collette in DEV to take the quest. When you get to
Gludio, find the warehouse (if you walk from the centre of the town towards the south
gate, watch the left side of the street and you will see the warehouse hidden behind the
buildings), talk to Warehouse Keeper Haprock to get a letter and 2k adena in advance.
When you get to Gludin, find the warehouse (hidden behind the inner walls in the southern

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part of the town), give the letter to Warehouse Keeper Norman and receive the remaining
part of reward (20k adena). Nice and simple.

Grim Collector
Quest type: repeatable; required level: 15; start location: Gludio Castle Town; start
NPC: Guard Curtis; reward: adena (variable).
If you are still not fed up with collecting bones and carrying skulls, and cannot get
enough of decayed body parts, this quest is exactly what you need.
Talk to Guard Curtiz at the south gate of Gludio Town to accept the quest. The go
find Samed behind the round building just inside and west of the south exit of Gludio. He
will give you an Anatomy Diagram.
Come to the Ruins of Agony north west of Gludio and hunt Tracker Skeletons
(level 17, passive), Tracker Skeleton Leaders (level 18, aggressive), Skeleton Scouts
(level 19, passive), and Skeleton Bowmen (level 20, passive). You will receive a certain
bone (Arm, Rib, Skull, Spine, or Thigh) almost every time you kill them. Stay away from
the Spartoi (Ruin Spartoi, level 21, passive; Raging Spartoi, level 22, aggressive),
because they are tough, and don’t give the quest items.
Skulls are very rare (it can take 20 kills to get on), while the rest bone parts are
common, especially Arms, so you can estimate the progress of your hunt by the number
of Skulls collected. Note that Tracker Skeleton Leaders do not drop Spines (spineless
leaders?).
Ruins of Agony (RoA) is not the only place where you can collect the bones. You
can also try hunting Shield Skeletons and Skeleton Infantrymen (level 15-16, passive)
around Ruins of Despair (RoD).
Actually, the Grim Collector’s quest also suggest hunting the zombies that dwell in
the ruins, to collect Zombie Heads, Zombie Hearts, and Zombie Liver. You can find Ruin
Zombies and Ruin Zombie Leaders (level 15-16, passive) everywhere outside RoA;
Zombie Soldiers (level 19 passive) and Zombie Warriors (level 22 aggressive) in RoD. But
you should refrain from killing the zombies, considering their resistance to magic, and
concentrate on skeletons only.
Hunting in the ruins can be hard enough even for a well equipped, experienced
player. Skeleton archers are especially dangerous to a mage (a good shield and one-
handed weapon could be a solution here). All skeletons promptly help each other
(including the Spartoi kind), so you should stay away from compact groups of them to
avoid getting aggroed. Besides the skeletons, you can encounter many other aggressive
monsters inside the ruins, e.g., Tumran Bugbear Warriors or Ruin Imp Elders. Watch out

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for Soul Scavenger (the boss monster) and its minions too. Generally, the fields around
the ruins (including Fellmere Harvest Grounds) are a much safer place to hunt.
When you get a feeling you have collected enough, return to Gludio and talk to
Samed. Alternatively, you can look for a NPC called Varsak near the west exit (he stands
by the wall behind Gatekeeper Bella) and ask him to assemble a Complete Skeleton first.
Varsak will take a set of bones (an Arm, a Rib, a Skull, a Spine, and a Thigh) and attempt
to play Lego with them. If you have enough bone parts to make several skeletons, ask him
repeatedly. When he succeeds (the probability is 80%), you receive one complete
skeleton instead of each bone set, if not, you get nothing (the bones just disappear). Well,
excuse Varsak since he does not charge anything for his service...
Come to Samed to get compensation for your grim business. Now the complicated
part begins. If you bring one complete skeleton he will give you 884 adena. But if you offer
a plenty, then your reward will unexpectedly suffer a steep reduction. (E.g., Samed pays
2248 adena for 5 skeletons.)
If you wish, you can sell him the bones that left after Varsak’s work. If you have
just a few spare bones to offer, Samed will pay 100 adena per Skull, 40 adena per Rib,
and 14 adena per each Arm, Spine, and Thigh. However, if you have a lot of them, the
pay rate significantly increases, i.e. you will receive times the price of a single bone set if
you turn in a few dozens of bones at once. So, to outsmart the greedy bastard, you can try
one of these methods:
- get a Complete Skeleton from Varsak, sell it to Samed for 884 adena, come
back to Varsak for another skeleton; repeat until you are out of bone parts;
- sell all the bones directly to Samed and try to calculate the return per bone in
each case.
Either way, you will need to amass piles of bones to get paid well. If you happen to
kill some zombies as well, Samed will pay for the zombie parts too, but you cannot
assemble anything from them (that’s another reason to ignore zombies).
You can continue to do this quest indefinitely and return with any number of parts
at any time.

Will the Seal be Broken?


Quest type: non-repeatable; required level: 16; start location: Dark Elven Village;
start NPC: Tetrarch Talloth; reward: Scroll: Enchant Armor D.
Talk with Tetrarch Talloth in the House of Elders to find out he needs the following
ingredients for his ominous experiments: Omen Beast's Eye, Taint Stone, and Succubus
Blood. You might think it could have been something new and refreshing, after collecting

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dozens of bones and undead body parts, but, alas, you are bound to visit SoDA once
again (and again, it is not for the last time either).
So, follow the familiar path to SoDA, pass the room where you hunted skeletons
for the bone fragments, and make your way further and deeper. Eventually you will see a
transparent bridge; kill the monsters blocking your way (hopefully there will be not too
many) and cross the bridge. Try to avoid cave bats, spiders, and various skeletons if
possible, and kill them just to clear the way to your destination. There is a room beyond
the bridge where you can find Omen Beasts and Tainted Zombies (Stink Zombies are
good for your quest too, despite the smell) along with other monsters. The quest monsters
are level 17-19, passive; it should take you to kill just one of each kind to obtain Omen
Beast's Eye and Taint Stone. Look around for Lesser Succubus (this one is level 20,
aggressive); they should be right there in the nearby rooms. Don’t go too far for them, just
try and pull one out to the already cleared room where you can kill her safely enough.
Earn the last item, Succubus Blood, and get the hell out of that place with a SoE.
Talk with Tetrarch Talloth again to receive your reward. Most likely, it will be a
Scroll: Enchant Armor D (unless the reward type is random) that you can sell for a good
price or keep to yourself until the day when you get decent D grade armor on which you
can try the scroll.

Subjugation Of Lizardmen
Quest type: repeatable; required level: 17; start location: Gludin Village; start NPC:
Guard Weisz; reward: 4090 adena (fixed) or random items.
When you get to Gludin, you can try doing this quest... if you don’t have anything
better to do at the moment. Start by talking to guard Weisz at the south gate of Gludin. He
will send you to the Fellmere Harvest Grounds (you can walk there by foot or teleport for
1k adena). Hunt Felim Lizardmen, Felim Lizardmen Scouts, and Felim Lizardmen
Warriors (level 14-17) until you have 30 trade cargo boxes.
Return to Weisz and he will ask you to join a mission. Decline his offer, and
receive 4090 adena as compensation for your trouble.
Well, if you are really curious what could happen if you accepted the mission... try
it again, at your own risk. Then don’t tell you haven’t been warned.
So, if you accept it, you will be asked to go talk to Priest Adonius in the temple in
Gludin. The Priest will send you to the Langk Lizardmen Dwelling (south of Forgotten
Temple) to hunt Langk Lizardmen Warriors (level 17) until you have a Crucifx and a
Rosary.
Return to Priest Adonius and give him the trophies. He will tell you to speak to
High Priest Levian in the same building. Speak with Levian to find out that you are now

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supposed to kill Bifrons, a level 21 Raid Boss (obviously the High Priest has a perverted
sense of humor). If you want to take a look at the raid boss, teleport to the Southern
Wasteland Entrance (2400 adena), and run south to the beach.
If you still insist on completing the quest by any means, good luck organizing the
raid, forming the parties, and coordinating their efforts to take down the raid boss. You will
definitely need tons of luck to defeat the monster, and even more luck to get your share of
the loot. Hopefully the trophy will be worth the trouble.
There you go.

Sweetest Venom
Quest type: repeatable; required level: 18; start location: Dark Elven Village; start
NPC: Astaron; reward: 5810 adena (fixed).
Astaron is a wine-maker who uses a very special recipe that requires spider
venom as one of ingredients. Find Astaron behind the magic shop in DEV, talk to him and
agree to accept the quest (it is going to be one of your favorites, since you will be able to
combine intense leveling with earning good adena).
Use the gatekeeper to get to the South of the Dark Forest quickly (1100 adena is
not much of a price, since you are level 18 already). No matter where you go from the
teleport spot, you will find spiders anywhere. Kill Prowlers (level 17, aggressive), Poison
Spiders (level 18, passive), and Arachnid Trackers (level 19, aggressive) for their poison
sacs. All spiders are social, though they help their own kind only. If you can’t kill them in
one or two shot, try kiting them (use Ice Bolt as an opening attack). You will get one sac
per 2-4 kills. Kill them until you collect 10 sacs, then use a SoE and get back to Astaron
with the sacs. Considering your travel expenses, 4300 adena of net profit is not bad for a
10-15 minutes long hunt at all (in addition to what you have earned as drops), and
sometimes it takes even less time to complete.
If you continue to do this quest in your 20’s, you can try the following AoE tactics
(risky yet rewarding). Quaff a potion of Haste and run by groups of Prowlers, herd them
around, make sure they are within range then charge blessed spiritshots and use Flame
Strike (keeping in mind most spiders’ weakness to fire). The result with be the brightest
illustration of what the “nuke” really is. (Of course, this method requires proper equipment
like top D grade weapon or Demon Fangs at least.)

6.1.2. First Profession Change Quest


You can start working on the Dark Wizard quest early, upon reaching level 19.
However, you will not be able to change profession until level 20. If you have some D

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grade equipment already waiting for you in warehouse, it will be more resonable to reach
level 20 first, earn D grade masteries, and then do the profession quest.
If you want to earn extra money while doing this quest, make sure you have the
Grim Collector’s, Scent of Death, and Bones Tell the Future quests on your list, since you
are going to visit the Swampland, SoDA, and Ruins of Agony at least one more time.
You start the quest at the Dark Elven Altar of Rites. Speak with Varika to know you
will need four seeds: Seed of Anger, Seed of Despair, Seed of Horror, and Seed of
Lunacy. Varika gives you the Seed of Despair; check the other seeds’ info to find out the
names of their keepers.
Talk to Arkenia (who stands by the Altar next to Varika), she will tell you to hunt
Skeleton Scouts to obtain Hearts of Lunacy. Skeleton Scouts can be found in the Ruins of
Agony and the nearby areas. (You probably dealt with them already if you did the Grim
Collector’s quest.) If you want to minimize the risk, do not go into the ruins, just explore
the spots outside the walls south east of the Ruins, or move west of RoA towards
Fellmere Harvest Grounds. If your weapon is not good enough to kill them in 1-2 shots,
either get a group, or stock up on potions: a Skeleton Scout can kill you in 4 shots, which
will most likely cancel your spells also. To kill the Scouts with a non-grade weapon, you
might try kiting them, using Ice Bolt as an opening attack to slow them down and trying to
get your spells off before they interrupt you. Keep hunting them until you collect 3 Hearts
of Lunacy, then return to the Altar and talk to Arkenia, she will give you the Seed of
Lunacy.
Walk north of the Altar until you reach the east entance of the School of Dark Arts.
Talk to Annika who can be found not far away from the entrance, in front of the colonnade.
She will ask you to go down to SoDA and obtain two Knee Bones from the undead. Follow
the familiar path down there and hunt Skeleton Hunters, Skeleton Hunter Archers and
Misery Skeletons until you have 2 Knee Bones. Return to Annika, hand in the bones and
receive the Seed of Horror.
Move south east from SoDA towards the Neutral Zone. Take a look at the map,
there is a mountain by the south-eastern part of the Swampland. Keep moving till you see
a river, walk north along the shore, soon you will see a waterfall. There are nasty looking
Black Willows blocking the road, ignore them and come to a NPC called Charkeren
standing by the evil trees. Listen to Charkeren’s story, he will ask you to kill some
“Wooden Elf Zombies”, which, in fact, are your good old Marsh Zombies. Run to the
Swampland and kill Marsh Zombies until you earn Family Ashes. (If you have the Scent of
Death quest up, you can also hunt Marsh Zombie Lords for Zombie Skins, but they don’t
seem to give the Ashes). Return to Charkeren, give him the Family Ashes and get the
Seed of Anger.

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Now as you have gotten all the four Seeds, come back to the Altar and speak to
Varika. She will give you a Jewel of Darkness. When you get to Gludin, find the Dark
Elven Guild and talk to Grand Master Xenos, hand in the Jewel and confirm your wish to
become a Dark Wizard. Congratulations.
Visit a Magic Store in the centre of Gludin and buy whatever spellbooks you find of
prime necessity: Twister, Aura Burn, Flame Strike, Concentration, etc. Come back to the
Guild hall and learn the new skills. Go outside to test your new long range nuke (Twister),
the only short range battle spell you can ever get (Aura Burn), and your first AoE nuke
(Flame Strike) as well.
Enjoy your newly acquired power.

6.2. Dark Wizard‘s Path: Locations, Monsters, And Quests


So, you graduated from the School of Dark Arts and left your home village to
explore the continent of Aden. If you wish, you can spend your playing time traveling
everywhere, discovering new places, hunting all kinds of monsters, and trying all the
quests available. Alternatively, you can limit your choice to just a few selected locations
and concentrate on gaining experience or farming for adena and materials.
A note should be made regarding certain popular leveling spots, namely,
dungeons. A dungeon is a place densely populated with monsters that have abnormal HP
(double, triple, etc.) and give proportionally increased Exp and drops. Dungeons are
designated to make hunting in groups more efficient, due to the abundance of monsters
and progressive party Exp bonus. There is a category of players that tries to get into some
dungeon (say, Cruma Tower) as soon as possible, and stay there for weeks, while they
gain dozens of levels. Along with traditional dungeons such as Cruma Tower and
Forgotten Temple, there are catacombs and necropolis meant for the participants of the
Seven Signs competition (offering specific additional rewards). Before you decide to join
the crowd and immure yourself in some necropolis for months, consider the following
arguments: as a wizard, you are not really benefited by hunting in groups (unless you
manage to form a specialized AoE or CDL party). If you play as a primary damage dealer,
the rest of the group will be just leeching your Exp. If you tune it down, the Exp gain will be
even lower. Moreover, not every group can cope with the perils of dungeon hunt at all
times, so don’t be surprized if a whole party will get brutally wiped out due to someone’s
wrong move. By the way, even with a tank in a group, you are not fully secured from
getting suddenly attacked by the monster that you did too much damage to.

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If you compare the rates at which you gain Exp in groups and solo, you can make
your own choice. This guide, however, is meant for solo players mostly, since
Spellhowlers are proved to be among the best soloing classes in L2.

6.2.1. The Hunting Grounds


In your early 20’s you get a few good soloing spots to choose from, so just pick
those that you like the most. Oddly enough, the choice gets narrowed down when you
enter the 30’s. You may also feel the lack of good adena-making quests. Anyway, just
pick the hunting ground that you find providing the best experience, and explore it as long
as it takes.

Gludio Region (level 15-30)


You can settle in Gludio and continue with the Grim Collector’s quest, hunting the
undead in the Ruins of Agony and Ruins of Despair. Along with the previously mentioned
skeletons and zombies, these ruins are haunted by Bugbears (level 23-24; Bugbears are
passive, Bugbear Warriors are aggressive, and both will help their kinsmen; Tumran
Bugbears dwell in RoA, Veelan Bugbears dwell in RoD). There are also Ruin Imps (level
17, passive) and Ruin Imp Elders (level 21, aggressive) and bats (Ruin Bats, level 17,
passive; Scavenger bats, level 18, aggressive) in RoD.
If your weapon is good enough, you can try to massacre feeble (1/2 HP) group
monsters north west of Gludio, just upgrade your Flame Strike first. Araneid groups (level
24-27) are aggressive. Maille Lizardmen (level 20-28) are passive; just stay away from
their Matriarch (who is level 30).

Gludin Area (level 15-40)


If you pick Gludin, you will find quite a few excellent hunting spots: Orc Barracks in
the north, Abandoned Camp in the east, the Wasteland in the south east, and the
Lizardmen dwellings all along the coast. Take the Vanquish Remnants quest (level 21)
and go to the Abandoned Camp (AC) that is fully packed with the Ol Mahum troops, to
reduce their numbers (they present a good variety of levels from 17 to 29, so you can stay
over there long enough). Note that you can teleport to AC from Gludin for just 900 adena.
Orc Barracks (OB) are occupied with the Turek Orc troops, they are level 24-34
with double HP, so hunting them can be hard. Both Ol Mahums and Turec Orcs can
sometimes flee from a fight just to call enforcements, so watch out when they bring their
elite forces to gang up on you. To prevent them from doing it, you will need to put them to
sleep in time. If you move north west of OB towards the sea you can meet some Selu
Lizardmen (level 25+). Just don’t go north to the Windy Hill: it is haunted by level 27-30
magic-resistant Elemental-type monsters (Babbling Wind, Giggling Wind, Singing Wind,

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Sobbing Wind, Whispering Wind) that can taunt your nuker’s pride by canceling your
buffs, nuking you, putting you to sleep, and, for greater humiliation, silencing you totally.
The Wasteland does not look very promising compared to AC and OB, you will
have to run a lot (as it’s called Wasteland for a reason), sometimes stumbling across
compact, aggressive groups of social monsters (basilisks, ants, etc.) that can be hard to
deal with (the monsters’ level range is 25-38 or so). Most monsters in the Wastelands are
aggressive, including archer skeletons and golems (just imagine this: an aggressive
golem, as slow as hard to kill). Well, at least you can consider the Wastelands as a good
hideout in case you happen to go red and will need to work off karma without being
bothered by other players. (Just don’t enter the Ant Nest itself, you will end up dead.)
It is not recommended to go to the Forgotten Temple (solo, at least): its dungeons
are haunted with level 28-33 fire-type, water-type, and demonic-type monsters with double
HP and strong spells.

Dion Region (level 20-40)


Alternatively, you can set your base in Dion and stay there until the late 30’s. To
begin with, there are clumsy Hobgoblins (level 21, passive/social), Dion Grizzlys, Enku
Orc Shamans and Enku Orc Champions (level 20-21; social; the Champions are
aggressive), Dire Wolves (level 24, aggressive), Ol Mahum Shooters (level 24, passive),
Tumran Bugbears, and other easy-to-kill monsters just east of the town. If you are fond of
good wine, take the Fantasy Wine quest from Guard Harlan at the north-west gate of
Dion, hunt Enku Orcs and be rewarded with precious old wine. Don’t miss Monster Eyes
(Searchers/Gazers/Destroyers, level 22-26) and Cursed Seers (level 34): they are soft
targets for your Wind spells.
Later on, as you progress in levels, you can try hunting in the outer circle of the
Cruma Swamp (just north of Dion): there are various passive crawlers like Giant Mist
Leech (level 25), Gray Ant (level 26), Giant Crimson Ant (level 28), and aggressive Horror
Mist Rippers (level 27). The central part of the Cruma Swamp is inhabited with the Marsh
Stakato tribe (level 29-35; social; Workers and Soldiers are passive, the rest are
aggressive), Stinger Wasps (level 30, aggressive), Marsh Spiders (level 34, aggressive).
Both wasps and spiders have strong poison attacks (a Greater Antidote required to cure
the poisoning), and the entire place is not friendly at all (it looks rather depressing, even
compared to the ruins).
So, if you choose to move further to the East, then the Execution Grounds (EG) is
your destination. There is a Mandragora plantation on the way from Dion to EG, don’t go
there if you are afraid of being aggroed by level 20-25 walking plants. The ground floor of
EG (between the North and South Stairs) is one of the safest places to hunt in the whole

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Aden: there are no aggressive/social monsters down there, just passive and asocial
Strains (level 31), Ghouls (level 32), Granite Golems (level 33), Dead Seekers (level 34).
Avoid the Golems and Ghouls though, they are (as you can guess) both magic resistant
and fast casting. There are numerous aggressive monsters (Neer Crawlers and Neer
Ghoul Berserkers; level 28-29) on the next floor of EG, they are slow enough to be
kiteable, so you can try herding them and use Flame Strike if you are confident enough
(they will nuke back, but their magic is not that strong). The most dangerous monsters in
EG are Hangman Trees (level 35, aggressive/social): they move unseemly fast as for
trees, and can root you into place. On the upper floor of EG you can find somewhat easier
(level 26-27) monsters such as Sorrow Maidens (passive) and Specters (aggressive); the
Maidens have Wind Strike, Specters can root. If you go downhill from the upper floor of
EG you will see a large pit; the area around the pit is haunted with Specters, Neer
Crawlers, Mandragora Blossoms (along with Sorrow maidens) so you can try grouping
with someone (for safety’s sake) and use the herding/AoE tactics.
If you liked killing the Ol Mahum in AC too much, then you should try hunting at the
Partisan Hideaway (PH) north of EG. It is an upgraded version of AC, since the Ol Mahum
troops located there have double HP (they are level 23-34). You can also meet some
Talakins there (level 27-30).
South of the road that leads from EG to Giran there is an area called Tanor
Barracks. It is populated by the Tanor Silenos (level 40-50) and Nightmare (level 43-47)
group monsters. Don’t walk there alone... those squads of Tanor Shamans are there to
stand their ground, and they will deal with trespassers accordingly.

Cruma Tower (level 35-55)


A few words should be said about the Cruma Tower (CT), formerly known as the
most popular leveling spot. The monsters there are level 40-45 (first floor) and 45-50 (2nd
floor) with abnormally high HP, most of them are social, aggressive, and some of them
(Snipes) act in groups. Moreover, they have AoE crowd control spells like group
Stun/Sleep, so, even a decent group of hunters can sometimes run into trouble in CT.
In the earliest period of L2 history, there was a category of players that happily
made it to level 75 following this short route: Cruma Tower – Dragon Valley – Dragon
Valley Cave (or Tower of Insolence). But let us think we are not as narrow minded as
them, so, we will go another path, discovering the wide and luring lands around. Forget
that CT existed at all.

Floran Area (level 25-40)


While camping in Dion, you may like to have a raid to the south and check out the
Floran area to hunt Bloody Bees (level 23) and other level 24-30 monsters (various

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beasts, Monster Eyes, Skeletons, Silenos), watching the Monster Races in the meantime
(there is a race track by the village).
The southern part of the continent is probably the least popular among the
adventurers. You can encounter random Oel Mahum and Delu Lizardmen (level 28-35)
groups if you travel by the seacoast (the Delu Lizardmen dwelling is located north of the
Giran Harbor).
The area between Floran Village and Giran Harbour is called Hatu Bee Hive, there
are numerous groups of monsters (level 34-40 beasts and level 30-37 bees/wasps) good
for AoE hunting. Group monsters usually have 1/2 of normal HP so they are rather easy to
kill. If you can get top C weapon as soon as you hit level 40, consider coming to the Hive
to make your “Farewell Flame Strike” tour: if your M.Atk is high enough, you can use your
Flame Strike level 3 quite effectively, especially against the insect groups (they are weak
to Fire).

Giran Region (level 35+)


Death Pass (DP) is a good place to grind your way from level 35 to 40 (your “base”
is appropriately moved to Giran, the merchant town that is famous due to its populous
market, biggest in Aden). Hunt Wyrms (level 35, aggressive), Guardian Basilisks (level 36,
passive), Road Scavengers (level 37, passive/social), Fettered Souls (level 38, passive),
Windsus (level 39, passive/social), Grandis (level 40, aggressive). Fettered Souls can be
a bit tough though, since they have double HP. You can get to your hunting ground via the
Giran gatekeeper (located by the temple in the centre of the town) for 5300 adena
(teleport to Hardins Academy).
If you go north east of DP (north of Dragon Valley) you will enter the Grasslands,
also known as Plains of the Lizardmen. Hunt various types of Leto Lizardmen (level 35-
40), just be aware they are social and will help each other. Note that Leto Lizardman
Overlords (level 40, aggressive) have double HP. Stay away from Archers (you know why)
and Shamans (their nukes hurt), and concentrate on Soldiers (level 37, aggressive) as
they drop a lot of various crafting materials (if you have an Artisan alt, you can easily
make millions by selling the items you craft from the parts dropped by Leto Lizardman
Soldiers, if you farm them long enough).
The area north east of Giran is a less popular place because of excessive number
of aggressive monsters: besides Wyrms, there are Harpys, Medusas, Turak Bugbear
Warriors (beware of their stun attack), they are level 32-34 and tend to stand close to
each other. The mountains south of Dragon Valley are populated with Breka Orcs (level
31-35), not too densely though (Breka Orc Warriors and Overlords are aggressive).

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Just don’t enter DV too early, because it is the place where level 45-65 monsters
dwell.

Innadril Region (level 35+)


This region is one of the least explored in Aden, for a few reasons: tough monsters
(mostly aggressive and social), complicated relief (alternating straits and impassable
rocks) which makes it hard to get from one place to another, and its general remoteness
(the only town nearby is Giran). Its capital, Heine, is as beautiful as hard to navigate due
to its countless bridges and channels. So, you can live quite fine without visiting it even
once, unless you want to try a couple of level 35+ money making quest, or just to behold
the charms of Heine.
If you wish, you can travel across the Field of Silence and Field of Whispers for a
while, hunting the Crokian, Dailaon, Dread Wolves, Farhite, Lienrik, Ogres, and Tasaba
Lizardmen (level 35-40), but there is no particular reason to stay there for too long.
And by any means refrain from going to such places as Alligator Island, Devil’s
Isle, and Garden of Eva alone.

6.2.2. Level 20-39 Quests


If you already got addicted to doing adena quests repeatedly, you may be slightly
disappointed when you outlevel your favorite fungus/skeleton/spider hunting quests. Most
quests meant for “D grade players” (level 20-39) do not pay that great (especially
repeatable ones), so, adena will be really hard to come by (unless you discover the
benefits of the Manor System and start making millions out of it). A few quests should be
taken into consideration though, while the rest is just barely worthy of mentioning.
Anyway, you can give them a try and see if you can find a gold mine somewhere.

Yoke Of The Past


Quest type: repeatable; required level: 20; start location: All Catacombs and
Necropolis; start NPC: Gatekeeper Ziggurat; reward: blank scrolls (variable).
Take this quest if you wish to participate in the Seven Signs competition. Choose
your side (Dawn or Dusk) via the Priest of Dawn or Priestess of Dusk, come to the
catacomb or necropolis of your choice (if you are below level 30, your only choice is
Necropolis of Sacrifice located at the south-western tip of the Aden continent, south of the
Forgotten temple; if you are level 30-40, you can choose between Pilgrims Necropolis and
Heretics Catacomb east of Dion), and talk to the gatekeeper inside the dungeon.
Since that point, you will begin to get Ancient Magic Scrolls (along with Seal
Stones) for killing the monsters inside the catacomb/necropolis. Whenever you need, talk

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to the gatekeeper again and he will turn them into Blank Scrolls that you can either sell to
other players or use when dealing with the Trader of Mammon.
Never turn this quest off, and you will earn the scrolls every time you hunt in the
catacombs or necropolis.
If you need to learn more about the Seven Signs system, visit the official site:
http://www.lineage2.com/Knowledge/sevensigns_1.html

Hunting For Wild Beasts


Quest type: repeatable; required level: 20; start location: Floran Village; start NPC:
Grocer Pano; reward: 3710 adena (fixed).
If you ever get to Floran, find Grocer Pano (in the grocery store in the centre of the
village) and talk to him to take the quest. He will ask you to hunt various bears (level 14-
20), such as Dion Grizzlys, Red Bears, Grizzly Bears, and Brown Bears. These furry
beasts can be found anywhere ouside of Dion, north west of Gludio, north east of Gludin,
and in the Fellmere Harvest Grounds. Kill the bears until you have 20 Pelts, return to
Pano and receive your fee.

Sense for Business


Quest type: repeatable; required level: 21; start location: Southern Wasteland
Entrance; start NPC: Trader Sarien; reward: adena (variable).
If you decide to hunt in the Wasteland, take the Sense for Business quest from
Trader Sarien at the Southern Wasteland entrance (it costs 2400 to teleport there from
Gludin). Your task is to hunt Lesser Basilisks and Basilisks (level 27-28) and the flying
Eye-type monsters (Wondering Eye, Hungry Eye, Monster Eye Watcher, Monster Eye
Destroyer). The monster eyes are level 21-26, and their nukes are rather strong. Collect a
good amount of quest items (Carcasses, Gizzards, and Lenses) and return to Sarien (you
can do it at any time and with any amount). You receive a couple thousands adena for
Monster Eye Lenses and only a few dozens adena for each Monster Eye Carcass or
Basilisk Gizzard.

Vanquish Remnants
Quest type: repeatable; required level: 21; start location: Gludin Village; start NPC:
Leopold; reward: adena (variable).
Find Leopold near the south-east gate of Gludin, talk to him and accept the
mission to fight the Ol Mahums in the Abandoned Camp (pay 900 adena to the
gatekeeper to teleport there). Stay away from Ol Mahum Novices, they are weak (level
17) yet aggressive, and you will not get any rewards for killing them; just enter the camp
and start killing all kinds of the regular Ol Mahum troops: Recruits, Guards, and Patrols
(level 21-22) to earn red badges, Suppliers, Stragglers, Shooters, and Officers (level 23-

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24) for blue badges, Captains and Generals (level 25-26) for black badges. Stragglers,
Captains, and Generals are aggressive, and all the Ol Mahums are social. Avoid compact
groups, and make sure you can kill them before they can escape from a fight (sometimes
they do it to call reinforcements). Beware of Ol Mahum Commanders: they are strong
(level 29), aggressive, and you don’t get any badges for defeating them.
To complete the mission, you need to collect at least 100 badges in total. Return to
Leopold and receive your reward which depends on the number of badges of each type:
red badges are the cheapest, black badges are the most valuable. In average, you
receive around 90 adena per badge. Note that Ol Mahums don’t drop the badges every
time, so amassing 100 badges can take an hour or two.
Besides adena, Leopold awards you the Black Lion Mark which means you are
now a member of the Black Lion mercenary troop. You will need it later to access the Hunt
of the Black Lion quest.
If you wish, you can go back to AC to kill some more Ol Mahums. Since you have
already got the mark, you can continue to do this quest infinitely and return with any
number of badges. Moreover, if you encounter any Ol Mahums (of appropriate level) in
other locations, you will earn the badges for killing them too.

Dangerous Seduction
Quest type: non-repeatable; required level: 21; start location: Dark Elven Village;
start NPC: Tetrarch Vellior; reward: 102680 adena.
If you are still hanging out in your home village, you cannot miss the chance to try
the last (and most dangerous) quest available in this area, as it offers the real challenge.
Speak to Tetrarch Vellior who is sick of continuous nightmares sent by a certain
succubus. Well, you too might be already sick of going to SoDA repeatedly, but you will
have to travel there again. This time, make sure you have a good party, because doing
this quest solo can be extremely difficult. Go deep down, pass the rooms where you killed
the monsters for the previous quests, and reach the centre of the dungeon where a
special succubus resides, called Merkenis (level 22), with her numerous bodyguards
(level 21-22). Kill Merkenis while your group deals with her escort (you receive the quest
item if you get the last hit on Merkenis).
Possible ways to do the quest solo: summon a Shadow and perform a distracting
manoeuvre: send it on a suicide run to pull the aggro and draw the escort away, and then
attack Merkenis. Or just try doing it kamikaze-style: sneak into the room, use a couple of
potions (Haste, Magic Haste) and attack Merkenis recklessly (if your weapon is good
enough, e.g. Demon Fangs, you can simply one-shot her with Twister + blessed DSpS).
Kill her at any cost, then either try to get away with it (it will be almost impossible though,

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unless you have top D grade equipment) or just let them kill you (hopefully you will not
drop anything too important), since the game is actually worth the candle in this case.
And, of course, you can just put this quest off, gain a dozen more levels, then get back
and lay waste on the whole dungeon just for the fun of it.
Anyway, come back to Vellior to find out what kind of reward you can receive for
that feat. Now, how do you like it?

Adept Of Taste
Quest type: repeatable; required level: 24; start location: Dion Castle Town; start
NPC: Jonas; reward: Exp and adena (variable).
Talk with chef Jonas (located near the warehouse in Dion) who will ask you to
collect high quality ingredients he needs for the cooking contest. In order to be able to
collect the ingredients you will have to talk to the following NPC’s:
Trader Sonia (in the magic shop) will ask you to collect 40 Mandragora Roots by
killing Mandragora in EG (you will either get Red Mandragora Root, or White Mandragora
Root; the red root is easy to obtain, but Sonia would prefer if you obtained 40 White
Mandragora Roots).;
Guard Jacob (north-western gate of Dion) will ask you to hunt the Bloody Bee or
Weird Bee (Floran area) to collect Nectar (you will need 20 bottles of Nectar; he would
prefer if you also obtained 10 bottles of Royal Jelly, which is a rare drop from the same
bees);
Grocer Pano (in the grocery shop in Floran) will ask you to hunt Hobgoblins
around Dion until you collect 30 talismans (if you do that, he will give you the potatoes);
Priestess Glyvka (in the church north-west of Dion) will send you to the Cruma
Swamp to collect 20 bundles of moss by killing Gray Ants and Giant Crimson Ants (you
can try and collect 20 bundles of brown moss which is preferable yet harder to obtain);
Magister Rollant (in the Dion church) will ask you to hunt Monster Eye Searchers
and Monster Eye Gazers (level 22-25, passive) around Floran or Dion until you collect 30
carcasses.
Once you have all the items required, go speak to the same NPC's again, they will
give you the ingredients.
Bring the ingredients to Jonas to make a steak. Take the steak to Magister Mirien
(in the church) to evaluate it; bring her evaluation back to Jonas for a reward. The amount
will be different according to the rate given by Mirien (you should expect something
around 7-8k adena); you may get some bonus Exp and cooking recipes as well.

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Anyway, it looks like it is one of the longest quests available (while it does not look
very rewarding at all), so, consider doing it only if you plan to hang out around Dion/Floran
for a while.

Recover The Farmland


Quest type: repeatable; required level: 25; start location: Gludin Village/Orc
Barracks; start NPC: Guard Leikan (Gludin) or Piotur (OB); reward: adena (variable).
To start this quest, talk to Guard Leikan at the north gate of Gludin or to Piotur who
can be found near the Orc Barracks (look for a house by the road that leads to OB). Kill
the Turec Orcs and their Warhounds like dogs they are, and collect the quest items (Turec
Medallions/Dog Tags).
Remember, most Turec Orcs have double HP, they are social, tend to stand in
groups, and some of them (namely, Skirmishers, Warlords, and Elders) are aggressive.
Their level varies from 24 (Warhounds) to 34 (Elders). All Turec Orcs (except Shamans)
tend to run from a fight when they feel they are in danger to call enforcements. So,
hunting them does not look like an easy ride at all.
Whenever you get bored of it, come to Piotur and let him calculate the reward. If
you receive around 50 adena per item, think twice before doing this quest again.
Besides the quest items, you will also receive some worthless debris that goes to
your regular inventory: Bronze Mirror Pieces, Jade Necklace Beads, Clay Urn Fragments,
and Brass Trinket Pieces. Keep them if you enjoy the job of a junkman... that is, keep
collecting until you have 5 pieces of each kind, then you can use them to earn some extra
cash or Exp.
When you return to Gludin, come to Trader Asha (in the magic shop near the
church) and show her the trophies. She can assemble 5 of the same type of piece into a
complete relic. As you can guess, there is a chance of failure here (20% or so), and you
lose the items. Then you can sell both the relics and remaining pieces to any NPC trader,
including Asha herself. Alternatively, you can go to Magister Iris (in the church); she will
give you Exp instead of adena.
The rewards for relic pieces and complete items:
Jade Necklace Beads (140 adena or 430 Exp) - Ancient Jade Necklace (1275
adena or 1294 Exp);
Brass Trinket Piece (120 adena or 368 Exp) - Ancient Brass Tiara (1275 adena or
3919 Exp);
Bronze Mirror Piece (120 adena or 368 Exp) - Ancient Bronze Mirror (1050 adena
or 3227 Exp);

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Clay Urn Fragment (100 adena or 307 Exp) - Ancient Clay Jar (900 adena or 2766
Exp).

Hunt Of The Black Lion


Quest type: repeatable; required level: 25; start location: Dion Castle Town; start
NPC: Mercenary Sophya; reward: adena (variable) and consumable items (random).
Speak with Mercenary Sophya (she is in front of the Warriors’ Guild in the centre
of Dion). To take the quest you must possess the Black Lion Mark (obtained via the
Vanquish Remnants quest).
You have a choice of hunting in four different areas: Cruma Swamp, Delu
Lizardmen Dwelling, Execution Grounds, Partisan Hideaway (you can hunt an area then
tell her you want to stop and choose another area).
If you choose Cruma Marshlands, Sophya tells you to hunt the Marsh Stakato tribe
to collect Stakato Talons (remember, Workers and Drones are aggressive). You earn a
Talon once in a few kills. There is a chance that if you kill any Stakato, the quest monster
will spawn, called Stakato Marquess, and attack you immediately. If you kill her, you
receive several Talons at once.
If you choose to hunt Delu Lizardmen, you will receive Delu Lizardman Fangs from
them. Note that Delu Lizardmen Shamans do not drop the quest items.
If you choose EG, Sophya will ask you to hunt the undead: Specters, Sorrow
Maidens, Neer Crawlers, Neer Ghoul Berserkers, Strains, and Ghouls. Collect Undead
Ash that they drop. (Strains and Ghouls are collected in the swampy area at the ground
floor of EG, the Neer monsters can be found if you go up the stairs onto the upper floors,
and Specters and Sorrow Maidens can be found around the giant pit and at the east exit
of EG.)
If you pick PH, Sophya will ask you to kill Ol Mahum Guerillas, Raiders,
Marksmen, Sergeants, and Captains (they are level 26-30, Captains are aggressive) to
collect Bloody Axe Insignias.
If you compare these options, you will see that EG is the best choice: The Delu
Lizardmen Dwelling is too far away from Dion, the Ol Mahums at PH have double HP i.e.
hunting them can be hard, and there are too many aggressive monsters in the Cruma
Swamp that do not have anything to do with your quest. So, pick EG and start collecting
Undead Ashes.
You can return to Sophya at any moment and she will pay 35 adena per item (be it
Undead Ash, or Stakato Talon, or anything else). You should, however, consider the
additional factor: if you turn in many items at once, she will award you a special quest item
called Lion’s Claw. If you offer 20-49 items, you receive 1 Lion’s Claw, if you turn in 50-99

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items, you receive 2 Lion’s Claws, and if you collect 100 or more items you receive 3
Lion’s Claws. (Since the reward rate in this case is regressive, you might consider getting
back to Sophya every time you have collected 20 or 50 items.)
Continue to do this quest repeatedly until you have 10 Lion’s Claws. Then you can
request an extra reward: talk to Sophya and choose the “Continue” option, and you will
receive useful items: Scrolls of Escape, or Healing Potions, or D grade SpS, or Alacrity
Potions, etc., and another quest item called Lion’s Eye (as a mark of your achievements).
The type of received consumables is random, but their number increases as you amass
Lion’s Eyes, so you will have a chance to receive 50 SoE at once (instead of 20) when
you collect 10 Lion’s Eyes or more.
Killing the quest monsters, you will sometimes get a cargo box. This is another
source of income provided by this quest.
You can trade cargo boxes to Guildsman Morgan in Dion for some adena and
quest items called Guild Coins. The guild coin is just the way the game tracks how many
boxes you have turned in. Initially, you receive 100 adena and 1 Guild Coin for each box
you give him. Once you have 40 coins, you will start getting 200 adena per box. Once you
have 80 coins, Morgan will start paying 300 adena per box.
Instead of going to Morgan you can ask a NPC named Redfoot (found behind the
buildings in the south-west sector of Dion) to open the boxes. He will charge you 650
adena per box. It appears that cargo boxes contain certain items that can be sold to NPC,
so, in the long run, having Redfoot open the boxes and selling the contents brings bigger
money than turning them into Morgan. However, this option is more like a lottery, since
most cargo boxes contain cheap items that will barely repay the cost of extracting them.
Here is the list of items that you can get from the boxes (from common to most rare), and
the prices you can sell them for:
Dion Corn Meal: 500 adena
Dire Wolf Pelts: 500 adena
Gludio Apples: 500 adena
Gludio Wheat Flour: 750 adena
Moonstone: 750 adena
Spidersilk Rope: 750 adena
Alexandrite: 1k adena
Fragment of Ancient Tablet - 1st Piece: 1k adena
Fragment of Ancient Tablet - 2st Piece: 1k adena
Fragment of Ancient Tablet - 3st Piece: 1k adena
Fragment of Ancient Tablet - 4st Piece: 1k adena
Mechanic Golem Spare Parts: 1k adena

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Silver Tea Service: 1k adena


Statue of Shilen – Arm: 1k adena
Statue of Shilen – Head: 1k adena
Statue of Shilen – Leg: 1k adena
Statue of Shilen – Torso: 1k adena
Avellan Silk Frock: 2500 adena
Feriotic Porcelain Urn: 2500 adena
Fire Emerald: 2500 adena
Imperial Diamond: 10k adena
Anything that costs more than 1k is rare, and Imperial Diamonds are extremely
rare. So, if your party of cargo boxes contains only Apples, Corn Meal, and Wolf Pelts,
you are at loss after selling the contents. But if you were lucky enough to get a couple of
gems and some urns and cloth, it is good money.
If that lottery was not enough for you, you can try another round of gambling. Keep
all the Shilen Statue and Ancient Tablet parts instead of selling them, in order to collect
full sets. When you get to Giran, bring the set items to Blacksmith Rupio (near the west
gate of Giran) and ask him to assemble a complete relic. He will not charge anything for
his service, and this can give you a hint... remember Varsak? So, there is a good chance
the relics will break in his shaking, senile hands.
If he succeeds at putting the parts together, you can take the Statues and the
Tablets to any NPC shop and sell them for 10k each. But you will earn three times more
than that if you offer the relics to certain NPC’s. The Complete Ancient Tablet can be
taken to Iron Gate's Lockirin in the Dwarven Village. He will pay 30K for it. The Complete
Statue of Shilen can be taken to Abbyssal Celebrant Undrias at the Temple of Shilen. He
will pay 30k for it. (To maximize your profit, pile up the relics until you have a plenty, then
travel to DEV and Dwarven Village and turn them in at once, so you dont spend a lot of
cash on teleport fees.)
You see, 30k adena looks like good compensation for your risks. At the same time,
it indicates (in the terms of potential profit) how much you could lose if Rupio failed to
assemble the relic. Unfortunately, he fails quite often (roughly, it’s 50:50). And each failure
means that you have lost 2600 adena paid to Redfoot and 4k that you could gain by
selling the parts separately (then think of 30k as the maximum expected reward).

Acts Of Evil
Quest type: non-repeatable; required level: 27; start location: Gludin Village; start
NPC: Guard Alvah; reward: 98000 adena (fixed).

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Before taking this quest, make sure you have both Recover the Farmland and
Vanquish Remnants quests active, if you want to earn extra money. Now, get ready to
travel a lot, visiting AC and OB in turn.
Talk with Guard Alvah who can be found at the north gate of Gludin. He asks you
to speak to Trader Arodin in the Gludin weapon shop. Arodin will send you to hunt Turek
Orcs in OB. Travel to OB and kill the orcs until you collect 20 Blade Molds.
Now you have to travel to the south-west of the Dark Elven Forest to find trader
Tyra. She is located to the west of the Altar Of Rites (near the spot where you get
teleported when using the gatekeeper in DEV to travel to the Forest). Tyra will give you a
bill to take to Trader Arodin back in the Gludin weapon shop.
Trader Arodin then sends you back to Guard Alvah who will then tell you that you
need to hunt Tumran Bugbears in the Ruins of Agony until you have 4 Ranger Reports.
To get to RoA from Gludin for cheap, use the gatekeeper to teleport to the
Fellmere Harvest Grounds (for 1k) then run the rest of the way to RoA. When you collect
all 4 reports, return to Guard Alvah in Gludin.
Alvah will then send you to Abandoned Camp to hunt Ol Mahum Generals to
receive two items, the Weapons Trade Contract and the Attack Directives.
When you get those items, return to Guard Alvah, and he sends you to talk to Neti
in the center of Gludin village. Neti instructs you to speak to Trader Rolento at the
Southern Entrance to the Wastelands (you can teleport right there for 2400 adena).
Rolento will direct you back to OB to speak to Turek Chief Burai (he is located
near the center of Orc Barracks; finding him can be difficult, so, just locate him by typing
“/target [Turek Chief Burai]”). Fight your way to him through the aggressive Turec Orc
gangs. Burai will ask you to kill Ol Mahum Captains in AC.
Travel to AC again and hunt Ol Mahum Captains until you collect 30 Ol Mahum
Captain's Head, then return to Burai. He will give you a reward of 8k adena for helping him
and send you back to Guard Alvah in Gludin.
Speak to Alvah for the last time and he will give you 90k adena.

The Wishing Potion


Quest type: repeatable; required level: 30; start location: West of Ivory Tower; start
NPC: Alchemist Matild; reward: random items or adena.
Go north-west of the Ivory Tower until you come to a river. Look for a small hut on
the other side, swim across the river and come to Alchemist Matild who is standing in front
of the hut. Talk to her to get the Alchemy Text. Now your task is to find the Secret Keeper
Tree.

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Get to Cruma Marshlands and look for that tree (a Treant-type monster) in the far
south-west corner of the swamp (right up against the mountains). The wretched tree is
hiding amongst some stone ruins; kill it to get the Secret Book of Potion.
Take the book back to Alchemist Matild to recieve the two recipes you'll need to
make the Wishing Potion. Here is what you need: Amber Basilisk Scale, Turak Bugbear
Blood, Silenos Horn, Glass Eye of the Glass Jaguar, Horror Ectoplasm of the Horror Mist
Ripper, Wind Soulstone of the Whispering Wind, Tyrant's Chitin, Ant Soldier Aphid.
Amber Basilisks (level 30, passive) can be found west of the Giran Castle (there
are a few spawns in EG as well). Turak Bugbears (level 31, passive) dwell in the same
area west of the Giran Castle. Silenos (level 30, passive) and Glass Jaguar (level 27,
passive) can be found south and south-east of Floran. Horror Mist Rippers (level 27,
aggressive) haunt outer circles of the Cruma Swamp. Whispering Winds (level 30,
passive) dwell at the Windy Hill (north of OB). Tyrants (level 35, passive) and Ant Soldiers
(level 35, aggressive) are in the Wastelands, around the Ant Nest.
Once you have collected the ingredients, return to Alchemist Matild to receive an
orb (from now on you will not have to come for the Keeper Trees anymore in case you
decide to repeat the quest) and the Wishing Potion. If you found collecting the ingredients
rather easy, continue to do the quest to earn some more.
Then take your time to sell the potions for 200-400k each or whatever they sell for
on your server. Evaluate your earnings and time spent doing the quest, and judge if it was
worth a try. Basically, that’s all.
However, if you are too curious what you could get out of the potion, then you can
test your luck: come to Alchemist Matild, speak to her and make a wish. According to
various sources, this is what you can expect:
- Wish for wealth: a chance to get 1-10 milllion adena, or just 10k adena, or 3
Grimas (around level 45-50) will spawn, and if you manage to kill them, they can drop a
few gold bars that are worth 5k each.
- Wish to be King: you can get Certificate of Royalty worth 500 adena, or Ancient
Crown worth 5 adena, or Alexandro Sanches himself, who might summon Abyss King
Bonaparieus, who in his turn might summon Overlord Ramsebalius, which (well, do you
really believe this balderdash?) might summon a Great Demon Knight (you don’t want to
know his level... let’s say he is just unthinkably strong) that can drop parts of the Demon
set (Gloves/Boots/Stockings/Tunic), yes the very set that Spellhowlers like to wear.
- Wish to be loving: you can get 3 Succubus of Seduction that can drop a Scroll of
Forbidden Love (unfortunately, you cannot try it out yourself, so you will have to sell the
scroll for just 500k to Torai who can be found by the road in Death Pass) or Fairy Rupina
that gives one Scroll of Escape or Necklace of Grace (B grade).

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- Wish for wisdom: you can get Spellbook: Ice Bolt, or Spellbook: Battle Heal, or
Amulet: Heart of Paagrio, or Wisdom chest, that gives advice (sounds great... just great).
So, speaking realistically, you should just sell the potions, since the chances to get
a few millions adena or a B grade necklace do not seem to be considerable enough.
There is, however, a good reason to do the quest repeatedly, wishing for wisdom only. It
is an Overlord’s Amulet: Heart of Paagrio that makes it unique, because this particular
Amulet can only be obtained through this quest, and nowhere else. So, if you are really
lucky, you can use a dozen of potions and get the Amulet eventually, then you can try and
sell it by auction and make millions out of it. But if your “luckometer” is low, you can do it a
hundred times and never get the Amulet.

Arrow Of Vengeance
Quest type: repeatable; required level: 32; start location: Giran Castle Town; start
NPC: Guard Belton; reward: adena (variable).
Talk to Guard Belton at north gate of Giran (where the road to Death Pass begins).
He will ask you to bring him Harpy Feather, Medusa Venom, and Wyrm’s Tooth. These
monsters can be found between the Giran Castle and Giran Castle Town; hunt them and
bring the trophies to Belton. He will pay around 100 adena per item.
You can continue to do this quest indefinitely and return with any number of items
at any time. At least, make sure to activate it at the moment when you begin doing your
second profession quests.

Method To Raise The Dead


Quest type: repeatable; required level: 35; start location: Heine; start NPC:
Locksmith Dorothy; reward: adena (variable).
This quest is another version of our good old Grim Collector’s quest (enjoy).
In Heine talk to Locksmith Dorothy (you can find her in the south-east corner of the
town, down there by the sea). She will send you to the Field of Whispers to hunt the
Crokian (level 36) and Crokian Warriors (level 38). You will randomly get such items as
Victim's Arm Bone, Victim's Rib Bone, Victim's Skull, Victim's Spine, Victim's Thigh Bone,
and Useless Bone Pieces as well. Keep collecting until you have the full set, then return to
Dorothy. She will send you to Dark Elf Xenovia (in Dark Elven Guild, east end of Heine).
Talk to Xenovia, buy the Powder to Summon Dead Souls for 1k. Talk to Soul
Urn/Medium Jar standing next to Xenovia. Come back to Dorothy for the rewards. You
receive Bills of Iason Heine and a few thousands adena (the more bone pieces you turn
in, the higher the reward). Then Come to Head Blacksmith Roman (in the blacksmith shop
in the north west corner of the town) to trade Bills of Iason Heine for adena or materials.

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Conquest Of Alligator Island


Quest type: repeatable; required level: 38; start location: Heine; start NPC:
Warehouse Freightman Kluck; reward: adena (variable).
Though the minimal required level is 38, it is better to postpone this particular
quest until you become a Spellhowler and get a better set of skills, because the monsters
on Alligator Island are very strong (level 40-45 with double HP, aggressive/social). Also, it
is good to do it at the same time with the Alligator Hunter quest which you can take upon
reaching level 40.
Speak with Warehouse Freightman Kluck (the warehouse is in the centre of
Heine), he will ask you to kill the following monsters on Alligator Island: Crokian Lad (level
41), Crokian Lad Warrior (level 43), Dailaon Lad (level 42), Farhite Lad (level 44), Nos Lad
(level 45), Swamp Tribe (level 45).
Travel to Alligator Island, which is located north of Heine and hunt the monsters.
You will get Alligator Teeth and an occational torn map piece, every 10 of these pieces
can be put used by Kluck to form full treasure maps., which you can use later in the
Searching for Treasure Quest.
You can return to Kluck at any moment and receive your reward (around 300
adena per tooth). Don’t forget to ask him to put together every 10 torn map fragments you
have into one full pirates’ treasure map which you can use later in the Searching for
Treasure Quest.

I Want To Raise A New Pet!


Quest type: repeatable; required level: 39; start location: Heine; start NPC: Pet
Manager Rood; reward: adena (variable).
Talk with Pet Manager Rood (in the centre of Heine). He will ask you to bring him
eggs of the monster called Lienrik (so he can hatch them and raise pet Lienriks), and offer
you an extra reward for female egg.
Go to the fields north west of Heine and hunt the Lienrik (level 39) and Lienrik Lad
(level 40). Collect a few eggs then return to Rood to get your reward (7-8k adena or so).
Important note: this quest pays at a highly regressive rate, you receive 6016 adena
for 1 egg, 7k for 2 eggs, around 8k for 3-4 eggs, and so on. So, here is the trick: teleport
to the Field of Silence for 2400 adena (or just run into the fields north-west of the town),
kill Lienriks until you get an egg, use SoE, talk to Rood and receive 6k. This way you can
make 3k of net profit (considering the travel expenses) in less than 2 minutes. If you do it
quickly enough, you can earn more money per hour than any other level 30+ quest would
provide.

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6.3. Second Profession Change Quest


The second job transfer is done in three parts. They are separate quests, and you
can reconsider your choice and pick a different profession until completion of the third
trial. Usually you do the first one at level 35, the second at level 37, and the last at level
39. And then when you advance to level 40 you can finally change profession and learn
new skills. However, it is recommended to wait until you are level 39 and then do all three
of your quests at the same time, because many of the areas related to the quests overlap,
and sometimes you will have to kill the same monsters over again. That is, if you follow
this advice, it will save you a lot of time.

6.3.1. Trial Of The Scholar


To start the quest, you must be level 35 or higher.
Talk to Magister Mirien in the church north-west of Dion. She asks you to meet the
highest mages who will gave you certain commissions.
The first person to meet is High Priest Sylvain who can be found right there in the
church. On the next step, you get to visit the magic shop in the southern part of Dion and
talk to Maria. She will send you to Captain Lucas (he is at the south gate of Dion).
After you talk to Captain Lucas, return to Maria. She will ask you to speak with
Astrologer Creta in Floran Village. Now, get ready for some shuttle service.
Find Astrologer Creta in the centre of Floran (by the warehouse). Talk to her and
get back to Maria. Get her handbag and take it to Creta. Creta will draw a picture and ask
you to give it to Maria. Deliver it to Maria, she will ask you to show it to Captain Lucas.
Captain Lucas instructs you to hunt Leto Lizardman Warriors (level 38 with double
HP, passive/social) in the Plains of the Lizardmen. At last, you are done with errands and
can do some killing.
You can quickly get to them by teleporting from Giran to Hardins Private Academy
(5300 adena) then running north-west towards the river’s head. Enter the Oren Territory
and move north by the mountains, eventually you will encounter the Leto Lizardmen. Stay
away from the Plain groups lead by aggressive Lords of Plain: they have two ranged units
(a Shaman and a Scout) in each group, also avoid Leto Lizardman Soldiers (they are
aggressive, and if you fight back, you will take the risk of getting aggroed by multiple
monsters). Kill the Warriors until you collect 5 Brown Scoll Scraps. Return to Maria (to get
back to Dion quickly, you can run to the south until you cross the river and enter the Giran
Territory, use SoE, then run to the west from Giran and use SoE as soon as you see the
gateway to Execution Grounds.

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Talk to Maria, she will give you a Crystal of Purity. Speak with High Priest Sylvain
again, then report back to Mirien.
Mirien sends you to Giran to meet Magister Jurek. To find him, you will have to get
to the shrine located on a small island south-east of Giran (outside the town walls). If you
come to the temple in the eastern part of the city, you can find a passage that leads
outside. Speak with Jurek, he will ask you to hunt Monster Eye Destroyers, Breka Orc
Shamans, and Shackles.
Monster Eye Destroyers (level 26, aggressive) can be found in the Wastelands.
Breka Orc Shamans (level 34, passive) reside in the mountains north/north-east of Giran.
Shackles (level 45, aggressive) can be found in two locations: at the entance to Dragon
Valley and in the crater of Ivory Tower. Monster Eye Destroyers will nuke you... Breka Orc
Shamans will try to freeze you to death. Killing Shackles is probably the hardest challenge
that you will face during your second profession quests (all three of them) of the entire
will drain and. Their physical attack is very strong, and their life drain is powerful, too. To
defeat them, you will have to use the “nuke – sleep – nuke” tactics, and don’t forget to
charge blessed SpS every time. Fortunately, you only need to get 2 quest items from
them, while you will have to kill Monster Eye Destroyers and Breka Orc Shamans until you
collect 5 items in each case.
Return to Jurek and give him the trophies. He will send you back to Magister
Mirien.
Mirien asks you to go to Hunters Village to meet Wiseman Cronos. (If you don’t
want to travel there by foot, use the gatekeeper in Giran.) Wiseman Cronos can be found
in the central part of the village by the eastern bridge.
Talk to the Wiseman who will examine you, and prove you are worthy of the
Sage’s Mark. Then Cronos will send you to Magister Dieter.
Magister Dieter is located in Giran in the same shrine (Wizards’ Guild) as Jurek.
Then you will have to visit Astrologer Creta once again. After you talk to her, return
to Dieter. He will send you back to Hunters Village, this time you have to find Trader Edroc
(in the shop on the west end of the village).
Edrok asks you to deliver a letter to Warehouse Keeper Raut in Gludin.
Travel across the continent and find Raut. He will ask you to talk to Drunkard Triff
that hangs by the Gludin Harbor (just walk to the moorage, and you will see him).
Triff sends you back to the Giran area to hunt Grandis. (If you don’t want to spend
too much money for teleports, use the gatekeeper to get to the Southern Wasteland
Entrance for just 2400 adena, then run by the seacoast to the east until you reach Giran
Harbor, then use SoE and you are in Giran. Grandis (level 40, aggressive) can be found
north-west of Hardins Academy (if you choose to teleport there); there are also a few

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spawns by the sides of the road that leads from Giran to Death Pass (you can’t miss them
if you walk down that road to the north from Giran). Kill the Grandis until you get the quest
item (a book).
Return to Giran and talk to Warehouse Keeper Valkon (in the central warehouse).
He requests a Crystal of Purity, so, you will need to pay Maria another visit to obtain it.
Fetch the crystal to Valkon then come back to Dion to have a talk with Blacksmith Poitan
(in the smithy by the north gate of the town).
Poitan will send you to find Wiseman Casian somewhere in the Wasteland. Now
the mini-quest begins, the search for Casian, and the problem is that the Wasteland is too
vast. To make it easier, you should head for the centre of the desert where the Ant Nest is
situated; the Wiseman is lounging about somewhere near the south part of the Nest.
Spotting him from afar can be difficult, but if you sight a couple of starved NPC’s called
Skeletal Mercenaries (they are quest monsters actually), it means Casian is somewhere
nearby, hiding amongst the pillars and other overhead structures of the Ants Nest.
After you find the senile anchorite, talk to him to receive a list of monsters to hunt:
Ghouls, Medusas, Fettered Souls, Enchanted Gargoyles. Check the number of quest
items (skins, nails, etc.) you will need to obtain from each monster.
Return to Dion, then walk towards Giran through EG, killing the Ghouls in the
meantime, until you collect 10 items. Move to Giran, walk towards the Giran Castle and
look for Medusas (north of the road), hunt them until you collect 12 items. Head for Death
Pass, hunt Fettered Souls that can be found by the sides of the road (keep in mind their
double HP) until you collect 5 items. Run further to the north until you enter the Oren
territory, use SoE to get to the Town of Oren quickly, and then teleport to Ivory Tower for
4100 adena (or just walk there by foot). Jump down to the crater and run around the tower
until you see Enchanted Gargoyles (level 44, passive), just watch out for aggressive
Enchanted Monstereyes, Shackles, and boss monster groups (the Gonhirim Golems and
Timak Orc Gosmos) as well. Kill the Gargoyles until you collect 5 items.
Once you have collected all of the ingredients, return to Wiseman Casian. He will
send you to Magister Dieter. Another trip to Hunters Village awaits you... speak to
Wiseman Cronos, present to him the evidence of your wizard’s prowess, then get back to
Dion.
Speak with Magister Mirien to receive the rightfully earned Mark of Scholar and a
good amount of Exp and SP as an extra reward (45k Exp and 5500 SP, or something like
that).

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6.3.2. Testimony Of Fate


To start the quest, you must be level 37 or higher.
Talk to Magister Kaira in the Dark Elven Guild in Giran (near the west gate). She
sends you to Brother Metheus. To find him, go out of the east gate and walk along the
outer wall to the south, around the corner. Metheus is located at the south-east corner of
the outer wall amongst the columns. He will send you to Execution Grounds to kill a
Hangman Tree (whatever he calls it, Hangman Ripper or anything else, don’t be
misguided).
Run to EG, kill one Hangman Tree (level 35, aggressive/social, remember it can
root you to place), return to Metheus.
Now you have to go to Dion to meet Master Ixia (Dark Elven Guild, south end of
Dion) who will tell you to obtain certain rather exotic ingredients, such as Tyrant’s Blood,
Nightshade Root, Marsh Spider Fluids, Medusa’s Ichor, and smelly Dead Seeker’s Dung,
to make vile poison requested by Brother Metheus to avenge his murdered relatives.
Travel to the center of the Wasteland, find Tyrants (level 35, passive) and hunt
them until you collect 10 items. Use SoE to teleport to Gludio, and then get to the Cruma
Swamp. Kill Marsh Spiders (level 34, aggressive/social) until you collect 10 Fluids, and
any kind of Marsh Stakato (level 29-35, social) until you get 10 Nightshade Roots (make
sure you carry a few Greater Antidotes in case the spiders poison you). Move to EG and
kill Dead Seekers (level 34, passive/asocial) until you collect 10 Dead Seekers Dung
(don’t you love it?). To add more flavor to your collection, keep walking to the east, pass
Giran, find Medusas in the area between Giran and Giran Castle (just north of the road)
and hunt them until you have 10 portions of delicious Medusa Ichor (watch out, that area
is packed with aggressive monsters like Harpys, Wyrms, and Turek Bugbear Warriors).
Come back to Giran and hand your tasty trophies to Ixia. Get the poison and deliver it to
Metheus, he will surely appreciate it.
Return to Kaira. She will summon Adler’s Spirit. Talk to the Spirit, then come to the
familiar shrine (Mages Guildhouse) south east of Giran to meet Magister Roa.
Speak with Roa, now your task is to go to Gludin and talk to Warehouse Keeper
Norman. Norman will give you a book you have to return to Kaira.
To continue your quest, you must be level 38 or higher.
Kaira will ask you to go to your home village (DEV) and talk to Tetrarch Thifiell.
Thifiell sends you to the Altar of Rites to Arkenia. Pay 1100 adena to the
gatekeeper, get teleported and run across the Dark Elven Forest to get to the Altar.
Arkenia instructs you to find a Bloody Pixy and a Blight Treant. Walk around, pick
any of the nearby Bloody Pixies and speak to her, then find any Blight Treant and have a
talk too.

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The Blight Treant will ask you to kill a wicked tree called Black Willow Lurker
(lurking somewhere in the Swampland). Run to the Swamp, find Black Willow Lurker (it
looks as scary as Hangman Trees, and it’s level 39), kill it, then talk to any Blight Treant
again.
To satisfy the Bloody Pixy’s request, you will have to hunt Breka Orc Overlords
(level 35, aggressive) in the mountains north of Giran, Grandis (level 40, aggressive) north
of Dragon valley (or in Death Pass), Leto Lizardman Overlords (level 40 with double HP,
aggressive) in the Plains of the Lizardmen, and Karul Bugbears (level 40, passive/asocial,
note that they can stun you) south of Hunters Village. Kill each kind until you collect the
required number of quest items, then return to Dark Elven lands.
Talk with any Bloody Pixy then come to the Altar of Rites once again and speak to
Arkenia. She will send you to Tetrarch Thifiell.
Speak with Thifiell and be rewarded with the Mark of Fate.

6.3.3. Test Of Magus


You must be level 39 at least, to be allowed to start your last and final trial.
Come to the church north west of Dion and talk to Bard Rukal. He will give you a
letter and ask you to deliver it to Parina.
Go to Gludin and look for Parina in the temple in the north-east part of the town.
Guess what, she sends you to the Wasteland to find Wiseman Casian (like you can’t get
enough of him).
So, go meet the godforsaken hermit (south-west of the south Ant Nest entrance),
to find out that he wants you to please him with a bunch of flowers. That is, hunt certain
Singing Flowers for their seeds, and take the trophies to him.
Take into account the Singing Flowers are level 44, and their spells are dangerous
(what else one would expect).
Return to Gludin and pay 1k adena to the gatekeeper to guickly get to Fellmere
Lake. Swim across the lake to the largest island and look for Singing Flower Phantasms.
Kill one to get its seed, then head for Giran.
Find Singing Flower Darklings south of Giran (follow the path to the south and turn
west right before you get to the bridge; the flowers are north of the small pond you will run
into). Kill one, return to Giran. Your next destination is Dion, then Ivory Tower.
Run north-west of Ivory Tower towards the river (if you did the Wishing Potion
quest, you should remember where the hut of Alchemist Matild is). Cross the river and
follow north along the shore until you see a waterfall. Look around for Singing Flower
Nightmares, kill one, return to Oren.

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Now you need to bring the seeds to Wiseman Casian, just to find out he would like
you to hand them to Bard Rukal. Since the cranky hermit is obviously not kidding you,
take the seeds to Dion and talk to Rukal. He will instruct you to research the nature of the
Four Elements. In order to succeed, you will have to find the four Elemental Spirits that
can lecture you properly.
During the quest for the four Spirits, you will have to visit the following locations:
Ruins of Despair, Ruins of Agony, Fellmere Lake, and north-west border of the
Wasteland. So, run south-west towards RoD, enter the inner part of the Ruins (inside the
walls) and look for an ugly pink lizard called Fire Salamander (hopefully the aggressive
Ruin Imp Elders and Zombie Warriors will not annoy you too much during your walk
among the ruins). Talk to the Salamander that will ask you to obtain 5 Flame Crystals from
the quest monsters called Ghost Fire.
Now, head north-west, get to RoA, and look for an orange basilisk-looking monster
called Earth Snake. The easiest way to find him is to move around the ruins outside the
west wall; you will see the Earth Snake down there under the hill at the north-west end of
RoA. The clumsy creature will ask you to hunt Enchanted Monstereyes, Enchanted Stone
Golems, and Enchanted Iron Golems to get 10 items from each kind.
Now you can leave the ruins and walk to the west until you reach Fellmere Lake
and look for the Water Undine west of the place where you hunted Singing Flower
Phantasms. She will ask you to hunt Toad Lords and Marsh Stakatos.
Use SoE to get to Gludin, go out of the east gate and walk down the road until you
get to the fork; choose the path that leads south and run towards the Wasteland. At the
north-west entrance to Wastelands, where the grass turns to sand, look for the Wind
Sylph. She will ask you to hunt Harpys for their feathers, Wyrms for their bones, and
Windsus for their manes.
So, the big hunt begins.
Get to Gludio and head to the Cruma Tower. Kill Toad Lords (level 32, passive)
and Marsh Stakato in the swamps around the Tower until you collect 20 drops in total.
Use SoE to get to Dion; your next destination is Giran.
Move east/north-east of Giran until you run into Harpys (level 32, aggressive).
Once you have collected the required number of Harpy Feathers, move to Death Pass
and hunt Wyrms until you get 10 Wyrm Bones, then walk north and look for Windsus
(level 39, passive/social). Kill them until you have 10 Windsus Manes, then run to the
north, cross the river which is the border of the Oren Territory, and use SoE to get to
Oren. (Alternatively, you can hunt Wyms just east of the place where you killed Harpys,
i.e. closer to the Giran Castle, then use SoE to return to Giran, pay 5300 adena to the

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gatekeeper and get to the Hardins Academy; walk north towards the Oren boundaries,
killing the Windsus in the meantime.)
This was of that, you can either run north of Oren, or just use the gatekeeper to get
to Ivory Tower. Descend to the crater of IT, you will find the remaining 4 kinds of monsters
down there. Walk around the tower killing what you are supposed to, i.e. Enchanted
Monstereyes (level 41, aggressive/social), Ghost Fire, Enchanted Stone Golems and
Enchanted Iron Golems (level 42-43, passive), until you get the required number of items
for each set. (Just be cautious, because these monsters can nuke you back, and avoid
unnecessary dangerous encounters.) Use SoE to return to Oren, then make your way
back to the western part of the continent.
It goes without saying that you have now to follow the same route once again,
visiting the Four Elemental Spirits to hand them the trophies and receive their approval.
When it’s done, return to Dion and talk to Rukal to earn the Mark of Magus.
Since this point, you are qualified as a potential Spellhowler. Way to go!

6.4. Spellhowler‘s Path


To become a Spellhowler, you must be level 40, and have all the three Second
Class Transfer quests successfully completed. You can talk to a Grandmaster of the Dark
Elven Guild in any town to irreversibly change profession to Spellhowler. Now make sure
you have the required spellbooks, and go learn the new skills. Later on, your only concern
will be earning Exp and adena, along with discovering the PvP side of the game (clan
wars, sieges, etc.) Gaining levels appears quite easy when you are geared properly, and
have such a variety of skills available. However, raising the money to upgrade your gear
will be even harder than before, considering the prices for high grade equipment and the
lack of lucrative quests. Some methods of increasing your earnings will be discussed in
the next chapter.
The choice of hunting grounds is narrowing, too. Of course, you can pick a proper
dungeon (like the Tower of Insolence) and hunt there in groups, if you find it suitable. For
a solo-type player, there still are quite a few alternatives, but some of them are more
preferable (hence popular) than others.

6.4.1. Locations And Monsters


Once you become a Spellhowler, you have a plenty of choices: where to level,
which quests to accept, and how to hunt for resources required to improve your gear.
Below you can find a brief overview of high level hunting grounds. Just bear in mind a few
basic things:

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- don’t follow the trend, don’t go into dungeons, unless you can find a perfect
(nuker-oriented) party;
- there are places where an AoE-specialized group can work wonders, you’ll just
need to form such a group;
- as an excellent soloer, you can hunt pretty much anywhere, but, in general, you
should stick to the places where you can do as many money-making quests as possible at
the same time.
This chapter presents a detailed quest guide that is meant to help you meant the
right choice. Pick the most lucrative quests, look for the places where the target monsters
are located, and build your own leveling strategy. Just to stress it once again, it is adena
that’s one’s top priority, while Exp simply comes by itself.

Innadril Region (level 35-55)


So, let us continue from the point we stopped at in one of the previous chapters:
Heine and nearby islands.
Such places as Devil’s Isle and Garden of Eva require traveling underwater to get
there, and are meant for party hunts. So is Alligator Island, populated with huge,
aggressive level 40-45 monsters with double HP: Crokian/Dailaon/Farhite/Nos Lads (level
41-45), Crokian Lad Warriors, Swamp Warriors, Swamp Tribe (level 43-45). Compared to
them, the Alligators themselves (level 40) are not much of a trouble; there are also greater
Swamp Alligators though (level 44).
In the Garden of Eva you can find some rather exotic monsters, including Light
Worms (level 41), Blade Stakato series (level 41-44), Water Giants (level 45), Theeders
(level 48-49), Garden Guards (level 48-50), Doll Masters (level 50), etc.
The Devil Isle is haunted by Zaken’s underlings (level 40-50), Pirate Zombies
(level 44-52), sharks, bats, ogres, and other beasts (level 42-50+), Sairon series (level 53-
54), etc. And yes, those little dolls are quite bloody-minded. So, if you are looking for a
more friendly playmates than these, consider going somewhere else.

Giran Region (level 35-65)


If you like having Giran, the business capital of the Aden continent, as your base,
and prefer hunting as close to town as possible, then Dragon Valley (DV) is your only
choice. You can hunt solo in this valley until your early 60’s, and then level until 75 in the
Lair of Antharas (in a group), using the gatekeeper to get there from Giran (for 6400
adena) and SoE to teleport back to the town.
If you walk into DV from Death Pass, you will have to fight your way to the valley
from the beginning, because a few Shackles (level 45, aggressive/asocial) are camping
the very entrance to DV. In the west part of DV you can find numerous skeletal troops:

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Cave Servant series (level 46-49), Dragon Bearer groups (level 47-49), Headless Knights
(level 50), Royal Cave Servants (level 51). Skeletons are social to each other, most of
them are aggressive. Actually, this part of DV is not very friendly to a rookie Spellhowler:
chances to get attacked by multiple monsters are too high, there are too many ranged
units around (undead archers and nukers), and some skeletons are capable of Stun
attacks. Moreover, this place for some reason produces a lot of pressure on one’s CPU,
so, you may experience some lag or slowdown in your system’s performance while
traveling through DV. At the same time, DV is quite good a place for a duo consisted of a
Spellhowler and a Shillien Elder: Shillien Elders can give you Empower, recharge MP, and
assist your attacks with their own Disrupt Undead nuke.
In the east part of DV there are much tougher monsters: Hunter and Dustwind
Gargoyles (level 52-53), Thunder Wyrms (level 54) and Drakes (level 57), Malruk Succubi
(level 55-56), Cave Keepers (level 58), Cave Maidens (level 59), and Bloody Queens
(level 60). Gargoyles, succubi, and Cave Keepers are passive, the rest are aggressive.

Lair Of Antharas (level 60-75)


If you are fond of hunting in big groups, then the Lair of Antharas (also known as
DVC – Dragon Valley Cave) is one of a few places (along with ToI) where you can hunt
until the level cap not going anywhere else. Otherwise, don’t go there without an absolute
necessity. The monsters with 4xHP are not the best targets for a Spellhowler.
What you can find in this cave: Bloody Ladies (level 60), Cave Beasts (level 61),
Death Waves (level 62), Malruk Soldiers/Knights/Berserkers (level 63-68), Plando (level
64), Cave Howlers (level 65), Pytan Knights (level 68), Pytans (level 69), Limal Karinness
(level 69), Kariks (level 70), and Bloody series (from Snipers to Lords: level 71-75).

Hunters Village (level 40-60)


An area south of HV is a wonderful place both for hunting and relaxation, due to its
amazing scenery and peaceful nature of endemic creatures. First of all, you should
concentrate on hunting Karul Bugbears (level 40, passive/asocial), because they drop the
highly demanded Brigandine Helmet Designs (if you have a level 28+ Artisan alt, you can
quickly make millions just by crafting these helmets from the materials farmed at HV).
Numerous Tamlin Orcs (level 41) and Tamlin Orc Archers (level 42) spawn nearby, they
are passive too, yet social. If you go further from the village, you will finally encounter
some aggressive monsters, namely, Kronbe Spiders (level 43) and Weird Drakes (level
45), as well as passive Lakins (level 44). Don’t miss Lakins if you are working on your
Coin quest: the Blood Medusa coins are always in short supply, so, you can make a
fortune by hunting for them specifically.

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In the Forest of Mirrors east of HV you can find the Harit Lizardmen (level 50-55,
their Archers and Matriarchs are aggressive) and Taik Orc series (level 40-44; Archers
and Captains are aggressive), Carinkains (level 45, aggressive), Forest of Mirror Ghosts
(level 46-48, aggressive), Mirrors (level 49, aggressive), etc. This forest is one of the most
desolated places: most players avoid it because of Mirrors (that can cancel any buffs) and
other aggressive/social monsters (Harit Lizardman Matriarchs have triple HP, by the way).
North of HV there lies the beautiful Enchanted Valley, the place where you could
walk for hours just enjoying the landscapes... if it was not so dangerous. This valley is
inhabited by dungeon-type (with double/triple HP) elementals that are social to each other
(some of them are also resistant to magic), such as Fline (level 45, passive), Liele (level
46, passive), Valley Treant (level 47, passive), Satyr (level 48, aggressive), Unicorn (level
49, passive), Fline Elder (level 51, passive), Liele Elder (level 52, aggressive), Valley
Treant Elder (level 53, passive), Satyr Elder (level 54, aggressive), Unicorn Elder (level
55, passive). Along with the crater of the Ivory Tower, this valley is known as a place
where you can loot various spellbooks.

Oren Region (level 35-60)


Plains of the Lizardmen should be your favorite hunting ground in your late 30’s
and early 40’s, due to the good drops (Brigandine/Manticore/Elven Mithril crafting parts,
and sometimes full items) that you can get from Leto Lizardman Soldiers (level 37,
aggressive). Leto Lizardman Overlords (level 40, aggressive, double HP) sometimes drop
ever-so-popular Brigandine Helmet designs. Leto Lizardmen (level 35), Leto Lizardman
Archers (level 36), Leto Lizardman Warriors (level 38, double HP), Leto Lizardman
Shamans (level 39) are passive, but all the Lizardmen are social, so, be careful, and
watch your back always. There are also some Bloody Axe Elite monsters (level 35,
aggressive) that you should just skip, and the Plain groups
(Lords/Scouts/Shamans/Warriors of Plain, level 36-40) that you should avoid: they are
aggressive, and social to the Lizardmen (since they are obviously akin).
Timak Outpost is another good spot, especially for the Coin Collector’s quest. All
you have to do is select single targets, killing the regular Timac Orcs (Archers, Soldiers,
Shamans, Overlords) and staying away from Timak Orc troops, be it groups or just
Leaders alone (after being attacked, a single Timac Orc Troop Leader momentarily
summons his underlings). All the Timak Orcs fit in the level interval between 40 and 45;
naturally, they are social; Soldiers and Overlords are aggressive. You can find them
anywhere west of the road that leads from Death Pass to Oren Castle, just north of the
Catacomb of the Apostate.

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Sea of Spores is without doubt one of the least popular hunting spots. You should
not expect anything special (loot or quest-wise) from its dwellers, and the very
environment down there is rather depressing (that everlasting mist, and pale dispersed
light, and the smell of danger in the air when Orfen shows up...). The monsters there
(namely, Giant Fungi, Giant Monstereyes, Dire Wyrms, Rotting Trees, Rotting Golems,
Trisalim Spiders/Tarantulas, and Spore Zombies) are level 40-47, Wyrms and Tarantulas
are aggressive. The only good thing about the Sea of Spores is that Giant Monstereyes
are weak to Wind nukes. And, if you stay there for two long, chances are you will get in
Orfen’s way... so, don’t forget to carry a Blessed Scoll of Escape, just in case.
The forest area east of Oren (by the mountain ridge that divides Oren Territories
from Enchanted Valley) is meant for AoE parties. There are multiple groups of monsters
with 1/2 HP: the Cadeine/Connabi/Sanhidro groups (level 50-54), the Pobby groups (level
53-57), and the Bartal/Innersen/Luminun groups (level 56-60).

The Ivory Tower Area (level 40-60)


The crater of IT is absolutely the best hunting spot for any level 40-45 Spellhowler,
due to high profitability of the special (mystics-only) quest called In the Shadow of the
Ivory Tower, and general abundance of item drops in that area. Most monsters in the
crater drop a number of popular spellbooks, and Manashen Gargoyles (level 40, passive)
particularly drop the same crafting materials as Leto Lizardman Soldiers. Enchanted
Monstereyes (level 41, aggressive) are weak to Wind attacks, which makes them your
preferable targets. Consider killing Shackles as well, if you are doing the Coin quest.
There are also Enchanted Gargoyles (level 44, passive) and Golems (level 42-43) which
you can just ignore. You must stay away from the Gonhirim golem group, strongly magic
resistant and aggressive.
The area around the crater is densely populated with Formors and Formor Elders
(level 45-46, passive), and Tarlk Bugbear series (level 47-49). You should consider
hunting them for coins (see the Coin of Magic quest).
The area north of IT (between Bandit Stronghold and Border Outpost) is another
excellent hunting spot. Tarlk Basilisks and their Elders (level 50-51) spawn literally one
upon the other, so, you can just stand there shooting everything around for hours, not
moving anywhere as the monsters will just keep spawning around. Most important, the
basilisks, same as Hunter Gargoyles (level 52, passive) are totally asocial, therefore, that
place looks like an optimal choice to try your newly acquired Curse Death Link spell (Elder
Tarlk Basilisks are aggressive though).
The northernmost sector is occupied with the Oel Mahum species. Oel Mahums
(level 53, aggressive), Oel Mahum Warriors (level 54, passive), and Oel Mahum Witch

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Doctors (level 55, passive, double HP) are social, so, you will have to deal with them
cautiously. Again, that place is good to continue collecting the coins. There also are
mysterious monsters called Ol Mahum Transcenders (initially level 50, passive): they look
like regular Ol Mahums that you used to hunt at the Abandoned Camp, but, once being
attacked, they can change their form a couple of times, growing bigger and stronger, and
fully restoring their HP with every transformation (they will morph into an Oel Mahum-
looking creature in the end). Fighting them can be really challenging, another question is,
why would you need to disturb them at all.

Tower Of Insolence (level 60-75)


ToI is the place where one can stay for months, gaining Exp until level 75. Of
course, it is designed exclusively for parties, because a single player cannot do much
against hordes of level 70+ monsters with heightened HP and advanced offensive skills.
As a soloer, you can stay away from this Tower as long as you want. However,
there are certain rather important end-game quests that will require going to ToI, so,
consider getting a glimpse of that place when possible.
You will find various level 60-75+ monsters in ToI: undead, demonic, angelic, etc.
(don’t forget to use your Dark spells against those insolent Angels). Besides the monsters,
watch out for hostile players: being a popular high level playground, ToI is known as a
place where spontaneous PvP conflicts flare up quite often. Learn early what kinds of
griefing tactics you can encounter, e.g., beware of “trains” of monsters formed by some
malefactor in order to direct them at the unsuspecting players.

Aden Region (level 45-75)


The wilderness around the Town of Aden is not too abundant with monsters. There
are some groups of Vanor Silenos (level 45-50; Scouts are aggressive) west of the town,
Farcrans (level 53, passive), Deprives (level 50, aggressive), Hatar Ratman
Thieves/Bosses (level 47-48, passive) and Hatar Hanishees (level 49, passive) north-east
of Aden. Beware of Deprive’s ability to drain MP. The Hatar monsters are social to each
other; the Hatar Hanishee can root.
The Cemetery is an excellent place to level a Spellhowler: monsters are numerous
and evenly spread, the landscape is flat, and you can see early where danger is coming
from. Don't miss the chance to earn some adena, take the quest related to Taik Orc
suppliers (level 51-55), just be aware of their Stun attacks. Grave Guards (level 54,
aggressive), unlike other gargoyle-type monsters, possess Flame Strike instead of a Stun
attack, which, in practice, makes them a softer target. As proper for a cemetery, there are
hordes of undead monsters around: Soldiers of Grief (level 51, passive), Cruel

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Punishment (level 52, passive), Roving Souls (level 53), Souls of Ruins (level 54,
aggressive), Punishment of Undead (level 53, passive); they are social to each other.
Just outside the Cemetery (west and south of it) you can find somewhat weaker
yet less interesting monsters: Grave Wanderers (level 45, passive) and Archers of Greed
(level 46, aggressive). The former are zombie-like, i.e. magic resistant, and the latter are
aggressive archers with Stun Shot, enough said. So, if you decide to stay there for a
while, you should limit yourself to killing Hatar Ratmen only.
South and north of the main cemetery there are smaller graveyards haunted by
Spiteful Ghosts of Ruins (level 50, aggressive, zombie-type), Soldiers of Grief, and Tairim
(level 50, passive/social).
East of the Cemetery, right at the eastern border, there is a magnificent structure
called Forbidden Gateway (FG). Since you cannot pass through it, your only option is to
hunt the monsters that can be found on this side of FG: Bloody Queens (level 60),
Crimson Drakes (level 61), Trives (level 63), Falibatis (level 64), Doom Knights (level 65).
Avoid the Kadios (level 62), they can put Silence on you. Pretty much everything (except
for Trives) is aggressive there. Bloody Queens cast strong poison attack, and they are
immune to Dark magic. Doom Knights are especially dangerous: they rush at you most
fiercely and use the Stun attack as an opener.
If you go south of the Cemetery, you will get to Forsaken Plains. Make sure to
have earned the Royal Coin Collector’s Membership before that moment, and later on,
don’t miss the Stolen Dignity quest; then you will be able to make amazingly good money
by hunting at the Forsaken Plains. There are Marsh Drakes (level 55, aggressive), Marsh
Stalkers (level 54, passive/asocial), Fallen Orc series (level 55-60, social, Captains are
aggressive, Shamans are capable of shape-shifting), Ancient Gargoyles (level 56,
aggressive), Sharp Talon Tigers (level 59, aggressive, with Stun).
If you keep moving south-east towards the Giants Cave, you will eventually enter
the Silent Valley, inhabited by ghastly antediluvian tribes. That place is meant exclusively
for AoE groups consisted of level 70-75 players, because the monsters’ level there varies
from 70 to 79 (they have 1/2 HP though), and they spawn in groups. To tell you the secret,
you actually have no business there until level 75, that’s it.

The Giants Cave (level 55-70)


This is another high level dungeon meant for group hunts only. There are such
monsters as Halingka (level 55), Yintzu (level 56), Paliote (level 57), Hamrut (level 58),
Kranrot (level 59), Gamlin (level 60), Leogul (level 61), Barif (level 64) with its Pets (level
61), and Lesser Giants (level 62-65). If you insist on hunting inside the cave, go take the
appropriate quest (Exploration of GC) and look for a proper group. At least, you can try

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your AoE spells on Barif groups. Theoretically, one can level in GC until 70 or so, but you
can do better somewhere else.

The Aden Castle Area (level 55-75)


The woody climes north of ToI are called Ancient Battlegrounds. It is just another
place where you should not go alone (if at all), no matter what level you are. It is haunted
by bloodthirsty group monsters such as Hungry Corpses (level 60), Past Knights (level
64), Blody Ghosts/Knights/Lords/Priests (level 65-68), Nihil Invaders (level 66), Death
Blades (level 68), Dark Guards (level 70). However, that place will provide outstanding
Exp if you get in a perfect AoE group (make sure your tank is level 65 or so).
In case you were wondering where to level in your early 60’s (if dungeons are not
an option), here is an answer: Devastated Castle (DC). There are Wretched Archers (level
55, passive, with Stun Shot), Doom Scouts (level 56, aggressive), and Grave Liches (level
57, passive) haunting the area between DC and FG; the bad thing about them is that they
are social to each other (same as other kinds of undead). But, since you are supposedly
level 60+, you can just skip that area and begin hunting between the Disciples Necropolis
and DC. There are Dismal Poles (level 58), Grave Predators (level 59), and Doom
Servants (level 60). Of course, they are aggressive, but they will help only their own kind.
However, there are so many of them that you will have to be extremely careful: Grave
Predators often spawn close to each other (4-5 in the same place), and they will buff each
other with Haste after being attacked; and Doom Servants’ nukes are very strong,
moreover, they will critically hit you quite often (for 1300+ damage or so).
In the north-easternmost corner of Aden territories (bordered by the mountains),
near DC, there is a camp of Doom troops (Guards/Archers/Troopers/Warriors/Knights).
They are level 61-65, totally social and highly aggressive. You see, that area is especially
dangerous, it is almost impossible to hunt there without getting attacked by multiple
monsters repeatedly. Anyway, you can solo hunt around DC until you are level 65+, and
then it is time to look for your final stand.
Blazing Swamp is the place where Spellhowlers can solo until they reach the level
cap. All you need is to pick single targets and hunt as cautiously as possible. There are
Judges of Marsh (level 65), Tulbens (level 66), Glow Wisps (level 67), Marsh Predators
(level 69), Lava Wyrms (level 70), the Conjurer Bat groups (level 70-72), Cursed
Guardians (level 73), and Hames Orc series (level 68-75). Right there, surrounded by
glowing lava, you will most likely have achieved the ultimate goal: the level cap. But the
game will not end at that point... just keep reading the guide, and you will know what to do
after that.

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6.4.2. Dungeons
For all of you, dungeon addicts, who prefer hunting in parties deep underground
rather than soloing in the sunlit fields, here is the complete list of dungeons, caves,
catacombs, and other unpleasant places where you can bury yourselves for good:
Table 16. Dungeons, Catacombs, and Necropolises.
Name Location Monsters’
Level Range
Beginners’ Dungeons
Abandoned Coal Mines East of Dwarven Village 6-19
Cave of Trials East of Orc Village 10-22
Elven Fortress South-West of Elven Village 10-22
Elven Ruins Talking Island 10-20
Mithril Mines East of Elmore 10-22
School of Dark Arts South-West of Dark Elven Village 10-22
Regular Dungeons
Cruma Tower North of Dion 40-55
Forgotten Temple South-East of Gludin 27-33
Garden of Eva South-West of Heine 40-50
Lair of Antharas North-East of the Giran Castle 60-75
The Ant Nest West of Floran 29-43
The Giants Cave South-East of Aden 55-65
Tower of Insolence West of Aden 60-75
Necropolises
Ascetics Necropolis West of the Altar of Rites 60-70
Disciples Necropolis West of the Devastated Castle 70-80
Martyrs Necropolis North of the Giran Castle 60-70
Necropolis of Sacrifice South-West cape of the Aden continent 20-30
Patriots Necropolis East of the Altar of Rites 50-60
Pilgrims Necropolis North-East of Dion 30-40
Saints Necropolis West of Heine 70-80
Worshipers Necropolis Alligator Island 40-50
Catacombs
Catacomb of Dark Omens West of Dark Elven Village 70-80
Catacomb of the Apostate South-West of Oren 50-60
Catacomb of the Branded North of Giran Harbor 40-50

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Catacomb of the Forbidden Path South of Hunters Village 70-80


Catacomb of the Witch East of Hunters Village 60-70
Heretics Catacomb East of Dion 30-40

To stress it once again: yes, in a perfect group one can level in the dungeons
extremely fast, as long as the group is going. But you should remember that finding such
a group itself and bringing it up to strength may take considerable time, too.

6.4.3. Level 40-75 Selected Quests


Most missions described in this chapter are not very rewarding in the terms of
experience and adena, and none of them is obligatory (unlike the class transfer quests
and trials), so, you can just skip them and concentrate solely on leveling and/or adena
making. There are, however, a few continuing quests (such as the Coin quest and
Enhance Your Weapon quest, which you can take upon reaching level 40) that you can do
infinitely, collecting specific resources in order to upgrade your equipment; they will be
discussed in a separate chapter. And the present chapter offers a selection of quests that
can be potentially remunerative from a Spellhowler’s point of view (i.e., mostly solo
oriented, considering the types of monsters, rewards, and other factors).
For example, you might like to begin your Spellhowler career with one very special
mission designed exclusively for mages (Under the Shadow of the Ivory Tower), and do it
repeatedly while you hunt at the crater of IT... so, just read the description below.

Under The Shadow Of The Ivory Tower


Quest type: repeatable; required level: 40; start location: Hardins Academy; start
NPC: Magic Trader Cema; reward: adena or items (selectable).
Talk to the Trader Cema in Hardins Private Academy (you can teleport there from
Giran for 5300 adena; enter the cave and find Cema in the corridor that leads to the
underground hall). She will ask you to hunt the monsters around the Ivory Tower for
Nebulite Orbs.
Get to the crater of the Ivory Tower and look for Manashen Gargoyles (level 40,
passive, social) and Enchanted Monstereyes (level 41, aggressive, social); stay away
from other monsters. Note the gargoyles can stun you, and the monstereyes can nuke
you for 150 damage (or so) repeatedly. So, be careful, and kill them as quickly as
possible; don’t forget to use Sleep when attacked by multiple monsters. Use Hurricane
and Twister to kill Enchanted Monstereyes, since they are specifically weak to Wind.
You will get quest items (called Nebulite Orbs) with almost every kill (2 items per 3
kills in average), and it is possible to collect 100 Orbs within an hour. Keep hunting as
long as you want, because you will need hundreds of Orbs to get any significant reward.

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This quest is extremely lucrative (probably one of the best in the whole game), not
only due to the rewards you can earn, but also due to the fact that the monsters you hunt,
namely, Manashen Gargoyles, drop a lot of key materials needed to craft Brigandine,
Manticore, and Elven Mithril gloves and boots (same as Leto Lizardmen Soldiers), and
various spellbooks including Greater Heal that can be sold for 50–200k adena. Enchanted
Monstereyes drop top D grade helmets/shields fragments, and a number of spellbooks as
well, including such bestsellers as Hex and Greater Battle Heal. And, if you are lucky, you
will get full drops too.
When you feel you have collected enough, you can consider returning to Cema.
You can, however, stay at the crater for a few more minutes and test your luck in order to
multiply (or decrease) the number of your trophies by gambling with the quest items.
There are two dwarves in the crater of IT, Marsha and Trumpin, ready to play the game.
Marsha is in the north half, standing at the foot of the tower. She will play a game
of Rock/Paper/Scissors with you for an ante of 10 nebulite orbs (you bet 10 orbs to begin
the game). If you win you receive 20, if you draw you get your 10 orbs back, and if you
lose she keeps all orbs. You can play until the number of orbs you have bet in total
exceeds the number of orbs you had initially, then Marsha will claim to have run out of
orbs (regardless of how many orbs she won or lost).
Trumpin is in the south half, on the outer wall, sligthly west of the bridge. He will
play a simple toin-cossing game: you choose head or tails, if you are right you win 10
orbs, if you are wrong you have to pay him 10. If you get two right in a row, you will get 30
orbs, and so on. You can not lose more than 10 orbs a go with Trumpin, and he will let
you play as long as you have orbs.
Return to Cema to turn in the orbs. She will offer to exchange them for adena or
useful items. Ignore the former (since you will receive only 125 adena per orb), and view
the list of items. It includes:
Haste Potion: 10 orbs
Scroll of Resurection: 15 orbs
Potion of Alacrity: 20 orbs
10 Cursed Bones: 20 orbs
Scroll: Enchant Armor D: 100 orbs
Scroll: Enchant Armor C: 400 orbs
Choose your reward considering the current market prices on your server (e.g., it
is unlikely that Enchant Armor D scrolls can be 4 times cheaper than C grade armor
enchants), and pick whatever can bring the highest return.
If you have a couple of hundreds of spare orbs, you can try an alternative option,
which is a sort of lottery: buy Ectoplasm Liqueur from Cema for 200 orbs and come find

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the Lich King inside the cave, treat to him the liqueur and receive a random reward: for
example, Scroll: Enchant Weapon (C or D grade), or 500 CSpS, or (if the Lich King was
not pleased at all) just a Scroll of Escape.

Warehouse Keeper‘s Pastime


Quest type: repeatable; required level: 40; start location: Town of Oren; start NPC:
Warehouse Freightman Cliff; reward: chance to win random items.
Talk to Warehouse Freightman Cliff in Oren (the warehouse is located right in the
centre of the town). He will give you a list of monsters to hunt in order to collect Medals.
Pick what you like and hunt for a while. Once you have many medals, return to
Cliff. He will ask you to play bingo; you can bet 10 or 100 medals at once. (Another NPC
that will let you play bingo with him is Warehouse Chief Baxt in HV.) If you win, you
receive a random item (it will be more valuable if you bet 100 medals), if you lose, you just
lose the medals. So, if you like this kind of a game, try it, otherwise, skip this quest.
However, if you examine the list of targets (by the way, most of them are group
monsters) and locations, you will see that it is possible to do this quest until level 70 or so:
Nightmare Guides/Keepers/Lords (level 43-47, 1/2 HP) west of Giran;
Rotting Golems and Trisalim Escorts (level 44-46) in the Sea of Spores;
Weird Drakes (level 45) south of Hunters Village;
Carinkain (level 45) in the Forest of Mirrors;
Hunter Gargoyles (level 52) north of Ivory Tower;
Dragon Bearer Archers/Chiefs/Warriors (level 47-49), Dustwind Gargoyles (level
53), and Thunder Wyrms (level 54) in Dragon Valley;
Grave Guards (level 54) at the Cemetery;
Cadeine/Connabi/Sanhidro (level 50-54, 1/2 HP) and Bartal/Innersen/Luminun
(level 56-60, 1/2 HP) groups between the river and the mountains east of Oren;
Tulben (level 66), Conjurer Bats and Conjurer Bat Lords (level 70-72) at the
Blazing swamp.

Alligator Hunter
Quest type: repeatable; required level: 40; start location: Heine; start NPC: Trader
Enverun; reward: adena (variable).
Take this quest if you really want to spend your time exploring the Alligator Island
(populated with strong, aggressive monsters with double HP), make sure to also take the
other two quests related to that location, Conquest of Alligator Island (level 38) and
Searching for Treasure (level 42). Otherwise, just disregard it.
Go to Heine and talk to Trader Enverun in the Grocery shop. He will ask you to
hunt Alligators (level 40). Go to Alligator Island north of Heine and kill the alligators, they

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will drop Alligator Pelts almost every time. You can do this quest infinitely and return to
Trader Enverun at any time to get an impressive reward of 40 adena per pelt.

Searching For Treasure


Quest type: repeatable; required level: 42; start location: Heine; start NPC: Trader
Espen; reward: random items and adena.
To access this quest, you need to have a Treasure Map that can be earned via the
Conquest of Alligator Island quest. Once you have it, go find Trader Espen in Heine (in the
weapon shop in the north-east corner of the town). Talk to him and show him the map,
then he will try to get a hold of it, offering 1000 adena. Decline the offer (if you want to
take the quest, that is) and talk him into telling you where the sunken treasure is. Listen to
his stories as long as it will take, then get ready to leave for the treasure hunt.
Take a look at the map, the quest locator will show you the location (it’s at the
north shore of the Heine peninsula, by the south-west tip of the Alligator Island. Before
you leave, visit a shop and buy a Key of Thief, you will need it to open the chest.
Get to your destination, swim down to the coral reef, defeat a few Great White
Sharks (level 42) guarding the treasure chest (they are aggressive, so, the underwater
battle is unavoidable), and open the chest.
What you can find inside (usually it’s adena and/or 1-2 items):
500-1600 adena
1-2 Blue Onyx (can be sold to NPC shops for 500 adena each)
Mechanical Golem Spare Part (2500 adena)
Emerald Stone (10k adena)
Feriotic Porcelain Urn (10k adena)
Musical scores (Theme of Battle, Theme of Celebration, Theme of Comedy,
Theme of Love)
Greater Dyes (+1/-3, +2/-3)
Scroll: Enchant Armor (D or C grade)
Sage's Worn Gloves
Elven Mithril Gloves

One Thousand Years, The End Of Lamentation


Quest type: repeatable; required level: 48; start location: Dragon Valley; start NPC:
Antharas Watchman Gilmore; reward: adena (variable).
At the entrance to Dragon Valley (DV) you can find the Watchman Gilmore, who
looks like he needs some rest. Talk to him to find out he wants someone to find the
remains of his lost underlings. Enter the Valley and kill Cave Servants (level 46-51, social;
Captains are aggressive). Collect the relics and return to Gilmore to receive your reward

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(it appears that the seedy old bum does not have too much to offer, so, he will pay around
60 adena per item).

Exploration Of Giants Cave


Quest type: repeatable; required level: 51; start location: The Giants Cave; start
NPC: Head Researcher Sobling; reward: random A grade armor recipes (60%).
This quest consists of two separate parts. Take it only if you want to spend a lot of
time hunting in the Giants Cave in a group. You will eventually earn random A grade
armor recipes (that have 60% success rate), so, check the market prices for them before
taking the quest to see if it’s worth it.
Talk to Head Researcher Sobling at the west entrance to Giants Cave. He will tell
you to hunt Hamruts, Kranrots, Paliotes, and Yintzus (level 56-59, heightened HP) that
can be found at the upper floor of the cave. Kill them to collect Ancient Parchments.
If you open the parchments, they will turn into one of the following items:
Giants Doodle
Giants Loveletter
Blueprint: Giants Golem (Chapters 1-5)
Book: Basics of Giants Magic (Chapters 1-5)
Book: Giants Medical Science (Chapters 1-5)
Handbook: Giants Architecture (Chapters 1-5)
You need to collect all 5 chapters of one book type to turn them in to Sobling and
receive a reward. (The Giants Doodles and Loveletters are useless items that should be
sold to NPC shops for 100 adena each.) You will randomly receive one of the two recipes
for each set of books, as follows:
Blueprint: Giants Golem - 60% Recipe: Dark Crystal Breastplate or 60% Recipe:
Tallum Plate Armor;
Book: Basics of Giants Magic - 60% Recipe: Dark Crystal Gaiters or 60% Recipe:
Dark Crystalline Leggings;
Book: Giants Medical Science – 60% Recipe: Tallum Tunic or 60% Recipe: Tallum
Stockings;
Handbook: Giants Architecture - 60% Recipe: Dark Crystal Leather Armor or 60%
Recipe: Tallum Leather Armor.
Besides the parchments, you will eventually earn a Mysterious Book. Once you
have it, show it to Sobling, who will tell you to bring it to Warehouse Freightman Cliff (in
Oren Town). Cliff will translate it into the Ancient Language Dictionary; bring this. Bring
this back to Sobling to activate the second part of the quest (you must be level 57 at
least).

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Now your task is to hunt Lesser Giants: Solders, Scouts, Mages, and Elders (level
62-65, heightened HP). They will drop Ancient Titan Books.
Open the books to turn them into various items, including valuable Titan/Giants’
Almanacs and Books (chapters 1-5) along with useless Doodles/Loveletters. Collect the
full sets of 5 chapters and bring them to Sobling. He will reward you with a random 60%
recipe (Majestic Plate Armor/Majestic Leather Armor/Armor of Nightmare/Nightmare
Leather Armor) for a complete set.

Plunder Their Supplies!


Quest type: repeatable; required level: 52; start location: Tower of Aden; start
NPC: Guard Coleman; reward: adena (variable).
Talk to Guard Coleman at the south gate of Aden City. He will ask you to hunt Taik
Orc suppliers and bring him supply items as well as supply receipts.
Come to the Cemetery and hunt Taik Orc Seekers (level 52, passive/social) that
can be found everywhere in the west end of the Cemetery. As you progress in levels, you
can move to the central and eastern parts of the Cemetery to kill Taik Orc Supply Leaders
(level 55, aggressive/social). Beware, they can stun you if you let them get close, so, kill
them from good distance, and use Sleep when necessary.
The orcs will drop the Supply Items pretty often. You will also get suspicious
document pieces, which will eventually form the Supply Receipts (it takes 5 pieces to earn
a complete document). Bring the trophies to Guard Coleman and receive your reward. It
looks like the rate is regressive, i.e. you may receive 12k adena for just a few items, and
40-50k if you turn in hundreds of them. Anyway, this particular quest pays well enough, all
you need is to return to Coleman regularly. Additionally, you will get piles of crafting
materials as drops.

Power Of Darkness
Quest type: repeatable; required level: 55; start location: Dragon Valley; start NPC:
Valley Trader Galman; reward: adena (variable).
Teleport to DV from Giran (for 6400 adena) and talk to Valley Trader Galman
located near the teleport spot (if you prefer hard ways, you can just travel through the
whole valley and find Galman at its north-eastern deadend). He will ask you to hunt
Malruk Succubi that can be found nearby.
Kill Malruk Succubus and Malruk Succubus Turen (level 55-56, passive/social) to
obtain the quest items (stones). Once you think you have collected enough, return to
Galman for a reward. Again, the reward rate is regressive: you will receive 2730 adena for
a single stone, and if you turn in multiple stones the extra reward will be just a couple of
hundreds adena per stone. So, to outsmart the greedy trader, you can just give him one

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stone at a time then return to kill another Succubus (fortunately you won’t have to walk
that much).

Whisper Of Dreams
Quest type: repeatable; required level: 56; start location: Giran Castle Town; start
NPC: Seer Manakia; reward: A grade robe fabrics (selectable) and A grade robe 60%
recipes (random).
To start the quest, talk to Seer Manakia (there are a few NPC Orcs near the north
exit of Giran, Manakia is among them).
Teleport to Dragon Valley (6400 adena) and enter the Lair of Antharas. Hunt
Death Waves (level 62, passive) and Cave Beasts (level 61, passive) that can be found
just inside the entrance to the cave. Kill them until you collect 65 Death Wave Lights and
65 Cave Beast Teeth.
Return to Seer Manakia. He will allow you to purchase a few pieces of A grade
robes/tunics/stockings fabrics (choose what you like) for an exclusively cheap price, like a
few thousands adena a piece.
You can do this quest repeatedly; eventually you will obtain a mysterious stone.
Once you have it, show it to Seer Manakia. He will tell you to take it to Torai (the Dwarf
standing along the side of the road on the way up Death Pass). Talk to him to unseal the
stone.
Return to Manakia and speak with him in order to activate the second part of the
quest (you must be level 60 at least).
Now you can get back to the Dragon Valley Cave to hunt Cave Howlers (level 65,
passive) and Kariks (level 70, aggressive) to obtain Karik Horns and Cave Howler Skulls.
Kill them until you collect 100 of each item, then come to Seer Manakia to receive a
random A grade robe recipe (60%) as a reward.

Supplier Of Reagents
Quest type: repeatable; required level: 57; start location: Ivory Tower; start NPC:
Trader Wesley; reward (selectable): crafting components (basic materials and key parts),
consumables, B grade armor (boots/gloves) 60% recipes, top D and C grade shields, C
and B grade armor (boots/gloves).
Talk to Trader Wesley in the basement of Ivory Tower (the shopping area). He will
tell you to hunt the following monsters: Lava Wyrm (level 70) and Hames Orc Shaman
(level 74) at the Blazing Swamp, and Crendion (level 62), Hallate's Maid (level 66),
Hallate's Guardian (level 69), Platinum Tribe Shaman (level 70), Platinum Guardian
Shaman (level 73) in ToI.

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Kill Lava Wyrms to obtain Wyrm’s Blood, hunt Hames Orc Shaman for Grey
Reagent Pouch and Quicksilver.
When you find a group, go to ToI and kill Hallate's Guardians to obtain Demon's
Blood, hunt Platinum Guardian Shamans for Reagent Boxes, and other aforementioned
monsters to collect Brown Reagent Pouches.
You can check the contents of the boxes and pouches by clicking on them.
Brown Reagent Pouch opens up into one of the following: Infernium Ore, Rotten
Bone Piece, 2 Sulfur.
Grey Reagent Pouch opens up into one of the following: Lava Stone, Moonstone
Shard, 2 Quicksilver, 2 Volcanic Ash.
Reagent Box opens up into one of the following: 2 Blood Roots, Infernium Ore.
Once you have collected enough, return to the basement of IT and begin your
alchemist’s activity. Open up all the boxes and pouches to extract the reagents. Take
these reagants to the Alchemist's Mixing Urn found in the basement of Ivory Tower in front
of Magic Trade Wesley. You choose which ingredients you want to mix and at what
temperature you want to mix at. The lower temperature (1, Salamander) is safer but
produces less reagents, while the higher temperature (3, Phoenix) are more likely to fail
but produce more reagants. You must choose ingredients that are part of a formula (listed
at the Mixing Urn) in order to succeed.
Low Level Reagent Formulae:
10 Wyrm's Blood + 1 Blood Root = Dracoplasm
10 Lava Stones + 1 Volcanic Ash = Magma Dust
10 Moonstone Shards + 1 Volcanic Ash = Moon Dust
10 Rotten Bone Pieces + 1 Blood Root = Necroplasm
10 Demon's Blood + 1 Blood Root = Demonplasm
10 Infernium Ore + 1 Volcanic Ash = Inferno Dust
High Level Reagent Formulae:
10 Dracoplasm + 1 Quicksilver = Draconic Essence
10 Magma Dust + 1 Sulfur = Fire Essence
10 Moon Dust + 1 Quicksilver = Lunargent:
10 Necroplasm + 1 QuickSilver = Midnight Oil
10 Demonplasm + 1 Sulfur = Demonic Essense
10 Inferno Dust + 1 Sulfur = Abyss Oil
1 Fire Essence + 1 Demonic Essence = Hellfire Oil
1 Lunargent + 1 Midnight Oil = Nightmare Oil

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Once you are done with alchemistry, take the products back to Wesley to trade in
for crafting materials, recipes, or complete items. Just pick what you can afford from the
list:
Basic materials – Asofe, Enria, Thons;
Consumables – Cursed Bone, Potion of Alacrity, Scroll of Resurrection;
A grade crafting materials – Sealed Armor of Nightmare Pattern, Sealed Dark
Crystal Breastplate Pattern, Sealed Dark Crystal Gaiters Pattern, Sealed Dark Crystal
Leather Armor Pattern, Sealed Leather Armor of Nightmare Fabric, Sealed Majestic
Leather Armor Fabric, Sealed Majestic Plate Armor Pattern, Sealled Tallum Leather
Armor Pattern, Sealed Tallum Plate Armor Pattern;
B grade armor recipes (60%): Recipe: Avadon Boots (60%), Recipe: Avadon
Gloves (60%), Recipe: Blue Wolf Boots (60%), Recipe: Blue Wolf Gloves (60%), Recipe:
Doom Boots (60%), Recipe: Doom Gloves (60%), Recipe: Zubei's Boots (60%), Recipe:
Zubei's Gauntles (60%);
D grade armor: Square Shield;
C grade armor: Drake Leather Boots, Tower Shield;
B grade armor: Avadon Boots, Avadon Gloves, Blue Wolf Boots, Blue Wolf
Gloves, Boots of Doom, Doom Gloves, Zubei's Boots, Zubei's Gauntlets.
For example, you can purchase one Enria for 6 Magma Dust, 1 Asofe for 6
Dracoplasm, 1 Thons for 4 Necroplasm, 100 Cursed Bones for 4 Inferno Dust, 10 Potions
of Alacrity for 7 Demonplasm, 10 Scrolls of Resurrection for 8 Moon Dust, one Recipe:
Avadon Gloves (60%) for 1 Draconic Essence, Blue Wolf Gloves for 4 Nightmare Oil, and
so on.

Stolen Dignity
Quest type: repeatable; required level: 58; start location: Tower of Aden; start
NPC: Warehouse Keeper Romp; reward: chance to win random A grade weapon
components.
This quest appears extremely significant for the following reasons:
- it provides a source of A grade crafting materials;
- alternatively, you can use it as a reliable source of adena if you choose to sell
the quest items instead of turning them in;
- most important, you can do it infinitely without sacrificing Exp, hunting proper
monsters in different locations that match your current level (most quests offer
a very limited choice of monsters, so, if you do them repeatedly, you will get
penalized in the terms of both Exp and drops).

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To activate the quest, talk to Warehouse Freightman Romp in Aden. Considering


your level, you can pick what you should hunt from the following list:
Forsaken Plains: Fallen Orc Shaman (level 58), Sharp Talon Tiger (level 59).
Devastated Castle: Grave Lich (level 57), Grave Predator (level 59), Spiteful Soul
Leader (level 65), Spiteful Soul Wizard (level 63), Wretched Archer (level 55).
Forbidden Gateway: Crimson Drake (level 61), Kadios (level 62).
Ancient Battlegrounds (group only): Bloody Ghost (level 64), Bloody Lord (level
68), Dark Guard (level 58), Death Blade (level 68), Hungry Corpse (level 60), Past Knight
(level 64).
Blazing Swamp: Cursed Guardian (level 73), Glow Wisp (level 67), Hames Orc
Sniper (level 72), Hames Orc Overlord (level 75), Marsh Predator (level 69).
Silent Valley (group only): Giant's Shadow (level 79), Huge Footmark (level 70),
Past Creature (level 76), Solder of Ancient Times (level 73), Warrior of Ancient Times
(level 75).
When you kill these monsters, you will receive pieces of Stolen Infernium Ore.
Same as with most quests, the drop rate on them is 1 item per 3-4 kills in average. Collect
them as long as you want, then either sell them to players or come to Romp to play bingo.
To play bingo, you need to give Romp 100 pieces of Infernium Ore and select 6
numbers between 1 and 9 (there is a 3x3 square). If you get three sets of three in a row
(so you need to get a diagonal, a row and a column), you will obtain a set of 4 A grade
weapon components (the type is random).
If you manage to not get any sets of three in a row, Romp will take pity at you for
being so unlucky and generously give you a set of 10 A grade weapon components.
If you get neither of these two, you win nothing because you lost at bingo but didn't
lose bad enough to make him pity you. So, you just lose 100 pieces of Infernium Ore.
Since the reward type is random, and the market prices for A grade weapon
components tend to vary significantly, this whole game looks extremely risky. The
chances to win a set of really rare/expensive weapon parts are not that high, and you can
lose 100 pieces of Stolen Infernium Ore that you could sell for 1-1.5 million adena (in total)
to the people that can actually afford the risk.
Notes: you can start this quest at Devastated Castle, Forsaken Plains, or
Forbidden Gateway, then move to the Blazing Swamp as you progress in level.
You can teleport to Forsaken Plains from Aden for 3200 adena. There are two
kinds of Fallen Orc Shamans (passive), those that morph into Sharp Talon Tigers after
being attacked, and those that don’t. Try to remember the spots where the morphing
shamans spawn (because they drop the Ore, while the non-morphing ones don’t), and kill
them along with regular Sharp Talon Tigers (aggressive). Be aware that the Tigers can

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stun you. Stay away from Fallen Orc Captains (level 60), they are aggressive, and
capable of stunning you.
If you choose to hunt at FG, kill Crimson Drakes mainly. Be careful with the
Kadios, they can silence you (in fact, it is wise to avoid them at any cost). Almost every
monster is aggressive there, and it should be noted that they don’t give as much Exp as
the monsters at Forsaken Plains and Devastated Castle.
In the early 60’s you can move to Devastated Castle, that area is densely
populated with various aggressive monsters, so, hunting there will never get too boring.
To earn Infernium Ore, kill Grave Predators, they look like Kadios but they do not have
any special attacks. The only non-aggressive creatures in that area are Spiteful Souls, but
they are group monsters, so, attacking them would be suicidal for a soloing Spellhowler.
Grave Liches and Wretched Archers are passive too, but they are social to each other,
and, being level 55+, they are not worth hunting considering the comparatively low Exp
gain.

Legacy Of Insolence
Quest type: repeatable; required level: 59; start location: Tower of Aden; start
NPC: Warehouse Keeper Walderal; reward: random A grade helmets/boots/gloves parts
and recipes.
In order to carry out this quest you will have to get a proper group and spend some
time inside the Tower of Insolence. So, don’t apply yourself to this work if you are too
asocial, or claustrophobic, or not really looking for A grade crafting materials. Otherwise,
you might give it a try.
Talk to Warehouse Keeper Walderal. He will ask you to go to ToI and hunt Corrupt
Sages (level 64) at the 3rd floor, Erin Ediunces (level 66) at the 4th floor, Hallate's
Inspectors (level 68) at the 5th floor, Messenger Angels (level 70) at the 7th Floor, and
Platinum Guardian Prefects (level 74) at the 9th and 10th floor.
Kill the aforementioned monsters to obtain Ancient Papyrus. Once you have a lot
of them, return to town and reveal their contents. When you open the Papyrus by double-
clicking on it, you can receive various items, such as: Ancient Jokebooks, Ancient Chain
Letters, Musical Scores (Theme of Battle, Theme of Love), Ancient Epic (parts 1-5),
Imperial Genealogy (1-5), Revelation of Seals (1-7), Tower of Insolence Blueprints (floors
1-13).
Ancient Jokebooks and Ancient Chain Letters are junk items that you can only sell
to NPC shops for a few adenas. Musical Scores... well, you can figure out how to put them
to use. As regards the Blueprints and other manuscripts, your goal is to collect all parts to
form full sets; then you can turn them in to certain NPC’s and receive key materials (or

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recipes) needed to craft A grade helmets, boots, and gloves. Collecting the blueprints of
each floor of ToI can be a painful work, but you will eventually have all 13 of them if you
hunt Messenger Angels and Hallate’s Inspectors long enough.
If you get a complete Ancient Epic, go to Oren and meet Antique Dealer Patrin (in
the grocery shop) to trade it for Tallum designs.
If you get a complete Imperial Genealogy, hand it to trader Holly (in the book store
in Aden) and receive Dark Crystal designs.
If you get a complete Revelation of Seals, meet Magister Desmond (in Aden's
Magic Guild) and turn it in for Majestic Designs. Alternatively, if you offer it to Claudia
Athebalt who can be found north of Aden Town, she will give you Nightmare designs.
If you get a full set of ToI Blueprints, return to Warehouse Keeper Walderal. Tell
him which A grade armor set you would prefer, and then he will randomly give you either a
recipe or a design that belongs to the chosen set.

An Arrogant Search
Quest type: repeatable; required level: 60; start location: Tower of Aden; start
NPC: Magister Hanellin; reward: adena and an item required to see Baium.
Before taking this quest, consider the following:
- it does not offer any valuable reward, other than the chance to meet the
virtually invincible Baium (which you will need only if you decide to do certain
end-game quests),
- you can try soloing this quest if you are level 70+, otherwise, do it in a group.
Talk to Magister Hanellin (Dark Elven Guild, west end of Aden). She will ask you to
obtain a Titan’s Heart also known as a Powerstone.
Find a group heading for the Giants Cave, join it and hunt Lesser Giant Mages and
Lesser Giant Elders (level 64-65) in GC until you earn the Powerstone. Take it back to
Hanellin.
Now you have to find Claudia Athebalt outside the north gate towards the Aden
Castle. She will give you the next mission.
Go north of the Cemetery and look for the chest called Holy Ark of Secrecy2 (its
coordinates on the in-game map are 42.3 60.6). Talk to the chest, then an Ark Guardian
angel will appear. Unleash your unholy magic on him, kill him then talk to the chest again.
You will earn the Key of Ark and the Book of Saint.
Return to Claudia Athebalt and give her the relics.
Now go to Giran and talk to Martien who can be found at the north-eastern exit,
standing by the corner of some building.

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Run towards Dion and explore nearby mountains looking for another chest. You
can find it up there on the slope, location: 54.5 50.3 (north of Tanor Canyon on the map).
Talk to the chest (called Holy Ark of Secrecy3) then an archer appears, kill him and talk to
the chest again.
Use SoE to get to Dion, then make your way to Dark Elven village (home, sweet
home). Speak with Magister Harne to know the details of your next mission.
Go out of the west exit and run straight to the south. Climb the mountain ridge east
of the north-east tip of the Swampland (coordinates: 45.2 46.2).
Explore the mountains until you find the Ark Guardian’s Corpse. Talk to this good
looking corpse to find out what was the cause of death. Once it’s done, a nasty looking
quest monster appears, called Angel Killer. Defeat him and resume talking to the corpse
to acquire the Key.
Go down the ravine looking for the chest. Once you found it, talk to the chest,
return to DEV and speak with Harne again.
Now get ready to cross the continent to get back where you started the quest.
Make a stop in Giran to talk to Martien again, then go to Aden and speak with Hanellin.
This time she gives you some shopping errands; go buy 1 healing potion and 5 antidotes
then return to her. First she will ask you questions, then give you the white cloth and 49k
adena for your trouble.
Form a group and go to ToI to hunt Platinum Tribe Shamans (level 70) and
Platinum Tribe Overlords (level 71) to obtain the Blooded Fabrics.
You can keep the fabrics until it’s time to meet Baium. If you wish, you can talk to
Hanellin again and receive extra requests.

For Sleepless Deadmen


Quest type: repeatable; required level: 60; start location: Tower of Aden; start
NPC: High Priest Orven; reward: random A grade jewelry/shield parts.
Talk to High Priest Orven in the temple in the centre of Aden. He will tell you to
hunt Doom Archers, Doom Guards, and Doom Servants (level 60-62).
Go to the Devastated Castle (you can get there by teleporting to the Blazing
Swamp for 5700 adena then walking towards the Disciples Necropolis). Kill Doom
Servants (level 60, aggressive/social) to obtain Remains of Aden Residents. You can
combine this quest with the hunt for Stolen Infernium Ore: kill Grave Predators (that
spawn in the same area as Doom Servants) to collect the Ore. Additionally, you can try
leveling Soul Crystals on Doom Servants.

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Once you have 60 Remains, return to Orven. He will randomly reward you with 4
pieces of Majestic or Phoenix jewelry (ring/earring/necklace), or 4 pieces of an A grade
shield (Nightmare/Dark Crystal).

Illegitimate Child Of Goddess


Quest type: repeatable; required level: 63; start location: Tower of Aden; start
NPC: Grand Master Oltlin; reward: random A grade jewelry/shield recipes.
Talk to Grand Master Oltlin in the Dark Elven Guild in Aden (west end of the city).
Go to the Forbidden Gateway (you can teleport there for 5400 adena... which is a
bit expensive). Hunt the Trives (level 63, passive) and Falibati (level 64, aggressive) for
Snake Scales. Once you have collected 108 scales, return to Oltlin. He will give you a
random 60% recipe to craft A grade jewelry or shield.

Fate‘s Whisper
Quest type: non-repeatable; required level: 75; start location: Town of Oren; start
NPC: Maestro Reorin; reward: second-best A grade weapon (selectable).
Speak to Maestro Reorin (eastern part of Oren). He will ask you to free his wife
Reiria by slaying Shilen’s Messenger Cabrio and bring him the Soul Orb.
Gather your clanmates/allies to organize the raid.
Shilen’s Messenger Cabrio is a level 70 raid boss (with a group of level 69
minions) located at the north-east of the Cemetery. A box will spawn out after Shilen’s
Messenger Cabrio dies, you will receive Reiria’s Soul Orb by opening it. Take the Soul
Orb back to Maestro Reorin, he will ask you to go to the Tower of Insolence to kill three
raid bosses to get 3 Infernium Scepters. A box will spawn out after a raid boss dies; you
will receive the Scepter by opening it.
The first raid boss, Death Lord Hallate (level 73), can be found at the 3rd floor of
ToI.
The second raid boss, Demon Kernon (level 75), dwells at the 8rd floor of ToI.
The third and final raid boss, Golkonda, the Longhorn General (level 79), resides
at the 11th floor of ToI.
Let’s say your army have managed to kill all three, and you obtained 3 Infernium
Scepters.
Return to Maestro Reorin and give him the Scepters. He will ask you to go to Oren
to find Warehouse Freightman Cliff and get Infernium Varnish for Neutralization of
Infernium Scepter.
Deliver Infernium Varnish to Maestro Reorin, he will ask you to make a trip to Aden
Town to meet Head Blacksmith Ferris to get his Hammer in order to make A grade

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weapon. (Head Blacksmith Ferris is in the smithy in the south-eastern part of Town of
Aden.)
Bring the Hammer to Maestro Reorin. He will send you to Trader Zenkin to fetch
some Mold. Trader Zenkin says he sold the Mold to Master Kaspar at Hardins Private
Academy.
Master Kaspar says that in order to obtain the Mold, you will need to get Baium’s
blood by using the Pipette Knife that Master Kaspar gives you. To enter Baium’s room,
you need to get Blooded Fabric from An Arrogant Search Quest.
Use Blooded Fabric against the Angelic Vertex (located at the12th floor of Tower
of Insolence) and enter the room, wake Baium and hit him with Pipette Knife to collect his
blood. (Do you really think you can get away with this?)
This way or that (blessed SoE is the key), come back to Master Kaspar and
exchange Baium’s Blood for the Mold.
Prepare your Staff of Evil Spirit or whatever top B grade weapon you have (its
enchants/enhancements will not be carried over) and 984 B grade crystals. Deliver
everything along with the Mold to Maestro Reorin. He will exchange your items for a low A
grade weapon of your choice and Star of Destiny which is a quest item for the Subclass
quest.

6.5. The Subclass Quest


Upon reaching the level cap (75), you can choose an option of creating a subclass,
to discover a new dimension in your character development. As a Spellhowler, you cannot
choose the following professions for your subclass: Overlord, Warsmith, Sorcerer,
Spellsinger, Temple Knight, Swordsinger, Plainswalker, Silver Ranger, Elemental
Summoner, Elven Elder (i.e. you have 20 remaining classes to choose from).

Prerequisites
- You must be level 75.
- You must have finished the Fate's Whisper (A Grade Weapon) quest
in order to start your path to a subclass.
- You need to also have the Supplier of Reagents quest (A grade armor
recipe/materials quest) registered.
The subclass quest itself is called Mimir’s Spring Water, or Mimir’s Elixir.

Mimir’s Spring Water


Talk to Magister Ladd at the 4th floor of Ivory Tower. Ladd tells you to bring him
Pure Silver, which can only be obtained through the other quest, Supplier of Reagents.

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Talk to Supplier Wesley at basement of Ivory Tower (the shopping area). He will
give you the Supplier of Reagents quest which is needed to get the quest items. Once
you've got this quest, you can talk to the Cauldron located in the basement and see
various things you can make by combining quest items.
The only formulas you need to know from this list are:
10 Moonstone shards + 1 Volcano Ash = 1 Moondust
10 Moondust + 1 Quick Silver = 1 Lunargent
1 Lunargent + 1 Quick Silver = 1 Pure Silver
Hunt Hallate's Maids (level 66) in ToI and Hames Orc Shamans (level 74) at the
Blazing Swamp until you collect 100 Moonstone Shards, 10 Volcano Ashes, and 2 Quick
Silver.
Once you have collected all items, bring them to Ivory Tower, come to the
Cauldron and combine them according to the formulae above to get Pure Silver. You can
gamble a bit on the lesser reagents and select a high temperature to get more than one.
Choose 1 degree to be safe and not risk failure. However, you must choose 1 degree
when making the Pure Silver. This is specified in the quest.
Bring the Pure Silver to Ladd on the 4th floor of Ivory Tower. He will tell you he
needs True Gold.
Talk to Magister Joan on the 3rd floor of Ivory Tower. She will ask you to get a
Stone of Wisdom. Get to Aden, teleport to Forsaken Plains, and head to the Giants Cave.
Enter the Silent Valley and look for Chimera Piece (level 72 group monster with 1/2 HP).
You can find them below the Giant's Cave, either at the south or east of the valley. Kill
them until you get the Stone of Wisdom, then make your way back to IT.
Talk to Magister Joan in IT again, give her the stone, receive the True Gold.
Talk again to Ladd at the 4th floor of IT and give him the True Gold.
Your next task is to hunt Bloody Guardians (level 75) located deep inside in the
Lair of Antharas (past the donut room) to obtain Blood Fire (make sure you kill them solo,
or get the last hit on them at least). Once you have got it, come back to IT basement.
Combine Pure Silver and True Gold using the Blood Fire as the catalyst in the
Cauldron to get Mimir's Elixir (for the temperature select 3rd degree).
Bring Mimir's Elixir to Ladd (just don’t try to use it yourself).
Talk to Ladd to complete the quest. You will get an A grade weapon enchant scroll
as a bonus.
You now have earned the right to train a subclass. Pick one (after due
consideration), come to the appropriate Guild and speak to Master, Grand Magister, etc.,
depending on the class you want to train.

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7. Continuing Quests: The Neverending Routine


There is a category of quests that you can do repeatedly, receiving more difficult
tasks as you progress in levels, and raising your quest-related status accordingly. They
are not obligatory, but you should consider doing at least some of them, because there
are quests designed specifically to help a player earn advanced (or rare) equipment. As a
rule, these quests do not have an upper level limit, so, doing them infinitely is justified in
the terms of Exp and adena both.

7.1. Song Of The Hunter


You can do this quest repeatedly until level 55+, taking different missions and
gradually raising your status. Missions are divided into several classes; the more difficult
the more rewarding. Most missions consist of hunting certain monsters until you collect
the required number of quest items; during some other missions you will have to kill
certain monsters until a special quest monster spawns, kill it to complete the mission.

Hunters Guild Circle 1 Membership


Quest type: repeatable; required level: 35; start location: Hunters Village; start
NPC: Guild Member Grey; reward: adena (variable).
To activate the quest, talk to the Hunters Guild Member Grey in Hunters Village
(you can find him if you check the houses at the east end of the village). He will tell you
that in order to become a member of the Hunters Guild you must pass a few tests, and
ask you to pick any three missions from the list:
- collect 40 Scales of Guardian Basilisks;
- obtain 20 Karut Weeds from Leto Lizardman Shamans;
- kill the Windsus Aleph;
- get 30 Sea of Spores’ Seeds from Giant Fungi;
- obtain 20 Indigo Rune Stones from Manashen Gargoyles and Enchanted
Stone Golems.
If you decide to start this quest as early as you can (at level 35+), choose the first
3 missions, at least you will not have to travel too far. You can find Leto Lizardman
Shamans (level 39, passive, social to other Lizardmen) if you go west of the village, as
soon as you enter Oren Territories. Walk south through the Plains of the Lizardmen, killing
the Shamans until you collect 20 Weeds, then enter the Death Pass and proceed hunting
the Windsus (north of Dragon Valley) and Guardian Basilisks (Southern Death Pass).
Hunt Guardian Basilisks until you have 40 Scales. Kill the Windsus until the quest monster
spawns, called Windsus Aleph (level 42, aggressive); attack it immediately and get its skin

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to complete the mission. At the same time, there is a good reason to pick the Rune
Stones mission, since it requires traveling to the crater of Ivory Tower, and you are going
to get there anyway, during your class change trials, so you will just combine the two
quests.
Once you have completed the three trial missions, return to Grey to receive a
Circle 1 Hunter’s License. To get a hunter’s jobs, talk to the Guild Member Tor (in the
center of the village). Each time you come to him, he will offer a number of missions to
choose from. There are three classes of jobs (C, B, and A). The “C” jobs are most
common, and relatively easy. The “A” jobs are rarest, hardest, and more rewarding. Pick a
mission considering its estimated difficulty and travel expenses. When you are done with
it, return to Tor to receive a reward (it’s something between 3000 and 10000 adena in
case of “C” jobs”, a bit higher in case of “B” jobs, and around 1-2 dozens of thousands
adena for “A” grade jobs). You will also earn Laurel Leaf Pins that indicate the number of
completed missions. The more Pins you have, the better your chances to receive a harder
job (class A or B). If you wish, you can cancel the current mission to pick a different one,
but you will lose one Pin each time you do it.
During your Circle 1 membership, you will be asked to hunt the following monsters
in the following locations: Breca Orcs (level 31-35) north of Giran, Guardian Basilisks,
Fettered Souls, Windsus, Grandis (level 36-40) in Death Pass, various types of Leto
Lizardmen (level 36-40) at the Plains of the Lizardmen, Karul Bugbears, Tamlin Orcs,
Kronbe Spiders (level 40-43) south of Hunters Village, Taik Orcs (level 41-42) in the
Forest of Mirrors (east of HV), Enchanted Stone Golems and Enchanted Gargoyles (level
42-44) in the crater of Ivory Tower, Giant Monstereyes, Dire Wyrms, Spore Zombies (level
41-47) in the Sea of Spores, Timak Orc Warriors (level 43) west of Oren.
You see, most locations are not too far from HV, so, you will not have to travel a
lot. Just ignore the missions that require traveling to the Sea of Spores, considering its
remoteness (and that place itself is not very hospitable or picturesque).
When you are on a mission that requires killing an “event” monster (that shows up
once in a while), be aware these special monsters are aggressive, and usually stronger
than common ones.

Purifying The Crystal


Quest type: repeatable; required level: 35; start location: Hunters Village; start
NPC: Cybellin; reward: adena (variable).
You can get an additional mission as well: talk to Cybellin in the magic shop in HV.
She will give you a special dagger and a Blood Crystal and tell you to go hunt Leto
Lizardmen. Each time you kill a Leto Lizardman you either increase the crystal’s purity

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level, or break it. Another annoyance is that you must deliver the killing blow with
Cybellin’s dagger (P.Atk 10, M.Atk 9), so, you will have to switch weapons in time.
When you take the purified crystal back to Cybellin, she will reward you according
to the level of purity. Blood Crystal: Purity 2 pays 3400 adena, the higher levels pay times
higher, but you receive nothing if you break the crystal, and the chances to break it are
fairly high. So, once you purified the crystal, you might consider returning to Cybellin
instead of attempting to increase its purity hoping to double the reward. Better yet, don’t
try this time-wasting subquest at all.

Hunters Guild Circle 2 Membership


Quest type: repeatable; required level: 45; start location: Hunters Village; start
NPC: Guild Member Grey; reward: adena (variable).
You can raise your Hunter’s status by obtaining the Circle 2 License (you must be
level 45 at least). To increase your Guild Membership level, talk to Grey again. This time
he will offer 6 missions; you can choose any three of them; here is the list of monsters,
locations, and numbers of quest items required in each case:
Timak Orc Warriors (level 43, passive/social) west of Oren – 20 Totems;
Trisalim Tarantulas (level 46, aggressive) in the Sea of Spores – 20 Skeins of
Cobweb;
Valley Treants (level 47, passive, high HP) in Enchanted Valley – 30 Ambrosius
Fruits;
Tairim (level 50, passive/social) south-east of the Cemetery – 20 Balefire Crystals;
Archers of Greed (level 46, aggressive) around the Cemetery – 20 Imperial
Arrowheads;
Tarlk Bugbear Raiders (level 48, aggressive) around Ivory Tower – 5 heads (in this
particular case you are supposed to hunt Tarlk Bugbear Warriors until a Raider appears,
kill him to obtain his head then proceed killing the Warriors until the next Raider spawns).
Once you have obtained the Circle 2 License, you will be asked to hunt these
monsters: Trisalim Spiders and Rotting Trees (level 43-45) in the Sea of Spores, Timak
Orc Overlords (level 45) west of Oren, Vanor Silenos (level 45-48) south of Aden, Grave
Wanderers (level 45) and Hatar Ratmen (level 47-48) at the Cemetery, Tarlk Bugbear
Warriors (level 48) around Ivory Tower, Farcrans and Deprives (level 50-53) west of the
Cemetery, Taik Orcs (level 42-45), Harit Lizardmen (level 50-53), Forest Runners and
Mirrors (level 49-50) in the Forest of Mirrors, various level 45-49 Elementals (Liele, Fline,
Unicorns, Satyrs, Valley Treants) and their Elders (level 51-55) in Enchanted Valley (keep
in mind that the dwellers of EV are dungeon-type monsters, i.e. with abnormally high HP,

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social to each other), etc. While in the middle of carrying out the Circle 2 mission, you will
no longer receive the Circle 1 Hunter's License jobs.
In conclusion, it should be noted that the Hunter’s quest as a whole does not look
rewarding enough to concentrate on doing it specifically. Most missions are very time
consuming, rewards are not that high, and sometimes they don’t even cover travel
expenses. Therefore, you should only pick the jobs that can go with your other tasks (i.e.
require killing the same monsters, or at least hunting in the same locations). If you
combine it with other quests appropriately, you will have a moderate yet stable source of
extra cash. Otherwise, it is not worth the trouble.

7.2. Enhance Your Weapon


Quest type: repeatable; required level: 40; start locations/NPC’s: Giran Castle
Town - Grand Magister Jurek, Town of Oren – Magister Gideon, Tower of Aden –
Magister Winonin; reward: an item required to put SA on weapons.
In L2, some weapons can be enhanced by bestowing Special Abilities (SA) on
them. It requires a Soul Crystal of proper level and color (see Chapter 3 of the present
Guide). If you want to enhance your weapon, you can either look for the Soul Crystal at
the market, or try leveling it yourself. To quickly check in game the list of SA’s available for
your weapon, come to a blacksmith NPC (say, Blacksmith Rupio in Giran), talk to him
(choose the “Enhance Weapon” option in the dialog window; make sure to unequip your
weapon first) and view the list of SA’s and conditions. Remember, in each particular case
the level and color of the Soul Crystal must meet the requirements exactly.

Leveling A Soul Crystal (Stages 1-10)


To activate the quest, speak with Grand Magister Jurek in the Wizard Guild south-
east of Giran. (You can start it in Oren by talking to Gideon in Dark Elven Guild, east end
of Oren; or in Aden by talking to Winonin at the north-west sector of the town.) Jurek will
tell you that you must collect the souls of evil creatures and trap them in the Soul Crystal.
So, he gives you the Soul Crystal of your choice (blue, green, or red), and a list of
monsters you can level it on. (Note that you will only receive one crystal each time, but
you can get more by taking the crystal out of your inventory, i.e. either dropping it on the
ground, trading it to someone else or putting it in warehouse, then talking to the quest
NPC again.) View the list to pick appropriate targets considering your current level and the
stage the Soul Crystal can be effectively leveled to on each particular set of monsters :
Timak Outpost (west/south-west of Oren) – Stage 2-3: Timak Orc series (level 40-
45) and Timak Orc troop series (level 41-45);

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Garden of Eva – Stage 3: Blade Stakato series (level 41-44), Doll Masters (level
50), Eva's Seekers (level 47), Garden Guards (level 48), Garden Guard Leaders (level
50), Light Worms (level 41), Nos (level 40), Queen Undine Lads (level 46), Theeder
Mages (level 49), Theeder Pikers (level 48), Water Giants (level 45);
Devil's Isle – Stage 4-6: Bloody Bats (level 45), Doll Bladers (level 53), Death
Flyers (level 47), Fiend Archers (level 48), Light Bringers (level 46), Musverens (level 49),
Sairons (level 54), Sairon's Dolls (level 53), Sairon's Puppets (level 53), Unpleasant
Humming (level 46), Vale Masters (level 54), Zaken's Royal Guards (level 50);
The Forest of Mirrors – Stage 4-5: Forest of Mirrors Ghosts (level 48), Harit
Lizardmen (level 50), Harit Lizardmen Archers (level 52), Harit Lizardmen Grunts (level
51), Mirrors (level 49);
The Giants Cave – Stage 7: Halingkas (level 55), Hamruts (level 58), Kranrots
(level 59), Paliotes (level 57), Yintzus (level 56);
Fields of Massacre (south of Devastated Castle) – Stage 9-10: Doom Archers
(level 62), Doom Guards (level 61), Doom Knights (level 65), Doom Servants (level 60),
Doom Troopers (level 63), Doom Warriors (level 64);
Lair of Antharas – Stage 10: Kariks (level 70), Limal Karinnesses (level 69), Malruk
Berserkers (level 67), Malruk Knights (level 66), Malruk Lords (level 68), Pytans (level 69),
Pytan Knights (level 68);
Tower of Insolence – Stage 10: Erin Ediunces (level 66), Platinum tribe series
(level 67-71), Angel series (level 70-73).
For convenience purposes, place the Soul Crystal icon on your hotbar. To catch a
soul, nuke the monster until its HP bar drops below 40% or so, then use the Soul Crystal
(this has the same animation as Vampiric Claw and similar spells, but it does no harm to a
target). Once the monster is dead, wait for the message if the crystal absorbed the soul or
not.
When the monster dies, one of the following events may take place:
- nothing happens (in case you either did it wrong by using the crystal too early or
did not get last hit, or tried using it on a monster that cannot be used to level a crystal;
- the crystal resonates (it happens when you carry more than one crystal in
inventory; you must leave just one and get rid of the rest, or else you will never succeed);
- the crystal fails to absorb a soul (nothing special, it just failed to level, try again);
- the crystal cannot absorb a soul (the monster was too low for this stage of
crystal, you will need to find a proper, higher level monster);
- the crystal shatters (the soul energy was too much for the crystal, and now it’s
destroyed forever... so, it disappears from your inventory and all stages are lost with no
compensation);

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- the crystal succeeds in absorbing a soul.


When it succeeds, the current crystal disappears, getting replaced by another one
of the same color, just 1 stage higher. (So, don’t forget to put this new crystal back on the
hotbar, since that quickslot was emptied.) Proceed killing the monsters to get this newly
acquired crystal to the next stage.
Generally, leveling the Soul Crystals requires gradual switching to harder monsters
as the crystal increases its stage. For example, you can start off in the Forest of Mirrors,
getting it from Stage 0 up to Stage 4 or 5, then move to DC and level it on Doom Servants
until Stage 8, then proceed with Doom Troopers/Warriors to earn the Soul Crystal: Stage
9, and, finally, finish your mission by making it to Stage 10 with Doom Knights.
Alternatively, you can just pick one location and stay there killing the same kind of
monsters until you achive the goal (say, level it until Stage 9 on Doom Servants then
make it to the next stage on Doom Knights at DC).
Actually, collecting souls for the purpose of bestowing a weapon with a special
power is not as easy as it sounds. The collection of a soul doesn't always go as planned.
In most cases, the crystal simply fails to absorb a monster's soul, then you have to
try again. In the worst case the crystal shatters, which means you will have to start
leveling another crystal from scratch.
Be aware that you may not absorb a soul with more then one crystal because a
resonance effect is created between the crystals that prevents proper absorption. That is,
in order to maintain the crystal’s capability to absorb souls you must carry only a single
crystal in your inventory at a time. Therefore, you should take a good number of crystals
to your hunting grounds and hide them in some secluded place, so that you won't have to
return to town each time the crystal breaks (Soul Crystals tend to break very often... too
often, to say the least).
Most likely, the crystal’s failure or success is totally random, i.e. your chances to
break it do not depend on the stage (or color) of crystals, or the monster’s level/HP, etc. If
you are lucky, you can successfully level a few crystals in a row, if you are out of luck, you
will break dozens of Soul Crystals not even getting close to the desired stage. So, if you
don’t have too much time on your hands, and enhancing your weapon is a really urgent
task, you might consider buying the desired crystal from other players instead of leveling it
yourself.
And if you think you are lucky enough, you can dedicate your time to leveling the
crystals, then you can sell them for 600-1000k adena each (you can roughly estimate the
market price for each crystal by multiplying its stage by 100k); Stages 7, 8, and 10 seem
to be most popular. Research the market to find out what weapons with SA are most
popular, then concentrate on leveling soul crystals of proper color. For example, when

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most mages are looking for Homunkulus’s Swords with Acumen SA, you should hurry to
get a few Red Soul Crystals and level them to Stage 7. Bow users appreciate the Cheap
Shot SA most of all; so, top C and B grade bows require Blue Soul Crystals for that
purpose (Stage 8 and 10 respectively); C and B grade daggers require Green Soul
Crystals (Stage 7 and 9) to get Focus; and so on.

Leveling A Soul Crystal (Stages 11-12)


Enhancing A grade weapons requires Soul Crystals Stage 11 and 12. Getting
them to the high stages cannot be done in a usual way.
All you have to do is to form a party aimed to kill a certain dungeon boss, i.e.
Anakim, Antharas, Baium, Lilith, etc... (well it’s easier said than done...). Take with you
one Soul Crystal: Stage 10 (each member of the group should carry one crystal in
inventory). When the boss monster is dead, all the crystals automatically gain a level; you
don’t even have to use the crystals, just make sure your party gets last hit. So, you can
level up to 9 crystals each time you kill one of these bosses.
The Stage 11 crystals can be leveled to 12 in the same way.
You cannot fail at levelling a crystal to stage 11 or 12 as long as your party gets
last hit on the boss.

Imbuing Weapon With A Special Ability


Once you have the crystal of required stage and color, come to the Blacksmith and
ask him to enhance your weapon (don’t forget to unequip it first). Depending on the
weapon’s grade and value, you will also need a certain number of C or B grade
gemstones (you can purchase them in the grocery shops in Giran or Heine) and some
amount of adena to pay the blacksmith’s fee. Once it’s done, all these items disappear,
and you earn an enhanced weapon with a chosen SA.
If you are unhappy with your current SA, you can ask the same Blacksmith to
remove it; of course, in this case you will not get reimbursed for what you’ve spent earlier.

7.3. Coin Collecting


This quest is a very special one, because it barely offers any instant rewards, it is
meant for long term purposes mainly. A general overview of this quest is that you kill
monsters, collect coins and then have the opportunity to trade the coins in for complete
items. This quest may look boring, and uneasy to accomplish (you will need hundreds of
coins, while monsters drop them not very often), but you should consider it one of your top
priorities anyway. You are supposed to collect the coins for months and months, until you
are able to turn them in for something actually valuable... but then it will be well worth it.

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You will probably hate this quest (especially when you face the need to keep killing the
monsters that are dozens levels below your own level in order to get a few rare coins), but
be persistant, and don’t give it up. The longer you do this quest, the greater rewards await
you.

7.3.1. Coin Of Magic


Quest type: repeatable; required level: 40; start location: Hunters Village; start
NPC: Warehouse Keeper Sorint; reward: C grade jewelry, armor, and weapons (fixed).
To start the quest, speak with Warehouse Keeper Sorint, who is looking for the
Kaldis Coin. He will send you to Union President Bernard who can be found in the house
by the canyon between the two bridges (south-eastern part of HV). Bernard tells you that
in order to obtain the coin you will have to hunt Harit Lizardmen in the Forest of Mirrors.
Actually, you need to kill either a Harit Lizardman Shaman (level 54, passive) or a
Harit Lizardman Matriarch (level 55, aggressive, triple HP) to earn the coin. You can find
these monsters south of FoM, or north-west of the Anghel Waterfall (eastern part of FoM).
The Matriarchs are extremely tough, so, you better pick a lone Shaman and kill him (you
might need to Sleep/Silence him to make it easy). The Harit Lizardmen are social, so, by
any means, avoid attacking their groups. Be also aware that their Archers are aggressive.
Considering it all, you will really need to pick a sort of “ninja tactics” to make your way
through the Forest safely and acquire the coin without running into serious troubles.
Once you have the Kaldis Coin, return to HV and present it to Sorint (just don’t
show it to Bernard, or else he will take it from you). Sorint will grant you the Level 3
Membership. From now on, you can collect coins which can be exchanged for better
coins, and then trade those coins for reward items. To see the list of items you will be able
to exchange the coins for, talk to Warehouse Keeper Sorint. There are different rewards
depending on your membership level. You cannot obtain rewards above or below your
membership level

The Coin Collector‘s Guide: Monsters And Locations


The monsters drop the coins as follows:
Blood Medusa Coins – Timac Orc Archer (level 41, passive), Timac Orc Soldier
(level 42, aggressive), Timac Orc Shaman (level 43, passive), Lakin (level 44,
passive/asocial), Hatar Hanishee (level 49, passive), Punishment of Undead (level 53,
passive);
Gold Wyvern Coins – Timak Orc (level 40, passive), Shackle (level 45,
aggressive), Headless Knight (level 50, aggressive), Royal Cave Servant (level 51,
passive), Malruk Succubus Turen (level 56, passive);

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Silver Unicorn Coins – Formor (level 45, passive), Formor Elder (level 46,
passive), Tarlk Bugbear High Warrior (level 49, passive), Vanor Silenos Shaman (level 49,
passive), Oel Mahum (level 53, aggressive), Oel Mahum Warrior (level 54, passive).
Timak Orc series can be found anywhere around the Timak Outpost (west of the
road that leads from Oren to the Catacomb of the Apostate).
Lakins dwell in the remote dells south of Hunters Village (along with Weird Drakes
and Kronbe Spiders).
Hatar Hanishee can be found in the area between The Cemetery and Aden Castle
(be aware, they are social with Hatar Ratmen).
Punishment of Undead haunt the central part of the Cemetery.
Shackles can be found in two different locations: at the entrance to Dragon Valley
and in the crater of Ivory Tower.
Headless Knights and Royal Cave Servants haunt the west half of DV, and Malruk
Succubus Turen reside in the east part of DV.
Tarlk Bugbear High Warriors are camping the place north-west of the Ivory Tower.
Formors are everywhere around the crater of IT.
Vanor Shamans are west of the Aden Castle (their spells are quite unpleasant
though, so, you may prefer to leave them alone).
The Oel Mahum troops are scattered everywhere at the fork of the roads that lead
to bandit Stronghold and Border Outpost.
Therefore, you can pick the Town of Oren as your base, and hunt for Blood
Medusas and Gold Wyverns at the Timak Outpost, and for Silver Unicorns north of IT. At
the same time, DV looks like the best place to hunt for Gold Wyverns specifically.

Level 3 Membership
Rewards available to level 3 members and the respective prices in guild coins:
Moonstone Earring (C grade, M.Def 39): 2 Nia’s Blood Medusas, 2 Blood Dre
Vanuls, 2 Gold Drakes, 3 Gold Knights (in total, this equals to 60 Blood Medusas and 50
Gold Wyverns);
Nassens Earring (C grade, M.Def 48): 7 Nia’s Blood Medusas, 5 Blood Dre
Vanuls, 5 Silver Golems, 5 Gold Knights (equals to 190 Blood Medusas, 50 Silver
Unicorns, and 50 Gold Wyverns in total);
Ring of Sage (C grade, M.Def 32): 5 Nia’s Gold Wyverns, 4 Blood Dre Vanuls, 4
Gold Drakes, 4 Silver Golems (equals to 140 Gold Wyverns, 40 Blood Medusas, and 40
Silver Unicorns in total);

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Necklace of Protection (C grade, M.Def 56): 5 Nia’s Silver Fairys, 3 Blood Dre
Vanuls, 3 Gold Knights, 3 Silver Fairys (equals to 130 Silver Unicorns, 30 Blood Medusas,
and 30 Gold Wyverns in total).
To obtain high level coins, you will have to find certain NPC’s that offer two
options: you can exchange the coins at the fixed rate (1:10 or 1:20, depending on the type
of coins), or gamble to reduce the exchange rate a bit (if you fail all the tries, you lose the
coins you bet). To trouble you even more, each of these NPC’s will offer only a limited
selection of high level coins. That is, you will have to travel from one location to another to
acquire all the coins you need to purchase the desired item.
Magister Page (you can find him in the Wizard’s Guild at the outer circle of Hunters
Village, i.e. beyond the canyon south-east of HV) offers the following rates:
Nia's Blood Medusa = 20 Blood Medusas
Blood Werewolf = 10 Blood Medusas
Gold Knight = 10 Gold Wyverns
Silver Fairy = 10 Silver Unicorns
Warehouse Keeper Hagger (in the Town of Oren) offers the following rates:
Nia’s Silver Fairy = 20 Silver Unicorns
Blood Werewolf = 10 Blood Medusas
Gold Drake = 10 Gold Wyverns
Silver Golem = 10 Silver Unicorns
Researcher Lorain (at the entrance to Cruma Tower) offers the following rates:
Nia's Gold Wyvern = 20 Gold Wyverns
Blood Dre Vanul = 10 Blood Medusas
Gold Knight = 10 Gold Wyverns
Silver Golem = 10 Silver Unicorns

Level 2 Membership
To increase your membership level you must talk to Warehouse Keeper Sorint
again and give him the following set of coins:
1 Blood Dre Vanul, 1 Blood Werewolf, 1 Gold Drake, 1 Gold Knight, 1 Silver Fairy,
1 Silver Golem (which will take 60 regular coins in total, 20 of each kind).
Once you are a Level 2 Member, you can purchase the following items from
Sorint:
Demon’s Boots (C grade, P.Def: 36): 1 Manak's Gold Giant (equals to 200 Gold
Wyverns);
Demon’s Gloves: (C grade, P.Def: 36): 1 Manak's Gold Giant (equals to 200 Gold
Wyverns);

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Demon’s Stockings: (C grade, P.Def: 43, MP: 117): 1 Manak's Silver Dryad, 1
Silver Dryad (which equals to 300 Silver Unicorns in total);
Full Plate Helmet: (C grade, P.Def 58): 1 Manak's Blood Werewolf, 1 Gold Giant, 1
Gold Wyrm (equals to 200 Blood Medusas and 300 Gold Wyverns in total).
Comment: the only item worthy of trouble is Demon’s Gloves (remember, they are
non-craftable, and you really need them for your favorite Demon set). Demon’s Stockings
can be purchased for C and D crystals in the Luxury Store in Giran, and crystals are
actually easier to obtain than coins.
To exchange your coins, you will have to travel some more.
Blacksmith Duning (in HV) offers the following rates:
Manak's Gold Giant = 10 Gold Drakes and 10 Gold Knights
Blood Succubus = 5 Blood Dre Vanuls and 5 Blood Werewolves
Gold Giant = 5 Gold Drakes and 5 Gold Knights
Silver Undine = 5 Silver Fairies and 5 Silver Golems
Guard Stan (at the southern gate of Oren) offers the following rates:
Manak's Silver Dryad = 10 Silver Fairies and 10 Silver Golems
Blood Basilisk = 5 Blood Dre Vanuls and 5 Blood Werewolves
Gold Giant = 5 Gold Drakes and 5 Gold Knights
Silver Dryad = 5 Silver Fairies and 5 Silver Golems
Ralford (in the basement of IT) offers the following rates:
Manak's Blood Werewolf = 10 Blood Dre Vanuls and 10 Blood Werewolves
Gold Wyrm = 5 Gold Drakes and 5 Gold Knights
Silver Dryad = 5 Silver Fairies and 5 Silver Golems
Silver Undine = 5 Silver Fairies and 5 Silver Golems
They will not trade with Level 3 members, so, don’t bother them untimely. In each
case you will have an option to gamble... if you are not afraid of losing your hard earned
coins. Wait, how can one tell if these NPC’s are not cheating anyway?

Level 1 Membership
As you get closer to level 55, it would be wise to start saving the coins to raise
your membership level even higher. Once you collect 200 coins of each type, go visit the
money-changing NPC’s in order to get the following set:
1 Blood Basilisk, 1 Blood Succubus, 1 Gold Giant, 1 Gold Wyrm, 1 Silver Dryad, 1
Silver Undine.
Once you have it, return to Sorint, ask him to increase your collector’s level and
give him the aforementioned coins. Now you are a Level 1 Member, so, the following
prizes are available since this point:

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Demon’s Staff (top C grade, P.Atk 152, M.Atk 111): 1 Beleth’s Blood Dragon, 1
Silver Dragon, 13 Gold Wyrms;
Dark Screamer (C grade, P.Atk 122, M.Atk 76): 1 Beleth’s Gold Dragon, 1 Blood
Dragon, 1 Silver Dryad, 1 Gold Giant;
Widow Maker (C grade, P.Atk 144, M.Atk 78): 1 Beleth’s Silver Dragon, 1 Gold
Dragon, 1 Blood Succubus, 2 Blood Basilisks;
Sword of Limit (C grade, P.Atk 139, M.Atk 76): 1 Gold Dragon, 1 Silver Dragon, 1
Blood Dragon, 1 Silver Undine.
To obtain the highest level coins (worth 1000 or 2000 of regular coins each) you
will have to look for the advanced money-changers (they will deal with Level 1 Members
only).
Head Blacksmith Ferris (south-east end of Aden) offers the following rates:
Beleth's Blood Dragon = 10 Blood Basilisks and 10 Blood Succubi
Blood Dragon = 5 Blood Basilisks and 5 Blood Succubi
Gold Dragon = 5 Gold Giants and 5 Gold Wyrms
Silver Dragon = 5 Silver Dryads and 5 Silver Undines
Grocer Pano (in the center of Floran Village) offers the following rates:
Beleth's Silver Dragon = 10 Silver Dryads and 10 Silver Undines
Blood Dragon = 5 Blood Basilisks and 5 Blood Succubi
Gold Dragon = 5 Gold Giants and 5 Gold Wyrms
Silver Dragon = 5 Silver Dryads and 5 Silver Undines
Warehouse Keeper Collob (west side of Giran, near the Dark Elven Guild) offers
the following rates:
Beleth's Gold Dragon = 10 Gold Giants and 10 Gold Wyrms
Blood Dragon = 5 Blood Basilisks and 5 Blood Succubi
Gold Dragon = 5 Gold Giants and 5 Gold Wyrms
Silver Dragon = 5 Silver Dryads and 5 Silver Undines
So, you can calculate the price of each Level 1 reward in regular coins:
Demon’s Staff – 2000 Blood Medusas, 1300 Gold Wyverns, 1000 Silver Unicorns;
Dark Screamer – 1000 Blood Medusas, 2100 Gold Wyverns, 100 Silver Unicorns;
Widow Maker – 300 Blood Medusas, 1000 Gold Wyverns, 2000 Silver Unicorns;
Sword of Limit – 1000 Blood Medusas, 1000 Gold Wyverns, 2100 Silver Unicorns.
Well, now, take the look at this list of rewards for the last time... and forget it.
Yes, forget it.
You see, if you just sell your coins (that is, the amount of regular coins required to
purchase the level 1 prize items from Sorint) to other players at their market price, you will

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most likely make 3-6 times more money than those items cost. Or better yet, just keep
your coins: their market value will only increase over time.
Also, do not exchange the coins that you currently possess for the highest level
ones, you will need them later.

7.3.2. Royal Coin Collector Membership


Upon reaching level 55, you can advance your coin collector’s career to the
radically new stage, which will allow you to start working on your A grade gear early. Then
you will see why it was so important to keep your hard earned coins instead of
immediately selling them to other players or exchanging them for common C grade stuff.

Let's Become A Royal Member


Quest type: non-repeatable; required level: 55; start location: Hunters Village; start
NPC: Warehouse Keeper Sorint; reward: Royal Coin Collector Membership.
To activate this quest, talk to Warehouse Keeper Sorint (your Coin Collector’s
Membership must be level 1 already). Sorint tells you he needs two things: a coin
collecting album and Kail's Coin.
To get the Album, go to Giran and purchase it from Jeweller Sandra in the Jewel
Shop for 12k adena or so. Since it is a regular purchasable item, it does not matter when
you buy it (you don’t even have to be level 55 yet), just be aware that once you have it,
you cannot sell/trade/transfer it to other characters or store it in the warehouse. However,
Sandra sells only one album a day (in-game time, which means once in 4 hours real-
time), so, if you find out that the album is unavailable at the moment, you will have to wait
for a while.
To obtain the Kail's Coin, go kill Ancient Gargoyles (level 56, aggressive) north of
Forsaken Plains.
Once you have both items, pay visit to Sorint to receive a Royal Membership. So,
you are now a Royal Member, which means you can do the Kail's Magic Coin Quest.

Kail's Magic Coin


Quest type: repeatable; required level: 55; start location: Hunters Village; start
NPC: Head Blacksmith Vergara; reward: A grade weapon 60% recipes (selectable).
Once you are a Royal Member, come see Head Blacksmith Vergara in HV. He will
tell you to hunt Fallen Orcs, Fallen Orc Archers, Fallen Orc Captains, and Fallen Orc
Shamans at the Forsaken Plains to obtain Kail's Coins: Kail's Blood Dragon, Kail's Gold
Golem, Kail's Silver Basilisk.
Fallen Orcs (level 55, passive) drop Kail's Silver Basilisks (KSB);
Fallen Orc Archers (level 57, passive) drop Kail's Gold Golems (KGG);

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Fallen Orc Shamans (level 58, passive) drop Kail's Blood Dragon (KBD);
Fallen Orc Captains (level 60, aggressive) randomly drop KBD, KGG, or KSB.
Some Fallen Orc Shamans morph into a Sharp Talon Tiger (level 59) after being
attacked, then they will not drop coins (instead, you can get Stolen Infernium Ore from
them if you have the Stolen Dignity quest active).
Once you have 10 Kail’s coins of each type, return to Vergara to select your
reward. You can trade your coins for any A grade weapon recipe (60%) of your choice;
besides the Kail’s coins it will also require 2-3 high level coins that can be obtained via the
regular Coin of magic quest.
Here is the list of available recipes and prices in coins (basically, 1 Blood Basilisk =
100 Blood Medusas, 1 Gold Giant = 100 Gold Wyverns, 1 Silver Dryad = 100 Silver
Unicorns):
Blood Tornado: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Bloody Orchid: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Branch of the Mother Tree: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB
Carnage Bow: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Dark Legion’s Edge: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB
Dasparion's Staff: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Dragon Grinder: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB
Dragon Slayer: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB
Elemental Sword: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Elysian Axe: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB
Halberd: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Meteor Shower: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Soul Bow: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB
Soul Separator: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB
Sword of Miracles: 3 Gold Giants, 10 KBD, 10 KGG, 10 KSB
Tallum Blade: 2 Silver Dryads, 10 KBD, 10 KGG, 10 KSB
Tallum Glaive: 3 Blood Basilisks, 10 KBD, 10 KGG, 10 KSB

7.4. Repent Your Sins


Quest type: repeatable; start locations: Floran Village, Hardins Private Academy,
Southern Wasteland Entrance; start NPC: Black Judge; reward: reduction of PK count
(random).
This quest (it’s often called “Sin Eater”) is actually unique, since it has nothing to
do with earning adena or experience. Its only goal is to help a player decrease the number

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of committed PK’s (which influences the amount of karma received with every PK). The
higher your PK count, the more karma you get with very new PK, and the higher are you
chances to drop equipment when you die while being red. And loss of Exp does not
matter much compared to the loss of a few B or C grade items. Therefore, you should
always keep your PK count below 5, and repeat the Sin Eater quest when necessary.
(Just a reminder: chaotic characters with a PK count of 5 or less will experience no
additional chance of dropping their items due to their karma status. That is, as long as
your PK count is 5 or less, if you are red your drop rate is the same as if you were still
white. It does not mean you will not drop items, it just means the chance of dropping items
is the same as it would be if you were white.)

Prerequisites
- You must have at least 1 PK;
- You should be white (i.e. with zero karma);
- It’s said there is no level limitation, however, you should keep in mind that
obtaining the key item requires killing a few level 45-46 monsters in such a
dangerous area as Sea of Spores.
To start this quest you need to talk to a Black Judge. Black Judges can be found in
the following locations:
by the windmill west of Floran Village;
at the rock near Hardins Academy;
next to the traders at the South Entrance to Wasteland.

Penitent Manacles
The Black Judge will ask you to travel to Ivory Tower to meet Magister Joan. Go to
Ivory Tower (via Oren), use the tower gatekeeper to get to the 3rd floor. Talk to Joan; she
will ask you to go to the Sea Of Spores and collect 3 Trisalim's Venom Sacks.
The sacs can be obtained by hunting Trisalim Spiders (level 45, passive) and
Trisalim Tarantula (level 46, aggressive). To find them, enter the Sea of Spores and go
down (stay away from aggressive Dire Wyrms, and watch out for Orfen and her horrid
crew.) Kill them until you have 3 sacs, then return to Joan and show her the trophies.
Your next task is to meet the Black Judge again. She will now send you to Giran to
talk to Blacksmith Pushkin (in the smithy by the west gate). Pushkin will give you a list of
materials he needs to craft the Manacles of Penitent.
Recipe for the Manacles:
1 Blacksmith’s Frame
5 Steel
2 Adamantite Nuggets

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10 Silver Nuggets
10 Cokes
The Blacksmith’s Frame is a craftable item; to get it crafted you will need 1 Silver
Mold, 5 Varnish of Purity, 10 Mithril Ore (to make 1 Silver Mold you need 5 Braided Hemp,
5 Cokes, 10 Silver Nuggets; to make 1 Varnish of Purity you need 1 Stone of Purity, 3
Varnish, 3 Coarse Bone Powder). So, if you translate the whole list to basic materials
only, it will include: 2 Adamantite Nuggets, 150 Animal Bones, 45 Coal, 45 Charcoal, 25
Iron Ore, 10 Mithril Ore, 20 Silver Nuggets, 25 Stems, 5 Stones of Purity, 40 Varnish.
Once you have collected the ingredients, talk to Pushkin and he will create the
Manacles. Come back to the Black Judge and receive your Sin Eater.

Sin Eater
Sin Eater is the name of an imp that will follow you around as your pet. To
summon him, double-click the Manacle icon in your inventory. Same as other pets, he
needs food (namely, Wolf Food that can be purchased from Pet Managers), he can starve
to death if you forget to move food to his inventory once he’s summoned. He can die to a
monster or other player (when he dies he loses Exp), and if you don’t resurrect him in
time, he is gone. The Sin Eater likes to talk, which can be rather annoying. The only thing
he cannot do is attack; instead of that he just consumes all Exp and SP that you would
have earned by killing monsters during the time when the Sin Eater is out. Unlike other
pets, he cannot be traded or dropped, unless you ended the quest.
So, when you summon the Sin Eater, you level him instead of your own character
(note that his initial level is equal to yours, but he gains Exp times faster than a player’s
character, and can be leveled within an hour).
Once he leveled up, recall him and return to the Black Judge. Your PK count will
be reduced by a random number (though in most cases only 1 PK is removed). If you get
your PK count down to 0, you will not be able to summon the imp anymore. So, if you
want to keep him at your disposal, tell the Black Judge you want to atone your remaining
sins (when you still have 1 or 2 PK’s left). And if you have nullified the PK score, keep the
Manacles anyway, so that you will not have to do the whole quest from the beginning
when you need to get rid of newly committed sins.

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8. Spellhowler's Servitors: Nice Addition Or Burden?


In Lineage 2 players can have two types of servitors (NPC companions): summons
and pets. To summon a creature, you must belong to one of a few classes that have the
appropriate skills, while any player (at any level) can get a pet. Pets can be obtained via
the quest or purchased from other players. Although this aspect of the game is quite
optional (from a nuker’s point of view), you might like to try it anyway, just for the fun of it.

8.1. Summons
Upon reaching level 20, you are given an option to learn the summoning skills:
Summon Shadow and Summon Silhouette. Both summons belong to the controlled
servitor type, i.e. you can directly control their actions during combat. Only one servitor
can be summoned at a time.
So, you can try out both kinds of skills (a nuker’s and a summoner’s) while
following the path of a Dark Wizard. Actually, summons are so powerful that their use is
initially limited with a set of strict terms, such as Exp penalty, summoning cost, duration,
and reuse interval, so, one should use them for special purposes only. Both types of a
Dark Wizard’s summons last only 20 minutes, and then you have to wait 6 hours until you
can summon them again. You will also need to carry a few D grade crystals to be able to
summon them (and keep them going).
For example, you can rely on your summon’s assistance to do certain party-
oriented quests (e.g., Dangerous Seduction) solo. Later on, as you progress in levels and
become a powerful Spellhowler, you may still like to occasionally use your summons (non-
upgradable anymore) as temporary tanks or “suicidal bait” to distract the monsters (or
confuse an enemy in PvP).
In the early 20’s, when you don’t have that ultra useful Body to Mind skill yet, you
can use your summoned helpers to minimize the downtime. As soon as you find yourself
running out of mana, summon either a Shadow or a Silhouette and command it to do the
killing, while you are taking a rest to restore MP. Three hours later, summon another
creature and have another 20 minutes long mana-saving session.
Note that a summon consumes both Exp and SP at a fixed rate as long as it’s up,
irrespective of who does the killing.

8.1.1. Shadow
A Shadow is a melee-type summon. A level 22 Shadow (which you can get upon
reaching level 20, as you learn the Level 1 Summon Shadow skill) has 946 HP, 279 MP,
P.Atk 70, M.Atk 28, P.Def 105, M.Def 95, Accuracy 58, Evasion 54, Critical Rate 40,

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Speed 154, Attack Speed 282, Casting Speed 333. It requires 3 D crystals to summon,
and consumes 30% of acquired Exp and SP. Once you upgrade the skill, it will take 4 D
crystals to summon. When you are level 30, you can learn the Level 3 Summon Shadow
skill, since then it will require 1 D crystal to summon, and consume 1 D crystal every few
minutes. The highest summon you can get as a Dark Wizard is a level 37 Shadow, it
takes 3 D crystals to summon and consumes 1 D crystal every few minutes afterwards.
To keep the Shadow alive, you will need to use your Servitor skills (Servitor Heal
and servitor buffs) regularly.

8.1.2. Silhouette
A Silhouette has the same stats as a Shadow, it takes only 1 D crystal to summon,
but it consumes 90% of acquired Exp and SP. Its strong point is that it can use a life
draining spell (range 750, same as Twister), so it can attack targets from distance, and
does not depend on your healing spells too much. Considering the significant Exp/SP
penalty, it is good to use a Silhouette in PvP or for farming purposes only.

8.2. Pets
If you wish, you can do certain quests to receive an item that grants the right to
manage a pet. Currently in L2 there are 3 types of pets: wolves, hatchlings, and striders.
Pets are quite expensive to keep: they need food, and they can’t fight well without
special armor and weapon. Leveling them is extremely time consuming (hard and boring
as well), so, think twice before getting a pet. If you still want to level one, consider partying
with some buffer (or having a buffer around). Actually, your class is capable of doing it
solo: as a Spellhowler, you have a pretty decent set of skills (debuffs especially) that can
make leveling a pet easier; and you can use your Servitor skills (Heal and Recharge) as
well.
As of Chronicle 3, pets cannot learn or upgrade skills; it will change in the next
Chronicle. Since Chronicle 4 pets and summons will be able to use non-grade soulshots.
Three more types of pets will be added.
Wherever you go with your pet, make sure to carry enough food to feed it
regularly, and a few Scrolls of Resurrection in case it dies to an enemy. Each type of pets
eats its own food only (i.e. wolf food, food for hatchlings, or food for striders), and can be
equipped only with an armor and weapon of appropriate type. You can buy everything
your pet may need from the Pet Manager NPC’s in any town, but you will have to travel to
Aden to purchase the top items (the greater the town, the bigger the variety of available
pet goods).

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8.2.1. Wolves
When you reach level 15, you can do the Get A Pet quest (get it from Pet Manager
Martin in Gludin) and earn a Wolf Collar. If you wish, you can play with your new pet a bit,
though selling it would be a smarter move.
Wolves are considered damage dealers, they have low HP and considerably high
P.Atk. So, they will die often if you let them fight the monsters one on one, and keeping
them alive can be hard enough. In fact, pet wolves are supposed to aid non-offensive
classes, mainly tanks (a wolf and a knight make a good combo), also healers etc. From a
nuker’s point of view, wolves are just a needless burden. They follow you around, they eat
a lot, and they make funny noises. Basically, that’s all they are good for.

8.2.2. Hatchlings
There are three types of dragon hatchlings: Hatchling of Wind, Hatchling of Stars,
and Hatchling of Twilight. Each type has its own unique abilities and skills. Hatchlings can
be obtained via the Little Wing quest, and raised in order to turn them into striders. Once
you earn the Dragonflute (the quest item), you can summon a level 35 hatchling of a
certain type; then you will need him to gain 20 more levels (until 55) to make the transform
possible.
Theoretically, hatchlings are supposed to assist their master in combat, acting as
tanks or damage dealers. In practice, though, they are so weak that they die to a monster
of a comparable level in just a couple of hits, while it takes them ages to kill anything. So,
if you are seriously going to level your pet dragon, you will need to equip it with the best
armor and weapon you can get.
All types of hatchlings have the same initial Accuracy (71 at level 35), Evasion
(67), Running Speed (154), and Casting Speed (333). Other parameters are different,
depending on the type. Most important, they consume food and gain Exp at different
rates.

Hatchling Of Wind
Wind hatchlings have the lowest HP (549 HP at level 35) and highest P.Atk (35 at
level 35) among all types of hatchlings; their P.Def is average. Besides comparatively
good P.Atk they have a special attacking skill (Wild Temper) that hits for higher damage
and consumes MP. This makes them an attack-oriented type; they can kill relatively fast
(compared to other types of hatchlings) but, unfortunately, it is very hard to keep them
alive: without armor, a Wind dies in just one hit when being attacked, and with armor on, it
will last only a couple of seconds longer. So, if you pick this hatchling, you will need to
keep it from getting hit at any cost, and recharge its MP regularly if you want it to

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continually use Wild Temper. Each piece of food consumed by a Hatchling of Wind
restores about 12% of its hunger gauge.

Hatchling Of The Stars


Star hatchlings belong to the defensive type: they have the highest HP (2400 HP
at level 35) and P.Def. Their default P.Atk (16) is mediocre, and they don’t have any
special attacking skills. Instead of that they possess a skill that provokes the monster’s
aggression, i.e. analogous to a Knight’s Hate skills. However, if you insist on having it as
your personal tank, make sure to equip it with the best armor and a decent weapon; yet
you will still have to spend lots of MP to heal it during combat. Star hatchlings are the
hardest to level and most expensive to keep: they consume food continuously, and 1
piece of food refills only 6% of their hunger bar.

Hatchling Of Twilight
Twilight hatchlings are very special, since they have absolutely no combat abilities
by default: P.Atk 1 (at level 35), no special attacks/skills (i.e. they cannot even use their
MP), and lowest P.Def (12). They have average HP though (1220 HP at level 35), but it
does not help any, considering their non-existant P.Atk and P.Def. At the same time,
surprizingly, they are commonly considered the most desirable type of hatchlings: the
demand on them is so high that a Twilight can be sold for millions (yes, they are really
rare), while the price for Wind and Star hatchlings usually varies around 100k adena.
The secret is that they gain most Exp per kill, so, you just need to provide them
with decent weapon and armor, and then they will progress in levels pretty fast. Since they
don’t eat much (just one unit of food is enough to fully appease hunger), the Twilights are
the cheapest hatchlings to maintain. Therefore, they are generally easiest to level, all you
need is to make a sufficient initial investment in equipment (and in the hatchling itself, in
case you purchase it from someone).

8.2.3. Striders
Grown hatchlings (level 55+) can be irreversibly turned into striders by completing
the Little Wing: Big Adventure quest. When a hatchling of a certain type turns into a
strider, it keeps its specific features (i.e. low P.Atk if it was a Twilight, or high P.Def if it
was a Star), but some base stats get changed (all striders have base speed 187).
Important note: in Chronicle 4 the hatchling/strider types (and their stats) will be
changed in the following way: Wind – fighter, Star – mage, Twilight – racer.
The best thing about a strider is that you can ride it. Now, what’s the bad news...
First off, when you ride a strider, its running speed is adjusted in accordance with your
own class. So, as a slow paced mage, you will thus affect your strider’s speed, i.e., it will

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be just 154 instead of 187 (which is still much better than your own speed, 124). Striders
can be leveled in the same way as hatchlings (so that they can increase their stats
gradually) but they too require special weapon and armor (therefore, if you are planning to
use your strider only as a mount, don’t bother to equip it). While riding a strider, you can
cast any spells you want, but the effect of your spells will reflect the strider’s M.Atk instead
of yours (fortunately, Sleep will still often enough when you are being attacked by some
monsters; so, you can travel through dangerous areas rather safely). You can command
your strider to fight side by side with you... that is, if you can take the risk. Indeed, striders
are too hard to raise and too expensive to buy to let them play as meat shields.
To put it simple, most players don’t even bother to level their hatchlings, they just
buy grown striders. Anyway, if you want to go through all the troubles of raising a strider,
the next chapter is meant just for you.

8.3. Raise Your Dragon


In order to obtain a dragon mount you will have to fulfil the following tasks: do the
hatchling quest, level your hatchling from 35 to 55, complete the strider transformation
quest, and proceed leveling the newly acquired strider (if you wish). Despite popular
belief, all the steps can be done solo. As a Spellhowler, you cannot tank, heal or buff
effectively, yet you can still do it, somehow. The only suggestion is to wait until your own
level is high enough compared to the hatchling’s, because leveling together with the pet
can be painfully hard.

8.3.1. Little Wing


Quest type: repeatable; required level: 35; start location: Giran Castle Town; start
NPC: Pet Manager Cooper; reward: a Dragonflute of random type (Wind/Star/Twilight).
Talk to Pet Manager Cooper who can be found at the north-west corner of the
town by the Luxury Shop. Tell him you wish to acquire a pet dragon. He will then send you
to Hunters Village to meet Wiseman Cronos.
Speak with Cronos, listen to his ramblings patiently, and ask him what it takes to
make a Fairy Stone. He will tell you to collect the following items: 10 Charcoal, 10 Coal, 3
Silver Nuggets, 10 Toad Lord Skins, and 1 D grade gemstone. He will also offer an option
of making the Deluxe Fairy Stone, but you should ignore it: it will require considerably
more ingredients (more expensive ones also), and get you a bonus consisted of a few
pieces of hatchling food at the end of the quest.
D grade gemstones can be bought in any Magic shop. Collecting the raw materials
should not be a problem either (if you cannot farm them, just buy them from other players

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in Giran or elsewhere). To obtain the Toad Lord Skins you will have to hunt Toad Lords
(level 32, passive) in the Cruma Swamp. Kill the Toad Lords until you collect 10 skins.
Use SoE to return to Dion and talk to Maria in the magic store; she will take the
ingredients and give you the Fairy Stone.
Your next destination is the northernmost end of the Enchanted Valley (EV) where
you have to find Fairy Mymyu. The easiest way to get there is to use the gatekeeper in the
Hunters Village and teleport to the north-west entrance to EV for just 3700 adena. Enter
the Valley and follow the path until you see a sort of a small grotto behind the waterfall. Be
aware of an aggressive Satyr (level 48, triple HP) camping the entrance to the grotto: if
you pick a fight with him you will most likely get attacked by the nearby Elementals
(double HP, resistant to magic), so, try to sneak behind him, or pull him out and take care
of him then return to the grotto. Talk to the Fairy (who looks like a little Pixy), she will tell
you to obtain a Drake’s Egg. You now have to choose one of the five missions:
1. Climb the sharp mountain north-west from the Oren Castle. On the very top of
it you will see Drake Exarion. She will tell you to kill Leto Lizardman Warriors
(level 38, double HP, passive/social) that stole her precious eggs. Tip: you may
be having troubles trying to get to the top of the mountain, in this case, explore
its slopes and at a certain point just click its top; your character then will start
bouncing up and down and eventually make it to the top somehow (in a
“glitched” way, that is).
2. Find Drake Kalibran at the slope of the mountain directly west of the Oren
Castle. Talk to the Drake; she will tell you to kill Road Scavengers (level 37,
passive/social) in Death Pass to return her eggs.
3. Travel to the Elven territories and look for Drake Zwov by the mountain ridge
east of the Iris Lake. That Drake will ask you to kill Marsh Spiders (level 34,
aggressive) in the Cruma Swamp to obtain the eggs.
4. Find Wyvern Shamhai in the mountains south-west of Death Pass (north-west
of the fork of the roads; south-east of Partisan Hideaway). She will send you to
kill Death Seekers (level 34, passive/asocial) in Execution Grounds to retrieve
her eggs.
5. Meet Wyvern Suzet who can be found in the mountains west of the road that
leads through Death Pass (if you take a look at the in-game map, that place is
right between PH and that funny looking structure in the north of DP). She will
ask you to kill Breka Orc Overlords (level 35, aggressive) and collect the eggs.
So, choose whichever you like, kill the specified monsters until you have 20 eggs
then return to the drake or wyvern of your choice to get a hold of one her eggs in reward.
Once you talk to the grateful beast and earn the egg, come back to Fairy Mymyu.

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Give the egg to Fairy Mymyu and receive a special item called Dragonflute (used
to summon a hatchling).
Notes: it does not actually matter which of the five missions you pick, so, make
your choice considering the monsters’ difficulty and travel expenses. If you want to travel
less, go to Drake Kalibran. If you want to kill the easiest monsters, go find Wyvern
Shamhai. If you want to earn some Exp in the meantime, pick Drake Exarion’s mission.
No matter what you choose, the Fairy will reward you randomly. Most likely, you will
receive a Wind hatchling. The probability of getting a Hatchling of Stars seems lower. And
you must be incredibly lucky to receive a Twilight: this particular type is so rare that even
doing the quest 10-20 times does not guarantee receiving a Twilight hatchling once.
Now, get to the nearest town and stock up on hatchling food and equipment... or
just set up a Sell store and get rid of your expensive pet before it has consumed too much
time and money.

8.3.2. Hatchling Leveling Guide


So, let’s say you are ready to sacrifice a significant amount of time to raise your
own strider. Then the boring part begins, as your hatchling will need to gain 20 levels at
least, before the final transformation. The optimal way to make it quick is to form a group
of a few players including (preferably) a Necromancer, a Shillien Knight, and a Prophet.
The Necromancer will paralyze the monsters and debuff them, the Knight will weaken
their P.Def with Hex and pull the aggro off the hatchling with Hate Aura, and the Prophet
will buff the hatchling most efficiently. However, you can do it alone. Surely it will take
much longer, but it can be done solo if you use the full potential of your debuffs and other
spells. It is strongly recommended to level yourself first (to 55-56 at least), and then
dedicate a week or two to playing with your pet.

Before You Start


For the beginning, you should decide once and for all which type of hatchling you
are going to obtain. Remember that Wind hatchlings will die often, Star hatchlings will take
ages to level (and make you broke by eating too much), so, it is suggested to pick a
Twilight hatchling if possible. If you have some spare time, try to do the Little Wing quest
repeatedly until you get one. Otherwise, just buy it from someone for a million or two, this
investment will be well worth it.
Once you have the hatchling, equip it with proper armor and weapon. If your
budget is limited with 2 millions or so, buy a Torturer (P.Atk 13) and Hatchling’s Steel Coat
(P.Def 36); this will be more than enough for the start. Later on, buy a better weapon if

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you see someone selling it for a cheap price, or just upgrade it via the Pet Managers in big
towns.
Before going out, prepare a special quickbar for the hatchling leveling purposes
only: drag and drop onto it the most useful icons from the pet interface, namely, Attack,
Stop, and Return to Inventory. Also place there the shortcuts for Servitor Heal, Battle
Heal, Sleep, a few debuffs, and at least one nuke as well (e.g., Hurricane).
Make sure your Sleep and debuffs are maxed up (earn some more SP and
upgrade the appropriate skills if necessary).
Every time you summon the hatchling, don’t forget to drag to its inventory some
food and a few Potions of Alacrity (or buff scrolls, if you can afford it). Buff your pet with
Shield and Might, and use the potions regularly to increase its killing capacity.

Tanking For Your Pet


Yes, turning yourself into a tank appears to be the most efficient way to level your
hatchling (regardless of its type), that is, you get to learn this new and unusual
(considering the specifics of your class) role now (for variety’s sake, at least).
All you have to do to infuriate the monster enough to drag its attention from the
annoying little hatchling, is casting various non-damaging spells (debuffs) on your target
repeatedly. Anything is fine to keep the monster’s aggression off the hatchling, even the
Wind Shackle level 1 comes in handy (amusingly enough, it sometimes works too,
decreasing the monster’s attack speed quite noticeably). To make the monster’s fate
totally miserable, cast Curse: Chaos and other debuffs (e.g., Slow) as soon as their effect
wears off.
Actually, you can tank against any monster pretty fine... if you are 15-20 levels
above it. You can easily take the beating and heal yourself from time to time, and
sometimes the monster will just miss you due to your relatively high Evasion or effective
debuffs (by the way, Curse: Chaos sometimes causes the monster to miss a dozen
attacks in a row).
In the meantime, your little dragon will be slowling eating up the monster’s HP. It
takes an unbuffed Twilight Hatchling (equipped with Torturer) 4-6 minutes to kill a monster
of a comparable level (fortunately, the Exp gain per kill is times higher compared to other
types of hatchlings, e.g., it will earn 3% per kill in the late 30’s, and about 1% per kill in the
early 50’s). If you think five minutes per monster is too slow, here is a tip: wait until the
monster’s HP drops below 50%, and then start actively assisting your hatchling to quickly
finish the fight. This way you will double the number of kills (and the drops accordingly),
and, most important, the hatchling’s Exp rate increases too (there goes an explanation:
when a hatchling kills a whole monster alone, the monster gets enough time to partially

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regenerate its HP, i.e. the hatchling has to do extra work on killing it, which slows down
the overall progress). Moreover, when a hatchling spends too much time attacking the
same target, chances are the monster will switch its aggression eventually and hit the
hatchling, regardless of your tanking/debuffing efforts.
So, when something goes wrong (some monsters tend to switch aggression for no
apparent reason), follow this pattern: hit the “Stop” shortcut first of all (it will cause the
hatchling to stop attacking and run back to you), then sleep or nuke the monster, then
heal the pet. Do not try healing your pet when it’s under attack and keeps fighting; just
withdraw it immediately. When your tandem is being attacked by multiple monsters,
promptly call the hatchling back, then sleep all the attackers one after another, and nuke
them to death.
Remember, when a hatchling dies, it loses 8%... at level 54, this takes as much
time to regain (45 minutes or so) as in case of a high level player’s death. Therefore, be
extremely careful, to avoid wasting your time due to the hatchling’s deaths.

Hatchling‘s Hunting Grounds


As it was mentioned above, at start you can let your hatchling attack any level 35-
40 monsters, since you can tank against them efficiently enough (some monsters are not
suitable though, e.g., golems, since they tend to randomly attack both you and your pet in
turn). However, if you want to go through the entire adventure as smoothly as possible,
you should limit it to leveling on the monsters of a certain type, namely, ghouls/zombies
and the likes. Here are the reasons:
- The zombie-type monsters are already slow, and if you decrease their speed
even more (using Slow) then you can kite them safely, and your hatchling will
be able to attack them continually while following them around,
- they rely mainly on casting, so, if you silence them, they will just follow you
stubbornly, trying to get you in their melee range, and you can tease them in
any way you like,
- they rarely switch the aggro, so, your hatchling can attack them safely enough
(just make sure it does not take too long).
Since they are magic resistant, use Poison to finish them off (this will also most
likely prevent them from attacking the hatchling until the end). And remember, the best
way to keep the aggro off the hatchling is to provoke the monsters repeatedly... now think
of your Wind Shackle that costs only 3 MP to cast yet is still good enough for that
purpose.
So, you should start leveling your hatchling in EG, killing Ghouls (level 32, passive)
until the pet is level 40 or so. The ground floor of EG is the safest place you can find for

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that purpose, just make sure no one hits the treasure chests scattered around (their AoE
explosions can hurt the hatchling).
An area south-west of the Cemetery should be your next destination. Let your
hatchling kill Grave Wanderers (level 45, passive) until it reaches level 50. Watch out for
aggressive Archers of Greed (beware of their Stun shot especially).
For a change, you might consider moving to the Sea of Spores to gain a couple
more levels hunting Spore Zombies (level 47, passive). Watch out for aggressive Trisalim
spiders and Dire Wyrms, and, of course, Orfen and her horrid crew.
Finally, go to the small graveyards south (or north) of the Cemetery and keep
leveling your hatchling on Spiteful Ghosts of Ruins (level 50, aggressive). Be aware that
these Ghosts (they actually look like zombies) are social with Soldiers of Grief that spawn
nearby.
You can finish this campaign as soon as your pet reaches level 55. You might,
however, consider grinding some more (if you are not too exhausted yet) for the reason
that when your hatchling turns into a strider it will keep its previously achieved level. So,
you can just postpone the strider quest for a while, and gain a few more levels using the
hatchling’s equipment, instead of turning it into a strider too early (note that leveling a
strider will require a completely new set of equipment).

8.3.3. Little Wing: Big Adventure


Quest type: repeatable; required a level 55 hatchling; start location: Hunters
Village; start NPC: Wiseman Cronos; reward: a Dragon Bugle (fixed).
Once you level your hatchling to 55 or higher, go to Hunters Village and speak with
Wiseman Cronos. Tell him you want to turn the hatchling into a strider. He will then send
you back to Fairy Mymyu again.
Get to EV and talk to the Fairy who will tell you that in order to transform into a
strider your hatchling must drink the sap from the four Fairy Trees. So, you will need to
seek out these trees, namely, Fairy Tree of Abyss, Fairy Tree of Stars, Fairy Tree of
Twilight, and Fairy Tree of Wind (please don’t ask why there are no Hatchlings of Abyss in
the game as of yet).
Use SoE to return to Hunters Village, and get ready for the big adventure. As a
Spellhowler, you belong to a few classes that can solo this quest easily. You might only
need a couple of Magic Haste Potions, and regular Haste Potions as well (since you are
going to travel a lot). Now your goal is to explore the whole area south of HV looking for
the Fairy Trees.

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Go out of the east exit of HV, cross the bridge, and keep running along the canyon
until you get to the valley where Weird Drakes, Lakins, and Kronbe Spiders are. Right
there you can find the Fairy Tree of Twilight. If you move further south-east, you will soon
find another (at the ledge of the terrace). Then go south-west and look everywhere around
the Catacomb of the Forbidden Path, there by the mountains you will see some
Stonehenge-like structures; the remaining two trees can be found nearby.
Each of these trees has two guardian spirits (Soul of Tree Guardians), except for
the Tree of Wind which has three guards. So, in each case, your goal is to disable the
guards and let your hatchling attack the tree until the sap is extracted (this will result in
disappearing of one of the four magic leaves given by Fairy Mymyu).
Important notes: first of all, you have to sleep the guardians, and keep them slept
as long as the hatchling is attacking the tree. You must not kill the tree, or else a countless
horde of guards will spawn and terminate your pet raising campaign most gruesomely. So,
you may need to check its health bar from time to time, and heal the tree if necessary. Tip:
before commanding your hatchling to attack the tree, disarm its weapon (since the
hatchling is not supposed to do too much damage to the tree to get the quest item), then
you will not have to heal the tree too often (if at all).
Each tree is capable of attacking you with some ranged spell; there is also a
chance that it hits the hatchling occasionally. That is, this quest will require from you full
concentration and quick reaction in the first place (remember, you must put the guards
back to sleep as soon as they wake, to prevent them from attacking your hatchling). You
should not kill the guards either, as they will respawn immediately. Since you are already
supposed to be level 55+ yourself (with decent M.Atk and casting speed), putting them to
sleep should not be a problem at all.
Once you see the success message (coming from the Fairy Tree itself), withdraw
the hatchling, sleep the guards at parting (they may still want to chase you down as they
wake), and move to the next Fairy Tree.
When you are done with all of the four trees, return to HV to thank Wiseman
Cronos, then teleport to north-west entrance to EV to see Fairy Mymyu for the last time.
Unsummon the hatchling (in case you still have it out) and talk to the Fairy. She will take
your Dragonflute and replace it with a Dragon Bugle of the same type. Thusly you have
become a proud owner of a respectable strider: huge, fast, formidable, and noisy.
From now on, cherish your new partner as the apple of your eye, don’t forget to
feed him in time, protect him from dangers, and don’t take the Bugle with you (e.g., when
going out to hunt) without necessity, because it can be dropped as easily as any other
inventory item in case of your character’s death. Alternatively, you can make a fortune by
selling your strider to a highest bidder, then do all the steps again to raise another.

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9. Leveling Tips: Doomed To Solo?


L2 is generally considered a party-oriented game. The higher one’s level, the
harder the game, unless you can get a proper group that can help gain experience fast. A
well balanced group can hunt anywhere, taking the toughest monsters on, and gaining
bonus Exp (the larger the group the higher the bonus). However, Spellhowlers may seem
to be an exception from this common scheme, for the following reasons:
- it is hard to form a group that can provide a better Exp rate for each
member compared to what a single Spellhowler can get (in the long run),
- unlike most classes, Spellhowlers are capable of soloing almost
everywhere (except for high level dungeons).
Therefore, one should consider following either the path of a soloer (as proper for
an efficient, confident nuker) or the more common way of hunting in groups, according to
one’s individual preferences and playing style.

9.1. Leveling Strategy


To develop your own leveling strategy you should define a set of priorities, and
answer a few simple questions first. Is your primary goal to gain Exp and levels as fast as
possible? Are you well equipped? If not, which way of earning/upgrading your gear would
you choose? (Farming for specific materials, or playing the market, etc.) Are you going to
try as many quests as possible, or just concentrate on leveling? Would you prefer
traveling and exploring different hunting grounds rather than staying at the same spot for
weeks?
Once you answer these questions, you can build your own “goal tree” in
correspondence with your priorities (i.e., adena/gear vs. Exp, efficiency vs. variety, etc.).
For example, if you are “twinked” with top equipment, you can concentrate solely on
leveling; if you are underequipped, you should sacrifice the leveling speed in favor of
adena making. If you prefer efficiency, you should stick to the most abundant hunting
grounds and gain many levels in a row without going anywhere else; if you like questing,
you may take your time to do it at the expense of your overall progress (since most quests
are rather time-consuming).

9.1.1. “Grinding” Vs. “Farming”


The term “grind” is used by some players to emphasize the repetitive, monotonous
nature of L2 PvE gameplay. “Grinding” means killing thousands and thousands of the
same monsters in order to progress in levels. No matter how hard or boring it is, it still is

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the only way to achieve anything in the game, so, one has to live with this, and
accomodate his/her play style appropriately.
Common ways to level faster:
- consuming a lot of power-ups (bSpS and potions);
- hunting in perfect groups or AoE parties;
- using high level buffers (non-grouped).
At the same time, the grind itself does not provide enough adena or other
resources to gear you up, therefore, if accumulating resources to get better equipment is
your top priority, then you should consider slower leveling, i.e., farming instead of grinding.
“Farming” means continuous hunting relatively easy monsters for adena and/or
specific materials they drop (we will not go into debates of the so-called “professional
farmers” here). Players that are handicapped in the terms of equipment can even
consider deleveling (i.e. getting killed often enough to lose a few levels) so that they could
kill easier monsters using their previously learned high level skills, until they collect
enough adena to purchase better gear. You may need to hunt for specific monsters due to
the crafting materials they drop, killing them repeatedly until you amass enough to craft
the desired item. It is when you kill the same monsters over and over then you can get a
decent chance to obtain a full drop (usually it is armor or jewelry, while weapon drops are
extremely rare). Sometimes it is justified to keep doing certain money-making quests
regardless of the recommended level range (Exp and adena gain will gradually decrease,
but the quest rewards remain the same). Generally, a farmer should not care about Exp at
all: once he/she earns enough to afford the best equipment, regaining the levels is not a
problem anymore.
Whatever you prefer, grinding for Exp or farming for adena, you cannot do it
without spiritshots. Therefore, you have to optimize your SpS consumption considering
your priorities: if you want to level as fast as possible, charge them with every nuke; if you
prefer the way of farming, then limit their use. Just remember that trying to hunt without
SpS at all will decrease your killing capacity most drastically, so, you should still use a
certain number of SpS per monster to be an efficient hunter. Also, in some cases (when
you approach the level at which you can upgrade skills) it is wise to invest some money in
SpS just to level up quicker, then get back to moderate consumption of SpS.

9.1.2. Soloing Vs. Grouping


Since Spellhowlers are well suited for soloing, one should first of all consider the
comparison of the Exp per unit time rates, to make the decision if it’s worth it to group with
anyone. The other factors you should take into account:

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The pros of soloing:


- you can do whatever you want (this goes without saying),
- you keep all adena and material drops,
- you can kill the monsters of your choice at a decent efficiency rate,
- when you manage MP properly, you can hunt as long as you want without
any downtime.
The cons of soloing:
- some monsters/locations can be too hard to try them on solo,
- in tough situations you have to rely solely on yourself,
- if you die and drop items, you can only hope there are no ill-famed players
around.
The pros of grouping:
- you can accomplish any goals (within a given level range),
- in a perfect group, you can level faster due to the Exp bonus,
- you have a back-up in case of sudden PvP conflicts or other emergencies.
The cons of grouping:
- you have to share the loot,
- in an improperly formed group you are penalized in the terms of Exp
(compared to soloing),
- most parties commonly have a lot of downtime (resting, rebuffing, and
waiting for each other),
- you are dependent on other members’ actions, and a single incompetent
member can be a cause of the whole party wipe-out.
Therefore, the best options are: go all the way solo (unless you need to take some
specific group-only quest), and party only with friends and clanmates when you feel like it.
Otherwise, put some efforts into forming a perfect nuker-oriented party to grind as fast as
possible.

9.1.3. Hunting Grounds


Finding an optimal place to hunt is easy, if you consider the following:
- there should be enough monsters spawning at a time to prevent you from
running around looking for targets (or waiting for them to respawn),
- there should not be too many aggressive or social monsters spawning next
to each other (although at higher levels it is hard to find a place with any passive monsters
at all),

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- there should not be too many aggressive or social monsters with ranged
attacks (especially archers),
- there should not be too many monsters with abnormally high HP and/or
magic resistances (full or partial),
- the more monsters that you have to kill for your current quests can be
found at the same locations, the better.
Good places to hunt (solo): level 40-45 – the valleys south of Hunters Village, and
the crater of Ivory Tower; level 45-55 – north of Ivory Tower (south of Bandit Stronghold);
level 55-60 – The Cemetery; level 60-65 – Devastated Castle, level 65-75 – Blazing
Swamp.
Once you pick the place, find the shortest way you can get there from your base
town. Note that if you hunt around Oren, you will most likely have to travel somewhere
else to stock up on consumables (since the market in Oren is not that reliable, if existant
at all).

9.2. Hunting Tactics


Basically, the hunting pattern of a soloing Spellhowler is quite simple: killing one
monster at a time. When being attacked by multiple monsters, use Sleep until they are
neutralized, then proceed killing them one after another.
If you need to concentrate on certain targets in the area haunted by aggressive
monsters, leave the aggro’s alone. Don’t kill them without necessity: it is much safer to
have them just standing there instead of suddenly spawning behind your back (after you
killed them) when you are engaged in fighting something else. However, if you need to get
to a group of target monsters and some aggressive ones are in your way, kill the aggro’s
first.

9.2.1. What To Hunt


In order to make your hunting time as productive as possible, you have to limit
yourself to killing certain monsters only. If you have a few money-making quests active,
spend your mana only to kill the quest monsters, ignoring the rest. If it makes no
difference what to kill, then kill asocial monsters in the first place. Stay away from anything
resistant to your magic. Basically, any monster that takes more than two shots to kill,
should be avoided.
When you absolutely need to kill some hard target, use the proper kind of spells
(say, don’t try Shadow Flare or Vampiric Claw on the monsters resistant to Dark magic),
debuff the target if necessary, and don’t spare SpS (to make sure your spells will land). If

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the monster (e.g., some golem) is generally immune to your nukes, try poisoning it, and
use all the debuffs you can. You should silence the casting monsters in case you cannot
kill them quickly enough.

9.2.2. How To Kill Efficiently


The key to efficient hunting is to spend exactly as much MP as it takes to
annihilate the target’s HP by damaging it directly. Excessive use of mana (when you have
to resort to non-damaging spells for whatever reason, or use some powerful nuke to finish
off a monster whose HP is already very low) may result in having significant amounts of
downtime. For example, when the monster is still alive after getting nuked yet have only
so much HP left, you can finish it off with some cheaper spell or just by hitting it with your
staff, instead of trying to put it to sleep or nuke it one more time. So, try to minimize the
overall MP consumption, and find the optimal combination of spells for each monster you
hunt (it’s usually done by trial and error). If the chosen sequence of nukes does not inflict
enough damage to kill the monster (i.e. it still has a few HP left), it should not be a
problem: you can kill it with a melee attack when it runs up to you (thus saving you from
an extra run needed to pick up the loot). Yes, the monster may hurt you a bit, but you can
restore your HP quickly, while it is saving MP that should be your primary concern. Use
Sleep on emergencies only, and forget about debuffs or Poison. (When you encounter a
strong, magic resistant monster, use bSpS to make sure your Sleep will land on it when
necessary.)
It cannot be stressed enough, when you are soloing, hunt only the monsters that
you can kill in 2 shots. Killing white and yellow monsters (same level as you, or 3-5 levels
higher) may require using blessed SpS with both nukes; most green monsters (3-5 levels
below you) normally can be killed with one nuke charged with bSpS and another nuke
fired without them. Anyway, you should check how much damage you do with every hit
(with or without SpS), and pick the proper combination of nukes to minimize MP
consumption.
Another efficiency factor is the proper use of spiritshots (remember, they are
costly). So, to maximize your damage output per mana point (or per adena spent for SpS),
use SpS with your most powerful spells in the first place (when there is a choice, that is).
For example (the numbers are conventional), if your Hurricane costs 50 MP and does 500
damage to a monster that has 1700 HP, and Shadow Flare costs 60 MP and does 600
damage, you should use bSpS with Shadow Flare (to do 1200 damage) and finish it off
with Hurricane (without spiritshots).

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Don’t forget to use spiritshots to maximize efficiency of the “multi-effect” nukes,


such as AoE spells or Vampiric Claw (since it damages the target and heals yourself, you
can double both effects at the same time if you charge bSpS).
In general, your average kill rate should be around 2-3 kills per minute. If you kill
less than 2 monsters per minute, you are doing something very wrong.

9.2.3. Hunting With No Downtime


Unlike fighter classes that have to balance their HP and MP both, mages should
only take care of their MP level during a hunt. As a Spellhowler, you can effectively
manage your mana pool at the expense of HP (using Body to Mind), and then quickly
restore HP using Vampiric Claw and/or Corpse Life Drain. This may seem tedious, but
you should develop a habit to click the Body to Mind icon as soon as the skill is ready for
reuse, killing the monsters in between. Then your MP level will always be high enough. In
case of most perfect mana management both your MP and HP are being close to 100%;
sometimes you can let the MP level gradually go down, but in any case you should be
able to hunt as long as you want without having to take a break due to the lack of MP. In
case you managed to get too low on mana notwithstanding, return to town to do some
maintenance like putting your trophies to warehouse or purchasing spiritshots, that is the
way to use the downtime productively.
So, it is the combined use of Body to Mind, Vampiric Claw, and Corpse Life Drain
that allows a Spellhowler to hunt non-stop. You can use both Vampiric Claw and CLD to
replenish your HP; it should be noted, however, that these skills may have different output
depending on the monsters’ level. If you hunt weaker monsters (green/blue), the CLD skill
does not work at its maximal capacity (the lower the monster’s level, the less HP is
restored). Therefore, you should rely on Vampiric Claw in this case. If you hunt stronger
(yellow, pink, etc.) or magic resistant monsters, Vampiric Claw will not do as much
damage to them as normally, so, you receive less HP respectively, and have to rely on
CLD mainly.

9.2.4. Ways To Get Bonus Exp


The most common way to gain more XP from the same number of monsters is
hunting in groups (the larger the group the higher the bonus Exp rate); the only problem is
to find a perfect group.
As a soloer, you can exploit the feature called Over-hit, to earn extra Exp with
every kill. Since Shadow Flare (same as Shadow Spark) supports Over-hit, you can use
this particular spell as the killing blow that will inflict more damage than the monster’s

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remaining HP. The higher the excess damage, the more Exp you gain. If you do it
regularly, you will level considerably faster.
However, this option has some shortcomings too. Using Shadow Flare as the
finishing strike can be risky because it’s the slowest casting nuke, so, there is a chance of
being hit by the monster, or even interrupted. It also means excessive MP usage, which
does not get along with a Spellhowler’s mana saving scheme. And, in the long run, extra
Exp can help you level up quicker, but you may be short of skill points at the same time.

9.2.5. The Role Of Buffs


It goes without saying that buffs are extremely important to any player. An ideal
case is when you can get free buffs from a high level buffer without grouping with her (i.e.
not sharing Exp); this is one of the most common “power-leveling” techniques. Another
case is when you are lucky enough to be a member of a clan that owns an advanced clan
house where you can receive a free set of buffs and restore your HP and MP.
Yes, any buffs are good to have, but Empower (increases M.Atk) and Acumen
(increases casting speed) are the two most important ones from a nuker’s point of view.
Let’s see what difference these buffs can make to a soloing Spellhowler (hunting
normal green/white monsters). Acumen helps cast every spell faster, therefore, you will be
able to do more damage per unit time and kill each monster a bit quicker. It seems
especially useful while hunting the monsters that you cannot kill in 2 shots: you will be
able to get more spells off before the monster reaches you. Note that Acumen will not
really benefit you during a hunt in the deserted areas where you have to spend more time
looking for targets than actually fighting.
Empower directly affects the spells’ damage output, increasing it by 25-30%.
However, in most cases it does not help you kill any faster: it only reduces MP (or SpS)
consumption per kill. Say, if we take the numbers from our conventional example (see P.
7.2.2) as a base, the same spells (after being empowered) will do 650 and 780 damage
respectively, therefore, it will still take two shots and the same number of SpS to kill a
monster with 1700 HP; but you can use cheaper spells (say, Hurricane with bSpS +
another Hurricane, instead of Shadow Flare with bSpS + Hurricane) to do the job and
save a few MP. Well, if you pick a bit softer target (say, a monster with 1550-1600 HP),
you will be able to kill it with just one Shadow Flare (with bSpS), this is when Empower
becomes really significant, i.e. when it actually reduces the number of shots required to
get a kill.

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9.3. Hunting In Groups


Whether you like grouping or not, you will need to party with other players on
certain occasions, be it high level quests, boss raids, clan hunts, or a routine grind in the
dungeons. So, here is a brief summary of what you should know about the group tactics.

9.3.1. Basic Tips


As a main damage dealer, you are supposed to assist the tank. Make sure the
monster has felt the effect of Hate before starting to nuke it, don’t do too much damage
from the very beginning, or else the monster will switch aggression onto you. In the
meantime, you can take care of the aggressive monsters nearby, sleeping them before
they attack your group (do it in case your party is short on mages with Crowd Control
spells). Of course you can leave it to the healer, but you are capable of doing this job
more effectively due to your extremely high M.Atk which ensures your Sleep to land
almost every time.
Be cautious, and don’t rely on your partners too much: everything can happen
during a hunt (in dungeons especially), and not every player is equally competent or
faultless, so, be ready to face any unexpected situations. Keep the distance, to avoid
getting affected by AoE attacks. Control your MP level yourself (don’t abuse the healer’s
recharges), use Vampiric Claw to replenish your HP when necessary (when partied with a
Scavenger, you cannot use CLD).

9.3.2. The Main Criterion Of Party Efficiency


If you are uncertain which method works better, soloing or grouping, take your time
to estimate average Exp per unit time in each case. Remember, your normal Exp rate is
based on the fact that you can kill 2-3 monsters per minute solo. Also bear in mind that
parties usually have considerable amounts of downtime when players are restoring MP or
receiving buffs. Therefore, you will need to compare amounts of Exp gained per hour (as
a minimal considerable interval) to see the real picture. Anyway, it looks like you will have
to find a really perfect party to beat the Exp gain that you can have solo. Otherwise, it is
not worthy of your time.
Don’t forget to compare the adena influx and spiritshots consumption as well. It is
a matter of fact that hunting in groups yields less adena than soloing. Well, you can at
least refrain from charging SpS at times. And keep hoping that you may get an
extraordinary drop for once in a while...

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9.3.3. Duoing
This particular subject is quite simple: the only support class a Spellhowler should
duo with, is a Shillien Elder. Period.
As shown in the examples above, no buff can directly double a Spellhowler’s killing
capacity, therefore, any buffer partied with a Spellhowler would just leech the
Spellhowler’s Exp. Well, under certain conditions, such a duo can do almost double the
damage as a single (unbuffed) Spellhowler, while gaining more Exp per unit time. You just
need to party with a Shillien Elder (who can give you Greater Empower, which multiplies
the damage output by 1.3), and use Greater Magic Haste Potions (that increase casting
speed by 30%). So, you will do 69% more damage per unit time (say, killing 5 monsters
per minute instead of 3). Considering the 30% party Exp bonus, each member of your duo
will be leveling at least 10% faster than a soloing Spellhowler. Now add the fact that
Shillien Elders can recharge mana, while a Spellhowler’s MP/HP balancing activity
actually consumes a lot of play time, and you will see that such a duo, in fact, hunts even
more efficiently, since the Spellhowler does not have to spend his time to repeatedly cast
Body to Mind or CLD.
The only alternative way to form an ultimate fast leveling duo is also the most
trivial: just party with another Spellhowler, and you both will be enjoying the 30% Exp
bonus (all you need is a proper place to hunt).
Any other possible partner will not be able to contribute that much. Of course, you
can duo with whomever you wish, but you should realize that you will be in fact
powerleveling your partner at the expense of your own Exp gain.

9.3.4. Perfect Groups


If we extend the aforementioned “simplest” case (of duoing Spellhowlers) a bit, we
will inevitably come to conclusion that a party consisted of 8 or 9 Spellhowlers can gain
Exp insanely fast. On a more serious note, though, we should discuss a few methods of
forming specialized mystic-only parties.

Nuker-Oriented Groups
To form a perfect nukers’ group, one will need a Shillien Elder (level 48+
preferably), a Prophet (level 48+), a Bladedancer (level 48 at least, 52+ preferably), and
any number of nukers of your choice. You may also like to include one tank (if you are not
confident about your group members’ Crowd Control skills).
If there are several Spellhowlers in a group, one of them should debuff the target
with Surrender to Wind to temporarily maximize the Hurricanes’ damage output.

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AoE Groups
A perfect AoE party must include an Overlord (due to the unique set of AoE
debuffs and Crowd Control skills possessed by this class) and a Shillien Elder (to
Empower/Recharge the group), then you can add any number of AoE mages
(Spellhowlers/Spellsingers/Sorcerers/Necromancers).
Small AoE parties should hunt group monsters (1/2 HP); larger groups will do well
even in the most dangerous dungeons.
To make the hunt most lucrative, and add some more AoE damage dealing
potential at the same time, you must reserve one slot in your group for a polearm wielding
Scavenger, who will also play the all-important role of a bait.
The hunting method is to use the bait to herd a considerable number of monsters,
immobilize them (using mass Root/Sleep/Silence etc.), then start casting on them
Poisonous Clouds and AoE nukes.

CDL Parties
Any Spellhowler can try using Curse Death Link in a duo with a Shillien Elder. Let
her run around picking up the drops, while you are one-shotting the nearby monsters.
Of course, larger groups can level faster due to the Exp bonus, and they are much
safer at the same time. So, to form a CDL-oriented party, one will need a Shillien Elder,
any mage with Crowd Control, i.e. Overlord, Sorcerer, or, preferably, Spellsinger (due to
his casting speed and versatile nukes both), and a few Spellhowlers and/or
Necromancers. (Optionally, you may include a Bladedancer and a Prophet as well.)
The hunting method is quite simple: immobilize the target with Sleep or Root, and
nuke it to death with CDL. The pros of this method are obvious, considering the damage
output and MP usage efficiency of the CDL spell. You should only care of the safety
measures (since the main nukers are going to constantly keep their HP at zero level),
avoid ranged monsters, and make sure the hard targets are rooted into place in time.

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10. A Spellhowler In PvP: Kill Fast Or Die


A Spellhowler’s role in PvP is determined with the specifics of the nukers’ class: a
nuker is supposed to eliminate enemies quickly, yet he is a primary target from the
opposing side’s point of view (a really soft target, by the way). Therefore, your only choice
in combat is to destroy the enemies before they can get you, and, in case it did not sound
clear enough, you must do it promptly, or else the opponent will show you in practice how
long you can last with your low HP and P.Def.

10.1. Spellhowlers As Primary Damage Dealers


Considering the fact that you (along with other nukers and archers) provide most
firepower for your group, you should plan your actions accordingly. Your goal is to inflict
as much damage to the enemy’s force as possible within the short interval when you are
still in action. Of course, you should try to avoid getting killed at the same time, although in
mass PvP nukers usually do not last long. Remember, a Spellhowler is commonly viewed
as not the best PvP character (compared to Spellsingers, Sorcerers, and archers), but
when your side needs to deal massive amounts of damage to destroy a certain target,
your role becomes decisive.
To take full advantage of your class you should prioritize your skills, and select the
ones that appears the most efficient in PvP. For example, you may need to refrain from
using your strongest nuke, Shadow Flare, because of its casting speed and mana usage,
or replace Hurricane with Death Spike, and so on. Some skills are more useful in duels,
while some others are best to use in group combat. Being engaged in a fight, you may get
only a few seconds to do the impact, so, be sure to pick the most efficient course of
action. Unlike the tank classes, you don’t get to be the last man standing at the end of the
fight, and the success (or failure) of your individual mission is defined with the number and
importance of eliminated targets.

10.2. Player Killing And Griefing


PvP in Lineage II includes certain “dirty” tactics such as PK (Player Killing, which is
interpreted as killing a player that does not fight back, as opposed to consensual PvP) and
griefing (causing a player to die to a monster). Some players pick a PKer’s career
deliberately, however, there are not too many Spellhowlers among them. Yes, a
Spellhowler can kill any non-combatant with ease, but then he will become a very
desirable target for everyone: Sleep and debuffs does not work on white players, and
Spellhowlers cannot run as fast as archers and dagger classes (that commonly make the

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best PKers). Therefore, if you are planning to go red, make sure to do the Sin Eater quest
in time, because dropping a part of armor (due to dying when you are red with PK count
over 5) will instantly disable your ability to defend yourself. And if you think you are not
going to PK anyone on purpose... well, sometimes it happens by accident, due to a magic
critical hit or when using a slow casting nuke against an opponent whose “purple” status is
about to wear off. If you wish, you can play a hitman’s role for a while, just don’t go too far.
Nuking someone to death is one thing, but trying to defend yourself from a crowd of white
players (when a half of your skills will not work) is completely different.
You see, a good PKer is not the one who is generally capable of slaying someone,
but the one who can get away with it safely. So, a wise mage would leave this part of the
game to archers and other fast paced melee classes.
As regards griefing, Spellhowlers are not made for it, plain and simple. They
cannot run fast pulling the trains of monsters, cannot play dead, cannot manipulate the
monster’s aggression, cannot immobilize white players, cannot DoT them, and so on. The
only mean thing that you can do to someone (say, to a suspected bot) is to draw a high
level monster over there, sleep it and run away expecting it then to attack (or be attacked
by) the bot. Ah, wait, you can use Corpse Life Drain to deprive a Dwarf of his spoils.

10.3. PvP Tactics


A Spellhowler is commonly considered the least desirable nuker for PvP, because
of the lowest HP and casting speed. Indeed, you should act tactically wise to avoid
untimely deaths and deal considerable amounts of damage at the same time.

Common Principles
When you are out hunting or raiding, always be alert, watch your back, and pay
attention to the chat messages. If you neglect proper HP/MP management, you may
become an easy prey for a random PKer or a member of an enemy clan. When you feel
the danger in the air, take your time to get proper buffs; if you are soloing, make sure you
can use appropriate potions or buff scrolls in time. Carry the best healing potions you can
afford, and use them promptly.
Watch your surroundings and take notes where possible blind spots, bottlenecks,
hidden passages, and monster spawns are, in order to develop your own environment-
specific strategies. Pay attention to the positioning of your allies and your enemies and
consider where you might want to go during the fight. Coordinate your actions with your
allies and communicate with them actively.
During a fight, don’t limit yourself to the simplest “sleep+nuke” combo, as you
should not neglect the available set of debuffs that you can effectively use against

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different opponents. Work on your timing, develop a sense of distance to be able to use
your spells before the opponent.
Don’t underestimate certain psychological aspects as well, such as self-control
and concentration. Try to avoid distractions, watch the environment, keep the situation
under control, and concentrate on pursuing the main goal (in a group especially).
Analyze the past fights and learn on your own mistakes as well as on others’.
Watch your opponents, learn their playstyles and personal traits, discover their strengths
and weaknesses. Don’t miss any chance to fight a superior opponent at the arena to get a
grasp of his/her techniques, don’t hesitate to exchange experience with other players, be
creative, develop new tactics and tricks and perfect your playing skills persistently.

10.3.1. Dueling Tips


During a duel one can reveal the full potential of his/her skills. Most nukers,
however, rely on the following simple yet effective scheme: nuke – sleep – nuke, where
kiting is the key.
There is a certain nuance, though: to start a fight outside an arena or siege zone
someone has to flag first, and this actually makes a big difference. If your opponent has
flagged on you, sleep him at any cost, then use all kinds of debuffs you like, and proceed
with nuking, kiting, and sleeping again. If you get to flag first, start off with your strongest
nuke then get ready to use Sleep as soon as possible.
Inside the combat zone or during a clan war you can use any skill with no
limitations, so, just pick whatever suits the situation.

Spellhowler Vs. Archer


Archers are commonly known as the bane of nukers. Let’s see what you can do
about it.
Indeed, an archer can kill a Spellhowler in 3-5 shots, especially if he gets a couple
of critical hits. If the archer lands a Stun, his chances to win become even better. At the
same time, you can use the pause taken by the archer to charge the Stun shot to run up
to him and put him to sleep. Once the archer is slept, debuff him with Slow and Curse:
Chaos, heal yourself, nuke him once, then sleep him again before he can run away.
Actually, it should not take you too much time to finish him off after that.
If the archer is really good at kiting and is not letting you get close to him, try to
directly outdamage him, hoping that your spells will not get interrupted. You have a decent
chance to succeed at that if you are equipped with a shield and some sword with Acumen
SA (e.g., Homunkulus’s Sword or Sword of Miracles).

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Spellhowler Vs. Dagger


Considering the changes made to the dagger class since Chronicle 3, it is easier
to name the classes that daggers still don’t have much problems with, while in most
cases, dagger users are severely handicapped. Anyway, you should not worry too much
about dueling a dagger wielder: just sleep the opponent once, let him feel the burden of
your debuffs (beginning with Slow; don’t forget to silence an Abyss Walker or
Plainswalker), sleep him again for safety’s sake, then run away and prepare to quickly
finish him off from good distance. Chances are he will not even get through your CP.

Spellhowler Vs. Healer


Use a couple of nukes and say “Good fight”. Well, you might also like to let your
opponent root you into place, just to make it more entertaining. Let’s imagine, a healer
equipped with a powerful bow could stand a chance against a rooted and poisoned
Spellhowler... in theory, at least.

Spellhowler Vs. Melee Fighter


Basically, you should follow the same pattern when facing various melee classes:
once you put them to sleep, debuff them (use Slow in the first place, throw in Curse:
Chaos if you wish, and consider using Silence in Bladedancer’s case) then proceed kiting.
Don’t mind Gladiators with their ranged attacks, just keep the distance because their
Triple Slash can be very deadly. Treat Dwarven fighters in the same way as tanks: kite
them, sleep and nuke them repeatedly until they die, just bear in mind that a Dwarf can
stun you once he gets close enough. Orc fighters are the most dangerous among them
all, especilly considering a Tyrant’s ranged attack and self-buffs. So, don’t neglect the
option of putting that orc to sleep and nuking him repeatedly until you ruin his pile of HP.
Beware of a Tyrant in Nightmare armor (remember what bonus it provides?): if your Sleep
fails, you are in serious trouble.

Spellhowler Vs. Nuker


A Spellhowler’s most dangerous opponent is another nuker. Usually in the wizards’
duels the player with considerably higher casting speed (e.g., a Spellsinger) wins hands
down, while the slower caster must be very lucky to survive. So, you should lay all your
hopes on the chance to sleep an opponent at least once. When it’s done, start casting
Silence immediately: if it lands, it is the end of the duel. If it fails, you can either proceed
casting Sleep and Silence repeatedly until the opponent is finally silenced, or just cast
Slow, run away, heal yourself and prepare to kite for a while, expecting to beat him in the
fair nuking contest (go for it if you are really confident). Sometimes both opponents

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choose to sleep and nuke each other repeatedly, healing themselves in between; in such
cases the duel can last really long.

Spellhowler Vs. Summoner


This duel may turn to be a bit troublesome at the beginning, since you will have to
face two opponents at once. So, take your time to sleep the master first, then take care of
his minion. A Summoner without a summon looks rather harmless.

Spellhowler Vs. Tank


Tanks should not be much of a problem for you either, just don’t forget to silence a
Shillien Knight in time, and avoid Dark Avenger’s Shield Stun (if he has his panther out,
sleep him first and take care of the kittie). The rest is quite simple and boring: use Sleep
and Slow to enable the kiting option, nuke and sleep. Nuke and sleep, rinse, repeat.
Eventually the meat shield dies.

Other Cases
There are classes that can cause you serious problems due to their unusual
abilities. For example, Orc mystics have powerful debuffs, strong melee attacks (such as
Stun) and lots of HP. Once again, you should rely on your Sleep skill: since your WIT and
MEN both are higher than the opponent’s, you should be able to neutralize the orc mystic
before he puts his most unpleasant Seals on you.
Another example is a Necromancer, which is a terrifying hybrid of a summoner and
a nuker: while each of a Necromancer’s summons alone is incredibly strong, his nukes
are almost as powerful as a Spellhowler’s... so, you get the picture. Worst of all,
Necromancers are also capable of silencing the opponent.
Therefore, you should deal with these opponents most carefully, and develop the
appropriately flexible tactics to meet the challenges.

10.3.2. Group PvP


The main feature of mass PvP is that you get to work in a team, pursuing one goal
with your brothers in arms. Such factors as timing, mutual assistance, and coordinated
teamwork are crucial when one force clashes with another. Group PvP requires
appropriate discharge of one’s duties and functions. You should remember that you are
supposed to play a very special role in any group, being its main firepower, and your goal
is to use this power most effectively.
When a conflict is just starting, you should refrain from flagging too early, keeping
in mind that the enemy will try to eliminate you first of all. At the same time, you should not
procrastinate until it’s too late; so, join the fight when melee characters are already hitting

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each other, while softer targets are just about to flag. So, kill healers, nukers, and archers
in the first place, as soon as they flag.
Since you are rather fragile, there is a chance your performance may get fatally
interrupted at any moment. So, try to accomplish as much as possible during any given
period of time. Prioritize your goals: sometimes it is better to eliminate several soft targets
one after another, but if there is a high level damage dealer present, you may need to
assist your teammates to quickly kill that person at any cost. Don’t hesitate to throw
Silence on the enemy mages: if it lands, they are gone, and you will not have to bother
finishing them off. And, of course, you should silence an enemy Overlord as soon as you
see him, or else your whole group is in trouble.
Working in a damage dealing group, you might consider the fact that the "main
assist" (MA) principle does not work in mass PvP (e.g., in a siege zone) as good as in
PvE. When you attempt to assist in killing someone, it may happen that the MA’s target is
either dead before you are able to get your spell off, or switched to something else
(including your own teammates, on occasions), or there is nothing targeted at the
moment, or, sometimes, the MA dies before getting any assistance at all. So, in most
cases, assisting turns out to be a waste of time and MP.
Ignore the tanks as long as possible (unless you don’t have any other targets at
the moment), and when some of them attack you, just use Sleep or Slow to leave them
behind, and move along. (Note that Sleep is not that useful in mass PvP for an obvious
reason, and it will fail rather often when being used on a player buffed with Mental Aegis.)
And when the battlefield is finally cleared from the enemy damage dealers, then you can
take part in killing their tanks too.

10.3.3. Castle Sieges


Sieges are probably the most exciting PvP events in L2. Of course, during a siege
Spellhowlers play one of the most important roles due to their outstanding damage
dealing abilities.

Siege Defense
At the beginning of the siege, you may need to take part in the open field PvP
outside the castle to keep the enemy off the siege zone as long as possible, and prevent
them from planting flags.
Once attackers have flags, there should be formed special units to do the flag
rushes. A couple of Spellhowlers is enough to quickly eliminate a flag, nuking it from afar.
If the defenders manage to destroy all the flags, it causes havoc on enemy’s groupings

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and make their attacks far between, as they cannot respawn right at the battlefield
anymore.
When the enemy fully takes control over the field outside the castle, it is time to
place ranged units (including the nukers) on the walls. It is the activity of nukers and
archers that can keep the attackers from breaching through the outer gates/walls. During
that period you should target and nuke them as soon as they appear within your reach,
because experienced players do not tend to stay under cross-fire for too long. Assist in
killing the dwarves that will attempt to summon siege golems and hog cannons. Once they
summon them, try to nuke the golems/cannons as well as attackers.
When the outer wall is completely breached and the attackers have gained control
of the courtyard, you can either assume defensive position inside the throne room (on the
upper level) to protect the castle artifact, or take part in some more flag rushes (which
may be suicidal at that stage). When protecting the relic, look for the leaders of the
attacking clans to target and eliminate them in the first place. Yes, sometimes a single
nuke can be crucial when an enemy leader is praying at the relic.

Siege Offense
Being on the attacking side makes a sort of a dangerous adventure. Attackers are
supposed to die a lot, and their nukers are the first to be targeted by the defenders. Other
than serving as cannon fodder, you can still contribute a lot. At the first stage you can take
part in combat outside the castle to help your clan clean the field and prepare the ground
for planting flags. If you can spot the defenders’ flag rush early, your goal should be to
prevent the enemy’s ranged units from destroying the flags. Defending the flags is a
must... since it is much better to respawn right at the battlefield than walk all the way back
to the siege zone from some godforsaken place on the other side of the continent.
When the battle moves closer to the castle walls, support your clanmates by
nuking the gate. At that moment you may become a target both for the players and NPC
guards placed on the walls, so, use the hit-and-run tactics to avoid untimely dying.
Besides that, you can try nuking the defenders up there on the walls, but it will take some
luck to do anything sufficient to them.
When the gate is breached, you will need to make your way to the courtyard. The
most dangerous part is getting through the gate under cross-fire; if you are lucky, you can
live long enough to hide in the blind spots under the walls, then put yourself together and
prepare for the final rush.
If everything is going right, the fire from the walls will eventually slacken, and you
get inside the castle safely enough. Do your job on cleaning the rooms from the
defenders, and terminate any attempts to attack your clan leader ahead of time.

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11. Making Money: Lineage II – Farmers’ Paradise


Some players erroneusly think that the game designers made L2 so money-
demanding and scarce on resources on purpose, to benefit the so-called professional
farmers. In fact, there is no such conspiracy behind L2 design; however, it is true that this
game requires investing much time and efforts to collect money and acquire top
equipment. Yes, it is almost impossible to earn enough adena to satisfy one’s needs just
by hunting the monsters, so, besides the daily grind, one should look for additional options
to make extra money. These options are: trading, farming, crafting, doing repeatable
quests, and using the Manor system. Also, an economical player will always raise the
money at a higher rate than a wasteful one.

11.1. Spellhowler As A Perfect Farmer


As you have already learned, a Spellhowler is the best hunter among all classes
(when played properly). You can kill more monsters per minute than a party of melee
players, and you will keep hunting while your competitors have to take regular breaks. It is
a proven fact that a Spellhowler gains levels quickly; now, what about the trophy hunting
side of the game? Fairly enough, you can kill fast and get more drops as well, which puts
you to a special position compared to other classes. And if you were envious of those
dedicated farmer parties (usually consisted of dwarven Scavengers, melee fighters, and
healers/buffers) and their evidently good income, don’t worry, your class can beat them
all.

11.1.1. What Is Farming


Since we already mentioned the farming issue a few times, let’s remind this
definition once again. So, “farming” is hunting a certain selection of monsters for
considerable period of time in order to obtain adena, materials, or quest items, at the
expense of Exp (most farmers prefer staying at the same level as long as it takes, so they
delevel themselves on purpose to be able to hunt the same monsters infinitely). Casual
players should consider farming as a legitimate way to earn the funds to upgrade their
equipment. If you disregard the farming aspect of the game and race to gain levels
instead, you will end up outleveling your gear and being unable to kill proper monsters
anymore.

Farming For Adena


This is the most common, well-tried way of accumulating wealth. Generally, you
have to pick the easiest monsters that drop adena at a decent rate, and hunt them until

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you amass enough. The so-called professional farmers usually delevel themselves to
match the monsters’ level so that they could hunt efficiently due to their remaining high
level skills. From a casual player’s point of view, deleveling is hardly an option.

Farming For Materials


There are two cases when one may need to hunt certain monsters continually:
- to obtain the key materials needed to craft certain item for one’s own needs,
- to collect the best selling materials and sell them to crafters.
If you need certain material to get something crafted, find out what monsters drop
it and farm them until you collect enough. If the drop rate at your current level is decent,
this method works well. Otherwise, estimate how much time it takes in average to get one
fragment, and see if buying the remaining fragments would be a more preferable option
compared to hunting for them.
If you don’t need anything specific, just concentrate on hunting the monsters that
drop the most overpriced materials, and sell the loot. Although the probability of getting
complete items as drops is fixed in each case, in practice you have much better chances
to receive a full drop if you stick to killing the same monster for a few levels, ignoring the
other targets.
Farming for materials is limited with the level requirements: when the monster is 6
or more levels below, the drop rates get significantly worse (proportionally to the level
difference).

Farming For Quest Items


There are certain quests lucrative enough to continue doing them even when you
don’t match the level requirements, since turning in the quest items brings you more
adena than regular hunting (for comparable periods of time). So, if you don’t mind to
sacrifice your leveling speed, do it as long as you want and augment your wealth
gradually.
The following repeatable quests are worthy of mentioning in this context:
The Grim Collector (level 15-25);
Sweetest Venom (level 18-28);
Coin of Magic (level 40+);
Under the Shadow of the Ivory Tower (level 40+);
Plunder Their Supplies (level 52-60);
Kail’s Magic Coin (level 55+);
Whisper Of Dreams (level 56+);
Supplier Of Reagents (level 57+);
Stolen Dignity (level 58+);

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Legacy of Insolence (level 59+).

11.1.2. How To Make Hunting Profitable


A hunter’s loot consists of adena and material drops. Note that collecting adena
increases your wealth instantly, while any materials have yet to be turned in. So, you can
roughly estimate your hunting efficiency just by checking how much adena you earn per
hour.
Since at high levels the use of spiritshots (blessed SpS especially) becomes
necessity, you have to always compare the influx of adena to the cost of SpS spent for the
period of time. If you earn twice as much adena as you spent for SpS it means you are
doing rather fine. Let’s say that one charge of SpS costs 300 adena. If you can kill a
green monster in two shots using SpS just once and receive 600 adena in average, it’s
good. But if you can kill a white monster that drops 1000 adena in average with 2 nukes
(both charged with spiritshots), it means the latter is more profitable, and you earn more
Exp as well.
Most monsters in L2 drop comparable amounts of adena, as proportionate to their
level and HP. Some of them, however, are easier to kill (considering the specifics of your
nukes and the monsters’ traits), some are harder. Anyway, the adena/HP ratio alone is not
enough to estimate each monster’s value, so, let us consider other factors too.

Criteria Of Efficient Hunting


One of the main features of Lineage 2 is a strict correlation between the monster’s
level, HP, and rewards that can be earned by killing this monster. Besides adena, each
kind of monsters drops various materials and full items; their estimated default cost is
supposed to be proportional to their level and HP. In practice, however, hunting certain
monsters appears considerably more profitable compared to others, due to the difference
in market prices for the items they drop. These are the cases:
- the monster drops basic materials that are currently in great demand (be it
Oriharukon Ore, Enria, Varnish, whatever);
- the monster drops key materials (blades/heads etc) used to craft greatly
overpriced equipment (A grade, top B grade, etc.);
- the monster drops expensive items (scrolls, potions, jewelry, armor) at a
considerably high rate.
At any given level, you can find a few monsters that will bring you times more
adena than your usual targets. You can find it out using two criteria: the absolute profit (an
amount of adena earned per monster) and relative profitability (hunting efficiency), i.e. the
adena/HP ratio. (Do not forget to also consider such factor as the cost of used SpS.)

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Here is the minimal ratio (rough estimate; found empirically):


(X+Y)/Z=0.2
where X - average adena drop, Y - monetary value of material drops (based on
average market prices), Z - amount of monster’s HP.
To calculate each monster’s profitability, one will need to know the exact drop
rates (which are not available at the moment) and get the estimates of current market
prices for every item. This may sound as a complex task, but you can find out empirically
which monsters bring you more valuable goods than others, if you hunt them persistently
enough: just check your earnings per hour regularly, and note what you were killing. For
example, hunting Leto Lizardman Soldiers, Manashen Gargoyles, Karul Bugbears and
some other monsters is 3-5 times more profitable than average (see the formula above).
Once you figure out what monsters are the best to hunt at your current level, start farming
them with zeal, and do it for several levels until their names turn light blue. Then it’s time
to look for a different target.
To maximize your earnings, make sure to activate all the repeatable quests
available at your level, and pick the hunting ground where most monsters would give you
quest items. For example, in the crater of Ivory Tower you can hunt Manashen Gargoyles
and Enchanted Monstereyes for Nebulite Orbs, and Shackles for Gold Wyvern coins. At
the Blazing Swamp you can kill Lava Wyrms and Hames Orc Shamans for Reagent
Pouches and a bunch of other monsters for Stolen Infernium Ore, and so on.

11.1.3. Manor System


You might be surprized to know how many players (including the old-timers) still
have no idea of what the Manor system is for, or use it rarely. In fact, the Manor system,
even with its current flaws and shortcomings, provides an outstanding source of crafting
materials (i.e. wealth). If you discover its full potential, you will be able to decuple your
earnings easily.
For the beginning, research the market to find out what materials currently go for
the highest price. Then examine the lists of seeds and appropriate rewards available at
each Manor. Once you select the seeds, check what levels they are meant for to see if
you can use them yourself; or else you may need to use your alternative characters to
sow them. Purchase the seeds (make sure to get regular seeds, not the alternative type),
pick what monsters you are going to plant them into, and do the sowing/harvesting until
you are out of seeds. Then get back to the Manor Manager and look which Manors offer
the best rewards for your fruits (as the castles often compete against each other in this
field), and check if the fruits are currently purchased at all (this part can be tricky, because

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the quotas for most popular crops often get used up by the competing farmers in a split
second, right at the Manor reset). Anyway, you will be able to turn in your crops eventually
(just be precise, come to the manor NPC and give him the fruits at the right second), and
receive the materials in exchange. Now, sell the rewards to a highest bidder or keep for
your crafting needs.
For some reason, many players are under an impression that the wizard classes
are not as good at seeding as fighters. In fact, it’s quite the contrary. Remember, a
Spellhowler can kill the monsters faster than any other class, and with no downtime.
Moreover, fighters usually need a group to hunt anything, yet not everyone in a group may
agree to hunt the monsters without getting any drops (see the side effect of seeding). And
you can just do it solo without having to worry about that at all.
Before starting your seeding campaign, put both the seed and Harvester shortcuts
on your quickbar. When you approach a certain monster, pick the combination of nukes
that will leave it with just a few HP. As soon as a fatally wounded monster has kindly run
up to you, sow it (click the Seed shortcut) and finish it off quickly. In case the monster is
capable of stunning you, sleep it first for safety’s sake, then sow (note that sowing itself
will not wake up the monster unless you hit it afterwards). Once the monster dies, use
Harvester to yield the fruits. Important note: make sure to harvest the corpse before using
Corpse Life Drain, or else the carcass disappears and you are left with no crops. In both
cases (sowing and harvesting), you will have to use the same sequences repeatedly, so,
consider making appropriate macros to minimize the routine part of the process.
A few more notes: there should be a three-sided correspondence between the
level of the seed, your own level, and levels of the monsters you farm. In each case it
should fit the 10 levels interval, or else the sowing or harvesting will fail often, thus
resulting in much lower returns of fruits. If you are 5-6 levels higher than the monster’s
recommended level, you can still sow it successfully, while seeding the monsters that are
5+ levels higher than recommended does not work that good. Harvesting the monsters
with normal HP normally yields 1-3 fruits, while dungeon-type monsters return multiple
fruits. So, here is the trick: you can pick some seeds meant for low level monsters, party
with a player of a correspondingly low level to do the seeding for you, and go to an
appropriate (low level) dungeon where you can easily kill anything. Yes, you both will not
be getting any drops/Exp/SP, but the harvest will repay it all (actually, it is what “farming”
is all about).
Of course, not every castle lord is capable of running the Manor system properly;
and not every Manor offers decent rewards. Sometimes it is hard to buy the desired seeds
or turn in the crops due to excessive demand. Still, it is probably the most reliable way of

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accumulating resources. The sole fact that you don’t have to play a Scavenger alt to
obtain the crafting materials justifies it all.
By the way, sowing can be used as extremely efficient (and profitable) griefing
tactics against suspected bots: just follow them around seeding their monsters, let them
do the killing then harvest the corpses. That is, you will receive the crops while they are
left with no drops. Exciting, isn’t it?

11.2. Buying And Selling


Trade is an integral part of any MMORPG, and Lineage II is not an exception. The
main principle is quite simple: buy cheap, sell high. To do it successfully, one has to learn
the market well, keep the track of the going prices, and develop a sort of intuition to
predict the price fluctuations (usually they happen at the beginning of every new
Chronicle). Take notes what items are in enormously high demand at any given moment;
just keep in mind that some of them may get more or less popular after a while, while
some others (like Brigandine Helmets) seem to remain overpriced forever. Monitoring the
market constantly, and revealing both long-time and short-time tendencies in supply and
demand is a key factor of successful business.
Whenever you get to town, pay attention to the general and trade chat both, and
look for the most promising offers. It happens quite often that when someone is trying to
sell something in Giran for a cheap price, there is someone else in Dion desperately
looking for the same item and offering double the price. If you are consistent at your
marketing efforts, finding good deals should be easy. It is only making the starting capital
that is rather hard, later on, the more funds you get, the more adena you earn in due
course.

Making Money AFK


Setting up the Buy/Sell stores is probably the easiest way of making money in L2,
since you can do it while being away from keyboard. The higher the price you are selling
your stuff for, the longer it takes (normally), but there is always a chance that some really
impatient rich person will stumble upon your shop and buy everything up. Even if you do
not have any special items for sale, you can try making profit out of basic materials (as
they are always demanded). On one day, set up a Buy store to purchase the materials
that are most popular at the moment, be it Animal Bone, Coal, Steel, Varnish, or
whatever, and go AFK. On the other day, set up a Sell store and sell the gained materials
for double the price. (If it does not go very well, play with prices a bit, and move to
different towns if necessary.) You see, this method does not require spending any time in
the game at all, yet it’s reliable and fruitful enough.

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11.3. Let‘s Get Economical


Maximizing the profits is just one of the factors of one’s well-being in Lineage II.
The other factor is cutting down expenses. One should learn how to save on materials,
travels, how to avoid losses, and so on. The less you spend the more you save, as simple
as that.

11.3.1. How To Save On Upgrades


There are several ways to minimize the cost of equipment upgrades. Selling your
old equipment high and buying new items as cheap as possible is the most trivial way.
However, if you are short on adena, even selling all your gear will not help raise enough
money to purchase some really expensive item, such as top B grade weapon (or A grade,
if you wish). In this case you will need to resort to crafting it. Just so you know, crafting
works miracles... since it allows to considerably cut the expenses (sometimes, in half).
Even if you buy most materials from private stores, it will cost much cheaper than buying
the full item. And if you get at least a part of the required ingredients yourself (farm certain
monsters for key parts, sow some other monsters to acquire basic materials, and if there
are quests that offer some crafting materials in reward, go for it too), then you will save
times more.
Another method is upgrading your weapon via the Blacksmith of Mammon: all you
need is some cheap weapon to start with, and a certain amount of Ancient Adena for each
upgrade. You can also trade weapons this way, so, if you have all the ingredients to craft
a certain weapon while you actually need a different one, you can just get it crafted then
find the Blacksmith of Mammon and exchange it for its equivalent (of a proper type).

11.3.2. Cutting Down Expenses


Besides the long-term investments in gear, every player spends a lot of adena for
everyday’s needs such as traveling, power-ups and other consumables, etc. Since you
are a nuker, spending a lot of money for spiritshots is inevitable, so, learn to use SpS
effectively (see P. 9.2.2). Also, you might consider crafting them at the private craftshops
instead of buying: it will allow you to cut the expenses for this particular item by 10% at
least.
Decreasing travel expenses opens another considerable source of savings. Each
time you use a gatekeeper, a few thousands adena is lost, yet walking from one place to
another is barely an option, considering your pitiful speed (unless you have a strider, that

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is). So, you might like to resort to the “combined” method of traveling: there are places
where you can teleport for cheap, and then use a Scroll of Escape to get to your
destination. For example, one can teleport to Giran from Hunters Village for 9400 adena;
instead of that, you can pay just 4100 adena to get to Hardin’s Academy then use SoE;
one can teleport to Aden from HV for 11k adena; instead of that, you can get to north-west
entrance to Enchanted Valley for just 3700 adena then use SoE, and so on. In some other
locations it takes just a few steps to reach the border: once you cross it, use SoE to get to
another town (this way you can quickly get to Heine from Giran).

11.3.3. Safety Is The Key


While earning and saving is the most common factor of one’s everyday’s activity in
L2, there is also an emergency factor, such as sudden loss of equipment or money. You
should learn the basic rules of safe playing to secure yourself from losing your hard
earned gear.

Dealing With Other Players


First off (and it cannot be stressed enough), never trust your gear to anyone: some
players are extremely proficient at scamming. Remember, once you give someone your
item for whatever reason, get ready to never receive it back.
Always double check who you are trading with, what price you are selling/buying it
for, and what exactly. There are too many ways to get scammed while directly trading with
someone or using the private stores, so, there is just one general principle of business
security: check everything most thoroughly, and never be in a hurry to click “OK” to
confirm the deal.

Decreasing The Risks Of Dropping Items


Losing items due to dying to monsters (or other players) is the harshest penalty
one can suffer in L2. It seems that at higher levels the probability to drop items increases
significantly. So, if you don’t want to lose your gear, just try to be cautious enough to avoid
dying.
Well, since some things are just bound to happen from time to time, consider
taking some precautions against the item loss: none of them secure you from dropping
your items though, but you will decrease the risk of losing something valuable at least. So,
do not carry too many expensive items in your inventory: once you collect enough trophies
during a hunt, take your time (and a Scroll of Escape) to return to town in order to put
them to the warehouse. When going to do something extraordinary risky (e.g., a CDL
session, or PK’ing someone), consider leaving only the most vital equipment (i.e. weapon
and armor set) on, and temporarily store everything else.

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There is common belief that carrying lots of cheap items (e.g., world maps) in
one’s inventory helps decrease the risk of dropping more valuable stuff. Whether this
method is statistically feasible or not, consider doing it too.
Finally, if the worst has happened and you actually dropped something, you have
two options: either look for friendly players and kindly ask them to pick up and return your
gear, or just silently respawn in town and get back to the place where you died as soon as
possible (the more abandoned your hunting ground, the better your chances to retrieve
your stuff before some stranger picked it up).
Unfortunately, there is no insurance service in L2, so, you might consider putting
by a certain amount of adena as your reserve fund. Also, reserve some of your old gear
(if possible), i.e. do not sell out it all.
When attempting to do something unwarrantably risky, that is, overenchanting
some item, think of replacement early. Don’t go for it if you cannot take the loss.

11.3.4. The Usefulness Of Alternative Characters


Although this guide is dedicated to Spellhowlers only, a few words should be said
about alternative characters, since almost every player has them. So, having a few alts
(assuming that a Spellhowler is your main character) can actually benefit you in the terms
of adena making.
Firstly, if you level an Artisan, you will be able to support your main character by
crafting SpS, and making profits out of crafting and selling various marketable items as
well.
Secondly, if you make a Scavenger alt, you will be able to provide a good supply
of basic materials for your crafting needs.
Thirdly, if you make a few alts and level each of them until certain point, you will be
able to use the Manor system most efficiently, covering the widest range of seeds.
Finally, having an alt in every town will help you communicate with people from
different parts of the server and collect all kinds of marketing and reconnaisance data. All
you need is to just quickly log each of your scouts into game in turn, and check what’s
going on at each one’s residence. You can also use them as your commercial agents to
conduct multiple negotiations separately, seeking after a profitable deal (you get the idea).

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12. The End Game Contents


Along with clan wars and sieges, there are many more things in L2 to keep high
level players occupied. Fighting the regular raid bosses can be challenging enough, as
sometimes it takes more than one alliance to defeat a single raid boss. And, of course,
there is Antharas the Earth Dragon, that is the most difficult goal in the game as of yet.
Defeating him may take hundreds of players and many hours of non-stop fighting, but you
will make history if you succeed. Remember, Spellhowlers are supposed to be main
damage dealers during the Antharas raid (considering his weakness to Wind attacks).

Chronicle 4: To Be Continued...
In Chronicle 4, the level cap is raised to 78. You will have an option to explore vast
new areas north of the Aden continent, fight the almighty level 80+ monsters with
advanced AI, learn a number of new skills including fishing and basic crafting. There will
be times more quests to look for, and S grade items to acquire.
Subclasses and the main class may be raised to level 78. Players who have
reached level 76 may undergo the 3rd job change. Players who have undergone the 3rd
job change get much stronger skills and can learn diverse new skills. Already acquired
skills can be enchanted through a specific procedure at the expense of SP (with a chance
of failure though).
Players who have leveled a subclass to level 75 and have completed the quest for
it, may become a Noblesse. Players who have become a member of the Noblesse are
bestowed with special skills and abilities (meant for PvP purposes mainly). A Noblesse,
with the use of these skills, can lead the raids and sieges. When one becomes Noblesse,
the main class and subclasses all become Noblesse. The Noblesse-specific skills may
also be used by the main class and all subclasses.
Finally, there will be the Grand Olympiad, a PvP tournaments held among the
Noblesse. The winners will be proclaimed Heroes. On every server, there can be only one
Hero of each class. A Hero may exclusively use the powerful hero weapons, be bestowed
with extraordinary abilities, and have his/her body blessed with a unique aura.
Leveling to 75 twice... completing the 3rd profession change quest... becoming a
Noblesse... defeating all the opponents at the Olympiad to become a Hero, the one and
only... Doesn’t this sound as an utmost and ultimate challenge, after all?
Also, note that not only the castle lords, but also the owners of advanced clan halls
will have an option of riding a wyvern. So, if you build your own clan and acquire a proper
clan hall some day, you will get a chance to mount your faithful dragon and soar high in
the sky of Aden and Elmore.
© Copyright www.killerguides.com 2006. All rights reserved.

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