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Table of Contents
1. Introduction .............................................................................................................. - 1 -
2.2.2. Variables....................................................................................................... - 6 -
2.3. Brief Comparison Of Nuker Classes ................................................................ - 7 -
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 -
3.5.2. Potions........................................................................................................ - 41 -
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5.3.9. Buffs............................................................................................................ - 76 -
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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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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.
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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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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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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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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.
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.
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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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).
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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.
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).
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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.)
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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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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
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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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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.
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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%
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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.
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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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5.1. 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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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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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).
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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).
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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...
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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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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.
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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.
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.
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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.
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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.
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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).
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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).
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]
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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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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.
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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.
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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.
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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.)
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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.
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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.
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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.
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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.
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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).
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Just don’t enter DV too early, because it is the place where level 45-65 monsters
dwell.
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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
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.
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Clay Urn Fragment (100 adena or 307 Exp) - Ancient Clay Jar (900 adena or 2766
Exp).
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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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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.
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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.
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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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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.
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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!
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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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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.
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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.
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.
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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).
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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.
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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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.
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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).
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.
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.
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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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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.
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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.
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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.
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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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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.
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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.
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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.
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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
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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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8.1. 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 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.
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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.
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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.
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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.
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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).
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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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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.
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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).
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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.
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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.
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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.
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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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.
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.
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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.
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.
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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.
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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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.
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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?
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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).
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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.
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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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