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Enchantments

Item Enchantment

Some weapons and armor can be fortified by using Scroll: Enchant Weapon and Scroll: Enchant Armor. There are different enchantment scrolls for each grade of weapons and armor. No Grade items cannot be enchanted.

Almost all weapons and armor can be safely enchanted to +3, but beyond that, success is based on a pre-defined rate of probability. One-piece type armor can be safely enchanted up to +4.

Weapons that are enchanted to +4 glow a light silver, and as the enchantment level increases, the glow deepens to blue and changes to red at high levels.

When enchantment fails, the item will be destroyed and turned into crystals. The number of crystals generated depends on the item's value.

 

Dyes and Symbols

Certain items in Lineage II can change the basic ability values (STR, DEX, CON, INT, WIT, MEN) of your character.

Ability

Effect

STR

Increases amount of physical damage.

DEX

Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.

CON

Increases maximum HP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, and bleeding resistance.

INT

Increases damage of magic attacks and success rate of curse spells.

WIT

Increases chance of magic critical hits, casting speed, resistance to Hold, resistance to curses (such as HP degeneration, decreased HP recovery rate, increased skill re-use time, and decreased effect of heals).

MEN

Increases magic defense, maximum MP, MP recovery speed, poison resistance, and curse resistance. Decreases probability of magic interruption.

To change these ability values, a symbol can be created through the Symbol Maker.

Dyes

Dyes are items that serve as ingredients for carving symbols (also referred to as tattoos). The dyes have + or - values for the basic ability values. There are ordinary dyes and high-quality dyes. Ordinary dyes can be used as ingredients for carving symbols after the first class transfer, but not after completing the second. Greater Dyes can be used only by players who have completed the second class transfer.

Symbol Engraving

Characters of level 20 or above have slots where they can use dyes in the inventory window to engrave symbols. Characters that haven't yet completed their first class transfer cannot use symbols. After completing the first class transfer, they can carve two symbols. After the second class transfer, they can carve one more symbol, for a total of three. Also, the symbols that were affixed before the second class transfer lose their effect when the character completes the second class transfer.

If players have enough quantity of dyes and want to engrave a symbol, they must speak to a Symbol Maker NPC. Symbol Makers charge a fixed fee to carve the symbol for the player. Carving a symbol consumes the dye used as an ingredient.

The amount that can be increased from symbols for a single basic ability value cannot be more than +5. For example, if two symbols cause STR to increase by +3 and +4 respectively, the total increase of STR cannot exceed +5. There is no limit to the reduction in values, but it is not possible to reduce an ability value all the way to zero.

Some limitations apply to certain symbol types, as shown in the table below.

Symbol Combination

Can Be Used By

STR, CON, and DEX All classes

INT and MEN

Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner

INT and WIT

Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Warrior, Human Knight, Paladin, Rogue, Gladiator, Warlord, Dark Avenger, Treasure Hunter, Hawkeye, Elven Knight, Temple Knight, Swordsinger, Plainswalker, Silver Ranger, Palus Knight, Assassin, Shillien Knight, Bladedancer, Abyss Walker, Phantom Ranger, Orc Raider, Orc Monk, Destroyer, Tyrant, Scavenger, Artisan, Bounty Hunter, Warsmith

MEN and WIT

Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Cleric, Bishop, Prophet, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer

Symbol Removal

To remove a symbol, the player must speak to the Symbol Maker. Removal of a symbol costs a certain fee, and once removed, half of the dye used for carving the respective symbol is returned to the inventory.

 

Weapon Enhancements

Enhancements, also known as special abilities, can be granted to most C Grade and above weapons. In order to bestow enhancements to weapons, Soul Crystals are required. Grand Magister Jurek of Giran Castle Town can start players on their journey to obtain Soul Crystals.

The level and type of the Soul Crystal, the types of abilities that can be bestowed, and the number of items required to enhance a weapon vary.

Enhancing a Weapon

To enhance a weapon, speak to a blacksmith in the village once you have gathered all of the required ingredients, including the appropriate level Soul Crystal. The blacksmith's fee may vary depending on the Soul Crystal, weapon grade, and castle tax.

Special abilities for A Grade weapons are granted by the Blacksmith of Mammon.

Weapons must be un-equipped in order to be enhanced. Any enchantments on a weapon will remain after it is enhanced, and weapons with special abilities can be enchanted.

Removing Enhancements

Enhancements can be removed by the Blacksmith of Mammon and the Black Marketeer of Mammon.

 

Special Ability List

Name

Effect

Acumen Magic casting speed increases with a fixed percentage.
Anger Enhances P. Atk. while decreasing maximum HP by a certain percent.
Back Blow Increases critical attack rate when attacking the enemy from behind.
Bodily Blessing Chance to cast Bless the Body magic upon the target when using good magic.
Cheap Shot When launching a general attack, MP consumption is reduced.
Conversion Increases maximum MP and decreases maximum HP.
Crt. Anger Decreases players HP while causing damage to target during critical attack.
Crt. Bleed Percent chance that target will bleed during critical attack.
Crt. Damage Inflicts extra damage to target when critical attack is launched.
Crt. Drain User absorbs HP from target during critical attack.
Crt. Poison Percent chance that target will be poisoned during critical attack.
Crt. Stun Percent chance of stun effect during critical attack.
Empower Increases magic power.
Evasion Increases evasion.
Focus Increases critical attack rate.
Guidance Increases accuracy.
Haste Increases attack speed.
Health Increases maximum HP by a certain percent.
Light Reduces a weapon's weight.
Long Blow Increases attack range.
Magic Chaos Chance to cast Chaos magic upon the target when using bad magic.
Magic Damage When using harmful magic on a target, it delivers additional magic damage with a fixed percentage.
Magic Focus Chance to cast Focus magic upon the target when using good magic.
Magic Hold Chance to cast Dryad Root magic upon the target when using bad magic.
Magic Paralyze When using harmful magic on a target, it will paralyze the target with a fixed percentage.
Magic Poison Chance to cast Poison magic upon the target when using bad magic.
Magic Power When attacking with magic, the amount of MP used increases with a fixed percentage and magic power also increases.
Magic Regeneration Regenerates target's HP when using good magic.
Magic Silence When using harmful magic on a target, it will silence the target with a fixed percentage.
Magic Weakness Chance to cast Weakness magic upon the target when using bad magic.
Mana Up Increases maximum MP by a certain percent.
Mental Shield Chance to cast Mental Shield magic upon the target when using good magic.
Miser Reduces the amount of soulshots consumed.
Quick Recovery Reduces re-use delay.
Rsk. Evasion Increases Evasion when HP becomes low.
Rsk. Focus Increases critical attack rate when HP becomes low.
Rsk. Haste Increases Atk. Spd. when HP becomes low.
Wide Blow Broadens angle of attack.
 
 
 
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