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Useable Links - Click to collapse/expand
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Hear Lineage II Music - Click to collapse/expand
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Poll - Click to collapse/expand
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[What is the Pet System][Wolf][Hatchling][Strider][Wyvern][Raising a Pet]
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| What Is The Pet System? |
What is the Pet System?
In Lineage II, a player can obtain a monster that becomes their pet through the completion of quests. Unlike other summons or magic, as long as certain conditions are met, a pet will not be bound by time limitations, nor will it be dismissed by force. These pets can also hold items in their inventories while they are called, including weapons and armor that can be equipped by the pet.
There are four types of NPC pets: Wolf, Hatchling, Strider, and Wyvern.
 
Conditions for Obtaining a Pet
The level of a character must meet the quest requirements in order to begin the quest. Pet Manager Martin of Gludin teaches level 15+ players about wolf pets, and Pet Manager Cooper of Giran instructs level 35+ players on raising a hatchling. Wiseman Cronos of Hunters Village offers the quest for a obtaining a strider once the hatchling has reached level 55.
Calling a Pet
In order to call a pet, the player cannot have a monster that has already been summoned. Pets can be called by using an item in the character's inventory that controls monsters. A pet cannot be called during combat.
Pet Care and Feeding
A pet will receive penalties independently of its master's level.
If pet food is in the pet's inventory and its hunger gauge falls below 55%, it will automatically consume food to increase its hunger gauge. Your pet cannot return to its collar if its hunger below drops below 40%.
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| Wolf |
Wolf
A wolf is a pet that can be obtained by a low level character. Wolves display great agility. Since it tends to have low physical strength, its owner should raise it with care while the pet is of a low level so that it will not die.
Unlike a hatchling, a wolf does not come with any special skills.
Obtaining a Wolf
In order to obtain a wolf, one has to complete a pet acquisition quest or receive a wolf from someone else.
In order to carry out the quest to obtain a wolf, speak to Pet Manager Martin in Gludin Village to receive detailed instructions.
The wolf, when acquired, will have the initial level of 15. Food for Wolves can be obtained from the pet manager located in the village.
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| Hatchling |
Hatchling
A hatchling has the appearance of a baby dragon and can be evolved into a strider. The quest to obtain a hatchling is much more difficult to fulfill than the quest to obtain a wolf. Unlike a wolf, a hatchling comes with various distinct characteristics.
There are a total of three types of hatchlings. Each type has its own unique abilities and skills.
Obtaining a Hatchling
In order to obtain a hatchling, one has to fulfill the quest, or receive it from another player.
The quest to obtain a hatchling starts with Pet Manager Cooper, who is located in Giran Castle Town. When the quest is completed, the new hatchling owner will be given a hatchling of one type from a random selection.
The hatchling, when obtained by the quest, has an initial level of 35. Food for Hatchlings can be obtained from the pet manager located in the village.
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Types of Hatchlings
- Hatchling of Twilight: The Hatchling of Twilight exists for ornamental purposes only. Since it costs very little to buy feed for this type of hatchling, it is quite easy to maintain. On the other hand, since it has low P. Atk. and P. Def., it cannot participate in combat. A Hatchling of Twilight does not possess any special or unique skills.
- Hatchling of Star: A knight-type hatchling with strong defensive capabilities. Although its P. Atk. is low, its P. Def. is high and has strong physical strength. Therefore, among the three types of hatchlings, a Hatchling of Star is the easiest one to raise. Later, when it evolves into a strider and beyond, it can be effectively utilized in combat. It uses Aggression as its unique skill.
- Hatchling of Wind: An attack-oriented hatchling with superior P. Atk. capability. However, due to its low physical strength and P. Def., it is difficult to raise this type of hatchling. Since the Hatchling of Wind is designed as a pet to be used for attacking, when it is equipped with weapons, it becomes highly effective. It uses Power Strike as its unique skill.
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| Strider |
Strider
When a hatchling attains level 55, the hatchling can evolve into a strider through fulfilling a quest. Speak to Wiseman Cronos of Hunters Village for information about the path to obtain a strider.
A strider uses the same name as the hatchling from which it has been evolved. During the change, however, experience and other abnormal states, hunger gauge, level, etc. will all be cancelled and re-initialized. Once a hatchling gets evolved into a strider it cannot be changed back into a hatchling. A strider can be summoned at any time and from anywhere by using the appropriate item to summon it.
Functions of a Strider
During hunting, a strider will engage in hunting activities alongside its master. The method to handle a strider during hunting is the same as the method used to handle other pets such as hatchlings, wolves, etc. |
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Transportation
The player who has summoned a strider can use the mount/dismount button in the Action window to ride a strider. While a player is riding on a strider, various status and interfaces will change.
When one is riding a strider, P. Atk. and Speed will reflect the status of the strider and other abilities will reflect those of the player who is riding the strider. However, if the level of the player is considerably lower than that of the strider, the strider' P. Atk. and Speed will receive a penalty. For example, if the level of a player is lower than the level of the strider by 5 levels or more, P. Atk. will decrease by 50% or more, and for each additional gap of 1 level, an additional 5% reduction in P. Atk. will be applied. If the level difference between a player and a strider is 10 levels or more, the strider's Speed will be reduced by half.
After mounting a strider, if the hunger gauge drops to 50% or below, a 50% reduction penalty will be applied to Speed, and mounting and dismounting will also be restricted.
As a strider's level goes up, its Speed will also increase and likewise, if a strider's level goes down, its Speed will decrease as well.
Limitations While Riding A Strider
While riding a strider, a player can still engage in basic combat. However, the player cannot use physical skills, and if the player is wearing any equipment, it cannot have any effect on the strider. However, a player's passive skills are still effective while the player is riding a strider, and the player can also use magic skills. If a player is under the influence of Heal, Buff, or De-Buff magic, it will only affect the player and not the strider.
If a player opens the inventory while riding a strider, the strider's inventory will no longer be visible. When an item is used, such as using a potion, the effect of the item is applied to the player. When escaping or teleporting, one can move to another location while riding on a strider. However, a player cannot engage in social actions, buy or sell in a private store, enchant an item, or use a dwarven workshop.
If a player goes into water while riding on a strider, the player's breath gauge will be applied, and when it disappears the rider's HP will decrease.
If a player dismounts from a strider after riding on it, the strider will automatically be returned to the inventory. This automatic conversion of a strider will also occur when a player logs out or is disconnected while riding a strider.
All the experience obtained while a player is riding a strider will be added to the player's experience. A strider consumes a lesser amount of food while a player rides it.
Death and Disappearance of a Strider
When a strider dies, what happens after that depends on whether a player was riding on it before its death, or whether it was in a pet state.
If it was a pet before dying, like other pets, it will stay for a certain time period as a corpse. Like other pets in general, if a pet does not get resurrected, it will ultimately disappear.
If the hunger gauge of a strider remains below a certain level for some time, the strider will disappear and if a player is riding on it when it happens, the strider will turn into a collar state. In the latter case, when it is summoned, its hunger gauge will show 0%.
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| Wyvern |
Wyvern
The lord of the castle can ride a wyvern freely throughout the sky.
Wyverns can only be ridden by speaking with the Wyvern Manager at the uppermost floors of the castle.
To ride a wyvern, one must be riding a strider when speaking to the Wyvern Manager. B-grade crystals are required.
Wyverns, like other pets, need to be continuously fed with wyvern food. If they are not fed, they will be forcibly unsummoned and players will be returned to the closest village.
While riding a wyvern, you may not attack any monsters, but you may use the wyvern's special breath attack skill to attack other players.
You cannot pick up items while astride a wyvern, and players cannot use skills.
When /dismount is used, wyverns will promptly disappear. When the wyvern is unsummoned in mid-air, falling damage can be applied - so beware! When riding wyverns into special regions, like the top floor of the Tower of Insolence, where one cannot go under normal circumstances, dismounting is not allowed.
If the castle lord changes while the player is riding the wyvern, the former castle lord will be forcibly unmounted.
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| Raising a Pet |
Raising a Pet
In order to raise a pet, food should be fed regularly. The pet will run away if its hunger gauge reaches its end. You can store food in your inventory to use as needed. Place the food in the pet's inventory and double-click to feed your pet. If pet food is in the pet's inventory and its hunger gauge falls below 55%, it will automatically consume food to increase its hunger gauge.
A pet's level can go up by sharing the experience level of hunting. As a pet's level goes up, the pet will acquire more skills and be able to use them. A pet's skills are registered in the Pet Interface window.

Controlling a Pet
In order to control a pet, double-click the pet or click a pet from the pet status window. The Pet Interface window will then appear. It is also possible to register a command button as a shortcut.
| Name |
This is the command to name your pet. Pet names cannot be duplicated. A pet name may consist of up to eight characters. Once a pet has been named, it cannot be changed. The master's name will appear above the pet's name. |

Stay |
When pressed once, a pet stops all its actions and follows its master. If pressed again, it stops at the spot it is currently in and holds that position. |

Attack
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When this command is issued, the pet will keep chasing its master's target object and attack it. If it is not possible to attack the target at that moment, it will wait until it becomes possible to launch an attack. Once an attack is finished, the pet will go back to its previous movement mode. In other words, if the original mode was "follow", the pet will resume following its master. If the previous mode was "standby", it will return to its previous spot and wait. |

Stop
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When this command is issued, a pet will immediately stop all of its commanded actions (attack, collect, etc.) and return to its previous movement mode. |

Pickup
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When this command is issued, after collecting the closest item, the pet returns to its previous movement state. It is similar to a player's own "pick up" action. |

Return |
A pet can be returned to its control item, such as a collar or flute. However, a pet cannot return when it is engaged in combat or when its hunger gauge is over 50%. It must wait for five minutes before returning once it has been sent out. |

Skill |
Some pets have special skills that can be used at your command. A player controls their pet's active skills just as they control their own active skills. |
Pet Equipment
A pet can wear various types of equipment to fortify its capabilities. The equipment types that can be worn are those designed solely for monsters. Only one type of weapon and one type of upper body armor can be worn at a time. If your pet equips a weapon or piece of armor once, it will automatically re-equip those items every time you summon the pet.
Use of Pet's Inventory and Items
A pet possesses a small inventory, which is used to collect, to store items, and to store wearable equipment. Pets cannot pick up arrows, soulshots, spiritshots, blessed spiritshots, or compressed spiritshots and soulshots.
In order to use an item contained in an inventory, first open a pet's inventory and then double-click an item.
Transfer, Dismissal and Death of a Pet
A pet can be transferred to another character by trading the control item to the new owner.
A pet can also be dismissed by force by its master. A pet will also be dismissed when its hunger gauge reaches its end. At the time of dismissal, the pet will retain the item it is wearing. When its alignment is in attack state, it will attack its master after dismissal.
A pet can die after being attacked, and will disappear after three minutes. Therefore, it has to be resurrected before the three minutes are up. Only a pet's master can resurrect it. If a pet dies, it will drop the items it was holding, and when its master teleports, the corpse will be teleported as well. |
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