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= Items =
{{Header Nav|game=Lineage II}}
For now, the only item information listed will be the sometimes hard to find info that never seems to be available on the fansites except lost in the forums.  As I come across this information it will be posted here and somehow organized.
There are multiple ways to improve your equipment:


= Weapon Special Abilites =
*Adding a Special Ability to a weapon using a soul crystal
Weapons of grade C or higher can have a special ability, or SA for short, applied to them.  This is applied with the help of a blacksmith in the town.  The original weapon is consumed, as well as a Soul Crystal of appropriate level and color, and some other form of payment (gemstones, stones of purity...).  For dual swords the SA is applied somewhat more riskily; by overenchanting the duals to +4 the SA will be applied.  The failure rate on a +4 overenchant is about 80%.  The data below is based on current Chronicle 3 numbers.
*Getting all items of an armor set
*Enchanting


== Effects List ==
== Lists ==
<table id="SA-List" cellSpacing="0" border="1" cellpadding="6" height="818" style="border-collapse: collapse" bordercolor="#C0C0C0">
For now, the only item information listed will be the sometimes hard to find info that never seems to be available on the fansites except lost in the forums.  
    <tr>
      <td class="tb01"><b>Name</b></td>
      <td class="tb02"><b>Effect</b></td>
    </tr>
    <tr>
      <td class="tb01"><b>Acumen</b></td>
      <td>Magic casting speed
      increases with a fixed percentage.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Anger</b></td>
      <td class="tb02">Enhances P. Atk. while
      decreasing maximum HP by 15%.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Backblow</b></td>
      <td class="tb02">Increases critical attack
      rate when attacking the enemy from behind.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Cheap Shot</b></td>
      <td class="tb02">When launching a general attack, MP consumption is
      reduced sometimes.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Crt. Anger</b></td>
      <td class="tb02">Decreases players HP while
      causing damage to target during critical attack.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Crt. Bleed</b></td>
      <td class="tb02">Percent Chance that target
      will bleed during critical attack.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Crt. Damage</b></td>
      <td class="tb02">Inflicts  extra damage to  
      target when critical attack is launched.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Crt. Drain</b></td>
      <td class="tb02">User absorbs HP from target
      during critical attack.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Crt. Poison</b></td>
      <td class="tb02">Percent chance that target
      will be poisoned during critical attack.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Crt. Stun</b></td>
      <td class="tb02">Percent chance of stun effect during critical attack.</td>
    </tr>
    <tr>
      <td><b>Empower </b> </td>
      <td>Increases magic power.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Evasion </b> </td>
      <td class="tb02">Increases evasion by 2 points.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Focus </b> </td>
      <td class="tb02">Increases critical attack rate.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Guidance </b> </td>
      <td class="tb02">Increases accuracy.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Haste </b> </td>
      <td class="tb02">Percentage increases in attack speed.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Health </b> </td>
      <td class="tb02">Increases maximum HP by 25%.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Light </b> </td>
      <td class="tb02">Reduces a weapon's weight by 70%.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Longblow </b> </td>
      <td class="tb02">Increases attack range.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Magic Bless the Body </b> </td>
      <td class="tb02">15% chance to cast Bless the Body
      magic upon the target when using good magic.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Magic Chaos </b> </td>
      <td class="tb02">Percent chance to cast Chaos (effect 3) magic
      upon the target when using bad magic.</td>
    </tr>
    <tr>
      <td><b>Magic Damage </b> </td>
      <td>When using harmful magic on a target, it delivers additional magic damage with a fixed percentage.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Magic Focus </b> </td>
      <td class="tb02">7% chance to cast Focus (effect 3) magic
      upon the target when using good magic.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Magic Hold </b> </td>
      <td class="tb02">5% chance to cast Dryad Root
      (effect 1) magic upon the target when using bad magic.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Magic Mental Shield </b> </td>
      <td class="tb02">15% chance to cast Mental Shield
      magic upon the target when using good magic.</td>
    </tr>
    <tr>
      <td><b>Magic Paralyze </b> </td>
      <td>When using harmful magic
      on a target, it will paralyze the target with a fixed percentage.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Magic Poison </b> </td>
      <td class="tb02">Percent chance to cast Poison (effect 7) magic
      upon the target when using bad magic.</td>
    </tr>
    <tr>
      <td><b>Magic Power </b> </td>
      <td>When attacking with magic, the amount of MP used increases with a fixed percentage and magic power also increases.</td>
    </tr>
    <tr>
      <td><b>Magic Silence </b> </td>
      <td>When using harmful magic on a target, it will silence the target with a fixed percentage.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Magic Weakness </b> </td>
      <td class="tb02">5% chance to cast Weakness (effect 3) magic upon the target when using bad magic.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Mana Up </b> </td>
      <td class="tb02">Increases maximum MP by 30%.</td>
    </tr>
    <tr>
      <td width="20%" class="tb01"><b>Might Mortal</b> </td>
      <td class="tb02">Increases the success rate of Mortal Blow and Deadly Blow.<br>
(Removed shortly before C3. Any weapons previously enhanced with this SA still have it and are considered very rare.)</td>
    </tr>
    <tr>
      <td class="tb01"><b>Miser </b> </td>
      <td class="tb02">Has a percentage chance to reduce soulshot consumption by
      0-4 per attack.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Quick Recovery </b> </td>
      <td class="tb02">Reduces re-use delay by a percentage.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Rsk. Evasion </b> </td>
      <td class="tb02">Increases Evasion when HP
      becomes 60% or lower.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Rsk. Focus </b> </td>
      <td class="tb02">Increases critical attack
      rate when HP becomes 60% or lower.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Rsk. Haste </b> </td>
      <td class="tb02">Increases Atk. Spd. when HP
      becomes 60% or lower.</td>
    </tr>
    <tr>
      <td><b>Up-Down </b> </td>
      <td>The maximum MP is increased with a fixed percentage and the maximum HP is decreased with a fixed percentage.</td>
    </tr>
    <tr>
      <td class="tb01"><b>Wideblow </b> </td>
      <td class="tb02">Broadens angle of attack.</td>
    </tr>
    </table>


== Special Abilies by Weapon ==
* [[Lineage II/Items/Special Abilities|Weapon Special Abilities]]
=== C Grade One Handed Swords ===
** [[Lineage II/Items/Special Abilities#List of Special Abilities|Effects List]]
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="650">
** [[Lineage II/Items/Special Abilities#C Grade Weapons|C Grade Weapons]]
  <tr vAlign="center" align="middle">
** [[Lineage II/Items/Special Abilities#B Grade Weapons|B Grade Weapons]]
    <td align="left" width="33%"><b>Weapon</b></td>
** [[Lineage II/Items/Special Abilities#A Grade Weapons|A Grade Weapons]]
    <td bgcolor="#FF8080" width="144"><b>Red</b></td>
** [[Lineage II/Items/Special Abilities#S Grade Weapons|S Grade Weapons]]
    <td bgcolor="#80FF80" width="144"><b>Green</b></td>
** [[Lineage II/Items/Special Abilities#Hero Weapons|Hero Weapons]]
    <td bgcolor="#8080FF" width="144"><b>Blue</b></td>
* [[Lineage II/Items/Armor Sets|Armor Sets and Bonuses]]
  </tr>
** [[Lineage II/Items/Armor Sets#Non Grade Armor Sets|Non Grade Armor Sets]]
  <tr vAlign="center" align="middle">
** [[Lineage II/Items/Armor Sets#D Grade Armor Sets|D Grade Armor Sets]]
    <td align="left">Stormbringer</td>
** [[Lineage II/Items/Armor Sets#C Grade Armor Sets|C Grade Armor Sets]]
    <td>Critical Damage</td>
** [[Lineage II/Items/Armor Sets#B Grade Armor Sets|B Grade Armor Sets]]
    <td>Focus (86)</td>
** [[Lineage II/Items/Armor Sets#A Grade Armor Sets|A Grade Armor Sets]]
    <td>Light</td>
** [[Lineage II/Items/Armor Sets#S Grade Armor Sets|S Grade Armor Sets]]
  </tr>
** [[Lineage II/Items/Armor Sets#Boss Mob Jewelry|Boss Mob Jewelry]]
  <tr vAlign="center" align="middle">
    <td align="left">Shamshir</td>
    <td>Guidance (6)</td>
    <td>Back Blow (98)</td>
    <td>Risk Evasion (6)</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left">Katana</td>
    <td>Focus (82)</td>
    <td>Critical Damage (50)</td>
    <td>Haste (7%)</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left">Spirit Sword</td>
    <td>Critical Damage (50)</td>
    <td>Critical Poison (5%)</td>
    <td>Haste (7%)</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left">Raid Sword</td>
    <td>Focus (82)</td>
    <td>Critical Drain (8HP)</td>
    <td>Critical Poison (5%)</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left">Caliburs</td>
    <td>Guidance (5)</td>
    <td>Focus (77)</td>
    <td>Critical Damage</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left">Sword of Delusion</td>
    <td>Focus (77)</td>
    <td>Health (25%)</td>
    <td>Risk Haste (10%)</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left">Tsurugi</td>
    <td>Focus (77)</td>
    <td>Critical Damage</td>
    <td>Haste (7%)</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left">Samurai Longsword</td>
    <td>Focus (73)</td>
    <td>Critical Damage</td>
    <td>Haste (7%)</td>
  </tr>
</table>


=== C Grade Two Handed Sword ===
== Armor Sets ==
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="600">
For activating all armor sets up to c-grade, one simply has to have all items of those sets. For b-grade sets, the warsmith in Giran has to unseal the Gloves and the Boots for the specific set; this is mainly because they look different on each set. From a-grade on, ALL items of the set have to be unsealed, and this costs quite a sum of ancient adena, too. The Blacksmith of Mammon does this unsealing.
  <tr vAlign="center" align="middle">
 
    <td align="left" width="40%"><b>Weapon</b></td>
== Enchanting ==
    <td bgcolor="#FF8080" width="120">Red</td>
Enchanting (and especially over-enchanting) is THE feature to get better equipment in Lineage II. The best thing about it is that you can always make your weapon better this way--there is no end, even if it becomes harder and harder to make it better.
    <td bgcolor="#80FF80" width="120">Green</td>
 
    <td bgcolor="#8080FF" width="120">Blue</td>
Enchanting is done by obtaining an enchant scroll of the right grade (D-grade and up only--there are no no-grade enchants) and type (either weapon or armor).
  </tr>
 
  <tr vAlign="center" align="middle">
One can safely enchant anything up to +3. Full body armor can be enchanted safely up to +4. But if one enchants above +3 or +4, you risk your item turning into crystals (of the appropriate grade--equivalent to crystalizing). This is called over-enchanting.
    <td align="left"><b>Flamberge</b></td>
 
    <td>Crt.Damage</font></td>
Each over-enchant step has a 70% chance of success. If the over-enchant fails, the item is crystalized; the grade and count of crystals are exactly the same as if a Warsmith would have crystalized the item. This can be used to over-enchant "for free"--get a couple of items and over-enchant them all to +4, +5, and so on until only one is left. You get quite a number of crystals and a well over-enchanted item. If you manage to sell the crystals for their real value (for example, by making them into shots, or using them for crafting other items), your total losses amount only to the value of the enchant scrolls--for which you paid to get the remaining over-enchanted item. In other words, the real loss is much smaller than one might think at first glance. The main factor--when looking at the real prize--is getting the enchant scrolls.
    <td>Focus</font></td>
 
    <td>Light</font></td>
With Chronicle 4, there are blessed enchant scrolls. These give no chance of your item disintegrating into crystals. Instead, if the over-enchant fails, the item loses all enchantment levels and falls back to +0. Blessed enchant scrolls are hard to get, as one has to have won against other players in the Olympiad for getting the currency to buy them. They are also very expensive at higher grades.
  </tr>
 
</table>
Enchantments give the following bonuses:
=== C Grade Daggers ===
+1 on P.Def for armor parts;
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="600">
+3 on P.Atk and M.Atk for onehanded weapons; and
  <tr vAlign="center" align="middle">
+4 on P.Atk and M.Atk for twohanded or dual weapons.  
    <td align="left" width="40%"><b>Weapon</b></td>
Over-enchanting gives a +3 more P.Def and M.Atk bonus. Full Body Armor already gets this +3 P.Def bonus for its 4th enchant.
    <td bgcolor="#FF8080" width="120">Red</td>
 
    <td bgcolor="#80FF80" width="120">Green</td>
One usually only overenchants weapons, as that brings a much more direct (and larger) effect than other items. If people do decide to over-enchant armor, they over-enchant jewelry as well, since M.Def is so important to avoid being rooted, slept, etc. In any case you should concentrate on the cheapest kind of jewelry (rings) or armor (helmet, gloves, and boots) if you want to over-enchant either of them.
    <td bgcolor="#8080FF" width="120">Blue</td>
 
  </tr>
{{Footer Nav|game=Lineage II|prevpage=History of Aden|nextpage=}}
  <tr vAlign="center" align="middle">
    <td align="left"><b>Cursed Dagger</b></td>
    <td>Crt.Bleed</td>
    <td>Crt.Poison</td>
    <td>Rsk.Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Dark Elven Dagger</b></td>
    <td>Focus</td>
    <td>Back Blow</td>
    <td>Might Mortal</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Stiletto</b></td>
    <td>Crt.Bleed</td>
    <td>Crt.Poison</td>
    <td>Might Mortal</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Dark Screamer</b></td>
    <td>Evasion</td>
    <td>Focus</td>
    <td>Crt.Bleed</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Grace Dagger</b></td>
    <td>Evasion</td>
    <td>Focus</td>
    <td>Back Blow</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Crystal Dagger</b></td>
    <td>Crt.Bleed</td>
    <td>Crt.Poison</td>
    <td>Might Mortal</td>
  </tr>
</table>
=== C Grade Blunts ===
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="600">
  <tr vAlign="center" align="middle">
    <td align="left" width="40%"><b>Weapon</b></td>
    <td bgcolor="#FF8080" width="120">Red</td>
    <td bgcolor="#80FF80" width="120">Green</td>
    <td bgcolor="#8080FF" width="120">Blue</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Skull Graver</b></td>
    <td>Anger</td>
    <td>Health</td>
    <td>Rsk.Focus</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Big Hammer</b></td>
    <td>Health</td>
    <td>Rsk.Focus</td>
    <td>Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Battle Axe</b></td>
    <td>Anger</td>
    <td>Rsk.Focus</td>
    <td>Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Silver Axe</b></td>
    <td>Anger</td>
    <td>Rsk.Focus</td>
    <td>Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Dwarven War Hammer</b></td>
    <td>Anger</td>
    <td>Health</td>
    <td>Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>War Axe</b></td>
    <td vAlign="middle" align="middle">Anger</td>
    <td vAlign="middle" align="middle">Health</td>
    <td vAlign="middle" align="middle">Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Yaksa Mace</b></td>
    <td>Anger</td>
    <td>Health</td>
    <td>Rsk.Focus</td>
  </tr>
</table>
=== C Grade Bows ===
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="600">
  <tr vAlign="center" align="middle">
    <td align="left" width="40%"><b>Weapon</b></td>
    <td bgcolor="#FF8080" width="120">Red</td>
    <td bgcolor="#80FF80" width="120">Green</td>
    <td bgcolor="#8080FF" width="120">Blue</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Crystallized Ice Bow</b></td>
    <td>Guidance</td>
    <td>Evasion</td>
    <td>Quick Recovery</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Crossbow</b></td>
    <td>Guidance</td>
    <td>Miser</td>
    <td>Quick Recovery</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Elven Bow of Nobility</b></td>
    <td>Evasion</td>
    <td>Miser</td>
    <td>Chip Shot</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Akat Long Bow</b></td>
    <td>Guidance</td>
    <td>Evasion</td>
    <td>Miser</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Eminence Bow</b></td>
    <td>Guidance</td>
    <td>Miser</td>
    <td>Chip Shot</td>
  </tr>
</table>
=== C Grade Fist Weapons ===
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="600">
  <tr vAlign="center" align="middle">
    <td align="left" width="40%"><b>Weapon</b></td>
    <td bgcolor="#FF8080" width="120">Red</td>
    <td bgcolor="#80FF80" width="120">Green</td>
    <td bgcolor="#8080FF" width="120">Blue</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Chakram</b></td>
    <td>Crt.Drain</td>
    <td>Crt.Poison</td>
    <td>Rsk.Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Fist Blade</b></td>
    <td>Rsk.Evasion</td>
    <td>Rsk.Haste</td>
    <td>Haste</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Great Pata</b></td>
    <td>Crt.Drain</td>
    <td>Crt.Poison</td>
    <td>Rsk.Haste</td>
  </tr>
</table>
=== C Grade Polearms ===
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="600">
  <tr vAlign="center" align="middle">
    <td align="left" width="40%"><b>Weapon</b></td>
    <td bgcolor="#FF8080" width="120">Red</td>
    <td bgcolor="#80FF80" width="120">Green</td>
    <td bgcolor="#8080FF" width="120">Blue</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Orcish Glaive</b></td>
    <td>Anger</td>
    <td>Crt.Stun</td>
    <td>Long Blow</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Body Slasher</b></td>
    <td>Crt.Stun</td>
    <td>Long Blow</td>
    <td>Wide Blow</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Scythe</b></td>
    <td>Anger</td>
    <td>Crt.Stun</td>
    <td>Light</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Bec De Corbin</b></td>
    <td>Crt.Stun</td>
    <td>Long Blow</td>
    <td>Light</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Scorpion</b></td>
    <td>Anger</td>
    <td>Crt.Stun</td>
    <td>Long Blow</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Widow Maker</b></td>
    <td>Crt.Stun</td>
    <td>Long Blow</td>
    <td>Wide Blow</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Orcish Poleaxe</b></td>
    <td>Crt.Stun</td>
    <td>Long Blow</td>
    <td>Wide Blow</td>
  </tr>
</table>
=== C Grade Magic Blunts ===
<table cellSpacing="0" cellPadding="6" border="1" style="border-collapse: collapse" bordercolor="#C0C0C0" width="600">
  <tr vAlign="center" align="middle">
    <td align="left" width="40%"><b>Weapon</b></td>
    <td bgcolor="#FF8080" width="120">Red</td>
    <td bgcolor="#80FF80" width="120">Green</td>
    <td bgcolor="#8080FF" width="120">Blue</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Heavy Doom Hammer</b></td>
    <td>Magic Regeneration</td>
    <td>Magic Mental Shield</td>
    <td>Magic Hold</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Crystal Staff</b></td>
    <td>Rsk.Evasion</td>
    <td>Mana Up</td>
    <td>Magic bls.Body</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Heavy Doom Axe</b></td>
    <td>Magic Poison</td>
    <td>Magic Weakness</td>
    <td>Magic Chaos</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Cursed Staff</b></td>
    <td>Magic Hold</td>
    <td>Magic Poison</td>
    <td>Magic Weakness</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Paradia Staff</b></td>
    <td>Magic Regeneration</td>
    <td>Magic Mental Shield</td>
    <td>Magic Hold</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Paagrio Hammer</b></td>
    <td>Rsk.Evasion</td>
    <td>Magic Poison</td>
    <td>Magic Weakness</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Sage's Staff</b></td>
    <td>Magic Hold</td>
    <td>Magic Poison</td>
    <td>Magic Weakness</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Paagrio Axe</b></td>
    <td>Mana Up</td>
    <td>Magic Weakness</td>
    <td>Magic Chaos</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Deadman's Staff</b></td>
    <td>Magic Regeneration</td>
    <td>Magic Mental Shield</td>
    <td>Magic Hold</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Ghoul's Staff</b></td>
    <td>Rsk.Evasion</td>
    <td>Mana Up</td>
    <td>Magic bls.Body</td>
  </tr>
  <tr vAlign="center" align="middle">
    <td align="left"><b>Demon's Staff</b></td>
    <td>Magic Poison</td>
    <td>Magic Weakness</td>
    <td>Magic Chaos</td>
  </tr>
</table>

Latest revision as of 22:41, 19 October 2008

There are multiple ways to improve your equipment:

  • Adding a Special Ability to a weapon using a soul crystal
  • Getting all items of an armor set
  • Enchanting

Lists[edit]

For now, the only item information listed will be the sometimes hard to find info that never seems to be available on the fansites except lost in the forums.

Armor Sets[edit]

For activating all armor sets up to c-grade, one simply has to have all items of those sets. For b-grade sets, the warsmith in Giran has to unseal the Gloves and the Boots for the specific set; this is mainly because they look different on each set. From a-grade on, ALL items of the set have to be unsealed, and this costs quite a sum of ancient adena, too. The Blacksmith of Mammon does this unsealing.

Enchanting[edit]

Enchanting (and especially over-enchanting) is THE feature to get better equipment in Lineage II. The best thing about it is that you can always make your weapon better this way--there is no end, even if it becomes harder and harder to make it better.

Enchanting is done by obtaining an enchant scroll of the right grade (D-grade and up only--there are no no-grade enchants) and type (either weapon or armor).

One can safely enchant anything up to +3. Full body armor can be enchanted safely up to +4. But if one enchants above +3 or +4, you risk your item turning into crystals (of the appropriate grade--equivalent to crystalizing). This is called over-enchanting.

Each over-enchant step has a 70% chance of success. If the over-enchant fails, the item is crystalized; the grade and count of crystals are exactly the same as if a Warsmith would have crystalized the item. This can be used to over-enchant "for free"--get a couple of items and over-enchant them all to +4, +5, and so on until only one is left. You get quite a number of crystals and a well over-enchanted item. If you manage to sell the crystals for their real value (for example, by making them into shots, or using them for crafting other items), your total losses amount only to the value of the enchant scrolls--for which you paid to get the remaining over-enchanted item. In other words, the real loss is much smaller than one might think at first glance. The main factor--when looking at the real prize--is getting the enchant scrolls.

With Chronicle 4, there are blessed enchant scrolls. These give no chance of your item disintegrating into crystals. Instead, if the over-enchant fails, the item loses all enchantment levels and falls back to +0. Blessed enchant scrolls are hard to get, as one has to have won against other players in the Olympiad for getting the currency to buy them. They are also very expensive at higher grades.

Enchantments give the following bonuses: +1 on P.Def for armor parts; +3 on P.Atk and M.Atk for onehanded weapons; and +4 on P.Atk and M.Atk for twohanded or dual weapons. Over-enchanting gives a +3 more P.Def and M.Atk bonus. Full Body Armor already gets this +3 P.Def bonus for its 4th enchant.

One usually only overenchants weapons, as that brings a much more direct (and larger) effect than other items. If people do decide to over-enchant armor, they over-enchant jewelry as well, since M.Def is so important to avoid being rooted, slept, etc. In any case you should concentrate on the cheapest kind of jewelry (rings) or armor (helmet, gloves, and boots) if you want to over-enchant either of them.