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Servers => Beginners' Corner => Topic started by: ^ShowStopper^ on March 11, 2013, 06:03:09 PM

Title: Newbie's Help
Post by: ^ShowStopper^ on March 11, 2013, 06:03:09 PM
TUTORAIL FOR PLAYERS THAT START PLAY L2 FOR FIRST TIME

QUICK KEYS
Alt+T   Show Character's Info.
Alt+C   Show Player's Action.
Alt+K   Show Player's Skills.
Alt+U   Show Quest's Info.
Alt+V   Show Player's Inventory.
Alt+B   Show Bulletin Board.
Alt+X   Show System Options.
Alt+J   Close chat window. Open only with ALT+H command.
Alt+W   Close Radar. Open only with ALT+H command.
Alt+H   Open/Close all windows on screen. Helpful for screenshots.
ESC   Cancels any action of your character, targeting something. If no target is selected, no character's action will be cancelled. You also can cancel the usage of Scroll of Escape by selecting your character and pressing ESC.
PrtScn   Taking a screenshot.
Tab   Same as ALT+V.
Ctrl   While pressing PvP starts. Any action is carried out forcibly.
Alt+Ctrl   Stat/End PvP. Any action is carried out forcibly.
ALT+[F1-F10]   Switch's between fact access panels. Only works if Enter Chat mark is disable.
[F1-F12]   Uses fast access slot of current fact access panel. Only works if Enter Chat mark is disable.
ALT+[1-10]   Switch's between fact access panels. Only works if Enter Chat mark is enable.
[1-10,-,+]   Uses fast access slot of current fact access panel. Only works if Enter Chat mark is enable.
Arrows   Character control - movement forward-backward and turning left-right. Strong drifting on turning.
W S A D   Character control - movement forward-backward and turning left-right. Strong drifting on turning. Only works if Enter Chat mark is enable.
Home   Put camera in front of you character.
End   Put camera behind your character.
Page Up / Page Down   Switching camera: first person, average and long distance from character.
Title: Re: Basic Info Command
Post by: ^ShowStopper^ on March 11, 2013, 06:03:59 PM
CHAT
[message]   Says sentence in General channel. This sentence is seen by any character in distance of several steps.
![message]   Says sentence in Shout channel. This sentence is seen by any character in distance of several hundreds steps.
+[message]   Says sentence in Trade channel. This sentence is seen by any character in distance of several hundreds steps.
#[message]   Says sentence in Party channel. This sentence is seen by any character in party at any distance.
@[message]   Says sentence in Clan channel. This sentence is seen by any character in clan at any distance.
$[message]   Says sentence in Alliance channel. This sentence is seen by any character in alliance at any distance.
"[character] [message]   Says sentence to chosen character in private chat Whisper channel. This sentence is seen only by chosen char at any distance
%[message]   Says sentence in Hero channel. This sentence is seen by any character currently online.
Title: Re: Basic Info Command
Post by: ^ShowStopper^ on March 11, 2013, 06:04:24 PM
FRIENDS / IGNORE
/friendlist   Display the "friend" list. You can see players status - in game (Online) not in game (Offline)
/friendinvite [character]   Send an invitation to chosen character to become a "friend". If Character accepts the invitation, he will appear in your friend list.
/frienddel [character]   Remove a player from friend list.
/blocklist   Show's list of "ignored" players. Sentences of ignored characters are not shown in any chat channel and trade requests are canceled automatically.
/block [character]   Add a character to "ignore" list. A message is send to ignored character.
/unblock [character]   Remove a character from the block list
/allblock   Turn's "silence" mode on. Block text in all chat channels and cancels all trade requests.
/allunblock   Turn's "silence" mode off.
/evaluate   Recommend another player.
Title: Re: Basic Info Command
Post by: ^ShowStopper^ on March 11, 2013, 06:05:08 PM
MOVEMENT
/loc   Show's characters current position data in form X Y Z.
/sit
/sitstand   Character sits down.
/stand
/sitstand   Character stand up.
/walk
/walkrun   Character walk.
/run
/walkrun   Character run.
/pickup   Character pick up nearest item.
/mountdismount
/mount
/dismount   Character Mount or dismount a strider.
/unstuck
/escape   Move a character that may be trapped and has no Scroll of Escape. After 5 minutes character will appear in nearest town.
Title: Re: Basic Info Command
Post by: ^ShowStopper^ on March 11, 2013, 06:05:32 PM

TRADE
/trade [character]   Send a trade request to chosen character. If agree, trade window opens. Characters have to be close to each other.
/buy   Set up a private store for buying Private Buy. Up to 3 items can be sold at same time. Gnomes can sell up to 5 items at same time.
/vendor   Set up a private store for selling Private Sell. Up to 3 items can be bought at same time. Gnome can buy up to 5 items.
/privatemanufacture
/manufacture
/manufacture2   Set up a private manufacturing store Private Craft. Only for Gnomes. Up to 5 items can be manufactured at same time.
/findprivatestore [text]
/storefind [text]   Highlight private stores that match search criteria text
/findprivatestore   Stop highlighting private stores that match search criteria text.
Title: Re: Basic Info Command
Post by: ^ShowStopper^ on March 11, 2013, 06:06:03 PM
COMBAT
/attack [target]   Attack a monster or character (opponent's character has to be in PK or in PvP mode). If no target named, attacks the current chosen target.
/attackforce [target]   Force attacks a monster or character (opponent's character can be in any mode). If no target named, attacks the current chosen target.
/attackstand [target]   Attack while in a fixed position (opponent's character has to be in PK or in PvP mode). Useful for archers. If no target named, attacks the current chosen target.
/useskill [skill] [target]   Use named skill/spell on a monster or character (if the spell is positive, opponent's character has to be white, else in PK or in PvP mode) If no target named, attacks the current chosen target.
/useskillforce [skill] [target]   Force use named skill/spell on a monster or character (opponent's character can be in any mode). If no target named, attacks the current chosen target.
/useskillstand [skill] [target]   Use spell while in a fixed position (if the spell is positive, opponent's character has to be white, else in PK or in PvP mode).if the spell is positive, opponent's character has to be white, else in PK or in PvP mode
/target [target]   Select target monster or character.
/targetnext   Select next attackable monster or character (opponent's character has to be in PK or in PvP mode).
/assist [target]   Choose the selected target as like the selected monster or character.
/olympiadstat   Displays the wins, defeats, and Olympiad points for the current period.
Title: Re: Basic Info Command
Post by: ^ShowStopper^ on March 11, 2013, 06:06:23 PM

MACROS
%­target   Any action of macros is aimed at selected target of your character.
%­self   Any action of macros is aimed at your character.
%­pet   Any action of macros is aimed against your pet.
%­party1-8   Any action of macros is aimed against a party member from 1 to 8.
/delay [seconds]   Delay in stated amount of seconds.
/useshortcut [hot key] [slot]   Use slot from current fact access panel. If the spell is positive, opponent's character has to be white, else in PK or in PvP mode.
/useshortcutforce [hot key] [slot]   Force use slot from current fast access panel. If the spell is positive, opponents character has to be white, else in PK or in PvP mode.
/useshortcutstand [hot key] [slot]   ???
/useskill [skill]   Use named skill/spell on a monster or character. If the spell is positive, opponents character has to be white, else in PK or in PvP mode.
/useskillforce [skill]   Force use named skill/spell on a monster or character. If the spell is positive, opponents character has to be white, else in PK or in PvP mode.
Title: Re: Basic Info Command
Post by: ^ShowStopper^ on March 11, 2013, 06:06:53 PM
CLAN / ALLIANCE
/allyinvite [target clan leader]   Invite a clan into an alliance. Only for alliance leader.
/allydismiss [clan]
/allyoust [clan]   Dismiss a clan from the alliance. Only for alliance leader.
/allyleave   Leave an alliance. Only for leader of clan leaving an alliance.
/allydissolve   Dissolve the entire alliance. Only for alliance leader.
/allycrest   Add an alliances crest. Only for alliance leader.
/allycrestdel   ???
/allywarstart [alliance]   Start a war with another alliance. Only for alliance leader.
/allywarstop [alliance]   Stop a war with another alliance. Only for alliance leader.
/allywarsurrender [alliance]   Surrender to another alliance. Only for alliance leader.
/allyinfo   Display alliance status.
/allywarinfo   ???
/warlist /clanwarlist   Display clans you are in war with.
/underattacklist /attackerlist   Display clans that declared war to you.
/attacklist /enemylist   Display clans you declared war to.
    
/nick   Set your own title.
/siegestatus   Lists clan members within the siege zone (Noblesse clan leaders only).
/clanpenalty   View a list of any clan penalties.
Title: What is nobless?
Post by: ^ShowStopper^ on March 11, 2013, 06:08:04 PM
A character reaches Noblesse status after it has subclassed, leveled the subclass to 75, and has done the four quests needed to make the quest noblesse.

Noblesse characters have access to special ports at all Gatekeepers, can give themselves a title without being in a level 3 or higher clan, are rewarded with a special hair accessory and are granted unique skills.

The most commonly used noblesse skills are the the Noblesse Blessing, which retains buffs upon death and consumes spirit ore, and Summon CP Potion which creates CP potions by consuming soul ore.

The player’s attack ability in PVP increases once they become a Noblesse.

Battle progress reports are available only to Noblesse clan leaders who are registered for a castle siege. It indicates the status of clan members and the number of their kills and/or deaths. This function is only available to clan members who are logged in during the game. Use the /siegestatus command to determine whether the clan member is within the siege zone. It is refreshed every 30 seconds. Kill and death numbers are saved even while a server may be down and are reset upon completion of the siege.

Upon earning the title of Noblesse, the player’s performance in raids and sieges will be recorded. When the character becomes a Hero, their battle records are archived in each village’s Monument of Heroes.

Since the addition of Territory Wars a character can become Noblesse without having subclassed - the character needs to be level 75 and collect 100 Territory Badges from one territory, then talk to the Territory Manager NPC and get promoted to Noblesse.

Skills

Blessing of Noblesse - A buff that can be cast on oneself or other players in a raid against boss-class monsters, this skill retains the buffs on a character who has been killed by the raid boss and resurrected. When the character has died, all other buffs cast are rendered ineffective and they take effect only after the character has been resurrected. Upon resurrection, the Lucky Charm and Blessing of Noblesse will be rendered ineffective. Consumes 5 spirit ore.

Strider Siege Assault - A Noblesse mounted on a strider can perform this strong attack against the castle wall or castle gate during a siege. Consumes 5 Spirit Ore.

Build Advanced Headquarters - A Noblesse who is a clan leader is able to summon a headquarters with twice the HP of an ordinary siege headquarters. This skill can be mastered regardless of the Build Headquarters skill. 300 C-grade Gemstones are consumed when cast.

Wyvern Aegis – A Noblesse castle lord can temporarily maximize magic defense abilities while riding a wyvern. Consumes 20 Spirit Ore.

Summon CP Potion - Summons 20 vials of high-grade CP potions. Consumes 80 Soul Ore.

Fortune of Noblesse - Confers the ability of the Lucky Charm to all party members regardless of level. Consumes 4 Lucky Charm: A Grade.

Harmony of Noblesse - This Noblesse skill combines the energy of 4 individual Wizards (Sorcerer, Spellsinger, and Spellhowler). The energy of each individual must be received consecutively in intervals of 5 seconds or less regardless of type or order, and the skill must be used within 5 seconds of receiving the energy of the 4th individual. It is a non-elemental magic attack with twice the potency of Elemental Assault.

Symphony of Noblesse - This Noblesse skill combines the energy of 8 individual Wizards (Sorcerer, Spellsinger, and Spellhowler). The energy of each individual must be received consecutively in intervals of 5 seconds or less regardless of type or order, and the skill must be used within 5 seconds of receiving the energy of the 8th individual. It is a non-elemental magic attack with four times the potency of Elemental Assault
Title: what is a macro ?
Post by: ^ShowStopper^ on March 11, 2013, 06:09:08 PM
A macro is inputted through the keyboard and is a function that makes it possible to perform a series of actions at once after creating them in advance. To open the Macro window, press Alt + R or click on the button labeled "Macro" in the System Menu.

Creating and Editing Macros

All characters may have up to 48 user-defined macros. To create, edit, and save macros, open the Macro menu from within the System Menu by pressing the "Macro" button, or simply press Alt + R. From within the Macro menu, you may create, edit, or delete macros.

Once on the Macro menu, to create a macro press "Add", then select an icon for the macro. Type in the macro's name, acronym, description (press "More Info" to enter a description) and up to 12 commands. A macro's name can be up to 12 characters, and the description up to 32 characters. Each individual macro has a total of 12 input (or command) windows. One slash command and its accompanying details can be typed into the input window with a maximum of 32 characters. Once a macro is created, you can use it by placing the icon associated with it on the hotkey bar.

Slash (/) commands and chatting symbols supported in the game can be used in macros. Substitute characters can also be used to add additional delays or input a desired name. This means that the commands input into a macro are the ones that can be performed by inputting them directly into the chat input window.

Substitute Characters for Macros

Substitute characters are commands for which the target's name has been automatically given. The types and methods of using substitute characters are as follows.

%­target: The name of the target being targeted is shown.

%­self: One's own name is shown.

%­pet: One's own pet name is shown.

%­party1 ~ %­party8: The first - eighth party member names are shown.

Macro Commands

/delay [time]: Wait until time (sec). If this command is entered, the following command is performed after waiting the set number of seconds.

Other actions can be used with slash commands and so they can be used in macros.

/sit, /stand, /sitstand, /walk, /run, /walkrun, /attack, /attackforce, /exchange,
/targetnext, /pickup, /assist, /invite, /leave, /partymatching, /vendor, /buy,
/personalmanufacture, /mountdismount, /socialno, /socialyes, /socialbow,
/socialunaware, /socialwaitinga, /sociallaugh, /socialapplause, /socialdance, /socialsad,
/time, /loc, /partyinfo

Chat input is also used in the same way as the method of inputting into the chat window.

~ (local chat), # (party chat), @ (clan chat), $ (alliance chat), ! (shout chat), + (trade chat)

When using chatting in a macro, to prevent excessive chat that just fills up the window, the output is delayed automatically in the chat window. However, the buy/sell window is an exception to this.

Use of the Shortcut Bar through Macros

By dragging and dropping the shortcut icons to the macro edit window, the use of the respective shortcuts becomes possible. Directly editing with slash commands is as follows.

/useshortcut [container number] [shortcut slot number]: Uses the respective shortcut. In the event that a component that is designated to a shortcut is a delayed skill, it is used after waiting the delay time.

/useshortcutforce [container number] [shortcut slot number]: Uses the respective shortcut with the effect of the Ctrl key. In the event that a component that is designated to a shortcut is a delayed skill, it is used after waiting the delay time.

Using Skills with Macros

Use is made possible by dragging and dropping the desired skill icon to the macro edit window. The direct editing of slash commands is as follows.

/useskill [skill name]: Uses the respective skill. For skills with a delay time, it is used after waiting the delay time.

/useskillforce [skillname]: Uses the respective skill with the effect of the Ctrl key. For skills with a delay time, it is used after waiting the delay time.

Stopping a Macro

In the event that the user carries out some action directly while performing a macro, the respective macro stops immediately. This includes speaking in the chat channels and moving the character.

In the event of using another macro again within a macro, the macro stops while a message saying "This is an unsuitable macro" appears
Title: what are the dyes ?
Post by: ^ShowStopper^ on March 11, 2013, 06:10:38 PM
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 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.

STR (STRENGTH)

Affects P.Atk. stat through the strength modifier

CON (CONSTITUTION)

affects maximum HP and CP through the CON modifier
affects HP recovery speed
affects weight limit
affects underwater breath gauge
affects shock (stun) resistance
affects bleeding resistance.

DEX (DEXTERITY)

affects Atk. Spd., Critical and Speed stats through the DEX modifier
each point of dex gained makes around a 1% difference to each of those three stats except at 43 DEX, where there is a jump of almost 2%
affects both Accuracy and Evasion stats directly
amount gained through each point of dex varies, but as a general rule you can expect between .75 and .45 of accuracy and evasion per point of dex gained
the more dex you have, the less of these two stats you will gain by adding to dex
affects shield block rate
Rumored to affect excellent shield defense rate

INT (INTELLIGENCE)

affects M.Atk. stat through the INT modifier
INT modifier forthcoming
affects curse land rates through M.Atk.

WIT (WISDOM)

affects Casting Spd. stat through the WIT modifier
each point of wit gained makes a 5% difference to Casting spd.
affects chance of magic critical hits
affects resistance to Hold (aka Roots) and Sleep
affects resistance to essentially every single type of debuff not listed by the other stats

MEN (MENTAL)

affects M.Def. and maximum MP stats through the MEN modifier
each point of men gained or lost makes a difference of 1%
affects MP recovery speed
affects poison resistance
affects curse resistance through M.Def.
affects probability of magic interruption.

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


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 and CP, 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.
Title: About potions
Post by: ^ShowStopper^ on March 11, 2013, 06:12:51 PM
IN IVORY TOWER YOU CAN CREATE THOSE POTIONS:


Healing Potion (10x)
A magical potion that slowly restores HP. High endurance.
Can be made by : Cleric, Prophet, Bishop, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer

    30x Healing Herbs

Greater Healing Potion
Greater Healing Potion (5x)
A magical potion that quickly restores HP. Its effect lasts for 15 seconds.
Can be made by : Bishop, Elven Elder, Shillien Elder, Overlord

    30x Healing Herbs

Quick Healing Potion
Quick Healing Potion (5x)
A magical potion that quickly restores HP.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)

    50x Healing Herbs

Enhanced Mana Potion
Enhanced Mana Potion (5x)
A really effective mana potion.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)

    15x Mana Herbs

Haste Potion
Haste Potion (10x)
A magical potion that increases movement speed.
Can be made by : Cleric, Prophet, Bishop, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer

    15x Oel Mahum Fur

Greater Haste Potion
Greater Haste Potion (10x)
A magical potion that increases movement speed dramatically.
Can be made by : Cleric, Prophet, Bishop, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer

    30x Oel Mahum Fur

Greater Swift Attack Potion
Greater Swift Attack Potion (10x)
A magical potion that increases attack speed dramatically.
Can be made by : Bishop, Elven Elder, Shillien Elder, Overlord

    30x Orc Fingers

Potion of Power Attack
Potion of Power Attack (5x)
Gives you monstrous power that increase your physical attack damage.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)

    15x Orc Fingers

    10x Mana Herbs

Potion of Physical Resistance
Potion of Physical Resistance (5x)
Create a protective aura around the skin that increase the physical defence.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)

    15x Orc Fingers

    10x Healing Herbs

Potion of Magic Power
Potion of Magic Power (5x)
This potion increase the magical power.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)

    15x Mana Herbs

    10x Orc Fingers

Potion of Magican Resistance
Potion of Magican Resistance (5x)
This potion create a protective aura against magical attacks.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)

    15x Mana Herbs

    5x Healing Herbs

    5x Orc Fingers

Combat Haste Potion
Combat Haste Potion (5x)
A powerful potion that increases Attack Speed and Movement Speed.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)

    30x Oel Mahum Fur

Potion of Regeneration
Potion of Regeneration (5x)
This potion increase the regeneration power of both HP and MP.
Can be made by : Bishop (lvl 60+), Elven Elder (lvl 60+), Shillien Elder (lvl 60+)
10x Healing Herbs
10x Mana Herbs
Title: Sieges
Post by: ^ShowStopper^ on March 11, 2013, 06:18:13 PM
By default, all castles are initially occupied by non-player character (NPC) clans.
When a player character (PC) clan defeats an NPC clan and occupies the castle, that castle becomes the possession of the PC clan. If a clan with ownership of a castle has been dissolved, the castle is returned to its initial state.
Only the castle lord may select a siege time. Selecting a siege time is done through the chamberlain NPC. Take care when choosing a siege time, as it cannot be changed once it is set.
Any lord occupying a castle must determine the next siege time within 24 hours of occupying the castle. If he/she does not select a time, the siege time is automatically set by the game for two weeks after the castle has been occupied -- on the same day of the week. (All sieges occur during the weekend in real-time.)
A castle does not receive damage from any form of attack until the next siege time. The next castle siege time is either Saturday or Sunday, two weeks after the castle has been occupied. A clan that has successfully occupied a castle may safely possess the castle for up to 15 days.

Preparation

Sieges are the most ambitious aspects of Lineage II, so their scale and systems are exciting factors in the game. Clans that have reached level 4 can occupy a castle and enjoy the fame and riches therein. Once they own a castle, clans can exercise tremendous influence in terms of tax rate adjustments and political activities.

Siege Overview

Sieges take place at the castles of Gludio Castle, Dion Castle, Giran Castle, Oren Castle, Innadril Castle, Goddard Castle, Schuttgart Castle, Rune Castle, and Aden Castle. There are also unique clan halls where ownership is acquired by battle with NPCs.
Only clans of level 4 and above can officially participate in a siege. Clans that are less than level 4 or players not belonging to a clan may still participate as non-related parties, but they do not have the right to own a castle.
Unless the castle is captured by a clan, it remains in NPC control.
If there is a PC clan that defeats the NPC clan and occupies the castle according to the rules of the siege, the castle becomes the property of that PC clan.
The very first castle lord must, within 24 hours of becoming castle lord, designate the time for the next siege. If this is not done, the default siege time will be applied automatically.
If a clan that occupies a castle is dissolved, the castle returns to its initial status.

Siege Registration - Attackers

The challenging clan leader must have earned the level 4 clan skill Seal of Ruler in order to take control of a castle. The clan leader must visit the siege registration NPC (titled "Messenger") near the castle to sign up for the siege. Siege registration must be done 24 hours before the siege begins.

Siege Registration - Defenders

Any clans that wish to aid in defending the castle must register their clan as defenders.
Each clan wishing to participate must be a level 4 clan. To participate as a defender in a siege, talk to the registration NPC outside the castle gates. (The castle lord must approve participation.) The castle lord may approve and finalize the siege defender participant list up to 24 hours before the siege begins.
The clan occupying the castle does not have to register -- it is automatically listed on the siege list and cannot be taken off of the list.

A Siege Begins

A siege begins at the designated siege time. When the siege begins:
The castle itself and its surrounding areas are designated as the battlefield.
Some of the NPCs in and around the castle temporarily suspend their functions during a siege.
When an attacker dies, he/she restarts in the town second closest to the castle during a siege
When the siege begins, all characters within the castle walls not listed on the defender list are transported to the second nearest town.
All castle gates will automatically be shut.

Siege Rules

During a siege, participants are classified into three categories: Attacker, Castle Defense, and Unlisted (or Open Target). They are further sorted into sub-categories: Friendly Forces, Enemies, and No Relationship. These relationships may change during the course of a siege.

Title: Re: Sieges
Post by: ^ShowStopper^ on March 11, 2013, 06:19:27 PM
Siege Combat

Attackers and castle defenders are enemies. Allies to each clan are friendly forces.
Clans on the attacker side that have not allied with each other have no relationship. Characters not registered as an attacker or defender in a siege are considered to have no relationship if they wander onto the battlefield.
You do not have to press the Ctrl key to attack an enemy or no relation character. The player killer (PK) counter is not activated when a player kills another player within the battlefield. Thus, during a siege, players do not become chaotic even if they kill another player.
For a certain amount of time, the battle status of the participants remains even when they step outside the battlefield. There are no PK penalties during that time.
When a player is killed within the battlefield, there are some experience penalties, but there is no chance of dropping items. All attackers and defenders will receive 1/4 of the normal experience penalty on death inside and outside of the battlefield during the castle siege. Non-registered players will receive 1/4 of the normal experience penalty on death only inside of the battlefield during the castle siege. If a non-registered player dies outside of the battlefield, that character will receive full penalty.
Clans defending the castle may restart either from the residence region within the castle or the second nearest town to the castle. This applies to not only the clan possessing the castle but also all other clans that are listed on the defender list.

Castle Gates

Castle gates become attack targets during a siege. They may only be attacked during siege times.
Castle gates cannot be strengthened during a siege; however, the castle lord may strengthen them prior to the siege via the Chamberlain.
Castle gates that have been destroyed may not be repaired during a siege.
Castle gates are opened again when the owner of a castle changes. However, the castle gates' HP is significantly decreased until the siege ends. Once the siege has ended, the doors return to full health.

Siege Headquarters

The Build Headquarters skill is obtained by the clan leader when the clan reaches level 4. This skill establishes an encampment near the castle/battlefield. It allows clan members to restart at that site (not at the second closest town) and regenerate HP and MP faster than they would normally.
This skill may only be used by clan leaders on the siege's attacker list and consumes 300 Gemstone C when cast. This skill may be used only within a designated area of the battlefield, and can only be used once during the siege period.

A siege encampment disappears when the siege period is over.
The headquarters flag also has a certain HP and can be attacked. If the flag falls, members of the clan restart from the second nearest town upon their deaths.

Ending a Siege

A siege lasts for two hours. If an attacking clan leader successfully engraves his/her name on the holy artifact with the Seal of Ruler skill, the artifact recognizes the new controlling clan. This takes time, however, and the clan leader may not be interrupted while engraving the artifact. Only the clan leader may interact with the holy artifact. Clan leaders that are allied with the defense side may not interact with the holy artifact.
The changing of the holy artifact's owner before the end of the siege is termed 'mid-victory'. When the attacking side achieves a mid-victory, the attackers and defenders change sides. All matters of the clan that had previously owned the castle, including the restart point, are transferred to the new defending clan.
The Headquarters of a clan that has newly occupied the castle disappears. When mid-victory occurs, all players, excluding the new castle defense clan's allies, are sent to their restart points.
If the clan that had previously occupied the castle has never raised a Headquarters before, the clan may establish a flag on the battlefield.


Castle Structures and functions

Title: Re: Sieges
Post by: ^ShowStopper^ on March 11, 2013, 06:19:43 PM
Castle Functions

The castle is a structure which exists within each territory of the Lineage II world. By owning a castle, a clan retains central political and economic control through the collection of taxes in the territory.
Once a castle is occupied, just as with a clan hall, the clan can use the clan warehouse and can use gatekeepers to move between the inner and outer castle.
By default, the lord of the castle solely exercises all of the functions of the castle. However, the castle lord may temporarily hand over the right to use certain functions to members of his own clan or other alliance members by using the rights delegation system in the Clan Actions window.
The castle lord can adjust the tax rates for shops within the territory, as well as collect the taxes from the Grand Chamberlain. Because Aden Castle is the central city of the Aden Kingdom, it not only receives taxes within the Aden territory, but it also receives some taxes from Gludio Castle, Oren Castle, Giran Castle, Dion Castle, and Innadril Castle. Rune Castle is the center of the Elmore kingdon, and receives taxes from Schuttgart Castle and Goddard Castle.
The lord of each castle can also manage a manor, selling seeds in the territory and carrying out productive activities with the seeds that are sold.
The lord also has the ability to fly through the sky on the back of a wyvern.
Structures of Gludio, Dion, Oren, Giran and Innadril Castles
The restart point for the defending clan is in the inner castle living quarters.
The Holy Artifact is located in a chamber behind the throne room.
Title: Re: Sieges
Post by: ^ShowStopper^ on March 11, 2013, 06:20:09 PM
there is no passageway into the castle from outside the outer castle wall; however, there is an exit leading out of the castle, which can be utilized in defending.

Structure of Goddard Castle

Goddard Castle makes use of two artifacts. Divided into Altar of Water and Altar of Fire, those who succeed in engraving their seal onto the artifacts assume the castle lordship.

Unlike other castles, Goddard Castle is equipped with a rear door that is immune to attacks. This door shuts at the beginning of a siege and opens automatically upon its end.

Structure of Schuttgart Castle

Like Goddard, Schuttgart Castle uses two artifacts. Divided into Altar of Wind and Altar of Earth, those who succeed in engraving their seal onto the artifacts assume the castle lordship.

Structure of Rune Castle

Benom appears in the Rune Castle dungeon 24 hours before a siege war. The defending side can teleport to the dungeon and raid the monster until a siege begins.

If the defending side still hasn’t caught Benom before the siege war begins, Benom will appear near the throne in the inner castle when two or more Life Control Towers are destroyed in the middle of a siege. Benom will attack both the defending and attacking sides.

Structure of Aden Castle

The outer castle is designed with a double structure: A #1 outer castle wall, which is on the very outside, and a #2 outer castle wall inside of that. One can reach the inner castle only by passing through these two outer castle walls.

There is an entrance on the front side of the #1 outer castle wall. A certain place on the outer castle wall can be broken with a siege golem. In the #1 outer castle wall, there is a passageway to the outside of the castle.

There is an entrance on the #2 outer castle wall, as well as a certain place on the #2 outer castle wall, that can be broken down with a siege golem.

In some places between the #1 outer castle wall and the #2 outer castle wall, various kinds of traps can be set up through the guardian tower of flames. Other than that, the basic structure is the same as ordinary castles.

Flame Control Tower

A Flame Control Tower is a structure that activates the various facilities defending the castle. A certain amount of adena is required to activate these functions, which consist of a damage zone that continuously reduces HP and a slow zone that decreases movement speed. The strength of each of these functions is divided into four stages, depending on the adena invested. If the attacking side destroys a Flame Control Tower, the functions cease to be activated.
Title: Enchanting items
Post by: ^ShowStopper^ on March 11, 2013, 06:21:57 PM
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.

Blessed Scrolls of Enchant Weapon/Armor are similar to normal Scroll: Enchant Weapon and Scroll: Enchant Armor, but the item will not disappear when the enchantment fails. However, upon failure to enchant, the item will be reverted to 0.



Enchanting Armor Sets

Additional effects will be bestowed when complete armor sets are enchanted to 6 and above. Each individual item in the set will need to be enchanted to 6 or above in order to benefit from the new effects.
Title: Re: Enchanting items
Post by: ^ShowStopper^ on March 11, 2013, 06:22:39 PM
Enchanting Skills



The third class transfer must be completed in order to be able to enchant skills. Speak to the NPC who began the third class transfer quest for more information about enchanting skills.

Skill enchanting differs from the usual method of increasing skill levels. Enchanted skills improve unconditionally, and it is possible to choose specific enchant effects. However, the choice must be made when the skill is initially enchanted. Once the enchantment is selected, other abilities cannot be improved.

The cost of skill enchantment is experience and SP. The Secret Book of Giants is required for the initial enchantment, and if it is successful, only experience points in the current level and SP will be consumed for additional enchants.

There is a probability that the skill enchanting may fail. In the case of a failed enchantment, the skill will revert to the pre-enchanted state.

Special Abilities

Weapons Special Abilities Information

Special abilities, also known as enhancements, 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.

Enchanting Tatoo's

In our community there is also an option to enchant Tatoo. After the enchantement of a tatoo the positive effect on your statistics will increase and the negative effect(s) will decrease. Enchanting can be done at trader Wesley at the Ivory Tower (lvl 1-->2) and at the Merchant of Mammon (2-->3 and 3-->4). In order to upgrade a soulcrystal of a certain level is required, besides this Mammon also asks for a small fee (Ancient Adena) for his services. Required Soulcrystals:


Unempowered Tatoo's:

Getting Tatoo: --> Tatoo is 8/-8

Upgrading 1-->2: Soul Crystal level 4 --> Tatoo is 8/-7

Upgrading 2-->3: Soul Crystal Level 8 --> Tatoo is 8/-6

Upgrading 3-->4: Soul Crystal Level 11 --> Tatoo is 8/-5


Empowered tatoo's:

Getting Tatoo: Soul Crystal level 4 --> Tatoo is 12/-8/-8

Upgrading 1-->2: Soul Crystal level 6 --> Tatoo is 13/-7/-7

Upgrading 2-->3: Soul Crystal Level 9 --> Tatoo is 6/-3/-3

Upgrading 3-->4: Soul Crystal Level 12 --> Tatoo is 7/-2/-2


Special tatoo's:

Getting Tatoo: / -->Tatoo is 10/-10

Upgrading 1-->2: Soul Crystal level 4 -->Tatoo is 15/-15

Upgrading 2-->3: Soul Crystal Level 7 -->Tatoo is 20/-20

Upgrading 3-->4: Soul Crystal Level 10 -->Tatoo is 25/-25
Title: Hero and Hero items
Post by: ^ShowStopper^ on March 11, 2013, 06:24:52 PM
Heroes

A player who has recorded the highest score in each class in the Grand Olympiad, a Player vs. Player tournament played among the Noblesse, is conferred the title of Hero. Heroes are awarded exclusive weapons, skills, abilities and a distinct aura.

Hero Abilities

Heroes are able to use weapons provided for their exclusive use. Once selected, weapons cannot be replaced. However, after one month, all weapons are automatically returned and Hero players will be able to select another weapon. The weapons are available from the Monument of Heroes and cannot be dropped, traded, enchanted, and/or destroyed. S Grade spiritshots, soulshots, and arrows are consumed.

Heroes are able to chat in a special channel (%). This chat font color is sky blue and is displayed to all players on the server. Heroes are only able to speak in the global channel once every 10 seconds. It is possible to turn Hero Voice on and off in the chat message options.

The names of Heroes are listed in the commemorative Monument of Heroes in each village.

Hero Skills

Hero skills may be acquired through the Grand Olympiad Manager upon becoming a Hero; however, you cannot use a Hero skill when in subclass status.

Heroic Miracle

Instantly and significantly increases P.Def., M.Def., and resistance to buff canceling attacks as well as increases Speed. Consumes 40 Soul Ores.

Heroic Berserker

Temporarily yet significantly increases Accuracy, P. Atk., M. Atk., Atk. Spd., Casting Spd., Speed, resistance to buff canceling attacks and debuff attacks, and the effects of HP regeneration magic. Significantly decreases P. Def., M. Def., and Evasion while the effect lasts. Consumes 40 Soul Ores.

Heroic Valor

Temporarily yet significantly increases P. Atk., P.Def., and resistance to buff canceling attacks. Consumes 80 Spirit Ores.

Heroic Grandeur

Instantly and significantly decreases nearby enemies' P. Def., M. Def., Evasion, and Shield defense probability, and increases the chance of negating the effects of magical damage, and blocks all physical and magic skill effects. Consumes 80 Spirit Ores.

Heroic Dread

Instantly instills fear into enemies and causes them to flee with increased Speed (momentum). Consumes 80 Spirit Ores.
Olympiad Requirements
Title: Re: Hero and Hero items
Post by: ^ShowStopper^ on March 11, 2013, 06:25:27 PM
Only players in their main classes are able to compete. If the player changes from the main class to a subclass after applying for the competition, he/she will be ineligible to compete.

If the character belongs to a party when summoned to the Coliseum to compete, he/she will automatically withdraw from the party.

Characters with 0 Olympiad points are ineligible to compete.

In the Olympiad competitions, no items other than soulshots, spiritshots, Echo Crystals, energy stones, and firecrackers are allowed. Recall and Party Recall abilities also cannot be used in competition.

Olympiad Points

At the beginning of each Olympiad period, 18 points are equally awarded to all Noblesse, and 3 points each week thereafter. The loser’s Olympiad points are transferred to the winner upon completion of the competition. Competitors are able to check their current point status with the Grand Olympiad Manager.

At the end of competition, if a character has accumulated more than 50 Olympiad points, they can be exchanged for Noblesse Gate Passes. The rate of exchange is 1,000 Noblesse Gate Passes for 1 Olympiad point. For example, while 50 Olympiad points is exchangeable for 50,000 Noblesse Gate Passes, and 49 Olympiad points are not worth any Noblesse Gate Passes.

Noblesse Gate Passes may be used for purchasing items from the Grand Olympiad Manager or while teleporting to various locations via the Gatekeeper.

The items can be purchased from the Grand Olympiad Manager with Noblesse Gate Passes can be found here : Hero Shop

Watching the Grand Olympiad

The Olympiad competitions can be watched with the Grand Olympiad Manager stationed in every village. Players are able to see the venue where the current competition is under way, and the name of the participants.

In the competition spectator mode, the player can view the competitors’ names, HP, CP, and buff status. While watching the competition, the competition window of each competitor can be maximized to show the skills being used and critical hits.

Players are able to watch competitions under way in other coliseums without leaving the current coliseum.

The Return button exits spectator mode. If the spectator mode is interrupted by a server reset or other abnormal conditions, you will begin at the village where you entered the spectator mode.

If a player starts watching a competition after calling a pet, the summon will be dismissed.

There is no charge for watching Olympiad competitions.


Heroes are able to use weapons provided for their exclusive use. Once selected, weapons cannot be replaced. However, after one month, all weapons are automatically returned and Hero players will be able to select another weapon. The weapons are available from the Monument of Heroes and cannot be dropped, traded, enchanted, and/or destroyed. S Grade spiritshots, soulshots, and arrows are consumed.
Title: Cursed Swords
Post by: ^ShowStopper^ on March 11, 2013, 06:27:57 PM

The weapon of slaughter, the Demonic Sword Zariche, was once used by the Demon Bremmnon, one of the four demon kings.

Blood Sword Akamanah is a cursed dual sword weapon that is similar to the Zariche. The item’s creation, expiration, and PvP rules are identical to those for the Demonic Sword Zariche.

All monsters in the world have the potential to drop either one. However, only one of each exists in the whole world at once. When a cursed sword drops, the entire world becomes red for a short period of time, the ground shakes, and a system message notifies all players that one of the swords has been found.

The character that acquires either sword is instantly transformed into a dark warrior. The transformation is the same for both male and female, although the transformation is different for each sword. Upon transforming, the player’s name is replaced with the name of the sword, both above their avatar and also in chat. In addition, the sword possessor goes into a chaotic state (red) instantly, and his/her HP, CP, and MP are fully recovered (100%).

When a character acquires one of the cursed swords, it is equipped automatically and is impossible to un-equip. It is impossible to drop, exchange, or destroy this item from your inventory.

When you acquire a cursed sword (Zariche or Akamanah), certain active skills are granted.

The swords automatically disappear after a certain period of time (once acquired), regardless if the character is logged in or not. When a cursed sword holder kills another player, the sword's lifespan shortens but the sword's abilities increase. However, the sword must kill every day, or it will be deleted within 24 hours. The character who possesses either sword will be notified by a system message with how much time is remaining on the sword and how long it has been since the sword has killed.

When a character who possesses either sword dies, the sword disappears or is dropped immediately. And once the player loses either sword, they are transformed back into their original self.
Title: Re: Cursed Swords
Post by: ^ShowStopper^ on March 11, 2013, 06:28:50 PM
Map Functions

One of the functions of the Map is to give the location of the cursed swords. When you open your map (Alt+M), there is a Cursed Weapon dropdown box in the upper left corner of the window. Click on one of the sword names from the dropdown menu, then click the Find button. If the corresponding sword holder is logged into the game, then the sword holder's location will be shown on the map, designated by one of the icons .

Abilities and Limitations

PK penalties such as experience point loss, item drops, karma increases, etc. will not be applicable to either side in PvP when a player wielding a cursed sword is involved.

A cursed sword holder cannot attack players that are under level 20. In the same respect, players must be level 20 or higher to attack the character wielding the Zariche or Akamanah.

Either sword causes its wielder to recognize everyone involved in a siege war as enemies.

When a cursed sword holder strikes a player (excluding magic and physical skills), including a Hero, the CP of that player is instantly reduced to 0. When a Hero strikes (excluding magic and physical skills) a character wielding one of the cursed swords, the CP of that character is instantly reduced to 0. When a player that carries Zariche and a player that carries Akamanah attack one another, the recipient’s CP is reduced to 0. The same rules also apply in the opposite instance.

A player wielding either sword cannot join a party with other players. If a player acquires either sword while in a party, that character is automatically withdrawn from that party. The player wielding Zariche or Akamanah also cannot use the party matching system or command channel.

If a player that controls Akamanah acquires Zariche, the newly-acquired Zariche automatically disappears, and the equipped Akamanah's level increases by 1. The same rules also apply in the opposite instance.

The player wielding either sword cannot give or accept buffs and may not be healed or heal other players. However, he or she may use buffs and heal themselves.

The player wielding either sword may summon a pet/servitor, but may not ride a pet.
Title: Mammons
Post by: ^ShowStopper^ on March 11, 2013, 06:31:11 PM
The Merchant of Mammon appears inside of the necropolii, porting from one necropolis to another. Players can purchase various items from Merchant of Mammon with Ancient Adena

The Blacksmith of Mammon appears inside the Catacombs, porting from one catacomb to another. Players can pay the Blacksmith of Mammon Ancient Adena to imbue and A/S-grade weapon with a special ability, unseal A/S-grade armor, upgrade gear to better equipment, and exchange D or C-grade weapons (free of charge) for other weapons of the same value (crystal price).

Ancient Adena (AA)

Ancient Adena can be obtained from Green, Red, and Blue Seal Stones. Seal stones are obtained throughout the Seven Signs Quest Period from Monsters inside of the Catacombs and Necropolis which have Nephilim and Lilim in their Names. The collected Seal Stones can be brought to the Priest of Dawn/Dusk that is located in all of the towns of Lineage 2. If your chosen side has won the Quest Period of the Seven Signs, then you are able to get your reward from the Priest of Dawn, but if your side loses the Seven Signs so aswell you will lose the Seal Stones (Ancient Adena). Ancient Adena is also sold in the major towns of L2 like Giran, Aden, and Goddard by players who enjoy participating in these types of activities.

Color of Seal Stone - Value

1 Blue Seal Stone - 1 AA

1 Green Seal Stone - 5 AA

1 Red Seal Stone - 10 AA

--Note--

All of these information apply to the Dragon Network Servers, so if your reading this and play on another server then this information might be incorrect.
Weapons should not have SA at exchanging or Mammon will not accept. You can remove SA at mammon.


You can exchange to higher weapon but enchantments(by scroll) will be removed.

Prices are {(Standard price of higher weapon) - (Standard price of your weapon)} x 2 "Standard price" is the selling price at town shops.


Also you can exchange to other kinds in same grade for free.

This case, enchantments will be kept. E.g +16 Dark Screamer >> +16 Homunkulus Sword
Title: Seven Sign
Post by: ^ShowStopper^ on March 11, 2013, 06:32:15 PM
Seven Signs Overview

As the Seven Seals that bind the power of Shilen, the goddess of death, are opened one by one, the world moves closer to the brink of chaos. Each Seal contains a great power that could cause the world to tremble. The one who opens the Seals can control the power contained within them. The Revolutionary Army of Dusk and the Lords of Dawn compete against each other toward this end. Players join one of these two cabals who vie for control over the power of the Seals.

An unlimited number of players can join the Seven Signs quest, which repeats in two-week intervals. Based on the results of the Seven Signs, players can change the status of their server.

Players participating in the Seven Signs gather their forces. The fight between the Cabals reflects the nature of the confrontation between those who hold a castle and those who do not. However, players who fail to make a second change of occupation fall into a "neutral group" and may participate in either the Dusk or Dawn side.

Source:http://www.lineage2.com/Knowledge/sevensigns.html

Joining and Withdrawing from the Seven Signs Cabals

Players who want to participate in the Seven Signs must join one of the Cabals, either the Revolutionary Army of Dusk ("Dusk") or the Lords of Dawn ("Dawn") for a certain period of time. Once they join the Cabals, it is impossible for them to withdraw until a new Seven Signs starts after two weeks They must choose the Seal they want to possess when they join.

Players who have completed the second class transfer may join a cabal of the Seven Signs:

Lords of Dawn

Members of clans who own a castle and their alliances may join the Lords of Dawn. Also, players who are not members of the castle-holding clans or alliances but willing to pay 50,000 adena are able to choose Dawn through the Priests of Dawn in each village during the competition period. The Lord of each castle also has the privilege to allow an additional 300 characters to join. During the competition period, the Lords of the castles may purchase 300 of the Approval Certificates through the Chamberlain and transfer these Certificates to other characters.

Players who are not members of castle-owning clans need to get an Approval Certificate from the Lords to join Dawn, or pay 50,000 adena. The Approval Certificates will never expire and are valid for any event period of the Seven Signs. However, Approval Certificates will disappear after use.

Title: Re: Seven Sign
Post by: ^ShowStopper^ on March 11, 2013, 06:32:53 PM
Revolutionary Army of Dusk

Only players who are not members of the castle clans and guilds may join Dusk. During the registration period, they may join through the Priests of Dusk in each village.

Players who have completed the first class transfer but not the second may freely join either the Lords of Dawn or the Revolutionary Army of Dusk.

Players who have not completed the first class transfer may not participate in the Seven Signs.

Competition Period

Players who join the Cabals participate in the competition period from the first Monday (6:00 PM) until the Monday (6:00 PM) of the following week and compete to possess the Seals. Each Cabal may hunt the Lilim, Nephilim, Lilith, and Gigant within the Catacomb and Necropolis to acquire Seal Stones. They can participate in two kinds of competitions: acquiring the items

Seal Stones

Each Cabal may hunt the monsters within the Catacomb and Necropolis to acquire Seal Stones. The items acquired in this way are entrusted to the Priest of each side, and then, based on the number of items, the scores contributed to Seven Signs by each player are accumulated and included in the total score of the whole Cabal.

Contribution points to the Cabal will be different based on stone color: image:bluesealstone.jpg Blue (1), image:greensealstone.jpg Green (5), and image:redsealtone.jpg Red (10). Seal Stones are items that can be exchanged among the players. If the seal stones are not entrusted to the Priest during the competition period, they do not disappear and can be used during the next competition period.

The Festival of Darkness

Overview

One chosen party participates in this challenge for the victory of the Cabal. Of the players participating in the Festival of Darkness, the party who recorded the best score in each grade will contribute some points to the Cabal it belongs to. The Festival of Darkness is divided by level and any players belonging to the Cabals of Dawn and Dusk can participate in it.

How to Participate

Players may participate only during the competition period. The party who wants to participate should pay Seal Stones to the Guide of the Festival in the Oracle. Priests in towns will teleport you to Oracle for free. The entry fee varies depending on the level and will be paid by party leaders.

The party must consist of minimum of 5 members belonging to the same Cabal, and the members of the party must correspond to the grade of the Festival they want to participate in. The characters who correspond to the level of the Festival, but have higher level skills than the party members may not participate. This happens when the character is de-leveled, but his skills learned from the previous higher level remain.

These challenges are always possible during the competition period and there is no limit in the number of challenges.
Title: Re: Seven Sign
Post by: ^ShowStopper^ on March 11, 2013, 06:34:51 PM
The Oracle

In the Oracle, where the Festival of Darkness occurs, experience loss is reduced to a quarter of the normal death penalty. If the competition is restarted within the Oracle, your party is moved to the nearby village when restarting. Within the center magic array in the Oracle, MP regenerates more quickly than normal. Players can be teleported to the Oracle and, when coming out, return to the place they left free of charge through the Priest of each village.

When players die, they will restart inside the room. Resurrection is not allowed within the Oracle. Archer monsters in the corners may pinpoint their attacks on healer classes.

Type of Challenges

The Festival of Darkness is divided into five grade

Process

Teleporting to the battle ground is possible only two minutes before the Festival of Darkness starts. Once the enrollment is completed through the Guide of the Festival, the party receives the Quest of the Festival of Darkness. The party is immediately teleported to The Oracle and, after two minutes, may begin the Festival.

The Festival of Darkness continues for 18 minutes, when each party can hunt the monsters to acquire the Blood of the Sacrificed. The number of this certificate corresponds to the performance score in the Festival of Darkness. All the Blood of the Sacrificed acquired is awarded to the party leader.

A party who wants to give up in the middle of the Festival can do so through the female shaman found in center of the room. If they think the Festival is too easy, they can request stronger monsters. The stronger the monsters they kill, the more Blood of the Sacrificed they can acquire. Please note that drop chances for Blood of the Sacrificed will be lowered when accompanied by pets.

Registering the Results

After the Festival ends, the leader of the party must register the results with the Guide of the Festival within 40 minutes. If the party fails to register within this time, the results will become invalid. If the registered result is lower than the previous highest record, the record is not updated. The players can confirm the participating members and score of the party who set the highest record for each grade through the guide of the Festival.

Prizes

After the competition period ends and their Cabal claims victory, the party members who set the highest record for each grade can receive Ancient Adena as compensation from the Guide of the Festival. After the entire amount of the entry fee is converted to Ancient Adena, the amount of compensation that is received is allocated to the winning parties.

Although a party may set the highest record in a specific grade, they cannot receive the prize if the Cabal they belong to loses.

The prize is paid only before the next competition period begins.

End of the Competition Period
Title: Re: Seven Sign
Post by: ^ShowStopper^ on March 11, 2013, 06:35:41 PM
Determining Victory and Defeat

The total of Seal Stones acquired by each Cabal and entrusted to the Priest and the scores for the victory in each grade of the Festival of Darkness is added at the end of the competition period. The side with the higher total score wins.

For the winner, the total score of the Cabal acquired during the competition period will disappear after winning, but for the loser, the score will be accumulated and remain until the party wins later.

When an affiliated clan member comes in first at the Festival of the Dark, the amount of Clan Fame/Reputation Points earned is now 200 instead of 100.

Ancient Adena

The Priest in the village exchanges the Seal Stones, entrusted as the contribution during the competition period, into Ancient Adena, and gives it to the winner.

If the winning Cabal did not entrust any Seal Stones during the competition period, they can bring them to exchange for Ancient Adena immediately. This way, the winner can receive compensation with Ancient Adena; however, the loser cannot receive compensation until they win in the competition. Seal Stones entrusted at the time of defeat may be compensated all together if they win in the next competition. If Ancient Adena was not transferred during the Seal Effective period, the transfer cannot be performed until the Cabal wins in the next competition. If they win, they can exchange all of their accumulated Seal Stones for Ancient Adena.

Purchasing Items

The winner can purchase a variety of items that cannot be purchased in the general stores by paying with Ancient Adena to the Priest of Dusk or Dawn.

Change in the Ownership of the Seal

The ownership of the Seal is changed based on the resulting victory or defeat and percentage of choice for the Seal.

    If a Seal was already closed or owned by the opponent and the new winner wants to assume ownership of the Seal, 35% or more of the members of the Cabal must have chosen the Seal. If they chose less than 35%, they cannot own the Seal.

    If the Seal was owned by the winner in the previous Seven Signs, they can retain that seal if 10% or more members have chosen it. If they want to possess a new Seal, at least 35% of the members of the Cabal must have chosen the new Seal.

Changes in the Sky

If Dawn wins, a solar eclipse occurs and the sky turns to a violet color, and if Dusk wins, an eye is created in the moon and the sky turns to a green color.

Entrance to Catacombs and Necropolis

The loser cannot enter the Catacombs and Necropolis. Only the Cabal who owns the Seal can enter. If there are any characters who do not own the Seal in the Catacombs and Necropolis, the monsters in the dungeon send the players back to the nearby village.
Title: Re: Seven Sign
Post by: ^ShowStopper^ on March 11, 2013, 06:37:10 PM
The Seals

If a party owns each Seal, the following changes will occur.

Seal of Avarice

    The teleport NPC at the entrance of the Necropolis moves only the winner inside the dungeon, and they can receive various kinds of buffs if they pay with Ancient Adena. If they don't own the Seal, they cannot enter.
    Able to enter all 8 Necropolis freely.
    In the Necropolis, monsters are generated for the winner to hunt.
    They can meet Anakim or Lilith in the Disciples Necropolis.
    The Trader of Mammon appears inside of the dungeon. They can purchase a variety of items that cannot be purchased in the general stores by paying with Ancient Adena. The Trader of Mammon is not staying in one place, but often moves around each dungeon.

Seal of Gnosis

    The teleport NPC at the entrance of the Catacombs moves only the winner to the inside of the dungeon. If they don't own the Seal, they cannot enter.
    Able to enter all 6 Catacombs.
    The winner can be teleported to the hunting field by paying the priests of the village with Ancient Adena at a cheaper price.
    A hostile NPC moves around each village (except the starting villages), and randomly casts various kinds of harmful magic onto members of the losing side.
    A friendly NPC moves around each village (except the starting villages), and randomly casts various kinds of support magic to the winner's side.
    The Blacksmith of Mammon appears inside the Catacombs. The Blacksmith of Mammon receives Ancient Adena for giving special abilities to A-grade weapons, removing the seal on armor, making it possible to upgrade weapons to higher-level weapons, and exchanging weapons free of charge with other kinds of weapons at the same level. The Blacksmith of Mammon also moves around each dungeon continuously.

Seal of Strife

If owned by Dawn:

    At the time of siege warfare, it becomes possible to hire the elite and Dawn mercenaries, in addition to the existing mercenaries.
    The cost required for the upgrade of the castle gates and walls is slightly reduced.
    The defensive power of the castle gates and walls is slightly increased.
    The maximum tax rate that the lord of each castle can establish is increased to 25%.
    The Revolutionaries of Dusk cannot use any siege weapons (Siege Golem, Wild Hog Cannon, Swoop Cannon).

If owned by Dusk:

    At the time of siege warfare, it becomes impossible to hire the existing mercenaries and possible to hire only low-level mercenaries.
    The cost required for the upgrade of the castle gates and walls is greatly increased.
    The defensive power of the castle gates and walls is greatly reduced.
    The maximum tax rate that the lord of each castle can establish is decreased to 5%.
    If Dusk controls the Seal of Strife or if there is no owner, siege weapons can be used during the siege.

Catacombs, Necropolis, and Oracles

The Oracle is the space to hold the Festival of Darkness, and, in the Catacomb and Necropolis, the players can hunt monsters and get Seal Stones necessary for the acquisition of the Seals. The Lilim and Nephilim drop Seal Stones but do not drop Ancient Adena. Access to these dungeons is limited based on the participation in the Cabal and ownership of the Seals.
Title: Re: Seven Sign
Post by: ^ShowStopper^ on March 11, 2013, 06:37:53 PM
Catacombs, Necropolis, and Oracles

The Oracle is the space to hold the Festival of Darkness, and, in the Catacomb and Necropolis, the players can hunt monsters and get Seal Stones necessary for the acquisition of the Seals. The Lilim and Nephilim drop Seal Stones but do not drop Ancient Adena. Access to these dungeons is limited based on the participation in the Cabal and ownership of the Seals.

Necropolis

    Necropolis of Sacrifice: level 20-30 monsters appear and it is located on the southern seashore of the Gludio.
    Pilgrim's Necropolis: level 30-40 monsters appear and it is located near the Partisan's Hideaway in Dion.
    Necropolis of Worship : level 40-50 monsters appear and it is located near the Alligator Island in the Innadril.
    Patriot's Necropolis: level 50-60 monsters appear and it is located above the Gludio Castle in the Gludio.
    Necropolis of Devotion: level 60-70 monsters appear and it is located near the Altar of Rites in the Oren.
    Necropolis of Martyrdom : level 60-70 monsters appear and it is located near the Giran Castle in the Giran.
    Saint's Necropolis: level 70-80 monsters appear and it is located near the Field of Whispers in the Innadril.
    Disciple's Necropolis: level 70-80 monsters appear and it is located near the Devastated Castle in the Aden. From here, the players can move to the place where Anakim or Lilith appear, based on the ownership of the Seals.

Catacomb

    Catacomb of the Heretic : level 30-40 monsters appear and it is located near the Execution Ground in the Dion.
    Catacomb of the Branded: level 40-50 monsters appear and it is located near the Giran Harbor Port in the Giran.
    Catacomb of the Apostate: level 50-60 monsters appear and it is located near the Plains of the Lizardmen in the Oren.
    Catacomb of the Witch: level 60-70 monsters appear and it is located near the Forest of Mirrors in the Aden.
    Catacomb of Dark Omens: level 70-80 monsters appear and it is located near the Dark Elven Village in the Oren.
    Catacomb of the Forbidden Path: level 70-80 monsters appear and it is located near the Hunters Village in the Aden.

Oracle

    Oracle of Dawn: located near the Orc Barracks in the Gludio.
    Oracle of Dusk: located near the Windy Hill in the Gludio.

Access to the Dungeons

During the competition period, any characters who joined a Cabal can access the dungeons. Characters that did not join a Cabal cannot access the dungeons. After the competition period is over, for the next week when the Seals are effective, only the Cabal who owns the appropriate Seal can have access. The loser, or even the winner who did not achieve the percentage necessary for the acquisition of the appropriate Seal, cannot access the dungeons for one week while the Seals are effective.

Monsters in the Dungeons

The Cabals can acquire seal stones by hunting the monsters in the dungeons. Nephilim drops stones necessary for Dusk and Lilim drops stones necessary for Dawn. In the Competition Period, the general monsters Lilim and Nephilim all appear, but if the players acquired the Seal during the Seal Effective Period, the general monsters and the monsters who drop only the items necessary for the winner appear.

Seven Signs Related Items and NPCs

Seal Stones

Seal stones can be acquired by hunting Lilim, Gigant or Nephilim in a Catacomb or Necropolis. The value of seal stones are higher in the order of Blue < Green < Red. If entrusted to Priests in town, it will add contribution points to your Cabal. Each blue, green, and red seal stone contributes points as much as 3, 5, and 10 respectively.

Ancient Adena

Ancient Adena is an item that can be acquired through Seal Stones, converted to regular adena by 1:1 through the Black Marketeer of Mammon and used to purchase the items from the Priests of Dawn or Dusk, Blacksmith of Mammon and Trader of Mammon or utilize various kinds of functions.

The Record of Seven Signs

This is the item that allows you to see overall situations, main events and Seal states of the Seven Signs at a glance. Anyone can buy this item at 500 adena through the Priests of Dawn or Dusk.

Approval Certificates of the Lord

With this item, even the characters that are not members of castle-holding clans and completed the second change of occupation can join Dawn.

The Black Marketeer of Mammon

The Black Marketeer of Mammon exchange Ancient Adena with Adena and also offer some other items for sale, like the first Divine Inspiration book.