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
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
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.
Affects P.Atk. stat through the strength modifier
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.
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
affects M.Atk. stat through the INT modifier
INT modifier forthcoming
affects curse land rates through M.Atk.
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
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.
Increases amount of physical damage.
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.
Increases maximum HP and CP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, and bleeding resistance.
Increases damage of magic attacks and success rate of curse spells.
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).
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.