Author Topic: Newbie's Help  (Read 13032 times)

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Sieges
« Reply #12 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.

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Re: Sieges
« Reply #13 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

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Re: Sieges
« Reply #14 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.
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Re: Sieges
« Reply #15 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.
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Enchanting items
« Reply #16 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.
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Re: Enchanting items
« Reply #17 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
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Hero and Hero items
« Reply #18 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
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Re: Hero and Hero items
« Reply #19 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.
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Cursed Swords
« Reply #20 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.
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Re: Cursed Swords
« Reply #21 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.
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Mammons
« Reply #22 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
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Seven Sign
« Reply #23 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.

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