Chronicle 3: Rise of Darkness
Seven Signs, CP and subclasses
Chronicle 3: Rise of Darkness brought the Seven Signs, Combat Points (CP), subclasses, wyvern flight and A-grade items to Lineage 2. This overview is based on a translation of the preliminary Korean announcement, so some names (runes and mantras, dungeon names) differ from those that appeared in the game.
Seven Signs
As one or more of the seven seals binding Shilen, the goddess of death, are broken, the world sinks deeper into chaos. Each seal holds a power that can shake the world, and whoever opens it can control that power. Two sides compete for the seals - the Revolutionary Army of Dusk and the Lords of Dawn. It is not a one-off event: the competition repeats over and over, and its results reshape the whole server. The core idea is the rivalry between players who hold castles and players who do not.
The final rules are described in Seven Signs and Festival of Darkness. Below are the features of the system as announced for C3.
Joining a side
- Sides are chosen during the recruitment period; you cannot leave before the next cycle starts two weeks later. When joining, you can pre-select the seal you want to fight for.
- Characters with the second profession. Only members of clans and alliances that hold castles can join the Lords of Dawn (via the Dawn attendant during recruitment). Each castle lord can bring in 50 more people: during the competition period the lord buys 50 Monarch's Seal of Approval tokens from the Chamberlain and hands them out. A token works only during the current event. Only characters outside castle-holding clans and alliances can join Dusk (via the Dusk attendant in town).
- Characters with the first but not the second profession may join either side freely.
- Characters without the first profession cannot take part.
The competition
- The competition runs from Monday to Sunday of the same week. A side earns points by collecting runes and mantras and by taking part in the Festival of Darkness.
- Seven Signs monsters - Lilim and Nephilim - live in the catacombs and necropolises. Nephilim drop runes for Dusk (Rune of Water, Wind and Fire), Lilim drop mantras for Dawn (Mantra of Water, Wind and Fire). They drop no adena. Value increases in the order water < wind < fire.
- Runes and mantras are handed in to town attendants; any not handed in are kept and can be used in the next competition.
Festival of Darkness
- A trial for parties of one side. The best result in each bracket earns the side a lot of points.
- Brackets: level 32 and below, 43 and below, 54 and below, 65 and below, and no level limit. All party members must fit the chosen bracket.
- The party leader pays an entry fee in runes or mantras to the festival guide; the fee depends on the bracket. Parties can enter at any time during the competition period, any number of times.
- Teleport to the battlefield no later than 2 minutes before the start; the festival begins 2 minutes after teleporting and lasts 18 minutes. The party hunts monsters and collects Blood of Sacrifice - all of it goes to the leader. Using pets lowers the chance of getting blood.
- During the festival you can withdraw from the trial or raise monster difficulty by talking to the festival follower.
- After the festival ends, the leader has 20 minutes to record the result with the guide; a result below the current record is not recorded.
- The leading party of each bracket, if its side wins, receives the prize pool - the sum of all entry fees converted into ancient adena. The prize can be claimed only before the next competition starts.
- At the festival site, items do not drop on death (except for chaotic characters), experience loss is 1/4 of normal, and MP regenerates faster. Restarting moves you to the nearest town. Town attendants teleport you to the festival and back for free.
Results and victory
- The side with the highest combined score wins. The winner's score is reset, while the loser's score is kept and keeps accumulating until it wins.
- During the seal effect period, the attendant converts the winners' runes and mantras into Ancient Adena. Losers get no reward until they win; their runes and mantras carry over to the next competition. A reward not claimed in time waits until the next victory.
- Winners buy items not sold in regular shops from the Dawn and Dusk attendants for ancient adena.
- To take a seal previously held by the other side, at least 35% of the winning side must have chosen it; to keep a seal already held, more than 10%.
- If Dawn wins, the sun is eclipsed and the sky turns purple; if Dusk wins, an eye appears in the moon and the sky turns green.
- Losers cannot enter catacombs or necropolises; monsters expel a character without the seal to the nearest town.
Seal effects
Seal of Avarice:
- NPCs at necropolis entrances admit only the winners and sell buffs for ancient adena.
- Monsters for the winning side spawn in the necropolises.
- Anakim and Lilith can be met in Apostle's Necropolis; they need special items to give A-grade weapons special properties.
- Mammon's Trader appears in the necropolises, selling items not found in shops for ancient adena; he constantly moves between dungeons.
Seal of Revelations:
- NPCs at catacomb entrances admit only the winners.
- Winners can pay a town attendant ancient adena to teleport to certain hunting grounds.
- In every town (except starting ones) a Crier of Ruin wanders and casts harmful spells on the losers, while an Illuminator of Revelations casts helpful spells on the winners.
- Mammon's Blacksmith appears in the catacombs: for ancient adena he gives A-grade weapons special properties, unseals armor, upgrades equipment and swaps equipment for another piece of the same level for free. He also moves around constantly.
Seal of War, if held by Dawn:
- Besides regular mercenaries, elite and Dawn mercenaries can be hired for sieges.
- Upgrading castle gates and walls becomes much cheaper and their defense rises sharply.
- The maximum tax a castle lord can set rises by 10%.
If the Seal of War is held by Dusk:
- Regular mercenaries cannot be hired - only low-level ones.
- Upgrading gates and walls becomes much more expensive and their defense drops sharply.
- The maximum tax drops by 10%.
Dungeons and other details
- 16 Seven Signs dungeons were added: 8 necropolises, 6 catacombs and 2 "divine places" (Divine Place of Dawn near Orc Barracks and Divine Place of Twilight near Hill of Winds) where the Festival of Darkness is held.
- During the competition week any participant may enter the dungeons; during the seal effect week only the side that holds the relevant seal and reached the required percentage.
- During the competition, regular monsters, Lilim and Nephilim spawn in the dungeons; during the seal effect week only monsters that drop what the winner needs.
- Chronicle of the Seven Seals - an item that shows a summary of the Seven Signs and the state of the seals.
- Mammon's Dealers exchange runes for mantras and back, and convert adena into ancient adena.
- Ancient adena is spent with the Dawn and Dusk attendants, Mammon's Blacksmith and Mammon's Trader, and on various skills.
- To meet Anakim, join Dawn, win, take the Seal of Avarice and talk to a specific NPC in Apostle's Necropolis; for Lilith, do the same for Dusk.
Manor
- Improved Seed. Previously a seeded monster sometimes dropped nothing. An improved seed succeeds less often than a regular one, but the item always drops.
- Previously no more than 1 item could be harvested from a seeded monster; now several may be harvested with some chance.
- A new seed sale price or item compensation price cannot be set more than 60% below or more than 1000% above the current price.
- Previously each castle blacksmith product accepted only one kind of crop (for example, only Blue Cobol for Greater Haste Potion). Now any crop sold at the castle can be used.
- The maximum number of first items that can be bought is about half the maximum amount of first seeds.
- The price of Cobol of Icy Air was lowered.
- Party members can see the successful sowing message.
Castles
- Siege alliance. Attacking clans that are not in an alliance are automatically treated as enemies of the defenders: they cannot attack each other and take no damage from other attackers' area spells. If the castle lord changes even once, the siege alliance falls apart and attackers can damage each other again. An alliance cannot be formed with those attacking other castles.
- Instead of choosing a tax of 0, 5, 10 or 15%, the lord can enter the value directly within set limits.
- A Wyvern Manager was added to every castle - talk to him to mount a wyvern.
Clan halls
Decorations and new functions were added to clan halls depending on their level. New interiors exist so far only in the Gludio and Aden Castle Town halls; elsewhere the functions work but the graphics have not changed. Functions are bought for a fee:
| Item | Function |
|---|---|
| Fireplace | HP recovery, as before |
| Carpet | MP recovery, as before |
| Chandelier | Part of the experience is restored when returning to the hall after death |
| Mirror | Teleport to nearby areas and hunting grounds |
| Mini-observation Tower | Same as the town relay tower |
| Interior Curtains | Various buffs |
| Curtain, Foyer | Decoration for appearance |
| Exterior Flag | Item creation (display will be added later) |
- 6 more auctioned clan halls were added in Aden.
- Halls are now entered through a door instead of a teleport: click the doorkeeper to have him open it.
- If the manager's production function is active, items not sold in shops can be bought from the hall NPCs for a limited time.
Combat system
- CP (Combat Point). A value used only in PvP. Damage from players (including their summons and pets) is taken from CP first, and only when CP runs out does the rest go to HP. The amount of CP depends on level and class; like HP, CP recovers over time.
- If a normal character attacks a chaotic one, the "purple" rule applies.
- Chaotic characters with a PK count of 5 or less no longer drop items on death.
- Physical critical chance and maximum damage were slightly reduced, and a shield's chance to block a critical hit was sharply increased.
- Similar to critical hits, shields gained a Shield Defense chance to block an attack completely.
Skills and magic
New skills
| Skill | Effect |
|---|---|
| Snipe | For a short time, while standing still, increases attack power, critical chance and accuracy |
| Fatal Counter | A shot empowered by the archer's agony |
| Crush of Doom | A strong two-handed weapon strike; consumes HP, over-hit possible |
| Aegis | The shield defends in all directions |
| Focus Attack | Spear attack on a single target with increased accuracy |
| Aegis Stance | The shield defends in all directions, but its defense is reduced |
| Agile Movement | Increases accuracy and movement speed in light armor |
| Aqua Splash | Strong waves of water attack several enemies |
| Eruption | A huge explosion attacks several enemies |
| Clear Mind | Increases MP recovery while standing or walking |
| Mass Slow | Slows targets in an area; consumes HP |
| Servitor Cure | Heals the servitor and cures poison |
| Servitor Blessing | Removes hold, paralysis and attack or movement slow from the servitor |
| Wild Magic | Increases critical chance of attack magic |
| Advanced Block | Increases shield defense |
| Wrath | Reduces CP of targets in an area; with a spear |
| Blinding Blow | A strong critical dagger strike plus a short speed boost |
| Shield Fortress | Increases shield defense, constantly consumes MP |
| Quiver of Arrows - A grade | Creates mithril arrows; requires 1 A-grade crystal |
| Quiver of Arrows - S grade | Creates shining arrows; requires 1 S-grade crystal |
| Honor of Paagrio | Restores CP to alliance members |
| Ritual of Life | Restores CP |
| Prayer | Increases the effect of healing magic on party members |
Skills by class
| Class | Skill and character levels |
|---|---|
| Warlord | Focus Attack 40; Wrath 66, 68, 70, 72, 74 |
| Destroyer | Crush of Doom 60-74 (every 2); Wrath 66-74 (every 2); Bandage 62 |
| Tyrant (Orc Monk) | Agile Movement 20, 40 |
| Bounty Hunter, Warsmith | Wrath 66-74 (every 2); Bandage 62 |
| Paladin | Aegis Stance 46; Shield Fortress 64-74 (every 2); Remedy 62 |
| Dark Avenger | Shield Fortress 64-74 (every 2) |
| Temple Knight | Aegis 60; Shield Fortress 64-74 (every 2); Poison Recovery 60; Cure Bleeding 62 |
| Shillien Knight | Aegis 60; Shield Fortress 64-74 (every 2); Guard Stance 43, 52, 62, 70 |
| Swordsinger | Poison Recovery 60; Cure Bleeding 62 |
| Plainswalker | Blinding Blow 66-74 (every 2); Silent Move 40; Poison Recovery 60; Cure Bleeding 62 |
| Abyss Walker | Blinding Blow 66-74 (every 2) |
| Hawkeye | Snipe 60-74 (every 2); Quiver of Arrows - A grade 66; Quiver of Arrows - S grade 72 |
| Silver Ranger | Quiver of Arrows - A grade 66; Quiver of Arrows - S grade 72; Poison Recovery 60; Cure Bleeding 62 |
| Phantom Ranger | Fatal Counter 60-74 (every 2); Quiver of Arrows - A grade 66; Quiver of Arrows - S grade 72 |
| Sorcerer | Eruption 58-74 (every 2); Clear Mind 40, 62 |
| Spellsinger | Aqua Splash 58-74 (every 2); Clear Mind 40, 62 |
| Spellhowler | Clear Mind 40, 62; Surrender to Wind 40, 44, 48, 52, 56, 58-74 (every 2) |
| Necromancer | Mass Slow 62-74 (every 2) |
| Bishop | Prayer 66, 70, 74; Cure Poison 58; Purify 62 |
| Elder | Wild Magic 62, 70; Advanced Block 58, 66, 72; Cure Poison 58; Resist Shock 64, 72 |
| Shillien Elder | Wild Magic 62, 70; Cure Poison 58; Purify 62 |
| Prophet | Resist Aqua 58, 62, 66; Resist Wind 58, 62, 66; Resist Poison 60, 64, 68 |
| Overlord | Honor of Paagrio 66-74 (every 2); Ritual of Life 64-74 (every 2) |
| Warlock, Elemental Summoner, Phantom Summoner | Servitor Cure 40, 48, 60; Servitor Blessing 62 |
Changes to existing skills
- Totem Spirit Wolf, Bear, Puma, Ogre and Bison last 2 minutes less, but their reuse time and MP cost were cut sharply.
- Vitalize cures poisons up to level 9.
- The Overlord's protective magic for clan members now also works on alliance members.
- The range of Curse Gloom was increased.
- An energy-charging skill cannot be used if the charge is already at maximum.
- Previously all required crystals were spent at once when summoning. Now a set amount is spent on summoning, and then crystals are consumed at regular intervals while the servitor exists; the total is the same as before.
- Drain Energy, Vampiric Touch, Curse: Death Link and Vampiric Claw are now darkness-type skills.
- The HP threshold of Final Frenzy, Final Fortress and Totem Spirit Bison was raised.
- The HP limit of Curse: Death Link, whose damage depends on the caster's HP, was raised.
- If a character is already under another character's song or dance, a new song or dance costs more MP - including casting a song while a dance is active.
- Skills that raise critical chance do not affect the success rate of Mortal Blow, Deadly Blow and Backstab.
- Toggle skills consume MP when activated.
- Casting animations and visual effects of several skills were changed; SP costs per class and level were revised because of the new skills.
Pets and summons
Wyverns
- Only castle lords can fly; mount a wyvern by talking to the Wyvern Manager on the upper floors of the castle.
- Flying requires being in strider-riding mode and B-grade crystals.
- The wyvern must be fed constantly. A hungry wyvern is forcibly dismissed and the player is moved to the nearest village; the same happens if the connection drops during flight.
- While on a wyvern you cannot attack monsters - only fights with players are possible. The wyvern has a breath attack.
- While mounted you cannot pick up items or use skills.
- After the return command the wyvern disappears at once; dismissing it in public deals the rider a small amount of damage.
- In special places normally out of reach (for example, the top floor of the Tower of Insolence) you cannot dismount.
Pets and summons are no longer classified as humanoids and now belong to their proper species.
Items
- A-grade items were added. They can be obtained only by crafting, are created sealed and are not shown with normal graphics in that state. A-grade set bonuses work only after unsealing.
- New weapon special abilities (SA): Up-Down (chance to raise max MP and lower max HP), Acumen (chance to speed up casting), Magic Damage (harmful magic has a chance to deal extra damage), Magic Power (chance to raise both MP cost and spell power), Magic Paralyze (chance to paralyze the target), Magic Silence (chance to silence the target), Empower (increases spell power).
- Changed SA: Light reduces weapon weight by 70% (was 50%); Rsk. Haste, Rsk. Evasion and Rsk. Focus trigger at 30% HP or less (was 20%).
- SA can be added to the new A-grade weapons and to C-grade weapons that previously could not take them: Sword of Limit, Deathbreath Sword, Homunculus Sword.
- New consumables:
| Item | Effect |
|---|---|
| SP Scroll | Grants a certain amount of SP |
| Amulet of Fortune | Prevents item drop on death in boss fights and raids |
| Blessed Scroll of Escape: Clan Hall | Moves you to your clan hall (or the nearest town if there is none) |
| Blessed Scroll of Escape: Castle | Moves you to your castle (or the nearest town if there is none) |
| Scroll of Sleep Removal | Wakes a sleeping target |
| Energy Stone | Gives a Gladiator or Tyrant 1 energy level, up to 2 levels |
| Potion of Combat | Restores 50 CP |
| Greater Potion of Combat | Restores 200 CP |
| Potion of Haste Casting | Speeds up casting (Acumen 2 effect) |
| Great Potion of Haste Casting | Speeds up casting (Acumen 3 effect) |
- MP consumption when shooting a bow was reduced.
- More Rope of Magic is needed for regular and high-grade packs of C-grade Soulshots, Spiritshots and Blessed Spiritshots.
- Soulshot graphics now differ by grade, and an extra effect appears on critical hits with soulshots; dark elves and orcs have their own effect.
- 3 two-handed swords were added: one no-grade, one D-grade and one C-grade.
- Highest-quality strider food, a Party Mask and shoes that go "bok-bok" when walking were added.
- The attack bonus from Scroll: Enchant Weapon was increased for C and B-grade dual swords, two-handed weapons, fists and bows:
| Weapon | Enchant up to +3 | Enchant above +3 |
|---|---|---|
| Dual swords, fists, two-handed weapons | 3 → 4 | 4 → 8 |
| Bows | 3 → 6 | 6 → 12 |
- The town blacksmith can turn ingredients for A-grade crafting into basic ingredients of a lower grade.
- Crafted B-grade gloves and boots are created sealed; the town blacksmith unseals them, and you must choose the type: heavy armor, light armor or robe.
- Slightly fewer crystals are obtained when crystallizing +4 enchanted items.
Town NPCs
- Town NPCs now move and gesture in their own manner when spoken to.
- Fitting room. In equipment shops you can preview how your character looks in an item. An item of an unsuitable grade is shown for only 10 seconds; equipping another item cancels the preview.
- Dual-sword crafting, SA insertion, luxury purchases and crafting through town blacksmiths are now taxed by the castle.
- The magic merchant in Gludin Village sells dyes.
- Town merchants can tell you the state of the holy lands belonging to the town.
Monsters and hunting grounds
General changes
- To make small-party and solo hunting easier, open areas were made smaller and more densely populated, and the total number of monsters was reduced. In dungeons, monster placement and spawn times were adjusted and the HP ratio of "dungeon-type" monsters (which have more HP than usual) was reworked.
- Hunting ground names were subdivided further: Hatu Beehive was renamed Beehive, and Tanor Silenos Camp became Tanor Gorge.
- Drop lists were changed; the maximum number of item types from spoil was raised to 3. High-level monsters gained a chance to drop complete items.
- A-grade accessories and armor (complete and parts) can be obtained from regular monsters; complete weapons from raid bosses, and weapon parts from quests and raid bosses. Recipes come in 60% and 70% versions, all given by quests. A-grade crystals no longer drop.
Monster relocations
- In Blazing Swamp (Aden region) the old monsters were removed and level 70-75 monsters were added.
- Enchanted Valley monsters became "dungeon-type".
- Elven Ruins on Talking Island got fewer monsters, and its "dungeon-type" monsters became regular ones; salamanders and undines were moved to another part of the dungeon.
- Dark Horror and Lesser Horror no longer spawn in the School of Dark Arts (they remain in the swamp area).
- Ol Mahum Transcender was placed in the Forest of Outlaws (Oren region).
- Night-only monsters in Ruins of Agony, Ruins of Despair, Execution Ground and Dragon Valley no longer spawn.
- Timak Orcs from the Ivory Tower crater were moved to Timak Outpost Base and their levels changed.
- Raid boss Elf Renoa was moved from Partisan Hideaway to the southwest of Elven Village; Bree Mec Tran was moved closer to Elven Village.
- All field monsters (except quest monsters) were removed along the path from the Iris Lake entrance south of Elven Village to the Altar of Rites.
- Raid boss Berpa was moved east toward the mountain ridge; King Talk was moved from the southwest of Bandit Stronghold to the northwest of Ivory Tower.
- Ikaros' Test Subject #1 was moved south of Partisan Hideaway; Farmer Rebels' General's Specter was moved from the southern entrance of Execution Ground to the north of Giran Harbor.
- Barion from Hatubi Hive (now Beehive) was moved across the river; Vuku's Head Worshipper Gamesh was moved from west of Gludio to east of Gludio.
- In starting areas, Nepitirs were replaced with gremlins.
- Levels and locations of many event monsters were revised.
- The range at which Orfen detects players was greatly reduced.
New raid bosses
| Raid boss | Level | Location |
|---|---|---|
| Soul Collector Akeron | 42 | Execution Ground, west |
| Lord of Howls Castoll | 62 | Bandit Stronghold, southwest |
| Storm's Wings Naga | 75 | Border Outpost, south |
| Timak's Worshipper Lagos | 57 | Sea of Spores, east |
| Betrayer Andras' Specter | 78 | Devastated Castle, south |
| Ancient Weird Drake | 65 | Hunters' Village, south |
| Banor's Chief Kandra | 72 | Aden, west |
| Nightmare Drake | 67 | Narsell Lake, northeast |
| Harit's Hero Tamash | 64 | Anghel Waterfalls, west |
| The Last Giant Olks | 75 | Giants Cave |
| The Final Giant Glaky | 78 | Giants Cave |
| Blade of Destruction Thanatos | 73 | Battlefield of the Past, north |
| Blood of Tree Vermillion | 75 | Tower of Insolence, southeast |
| Palibati Queen Temis | 70 | The Forbidden Gateway |
| Gargoyle Lord Taipon | 65 | Silent Basin, southwest |
| Taik's General Arak | 60 | Cemetery |
| Zaken's Executioner Krantch | 55 | Island above Pirate's Tunnel |
| Iron Giant's Totem | 50 | Ivory Tower, northwest |
| Maluk's Follower Sekina | 67 | Dragon Valley, north |
| Bloody Empress Dekarvia | 75 | The Forbidden Gateway, north |
| Beast Lord Behemoth | 70 | Narsell Lake, west |
| Partisan Commander Talakin | 45 | Partisan Hideaway |
| Karnamakos | 56 | Cruma Tower, 2nd floor |
| Death Lord Ipose | 75 | Blazing Swamp |
| Lilith's Follower Mallion | 50 | Fallen's Catacomb |
| Heathen's Lookout Kerberon | 55 | Heathen's Catacomb |
| Anakim's Foe Zakaron | 70 | Evil Path's Catacomb |
| Death Lord Shaks | 75 | Apostle's Necropolis |
Monster AI
- When several players attack a monster, it may switch to a clearly weaker character.
- Certain classes generate more hate with some monsters.
- A monster with healing skills heals an ally in danger.
- Some monsters transform into other monsters and keep fighting.
- Some monsters prefer one-on-one fights: they shout the name of a character within 2 levels of them and attack; if someone else joins in, they call for help.
- Occasionally monsters use special skills.
- Party monsters sometimes single out one character and gang up on them.
- Some solitary-looking monsters summon minions.
- In fights with certain monsters, if a player is in danger, a hero monster appears to help.
- Some monsters hide their presence and use invisibility in combat.
- When a fellow tribe member falls nearby, tribal and party monsters may boost their attack.
- Dagger-wielding monsters may launch a surprise attack on sight.
Communication
- Characters on the same server can send each other letters. A system message announces new mail, including at the next login.
- Leaders of clans level 2 and higher can send mail to the whole clan through the clan management menu.
- Received and sent letters are deleted after 3 months (the remaining time is shown); up to 100 letters can be kept permanently.
- Each account can send up to 10 letters a day.
- Several recipients (up to 5) are separated with semicolons; if any of them is not on the server, the letter is not sent.
- To stop receiving mail from a particular player, add them to your ignore list with
/ignore.
Friend and ignore lists can be managed from the "community" menu.
Interface
- Announcements. Official announcements are shown when the client updates; the announcement window after entering account details was removed.
- Server selection. Servers with normal population are shown in blue, overloaded ones or those under maintenance in red. A server selection guide was added at the bottom of the window.
- Character selection. The last character used is preselected; characters pending deletion show the number of days left; the Game Start button moved to the bottom; the character's alignment is shown.
- Quest window. The [+] button expands step-by-step quest information, and completed quests are marked. Required and missing quest item counts are shown. Up to 15 quests can be active at once. Quests below your level show the recommended level. Icons show whether a quest is one-time or repeatable, party or solo. You can mark the relevant NPC on the minimap - an arrow points the way.
- Status icons. The maximum number of effects (buffs and debuffs) is 20, but Chant of Life or Chant of Paagrio still work beyond the limit (only one of the two). Energy charges, weight penalty, ban status, damage zones and grade penalty are shown separately.
- Area name is shown in the minimap window and above the screen when entering another area.
- Party window. Party members' effects and classes are shown, and the leader is marked. If the leader disconnects, another member automatically becomes leader.
- Monster information. The target window shows the monster's effects and properties: species, defense type, dungeon type and passive skills.
- Clan window. Clan wars can be accepted or declined there, and titles and clan crests can be deleted.
- Minimap (Alt+M). An enlarged map of each town with points of interest can be shown on it; quest-related locations are highlighted; game time is shown.
- The last selected window is shown clearly, others semi-transparent.
- Servitor and pet effects are shown.
- Shortcut bar slots increased from 10 to 12.
Subclasses
- After completing the Mimir's Spring Water quest, find a grand master of any class and choose a subclass. More about the quest in Subclass quest.
- When a subclass reaches level 75, another one can be chosen - up to 3 subclasses in total.
- When a subclass is chosen, level, stats and skills switch to those of level 40 of the chosen class.
- You can switch between the level 75 main class and subclasses at a town NPC with no limits on time or number of switches.
- Buffs and dyes are not carried over when switching. Alignment, PvP/PK counters, clan and siege data, recommendations, friend list, party, Seven Signs and quest data are shared; the warehouse and inventory are also shared, so watch your weight when switching.
- Elves and dark elves cannot take a subclass of another race. Overlord and Warsmith cannot be taken as subclasses.
- A similar class cannot be taken as a subclass. Similar class groups: Treasure Hunter, Plainswalker, Abyss Walker; Hawkeye, Silver Ranger, Phantom Ranger; Paladin, Dark Avenger, Temple Knight, Shillien Knight; Warlock, Elemental Summoner, Phantom Summoner; Elder, Shillien Elder; Swordsinger, Bladedancer; Sorcerer, Spellsinger, Spellhowler.
- Subclasses tie into the upcoming Hero system: for the main class to become a Hero, at least one subclass must reach level 75. The subclass itself cannot become a Hero.