Kamael: The First Throne
The Kamael race, transformations and fortresses
The new chapter The 1st Throne: Kamael has been installed on the Lineage2.com servers. Below are all the known changes: the new Kamael race, transformations, the attribute system, new hunting grounds, items, skills, fortresses and sieges, and changes to clans, pets, the interface and the Olympiad.
The new Kamael race
A new race was added - the Kamael. Characters of this race start the game on the Isle of Souls, west of the Dark Elven Village. A tutorial was added for the Kamael.
Racial traits
- The Kamael are a new "dark" race. Because of their dark nature, healing magic is less effective on them.
- Most Kamael attack skills require souls. Kamael absorb souls automatically while hunting monsters, gaining a certain amount of experience each time.
- Kamael can also charge souls by sacrificing part of their HP or by using a special skill.
- Charged souls are shown in the Abnormal Status bar and last 10 minutes from the moment the last soul was absorbed.
- Kamael cannot take subclasses of other races, and other races cannot take Kamael classes.
- When a Kamael raises the first and second subclasses to level 75, a hidden third subclass available only to Kamael opens up. Information about Kamael subclasses is available from the Kamael Grandmaster NPC in Giran, Aden and Rune.
Classes
Kamael classes depend on the character's gender, so male and female Kamael have different choices. At launch, the male first class Trooper was still called Dragoon, but the name was to be changed.
| Gender | 1st class | 2nd class | 3rd class |
|---|---|---|---|
| Male | Trooper | Berserker | Doombringer |
| Male | Trooper | Soul Breaker | Soul Hound |
| Female | Warder | Soul Breaker | Soul Hound |
| Female | Warder | Arbalester | Trickster |
Kamael weapons
- Using a unique skill, Kamael can convert existing weapons into special Kamael weapons - an ancient sword, a rapier or a crossbow.
- Kamael weapons can be made from D-grade weapons and higher; they can be sold and can drop.
- Only certain weapon types can be converted: two-handed sword to ancient sword, one-handed sword to rapier, bow to crossbow (and back).
- The conversion skill becomes available after the first class change and works only on the equipped weapon.
- After conversion the weapon keeps its enchantment, SA crystals and elemental attributes.
- Augmented weapons cannot be converted.
- Converted weapons can be enchanted, given crystals, augmented and given attributes.
- A Kamael weapon can be turned back into its original form if it has not been augmented.
Character improvements
Experience penalty
- A character of level 77 or below receives an experience penalty when hunting monsters 6 or more levels lower.
- A character of level 78 or above receives an experience penalty when hunting monsters more than 4 levels lower.
Party experience distribution
Character levels in a party must be within 20 levels of each other. If the gap between the highest and lowest level in the party exceeds 20, the lowest-level characters receive no experience.
Newbie support
- Previously, characters up to level 24 could receive support buffs; now they can get them up to level 39.
- The buffs are given by the Newbie Guide NPC.
Other
CP was increased for dagger classes: Rogue, Elven Scout, Assassin, Treasure Hunter, Plainswalker and Abyss Walker.
Transformations
Transformations were added that change a character's appearance and combat stats.
Types and methods
- There are combat and non-combat transformations. Combat transformations are divided into general and class-specific ones.
- You can transform using special transformation skills or by attaching a talisman to a bracelet.
- If a player obtains a cursed sword (Demonic Sword Zariche or Blood Sword Akamanah), the transformation happens automatically.
Canceling a transformation
- With the transformation cancel skill.
- On death.
- When the item that enabled the transformation is unequipped.
- After a certain amount of time.
- In water (except cursed sword transformations).
Learning transformations
After completing the quest "More than meets the eye" (level 50+ required), a player can learn the first transformation from Wizard Avant-Garde on the second floor of the Ivory Tower. The First Transformation skill is required to obtain all other transformation skills. Additional transformations require a Tome of Transformation:
| Tome | Where to get it |
|---|---|
| Tome of Transformation - Onyx Beast | Avant-Garde, for adena |
| Tome of Transformation - Death Blader | Black Marketeer of Mammon, for Ancient Adena |
| Tome of Transformation - Apostle Grail | Guild Adventurer in Gludin Village |
| Tome of Transformation - Unicorn | Guild Adventurer in Oren Castle Village |
| Tome of Transformation - Lilim Knight | Guild Adventurer in Oren Castle Village |
| Tome of Transformation - Golem Guardian | Guild Adventurer in Schuttgart Castle Village |
| Tome of Transformation - Inferno Drake | Guild Adventurer in Schuttgart Castle Village |
| Tome of Transformation - Dragon Bomber | Guild Adventurer in Aden Castle Village |
Tomes from the Guild Adventurer cost Crystals of Life and adena. Non-combat transformations come from talismans attached to a bracelet; these talismans can be obtained in the Rainbow Clan Hall or Wild Beast Reserve.
Transformation conditions
- The player must not have a pet or servitor summoned.
- The player must not be riding a Strider or Wyvern.
- The player must not have Mystic Immunity active.
- The player must not be on a moving ship, and a transformed character cannot use a ferry.
- If a transformed player obtains a cursed weapon, they turn into a cursed character.
While transformed
- Only transformation skills, plus general skills for transformed characters, can be used.
- Buffs and debuffs remain after transforming.
- A transformed player cannot challenge others to a duel or party duel.
- When transformed by a cursed sword, the sword's name replaces the character's name, including in chat. Such a player cannot use trade chat or shout; their real name is shown in clan and alliance chat and in whispers.
- You cannot switch or add a subclass while transformed.
- You cannot transform during the Olympiad.
Attribute system
An elemental attribute system was added.
Attribute types
There are four elemental attributes and two holy/unholy attributes. They oppose each other in pairs:
- fire - water;
- earth - wind;
- dark - holy.
Adding an attribute
- Attributes can be added only to S-grade weapons and armor or higher.
- Each item can have only one elemental attribute. A new attribute replaces the old one, but first the old one must be removed by the Attribute Master NPC in Aden or Rune.
- Each armor piece can have a different attribute.
- Attribute attack and defense values are shown in the character window (Alt+T).
- Adding an attribute requires an Attribute Stone, obtained in new high-level locations.
- An attempt can fail, but this does not crystallize the weapon or remove existing attributes.
- An Attribute Stone can be exchanged for a stone of the opposite element at the Attribute NPC - for example, a Fire Attribute Stone for a Water Attribute Stone.
- Attribute potions are sold by the Attribute NPC in Aden or Rune.
Hunting grounds
Isle of Souls
- Added west of the Dark Elven Village.
- The Kamael starting location and a hunting zone for players up to level 20.
- Characters of other races can travel to the Isle of Souls with a Newbie Travel Token, received for completing the tutorial.
Isle of Prayer
- Added east of Innadril and Alligator Island.
- A hunting zone for characters of level 78+.
- It is home to monsters with new attack skills and greatly improved AI - a challenge even for the most experienced players.
- It contains the instanced zones Dark Cloud Mansion and Crystal Caverns.
Dark Cloud Mansion: entry for a party of two or more characters of level 78+. Information about the Chromatic Caverns is also available here.
Crystal Caverns: entry for a party of two or more characters of level 78+. The caverns consist of three areas - Emerald Square, Steam Corridor and Coral Garden.
Instanced zones
An Instanced Zone system was added that lets several parties play independent copies of dungeons for a limited time.
Entry:
- Every dungeon is entered through an Entrance NPC.
- Entry has requirements: level, number of party members, a special item and a quest.
- The party leader opens the entrance for the whole party.
- The number of dungeons a player can visit per day, and the maximum number of copies of each dungeon, are limited.
- Players who leave (or are moved out of) a dungeon can re-enter if it still exists.
- A player who logs out inside a dungeon finds themselves outside on logging back in. After rejoining the party, they can re-enter if the dungeon still exists.
- The party cannot invite other players into the dungeon.
Exit - players are automatically moved out if:
- the mission is complete: 5 minutes after completion (for zones without a teleport cube);
- the dungeon's time limit runs out;
- a server problem occurs, such as a shutdown. If the server fails, all such dungeons disappear.
Dungeon removal:
- When no players remain, a dungeon disappears immediately (Nornil's Garden and Dark Cloud Mansion) or after 20 minutes (castle and fortress dungeons, Chromatic Caverns and town dungeons).
- When the mission is complete or the time limit is ending, the remaining time is displayed.
Time limits:
| Dungeon | Limit |
|---|---|
| Isle of Souls - Nornil's Garden | 70 minutes |
| Oracle Island - Dark Cloud Mansion | 30 minutes |
| Oracle Island - Crystal Cavern | 90 minutes |
| Castle - Underground Dungeon | 60 minutes |
| Fortress - Monster Prison | 60 minutes |
A used zone can be re-entered after some time.
Existing hunting grounds
Monster levels were changed in the Temple of the Pagans, Monastery of Silence, Primeval Island and Forge of the Gods.
NPC updates
- Boss stats were slightly increased.
- Antharas, Baium and Frintezza received higher Magic Defense, HP, Physical Defense and HP Recovery Speed.
- Valakas received higher Magic Defense, HP and Physical Defense.
- The levels of some raid bosses were changed.
- In newbie zones, monster speed and aggression range were reduced.
- Queen Ant gained a poison attack.
Items
Items for level 80+
New S-grade weapons, armor and accessories were added for players of level 80+.
Bracelets
Bracelets are new items that enhance a character's abilities. There are two types:
- Left bracelet - can summon an Agathion. Only members of a clan owning a castle or fortress, or a clan owning the Rainbow Clan Hall / Wild Beast Reserve, can wear it.
- Right bracelet - obtained from the Castle Court Magician or Fortress Support Leader. A C-grade right bracelet exists (without the matching skill, the usual grade penalty applies). It can be crystallized but not enchanted. Talismans that boost specific stats are attached to it: the higher the bracelet's grade, the more talismans it holds. Like Shadow Weapons, talismans have a time limit that starts once they are equipped. Each talisman has unique properties and is obtained in a castle or fortress.
Shirts
Shirts boost basic defensive stats. They come in different grades and can be crystallized and enchanted. No-grade and D-grade shirts are sold by NPC merchants, while C-grade and higher shirts are available only in castles and fortresses.
New accessories
- New circlets for each race - from the Castle Court Magician or Fortress Support Leader.
- New hair accessories for each class after the second class change - from the Grand Olympiad Manager.
- Special magic defense accessories became available to players of level 80+, with extra resistance to Stun, Hold, Poison, Bleed and other abnormal states. Accessories with resistance effects give less magic defense.
Siege items
Various siege-only items are sold by the Suspicious Merchant NPC near the entrance of each fortress.
Other updates
- Charm of Courage. Duration reduced from 2 hours to 20 minutes. The effect persists after death and works during sieges, but only at the siege the character is registered for: for example, if registered for the siege of Gludio Castle, the charm works only on death in that battle, while at another siege experience is lost as on a normal death.
- Cursed weapons received new skills.
- Clan armor. Academy members can buy a Shadow Weapon and Oath set from Blacksmith Pinter in Gludio. The Clan Merchant used to sell a sealed Apella Set; now it sells an unsealed one. An Improved Apella Set was added.
- Weapon and armor enchant books, stones and scrolls now stack.
- Rare item auction. A new system lets rare items be put up for auction at the Auctioneer NPC.
Skills
Many new skills were added. Changes to existing skills:
- Debuff durations were changed.
- Damage-over-time (DoT) skills were significantly strengthened.
- Ultimate Evasion gained a physical damage evasion effect.
- Erase reuse time was increased.
- Shield Mastery gained a Shield Defense effect.
- Bless Shield's defense was slightly increased.
- Shield Stun now raises the monster's aggression.
- Advanced Block increases Shield Defense less.
- Focus Sonic / Force can charge up to 8.
- Critical Chance was increased (Plainswalker only).
- Critical Power was increased (Abyss Walker only).
- If Frenzy is used with HP above 30%, attack power is slightly reduced.
- Power of Hate and Aura of Hate were significantly strengthened, as was their reuse time; attack speed buffs no longer affect them.
- Vengeance hate power was significantly increased.
- Light Armor Mastery for Rogue, Elven Scout, Assassin and Orc Monk gained a critical damage reduction effect.
- Heavy Armor Mastery for Knight, Elven Knight, Scout and Palus Knight gained a critical damage reduction effect.
- Abnormal state reflecting skills (Riposte Stance, Physical Mirror, Magical Mirror) now reflect buffs and debuffs.
- Sword Symphony can be applied by the character, with increased power and accuracy.
- Mass Curse Fear and Word of Fear work on players, and their reuse time was increased.
- Skills that restore HP from damage dealt were changed: previously HP was restored by a share of the damage dealt; now it depends on the target's remaining HP. If the target has 0 HP, no HP is restored.
- Shock Blast's target cancel effect was fixed and its casting time reduced.
- The Revival requirement was changed from 5% to 10% HP.
- Lion Heart reuse time was reduced.
- One of the skills now applies to the clan rather than the alliance.
- Mana Burn and Mana Storm were weakened, and their reuse time increased.
- Aura Sink and Seal of Gloom were weakened.
- Servitor Heal and Recharge can be used during duels.
- Holy Weapon's effect also applies to magic.
- Ice, Wind, Fire, Paralysis, Petrifaction, DoT and MP states are no longer shown with a debuff icon.
- Previously, a polearm attack combined with the Vampiric buff converted part of the damage into HP. Now HP recovery drops noticeably as the number of targets grows: the player gets some HP from the first target, less from the second and very little from the third.
- Fixed a stacking bug when attacking several monsters with a polearm.
- Only one attribute-based attack buff can be active at a time (several defensive ones can). For example, if you activate a water attack buff while a fire attack buff is on, the fire effect is removed.
Sieges, fortresses and castles
Siege rule changes
- All attacking clans registered for a siege are in a temporary alliance.
- During a siege you cannot attack friendly players or their flags.
- A character belonging to neither side who dies in the siege zone receives the normal (non-siege) penalties.
- A character registered for the siege who dies in its zone loses a quarter of the normal experience loss. A character who dies at a siege they are not registered for loses the normal amount.
- Characters no longer collide with each other (everywhere).
Castle defenders
- The level of castle mercenary and defender NPCs was raised.
- HP and physical attack of the King and Knight NPCs were increased.
Fortresses
Fortresses were added to every territory of Aden and the surrounding lands - 21 in total.
- A fortress is a small clan residence, similar to a clan hall, that can be captured in a siege.
- Fortresses are large or small, and either Border Fortresses or Territory Fortresses.
- Each territory has one or two fortresses, politically tied to the clan that owns the castle of that territory.
Fortress rules:
- A fortress, like a clan hall, serves as a clan residence.
- A fortress-owning clan can register for sieges of castles and other fortresses; if it wins, its old fortress passes to NPCs.
- A clan can own either a castle, or a fortress and a clan hall.
- A fortress-owning clan can build political ties with the clan owning the castle in the same territory.
- By capturing a fortress a clan can obtain Blood Oaths - they help raise clan reputation and are needed to raise a clan to level 9.
- If a clan's fortress is under siege, the clan cannot take another fortress, even if it captures its flag.
- Fortress information is shown on the mini-map (Alt+M).
Fortress sieges
- A siege lasts one hour and can take place every 4 hours, around the clock.
- The siege ends when the Flag of Fight is raised on the flagpole.
- The siege starts 60 minutes after the first registration.
Siege rules:
- The general rules are similar to castle sieges. Participants are divided into the friendly side, the enemy side and neutrals.
- The whole alliance or clan forms the friendly side; those not in alliances are neutrals.
- Once the siege starts, defenders get a shield icon above their heads and attackers a sword icon, in different colors.
- Enemies and neutrals can be attacked automatically; friendly players cannot be attacked.
Registration:
- A clan of level 4 or higher registers at that fortress's Suspicious Merchant NPC.
- The first clan to register pays a fee; the others do not. They have 50 minutes after the first clan registers.
- 50 minutes after the first registration, the Suspicious Merchant disappears, and after a further 10-minute countdown the siege begins.
- Registration can be canceled at the same Suspicious Merchant.
- The clan owning the fortress is automatically registered as defender.
Siege start:
- The area around the fortress becomes a siege zone where registered clans can set up Siege Headquarters.
- The gates close and special NPC guards appear.
- If the fortress has a defending clan, the level of the NPC guards and other functions depend on the Fortress Defense level. A Commander NPC appears, which the defending clan must protect.
During the siege:
- Inside the fortress there are 3-5 barracks (depending on size), with the command barracks in the center.
- To capture a barracks, kill its Commander NPC or shut down the power in the Control Room.
- If all barracks are captured within 10 minutes of capturing the first, the command barracks door opens automatically. If the rest are not taken within 10 minutes of destroying the first, the Commander NPCs respawn and the barracks must be taken again.
- By destroying the Ballista inside the fortress with Ballista Bombs, a clan earns a certain amount of clan reputation.
- When all barracks are taken in time, the command barracks doors open and the fortress flags appear inside.
- There are always three flags: if the flag carrier dies, the flag reappears. Flags are picked up automatically.
- A flag gives two skills: Flag Equipment (passive, reduces speed) and Raise Flag (active, lets you raise the flag on the flagpole).
- After the fortress is taken, an Ambassador NPC arrives from the territory's castle. A Territory Fortress gets only the ambassador from its own territory's castle; a Border Fortress gets ambassadors from all neighboring castles.
- The new owner can swear allegiance to the territory's castle or stay independent. The owner of a Border Fortress can only declare independence.
Control Room
- Another way to capture a fortress is to shut down the Control Room, which exists only in large fortresses.
- After all Sub Power Systems are shut down, a player with an Access Card can open its door. Access Cards are given by the dwarves near the Control Room.
- To shut down a Sub Power System, wait until its health drops; a Maestro or Warsmith is needed to shut it down.
- Activating the controllers in the Control Room requires a three-digit password. Any class can enter it, but a Maestro or Warsmith finds it faster.
- After a certain number of wrong attempts, the controllers are temporarily disabled.
- Once all main power in the Control Room is shut down, the clan takes the fortress.
Fortress features
- The Manager NPC in the command barracks offers clan hall-style functions: reduced experience loss, territory teleports, buffs and a Clan Warehouse.
- The Supply Captain NPC gives items such as shirts and talismans, and sells Knight Unit and Guard Unit skills for Clan Points.
- Clan Points are earned in proportion to how long the fortress is held.
- If you swear allegiance to the castle, you can activate the Fortress Defense Functions and get more guards at the next siege and more items from the Supply Captain.
- Independent fortresses (not sworn to a castle) can enter the underground prison (an instanced zone) via the prison Warden NPC.
Political activity
After capturing a fortress, a clan can swear allegiance to the territory or castle through the Ambassador NPC.
- The ambassador disappears after an hour. If no oath is sworn by then, the fortress becomes independent.
- Swearing allegiance to the castle unlocks various functions.
- None State. If the owning clan fails to choose Contracted State or Independent State before the ambassador disappears, the fortress enters None State: its defense functions cannot be used, but the clan can use additional functions and reputation via the Manager NPC.
- Independent State. If the clan refuses to swear allegiance (declaring independence via the ambassador), the fortress becomes independent. The clan owning the castle of the same territory can register for its siege. An independent fortress cannot improve its defenses before the next siege and has no access to defense management functions, but to obtain Fortress Items it can take part in expeditions to the Underground Prison beneath the fortress.
Rewards
- Capturing a fortress gives the clan 100 reputation points; losing it does not cost reputation.
- After the capture, clan reputation rises every six hours, and Blood Oaths can be obtained from the Supply Captain.
- During a fortress siege, Knight's Epaulettes can be obtained from Defender NPCs or Commander NPCs.
- Blood Pledges and Knight's Epaulettes can be handed to a Clan Merchant (such as Ilia or Hulia) for clan reputation.
Fortress residential skills
- The fortress owner automatically gets residential skills - normally 2, or 3 in the Western Borderline fortresses.
- When the fortress is lost, the clan loses these skills.
Fortress Monster Prison
- If the fortress is independent, an Instanced Dungeon Quest is available from the Warden NPC.
- A party of 3 or more players can enter at the party leader's request, no more often than every four hours.
- You cannot request two Fortress Monster Prisons at the same time.
- Reconnecting into the prison is not possible: on reconnect, the player appears in front of the Dungeon Entrance NPC.
- The raid boss must be killed within ten minutes, or it disappears.
- Killing the raid boss gives a Dungeon Leader Mark, which can be exchanged for Knight's Epaulettes, used to buy shirts, bracelets and talismans from the Manager NPC.
Castles
Production. The Court Magician NPC sells hair accessories, bracelets, shirts and talismans:
- hair accessories differ by race;
- bracelets come as Iron Bracelet, Bronze Bracelet and Steel Bracelet;
- shirts range from C to A-grade;
- talismans include the Black Talisman and 51 others.
Additional functions. Castles gained clan hall functions: HP/MP recovery, experience recovery, teleports to hunting grounds and additional magic. A function to monitor the fortresses of the territory was also added, showing their overall status and current state.
Residential skills. The owner automatically gets residential skills, available in the castle and shown in the Clan Skill window. When ownership is lost, they are removed automatically.
Manor
Because the Kamael Isle of Souls became part of the Aden territory, low-level seeds for the island were added to the Aden manor - 5 regular and 5 alternative types.
Clan halls and clans
Clan halls
The level of the NPCs that appear during the sieges of Bandit Stronghold, Beast Reserve and Fortress of Resistance was changed. If attacked by players 9 or more levels higher, these NPCs use powerful defensive skills.
Clan level
Clans can now reach levels 9 and 10.
| Level | Clan reputation | Members | Items |
|---|---|---|---|
| 9 | 40,000 | 140+ | 150 Blood Oaths |
| 10 | 40,000 | 140+ | 5 Blood Pledges |
- Blood Oaths are obtained by managing a fortress or trading with a castle; Blood Pledges by managing a castle.
- Level 9 and 10 clans can accept 25 knights into each Order of Knights.
Residential and Sub-Unit skills
- Members of a clan owning a castle or fortress automatically receive Residential Skills. Clan academy members do not receive them.
- Sub-Unit Skills are learned from the Castle Court Magician NPC or Fortress Support Captain NPC and apply only to the sub-units chosen by the clan leader or a member with clan management privileges. They require clan reputation, Blood Oaths and Blood Pledges.
Residential instance zones
New dungeons were added that are available only to clans owning castles or fortresses:
- Underground Dungeon - castle-owning clans only;
- Monster Prison - fortress-owning clans only.
Rules:
- Both dungeons are entered through the Warden NPC; they cannot be entered during a siege.
- Only one party can be in each dungeon; a second party can enter only four hours after the first one entered.
- A party that has entered can stay in the dungeon and come and go even if the castle or fortress changes hands.
- If you restart the dungeon, you are moved outside to the Entrance NPC and have to start over.
- If you choose To Nearby Village after dying in the dungeon, you are moved to the exit.
- Five minutes after the last boss in the dungeon dies, players are automatically moved outside.
- A party has only 60 minutes to clear the dungeon, after which it is automatically moved out.
- Raid bosses disappear if not attacked for 10 minutes.
- Raid bosses use powerful defensive skills if attacked by players 5 or more levels above them.
Pets and servitors
The pet system was improved for easier control, and transformable pets were added.
Black Wolf
- By talking to the Pet Manager, you can turn a wolf of level 55+ into a Black Wolf. The pet must be summoned for this.
- The Black Wolf changes its appearance and skills with level (60 - 65 - 70).
- The Black Wolf is a combat pet that helps its owner in battle.
Raising pets
- The weight of pets and their food was reduced to 10.
- Previously a pet's experience depended on its participation in combat; now it receives a fixed percentage of the owner's experience, depending on the pet type.
- If the owner is 6 levels above the pet, a penalty applies to the pet's experience, and the owner also gets less.
- If the pet is 11 levels above the owner, the pet gains experience faster and takes more from the owner.
Servitors
- A servitor's level can reach 85 through skill enchanting. With each enchant, the servitor's stats change and its Elemental Defense increases.
- The share of experience taken by servitors was greatly reduced, and some no longer take any:
- Feline Queen, Unicorn Seraphim, Nightshade at levels 70+ take no experience;
- Kai the Cat, Merrow the Unicorn, Soulless at levels 70+ take no experience;
- Feline King, Magnus the Unicorn, Spectral Lord take no experience;
- Kat the Cat, Boxer the Unicorn, Shadow at levels 78+ take 18% of experience.
Cubics
- A cubic activates when its owner is in combat mode.
- Life Cubic works on party members' pets and servitors.
- Hate used by knight classes now works on cubics.
Other
- Nightshade's P. Def. and M. Def. were increased by 30%.
- Magnus the Unicorn's type was changed from animal to spirit.
User interface
The interface design and fonts were changed.
- Party window. The order of party members can be changed; holding Alt lets you drag the status window. Pet and servitor information (HP/MP, buffs and debuffs) is shown in the party window.
- Improved radar. Shows terrain information; options were added to hide the player's position, fix the radar orientation and show party members and monsters.
- Item links. You can share item information with other players: Shift-clicking an item links it in chat.
- Skills window. Active skills are now divided into Normal, Buff, Debuff and Toggle.
- Macros. Up to 48 macros can be created.
- Game options. Hotkeys can be reassigned in the options menu, an Improved Shader option was added, and information in various option sections was improved.
- Inventory. Item positions in the inventory are remembered; an Inventory Auto Sort button was added in the top right corner.
- Other. If a Dwarf or Artisan deletes items that can be crystallized, they are crystallized automatically. Attribute information was added to the character status window. The keys 1, -, 0, ., = were included in the hotkeys for Enter Chat mode. Other interfaces were improved as well.
Olympiad and other changes
Olympiad
- The Olympiad stadium was made smaller.
- On entering the stadium, a character can choose 5 buffs from the Olympiad Manager - buffs are no longer given automatically.
- The match starts in a closed area; the doors open 10 seconds before the start.
- Olympiad Hero records can be viewed at the Monument of Heroes.
Teleports
- Kamael Village was added to all relevant teleport lists.
- General game information was improved.
Other
- An "Old Box" can be caught while fishing in the Hot Springs.
- The Preacher of Doom curse and the Orator of Revelation blessing apply to servitors.
- B-grade and higher arrows can be exchanged for crossbow bolts at the Black Marketeer of Mammon.
Additional notes
According to l2db.ru:
Origin of the race
The Kamael were born in the Age of Myths and preserved their unique culture living within the bounds of the Isle of Souls, west of the Dark Elven Village. They came to the continent led by the gods, but unlike the other five races they were created to oppose unknown beings. The Kamael have their own religion serving Mother Nornil, and under her protection they revere the Goddess of the Past, who governs History, the Goddess of the Present, who records everything happening now, and the Goddess of the Future, who foretells what is to come.
Traits and base stats
- Their affinity with darkness raises the Kamael's resistance to dark forces and lowers it in their enemies.
- Kamael can wear only light armor, and restorative magic works on them with a 60% penalty.
- By default all Kamael are fighters, but all of them command soul-absorbing magic. Their development path depends on gender.
| Stat | Kamael Male Soldier | Kamael Female Soldier |
|---|---|---|
| STR | 41 | 39 |
| DEX | 33 | 35 |
| CON | 31 | 30 |
| INT | 29 | 28 |
| WIT | 11 | 11 |
| MEN | 25 | 27 |
- Kamael Male Soldier is the first male class, similar in stats to the base fighters of other races. Its STR (and attack power) is the highest of all races alongside the dark elves, while its MEN is the lowest, like the Human Fighter. Its magical potential is also high. In attack speed it is second only to the elves, but its defense and vitality are relatively low. It learns the skill to drain an opponent's soul at the very start.
- Kamael Female Soldier learns almost the same skills as the male but attacks noticeably faster with less power and vitality; her DEX is the highest, like the Elf Fighter. As she levels, she can learn a skill to see traps, avoid them or destroy them. The soul absorption limit, resistance to healing magic and defense are the same as for males. The differences in class choice appear at the profession change.
Transformations
An example of a combat transformation is turning into a White Panther or into the Doom that lives in The Forbidden Gateway. The transformation quest is available from level 50.
First information about Kamael
Before the update was released, the following was known about it (some plans changed later):


The 1st Throne world map and a comparison with the Interlude map.
- Hellbound - the hardest hunting territory, for characters level 80+. It holds an iron castle with a dungeon, Steel Castle "Artshutart", ruled by Dark Lord Bares; exits lead from villages inside the territory, and hunting depends on reputation with the villagers (similar to Varka and Ketra).
- Island of God's Wish / Crystal Dwellings - new hunting grounds for level 70 characters owned by the Dark Lord, with a new underwater dungeon; the main boss is Balor Guard.
- Soul Island - the Kamael homeland with new dungeons; conceived as a place friendly to all races where the races would merge into one.
- Transformations of two types: combat ones (change appearance and improve hunting in PvE/PvP) and cosmetic ones that players could collect as accessories.
- Events with the gods. For example, when the Shillen Monster awakens, it attacks towns; players must defend the towns and keep the monster from awakening, otherwise it affects all game events.
- New items - underwear and wrist bracelets, each with its own bonus.
- Classes. Kamael Soldier (male/female), then Trooper (male) or Warder (female), then Berserker (male), Arbalester (female) or the shared Soul Breaker.
- Berserker specializes in physical attacks and the two-handed sword and attacks quickly. Skills: Storm Assault (charges a target or area), Disarm (disarms an opponent - their weapon goes into your inventory).
- Arbalester specializes in long-range attacks with a crossbow. Skills: Decoy (summons a clone that draws attacks), various traps (for example slow, lose target, poison), Bionic Boom (grows a colored barrier at the target that explodes along with everything around it).
- Soul Breaker (both genders) - essentially a good mage with decent melee stats: a rapier in one hand, magical power in the other; no subclasses. Skills: Blink (teleport to any point in sight), Reaction of Divinity (damage depends on the target's buffs and debuffs), Steal Divinity (steals an opponent's buffs and debuffs), Triple Pierce (3 empowered rapier strikes).
- Kamael-only weapons: a Bow Gun with a special skill for shooting at the ground and at the enemy, the rapier, the two-handed sword, and a new weapon surpassing S grade.
- Pets would evolve, the evolved wolf would get new armor, raising pets would become easier, and a new pet type would appear - the Agathion.
- Fortresses with two types of battle: PvE - clans in groups of 3-4 must kill all monsters inside; PvP - 24 hours are given to take the fortress, the fight is fairly easy and low-level characters can take part. Victory would award skill improvement points.