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  1. Dear Adventurers! October has only just begun, but it already promises to be a busy one! Bonus Week has just wrapped up, and we’re already preparing the next big things for you. The next major step is the long-awaited OBT with participation rewards, launching on October 23! And that’s not all - shortly after, we’ll be celebrating our 11th Anniversary with a special event and giveaways! Detailed OBT information, including everything you’ll need to get started, will be shared closer to the date. Stay tuned - October is only getting started! Sincerely, Classic Team
    5 points
  2. Dear players! We are happy to announce the start of our Open Beta Test, which will begin on October 23 at 20:00 UTC+2. The purpose of this OBT is to let everyone explore the server, test its systems and features, and help us identify possible issues before launch. Your participation and feedback will play an important role in helping us shape the best possible gaming experience. 📅OBT Duration Start: October 23, 20:00 UTC+2 Duration: October 23 - November 9 📥OBT Files Client Client Client and Updater - Mirror 1 (Password - "club") Updater - Only works on Windows 10 or higher! "Dangerous file" problem solution Updater - For Windows 7 and 8 📢 OBT Account Information You can use your existing L2Classic.club accounts to participate in the Open Beta Test! There is no need to register new accounts — simply log in with your current account credentials and enjoy the OBT! Please note: The same will apply to our upcoming new server! You will be able to use your existing L2Classic.club accounts there as well, so there is no need to create additional accounts in preparation for its launch. 🛍️OBT Shop During the Open Beta Test, the Dimensional Merchant will be available to assist you. The Dimensional Merchant allows you to: Set your desired level (20–90) and learn all skills Obtain armor, weapons, and jewelry Obtain all recipes, materials, and parts Obtain the Elemental Bosses Key (available in the Weapons section) The Elemental Bosses Key grants access to Elemental Raid Bosses. No party is required to enter encounters with these raid bosses while using the key. ⚔️Class Changes 1st and 2nd class changes do not require a quest They become available immediately once you reach the required level Class changes can be made through the class change window ✨Additional OBT Features Epic Jewels have been added to Special Crafting Rune Ticket Exchange has been added to the Blacksmith ♾️ Immortal Skill The Immortal Skill will be available in the Skills tab. While active, it prevents your HP from dropping below 1. This feature is designed to allow everyone to explore and test all available content independently, without needing assistance from other players. 🏆Olympiad Schedule Olympiad will be available from Monday to Saturday starting on Monday, October 26. Olympiad time 01:00 - 03:00 UTC+2 12:00 - 14:00 UTC+2 21:00 – 23:00 UTC+2 🏰Siege Schedule All castles will belong to NPCs during the Open Beta Test. Siege time: 18:00 – 20:00 UTC+2 Saturday of the 2nd OBT Week (31.10.2026) Gludio Dion Oren Sunday of the 2nd OBT Week (01.11.2026) Giran Aden 🐉Admin Boss Rush During the OBT, administrators will hold special Boss Rush mass events by summoning raid bosses. Dates and Time 24.10.2026: Queen Ant + Core + Orfen - 17:00 UTC+2 25.10.2026: Baium - 17:00 UTC+2 27.10.2026: Lilith - 20:00 UTC+2 28.10.2026: Anakim - 20:00 UTC+2 29.10.2026: Epic Fire Boss - 20:00 UTC+2 30.10.2026: Epic Water Boss - 20:00 UTC+2 02.11.2026: Epic Earth Boss - 20:00 UTC+2 03.11.2026: Epic Wind Boss - 20:00 UTC+2 06.11.2026: Zaken - 20:00 UTC+2 07.11.2026: Antharas - 17:00 UTC+2 08.11.2026: Frintezza - 17:00 UTC+2 🎁Rewards for Testers Yes - we will reward players who actively participate in the OBT and help us improve the server. Participation Reward All players who: are registered as Testers in our Discord and spend at least 4 hours in game will receive: Dion / Talking Island: 7 days of Premium Account A hat or an agathion of your choice New Server: Adventurer Hat Top 10 Most Active Testers The Top 10 most active testers, who spend the most time testing the new files, will receive: Dion / Talking Island: 3 x 30% EXP/SP Runes 30 x 15kk EXP Bottles 3 months of Premium Account New Server: 30 days of Premium Account (Number of winners can be increased depending on the amount of active Testers) Top 10 Most Efficient Testers The Top 10 most efficient testers, who report the highest number of valuable bugs (detailed information about bug reporting will be available in Discord), will receive: Dion / Talking Island: A mount A colored title A hat of your choice An agathion of your choice 6 months of Premium Account New Server: 3 months of Premium Account (Number of winners can be increased depending on the amount of active Testers) Testers Giveaways All registered Testers will get Access to Special Giveaways week before server launch 🎥 OBT Live Streams Throughout the Open Beta Test, Koll will be going live to showcase gameplay, explore the server's main features, and bring you right into the action during our mass events! Whether you're participating in the OBT or just curious to see what's coming, make sure to tune in! Keep an eye on our Discord for stream announcements so you don't miss any of the action! 📜Final Notes We encourage everyone to join the Open Beta Test, explore all systems, participate in events, and share feedback with us. Your help is extremely valuable and will directly contribute to the server’s final quality. Thank you for your support, and we look forward to seeing you in the OBT! Sincerely, Classic Team
    4 points
  3. A special week of bonuses has arrived! From September 28, both servers will receive increased hunting rates, along with a limited-time Donation Bonus and the return of selected Cloaks & Mounts to the shop. ⚔️ Hunting Bonus Dion x2 EXP / SP 📅 28.09 – 05.10 The bonus does not affect Antharas EXP. Talking Island x1.3 EXP 📅 28.09 – 05.10 Make use of the increased rates to push your characters further, finish those levels you have been postponing, or prepare another fighter for the battles ahead. 💎 +20% Donation Bonus Throughout Bonus Week, all donations will receive an additional: +20% Bonus 📅 28.09 – 05.10 A little extra value for anyone planning to replenish their balance during the event. 🐎 Cloaks & Mounts — Limited Return For a limited time, a special selection of Cloaks and Mounts will return to the shop. 📅 28.09.2026 – 12.10.2026 They will remain available for two weeks only, so don't miss the chance to pick up your favorites before they disappear from the shop again. More EXP. More rewards. More ways to stand out. Enjoy Bonus Week and make every hunt count! ✨ Sincerely, Classic Team
    4 points
  4. I can only speak for myself but i believe there will be others too. I believe it is time to finally accomodate the wish to have a fresh classic server starting from 1.0 and gradually update slowly to what we have atm. Make it hard to lvl up so it will last us more this time around. We need another "HOME"
    4 points
  5. This topic will cover the changes coming to DION x3 server in the next patch. Aswell as some extra changes coming for Talking Island (check the end for TI info) NEW TOWN SKILLS HUNTING ZONES BOSSES ITEMS OTHER CHANGES TALKING ISLAND CHANGES NEW TOWN HEINE Explorers found a whole new town that has been now added to our world map. Enjoy the beauty and eccentric architecture that comes to the game with town of Heine. NOTE: Innadril castle will not be available for siege as the other castles, it will be used later for other type of content. SKILLS Some new skills have been added in order to keep char more mobile, in some cases evasive as for archers and mages, while on other cases more offensive to provide a better means of engagement as is the case for the warriors, and for the tanks to make them a more active play style and boosting their protective tool for the group. NEW SKILLS The following new skills have been added to the game. Destroyer/Titan and Bounty Hunter/Fortune Seeker Warlord/Dreadnought and Warsmith/Maestro All archer classes All elemental mage classes Cardinal All tank classes Elven elder, shilien elder, bishop, prophet All dagger classes OLD SKILLS With time passing and char levels increasing, we realized over time some skills and specially debuffs have been slacking back in terms of efficiency due to their level, there for new levels were added for the majority of debuffs to most of chars upon reaching level 82. Please let us know if you find more skills missing this levels update and we will take a look at it. The following skills have been added a new level in order to keep them still useable at higher levels Warcryer: - Hammer crush Overlord: - Hammer crush - Seal of winter - Seal of slow Archers: - Death sting Elven elder: - Can now learn Dryad root Bishop: - Can now learn Drayd root SKILL CHANGES Dryad root changed to not only root the target but also have a small HP and MP DoT effect. Angelic archon HP recovery penalty swaped from 40% 50% 60% to 40% 30% 20%. Shield Bash mana cost increased, cooldown increased, cast time increased and damaged decreased in order to keep this skill in check and more on par with shield strike. Song of water new level and effect changed to give MAX MP and MP Recovery. Song of invocation new level and effect changed to give p crti and m crit resist. Dance of protection new level and effect changed to give resistance to reflect damage. HUNTING ZONES LILITH AND ANAKIM FIELDS For ages, there has been a war raging in silence, deep inside the undergrounds of this world. Legions of evil and destruction battleing against armies of extreme righteousness. With time, the numbers of followers of this 2 armies became too big to keep hiding in the shadow of the catacombs and necropolis, and the war went rampant, transpiring to the outside. to our world. Near Heine, this 2 armies are in constant battle, not for pride or gain or territory, but for complete destruction and elimination of the opposite side. As both sides are filled with fanatics and believers on their own cause, there is no telling what will happen as soon as one of the sides wins and finds them selves without a enemy to fight against, but it all points to war and fanatic blind beliefs being all they know, there for they would continue go rampant over the closest army they would find... most likely... us... Its up to you to keep this new enemy in check, and keep weakening them as much as possible, and who knows, maybe someday even defeat them for good, or find a way to stop this madness. Weaken the Armies of Lilith and the Armies of Anakim, gain access to their secret fortress, defeat their defense systems, be ready to face their commanders, and if you manage to survive all of this, you will find yourself in position to challenge LILITH or ANAKIM themselves. - Monsters in this fields will be lvl 81+ - This is a group zone - Zone is divided in 2 parts, up north is Fields of Lilith where the Army of Lilith dwells. Down south you can find Fields of Anakim where the Army of Anakim is situated. - You can teleport to this zones using the Gatekeeper in Heine - Monsters on this fields have a big variety of drops, passing it by A grade armors, parts, recs. Gems A. basic materials. etc LILITH FORTRESS AND ANAKIM FORTRESS When fighting against the Armies of Lilith or the Armies of Anakim, and when enough monsters of this armies have been killed, players will weaken their defenses and gain access to their fortresses respectively (if enough members of Lilith's army is killed - get access to Lilith's fortress, while if enough member of Anakim's army is killed - get access to Anakim's fortress) *This is working on a fix amount of monsters, there is no timers, no cooldowns and no chances. Its a simple system of kill X monsters - event starts. Number of total monsters needed will not be revealed to prevent players from controlling "when" to start the event.* The fortresses Upon weakening their armies and finding their fortresses you will notice they are well defended not only by some sort of constructed magic creatures guards, but also by a crystal seal system that is connected to this guards, the bosses, the fortress, and even Anakim and Lilith themselves. The guards Magic creatures and construction hand picked by the Lilith's and Anakim's Army commanders. Archer types, mage types, warriors types... and they are here with one missions only. Protect the fortress at all costs and thats what they will try to do. The commanders Tougher and stronger monsters who control the armies and play a main role on this fortress defense as their life is directly connected to the life of the magic seals controlling all the defenses. There are 3 of them. Noctum Rakzan Bamonti The crystal seals This magic crystals are what is controlling and empowering all the defense system in this fortress. It has been said that if this 7 seals are broken, the whole defense system will be rendered useless and the bosses will be exposed. - Monsters in the fortress are aggressive - Monsters in the fort can deal some high damage at times due to their high skill power in some cases or high crit chance in other cases. - Monsters in this forts are lvl 82, with the commanders being lvl 82. - Monsters respawn time is 15 minutes. - Each fortress has 3 Commanders. - Commanders do not respawn after killed - In order to release the Immunity protection on the seals you must slay the 3 commanders. - Each of the seals provides a different buff to the boss (haste, accumen, empower etc) and as so its advised you kill all seals. - After all seals are down, monsters will stop respawning. - After all seals are down the bosses will be on their weaker stages without any of the extra buffs provided by the seals. - Fortresses are a PVP zone while event is happening. BOSSES LILITH AND ANAKIM Lilith and Anakim rule their armies from the safety of their fortress and are only accessible if their army are weaken enough. Mission is simple, weaken their army, gain access to fortress, defeat fortress defense systems and you get to find either Lilith or Anakim depending on what you are attacking - Anakim and Lilith will be lvl 82 - This bosses will drop similar drop list as from epics, A grade gear, cloth pieces, runes, etc. - This bosses will drop a special rune Rune of Lilith or Rune of Anakim. ITEMS NEW ITEMS Lilith and Anakim runes 2 new special runes have been added to the game. - This is a special rune and can be added to weapon in addition to your normal rune - This runes only drop from their respective bosses of same name - This runes compound system does not reset it to level one upon failing, instead it keeps the level it is. - This runes can be inserted and extracted from your weapon using the same system as the old runes. - This are not the same version of runes we had before on TI server and have been changed in order to still keep it a good and desired item, but not as strong as it turned out to be. LILITH RUNE Healing received bonus 1% / 2% / 3% / 4% / 5% / 5% / 7% / 9% / 12% / 15% P atack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores HP on hit 0 / 0 / 0 / 0 / 0 / 100 / 200 / 300 / 400 / 500 ANAKIM RUNE Mana recharge bonus 5 / 10 / 15 / 20 / 25 / 35 / 45 / 55 / 70 / 90 M attack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores MP on hit 0 / 0 / 0 / 0 / 0 / 75 / 150 / 225 / 300 / 375 We did not changed the 2 first parts of the skill with healing, recharge and mattack/pattack bonuses. tho we were not completely happy with how the later part of the rune was working, and was turning the rune into a super strong item specialy in certain classes. We studied the situation and figure out that in future at some point NCsoft was also not happy with it and they added a 1 minute ICD for the vamp parts of the rune, we liked the idea but we think 1 minutes is too long of a CD and as so for the time being and still possible to be changed if we see it necessary, this last part of the runes gonna be working in a 20 sec ICD. What this means is, the HP/MP recovery part, cannot happen more then once per 20 seconds, this not only brings the rune from a completely OP item, to a good item, and it also adds fairness between classes using them. The values for the highest level were also nerfed. Herald of Knoledge Heral of Knowledge system is coming to dion also in order to ease the early levels in case of new comers or even older players wanting to start a new character. This system will allow players to obtain some leveling gear (up to C grade) by doing achievment missions, daily missions and weakly missions that have as reward Herald of Knowledge Coins and can then use this coins to trade with the Herald of Knowledge for some armors, jewels, weapons or misc items. This items are not tradable and their empowerment options are limited, in a way they do not replace the real items, but can be used for players to have a easier life until they farmed enough for the real item. OTHER CHANGES - https://l2db.club/ will be updated to the new patch by time of patch launch. EXP passive 50% extended from level 80 to level 82. After much contemplation and analises we choose not to increase level cap on this patch in order to not keep increasing the level gap between active pvp sides and for the sake of fair play and healthy competition. We will be analyzing this situation and whenever we think its the right time, level cap will be increased. Changes to Epic Fragments. Now bosses cannot drop both jewel and fragments but fragments can drop 1 - 2 instead of just 1. This way we can ensure that players always get either a epic jewel or 1 - 2 frags in all kills. TALKING ISLAND CHANGES Lilith and Anakim runes changes. LILITH RUNE Healing received bonus 1% / 2% / 3% / 4% / 5% / 5% / 7% / 9% / 12% / 15% P atack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores HP on hit 0 / 0 / 0 / 0 / 0 / 100 / 200 / 300 / 400 / 500 ANAKIM RUNE Mana recharge bonus 5 / 10 / 15 / 20 / 25 / 35 / 45 / 55 / 70 / 90 M attack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores MP on hit 0 / 0 / 0 / 0 / 0 / 75 / 150 / 225 / 300 / 375 We did not changed the 2 first parts of the skill with healing, recharge and mattack/pattack bonuses. tho we were not completely happy with how the later part of the rune was working, and was turning the rune into a super strong item specialy in certain classes. We studied the situation and figure out that in future at some point NCsoft was also not happy with it and they added a 1 minute ICD for the vamp parts of the rune, we liked the idea but we think 1 minutes is too long of a CD and as so for the time being and still possible to be changed if we see it necessary, this last part of the runes gonna be working in a 20 sec ICD. What this means is, the HP/MP recovery on hit part, cannot happen more then once per 20 seconds, this not only brings the rune from a completely OP item, to a good item, and it also adds fairness between classes using them. The values for the highest level were also nerfed. OLD SKILLS With time passing and char levels increasing, we realized over time some skills and specially debuffs have been slacking back in terms of efficiency due to their level, there for new levels were added for some skills. Please let us know if you find more skills missing this levels update and we will take a look at it. The following skills have been added a new level in order to keep them still useable at higher levels Warcryer: - Hammer crush Overlord: - Hammer crush - Seal of winter - Seal of slow Archers: - Death sting Elven elder: - Can now learn Dryad root Bishop: - Can now learn Drayd root SKILL CHANGES Dryad root changed to not only root the target but also have a small HP and MP DoT effect. Angelic archon HP recovery penalty swaped from 40% 50% 60% to 40% 30% 20%. Shield Bash mana cost increased, cooldown increased, cast time increased and damaged decreased in order to keep this skill in check and more on par with shield strike. Intervene damage reduction reduced from 50% to 25%. NEW SKILLS Elven elder, shilien elder, bishop, prophet All dagger classes
    4 points
  6. Dear Players! In this announcement, we would like to share some additional information about our current development process, upcoming opportunities, and certain aspects of our work, as well as our vision for the future. New Files - Greater Stability and New Opportunities We have gained access to a newer set of Classic version files. These files are significantly more stable and include fixes for a number of long-standing issues left unresolved by the official developers. Compared to the older files currently used by the Talking Island and Dion servers, we are fully confident that this represents the next stage of the project’s development. We believe this transition is clearly justified and will allow us to accelerate development while also improving overall server stability. For example, during the transition to version 2.0, we introduced several systems that both we and the community were interested in, including the Achievement system, Compounds, Clan Bonuses, and various other mechanics. However, because these systems did not originally exist in our files, we had to develop them ourselves. This required a significant amount of time and resources and ultimately extended the development period of the update considerably. Moving to the new files gives us access not only to systems that already exist, but also to entirely new possibilities. This greatly expands what we can do in terms of character progression, creating different types of events, developing equipment progression, and introducing new gameplay mechanics. We will share more details about all of this at a later date. Our Main Goal Our project remains focused on the Classic concept of game worlds. That has not changed. The Classic experience is what brings all of us together. We intend to preserve the foundations of Classic while gradually introducing new content and mechanics that are genuinely interesting to you, ensuring that the game continues to evolve and that there is always something meaningful to work toward. We are not planning to simply take the new files exactly as they are and use them without changes. In our view, many decisions made in the later versions were not handled correctly and gradually moved away from what we consider to be the true Classic experience. Because of this, systems that do not fit our vision for the project have already been removed, are currently being reworked, or will be significantly adjusted. These include the three-castle siege system, the clan war system that prevented players from properly participating in PvP even during mutually declared wars, auto-farming, the new weapon rune system, the Sayha system, one Soulshots/Spiritshots type for all grades, and many other mechanics that we will discuss separately in one of our upcoming Dev Spotlight posts. We want to keep only those systems in which we see genuine potential — whether they expand character progression, simplify or improve progression itself, or introduce new ways to develop and enhance equipment. At the same time, we do not want to make every major decision without first giving you the opportunity to test these systems yourselves. We already see your feedback, and we are actively responding to it. However, we also believe that some systems are difficult to evaluate properly until players have had the opportunity to interact with them directly and see how they function within the overall game environment. For this reason, our current plan is as follows. 1. First Stage of Beta Testing In the near future, we plan to launch the first beta test using the new files. The exact date will be announced separately. The main goal of this stage is to identify as many issues as possible, give you the opportunity to personally experience the systems we have discussed in our Dev Spotlight posts, and allow everyone to form their own opinion based on actual gameplay. Once you have a complete understanding of how these systems work together, we would like to receive more detailed and meaningful feedback from you. When the beta test begins, a dedicated section will be created in Discord where you will be able to leave feedback and directly discuss any necessary changes with us. 2. Development After the First Beta Once we have collected enough feedback from the first stage of testing, access to the new files will be temporarily closed. During this period, we will begin implementing the necessary changes and continue working on the overall concept of the new server. We have not forgotten your suggestions and concerns regarding our previous announcements, progression, and the general direction of the game. All of these topics have already been discussed internally by the team and will be taken into account when shaping the final concept. 3. The New Server and the Future of Talking Island and Dion Many of you have been waiting for news regarding the merger of Talking Island and Dion. Naturally, we want to provide you with as much detailed information as possible as soon as we can. We have been discussing and developing the plan for a very long time and are already working through everything required to make it happen. Once we have established a solid foundation on the new files, implemented the necessary changes based on your feedback, and launched the new server, we will move on to the final stage of our current plan: Migrating Talking Island and Dion to the new files and subsequently merging the two servers. We fully understand that a brand-new server and servers with already well-developed characters require very different approaches to progression, supporting systems, and overall balance. For this reason, the version used for Talking Island and Dion will not necessarily be completely identical to the version used for the new server. Your feedback will once again play an important role here. Depending on the needs and opinions of the existing community, certain systems may be changed, adapted, or disabled entirely. Before any final decisions are made, we will discuss the merger concept with you in detail. And This Is Only Part of Our Plans Everything described above relates exclusively to the in-game side of what we are currently working on. We sincerely hope for your understanding throughout this transition, and we are incredibly grateful for your patience, your feedback, and your continued support of the project. Thank you for staying with us. Your Classic Team
    3 points
  7. Event Period 22.05.2026 — 15.06.2026 Event NPCs will remain until 22.06.2026. Event Story A mysterious treasure hunter named Mel Fisher has recently discovered a hidden coastal refuge guarded by strange Fish People and filled with ancient treasure chests. Unable to uncover all of its secrets alone, Mel is now looking for adventurers brave enough to join the expedition and search for the forgotten riches hidden within the cove. How to Participate Hunt monsters all across the world to gain EXP and collect Wet Pouches. Opening Wet Pouches may reward you with: Small Treasure Key Shards Recipe: Small Treasure Key Collect enough shards and craft your own keys, then seek out Mel Fisher to begin the treasure hunt. Hidden Treasure Cove Mel Fisher will teleport you to the hidden treasure area. To avoid attracting attention from the Fish People, all adventurers will be transformed during teleportation. Inside the cove, explorers will find 3 different types of Treasure Chests: Small Treasure Chest Medium Treasure Chest Huge Treasure Chest Treasure Chest Progression Small Treasure Chests Can be opened using Small Treasure Keys. These chests may contain: Valuable rewards Medium Treasure Chest Key Medium Treasure Chests Medium Chests contain even greater rewards and may also grant: Huge Treasure Chest Key Huge Treasure Chests The most valuable treasures can be found here. Alongside standard rewards, Huge Treasure Chests have a chance to contain: 9x Map Piece Raid Boss Expedition Gather your allies and form a party (9 party members required). Each party member must possess 1 Map Piece before speaking with Mel Fisher. Mel Fisher will then grant access to a special raid encounter featuring 3 powerful bosses, inspired by Castle Dungeon Bosses. Notes Transformation is applied automatically upon entering the treasure area. Summons cannot enter the event zone. Happy Hunting! Sincerely, Classic Team
    3 points
  8. I did some tests today: EE 82 vs DA 82, both fully epic, with FI talisman (Leader) and NM set. When I tested against Doom, about 1 or 2 out of every 10 roots landed, so Doom doesn’t work well against root. But against NM, it was very RNG-dependent: sometimes it worked on the 5th try, but other times I landed around 36 roots and only 1 worked. When I tested against Mental Shield and Prophecy, in some cases I used all my MP and not a single root landed. So, considering that most classes don’t have Mental Shield or debuff resistance skills, if you get rooted within the first 10 attempts, it’s basically just bad luck. Also, it can be removed with Core, Liberate, and Denials. The server has only two strong EEs, and Titans have around two minutes of immunity. Necros can also recharge their MP. Until last month, TK was almost unbeatable— even Necros and summoners were outperformed by him. He used to rush into EEs, and it was really hard to keep them alive because of his high damage and full aggression. Nobody was complaining back then; now Necros, sumonera and TKs just have one more competitor.
    3 points
  9. I would like to suggest additions to the update you wrote. [ Expand Alliance Size ] Please increase the number of clans eligible for alliance. Previous: 3 clans -> Changed: 5 clans This method is advantageous for all warring clans.
    3 points
  10. This topic will cover a lot of different subjects. Most of them are small changes or adjustments made in order to keep this new files more old-school pulling back some changes ncsoft made that were not fitting the vision we have for our servers. Because most of them are not a big change and more of an adjustment or a system replacement, i do not think most of them should be in their own separate topic, and rather have them all grouped up in one. Lets get to it. Revenge system. With the new files a new system came up called Revenge System. This system consists in basically, if someone kills you, for some time, you have the option to know roughly where that person is via an indicator on the map. It would then give you an option to teleport to that place to take your revenge on your killer. Another part of it we did not like was the fact it was working for both PVP and PK, tho we like the idea of something like this for PK, having it also working for PVP would create other problems as, for example, 2 sides fighting for control of a spot, I can track the last guy who killed me from last fight and know roughly where they are, revealing their regroup spot or attack strategy without any effort. As we had some dislikes with how the full thing worked, we had to make some changes. - Teleport option was removed. - PVP kill tracking was removed. - Duration till when you can track was reduced. - You can now only track a player who killed you in PK. - You can only track this player while it still has karma. Clan Reputation. In our older files we had an issue with Clan Rep that it was not possible to be fixed due to client limitations. That issue was, in a situation where a character would level twice in one go, (for example char is lvl 29 - 99%, kills a boss and goes lvl 31), the game was not able to recognize that 2 instances of levelling up happened together in that one action, and would give CRP as if it was 1 instance of levelling up. On the new files it was finally possible for us to fix that issue so even if multiple level ups happen at same time for some reason, game will award the correct amount of CRPs. (L2) Coin Shop. ITEMS ON THE PRINT ARE FOR THE TEST SERVER AND NOT REPRESENTING WHAT WILL BE ON LIVE SERVER OBVIOUSLY!!! This client adds a new shop interface that a lot of you may already know and be familiar with. We will be using this piece of interface tech, but in a different way, in a more classic club way. This shop will be used as a kind of replacement for our custom NPCs such as Nostalgia, event traders, other custom traders etc. So for example instead of having to go to Nostalgia to find the right option to buy a premium account or a hat or an agathion, you can just open the shop interface, chose the right TAB, and buy it from there. This also facilitates in the event creation, as we do now need to create a new NPC, code it, place it, change HTMLs, change files etc every time we need to make a new event. There will be also other options in there to make it easier for new players to get some bonuses or rewards, as they will be presented with the shop naturally and see they have some goodies for them there. We also implemented some changes to make it so most of the items that would have any type of impact in a fight, can only be purchased in town. For example, Premium account can be bought anywhere, but in the existence of buff scrolls or res scrolls or something, these ones can only be bought in peace zone. Slaying Events. This is the system we created to zones like for example the Lilith and Anakim fields, where something would trigger after X mobs were killed. Problem with this system, is that once again due to client limitation we were not able to make different monsters give different count, and as so every mob killed in the zone would give same points. Now imagine we would want to add some event, with a system like this, in a place like for example Primeval Island, we would then have a T REX giving the same count as a deinonychus. In the new client we were finally technically allowed to improve on this system giving it more options for us to work with, and one of this options is the fact we can now give different values to different monsters, so to pick up back from the previous example, we would now be able to make the deinonychus count 1 and the T REX count like 100. EXP death penalty system. On the old client it was a technical mess to create all these different variations of exp loss, we had to go through mobs, bosses, zones, territories, events, situations, actions, players etc etc etc to set up all the different types of exp loss that should exist. With the new files we created the option that with a very simple "change the numbers in line" we can easily adjust and change everything related to exp loss on the go, for example, want to give an event weekend of no exp loss?, just change the number and good to go, while on older files we would have to most likely make or change old skills/items to add to chars to make them not lose exp on death and at the end of event go again and remove these skills/items. With this new system we can now specify what the death penalty should be in an easy way for every situation. To compare. OLD CLIENT OPTIONS: - Event/pvp zone death (didnt always worked well due to limitations) - World death - Boss death - Siege death Everything else outside of this options had to be done in weird "manual" ways. NEW CLIENT OPTIONS: - Siege death - Boss death - Guard death - Event death - PVP zone death - PVP death - PK death - World death With more options we can better adjust for separated situations easily, without major changes. Vitality and Sayha Systems. Removed. not much more to say here. Automacros. Removed. Autofarm. Removed. Kinda. It will not be available for players to use, but instead of removing completely this one we are breaking it into pieces, so we can use the options for some other stuff, and still use this internally when we need to test something. Instead of a full auto farm system, we breaking it into farm, item usage, auto action, auto buff, auto skill, auto potions, auto pick up etc. We don't plan on having it as a auto farm tool on the live server for the players, but its something we can use on tests and it has some technical functionalities that might be usable in the future for something else, like events, new features, etc. Runes. This client has its own new rune system but its a bit more straight forward and without so much player choice or options, as so, we removed this new rune system and will be using the old one. Shots. Another thing that changed in this new client, was the introduction of the "one size fits all" for shots. You would have one type of soulshot that would be use for all grades of weapons. It is in our vision and understanding, that the different grade of soulshots are a intricate part of the lineage 2 economy, and even bigger impact on a new server. (and because crafters need to feed their families) For this reason, we removed this one soulshot for everything stuff and brought back the old soulshot system of NG/D/C/B/A/S+++++ Lifestones. This new client also brings a new system for lifestones, but they give only stats and some extras like shot power. We do not think this to be more interesting then the old system where a player might have the chance of getting some active or passive skill that might be a big improvement or change their chances on a fight, for this reason we are keeping the weapon lifestones as the old ones. As for armors, this client also brings armor lifestones, and its something we are considering maybe for a later phase, as a extra progression option. Lair of Antharas. In this new client LoA has became a weird place with teleports and rocks blocking roads etc, we have removed all of it to emulate the old LoA Dragon Valley and Tower on insolence. On this one we had to get a bit creative. What happened was, because this client was an update in a time when the game was mostly late game, to not add new zones, the Dragon Valley and ToI were revamped into high level zones. So far so good, nice, we have new high level zones. Problem is, if to make it look and feel like a classic server, you need to have Dragon Valley and ToI on the appropriate level because they are major progressions and grinding spots. Sooooooooo what to do? Option 1 - We could have just simply turned this new high level zones into the old zones, change all mobs, all drops and all the stuff and later when its time to get new high lvl zones change it back. Option 2 - We could have left them as high lvl zones to not change much and not break anything and just make a new place for people to level on those levels and farm all the mats they could get from these places etc. Well. we kinda did both without touching none. So Dragon valley and ToI will be in their original state for this client, with all the settings as they should be, all fixed loot, all fixed features etc. and we leave it there for now. At the same time, we brought the old Dragon Valley and ToI on their old school original levels and settings. At server start, we will have the old-school original ones on their old-school original settings. When the time comes where we will decide its time to revamp these ones, players will have the option to pick if you want to go the low level ones. So for example, if we are 4 years into the servers and the Dragon Valley zone is now the high lvl zone, but you still need to go farm those pieces or mats or quest that used to be from the low level mobs, you can still go there and nothing is changed. This is not a personal instance zone, this is a global zone that everyone can enter at any time without restrictions, and farm, PVP, PK normally as any other zone on the map, its just a way to keep "balance" on progression for everyone, without having to mess up the late game for who is there, at the same time, this will reduce MASSIVELY update and patches creations and release times because we do not have to go and remake full zones when its time for a change, because the change is already there waiting for us, and we do not have to use time figuring out what to do for those levels brackets and where to put the materials and quest items that were dropping from those zones before. Zones Skills Passive/Active. In the older files, to have region buffs like for example the buff in Varka/Ketra, the system was made in a non optimal way, again due to technical limitations on the client. It was basically from time to time checking if a player is in specific zone and it would give specific passive skill for some time, and keep rechecking it. In the new client we have a tool to expand on this system to make it work better and lighter, and even give buffs, active skills or passive skills to characters in specific locations. OLD SYSTEM: - Gives passive - If give buff instead, you can leave the zone and buff wil stay. NEW SYSTEM: - Gives passive - Gives active - Can give buff because it properly checks and if player leaves zone it removes this specific buffs and skills from this specific zone. Premium account. All chars on account will get Passive skill for a PA duration which lets us change Premium account bonuses easier and for example have Double PA bonus for weekends. Karma multiplier. Something that shocked us a bit was HOW HARD it was to clean karma by monster killing on these new files when you have a low rate server, and remove all the extra bonuses and extra fluff. For this reason we are creating our own system where we can easily specify and add or remove multipliers to allow us to have a better control on how hard or easy it is to clear karma per monster/exp value. Olympiad Server - This is a big one. With the new client there was created a system where Olympiad matches happen in a separated physical server, so if sh1t hits the fan on the game server when you fighting in the Olympiads, you should be safe. More important then that, this new created system gives us an option to give skills per class and different scripts. What this means is, we now have the set of tools, to try to bring a bit more balance in Olympiad without messing stuff outside in open world. As and example, lets use overlord. One of problems people complain about overlords in olympiad is the land rate of most of their seals. Because most of the seals are a AOE effect that can impact heavily on a mass PVP, by default they have lower land rate then a normal single target debuff. If we increase these chances for overlords to have more impact from their seals in olympiad, we would be drastically increasing their power and efficiency in a mass pvp situation. With this new system we can have the overlord seals being adjusted for olympiads in order to be better, without affecting its power outside of olympiads. Dimentional Merchant. This is basically a HTML you can reach from anywhere in the world on your char, and has a lot of options like blacksmiths and other traders etc... We scrapped that. We gonna be using this tool mostly as a Activate Premium Account button, or some events options. Catacombs. New files have multiple catacombs open, but we not sure if we like this. Theres a chance that at some point we might have to open 2 of them if we follow original Lilith and Anakim path, but we are not sure how we feel about having multiple catacombs around the world, we will most likely go with them closed and then work it out from feedback. Class Quests. Maybe a hot take?. This is a funny topic. I think from all the things that people ever asked us to add for COL on Nostalgia, the most common was the marks for the class quests. I am not sure if there is someone who to this day still enjoys spending multiple hours going from npc to npc, killing 12 mobs here, 15 mobs there to go back from npc to npc while burning all their adena in teleports, to get to the end and get like yes nice, your class now is called in a different way from before, go back to play. Personally I cannot make this decision by myself because I like game structure and I like lore, but at the same time, if I put on a scale in one side the love for lore and game structure and on the other the annoyance and time waste of these class quests, im not sure what would come ahead. On another side, when you start late, you trying to catch up and you remember you need to spend your next day just doing the quests might not be the most interesting feeling in the world. Putting this all together, the cries from the past about how these quests were boring and take too long, Some of these quests are not balanced because one class needs to talk to 3 npcs while others have to get 50 items from a lizard that doesn't drop it all the time, some of this quests requires a specific quest monster that everyone tries to steal from each other and if you are unlucky "cya nerd, keep camping it", and how much people requested us to add the marks for donation before we added them... Class quests have been drastically changed. 1st and 2nd class quests no longer exist. you get to the level and you can chose your option. 3rd class quest has been heavily nerfed into the 700 monster killing part only. We understand most of our community wants a "hardcore" experience, but we do not believe this extra day of gameplay moving around the world talking to NPCs and stones and trees and rabbits, burning tons of adena in teleports is fun for most of you or particularly interesting. Enchanting Pity System. Are you the guy who tried to enchant your weapon 800 times and never went past +5 and kept losing it all including your mind? Well, you will still gonna be that guy, prolly... But now when you fail your enchants you get some Enhancement Stones, you can use a certain amount of these stones to trade for Enchantment scrolls in Giran, so you can go and keep failing more. New Clan Halls. Outside of Gludio and Dion you will now find a new neighbourhood with new Clan Halls to buy. Item announcement. There is a announcement when some special items drops from monsters/bosses and when some enchants reach certain level on enchanting. Group Toggle Skills. One of the ideas we had for a newbie catch up mechanics, was to have the weapons for newbies to have some sort of rune bonus, so they could have some more power going up. But in here we got into some issues, one of them was, what runes to put on what weapons? Even if we would just make all the weapons with al the runes available, player could still pick wrong, or not realise something else was better for him and not be able to trade later and be stuck with underpowered options etc. So, we came up with an idea that was something in the lines of, What if, we could have this rune skills as toggles in the weapons, so the newbie could not only have the chance to try and see what would work better as it could use different ones depending on the situation in front of them, for example, if questing could toggle speed to run faster from npc to npc, while fighting toggle on dps rune, need to rest toggle on some mana regen or hp regen rune. Something that would work like this. Once again we reached the limitations of the old client and were not able to do something like that and the system was allowing the selection of ALL the options instead of selecting only the ONE toggled option. In the new client that idea can come to reality, we can now create this Group Toggle where only one of the options can be selected at the time. and can be a big tool not only in this example of the newbies, but also in other future development ideas.
    2 points
  11. Dear players! The final month of summer has arrived, and we are giving everyone an extra boost to make the most of their adventures across Aden! Starting Friday, August 7, after the scheduled maintenance, the following EXP and SP bonuses will be active: Dion: x2 EXP & SP Talking Island: x1.3 EXP & SP The bonuses will remain active until August 24. Gather your party, prepare your supplies, and take advantage of the August Hunting Boost while it lasts. And keep an eye on the horizon - this bonus may not be the only activity awaiting adventurers in the coming days. Good luck, and happy hunting!
    2 points
  12. Hello. We talked with San0 about it alot and at the end we don't like idea of everything be in new location. It removes "world" when everything in 1 location with best chances, all quests are there, best exp is there and there are no reason to farm anywhere else, but yes, every new location players suggest to add everything best from older locations or alternative ways to farm something from old locations into a new one.
    2 points
  13. so bad, its not classic its like legasy
    2 points
  14. Calculation is here! Today it is not going to be a regular calculation once more! Streamers, that were with us through the last months will get (depending on their activity): ZiQ - 150 CoL Shur4 - 150 CoL CraftForVodka - 300 CoL To claim rewards, PM Kse here on forum with your ingame nickname! You do not need to send it to Live chat/Discord as well. In case you don't see your name in the list or have doubts in calculation numbers, pm me CoLs will start being delivered on 09.07.2026
    2 points
  15. Calculation is here! But today it is not going to be a regular calculation! As we enter summer season, all streamers, that are with us, will each get: ZiQ - 150 CoL Shur4 - 150 CoL And will also get 20x Small Treasure Keys and 2x Medium Treasure Chest Keys! Following streamers are being removed from the campaign due to inactivity: CraftForVodka To claim rewards, PM Kse here on forum with your ingame nickname! You do not need to send it to Live chat/Discord as well. In case you don't see your name in the list or have doubts in calculation numbers, pm me CoLs will start being delivered on 04.06.2026
    2 points
  16. Please increase the number of clans eligible for alliance. Previous: 3 clans -> Changed: 5 clans This method is advantageous for all warring clans. Many clan members want to chat with each other in alliance.
    2 points
  17. 🌿✨ THE FIRST WINDS OF SPRING BRING DOUBLE POWER! ✨🌿 Hey Adventurers! The frost is retreating. The days grow longer. The first month of spring rises on the horizon… And with it - power awakens! For Dion: From 02.03.2026 to 09.03.2026 (from maintenance to maintenance), the world itself will pulse with renewed energy as we unleash a full week of: 🔥 x2 EXP* 🔥 x2 SP* 🔥 x2 XP Bottle Experience For Talking Island: From 06.03.2026 to 09.03.2026 (from maintenance to maintenance), the world itself will pulse with renewed energy as we unleash a full weekend of: 🔥 x1.5 EXP 🔥 x1.5 SP Every hunt will feel sharper. Every spell will strike deeper. Every victory will echo louder across the lands. Let the coming of spring mark your ascent! Push your limits. Chase new levels. Strengthen your clan. Write your legend. The season of growth begins - and so does your rise! *Will not affect Antharas Raid Boss EXP/SP gain Sincerely, Classic Team
    2 points
  18. Happy Lunar New Year, Adventurers! As the new moon rises, a new chapter begins. To all members of our community who are celebrating, may this year forge stronger alliances, open hidden paths, and bring victories earned through courage and determination. And what is a celebration without presents? 🎁 Stay vigilant - information about holiday gifts will be revealed soon. Stand united. Grow stronger. Conquer what lies ahead. The adventure continues. ⚔️✨ Sincerely, Classic Team
    2 points
  19. Hello. We understand and working on update in parallel with other things that we can't announce right now. More tasks decreasing updates speed, but we will have update as soon as we can. Sorry for the delay.
    2 points
  20. The Dion server is not in a good state. Most players now run nine accounts by themselves and play only solo. Players hunt only altar raid bosses and no longer do field hunting. Party play has disappeared; everyone simply runs nine accounts alone, farming badges to kill altar raid bosses. Primeval Isle is no different—it has become nothing more than a place to farm talismans. The excessive experience provided by the Ketra and Varka altar raid bosses has eliminated field party play. As field party play has disappeared, the number of PvP encounters with enemies has dropped drastically. There is less time spent talking with friends and clan members. Everyone just hides and farms badges on their own. In addition, allowing unlimited accounts on a single computer has become poison to the Dion server. Lineage II is a game where multiple players form parties and hunt together across many different fields, but the Dion server is no longer like that. Like the Talking Island server, it is becoming barren and dried up. At this point, reverting the unlimited-accounts-per-computer policy is extremely difficult. That makes the situation even more disappointing. 1. Experience rewards from field monsters must be significantly increased. Bottles are not the solution. Bottles are not enough. Players should be able to level up at a reasonable pace without being forced to hunt altar raid bosses. Simply hunting together in the field while talking with friends and clan members should be enough to level up. 2. Experience rewards from altar raid bosses must be significantly reduced. Party play while hunting field monsters should provide the best experience rewards. Just as the experience from the Antharas raid boss was reduced, the experience from altar raid bosses should also be drastically lowered. Altar raid bosses should be reduced to content mainly for obtaining items such as the Researcher’s Earring. 3. Primeval Isle should also have its experience rewards increased, similar to Ketra and Varka, so that party hunting can take place there. As it stands, Primeval Isle is still a hunting zone with poor experience rewards. Players go there only reluctantly for Primeval Talisman farming. 4. Abandoned hunting zones should also provide better experience rewards. Experience should scale smoothly across hunting zones— Antharas’s Lair → Tower of Insolence → Giants’ Cave → Ketra / Varka / Primeval Isle— so that players can hunt in a variety of locations. When field hunting disappears, the game disappears with it. As a player who truly loves the Dion server, I am writing this in the hope of doing even a little to help save it. If you have any good ideas or suggestions, please leave a comment.
    2 points
  21. ❤️ Happy 3rd Anniversary, Dion! ❤️ Three years ago, the gates of Dion opened for the first time. Since then, this server has become more than just a place to play - it became a home for rivalries, friendships, late-night grinds, hard-fought victories, and memories that stayed with us. Every siege, every clan war, every whispered alliance and open betrayal helped shape what Dion is today. None of this would exist without you - the players who logged in day after day, year after year, and kept the spirit of classic Lineage alive. On behalf of the server administration, thank you for your trust, your passion, and your dedication. We are proud of what this community has built together, and we’re excited for what still lies ahead. Here’s to the past, the present, and many more chapters yet to be written. And now go find Emmy in every city and get your Anniversary gift! TI citizens as well! ⚔️ Happy 3 years, Dion! ⚔️ Sincerely, Classic Team
    2 points
  22. Dion Adventurers! 🌋 𝐓𝐡𝐞 𝐄𝐚𝐫𝐭𝐡 𝐓𝐫𝐞𝐦𝐛𝐥𝐞𝐬... 🔥 𝐀𝐧𝐭𝐡𝐚𝐫𝐚𝐬 𝐫𝐢𝐬𝐞𝐬 𝐚𝐠𝐚𝐢𝐧! 🔥 The mighty Land Dragon is awakening from its slumber… ⏳ Spawn Window: Begins in 10 days ± 12 hours Starting from its last death at 2025-11-04 16:39:12 UTC+2 (Server Time) Sharpen your blades, rally your clans, and prepare to face Antharas again! 🐉💥 Sincerely, Classic Team
    2 points
  23. UI is not a big problem,ppl will get used of it,biggest problem is ppl getting bored of club.I cant imagine how many ppl will play in the new server accroding to the number of ppl playing in the OBT server. this club was a miracle,gm made great job until they changed something,first of all is epics lv4,second is Anakim/Lilith/HB/varka/ketra maps.I think you guys misunderstood something,you always think ppl need new goals such like S gears,anakim runes etc.Actually,ppl were very tired of these goals,they just want to make lv up,get epics,join sieges/pvp.they already spent so much time on exp and geras,as I known,many ppl left TI since you open lv4 epics.For me,personally,yes,its very easy for me to get items no matter epics or something else,for other 95%players its really not easy,when they found the 'goal' became far and far away,they just left. Acution is terrible too,no matter the acution or the lv4 epics,it makes big difference for players.I dont know how you will deal with the lv4 epics and +16 weapons which already exist there,its really hard for you make balance nowadays.about new server,ppl know you will make lv4 epics sooner or later,so ppl will be very careful aoubt 'investment‘. I didnt see anything exciting could make me join the new server for now.Im not sure how many ppl have same opinion with me. the only server could attract me to join is a server with big population and stable operations,I guess you guys already proved you have stable server,but about population...
    1 point
  24. October 24, 2015 – October 24, 2026 11 years ago, on October 24, 2015, our first server opened its doors, marking the beginning of L2Classic.club. Since then, thousands of players have passed through our world. Some stayed for years, others returned after long breaks, and some are still here almost from the very beginning. There have been countless battles, sieges, rivalries, friendships, and stories that no announcement could ever fully capture. Over these 11 years, a lot has changed — in the game, in our project, and in the lives of the people who have been part of it. Yet here we are, still sharing the same world, still meeting familiar names, and still looking forward to what comes next. This anniversary comes at a particularly exciting time for us. With our new game files entering Open Beta Testing and a new server on the horizon, we're preparing for another chapter in L2Classic.club's history. To everyone who has been part of these 11 years, whether you're playing today or simply remember your time here — thank you. You've all left your mark on this project in one way or another. And, of course, a birthday deserves a celebration! 🎉 🚀 Open Beta Test & Upcoming New Server A new chapter of L2Classic.club is already taking shape! On October 23, we opened the doors to our Open Beta Test, introducing a completely new set of game files that will serve as the foundation for our upcoming server and future development. Whether you've been playing with us recently or haven't visited in years, this is a great opportunity to discover what's new, explore the updated systems, participate in special events, and get a first look at what's coming! The OBT includes: ⚔️ New game files, systems, and features to explore and test 🛒 Special OBT Shop with easy access to levels, equipment, and other testing resources 🐉 Admin Boss Rush events, including Epic and Elemental Raid Boss encounters 🏆 Olympiad and Castle Sieges 🎥 Live streams featuring gameplay, new features, and mass events 🎁 Special rewards for registered testers And there's more to look forward to: a brand-new L2Classic.club server is on its way! We'll be sharing more details about it in the near future. 📜 Full OBT Information and 📥 Game Files: [Here] You can participate using your existing L2Classic.club account — no new registration is required! 🎁 +20% Donation Bonus — October 24–25 To celebrate our anniversary, we're offering a +20% bonus on all donations made during October 24 and 25! Enjoy a little extra while celebrating with us! 🎉 2 Weeks of Daily Discord Giveaways — Starting October 24 Starting October 24, we'll be hosting daily giveaways in our Discord for two full weeks! Every day will bring another opportunity to win something, including: 💎 Coins of Luck (CoLs) ⭐ Premium Accounts 🌈 Colored Titles 🎭 Cosmetic Items Make sure to keep an eye on our Discord giveaway announcements and participate for your chance to win! ⚔️ x2 EXP/SP Week — Starting November 9 Our anniversary celebrations will continue into November! Starting November 9, Dion and Talking Island will receive a full week of x2 EXP/SP rates! Seven days of boosted experience and skill points to give your character progression an extra push! Happy Birthday, L2Classic.club! 🎂 Here's to the memories we've made, the familiar names we still see, and all the stories that have yet to unfold. See you in game! Sincerely, Classic Team
    1 point
  25. Calculation is here! Today we are rewarding our streamer - CraftForVodka - with 300 CoLs and 30x Fairy Pouch Following streamers are being removed from the campaign due to inactivity: ZiQ Shur4 To claim rewards, PM Kse here on forum with your ingame nickname! You do not need to send it to Live chat/Discord as well. In case you don't see your name in the list or have doubts in calculation numbers, pm me CoLs will start being delivered on 27.08.2026
    1 point
  26. The global ranking system in Lineage 2 Classic is a server-wide feature designed to track and display the progression and activity of both players and clans. It serves as a public leaderboard that reflects how characters perform over time based on their in-game achievements rather than direct competitive outcomes such as duels or matchmaking systems like Olympiad. This system is fundamentally based on accumulated statistics. It does not measure player skill through structured combat evaluation but instead reflects consistency, time investment, and overall activity within the game world. Because of this, the ranking system should be understood as a progression tracker rather than a competitive rating system. The ranking interface is accessible through the in-game UI. Once opened, it displays several categories that rank players according to different metrics. The most important of these categories is the level ranking. This ranking is determined by a character’s level and their total experience progress within that level. Characters with higher levels are always ranked above lower-level characters. When two players share the same level, their position is determined by their experience percentage. If both level and experience are identical, priority is given to the character who reached that state earlier. Another major category is the PvP ranking. This ranking is based entirely on the number of PvP kills a character has accumulated. Only legitimate PvP encounters are counted, meaning fights where both players are flagged for combat. To be included in the ranking system, characters must meet certain requirements. Typically, a minimum level must be reached, and the character must have completed the appropriate class transfer. These requirements are in place to prevent low-level or inactive characters from populating the rankings and to ensure that only actively progressing players are displayed. Ranking updates are handled server-side and are not always instantaneous. While the system tracks changes continuously, the user interface is updated at set intervals, which can range from a few minutes to longer periods depending on server configuration. Players can view their current position along with nearby ranks, allowing them to track their progression relative to others. In addition to displaying rankings, the system may provide rewards or bonuses to top-ranked players. These rewards can include temporary stat boosts, visual indicators such as name effects or titles, and in some cases unique interactions within the game world. In addition, different races have different little extra bonuses when they are top of their race, going from small combat power buffs like increase p attack on elves to utility buffs like bonus enchant chance on dwarves. NOTE: These stats/values are place holders for example proposes and might be changed. The players with Server Ranking Benefit effect will also have a skill where they can place a "flag" to give a buff to everyone else in the server who comes near it. Must be placed in a city. When Ranker's Authority is summoned there is a announcement, and other players can see its location on their interface. There is also a Olympiad Tab where similar informations can be seen, related to olympiad standings. It is important to understand the limitations of this system. Since it is entirely based on accumulated statistics, it does not account for player skill, fairness of encounters, or the quality of gameplay. Players who spend more time in the game will naturally rank higher, and certain categories, particularly PvP ranking, can be influenced by repetitive or artificial behavior. The purpose of the global ranking system is to create a sense of competition and visibility across the server. It highlights the most active and progressed players, establishes a social hierarchy, and encourages ongoing participation. However, it should not be interpreted as a balanced competitive system. Instead, it functions as a reflection of player activity and long-term dedication within the game. In summary, the global ranking system in Lineage 2 Classic is a straightforward leaderboard that tracks level progression, PvP activity, PK behavior, and clan development. It rewards persistence and time investment while providing players with a visible measure of their standing within the server community. STAY TUNED FOR MORE INFOS!
    1 point
  27. You need to urgently clarify whether this update you're rushing to push out is meant for the Dion server, for a new server, or if you're preparing something else entirely. Please communicate this quickly — because every time you announce something new without clarity, more players end up leaving the server. Right now the population isn't growing — it's shrinking fast. Stop with the ambiguous stance and give us a clear answer.
    1 point
  28. Suggestion: Improve the Availability of Basic Crafting Materials There is currently a severe shortage of basic crafting materials on the Dion server. As a result, crafting B-grade and higher weapons and armor has become extremely difficult. Some of the required materials can only be obtained from low-level hunting zones. However, since the vast majority of players have already outleveled these areas, farming these materials is no longer a practical option. Although some materials can be obtained by exchanging Daily Coins, most players need to save their Daily Coins to upgrade their bracelets. Because of this, they cannot afford to spend those coins on crafting materials. Suggestion Please consider adding an option to purchase basic crafting materials from an NPC using Adena instead of Daily Coins. This change would allow players to obtain essential crafting materials without sacrificing their bracelet progression, making the crafting system more accessible and sustainable. It would also increase the supply of equipment on the server, encourage more crafting, enchanting, item progression, and player trading, creating a healthier and more active in-game economy. In addition, using Adena as the purchase currency would provide an effective Adena sink, helping remove excess Adena from circulation and contributing to a more stable market and healthier server economy. If there are concerns that increasing the availability of crafting materials could lead to an oversupply of crafted equipment and reduce the value of monster drops, this could be balanced simply by adjusting the Adena price of the basic crafting materials sold by the NPC. Increasing the material cost would naturally raise the overall crafting cost, helping maintain the market value of crafted equipment. This would give the server administrators a simple and flexible way to balance the economy while still ensuring that players have reliable access to the materials needed for crafting. Most importantly, this update would strengthen one of the core gameplay systems instead of allowing it to become obsolete. A healthy crafting system gives players more goals to pursue, creates continuous demand for equipment and materials, and keeps the in-game economy active throughout every stage of the server. In the long run, these improvements would make the game more enjoyable, keep players engaged for a longer period of time, and ultimately help extend the lifespan and long-term health of the Dion server. Thank you for taking this suggestion into consideration.
    1 point
  29. CASTLE SIEGES By default, these new files bring some alterations to castle sieges and clan wars, most of them we did not agree with and therefore changes were made to keep the sieges in the more traditional way as we know them. To start with, these new files adopted the more modern way of 2 castle sieges only (in this case being giran and godard). We did not find that interesting as we prefer the traditional 5 castle siege where there is more room to outmaneuver and outplay and more dynamic movements during the sieges than just having everyone rushing brainlessly into the same place. At the same time, by having the traditional 5 castles, it opens room for more alliances to have access to castle and its features. This system had also implemented something that we found even worst, the castle teleportations where players could literally be in the castle in one click using the castle siege interface and selecting the option to teleport to the castle surroundings or to a outpost nearby. This also has been removed, players will have to regroup and move to castle sieges in their traditional way. SO WHAT CHANGED? The Interface has been updated to provide more info in a clearer and more modern way. Registration for the sieges can now be done during 2 hours before the siege starts instead of having to be done in advance during registration period. When registration period starts this button will be available for clan leaders to register for the desired castle siege. Further information about clans registered and castles sieges preparation can be found in this menu Application is the option you use to participate as attacker or defender. Watch match is the option you can press to be sent to the crystal to watch sieges as before. The last 2 options are what is new when it comes to the game itself. Clan leader will now have the option to "hire help". Clan leader of a clan participating on a siege, can put out a recruit contract to hire mercenaries to help them on the battle with promise of payment. This will allow players who are not in the big clans or any clan at all, but are still interested on having some fun, to be able to join, and if their side comes out victorious, get some adena out of it. This adena is being taken automatically from the tax amount remaining in the castle at time of siege end. The mercenaries during the siege will count as normal enemy/friend, attacker/defender (depending on the side) as any other player in a clan registered for the siege. The mercenaries to be eligible to receive payment have to actually participate in the siege, kill members of opposite side, deal damage, etc and not just enter siege zone and go afk for 2 hours. The mercenary will only receive payment if their side comes out victorious. There are some limitations to becomes a mercenary, such as minimum char level, war status of clans (EX if a player is member of a clan that is at war with recruiting clan, he/she cannot apply as merc for this side) During the siege the mercenary name is changed to a number and their chats are blocked. TLDR: You can recruit someone for a siege that doesnt need to have a clan slot to be "a member" for the siege xD CLAN WARS When we started investigating the clan wars systems added in the more recent patches we found a lot of stuff that i can only qualify as weird, especially the part where you would still get PK if you killed a member of a clan you had 2sided war with oO? Well, we did not liked how they changed it so we rebuilt the old system as it was. We also get access to a new interface window for the clan. But more on this later (wink). STAY TUNED FOR MORE NEWS AND INSIDE INFOS ON NEW SYSTEMS AND SYSTEM CHANGES FOR THIS NEW CHAPTER OF CLASSIC CLUB.
    1 point
  30. Oh please, no Elemental Systems. There are far many better updates that were implemented on later Classic patches. The Elemental system was one of the most hated and never actually used by players.
    1 point
  31. Better increase amout of spoiling resourses in Ketra/Varka, Heine Fields And add Metallic Threads, RMP and CLs to spoil in these loc's
    1 point
  32. 1 point
  33. Hello. Can you please give me a list of craft material you need for B that you can't get on high level?
    1 point
  34. Really Admins, give us pls some information, we need at least merge TI and Dion and opening new one in this autumn starting from Classic 1.0
    1 point
  35. Greetings adventurers! Summer has arrived in Aden, and even the world seems a little more… energetic than usual. With longer days and warmer winds, leveling feels faster, battles feel brighter, and growth comes more naturally. This effect will last from Friday after maintenance until Monday maintenance. Dion Server: x2 EXP / SP Bonus Talking Island Server: x1.3 EXP / SP Bonus Make the most of this summer blessing and grow stronger under the sun of Aden. Bonus will not affect Antharas Raid Boss EXP/SP gain Sincerely, Classic Team
    1 point
  36. It’s essential for communicating with multiple alliances.
    1 point
  37. Suggestion - Add Time Premium Account. Currently, premium accounts are sold on a daily basis such as 3 days, 1 week, and 30 days. Light users do not purchase premium accounts because the gameplay time for a day is short. Selling hourly premium accounts at an appropriate price (e.g., 3 hours per coin, 10 coins per coin) will help new users increase the number of users by fostering premium account purchase characters and maintaining premium accounts, as well as supply and demand for operating expenses. For this reason, I propose adding a premium account by the hour. TOP
    1 point
  38. 🐣 Easter is here - and so is a perfect time to get some extra grinding in! While the world is busy with chocolate and eggs, we’ve prepared something for those who prefer EXP and drops 😉 From April 6th to April 13th, enjoy our Bonus Rates Week: ✨ Dion Server – x2 EXP/SP* and Bottles XP ✨ Talking Island Server – x1.5 EXP/SP This year, we’re skipping a traditional in-game event. Instead, all our efforts have been focused on something bigger - an upcoming update. Splitting time between both would have slowed things down, and we know you'd rather get new content sooner. And now we’re ready to say it: 📢 Right after the Bonus Rates Week ends next Monday, the new update will roll out! 🔹 Heine region will be introduced to the Dion server, together with a number of improvements 🔹 These improvements will also be applied to the Talking Island server We’ll be sharing full patch notes throughout the week, so keep an eye out for more details. Enjoy the boosted rates - and maybe trade a few eggs for levels this time 🥚⚔️ *Will not affect Antharas Raid Boss EXP/SP gain
    1 point
  39. Hello. No NPC buffer, you can get buffs from Achievement system. Limit is 1 free box per PC, so 2 PCs = 2 free boxes in game. There are no pets in Classic. You can send item via Mail system ( but only items that you can trade ), you don't need to have 2 boxes online at same time for it.
    1 point
  40. I agree with this part. "If leveling had been designed to happen primarily in the fields, we would have encountered players—whether friend or foe—constantly. We already witnessed all of this on the Talking Island server. It’s deeply disappointing to see the management repeating the exact same mistakes." I strongly agree that you should gain a lot of experience from field hunting. "Humans repeat the same mistakes" !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Now is the time to correct this flawed design !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    1 point
  41. Yes, this is clearly a bug. Originally, the respawn was supposed to be random. However, when the bug caused a fixed respawn time, at least both sides could prepare and actually fight for Antharas. There was real PvP and real competition. But now, after it was changed back to random, what happens? Before your side even realizes that Antharas has respawned, we have already formed parties and entered the lair. There is no fight, no contest, not even a chance for you to try. In the past, at least you showed up and fought. Now you can’t do anything at all. Let’s be honest. This isn’t competition anymore. It’s just one side monopolizing the boss because the system gives you zero time to react. For the record, I’m actually on the dominant side. Even if the random respawn stays like this, we lose nothing. By the time you notice the respawn, we are already killing Antharas. You probably don’t realize how fast we move — but the result speaks for itself. We react immediately and start the raid almost instantly. Every single time. And we’re not saying this to keep the advantage. We’re saying this because there is literally no competition anymore. Think about it calmly. Since the respawn became random, have you ever even seen us entering Antharas’ Nest and tried to contest us? Probably not. Because you’re not even monitoring the respawn properly. You’re simply too slow — or not prepared enough. At this point, it’s not bad luck or the system. It’s just a difference in readiness and effort. And because you can’t even put in that level of preparation or effort, we’re willing to step back and make concessions like this for you.
    1 point
  42. Here are some suggestions for the Dion server: 1. Forgotten Isle experience increase by 30% - I'd like it to become an efficient hunting ground, similar to Barka and Ketra. 2. Giant's Cave experience increase by 50% - A quick hunting ground for characters above level 70 to reach level 80. 3. Goddard's Beast Garden experience increase by 100% and daily quest acquisition increase. - An efficient hunting ground for solo players and small parties (2-3 people). - Request to change the daily quest acquisition amount from 1 to 5. 4. Alliance size expansion - Request to change the clan size from 3 to 5. 5. Request to increase the drop rate of finished goods, recipes, and materials in hunting grounds (levels 1-60) by 50%. - Encourage new players to access servers more easily. 6. Obtain a cloak upon capturing all castles. - This cloak has a lesser effect than the Aden Castle cloak. 7. Server Advertising - Korean clans advertise and attract users through YouTube. - Operators should also promote server advertising.
    1 point
  43. The dominant side will never allow the weaker side to freely run altar raids. In reality, except for the Dokdo clan, no one is able to do altar raids at all. Because altar raids take place in very limited spaces, they have ended up benefiting only the dominant side even more. What’s needed is a model where players can hunt and fight together with their party members and clan members in wide, open field hunting zones. That is why the proposer seems to be suggesting an increase in experience in field hunting areas. (If the concern is the rapid consumption of leveling content, that issue could be addressed by increasing the amount of experience required for levels 83, 84, and 85.) In addition, the random respawn of the Antharas raid is also being monopolized by the dominant clans, who have smoother and more efficient communication. If Antharas were to respawn at a fixed time (based on the death time), as in the past, I believe the disadvantaged side would have a fair chance to challenge it as well. This would also lead to much more PvP. Because the disadvantaged side is made up of multiple clans, they are inherently at a disadvantage when it comes to coordination and communication. To help overcome this gap, I propose a fixed Antharas respawn schedule.
    1 point
  44. Hello. Thank you for taking the time to share your suggestion and for clearly explaining your concerns - we appreciate the effort and the intention to improve the overall experience on the server. That said, the changes you’re proposing are quite significant, and it wouldn’t be appropriate to move forward based on a single forum post alone. Decisions of this scale require much broader feedback from the community so we can properly evaluate their impact on different playstyles, and the long-term balance of the server. Regarding some of the points you raised: The reduced amount of PvP is not primarily caused by the lack of account limits, but rather by the current dominance of your side. Removing account limits actually helps the opposing side reach the level cap faster, as different players can run the same group at different times. Reducing experience from bosses in Altars would remove one of the few viable ways for them to catch up, leaving mob farming and epic bosses (such as Antharas) as the main progression paths. Since your side controls Antharas, this would likely increase the existing imbalance rather than reduce it. Bottles were introduced specifically so we could quickly and precisely buff certain mob types without affecting bosses in the same areas. This gives us flexibility to adjust progression where needed without causing unintended side effects. We would genuinely like to hear more detailed feedback on why you believe bottles are not an effective solution. We encourage other players to share their perspectives as well, so this topic can be discussed with a broader range of experiences in mind. Thanks again for contributing to the discussion - feedback like this is valuable when evaluating potential changes.
    1 point
  45. 🎄❄️ Christmas & New Year Snowman Team Fight Event ❄️🎄 Red vs Blue — Choose Your Side! Hello, Adventurers! What are Christmas and New Year holidays without snowmen… and epic battles? This holiday season, we invite you to welcome the Red and Blue Snowmen, bringing festive fun, friendly rivalry, and action-packed team fights to the world of L2Classic.club! 🔴🔵 Choose Your Team Before the battle begins, you must choose a side: Red Team 🔴 Blue Team 🔵 Choose wisely! You’ll only be able to switch teams once, halfway through the event. 📌 No level restrictions — everyone can participate, and all players have equal chances to win! ❄️ How to Participate 1️⃣ Find the Event NPC Locate the Snowman of your chosen team once every 4 hours: 🕒 00:00 | 04:00 | 08:00 | 12:00 | 16:00 | 20:00 (Server Time) An announcement will appear when Team Fight registration begins. 2️⃣ Register for the Battle Talk to your team’s Snowman to register. You have 15 minutes after the announcement to join. 3️⃣ Prepare in the Lobby After teleporting to the lobby: ❄️ Use the Snowman Transformation skill (Without it, you won’t be able to participate!) ⚙️ Set up your skill bar. After 15 minutes, when the fight begins: Talk to Santa’s Girl to be teleported to the battlefield. ⚔️ Battle Mechanics Use Weaken skills to debuff enemy players. Use Icicle to deal damage on enemy players. If you die, you can return to the battlefield — but no more than once per minute. 🎯 Objective Defeat the enemy Team Leader. Use the Blaze skill to damage the opposing Team Leader. Once a Team Leader is defeated, the battle immediately ends. 🎅 Rewards After the fight: Talk to Santa, who appears in the center of the arena. Santa stays for 10 minutes only, so don’t be late! 🌸 Battle Rewards Red Team → Eastern Hellebore Blue Team → Violet 🏆 10 for a Victory 💔 1 for a Defeat ⚖️ No rewards if the battle ends in a tie 🎁 Exchange Rewards for Exclusive Items Use your event items to obtain: Freya Costume Freya Cloak Freya Agathion Team-exclusive outfits: 🔴 Red Team Red Pirate Garment Red Noblesse Garment Red Musketeer Garment 🔵 Blue Team Blue Pirate Garment Blue Noblesse Garment Blue Musketeer Garment 📌 Note: The Blue Noblesse Garment is primarily white with blue details. To preview all costumes on different races and genders, we recommend visiting the test server. 📅 Event Duration 🗓 19 December 2025 – 30 January 2026 ⚠️ Client update required to see Event NPCs and items. 🎄❄️ We wish you joyful holidays and thrilling battles! Have fun with L2Classic.club!
    1 point
  46. 🌟 Another Year Dawns in Club 🌟 As the calendar turns, a new chapter begins — not only in L2Classic.Club, but beyond the screen as well. To every player, thank you for the time, passion, and energy you bring into this world. May the year ahead reward you with intense sieges, meaningful victories, and moments in-game that stay memorable. And outside of Aden, may it bring you good health, clear goals, steady progress, and time for the people and things that truly matter. May your clans stay united, your paths stay challenging, and your real life be balanced with success and peace. ⚔️ Happy New Year to all L2Classic.club players — in game and in life. ⚔️ Players level 40+ can now find Emmy in every city and receive a special New Year gift! Happy holidays! Your Classic Team
    1 point
  47. first of all,we should say ty to gm,ths for their hard work. we updated GC,FI,HB,Anakim/lilith,varka/ketra.To tell the truth,most of these new maps are too boring due to they are too big.id like to say if we were playing in a 500+ppl server,big maps not a problem,but as we all know,our club was not high pupulated server,its only for the biggest fan of classic L2. We dont have so many ppl and players are from different countries,big maps make PVP become harder,players preferto hide in these big maps rather than to fight for farm spots. varka/ketra/GC/HB:big,1 by1 farm FI:small,1 by1 farm anakim/lilith:big,aoe+1 by 1(its waste of time to do aoe there,farm in hb or varka has more exp and adena,btw its a cancer to do aoe there now) GM thinks we like 1 by 1 farm alone?why dont encourage ppl to do aoe with small group?After 10 years 1 by 1 farm alone,i would not to touch mobs anymore. In the L2 world,AOE farm is one of most exciting thing,not mention AOE provides better exp and adena,the feeling of dominating mobs always makes ppl feel cool. AOE accompanies PVP too. SO my suggestion is close HB/varka/ketra,close all these empty maps,open forge of the gods and imperial tomb.
    1 point
  48. Finally, someone brought up a topic that has long been forgotten — because most people left this server after the introduction of the aforementioned maps. The reason? Quite simple: the maps are too big. I'm talking about Lilith Zone, Anakim Zone, and Ketra/Varka. PvP on these maps is practically non-existent, as everyone is constantly hiding, and it's extremely difficult to gank someone — especially those all-knowing Korean players — because they see you before you can even get close to them. The best times were during the Giants Cave era: a small map, mobs gave a lot of EXP, and it had what everyone wants — PvP. @Koll, it's about time to shut down these oversized maps (TI Server). There aren't enough players for Lilith, Anakim, Ketra, or Varka. Open Imperial Tomb and Forge of the Gods instead. I think every player should add their two cents to this discussion. Cheers.
    1 point
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