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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. so bad, its not classic its like legasy
    2 points
  11. 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
  12. 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
  13. 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
  14. 🌿✨ 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
  15. 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
  16. 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
  17. 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
  18. ❤️ 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
  19. 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
  20. 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
  21. As long as all the progress is kept. Chars, gears, inventory etc. then fine. will be looking forward to it :D
    1 point
  22. 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
  23. With the new files comes a new way of looking to the clan system itself and how it works. Most of the clan functions we made it to be the same as players already know and added some extras to it. Main change and the most noticeable is the new clan window interface giving more information in a clear way than the older interface. Besides the interface upgrade the main change comes down to clan levels and how to level it. CLAN LEVELING Leveling up a clan no longer depends in clan leader SP and the amount of proof of blood you can farm or buy. When opening clan window players will now see a CLAN EXP BAR. This bar represents the clan experience, when bar is on 100%, clan can level up to a next level. Clans can earn clan EXP while their members are doing activities like hunting monsters, killing bosses, specific achievements/daily missions, etc. This also means that having active members in the clan will be way more important than it was so far. It also means that having alt clans might become more problematic as one cant simply just go town buy all proof of blood in the market/farm proof of blood for some weeks and have a max level clan. For this reason we are considering increasing the number of slots in a clan, so clan leaders have an easier time managing the clan members and keeping everyone in high level clans with clan skills, this would also give acess to CHs and castles to more players in general. Clans will have 10 levels, and with higher levels you unlock more clan skills, more clan slots and the usual extra clan functions like being able to reg for sieges and so on. Some more PVP oriented new clan skills were added to be learned by clans, such as No Clan Return and No Clan Resurrection. These skills can be used strategically in order to prevent certain enemies from using abilities like Party Return and Mass Resurrection for a short period of time. CLAN ARENA in the old monster derby track players will be able to find the CLAN ARENA. - Players can enter the Clan Arena via NPC Senior Appraiser Leo in MDT. - To enter the Clan Arena you need to be a leader of a command channel of maximum 40 people (might increase if we decide to increase clan sizes) where every player is a clan member. - Clans have 30 minutes to defeat as much as they can up to max of 4 bosses per week. - Clans can make the decision to use the device inside to extend time in exchange for adena payment. This time is random from 1 to 3 minutes normally and in rare ocasions up to 5 minutes. This can be used max 5 times. - Clans can progress up to 4 levels per week in the Clan Arena. - Progress in the Clan Arena do not reset weekly, its saved. - There is no EXP death penaly in the Clan Arena. - There are a total of 35 levels in the Clan Arena - 35 diferent levels with the next one being higher level and stronger than the one before. First Boss is level 62. - Inside the arena CC leaders will have an option to fight the previous boss defeated. This exist for the propose of maintaining the possibility of completing the weekly clan quest even if the clan can not defeat the new level. As for example, clan clutch level 22 but level 23 is too high level or too strong, CC leader can push it down to repeat the level 22 to complete the quest and then use the remaining time to try to progress on the next Boss. - By progressing in the Clan Arena, clans will also unlock a new clan buff increasing acording to the progress in the Clan Arena to boost HP/MP/CP Regen, XP/SP gain and PVE damage defenses. COLLECTING REWARDS - After each boss is dead chests will appear, players need to intereact with the chest to collect their rewards. - Each player can only receive reward from the chest once per level. - Player needs to be 40+ to intereact with the chest. - Chests will stay for one minute, for this 1 minute the total remaining time for the arena is stopped, when 1 minute has passed, remaining chests will disapear and time will continue ticking down. - This reward can contain different type of items according to the level of the clan in the Clan Arena, going from crystals for clan skills, exp scrolls, runes, daily coins on lower levels, up to especial buff scrolls, Life Stones and a small chance for full gear items on higher levels. - Players will have a chance to receive a Valor Box, it will come with announcement "Player XXXX got the things". inside this box players can find extra rewards such as enchant scrolls, Cloth Piece, Gems, etc. This is a weekly clan activity aimed at increasing the desire for clan play and clan grouping. This is an "open" event, as in, while one clan is in the arena battling their enemies, the rest of the players can stay and watch and maybe cheer them up... The clans... Or the Bosses... The full list for thiese item rewards is still undecided and if they should or not be only acessible through this system, as we want players to play with their clan and do the activities, but we dont want it to be an unbalancing feature against clans with less or weaker people who cant progress as far and as fast on this adventure, leaving them behind, while at the same time we want players who play with their clan and do the activities to be rewarded, so we will figure a way to fit this vision. STAY TUNED FOR MORE INFOS ON NEW STUFF!
    1 point
  24. For a very long time we have been struggling with finding a progression system that is focused on the character itself. On a game like Lineage2 where every item is tradable, besides the exp bar and some special skills, there isnt much you can do to improve your char itself, and make it better and stronger, and have the advantage against other players on same classes just due to your dedication and not your pocket size or luck of enchants. It was allways sad for us that a player could play a year on one char, and some other player decides to make the same class, plays for 2 months, trades/buys gear and after leveling up is on same grounds as the guy who spent a full year working on his/hers char. This is one of the reasons why we tried to keep the max level best dyes something so 'special' and rare, because it was basically the only thing that existed so far, that you could improve on that one specific char, instead of something you can trade to every other character whenever you want. On the older client and files, the limitations from our side were very big, and there was lot of things we would like to add to help with this but was just technically not possible, or it would have to have been created in crazy convoluted ways that would leave big room for general problems with systems itself or even to server stability. BUT NOW WE CAN! One of the systems this new files made possible for us to replicate was an elements system, not the old boring system where you could put stones on armors for resist or on weapons for damage (this would not fit our mentality for this system because once again players would be able to buy/sell/trade stones or just even trade gear with them already on max level), but a new system that is focused on the char itself, instead of the gear. ELEMENTAL SPIRITS After reaching level 40, players will have access to this window. Window can be accessed either from the character panel or from the systems hotbar. Selecting one of this elemental spirits will empower your attacks with extra elemental damage acording to your choice, once again, active element can be selected either on char panel or on the systems hotbar icon. The attribute damage you would use, would not be related to the skills you are using but to the target you using it against. As a example altho i might be a sorcerer, i should not use fire spirit always, i should change depending on the weakness of the target im fighting against. this attribute damage is extra to your normal damage and is not related to your normal damage, so it wont have impact on the normal damage from your attack or skills, it will only add extra depending on the level and type of the spirit you using and the type of defense of your target. After certain level, monsters will diplay passive skills such as this one This would mean this mob will take your normal damage + extra, if you are using fire spirit. It also means it would give your Fire spirit some exp when you kill it. Each of the spirits represents one element and each one of them has independent EXP bars. Whenever you kill a monster that has the elemental skill passive on them you will be receiving spirit exp depending on the attribute. More you level the spirit, more extra damage you can deal when using the appropriate attribute. When you level up your spirit you also receive points to tailor your attribute characteristics, depending on your playstyle or the playstyle of your classe, you can choose to deal more attribute damage when that spirit is active, or more defense against that attribute or crit related stats. Special note that this applies only to the portion of the damage that is from attribute, and not to your damage from skills and attacks. OTHER SPIRIT INTERACTIONS Besides the spirit exp your gain from huting monsters, there is also the possibility to evolve your spirits so they can become stronger and make you stronger, this can be done using specific Evolutionary Stones you will find from higher level mobs in specific zones related to specific elements. You can also extract (sacrifice) some of your spirit exp into Particles that can be used to purchase various items from the Attribute Master Sven, this item list might still suffer some changes or aditions but amoung them are buff slot books, magic tablets, a especial necklace, some attribute related potions etc. SPECIAL HUNTING ZONES On higher levels, players will have access to specific hunting zones to improve their desired spirit (or for the harder grinders, maybe all of them?), this zones will not have much in form of normal loot, but will have chance of droping specific materials to improve your spirits, aswell as giving extra spirit EXP comparing to normal zones. This zones are high level, and are not the esiest. This zones are: Forge of gods: Fire mobs - good to level up Nebula the water Spirit. Wall of Argos: Earth mobs - good to level up Ignis the fire Spirit. Wind Plateau: Wind mobs - good to level up Petram the earth Spirit. Garden of Eva: Water mobs - good to level up Procella the wind Spirit. SPECIAL ELEMENTAL SPIRITS BOSSES Each one of the Spirits have their BOSS, you can talk to the researcher of respective zone to go and fight the boss. You gonna need a CC of 18+ people to go in. Every boss has a normal and epic mode, with epic being available only for CC of characters level 80+ and being more difficult then the normal version not only on boss stats, but also on fight mechanics. NOTE: For the time being both normal and epic versions are instanced zones, altho we are considering leaving the normal version as a instanced zone (so everyone including weaker clans can have the chance of conquering it) and moving the epic version to open world boss in order to be contested and create fights over it. These bosses not only provide a big boost of exp to your Spirits as they also have good loot from items, to special rare dyes passing by enchants, buff slot books, and specific items to improve your spirits. STAY TUNED FOR MORE NEWS AND INSIDE INFOS ON NEW SYSTEM AND SYSTEM CHANGES FOR THIS NEW CHAPTER OF CLASSIC CLUB.
    1 point
  25. 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
  26. 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
  27. YesssssYes!!!!! Bring fresh!
    1 point
  28. 1 point
  29. 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
  30. 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
  31. Собираем пати на осады, замки, эпики, ру, укр снг клан, на осадах около 15 человек иногда собирается, олимпиада по пятницам, субботам. Используем тим спик, присоединяйтесь кому интересно пишите тут или iHannibal на почту
    1 point
  32. It’s essential for communicating with multiple alliances.
    1 point
  33. 🐣 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
  34. 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
  35. 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
  36. 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
  37. At present, the PvP environment on the Dion server is severely tilted toward one faction. The most urgent issue that needs to be addressed is restoring this balance. This imbalance is clearly visible across multiple aspects. The total number of active players, the number of characters above level 81, and most importantly, the class composition of level 81+ characters specialized for PvP combat are all overwhelmingly concentrated on one side. To overcome this situation, the disadvantaged faction needs a stable and continuous leveling environment. However, under the current conditions, this is extremely difficult. Antharas raids, Altar farming, and general field hunting are all under constant monitoring and harassment. As a result, for the weaker faction, stable progression has become nearly impossible. With the current, limited selection of hunting zones, players in the disadvantaged faction are constantly exposed to enemy surveillance and are immediately attacked, which severely disrupts efficient leveling. What is most urgently needed is the provision of multiple alternative hunting areas where the weaker faction can avoid constant monitoring and interference. These hunting zones should provide reasonable efficiency not only for full 9-member parties, but also for small groups of 3–4 players, as well as solo farming. If such support is provided, it would greatly contribute to the long-term restoration of faction balance on the Dion server. In addition, the decision to change the Antharas respawn time to a random system, based on claims of “unfair competition,” has ultimately worsened the imbalance rather than resolving it. In the past, when the Antharas respawn time was predictable, both factions were able to prepare their maximum forces in advance, and competition was so intense that large-scale PvP battles often broke out even before the raid officially began. However, one faction raised objections, claiming this system was unfair, and the respawn was eventually changed to a random format. Under the current random respawn system, the dominant faction assigns a large number of players to conduct 24-hour monitoring during the possible respawn window, allowing them to form response parties and log in within just a few minutes of Antharas spawning. On the other hand, those who previously complained about unfairness are not even attempting such monitoring. To be honest, under these circumstances, continuing with the random respawn system is not a serious issue for us. As we have done so far, we will continue 24-hour monitoring and we will continue to secure Antharas. That said, reverting the respawn time to a fixed schedule, as it was in the past, could be seen as an act of consideration for players who are not even making the most basic effort. Finally, we would like to make a request to the disadvantaged faction. Before claiming unfairness, should there not at least be an equal level of effort made first?
    1 point
  38. 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
  39. This is a very good suggestion. The game needs to move in a direction where party hunting can be revitalized. When users consistently have things to do, they log in more often and stay engaged longer.
    1 point
  40. Я только начал, актуально предложение клана?
    1 point
  41. 🌟 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
  42. Howdy Adventurers! Yes, it is that time of the year when Jack O'Lantern visits our lands! And today he is back with two challenges for you! But firstly don't forget to find him and try the candy! Eating candy will give you 3% EXP/SP gain for 1 hour! But longer you wait - better aftertaste it gives! In 1 hour % will increase to 6% for 1 more hour! In 2 hours - 9% for 1 hour and in 3 - 15% for one hour! You can eat the candy only once every 12 hours! When you powered yourself up, hunt monsters all over the map, gain experience and along with it Nectar Bring 30 Nectars to Jack O'Lantern, and in exchange he will reward you with Jack O'Lantern Reward box, that can contain a lot of different items (full list can be found at the NPC) And for another challenge, it is known and loved by many Jack O'Lantern hunt Every 3 hours (0:00, 03:00, 06:00, 09:00, 12:00, 15:00, 18:00, 21:00 Server time) Jack O'Lantern will be appearing on Giran Square! But he won't come alone! Cursed Nuns and Berserkers will come and try to kill him, so it's our duty to protect Jack O'Lantern! Every time 10 minutes prior to event start, you will see system message informing you about it! So don't waste any time and head to Giran! Talk to Jack O'Lantern and get from him an Evil cutter Equip it and you will get skill Holy attack. Use this skill to kill all enemies! You will need to use the skill 5 times to defeat each Cursed Nun, and 20 for the Berserker! Do not let enemies attack Jack O'Lantern! He can only take 50 hits! If he will be killed, the mission will fail and no reward will be granted, so you will have to try again in 3 hours. But if all the Evil will be defeated, Jack O'Lantern will reward you! Talk to him within 5 minutes after all enemies are defeated, and receive 10 Blood Coins + 1 Nun's Gift Box + a chance to get cosmetic Halloween themed items listed below. Blood Coins can be exchanged for Holiday themed cosmetic items at a standard Jack O'Lantern NPC, which is only appear at night time. You can get following items: including New Halloween Sigil, that will transform you into a Vampire for 1 hour once every 6 hours And will allow you to teleport to Cemetery every 1 hour by using Teleport to Cemetery Skill Event duration: 20.10.2025 - 17.11.2025 NPCs will stay till 21.11.2025 In order to see Event NPCs and items, Client update is required! Enjoy your game on L2Classic.club! Sincerely, Classic Team
    1 point
  43. Calculation is here! merenda - 4 CoL CraftForVodka - 98 CoL GhostDenzoTV - 18 CoL Plus, 2 active streamers, CraftForVodka and GhostDenzoTV will get additional 100 CoL! IMPORTANT! If during the calculation we can not see your videos because they are hidden or any restrictions are applied, there will be no recalculation after calculation results are posted! You need to make sure your content is available for the check before! Streams, which were not announced in your topic as required are not being counted! AFK time on streams is being removed from overall streams time. And if a single stream has a significant AFK time in it, that stream is not being counted at all! Fishing considered AFK! To claim CoLs, 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 27.10.2025
    1 point
  44. 🎉Celebrating 10 Years of Adventure – Happy Anniversary to Our L2Classic.club!🎉 Ten years ago, our journey began with the Talking Island server - a humble beginning that sparked a world of endless adventure, challenge, and community. From that moment, our story unfolded through countless updates, epic battles, and unforgettable memories shared among players who made this project truly special. Through the years, we’ve seen rises and falls, moments of triumph and times of rebuilding. Yet with every challenge, we grew stronger - evolving, adapting, and continuing to create a world where passion and dedication never fade. On 14.01.2023, we opened the gates of Dion, marking another milestone in our legacy - a new land, a new story, and a new chapter for both veterans and newcomers alike. Today, as we celebrate a decade of L2Classic.club, we honor every adventurer who has walked this path with us. Your loyalty, courage, and love for the game are what keep this world alive. This anniversary isn’t just about looking back - it’s about looking forward. The journey is far from over. There are new challenges ahead, new horizons to reach, and new legends waiting to be born. Together, we will continue to grow, evolve, and make history once more. Here’s to the past, the present, and the future of our L2Classic.club world. May the spirit of adventure guide us for many more years to come!⚔️💫 Find Emmy NPC in every town and get your Anniversary gift! But don't delay it too much! Emmy will stay till 27.10.2025 maintenance! And join our Discord channel if you haven't yet! Anniversary Giveaways with great prizes are coming!
    1 point
  45. After completing the 3rd class transfer, certain skills require a 3rd Class Skill Book to learn. Currently, these books can be obtained in the following ways: Exchanging Olympiad Marks received from participating in Olympiad battles. Random drops from certain Raid Bosses. Exchanging a specific item called Magical Tablet for a chosen skill book. However, the first two methods provide random 3rd class skill books, which means that in many cases, players receive books they cannot use. While the third method allows selecting the desired book, the required Magical Tablet is extremely expensive — as a result, learning a specific skill can cost over 200kk adena. Therefore, I would like to kindly suggest introducing a Skill Book Exchange System that allows players to trade in unnecessary books for the ones they actually need. For example: If players could exchange two unwanted 3rd class skill books for one desired book, it would help balance the market by consuming the excess books from less popular classes and making it easier to obtain the more demanded ones. Recently, the drop rate of 2nd class skill books was increased, making them much easier to obtain. However, 3rd class skill books are still quite difficult to acquire, and many players are struggling because of this. I believe such an exchange system would greatly improve balance and convenience for all players.
    1 point
  46. 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
  47. MY NIGGAS YOU DID IT FAINALLY I AM PROUD !!!!!!
    1 point
  48. Question about rates: Is it x3 compared to official rates from ru or x3 in general? Reason I ask is that on RU its already x3 (not quite x3 but almost) since people can use shots while PVE. Is this going to be x3 of that rate or x3 of 1/6 which is 1/2 overall? Basically what I mean is that if its x3 based on RU client it would be 1/2 * 3 which is 3/2 rates, if its x3 based on original rates it would just be 1/2. (Approximation, not sure what the current rate is on RU but I know they increased it) Question about premium: Any news on this? Whats going to be included and/or how much its going to cost?
    1 point
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