Jump to content
Make sure you know Server Administration contacts! ×
Floran x3 Opening 18.12.2026! ×
L2Classic.Club

Leaderboard

Popular Content

Showing content with the highest reputation since 11/13/25 in all areas

  1. ⚔️ FLORAN — A New Journey Begins! The time has come to reveal the next chapter of L2Classic.club! We are excited to officially announce FLORAN, our upcoming new server, launching on December 18, 2026! Built on our new game files and shaped by months of development, testing, and community discussions, Floran will bring a new experience to the world of Lineage 2 Classic. 📅 Official Launch: December 18, 2026 📜 Server Concept: [Link] 🛡️ Final Open Beta Test: December 4, 2026 Before the official launch, we will hold a short OBT starting on December 4, featuring the planned server settings and configuration. This will be your opportunity to explore and test Floran as it is intended to launch, helping us identify any remaining issues before opening day. More information about the OBT and launch preparations will be shared as the dates approach. FLORAN — A New Journey Begins. See you on December 18! L2Classic.club Team
    5 points
  2. 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
  3. This topic will cover most of the concept idea for the future Floran server, with detailed information on relevant features and links directing you to the respective topics relevant for some of those features. Server rates. - EXP/SP: x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 - SPOIL: Chance x1/Quantity x3 Why x3 exp/sp and x3 drop? On these new files drops and experience are slightly lower than what players are used to on our older servers, so in order to compensate for that, without having to change the loot and exp in a mob by mob basis and risk breaking the intended idea of the official loot options, we opted to increase the global rates in order to bring it up to par with what we usually have. The updates and patches. On Floran, we are following a different approach when it comes to patches and updates. One of the main changes for the new server is how we approach content updates. Until now, we've mostly been playing catch-up. After releasing an update, we'd begin working on the next one. Once development was complete, we'd evaluate the server's current situation, determine whether the planned content still made sense, make any necessary adjustments, and finally release it. This approach worked well for quite some time, but it had its drawbacks. As players began progressing through content faster, or when technically complex updates introduced relatively little new content, we sometimes found ourselves in situations where the server needed fresh content before we were ready to deliver it. This resulted in longer gaps between updates than we would have liked. Patch naming also became increasingly confusing. Alongside official updates, we introduced our own content and smaller internal patches, eventually ending up with version names like "2.0.541+V2.0" — meaningful to us, but not particularly informative for players. Taking all of this into account, we're changing our approach for the new server. Instead of the traditional patch-based progression, we're introducing Content Phases. Each phase will have its own predefined set of content, prepared well in advance. This will allow us to plan progression more effectively, reduce unnecessary delays between content releases, and provide players with a clearer understanding of what's coming next. We already have 10 content phases prepared, giving us a solid foundation to work with from the very beginning. Detailed info for all phases can be found HERE https://l2classic.club/forum/topic/130084-floran-planed-phases/ The global user systems and features. Box limits - Client limits are 1 + 1. You can play in one client per PC for free without any fees or subscriptions, in order to be able to log one extra client on same PC, a premium account is required. Premium account can be purchased in the server shop using Coin of Luck. Any type of tricks or software to overcome the 1 + 1 limitations is subject to punishment according to server rules. Death penalty - Death penalty will have the standard EXP loss on death of 4% with extra effects in game making it possible to lower it such as clan skills, clan wars, special pvp zones with death penalty decrease effects, etc. Death penalty values can and will have special dedicated settings for each of the different situations: - Siege death 2% - Boss death 4% - PVP zone death 0% - PVP death 4% - PK death 2% - World death 4% PK - PK removal options has been changed from the scroll system into a mini quest you can do per day of hunting with the "Sin Eater" agathion, and can reduce from 1 to 3 pks per time. Quest can be picked up from Dark Judge NPC, same NPC where you would buy the pk scrolls before. Class Quests - 1st and 2nd class quests have been removed from the game. In order to progress into the new class, players will have an options to change class when they reach the appropriate level. 3rd class quest is still in the game but has been greatly simplified. Premium account - Premium account can be purchased in the donation shop and will provide players with the following bonuses: - Ability to log +1 client (you can have one client open for free, and this allows you to have a extra one). - 10% SP/XP passive. - 10 global messages per day (starting at level 30). - Durations available at start - 7 days, 15 days and 30 days. On activation the Premium account players will also receive a pack of Wind Walk scrolls containing different amount depending on the premium duration: - 7 days - 10 Wind Walk Scrolls - 15 days - 20 Wind Walk Scrolls - 30 days - 50 Wind Walk Scrolls Premium Account remaining time can be checked using the command .pa_time Premium Account expiration will give information in system chat window at 12h/6h/5h/4h/3h/2h/1h/30min/15min/10min/5min remaining. Offline shop - In order to place an offline shop players will need a Offline Shop Ticket. Offline Shop Ticket can be purchased in the donation shop. - Tickets last for 7 days. - Placing a offline shop does not consume the ticket, ticket only gets consumed at end of its duration. - Max offline shops per PC is 3. - Offline shop duration is 24 hours. To use offline shop, players need to be with their shop set up and while having a Offline Shop Ticket use the command .offline The Epics. From the start of the server there will be available Queen Ant, Orfen and Core, with Baium and Zaken being near future additions, Antharas and Frintezza coming out later on the phases and the inclusion of not so much of epic but also special Lilith and Anakim coming to the game on their own phase bringing to the game the possibilities for players to obtain rare and stronger weapon runes to further empower their weapons. Epic jewels will also progressively have new levels added to them, possible up to level 3 max with it starting on level 1 only and staying there for some phases before it starts progressing. Level 4 epic jewels will not exist. All Epic Boss zones will be a PVP zone. The gear. At server launch players will have access to full C grade and some B grade off pieces, with passing of phases new gear tiers will be added slowly. So far in the plans the max gear tier is S grade, with possibility of some extra additions existing in future if we see players are needing something new to progress their character and together with the community, we decide that a new tier of gear is the right way to go. The levels. Max level will be progressing with phases. As new phases come, level cap will increase. At the start max level will be locked at 65. On phase 2 players will be able to progress up to level 75, phase 3 will bring level 78 cap and third class and so on. Level caps are set up in the phases planning but they might end up being adjusted or delayed if by the time it would be time to increase it, we see that it would create an unbalance in the game politics and war situation, as for example, its time to increase level cap from 80 but one side of the server is ready on level 80 - 99.99% and the other sides are still far away from it, in this situation we might choose to delay slightly the level cap increase, in order to try to keep it competitive. The skills, abilities, items, misc. Here on Classic Club we like to keep our players well informed with all the details and information tailored specifically for our servers, for that reason we have our own database where players can see all information about skills, items, drops, spoils, stats etc etc. You can find our database here https://l2db.club/index.php The map. We plan on having all the road of this server running in the original classic map without adding new areas that might feel they don't belong. For the phases we have ready to go for the next at least 3 years, we will be opening the new higher zones as the phases progress with the phase one having Dragon valley and Lair of Antharas as the main end game regions, and with later phases bringing new higher level zones such as Tower of insolence, Forgotten Island, Devil's Island, Varka and Ketra, all the way to Imperial Tomb. Our planned phases so far will cover the territories from the starter towns to Gludin, Gludio, Dion, Oren, Giran, Aden, and Goddard. The Clans. Clans will have 10 levels, with higher levels increasing amount of players allowed in a clan and clan skills available. The clans will level up using clan experience system, and a clan can gain experience from activities done by their members, like levelling, missions etc. Clans will have certain clan skills available for them, some of them can be purchased with Adena, some others need Adena and CRPs (clan reputation points), while others need a new item called Blood Crystal that can be obtained by hunting certain monsters. All clan skills available can be found here: https://l2db.club/?show=skills&type=clan make sure to select the correct server on server selection. The Clan Halls. Clan Halls will be available from the start with a certain delay implemented on the auctions. For example, server opens now and next auction is in 4 weeks, so all clans can work around their ways to gather enough Adena to bid for them. From start there will be the main Clan Halls in the cities, with some temporary Clan Halls being released later, and then with each new city being released, those new cities will also have their own Clan Halls available. Clan Hall biding values will be increase by 10x: - Gludio, Dion and Floran - 50kk - Giran, Aden - 100kk Clan Hall maintenance prices will be increased by 50%, and slightly increased overtime to prevent inactive clans keeping them indefinitely. The custom changes. Epic fragments - Epic bosses will drop fragments from the start. We want players to be compensated by slaying an Epic boss, and as we know, it gets to a point of the game where the loot is not the main attraction and only thing that matter is the Epic jewel. We want players to feel rewarded when they camp and kill an Epic boss, even if Epic jewel doesn't drop they can now work up to an Epic jewel making it so their time investment was not completely wasted. Weapon runes - As mentioned in one of the dev spotlights, we will be using the old rune system (classic 2.0) instead of the updated one added by NCSoft in the most recent patches. Its in our opinion that the old system leaves more room for options, decisions, playstyles etc when comparing it to the new one where there is way less choice. These runes will be somewhat obtainable from more and more places as the phases progress to make it slowly more available for everyone. At the start, these Runes will be possible to get from Clan arena only, then with time and phases passing, end up being added to epics, bosses, and maybe even Olympiad and classic coins. Main idea is, slightly rare and exclusive at start, and as time goes by, become more and more available. They will not exist on start, and will only become available when Clan Arena becomes available. CLAN ARENA INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129065-dev-spotlight-clan-system-clan-arena/ Sieges - Sieges will be running on old school original system with all castles available from the start being siegeable (Gludio, Dion, Oren, Giran) and with Aden castle coming in later in the phases after Aden town is revealed. All castle related guards will be lvl 75 at the start, with possibility of level increase with time to keep them relevant and up to players level. Olympiads - Olympiads will not be on from the start of the server, they will be enabled in later phases. All info about our Olympiad system can be found here https://l2classic.club/forum/topic/130080-dev-spotlight-olympiad-system-revamped-version/ Blood crystals - Replacement for Proof of Blood. For clan skills, instead of Proof of Blood players will now use Blood Crystals. These items will still drop from mobs, and will no longer be something you use once to learn skills and then forget about it, some of the big active clan skills will require these items to use. We will be keeping an eye on the influx and consumption of these items, adding them to more mobs and higher level mobs if we see it starting to become a problem due to level restrictions or zone restrictions of where they can be obtained. Class quests - 1st and 2nd class change quests removed, to change class you only need appropriate level and a option will be available to you to pick the class. 3rd class quest been drastically reduced. Daily Coins - Daily coins delivery in this version will be working in a different way. We were not pleased with how the older system did it by players just logging in, staying in game for 30 minutes and collecting a box at the end of the 30 minutes without doing anything at all. For this reason in this new version Daily Coins will be linked to the Daily Missions, where players will be able to get Daily Coins as a reward for certain activities like hunting a certain amount of monsters. Dimensional Dungeon (Dungeon of Abyss) - Dimensional dungeon will not be available from the start as we wont have Aden town at the beginning, it will come out together with Aden town as a little boost for the ones who are taking longer on their journey or joined the server later. User Interface - These new client files came together with big improvements and visual changes to the user interface, altho as most of our community seems to be more connected to a more vintage old style interface, we tried to pull back the old sections of the interface that do not have a major function connected to any of the new systems available, in order to maintain the more classical look and feel. The systems. Attendance system - A system that rewards the active players with little helpful items every day. ATTENDANCE SYSTEM INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129054-dev-spotlight-attendance-system/ Global ranking system - The global ranking system 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. GLOBAL RANKING SYSTEM INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129118-dev-spotlight-global-ranking-system/ Enchanting pity system - When failing a enchant players have chance to receive Enhancement Stones. Gather some of this stones to trade for a enchant scroll. Clan Arena - Clan arena is a clan content system where players can participate with other clan members to battle a gauntlet of bosses with multiple levels. CLAN ARENA INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129065-dev-spotlight-clan-system-clan-arena/ Achievment system - A systems that give extra rewards to players by achieving a new level, we kept this system from future versions of the game. Altho we do understand some of the items on the default rewards are not well suited for a fresh opening in a hardcore scene, therefore some of the rewards have been tweaked down and changed to not be so impactful and to not contain major EXP boosts, and to better fit the vision we have for this fresh start, with most of the rewards being centred around consumables, some exp scrolls, daily coins, and some supportive scrolls to help on the adventure. Fishing system - Fishing itself will work the usual way, player arrives to fishing allowed spot, equips rod and bait and can press the prompt button to start the fishing process. There will be 2 different types of baits: - Normal Bait - Allows player to fish only Blue Mackerel and Fresh Blue Mackerel. - Silver Bait - Allows player to fish Whale and Recipes of Stews. Fishing Stews Recipes are a common craft item that can be learned by everyone, uses fishes to produce stews, and by crafting the first levels of stews you have a chance of unlocking next levels of stews. You can no longer buy fishing stews from fishing NPC. Classic coin system - Classic coin is a new currency added to the game and will work alongside Adena. They both can be obtained by hunting monsters. The main differences between the 2 is the fact that Classic coins will not be as common as Adena, and the fact that Classic coins are not tradable among characters allowing for a more detailed shop for certain items that can be tailored as we need and kept in check by the availability of the same Classic coins. With limitations of Classic coins we can also create a world where players that play 2 hours per day and players that play 10 hours per day will have access to the same amount of specific items cuz we can specify the amount of Classic coins that can be obtained per day or per time etc. The donation shop. Donation on this server as on all the Classic Club servers, with exclusion of premium account and offline ticket will be composed mostly by cosmetic items like hair accessories, agathions, mounts (only available for 3rd class characters who already earned their class mount by doing their quest), cloaks and so on, without any items with interference on gameplay. Donation shop will be displayed in the same shop interface of Classic coin system. Sincerely, Classic Team
    4 points
  4. 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
  5. 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
  6. 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
  7. 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
  8. Do we have to start all over with new chars, or do we keep the chars we have, with all the items and gear, etc?
    3 points
  9. 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
  10. 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
  11. 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
  12. 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
  13. We have been closely following your feedback and noticed that some of you were not entirely satisfied with Client's updated interface. Taking your feedback into consideration, we have made several adjustments to improve the overall experience and bring back some of the familiar elements of the previous client. Some of these changes will apply to both UI versions, while others will be part of an Old-Style UI option, which you will be able to select when updating your client. General Changes (Both UI Versions) Right-Side Panel Removed – All previously available functions have been moved to the General Menu. Teleport Button Removed – The button and its associated F shortcut have been disabled. Please note that client modifications will not restore this functionality, as it has also been disabled server-side. Additional Hotbar – A 5th hotbar row has been added. Experience Bar – The EXP bar has been added to the Character Status bar. Old-Style UI Changes Character Status Window – Restored to its previous design. Clan Window – Restored to its previous design. Clan Experience Bar – Added to the classic Clan Window. Character Appearance Preview – The button and window displaying the character's visual appearance have been removed from the Inventory. Hotbar Background – The original background has been restored to the Hotbar panel. Old-Style UI in one picture: Further Improvements These adjustments are not necessarily final. We will continue monitoring your feedback and may introduce additional changes in the future. Thank you for sharing your opinions and helping us make the client experience better for everyone!
    2 points
  14. This looks great overall. Specific questions based on the suggestions made on Discord during OBT: Songs/Dances to remain 5mins? Has Offline fishing been considered as an option?
    2 points
  15. Hello. On new server - you will need to create new char and start from 0. But there also will be TI/Dion merge a bit later where you will have access to new contect from chars you already have.
    2 points
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 🌿✨ 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
  23. 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
  24. 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
  25. 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
  26. ❤️ 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
  27. Hello. You can test it out: https://l2classic.club/forum/topic/130023-new-files-open-beta-test-information/ ( Note: OBT with server setup for Floran start will be only on December 4th, currently we were testing issues with new files there, so it's not reprasanting what systems will be there or how server will be set up for Floran server ).
    1 point
  28. Additional Suggestions and Points of Clarification 1. EXP Boosts – More Clarification Needed I would also like to understand better how the EXP Boosts are supposed to work. The roadmap mentions: Phase 1: Minimal EXP Boosts. Phase 2: Medium EXP Boosts up to level 64 / Minimal above level 65. However, it would be helpful to clarify exactly what this means. Are we talking about consumable items, temporary buffs, event bonuses, special catch-up mechanics or something else? How frequently will they be available, and how much additional EXP will they provide? Personally, I don't think introducing EXP Boosts from the very beginning is a good idea. The server should have some time to establish its natural progression and economy before introducing additional leveling advantages. I would rather see the progressive EXP rates doing most of the work, with catch-up mechanics introduced gradually and only when there is an actual need to help players who are falling behind. 2. Progressive EXP Rates As previously suggested, I believe a progressive EXP rate system would be a better solution than maintaining the same multiplier throughout the entire level range. For example: Phase 1 – Level Cap 65 Level 1–60: x3 EXP/SP Level 60–62: x2 EXP/SP Level 62–65: x1 EXP/SP Phase 2 – Level Cap 75 Level 1–70: x3 EXP/SP Level 70–73: x2 EXP/SP Level 73–75: x1 EXP/SP The brackets could progressively move forward with each new phase. This would prevent players from getting stuck or demotivated by excessive grinding, especially considering that most players already know the most efficient leveling routes, farming spots and strategies. The goal should be to make catching up accessible while keeping the current level cap challenging to reach. 3. Zaken Jewel Progression – Phase 6 Regarding Phase 6 – The Land Dragon (September 2028), I believe Zaken Level 2 should already be available by this point. It doesn't make much sense to introduce Antharas and still have players limited to Zaken Level 1, especially considering that Zaken will have been in the game for approximately a year and a half by then. Epic jewel progression should follow a reasonable timeline. Players should have the opportunity to upgrade older epic jewels as new content and stronger bosses are introduced. On the other hand, I think keeping Level 4 boss jewels out of the game is a very good decision. There is no need to keep increasing jewel levels indefinitely, as this could eventually create unnecessary power creep. 4. Higher-Level Caps – More Gradual Progression I would also suggest a more structured progression for the higher-level caps. After reaching level 80, instead of having larger or less consistent level cap increases, I believe the server should follow a more gradual progression, such as: Level 80 → 82 Level 82 → 84 Level 84 → 86 Level 86 → 88 And so on. This would give each stage of endgame progression more purpose and allow players to gradually develop their characters without making previous level caps feel irrelevant too quickly. It would also make balancing much easier, especially when considering PvP, sieges, Olympiads and the introduction of new regions and equipment. Overall, I believe the roadmap is heading in a good direction. These are mostly suggestions to improve the pacing, avoid unnecessary power creep and ensure that both new players and veterans have meaningful progression throughout the server's lifespan.
    1 point
  29. Players will mindlessly rush bosses and spam res/mass res other way. Had issue with that on Dion. About sieges - you can accept clan war to decrease it by 50%.
    1 point
  30. 5 minutes dances and songs, no offline fishing
    1 point
  31. Lose what? You can still play on the dion and ti. They arent going away, just will be merge into 1 later on.
    1 point
  32. For the Floran server we want to follow a different approach when it comes to updates. We want to prepare everything in advance, and have our community informed of what's to come at any given time. For this reason, we prepared a detailed information topic to show the road ahead for the next years of development when it comes to server settings. Most of it is already prepared and ready to go on the specified dates and times. Instead of dividing the updates by patches that always get confusing version numbers inside of its own patch, we will follow a phase system, it works in the same way as with patches, but it creates a simpler communication about what is what. These phases will come with changes to level caps, regions, catchup mechanics, gear changes, epic bosses changes etc. Please keep in mind, this list does not represent all the patches/changes/updates that will occur during the live development of the server, we will consistently keep working on fixes, changes, minor updates and tweaks as its needed. Nor does it represent the full extent of the server's life, for example, the fact we have 10 phases announced does not mean server will finish by the end of the 10th phase. This is only a rought representation of the plan and vision we have for the server setting for the few years to come that is pratically ready to roll now, during the time this phases will be going on, we will be working on what to come next after this. Also, this represents our plan, but minor things might change when the time comes for the phase to hit, as for example, if its time for new phase to come in with a level cap increase but we see that mostly one of the sides fighting in the big picture has all the max level players while the opposite sides are still not there, we might chose to delay the level cap increase for the sake of balance. Phase 1 - The Beginning. 18.12.2026 LEVEL CAP - 65. RATES - EXP/SP: x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Giran: Dragon Valley, Lair of Antharas. EPICS - Queen Ant: Lvl 40 - Core: Lvl 50 - Orfen: Lvl 50 EPIC JEWELS - Queen Ant: Lvl 1 - Core: Lvl 1 - Orfen: Lvl 1 MAX GEAR AVAILABLE: B Grade EXP BOOSTS: Minimal Phase 2 - The Emperor's Kingdom. March 2027. LEVEL CAP - 75. RATES - EXP/SP: up to Lvl 64 x6 / above Lvl 65 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Aden Territory, NO Tower of Insolence NEW: Clan Arena, Olympiads, Runes, Sieges. Dungeon of Abyss. EPICS - Queen Ant: Lvl 70 - Core: Lvl 70 - Orfen: Lvl 70 EPIC JEWELS - Queen Ant: Lvl 1 - Core: Lvl 1 - Orfen: Lvl 1 MAX GEAR AVAILABLE: B Grade EXP BOOSTS: up to Lvl 64 Medium / Above Lvl 65 Minimal Phase 3 - The Late King. July 2027. LEVEL CAP - 78. RATES - EXP/SP: up to Lvl 74 x6 / above Lvl 75 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Tower of Insolence NEW: Baium, 3rd class. EPICS - Queen Ant: Lvl 75 - Core: Lvl 75 - Orfen: Lvl 75 - Baium: Lvl 78 EPIC JEWELS - Queen Ant: Lvl 2 - Core: Lvl 2 - Orfen: Lvl 2 - Baium: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 74 Medium / above Lvl 75 Minimal Phase 4 - The Pirate King. November 2027. LEVEL CAP - 80. RATES - EXP/SP: up to Lvl 74 x9 / 75 to 77 x6 / above Lvl 78 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Devil's Isle, Giants cave. NEW: Zaken. Weapon Augmentations. EPICS - Queen Ant: Lvl 75 - Core: Lvl 75 - Orfen: Lvl 75 - Baium: Lvl 78 - Zaken: Lvl 80 EPIC JEWELS - Queen Ant: Lvl 2 - Core: Lvl 2 - Orfen: Lvl 2 - Baium: Lvl 1 - Zaken: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 74 High / 75 to 77 Medium / above Lvl 78 Minimal Phase 5 - The Lair of the Land Dragon. April 2028. LEVEL CAP - 82. RATES - EXP/SP: up to Lvl 77 x9 / 78 to 79 x6 / above Lvl 80 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Lair of Antharas Revamped EPICS - Queen Ant: Lvl 75 - Core: Lvl 75 - Orfen: Lvl 75 - Baium: Lvl 78 - Zaken: Lvl 80 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 77 High / 78 to 79 Medium / above Lvl 80 Minimal Phase 6 - The Land Dragon. September 2028. LEVEL CAP - 84. RATES - EXP/SP: up to Lvl 79 x9 / 80 to 81 x6 / above Lvl 82 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Forgotten Island NEW: Antharas. EPICS - Queen Ant: Lvl 80 - Core: Lvl 80 - Orfen: Lvl 80 - Baium: Lvl 82 - Zaken: Lvl 82 - Antharas: Lvl 84 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 1 - Antharas: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 79 High / 80 to 81 Medium / above Lvl 82 Minimal Phase 7 - A New Kingdom. February 2029. LEVEL CAP - 84. RATES - EXP/SP: up to Lvl 81 x9 / above Lvl 82 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Goddard Territory, Ketra/Varka, NO IMPERIAL TOMB EPICS - Queen Ant: Lvl 82 - Core: Lvl 82 - Orfen: Lvl 82 - Baium: Lvl 84 - Zaken: Lvl 84 - Antharas: Lvl 84 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 3 - Zaken: Lvl 2 - Antharas: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 81 High / above Lvl 82 Minimal Phase 8 - A Hidden Power. July 2029. LEVEL CAP - 84. RATES - EXP/SP: up to Lvl 81 x9 / above Lvl 82 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Lilith and Anakim Catacombs/Necropolis NEW: Anakim/Lilith Runes. EPICS - Queen Ant: Lvl 82 - Core: Lvl 82 - Orfen: Lvl 82 - Baium: Lvl 84 - Zaken: Lvl 84 - Antharas: Lvl 84 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 2 - Antharas: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 81 High / above Lvl 82 Minimal Phase 9 - The Last Prince. November 2029. LEVEL CAP - 85. RATES - EXP/SP: up to Lvl 83 x9 / above Lvl 84 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Goddard, IMPERIAL TOMB NEW: S grade. EPICS - Queen Ant: Lvl 82 - Core: Lvl 82 - Orfen: Lvl 82 - Baium: Lvl 84 - Zaken: Lvl 84 - Antharas: Lvl 84 - Frintezza: Lvl 85 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 2 - Antharas: Lvl 2 - Frintezza: Lvl 1 MAX GEAR AVAILABLE: S Grade EXP BOOSTS: up to Lvl 83 High / above Lvl 84 Minimal Phase 10 - The Improved Prison. April 2030. LEVEL CAP - 90. RATES - EXP/SP: up to Lvl 84 x9 / above Lvl 85 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Revamped Tower of Insolence NEW: Tower of Insolence new Raid Bosses. EPICS - Queen Ant: Lvl 85 - Core: Lvl 85 - Orfen: Lvl 85 - Baium: Lvl 85 - Zaken: Lvl 85 - Antharas: Lvl 85 - Frintezza: Lvl 85 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 3 - Zaken: Lvl 3 - Antharas: Lvl 3 - Frintezza: Lvl 3 MAX GEAR AVAILABLE: S Grade EXP BOOSTS: up to Lvl 84 High / above Lvl 85 Minimal
    1 point
  33. TI and Dion are in a very strange state,TI was a hardcore server until someone cried for epics and exp too hard,GM changed something,its boring for hardcore players and still too hard for casuals.first of all,I guess you need to figure out what kind of server you want.when you make some update,will it make hardcore players feel unfair and still hard for casuals? for example,the drop rate of epics was 30%,FI tal was a very rare item.nowadays, for the one who got these items at the beginning,the value has declined,but still hard for casuals,even for new players,the cols is a problem.I think COL should have more functions rather than just being used to open PA.Its expensive for new players to open 8PA per month.
    1 point
  34. 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
  35. As long as all the progress is kept. Chars, gears, inventory etc. then fine. will be looking forward to it :D
    1 point
  36. 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
  37. 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
  38. 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
  39. 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
  40. 🐣 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
  41. 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
  42. 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
  43. Я только начал, актуально предложение клана?
    1 point
  44. 🌟 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
  45. 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
  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
×
×
  • Create New...