Runes L2 classic what they give. Lineage II Classic - New rune system in Saviors: Zaken update

In the official Russian version of the MMORPG Lineage ii classic a major update to Saviors: Zaken is expected. Along with many other interesting new features and changes, an updated rune system will be added to the game.

The developers shared details about the changes that have occurred in the rune system:

  • All current runes, including the Odala Rune (Crete rate), will remain unchanged;
  • There will still be only one rune slot available;
  • The new runes will only be from 8 to 13 levels, they will have a Super postscript. These are completely different items (id) and passives;
  • Old runes of 8-13 levels can be upgraded to new Super-runes of the same level. For example, Odala's Rune 8 lvl. → Super Rune Odala 8 lvl. This is done by blacksmiths in cities (not by Cousteau), an upgrade requires an old rune + 8 A gems + 24.900.000 adena. This is an upgrade of an item for an item that has not already been inserted;
  • The inserted effects will not change in any way;
  • New super runes can be obtained ONLY by upgrading old ones. They will not be in the drop, and nowhere else;
  • Old runes will also drop from the same raid bosses in the same quantities.
The Saviors: Zaken update will be installed on Lineage II Classic Russian servers in late March - early April 2017.

You can compare the new runes with the previous ones and discuss their properties in

When the orcs ruled over the entire continent, and possessed all of Elmore, they built the Rune, which became their capital. But when the hordes of orcs fell under the onslaught of the alliance of Elves and Men, the city forever passed to the Men.

The city is divided into 3 parts. The castle-like structure is divided into upper and lower floors. The upper floor houses the Clan Halls and the Temple of Einhasad, while the lower one houses the Library of Sages and the Training Camp. There is also a part that was recently built. It is a place run by merchants and Dwarves, and has Trading Stalls, a Forge and a Warehouse.

It was formerly a small, peaceful village ruled by the Von Hellmann family. Mostly hunters and woodcutters lived there. But one day the ruler of the Rune dragged the inhabitants into an uprising, where almost all of them were killed. The von Hellmann were aristocrats who ruled the estates in the eastern part of Runa. They received power for their outstanding services in the war with Aden. But during the uprising they were also killed. Now the mere mention of their name can cost lives. According to legend, the von Hellmann family evolved into blood-drinking creatures that roam the forest.

- pasture in the north of the city. Vicious creatures such as kookaburras, cougar and buffalo live there. They say that the Farm was created under some kind of military program, and was funded by the government. Raising wild animals is not as easy as it might seem. In the end, the military shut down this project. Funding stopped and everyone left the farm, except for a few of the most stubborn, who, apparently, cannot live without this work - breeding wild animals.

Since ancient times it has been a sacred place. The sages of the Temple of Einhasad are buried here, and this is also the only way to the Monastery of Silence. Rumor has it that recently the Psoglavs began to appear in the Valley of Saints, blocking the road to the monastery.

It was founded by the Order of Saint Solina, a branch of the Temple of Einhasad. Travelers said that a very strict and quiet atmosphere reigns there. Monks rarely talk to outsiders. Since the monastery is located in the wilderness, It is a great place for quiet meditation.

Pagan temple

What is Pagan's Temple?

For the priests of the Rune temple, this is a well-guarded pagan hideout that keeps terrifying secrets, and for us, the C5 is a good place for 73+ exp and just a beautiful location.

Where is Pagance Temple located?

This location is not marked on the map, since most of it is located just under the Rune Castle.

The entrance to Pagans is in the city on the rise to the clan hall zone. This is the right staircase if you go up from the city, and the left one if you go down from the KX or exit the guild building. Go through the gate past Flauron and jump down the gap all the way to the bottom.

Here you have two paths - the guarded entrance to Pagans will be directly located, on the left there will be a long corridor that will lead you back to the Mages Guild (which is convenient if for some reason you want to return to the city on your own, without using soybeans)

What should I do before logging in?

The entrance to Pagans Temple is guarded by the Gatekeeper Zombie. There are 6 of them (not two ^^), they are x8 and hit far and hurt) So I strongly advise you not to "try your luck in a fight with them", but to take the quest from the Eliyah priest in the guild of magicians on the first floor of the Rune temple

The Truth beyond The Gate - Available from Lvl 73.

There is no description of this quest on goch (O.o), so we will briefly describe the meaning of what is happening:

You will be offered neither more nor less to become a decoy human victim. After talking with Eliyah, run to the entrance to Pagans and talk to Priest Flauron. He will give you a Visitor's Mark - permission to enter. With this mark you need to go down to the temple. As soon as you open the front door, the mark will change to Faded Visitor's Mark.

On this the quest is actually over, you don't even need to go back to the priest.

In principle, if you do not plan to walk further than the Anteroom hall, or you have someone to open other doors in the temple, then you can finish here) The security at the entrance will no longer have any complaints against you and you can open the Tample gate - the first door to Pagans ...

Thus, having spent exactly one minute once on a conversation with two NPCs, you forever saved yourself and your party members from the hassle with celestials and other nonsense that our foreign friends advised

Through the Gate Once More - available from lvl 73

There is no description of this quest on the gohe either (O.O) so again I tell you here:

Flauron will send you to Forest of the Dead for 10 Necromancer's Hearts. They are stuffed with Bone Animator, Bone Slayer, Scull Animator - they fall from almost everyone.

Bring them to Flauron and get Pagans Mark and 10 Anterooms key.

With this brand you will be able to open the Chapel Door (Anterooms keys are not suitable for this!)

How does the Pagance Temple work?

entrance

We have already described the actual entrance to the temple above. To this description can only be added that the entire area from the stairs to the Triol "s Mirror is a peaceful zone, that is, a city.

To enter the temple, you just need to click on the Triol "s Mirror, which stands in the room with the guards on the right (you don't need to talk to him as with a regular GC, to the joy of extreme people running to Pagans without a quest). On the back side, the mirror is also clickable - you will be taken back to the guarded room.

After teleporting inside, you find yourself in a long corridor leading to the Tample Gate.

This is already General Filds in case you want to fight;)

If you have a quest - the right statue by the door will open the entrance for you. If not, use unlock (this door is also opened by the gatekeeper from the back side)

Behind the door there will be a large hallway with doors to Anteroom. In the lobby there are 6 (not four ^^) non-aggressive social undead x4 (and they are not in the corners, but as necessary). They are needed mainly in order to get anteroom keys, since they have a very slow respawn and it is unlikely that they will be able to swing on them. Chapel Door is located on the opposite side of the hall (it can be opened in the same way - with the right gatekeeper or unlock)

Anteroom is a double row of interconnected rooms. They are separated from the main hall by a door that opens with anteroom's keys (I have never seen a case that they did not work) or an unlock (if you really want to use Silent move in a half-empty room with non-aggressive mobs - have fun on your health, on opening doors will not affect in any way ^^)

These rooms are separated from the hall by doors, and from each other and from the second row of rooms - by Penance Guards (undead, x1 / 2). They don't move. but they will be aggressive if you come close to them (regardless of whether you have a quest or not, and invisibility does not bother them either)

Actually, it is for these rooms that there is a limit on the number of characters - if there are six or more of you, then when the mobs are aggroed one or more people will be thrown back into the hall.

There are no mobs in the corridors of the side rooms (between the door and the room), in the corridors of the corner rooms there can be 1 to 3 zombies - also non-aggressive and social

The mobs in these rooms have a very funny system of aggression - they have a ringleader: Triols Layperson - humanoids x5. As long as this mob is alive and in the room, all the mobs in the room are its minions and will attack you with a whole bunch. But if you take him out the door to the hall and leave him there, then only two aggressive mobs will remain in the room and it will become much easier to expat there (until someone in the hall lets Triol back in or kills him). A triol pulled further than 4 tiles from the door will teleport back to the room

You can't get out of the second row of rooms in the Triol, and there are three of them. So there it is better to try to kill him immediately after spawning.

You can swing in Anterum in principle with any pack - magician, bow, miles, with the appropriate support. Bysshe and HER are swinging solo.

Behind the Chapel Door (opens with an unlock or the right statue of the Civil Code, on the reverse side the GC can also be opened) begins a wide corridor, on the sides of which are the entrances to the Chapel rooms itself. Normally, this corridor is empty, but when RB respawns, it fills up with mobs.

Chapel Room is also a double row of rooms (14 rooms in total, if I'm not mistaken), separated from each other and from the corridor not by doors, but by Chapel Guards (undead, x1 / 2) They also do not move, but they will aggro if you come close and shoot fire (quite far and painful). The guards are not social with the mobs in the room.

I'm not sure if there is a limit on the number of members in the group.

In the room there are 3 humanoids (Triol's Priest with two Believers) and 4-6 undeads. If you kill a priest, the belivers disappear rather quickly, and vice versa - if you kill the belivers, then the priest will no longer summon new ones. Mobs have a fairly large radius of aggression and, on occasion, can really come running from the next room.

You can also swing any pack without any problems. Healer is desirable. It's better not for Bishu (EE) to go solo here - the same 6 undeads as in the anterum, only you butcher Priest to stick it.

At the end of the corridor in the Chapel, there is a Door of Darkness on both sides. Unlocked by either unlock or Key of Darkness (dropped from Triol's Priest)

Darkness rooms are a series of rooms separated from each other by corridors (this time without guards). There are two huge halls, divided into parts only by partitions, and here you can rake in such a crowd that it will not seem a little. You can train here, but with a certain skill - half of the mobs will not run after the puller, but will stupidly drain it, so you need to quickly run around some corner

The overhead line was swinging in the central room under svs / bd / cooking)

The closer to the balcony, the fewer undead monsters and more humanoid priest (x4-x5). All the same dark attacks, plus bleed and drain. When the RB respawns, columns appear in the rooms that throw a mass bleed (rather weak)

A full group of 9 people can be exported. Healer must-have. SHS is very desirable. With a small DPS of the group, it is also useful to have someone who will keep the mobs in a slip - otherwise the drain will torture you.

From the central room of the Darkness there are two lifts to the balcony. And on the balcony itself there is an altar itself with a huge statue, visible from the chapel hall and RB Andreas Van Halter (87 lvl if you believe the map in the game and 80 lvl if you believe l2wh). Resp the boss for about a day. Drop according to l2wh - EAC, pieces for MA robes and Demon Circlet.

In normal times, the entire space of the balcony is empty, but when the RB respawns, the balcony is also filled with mobs (many x1 / 4 and several x4). Presumably, they all need to be killed in order for the inner doors to the altar to the RB to open.

When inside someone is farming RB, the climbs to the balcony from the darkness are closed by the doors of the Altar Entrance, which cannot be unlocked (unsuitable terms). The assumption that these doors open at some specific game time has not been confirmed.

How to survive in Pagan Temple?

Take a bishop with you!)))

Seriously though:

All mobs in Pagan have viknes for sacred attacks, resistance to dark attacks and use dark attacks themselves. Thus, it is logical to assume that you need a dark resist in armor and a holi attribute in a veapone. However, all this is not a prerequisite for an exp in Pagan, even in the darkness. The standard set of resist buffs and dance songs is enough. It is better for DD to follow the precautions usual for expo sites with aggressive group mobs. Healers - watch out for debuffs carefully (but in fact, these are the usual rules of survival on any EXP, anywhere.)

The only thing that will make life much easier for everyone, from you to the healer, is a normal bij by grade, but in this case, just a safe enchant is enough.

Why visit Pagan Temple.

Because you need to swing somewhere) In addition, this location is convenient for those who have a clan hall in Rune.

The quest in MoS is much more successful in terms of reward (you must agree that getting EAC for 400 items is easier than for 2k). LS 76s fall much better in Hiro Rift. The rest of the list of drops from the prize guide, frankly, is not very clear where it came from.

Experience Rune 50%

XP Rune III (Lv1-99) 50%

Experience Rune 50%

  • An ancient rune containing mystical power. If you store it in your inventory, it increases the experience gained by 50%. The remaining time is consumed even if you are not in the game. Cannot be exchanged / dropped.

Rune of XP 50%

  • Ancient characters which bestow a mysterious ability if stored in the inventory. Increases acquired XP by 50%. The remaining time decreases even when not playing. Cannot be exchanged or dropped.

Experience Rune 50% [Valid for 7 days]

  • An ancient rune containing mystical power. If you store it in your inventory, it increases the experience gained by 50%. The remaining time is consumed even if you are not in the game. Cannot be exchanged / dropped.


  • Ancient characters which endow mysterious ability if stored in the inventory. It increases acquired Experience Points by 50%. The remaining period decreases even during log-off state. Cannot be exchanged or dropped.

Rune of Experience Points 50%

Rune of Experience Points 50%

  • Ancient characters which endow mysterious ability if stored in the inventory. It increases acquired Experience Points by 50%. The remaining period decreases even during log-off state. No exchange / drop available.

Rune of Experience Points 50%

  • Ancient characters which endow mysterious ability if stored in the inventory. It increases acquired Experience Points by 50%. The remaining period decreases even during log-off state. No exchange / drop available.