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C1 at a glance: Harbingers of War guide

What Chronicle 1, Harbingers of War, changed: new lands, castle sieges, Antharas, tougher monsters, new skills and the weight and enchanting rules it brought.

Chronicle 1, Harbingers of War, was the first big update of Lineage II. This is what it brought, in short.

New lands

Aden territory, the high level heart of the world: Aden Castle and its town, The Giant's Cave, Angel Waterfall, The Forest of Mirrors, The Cemetery and the temple where Shilen is sealed (The Shilen Temple), plus Blazing Swamp and the Tower of Insolence.

Giran region: the lair of Antharas, Hardin’s Academy and Giran Harbor. Oren region: the Bandit Stronghold. Monsters were also added around the Ivory Tower and the town of Oren, and some low level monsters near Talking Island and the elven villages were replaced by stronger ones.

Castle sieges

  • Five castles can be taken: Gludio, Dion, Giran, Oren and Aden. At first NPC clans hold all of them.
  • Any clan of level 4 or higher can own a castle. Lower clans and players without a clan may fight but cannot own it.
  • The castle lord sets the next siege within 24 hours of taking the castle, otherwise it falls two weeks later. Registration closes 24 hours before the siege; defenders need the lord's approval.
  • A siege lasts two hours. On the battlefield there is no karma, death costs only a quarter of the usual experience, and nobody drops items.
  • Attacking clan leaders can build a headquarters (it costs 300 C grade gemstones) to restart beside it. The castle falls when an attacking clan leader engraves the holy relic inside.
  • The lord can hire mercenaries (sword, spear, bow, healer, mage) and sets the tax of the shops in the territory. Aden Castle also collects tax from the other four castles.

Antharas, the Land Dragon

The first great dragon. To enter his lair you need a portal stone, which only characters of level 50 and above can get: start with Gabrielle and the other seal guardians. The entrance is on an underground floor of a dungeon deep in Dragon Valley. Once inside nobody can enter or leave until the dragon or the raid falls.

Monsters

  • Groups of four or five monsters that give more experience and items were added in several hunting grounds.
  • Boss monsters were added in Dion, Giran, Oren and Aden territories and in the orc and dwarf lands: three times the HP of an ordinary monster and three times the drop. See Raid bosses.
  • Monsters move faster (about 10%, about 50% from level 50) and use more skills. Fewer monsters stand in the world, but they come back faster.
  • Monsters killed for a quest give experience and SP but no adena and no items.

New skills

SkillClassLevelWhat it does
Summon Siege GolemWarsmith49during sieges only; costs C grade crystals to summon and C grade gemstones every minute to keep
Hurricane AssaultMonk36a chain of blows with fist weapons, needs Force
Mass ResurrectionBishop44raises nearby clan members
Party RecallElven Elder48sends the nearby party to town
Heart of PaagrioOverlord44faster HP recovery for nearby clan members
Pact of PaagrioOverlord40puts clan members into berserk for a while
Decrease WeightElven Oracle35lowers the weight penalty
ProvokeWarlord43pulls monsters from a wide area
Lion HeartWarrior, Orc Raider36less chance to be paralyzed, held, put to sleep or stunned
Guard StanceTemple Knight43more P. Def. and shield block while it uses MP
Life LeechShillien Knight40drains the enemy's HP
Mana RegenerationSpellsinger40faster MP recovery
Transfer PainWarlock, Necromancer, Elemental Summoner, Phantom Summoner56part of the damage goes to the servitor
Curse GloomNecromancer52lowers the enemy's M. Def.

Every class’s full skill list is on Classes and skills.

Weight, enchanting and other rules

  • CON instead of STR now decides how much you can carry; characters carry about four and a half times more and items weigh about three times more. Over 50% weight you recover HP and MP at half speed, over 66.6% you also move at half speed, over 80% you neither recover nor move.
  • Enchanting got better: from +3 a weapon scroll succeeds twice as often, a successful armor enchant from +3 adds three times the defence, and crystallizing items of +4 and higher gives twice the extra crystals.
  • Stun lasts eight seconds instead of five, but a hit may break it. Some dagger skills land more easily from behind.
  • A character who quits during a fight stays in the game for 15 seconds.