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
| Skill | Class | Level | What it does |
|---|---|---|---|
| Summon Siege Golem | Warsmith | 49 | during sieges only; costs C grade crystals to summon and C grade gemstones every minute to keep |
| Hurricane Assault | Monk | 36 | a chain of blows with fist weapons, needs Force |
| Mass Resurrection | Bishop | 44 | raises nearby clan members |
| Party Recall | Elven Elder | 48 | sends the nearby party to town |
| Heart of Paagrio | Overlord | 44 | faster HP recovery for nearby clan members |
| Pact of Paagrio | Overlord | 40 | puts clan members into berserk for a while |
| Decrease Weight | Elven Oracle | 35 | lowers the weight penalty |
| Provoke | Warlord | 43 | pulls monsters from a wide area |
| Lion Heart | Warrior, Orc Raider | 36 | less chance to be paralyzed, held, put to sleep or stunned |
| Guard Stance | Temple Knight | 43 | more P. Def. and shield block while it uses MP |
| Life Leech | Shillien Knight | 40 | drains the enemy's HP |
| Mana Regeneration | Spellsinger | 40 | faster MP recovery |
| Transfer Pain | Warlock, Necromancer, Elemental Summoner, Phantom Summoner | 56 | part of the damage goes to the servitor |
| Curse Gloom | Necromancer | 52 | lowers 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.