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Lineage 2 Ertheia - Patch Notes 13.1 ⚠️ Update Notice: - Please use the updater once before logging in.
New Features & Enhancements
Dragon Shirt is now augmentable.
Dragon Leather Shirt is now augmentable.
Starter Items Overhaul
Improved Starter Items for new players (No Time Limit).
Superior Jewels added to starter packs.
Dragon Shirt included for new players.
Venir Talisman Level 24 added to starter packs.
Starter items now have no grade penalty.
Starter gear enchantment limits set to +16/20.
Gameplay Adjustments
Weapon Grade Penalty has been reactivated.
Enjoy the new updates and enhancements! See you in-game!
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Lineage 2 Ertheia - Patch Notes 13.0
⚠️ Update Notice:
- Please use the updater once before logging in.
Fixes and Improvements
- Furious Slasher: Now correctly transforms the equipped weapon mechanism into a Polearm. Preview
- Black Pool: Now properly absorbs HP.
- Compound System Fixes:
- Fixed several issues with item combinations, retry attempts, and window behavior.
- Trade & Item Appearance Fixes:
- NPC traders now preserve item appearances correctly.
- Class Restrictions:
- All classes can now equip dual daggers (retail-like).
- Fixes:
- Character Status Window refresh issues resolved after adding an ability.
- Corrected display of request names.
- XP/SP Penalty:
- Increased level difference penalty to 30.
Black pool absorb hp part added
Fixed a bug where closing the Compound window would trigger an enchant failure sound.
Fixed a bug where putting an item in the Compound window after a re-try would sometimes result in an invalid combination.
Fixed a bug where putting an item in the Compound window in the 2nd slot would result in invalid combinations.
Fixed a bug where compounding would not delete the second item upon combination failure.
Fixed a bug where compound window would randomly close upon compound failure. #2
Fixed a bug where the request accepted would show requestor name to requestor instead of the player name which accepted.
Npc traders and upgrade now correctly passes up item appearances, appearances will not be lost at upgrades or changes at npc
Any class can now wear dual daggers (removed the restriction, retail like).
Fixed a bug where ExShowCropInfo packet was not working.
Fixed an issue where the Character Status Window would not properly refresh when resetting Ability Points.
Penalty for XP/SP level difference increased to 30
- Amber System:
- Amber is now enchantable via Scroll: Enchant Amber and can be compounded into Natural Yellow Amber and further into Natural Blue Amber.
- Item Availability:
- New items available from the Dimensional Merchant and scroll shop.
- Superior Jewels now cost reduced.
L-Grade Orbs System
New L-grade Orbs can now be equipped in the jewel slots. Below is a detailed table for each orb type:
Orb |
Description |
Effects / Skills |
Orb of Fire |
Harnesses the power of Ruby, Sapphire, Diamond, and Pearl. |
+23% Soulshot/Spiritshot/Beast Soulshot/Blessed Spiritshot damage
+25% Physical Attack; +30% Magical Attack
+6690 Physical Defense; +4210 Magical Defense
-20% received critical damage; +15% P./M. Defense
Does not stack with effects from similar jewels.
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Orb of Water |
Embodies the power of Red Cat's Eye and Blue Cat's Eye. |
+25% Critical Damage for basic attacks and skills
+10% overall attack power
Does not stack with effects from similar jewels.
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Orb of Air |
Contains the power of Garnet, Aquamarine, Vital Stone, and Tanzanite. |
15% chance to recover 180 MP when using skills
In PvP, removes Confusion (Stun) and Obstruction (Silence) on hit
-5% skill cooldown, +20% Max HP/MP, +35% Debuff Resistance
+25% Damage Reflection Resistance, +70% Vitality bonus, +15% acquired XP, -20% Vitality Consumption
Does not stack with effects from similar jewels.
|
Orb of Earth |
Combines the power of Obsidian, Opal, Emerald, and Topaz. |
+300 Attribute Attack/Resistance; +7 to all stats
+40% Skill Mastery Rate; +15% Physical/Magical Defense
-18% received PvP damage; cancels enemy target on hit
Does not stack with effects from similar jewels.
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Orb of Elements |
(30-day duration) Utilizes the power of all elemental orbs. |
When equipped in the brooch slot: +10% overall damage; +30% acquired XP/SP; -10% received damage
Does not stack with any other jewel effects.
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— The effects of Ruby, Sapphire, Diamond, and Pearl do not stack with the effects of the Orb of Fire.
— The effects of Red Cat's Eye and Blue Cat's Eye do not stack with the effects of the Orb of Water.
— The effects of Aquamarine, Garnet, Vital Stone, and Tanzanite do not stack with the effects of the Orb of Air.
— The effects of Obsidian, Opal, Emerald, and Topaz do not stack with the effects of the Orb of Earth.
— The effects of the overseas jewels Amethyst and Cat's Eye are not involved in the new orbs. These jewels can still be equipped in the remaining slots and used in conjunction with orbs.
🪄 Amber Enchantment System
✨ Artificial Amber Enchant Bonuses
Enchant Level |
M. Def. Bonus |
Resistance Bonus |
Weapon P./M. Atk. |
Armor P. Def. |
Accessory M. Def. |
+1 |
+2 |
+1 |
+65 |
+5 |
+5 |
+5 |
+14 |
+5 |
+125 |
+25 |
+25 |
+10 |
+42 |
+10 |
+200 |
+50 |
+50 |
Natural Amber Enchant Bonuses
Amber Type |
Max M. Def. |
Max Resistance Bonus |
Max Weapon P./M. Atk. |
Max Armor P. Def. |
Max Accessory M. Def. |
Yellow |
+42 |
+20 |
+250 |
+65 |
+65 |
Blue |
+42 |
+30 |
+300 |
+75 |
+75 |
Notes:
- Enchanting Amber may reset it back to +0 upon failure.
- Higher-tier Ambers provide better enchantment effects.
Enjoy the new updates and have fun in Lineage 2 Ertheia!
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« Last post by necrins on February 26, 2025, 08:41:43 AM »
With respect to the first, in the official they show more statistics and they can also become negative, expressing more resistance, but as they are shown here in the whoami we only see the critical resist section and then the chance of receiving a critical, which implies that if we have more like we are in the resistance section we have a greater probability of resisting receiving that critical or that's how I understood it because other elements that claim to reduce the probability of you receiving a critical increase this statistic and do not decrease it. For example, the Fantasia Harmony level 2 buff says Received P/M critical rate -25% and what it does is increase that statistic just like what happens when you have a jewel with the argument all received critical rate -7% increases the value of P.critical chance / P.skill critical chance and M.critical chance, if it is as you say then all these things are wrong just like other skills like the storm screamer that in dark its elemental burst that says it increases the m.skill critical rate received and what it does is to reduce that stat. https://gyazo.com/33818da19f13aea8408abcb6d32ef23bhttps://gyazo.com/2243f819337f38cf8787269381fa27e6Regarding the second, it is not a perma debuff, the target can resist the debuff, you do not have a 100% chance of applying it and those mobs do not have any resistance, it was only so that it was clearly seen that you do not have to wait 10s to have the possibility of applying it again, it is not a stun, so mesmerize is not applied, it would work like the iss skill freezin flame on this server
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Good afternoon.
1) The feoh soulhound misapplies the void destruction skill debuff
It must lower that statistic by 5%, not increase it, the debuff makes the target have a 5% greater chance of receiving a magical critical.
https://gyazo.com/1fa71cc6639a00a56be59848523957ab https://gyazo.com/f381a142e334e23d8570b5979e09cf0b
2) The feoh soulhound and the storm screamer must apply the debuff of lowering magic resistance by 25% in the dark position, but without having an internal CD like gloom and it also benefits from the mastery, I attach a video from the official server.
https://www.youtube.com/watch?v=o7CuBv6QPHI
Thank you very much for your attention.
you misunderstand the stat. The chance to recieve a magical critical attack is increased, it means you have a higher chance to get a magical critical hit. if it lowered it, you would have a lower chance to recieve a magical critical hit The skill INCREASES the chance for you to receive a critical magical hit. 2. added a middle ground for 2 for now, perma debuff should not be possible in l2.
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« Last post by necrins on February 25, 2025, 07:56:30 PM »
Good afternoon. 1) The feoh soulhound misapplies the void destruction skill debuff It must lower that statistic by 5%, not increase it, the debuff makes the target have a 5% greater chance of receiving a magical critical. https://gyazo.com/1fa71cc6639a00a56be59848523957abhttps://gyazo.com/f381a142e334e23d8570b5979e09cf0b2) The feoh soulhound and the storm screamer must apply the debuff of lowering magic resistance by 25% in the dark position, but without having an internal CD like gloom and it also benefits from the mastery, I attach a video from the official server. https://www.youtube.com/watch?v=o7CuBv6QPHIThank you very much for your attention.
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Crafting Adjustments Angel Necklace – Updated crafting recipe requirements. Angel Earring – Updated crafting recipe requirements. Angel Ring – Updated crafting recipe requirements. Item & Skill Adjustments Guardian Focus Shield – Now provides resistance to P. Skill Critical Damage. Wave Barrier – Now also reflects damage upon activation. Fixes & Optimizations Residence Exposure – Corrected bonuses to match intended values.
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« Last post by necrins on February 21, 2025, 03:04:39 PM »
Shield Wave: Attacks nearby enemies with 30303 power and inflicts stun on them for 5 sec. Activate the Wave barrier effect for 10 sec., relfecting some of the received damage back to the enemy. Requires a shield. The Wave Barrier effect sometimes does not activate when you use the skill and should activate whenever you use it. https://www.youtube.com/watch?v=b-rI3DmkZrA
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Key Differences Shot Multiplier Impact: Physical: Soulshots multiply the entire (pAtk + power) term directly (e.g., 2.0x for soulshotPower = 100). Magical: Spiritshots affect damage via the square root (sqrt(shotPower)), resulting in a smaller boost (e.g., 1.414x for spiritshotPower = 100). Stat Integration: Physical: pAtk and power are summed before scaling, treating the skill power as an additive boost to base attack. Magical: power is multiplied separately, and mAtk is scaled by its square root, reflecting a different balance approach. Scaling Constants: Physical uses a lower multiplier , while magical uses a higher one. These constants adjust the overall damage output and are likely tuned for game balance.
Conclusion Physical Damage: shotPower * (pAtk + power) * x / pdef Uses pAtk, with soulshots providing a direct multiplier (e.g., 2x for soulshotPower = 100). Magical Damage: xy * power * Math.sqrt(shotPower * mAtk) / mdef Uses mAtk, with spiritshots providing a square root multiplier (e.g., 1.414x for spiritshotPower = 100).
Dual Weapons have a higher base modifier for soulshots
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« Last post by Amduscias on February 20, 2025, 10:30:29 PM »
Issue still not fixed even after todays update
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