- Messages
- 110
- Reaction score
- 365



Changes | Patch Notes Harbor C1
Once again, welcome to our upcoming Hardcore server Harbor C1. It's time to unveil some of the long-hidden secrets. I'm thrilled and eager to begin writing this extensive list of changes. I truly hope these changes will transform many players' perspectives on Lineage 2 as a whole because, beyond simple adjustments, we've implemented fundamental fixes that, in our opinion, will help people see Lineage 2 with fresh eyes. We aim to unlock the initially intended esports potential, which will fully manifest only in our beloved first chronicles, since part of their original foundation helps us in this direction.
I hope that all those who have never played on the first chronicles or considered them boring will finally understand how important quality is over quantity. This quality is our main focus. We've tried to take everything wonderful about the first chronicles, in our opinion, and amplify it by x2. We express immense gratitude to everyone who helped us in this challenging endeavor.
I know you're ready, so why delay?
Before diving into the changes
We would like to explain what inspired us to make certain edits, what problems we aimed to solve, and our manifesto and general approach principles:
- MMO - the core foundation; we must apply as many socialization settings as possible without crossing the line where solo play becomes impossible. Our task is to find the golden mean.
- Comprehensive complication of PVE with the addition of new alternative paths without losing the dynamics of each class.
- A comprehensive approach to the Archetypes of each class, highlighting the main direction while slightly dimming additional roles they performed better or equally well compared to the main one.
- Support classes should stand out from each other and become irreplaceable in a group.
- Removing any 100% predictable outcome in PvP battles to give a chance to change the course of events, in other words, overturning a previously predictable outcome that would have occurred in the original.
- Complicating the leveling process for classes with ranged attacks that had a significant advantage over melee classes.
- Attempting to actualize everything lying dormant in the game client to introduce vast diversity into PVE and PvP gameplay progression.
- Increasing overall PvP battle dynamics by adding more alternatives.
- We shouldn't strive to make the game convenient; we don't touch what already works well, and we enhance chronicle features.
- Complicate the AOE segment but in a way that keeps it relevant, albeit more time-consuming and resource-intensive.
- We must not go too far in improving class Archetypes to avoid creating a precedent where a character becomes so comfortable and powerful that they can easily manage without a group at any stage of the game.
- Under no circumstances should we add conveniences from higher chronicles that devalued many S1 mechanics.
What steps are we taking to address these issues?
- We comprehensively complicate the entire PVE world against the player.
- We reduce all magical control in Lineage 2, individually shortening the duration of each ability.
- We also reduce the power of these slowdowns, indirectly boosting physical melee classes.
- We selectively reduce some positive abilities that affected certain classes significantly more.
- We revive useless abilities without crossing Hardcore boundaries, ensuring boosted classes don’t become much stronger against monsters. All classes should remain vulnerable in the PVE world.
- We eliminate all beaten paths of this game, remove all known abuses, weaken the strongest and most alternative Sets, and tone down the most reckless quests that provided unprecedented profits at their level, breaking the smooth development line of the market and each character’s progress, and creating a precedent where players engaged in actions not foreseen by game designers (e.g., recreating characters to repeat the same profitable quest)
- We do not touch specific S1 mechanics that have proven themselves best over time, allowing us to minimize the gap between Clans/Party players versus Solo players and newcomers.
(i.e., we will definitely not introduce Epic | Enhanced mini RB drop | Enhanced enchantment | LS | Tattoos, etc., because, in our opinion, these mechanics negatively impact the server in the long run, especially for newcomers, creating a giant gap between players.)

Now that you understand our message and the overall mood of the changes, I want to start our journey with the foundation of our changes - Fundamental Edits, which affect the entire game regardless, helping to holistically supplement our diamond’s facets.
1 - Modified and Complicated PVE World
Welcome to the first chronicles made complex thanks to the revamped PVE world. It’s still the same C1 with its face and DNA but complicated to make your journey even more captivating and interesting, and your items more valuable.
For interest’s sake, we aren’t disclosing an enormous number of fascinating innovations micro-injected into our beloved project.
- Explore the game world in new colors filled with unexpected and new dangers.
- Forget the usual paths, get lost searching for new ones!
- Collect a vast array of revamped Sets scattered across every corner.
- Fear every rustle, as many monsters have decided to pay attention to you.
- Complete your usual quests with unpredictable rewards.
- Trade, socialize, befriend, fight earlier – we’ve multiplied some mechanics to enhance these aspects.
2 - Ban on altering Tactical Game Files
It will now be impossible to interfere with and alter some tactical game files in the client, which, in our view, completely destroyed the esports potential of Lineage 2, placing ranged classes in a much more advantageous position in situational control compared to melee classes and depriving players of the need to be attentive in any situation, as well as paying attention to obstacles and objects on the game map. Any attempts to alter these files will result in being denied access to the game. Don’t worry, you’ll still be able to modify Texture | Interface files to your liking.
The following will now be impossible on our project:
1 - Infinitely zooming out the camera into the sky; the maximum distance has been reverted to the original - 250.
2 - Increasing the distance of Monster/NPC/Player nicknames.
3 - Changing monster titles indicating their aggressiveness/passivity.
- We are bringing back undervalued but revolutionary mechanics that fundamentally change each player’s gameplay, forcing them to be much more attentive in a world full of dangers.
- No more infinite distances to spot enemies far away where developers didn’t intend you to see them.
- No more abusive mechanics aiding and simplifying life for ranged attack classes – only live gameplay, only live reactions to suddenly incoming skills from unexpected directions.
- Now you’ll need to remember which mob is aggressive, which is passive; your individual attentiveness now plays a huge role.
- Now, due to limited nickname visibility, it will be much harder to spot a target from afar that you want to highlight; you'll have to click on it or move closer, as the developer intended.
More detailed comment on the most important change - Limited Camera:
- Let’s recall MOBA games on which today’s entire cyber-battle market is built; they all have this crucial tactical parameter - a fixed camera limiter. With a limited field of vision, a frenzy of tactics becomes relevant, and melee classes shine as ranged attackers don’t always notice their appearance nearby.
- Imagine a situation - what if in hypothetical Dota 2, they disable the camera limit? Correct - a huge portion of gameplay interest would simply be destroyed, many heroes would become irrelevant as people would see “once unnoticed” but now noticeable flying skill, you wouldn’t spend time scrolling the camera to see more - you’d generally devalue deep gameplay calculated during the game’s development.
- Seems like a small detail, but it’s precisely this “small detail” that fundamentally changes the game’s foundation we’re discussing here. In Lineage 2, people got used to zooming the camera to max and controlling any situation, a norm that became fatal for some classes.
- Yes, it’s undoubtedly convenient, but it’s precisely this “convenience” that broke a whole layer of tactical moments in the game, broke the element of surprise, and rendered attentiveness and suddenness obsolete.
- Now if you’re PK, your heartbeat will increase x5 from normal since you no longer control the situation, you don’t see the entire game map, and your behavior isn’t as relaxed and bold as before.
- But another gameplay scenario appears - hiding from someone. Now with a limited camera for everyone in the game, you can run away from someone and hide behind objects, mountains, trees, and risk becoming invisible, just like in MOBA games - isn’t that wonderful?
- Skills without flight animations become even more relevant as now the enemy won’t immediately understand from where your skill is coming; they’ll need to rotate the camera to figure out the source of the attack.
- Melee classes instantly transform with a limited camera - now you can approach ranged classes unnoticed to use your striking skills, opening up a bunch of windows for sudden and interesting tactics.
- Now each location uniquely becomes suitable for such tactical moments. Ranged classes now benefit from more spacious locations, while melee classes benefit from areas with many tactical objects.
Conclusion:
- Overall, we’re very interested in this update as it’s a fundamental change that completely alters many aspects of the game, flipping players’ perception and behavior.
- As funny as it may sound, we want to be innovators in popularizing and making this edit necessary among all servers, considering it extremely underrated.

3 - Mysterious Scroll of Redemption
On our server under first chronicle conditions, a mechanic appeared through which you can cleanse your PK counter. However, we implemented this feature in our own way, not relying on future chronicles. We also fully realize that its complete absence in C1 makes the new scroll highly sought after. Therefore, to find a golden mean between Original and New Mechanic - we complicated the acquisition method as well as the amount of obtainable items.
- For equality between Solo / Clan / Party players, there will be 2 types of acquisition available.
- The scroll can be transferred / sold / lost from inventory / placed in personal, clan storages.
- Information about obtaining will be available in the game itself; explore the game world to find data on location.
- We understand how important the original mechanic of inability to lower the PK counter is, but similarly, we understood that a character with a high counter would be extremely demotivated to PK in general, especially in the "eternity" of our server, when a character could be driven to a state where they never PK again, and we firmly oppose "ERP" gameplay, so making such a decision - we tried to look at the perspective, and the pros of this decision outweigh, however, repeat, the acquisition method - quite difficult, and as we promised - this is a PVE element, so you’ll need to uncover the acquisition secret yourselves.
- Also, with this solution, we hope to add some form of "New Content" to the game; we are sure that a certain segment of players will hunt for it, spending a lot of time on it.
4 - Possibility to equip B Grade from level 56
We saw a series of huge pluses in adopting and motivating this decision, besides the original developer helping us in this decision, as the Low segment of B grade starts dropping from monsters at 59+, and we didn’t even need to move the drop to other levels, as according to the game’s math regarding drop - these same conditions work for other grades. Moreover, starting from C2, developers changed the drop of initial B grade pieces, moving them to earlier levels, which hints at the correctness of our decision. More detailed motivation and even more pluses from this decision can be seen under the spoiler:
- Great work prospectively over time regarding newbies:
- When the server is more than a year old, rich players will start leveling alts / other characters, thus at level 52 they won’t be able to use B grade items obtained by mains, putting them on par with newbie characters in the 40 to 56 level range, and in our server’s conditions - this is a huge range. Thanks to this equality, newbies primarily will find it much more interesting to compete with veterans having +- equal gear.
- Even with such minor details, we want to make competing conditions for newbies fairer, and this is always a boost for motivation to start on our project at any point in the server’s life.
- Besides, due to the extended activity-life span of C grade - it remains extremely relevant for a very long time, keeping its value and demand on the market consistently high.
- Slowing down the exp process for rich alts, as characters in C grade are more vulnerable to monsters than in B.
- Thus, we support the original style, as C grade - has always been the symbol and face of First Chronicles.

5 - Clan Edits
- Now, War between clans can be declared at level 1.
- Significantly reduced cost of obtaining level 1 clan, however, the subtracted Adena and SP costs haven’t disappeared - they were moved and added to the next level, thereby complicating obtaining level 2 clan.
- Now at level 3 clan, Castle Sieges / CH purchase are available.
- Increased cost of obtaining level 3 clan, increased quantity of required Proof of Blood (Their acquisition is also complicated)
- Increased cost and complicated quest for obtaining level 4 clan.
- On all clan levels, maximum capacity of characters increased by +5.
- Now Alliance can be formed at level 4 clan.
- CH cost, as well as Rent cost, halved.
- Development of clan military potential at early levels, where the leader from the start will understand which aspects to focus on.
- More movement and mass skirmishes on aesthetically pleasing low-level locations.
- Within Eternal and Hardcore server - original level costs / as well as clan quests - became fairly easy achievements. Therefore, we decided to significantly complicate clan life, extending their path to the top, making their gameplay more interesting, so that each achievement in the pursuit of leadership would come at a high price.
Conclusion: - We move high-level clan war mechanics - to earlier levels intentionally, making it quite accessible. The decision was made due to Comprehensive Hardcoreness of our server.
- We understood that the route 1 - 40 would be stretched more than in the original, clearly hinting at prolonged play in this range, hence an “opportunity window” for this update appears.
- According to our plans, the change should create its own new ecosystem in the game world / provide new sensations at low game levels.
- Thanks to initial indirect complications and path variety - this update should fit smoothly into the gameplay.
- This is another alternative to regular farming or local skirmishes on locations.
- To make sense of this update - we lower the entry threshold, increasing accessibility of the first clan level by reducing cost.
- Roughly speaking, we specifically eased obtaining the first clan level so clans start participating in military politics as early as possible.
6 - Motivation and Penalty System for wearing own | non-own armor type
Due to the overall rebalancing of Heavy sets for Tanks, where practically every one of them now has increased running speed - we faced the problem that fast Light classes will inevitably want to wear these sets, gaining even faster running speed, which we didn’t foresee for them. Thus, we can balance an entire group of separate classes as needed with just sets, without worrying that a neighboring class might want to bite off a piece of bonuses not intended for their armor type.
Therefore, we introduce a new mechanic into the game, motivating each class to wear their own armor type, as well as discouraging wearing a different set, to maximally exclude abusive scenarios where, for example, fast Silver Ranger or Plains Walker might want to try on advantageous Heavy Armor with run + Dex bonuses.
This is another step towards comprehensive balancing of Tanks relative to other classes, which were the most vulnerable and useless in Lineage 2.

- Light Armor Mastery - Added new effect - when wearing Light Armor, you receive 5/10/15% protection from Hold/Sleep skills depending on upgrade gradation (at 20+/40+/maximum bonus only at level 58)
- Heavy Armor Mastery - Added new effect - when wearing Heavy Armor, you receive 8/14/18% protection from Poison/Bleed skills depending on upgrade gradation (at 20+/40+/maximum bonus only at level 58)
- Robe Mastery - Added new effect - when wearing Robe Armor, you receive 10/20/30 preserved damage dealt to you until cast cancel (similar to Concentration skill) depending on upgrade gradation (at 20+/40+/maximum bonus only at level 56)

Now let’s talk about Penalties for wearing out-of-class armor sets:
- All warriors are born with the ability to wear Light armor without penalty.
- All warriors lacking a passive skill for wearing Heavy armor - receive a penalty of -14 to running speed.
- All warriors lacking a passive skill for Robe - Receive a penalty of -14 to running speed, as well as -20% to attack speed.
Thus, equipping non-class armor - you not only acquire a penalty but also lose a positive bonus.
Nevertheless, we still left room for your experiments without giving absolutely insane penalties. That is, we didn’t want to completely ban this segment; for instance, you can risk trying on Heavy armor for a Ranger to gain coveted Dex, but you won’t achieve more running speed than available for your class, nor will you be able to blatantly abuse bonuses we prepared for certain classes via Sets.
Nevertheless, we still left room for your experiments without giving absolutely insane penalties. That is, we didn’t want to completely ban this segment; for instance, you can risk trying on Heavy armor for a Ranger to gain coveted Dex, but you won’t achieve more running speed than available for your class, nor will you be able to blatantly abuse bonuses we prepared for certain classes via Sets.

7 - Shields
We’ve made a fundamental adjustment to the functionality of Shields for some classes.
The goal is simple: To actualize a certain type of weapon that was always neglected.
That’s all; the rest of the information will have to be discovered in the game itself. Good luck, gentlemen.
8 - Skills with Critical Attack Power effect Chant of Rage | Death Whisper
Buff formula reworked for targeted balance adjustment regarding specific weapons - Bow.
- In the original C1, support buffs for critical damage had a much higher bonus, thanks to which Bows received an incredible damage boost due to the initially high base in the weapon itself, an immeasurable bonus compared to melee weapons, resulting in Archer classes becoming overwhelmingly strong, even defeating Tanks - the direct anti-class for Archers - such madness we couldn’t allow on our project.
- Moreover, a fully buffed Archer could easily pass the final game content without even using Soulshots, such massive damage directly impacted the game’s economy, PvP and PvE balance.