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Seven different races coexist in the world of Lineage II, each with its own physical characteristics, classes and powers.

Human[]

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Humans in Lineage II are similar to Humans in the modern world. Humans currently have the greatest dominion in the world and the largest population.

Special Abilities of the Race: Although Humans do not possess any special abilities, their strong point is the fact that they can transfer to the most specialized classes.

Characteristics: Humans are well-balanced in all of their characteristics.

Death Knight[]

Only male Human characters can be Death Knights. You may choose the color of your flames when creating the character (visual effect only).

Death Knights can't use the Beauty Shop or modify their appearance. They can, however, modify the appearance of items (weapons/sigils) and use transformation skills.

Death Knight can only be chosen as the main class.

When a dual class is added to Death Knight, the male Human appearance is used. After switching to a dual class, you may use the Beauty Shop and modify your appearance.

The male Human model is used when taking part in competitions that affect appearance like the Ceremony of Chaos or the Conquest.

When a Death Knight equips a shield, it's not shown.

Elf[]

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The race of Elves worships the goddess of water and loves nature and aquatic life. The Elves have slim and nimble bodies, long ears, and beautiful features. During the era of Giants, among all creatures they held the most power. However, when the Giants were destroyed, the power and influence of the Elves were also diminished. Now they only inhabit part of the forest in Aden.

Special Abilities of the Race: Compared to other races, Elves can hold their breath longer and are better able to jump from high places.

Characteristics: Elves are wise and quick-witted. They are fast in attack, movement and casting speeds. They also have superior marksmanship skills and higher evasion ratings. However, their attack strength is inferior to that of other races.

Dark Elf[]

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Dark Elves were once part of the Elven tribes, but were banished after they learned black magic in order to obtain the power to fight Humans. They lost the battle, but continued to study the dark arts. Dark Elves have similar features to their Elven brethren, but are taller, have blue-gray skin, and silver hair. They follow Shilen, the goddess of Death.

Special Abilities of the Race: Compared to other races, Elves can hold their breath longer and are better able to jump from high places.

Characteristics: Since they possess high STR and INT, the Dark Elven attack capability is high.

Orc[]

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The Orc race is the race of fire. Among all races, Orcs possess the greatest physical abilities. After the destruction of the giants, they were able to expel the Elves and attained the most powerful position on Aden. However, they were defeated by the Elf-Human alliance some time later, and are currently living in an arctic area of Elmore.

Special Abilities of the Race: They have a strong resistance to negative effects, such as poison or sickness.

Characteristics: Orcs have superior physical strength, with high maximum HP and MP levels. They also have a fast recovery speed. However, they are not quick and have slow movement, attack, and casting speeds. They have low marksmanship and evasion as well.


Dwarfs[]

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Dwarves are of the race of earth they were made from and worship the God of Earth Maphr. They have strong physical strength, a curious nature, and a fondness for creating new items. After the destruction of the giants, the Dwarven race always tried to side with the most powerful race in the land. However, as a result they became an isolated race - disliked by all other races for their profiteering nature. Their society structure can be compared to a large corporation and they are still renowned for their business savvy and capacity for organization. Dwarves are largely divided into Scavengers who find and retrieve raw materials, and Artisans who manufacture products out of raw materials.

Special Abilities of the Race: Their inventory size is larger than that of other races and, compared to other races, their weight penalty is lower.

Characteristics: Dwarves are master craftsmen and boast of great physical strength.


Kamael[]

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Kamael were born in the Era of Myths. These mysterious creatures have preserved their own unique culture living within the confines of the Isle of Souls, a haven located to the west of the Dark Elf Village. They appeared on the continent under the guidance of the Gods. Unlike the other five races that were created by gods, it is speculated that they were created for the purpose of battling against some unknown creatures. They are born into their destined religion that serves an absolute ruler called the “Mother Nornil”. Under the Mother Nornil, they devote their faith in the Goddess of Past, who rules history, the Goddess of Present, who records everything happening at this moment, and the Goddess of Future, who forecasts what’s to come.

Special Abilities of the Race: Kamael have an affinity towards darkness.  Because of this they can increase their own or decrease an enemy’s resistance to darkness, or bestow a darkness buff to their attacks. The Kamael can consume the souls of their enemies and turn the souls into energy to fuel their own skills. Most of their skills such as laying traps, buffs and magic can only be activated upon consuming a certain number of souls. The Kamael can only wear Light Armor, and when using recovery magic, a 60% penalty is applied. 
Characteristics: The Kamael specialize in different classes according to their gender.  They are classified as fighters by default; however, spell abilities are usable by absorbing souls.

Ertheia[]

Ertheia

The Ertheia were created when Sahya, youngest son of Einhasad, imbued their forms with the essence of the wind. The Ertheia were free souls, full of curiosity and always on the move, just like the wind. They were so beautiful that Einhasad wanted to keep them in Magmeld, but Sayha's pleas freed them. The giants also wanted to possess their beauty and locked them in cages. But those who were so imprisoned never lasted long.

In the end, the Giants released them. The Ertheia were allowed to roam freely around the world, often returning to tell stories of what they had seen.

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