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Elves · Lineage II C1: Harbingers of War

Plain Walker

Plain Walker is a class of Lineage II C1 (race: Elves). It comes from Elven Scout.

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Plain Walker: weapons, armor and skills

  • Weapons it masters: Daggers.
  • Armor: Light armor.
  • Different skills learned: 24, between levels 40 and 58.

Skills learned by level

Level 40

  • Charm Lv. 16–18 — 12000 SP each · active, magic. Charms the enemy to decrease its desire to attack player. Power X. (Power: 252 / 259 / 266)
  • Poison Recovery Lv. 2 — 37000 SP · active, magic. Self-cures poison. Intensity less than 7.
  • Unlock Lv. 4 — 37000 SP · active. Unlocks level 1 door with chances of 100% and level 2 door with chances of 30%. Needs one key of thief.
  • Backstab Lv. 1–3 — 12000 SP each · active. Inflicts critical damage by attacking from behind. Available with daggers only. Power X. (Power: 1107 / 1176 / 1249)
  • Elemental Heal Lv. 19–21 — 12000 SP each · active, magic. Recovers your HP. Power X. (Power: 236 / 245 / 254)
  • Fake Death Lv. 1 — 37000 SP · toggle. Makes PC play dead and makes the enemy unable to attack. Continuously consumes MP.
  • Spirit Barrier Lv. 1 — 37000 SP · active, magic · requires Spellbook: Spirit Barrier. Temporarily increases magic resistance. Intensity 1.
  • Critical Chance Lv. 2 — 37000 SP · passive. Critical rate increases.
  • Dagger Mastery Lv. 9–11 — 12000 SP each · passive. Increases attack power when using daggers.
  • Light Armor Mastery Lv. 11–13 — 12000 SP each · passive. Increases defense and evasion when wearing light equipment.
  • Deadly Blow Lv. 1–3 — 12000 SP each · active. Attempts strong critical attack. Available with daggers only. Power X. (Power: 1107 / 1176 / 1249)

Level 43

  • Switch Lv. 1 — 41000 SP · active. Confuses enemy and alters its attack target.
  • Charm Lv. 19–21 — 14000 SP each · active, magic. (Power: 272 / 279 / 286)
  • Unlock Lv. 5 — 41000 SP · active. Unlocks level 1 door with chances of 100% and level 2 door with chances of 75%. Needs one key of thief.
  • Backstab Lv. 4–6 — 14000 SP each · active. (Power: 1325 / 1405 / 1488)
  • Elemental Heal Lv. 22–24 — 14000 SP each · active, magic. (Power: 262 / 271 / 281)
  • Quick Step Lv. 2 — 41000 SP · passive. Moving speed increases.
  • Esprit Lv. 2 — 41000 SP · passive. Increases healing speed in running state.
  • Dagger Mastery Lv. 12–14 — 14000 SP each · passive
  • Acrobatic Move Lv. 2 — 41000 SP · passive. Dodging abilities increase when running.
  • Light Armor Mastery Lv. 14–16 — 14000 SP each · passive
  • Deadly Blow Lv. 4–6 — 14000 SP each · active. (Power: 1325 / 1405 / 1488)

Level 46

  • Charm Lv. 22–24 — 20000 SP each · active, magic. (Power: 293 / 300 / 307)
  • Unlock Lv. 6 — 60000 SP · active. Unlocks level 1 & 2 doors with chances of 100%, level 3 door with chances of 5%. Needs one key of thief.
  • Backstab Lv. 7–9 — 20000 SP each · active. (Power: 1574 / 1664 / 1757)
  • Elemental Heal Lv. 25–27 — 20000 SP each · active, magic. (Power: 290 / 299 / 308)
  • Cure Bleeding Lv. 2 — 60000 SP · active, magic. Heals one's wounds. Intensity less than 7
  • Esprit Lv. 3 — 60000 SP · passive
  • Boost Evasion Lv. 2 — 60000 SP · passive. Increase evasion.
  • Dagger Mastery Lv. 15–17 — 20000 SP each · passive
  • Light Armor Mastery Lv. 17–19 — 20000 SP each · passive
  • Deadly Blow Lv. 7–9 — 20000 SP each · active. (Power: 1574 / 1664 / 1757)

Level 49

  • Charm Lv. 25–27 — 28000 SP each · active, magic. (Power: 313 / 320 / 327)
  • Unlock Lv. 7 — 83000 SP · active. Unlocks level 1 & 2 doors with chances of 100% and level 3 door with chances of 30%. Needs one key of thief.
  • Backstab Lv. 10–12 — 28000 SP each · active. (Power: 1853 / 1953 / 2057)
  • Elemental Heal Lv. 28–30 — 28000 SP each · active, magic. (Power: 318 / 327 / 337)
  • Bleed Lv. 3 — 83000 SP · active. Wounds opponent to bleed. Intensity 5.
  • Entangle Lv. 2 — 83000 SP · active, magic. Slows moving speed down. Intensity 2.
  • Spirit Barrier Lv. 2 — 83000 SP · active, magic. Temporarily increases magic resistance. Intensity 2.
  • Critical Chance Lv. 3 — 83000 SP · passive
  • Esprit Lv. 4 — 83000 SP · passive
  • Dagger Mastery Lv. 18–20 — 28000 SP each · passive
  • Light Armor Mastery Lv. 20–22 — 28000 SP each · passive
  • Deadly Blow Lv. 10–12 — 28000 SP each · active. (Power: 1853 / 1953 / 2057)

Level 52

  • Switch Lv. 2 — 140000 SP · active
  • Charm Lv. 28–30 — 45000 SP each · active, magic. (Power: 334 / 340 / 347)
  • Unlock Lv. 8 — 140000 SP · active. Unlocks level 1 & 2 doors with chances of 100% and level 3 door with chances of 75%. Needs one key of thief.
  • Backstab Lv. 13–15 — 45000 SP each · active. (Power: 2164 / 2274 / 2388)
  • Lure Lv. 1 — 140000 SP · active. Quietly lures an enemy.
  • Elemental Heal Lv. 31–33 — 45000 SP each · active, magic. (Power: 346 / 356 / 365)
  • Esprit Lv. 5 — 140000 SP · passive
  • Dagger Mastery Lv. 21–23 — 45000 SP each · passive
  • Sprint Lv. 2 — 140000 SP · active, magic. Temporarily increases one’s moving speed. Intensity 2.
  • Light Armor Mastery Lv. 23–25 — 45000 SP each · passive
  • Deadly Blow Lv. 13–15 — 45000 SP each · active. (Power: 2164 / 2274 / 2388)

Level 55

  • Charm Lv. 31–33 — 73000 SP each · active, magic. (Power: 353 / 360 / 366)
  • Unlock Lv. 9 — 210000 SP · active. Unlocks level 1 & 2 & 3 doors with chances of 100%. Needs one key of thief.
  • Backstab Lv. 16–18 — 73000 SP each · active. (Power: 2505 / 2625 / 2748)
  • Elemental Heal Lv. 34–36 — 73000 SP each · active, magic. (Power: 375 / 384 / 393)
  • Ultimate Evasion Lv. 2 — 210000 SP · active. Instantly increases evasion.
  • Acrobat Lv. 2 — 210000 SP · passive. Enables player to jump from high places.
  • Boost Breath Lv. 2 — 210000 SP · passive. Increases lung capacity.
  • Dagger Mastery Lv. 24–26 — 73000 SP each · passive
  • Acrobatic Move Lv. 3 — 210000 SP · passive
  • Light Armor Mastery Lv. 26–28 — 73000 SP each · passive
  • Deadly Blow Lv. 16–18 — 73000 SP each · active. (Power: 2505 / 2625 / 2748)

Level 58

  • Charm Lv. 34, 36 — 110000 SP each · active, magic · element/trait: No [Charm] Charm Lv.35 Charms the enemy to decrease its desire to attack player. Power 379., 110000, Active. (Power: 373 / 385)
  • Backstab Lv. 19–21 — 110000 SP each · active. (Power: 2875 / 3004 / 3136)
  • Elemental Heal Lv. 37–39 — 110000 SP each · active, magic. (Power: 403 / 412 / 421)
  • Bleed Lv. 4 — 330000 SP · active. Wounds opponent to bleed. Intensity 6.
  • Entangle Lv. 3 — 330000 SP · active, magic. Slows moving speed down. Intensity 3.
  • Spirit Barrier Lv. 3 — 330000 SP · active, magic. Temporarily increases magic resistance. Intensity 3.
  • Boost Evasion Lv. 3 — 330000 SP · passive
  • Dagger Mastery Lv. 27–29 — 110000 SP each · passive
  • Light Armor Mastery Lv. 29–31 — 110000 SP each · passive
  • Deadly Blow Lv. 19–21 — 110000 SP each · active. (Power: 2875 / 3004 / 3136)

Tips about Plain Walker

Plain Walker: what it specializes in

Plain Walker (Elves, comes from Elven Scout): specializes in daggers, light armor, and bows; new skills: Backstab (Lv. 40), Fake Death (Lv. 40), Spirit Barrier (Lv. 40), Deadly Blow (Lv. 40), Switch (Lv. 43) and Lure (Lv. 52).

Plain Walker: books and amulets you need

Not sold (drop, exchange, or quest): Spellbook: Spirit Barrier (Spirit Barrier, Lv. 40): drop from Enchanted Monstereye (Lv. 41, Ivory Tower…) 0.39%.

In other chronicles

Plain Walker: frequently asked questions

What weapons does Plain Walker use?

Weapons it masters: Daggers.

What armor does Plain Walker wear?

Armor: Light armor.

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