Lineage II Interlude
Defenses — Lineage II Interlude
For each type of opponent or effect: which sets, jewels, your own skills, and buffs from other classes protect you. Only effects that raise a specific defense or resistance according to their in-game text are included. In parentheses, the classes that learn the skill.
Against daggers (criticals, Blow, Backstab, bleed): robe armor sets (mages)
Daggers kill with criticals and Blow-type skills, especially from behind. Defense: more P.Def and evasion, bleed resistance, don't turn your back on them, and stop them before they reach you. Sets whose bonus covers it: Clan Oath Robe Set (grade D): Increases P. Def. and Casting Spd.; Karmian Set (grade C): Increases P. Def. and Casting Spd.; Divine Set (grade C): Increases P. Def. and Max MP. INT-1, WIT+1; Avadon Robe Set (grade B): Increases P. Def. and Casting Spd.
Against daggers (criticals, Blow, Backstab, bleed): light armor sets
Sets whose bonus covers it: Wooden Set (grade NG): Increases P. Def. and Max HP.; Clan Oath Light Armor Set (grade D): Increases P. Def. and Evasion.; Mithril Light Armor Set (grade C): Increases Evasion.; Theca Leather Light Armor Set (grade C): Increases P. Def.; Blue Wolf Light Armor Set (grade B): Increases P. Def. and Casting Spd. INT-2, MEN+3, WIT-1.
Against daggers (criticals, Blow, Backstab, bleed): heavy armor sets
Sets whose bonus covers it: Brigandine Set (grade D): Increases P. Def. and Max HP.; Clan Oath Heavy Armor Set (grade D): Increases P. Def. and maximum HP.; Chain Mail Set (grade C): Increases resistance to Dagger attacks.; Imperial Crusader Heavy Armor Set (grade S): Increases Max HP, P. Def and resistance to sleep/hold attacks. STR+2, DEX-2.
Against daggers (criticals, Blow, Backstab, bleed): jewels
Jewels whose effect covers it: Earring of Antharas (grade S, M.Def 71): Produces the following effects: MP +31, 80% increase in resistance to bleeding, increase in the amount of heal, vampiric rage effect, 60% increase in resistance to stun/silence, decrease in MP consumption, and increase in resistance to earthen attack. If a cha; Earring of Orfen (grade A, M.Def 71): Produces the following effects: MP+31, 40% increase in resistance to bleeding and increase in the amount of heal. If a character wears two identical earrings, the effect of only one earring will be applied.
Against daggers (criticals, Blow, Backstab, bleed): buffs other classes can cast on you
Ask for them before heading out or before the fight: Invigor (Prophet): Temporarily increases resistance to bleeding. Effect 1.; Shield (Dark Mage, Elven Mage, Mage, Cleric, Oracle and Shillien Oracle…): Temporarily increases P. Def. Effect 1.; Agility (Oracle and Elder): Temporarily increases Evasion. Effect 1.; Chant of Evasion (Warcryer): Temporarily increases party members' Evasion. Effect 1.; The Tact of Pa'agrio (Overlord): Temporarily increases alliance members' Evasion. Effect 1.; Greater Shield (Prophet): Temporarily increases your target's P. Def. Consumes 1 Spirit Ore. Effect 1.; Earth Chant (Warcryer): Temporarily increases your party's P. Def. Consumes 4 Spirit Ore. Effect 1.; Song of Earth (Swordsinger): Temporarily increases P. Def. of party members. Continuous singing consumes additional MP.; Song of Water (Swordsinger): Temporarily increases party's Evasion. Continuous singing consumes additional MP.
Against daggers (criticals, Blow, Backstab, bleed): skills you cast on yourself
Skills the character casts on themselves: Ultimate Defense (Elven Knight, Knight, Palus Knight, Dark Avenger, Paladin and Shillien Knight…): Instantly increases P. Def., M. Def. and resistance to buff-lifting attacks. User cannot move for its duration. Effect 1.; Ultimate Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Significantly increases Evasion and resistance to buff-lifting attacks. Effect 1.; Guts (Orc Raider and Destroyer): Temporarily boosts its P. Def. substantially. Only works when HP becomes 30% or lower. Effect 1.; Vengeance (Evas Templar, Hell Knight, Phoenix Knight and Shillien Templar): Instantly increases resistance to P. Def/M. Def buff-lifting attacks. Provokes nearby enemies to target the caster. The caster is immobile for the ski; Evade Shot (Ghost Sentinel and Moonlight Sentinel): Inflicts damage to the enemy and instantly increases one's evasion significantly. Usable when one is equipped with a bow. Over-hit possible. Power 202; Defense Aura (Dark Fighter, Elven Fighter, Assasin, Elven Knight, Elven Scout and Palus Knight): Temporarily increases P. Def. Effect 1.
Against daggers (criticals, Blow, Backstab, bleed): class passives and toggles
Classes that already have this defense on their own: Soul Guard (Overlord): Increases P. Def. MP gets consumed continuously.; Boost Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Increase evasion.; Light Armor Mastery (Artisan, Orc Raider, Scavenger, Warrior and Bounty Hunter, Destroyer…): Increases P. Def. and Evasion when wearing light armor.; Heavy Armor Mastery (Artisan, Orc Raider, Scavenger, Warrior and Bounty Hunter, Destroyer…): Increases P. Def. when wearing heavy armor.; Robe Mastery (Dark Wizard, Elven Wizard, Wizard, Elemental Summoner, Necromancer and Phantom Summoner…): Increases P. Def. when wearing a robe.; Guard Stance (Shillien Knight and Temple Knight): Increases P. Def. and the success rate of a shield defense. MP will be consumed continuously.; Final Fortress (Dark Avenger, Paladin, Shillien Knight and Temple Knight): Automatically increases P. Def. when HP level falls.; Knighthood (Evas Templar, Hell Knight, Phoenix Knight and Shillien Templar): Increases P. Def. when wearing heavy armor. Shield defense is increased.; Summon Lore (Arcana Lord, Elemental Master and Spectral Master): Increases P. Def. when equipped with Robe/Light Armor and increases Casting Speed. Decreases MP consumption for magic skills.
Against daggers (criticals, Blow, Backstab, bleed): how a mage stops it
In a robe, a mage can't hold up in melee: their defense is not letting it reach them. Mage class crowd controls: Stun Attack (Orc Shaman): A stunning blow that inflicts great pain. Target is dazed. The target cannot be stunned, shocked or dazed again while this is in e; Sleep (Cleric, Dark Wizard, Elven Wizard, Oracle and Shillien Oracle, Wizard…): Instantly puts target to sleep. If cast on a sleeping target, the spell has no effect.; Sleeping Cloud (Sorcerer and Spellsinger): Instantly puts nearby enemies to sleep. If cast on a sleeping target, the spell has no effect.; Fear (Orc Mage, Orc Shaman, Overlord and Warcryer): Instills fear into an enemy causing it to flee.; Dreaming Spirit (Orc Mage, Orc Shaman, Overlord and Warcryer): Instantly puts target to sleep. If cast on a sleeping target, the spell has no effect.; Seal of Slow (Orc Shaman and Overlord): Instantly reduces the Speed of nearby enemies. Effect 2.; Slow (Dark Wizard, Wizard, Sorcerer and Spellhowler): Instantly reduces enemy's Speed. Effect 2.; Curse Fear (Necromancer, Sorcerer, Spellhowler and Spellsinger): Frightens a monster, causing it to flee.; Anchor (Necromancer): Instantly paralyzes an enemy.; Ice Bolt (Dark Mage, Elven Mage, Mage, Dark Wizard, Elven Wizard and Wizard): Freezes an enemy, instantly reducing their speed. Effect 2. Power 8.; Dryad Root (Cleric, Oracle, Shillien Oracle, Prophet and Shillien Elder): Instantly holds an enemy. The target cannot receive any additional hold attacks while the effect lasts.; Seal of Binding (Orc Shaman and Overlord): Instantaneous hold attack upon nearby enemies. The spell has no effect if cast on a held target.; Frost Bolt (Spellsinger): Freezes an enemy, instantly reducing their speed. Power 30. Effect 2.; Blizzard (Spellsinger): Massive wintry double attack inflicts devastating damage and instantly reduces enemy's Speed. Effect 3. Power 350.
Against daggers (criticals, Blow, Backstab, bleed): how a fighter or tank stops it
Fighter class crowd controls: Stunning Shot (Assasin, Elven Scout, Rogue, Hawkeye, Phantom Ranger and Silver Ranger): A shocking blow that stuns and inflicts damage to a target with an arrow. An equipped bow is required to use this skill. Over-hit ; Entangle (Elven Knight, Elven Scout, Plain Walker, Silver Ranger, Swordsinger and Temple Knight): Instantly reduces enemy's Speed. Effect 2.; Freezing Strike (Assasin, Palus Knight, Abyss Walker, Bladedancer, Phantom Ranger and Shillien Knight): Freezes an enemy, instantly reducing their speed. Power 26. Effect 2.; Stunning Fist (Orc Monk): Damage inflicted stuns enemy into a state of shock. An equipped hand-to-hand combat weapon is required to use this skill. Over-hit; Hamstring (Dark Avenger): Instantly reduces enemy's Speed. Effect 3.; Lightning Strike (Shillien Knight): Strikes an enemy with lightning, instantly paralyzing them. Power 82.; Soul Breaker (Tyrant): An iron-fisted attack that stuns and damages an enemy. An equipped hand-to-hand combat weapon is required to use this skill. Shiel; Hamstring Shot (Ghost Sentinel, Moonlight Sentinel and Sagittarius): Inflicts damage to an enemy while reducing their Speed. A critical hit is possible. An equipped bow is required to use this skill.; Bluff (Adventurer, Ghost Hunter and Wind Rider): Tricks the enemy to show its back. Removes the enemy's desire to attack and cancels one's own target status. Instantly throws the ; Shock Blast (Dreadnought): Sacrifices HP to release a shock wave at distant enemies that inflicts damage and cancels their target status. Temporarily throws ; Armor Crush (Fortune Seeker, Maestro and Titan): Inflicts great damage and temporarily throws the enemy into a state of shock with greatly reduced P. Def. and M. Def. Critical att; Tribunal (Paladin and Temple Knight): Uses your collected sacred energy to provoke an enemy to attack while temporarily decreasing their critical attack rate. Usable wh.
Against archers: robe armor sets (mages)
Archers hit from range and run away. Defense: protection against arrows, P.Def, evasion, speed to close the distance, and slowing or immobilizing them. Sets whose bonus covers it: Clan Oath Robe Set (grade D): Increases P. Def. and Casting Spd.; Karmian Set (grade C): Increases P. Def. and Casting Spd.; Divine Set (grade C): Increases P. Def. and Max MP. INT-1, WIT+1; Avadon Robe Set (grade B): Increases P. Def. and Casting Spd.
Against archers: light armor sets
Sets whose bonus covers it: Wooden Set (grade NG): Increases P. Def. and Max HP.; Clan Oath Light Armor Set (grade D): Increases P. Def. and Evasion.; Mithril Light Armor Set (grade C): Increases Evasion.; Theca Leather Light Armor Set (grade C): Increases P. Def.; Blue Wolf Light Armor Set (grade B): Increases P. Def. and Casting Spd. INT-2, MEN+3, WIT-1.
Against archers: heavy armor sets
Sets whose bonus covers it: Brigandine Set (grade D): Increases P. Def. and Max HP.; Clan Oath Heavy Armor Set (grade D): Increases P. Def. and maximum HP.; Imperial Crusader Heavy Armor Set (grade S): Increases Max HP, P. Def and resistance to sleep/hold attacks. STR+2, DEX-2.
Against archers: buffs other classes can cast on you
Ask for them before heading out or before the fight: Shield (Dark Mage, Elven Mage, Mage, Cleric, Oracle and Shillien Oracle…): Temporarily increases P. Def. Effect 1.; Agility (Oracle and Elder): Temporarily increases Evasion. Effect 1.; Chant of Evasion (Warcryer): Temporarily increases party members' Evasion. Effect 1.; The Tact of Pa'agrio (Overlord): Temporarily increases alliance members' Evasion. Effect 1.; Greater Shield (Prophet): Temporarily increases your target's P. Def. Consumes 1 Spirit Ore. Effect 1.; Earth Chant (Warcryer): Temporarily increases your party's P. Def. Consumes 4 Spirit Ore. Effect 1.; Song of Earth (Swordsinger): Temporarily increases P. Def. of party members. Continuous singing consumes additional MP.; Song of Water (Swordsinger): Temporarily increases party's Evasion. Continuous singing consumes additional MP.
Against archers: skills you cast on yourself
Skills the character casts on themselves: Ultimate Defense (Elven Knight, Knight, Palus Knight, Dark Avenger, Paladin and Shillien Knight…): Instantly increases P. Def., M. Def. and resistance to buff-lifting attacks. User cannot move for its duration. Effect 1.; Ultimate Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Significantly increases Evasion and resistance to buff-lifting attacks. Effect 1.; Deflect Arrow (Elven Knight, Knight, Palus Knight, Dark Avenger, Paladin and Shillien Knight…): Increases defense against bow attacks. Effect 1.; Vengeance (Evas Templar, Hell Knight, Phoenix Knight and Shillien Templar): Instantly increases resistance to P. Def/M. Def buff-lifting attacks. Provokes nearby enemies to target the caster. The caster is immobile for the ski; Evade Shot (Ghost Sentinel and Moonlight Sentinel): Inflicts damage to the enemy and instantly increases one's evasion significantly. Usable when one is equipped with a bow. Over-hit possible. Power 202; Defense Aura (Dark Fighter, Elven Fighter, Assasin, Elven Knight, Elven Scout and Palus Knight): Temporarily increases P. Def. Effect 1.
Against archers: class passives and toggles
Classes that already have this defense on their own: Soul Guard (Overlord): Increases P. Def. MP gets consumed continuously.; Boost Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Increase evasion.; Light Armor Mastery (Artisan, Orc Raider, Scavenger, Warrior and Bounty Hunter, Destroyer…): Increases P. Def. and Evasion when wearing light armor.; Heavy Armor Mastery (Artisan, Orc Raider, Scavenger, Warrior and Bounty Hunter, Destroyer…): Increases P. Def. when wearing heavy armor.; Robe Mastery (Dark Wizard, Elven Wizard, Wizard, Elemental Summoner, Necromancer and Phantom Summoner…): Increases P. Def. when wearing a robe.; Guard Stance (Shillien Knight and Temple Knight): Increases P. Def. and the success rate of a shield defense. MP will be consumed continuously.; Final Fortress (Dark Avenger, Paladin, Shillien Knight and Temple Knight): Automatically increases P. Def. when HP level falls.; Knighthood (Evas Templar, Hell Knight, Phoenix Knight and Shillien Templar): Increases P. Def. when wearing heavy armor. Shield defense is increased.; Summon Lore (Arcana Lord, Elemental Master and Spectral Master): Increases P. Def. when equipped with Robe/Light Armor and increases Casting Speed. Decreases MP consumption for magic skills.
Against archers: how a mage stops it
In a robe, a mage can't hold up in melee: their defense is not letting it reach them. Mage class crowd controls: Stun Attack (Orc Shaman): A stunning blow that inflicts great pain. Target is dazed. The target cannot be stunned, shocked or dazed again while this is in e; Sleep (Cleric, Dark Wizard, Elven Wizard, Oracle and Shillien Oracle, Wizard…): Instantly puts target to sleep. If cast on a sleeping target, the spell has no effect.; Sleeping Cloud (Sorcerer and Spellsinger): Instantly puts nearby enemies to sleep. If cast on a sleeping target, the spell has no effect.; Fear (Orc Mage, Orc Shaman, Overlord and Warcryer): Instills fear into an enemy causing it to flee.; Dreaming Spirit (Orc Mage, Orc Shaman, Overlord and Warcryer): Instantly puts target to sleep. If cast on a sleeping target, the spell has no effect.; Seal of Slow (Orc Shaman and Overlord): Instantly reduces the Speed of nearby enemies. Effect 2.; Slow (Dark Wizard, Wizard, Sorcerer and Spellhowler): Instantly reduces enemy's Speed. Effect 2.; Curse Fear (Necromancer, Sorcerer, Spellhowler and Spellsinger): Frightens a monster, causing it to flee.; Anchor (Necromancer): Instantly paralyzes an enemy.; Ice Bolt (Dark Mage, Elven Mage, Mage, Dark Wizard, Elven Wizard and Wizard): Freezes an enemy, instantly reducing their speed. Effect 2. Power 8.; Dryad Root (Cleric, Oracle, Shillien Oracle, Prophet and Shillien Elder): Instantly holds an enemy. The target cannot receive any additional hold attacks while the effect lasts.; Seal of Binding (Orc Shaman and Overlord): Instantaneous hold attack upon nearby enemies. The spell has no effect if cast on a held target.; Frost Bolt (Spellsinger): Freezes an enemy, instantly reducing their speed. Power 30. Effect 2.; Blizzard (Spellsinger): Massive wintry double attack inflicts devastating damage and instantly reduces enemy's Speed. Effect 3. Power 350.
Against archers: how a fighter or tank stops it
Fighter class crowd controls: Stunning Shot (Assasin, Elven Scout, Rogue, Hawkeye, Phantom Ranger and Silver Ranger): A shocking blow that stuns and inflicts damage to a target with an arrow. An equipped bow is required to use this skill. Over-hit ; Entangle (Elven Knight, Elven Scout, Plain Walker, Silver Ranger, Swordsinger and Temple Knight): Instantly reduces enemy's Speed. Effect 2.; Freezing Strike (Assasin, Palus Knight, Abyss Walker, Bladedancer, Phantom Ranger and Shillien Knight): Freezes an enemy, instantly reducing their speed. Power 26. Effect 2.; Stunning Fist (Orc Monk): Damage inflicted stuns enemy into a state of shock. An equipped hand-to-hand combat weapon is required to use this skill. Over-hit; Hamstring (Dark Avenger): Instantly reduces enemy's Speed. Effect 3.; Lightning Strike (Shillien Knight): Strikes an enemy with lightning, instantly paralyzing them. Power 82.; Soul Breaker (Tyrant): An iron-fisted attack that stuns and damages an enemy. An equipped hand-to-hand combat weapon is required to use this skill. Shiel; Hamstring Shot (Ghost Sentinel, Moonlight Sentinel and Sagittarius): Inflicts damage to an enemy while reducing their Speed. A critical hit is possible. An equipped bow is required to use this skill.; Bluff (Adventurer, Ghost Hunter and Wind Rider): Tricks the enemy to show its back. Removes the enemy's desire to attack and cancels one's own target status. Instantly throws the ; Shock Blast (Dreadnought): Sacrifices HP to release a shock wave at distant enemies that inflicts damage and cancels their target status. Temporarily throws ; Armor Crush (Fortune Seeker, Maestro and Titan): Inflicts great damage and temporarily throws the enemy into a state of shock with greatly reduced P. Def. and M. Def. Critical att; Arrest (Bladedancer, Shillien Knight, Swordsinger and Temple Knight): Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold.
Against mages (nukes and debuffs): light armor sets
Mages depend on casting. Defense: M.Def (jewelry above all), elemental and debuff resistances, silencing them, and hitting them in melee. Sets whose bonus covers it: Drake Leather Set (grade C): Increases M. Def.; Avadon Light Armor Set (grade B): Increases M. Def. and maximum weight limit.; Nightmarish Leather Light Armor Set (grade A): Increases resistance to Sleep/Hold attack and M. Def. Restores HP by using part of the damage inflicted upon the enemy, excluding damage caused by skill or remote attack. DEX+1, CON-1.
Against mages (nukes and debuffs): jewels
Jewels whose effect covers it: Earring of Antharas (grade S, M.Def 71): Produces the following effects: MP +31, 80% increase in resistance to bleeding, increase in the amount of heal, vampiric rage effect, 60% increase in resistance to stun/silence, decrease in MP consumption, and increase in resistance to earthen attack. If a cha.
Against mages (nukes and debuffs): buffs other classes can cast on you
Ask for them before heading out or before the fight: Chant of Fire (Orc Shaman and Warcryer): Temporarily increases party member's magic resistance. Effect 1.; The Glory of Pa'agrio (Overlord): Temporarily increases alliance members' M. Def. Effect 1.; Magic Barrier (Prophet): Temporarily increases M. Def. Effect 2.; Elemental Protection (Hierophant): Temporarily increases resistance to fire/water/wind/earth attack. Effect 3.; Divine Protection (Cardinal and Evas Saint): Temporarily increases resistance to dark/sacred attack. Effect 3.; Unholy Resistance (Elder and Prophet): Temporarily increases your target's resistance to dark attacks. Effect 1.; Song of Warding (Swordsinger): Temporarily increases party members' M. Def. When singing continuously, additional MP is consumed.; Song of Invocation (Swordsinger): Temporarily increases party members' resistance to dark magic attacks. Continuous singing consumes additional MP.
Against mages (nukes and debuffs): skills you cast on yourself
Skills the character casts on themselves: Spirit Barrier (Plain Walker, Silver Ranger, Swordsinger and Temple Knight): Temporarily increases M. Def. Effect 1.; Infernal Form (Destroyer and Tyrant): Temporarily bestows a fire enchantment for all physical attacks and increases your resistance to fire. Effect 1.; Iron Will (Dark Avenger and Paladin): Temporarily increases M. Def. Effect 1.
Against mages (nukes and debuffs): class passives and toggles
Classes that already have this defense on their own: Anti Magic (Dark Mage, Elven Mage, Mage, Orc Mage, Cleric and Dark Wizard…): Increases M. Def.; Magic Resistance (Elven Knight, Knight, Palus Knight, Bladedancer and Dark Avenger, Paladin…): Increases M. Def.; Holy Armor (Paladin and Temple Knight): Increases one's resistance to dark magic attacks.; Necromancy (Soultaker): Increases resistance to dark attacks and increases magic power.
Against mages (nukes and debuffs): how a mage stops it
In a robe, a mage can't hold up in melee: their defense is not letting it reach them. Mage class crowd controls: Stun Attack (Orc Shaman): A stunning blow that inflicts great pain. Target is dazed. The target cannot be stunned, shocked or dazed again while this is in e; Sleep (Cleric, Dark Wizard, Elven Wizard, Oracle and Shillien Oracle, Wizard…): Instantly puts target to sleep. If cast on a sleeping target, the spell has no effect.; Sleeping Cloud (Sorcerer and Spellsinger): Instantly puts nearby enemies to sleep. If cast on a sleeping target, the spell has no effect.; Dreaming Spirit (Orc Mage, Orc Shaman, Overlord and Warcryer): Instantly puts target to sleep. If cast on a sleeping target, the spell has no effect.; Trance (Bishop and Elder): Puts your target to sleep. The target may not be put to sleep again while the spell remains in effect.; Spell Turning (Hierophant): Cancels a nearby target's magic casting.; Hammer Crush (Overlord and Warcryer): Simultaneously shock and inflict melee damage. An equipped blunt weapon is required to use this skill. Shield defense is ignored. .
Against mages (nukes and debuffs): how a fighter or tank stops it
Fighter class crowd controls: Stunning Shot (Assasin, Elven Scout, Rogue, Hawkeye, Phantom Ranger and Silver Ranger): A shocking blow that stuns and inflicts damage to a target with an arrow. An equipped bow is required to use this skill. Over-hit ; Stunning Fist (Orc Monk): Damage inflicted stuns enemy into a state of shock. An equipped hand-to-hand combat weapon is required to use this skill. Over-hit; Soul Breaker (Tyrant): An iron-fisted attack that stuns and damages an enemy. An equipped hand-to-hand combat weapon is required to use this skill. Shiel; Bluff (Adventurer, Ghost Hunter and Wind Rider): Tricks the enemy to show its back. Removes the enemy's desire to attack and cancels one's own target status. Instantly throws the ; Shock Blast (Dreadnought): Sacrifices HP to release a shock wave at distant enemies that inflicts damage and cancels their target status. Temporarily throws ; Armor Crush (Fortune Seeker, Maestro and Titan): Inflicts great damage and temporarily throws the enemy into a state of shock with greatly reduced P. Def. and M. Def. Critical att; Song of Silence (Sword Muse): Sing the Song of Silence to temporarily disable all enemy physical and magical skills.; Shock Stomp (Warlord): Temporarily shocks nearby enemies, canceling their targets. Usable when equipped with a spear.; Thunder Storm (Warlord): A wide arcing swing that shocks and damages multiple surrounding enemies. Usable when a pole-arm is equipped. Shield Defense is ig; Punch of Doom (Tyrant): Strikes an enemy with an iron fist but temporarily stuns you. An equipped hand-to-hand combat weapon is required to use this skill; Shield Stun (Knight, Dark Avenger and Paladin): A brutal shield bash that stuns your target. The target cannot be stunned, shocked or dazed again while this is in effect. A shiel.
Against stun / shock: robe armor sets (mages)
Stun leaves you unable to act. Defense: sets, jewels, and buffs with shock/stun resistance. Sets whose bonus covers it: Majestic Robe Set (grade A): Increases resistance to shock attacks. Max MP, Casting Spd. and MP recovery rate are also increased. MEN+1, INT-1; Major Arcana Robe Set (grade S): Decreases chance of magic casting being canceled. Increases resistance to shock attacks, M. Atk., Speed and maximum weight limit. WIT+1, INT+1, MEN-2.
Against stun / shock: light armor sets
Sets whose bonus covers it: Majestic Light Armor Set (grade A): Increases resistance to shock attacks. P. Atk., Max MP and maximum weight limit are also increased. DEX+1, CON-1.
Against stun / shock: heavy armor sets
Sets whose bonus covers it: Majestic Heavy Armor Set (grade A): Increases resistance to shock attacks. P. Atk. and Accuracy are also increased. STR+2. CON-2.
Against stun / shock: jewels
Jewels whose effect covers it: Earring of Antharas (grade S, M.Def 71): Produces the following effects: MP +31, 80% increase in resistance to bleeding, increase in the amount of heal, vampiric rage effect, 60% increase in resistance to stun/silence, decrease in MP consumption, and increase in resistance to earthen attack. If a cha; Zaken's Earring (grade S, M.Def 71): Produces the following effects: MP +31, +60% resistance to bleeding, increased heal, vampiric rage and +40% resistance to shock/abnormal mental state. If a character wears two identical earrings, only one earring's effects will apply.
Against stun / shock: buffs other classes can cast on you
Ask for them before heading out or before the fight: Resist Shock (Elder): Temporarily increases resistance to stun attack. Effect 1.
Against stun / shock: skills you cast on yourself
Skills the character casts on themselves: Lionheart (Orc Raider, Warrior, Destroyer, Gladiator and Warlord): Temporarily but significantly increases resistance to Paralysis, Hold, Sleep and Shock or buff-lifting attacks. Effect 1.
Against stun / shock: class passives and toggles
Classes that already have this defense on their own: Fortitude (Evas Templar, Grand Khavatari, Hell Knight, Phoenix Knight, Shillien Templar and Titan): Increases resistance to Shock/Paralysis attacks significantly. Continuously consumes MP.; War Frenzy (Bounty Hunter, Destroyer, Gladiator, Tyrant, Warlord and Warsmith): Increases your resistance to stun and sleep. MP is continuously consumed while the effect lasts.
Against sleep, hold (root), fear, and mind control: robe armor sets (mages)
Sleep, hold, and fear take you out of the fight. Defense: mental resistance and someone to cleanse it for you. Sets whose bonus covers it: Nightmare Robe Set (grade A): Increases MP regeneration, M. Atk. and resistance to sleep/hold attacks. INT+2, WIT-2.
Against sleep, hold (root), fear, and mind control: light armor sets
Sets whose bonus covers it: Nightmarish Leather Light Armor Set (grade A): Increases resistance to Sleep/Hold attack and M. Def. Restores HP by using part of the damage inflicted upon the enemy, excluding damage caused by skill or remote attack. DEX+1, CON-1.
Against sleep, hold (root), fear, and mind control: heavy armor sets
Sets whose bonus covers it: Nightmare Heavy Armor Set (grade A): Increases P. Atk. and resistance to Sleep/Hold attack. CON+2, DEX-2; Imperial Crusader Heavy Armor Set (grade S): Increases Max HP, P. Def and resistance to sleep/hold attacks. STR+2, DEX-2.
Against sleep, hold (root), fear, and mind control: jewels
Jewels whose effect covers it: Necklace of Valakas (grade S, M.Def 95): Produces the following effects: MP+42, 80% increase in sleep resistance, HP +445, decrease in reuse delay, increase in P. Atk. and M. Atk. wild magic effect, damage shield effect and increase in resistance to flaming attack.; Ring of Baium (grade S, M.Def 48): Produces the following effects: MP +21, 80% increase in resistance to poisoning, increase in Accuracy, increase in critical damage, 60% increase in resistance to hold, and increase in Atk. Spd. and Casting Spd. If a character wears two identical rings, only th; Zaken's Earring (grade S, M.Def 71): Produces the following effects: MP +31, +60% resistance to bleeding, increased heal, vampiric rage and +40% resistance to shock/abnormal mental state. If a character wears two identical earrings, only one earring's effects will apply.; Ring of Queen Ant (grade B, M.Def 48): Produces the following effects: MP +21, 60% increase in resistance to poisoning, increase in accuracy, increase in critical damage, and 40% increase in resistance to hold. If a character wears two identical rings, only the effect of one ring will be applied.; Frintezza's Necklace (grade A, M.Def 95): Increases resistance to Sleep by 30%, to Poison by 50%, to Bleed by 50%, to Paralysis by 30%, to Shock by 30%. Decreases Re-use Delay. Also produces the effects of Damange Shield, and enhanced ability to defend against dark attacks.
Against sleep, hold (root), fear, and mind control: buffs other classes can cast on you
Ask for them before heading out or before the fight: Mental Shield (Cleric, Oracle, Shillien Oracle, Elder, Prophet and Shillien Elder): Temporarily increases resistance to Hold, Sleep and Fear, and Mental attacks. Enchant Time: the skill duration is increased. Effect 1.
Against sleep, hold (root), fear, and mind control: skills you cast on yourself
Skills the character casts on themselves: Lionheart (Orc Raider, Warrior, Destroyer, Gladiator and Warlord): Temporarily but significantly increases resistance to Paralysis, Hold, Sleep and Shock or buff-lifting attacks. Effect 1.
Against sleep, hold (root), fear, and mind control: class passives and toggles
Classes that already have this defense on their own: Toughness (Orc Fighter and Orc Mage): Increases resistance to Sleep, Hold and Poison attacks.; War Frenzy (Bounty Hunter, Destroyer, Gladiator, Tyrant, Warlord and Warsmith): Increases your resistance to stun and sleep. MP is continuously consumed while the effect lasts.
Against poison and bleed: robe armor sets (mages)
Poison and bleed deal damage over time. Defense: resistance, skills that cure it, and consumables. Sets whose bonus covers it: Tallum Robe Set (grade A): Increases resistance to poison/bleeding attacks. Casting Spd. and M. Def. are also increased. INT-2, WIT+2.
Against poison and bleed: light armor sets
Sets whose bonus covers it: Doom Light Armor Set (grade B): Increases lung capacity, P. Atk., MP recovery rate and resistance to poison attacks. STR-1, CON-2, DEX+3; Tallum Light Armor Set (grade A): Increases resistance to poison/bleeding attacks. MP recovery rate and Max MP are also increased. MEN+2, WIT-2.
Against poison and bleed: heavy armor sets
Sets whose bonus covers it: Mithril Heavy Armor Set (grade D): Increases resistance to poison attack.; Tallum Heavy Armor Set (grade A): Increases resistance to poison/bleeding attacks. Atk. Spd. and maximum weight limit are also increased. STR+2, CON-2.
Against poison and bleed: jewels
Jewels whose effect covers it: Earring of Antharas (grade S, M.Def 71): Produces the following effects: MP +31, 80% increase in resistance to bleeding, increase in the amount of heal, vampiric rage effect, 60% increase in resistance to stun/silence, decrease in MP consumption, and increase in resistance to earthen attack. If a cha; Ring of Baium (grade S, M.Def 48): Produces the following effects: MP +21, 80% increase in resistance to poisoning, increase in Accuracy, increase in critical damage, 60% increase in resistance to hold, and increase in Atk. Spd. and Casting Spd. If a character wears two identical rings, only th; Zaken's Earring (grade S, M.Def 71): Produces the following effects: MP +31, +60% resistance to bleeding, increased heal, vampiric rage and +40% resistance to shock/abnormal mental state. If a character wears two identical earrings, only one earring's effects will apply.; Ring of Queen Ant (grade B, M.Def 48): Produces the following effects: MP +21, 60% increase in resistance to poisoning, increase in accuracy, increase in critical damage, and 40% increase in resistance to hold. If a character wears two identical rings, only the effect of one ring will be applied.; Earring of Orfen (grade A, M.Def 71): Produces the following effects: MP+31, 40% increase in resistance to bleeding and increase in the amount of heal. If a character wears two identical earrings, the effect of only one earring will be applied.; Ring of Core (grade A, M.Def 48): Produces the following effects: MP+21, 40% increase in resistance to poisoning and increase in accuracy. If a character wears two identical rings, only the effect of one ring will be applied.; Frintezza's Necklace (grade A, M.Def 95): Increases resistance to Sleep by 30%, to Poison by 50%, to Bleed by 50%, to Paralysis by 30%, to Shock by 30%. Decreases Re-use Delay. Also produces the effects of Damange Shield, and enhanced ability to defend against dark attacks.
Against poison and bleed: buffs other classes can cast on you
Ask for them before heading out or before the fight: Cure Poison (Dark Mage, Elven Mage, Mage, Cleric, Oracle and Shillien Oracle…): Cures poisoning up to Effect 3.; Purify (Bishop and Shillien Elder): Heals paralysis, cures poisoning and stops bleeding with the effect of 3 or less.; Vitalize (Bishop and Elder): Recovers HP, cures poison, and stops bleeding with Effect 3 or less. Power 440.; Invigor (Prophet): Temporarily increases resistance to bleeding. Effect 1.; Resist Poison (Oracle, Prophet and Elder): Temporarily increases resistance to poison. Effect 1.
Against poison and bleed: skills you cast on yourself
Skills the character casts on themselves: Poison Recovery (Elven Knight, Elven Scout, Plain Walker, Silver Ranger, Swordsinger and Temple Knight): Self-cures poison. Effect less than 3.
Against poison and bleed: class passives and toggles
Classes that already have this defense on their own: Toughness (Orc Fighter and Orc Mage): Increases resistance to Sleep, Hold and Poison attacks.; Health (Cardinal, Dominator, Doomcryer, Dreadnought, Duelist and Evas Saint…): Increases resistance to Poison and Bleed.
Against paralysis: robe armor sets (mages)
Paralysis immobilizes you completely. Defense: sets and jewels with paralysis resistance. Sets whose bonus covers it: Dark Crystal Robe Set (grade A): Decreases magic cancel rate and increases resistance to paralysis attacks. P. Def., Casting Spd. and Speed are also increased. WIT+2, MEN-2.
Against paralysis: light armor sets
Sets whose bonus covers it: Dark Crystal Light Armor Set (grade A): Increases resistance to paralysis attacks. Atk. Spd. and P. Atk. are also increased. STR+1, CON-1.
Against paralysis: heavy armor sets
Sets whose bonus covers it: Dark Crystal Breastplate Heavy Armor Set (grade A): Increases resistance to paralysis attacks and improves effectiveness of HP recovery magic. STR-2, CON+2.
Against paralysis: skills you cast on yourself
Skills the character casts on themselves: Lionheart (Orc Raider, Warrior, Destroyer, Gladiator and Warlord): Temporarily but significantly increases resistance to Paralysis, Hold, Sleep and Shock or buff-lifting attacks. Effect 1.
Against paralysis: class passives and toggles
Classes that already have this defense on their own: Fortitude (Evas Templar, Grand Khavatari, Hell Knight, Phoenix Knight, Shillien Templar and Titan): Increases resistance to Shock/Paralysis attacks significantly. Continuously consumes MP.
Against silence: jewels
Jewels whose effect covers it: Earring of Antharas (grade S, M.Def 71): Produces the following effects: MP +31, 80% increase in resistance to bleeding, increase in the amount of heal, vampiric rage effect, 60% increase in resistance to stun/silence, decrease in MP consumption, and increase in resistance to earthen attack. If a cha.
Summary: mage against daggers
1) Robe: the sets that boost P.Def/HP are Clan Oath Robe Set (D), Karmian Set (C), Divine Set (C), Avadon Robe Set (B), Tallum Robe Set (A), and Dark Crystal Robe Set (A). 2) Enchant your armor to the safe max: each + adds P.Def. 3) Watch out: Cleric, Oracle, Shillien Oracle, Bishop, Elder, Prophet, Shillien Elder and Orc Mage have Light Armor Mastery and can wear light armor to take more physical hits. 4) Ask your buffer for P.Def, evasion, and bleed resistance (see above). 5) Use sleep/root/slow as soon as you see it coming, and fight with your back covered: Blow skills and Backstab are stronger from behind.
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