Inspector (Freya) guide — Inspector
A Inspector class guide for Lineage 2 Freya: how to get the class, which skills to take, what to wear and where to level. The rarest, most interesting class, with no analogues!
Every party will be glad to have it (except maybe archers, who have no use for it), since Inspector has tons of useful buffs/debuffs and much more in its arsenal.
But unfortunately it can't be chosen as a main class; it can be obtained only after all subclasses reach level 75.
And leveling it to max lvl'a to enchant its skills is, alas, rather hard.
Contents |
Skills
Passive
- [[Rapier_Mastery_(474)|]] (')[http://linedia.com.ua/w/index.php?title=Rapier_Mastery_(474)&action=submit - Increases P. Atk. by 96.4 when using a rapier.
- [[Light_Armor_Mastery_(465)|]] (')[http://linedia.com.ua/w/index.php?title=Light_Armor_Mastery_(465)&action=submit - When wearing light armor, increases P. Def. by 65,6 and Evasion by 6, lowers the chance/damage of critical hits by 5%.
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Evade Shot - Increases Casting Spd. by 10% and reduces the reuse time of magic skills by 10%. - [[Magic_Immunity_(466)|]] (')[http://linedia.com.ua/w/index.php?title=Magic_Immunity_(466)&action=submit - Increases M. Def. by 108 and resistance to magic attacks by 25%.
- [[Soul_Mastery_(467)|]] (')[http://linedia.com.ua/w/index.php?title=Soul_Mastery_(467)&action=submit - Absorbs souls. 30% chance to absorb an extra soul on a critical hit. Up to 40 souls can be absorbed.
- [[Critical_Sense_(626)|]] (')[http://linedia.com.ua/w/index.php?title=Critical_Sense_(626)&action=submit - Increases critical hit chance by 25% and critical damage by 317.
- [[Fast_Recovery_(832)|]] (')[http://linedia.com.ua/w/index.php?title=Fast_Recovery_(832)&action=submit - Increases HP, MP and CP. regeneration
- [[Health_(329)|]] (')[http://linedia.com.ua/w/index.php?title=Health_(329)&action=submit - Increases resistance to Poison and Bleeding by 20.
- [[Wisdom_(328)|]] (')[http://linedia.com.ua/w/index.php?title=Wisdom_(328)&action=submit - Increases resistance to Hold, Sleep and Mental Attacks by 20.
- [[Skill_Mastery_(330)|]] (')[http://linedia.com.ua/w/index.php?title=Skill_Mastery_(330)&action=submit - Gives a chance to use a skill without cooldown or with double duration. Depends on STR.
Active
- [[Triple_Thrust_(504)|]] (')[http://linedia.com.ua/w/index.php?title=Triple_Thrust_(504)&action=submit
Attacks with three quick strikes, dealing 3069 additional damage.
Increases Power when using Souls.
Consumes up to 5 Souls. Requires a rapier. Overhit possible.
Attempts a lethal attack and deals 5479 additional damage.
Increases Power when using Souls.
Consumes up to 5 Souls. Requires a rapier. Overhit possible.
- [[Spread_Wing_(492)|]] (')[http://linedia.com.ua/w/index.php?title=Spread_Wing_(492)&action=submit
Spreads the wings and attacks the enemies around, dealing 2192 additional damage.
Increases Power when using Souls.
Consumes up to 5 Souls. Overhit possible.
- [[Life_to_Soul_(502)|]] (')[http://linedia.com.ua/w/index.php?title=Life_to_Soul_(502)&action=submit - Sacrifices your HP and restores 5 Souls.
-
Lightning Barrier - Covers you with a lightning shield. Paralyzes enemies who attack you. Duration: 20 min. - [[Final_Form_(538)|]] (')[http://linedia.com.ua/w/index.php?title=Final_Form_(538)&action=submit
Transforms you into the final combat form. Consumes 20 souls. Raises your character's DPS quite a lot, but you lose all skills except the Final Form skills. Lasts 4 minutes, reuse time 2 hours.
- [[Soul_Rage_(939)|]] (')[http://linedia.com.ua/w/index.php?title=Soul_Rage_(939)&action=submit - Damages enemies and gathers Souls. Can be used up to level 40. Critical hit possible. Overhit possible.
- [[Painkiller_(837)|]] (')[http://linedia.com.ua/w/index.php?title=Painkiller_(837)&action=submit - Relieves suffering and grants invincibility. Duration: 8 sec.
Buffs
- [[Restoration_(1487)|]] (')[http://linedia.com.ua/w/index.php?title=Restoration_(1487)&action=submit - Restores 32 HP every second. Duration: 15 sec.
- [[Vampiric_Impulse_(1477)|]] (')[http://linedia.com.ua/w/index.php?title=Vampiric_Impulse_(1477)&action=submit
All party members absorb part (80%) of HP from the damage dealt to enemies.
Doesn't apply to damage from skills and ranged weapons. Duration: 15 sec.
- [[Appetite_for_Destruction_(1476)|]] (')[http://linedia.com.ua/w/index.php?title=Appetite_for_Destruction_(1476)&action=submit - Awakens the instinct of destruction in party members. Instantly increases P. Atk., critical hit chance and damage. Duration: 15 sec.
- [[Soul_Harmony_(1480)|]] (')[http://linedia.com.ua/w/index.php?title=Soul_Harmony_(1480)&action=submit
Empathizes with the souls of party members for 15 seconds to recover 200 MP per second, decrease P. Def. by 90%, and become unable to act. Consumes 20 Souls.
- [[Magic_Impulse_(1479)|]] (')[http://linedia.com.ua/w/index.php?title=Magic_Impulse_(1479)&action=submit - Unleashes magic abilities. M. Atk. +95%, Casting Spd. +15%,
magic critical chance +300%. Duration: 15 sec. - [[Restoration_Impact_(1488)|]] (')[http://linedia.com.ua/w/index.php?title=Restoration_Impact_(1488)&action=submit - In the Restoration state, causes an acceleration reaction and restores 20% of max HP, after which the restoration effect disappears.
- [[Soul_Cleanse_(1510)|]] (')[http://linedia.com.ua/w/index.php?title=Soul_Cleanse_(1510)&action=submit
Removes up to three debuffs.
Works only within your own race.
- [[Protection_Instinct_(1478)|]] (')[http://linedia.com.ua/w/index.php?title=Protection_Instinct_(1478)&action=submit
Stirs up the defense instinct to increase P. Def. by 1800 and M. Def. by 1350 for 15 seconds.
Debuffs
- [[Spite_(1485)|]] (')[http://linedia.com.ua/w/index.php?title=Spite_(1485)&action=submit
Curses the enemy, harboring a grudge against them, after which the enemy may take heavy critical damage with a certain chance.
Duration: 1 min.
- [[Mental_Impoverish_(1486)|]] (')[http://linedia.com.ua/w/index.php?title=Mental_Impoverish_(1486)&action=submit
For 1 minute, causes mental impoverishment on the enemy and causes MP to disappear at a certain rate when damage is received.
- [[Weak_Constitution_(1482)|]] (')[http://linedia.com.ua/w/index.php?title=Weak_Constitution_(1482)&action=submit
When taking damage under the Weakness curse, the target has a chance to lose consciousness.
Duration: 1 min.
- [[Oblivion_(1481)|]] (')[http://linedia.com.ua/w/index.php?title=Oblivion_(1481)&action=submit - When the enemy takes damage from the Desolation curse, there's a chance the enemy loses its target. Duration: 1 min.
- [[Enervation_(1484)|]] (')[http://linedia.com.ua/w/index.php?title=Enervation_(1484)&action=submit
Suppresses the enemy's will. When the enemy takes damage, their Atk. Spd., Speed and Casting Spd. may drop.
Duration: 1 min.
- [[Thin_Skin_(1483)|]] (')[http://linedia.com.ua/w/index.php?title=Thin_Skin_(1483)&action=submit
A curse that weakens the enemy's skin so much
that they start bleeding when they take damage.
Duration: 1 min.
Class quest
Races: Kamael
Level: 76
Start: Liane (Town of Aden)
Type: one-time
Reward: Judicator class
Quest walkthrough
1. Go to Liane in Town of Aden. Walk up and take the quest. She sends us to Kamael Village to Hierarch Kekropus.
2. Go to Kamael Village to Hierarch Kekropus.
3. Talk. Talk to Vice Hierarch Eindburgh and become an Inspector.
Equipment
If a person who has leveled 2 subclasses doesn't know how to gear their Kamael character on the third subclass, that's sad... The choice isn't big here.
You can take armor from your main "by grade", and the weapon too, even from the main (unless you're an Arbalester, of course; things are different there despite the grade penalty, which won't cut much).
If you have a two-handed sword, that's great; you can run with it at first.
So.
Below I've described in detail (for noobs) what to put on your character and how!
C grade
Go to the shop in Giran and buy -
- Plated Leather Set (Plated Leather)
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Common Item - Plate Leather Gloves+ Top Common Helmet +4STR -1CON
It would also be good to get C jewelry.
Weapon -
Samurai Longsword. Of course, turn all swords into professional rapiers, and don't forget the rapier bonus +4: "When augmented to +4 or higher, on a critical attack gives a chance to increase P. Atk., M. Atk. and healing power, and reduces MP consumption when using skills for you and your party members."
B grade
At level 52 you can wear B-grade armor and weapons.
If you want and can, you can buy any common B armor set from players; it's not worth putting together normal B-grade armor - too expensive, and in just 9 levels you'll swap it for A grade, so it's better to stay in the PL set, preferably ++
As for the weapon - closer to level 54-55 you should swap
Common Item - Samurai Long Sword for
Common Item - Keshanberk* or
Common Item - Sword of Damascus. You can buy them from players in Giran or Aden, or drop them yourself. Keshanberk is cheaper and weaker, Damascus is more expensive and stronger.
Also, if possible, swap your common C-grade jewelry for common B-grade jewelry - (Common Item - Black Necklace, Common Item - Black Ring, Common Item - Black Earring)
A grade
here everything is a bit more complicated)
Armor
There are 4 sets to choose from:
- Tallum light set (Tallum Light). A low-A set. Gives +8% to MP, +222 MP, +80 regeneration speed, % to poison resistance, -80% chance of getting a bleeding wound, +2 MEN, -2 WIT.
We discard it right away - it gives no advantages, and also lowers the already not-great casting speed. Although it's one of the prettiest Kamael sets.
Consists of:
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- Dark Crystal light set (Dark Crystal Light).
A low-A set. Gives +4% P. Atk., +4% Atk. Spd., +50% to paralysis resistance, +1 STR, -1 CON.
Consists of: ![]()
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- Nightmare light set (Nightmare Light).
A top-A set; you can add a PvP enchant. Gives +4% M. Def., +70% to sleep and hold resistance, 3% of the damage dealt to the enemy is converted into your own HP +1 DEX, -1 CON.
Consists of:
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An excellent A-grade set; it has a built-in vampiric effect and suits both leveling and PvP - sleep and hold resistance will help in combat more than once. You can add a PvP enchant. The downsides - the set is rather hard to collect and relatively expensive.
- Majestic light set (Majestic Light).
A top-A set; you can add a PvP enchant. Gives +8% P. Atk. for bows and crossbows, +240 MP, +5759 carrying capacity, -50% chance of getting shocked +1 DEX, -1 CON.
Consists of:
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An excellent A-grade set, valued mainly for its stun resistance effect, for which many light armor wearers collect and wear it, even though its attack bonuses are only for bows. You can add a PvP enchant. A relatively expensive set, but also the easiest to collect because of its great popularity.
Weapons
-
Sword of Damascus closer to the end of level 60 / start of 70, you can swap it either for
Common Item - Dark Legion's Edge or for the same blade but a normal one (if finances allow). A cheap alternative to this is a normal -
Tallum BladeEnchanted to +4, it will have more P. Atk. and M. Atk. than
Common Item - Dark Legion's Edge, give you the +4 rapier bonus, and cost 2-3 times less than a normal
Dark Legion's Edge.
S grade
S-grade armor is represented for us by just one set. Though you can stay in the A set without complaint; it's a valid option too.
So, from S grade we have:
- Draconic Leather light set (Draconic Leather). Gives +4% P. Atk., +4% Atk. Spd., +289 MP, +5759 weight capacity +1 DEX, +1 STR, -2 CON.
Consists of:
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An excellent set with a lot of P. Def. compared to A sets; besides PvP enchanting, you can insert attribute stones. It's relatively easy to collect - the breastplate often drops in the Labyrinth at level 78, so it's very cheap on the market.
Weapons
isn't very varied either.
Just one sword -
Forgotten Blade. Of the worthwhile SAs, you can consider either Focus - increases critical rate by +84, or Health - increases max HP by 25%. Which option to choose is up to each player.
If you're taken into a mage group, you need a weapon with "Acumen" of your grade.
For S grade,
Arcana Mace Acumen will do.
S-80 grade
Here we buy our last sets, since the max subclass level is 80.
The choice is small: 2 of them.
- Moirai Light Armor Set (Moirai Light Armor)
DEX +2, CON -2; when equipped, P. Atk. +4.26%, Atk. Spd. +4%, Speed +3%, hold resistance +50%, Fire/Water/Wind/Earth defense +3.
Lets you wear cloaks.
Consists of:
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- Dynasty Light Armor Set - Wizard (Dynasty Light Armor - Enchanter)
INT-1, MEN+2, WIT-1, Casting Spd. +15%, Max MP +321, Dark Resistance +8, lower MP cost, lower chance of spell interruption.
Consists of:
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Weapons
Dynasty Rapier- 302/151
Icarus Stinger- 329/163
no need to think much here; the difference in dmg is small and the SAs are the same, so choose purely on looks ^^ I'd choose the Dynasty one; it somehow reminds me of the S86 rapier.
Again, if it's a mage group, you either stay with the Arcana Mace or buy/craft/farm/steal/beg for -
Dynasty Staff 325/222
Dynasty Phantom 267/202
Icarus Spirit 290/217
Icarus Hall 290/217
Dynasty Mace 267/202
Leveling
Even though this class is positioned as a buffer/debuffer, at first, while you have no static, it's worth leveling in melee locations.
But it won't be easy, and you need to get a static party as soon as possible.
Until about level 66 you'll still be able to level comfortably somehow, but after that you need at least some static (we'll talk about the static's makeup later).
Below I'll describe the more comfortable leveling spots up to level 70, since after that you must be in a static and follow the PL's orders; he'll decide where it's best for you to go.
Well, and if you yourself are a Party Leader, I think you'll hardly need this text.
Leveling spots
40-52 - Forest of Evil (Oren)
Teleport to the Ivory Tower from Oren and run north.
Our clients are the various Tarlk Ogres and the Elder Formor.
Monsters are plentiful in the location and drop herbs.
52-58 – Catacomb of the Apostate (Oren)
XP will come fast if you don't take risks and level steadily.
Try to find at least some party, preferably a second DD or a buffer/healer.
If you don't need money (AA=A), you can also level "upstairs".
Catacomb map
58-68 - Catacomb of the Witch (Hunters' Village)
Choose monsters without Stun attacks. Pay attention to the monsters' defenses against different attack types, for example resist to daggers/rapiers, very strong P. Def., ect.
The catacombs assume at least a buffer or a party.
Catacomb map. If solo, you can go to Goddard and level on the local fauna - Chickens, Wolves, Bulls, Bears. Leave Goddard's gates and you're immediately among the monsters. They're all weak to melee attacks, and herbs drop. The monsters' level rises from east to west - along the town wall. Theoretically you can reach level 75 on them; it's the most accessible place you can get to under the newbie buff.
Tattoo
Whether to get tattoos for leveling is up to you.
In general it's all subjective, but for a solo exp this option is better: "+5STR/DEX -5/9CON"
For pvp the standard build is a must: "+5CON +4DEX -9STR"
Place in the party
Even though Inspecotor/Arbitr is a Enchanter class and should fit any party, like, for example, BD & SWS, as an active, non-off-party member it suits only mage parties and melee parties.
In general the class is very versatile, but people are afraid to change the usual lineup, remove someone, etc.
Here I'll say my favorite phrase "It's all subjective", and off we go!
Mage party
As we know, the standard mage group lineup looks like this:
1) Mage DD
2) Necro
3) Mage DD
4) EE/SLB/Insp
5) EE
6) Overlord
7) BD
8) SwS
9) Bishop
Here any PL will think three times about whether to take an Inspector into the party: on the one hand, he has "Soul Harmony" and "Magic Impulse" and many other useful "goodies", which is very tempting; but on the other, wouldn't it be better to take an SLB with steal and the rapier buff, or, without bothering, keep the EE and that's it. Only the PL decides.
But we're looking at the option with an Inspector instead of the second "battery".
For leveling, the Inspector can certainly compete with the EE and the SLB, but in pvp and mpvp that's debatable.
If you were taken into a mage party after all, it should realize that the Arbiter (I'll call it that, since the Inspector is a noob who hasn't done the third class =) ) is an expensive character. If before getting a static party you ran with a rapier, now you must have both a magic weapon with the "Acumen" SA and a rapier, preferably of the same grade as the rapier, since INT=m.atack - debuff landing.
I'd even try to get a nuke! =)
Melee party
I can't tell you the exact makeup of a melee party, since they all consist of different classes and there's no such "certainty" as in a mage party; and that shouldn't worry us anyway; what should worry us is that -
The Judicator's place in a melee party is, again, the place of a battery - EE/SE.
And by Murphy's law:
"The Judicator isn't an essential member and can be replaced by any other class, and the party won't lose much."
That's what people who underestimate the Judicator usually think, but a high-lvl Judicator with enchanted skills is better than any buffer and certainly better than any leecher. Just imagine a class that pours mana, casts Party-UD, HoT, buffs that raise P. Atk. and critical hit chance by 50%, while debuffing enemies with Spite, and all of it can be enchanted too. Not bad, huh?
And as I wrote, the Judicator is an expensive class: if the party's goal is exp, you need a rapier for focus, and if the party often takes part in pvp - hp, just one isn't an option.
Skills with the refresh property - they don't apply to the Inspector's buffs (Examples: Song of Renewal/Champion, Blessing of Saggitarius/Seraphim, quick recovery, refresh, frintessa/valakas, ect)
OE skills
Skill enchanting
Epic jewelry
Like any other class, the Inspector needs epic jewelry, any of it; you can't do without it. Even though it's a subclass and again can't take part in the Olympiad, you can farm the Olympiad a bit with your main or take TW jewelry.
Below are possible "epic" options.
-
Ring of Queen Ant (M Def: 48) MP +21, increased poison resistance by 30%, increased poison chance by 30%, increased Accuracy, increased Critical Damage, increased hold resistance by 20%, increased hold chance by 20%. -
Ring of Baium (M Def: 48) MP +21, increased poison resistance by 40%, increased poison chance by 40%, increased Accuracy, increased Critical Damage, increased hold resistance by 30%, increased hold chance by 30%, increased attack and Casting Spd. -
Zaken's Earring (M Def: 71) MP +31, increased bleed resistance by 30%, increased chance to make the target bleed by 30%, increased healing effectiveness, increased Vampiric Rage, increased resistance to shock/abnormal states by 20%, increased chance to cause shock/abnormal states on the target by 20%. -
Frintezza's Necklace (M Def: 95) MP +42, Increases sleep/paralysis/shock resistance by 15%. Increases the chance to put the target to sleep/paralyze/shock it by 15%. Increases poison/bleed resistance by 25%. Increases the chance to poison/bleed by 25%. Reduces skill reuse time. Increases the shield damage effect. -
Earring of Antharas (M Def: 71)[I] MP +31, (M Def: 95) increased bleed resistance by 50%, increased chance to make the target bleed by 40%, increased healing effectiveness, increased Vampiric Rage, increased resistance to stun/abnormal states by 30%, increased chance to cause stun/abnormal states on the target by 30%, reduced MP consumption and increased resistance to earth attacks. -
Necklace of Valakas (M Def: 95) MP +42, increased sleep resistance by 40%, HP +445, increased sleep chance by 40%, reduced skill reuse time, increased P. Atk. and M. Atk. of wild magic, increased shield damage effect and increased resistance to fire attacks. -
Beleth's Ring (M Def: 48) MP +38, HP +105, increases M Defense by 12%, increases "to abnormal mental state" defense by 10, increases MP regeneration by 0.23, and increases resistance to dark attacks by 30.
Conclusion
Summing up
Currently the Inspector/Arbitor class isn't that popular; despite all its "super skills" at first glance, it remains a gimp; maybe with tons of luck, nerves and money you can make something of this class. But! All its debuffs land very rarely without OE. Buffs last 15 seconds (+30 - 30 sec) with a 5-minute reuse (+30 - 2,5 min); despite their abundance, they don't make up for one very important point. The sub's level is 80.
That's where it all comes together: you can't enchant skills properly, you can't go to the Olympiad, and in pvp 1x1 you'll lose most of the time despite all your "goodies".
If only NCSOFT would make the Arbiter a standalone class... Then we'd have some fun)
But that's just a dream, and right now the Inspector is an EE with a rapier!
Whether to play it or not is up to you.



