Shillien Knight (Freya) guide — Shillien Knight
Shillien Knight class guide for Lineage 2 Freya: how to get the class, which skills to take, what to wear and where to level.
Contents |
I - Introduction
I could write something terribly pompous here and add a pretty picture… but I don't think it's worth it — other dark elf guides have plenty of that. So let's get straight to the point.
So, the Shillien Knight (hereafter SK) is defined as a "defensive warrior" or simply a tank. Here it's worth pausing to say that there's only one tank in L2 - the TK (aka Temple Knight). The SK, on the other hand, is an example of a multi-class character (combining traits of other classes). This means he's rather hard to control but very interesting to play. What sets the SK apart from other tanks (well, by definition he's a tank, so that's what we'll call him) is strong physical attack, more melee attack skills and nukes, the most useful cubics, the ability to use various debuffs and a small amount of HP. I'll say right away that beginners shouldn't take this class. But not everyone who knows the world of L2 firsthand will take up an SK: after all, it's much more appealing to take a relatively fast-leveling DD or an indispensable party support… But if you've decided anyway, then create a dark elf and off you go. Fairly soon you'll have a real machine for killing everything alive at your disposal.
Created a dark elf fighter? Great! Then you have a character with the following stats:
As we can see, compared to the other races, our highest stats are str and int, and the lowest is con. This means we hit hard with weapons and magic and debuff well, but we don't have much HP. Unfortunately for us, CON affects not only HP but also the weight limit and stun resistance. Low CON scares many players a lot, and amuses some. But true fans of the class don't pay attention to such trifles. Perhaps they just enjoy hearing phrases from other players (a very polite version) like: "how did I die, you have half my HP", "how did you kill me, you're two nukes/one Double Shot/one backstab/two skills for me".
II – Leveling
- I thought for a long time about whether to write about leveling. At first it seemed to me that experienced players wouldn't be interested in this section, and newcomers (for whom, by the way, this guide isn't intended) should learn to use Google, play characters that are easier to control, and only then start playing a SK. Then, on sober reflection that this is a guide after all, I decided to write a few words.
- From level one to twenty, level with quests – it's all simple and described in many places. Get the first class, and if we suddenly don't know where to level, open the map, press "information", then "hunting zones", and off we go. Don't forget to make sure leveling pays for your shots. At levels 35, 37 and 39 do the mark quests. Get the second class and open the map again…
- Next, a few valuable tips. If you came to the server with a static, you can skip ahead to the skill description section. But if you came alone and plan to level mostly under the newbie buff and solo, be sure to get a wolf; don't be lazy, level it to 55 and give it at least some weapon (bought from the pet manager) – it'll pay off. Make friends with an SE (Shillien Elder) and don't let her leave your side, hoping the support doesn't realize that leveling with a tank isn't the most profitable or fastest thing. The SE will buff everything you need (Focus, DW, accuracy, Might) and buff your pet; she also has Stigma, Shackle, root, Recharge and heals. Needless to say, all of this is very useful…
- I'd like to say something separately about our transformation, or rather not describe it (I'll do that in the skill description section) but warn you not to use it while leveling. The most you can do is switch into the transformation, buff yourself and switch back. Maybe someone thinks leveling a SK in the transformation is good and right. Well, let them keep thinking so. I won't give arguments either "for" or "against"; I'll just call that person some interesting word.
- It's also worth pausing on killing raid bosses. In the noob days, when RBs are mostly farmed by more than one party, don't forget to make sure your party always has the following characters: Bishop, SWS, Warcryer (PP) and mana elves; the DDs can be in other parties that make up the command channel. When it becomes possible to farm RBs with a single party, you should already have a constant party, whose makeup I wrote below. Farm with them. As for strategy, it's quite simple: if you don't have the second UD and Shield Bash yet, and the RB has guards, boldly go into the first UD and do mass aggro. Then spam normal aggro on cooldown and hit with Judgment at regular intervals (work it out yourself so your MP doesn't run out). If you already have the second UD, start with it - it aggroes right away. Add Shield Bash spam to the aggro spam on cooldown, and don't forget Judgment. A couple of valuable tips. All melee fighters hitting the raid should hit it from behind - more damage. During farming there's little time for swearing (except in voice chat), so don't type anything, just move the RB a bit and everyone will hit it in the back. Someone else, not the tank, should give the assist on the respawned guards. You keep the RB targeted and that's it. Always summon cubics (at least the phantom one), you can turn on Shield Fortress. Sometimes the RB may break away, and that's normal.
- While before the third class you can still level with a wolf (many consider this the optimal option) or with a wolf and an SE, after it you need to find a static party and a decent clan. It should be a melee-DD static, preferably daggers. All standard: two daggers, a tank, a WC, a cat, a SwS, a BD, a Bishop, an SE. You can try other options, but I'd settle on this one. This lineup is ideal for PvP, leveling and raid boss runs. Don't forget to make your DDs hit mobs from behind, both in normal leveling and on raids. Don't spare the cursing.
- The main thing to remember is that without a static party, your character's further development will be quite difficult. Once you've found (or created) a static party, decide leveling and other matters together. That's no longer part of the Shillien Knight guide.
III – Skills
The structure of the skill descriptions is quite simple: a picture, the standard description and my comment after the "*" symbol. The skills are in alphabetical order. For convenience, the skills are divided into those available before the third class and after it. The levels at which skills are learned aren't given – you can look that up in any database; there's also no division into active, debuffs, etc. – you can see that by opening the skills window in the game. The skills are considered at their last level, i.e. if it says power 100, that means the power of the skill at the last level available for learning, without enchanting.
Like any class, the Shillien Knight has completely unnecessary skills you shouldn't waste SP on; these include:
- resets a mob's aggression. A Shillien Knight, like any other dark elf, doesn't need it, so we don't level it and save SP.
- the skill is even more useless than the previous one. Definitely don't learn it.
- it would seem everything is great: a very needed skill with which you can heal up nicely from mobs, and from the enemy in PvP. In reality it's different. In practice this skill is used very, very rarely and purely for fun: it's of no use, and it costs about 89 MP. There's clearly no need to level it. (did someone indignantly exclaim: "let's take a magic weapon, buff as a mage and go punish!"? in that case, let that someone just step out the window)
- the skill was made purely to torment dwarves. Even though DoTs were boosted and it takes 63 HP per tick for 36 seconds, it's not worth leveling. It's also used very rarely, mostly for the purpose described above.
Second class skills
- not much to comment on here. A passive; definitely learn it — a necessary and useful thing.
- Rightfully considered the main skill of any tank. It works like this: target a mob, press the skill… and the mob hits us, even if it really doesn't want to or was hitting someone else until then. Same with raids. In PvP it switches the target of an opponent (flagged or in a mutual war) to you — very useful.
- the enemy stands still for 10 seconds; cast it if nothing similar has been cast yet. Has an aggro effect.
- Mass aggro, basically; weaker than the single-target one, but with the same properties.
- an angelic creature can be frightened (…and don't forget to cast Arrest), or, if a lethal lands, left with 1 HP. You can farm solo in the Wall of Argos or MoS, and if you also enchant it for +1 damage, even better.
- A passive. n at the last skill level equals 3, which is rather sad, because sometimes you want 4.
- Now this is something. A 20-minute self-buff: see an archer or a crossbowman, buff it — luckily it's fast. Archers get very unhappy; 40% bow resistance and 20% crossbow.
- well, the drain is only 20%, but the power is 108 and it's a dark attack. Our main nuke.
- when your HP flashes — below 30% — P. Def. increases. Max skill level at level 74: P. Def. increases by 215.75.
- by 5,1 without enchanting at max skill level. Very useful and necessary.
- deals water damage with 63 power and can apply a 1-minute debuff that slows speed by 20%. Not used very often, but sometimes quite useful.
- A toggle (on/off): shield block chance +50%, and P. Def. +256,5. All good, but it eats a ton of MP, so the pros advise leveling it 1 times and moving on — as if P. Def. doesn't matter, and the block chance is the same anyway. Let them; we'll level it to max… and until we enchant it, we'll hardly use it.
- A passive: increases P. Def. by 172,6 and cuts crits on you by 35%. The % increases with enchanting.
- one of the Shillien Knight's best skills — a debuff that cuts the enemy's P. Def. by 23%. Duration 30 seconds.
- our main melee skill. Power 1754, dark attack — 20 attribute. Applies a 30-second debuff that lowers critical damage by 35% and defense against melee weapons by 20. As you can see, a very useful thing — which, by the way, you shouldn't spam on cooldown, or your MP will vanish fast. It now crits.
- this skill is why enemies can't stand us. When it lands, it applies a debuff for 15 seconds that turns your enemy into something slow and not very dangerous. If the debuff stays on for the full 15 seconds, it anchors them for 10 seconds. You can throw it at a one-sided target under mobs, you can and should throw it at a fleeing enemy, you can start PvP with it. And much more… The main thing is to remember that if the debuff is already on (the enemy is anchored) and you throw the LS at that moment, the debuff is removed (the anchor ends), and it's not known whether a new one will land.
- a passive; gives 108 M. Def. and 5% resistance to magic attacks. Very useful, especially since we're the only tank without an M. Def. self-buff.
- a debuff that cuts the enemy's P. Atk. by 23%, lasts 30 seconds. Sometimes it even gets used.
- great stuff, what else is there to say – tanks got a nice boost. Casts instantly, reflects damage from nukes, namely the damage that could have been dealt to you. Roughly speaking, if you take off your jewelry, much more will fly back at the enemy… But you shouldn't do that, because it doesn't always reflect, only with a chance (I won't say exactly what, but by personal feel about 70%, considering the Korean RNG, maybe about 50%).
- A toggle; gives 537 shield defense. Uses little MP; quite useful. Can be turned on for raid bosses.
- shield defense increases by 60% and shield block chance by 100%. P. Def. also increases by 10% when wearing heavy armor. A passive, of course… Nothing more to say.
- the second melee attack skill. Attacks the enemy, adding 1218 to P. Atk. Can cause bleeding: takes 67 HP per second for 20 seconds.
- the Shillien Knight's best cubic. It should always hover over your head, whether leveling, PvP or raid bosses. It can apply Shackle, Hex and Power Break. Whoever runs without it isn't doing great, imho.
- drains a little. A useful cubic.
- I have no idea what the Koreans were smoking… but until you get the Smart Cubic, summon it at the Olympiad. Sometimes it can annoy the opponent. There's an alternative view on using this cubic:
- a passive; increases it by 76,4.
- well, our first UD. Increases P. Def. by 3600, M. Def. by 2700, debuff resistance by 80% for 30 seconds and immobilizes you. It's all clear; how and where to use it has been described and will be again.
- P. Def. is no longer cut. The skill is needed to buff yourself before the Olympiad with a self buff that gives 8 accuracy, 150 critical rate, 30% critical damage, and to switch back to normal mode. True, people who have beaten L2 claim you can still level in it, even AoE in the swamp. Well, let them.
3rd class skills
- a passive; definitely learn it.
- put off leveling this passive until better times, when you have spare SP
- a toggle; definitely level it (especially since we have some SP left over because we didn't level all sorts of junk earlier). Turn it on against stunners, but don't forget to turn it off — it can eat quite a lot of MP.
- a great thing! Put it on a convenient hotkey and get ready to use it on cooldown, but don't forget we're not a Temple Knight and we have other skills besides this one.
- the second UD, with a mass aggro effect.
- how much is written in the official description.. a lot of it worth explaining. Namely: it always takes 90% of the enemy's CP, can cancel 5 buffs, can apply a debuff that for two minutes makes the enemy's CP equal to 10% of the original (for example, it was 1k, it becomes 100), reduces the power of magic HP recovery by 30% and increases the debuff land chance by 30%. A very useful skill; in PvP 1 on 1 we always use it, preferably after Shield Bash.
- a self-buff; it doesn't reflect buffs, but otherwise all correct. A needed skill; don't forget to keep the buff up.
- a useful passive, but don't level it right away — save SP for the next level's skill. And don't forget to learn it after you've learned the two skills from the next level.
- a self-buff. If it's on, when you're hit there's a chance to get a counter-buff (a huge chance, I must say). Available at the same level as the next skill. Learn it second.
- a party UD, but everyone moves freely, including you. P. Def. increases by 3.6k, M. Def. by 2.7k. It gives no resistance to Cancel or debuffs. An excellent skill! Learn it first. 90% of the damage your party members take is transferred to you. A recommendation: if the damage is simply unbearable, ask the Bishop to cast Celestial and just stand there for 8 sec in complete invulnerability.
- our field. We can place it and walk around — the field won't disappear. You'll understand how, where and when to place it once you've leveled up, or someone will explain it to you clearly. I personally forbid spending SP on this field until you've leveled the next skill in the description.
- summon it at the Olympiad instead of the Viper Cubic, and in mass PvP and plain PvP. The Smart Cubic does the following: removes debuffs from its master, aggroes, and deals damage (very little). Learn it first. Additions about the skill are welcome.
- a counter-buff. Works once in a blue moon, but if you have the book, learn it.
- same as with the first Will.
- Looks like the first UD. Gives no movement penalties. Definitely learn it.
- a good thing. A counter-buff may trigger. The comment applies to the two skills below. Each of them, when it triggers, gives +1000 M. Def. Balance protection, when it triggers, additionally gives 20 dark/holy resistance each, and elemental protection 20 earth/wind/fire/water each. If all are learned, they trigger as one, combining all the resists and 1000 M. Def.
- three charges: the first increases critical damage; the second increases critical damage and gives 20 wind attribute; the third increases critical damage, gives the wind attribute and vampiric rage, and lets you turn on Spirit of Shilen. Your clarifications on how the skill works are welcome.
- a very cool buff for your party. If anyone is interested, calculate what the vampiric effect will be with the buff + dance + Shillien Elder's Vampiric + SoS. By the way, the vampiric cap is 80%.
Subclass skills
- Instead of Counter Spirit you can also take:
Basically, our tank doesn't need anything else. Until a separate bar for triggers is introduced, it's strongly recommended not to take more than two counter-buffs. From the third subclass you can take, for example, the critical rate passive (gives +30).
IV – Sets
Until level 61, wear the common gear that gives maximum defense. There's no point spending money on top B. But if you're joining a server late, say to friends who are ready to provide you with gear, then from B the Blue Wolf set will do fine:
Speed +7, HP Recovery Rate +5.24%, STR+3, CON-1, and DEX-2.
Honestly, the bonuses are very questionable, but among B sets there's nothing better for a Shillien Knight. Don't forget to take some shield.
- When you can wear A gear, put together:
Atk. Spd. +8%, Weight Limit +5759, chance of getting Poisoned/Bleeding -80%, STR+2, CON-2. The ideal set for a SK – it'll serve us faithfully until level 76. Don't forget to take a shield – from the NM set, for example. The other A sets aren't for elven tanks, and I sincerely pity those who think otherwise. No arguments here, since in my view it's all obvious. SKs who put on this set will remember it fondly more than once.
Reached level 76? Great, time to put on Imperial Crusader:
DEX-2, STR+2, P. Def. +8%, Max HP +445. chance of getting Sleep/Hold -70%, with a shield chance of getting Poisoned/Bleeding -80%. With this set you need a tattoo (the only one for a SK): +2 DEX -2 CON. Our tank will wear this set until level 84, so you need to attribute and enchant it. Attribute 60 against everything except wind (or earth, if you think that's wiser). Enchant it to +6 if possible, or at least to +3. It's also nice if our IC is partly rare. I won't say anything about S80 sets, except that they're not for tanks. So IC will stay with us all the way to level 84. Then put on Vesper.
As I said above, I don't think S80 sets are good and right, but readers want to see their description in this guide. After all, it's not bad to have both an S and an S80 set, each for its own purpose. So I'm adding the description.
STR-2, CON+2, P. Def. +5,4%, Max HP +492, Dark resistance +8, healing effectiveness +3%, stun resistance increased. With a shield: shield block chance increased.
STR-2, CON+2, P. Def. +6,6%, Max HP +492, healing effectiveness +4%, Dark resistance +8, stun resistance +15. With a shield: shield block chance +5%.
When used: STR+2, DEX-2, Attack/Defense +5,57%, Max HP +531, Sleep/Hold defense +70%. With a shield: increases shield defense.
When used: STR+2, DEX-2, Atk./Def. +5,57%, Max HP +541, Sleep/Hold defense +70%. Lets you wear cloaks. With a shield: increases shield defense.
V – Weapons
It's all fairly simple here: normally we run with common weapons even up to S grade, and then put together a Forgotten Blade. For those with lots of money or a way to get the right weapon somehow:
Critical Rate +64.
Atk. Spd. +6%. Increases damage dealt in PvP.
- On reaching level 76, take up the Forgotten Blade:
As you can already see, insert the Focus SA, enchant, and attribute with dark to 150. Then swap the FB for any sword of a higher grade that hits harder, and insert the Focus SA. When you level up, you'll see what swords there are; honestly, there aren't many. If you're curious, look in the database. The LSs that should be in your main weapon are chance-based anchor or doom. Other options aren't very suitable for a tank, including the nuke so loved by many. Separately, about a magic weapon for a SK: you don't need one. No objections or additions accepted on this.
- Again, at readers' request, I'm adding a description of S80 weapons for the Shillien Knight:
- - Dynasty Sword Focus
Increases Critical Rate by 111. Increases damage dealt in PvP.
Increases Critical Rate by 111. Increases damage dealt in PvP.
- By tradition, let's not forget Vesper - S84:
Critical Rate increased by 100. Multiplies damage dealt in PvP.
VI – PvP, mass PvP, Olympiad
I thought about whether to include this section even longer than about whether to include the leveling section. But I decided to. Of course, I won't say anything new, but… First, it's worth noting that template tactics in PvP are nonsense. So there won't be any here. Here are a few tips, or what we need: Spoiler:
- there's no PvP until the third class (for all classes); our task is to level up and gear up quickly
- knowing your opponent (skill animations, their reuse times, which skills are available at which levels)
- knowing your opponent's gear (there should be no questions like "what's that on him?!111")
- talismans, elixirs and CP potions, Haste, WW, Acumen
- remember that besides Shield Bash there are other skills, and use them
- cubics
- brains and skillful hands
- practice, practice, practice…
- a good computer and internet connection (sometimes helps in the fight against lag), devices like a special keyboard (not required, but nice)
- a headset and microphone (your clan leader, party members or clanmates you level with shouldn't have to hammer on a rail to get your attention in fights)
Well, the captain-obvious tips seem to be done… Ah, no! I still need to write about the Olympiad (oly for short). Here our class shows itself fully and is even an Olympiad farmer. A small lyrical digression is needed to say that the Olympiad is needed so that the clan gets "fireflies" (heroes). They decide a lot in sieges, in PvP and more. For these fireflies to appear, you need Olympiad points. And where do you get them? Right - take them from other players and then pass them to your own in open fights. Of course, many classes can easily be fed points in class battles. But feeding isn't so simple, and you could write a whole dissertation… To put it very briefly, any clan leader wants more heroes. And so he's interested in those who can feed him those heroes, i.e. us. This means that by farming the Olympiad well and passing the needed number of points to our own when told, we'll proudly be called Olympiad farmers… and get various perks from the clan leader such as uniques, weapons, SA and books. I think a few hours a day in the Olympiad are worth it. For successful fights we'll need the following equipment:
Gives a 50% chance to cast Mental Shield when using a beneficial skill on the target.
- don't enter the Olympiad without it at all.
20% chance to get the "Focus" effect when using a beneficial skill on the target.
- not Blessed Body, because we have nothing to heal it with, and healing with talismans isn't worth it.
Increases Atk. Spd. by 6%. Increases damage dealt in PvP.
- the pros advise archers for domination, but I'll recommend the Angel Slayer. With our cheat buff, Focus and Berserker, and if a counter-Haste triggers… Whenever possible, add accuracy buffs. If you plan to cancel someone, of course go out with the sword, then switch to the Angel Slayer amid the potion explosions. Cancelled — back to the sword.
- - Draconic/Dynasty/Icarus/Vesper Bow Focus
Critical Rate increased by 88/116/116/100. Increases damage dealt in PvP.
- I mention it only here because the bow isn't used anywhere except PvP, although sometimes it's fun while leveling. The bow, as they say, is a must-have — what's a tank without a turret)
WIT +2; MEN -2; P. Def. +8%; Casting Spd. +15%; Speed +7; Magic Cancel Damage slightly decreases; Resistance to Paralysis +50%.
- if not, then at least the Avadon robe. We buff in it before a fight, and sometimes go out against mages in it.
WIT+1, INT+1, MEN-2, M. Atk. +17%, Speed +7, chance of spell interruption -50%, stun resistance increased by 50%, weight limit +5759
- It's +7 speed, which is very useful against all robe wearers;
- You can insert resistances into it;
- And an important plus is high M. Atk.
More details
- Why speed, you ask? I'll answer: against EE/SE/Bishop and, funny as it is, PP. Unfortunately, the WW block isn't always reflected by the mirror, and in heavy armor you simply won't catch these supports, who can easily rebuff it when the debuff wears off even if it was reflected onto them; a Bishop will do it faster since he has Cleanse;
- Well, you already understand why resistances are needed;
- M. Atk. — you may also ask why? I won many fights, especially against well-enchanted, well-geared EEs and the like, thanks to paralysis (against a Bishop it's harder, since, as I wrote, he has Cleanse). The paralysis chance depends on 3 parameters: 1) enchanting for chance 2) Frintezza and the TW Oren earring 3) good M. Atk. (so against them I always buff the Berserker buff, which is + M. Atk., plus the speed I mentioned, and the other bonuses are nice too). We're especially lucky here if they come out with Valakas rather than Frintezza. Valakas gives no paralysis resistance, and strangely, many of my enemies still forget that.
I hope I haven't forgotten anything. Oh, and of course we actively use talismans. Summon the cubics, preferably while still at the pillar. Don't forget to buff our cheesy buff from the transformation – it's not that long, so it's better done closer to the start of the fight. Now, with the introduction of the half-baked Noblesse for TW, you can see many people at the Olympiad who basically shouldn't be there. That's in our favor in the first days of the month, but not so much later – it's not pleasant to drain 1 point at a time from someone.
And at the Olympiad we may meet the following classes
- Daggers (TH, AW, PW). They can't do anything to us (here and below I assume roughly equal character levels, enchants, uniques and so on), and they die fairly quickly. If they try to cancel us, use UD; if they go into hide right under our nose, use mass aggro.
- Archers (SR, SR, Hawkeye). Even sadder than the previous option. They go out without the clan buff out of desperation. They can be killed even with a knife for mental.
- Summoners (Warlock, Elemental Summoner, Phantom Summoner). With a nuke in the weapon, an interesting and dangerous opponent. It can be a good fight. The softest of all summoners is the Phantom Summoner.
- Chargers (Tyrant, Gladiator). Not a big threat, although they can try to kite with ranged shots and crit hard up close. They don't go down effortlessly, but quite consistently.
- Mages (SH, SPS, Sorc, Necro). Killing them is more than possible — the main thing is to survive their burst. With a Necromancer you need to kill the summon (the "fur coat") — it stuns. In Olympiad conditions mages aren't great (forgive me, oh great ones who beat everyone…)… If only there were no burst)
- Tanks (SK, TK, Paladin, DA). Only the Temple Knight will be a serious opponent for you; the rest shouldn't cause much trouble. Don't forget to turn on the anti-stun aura (plus the white stun-resistance talisman — passive); you may need to use a restore talisman.
- Dwarves (spoil, craft). They do go to the Olympiad… Why is not quite clear. A fairly easy opponent.
- Destroyer. A dangerous thing if it comes out under its limit skills. You'll laugh, but many Destroyers come out without them and don't even turn them on later. Winning is possible, but I won't say victory will come easily.
- Warcryer and Overlord. God forbid you confuse an Overlord with a Warcryer (yes, for some reason they sometimes go). A Warcryer dies very easily. A skillful Overlord dies… sometimes.
- SE, EE, Bishop, Prophet. Without a nuke in the weapon they cause no trouble at all. With a nuke, often none either. For some reason they're considered very strong opponents for tanks. But usually there are 1-2 of those who can really do something on the whole server.
- Kamael. They come in three kinds:
- Arbalester. Sort of an archer, and dies exactly like an archer. If you see one, be sure to take a photo next to it.
- Berserker. No threat to us (talismans + aura) — they don't remove the shield anyway. Don't forget to re-equip your weapon after a disarm, though the disarm often bounces back onto the Berserkers themselves. Interrupt Soul Cleanse whenever possible.
- Soul Breaker. This is our scariest enemy at the Olympiad (if, of course, they're skilled enough). They come as males and females. The males have UD, the females have two jumps. Against them, don't forget to use the fishing potion, the heat potion, the Noblesse buff, Deflect Arrow and the shield toggle.
- BD, SWS. They can't do much at the Olympiad, but still more than archers. Not an opponent for us.
Be prepared to have 10-15 worthy opponents from the whole server at the Olympiad. If more, you're very lucky — it makes the game more interesting.
VII - Conclusion
In conclusion, I'd like to wish you to love your character and play it no matter what, at least 6 hours a day.
VIII - Updates
- Freya:
We were given two new skills:




