Spellsinger (Freya) guide — Elemental Master
Spellsinger class guide for Lineage 2 Freya: how to get the class, which skills to take, what to wear and where to level.
"Shilen breathed the spirit of water into the first form that was created. Thus the elven race appeared..."
Spellsinger (SpS, Spellsinger) - an elemental mage of the elven race who can command all the might and power of the water element.
Base stats
- What do all these letters and numbers mean?
- STR (Strength, Strength, STR) - determines melee attack power. As mages we don't care about it.
- DEX (Dexterity, Dexterity, DEX) - for us it's only movement speed, evasion and shield block chance.
- 24 - one of the highest values among mages.
- CON (Constitution, Constitution, CON) - the amount of Life (HP) and its recovery speed, resistance to shock attacks and carrying weight.
- 25 - not the best value; only our dark brothers have worse.
- INT (Intelligence, Intelligence, INT) - determines Magic attack power and debuff landing.
- 37 - the lowest value among all mages, but that's not what Spellsingers are famous for...
- WIT (Wit, WIT) - determines casting speed and magic critical rate.
- 23 - we have the highest value of all classes in the game.
- MEN (Mental Strength, Mentality, MEN) - determines MP and its recovery, and also affects M. Def. and resistance to Mental attacks.
- 40 - also one of the highest values; only Orcs have more.
So Spellsinger has the highest WIT value, and consequently the fastest casting speed and the highest chance of magic crits, which is its main advantage over other mages. We also have fairly good magic defense.
Among the downsides - very low magic attack power and low HP.
Tattoo
Tattoos let you strengthen some of your character's qualities at the expense of other, less important stats.
Like any mage, what matters to us first is magic attack speed and power.
The most optimal option for us is to raise casting speed (WIT) and magic attack power (INT) at the expense of magic defense, and to raise HP (CON) at the expense of STR (STR), which we don't need.
We use
- +4 INT -4 MEN
- +4 WIT -4 MEN
- +4 CON -4 STR
If you want to raise casting speed as much as possible, instead of the third tattoo you can use
P.S.: At low levels you most likely won't have the adena for a +4/-4 tattoo, so you can safely use +4/-5 bought in the shop. Later you can remove them and switch to 4/4.
Skills overview
In these chronicles this stage takes 1.5 hours at most. You can run around the Kamael island. So let's see what our beloved character gets at these levels:

Magician's Movement(Passive skill): Increases attack speed when the character wears a robe.

Mana Recovery(Passive skill): Increases MP regeneration when the character wears a robe.

Self Heal(Active skill): Restores HP (power 42).

Spellcraft(Passive skill): Increases casting speed by 2 times if the character wears a robe.

Wind Strike(Active skill): Hooray! Here's our first attack skill :)

Anti Magic(Passive skill): Increases M. Def.

Armor Mastery(Passive skill): Increases P. Def.

Cure Poison(Active skill): Removes low-level poison.

HealRestores the target's HP. Power 50. (skill lv. 1)

Ice Bolt(Active skill): Attacking with this skill deals damage and also lowers the enemy's movement speed by 20% for one minute.

Might(Active skill): increases the target's P. Atk. by 8% for 20 minutes. Lv. 1

Shield(Active skill): Increases the target's P. Def. by 8% for 20 minutes.

Battle Heal(Active skill): Restores the target's HP with power 95.

Wind ShackleLowers the target's attack speed by 17%. Lasts 30 sec.

Group Heal(Active skill): Restores party members' HP. Power 66 (lv. 1)

Weapon Mastery(Passive skill): Increases P. Atk. and M. Atk.
20-40

Fast Spell CastingPassive skill / Magic reuse time is reduced by 10...- 20%.

Boost Mana1 - Passive skill / Max MP increased by 30..- 200

Fast Spell CastingPassive skill / Casting speed increased by 5..-10%.

Robe MasteryPassive skill / P. Def. increased by 1.7..- 55.2 when wearing magic armor.

Higher Mana GainPassive skill / Strengthens the Recharge skill

ConcentrationLowers the chance of spell casting being interrupted when taking damage by 18..- 53%. Duration: 20 min.

Resist AquaFor 20 min. increases water resistance by 20.

Wind ShackleLowers the target's attack speed by 23%. Lasts 30 sec.

SleepPuts the enemy to sleep for 30 sec.

Curse WeaknessFor 30 sec. reduces the enemy's P. Atk. by 17...-23%.

Surrender To EarthFor 30 sec. reduces the enemy's earth resistance by 20 and increases their wind resistance by 10.

Summon Boxer the UnicornSummons Boxer the Unicorn, which provides the character with extra MP.

Summon Mirage the UnicornSummons Mirage the Unicorn, which helps its master in combat using attack magic. Absorbs 90% XP.

Servitor HealRestores the servitor's HP.

Servitor RechargeDepending on the servitor's level, restores up to 41..- 60 of the servitor's MP

Bright ServitorFor 20 min. increases the servitor's M. Atk. by 55%.

Aura BurnActive skill / Deals non-elemental magic damage

Aqua SwirlAttacks the target with a ball of water. Deals water damage

Flame StrikeA burst of flame that engulfs a wide area in fire. Deals fire damage

Solar SparkDeals holy damage to the enemy

Energy BoltDeals non-elemental damage to the enemy
PS it would be good to do the Kookaburra quest (Baby Kookaburra); it's also time to look for an EE/SE friend
40-52

Clear MindPassive skill / Increases the MP recovery bonus by 2.6..- 4,9 when standing and by 3.2..-6,2 when moving.

Mana RegenerationFor 20 min increases your MP recovery bonus by 3.09. Costs 15 Spirit Ore.

Freezing SkinWhen you take physical damage, 20% of it is returned to the enemy. The effect lasts 20 min.

Surrender To WaterLowers the enemy's water resistance by 20, but increases fire resistance by 10 for 30 seconds.

Sleeping CloudPuts nearby enemies to sleep for 30 sec

Curse FearActive skill / For 10 sec. frightens the enemy and makes it flee.

Freezing ShackleA powerful freezing attack that lowers the enemy's HP by 157 per sec. for 15 sec.

CancellationRemoves several buffs from the enemy.

Aqua BlastHits the enemy with a powerful jet of water, dealing additional water damage

Solar FlareDeals additional holy damage to the enemy

Aura FlareDeals non-elemental magic damage to the enemy. If PvP lasts more than 3 sec., increases resistance to attack magic by 50%.

Aura BoltDeals additional non-elemental damage to the enemy

Frost BoltImmobilizes the enemy, instantly lowering their speed and dealing additional water damage, and also lowers the enemy's movement speed by 20% for 1 min.

Ice DaggerStrikes the enemy with an ice dagger, dealing additional water damage, and the enemy also loses 67 HP per sec. for 15 sec.
- it's time to add a handful of MP refillers to your friend list (command /friendinvie *character name*); it's also recommended to look around for clans you could join. Getting the kookaburra is a must by now!
time to get tattoos. The first two tattoos are:
- +4 INT / -4 MEN (to increase magic attack power)
- +4 WIT / -4 MEN (to increase casting speed)
- the third tattoo can be
- +4 CON / - 5 STR (since we're short of HP after all and don't need STR; besides, this tattoo lets you carry more Blessed Spiritshots)
or
- +1 WIT / -1 MEN (to increase casting speed even more)
At early levels we most likely won't have the adena for a +4/-4 tattoo, so feel free to use the +4/-5 ones bought in the shop. Later you can remove them and apply 4/4.
52-61

Frost WallRaises an ice wall that deals additional water damage to enemies

Aqua SplashA powerful wave that hits several enemies at once and deals additional water damage

Aura Flash. A magic attack that deals non-elemental damage. Consumes 2 Spirit Ore. Cancels the target.
61-76

Seed of WaterWater attack power increased by 20 thanks to the energy of this element.

Aura Symphony. Deals 150 non-elemental damage to the enemy.

BlizzardA water magic attack that deals significant damage, and for the next 30 sec. the enemy's movement speed is reduced by 50%.

Elemental SymphonyDeals additional non-elemental damage to the enemy. Overhit.
76-80

Wisdom. Increases resistance to Hold, Sleep and Mental Attacks by 20.

Health. Increases resistance to Poison and Bleeding by 20.

Sigil Mastery(Sigil Mastery) When using a Sigil, increases M. Atk. by 4% and MP recovery by 17%.

Skill Mastery. The reuse time resets or the skill lasts 2 times longer; depends on INT.

Arcane Roar. Increases resistance to fire/water/wind/earth magic by 5 and M. Atk. by 3%.

Arcane Wisdom. A toggle. Increases M. Atk. by 30% and MP consumption by 10%. Consumes 50 HP per second.

Arcane Chaos. Lowers the enemy's resistance to buff removal by 30% and to debuffs by 30%, consumes 24 MP per second, and increases MP consumption of physical skills by 10% and of magic skills by 30% for 30 seconds.

Light Vortex. Creates a vortex of light, dealing holy magic damage. Increases Power by 139. Lowers Accuracy by 6 and holy resistance by 30, and consumes 12 MP per second for 30 seconds.

Ice Vortex. Creates a water vortex, dealing water damage. Increases Attack Power by 140. Lowers Speed by 10%, Atk. Spd. by 30%, Casting Spd. by 10%, water resistance by 20, and consumes 12 MP per second for 30 seconds. Overhit possible.

Ice Vortex Crusher. Brings the enemy's own Ice Vortex down on them. Effective only against enemies with the Ice Vortex skill active.

Diamond Dust. Freezes targets at a distance, lowering their Speed by 20% ???

Throne of Ice. Deals ice damage over time. (the skill works like poison)
81-85

Wizard's Will. Increases M. Atk. by 5%, Casting Spd. by 5%, magic critical rate by 5%. Reduces MP consumption by 5%.

Rune Protection. M. Def. increased by 15%. When the character takes damage, there is a chance that M. Def. +1000 and elemental resistance +20 increase further.

Elemental Protection. Elemental resistance increased by 20. When the character takes damage, there is a chance that M. Def. +1000 and elemental resistance +20 increase further.

Balance Protection. Resistance to Holy/Dark increased by 20. When the character takes damage, there is a chance that M. Def. +1000 and elemental resistance +20 increase further.

Arcane Power. For 20 seconds enlightens you and increases M. Atk. by 40%, Casting Spd. by 50%, magic critical rate by 50%. Reduces MP consumption by 90%.

Frost Armor. Surrounds the body with an ice barrier for 20 minutes. Increases resistance to Water attacks by 10 and slows the enemy's Speed by 10% ??

Star Fall. Brings down a star from the sky, seriously damaging enemies caught in the blast area.
Subclass skills

Counter SpiritWhen hit, there's a chance to get the warrior's soul; it gives +10% to M./P. Atk. and +10% to casting and attack speed. (obtained after leveling a summoner subclass)

Counter BarrierWhen hit, there is a chance to become temporarily invulnerable for 6-7 (?) seconds. You can get it after leveling: Prophet, Warcryer, Inspector, Sword Singer
- options here range from Boost CP +740 to Counter Critical (+20% m.def/p.def, 15 sec)
Character equipment
We wear the Devotion set, mobs don't reach us, and casting speed from D grade doesn't give anything.
20-40 lvl

- Casting Spd. + 15%

- a common Elven jewelry set.

- Common ItemGhost Staff
40-52 lvl

- Karmian set (P. Def. +5,26%, Casting Spd. +15%)

- Homunkulus's Sword Acumen (Increases Casting Spd. by 15%)

- Common Black Ore jewelry set
52-61 lvl

- Avadon set (P. Def. +5,26%, Casting Spd. +15%) + optionally a shield.

- Sword of Valhalla Acumen (Increases Casting Spd. by 15%)

- Adamantite jewelry set.
61-76 lvl

- Dark Crystal set (P. Def. +8%, Casting Spd. +15%, Speed +7, slightly lower chance of spell interruption, Paralysis chance -50%, WIT+2, MEN-2)

- Sword of Miracles Acumen (Casting Spd. +15%). Increases damage dealt in PvP.

- Majestic jewelry set
76-80 lvl

- Arcana Mace Acumen (Increases Casting Spd. by 15%).

- Arcana Sigil

- Tateossian jewelry set
80-84 lvl

- Dynasty Phantom Acumen (Increases Casting Spd. by 15%. Deals increased damage in PvP.)

- Icarus Spirit Acumen (Increases Casting Spd. by 15%. Deals increased damage in PvP.)

- Dynasty Silver Satin SetPvP Wizard (INT+1, WIT+1, MEN-2, Casting Spd. +15%, Max MP +321. Dark Resistance +8, M. Atk. +6,6%, reduced damage received in PvP). Has a chance to lower the chance of receiving a Critical Hit and Critical Attack damage when the character is attacked.

- Dynasty Sigil

- Dynasty jewelry set
84-85 lvl

- Archangel SwordPvP Acumen (Increases Casting Spd. by 15%). Deals additional damage in PvP. Has a chance to increase Casting Spd. +100 when you take damage.

- Veniplant SwordPvP Acumen (Casting Spd. increased by 15%). Increases damage dealt in PvP. Has a chance to increase Casting Spd. +100 when you take damage.

- Vesper Noble setPvP. Opens the cloak slot. Reduces damage received in PvP. Has a chance to lower the enemy's critical rate and critical damage when you take damage.

- Elegia set (WIT +2, MEN -2, INT +1; when equipped, M. Atk. +10%, Casting Spd. +15%, MP +5% recovery bonus, stun resistance +50%, Fire/Water/Wind/Earth defense +5). Lets you wear a cloak.

- Vesper jewelry set

- Elegia jewelry set
Leveling theory
Everyone chooses for themselves how and where it's most convenient to level. In general I recommend leveling in a party, but in this guide we'll cover solo leveling.
Naturally, a premium account is desirable for faster leveling (x2), and you can also buy runes in the item mall, which raises leveling speed even more. As usual, our faithful companion is Baby Kookaburra
If you have a premium account, the first place to go once a day is "Solo Kamaloka". Besides experience, there you can get enchant points and various rewards such as spiritshots (soulshots), elixirs and healing potions.
Hunting grounds
- From 20 to 40
- - the quest from Livina (in the Orc Village) and Moira (Orc Guild in Schuttgart) - you reach level 21.
- - the quest from Lewis in Gludin - you reach level 26-27.
- - the quest from Alva in Gludin - you reach level 29-30 (depends on vitality).
- - solo Kamaloka + Kamaloka + Labyrinth - you reach level 35.
- - The quest chain in the temple: Temple Missionary, Temple Executor, Temple Champion - 1, Temple Champion - 2 - you reach level 37.
- - Do the first 2 marks (Trial of Wisdom, Trial of Trust) - you reach level 38,5.
- - Quests in Heine (Twilight Fox 1-3) - you reach level 39,5.
- - Trial of Magic - you reach level 40,3, take the class and happily gear up in C grade. You'll have about 2kk pure adena in your pocket, not counting what you spent on D weapons, gear, elixirs and BSSD.
- From 40 to 52
- Level near the Ivory Tower crater or near Aden, not far from the cemetery.
- At level 46, level in the Bandit Stronghold forest.
- From 52 to 61
- The Labyrinth or the Forgotten Plains; you can also go to the Battleground.
- From 61 to 76
Level at the port spot up to 63, and also take the quest "Heart in Search of Power"
- Next, go to the middle spots of the Valley of Saints, then the far ones... Basically, stay there until level 72. You can also go to the Blazing Swamp and do the reagents quest.
- Then you can go to the Hot Springs, the Forest of the Dead, or the Goddard area.
- From 76 to 80
- First, complete the 3 class quest. By this level you should really have a static party for leveling, but if you don't, then:
- Level in Varka, Ketra, the Forest of the Dead, or go to Crystal Island to farm Fire Stones for our weapon, and also in the solo locations for mages. I don't cover leveling without a party beyond this point — find a static party.
PvP
You learn all the subtleties for yourself. I'll only tell you the basics on which you'll build your play style. I won't cover PvP 1x1 (if you're really interested, see the Olympiad section; the tactics will be almost the same)
PvP party vs party:
- Against a melee party, your main targets will be characters with a cancel polearm and SBs (Soul Breakers). Only after them do you kill the healers, then the DDs, and then whatever's left. As soon as 2+ enemies come within range, use Aura Flash (Aura Flash), then keep hitting your target.
- Against a mage party, your main targets will be the enemy mages - no mage, no damage, everyone's happy. After that, kill the healers, then whoever's left.
It's best to kill enemies right after they're resurrected, so they don't have time to buff Noblesse.
Olympiad
At the Olympiad it's best to have an epic + TW jewelry + the Elegia set. Take with you: talismans (invulnerability, resistance etc.),
-
- Staff of Evil Spirits - Blessed Body. Gives a 20% chance to cast Blessed Body when using a beneficial skill on the target. Effect 5. -
- Hell Knife - Mental Shield. Gives a 50% chance to cast Mental Shield when using a beneficial skill on the target. Effect 4.

- Moirai set. (Helps against Soul Breakers; also wear jewelry for resistance)

- Striped Mithril Shirt (Increases Max CP by 744 when enchanted to 4 or more)

- Mithril Bracelet (has 4 talisman slots)
-
- Mithril Belt with a Perfect Magic Ornament - defense during PVP
Talismans
Talismans can come in handy at the Olympiad; let me highlight the main ones:
- invulnerability talisman - gives P.Def 3600, M.Def 2700
useful against all classes
- max Clarity talisman - you can use skills without MP (Red Talisman of Maximum Clarity MP consumption for skill decreases with the power of the Talisman.)
may come in handy against supports
- a talisman that removes silence
against mages/SWS and Kamael
- mental attack resistance talisman (White Talisman of Bravery Increases resistance to mental attack when equipped with Talisman.)
against supports with Trance
- root resistance talisman (White Talisman of Freedom Increases resistance to hold when equipped with Talisman.)
against tanks
- stun resistance talisman (White Talisman of Grounding Increases resistance to shock when equipped with Talisman.)
against tanks, Berserkers, archers and dwarves
- paralysis resistance talisman (White Talisman of Motion Increases resistance to paralysis when equipped with Talisman.)
against Soul Breakers, Necromancers and Shillien Knights
- running speed talisman (Yellow Talisman of Speed Increases speed when equipped with Talisman.)
against tanks
Basic tactics
daggersThe UD talisman will come in handy. The main thing here is to "dodge" the first backstab; after that they drop to a couple of nukes under Enlightenment.
healersIt usually goes like this - Enlightenment, vortex + slug, nuke nuke nuke - victory. Our task is to try to kill them during Enlightenment; if we don't make it, we may lose.
magesWhoever lands the first crit wins. Enlightenment, vortex + slug, nuke nuke nuke - victory.
summonersAmong the most harmless creatures. You can simply nuke the master and ignore the servitor.
archersDangerous only with stun; otherwise harmless and they die faster than they can land a stun.
Gladiators/TyrantsDangerous because under Celestial they can run right up and land 1-2 skills that will finish us off. Here you need the UD talisman, and the rest is standard - Enlightenment, vortex + slug, nuke nuke nuke - victory.
dwarves/spear usersNothing unusual - Enlightenment, vortex + slug, nuke nuke nuke - victory. Though once in a blue moon they can stun you and poke at you
BD/SwSThe first is dangerous only with Medusa, during which he can cancel us to zero and kill us. The second is dangerous only with a minute-long Silence. If that nastiness doesn't land, they die in a second or two; beware of magic reflection.
tanksThis is a disaster: against serious tanks there's almost no chance. You can try to kill them under Enlightenment, but they have UD and a mirror =\
BerserkerPray he doesn't disarm you or stun you - if you're lucky we'll kill him, but usually he kills us =\
Soul BreakerAlmost no chance. You need maximum paralysis resistance (Moirai + TW jewelry with paralysis resistance) and the right buff selection against his steal.
DestroyerLittle chance too. The main chances to kill them appear only with the UD talisman.
Changes in game updates

Aura Blast
- Level: 81
- Skill reuse: 14 sec
- Description: deals a non-elemental attack to the target and the enemies around it c with power 141, restoring your own MP. In PVE 58 more power is added.

Aura Cannon
- Level: 83
- Skill reuse: 9 sec
- Description: deals a non-elemental attack to the target and the enemies around it with power 178, restoring your own MP. In PVE 141 power is added.

Arcane Shield
- Level: 83
- Skill reuse: 5 min
- Description: a self buff. For 10 seconds, 90% of incoming damage is absorbed. The remaining 10% of damage is absorbed at the cost of the mage's MP.
also changed:

Star fall
- Learn level: 81
- Type: active
- Reuse: 300s
- Description: calls down falling meteors with power 117; for 10 seconds, a non-attribute attack effect damage-over-time spreads to targets in the area of effect
The reuse time was reduced and an additional damage-over-time effect was added
Class gameplay videos
http://www.youtube.com/watch?v=lceYZLh_2_A&feature=fvsr