CLASSES & SKILLS
Balanced Lineage 2 Interlude classes & repaired skills.
Every class is reviewed for PvE and PvP viability while preserving its identity. Repaired skills, restored mechanics, useful debuffs and class-specific fixes cover archers, daggers, tanks, summoners, buffers, mages, dwarves and Dreadnought. The examples below are representative, not the complete changelog.
01
Archers
Active skills matter again, while each archer lineage keeps its own rhythm: range, speed, burst and risk/reward remain distinct rather than being flattened into the same bow class.
Representative samples · not the complete skill list

Double ShotRecovered from being eclipsed by basic bow attacks: its scaling is revised so the active skill earns a place in the real rotation again.

Fatal CounterIts scaling and practical value are reviewed so the skill keeps its risk/reward identity instead of becoming unreliable or irrelevant.

Lethal ShotRecovered from the classic L2J problem where the skill lagged badly behind normal bow damage and did not scale properly with weapon power. Its physical-skill scaling is corrected so P. Atk and weapon progression matter again without turning it into an artificial one-shot mechanic.

SnipeA classic example of removing an outdated limitation: the hard root is replaced by movement with a 50% speed penalty.
02
Summoners
The whole archetype is rebuilt as a connected system: tougher summons and servitors, reliable buffs and heals, repaired debuffs and cubics, and cleaner activation/targeting so master and summon actually work together.
Representative samples · not the complete skill list

Servitor HastePart of the repair pass on servitor support skills that historically behaved poorly or were too unreliable to define the class properly.

Servitor HealServitor sustain is corrected and reinforced so the summon no longer feels like a fragile side mechanic that falls apart in real combat.

Binding CubicCubic activation and effect handling are repaired, recovering mechanics that too often felt broken, inconsistent or merely decorative.

Mass Surrender to WaterA neglected summoner debuff is restored as a dependable part of the toolkit instead of remaining unused because of poor application.

Mass Surrender to WindAnother example of recovering forgotten summoner utility through corrected application and practical relevance rather than simply inflating summon stats.
03
Dreadnought
A true polearm specialist built for the center of large fights: a wider Revival window, stronger stun reliability and Fell Swoop with greater effective reach and more targets reinforce survival, crowd control and multi-target pressure.
Representative samples · not the complete skill list

RevivalIts excessively narrow activation window is widened so a signature survival skill stops being practically unavailable when it matters.

Thunder StormStun reliability is corrected so a class built around group control is not undermined by one of its core tools behaving inconsistently.

Shock StompRecovered as a dependable close-range control option instead of another situational stun that rarely justifies pressing it.

Fell SwoopOne of the clearest class-identity fixes: range and target coverage are expanded so polearm specialization finally matches the promise of the class.
04
Daggers
The archetype is restored around positioning, disruption, target control and execution instead of depending on only a few reliable damage buttons.
Representative samples · not the complete skill list

SwitchRecovered as part of the dagger control pass: target disruption is made reliable again instead of leaving the skill inconsistent or ignored.

TrickIts aggro and target-handling behavior is corrected so this classic control tool is worth using again rather than being a dead slot.

LureA largely forgotten utility skill is restored through cleaner pull and AI interaction, giving it a real place in controlled PvE play.

Sand BombAn underused dagger debuff is brought back into practical play instead of remaining one of those Interlude skills almost nobody presses.

Ultimate EvasionReworked from an overly rigid emergency button into a useful defensive window while keeping the original rogue identity.
05
Mages
Keeping every mage lineage competitive is a priority rather than letting one become the obvious answer. Archmage in particular is kept from falling behind, while debuffs, positioning and casting windows regain strategic weight instead of balance being reduced to raw nuke output.
Representative samples · not the complete skill list

ProminenceArchmage damage is reviewed alongside the other nukers so the class does not fall behind simply because its original toolkit scales worse in the current environment.

Surrender to FireDebuffs are treated as part of the mage damage plan again: resistance pressure and setup should matter instead of every fight collapsing into raw nuke spam.

SlowControl is refined so positioning, distance and creating a favorable casting window remain strategic parts of mage play rather than secondary details.
06
Tanks
Each tank keeps its defensive identity while heals, shield lockdown, defensive control and reflect mechanics are repaired and refined to make the archetype more complete in both PvE and PvP.
Representative samples · not the complete skill list

Ultimate DefenseA signature tank cooldown is revised to remove unnecessary rigidity and recover the tactical value that made the skill iconic.

VengeanceIts overly restrictive behavior is cleaned up so the skill returns to real PvE/PvP use instead of existing mainly on the skill bar.

Touch of LifeTank healing and recovery are repaired and refined so signature sustain skills work reliably and matter in real fights instead of feeling inconsistent or marginal.

Shield SlamShield interruption and lockdown behavior is cleaned up so these defensive-control tools actually function as dependable parts of tank gameplay.

Shield of RevengeReflect mechanics are reviewed and corrected so they trigger and scale consistently, recovering a distinctive tank mechanic without turning it into passive free damage.
07
Buffers
Support classes are improved beyond their buff lists: signature buffs stay valuable, while forgotten combat, control and debuff skills are repaired so the class remains active once the buffs are already up.
Representative samples · not the complete skill list

Prophecy of FireSignature class-owned buffs are strengthened where needed so the real support class remains worth bringing instead of being replaced by generic buff access.

Dryad RootA classic Prophet control skill is recovered as part of the forgotten-skill pass, giving support gameplay useful active decisions beyond refreshing buffs.

Chant of VictoryHigh-value Warcryer support is kept relevant and worth earning, preserving the class instead of flattening every buffer into the same NPC buff list.

StingAn active Bladedancer combat/debuff skill is brought back into consideration so the class has meaningful buttons to press between dances.
08
Dwarves
General combat improvements plus stronger weapon and shield masteries make dwarves sturdier and more useful in real fights. Fortune Seeker still owns Spoil, materials and recipes; Maestro keeps craft, equipment and economy as its core identity.
Representative samples · not the complete skill list

SpoilKept central and protected from being made obsolete by custom shortcuts: the economic identity of Fortune Seeker remains part of progression.

SweeperThe classic Spoil loop is preserved as a worthwhile system instead of letting convenience features erase one of the defining dwarf mechanics.

Create ItemDwarven Craft remains a real progression system rather than being bypassed by a universal shop or external menu.

Weapon MasteryCombat masteries are strengthened where the original values leave the class too far behind once a real fight starts.

Shield MasteryDefensive mastery is reinforced to recover practical survivability without replacing the dwarf economic role with generic combat power.
