Rare items. Rare items Rar things

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→ Rar things in lineage 2: weapons and gear

A lot of time has passed since the time when magicians in avadon could easily go to the Olympics, and the DC set caused only envy. With the release of more and more chronicles l2, the store is replenished with new sets and weapons.

Expansion of the range of equipment in the store

With the increase in the levels of the character, there was a need for new gear and weapons. New sets of armor can be collected by leveling up in new locations and completing new quests in them.

However, not only armor can give additional bonuses to the lineup, weapons, for example, can also provide the owner with some kind of additional stat. Rar weapon or gear has a golden color, and its unpacking (on the chronicles, where there is still a 7 seals event) is a little more expensive than ordinary things.

Of course, you can’t find gold items in the L2 store, in order to acquire them, you will either have to spend a lot of money or constantly craft things. The higher the grade in the lineup of 2 weapons, the lower the chance of crafting with additional bonuses. Therefore, in

I’ll make a reservation right away, I didn’t look for much information, guided by a principle proven in life - if you want it to be the way you want, do it yourself%)
But links to competent technical information are welcome.
Used data:
- the game itself
- information from other players (write info here, I'll add it to this first post)
-http://www.l2wh.com/
-http://l2p.l2wh.com
-http://www.l2blah.com/index.html
-http://l2calc.l2blah.com/index.html

So, Masterwork items, some theory.

When crafting according to a recipe that is not 100% (requires clarification), there is a chance to get not an ordinary one, but a foundation item. This item is turned into a Masterwork item by BS Mammon with the help of the Mammon Varnish Enhancer, which sells a Merchant of Mammon for 100k normal adena each.


Transformation scheme:

Foundation weapon: Changes to Masterwork weapon.

Foundation B jewelry: Changes to Masterwork jewelry.

Foundation sealed A,S jewelry: Changes to sealed Masterwork jewelry (which is then unpacked as normal).

Foundation B body armor: Changes to Masterwork armor.

Foundation sealed A,S body armor: Changes to sealed Masterwork armor (which is then unboxed as normal).

Foundation B helmet: Changes to Masterwork helmet of one of 3 types: Heavy/LA/Robe use. Any of them can then be exchanged for another at BS Mammon, for free.

Foundation sealed A helmet: Changes to a sealed Masterwork helmet of one of 3 types: Heavy/LA/Robe use. Any of them can then be exchanged for another at BS Mammon, for free.

Important! The Sealed Masterwork Helmet is unpacked like a normal one, but after that it cannot be exchanged for another type. Therefore, I do not recommend unpacking masterwork helmets, especially since this is not necessary - the characteristics do not change and the helmet is not part of the set, neither sealed nor unsealed.

Foundation sealed S helmet: Changes to a sealed Masterwork helmet (which is then unboxed as normal).

Foundation sealed B gloves/boots: change to a sealed Masterwork item, which can then be unpacked into one of 3 types for free: Heavy/LA/Robe use, from a regular BS in the city. And pack-unpack in a different form with him.

Foundation B gloves/boots Heavy/LA/Robe (unpacked at BS in town): Change to matching masterwork gloves/boots. Then they are packed and unpacked at the BS in the city.

Foundation sealed A gloves/boots: change to sealed masterwork gloves/boots, which are then unpacked as normal ones into one of 3 types: Heavy/LA/Robe Use. To exchange for another type, as well as ordinary ones - they are first packed, then unpacked into another type.

Foundation sealed S gloves/boots: change to sealed masterwork gloves/boots (which are then unpacked as normal).

Rare items give qualitatively all or part of the bonuses of the corresponding set. How many quantitatively - that's what I'm here and want to find out. All rare parts of the same type ("rare set") do not provide any additional bonuses (in particular, they do not change the main parameters (STR, DEX, etc.) like regular sets.

Grace Finale:
All rare parts of the same type or rare body top or full body + any combination of common and rare bottom/helmet/perch/boots do not provide set bonuses.

Regular body top or full body + any combination of simple and rare bottoms/helmets/perches/boots gives a set bonus (and each rare item gives a different bonus). It is no longer possible to craft a rare body.

The practical meaning of this is that the rare body gives a noticeably larger bonus than the rest of the parts. Therefore, if it is present, the set bonus is not given, so that the rare set is not noticeably better than the usual one. The rest of the rare parts give small bonuses, so a set with rare parts is not fundamentally better than a regular one.

rare armor

Doom Boots(information from Orc_Bibigon):
A Masterwork Item that increases Max HP and increased Breath Gauge.
Bonus to Max HP: +53.
Breath Bonus: Unknown.

Blue Wolf Helmet(information from Raffard):
Max MP Bonus: +90.

Masterwork Blue Wolf Boots.
Blue Wolf Boots.
A Masterwork Item that increases Speed ​​and MP regeneration rate.
Speed ​​bonus: +1.
MP regeneration bonus: unknown.

Blue Wolf Boots.
Rare item that increases physical defense.
Bonus to Pdef: +0.9% .
MP regeneration bonus: unknown.

Blue Wolf Boots.
A Masterwork Item that increases Max MP and MP regeneration rate.
Bonus to Max MP: +34.
MP regeneration bonus: unknown.

Masterwork Tallum gloves (thanks to Polubog for the peppers provided for testing).
Tallum Gloves:
ASpd Bonus: +0.8%
Bonus to Weight limit: +1.39%

Tallum Gloves
:
A Masterwork Item that increases MP regeneration rate, Max MP, poison resistance and bleed resistance.
MP regen bonus: unknown, Max MP bonus: +37.
Resistance bonus - unknown, estimated ~+8% each.

Tallum Gloves:
A Masterwork Item that increases M. Def. and resistance to poison/bleed.
Bonus Mdef: +1.13% Mdef.
Resistance bonus - unknown, estimated ~+8% each.

Tallum Helmet(information from MrCubical):
A Masterwork Item that increases Casting Spd., M. Def., poison resistance and bleeding resistance.
Bonus with CSpd: no.
Bonus to MDef: unknown.

Tallum Helmet(information from Renka):
A Masterwork Item that increases Atk. Spd., weight limit, poison resistance and bleed resistance.
ASpd Bonus: +1.3%
Bonus to Weight limit: +2.08%
Resist bonus - unknown.

Tallum Plate Armor(information from MrCubical):
A Masterwork Item that increases Atk. Spd., weight limit, poison resistance and bleed resistance.
ASpd Bonus: +9.3% - 9.5%
Bonus to Weight limit: +11.82%
Resist bonus - unknown.

Masterwork DC Robe "set" (information from Celestine).
Dark Crystal Robe:
Bonus with CSpd: +15%.
Bonus to PDef: unknown.
Speed ​​bonus: +3.

Dark Crystal Helmet
A Masterwork Item that increases P. Def., Casting Spd. and Speed, and decreases Casting Interrupt, and increases paralysis resistance.
Bonus with CSpd: no.
Bonus to PDef: unknown.
Speed ​​bonus: +2.
Bonuses to cast interruption resistance and paralysis resistance: unknown.

Dark Crystal Boots
A Masterwork Item that increases P. Def., Casting Spd. and Speed, and decreases casting interrupt and paralysis resistance.
Bonus with CSpd: no.
Bonus to PDef: unknown.
Speed ​​bonus: +1.
Bonuses to cast interruption resistance and paralysis resistance: unknown.

Dark Crystal Gloves
A Masterwork Item that increases physical P. Def. and moving speed, and decreases magic cancel rate and resistance to paralysis.
Bonus to PDef: unknown.
Speed ​​bonus: +1.
Bonuses to cast interruption resistance and paralysis resistance: unknown.

In total, the "set" gives +15% CSpd, ~+8% Pdef, +7 Speed, bonuses to protection against casting interruption and paralysis resistance are unknown and it is not possible to calculate them.
Regular DC Robe set.
Masterwork DC Robe "set".

I find it difficult to comment. On the one hand, a rare "set" in total seems to give as much as the actual bonus of a regular set, without giving +2 WIT. But on the other hand, there is a discrepancy between the description for the helmet and bots, what is the mistake here, and how it should actually be; the same +15% CSpd, but "scattered" over 3 items, or only the robe gives +CSpd, and the helmet and bots should not give (as it is now, then the description of the items is incorrect). Either the description is correct and the helmet and bots should give +CSpd separately, in which case the total +Cspd bonus could be greater than or equal to the normal set bonus (+15% plus +2 WIT bonus).
In summary, there are a lot of shortcomings and outright bugs in the masterwork system of things...

Majestic Circlet(information from PepperJam)
A Masterwork Item that increases P. Atk. for bows and crossbows, increases Max MP, Weight Limit, and stun resistance.
Bonus to PAtk: +0.85%.
Bonus to Max MP: +60.
Bonus to Weight limit: +2.09%.

Majestic Circlet .
Increases resistance to shock attacks and P. Atk./accuracy.
Bonus to PAtk: +0.57%.

Majestic Plate Armor(information from the First Elf)
Bonus to PAtk: +8.22%.
Accuracy Bonus: +6.
Bonus to stun resistance: unknown.

Majestic Boots(information from the First Elf)
A Masterwork Item that increases P. Atk., Accuracy and stun resistance.
Bonus to PAtk: +0.4%.
Bonus to Accuracy: Bonus to stun resistance: unknown.

Majestic Gauntlet .
A Masterwork Item that increases P. Atk., Accuracy and stun resistance.
Bonus to PAtk: +0.36%.
Bonus to Accuracy: Bonus to stun resistance: unknown.

Armor Of Nightmare(information from Wella)
A Masterwork Item that increases P. Atk., sleep resistance and hold resistance.
Bonus to PAtk: +17%.
Bonuses to leep resistance and hold resistance: unknown.

Ring of Black Ore(information from Doc)
Bonus to Max MP: +9.

Tateossian Ring(information from Darkinside)
A Masterwork Item that increases earth resistance.
Earth resistance bonus: +1.

Rare guns.
Kris(info from Yolly)
A Masterwork Item that increases Evasion.
Evasion Bonus: +3.6
Those. will add 3 after rounding. But if you insert SA evasion into it, which gives 2.41, then together they will give 6 evasion.

Sword Of Damascus - Earth(information from www.l2guru.com)
Bonus to Max HP: +319.

Shyeed's Bow - Concentration(information from Polubog "a)
Accuracy bonus: +4.

Sword of Miracles - Holy Spirit(information from Kwenta)
A Masterwork Item that increases heal amount.
Heal Bonus: +42 +/- 5

Dragon Hunter Ax - Lightning(thanks to BARABASHA for testing):
A Masterwork Item that increases critical rate.
Despite the description, it adds not critical, but increases critical damage (gj, NCsoft testers %)).
Bonus to critical damage is either percentage ~+30-35% (like DW/Dance of Fire) or const like SA CD, then bonus to critical damage const ~+615 PAtk on a crit. I'm guessing the second one is like HD (see below).

Forgotten Blade-Thunder(Thanks to Gemini for finding the screen).
A Masterwork Item that increases critical attack rate.
Bonus to critical: +55 +/- 1.
A very good bonus. Given that there is also SA Focus, +84.3, under a full buff it turns out ~363 critical. Increase from Thunder to dps ~10%. Or if in other words, FB+3 Focus Thunder ~FB+6 Focus.

Heaven's Divider-Lightning(thanks to Keel for testing).

A Masterwork Item that increases the critical attack impact.
Grants a fixed amount of Patk on Critical Hit, +360 +/-100 Patk. Such an error due to the large spread of damage and the high base Patk. Those. PAtk on no nipple crit is 3.4k+, damage spread is around 80, that's already a Patk spread of around 500. I'm just giving a number based on well-matched averages. In principle, this is my mistake, I gave several buffs to Patk, but it was necessary on the contrary, so that PAtk was as small as possible.
But this is not important, what is important is that the property of masterwork HD is a la SA CD for daggers, i.e. plus a fixed PAtk value on crit, which is not affected by buffs, nipples, nothing. This is clearly seen in 3 series of measurements - first hits without nipples, a noticeable bonus to Patk (crit damage ~ 2.2x), then a series of hits with nipples and everything is immediately clear, crit damage is noticeably less (~ 2.08x) - that means a fixed increase, it is not affected by nipples, so the crit multiplier is less. And the control experiment is a series of hits with DW, the net multiplier should be 2.7x, here 2.79x. Those. with a full buff, a 5x+ crit multiplier, and a normal titan payload (tens of k), you simply won’t notice this increase from a rare HD.
To summarize - titans, you should not bother with masterwork HD)

Draconic Bow - Lightning(information from PoraTblu):
A Masterwork Item that increases Max HP.
Max HP bonus: +444.

Angel Slayer(information from www.l2guru.com):
A Masterwork Item that increases Accuracy.
Bonus to accuracy: +3.

Tallum Blade*Dark Legion's Edge - Thunder(information from www.l2guru.com):
A Masterwork Item that increases the critical attack rate.
Bonus to critical: +55 +/- 1.

Arcana Mace(information from Said):
A Masterwork Item that increases Max MP.
Max MP Bonus: +289


Technical information

Atk. Spd = DEX Modifier * Weapon Atk.Spd. * Passives (%) * Buffs (%) * Armor Bonus (%) * Weapon Bonus (%) * M.Def. Bonus (%) + Buffs (const) + Passives (const)
(%) - multiplier, increases the product by a certain amount
(const) - term (constant) - is added to Aspd after taking into account all factors.
A slightly modified formula with l2p, taking into account changes in the latest chronicles, although I'm not sure about passives - const ASpd, it seems from the skills of subs.
Example:
Aspd = 1.13 * 433 * 1.33 * 1.08 * 1.2 * 1.15 * 1.008] * 1.07 * 1.04 = 1087 ASpd.

Max MP = ((Base MP*MEN Modifier)*Buffs*Weapon Bonus)+Boost Mana+Robe Bonus+Set Bonus+Armor Bonus
The values ​​of base MP on l2p are outdated, L2Calculator also considers it not quite right, so I won’t give an example, it’s just that the bonus of a rare item is Armor bonus, const, a term that is added to MP regardless of other modifiers.

M.Def. = (Jewelry M.Def.*Level Modifier*MEN Modifier*Armor Bonus (%)*Buffs (%)) + M.Def. Mastery (const) + Buffs (const)
Rare item bonus - multiplier (Armor Bonus).
Example:
MDef = (48*2+71*2+95) * 1.66 * 1.31 * 1.013 ] * 1.3 * 1.2 = 1144 MDef.

It is not possible to test a very small bonus to MP regen, as well as resistances to poison/bleed. In principle, you can test for damage, but it is quite difficult, and information on them is of little relevance.

Critical Damage
PAtk on critical hit = 2*PAtk*Soulshot bonus*Buffs (%)*Mdef bonus (%) + Critical power passive (const) + SA CD (const)
Soulshot bonus =2 if used.
The rare item bonus is either % (as an additional buff) or an additional const summand.
Example:
AS CD (+265 PAtk), PAtk 1500, pacifier kick.
PAtk on critical hit = 2 * 1500 * 2 * 1.35 (DW3) * 1.35 (Dance of Fire) * 1.2 (CoV) * 1.15 (AQ) + 265 = 15355 Patk
Those. critical damage will be ~5.12 times stronger than a normal hit (PAtk 3000 with a pacifier).

Accuracy
Accuracy = ((square root of DEX)*6)+Level+Weapon Accuracy+Passive+Armor Bonus+Guidance SA+MDef Bonus+Buffs
Those. everything is simple here - all accuracy modifiers are const terms. The rare weapon bonus can simply be added to the accuracy of the gun itself.

When attempting to craft items grade B or higher, there is a small chance of crafting a rare item. Crafted items cannot be equipped immediately, they require special processing.

Since the installation of the Gracia Final add-on, rare armor is included in the armor sets, except for the rare top or one-piece armor.

How to get a rare item?

When attempting to craft items grade B or higher, there is a small chance of crafting a rare item. "Chaotic" is added to the name of the item. Crafted items cannot be equipped immediately, they require special processing.

How to remove a seal?

A rare item cannot be equipped or crystallized. To remove the Seal of Chaos on an item, you will need Mammon Special Composition. The Blacksmith of Mammon can remove the seal.

RankWeaponArmorAccessories
S84 (Arms and armor of Venus)16 11 9
S80
(Weapon of Icarus, Moirai)
14 9 7
S
Dynasty
12 7 5
S7 4 3
A3 2 2
B1 1 1

Seal removal procedure:

  1. Buy Mammon Special Composition at the Merchant of Mammon.
  2. Remove the Seal of Chaos from an item at the Blacksmith of Mammon .
  3. Remove a normal seal from an item (for armor and accessories) at the Blacksmith of Mammon or Master Ishuma.

Rare weapon effects

EffectDescription
EarthIncreases Max. HP.
LandslideChance to stun the enemy on impact.
Holy SpiritIncreases the effectiveness of treatment.
Evil spiritAbsorbs the opponent's HP on impact.
ToothChance to poison the enemy on impact.
FireIncreases HP recovery rate.
NatureIncreases Max. MP.
LightningIncreases critical strike power.
WisdomDecreases MP consumption when using a skill.
Great StormIncreases Atk. Atk.
ConcentrationIncreases accuracy.
ThunderIncreases critical strike chance.
ClairvoyanceIncreases attack range.
giftednessIncreases MP recovery rate.
DestructionIncreases physical attack.
hailIncreases magical attack.
ConfusionIncreases evasion.

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