Path of the Human Wizard
Path of the Human Wizard is a one-time, solo quest in Lineage 2 BoHPTS for characters of level 18+. It starts with Parina in Gludin Village.
Wizards must have a deep understanding of the power and meanings of each of the four elements. A token of fire is essential if you are to follow the Path of the Wizard!
Path of the Human Wizard walkthrough
The quest for the 1st profession of the Sorcerer, the Necromancer and the Warlock: Path to a Human Wizard (Wizard, then Sorcerer, Necromancer or Warlock). I will say at once that this is the dullest and most tedious first-profession quest of all.
Gludin Village. Find Parina in the temple and take the quest.
The quest is taken at level 19 from Parina, who stands in the anteroom of the temple of Einhasad in Gludin Village.
Ruins of Despair (teleport from Town of Gludio). Talk to Flame Salamander. You receive:
Map of Luster.We teleport to the Ruins of Despair from Gludio and look for the NPC Flame Salamander.
Entrance to the Ruins of Despair. Hunt Ratman Warrior (lv. 19) until you have:
Key of Flame.We kill the mob Ratman Warrior until we get the key Key of Flame. Attention: on the C1 chronicles you have to beat the mobs Pinrul (spiders of level 17). On the later chronicles they are to the east of Gludio Castle, and earlier, by hearsay, they stood around the Ruins of Agony.
Ruins of Despair (teleport from Town of Gludio). Return to Flame Salamander. Hand over:
Key of Flame. You receive:
Flame Earring.We hand the item in and get the Flame Earring.
Camp Fortress. Talk to Wind Sylph. You receive:
Broken Bronze Mirror.We run out of Gludin through the eastern gate, run towards the Wasteland and look for the quest NPC Wind Sylph... No, we do not run out, I have changed my mind. We teleport to the Forgotten Temple and run towards the mark on the map; there will be a drop by the road, we jump down and go along the bottom; next to the mark there will be a passage to a green glade, the NPC stands there. By the way, we will run past the NPC Lizardman of the Wasteland: we remember the place, we will have to come here too. From the Wind Sylph we get the item Broken Bronze Mirror.
Red Rock Ridge (teleport from Gludin Village). Talk to Wasteland Lizardman. Hand over:
Broken Bronze Mirror. You receive:
Wind Feather.In the Wasteland we look for the quest NPC Lizardman of the Wasteland, give the mirror away and get the Wind Feather. They say that on the C1 chronicles this quest NPC stands somewhere deeper in the location, but also on the left side; I did not check, but I heard that precisely on C1 people look for this NPC for a long time.
Camp Fortress. Return to Wind Sylph. Hand over:
Wind Feather. You receive:
Wind Bangle.We carry it back to the Wind Sylph and get the Wind Bangle.
Fellmere Lake. Talk to Water Undine. You receive:
Rama's Diary.We run out of Gludin through the north-western gate, run towards the Fellmere Harvesting Grounds and look for the NPC Water Undine next to the lakes.
Hunt Water Seer (lv. 17) until you have:
Sparkle Pebble ×2.We kill the quest mobs Water Seer (look for them across the lake) and get the items. By the way, when I ran about on this quest, I teleported to the Fellmere Harvesting Grounds and had to run far; I should have tried through the Abandoned Camp.
Return to Water Undine. Hand over:
Sparkle Pebble ×2. You receive:
Water Necklace.We hand them in and get the Water Necklace.
Fellmere Harvesting Grounds (teleport from Gludin Village). Talk to Earth Snake. You receive:
Rusty Coin.We teleport to the Ruins of Agony from Gludio and run through all the ruins; there at the end we look for the NPC Earth Snake.
Hunt Red Bear (lv. 14) until you have:
Red Soil.We beat the mobs Red Bear to the north-west of the location (the bears stand exactly at the teleport point of the Fellmere Harvesting Grounds) and knock out the item Red Soil.
Return to Earth Snake. Hand over:
Red Soil. You receive:
Earth Ring.We hand it in and get the Earth Ring.
Gludin Village. Return to Parina in the temple. You receive:
Bead of Season.We return to Gludin to Parina, hand in all the items and get the mark Bead of Season.
Find High Priestess Levian in the temple to complete the quest. Hand over:
Bead of Season.The mark we hand in to High Priestess Levian in the temple of Gludin and change the profession to Wizard. No, after all this is not the most tedious quest ). As soon as you level up to 35, the Sorcerer go to do the quests for the second profession: Trial of the Scholar, Testimony of Trust and Test of Magus. The Necromancer have quests of their own: Trial of the Scholar, Testimony of Trust and Test of Witchcraft. And the cat keepers (Warlock) theirs: Trial of the Scholar, Testimony of Trust and Test of the Summoner.
Tips
- The four spirits stand far apart, so plan one loop: Ruins of Despair, Windawood Manor and the wasteland, Fellmere Lake, then the fields north of the Ruins of Agony.
Rewards
Adena×163,800
Bead of Season
Quest journal
In Search of the Spirit of Flame
The quest to change class to Wizard. Parina asks that you find tokens which symbolize earth, fire, water, and wind. Go to the Ruins of Agony and meet the fire spirit salamander.
Go to: Flame Salamander
Key of Flame
The key of flame once kept by the fire spirit salamander has been stolen. Go to the northwest corner of the Ruins of Agony, slay the ratman warriors there and recover the key of flame.
Go to: The Entrance to the Ruins of Agony
Return to the Flame Salamander
You have recovered the key of flame from the ratman warriors. Return it to the fire spirit salamander in the Ruins of Agony.
Go to: Flame Salamander
In Search of Wind Sylph
Your curiosity knows no bounds! Your endless quest for knowledge is not unlike the wandering wind... Your next teacher shall be the Wind Sylph, located at the northwestern entrance of the Wastelands.
Go to: Wind Sylph
Silence the Noise of Lizardman
The Wind Sylph complains to you that the racket created by the Lizardman who recently appeared in the south of the Wastelands has made it impossible for her to hear the wind. Go meet with him and ask him not to make so much noise.
Go to: Lizardman of the Wastelands
Return to Wind Sylph
Wastelands Lizardman apologizes for the noise, and hands over Wind Feather which seems to belong to Wind Sylph to you. Take this to Wind Sylph.
Go to: Wind Sylph
In Search of Water Undine
Your pursuit of knowledge has led to a time of contemplation and reflection. Contemplation of acquired knowledge is much like water. Your next teacher shall be the Water Undine. You will find her near Fellmere Lake.
Go to: Water Undine
Destroy Water Seer
The Water Undine asks you to defeat the Water Seer that is disturbing the energy of the water. The beast looks like an eye, and is located across the lake. Then, as proof, bring back two sparkling pebbles.
Go to: Water Seer
Return to Undine
Take the two sparkling pebbles you have obtained to the Water Undine across the lake.
Go to: Water Undine
In Search of Earth Snake
The time for reflection is over. You must now strengthen your resolve by learning the Path of the earth. Your next teacher will be Earth Snake, found north of the Ruins of Agony.
Go to: Earth Snake
In Search of Red Soil
The earth snake asks that you collect red soil containing the life energy of the earth from the red bears in the Fellmere Harvesting Grounds between the Ruins of Agony and Windy Hill.
Go to: Fellmere Harvesting Grounds
Red Soil×1
Let's Return to the Earth Snake
Take the red soil to the Earth Snake in the Ruins of Agony and obtain a token of earth.
Go to: Earth Snake
Red Soil×1
Path of the Human Wizard
You now possess all four tokens. You are well along the path to enlightenment. Now you must visit Parina in Gludin Village to continue the Path of the Wizard.
Go to: Parina
Map






Quest items
Quests: level 14–22
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