In High Five a levelled subclass rewards the main class: at subclass levels 65 and 70 you receive Emergent certificates, at 75 a Master or a class certificate of your choice, at 80 a Divine transformation sealbook. Every skill with its numbers, the price in certificates and the order of things.
How it works
The certificate is given by the master of the subclass: the NPC of the guild where that subclass is taken (Grand Master, High Priest, Grand Magister, High Prefect, Warehouse Chief; for the Kamael Kekropus). Come on the subclass itself when it has reached level 65, 70, 75 or 80. The certification belongs to the subclass slot: each slot is certified once per level, and if you replace the subclass in that slot, the new one earns no certificates until the old certification is cancelled.
The skills are learned on the main class from Avant-Garde in the Ivory Tower: bring her the certificate or the sealbook. One certificate buys one level of one skill, and the bonuses of different skills add up. To learn a transformation the path of transformations must be open: More Than Meets the Eye at Hardin, from level 50.
Chose wrong? Avant-Garde cancels the certification for 10,000,000 adena: the learned subclass skills and the certificates vanish, and the slots can be certified again.
Levels 65 and 70: Emergent Ability
Certificate - Emergent Ability ×1 for each of the two levels. Four passive skills of 6 levels each, open to any class; every certificate raises one of them by a level. The bonus by level:
Emergent Ability - Attack — +22 / 42 / 60 / 75 / 89 / 99 P. Atk.
Emergent Ability - Defense — P. Def. by armour: +18 / 36 / 53 / 71 / 89 / 107 in heavy, +13 / 27 / 40 / 53 / 67 / 80 in light, +9 / 18 / 26 / 35 / 44 / 53 in a robe.
Emergent Ability - Empower — +11 / 20 / 29 / 37 / 43 / 48 M. Atk.
Emergent Ability - Magic Defense — +15 / 30 / 45 / 61 / 79 / 91 M. Def.
Level 75: Master or class abilities, your choice
At level 75 the master offers two certificates, and a subclass gets only one of them:
Certificate - Master Ability opens the Master abilities, common to every class; the class certificate (
Certificate - Warrior Ability,
Certificate - Knight Ability,
Certificate - Rogue Ability,
Certificate - Wizard Ability,
Certificate - Healer Ability,
Certificate - Summoner Ability or
Certificate - Enchanter Ability, by the group of the subclass) opens the abilities of that group.
Master abilities: the one-level skills cost one certificate, the two defensive ones have three levels at a certificate each.
Master Ability - Attack — +35 P. Atk.;
Master Ability - Empower — +29 M. Atk.;
Master Ability - Casting — +11 Casting Spd.;
Master Ability - Focus — +30 Critical Rate.
Master Ability - Defense — P. Def. by armour, 3 levels: +59 / 119 / 178 in heavy, +44 / 89 / 134 in light, +29 / 58 / 87 in a robe;
Master Ability - Magic Defense — +50 / 100 / 150 M. Def. (3 levels).
Class abilities: one certificate buys one skill of its group. Which certificate a subclass gives (the third class counts with its second one):
Certificate - Warrior Ability — Gladiator, Warlord, Destroyer, Tyrant, Bounty Hunter, Warsmith, Berserker:
Warrior Ability - Resist Trait — resistance to Paralysis, Hold, Sleep, Stun and buff cancel +5%;
Warrior Ability - Haste — a 2% chance on hit of +32% Atk. Spd. for 15 s;
Warrior Ability - Boost CP — +738 Max CP.
Certificate - Knight Ability — Paladin, Dark Avenger, Temple Knight, Shillien Knight:
Knight Ability - Boost HP — +6% Max HP;
Knight Ability - Defense — a 2% chance when hit of +24% P. Def. and M. Def. for 15 s;
Knight Ability - Resist Critical — received critical damage −5%.
Certificate - Rogue Ability — Treasure Hunter, Hawkeye, Plainswalker, Silver Ranger, Abyss Walker, Phantom Ranger, Arbalester:
Rogue Ability - Evasion — +4 Evasion;
Rogue Ability - Long Shot — +100 bow range;
Rogue Ability - Critical Chance — a 2% chance on hit of +32% Critical Rate for 15 s.
Certificate - Wizard Ability — Sorcerer, Necromancer, Spellsinger, Spellhowler:
Wizard Ability - Mana Gain — MP recovery from recharge +6%;
Wizard Ability - Mana Steal — a 2% chance on hit to get 17 MP back;
Wizard Ability - Anti-magic — the chance to fully resist magic +5%.
Certificate - Healer Ability — Bishop, Elven Elder, Shillien Elder:
Healer Ability - Prayer — received healing +19;
Healer Ability - Divine Protection — resistance to dark and holy attacks +5.
Certificate - Enchanter Ability — Prophet, Swordsinger, Bladedancer, Overlord, Warcryer, Inspector:
Enchanter Ability - Boost Mana — +148 Max MP;
Enchanter Ability - Mana Recovery — +0.5 MP regeneration;
Enchanter Ability - Barrier — a 2% chance when hit of 5 s of invulnerability.
Certificate - Summoner Ability — Warlock, Elemental Summoner, Phantom Summoner:
Summoner Ability - Boost HP/MP — +147 Max HP and +74 Max MP.
Level 80: Divine transformation
At level 80 the master gives a sealbook by the group of the subclass:
Transform Sealbook: Divine Warrior,
Transform Sealbook: Divine Knight,
Transform Sealbook: Divine Rogue,
Transform Sealbook: Divine Wizard,
Transform Sealbook: Divine Healer,
Transform Sealbook: Divine Enchanter or
Transform Sealbook: Divine Summoner. Avant-Garde turns it into the transformation skill: the first book gives level 1, further books of the same group levels 2 and 3. The transformation lasts 30 minutes, and its level shortens the reuse: 4 hours at level 1, 2 hours at level 2, 1 hour at level 3. In the form the stats and the skills of the class are replaced by those of the form, and the subclass cannot be switched.
Transform Divine Warrior:
Divine Warrior Cross Slash,
Divine Warrior Sonic Blaster,
Divine Warrior Transfixion of Earth,
Divine Warrior Assault Attack,
Divine Warrior War Cry.
Transform Divine Knight:
Divine Knight Hate,
Divine Knight Hate Aura,
Divine Knight Stun Attack,
Divine Knight Thunder Storm,
Divine Knight Brandish,
Divine Knight Explosion Attack,
Divine Knight Ultimate Defense.
Transform Divine Rogue:
Divine Rogue Stun Shot,
Divine Rogue Double Shot,
Divine Rogue Bleed Attack,
Divine Rogue Deadly Blow,
Divine Rogue Piercing Attack,
Divine Rogue Agility.
Transform Divine Wizard:
Divine Wizard Divine Flare,
Divine Wizard Divine Strike,
Divine Wizard Divine Curtain,
Divine Wizard Divine Cloud,
Divine Wizard Surrender to Divine.
Transform Divine Healer:
Divine Healer Major Heal,
Divine Healer Battle Heal,
Divine Healer Group Heal,
Divine Healer Resurrection,
Divine Healer Clans.
Transform Divine Enchanter:
Divine Enchanter Water Spirit,
Divine Enchanter Fire Spirit,
Divine Enchanter Wind Spirit,
Divine Enchanter Hero Spirit,
Divine Enchanter Mass Binding.
Transform Divine Summoner:
Divine Summoner Summon Divine Beast,
Divine Summoner Transfer Pain,
Divine Summoner Final Servitor,
Divine Summoner Servitor Hill.
The numbers of the bonuses come from the High Five server data (the armour dependence of the defence from the databases of pmfun.com and lineage2universe.com): the client describes these skills without them. The skills, the certificates and the rules are from the client and the dialogs of the NPCs.
How to spend the certificates
Emergent: Attack and Defense for fighters, Empower and Magic Defense for mages; the defensive lines add up to more than they seem, +53 to +107 P. Def. by armour and +91 M. Def. at level 6. At 75 the choice is between Master and class: the Master abilities suit everyone (
Master Ability - Focus for critical classes,
Master Ability - Casting for mages,
Master Ability - Attack or
Master Ability - Empower for the rest), the class certificate is worth it when the group of the subclass gives a skill for your main class:
Knight Ability - Boost HP (+6% HP) and
Warrior Ability - Boost CP (+738 CP) serve almost anyone,
Enchanter Ability - Boost Mana and
Enchanter Ability - Mana Recovery every mage. The sealbook at 80 comes by itself; the transformation is rarely needed, but it costs nothing else.
What to take: by class and by task
The set is planned for all three subclasses at once, so that it serves both the Olympiad and farming; when the task changes it is replaced as a whole for 10,000,000 adena. The table of the sets by role is in the Skills section.
- Almost everyone:
Warrior Ability - Boost CP (+738 CP) suits nearly every class;
Enchanter Ability - Barrier (the "celestial", 5 s of invulnerability) and
Knight Ability - Defense (+24% defence when hit) are mandatory for daggers in PvP and on the Olympiad, and the first pick of supports and mages. - Daggers and other physical damage dealers:
Enchanter Ability - Barrier and
Knight Ability - Defense as the base; the third one is
Warrior Ability - Haste (haste on trigger; in melee it fires more often than for archers) or
Rogue Ability - Critical Chance (+32% Critical Rate for 15 s);
Knight Ability - Resist Critical for the Treasure Hunter outside the Olympiad;
Rogue Ability - Evasion for the classes that live by evasion. - Archers:
Warrior Ability - Haste and
Rogue Ability - Long Shot (+100 range) together with
Enchanter Ability - Barrier. - Tanks:
Knight Ability - Defense and
Enchanter Ability - Barrier (it fires rarely, but saves), and of the passives the Magic Defense line,
Emergent Ability - Magic Defense and
Master Ability - Magic Defense. - Nukers:
Enchanter Ability - Barrier (the "celestial" from a Bladedancer, Swordsinger, Prophet or Warcryer subclass) and
Warrior Ability - Boost CP, then
Wizard Ability - Anti-magic,
Enchanter Ability - Boost Mana and
Enchanter Ability - Mana Recovery for the mana. - Healers and supports:
Knight Ability - Defense and
Warrior Ability - Boost CP; of the passives
Healer Ability - Prayer (+19 to healing) and Magic Defense; the fourth one by the task, PvE, PvP or the Olympiad. - By task: in sieges and mass PvP the passive CP and HP are more reliable than triggers; in levelling and farming, where the hits are many, the triggers fire more often; on the Olympiad
Enchanter Ability - Barrier and
Knight Ability - Defense are valued most. - Transformations: for the Olympiad
Transform Divine Enchanter at level 3 (reuse one hour), or
Transform Divine Enchanter at level 2 with
Transform Divine Healer at level 1 to clear debuffs; in open-field PvP
Transform Divine Healer; for farming
Transform Divine Summoner.
The trigger chances and some of the numbers differ between servers: check them on yours before spending the certificates.