What the very first chronicle of Lineage 2 was like: no newbie buff and shots, craft without a recipe book, no map button, ten quick-bar slots and other differences from the later chronicles.
As it turns out now, many started playing Lineage with these very chronicles in 2003, but as soon as a C1 server opens, everybody starts searching chaotically for information on these chronicles, and there is hardly any anywhere. I will have to take care of it myself (well, as usual). A 300-page pdf file is offered for study, but one can get lost in it for a long time, so I will write in order: I myself know nothing about the C1 chronicles, but I am starting as a dwarf girl on a new server and will describe all the changes compared with the later chronicles from the very first level.
What is known in advance (before the server opens); inaccuracies are possible here, and I will correct them as I go.
- 1. There is no newbie buff: it appears only in the C3 chronicles.
- 2. There are no newbie shots, and the no-grade shots work only with certain no-grade weapons; with the weapon you get at the start they do not work. There is no automatic use of shots: each time they have to be switched on before the blow (those who have fished in Lineage 2 will understand at once what I mean).
- 3. Spoil is present.
- 4. Craft: YES! But with limitations. There is no craft book; the craft menu appears when you click on a recipe. If the craft is 100%, the recipe stays in the inventory after crafting; if it is 60% or 80%, the recipe disappears. Up to C grade inclusive the craft is 100%, in B grade only 60 and 80%. B-grade jewelry is 70 and 90%.
- 5. If the recipe is 100%, you can craft with it and then hand it to another crafter so that he crafts too and then returns the recipe to you. Communism, in short.
- 6. Craft cannot be put up for sale: you are given the recipe and everything else, and you craft something for somebody. An interesting point: if the recipe is 60% and a fail happens, the customer cannot check it. Gentlemen take each other's word. That is where my luck came in (just joking).
- 7. There is no map as such: the interface has no map button; to look at the map you first have to do a newbie quest at level one (for the dwarves, for example, the quest Dwarf's Tutorial); after it an item called map appears in your inventory, and clicking it opens the map (a tiny one).
- 8. The mobs are not in the places we are all used to: instead of gremlins there are little keltirs in the starter location, such cute ones.
- 9. The NPCs are not the same as in the later chronicles either. Carrier Torocco has not yet been caught stealing and walled up behind the warehouse wall, so you can walk up to him and take a screenshot.
- 10. The interface. The most inconvenient thing is that the single quick-key bar has not 12 but only 10 buttons. Believe me, it is very inconvenient: for example, I always have attack and next target on F11 and F12, and here these buttons do not exist. And relearning is very inconvenient, because you get used to the new layout very quickly and then on another server you will keep pressing the wrong keys (and you get used to it literally in one day, while getting unused takes almost a week).
- 11. There is no choice of the hair colour that I always use for my dwarf girl when creating a character (hysterics).
That is all that could be found out before the server started; the rest will be added as I play. Good luck to everybody.