Path of the Human Wizard
Path of the Human Wizard is a one-time, solo quest in Lineage 2 Scryde 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
NPC dialogs
What the NPCs of the quest say, in the words of the game; under each page are the answers you can choose.
Parina8 pages
Looking closely, I see you are not the one I have been waiting for. I'm sorry, but I do not have anything to tell you. I am tired, so please go back to where you came from. However ... please be happy.
Hidden in nature are surprising powers: Water, Fire, Wind and Earth. With time, you too will understand. Until then you must be patient.
(Only characters level 18 and above may undertake this quest.)
You are a Human Wizard that has already perceived the secrets of water, fire, wind, and earth. There is no need for you to re-embark upon the journey of becoming a Wizard.
Is there something you have not found yet? Don't you already have the four tokens of water, fire, wind and earth? Take the bead of four seasons and go to the high priest. He will be able to open your new future for you.
I feel the power of a new beginning. He will not like me that much, but ... I respect him. Go before it is too late.
To become a Human Wizard, you must have the four tokens of water, fire, wind and earth. If you are not acknowledged by nature, which controls these four elements, you do not have the right to be called a Wizard. Go out into the world and collect the four tokens. The collection of the tokens can only be accomplished by your own power. This is all I can do for you.
- Perform quest of changing profession to a Human Wizard
How goes your journey of searching for the tokens? Please find and bring the tokens of water, fire, wind and earth.
I see you have collected all four tokens of water, fire, wind and earth. Through the journey to collect tokens, you have proven your passion for learning, curiosity about the world, powers of deep investigation and contemplation, and strong will. You have created your future with your own hands.
I give you the bead of four seasons Take this bead to the high priest. I'm sure he can guide you to the path of the Wizard. May your future days always be filled with light.
The journey of becoming a Wizard begins with the will of a magician to learn new things. Strong will to obtain knowledge is often compared to a flame. You must first find the token of flame.
In order to do that, you must meet the Flame Spirit. It is in the form of a lizard wrapped up in flames and is near a village damaged during the war, now called the Ruins of Despair. Look for it to the south of the village of Castle Gludio.
Earth Snake4 pages
Wait! Do not deceive yourself into thinking I am a mere lizard just because I look like a basilisk. Although my appearance is unremarkable, I am a spirit of earth, which studies the principles of the world embodied within the soil and rock. Right now I am looking for a way to purify the negative forces that have seeped into the earth in these ruins.
You say you are looking for the token of earth? Then I must test you to see if you are qualified to earn it. Just because the spirits of water, fire and wind have acknowledged you doesn't mean that I will do so as easily.
It is your task to find Red Soil that contains the strong life of the earth. You can obtain it by hunting a bear called the red bear that lives in this vicinity. The red bear can be found in the Fellmere Harvesting Grounds between the Ruins of Agony and the Orc Barracks.
If you want to receive the token of earth from me, bring me back Red Soil. The Red Soil contains the strong vitality of the earth and can be obtained by hunting the red bears that are frequently seen in the Fellmere Harvesting Grounds between the Ruins of Agony and the Orc Barracks.
You've brought the Red Soil! So fast for a Human! I thought you would have more trouble than that. As promised, I'll exchange the Ring of Earth for a Token of Earth. Don't lose the faith, pilgrim.
Once you've collected the tokens of fire, water, wind and earth, speak with Parina in Gludin. She has a special affinity for the spirits of the four elements, for they are constantly whispering into her ear. She will raise your understanding of magic to new heights.
Once you have collected all four tokens - fire, water, air and earth - that represent the four elements of nature, go find Parina in Gludin Village. Her deep understanding of the elements and spirits can lead you towards enlightenment.
Wasteland Lizardman4 pages
Nice to meet you, Human. I am a minstrel who savors the music in nature and loves to sing loudly. I regret that I cannot chat with you long. I am in the middle of listening to the song brought to me by the winds of the Wastelands.
You've come because you have some business with me? What business are you talking about?
- Talk about the wind sylph
Ah ...! The spirit of wind up in the north? I've seen it a few times ... I hate that race, so I don't even associate with it at all. I just saw it from afar and it didn't even say hello, so I passed by. But why did you bring up the sylph?
- Talk about the noise
I'm very sorry about that ... I didn't know I was making that much noise. Actually, I've been digging in the ground to bury my eggs here. I finished digging yesterday, and I've buried the eggs, so I won't be noisy any more. Won't you tell her that I'm really sorry?
I also found this feather while I was digging. It may belong to the sylph. Please show it to her.
Take the feather I gave you to the wind sylph. Don't forget to say that I said I am sorry about the noise ...
Flame Salamander4 pages
What is it, child of Humans? Aren't you frightened by the fumes of fire that I breathe? It has been a long time since I've seen a Human as fearless as you. So you've come to find the token of flame? Now I see that you are a Mystic who controls the powers of elements! Good ... If you grant me a favor, I will give you the token of flame.
The Key of Flame that I had in my charge was stolen not long ago. The rascal that took the key was a ratman fighter. He is in fact an evil spirit in disguise, that covets the power of fire. How else could he have tricked me and stolen the key? Please find the scoundrel and recover the key. There are many ratman fighters at the northwestern corner of the Ruins of Despair.
Child of Humans, have you come back already? Didn't I tell you to kill the ratman fighter and bring back the Key of Flame? Only then can I give you the token of flame. There are many ratman fighters at the northwestern corner of the Ruins of Despair.
Ah ... I see you have found the key. I give you the Flame Earring as a token of fire. I name you predecessor of the flame ... Pray, do not neglect the desire for learning now rising within you.
Your desires for knowledge lead to curiosity about the world. Thought caught up in that curiosity cannot stay in one place for very long, and will wander continuously in search of new knowledge. This is why the strong curiosity that stirs the scholar to travel is often compared to the wind.
The next thing you must find is the Wind Token. In order to find it, you must first speak to the Wind Sylph. She is staying at the entrance of the Wastelands beyond the southwestern mountains. As you already know, there are three entrances to the Wastelands. The sylph will be at the northwest entrance. I wish you luck!
Child of Humans ... Haven't you already received the token of flame from me? You have already been recognized as the predecessor of flame, now go find the Wind Token. In order to find the token, you must meet the Wind Sylph. You can meet her at the entrance to the Wastelands that is southwest of here.
Wind Sylph4 pages
I see you have come to find the Wind Token. The winds blowing here told me of your story. If you grant me one favor, I will happily give you the Wind Token.
Not long ago, the wastelands Lizardman appeared in the Southern Wastelands, and it has been so noisy ever since that I haven't been able to savor the wind comfortably.
Please make the wastelands Lizardman quiet so my meditations are not disrupted. Then I will give you the Wind Token.
Since scary monsters are prowling around on the southern hills, it would be safer for you to follow the western path of the valley and then head south.
Is it that you do not wish to grant my request? All the noise gives me a headache ... Please, I beg you. Go to the Wasteland Lizardman. He is in the Southern Wastelands. The safest route for you will be to follow the road west of the valley and then head south.
Thank you very much. Now I can meditate in peace. I was thinking of going to some other land because it was so noisy. As a token of my appreciation, I give you the Wind Token.
Searcher of the wind, please do not forget your naive curiosity about materials.
Curiosity always leads to investigation. The deep contemplation and research of a magician is very often compared to the deep waters of a lake.
Now you must find the token of water. In order to find it, you must meet the undine of the water. She is near Fellmere Lake. The lake can be found if you pass the abandoned camp of the Ol Mahums in the north and continue a little farther north. Well then, may the divine protection of wind be with you.
I see you have already earned the Wind Token from me. What you must find now is the token of water. To find it, you must meet the undine of the water.
The undine of the water is at Fellmere Lake. To find the lake, you must go north of here. Go pass the abandoned camp where the Ol Mahums are and go a little more north to reach Fellmere Lake.
Water Undine4 pages
Don't be a nuisance and disappear. I am busy purifying the force of water in the surrounding land!
You want to earn the token of water? Well then, do me one favor. Do you see that lake? On the other side of the lake is a monster shaped like a strange eye called the Water Seer. It disturbs the force of water in this area and really gives me a headache.
Would you be willing to go kill the Water Seer and bring back two sparkling pebbles as proof? Then I will give you the token of water.
You don't have the sparkling pebbles yet? You can obtain the pebbles by killing the Water Seer. Bring back two of them. Please hurry! If I change my mind. I may just give away the token of water to someone else.
Oh! Surprisingly, you have some skill! Now it will be a little easier for me to purify the water. As I promised, I will give you the token of water. Studier of the water, do not be lazy in your quest for truth.
When a magician's knowledge reaches a certain level, his understanding of the world turns to steadfast faith. The strong will of a magician who tries to change the world with his beliefs is very often compared to the earth.
The next thing you must find is the token of earth. You can only obtain that by meeting the Earth Snake. If you want to meet the snake, you must go to the Ruins of Agony. Just north of here, you will easily find the ruins. The Earth Snake may look crude, but it is a very wise spirit, so it is better not to be arrogant in front of it.
Have you forgotten what I've said already? I told you to go find the earth snake! Go to the Ruins of Agony north of here to meet it. You haven't given up on the token of earth, have you?
Map






Quest items
Quests: level 14–22
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