Dark Elf leveling from 1 to 20 in Lineage 2 Interlude begins near Shilen Temple. The character then heads to the village, explores the forest, Swampland, and Spider Nest, and closer to level 20 chooses between the School of Dark Arts and a route toward other areas.

Dark Fighter uses weapons and later chooses the path of a knight or an assassin. Dark Mystic begins with offensive magic and prepares to become a Dark Wizard or Shillien Oracle. They share the same starting territory, but manage health, MP, and consumables differently.

These recommendations assume rules close to the original Lineage 2 Interlude, without altered balance, a custom NPC buffer, or simplified consumables. If your build includes the standard newcomer assistance, check the available functions in the NPC dialogue.

Revision dated August 7, 2026.

Contents

Quick Dark Elf leveling route from 1 to 20

Stay in open areas and move on when a regular target becomes too easy. The table provides a direction, but choose the right hunting spot by watching resource consumption and target behavior.

Character level Route and objective
1–5 Shilen Temple and the nearby fields. Learn the controls, quest journal, and primary attack method.
5–10 Dark Elven Village and nearby parts of Dark Elven Forest. Take available errands and check weapons and consumables.
10–14 Distant forest roads and approaches to Swampland. Choose targets with a safe retreat path.
14–17 Open parts of Swampland or the area around Spider Nest. Do not start a fight in a dense group of monsters.
17–20 Stay outside, enter the School of Dark Arts with a group, or move toward Neutral Zone and other towns.
Around 20 Choose the first class and follow the class-transfer trial in the target client’s quest journal.

If Dark Fighter needs a potion after every fight or Dark Mystic is left with almost no MP, return to the previous area. This route prioritizes safety rather than record speed.

Dark Fighter or Dark Mystic: which is easier to start

Fighter depends on weapons, healing, and Soulshots—charges that strengthen physical attacks. Mystic uses Spiritshots for magic and watches MP, the mana reserve used for spells.

Archetype How regular hunting works
Dark Fighter Approaches a single target, opens with an active attack, and finishes with regular hits. A mistake usually costs health and healing potions.
Dark Mystic Attacks from range and tries to end the fight before a prolonged melee exchange. A mistake consumes mana and increases recovery time.

Dark Fighter may feel clearer to players who prefer direct combat. Swords, daggers, and bows use different attacks, so first choose one practical style and avoid spreading SP—skill points—too thinly.

Dark Mystic begins fights from a safe distance and monitors the remaining MP. If there is not enough mana for the next target, recover instead of relying on prolonged staff attacks.

First steps after spawning

Finish the introductory dialogues near Shilen Temple. The quest journal will show the next NPC, item, or objective. Do not travel far until you understand attacking and picking up loot.

In the village, find the trainer for your archetype, merchants, the warehouse, and an available newcomer-assistance NPC. Standard support may depend on the specific official build and account conditions. If it is unavailable, use the reward from introductory errands or an inexpensive weapon from a merchant.

Prepare the character before the first long hunting trip:

  1. Choose one primary attack and learn the skill needed for it.
  2. Place healing and the appropriate shots next to it on the shortcut bar.
  3. After obtaining or buying one, place Scroll of Escape in a separate slot.
  4. Sell unnecessary loot to leave room for quest items.

What to buy first

Do not spend all your Adena on a small weapon upgrade. Healing, appropriate shots, and travel money come first. Upgrade armor only when it does not compromise your consumable supply.

Soulshots and Spiritshots must match the weapon grade. At the start, equipment is usually No Grade, or NG—the initial equipment category. If the build provides newcomer shots, enable automatic use. Once they run out, keep track of the cost of regular shots.

Where to level a Dark Elf up to level 20 in Interlude

Levels 1–5: Shilen Temple and nearby fields

Stay near the spawn point until you are comfortable with the primary attack. Choose enemies that do not force you to drink potions constantly or wait for MP after every fight.

Fighter opens with an active attack and finishes with regular hits. Mystic keeps their distance. Before a fight, make sure no dense monster group blocks the route between the character and a safe area.

Levels 5–10: the village and Dark Elven Forest

In Dark Elven Forest, combine hunting with errands from local NPCs. Check the objective against the quest journal: a nearby monster may not count for the quest.

Return after several stages or when the inventory is full. During one visit, sell loot, learn skills, and replenish consumables.

Levels 10–14: distant roads and approaches to Swampland

Move forward in short segments. If nearby monsters join the fight or resources run low, return closer to the village.

For example, Fighter sees a suitable target near the edge of a road, but another enemy stands behind it. Instead of attacking immediately, wait for the first target to move aside, then begin the fight. Losing a few seconds is cheaper than healing after fighting two enemies.

The name color helps estimate the level difference but does not show group behavior. Do not hunt in the middle of a monster cluster even if each individual target appears suitable.

Levels 14–17: Swampland and Spider Nest

At Swampland and around Spider Nest, begin at the edge of the area. If the usual attack performs poorly, change the target instead of spending the entire resource supply.

An open area makes nearby enemies easier to see. Target density and available space matter more than the level number in someone else’s route.

Fighter keeps healing on the shortcut bar, while Mystic saves enough MP to finish a fight. If recovery takes too long, return to the previous area.

Levels 17–20: three route options

Stay outside. Familiar parts of the forest, Swampland, or Spider Nest make it easier to choose a target and return for consumables.

Enter the School of Dark Arts with a group. A targeting mistake inside is more dangerous than outside. Treat the first visit as reconnaissance, and do not assume the dungeon is guaranteed to be faster.

Travel toward Neutral Zone or towns. Neutral Zone is a possible direction for further travel, not a mandatory destination. Check the quest journal and map before leaving: the selected class may require a different route.

Starting quests, weapons, and shots

The introductory chain, errands near the village, and quests leading toward the next area can be useful. Names, admission levels, and rewards are omitted without confirmation from an attributed Interlude build.

Consider the route as well as the reward. If a quest leads deep into a dungeon while the character struggles outside, leave that stage for later or find a group. A quest-journal entry does not make the quest mandatory.

Do not sell an issued item before completing the quest. The journal may require you to deliver, equip, or use it; a stronger weapon does not always satisfy that requirement.

How to leave the starting territory

Dark Elves begin on the mainland, so no ship is needed to leave the starting area. You can follow the roads or use an available teleport through a Gatekeeper—an NPC that moves the character between destinations listed in its dialogue.

Do not memorize prices or destinations from a guide for another version. Open the map, speak to the Gatekeeper, and select an option available in the target client. When traveling on foot, stay on the road, avoid dense groups, and keep free inventory space.

Before leaving, check where the selected class-transfer trial leads. Gludio, Gludin, or another destination cannot be treated as the mandatory first stop for all four branches.

Preparing for the Dark Elf’s first class transfer

Around level 20, Dark Fighter chooses Palus Knight or Assassin. Dark Mystic advances to Dark Wizard or Shillien Oracle.

First class Primary focus
Palus Knight A combat branch focused on weapons and a more controlled melee style.
Assassin A mobile physical branch for players interested in daggers or bows.
Dark Wizard A magic branch for offensive spells and careful MP management.
Shillien Oracle A healing and party-support branch, especially useful in a group.

The first class determines the character’s primary play style.

Before the trial, sell unnecessary loot, buy consumables, and keep all issued quest items. Check the quest journal and game dialogues for the specific NPC, required items, and stages of the selected branch. If the transfer is not yet available, gain the remaining experience on familiar single targets.

Common beginner mistakes

Treating high damage as protection from mistakes. Even a strong attack will not help when several enemies enter the fight. Start from the edge of a group and do not stand between the target and nearby monsters.

Learning every Fighter weapon attack. Swords, daggers, and bows require different skills and expenses. First develop the style you use consistently.

Spending all Mystic MP on one target. If a regular enemy consumes almost the entire mana reserve, change locations. Long recovery time removes the advantage of a strong opening attack.

Buying an expensive item before traveling. After the purchase, keep enough money for healing, shots, and transportation. Preparing for the class transfer matters more than a small bonus from an incidental upgrade.

Confusing standard assistance with a custom buffer. If a newcomer-assistance NPC is present in the build, rely on its dialogue. Do not assume buffs available on another server will exist here.

Checklist before leaving the starting lands

  • A branch has been selected: Palus Knight, Assassin, Dark Wizard, or Shillien Oracle.
  • The quest journal shows the current stage, next NPC, and travel direction.
  • Items issued by quests remain in the inventory.
  • The primary weapon has shots of the appropriate grade.
  • Healing is on the shortcut bar; Scroll of Escape has been added after obtaining or buying one.
  • The inventory has room for new loot and quest items.
  • Enough Adena remains after purchases for consumables and transportation.
  • Unfinished starting quests have been deliberately left for later.

FAQ

Where should a Dark Elf level up to 20 in Interlude?

Start near Shilen Temple, then move to the village and the more distant parts of the forest. After that, choose open areas in Swampland or near Spider Nest. Closer to level 20, you can remain outside, enter the School of Dark Arts with a group, or continue along the class-transfer route shown in the quest journal.

Which is better for a beginner: Dark Fighter or Dark Mystic?

Fighter may feel clearer to players who prefer weapon combat, but depends on healing and equipment. Mystic attacks from range but requires careful MP management and avoiding unnecessary fights.

Where can I get a starting weapon and shots?

Check the introductory quests, merchants, and the standard newcomer-assistance NPC if it is available in your build. The route should also work without gifts, using a regular weapon from a quest or shop.

Should I enter the School of Dark Arts alone?

For a first character, beginning in the outdoor areas is safer. Enter for reconnaissance or with a group, stay close to the exit, and keep a reserve of consumables.

Which first classes are available to a Dark Elf?

Dark Fighter chooses Palus Knight or Assassin. Dark Mystic chooses Dark Wizard or Shillien Oracle. Check the quest journal and game dialogues for the exact trial sequence.

Sources and verification limits

This article contains no links to fan databases, community wikis, or private-server websites. The official NC Japan chronology confirms the Japanese release of Interlude on March 27, 2007, while an archive of the western Lineage II website provides context for that period. These pages do not confirm monster levels, rewards, or starting-quest conditions, so those numbers are not included in the route.

Exact rewards, monster levels, buff sets, and class-transfer requirements should be added only after verification against an official archive or an attributed target Interlude build.

The level-range route is an editorial recommendation for beginners, not an export of server parameters. In the target build, check the quest journal, NPC dialogues, and the actual behavior of the selected target.