Human leveling in Lineage 2 Interlude begins on Talking Island. Here, a player learns combat, trains skills, and decides what to become after the first class transfer. Human Fighter follows a warrior path, while Human Mystic becomes a mage or healer.
Below is a steady route for a first character. It is intended for an original retail-like Interlude environment without custom balance, a separate NPC buffer, or simplified supplies. Standard newcomer support is taken into account, but its availability should be checked in the game: official regional builds and account rules could differ.
Revised on August 5, 2026.
Contents
- What to do after spawning
- Short Human 1–20 route
- Detailed route across Talking Island
- The difference between Human Fighter and Human Mystic
- How to reach Gludin
- Preparing for the first class transfer
- Common mistakes
- Checklist before departure
- FAQ
- Sources and verification limits
What to do after spawning
Do not rush toward distant monsters. Speak with the NPCs in the starting school, and after every stage check the quest journal for the name of the next NPC and the required item.
Both archetypes share the same island but hunt at a different pace. Fighter takes damage at close range and spends more on healing. Mystic attacks from a distance and watches MP—the mana points used for spells.
Check the standard newcomer support
If your build includes the standard newcomer support NPC, check the buffs, supplies, and weapons available from that NPC. This is not a custom private-server NPC buffer: the standard helper follows the rules of the specific version. If the needed dialogue option is absent, obtain a weapon from the early quests or buy an inexpensive alternative.
Weapons and shots
Fighter needs Soulshot, which strengthens ordinary physical attacks. Mystic uses Spiritshot for spells. The shot must match the weapon grade; at the start this is ungraded equipment, commonly called No Grade or NG.
Enable automatic use for any newcomer shots you receive. Once the free supply is gone, watch your consumption: purchases can quickly use the money needed for healing and travel.
The first five actions
- Complete the introductory tasks in the starting school.
- Put healing items and shots into convenient shortcut slots; add Scroll of Escape after obtaining or buying it.
- Reach the village and find the trainers for your archetype.
- Check newcomer support and the available quests for a weapon or supplies.
- Before leaving the village, free some inventory space and learn the skills you have purchased.
Short Human 1–20 route
The ranges below refer to the character's level and do not promise the exact level of every monster. Check each area's population in the target client. The main guides are the color of the target's name, its behavior when approached, and how confidently the character survives one fight.
| Character level | Route and objective |
|---|---|
| 1–5 | Starting school and the nearest fields. Learn the shortcut bar, quest journal, and basic attack. |
| 5–10 | Village and surroundings. Take early tasks, check newcomer support, and collect money and supplies. |
| 10–14 | More distant fields of the island. Choose single targets near your level and do not go deep into the ruins. |
| 14–17 | Approaches to Elven Ruins and open areas with spiders. Check which targets attack first. |
| 17–20 | Stay outside for safety, enter Elven Ruins with a party, or travel through Gludin to Gludio. |
| Around 20 | Start preparing for the first class transfer by following the trainer's guidance and the journal for the chosen branch. |
This is not a speedrun route. If one target costs several potions or almost all of your mana, choose an easier place even when the current area is popular with other players.
Detailed route across Talking Island
Levels 1–5: school and the nearest fields
Finish the introductory dialogue and practice near the school. Learn to select a target, cancel an attack, and pick up loot. Put Scroll of Escape on the shortcut bar after obtaining or buying it.
Fighter opens combat with an active attack; Mystic starts with a ranged spell. After a difficult fight, move to a safe place and recover. Sell unwanted loot so it does not fill the inventory.
Levels 5–10: village, quests, and supplies
In the village, find the trainer, merchants, and warehouse. Take tasks involving monsters in the surrounding area, but compare the targets with the quest journal: a nearby enemy may not belong to the quest.
Combine hunting with saving Adena. During each village visit, sell loot, learn skills, and replenish supplies.
For example, a Fighter may kill one target comfortably but lose nearly all health after the second. A few potions and enemies closer to the village will help more than an expensive sword.
Levels 10–14: distant fields and careful target selection
Move farther from the village gradually. Test one target, the reaction of nearby enemies, and the resources left after the fight.
If the name color shows that a monster is noticeably stronger, leave it for later. Also consider the positions of nearby enemies and whether you can retreat.
Some island quests lead into Elven Ruins or provide a special item. Do not sell it because of weak stats: read the current journal stage first.
Levels 14–17: approaches to Elven Ruins
In the open areas near the ruins, nearby targets are visible and retreat is easier. Start at the edge of the area and move inward only after several fights against single targets.
Fighter keeps healing items on the shortcut bar. Mystic reserves some MP for a final attack or retreat. If a mage constantly has to finish a target with a staff, choose a weaker enemy.
Use the first entry into Elven Ruins as reconnaissance: go only a short distance, check the nearest targets, and leave before your resources run out.
Levels 17–20: three route options
Stay outside. Experience may come more slowly, but choosing isolated targets and retreating is easier. This option suits a solo newcomer.
Enter Elven Ruins with a party. It is easy to draw several enemies by accident inside, so the ruins do not guarantee faster leveling. Agree in advance who starts a fight and when the party retreats.
Travel to the mainland. From Gludin, go to Gludio and choose a hunting area nearby, including the approaches to Ruins of Agony. This is a route option, not a promise of faster leveling.
Test a new target only when it stands alone, from a safe distance and with a clear escape path. If your damage is unexpectedly low or you cannot maintain distance, change targets.
The difference between Human Fighter and Human Mystic
Before the first class transfer, do not learn everything indiscriminately. Spend SP—skill points—first on the basic attack and defense abilities that you actually use.
Human Fighter
Fighter uses weapons and takes damage more often. Choose one clear play style and do not spend SP on active attacks for weapons you do not use.
A normal cycle is to open with an active attack, finish with ordinary hits, and restore health. Future Warrior or Human Knight characters benefit from close combat. Rogue can try a dagger or bow while accounting for the cost of arrows and shots.
Human Mystic
Mystic starts a fight with ranged magic but is limited by MP. Hunting slows sharply without mana.
Develop the basic attack and defensive passive skills available from the trainer. Wizard learns to manage mana; Cleric learns to watch the condition of the whole party.
How to leave Talking Island and reach Gludin
The classic route off the island is the ship from the harbor. Find the port, speak with the wharf manager, follow the dialogue, and keep enough Adena for the journey.
Before departure, sell junk, complete the island stages you need, and reserve money for travel after arrival.
Gludin is the first stop on the mainland. Do not confuse it with Gludio: they are different settlements. If you decide to continue hunting near Ruins of Agony, first travel to Gludio after arriving and only then follow the map toward the required area.
Preparing for the first class transfer
Near level 20, a Human chooses one of five first classes. Fighter transfers to Warrior, Human Knight, or Rogue. Mystic chooses Human Wizard or Cleric.
| Starting class | First class | What changes in play |
|---|---|---|
| Human Fighter | Warrior | Direct close combat with an emphasis on physical damage. |
| Human Fighter | Human Knight | A more defensive role and preparation for holding enemies. |
| Human Fighter | Rogue | A mobile style using a dagger or bow. |
| Human Mystic | Human Wizard | Offensive magic and strict MP management. |
| Human Mystic | Cleric | Healing, strengthening allies, and a more visible party role. |
Check the journal and in-game dialogue for the specific NPC, required items, and stages of the chosen branch.
Before starting, choose the class and keep every issued item. If the journal requires a particular weapon, use it until the stage is credited. Then return to the NPC named by the client and check the requirements in the dialogue.
If the transfer is still unavailable after the trial, gain the remaining experience on familiar single targets.
Common newcomer mistakes
Confusing standard support with private-server settings. If the build includes a Newbie Guide, read that NPC's actual menu. It is not a universal buffer with every possible buff.
Spending all money on a weapon. Even a strong sword or staff does not replace healing, shots, and travel costs. Keep some Adena in reserve, especially before moving to the mainland.
Attacking everything near a quest area. Compare the target and item names with the journal. This prevents half an hour of hunting from producing no quest progress.
Judging danger only by name color. Color does not show how many nearby enemies will join the fight. Test one target at the edge of a group.
Discarding an issued quest weapon. Weak stats do not make an item useless. Keep it in the inventory until the stage is complete, and read the task wording literally.
Checklist before departure
- The first class branch is chosen: Warrior, Human Knight, Rogue, Human Wizard, or Cleric.
- Newcomer buffs and items available in this build have been checked.
- The weapon matches the main attack method, and the shots match its grade.
- Healing and shots are on the shortcut bar; Scroll of Escape was added after obtaining or buying it.
- Necessary island quests are finished or deliberately left for later.
- Quest items have not been sold or discarded.
- The inventory has free slots, and the wallet has enough for the journey.
- After reaching Gludin, the next stop is clear: the class trainer or the route to Gludio.
FAQ
Where should a Human level before 20 in Interlude?
Start near the starting school, then move to the village and more distant fields. After the middle of the second ten levels, choose open areas near Elven Ruins. Close to level 20, you can stay outside, enter the ruins with a party, or travel through Gludin to Gludio.
Which is easier for a newcomer: Human Fighter or Human Mystic?
Fighter is easier to control but spends more on healing and depends on the weapon. Mystic deals with a suitable target quickly at range but requires MP management and careful enemy selection.
Where can I get a starting weapon and shots?
Check the introductory quests, merchants, and the menus of standard newcomer support NPCs. Gift availability depends on the target official build and account conditions, so the route should still work when those gifts are absent.
Should I enter Elven Ruins alone?
No. Open terrain is usually easier for a first character because nearby targets and the escape path remain visible. It is more sensible to enter for reconnaissance or with a party, without assuming that leveling will be faster.
When should I choose the first class?
Prepare for the choice as you approach level 20. Confirm that the trial is available through the trainer and the target client's dialogue. Do not rely on NPCs and requirements from a guide written for another chronicle or a modified server.
Sources and verification limits
This article does not link to fan databases, community wikis, or private-server websites. The working official NC Japan timeline confirms that the Interlude update was applied to the Japanese version on March 27, 2007. The archived official Western website shows the era and context of the original version. Neither source confirms exact monster levels, reward amounts, buff ranges, or step-by-step quest conditions.
The working archive does not contain an identified official Interlude client build. The text therefore does not attribute unverified data to the client and does not give disputed numbers. Reproducible verification would require at least the region, build number or date, the relevant data or dialogue filename, and the ID of the corresponding quest, NPC, item, or skill.
- Official Lineage II 20th anniversary timeline — NC Japan
- Archived official Lineage II website from April 2007
The route tables and spending advice are editorial recommendations for a newcomer, not server database parameters. Exact rewards, monster levels, buff sets, and class-transfer conditions are added only after verification against an official archive or an attributed target build.