Scope of the recommendations. This guide assumes settings close to the original Lineage 2 Interlude: no custom class balance, no NPC buffer that hands out free buffs, and no simplified consumable economy. The conclusions may differ on servers with modified rules.

In Lineage 2 Interlude, choosing a class is not about picking one impressive attack. The decision determines your weapon, everyday combat rhythm, party role, and how often you will need other players. A wrong choice does not ruin a character, but it can turn dozens of hours into a routine you do not enjoy.

Picture a typical raid boss fight. The tank keeps the boss facing away from the party, the Bishop watches everyone's health, the Sword Singer and Bladedancer refresh songs and dances, while archers and mages deal damage. Everyone is in the same room, but each player is doing a different job. Choose that job before choosing a race or appearance.

This guide uses several common abbreviations. MP is the mana pool spent on skills; PvE means fighting monsters; PvP means fighting other players; a buff is a temporary enhancement; a healer restores the health of allies.

Quick class picker

Start with the conditions in which you will actually play, not with a profession name. The same class can feel completely different in a permanent party and while leveling alone without outside buffs.

  • Mostly playing alone: compare Warlock, Elemental Summoner, and Phantom Summoner first. Among fighters, look at Tyrant or Destroyer; among mages, consider Spellhowler. Every option still needs equipment and consumables.

  • Playing with friends: choose a tank, healer, bard, or buffer for the actual party composition rather than a general tier list.

  • Prefer ranged combat: decide between an archer and a mage. The archer depends on a weapon, arrows, and buffs; the mage depends on MP and choosing suitable targets.

  • Interested in the economy: Bounty Hunter gathers extra materials, while Warsmith crafts items and builds siege machines.

Role comparison

The estimates below are relative and assume the original Interlude economy. A high PvP value does not guarantee victory: equipment, buffs, party composition, and player decisions matter more than a label.

Role Conditions and uses
Tank Solo: slow. Party: high value. Cost: medium to high. Difficulty: medium. Against monsters: pulling groups and raid bosses. Against players: protection and control.
Melee fighter Solo: average. Party: composition-dependent. Cost: medium to high. Difficulty: medium. Against monsters: damage to one or several targets. Against players: close-range pressure.
Dagger user Solo: average. Party: situational. Cost: medium. Difficulty: high. Against monsters: one target and positioning. Against players: attacks from behind.
Archer Solo: average with buffs. Party: useful in an archer group. Cost: high. Difficulty: medium. Against monsters: ranged physical damage. Against players: coordinated focus and distance control.
Damage mage Solo: fast while MP lasts. Party: useful in a mage group. Cost: high. Difficulty: medium. Against monsters: strong single-target or area damage. Against players: range and control.
Summoner Solo: good. Party: task-dependent. Cost: medium. Difficulty: medium. Against monsters: the servitor takes the fight. Against players: sustained pressure through the summon.
Healer Solo: slow. Party: high value in the right composition. Cost: low to medium. Difficulty: high. Against monsters: healing and resource support. Against players: keeping allies alive.
Buffer or bard Solo: slow to average. Party: value depends on the composition. Cost: medium. Difficulty: medium. Against monsters: strengthening the party. Against players: buffs and support.
Dwarf Solo: average. Party: situational. Cost: depends on the profession. Difficulty: medium. Against monsters: materials and crafting. Against players: siege support.

How the ratings were made

The comparison describes everyday play from roughly level 40 to level 76: no second account providing buffs, ordinary level-appropriate equipment, and market-priced consumables. “Party value” means that the role is wanted in a suitable composition, not that it is guaranteed a place in every group.

Contents

How professions work in Interlude

The original Interlude has five races: Humans, Elves, Dark Elves, Orcs, and Dwarves. Each race has its own class tree. Kamael are not available in these chronicles; the race appeared later and should not be included in an Interlude guide.

Class progression has three transfers. A character receives the first profession at level 20, the second at level 40, and the third at level 76. The second profession establishes the everyday role: for example, Human Knight branches into Paladin and Dark Avenger.

The original second class transfer consists of three stages. Their quests begin at levels 35, 37, and 39, and the transfer can be completed after reaching level 40 [6]. Each pair below shows the second profession first and its level 76 continuation second: Gladiator → Duelist.

First professions at level 20

“All professions” includes the first transfer. These classes are junctions in the class tree; the final role is chosen later, during the second transfer.

  • Humans: Warrior, Human Knight, and Rogue for fighters; Human Wizard and Cleric for mystics [1].

  • Elves: Elven Knight and Elven Scout; Elven Wizard and Elven Oracle [2].

  • Dark Elves: Palus Knight and Assassin; Dark Wizard and Shillien Oracle [3].

  • Orcs: Orc Raider and Monk; Orc Shaman [4].

  • Dwarves: Scavenger and Artisan [5].

Tanks: who takes the hits

Paladin → Phoenix Knight [1]

A Paladin normally attracts monsters, holds a shield, and heals himself while the party deals damage. He is strongest in long PvE fights and when protecting allies. The limits are modest personal damage and expensive heavy equipment. Choose this path if reliably shielding other players sounds satisfying.

Dark Avenger → Hell Knight [1]

A Dark Avenger spends most fights holding a target, using dark abilities, and directing a summoned panther. The class combines defense, control, and extra pressure better than a purely defensive knight. The summon, resources, and equipment all need attention. Choose it if a passive tank feels too quiet.

Temple Knight → Eva’s Templar [2]

A Temple Knight absorbs attacks, maintains defensive effects, and uses cubics that act automatically. The class is especially useful when a party needs a durable and mobile tank. Personal damage is limited, while controlling enemies demands attention. Choose it if you prefer agile defense over chasing damage numbers.

Shillien Knight → Shillien Templar [3]

A Shillien Knight keeps enemies occupied and adds dark magic and cubics to the usual shield play. The strength of the class is a more aggressive tool set than that of purely defensive knights. Mistakes are less forgiving because the safety margin is smaller. Choose it if you want to tank and disrupt.

Melee fighters: weapons, rhythm, and risk

Gladiator → Duelist [1]

A Gladiator fights with dual swords, builds charges, and spends them on combat skill chains. The class is strong in active close combat against a selected target. Results depend on weapons, consumables, buffs, and the rhythm of charge use. Choose it if managing and releasing a combat resource sounds appealing.

Warlord → Dreadnought [1]

A Warlord gathers several monsters and hits them together with a polearm. The class excels in coordinated party hunting against tightly packed targets. A poor pull quickly multiplies incoming damage, so healing, equipment, and cooperation matter. Choose it if controlling a crowd sounds better than fighting a duel.

Destroyer → Titan [4]

A Destroyer closes the distance and swings a heavy two-handed weapon, using abilities that become stronger at dangerously low health. The class shines when a party needs a powerful physical hit. Mistakes are costly, and weapons and consumables matter. Choose it if calculated risk near low health sounds exciting.

Tyrant → Grand Khavatari [4]

A Tyrant attacks rapidly with fist weapons, builds force charges, and changes totems for the situation. The class offers a fast rhythm and a flexible set of close-range attacks. The player must track several effects and resources. Choose it if you want constant movement and frequent skill use.

Dagger users: striking at the right moment

All three dagger professions rely on reaching the target's back and landing critical skills. Fighting face-to-face with ordinary attacks removes much of the class identity. This role rewards attention and movement rather than relaxed, low-input hunting.

Treasure Hunter → Adventurer [1]

A Treasure Hunter closes in, finds the target's back, and uses dagger skills from the correct angle. The class offers a relatively balanced tool set for learning the role. Efficiency drops in frontal combat, and equipment remains important. Choose it if you enjoy waiting for one precise opening.

Plains Walker → Wind Rider [2]

A Plains Walker moves constantly, circles the target, and attacks quickly from behind. The class rewards players who can preserve a positional advantage. Speed does not repair a bad approach, and trading blows from the front is dangerous. Choose it if mobility and continuous repositioning are the main attraction.

Abyss Walker → Ghost Hunter [3]

An Abyss Walker tries to reach the enemy's back first and land a heavy critical strike. The class offers a high reward for correct positioning. A smaller safety margin punishes mistakes and frontal fighting. Choose it if risking your survival for one especially powerful moment sounds enjoyable.

Archers: distance matters more than armor

An archer is comfortable while distance is preserved. Open terrain allows room to retreat and choose targets; a cramped corridor or sudden close-range attack removes much of the advantage.

Hawkeye → Sagittarius [1]

A Hawkeye maintains distance, selects one target, and spends arrows and MP on enhanced shots. The class is useful in an organized party that supplies buffs and keeps enemies away. Weapons, arrows, and consumables prevent it from being an automatically easy start. Choose it for deliberate ranged physical combat.

Silver Ranger → Moonlight Sentinel [2]

A Silver Ranger changes position constantly and fires quickly at the selected target. Mobility and attack rhythm are the class's main strengths. Individual shot damage, arrow costs, and dependence on buffs still matter. Choose it if you want to attack while moving rather than hold one fixed position.

Phantom Ranger → Ghost Sentinel [3]

A Phantom Ranger looks for a safe distance and relies on powerful individual shots. The class is particularly dangerous when a party helps focus fire on one target. Low durability makes return fire risky, and equipment is expensive. Choose it if fewer but heavier hits are the main attraction.

Damage mages: powerful spells and an empty mana pool

A damage mage can kill a suitable target quickly but spends MP on every attempt. A poor spell choice or an enemy reaching close range can change the fight immediately. Consumables, recovery breaks, and distance control are part of the everyday routine.

Sorcerer → Archmage [1]

A Sorcerer keeps enemies away and deals fire damage with single-target or area spells. The class has a clear and traditional elemental-mage routine. MP, magic consumables, and target selection limit the hunting pace. Choose it if you want a straightforward introduction to ranged magical damage.

Spellsinger → Mystic Muse [2]

A Spellsinger casts water magic quickly and tries to control the fight before the enemy closes in. Casting speed is the profession's main strength. Individual hits are lighter than a Dark Elf's heavy spells, and MP drains quickly. Choose it if reaction speed matters more than one maximum hit.

Spellhowler → Storm Screamer [3]

A Spellhowler selects a target and delivers high wind damage with relatively few spells. The class is well suited to fast single-target hunting. Slow MP recovery and the price of magic consumables force the player to plan breaks. Choose it if a powerful opening hit and resource planning sound appealing.

Necromancer → Soultaker [1]

A Necromancer alternates dark attacks, debuffs, control, and help from summoned undead. The profession has more answers to changing situations than a pure elemental mage. It also requires more knowledge, consumables, and management. Choose it if changing tactics during the fight is part of the fun.

Summoners: the character and servitor work together

A summoner sends a servitor forward, heals and strengthens it, and watches both participants' resources. This is not an automatic mode: the summon must be directed, recalled, and protected. In return, the player receives a self-contained combat pair.

Warlock → Arcana Lord [1]

A Warlock sends a feline servitor forward, strengthens and heals it, and stays in a safer position. The class is good at independent hunting, while some summons help physical parties. Summoning costs resources and takes a share of experience. Choose it if managing a two-member combat team sounds interesting.

Elemental Summoner → Elemental Master [2]

An Elemental Summoner directs a unicorn, supports it with magic, and watches personal MP. The class performs well in steady solo hunting without a dedicated tank nearby. Summoning resources and controlling two participants are the main limitations. Choose it if a calm and consistent hunting rhythm is appealing.

Phantom Summoner → Spectral Master [3]

A Phantom Summoner fights through a shadow servitor and strengthens it for the selected target. Independence and persistent summon pressure are the class's advantages. The summon costs resources, takes some experience, and cannot be left unmanaged. Choose it if you prefer a more aggressive summoner style.

Healers and MP recovery

Bishop → Cardinal [1]

A Bishop spends most of the fight watching party health, healing, and removing dangerous conditions. The class is strongest when saving allies in difficult PvE and PvP encounters. It kills slowly alone and depends on finding a group. Choose it if responsibility for other players' survival feels rewarding.

Elven Elder → Eva’s Saint [2]

An Elven Elder heals, restores allies' MP, and maintains useful buffs. The profession is especially valuable to groups that need to fight for a long time without stopping. Demand depends on the composition, and solo leveling is slow. Choose it if managing the whole party's resources sounds satisfying.

Shillien Elder → Shillien Saint [3]

A Shillien Elder restores MP, heals, and provides buffs useful to many physical parties. The class keeps hunting moving and strengthens offensive allies. Leveling without a permanent group requires patience. Choose it if contributing to party damage indirectly sounds better than attacking personally.

Buffers and bards: party strength starts before the fight

A buff is a temporary increase to a character's statistics. Bards add songs and dances, while Orc shamans use group chants. These professions may not produce the largest personal hit, but the entire group performs worse when the required support is missing.

Prophet → Hierophant [1]

A Prophet selects buffs for an ally, refreshes them, and assists the party with additional abilities. The profession offers a broad selection of enhancements for physical characters. Leveling without a partner is slow, and demand depends on the composition. Choose it if preparing a team before battle is satisfying.

Sword Singer → Sword Muse [2]

A Sword Singer refreshes songs that improve defense and utility, then helps with a weapon between refreshes. The class is most useful in compositions built around the relevant songs. MP and timing must be managed carefully. Choose it if quietly making the whole party safer sounds rewarding.

Bladedancer → Spectral Dancer [3]

A Bladedancer maintains dances for a physical or magical party and attacks with dual swords between refreshes. The profession can raise the group's overall damage significantly. The correct dances depend on the composition, and MP is limited. Choose it if combining support with close combat sounds appealing.

Overlord → Dominator [4]

An Overlord buffs clan members and places area seals on nearby enemies. The profession is strongest in organized clan battles and large shared objectives. Without an active clan, it is difficult to level and loses much of its purpose. Choose it only if you already expect to join a permanent community.

Warcryer → Doom Cryer [4]

A Warcryer refreshes party-wide chants and fights with a weapon while the enhancements remain active. The class is especially convenient for a permanent party that needs group buffs. Solo leveling is not automatically easy, and MP use needs attention. Choose it if friends regularly play in one composition.

Dwarves: resources, crafting, and sieges

Bounty Hunter → Fortune Seeker [5]

A Bounty Hunter marks a monster with Spoil, defeats it, and uses Sweep for extra materials. The profession connects ordinary hunting with the server economy. Its damage is not exceptional, and income depends on the market. Choose it if turning every hunting session into resource gathering sounds satisfying.

Warsmith → Maestro [5]

A Warsmith crafts items, controls mechanical helpers, and prepares special machines for sieges. The profession's strength is economic and clan value beyond ordinary damage. Progress requires recipes, materials, and market knowledge. Choose it if building production is more interesting than competing for the most kills.

FAQ

Which Lineage 2 Interlude class is best for a beginner?

For an independent start without a permanent party, compare the three summoners first: Warlock, Elemental Summoner, and Phantom Summoner. Tyrant, Destroyer, and Spellhowler can also level independently, but they depend more heavily on equipment, consumables, or MP management.

Does race determine the available profession?

Yes. Every race in Interlude has its own class tree, so an Elf cannot transfer into a Human profession such as Gladiator.

Can I switch to another branch after the second class transfer?

No. The main class branch has already been chosen. The later subclass system provides separate classes but does not turn the main profession into a neighboring branch.

Can a support profession play alone?

Yes, but hunting is often slower than it is for a dedicated damage dealer. Healers and buffers show their main strengths in a suitable group.

Are Kamael available in Lineage 2 Interlude?

No. The original Interlude includes Humans, Elves, Dark Elves, Orcs, and Dwarves. Kamael belong to a later period of the game.

What should a beginner choose?

Lineage 2 Interlude does not ask you to guess the strongest class. It asks you to choose a job you can enjoy for hundreds of fights. Pick a tank if you want to absorb pressure, a dagger user if timing and movement matter, or a healer, buffer, or bard if managing the party's resources is satisfying.

A good first character is not the one praised most often on a forum. It is the character you want to log into again. Compare the everyday routine of several professions, check the class tree for your race, and only then create the character.

Sources and fact checking

Source status: legacy-lineage2.com is a third-party restoration of old Lineage II materials, not NCsoft's current official website. Its pages may include information from later updates, so this guide uses only the five-race class tree found in the original Interlude and excludes later branches.

Material checked on July 29, 2026.