WWARFRONT
ENRUESPT

L2 INTERLUDE · CLASS BALANCE · GVE PVP

L2 Interlude Class Balance — 31 Classes Reworked for PvP

A searchable guide to how WARFRONT approaches class balance in Interlude C6: familiar class identities, meaningful trade-offs and battlefield roles designed for continuous Angels vs Demons PvP.

L2 WARFRONT · INTERLUDE C6

Why WARFRONT rebalanced Interlude

Lineage II Interlude was built around traditional PvP pacing, mana costs, clan wars and encounters with more downtime. WARFRONT concentrates combat into 25-minute faction battles with quick return to the frontline. Mechanics that feel acceptable in isolated duels can become oppressive when used continuously.

We do not aim to make every class identical. Tanks should absorb pressure and protect teammates; daggers should choose their openings; summoners should bring pets and utility; supports and healers should retain meaningful battlefield roles. These changes adapt Interlude, rather than replace it.

Global PvP adjustments

The major changes are to class-specific PvP effectiveness, weapon and armour restrictions, critical damage, cooldowns, skills, summons and healing. Certain abilities behave differently inside normal WARFRONT battles and in sieges, Grand Boss events or Olympiad.

Battlefield rules that affect balance

  • Start at level 80 with free B-grade starter equipment. Class progression comes from gear, mastery and participation rather than conventional level grinding.
  • WARFRONT battles run for 25 minutes, followed by a post-war Mini Event and intermission in Giran.
  • Dagger damage scaling is based on Gear Score: ×0.70 at levels 1–4, improving by 0.02 each five levels, reaching ×0.90 at level 50.
  • Heavy armour carries a 25% movement-speed penalty for archer, dagger and Tyrant classes.
  • Within normal WARFRONT battlefields, Cardinal ordinary healing is 40% of normal; Eva’s Saint and Shillien Saint ordinary healing is 60%. Grand Boss events and castle sieges are excluded. Cardinal’s Balance Life and Restore Life retain full effect with increased cooldowns.
  • KOTH uses Angels versus Demons, including effective mercenary allegiances. Other Mini Event modes have their own team and respawn rules.

Class-by-class WARFRONT balance

Each class retains an individual role. Open the full original visual balance posters in the homepage gallery; this page provides indexable summaries for search and quick reference.

Tanks

Phoenix Knight Interlude class artwork
Tanks

Phoenix Knight

A one-handed sword gains +5% physical PvP damage; using a bow or dagger costs 30%. Robe chest or legs incur a 40% P.Def penalty. Chain Strike pulls enemies with a shield; Frontline Bulwark can grant +20% P.Def and M.Def for five seconds. Ultimate Defence allows movement.

View visual balance gallery →
Hell Knight Interlude class artwork
Tanks

Hell Knight

Uses the shared tank one-handed sword bonus, restricted-weapon and robe penalties. Chain Strike and Frontline Bulwark provide frontline control and temporary defence. Ultimate Defence no longer locks movement. These are class-specific PvP tools, not blanket protection from every kind of attack.

View visual balance gallery →
Eva's Templar Interlude class artwork
Tanks

Eva's Templar

Elf tank with +5% physical PvP damage using a one-handed sword, penalties for bows/daggers and robe armour, and shield-focused control. Chain Strike pulls from up to 500 range. Frontline Bulwark reacts to incoming physical or magical hits, and Ultimate Defence permits movement.

View visual balance gallery →
Shillien Templar Interlude class artwork
Tanks

Shillien Templar

Dark Elf tank following the shared sword, robe and restricted-weapon rules. Chain Strike, Frontline Bulwark and movable Ultimate Defence strengthen its frontline role. Lightning Strike has a shortened three-second paralysis duration.

View visual balance gallery →

Warriors

Duelist Interlude class artwork
Warriors

Duelist

Area-of-effect attack reuse is increased by 25%. New Sonic Mastery allows normal attacks to generate Sonic charges. Maximum Focus Sonic fills charges instantly, and Sonic Move has a stronger movement-speed bonus.

View visual balance gallery →
Dreadnought Interlude class artwork
Warriors

Dreadnought

Bow or dagger use reduces physical PvP damage by 30%. Stun effects are balanced around shorter, three-second control rather than long lockdown. Thrill Fight loses its movement penalty and becomes a movement-speed bonus.

View visual balance gallery →
Titan Interlude class artwork
Warriors

Titan

Frenzy, Zealot and Guts can be activated at any HP. Their effectiveness scales dynamically with current HP: Frenzy is weakest at full health and reaches its original strength at 30% HP or below. Bows and daggers carry a 30% physical PvP damage penalty.

View visual balance gallery →
Grand Khavatari Interlude class artwork
Warriors

Grand Khavatari

Heavy armour carries a 25% movement penalty. Zealot can activate at any HP and scales with HP; main Totems last 20 minutes. Rabbit Spirit Totem becomes an eight-second burst, while Force Mastery and Maximum Focus Force support charge generation.

View visual balance gallery →
Maestro Interlude class artwork
Warriors

Maestro

Receives +5% physical PvP damage with blunt weapons. The Battlefield Golem adds tactical utility; Shock Cannon combines area physical damage with a short stun, while Battlefield Repairs restores nearby faction members’ CP. Siege golems retain specialised castle-wall utility.

View visual balance gallery →
Fortune Seeker Interlude class artwork
Warriors

Fortune Seeker

Receives +5% physical PvP damage with a blunt weapon. Plunder Mark tags an opponent for 15 seconds so qualifying faction kills can provide a bonus reward. Dwarven Sabotage reduces P.Def, M.Def and movement speed by 10% for ten seconds.

View visual balance gallery →

Daggers

Adventurer Interlude class artwork
Daggers

Adventurer

Heavy armour reduces movement by 25%. Dagger damage scales with Gear Score, from ×0.70 at levels 1–4 toward ×0.90 at level 50. Hide provides concealment with a deliberate 30% movement penalty; Bluff gains targeted compensation against epic-jewellery resistance.

View visual balance gallery →
Wind Rider Interlude class artwork
Daggers

Wind Rider

Shares the Gear Score-based dagger damage curve and heavy-armour speed penalty. Hide, Bluff and lethal-adjustment rules apply. Focus Death’s critical, blow and directional bonuses require an equipped dagger.

View visual balance gallery →
Ghost Hunter Interlude class artwork
Daggers

Ghost Hunter

Shares the dagger Gear Score progression, movement penalty for heavy armour, Hide and Bluff balance rules. Focus Death’s offensive bonuses work only when an actual dagger is equipped.

View visual balance gallery →

Archers

Sagittarius Interlude class artwork
Archers

Sagittarius

Receives a class-specific +5% range bonus. Wearing heavy armour reduces speed by 25%, while normal auto-attack criticals receive archer-specific compensation. Soul Bow and Shyeed’s Bow families change from Very Slow to Slow.

View visual balance gallery →
Moonlight Sentinel Interlude class artwork
Archers

Moonlight Sentinel

Receives +2% base attack speed, archer normal-auto-attack critical compensation and the shared heavy-armour speed restriction. Soul Bow and Shyeed’s Bow families use Slow attack speed.

View visual balance gallery →
Ghost Sentinel Interlude class artwork
Archers

Ghost Sentinel

Receives +2% base physical attack, archer normal-auto-attack critical compensation and the shared heavy-armour movement restriction. Soul Bow and Shyeed’s Bow families use Slow attack speed.

View visual balance gallery →

Mages

Archmage Interlude class artwork
Mages

Archmage

Gains +5% bonus HP. PvP magic criticals are redesigned: a +5% rate adjustment and normal critical damage of ×2, with a chance of ×3. Ultimate skills no longer require Spell Forces or seeds.

View visual balance gallery →
Mystic Muse Interlude class artwork
Mages

Mystic Muse

Gains +2% base casting speed. Uses the reworked PvP magic-critical rules: improved critical rate, ×2 normal magic-critical damage and a chance for ×3. Ultimate skills do not require Spell Forces or seeds.

View visual balance gallery →
Storm Screamer Interlude class artwork
Mages

Storm Screamer

Gains +2% base M.Atk. Uses the reworked PvP magic-critical system, with ×2 normal critical damage and occasional ×3 results. Ultimate skills can activate without Spell Forces or seeds.

View visual balance gallery →
Soultaker Interlude class artwork
Mages

Soultaker

Uses the redesigned magic-critical system. Selected necromancer summons have reduced HP while retaining NPC-buff access. Curse Gloom and Mass Gloom now reduce M.Def by 15% instead of 23%.

View visual balance gallery →

Summoners

Arcana Lord Interlude class artwork
Summoners

Arcana Lord

Traditional servitors scale their attack, defence and HP with their owner’s Gear Level. Servitor Heal has 60% additional final reuse. Positive pet buffs can survive death/resummoning, Cubics persist through owner death, and Faction Guardian is added.

View visual balance gallery →
Elemental Master Interlude class artwork
Summoners

Elemental Master

Servitor strength scales with owner Gear Level. Servitor Heal has a 60% final reuse penalty. Positive pet buffs survive the death/resummon process while harmful effects do not, Cubics persist, and Faction Guardian is available.

View visual balance gallery →
Spectral Master Interlude class artwork
Summoners

Spectral Master

Summoned servitors scale with the owner’s Gear Level. Servitor Heal receives +60% final reuse; eligible beneficial buffs and Cubics persist across death and resummon. Faction Guardian expands tactical summoning options.

View visual balance gallery →

Support

Spectral Dancer Interlude class artwork
Support

Spectral Dancer

Has dedicated self-only combat Dances lasting 90 seconds with 180-second static reuse, stacking separately from NPC buffer versions. Bow and dagger use carries a 30% physical PvP damage penalty; Dual Swords gain +10%. Self Dance of Fury improves movement speed.

View visual balance gallery →
Sword Muse Interlude class artwork
Support

Sword Muse

Self-only combat Songs last 90 seconds with 180-second static reuse and do not consume normal buff slots. Bow and dagger use carries a 30% physical PvP damage penalty, while one-handed swords gain +10%. Self Song of Wind boosts movement speed.

View visual balance gallery →
Hierophant Interlude class artwork
Support

Hierophant

Prophet Force introduces active combat progression. A defensive self-only Prophecy of Fire adds +10% P.Def and M.Def and stacks separately from NPC buffs. Divine Judgment generates Force; Divine Punishment spends it; custom Root has a brief duration and fast reuse.

View visual balance gallery →
Dominator Interlude class artwork
Support

Dominator

Heavy and light armour carry a 15% PvP P.Def penalty. Area Seals are faction-aware. Heart of Pa’agrio and Honor of Pa’agrio can reach friendly faction members inside normal WARFRONT battles with reduced effectiveness and increased reuse.

View visual balance gallery →
Doomcryer Interlude class artwork
Support

Doomcryer

Blessing of Victory is a short, 20-second party support burst with 225-second static reuse. While active, qualifying party kills can reward the Doomcryer with Adena. This custom skill is blocked in Olympiad and Mini Events.

View visual balance gallery →

Healers

Cardinal Interlude class artwork
Healers

Cardinal

Normal healing inside rotating WARFRONT battles is reduced to 40%. Balance Life and Restore Life retain full effectiveness with longer cooldowns. Inquisitor Stance offers an alternative Holy damage role when direct healing is less valuable.

View visual balance gallery →
Eva's Saint Interlude class artwork
Healers

Eva's Saint

Normal healing within rotating WARFRONT battles is 60% of original strength; Grand Boss events and castle sieges are excluded. Inquisitor Stance unlocks Holy attacks and debuffs as a situational alternative to support.

View visual balance gallery →
Shillien Saint Interlude class artwork
Healers

Shillien Saint

Normal healing within rotating WARFRONT battles is 60% of original strength, except in Grand Boss events and castle sieges. Inquisitor Stance provides a Holy-oriented offensive alternative while retaining a distinct healer identity.

View visual balance gallery →

Frequently asked questions

Is WARFRONT a vanilla Interlude server?

No. It uses the Interlude C6 foundation with extensive custom PvP balancing, skills, faction warfare and progression.

Are all 31 classes made equally strong?

No. The goal is distinct roles and practical counterplay, not identical damage or matching one-on-one outcomes.

Where can I see the class balance posters?

All 31 original class cards are available in the interactive Class Balance gallery on the WARFRONT homepage.

Do all changes apply everywhere?

No. Certain rules apply only to the rotating WARFRONT map, while Olympiad, sieges and Grand Boss events have their own restrictions.