Interlude PvP Guide: Classes, Gear, Sieges and the Grand Olympiad

If you are hunting for an interlude pvp guide, you are looking at the 2006 Chaotic Throne chronicle, the one most private servers still run. No Kamael race, no Awakening, no attribute system, no Vitality. PvP in Interlude comes down to classes, buffs, positioning, and how far you over-enchanted your gear. This guide covers the real third-profession lineup, what gear shifts a duel, how sieges are actually won, and what it takes to enter the Grand Olympiad as a Noble.
One honest note before the details: Interlude is built around parties. A serious PvP setup almost always includes a buffer, and most players who stick with the chronicle end up running a second box just for that. Plan for it before you invest 80 levels in a class that struggles alone.
The Real Class Lineup in Interlude
Interlude has five playable races: Human, Elf, Dark Elf, Orc, and Dwarf. Kamael came with the next chronicle, so they are not here. Every race climbs through three class transfers to one of 31 third professions, and with no Awakening to flatten the differences, each of those 31 keeps a distinct job in PvP.
Tanks: Paladin, Dark Avenger, Temple Knight, Shillien Knight
The four tanks anchor sieges and hold the front line in group fights. Paladins and Dark Avengers are the classic sword-and-shield duo, using stun and provoke to lock targets and keep the enemy off your casters. Temple Knights and Shillien Knights trade some survivability for utility, but their job is the same: stand in the choke, hold the aggro, and make the enemy pay for every step through the gate.
Archers: Hawkeye, Silver Ranger, Phantom Ranger
One per race, and all three punish anyone who tries to disengage. A geared Hawkeye is the classic human pick, with the range to control open ground. Silver Rangers and Phantom Rangers bring the same role from the elf side. Their weakness is unchanged in this chronicle: one gap close and they fold, so they fight from behind the tanks, never in front.
Daggers: Treasure Hunter, Plains Walker, Abyss Walker
The burst classes. Treasure Hunters, Plains Walkers, and Abyss Walkers are built around backstab-style burst, stealth, and criticals. Their job in a group fight is to delete a priority target, usually a buffer or a squishy nuker, and fall back before anyone can focus them. High skill ceiling, and the reward is real in duels.
Nukers and Summoners: Sorcerer, Spellsinger, Spellhowler, and the Summoners
Sorcerers, Spellsingers, and Spellhowlers are the three main burst casters, each hitting from a different race with different flavor. Alongside them sit the summoners, Warlock, Elemental Summoner, and Phantom Summoner, plus the Necromancer, who trades direct damage for debuffs and control. A buffed nuker can erase a squishy target in one cast, but dies just as fast if the tanks miss a stun.
Buffers and Supports: Prophet, Elven Elder, Shillien Elder, Swordsinger, Bladedancer
This is the class of the chronicle. Prophets, Elven Elders, and Shillien Elders carry the core buffs and heals a party needs to fight at all. Swordsingers and Bladedancers add the songs and dances that push the whole group over the top. A serious PvP group without a buffer fights a losing battle before it starts.

Gear and Buffs That Shift a Duel
Equipment tops out at S-grade in Interlude. There is no Dynasty tier, so the endgame chase is the jump from A to S, most of it crafted from recipes and drops rather than bought. That is where the real adena goes.
- Weapon grade: the step into S-grade is the single biggest power spike you will buy. Beyond that, players fight over over-enchanting, and a +6 S-grade weapon beats an unenchanted one regardless of the class on the other side.
- Armor choice: heavy for tanks and melee, light for archers and daggers who need evasion, robe for casters who need magic defense and cast speed. Know which grade each set sits at and budget for the jump.
- Epic jewels: the endgame accessories come from raid bosses: Queen Ant, Zaken, Baium, Antharas, and Valakas. These are clan-level targets, not solo farm, and they are a big part of what separates a geared character from a finished one.
- Buffs: bring a full buffer or run one as a second box. In PvP, buffed versus unbuffed is not a fair fight, it is a different game.
Siege Warfare: Coordination Beats Individual Skill
Sieges are where Interlude PvP gets chaotic and where most players either fall in love with the chronicle or give up. The fight is not about solo kills. It is about holding the control points, stacking your tanks at the chokepoints, and keeping your archers and nukers behind them where they can work.
The winning strategy is usually the boring one: hold the gate, protect the flag, and let the enemy feed into your position. A team that zergs every lane at once loses to a team that holds a line and punishes the mistakes. Communication and a clear caller matter more than any single class on the roster.

The Grand Olympiad: Noblesse First, Then Hero
The Grand Olympiad is the solo proving ground, and the gate is Noblesse. You get Noblesse by leveling a subclass to 75 and then completing the quest chain that follows: gathering items like Noble Ant Feelers from the Wall of Argos area, with the chain ending in a fight against Barakiel and the Rain Song. It is a real grind, and it is one of the most-searched walkthroughs in the chronicle for good reason.
Noblesse unlocks the Grand Olympiad, where Noble characters fight ranked monthly matches. The top point-holder in each class becomes a Hero, gaining Hero skills and a Hero weapon until the cycle resets at the end of the month. One catch worth remembering: Hero skills do not work while you are on a subclass, so you fight Olympiad on your main.
Do not rush Olympiad before your gear is ready. Noblesse takes a serious quest chain, and entering ranked matches undergeared just feeds points to players who waited.
How Server Rates Change Your PvP Experience
The most underrated variable in Interlude PvP is the server rate. On a low-rate server, S-grade is a months-long project and fights are slower, more deliberate, and won by whoever prepared better. On a mid or high rate, people reach endgame in days and fights are short and bursty, decided by who opens first.
Neither is better. Low rates reward grinders who know the matchups and the zones; high rates reward fast reactions and big burst. Check the actual rates and the crafting setup before you invest, because the gearing path you read about on an official-like server will not match a x100 server.
If you want a live roster of Interlude servers with their rates before you commit, the Interlude server list on L2Calendar shows the openings and rates side by side so you can pick a fight that matches your taste.
FAQ
What is the best class for Interlude PvP? There is no single best class. Tanks anchor groups, archers and daggers control space and burst targets, nukers delete squishies, and buffers are the backbone of any serious party. Pick the role that fits you and learn its matchups.
How do I enter the Grand Olympiad in Interlude? Level a subclass to 75, then complete the Noblesse quest chain, which involves gathering Noble Ant Feelers near the Wall of Argos and ends with a fight against Barakiel and the Rain Song. Noblesse status is required to enter the Grand Olympiad.
Should I play low rate or high rate Interlude for PvP? Low rates give slower, more tactical fights and make S-grade a long project; high rates get you to endgame fast with short bursty fights. Pick the pace you enjoy and check the actual rates before committing.
