Play in the alpha
Eligible activity helps test how a fair reward layer could follow real participation.


Lineage II · The World of AI
Talk to a companion like you would talk to another player. Ask for the road to Giran, tell them to wait by the harbour or sit down and fish together. They answer in your language, act inside the world and carry the important moments of your journey with them.
Not a chat window. A living place.
Return to Giran, Aden and the harbours you remember, but meet residents with a place in the world. A merchant talks about trade, a guard knows the gates and a companion carries on the thought instead of repeating the same greeting.
Ask a resident about Taurin and they can point you towards the person, place or work they know. If someone in town needs help, a task can grow from that local problem. Come back later and a favour, promise or journey can still matter.

Say what you mean.
Use your microphone or keyboard and speak as yourself. Ask a question, give a simple instruction or tell someone what you need. You do not have to learn a special command language.
A companion can answer in the language you choose, remember the thread of the conversation and keep the feeling of a real exchange instead of returning a menu of fixed replies. A companion walks beside you when it can and tells you plainly when it cannot.

A companion that talks, acts and remembers.
Your companion can walk beside you, join the activity and react to the same place you see. They can help with the road, share an opinion and notice when a quiet moment deserves more than another fight.
A first catch, a dangerous road, a missed ship or the way home can become part of the history you share. The bond is built through time together, not a single button press.

Trust comes before a promise.
A relationship can grow from the way you spend time together: helping in danger, listening when the road is hard and respecting a boundary when your companion says not yet.
If the bond becomes a deeper commitment, the ceremony should feel like a moment from your shared story. Choose the place, guests, clothing and words so the day belongs to both of you.

Your companion lives in Aden.
Ask how many kilometres remain to Giran, how long the run may take or whether a wyvern, ship or gatekeeper would be faster. Your companion can answer like someone who knows the roads, not like a signpost with one line of text.
At the harbour, a ship ticket can be slower and cheaper. A gatekeeper can be quick but costly. A wyvern can be the right choice when its route is open. Choose speed when you are late, or take the longer road when distance and discovery are the point.

The quiet moments count.
Walk to the harbour, cast a line and wait beside your companion. A catch—or an empty hook—becomes a small adventure you can laugh about and remember later.
Care gives the party a reason to slow down. A hungry companion can ask for fish, grow tired if ignored and tell you what they need. Food, rest and attention make the world feel shared instead of rushed from fight to fight.

A market shaped by the people inside it.
Aden’s market changes with what players hunt, craft, buy and sell. If a rare material fills every stall overnight, the world can show when the change began and where the new supply seems to have come from.
The point is understanding, not hidden control. AI can explain what it sees, while player items and Adena stay protected by the game’s rules. A future cosmetic layer can add style without changing combat strength.

A separate layer for style and selected world services.
LAI is being exercised inside the Lineage II closed alpha. It is designed to connect active play, cosmetics and selected services while keeping combat power in the game.
No one needs to buy a token to begin. Any public rewards, withdrawals or external market would require separate technical, legal and platform approvals.
Read the LAI design
Eligible activity helps test how a fair reward layer could follow real participation.
Style and selected services should never decide how hard a character hits.
Closed-alpha rules stay separate from promises about future markets or value.
Guards that can recognise bot-like behaviour.
When a guard notices the same farming path repeating for a long time, it can walk over and speak to the player in their own language. The first step is a conversation, not a silent punishment.
A real player gets time to answer and continue playing. One strange movement, lag spike or missed message is never enough to decide guilt. The world should protect fair play without treating people like machines.

Simple labels for a growing world.
The closed alpha grows one chapter at a time. These labels keep the conversation clear: what testers can experience now, what is being improved with their help and what is still being prepared.
Natural voice and text, companions beside you, shared journeys and a world that answers in context.
Residents with roles, replies that fit the moment, better routes and richer conversations.
Companion care, relationship stories, economy tools and wider travel experiences.

Your first journey begins here
Join the closed test, enter the High Five world and speak to characters who can remember the road you share.
Closed alpha · High Five