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Posts posted by LordRichard28
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On 24/02/2021 at 10:52 AM, Null said:I'm looking for a class that can reliably stay alive and farm at least in Fortessa Dungeon 1. Can this do damage? Or is it 100% for party play?
100% party play, 0 damage. You could try mixing it with the Genesis Ray build, but it's just a guess.
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Alright, fixed the gifs and images that weren't displayed correctly and added a brief video demonstrating the build in Fortessa Pit 1, enjoy!
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11 hours ago, ForeverLestat said:Awesome. And any screenshots showing what your taking "per hit" from popular things you tank. if you can swing it.
I had some material planned, with videos and everything but I lost it, unfortunately, I might log in to record again in the upcoming days.
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12 hours ago, 11099941 said:Mmm. Just for reference, and I mean, purely for reference, mid headgear, Noble Mask reduces Devo VCT by 2s (it has 1.5s VCT). Oh, and MHP +2%.
Pretty neat, if hilariously expensive guide overall. My in-game wallet cries equally in joy for another RG build, and in despair at the cost.
I'm not a big fan of the Noble Mask, since you are left with so many stat points and there it's so easy to achieve VCT reduction, those are only my top picks. Same way as you could include Save the King as your weapon, unless you use GTB, which is my case.
It's pretty expensive, but fun to mess around with
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59 minutes ago, Churtle said:No poison garment for ruins?
I forgot to add it lol
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2 hours ago, ForeverLestat said:Can you share some battle stats?
I'm interested in your MDEF, DEF, HP, and other resists in general.
I'll update it with extra info soon
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Tank & Devotion Royal Guard
(Demonstration Video Included)
So your party said they needed a tanky boi, and here you are, entrusted with the mission of protecting your fellow teammates, but the thing is... How to protect them, if you have no idea where to start with protecting yourself?!
Follow me, and I will show you the secrets to achieving the "impossible", the ultimate tanky boi build, step by step!
Build Objectives:- Neutral/elemental physical & magical resistance: no need to comment on this, right? RIGHT?!
- MaxHP: no matter how much protection you can sport, your
enemiesallies are always there to take a hit for you... no, wait! <triggered>- Fixed/variable cast time reduction: instant Devotion cast heaven (Devotion has 1.5s of both VCT and FCT).
- Hard Defense: this will be crucial to reduce part of the leftover damage (elemental melee attacks).
So where do we even begin with our build?
Equipment
Here I'll be listing out MY PERSONAL PICKS for the end-game possibilities for your build. Keep in mind that this might not be cheap... AT ALL.
HeadgearsUpper
- Palace Guard Hat: This is the best hat for a neutral resistance based build, pretty straight forward. At +20 will grant you with 20% neutral property damage reduction (any attack, melee, ranged or magical) and an extra 20% long ranged damage reduction. (Best in Slot)
- Spirit King's Crown: A great switch alternative in case you don't want to invest in the other fixed cast reduction solutions I presented in this guide. Note that you will have it at +15 for 100% reduction and also have to switch it every time you need to cast Devotion, so it might be a hustle to some people.
Middle & Lower
- Feathers & Cloth of Protection: This is, in my opinion, the best middle/lower headgear combo, it will boost your hard DEF MDEF, VIT and MaxHP greatly. (Best in Slot)
Armor
- Vit Soutane: at +20 this armor is the best option for you, since it will give you an enormous boost in MaxHP and VIT. You will need it with Vit Blessing and preferably with the sum of enchants between 6~16 VIT or 6~10 MaxHP, or even a mix of both, try to get the highest roll you can (for comfort). (Best in Slot)
- King's Mail: in case you are not wearing a GTB card (it will nullify buffs and healing skills), this a great alternative in case the soutane is too hard to get, with it you will have MaxHP, increased healing effectiveness from items, self healing skills and incoming healing skills from party members.
Weapon- Valkyrie Hammer: best option IMO for this build since it increases MaxHP and VIT and has 4 slots. (Best in Slot)
Shield- Immune Shield: this is the best shield for this build, since you will get 13% neutral property damage reduction at +12 (33% so far with the hat) and extra 5% for fire, water, wind and earth elements. (Best in Slot)
Garment- Immune Hero Cape: at +18 it will give you a total of 33% neutral property damage reduction (66% in total). (Best in Slot)
Important Note: this garment will be fixed in a future update (I have reported it myself), it's supposed to give you 3% every 3 refines, so this will amount an extra 6% neutral property damage reduction, which will result in 39% neutral property damage reduction at +18. (I will update this when it is fixed.)
Shoes- Automatic Leg B-type: with Automatic Module (Vital), Automatic Module (Fixed Casting) & Automatic Module (Defense) are the best shoes for this build, as you will have extra MaxHP, a great fixed cast time reduction for Devotion (0.8s out of the skill's 1.5s) and Hard Defense to reduce incoming elemental physical damage. (Best in Slot)
Accessories- Imperial Gloves: the main reason to pick this one as a fixed item in your build, is for casting skills, but you can easily switch it to one of the other two options below, based on your needs, if you get enough fixed / variable cast reduction. (Best in Slot 1)
- Glorious Ring: since the build is directed at NEUTRAL property damage reduction, this accessory might come in handy to reduce fire, water, wind and earth elemental damage (15% in total with immune shield). (Best in Slot 2)
- King Schmidt's Rigid Insignia: if you need extra MaxHP, this is the best option for the second accessory slot, and you can try your luck and enchant it with VIT. (Best in Slot 2)
Badge
Spoiler- Intelligence Badge: Make sure to pick this one up at the MVP Ladder, since it is essential for Devotion's fixed cast reduction (leaving a total of 1.1s out of the 1.5s). (Best in Slot)
Cards
Headgear (Upper)- Arc Angeling Card: best card for HP recovery that you can use in this build. (Best in Slot - needs 77 or more base LUK points)
- Maya Purple Card: a good option for Bio 5 and Fortessa Pit, since some mobs have invisibility skills.
Armor- Contaminated Raydric Card: since we are focusing this build primarily on neutral property damage reduction, this will be your best option for an extra 10% (76% reduction in total). (Best in Slot - Tank role)
- Tao Gunka Card: the second best armor card for this build, will help you tank more hits coming from party members under the protection of Devotion, but you will only have 90% neutral reduction with it, works best if you are not the main tank of the party. (Best in Slot - Devotion role)
Weapon
- Darklord Essence Vitality 3: four of those will be your best option as far as HP (VIT), DEF and MDEF goes. (Best in Slot)
Shield- Golden Thiefbug Card: this card is your best option in end-game content maps, since those rely heavily on magical damage. (Best in Slot - vs Heavy Magic Damage Mobs)
- Alice Card: the best option if you need resistance against boss damage, usually from end-game content maps, in case you lack GTB, or they don't use strong magical spells. (Best in Slot - vs Heavy Boss Damage)
- Khalitzburg Knight Card: a very decent option for farming normal monsters and instances - if there's no heavy boss/magical damage to worry about.
Garment- Raydric Card: Since we are opting for the Hero Cape, Raydric is the best option for neutral property damage reduction (Deviling will not work there, and in this case you will have more neutral reduction and no elemental damage damage increase) totaling 96% (102% when the garment is fixed). (Best in Slot)
Shoes- Firelock Soldier Card: this is my personal pick, not much to comment on it, just a nice MaxHP boost, feel free to use anything else that pleases you instead. (Best in Slot)
Accessories
Shadow Set
Hard Champion & Athena Shadow SetThe complete skill set, at +10 will:
- Increase MaxHP/SP by 7%
- Increase Hard DEF by 250
Perfect Size Shadow Armor
For the shadow armor, I picked the Perfect Size Shadow Armor, which will give you a boost in your defensive stats.
Hasty Shadow Weapon
This one is optional, I choose it for the increased movement speed factor, which will help quite a bit, but feel free to pick something else instead.
Athena Shadow Set / Almighty Shadow Set
The Athena Shadow Earring and Resist Spell Power Shadow Pendant combo will give you 2% neutral property damage reduction, making it a total of 98% so far (note that after the Hero Cape is fixed, those will no longer be needed).
The +20 stat boost from the Almighy Shadow set will boost your MaxHP with VIT and also help with variable cast reduction, so it's a nice option, in case you already have 100% neutral damage reduction or in case you don't mind sacrificing those 2% in return for more stats.
Enchants
The best option here is to get 2% MaxHP on each piece that can be enchanted.
Costumes
As for the costumes, there is no secret, just use the Royal Guard II (Garment) + Paladin Stones II (Top/Upper) for the fixed cast time reduction (completing a total of -1.6s of the 1.5s of Devotion's fixed cast), MaxHP enchants on the top costume, and any other stone that gives you MaxHP.
For the garment, you should go with Holy and Shadow Elements, if possible (shadow is the best one for Fortessa Pit 1) and Poison garment for Fortessa Ruins.
Pet
Spoiler- Hard Rice Cake Pet: And for last but not least, the last 2% of the full 100% neutral property damage reduction. This pet when Loyal will grant you the final bonus to reach 100%. Note that after the Hero Cape is fixed, this will also be optional.
Consumables
SpoilerThe list of consumables that you can use is extensive, and might get expensive in the long run, so make sure to pick them depending on your needs, my recommendation is to always bring:
- Healing items such as Superb Fishes or Slim White Potions;
- Yggdrasil Leaves to resurrect party members if needed;
- Siegfried Tokens, as many as you can, specially if you don't trust your party members all that much :kek:;
- HP regenerating potions to decrease your chances of dying and saving you healing supplies;
- Almighty, sticks and other stats boosting consumables for instant variable cast and extra Vit.
Important Note: All of the HP regenerating potions can be stacked, even though they are not displayed on the buff bar, this was thoroughly tested out, so do not worry.
Skill Tree
This is my skill tree variation, aside from the essential skills, which I'll be listing below, you will end up with many skill points to distribute as you see fit, so go on ahead and try new variations.
Must have:
- Devotion at level 5: you can protect up to 5 players at once.
- Auto Guard at level 10: 30% chance to block incoming physical attacks.
- Defender at level 5: extremely useful, specially for Fortessa Pit & Ruins Sharp Shooting and Severe Rainstorm will tear your party members and YOU, as a consequence, apart.
- Vanguard Force at level 5: extra MaxHP to tank Devotion damage.
- Inspiration at level 5: the MaxHP boost will help.
- Shield Spell at level 1: the health regeneration will come in handy when using Devotion.
- Prestige at level 5: Hard DEF + chance to avoid magic spells is always helpful, specially if you don't have a GTB card.
Recommended:
- Cavalry Mastery at level 5: bonus weight capacity and move speed.
- Trample at level 3: useful in Fortessa Pit, since creatures lay down traps in there.
- Banding at level 5: some extra Hard DEF based on how many party members you have around you.
Anything else that is not a prerequisite, feel free to play around with.
STATS and how my set looks like at the moment:
Str for carrying more consumables/loot, Int and Dex for the instant variable cast, since Devotion has 1.5s and Luk for the Arc Angeling Card.
Demonstration Video:
Final considerations:
With the 100% neutral damage reduction, you will be able to tank all NEUTRAL melee, ranged and magical damage from Fortessa Dungeons, Pit and Ruins (Severe Rainstorm, Cross Impact (if not poison enchanted), Ignition Break & Comet), Bio 5 (except for elemental melee & spells/traps) and anything else you attempt, such as end game instances and extreme farming.
The partial elemental resistance as well as your Hard Defense will also benefit you greatly, since some creatures have elemental based melee attacks, which will bypass your neutral strategy.
The extremely high HP will also help you tank damage from your DEAR TEAMMATES THAT YOU LOVE SO DEARLY!!
The rest of it is up to you (player skill) of course, so practice endlessly until you get the feel of the build and are comfortable with the support skills and consumables.
Enjoy, and if you have any questions or suggestions, whatsoever, ask away.
and by the way, have you heard about my pie friend?
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Cannon Spear
Royal Guard
While Royal Guards may look like they've been left out and forgotten in time, at least damage-wise, I have come to show you that this is still a fun class to play with, even before the recent reworks, and the results were not disappointing at all.
Ok, so first off, the build revolves around STR (the damage modifier is STR * 5), Long Ranged Damage & Critical Damage (Cannon Spear is now a true crit skill).
EquipmentSpoiler
Here I'll be listing out the end-game possibilities to your build. Keep in mind that this will not be cheap.
HeadgearsSpoilerUpper
- Old Guardian Crown: Bio 5 headgear, with the Expectation enchant between level 5~10,
and preferably with the sum of enchants between 5~10 STR. (Best in Slot)- Trial Diadem: Combination Scroll hat from Edda Biolab, it combos with Fortridge, a weapon from the same instance.
Middle & Lower
- Imperial Feather & Royal Guard Necklace: This is, without a doubt, the best middle/lower headgear combo, for the boost it gives to Cannon Spear, attack, ASPD & it also combos with another accessory, which will be discussed further, down below. (Best in Slot)
ArmorSpoiler
- Str Soutane: with STR Blessing and preferably with the sum of enchants between 6~16 STR. (Best in Slot)
- Automatic Armor A-type: with 1x Automatic Module (Attacker Force) & 2x Automatic Module (Vanishing Cannon).
WeaponSpoiler
- Patent Aquatic Spear: with ATK, Ranged Damage or Elemental Damage first enchant & Boss Damage or Formless Damage second enchant. (Best in Slot)
- Fortridge: with Randel's Memory & Fatal, Expert Archer or Fighting Spirit.
ShieldSpoiler
- Excelion Shield: this is the best shield to be used outside of Fortessa Dungeon 1 & 2, and the higher the refine, the higher the effectiveness against defense ignoring from Purified Knight's Shield. (Best in Slot - General Use)
- King's Guard: the best shield for damage Royal Guards against Undead/Shadow property enemies or Undead/Demon races. (Best in Slot - Fortessa 1 & 2)
Important Note: King's Guard physical damage boost is NOT WORKING. (I will update this when it is fixed.)
GarmentSpoiler
- Temporal AGI Manteau: this is the best garment to for this build, and you can use it with any of the enchants displayed above, depending on how you have distributed your enchants. (Best in Slot)
ShoesSpoiler- Temporal LUK Boots: with Bear's Power & Expert Archer 4 are the best shoes for this build. (Best in Slot)
AccessoriesSpoiler- Imperial Gloves: the nº 1 best accessory and one of the core items for this build, it will combo with the aforementioned Imperial Feather, making it the best choice, regardless of your budget. (Best in Slot 1)
- Megingjard: this Godly is the nº 2 best accessory, period. At level 200 it will grant you with 80 STR and 10% Boss Damage. (Best in Slot 2)
- King Schmidt's Strong Insignia: with Strong enchant, Fighting Spirit/Sharp/Expert Archer, will be the second best choice, in case you don't have access to a Megingjard.
CardsSpoiler
Headgear (Upper)Spoiler
- Seyren Windsor Card : equipped on a +20 headgear will give you +14 STR. (Best in Slot - from 0 ~ 250 Def)
- Ancient Tao Gunka Card: for high defense rate enemies this would be the best option, considering you only ignore 60% of monsters defense with this setup. (Best in Slot - High Defense)
- Purple Ferus Card: the second best damage headgear card for this build.
ArmorSpoiler
- Reginleif Card: the second best damage headgear card for this build. (Best in Slot - General Use)
- Jewelled Ungoliant Card: the second best damage headgear card for this build. (Best in Slot - Fortessa Ruins)
- Gloom Under Night Card: the second best damage headgear card for this build. (Best in Slot - Pit 1 & 2)
- Angry Nine Tail Card: best non-MVP card for this build.
WeaponSpoiler
- Greater Research Assistant Bot Card: undoubtedly the first best weapon card for this build, since it is part of the episode 17.2 card combo. (Best in Slot 1)
- Contaminated Wanderer Card: the second best damage weapon card for this build, depending on the targets
size. (Best in Slot - Medium/Large)
- Chaotic Ghostring Card: the second best damage weapon card for this build, depending on the targets
size. (Best in Slot - Small/Large & Fortessa Pit 1 & 2)
- White Knight Card: one of the best options for Medium/Large size enemies, if combined with the Khalitzburg Knight Card on the shield.
- Infinite Phreeoni Card: it's an option, but use it as a last resort, since you can easily get 200 CRIT rate with the help of Spear Quicken and a few consumables.
Important Note: Any combo only applies for one card, so don't expect to receive twice as much damage, cause you WON'T.
ShieldSpoiler
- Golden Thiefbug Card: this card is your best option in end-game content maps, since those rely heavily on magical damage. (Best in Slot - vs Heavy Magic Damage Mobs)
- Alice Card: the best option if you need resistance against boss damage, usually from end-game content maps, in case you lack GTB, or they don't use strong magical spells. (Best in Slot - vs Heavy Boss Damage)
- Khalitzburg Knight Card: a very decent option for those who use the White Knight Card on their weapon and don't need to worry about heavy boss/magical damage.
GarmentSpoiler- Royal Guard Randel Card: as seen before, Cannon Spear is very reliant on STR and LUK, what makes this he best damage garment card, along with any other Bio 5 MVP cards, since they boost 20 of all stats. (Best in Slot)
- Ancient Stone Shooter Card: this card does not run up far behind the Bio 5 MVP cards, at 130 LUK, you will have 18% critical damage, making it a very decent option.
ShoesSpoiler
- Verporta Card: while the card itself is not impressive at all, it is part of the aforementioned episode 17.2 card set, which gives a major boost to Cannon Spear & Banishing Point. (Best in Slot)
AccessoriesSpoiler
- Broken Guard Beta Card: the 3rd and final piece to the episode 17.2 card combo, and if you don't use Megingjard, a second card would be the best accessory option, since it also directly boosts Cannon Spear & Banishing Point damage. (Best in Slot - 1 and 2)
Important Note: The combo only applies for one card, so don't expect to receive twice as much damage, cause you WON'T.
Shadow SetSpoiler
Vanishing Cannon Shadow SetThe complete skill set, at +10 will:
- Increase Cannon Spear Damage by 20%
- Increase Banishing Point Damage by 20%
- Increase Physical Damage against all sizes by 10%
- Reduces the cooldown of Cannon Spear by 0.5s
Royal Guard Shadow Weapon
For the shadow weapon, the Royal Guard class one (preferably one with STR 5~10) is a must, since you need it to combo
with the Vanishing Cannon Shadow Shield, which both at +20 will:- Ignore the defense of all races (except players) by 60%.
Almighty Shadow Earring & Pendant
The +20 stat boost from this set is essential for this build, since it is STR based and LUK increases your critical rate as well.
Enchants
As for the enchants you should find a balance between 5% Critical Damage, 5% Ranged Damage & ATK 3% based on those modifiers distributions in your equipment.
Costumes
SpoilerAs for the costumes, there is no secret, just use the Royal Guard + Paladin Stones, as much base HP as possible on the top, critical attack on the middle and CRIT rate on lower.
For the garment, you should aim for 3~5 STR and Holy Element, if possible.
Skill Tree
SpoilerThis is my skill tree variation, based on the Imperial Feather + Imperial Gloves combo.
Must have:
- Cannon Spear at level 5: the core skill of the build, no surprise here.
- Banishing Point at level 10: the secondary/support damage skill of this build.
- Over Brand at level 5: for the aforementioned combo.
- Spear Quicken at level 10: for the CRIT rate boost, and for Paladin Stone (Middle).
- Inspiration at level 5: the most important buff in this build.
- Shield Spell at level 3: the second most important buff for this build.
Recommended:
- Cavalry Mastery at level 5: bonus weight capacity and move speed.
- Defender at level 5: always good, specially for Fortessa Pit & Dungeons (Sharp Shooting HURTS).
- Vanguard Force at level 5: extra HP is always welcome.
- Prestige at level 5: the defense boost + chance to avoid magic spells is always helpful.
Anything else that is not a prerequisite, feel free to play around with.
Damage
SpoilerThis is my damage on dummies WITHOUT racial/elemental modifiers:
Item Buffs used:
Red Herb Activator, Infinity Gin, Limited Power Booster, Red Booster, Sticks (STR, AGI, VIT, INT, DEX & LUK), Almighty & Abrasive.
Skill Buffs used:
Blessing, AGI Up, Spear Quicken, Shield Spell, Inspiration, Magnum Break, Maximize Power & Soul Control.
Damage WITH modifiers: Boss, Small/Large & Shadow 4 (based on Grief - Fortessa Pit):
Item Buffs used:
Red Herb Activator, Ininity Gin, Limited Power Booster, Red Booster, Sticks (STR, AGI, VIT, INT, DEX & LUK), Almighty & Abrasive.
Skill Buffs used:
Aspersio, Blessing, AGI Up, Spear Quicken, Shield Spell, Inspiration, Magnum Break, Maximize Power & Soul Control.
This is how my set looks like at the moment:
Conclusion:
- Do your best to distribute and balance out STR, ATK %, Ranged and Critical Damage, and remember to make good use of the LUK Sticks and Abrasives as well, since you need CRIT rate 100, and Infinite Phreeoni will hardly benefit you (you'll loose too much damage, which cannot be replaced by lower costumes).
- As of this moment, since we cannot remove 100% of Cannon Spear's cooldown (maximum being 1,5s), I recommend opting for Bio 5 Headgear + Patent Aquatic Spear over Trial Diadem + Fortridge, since if you have them well refined and enchanted, the damage, and consequently the DPS, will be higher than having this extra 0,5s cooldown reduction from it, not to mention the nice CRIT rate bonus from Expectation.
Enjoy, and if you have any questions or suggestions, whatsoever, ask away.
You can also contact me:
In game: Sir Richard or Selena Fluorspar
Discord: Shining Moon RO's official discord, and '§¤ RicharÐ ¤§-#4215
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Amazing guide, per usual!
p.s.: AQUA IS LIFE, AQUA IS LOVE- 1
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Splendid guide, dear! Very complete and well done
This is definitely NOT RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAWWWWW- 1
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Allow more than 1, but do not reduce the rewards, since it's too much of an effort for rewards MANY people judge as not worth it.
I'd go as far as to say that the rewards should be improved a bit.
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1 hour ago, Love said:In my opinion, the main issue is that activity is currently low between events. I think it would be best to have activities that promote partying and promote new player participation. Some things that would be good:
Every weekend: double eden bounty board exp (encourages parties, helps new players who level faster in parties and can't solo illusion labyrinth, helps boosters level more regularly)
Every other week: standard event (increased drops, lucky 3, costume, refine, increased exp -- doesn't stack with double eden bounty board)
Every week without standard event: rotating events such as
- bio5 increased drops
- Fortessa dungeon increased drops
- level 200 dungeons increased drops
- Fortessa dungeon no limits (no class limit for the weekend)
- 25% increased instance points (encourage instance parties, maybe add items such as Varmeal tickets to the instance point shop)
That's an interesting input, but I also don't think the no limits on Fortessa would be that great of an idea. Maybe adding more stuffs to Pit, Dungeon & Ruins would do the trick too.
Also adding exclusive loots to Pit 2, since it's not worth going there, compared to 1.
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yes, it would be much better this way.
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In this guide, I'll be going through two very recent instances, and their respective equipment, some of which are still very sought after.
Let's get to it!
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Edda: Fall of Glast Heim
SpoilerEdda Glast Heim is divided into two instances, being both the same, but on different difficulties (Normal/Hard), but I'll focus on the Hard mode only, since that's the one you need to focus on, for the King Schmidt's Insignias.
Instance
SpoilerObjective / Overview:
Defeat all enemies on each area to proceed to the next and fight the MVP at the end, to be rewarded.
Difficulty: Normal (there's no need to go higher than this).
Level: 175 or higher.
Rewards: 6 Curse-eroded Gemstones and the possibility to drop more of them and Khalitzburg Knight, White Knight & Immortal Cursed Knight Cards.
A short video on how to complete it:
Equipment
SpoilerAlong with the instances, new equipment were made available, I will focus on the insignias, since they are the BiS for some builds to this day (which the guide was written), but I will leave the description and how to acquire the others as well.
Like the Temporal Boots, there are 6 different insignias, one representing a different stat, and those are:
Strong (ATK based)
Divine Power (MATK based)
Hundred Luck (Critical damage based)
Rigid (Max Hp based)
Flash (ASPD based)
Thousand Bow (Ranged damage based)
To craft your equipment, talk to the NPC:
/navi fortessa 71/148
You will need the following items for each of them:
Equipment List
Spoiler
King Schmidt's Suit [1]
Increases physical and magical damage against medium and large size enemies by 10%.
If refine rate is 7 or higher, increases physical and magical damage against fire and shadow property enemies by 10%.
If refine rate is 9 or higher, reduces physical damage taken from dragon and formless race monsters by 15%.
If refine rate is 11 or higher, reduces physical and magical damage taken from medium and large size enemies by 10%.
When equipped with King Schmidt's Manteau,
MaxHP + 5%, MaxSP + 5%.
If the sum of King Schmidt's Suit and King Schmidt's Manteau refine rate is 22 or higher, reduces delay after skill by 15%.
Class: Armor
Defense: 150
Weight: 90
Required Level: 130
Usable Jobs : All
King Schmidt's Manteau [1]
Increases physical and magical damage against fire and shadow property enemies by 2% per 3 refine rate.
If refine rate is 7 or higher, reduces physical damage taken from dragon and formless race monsters by 5%.
If refine rate is 11 or higher, increases physical and magical damage against dragon and formless race monsters by 15%.
Class: Garment
Defense: 70
Weight: 60
Required Level: 130
Usable Jobs : All
King Schmidt's Strong Insignia [1]
Atk + 10%.
When equipped with King Schmidt's Suit and King Schmidt's Manteau,
Atk + 25, Hit + 10.
Class: Accessory (left)
Defense: 10
Weight: 20
Required Level: 150
Usable Jobs : All
King Schmidt's Divine Power Insignia [1]
Matk + 10%.
When equipped with King Schmidt's Suit and King Schmidt's Manteau,
Matk + 25, reduces variable casting time by 8%.
Class: Accessory (left)
Defense: 10
Weight: 20
Required Level: 150
Usable Jobs : All
King Schmidt's Hundred Luck Insignia [1]
Increases critical damage by 7%.
When equipped with King Schmidt's Suit and King Schmidt's Manteau,
increases critical damage by 7%, Atk + 5%.
Class: Accessory (left)
Defense: 10
Weight: 20
Required Level: 150
Usable Jobs : All
King Schmidt's Rigid Insignia [1]
MaxHP + 10%.
When equipped with King Schmidt's Suit and King Schmidt's Manteau,
MaxHP + 5%, reduces delay after skill by 5%.
Class: Accessory (left)
Defense: 10
Weight: 20
Required Level: 150
Usable Jobs : All
King Schmidt's Flash Insignia [1]
Increases attack speed (reduces delay after attack by 5%).
When equipped with King Schmidt's Suit and King Schmidt's Manteau,
increases attack speed (reduces delay after attack by 3%), Cri + 7.
Class: Accessory (left)
Defense: 10
Weight: 20
Required Level: 150
Usable Jobs : All
King Schmidt's Thousand Bow Insignia [1]
Increases long ranged physical damage by 7%.
When equipped with King Schmidt's Suit and King Schmidt's Manteau,
increases long ranged physical damage by 7%, ASPD + 1.
Class: Accessory (left)
Defense: 10
Weight: 20
Required Level: 150
Usable Jobs : AllEnchantments
SpoilerMuch like the Temporal Boots as well, those can be enchanted. All items be enchanted up to three times, as for the insignias: the first is a basic stat enchant (Str, Agi, Dex, Vit, Int or Luk), the second a basic special enchant (Fighting Spirit, Spell, Expert Archer, Sharp or Fatal) and the third an exclusive special enchant (Strong, Divine Power, Hundred Luck, Rigid, Thousand Bow or Flash).
To enchant your weapon, talk to the NPC:
/navi fortessa 73/150
You will need the following items to enchant your equipment:
Enchant List
Special Enchants
Spoiler
Strong
When equipped with Bear Power, increases physical damage against all size enemies by 25%.
Divine Power
When equipped with Runaway Magic, increases all property magical damage by 15%.
Hundred Luck
When equipped with Lucky Day, ASPD + 2.
Rigid
When equipped with Muscle Fool, reduces delay after skill by 10%.
Hundred Bow
When equipped with Hawkeye, Atk + 10%.
Flash
When equipped with Speed of Light, increases critical damage by 30%.
DismantlementSpoilerWhile there is no way to reset the enchantments, much like the OGH boots, you can choose to dismantle your items, in case you fail to get the enchants you are looking for, you will receive Curse-eroded Crystals (for the manteau & suit) and Curse-eroded Gemstones (for the insignias), but only if they have at least one enchant on them.
To dismantle your equipment, talk to the NPC:
/navi fortessa 75/152
There is also a chance you will acquire one of these 3 exclusive costumes instead:
Costume Drooping Schmidt Costume Drooping Oscar Costume Drooping Heinrich
____________________________________________________________________________________________________________________________________________________
Edda: Biolab
SpoilerEdda Biolab is composed of a single instance, and brings a massive array of new weapons, some of which are the best option for certain classes & builds.
Instance
SpoilerObjective / Overview:
Defeat all creatures and loot the items required for the weapon enchantments.
Difficulty: Normal ~ Hell (depending on how much you can handle).
Level: 175 or higher.
Rewards: At least one Experimental Weapon Box, Somatology Research Documents & Somatology Experimental Fragments.
A short video on how to complete it:
Weapons
SpoilerAlong with the patch, came 39 new weapons, which you can randomly obtain one from the Experimental Weapon Boxes, which are an MVP drop from the instance above.
Weapon List
Spoiler
Volar [2]
Increases Bowling Bash damage by 30%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, reduces cooldown of Ignition Break and Bowling Bash by 1 second.
If refine rate is 11 or higher, weapon can't be destroyed, increases Bowling Bash damage by additional 20%.
Class : Two-handed Sword
Attack : 280
Weight : 280
Weapon Level : 4
Required Level : 170
Usable Jobs : Rune Knight
Vernan [2]
Atk + 5%.
Increases long ranged physical damage by 1% per refine rate.
If refine rate is 9 or higher, increases Clashing Spiral and Sonic Wave damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Sonic Wave by 1.5 second.
Class : Two-handed Sword
Attack : 300
Weight : 650
Weapon Level : 4
Required Level : 170
Usable Jobs : Rune Knight
Argen Blanco [2]
Increases Brandish Spear damage by 30%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, reduces cooldown of Hundred Spear by 1.5 second.
If refine rate is 11 or higher, increases Brandish Spear damage by additional 20%.
Class : Spear
Attack : 200
Weight : 100
Weapon Level : 4
Required Level : 170
Usable Jobs : Rune Knight
Golden Wrench [2]
Can't be destroyed, Atk + 5%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Power Swing and Axe Boomerang damage by 20%.
If refine rate is 11 or higher, increases Power Swing and Axe Boomerang damage by additional 15%.
Class : Axe
Attack : 220
Weight : 550
Weapon Level : 4
Required Level : 170
Usable Jobs : Mechanic
Engine Pilebunker [2]
Can't be destroyed, increases Vulcan Arm damage by 10%.
Increases attack speed (reduces delay after attack by 1%) per refine rate.
If refine rate is 9 or higher, increases Arm Cannon and Knuckle Boost damage by 15%.
If refine rate is 11 or higher, increases Vulcan Arm damage by additional 15%.
Class : Mace
Attack : 450
Weight : 320
Weapon Level : 4
Required Level : 170
Usable Jobs : Mechanic
Maxi Spanner [2]
Can't be destroyed, reduces physical and magical damage taken from small and medium size enemies by 10%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, reduces cooldown of Axe Tornado and Lava Flow by 1 second.
If refine rate is 11 or higher, increases Axe Tornado damage by 15%.
Class : Two-handed Axe
Attack : 340
Weight : 450
Weapon Level : 4
Required Level : 170
Usable Jobs : Mechanic
Judgment Slasher [2]
When equipped with Repent Slasher,
Increases Meteor Assault and Soul Destroyer damage by 40%.
Atk + 8 per 2 of the sum of refine rate.
If the sum of refine rate is 16 or higher, increases Cross Impact and Counter Slash damage by 20%.
If the sum of refine rate is 18 or higher, Atk + 12%.
If the sum of refine rate is 20 or higher, increases Meteor Assault and Soul Destroyer damage by additional 20%.
Class : Dagger
Attack : 195
Weight : 110
Weapon Level : 4
Required Level : 170
Usable Jobs : Guillotine Cross
Repent Slasher [3]
Has no effect. Used for combo with Judgment Slasher.
Class : Dagger
Attack : 100
Weight : 70
Weapon Level : 4
Required Level : 170
Usable Jobs : Guillotine Cross
Agudo Filo [2]
Increases critical damage by 5%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases physical damage against all size enemies by 15%.
If refine rate is 11 or higher, weapon can't be destroyed, Atk + 7%.
Class : Katar
Attack : 270
Weight : 200
Weapon Level : 4
Required Level : 170
Usable Jobs : Guillotine Cross
Ripper Cross [2]
Atk + 5%.
Increases long ranged physical damage by 1% per refine rate.
If refine rate is 9 or higher, increases Rolling Cutter damage by 30%.
If refine rate is 11 or higher, increases Cross Ripper Slasher damage by 20%.
Class : Katar
Attack : 250
Weight : 150
Weapon Level : 4
Required Level : 170
Usable Jobs : Guillotine Cross
Crimson Rose Stick [2]
Matk + 180, can't be destroyed.
Increases fire and shadow property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Hell Inferno damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Crimson Rock by 1 second.
Class : Staff
Attack : 100
Weight : 70
Weapon Level : 4
Required Level : 170
Usable Jobs : Warlock
Staff of Miracle [2]
Matk + 270, can't be destroyed.
Increases ghost property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Soul Strike, Napalm Vulcan and Soul Expansion damage by 20%.
If refine rate is 11 or higher, increases Soul Strike and Napalm Vulcan damage by additional 30%.
Class : Two-handed Staff
Attack : 100
Weight : 120
Weapon Level : 4
Required Level : 170
Usable Jobs : Warlock
Gravitation Staff [2]
Matk + 280, can't be destroyed.
Increases neutral property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Gravitational Field and Drain Life damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Gravitational Field by 2 seconds.
Class : Two-handed Staff
Attack : 110
Weight : 130
Weapon Level : 4
Required Level : 170
Usable Jobs : Warlock
Penitentia [2]
Matk + 175, can't be destroyed.
Increases holy property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Magnus Exorcimus and Judex damage by 30%.
If refine rate is 11 or higher, increases Magnus Exorcimus damage by additional 20%.
Class : Staff
Attack : 100
Weight : 70
Weapon Level : 4
Required Level : 170
Usable Jobs : Archbishop
Adorare Staff [2]
Matk + 240, can't be destroyed.
Increases holy property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Adoramus damage by 30%.
If refine rate is 11 or higher, reduces physical and magical damage taken from all size enemies by 25%
Class : Two-handed Staff
Attack : 100
Weight : 120
Weapon Level : 4
Required Level : 170
Usable Jobs : Archbishop
Lucis Flail [2]
Matk + 160, can't be destroyed.
ASPD + 1.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Duple Light damage by 40%.
If refine rate is 11 or higher, has a chance to auto-cast Judex level 2 when dealing melee physical damage (If user has higher level, that level will be cast instead).
Class : Mace
Attack : 180
Weight : 100
Weapon Level : 4
Required Level : 170
Usable Jobs : Archbishop
Sharp Star [2]
Cri + 5.
Increases critical damage by 1% per refine rate.
If refine rate is 9 or higher, increases long ranged physical damage by 7%.
If refine rate is 11 or higher, increases Focused Arrow Strike damage by 10%.
Class : Bow
Attack : 150
Weight : 150
Weapon Level : 4
Required Level : 170
Usable Jobs : Ranger
Falken Shooter [2]
Increases long ranged physical damage by 10%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Arrow Storm damage by 25%.
If refine rate is 11 or higher, reduces cooldown of Arrow Storm by 0.7 second.
Class : Bow
Attack : 210
Weight : 100
Weapon Level : 4
Required Level : 170
Usable Jobs : Ranger
Aiming Bow [2]
Reduces delay after skill by 5%.
Reduces delay after skill by additional 1% per refine rate.
If refine rate is 9 or higher, increases Aimed Bolt damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Aimed Bolt by 1 second, increases Aimed Bolt damage by additional 15%.
Class : Bow
Attack : 210
Weight : 100
Weapon Level : 4
Required Level : 170
Usable Jobs : Ranger
Farthezan [2]
Matk + 180, increases Gloria Domini damage by 40%.
Reduces variable casting time by 1% per refine rate.
If refine rate is 9 or higher, increases Genesis Ray damage by 30%.
If refine rate is 11 or higher, increases Gloria Domini and Genesis Ray damage by additional 20%.
Class : Sword
Attack : 130
Weight : 110
Weapon Level : 4
Required Level : 170
Usable Jobs : Royal Guard
Harve [2]
Increases Rapid Smiting damage by 40%.
Increases long ranged physical damage by 1% per refine rate.
If refine rate is 9 or higher, increases Shield Press damage by 30%.
If refine rate is 11 or higher, increases Rapid Smiting and Shield Press damage by additional 20%.
Class : Spear
Attack : 210
Weight : 150
Weapon Level : 4
Required Level : 170
Usable Jobs : Royal Guard
Fortridge [2]
Atk + 5%.
Reduces delay after skill by 1% per refine rate.
If refine rate is 9 or higher, increases Cannon Spear damage by 20%.
If refine rate is 11 or higher, increases Overbrand damage by 20%.
Class : Spear
Attack : 205
Weight : 170
Weapon Level : 4
Required Level : 170
Usable Jobs : Royal Guard
Estal [2]
Reduces cooldown of Spore Explosion by 1 second.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Spore Explosion damage by 30%.
If refine rate is 11 or higher, increases Spore Explosion damage by additional 20%.
Class : Sword
Attack : 195
Weight : 70
Weapon Level : 4
Required Level : 170
Usable Jobs : Genetic
Coolant Injection [2]
Can't be destroyed, increases long ranged physical damage by 10%.
Atk + 1% per refine rate.
If refine rate is 9 or higher, increases Cart Cannon damage by 25%.
If refine rate is 11 or higher, increases long ranged physical damage by additional 15%.
Class : Mace
Attack : 210
Weight : 140
Weapon Level : 4
Required Level : 170
Usable Jobs : Genetic
Gene Rod [2]
Can't be destroyed, increases Crazy Weed damage by 20%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Crazy Weed damage by additional 30%.
If refine rate is 11 or higher, reduces cooldown of Crazy Weed by 2 seconds.
Class : Mace
Attack : 195
Weight : 140
Weapon Level : 4
Required Level : 170
Usable Jobs : Genetic
Jack the Knife [2]
Increases Back Stab damage by 40%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Fatal Menace damage by 30%.
If refine rate is 11 or higher, reduces SP consumption of Fatal Menace by 10%.
Class : Dagger
Attack : 195
Weight : 90
Weapon Level : 4
Required Level : 170
Usable Jobs : Shadow Chaser
Platinum Dagger [2]
Matk + 170, Matk + 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases fire, water, wind and earth property magical damage by 15%.
If refine rate is 11 or higher, has a chance to gain Matk + 100 and increase magical damage against all size enemies by 30% for 10 seconds when dealing physical damage.
Class : Dagger
Attack : 150
Weight : 150
Weapon Level : 4
Required Level : 170
Usable Jobs : Shadow Chaser
Rapid Fire [2]
Increases long ranged physical damage by 10%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Triangle Shot damage by 20%.
If refine rate is 11 or higher, increases Triangle Shot damage by additional 15%.
Class : Bow
Attack : 185
Weight : 150
Weapon Level : 4
Required Level : 170
Usable Jobs : Shadow Chaser
Boltijin [2]
Matk + 175, increases Fire Bolt, Cold Bolt and Lightning Bolt damage by 20%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Fire Bolt, Cold Bolt and Lightning Bolt damage by additional 30%.
If refine rate is 11 or higher, increases Heaven's Drive and Earth Spike damage by 50%.
Class : Book
Attack : 120
Weight : 80
Weapon Level : 4
Required Level : 170
Usable Jobs : Sorcerer
Psychic Spear Rod [2]
Matk + 180, can't be destroyed.
Increases neutral and wind property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Psychic Wave damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Varetyr Spear by 2 seconds.
Class : Staff
Attack : 120
Weight : 80
Weapon Level : 4
Required Level : 170
Usable Jobs : Sorcerer
Dust Grave [2]
Matk + 180, can't be destroyed.
Increases water and earth property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Diamond Dust and Earth Grave damage by 30%.
If refine rate is 11 or higher, increases Diamond Dust and Earth Grave damage by additional 20%.
Class : Staff
Attack : 120
Weight : 80
Weapon Level : 4
Required Level : 170
Usable Jobs : Sorcerer
Raging Dragon Fist [2]
Increases Raging Quadruple Blow damage by 30%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Raging Thrust and Chain Crush Combo damage by 50%.
If refine rate is 11 or higher, increases Chain Crush Combo damage by additional 30%.
Class : Knuckle
Attack : 210
Weight : 70
Weapon Level : 4
Required Level : 170
Usable Jobs : Sura
Fighting God's Bandage [2]
Increases long ranged physical damage by 10%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Knuckle Arrow damage by 40%.
If refine rate is 11 or higher, reduces delay after skill by 7%.
Class : Knuckle
Attack : 220
Weight : 80
Weapon Level : 4
Required Level : 170
Usable Jobs : Sura
Bright Pendulum [2]
Can't be destroyed, reduces variable casting time by 10%.
Atk + 4 per refine rate.
If refine rate is 9 or higher, increases Throw Spirit Sphere and Occult Impaction damage by 50%.
If refine rate is 11 or higher, Atk + 10%.
Class : Mace
Attack : 210
Weight : 130
Weapon Level : 4
Required Level : 170
Usable Jobs : Sura
Wind Gale [2]
Increases long ranged physical damage by 10%.
Increases long ranged physical damage by 1% per refine rate.
If refine rate is 9 or higher, increases Severe Rainstorm damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Severe Rainstorm by 2 seconds.
Class : Bow
Attack : 200
Weight : 100
Weapon Level : 4
Required Level : 170
Usable Jobs : Minstrel, Wanderer
Heart Whip [2]
Matk + 190, increases neutral property magical damage by 10%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Metallic Sound damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Metallic Sound by 2 seconds.
Class : Whip
Attack : 100
Weight : 120
Weapon Level : 4
Required Level : 170
Usable Jobs : Wanderer
Scarlet Ribbon [2]
Reduces variable casting time by 10%.
Increases long ranged physical damage by 1% per refine rate.
If refine rate is 9 or higher, reduces cooldown of Severe Rainstorm by 1 second.
If refine rate is 11 or higher, reduces SP consumption of Severe Rainstorm by 20%.
Class : Whip
Attack : 180
Weight : 120
Weapon Level : 4
Required Level : 170
Usable Jobs : Wanderer
Black Circle [2]
Matk + 190, increases neutral property magical damage by 10%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Metallic Sound damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Metallic Sound by 2 seconds.
Class : Musical Instrument
Attack : 100
Weight : 120
Weapon Level : 4
Required Level : 170
Usable Jobs : Minstrel
Antique Cello [2]
Reduces variable casting time by 10%.
Increases long ranged physical damage by 1% per refine rate.
If refine rate is 9 or higher, reduces cooldown of Severe Rainstorm by 1 second.
If refine rate is 11 or higher, reduces SP consumption of Severe Rainstorm by 20%.
Class : Musical Instrument
Attack : 180
Weight : 120
Weapon Level : 4
Required Level : 170
Usable Jobs : MinstrelEnchantments
SpoilerEach weapon can be enchanted twice: the first is a basic special enchant (Fighting Spirit, Spell, Expert Archer, Sharp or Fatal) and the second, an exclusive memory special enchant (each one corresponds to a mob from Bio 3~5).
To enchant your weapon, talk to the NPC:
/navi fortessa 79/154
Those are the required items to enchant them:
Enchant List
SpoilerThe NPC will give you 3 choices of enchantment:
-
1) General Enchant
- requires low amount of materials but has a chance to destroy weapon on failure.
-
2) Advanced Enchant
- requires moderate amount of materials but has higher chance of success and weapon won't be destroyed on failure.
-
3) Determined Enchant
-
requires very large amount of materials but no chance of failure and the player can choose the desired enchant.
General EnchantSlot 4 Somatology Experimental Fragment x50
Somatology Research Document x50
65% success chance
30% material loss chance
5% weapon destruction chance
Randomly selected:
Expert Archer 1~3
Fighting Spirit 4~6
Sharp 1~3
Spell 1~3
Fatal 1~3Slot 3 Somatology Experimental Fragment x50
Somatology Research Document x50
30% success chance
50% material loss chance
20% weapon destruction chanceRandomly selected:
Seyren's Memory
Howard's Memory
Eremes's Memory
Kathryne's Memory
Margaretha's Memory
Cecil's Memory
Randel's Memory
Flamel's Memory
Gertie's Memory
Celia's Memory
Chen's Memory
Trentini's Memory
Alphoccio's Memory
Advanced EnchantSlot 4 Somatology Experimental Fragment x500
Somatology Research Document x500
90% success chance
10% material loss chance
No weapon destruction chanceRandomly selected:
Expert Archer 1~3
Fighting Spirit 4~6
Sharp 1~3
Spell 1~3
Fatal 1~3Slot 3 Somatology Experimental Fragment x500
Somatology Research Document x500
70% success chance
30% material loss chance
No weapon destruction chanceRandomly selected:
Seyren's Memory
Howard's Memory
Eremes's Memory
Kathryne's Memory
Margaretha's Memory
Cecil's Memory
Randel's Memory
Flamel's Memory
Gertie's Memory
Celia's Memory
Chen's Memory
Trentini's Memory
Alphoccio's Memory
Determined Enchant
[ Requires slot 4 to be enchanted already. ]Slot 3 Somatology Experimental Fragment x5000
100% success chance Can select:
Seyren's Memory
Howard's Memory
Eremes's Memory
Kathryne's Memory
Margaretha's Memory
Cecil's Memory
Randel's Memory
Flamel's Memory
Gertie's Memory
Celia's Memory
Chen's Memory
Trentini's Memory
-
requires very large amount of materials but no chance of failure and the player can choose the desired enchant.
Special Enchants
Spoiler
Seyren's Memory
Increases Bowling Bash damage by 10% and Ignition Break damage by 5% per 3 refine rate of Volar.
Increases Clashing Spiral damage by 10% and Sonic Wave damage by 5% per 3 refine rate of Vernan.
Increases Brandish Spear damage by 10% and Hundred Spear damage by 5% per 3 refine rate of Argen Blanco.
Howard's Memory
Increases Power Swing damage by 7% and Axe Boomerang damage by 5% per 3 refine rate of Golden Wrench.
Increases Knuckle Boost damage by 7% and Arm Cannon damage by 5% per 3 refine rate of Engine Pilebunker.
Increases Axe Tornado damage by 7% and reduces physical and magical damage taken from all size enemies by 5% per 3 refine rate of Maxi Spanner.
Eremes's Memory
Increases Meteor Assault and Soul Destroyer damage by 10%, Cross Impact and Counter Slash damage by 5% per 5 of the sum of refine rate of Judgment Slasher and Repent Slasher.
Reduces cooldown of Dark Claw by 3 seconds and increases attack speed (reduces delay after attack by 2%) per 3 refine rate of Agudo Filo.
Increases Rolling Cutter damage by 7% and Cross Ripper Slasher damage by 5% per 3 refine rate of Ripper Cross.
Kathryne's Memory
Increases Hell Inferno damage by 7% and Crimson Rock damage by 5% per 3 refine rate of Crimson Rose Stick.
Increases Soul Strike and Napalm Vulcan damage by 10% and Soul Expansion damage by 5% per 3 refine rate of Staff of Miracle.
Increases Gravitational Field damage by 10% and Drain Life damage by 5% per 3 refine rate of Gravitation Staff.
Margaretha's Memory
Increases Magnus Exorcismus damage by 10% and Judex damage by 5% per 3 refine rate of Penitentia.
Increases holy property magical damage by 5% and Adoramus damage by 5% per 3 refine rate of Adorare Staff.
Increases Judex damage by 10% and Duple Light damage by 5% per 3 refine rate of Lucis Flail.
Cecil's Memory
Increases critical damage by 5% and Focused Arrow Strike damage by 7% per 3 refine rate of Sharp Star.
Reduces SP consumption of Arrow Storm by 2% and reduces cooldown of No Limits by 15 seconds per 3 refine rate of Falken Shooter.
Increases Aimed Bolt damage by 7% and reduces SP consumption of Aimed Bolt by 2% per 3 refine rate of Aiming Bow.
Randel's Memory
Increases Gloria Domini damage by 10% and Genesis Ray damage by 5% per 3 refine rate of Farthezan.
Increases Rapid Smiting damage by 10% and Shield Press damage by 5% per 3 refine rate of Harve.
Increases Overbrand damage by 7% and Cannon Spear damage by 5% per 3 refine rate of Fortridge.
Flamel's Memory
Increases Spore Explosion damage by 7% and reduces cooldown of Spore Explosion by 0.2 second per 3 refine rate of Estal.
Increases Cart Cannon damage by 7% and increases long ranged physical damage by 2% per 3 refine rate of Coolant Injection.
Increases Crazy Weed damage by 7% and reduces cooldown of Crazy Weed by 0.2 second per 3 refine rate of Gene Rod.
Gertie's Memory
Increases Back Stab damage by 10% and Fatal Menace damage by 5% per 3 refine rate of Jack the Knife.
Increases fire, water, wind and earth property magical damage by 5% and increases attack speed (reduces delay after attack by 2%) per 3 refine rate of Platinum Dagger.
Increases Triangle Shot damage by 7% and increases long ranged physical damage by 2% per 3 refine rate of Rapid Fire.
Celia's Memory
Increases Earth Spike damage by 10% and Heaven's Drive damage by 7% per 3 refine rate of Boltijin.
Increases Psychic Wave damage by 7% and reduces cooldown of Varetyr by 0.2 second per 3 refine rate of Psychic Spear Rod.
Increases Earth Grave damage by 7% and Diamond Dust damage by 5% per 3 refine rate of Dust Grave.
Chen's Memory
Increases Raging Quadruple Blow and Raging Thrust damage by 10%, Chain Crush Combo damage by 7% per 3 refine rate of Raging Dragon Fist.
Increases Knuckle Arrow damage by 7% and increases long ranged physical damage by 2% per 3 refine rate of Fighting God's Bandage.
Increases Throw Spirit Sphere and Occult Impaction damage by 10%, Lightning Ride and Sky Blow damage by 5% per 3 refine rate of Bright Pendulum.
Trentini's Memory
Reduces SP consumption of Severe Rainstorm by 3% and increases long ranged physical damage by 2% per 3 refine rate of Wind Gale.
Increases neutral property magical damage by 5% and increases Metallic Sound damage by 5% per 3 refine rate of Heart Whip.
Increases Severe Rainstorm damage by 5% and increases long ranged physical damage by 2% per 3 refine rate of Scarlet Ribbon.
Alphoccio's Memory
Reduces SP consumption of Severe Rainstorm by 3% and increases long ranged physical damage by 2% per 3 refine rate of Wind Gale.
Increases neutral property magical damage by 5% and increases Metallic Sound damage by 5% per 3 refine rate of Black Circle.
Increases Severe Rainstorm damage by 5% and increases long ranged physical damage by 2% per 3 refine rate of Antique Cello.Enjoy, and if you have any questions or suggestions, whatsoever, ask away.
You can also contact me:
In game: Sir Richard or Selena Fluorspar
Discord: Shining Moon RO's official discord, and '§¤ RicharÐ ¤§-#4215
- 6
-
1) General Enchant
-
This will be my ultimate farming guide for more advanced players (those who already have their farming characters geared up and have AT LEAST ONE 1x character), and includes the best ways to farm for zeny, from MY perspective and based on what I've learned FROM MY OWN EXPERIENCES.
(If you have better ways, feel free to share with the community)
I will do my best to keep it updated, as new content comes into the server.
(Just note that the price range between servers might vary a lot, so make sure to check the item prices / drop rate on your server.)
Let's get to it!
____________________________________________________________________________________________________________________________________________________
Instance Based Farm
Horror Toy Factory & Sarah's Memory
SpoilerYes, there are still some people who are unaware of the profit that can be made through these two instances, so if you are one of those, make sure to check the guide I made focusing on them (it was made for Niflheim, but you can apply it to Helheim as well, just dis-consider the jRO gear & drop rate differences, if there are any at all).
These are the most valuable items from HTF, but there are other options, which you can find in my guide below, as for Sarah's, you must sell all stats food you can get.
Horror Toy Factory + Sarah's Memory Farming Guide
Old Glast Heim (Normal/Hard)
SpoilerSince temporal boots are still very useful for most of the current builds, and people really don't like farming OGH, it might be a viable option.
Source item to craft temporal boots.
Coagulated Spells, Contaminated Magic, OCAs, MCAs & Temporal Crystals.
Coagulated Spells, Contaminated Magic, OCAs, MCAs & Temporal Crystals.
OCAs & MCAs are also dropped by the MVPs on Normal and Hard mode, respectively.
If you're lucky enough, Amdarais & Realized Amdarais are some of the best options for armor cards.
If you're new to the concept, or need more information about the temporal boots creation, check out the link below:
https://www.shining-moon.com/w/index.php/Temporal_Boots
Edda Biolab
SpoilerEdda Biolab is a pretty simple instance, but you will need a party or a lot of resistance & damage to complete it on your own.
These are what you're here for, they are used to enchant the Edda Weapons, and are quite valuable.
Those are also part of the enchanting process, but they are a lot cheaper than the previous item.
You can sell the boxes or try your luck and getting 1 out of 39 weapons and sell it.
These you can never get enough, keep them for personal use, or sell them at large quantities.
Needless to say, do as you would for the berries.
These are part of the Bio 5 Headgear creating process (personal use only).
Just note that they are account bound, so only pick them if you really need.
For more info on the instance & items, check the following link to my guide:
Edda: Fall of Glast Heim & Biolab (Video Included)
Edda Glast Heim (Hard)
SpoilerEdda Glast Heim (Hard) is not complicated, but you do need a decent resistance & damage to go through it at ease.
Your main objective here is to collect:
Curse-eroded Gemstones are used to craft & enchant King Schmidt's Insignias, which on both servers, can be a BiS left accessory, for many builds.
You can drop them from mobs on the instance & you will be rewarded with 6 for defeating the final boss.
You can also drop these cards from the mobs throughout the instances.
For more info on the instance & items, check the following link to my guide:
Edda: Fall of Glast Heim & Biolab (Video Included)
Otherworld Fragment Instances (Niflheim Only)
SpoilerOn a number of instances, you can drop Otherworld Fragments, used to create matrices of improved jRO gears, such as Jasper Circlet, Immortal Dog Tag, Laphine Shield, and many other (you can check the list at @go 46, NPC 'Otherworldly Prisoner').
You can check the list of fragments and who drops them by: using the commands @ii otherworld > check the id of the fragment > @whodrops ID > checking which instance that boss belongs to.
One that is not dropped is:
This one is obtained with a very low chance, from the NPC after you clear Wolfchev's Laboratory Instance.
In case you don't drop the one you need, you can go to any Special Tool Dealer and buying, selection 'Special Boxes', and buying a:
As its description states, you can try your luck and getting a higher value or the fragment you need.
Note that there's a chance it will turn into an Enigmatic Fragment, which you can only use in the transmuter, and you will need FIVE of them, to get a new random one.
You can also farm 250 instance points (the best way being doing Wolfchev's Laboratory in Hell Mode, which will give you 60 instance points a day, per character).
Then trading them in at @go 46 / @go exchange, with the NPC 'Instance Points' for a:
Which will also give you a random Otherworld Fragment, and in case you don't get a nice one, repeat the transmuter strategy.
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Map Based Farm
Nightmare Biolab (Bio 5)
SpoilerBio 5's headgears might be the BiS (best in slot) for most classes, in both servers, so the items dropped by the mobs sell really fast, and in bulk.
I only recommend this if you have sufficient player skill, are extremely well geared or have a decent party who can deal with the mobs, since they hit HARD.
To access it go to: @warp lhz_dun_n
Your objective here, is to farm for the following items:
This is your primary focus, those are used to acquire & upgrade the headgear enchants, so they are usually the most valuable item.
Those are used to reset the enchants, people might pay some money for it, but it's not as valuable as the previous one.
By opening this, you have the chance to obtain a random class costume headgear, a random class soul & one ghost chill (the first two are used to craft the headgear).
Note that souls are account bound, therefore, cannot be traded nor thrown to the ground, just like the headgears.
Opening those will give you a random class enchantment stone, depending on your server, this might be a good option to sell.
The mob cards are also valuable, as they are used for end game builds and also can be traded in during ECA's events (at least during the last event, if this is dropped at the next, I will update this post).
Farming Bio 5 MVPs for:
Two random MVPs spawn at a time, and their spawn time is around 8 hours, so it might be hard to catch them alive.
In Niflheim the MVPs drop very useful jRO gears, such as 'Rune Helm' (used to craft Jasper Criclet) 'Blacksmith Gloves', 'Geffenia Ice Magic Tool' & many more, so you might want to keep an out for those.
For both servers, their cards might be a nice addition to almost every build.
For more info on Shining Moon's Bio 5, check the following links:
https://www.shining-moon.com/helheim/index.php/Nightmare_Biolabs
https://www.shining-moon.com/w/index.php/Nightmare_Biolab_Hat_Quests
Fortessa Dungeon, Pit & Ruins
SpoilerBEFORE ANYTHING, NOTE THAT THE DROPS VARY FROM HELHEIM TO NIFLHEIM
These 3 maps, specially Pit & Ruins, are some of the end game content in Shining Moon RO and can provide you with a lot of loot that can be sold for a nice amount of zeny.
Ruins & Pit should be farmed in groups, since there are three types of monsters that only receive damage from one type of attack (magical, ranged or melee).
Fortessa Dungeon can be farmed mostly for:
Fortessa Box 1 which contain a random item, equipment, shadow equipment enchant boxes & consumables.
(item list & more info can be found in the link at the end)
Fortessa Pit can be farmed mostly for:
Fortessa Box 2 which contain a random item, skeleton keys, equipment & consumables.
(item list & more info can be found in the link at the end)
Fortessa Ruins can be farmed mostly for:
Patent Weapon Cubes & consumables, such as Abrasives.
To access them, you first need to get the 'Dark Society' Quest done. For more info on that, click on the official wiki's link below or check out @Munbalance's walk-through video at the end of this section.
(information regarding the mobs and their loot has changed overtime, so they might be outdated, keep that in mind before trying something, and always READ PATCH NOTES FOR THIS KIND OF CHANGES)
Helheim:
https://www.shining-moon.com/helheim/index.php/Fortessa_Dungeon
https://www.shining-moon.com/helheim/index.php/Fortessa_Pit
https://www.shining-moon.com/helheim/index.php/Fortessa_Ruins
Niflheim:
https://www.shining-moon.com/w/index.php/Fortessa_Dungeon
https://www.shining-moon.com/w/index.php/Fortessa_Pit
https://www.shining-moon.com/w/index.php/Fortessa_Ruins
Dark Society's Walk-through Video by Munbalance
In-depth Guide Coming Soon
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Mixed (Maps + Instances + Quests)
17.2 Instances & Hunting Quests
SpoilerEpisode 17.2 has brought a new farming option to the table, and these are good options for more advanced players
You can farm Varmeal Tickets and sell them or craft the Automatic equipment with it for a decent price.
You can choose to sell the boxes or open them and sell the random modules that come out.
If you're lucky enough, you can also drop a great card for World Bosses, Pit & Ruins, during your runs.
For more info on the quests & how to farm those items, check the following link to my guide:
17.2 Daily Quests - Farming (Video Included)
Enjoy, and if you have any questions or suggestions, whatsoever, ask away.
You can also contact me:
In game: Sir Richard or Selena Fluorspar
Discord: Shining Moon RO's official discord, and '§¤ RicharÐ ¤§-#4215
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This is a part 2 to my gear progression guide, where I'll tackle the higher level gear, and how to create the current BiS armors, from kRO's 17th anniversary update, up until episode 17.2.
I will not be commenting on all of the equipment, since some of them are just not worth it, but I'll leave the links in case you want to check it out.
17th kRO Anniversary
Odin's Past
(Level 170+)
/navi fortessa 65/141
Equipment
SpoilerOut of Odin's temple, I will only be commenting on the Soutanes, since they still are, to this day, some of the best armors, depending on your class & build.
You can get those from Odin Relics, and they are dropped by mobs from @odin_past (you need to be at least at level 185 to enter).
Soutane List
Spoiler
Str Soutane [1]
MaxHP + 10%, MaxSP + 10%.
Increases attack speed (reduces delay after attack by 10%)
Atk + 3% per 2 refine rate.
Str + 5 per 3 refine rate.
Increases physical damage against angel and demon race monsters by 8% per 4 refine rate.When equipped with Clergy's Boots and Clergy's Manteau,
Str + 8, Def + 30, Mdef + 15.
Reduces damage taken from angel and demon race monsters by 15%.If the sum of refine of set is 27 or higher,
Atk + 10%, reduces delay after skill by 20%, reduces fixed casting time by 20%.
Class: Armor
Defense: 100
Weight: 80
Required Level: 170
Usable Jobs: All
Agi Soutane [1]
MaxHP + 10%, MaxSP + 10%.
Increases attack speed (reduces delay after attack by 10%)
Increases long ranged physical damage by 3% per 2 refine rate.
Agi + 5 per 3 refine rate.
Increases physical damage against angel and demon race monsters by 8% per 4 refine rate.When equipped with Clergy's Boots and Clergy's Manteau,
Agi + 8, Def + 30, Mdef + 15.
Reduces damage taken from angel and demon race monsters by 15%.If the sum of refine of set is 27 or higher,
Increases long ranged physical damage by 10%, reduces delay after skill by 20%, reduces fixed casting time by 20%.
Class: Armor
Defense: 100
Weight: 80
Required Level: 170
Usable Jobs: All
Vit Soutane [1]
MaxHP + 15%, MaxSP + 5%.
Increases attack speed (reduces delay after attack by 7%)
Reduces variable casting time by 7%.
MaxHP + 2% per 2 refine rate.
Vit + 5 per 3 refine rate.
Increases physical and magical damage against angel and demon race monsters by 10% per 4 refine rate.When equipped with Clergy's Boots and Clergy's Manteau,
Vit + 8, Def + 50, Mdef + 20.
Reduces damage taken from angel and demon race monsters by 20%.If the sum of refine of set is 27 or higher,
Atk + 4%, Matk + 4%, reduces delay after skill by 20%, reduces fixed casting time by 20%.
Class: Armor
Defense: 100
Weight: 80
Required Level: 170
Usable Jobs: All
Dex Soutane [1]
MaxHP + 10%, MaxSP + 10%.
Increases attack speed (reduces delay after attack by 10%)
Reduces variable casting time by 10%.
Atk + 1% and Matk + 1% per 2 refine rate.
Dex + 5 per 3 refine rate.
Increases physical and magical damage against angel and demon race monsters by 6% per 4 refine rate.When equipped with Clergy's Boots and Clergy's Manteau,
Dex + 8, Def + 30, Mdef + 15.
Reduces damage taken from angel and demon race monsters by 15%.If the sum of refine of set is 27 or higher,
Atk + 7%, Matk + 7%, reduces delay after skill by 20%, reduces fixed casting time by 20%.
Class: Armor
Defense: 100
Weight: 80
Required Level: 170
Usable Jobs: All
Int Soutane [1]
MaxHP + 5%, MaxSP + 15%.
Reduces variable casting time by 10%.
Matk + 3% per 2 refine rate.
Int + 5 per 3 refine rate.
Increases magical damage against angel and demon race monsters by 6% per 4 refine rate.When equipped with Clergy's Boots and Clergy's Manteau,
Int + 8, Def + 30, Mdef + 15.
Reduces damage taken from angel and demon race monsters by 15%.If the sum of refine of set is 27 or higher,
Matk + 10%, reduces delay after skill by 20%, reduces fixed casting time by 20%.
Class: Armor
Defense: 100
Weight: 80
Required Level: 170
Usable Jobs: All
Luk Soutane [1]
MaxHP + 10%, MaxSP + 10%.
Increases attack speed (reduces delay after attack by 10%)
Cri + 3 and increases critical damage by 4% per 2 refine rate.
Luk + 5 per 3 refine rate.
Increases physical damage against angel and demon race monsters by 8% per 4 refine rate.When equipped with Clergy's Boots and Clergy's Manteau,
Luk + 8, Def + 30, Mdef + 15.
Reduces damage taken from angel and demon race monsters by 15%.If the sum of refine of set is 27 or higher,
Atk + 10%, reduces delay after skill by 20%, reduces fixed casting time by 20%.
Class: Armor
Defense: 100
Weight: 80
Required Level: 170
Usable Jobs: AllFor in-depth information on the equipment set, check the following link:
Enchantments
SpoilerThe NPC Susan Grey is responsible for enchanting the Soutanes, and it goes like this:
- If the armor is below +9, the same enchant list will be rolled on all 3 enchantment slots enchantments, and they will cost 5 Angel Dreams each.
- If the refine is +9 or above, an extra option will be displayed for the 3rd and final enchant and you can choose to enchant with 5 Angel Dreams or 3 Silvervine Fruits instead. Choosing this option will roll a secondary list of improved enchants, and you will also have the chance to roll a Soutane unique blessing enchant, as seen on the third column of the enchant table.
- Every attempt has a 100% chance of success, no breaking, downgrade or loss of material will occur, keep in mind that enchantments are completely random, picked from the list below.
- You can fully reset your soutane for the cost of 3 Silvervine Fruits, if you don't like the ones you got.
- The Unique Enchantment will only work if it is on the corresponding stat Soutane, so it's a must. e.g. Str Soutane + Str Blessing
Enchant List
SpoilerUnique Enchants
Spoiler
Str blessing
Str + 10.
Def + 25, Mdef + 3.
Atk + 10%.
When enchanted on Str Soutane, Atk + 5%, increases physical damage against all race monsters by 12%.
Agi blessing
Agi + 10.
Def + 25, Mdef + 3.
Increases long ranged physical damage by 10%.
When enchanted on Agi Soutane, ASPD + 1, Perfect Hit + 5.
Vit blessing
Vit + 10.
Def + 25, Mdef + 3.
MaxHP + 10%, MaxSP + 10%.
When enchanted on Vit Soutane, MaxHP + 5%, reduces delay after skill by 5%.
Dex blessing
Dex + 10.
Def + 25, Mdef + 3.
Reduces variable casting time by 10%, increases attack speed (reduces delay after attack by 10%)
When enchanted on Dex Soutane, reduces fixed casting time by 0.3 seconds.
Int blessing
Int + 10.
Def + 25, Mdef + 3.
Matk + 10%.
When enchanted on Int Soutane, reduces variable casting time by 10%, increases all property magical damage by 12%.
Luk blessing
Luk + 10.
Def + 25, Mdef + 3.
Increases critical damage by 15%.
When enchanted on Luk Soutane, Cri + 10, increases physical damage against all size enemies by 12%.Einbech 3F
(Level 170+)
/navi fortessa 67/143
Weapons
SpoilerOut of Einbech 03, only the weapons are worth mentioning, since there are better options for accessories.
To get those, you need to craft Dynites, at the NPC Elmen, and you'll need 1 of different 5 ores dropped at
@warp ein_dun03 (you need to be at least at level 185 to enter).
You can exchange 1 to 100 Dynites at a time.
Redium Rindium Odium Purdium Whidium
Elmen can exchange 50 Dynites for an Einbech Weapon Box, which contains 1 random from the list below.
Weapons List
Spoiler
Safety Knuckle [2]
Atk + 10%.
Increases Knuckle Arrow damage by 10%.
If refine rate is 7 or higher, Atk + 40, increases attack speed (reduces delay after attack by 15%)
If refine rate is 9 or higher, increases Knuckle Arrow damage by additional 15%, has a chance to gain bonus physical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Knuckle
Attack: 210
Weight: 180
Weapon Level: 4
Required Level: 170
Usable Jobs: Sura
Detecting Staff [2]
Matk + 330, can't be destroyed.
Matk + 10%.
If refine rate is 7 or higher, Matk + 60, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases fire property magical damage by 15%, has a chance to gain bonus magical damage against all size enemies by 20% for 10 seconds when dealing magical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Two-handed Staff
Attack: 180
Weight: 200
Weapon Level: 4
Required Level: 170
Usable Jobs: Warlock
Grinder Huuma Shuriken [2]
Atk + 15%, can't be destroyed.
Increases Swirling Petal damage by 15%.
If refine rate is 7 or higher, Atk + 60, reduces variable casting time by 15%.
If refine rate is 9 or higher, increases Swirling Petal damage by additional 20%, has a chance to gain bonus physical damage against all size enemies by 20% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces cooldown of Swirling Petal by 1 second, reduces delay after skill by 20%.
Class: Huuma Shuriken
Attack: 280
Weight: 180
Weapon Level: 4
Required Level: 170
Usable Jobs: Ninja classes
Rubber Hammer [2]
Matk + 180, can't be destroyed.
Matk + 7%.
Increases heal effectiveness by 5%, increases Adoramus damage by 10%.
If refine rate is 7 or higher, icnreases holy property magical damage by 7%, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases Adoramus damage by additional 15%, has a chance to gain bonus magical damage against all size enemies by 15% for 5 seconds when dealing magical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Mace
Attack: 160
Weight: 190
Weapon Level: 4
Required Level: 170
Usable Jobs: Archbishop
Bolt Shooter [2]
Atk + 10%.
Increases Aimed Bolt damage by 10%.
If refine rate is 7 or higher, Atk + 60, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases Aimed Bolt damage by additional 15%, has a chance to gain bonus physical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Bow
Attack: 210
Weight: 170
Weapon Level: 4
Required Level: 170
Usable Jobs: Ranger
Claw Sword [2]
Atk + 15%, Cri + 5.
If refine rate is 7 or higher, increases critical damage by 25%, increases attack speed (reduces delay after attack by 10%)
If refine rate is 9 or higher, has a chance to gain bonus physical damage against all size enemies by 20% for 5 seconds when dealing physical damage.
If refine rate is 11 or higher, Cri + 7, reduces delay after skill by 20%.
Class: Two-handed Sword
Attack: 300
Weight: 350
Weapon Level: 4
Required Level: 170
Usable Jobs: Rune Knight
Welding Wand [2]
Matk + 200, can't be destroyed.
Increases neutral, water and fire property magical damage by 7%.
If refine rate is 7 or higher, Matk + 40, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases neutral, water and fire property magical damage by additional 8%, has a chance to gain bonus magical damage against all size enemies by 15% for 10 seconds when dealing magical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Staff
Attack: 160
Weight: 120
Weapon Level: 4
Required Level: 170
Usable Jobs: Mage classes, Soul Linker classes
Safety Whip [2]
Increases long ranged physical damage by 10%.
Increases Severe Rainstorm damage by 10%.
If refine rate is 7 or higher, Atk + 40, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases Severe Rainstorm damage by additional 15%, has a chance to gain bonus physical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces cooldown of Severe Rainstorm by 2 seconds, reduces delay after skill by 20%.
Class: Whip
Attack: 200
Weight: 140
Weapon Level: 4
Required Level: 170
Usable Jobs: Wanderer
Bolt Crusher [2]
Atk + 10%.
Increases Rolling Cutter damage by 10%.
If refine rate is 7 or higher, Atk + 60, increases attack speed (reduces delay after attack by 10%)
If refine rate is 9 or higher, increases Rolling Cutter damage by additional 15%, has a chance to gain bonus physical damage against all size enemies by 20% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Katar
Attack: 300
Weight: 200
Weapon Level: 4
Required Level: 170
Usable Jobs: Guillotine Cross
Saw Axe [2]
Atk + 10%, can't be destroyed.
Increases Arm Cannon damage by 10%.
If refine rate is 7 or higher, Atk + 60, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases long ranged physical damage by 10%, has a chance to gain bonus physical damage against all size enemies by 15% for 5 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Two-handed Axe
Attack: 350
Weight: 500
Weapon Level: 4
Required Level: 170
Usable Jobs: Mechanic
Safety Manual [2]
Atk + 10%, Cri + 3.
If refine rate is 7 or higher, Atk + 40, increases attack speed (reduces delay after attack by 10%)
If refine rate is 9 or higher, increases critical damage by 15%, has a chance to gain bonus physical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Book
Attack: 200
Weight: 70
Weapon Level: 4
Required Level: 170
Usable Jobs: Star Emperor
Metal Detector Mk47 [2]
Atk + 10%.
Increases Cross Impact damage by 10%.
If refine rate is 7 or higher, Atk + 40, increases attack speed (reduces delay after attack by 10%)
If refine rate is 9 or higher, increases Cross Impact damage by additional 15%, has a chance to gain bonus physical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Dagger
Attack: 200
Weight: 100
Weapon Level: 4
Required Level: 170
Usable Jobs: Guillotine Cross
Jewel Detector Mk47 [2]
Matk + 180.
Matk + 10%.
Increases fire and neutral property magical damage by 7%.
If refine rate is 7 or higher, Matk + 40, increases attack speed (reduces delay after attack by 10%)
If refine rate is 9 or higher, increases fire and neutral property magical damage by additional 8%, has a chance to gain bonus magical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Dagger
Attack: 190
Weight: 100
Weapon Level: 4
Required Level: 170
Usable Jobs: Shadow Chaser
Blocking Spear [2]
Atk + 10%.
Increases Vanishing Point damage by 10%.
If refine rate is 7 or higher, Atk + 40, increases attack speed (reduces delay after attack by 10%)
If refine rate is 9 or higher, increases Vanishing Point damage by additional 15%, has a chance to gain bonus physical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Spear
Attack: 210
Weight: 300
Weapon Level: 4
Required Level: 170
Usable Jobs: Royal Guard
Safety Lute [2]
Increases long ranged physical damage by 10%.
Increases Severe Rainstorm damage by 10%.
If refine rate is 7 or higher, Atk + 40, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases Severe Rainstorm damage by additional 15%, has a chance to gain bonus physical damage against all size enemies by 15% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces cooldown of Severe Rainstorm by 2 seconds, reduces delay after skill by 20%.
Class: Musical Instrument
Attack: 200
Weight: 140
Weapon Level: 4
Required Level: 170
Usable Jobs: Minstrel
Bolt Revolver [2]
Increases long ranged physical damage by 15%.
Increases Fire Dance damage by 15%.
If refine rate is 7 or higher, Atk + 60, increases attack speed (reduces delay after attack by 10%)
If refine rate is 9 or higher, increases Fire Dance damage by additional 20%, has a chance to gain bonus physical damage against all size enemies by 20% for 10 seconds when dealing physical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Pistol
Attack: 200
Weight: 180
Weapon Level: 4
Required Level: 170
Usable Jobs: Rebellion
Safety Saber [2]
Atk + 10%.
Increases Cart Cannon damage by 10%.
If refine rate is 7 or higher, Atk + 40, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases Cart Cannon damage by additional 15%, increases long ranged physical damage by 7%.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Sword
Attack: 200
Weight: 250
Weapon Level: 4
Required Level: 170
Usable Jobs: Genetic
Safety Foxtail [2]
Matk + 350, can't be destroyed.
Atk + 7%, Matk + 7%.
Increases Catnip Meteor and Picky Peck damage by 15%.
If refine rate is 7 or higher, increases attack speed (reduces delay after attack by 10%), reduces variable casting time by 10%.
If refine rate is 9 or higher, increases Catnip Meteor and Picky Peck damage by additional 20%, has a chance to gain bonus physical and magical damage against all size enemies by 10% for 10 seconds when dealing physical or magical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
Class: Staff
Attack: 300
Weight: 150
Weapon Level: 4
Required Level: 170
Usable Jobs: Summoner (Doram)For more information on the weapons, check the following link:
There are also some accessories (but they are not worth it), in any case you can check them in this link:
https://www.shining-moon.com/helheim/index.php/Episode_Equipment#Einbech_Accessories
Enchantments
Spoiler
To enchant the Einbech 03 weapons, you need Modification Permits, which can be exchanged for 30 Dynites each.
Upon use, 3 random options will be given, and if you are unsatisfied with them, you can re-enchant as much as you want, as long as you have Permit.
For more information on the enchantments, check the following link:
https://www.shining-moon.com/helheim/index.php/Lapine_Enchanting#Einbech_Weapons
17.2 - Sage's LegacyAutomatic Set
(Level 160+)/navi fortessa 89/154
Equipment
SpoilerFrom 17.2, I'll only be commenting on Automatic equipment, which can be obtained by exchanging refined Illusion OS equipment and Varmeal Tickets at the Automatic Doll NPC.
Here's how it works:
Varmeal Tickets can be obtained by completing daily quests. To know more about that, check out my guide dedicated to those quests, which includes detailed info, step-by-step & an exclusive video:
17.2 Daily Quests - Farming (Video Included)
Automatic Equipment List
Spoiler
Automatic Armor A-type [1]
Atk + 125.
Atk + 10 per 2 refine rate.
If refine rate is 7 or higher, increases attack speed (reduces delay after attack by 15%).
When equipped with Automatic Engine wing A-type, Atk + 50.
When equipped with Automatic Engine wing B-type, reduces delay after skill by 10%.
Class : Armor
Defense : 135
Weight : 100
Required Level : 160
Usable Jobs : All
Automatic Armor B-type [1]
Matk + 125.
Matk + 10 per 2 refine rate.
If refine rate is 7 or higher, reduces variable casting time by 15%.
When equipped with Automatic Engine wing A-type, increases attack speed (reduces delay after attack by 10%).
When equipped with Automatic Engine wing B-type, Matk + 50.
Class : Armor
Defense : 135
Weight : 100
Required Level : 160
Usable Jobs : All
Automatic Engine wing A-type [1]
MaxHP + 1500.
MaxHP + 100 per 2 refine rate.
If refine rate is 7 or higher, increases attack speed (reduces delay after attack by 7%).
When equipped with Automatic Leg A-type, increases critical damage by 15%.
When equipped with Automatic Leg B-type, reduces variable casting time by 15%.
Class : Garment
Defense : 70
Weight : 90
Required Level : 160
Usable Jobs : All
Automatic Engine wing B-type [1]
MaxHP + 1500.
MaxHP + 100 per 2 refine rate.
If refine rate is 7 or higher, reduces variable casting time by 7%.
When equipped with Automatic Leg A-type, increases long ranged physical damage by 7%.
When equipped with Automatic Leg B-type, increases all properties magic damage by 15%.
Class : Garment
Defense : 70
Weight : 90
Required Level : 160
Usable Jobs : All
Automatic Leg A-type [1]
MaxSP + 250
MaxSP + 20 per 2 refine rate.
If refine rate is 7 or higher, increases long ranged physical damage by 7%.
When equipped with Automatic Armor A-type, Atk + 7%.
When equipped with Automatic Armor B-type, increases attack speed (reduces delay after attack by 7%).
Class : Shoes
Defense : 70
Weight : 50
Required Level : 160
Usable Jobs : All
Automatic Leg B-type [1]
MaxSP + 250
MaxSP + 20 per 2 refine rate.
If refine rate is 7 or higher, increases increases all property magical damage by 7%.
When equipped with Illusion Armor A-type, MaxSP + 7%.
When equipped with Illusion Armor B-type, Matk + 7%.
Class : Shoes
Defense : 70
Weight : 50
Required Level : 160
Usable Jobs : All
Automatic Booster R [1]
Atk + 5%, MaxHP + 5%.
Class : Accessory (right)
Defense : 0
Weight : 10
Required Level : 160
Usable Jobs : All
Automatic Booster L [1]
Atk + 5%, MaxSP + 5%.
Class : Accessory (left)
Defense : 0
Weight : 10
Required Level : 160
Usable Jobs : All
Automatic Battle chip R [1]
Matk + 5%, MaxHP + 5%.
Class : Accessory (right)
Defense : 0
Weight : 10
Required Level : 160
Usable Jobs : All
Automatic Battle chip L [1]
Matk + 5%, MaxSP + 5%.
Class : Accessory (left)
Defense : 0
Weight : 10
Required Level : 160
Usable Jobs : AllEnchantments
SpoilerAutomatic Modification Modules and Automatic Module used for enchanting Illusion equipment.
There are 5 different categories of modules (Normal, Rare, Unique, Legendary & Epic), and the higher it is, the lower the chance to obtain. (the NPC will display the categories to choose from, when you talk to it), in addition, each category has a limit to be used on each equipment:
There are 3 ways to obtain Automatic Modules:
- Exchanging 90 Varmeal Ticket for a random module, with the Automatic Doll NPC.
- Exchanging 300 Magical Soapstone for an Epic module, with the NPC. (You can choose which one with this method)
- Opening Automatic Module Boxes and Epic Module Boxes:
Automatic Module Box : gives you 1 random module, except from the Epic category.
Epic Module Box : gives you 1 random Epic category module.
All three of the items above are obtained through the daily quests previously mentioned.
Automatic Modules List (By category)
Normal
Automatic Modification Module (Defense)
Grants Automatic Modification Orb (Defense) to equipment.
[Enchant effects]
Def + 150.
If refine rate is 9 or higher, Def + 75.
If refine rate is 11 or higher, Def + 75.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Engine wing A-type
Automatic Engine wing B-type
Automatic Leg A-type
Automatic Leg B-type
Automatic Modification Module (Magic Defense)
Grants Automatic Modification Orb (Magic Defense) to equipment.
[Enchant effects]
Mdef + 15.
If refine rate is 9 or higher, Mdef + 7.
If refine rate is 11 or higher, Mdef + 7.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Engine wing A-type
Automatic Engine wing B-type
Automatic Leg A-type
Automatic Leg B-type
Automatic Modification Module (Vit)
Grants Automatic Modification Orb (Vit) to equipment.
[Enchant effects]
Vit + 3, MaxHP + 1%.
[Enchant-able equipment]
Automatic Booster R
Automatic Booster L
Automatic Battle chip R
Automatic Battle chip L
Automatic Modification Module (Luk)
Grants Automatic Modification Orb (Luk) to equipment.
[Enchant effects]
Luk + 3, increases critical damage 1%.
[Enchant-able equipment]
Automatic Booster R
Automatic Booster L
Automatic Battle chip R
Automatic Battle chip L
Automatic Modification Module (Str)
Grants Automatic Modification Orb (Str) to equipment.
[Enchant effects]
Str + 3, Atk + 2%.
[Enchant-able equipment]
Automatic Booster R
Automatic Battle chip R
Automatic Modification Module (Agi)
Grants Automatic Modification Orb (Agi) to equipment.
[Enchant effects]
Agi + 3, increases attack speed (reduces delay after attack by 2%).
[Enchant-able equipment]
Automatic Booster R
Automatic Battle chip R
Automatic Modification Module (Int)
Grants Automatic Modification Orb (Int) to equipment.
[Enchant effects]
Int + 3, Matk + 2%.
[Enchant-able equipment]
Automatic Booster L
Automatic Battle chip L
Automatic Modification Module (Dex)
Grants Automatic Modification Orb (Dex) to equipment.
[Enchant effects]
Dex + 3, increases long ranged physical damage 2%.
[Enchant-able equipment]
Automatic Booster L
Automatic Battle chip LRare
Automatic Modification Module (HP recovery)
Grants Automatic Modification Orb (HP recovery) to equipment.
[Enchant effects]
HP recovery + 30%.
[Enchant-able equipment]
Automatic Booster R
Automatic Battle chip R
Automatic Modification Module (SP recovery)
Grants Automatic Modification Orb (SP recovery) to equipment.
[Enchant effects]
SP recovery + 30%.
[Enchant-able equipment]
Automatic Booster L
Automatic Battle chip L
Automatic Modification Module (Spell)
Grants Automatic Modification Orb (Spell) to equipment.
[Enchant effects]
Matk + 20, reduces variable casting time by 10%.
[Enchant-able equipment]
increases attack speed
Automatic Booster R
Automatic Booster L
Automatic Battle chip R
Automatic Battle chip L
Automatic Modification Module (Attack Speed)
Grants Automatic Modification Orb (Attack Speed) to equipment.
[Enchant effects]
Atk + 20, increases attack speed (reduces delay after attack by 10%).
[Enchant-able equipment]
Automatic Booster R
Automatic Booster L
Automatic Battle chip R
Automatic Battle chip L
Automatic Modification Module (Fatal)
Grants Automatic Modification Orb (Fatal)to equipment.
[Enchant effects]
Cri + 10, increases critical damage by 10%.
[Enchant-able equipment]
Automatic Booster R
Automatic Booster L
Automatic Battle chip R
Automatic Battle chip L
Automatic Modification Module (Expert Archer)
Grants Automatic Modification Orb (Expert Archer) to equipment.
[Enchant effects]
Hit + 10, increases long ranged physical damage by 10%.
[Enchant-able equipment]
Automatic Booster R
Automatic Booster L
Automatic Battle chip R
Automatic Battle chip L
Automatic Modification Module (Vital)
Grants Automatic Modification Orb (Vital) to equipment.
[Enchant effects]
MaxHP + 5%, MaxHP + 1500.
If refine rate is 9 or higher, additional MaxHP + 2%.
If refine rate is 11 or higher, additional MaxHP + 3%.
[Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Modification Module (Mental)
Grants Automatic Modification Orb (Mental) to equipment.
[Enchant effects]
MaxSP + 5%, MaxSP + 300.
If refine rate is 9 or higher, additional MaxSP + 2%.
If refine rate is 11 or higher, additional MaxSP + 3%.
[Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Modification Module (Heal)
Grants Automatic Modification Orb (Heal) to equipment.
[Enchant effects]
Increases heal effectiveness by 5%.
If refine rate is 9 or higher, increases heal effectiveness by additional 5%.
If refine rate is 11 or higher, increases heal effectiveness by additional 7%.
[Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Modification Module (Attack Power)
Grants Automatic Modification Orb (Power) to equipment.
[Enchant effects]
Atk + 5%, Atk + 75.
If refine rate is 9 or higher, increases melee physical damage by 2%.
If refine rate is 11 or higher, increases melee physical damage by additional 3%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Magic Power)
Grants Automatic Modification Orb (Magic) to equipment.
[Enchant effects]
Matk + 5%, Matk + 75.
If refine rate is 9 or higher, additional Matk + 2%.
If refine rate is 11 or higher, additional Matk + 3%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Shooter)
Grants Automatic Modification Orb (Shooter) to equipment.
[Enchant effects]
Increases long ranged physical damage by 3%.
If refine rate is 9 or higher, increases long ranged physical damage by additional 3%.
If refine rate is 11 or higher, increases long ranged physical damage by additional 3%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Fast)
Grants Automatic Modification Orb (Fast) to equipment.
[Enchant effects]
ASPD + 1.
If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 5%).
If refine rate is 11 or higher, increases attack speed (reduces delay after attack by additional 5%).
[Enchant-able equipment]
Automatic Engine wing A-type
Automatic Engine wing B-type
Automatic Modification Module (Caster)
Grants Automatic Modification Orb (Caster) to equipment.
[Enchant effects]
Reduces variable casting time by 5%.
If refine rate is 9 or higher, reduces variable casting time by additional 5%.
If refine rate is 11 or higher, reduces variable casting time by additional 5%.
[Enchant-able equipment]
Automatic Engine wing A-type
Automatic Engine wing B-type
Automatic Modification Module (Critical)
Grants Automatic Modification Orb (Critical) to equipment.
[Enchant effects]
Cri + 10.
If refine rate is 9 or higher, increases critical damage by 5%.
If refine rate is 11 or higher, increases critical damage by additional 7%.
[Enchant-able equipment]
Automatic Engine wing A-type
Automatic Engine wing B-typeUnique
Automatic Modification Module (Magical Force)
Grants Automatic Modification Orb (Magical Force) to equipment.
[Enchant effects]
Matk + 20, reduces variable casting time by 10%, increases all property magical damage by 2%.
If refine rate is 9 or higher, increases all property magical damage by additional 1%.
If refine rate is 11 or higher, increases all property magical damage by additional 2%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Attacker Force)
Grants Automatic Modification Orb (Attacker Force) to equipment.
[Enchant effects]
Atk + 20, increases melee physical damage by 10%, increases physical damage against all size enemies by 3%.
If refine rate is 9 or higher, increases physical damage against all size enemies by additional 1%.
If refine rate is 11 or higher, increases physical damage against all size enemies by additional 1%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Range Force)
Grants Automatic Modification Orb (Range Force) to equipment.
[Enchant effects]
Atk + 20, increases long ranged physical damage by 10%, increases physical damage against all size enemies by 3%.
If refine rate is 9 or higher, increases physical damage against all size enemies by additional 1%.
If refine rate is 11 or higher, increases physical damage against all size enemies by additional 1%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Critical Force)
Grants Automatic Modification Orb (Critical Force) to equipment.
[Enchant effects]
Cri + 5, increases critical damage by 10%, increases physical damage against all size enemies by 3%.
If refine rate is 9 or higher, increases physical damage against all size enemies by additional 1%.
If refine rate is 11 or higher, increases physical damage against all size enemies by additional 1%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Recovery Force)
Grants Automatic Modification Orb (Recovery Force) to equipment.
[Enchant effects]
Matk + 20, reduces variable casting time by 10%, increases heal effectiveness by 5%.
If refine rate is 9 or higher, increases heal effectiveness by additional 5%.
If refine rate is 11 or higher, increases heal effectiveness by additional 5%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Mirror Counter)
Grants Automatic Orb (Mirror Counter) to equipment.
[Enchant effects]
Reduces damage taken from reflect damage by 2%.
If refine rate is 9 or higher, reduces damage taken from reflect damage by additional 2%.
If refine rate is 11 or higher, reduces damage taken from reflect damage by additional 3%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Delay After Skill)
Grants Automatic Modification Orb (Delay After Skill) to equipment.
[Enchant effects]
Reduces delay after skill by 4%.
If refine rate is 9 or higher, reduces delay after skill by additional 6%.
If refine rate is 11 or higher, reduces delay after skill by additional 6%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Fixed Casting)
Grants Automatic Modification Orb (Fixed Casting) to equipment.
[Enchant effects]
Reduces fixed casting time by 0.1 seconds.
If refine rate is 9 or higher, reduces fixed casting time by additional 0.2 seconds.
If refine rate is 11 or higher, reduces fixed casting time by additional 0.5 seconds.
[Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Modification Module (Above All)
Grants Automatic Modification Orb (Above All) to equipment.
[Enchant effects]
Reduces physical and magical damage taken from normal and boss enemies by 7%.
If refine rate is 7 or higher, reduces physical and magical damage taken from all size enemies by 7%.
If refine rate is 9 or higher, reduces physical and magical damage taken from all race enemies by 7% (excludes players).
[Enchant-able equipment]
Automatic Engine wing A-type
Automatic Engine wing B-type
Automatic Modification Module (Drain Life)
Grants Automatic Modification Orb (Drain Life) to equipment.
[Enchant effects]
Has a 2% chance to restore 3% of damage as HP when dealing physical damage.
[Enchant-able equipment]
Automatic Booster R
Automatic Battle chip R
Automatic Modification Module (Drain Soul)
Grants Automatic Modification Orb (Drain Soul) to equipment.
[Enchant effects]
Has a 1% chance to restore 2% of damage as SP when dealing physical damage.
[Enchant-able equipment]
Automatic Booster L
Automatic Battle chip L
Automatic Modification Module (Magic Healing)
Grants Automatic Modification Orb (Magic Healing) to equipment.
[Enchant effects]
Has a 2% chance to recover 500 HP per 0.4 seconds for 23 times when dealing magical damage.
[Enchant-able equipment]
Automatic Booster R
Automatic Battle chip R
Automatic Modification Module (Magic Soul)
Grants Automatic Modification Orb (Magic Soul) to equipment.
[Enchant effects]
Has a 1% chance to recover 120 SP per 0.4 second for 23 times when dealing magical damage.
[Enchant-able equipment]
Automatic Booster L
Automatic Battle chip L
Automatic Modification Module (Power Force)
Grants Automatic Modification Orb (Power Force) to equipment.
[Enchant effects]
Atk + 3%, Matk + 3%.
If refine rate is 9 or higher, additional Atk + 3% and Matk + 3%.
If refine rate is 11 or higher, additional Atk + 4% and Matk + 4%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Modification Module (Robust)
Grants Automatic Modification Orb (Robust) to equipment.
[Enchant effects]
MaxHP + 2000, MaxSP + 300, MaxHP + 5%, MaxSP + 5%.
If refine rate is 9 or higher, additional MaxHP + 2% and MaxSP + 2%.
If refine rate is 11 or higher, additional MaxHP + 3% and MaxSP + 3%.
[Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Modification Module (Powerful)
Grants Automatic Modification Orb (Powerful) to equipment.
[Enchant effects]
Increases melee and long ranged physical damage by 5%, increases all property magical damage by 5%.
If refine rate is 9 or higher, increases melee and long ranged physical damage by additional 2%, increases all property magical damage by additional 2%.
If refine rate is 11 or higher, increases melee and long ranged physical damage by additional 3%, increases all property magical damage by additional 3%.
[Enchant-able equipment]
Automatic Engine wing A-type
Automatic Engine wing B-type
Automatic Modification Module (All Force)
Grants Automatic Modification Orb (All Force) to equipment.
[Enchant effects]
Increases melee physical damage by 5%, increases long ranged physical damage by 5%, increases all property magical damage by 5%.
Automatic Booster R
Automatic Booster L
Automatic Battle chip R
Automatic Battle chip L
Automatic Modification Module (Reflection Reject)
Grants Automatic Orb (Reflection Reject) to equipment.
[Enchant effects]
Reduces damage taken from reflect damage by 3%.
If refine rate is 9 or higher, reduces damage taken from reflect damage by additional 2%.
If refine rate is 11 or higher, reduces damage taken from reflect damage by additional 4%.
[Enchant-able equipment]
Automatic Engine wing A-type
Automatic Engine wing B-typeLegendary
Automatic Module (Unlimited Vital)
Grants Automatic Orb (Unlimited Vital) to equipment.
[Enchant effects]
Has 5% chance to gain "Enhanced Everlasting Life" for 10 seconds when receiving physical or magical damage.
[Everlasting Life]
Vit + 50, recovers 800 HP per 0.5 seconds for 23 times for 10 seconds.
[Enhanced Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Module (Spell Buster)
Grants Automatic Orb (Spell Buster) to equipment.
[Enchant effects]
Has 3% chance to gain "Enhanced Magic Storm" for 10 seconds when dealing magical damage.
[Magic Storm]
Int + 50, Matk + 25% for 10 seconds.
[Enhanced Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Module (Firing Shot)
Grants Automatic Orb (Firing Shot) to equipment.
[Enchant effects]
Has 3% chance to gain "Enhanced Plunging Shooter" for 10 seconds when dealing physical damage.
[Plunging Shooter]
Dex + 50, increases long ranged physical damage by 15% for 10 seconds.
[Enhanced Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Module (Overpower)
Grants Automatic Orb (Overpower) to equipment.
[Enchant effects]
Has 3% chance to gain "Enhanced Raging Fight" for 10 seconds when dealing physical damage.
[Enhanced Raging Fight]
Str + 50, Atk + 15%, increases melee physical damage by 10% for 10 seconds.
Automatic Leg A-type
Automatic Leg B-type
Automatic Module (Fatal Flash)
Grants Automatic Orb (Fatal Flash) to equipment.
[Enchant effects]
Has 3% chance to gain "Enhanced Deadly Lightspeed" for 10 seconds when dealing physical damage.
[Enhanced Deadly Lightspeed]
Agi + 50, increases critical damage by 15% for 10 seconds.
[Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-type
Automatic Module (Lucky Strike)
Grants Automatic Orb (Lucky Strike) to equipment.
[Enchant effects]
Has 3% chance to gain "Enhanced Good Fortune" for 10 seconds when dealing magical damage.
[Enhanced Good Fortune]
Luk + 50, increases all property magical damage by 15% for 10 seconds.
[Enchant-able equipment]
Automatic Leg A-type
Automatic Leg B-typeEpic
Automatic Module (Dragonic Breath)
Grants Automatic Orb (Dragonic Breath) to equipment.
[Enchant effects]
Increases Dragon Breath and Dragon Breath - Water damage by 15%.
If refine rate is 9 or higher, increases Dragon Breath and Dragon Breath - Water damage by additional 3%.
If refine rate is 11 or higher, increases Dragon Breath and Dragon Breath - Water damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Wave Break)
Grants Automatic Orb (Wave Break) to equipment.
[Enchant effects]
Increases Sonic Wave and Ignition Break damage by 15%.
If refine rate is 9 or higher, increases Sonic Wave and Ignition Break damage by additional 3%.
If refine rate is 11 or higher, increases Sonic Wave damage by additional 7%, reduces cooldown of Ignition Break by 0.25 seconds.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Hundred Spiral)
Grants Automatic Orb (Hundred Spiral) to equipment.
[Enchant effects]
Increases Clashing Spiral and Hundred Spear damage by 15%.
If refine rate is 9 or higher, Increases Clashing Spiral and Hundred Spear damage by additional 3%.
If refine rate is 11 or higher, Increases Clashing Spiral damage by additional 7%, reduces cooldown of Hundred Spear by 0.25 seconds.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Drive Press)
Grants Automatic Orb (Drive Press) to equipment.
[Enchant effects]
Increases Earth Drive and Shield Press damage by 15%.
If refine rate is 9 or higher, increases Earth Drive and Shield Press damage by additional 3%.
If refine rate is 11 or higher, increases Earth Drive and Shield Press damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Vanishing Cannon)
Grants Automatic Orb (Vanishing Cannon) to equipment.
[Enchant effects]
Increases Vanishing Point and Cannon Spear damage by 15%.
If refine rate is 9 or higher, increases Vanishing Point and Cannon Spear damage by additional 3%.
If refine rate is 11 or higher, increases Vanishing Point and Cannon Spear damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Genesis Pressure)
Grants Automatic Orb (Genesis Pressure) to equipment.
[Enchant effects]
Increases Gloria Domini and Genesis Ray damage by 15%.
If refine rate is 9 or higher, increases Gloria Domini and Genesis Ray damage by additional 3%.
If refine rate is 11 or higher, increases Gloria Domini and Genesis Ray damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Boost Cannon)
Grants Automatic Orb (Boost Cannon) to equipment.
[Enchant effects]
Increases Knuckle Boost and Arm Cannon damage by 15%.
If refine rate is 9 or higher, increases Knuckle Boost and Arm Cannon damage by additional 3%.
If refine rate is 11 or higher, increases Knuckle Boost and Arm Cannon damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Cold Flare)
Grants Automatic Orb (Cold Flare) to equipment.
[Enchant effects]
Increases Ice Launcher and Flame Launcher damage by 15%.
If refine rate is 9 or higher, increases Ice Launcher and Flame Launcher damage by additional 3%.
If refine rate is 11 or higher, increases Ice Launcher and Flame Launcher damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Tornado Swing)
Grants Automatic Orb (Tornado Swing) to equipment.
[Enchant effects]
Increases Axe Tornado and Power Swing damage by 15%.
If refine rate is 9 or higher, increases Axe Tornado and Power Swing damage by additional 3%.
If refine rate is 11 or higher, increases Axe Tornado and Power Swing damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Cannon Tornado)
Grants Automatic Orb (Cannon Tornado) to equipment.
[Enchant effects]
Increases Cart Cannon and Cart Tornado damage by 15%.
If refine rate is 9 or higher, increases Cart Cannon and Cart Tornado damage by additional 3%.
If refine rate is 11 or higher, increases Cart Cannon and Cart Tornado damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Crazy Mandragora)
Grants Automatic Orb (Crazy Mandragora) to equipment.
[Enchant effects]
Increases Crazy Vines damage by 15%, reduces cooldown of Mandragora Howl by 0.3 seconds.
If refine rate is 9 or higher, increases Crazy Vines damage by additional 3%, reduces cooldown of Mandragora Howl by additional 0.3 seconds.
If refine rate is 11 or higher, increases Crazy Vines damage by additional 7%, reduces cooldown of Mandragora Howl by additional 0.4 seconds.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Acid Explosion)
Grants Automatic Orb (Acid Explosion) to equipment.
[Enchant effects]
Increases Acid Bomb and Spore Explosion damage by 15%.
If refine rate is 9 or higher, increases Acid Bomb and Spore Explosion damage by additional 3%.
If refine rate is 11 or higher, increases Acid Bomb and Spore Explosion damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Sonic Impact)
Grants Automatic Orb (Sonic Impact) to equipment.
[Enchant effects]
Increases Sonic Blow and Cross Impact damage by 15%.
If refine rate is 9 or higher, increases Sonic Blow and Cross Impact damage by additional 3%.
If refine rate is 11 or higher, increases Sonic Blow and Cross Impact damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Cutter Slasher)
Grants Automatic Orb (Cutter Slasher) to equipment.
[Enchant effects]
Increases Rolling Cutter and Cross Ripper Slasher damage by 15%.
If refine rate is 9 or higher, increases Rolling Cutter and Cross Ripper Slasher damage by additional 3%.
If refine rate is 11 or higher, increases Rolling Cutter and Cross Ripper Slasher damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Berserk Slash)
Grants Automatic Orb (Berserk Slash) to equipment.
[Enchant effects]
Increases Soul Destroyer and Counter Slash damage by 15%.
If refine rate is 9 or higher, increases Soul Destroyer and Counter Slash damage by additional 3%.
If refine rate is 11 or higher, increases Soul Destroyer and Counter Slash damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Fatal Raid)
Grants Automatic Orb (Fatal Raid) to equipment.
[Enchant effects]
Increases Fatal Menace and Sightless Mind damage by 15%.
If refine rate is 9 or higher, increases Fatal Menace and Sightless Mind damage by additional 3%.
If refine rate is 11 or higher, increases Fatal Menace and Sightless Mind damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Shadow Spell)
Grants Automatic Orb (Shadow Spell) to equipment.
[Enchant effects]
Increases all property magical damage by 15%.
If refine rate is 9 or higher, increases all property magical damage by additional 3%.
If refine rate is 11 or higher, increases all property magical damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Angle Shot)
Grants Automatic Orb (Angle Shot) to equipment.
[Enchant effects]
Increases Triangle Shot damage by 15%, increases long ranged physical damage by 10%.
If refine rate is 9 or higher, increases Triangle Shot damage by additional 3%.
If refine rate is 11 or higher, increases Triangle Shot damage by additional 7%, increases long ranged physical damage by additional 5%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Crimson Strain)
Grants Automatic Orb (Crimson Strain) to equipment.
[Enchant effects]
Increases Crimson Rock and Earth Strain damage by 15%.
If refine rate is 9 or higher, increases Crimson Rock and Earth Strain damage by additional 3%.
If refine rate is 11 or higher, increases Crimson Rock and Earth Strain damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Jack Lightning)
Grants Automatic Orb (Jack Lightning) to equipment.
[Enchant effects]
Increases Jack Frost and Chain Lightning damage by 15%.
If refine rate is 9 or higher, increases Jack Frost and Chain Lightning damage by additional 3%.
If refine rate is 11 or higher, increases Jack Frost and Chain Lightning damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Comet Vortex)
Grants Automatic Orb (Comet Vortex) to equipment.
[Enchant effects]
Increases Comet and Tetra Vortex damage by 15%.
If refine rate is 9 or higher, increases Comet and Tetra Vortex damage by additional 3%.
If refine rate is 11 or higher, increases Comet and Tetra Vortex damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Double Bolt)
Grants Automatic Orb (Double Bolt) to equipment.
[Enchant effects]
Increases Fire Bolt, Cold Bolt and Lightning Bolt damage by 15%.
If refine rate is 9 or higher, increases Fire Bolt, Cold Bolt and Lightning Bolt damage by additional 3%.
If refine rate is 11 or higher, increases Fire Bolt, Cold Bolt and Lightning Bolt damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Warm Wave)
Grants Automatic Orb (Warm Wave) to equipment.
[Enchant effects]
Increases Psychic Wave damage by 15%, reduces cooldown of Warmer by 1 second.
If refine rate is 9 or higher, increases Psychic Wave damage by additional 3%, reduces cooldown of Warmer by additional 2 seconds.
If refine rate is 11 or higher, increases Psychic Wave damage by additional 7%, reduces cooldown of Warmer by additional 4 seconds.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Diamond Grave)
Grants Automatic Orb (Diamond Grave) to equipment.
[Enchant effects]
Increases Diamond Dust and Earth Grave damage by 15%.
If refine rate is 9 or higher, increases Diamond Dust and Earth Grave damage by additional 3%.
If refine rate is 11 or higher, increases Diamond Dust and Earth Grave damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Magnusmus)
Grants Automatic Orb (Magnusmus) to equipment.
[Enchant effects]
Increases Magnus Exorcismus and Adoramus damage by 15%.
If refine rate is 9 or higher, increases Magnus Exorcismus and Adoramus damage by additional 3%.
If refine rate is 11 or higher, increases Magnus Exorcismus and Adoramus damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Holy Judex)
Grants Automatic Orb (Holy Judex) to equipment.
[Enchant effects]
Increases Holy light and Judex damage by 15%.
If refine rate is 9 or higher, increases Holy light and Judex damage by additional 3%.
If refine rate is 11 or higher, increases Holy light and Judex damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Duple lica)
Grants Automatic Orb (Duple lica) to equipment.
[Enchant effects]
Increases Duple Light damage by 15%, reduces cooldown of Basilica by 2 seconds.
If refine rate is 9 or higher, increases Duple Light damage by additional 3%, reduces cooldown of Basilica by additional 3 seconds.
If refine rate is 11 or higher, increases Duple Light damage by additional 7%, reduces cooldown of Basilica by additional 5 seconds.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Tiger Empire)
Grants Automatic Orb (Tiger Empire) to equipment.
[Enchant effects]
Increases Tiger Cannon and Fallen Empire damage by 15%.
If refine rate is 9 or higher, increases Tiger Cannon and Fallen Empire damage by additional 3%.
If refine rate is 11 or higher, increases Tiger Cannon and Fallen Empire damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Rampage Arrow)
Grants Automatic Orb (Rampage Arrow) to equipment.
[Enchant effects]
Increases Rampage Blast and Knuckle Arrow damage by 15%.
If refine rate is 9 or higher, increases Rampage Blast and Knuckle Arrow damage by additional 3%.
If refine rate is 11 or higher, increases Rampage Blast and Knuckle Arrow damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Raging Combo)
Grants Automatic Orb (Raging Combo) to equipment.
[Enchant effects]
Increases Raging Thrust and Chain Crush Combo damage by 15%.
If refine rate is 9 or higher, increases Raging Thrust and Chain Crush Combo damage by additional 3%.
If refine rate is 11 or higher, increases Raging Thrust and Chain Crush Combo damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Cluster)
Grants Automatic Orb (Cluster) to equipment.
[Enchant effects]
Increases Bomb Cluster damage by 15%.
If refine rate is 9 or higher, increases Bomb Cluster damage by additional 3%.
If refine rate is 11 or higher, increases Bomb Cluster damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Breeze Shooting)
Grants Automatic Orb (Breeze Shooting) to equipment.
[Enchant effects]
Increases Focused Arrow Strike damage by 15%, increases critical damage by 10%.
If refine rate is 9 or higher, increases Focused Arrow Strike damage by additional 3%.
If refine rate is 11 or higher, increases Focused Arrow Strike damage by additional 7%, increases critical damage by additional 5%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Aimed Storm)
Grants Automatic Orb (Aimed Storm) to equipment.
[Enchant effects]
Increases Aimed Bolt and Arrow Storm damage by 15%.
If refine rate is 9 or higher, increases Aimed Bolt and Arrow Storm damage by additional 3%.
If refine rate is 11 or higher, increases Aimed Bolt and Arrow Storm damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Metal Echo)
Grants Automatic Orb (Metal Echo) to equipment.
[Enchant effects]
Increases Metallic Sound and Great Echo damage by 15%.
If refine rate is 9 or higher, increases Metallic Sound and Great Echo damage by additional 3%.
If refine rate is 11 or higher, increases Metallic Sound and Great Echo damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Reverberation)
Grants Automatic Orb (Reverberation) to equipment.
[Enchant effects]
Increases Reverberation damage by 15%.
If refine rate is 9 or higher, increases Reverberation damage by additional 3%.
If refine rate is 11 or higher, increases Reverberation damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Vulcan Severe)
Grants Automatic Orb (Vulcan Severe) to equipment.
[Enchant effects]
Increases Arrow Vulcan and Severe Rainstorm damage by 15%.
If refine rate is 9 or higher, increases Arrow Vulcan and Severe Rainstorm damage by additional 3%.
If refine rate is 11 or higher, increases Arrow Vulcan and Severe Rainstorm damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Prominence Burst)
Grants Automatic Orb (Prominence Burst) to equipment.
[Enchant effects]
Increases Prominence Kick and Solar Burst damage by 15%.
If refine rate is 9 or higher, increases Prominence Kick and Solar Burst damage by additional 3%.
If refine rate is 11 or higher, increases Prominence Kick and Solar Burst damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Moon Kick)
Grants Automatic Orb (Moon Kick) to equipment.
[Enchant effects]
Increases New Moon Kick and Full Moon Kick damage by 15%.
If refine rate is 9 or higher, increases New Moon Kick and Full Moon Kick damage by additional 3%.
If refine rate is 11 or higher, increases New Moon Kick and Full Moon Kick damage by additional 7%, increases critical damage by 5%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Flash Falling)
Grants Automatic Orb (Flash Falling) to equipment.
[Enchant effects]
Increases Flash Kick and Falling Star damage by 15%.
If refine rate is 9 or higher, increases Flash Kick and Falling Star damage by additional 3%.
If refine rate is 11 or higher, increases Flash Kick and Falling Star damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Eswhoo)
Grants Automatic Orb (Eswhoo) to equipment.
[Enchant effects]
Increases Esma and Eswhoo damage by 15%.
If refine rate is 9 or higher, increases Esma and Eswhoo damage by additional 3%.
If refine rate is 11 or higher, increases Esma and Eswhoo damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Espa)
Grants Automatic Orb (Espa) to equipment.
[Enchant effects]
Increases Espa damage by 15%.
If refine rate is 9 or higher, increases Espa damage by additional 3%.
If refine rate is 11 or higher, increases Espa damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Curse Explosion)
Grants Automatic Orb (Curse Explosion) to equipment.
[Enchant effects]
Increases Curse Explosion damage by 15%.
If refine rate is 9 or higher, increases Curse Explosion damage by additional 3%.
If refine rate is 11 or higher, increases Curse Explosion damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Des Hammer Dance)
Grants Automatic Orb (Des Hammer Dance) to equipment.
[Enchant effects]
Increases Desperado, Fire Dance and Hammer of God damage by 15%.
If refine rate is 9 or higher, increases Desperado, Fire Dance and Hammer of God damage by additional 3%.
If refine rate is 11 or higher, increases Desperado, Fire Dance and Hammer of God damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Fire Howling Tail)
Grants Automatic Orb (Fire Howling Tail) to equipment.
[Enchant effects]
Increases Fire Rain, Howling Mine and Dragon Tail damage by 15%.
If refine rate is 9 or higher, increases Fire Rain, Howling Mine and Dragon Tail damage by additional 3%.
If refine rate is 11 or higher, increases Fire Rain, Howling Mine and Dragon Tail damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Storm Buster Trip)
Grants Automatic Orb (Storm Buster Trip) to equipment.
[Enchant effects]
Increases Shattering Storm, Vanishinhg Buster and Round Trip damage by 15%.
If refine rate is 9 or higher, increases Shattering Storm, Vanishinhg Buster and Round Trip damage by additional 3%.
If refine rate is 11 or higher, increases Shattering Storm, Vanishinhg Buster and Round Trip damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Flame Ice Wind)
Grants Automatic Orb (Flame Ice Wind) to equipment.
[Enchant effects]
Increases Flaming Petals, Freezing Spear and Wind Blade damage by 15%.
If refine rate is 9 or higher, increases Flaming Petals, Freezing Spear and Wind Blade damage by additional 3%.
If refine rate is 11 or higher, increases Flaming Petals, Freezing Spear and Wind Blade damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Cross Slash)
Grants Automatic Orb (Cross Slash) to equipment.
[Enchant effects]
Increases Cross Slash damage by 15%.
If refine rate is 9 or higher, increases Cross Slash damage by additional 3%.
If refine rate is 11 or higher, increases Cross Slash damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Exploding Flake Wind)
Grants Automatic Orb (Exploding Flake Wind) to equipment.
[Enchant effects]
Increases Exploding Dragon, Snow Flake Draft and First Wind damage by 15%.
If refine rate is 9 or higher, increases Exploding Dragon, Snow Flake Draft and First Wind damage by additional 3%.
If refine rate is 11 or higher, increases Exploding Dragon, Snow Flake Draft and First Wind damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Power of Sea)
Grants Automatic Orb (Power of Sea) to equipment.
[Enchant effects]
Reduces cooldown of Tuna Party and Tasty Shrimp Party by 0.5 seconds.
If refine rate is 9 or higher, reduces cooldown of Tuna Party and Tasty Shrimp Party by additional 1 second.
If refine rate is 11 or higher, reduces cooldown of Tuna Party and Tasty Shrimp Party by additional 1.5 seconds.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Power of Land)
Grants Automatic Orb (Power of Land) to equipment.
[Enchant effects]
Increases Silvervine Stem Spear and Catnip Meteor damage by 15%.
If refine rate is 9 or higher, increases Silvervine Stem Spear and Catnip Meteor damage by additional 3%.
If refine rate is 11 or higher, increases Silvervine Stem Spear and Catnip Meteor damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-type
Automatic Module (Power of Life)
Grants Automatic Orb (Power of Life) to equipment.
[Enchant effects]
Increases Picky Peck and Lunatic Carrot Beat damage by 15%.
If refine rate is 9 or higher, increases Picky Peck and Lunatic Carrot Beat damage by additional 3%.
If refine rate is 11 or higher, increases Picky Peck and Lunatic Carrot Beat damage by additional 7%.
[Enchant-able equipment]
Automatic Armor A-type
Automatic Armor B-typeEnjoy, and if you have any questions or suggestions, whatsoever, ask away.
You can also contact me:
In game: Selena Fluorspar or Sir Richard
Discord: Shining Moon RO's official discord, and '§¤ RicharÐ ¤§-#4215
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7 minutes ago, genesisx said:looks like u copy paste this too
You're right! I have fixed it, thanks!
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5 minutes ago, DanyKhaleesi said:Those players were deeeeeeeeeeeeesperate for this guide. Call asap 1-213-373-4253 4,99 a minute.
CALL NOW!
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This guide was made for those, like me, who came from outdated, official or private servers, and are new to the concept of the 16.1 - 17.1 equipment sets.
In here, I'll discuss about the gear progression for those episodes, as well as how to obtain them.
Keep in mind that I won't go too much into detail for those and which is best for your build, there are many guides regarding the equipment for each build.
The first 3 will be composed of skill-specific sets of equipment for every 3rd class, each for a range of level, which will help A LOT in the beginning, to level and farm for better gears.
16.1 - Banquet of Heroes
Noblesse Set
(Level 100+)
/navi fortessa 75/136
SpoilerNoblesse Set Item Shop:
The complete Noblesse set is composed of:
Noblesse Armor/Suit/Robe + Noblesse Attack/Magic Boots + Noblesse Attack/Magic Manteau + Noblesse Attack/Magic Ring.For in depth information on each piece of the set for your class of choice, check the following link:
https://www.shining-moon.com/helheim/index.php/Episode_Equipment#Noblesse
Noblesse Set Refinement:Upon using a Noblesse Refine Ticket, you can refine a piece of the Noblesse set to +9 instantly, with a 100% chance success rate.
Each ticket costs 10 Honor Tokens.
To acquire Tokens of Honor, you need to farm one or both of the following instances:
If you're new here, before anything else: YOU DON'T NEED ANY QUESTS TO ACCESS ANY INSTANCESYou can create / enter those in either of those two options:
SpoilerThe Instance Manager in the client UI, below your HP/SP status bar, on the top left corner of your screen:
The Instance Manager NPC, located in every city, most notably at:/navi fortessa 167/184
16.1 Instances:
I won't go much in detail on how to complete these instances, but they are fairly easy, and you can try them on any difficulty that suits your level & gear.
Reward:
50 Honor Tokens each, no matter the instance difficulty.
For more info on the instance, check Shining Moon's link:
https://www.shining-moon.com/w/index.php/Room_of_Consciousness
https://www.shining-moon.com/w/index.php/Sky_Fortress
16.2 - Terra GloriaImperial Set
(Level 125+)
/navi fortessa 75/133
SpoilerImperial Set Item Shop:
The complete Imperial set is composed of:
Imperial Armor/Suit/Robe + Imperial Attack/Magic Boots + Imperial Attack/Magic Manteau + Imperial Attack/Magic Ring.
For in depth information on each piece of the set for your class of choice, check the following link:
https://www.shining-moon.com/helheim/index.php/Episode_Equipment#Imperial
Imperial Set Enchantment Refinement:Upon using an Imperial Refine Ticket, you can refine a piece of the Imperial set to +9 instantly, with a 100% chance success rate.
Each ticket costs 10 Schwarzwald's Tokens of Honor.
Imperial Set Enchantment:Upon using an Imperial Modification Permit (Armor) or (Garment), you will receive a random enchant on the specified equipment.
Each permit costs 5 Schwarzwald's Tokens of Honor.
For in-depth information on the enchantments, check the following link:
https://www.shining-moon.com/helheim/index.php/Lapine_Enchanting#Imperial_Equipment
To acquire Schwarzwald's Tokens of Honor, you need to farm one or both of the following instances:
16.2 Instance:
This instance is also very easy to complete, just note that Cutie is a lot easier than defeating Seyren, in case you aren't prepared.Reward:
40 or 80 Schwarzwald's Honor Tokens for defeating Cutie or YSF01 Seyren, respectively, no matter the instance difficulty.
For more info on the instance, check Shining Moon's link:
https://www.shining-moon.com/w/index.php/Werner_Laboratory
17.1 - Appear, Illusion!
Grace Set(Level 150+)
/navi fortessa 75/130
SpoilerGrace Set Item Shop (Unknown Parts):
The complete Grace set is composed of:Grace Armor/Suit/Robe + Grace Attack/Magic Boots + Grace Attack/Magic Manteau + Grace Attack/Magic Ring
For in depth information on each piece of the set for your class of choice, check the following link:
https://www.shining-moon.com/helheim/index.php/Episode_Equipment#Grace
Grace Set Refinement Item Shop (Cor Cores):
Grace Set Refinement:
Upon using a Grace Refine Ticket, you can refine a piece of the Grace set to +9 instantly, with a 100% chance success rate.
Each ticket costs 20 Cor Cores.
Grace Set Enchantment:
Upon using a Grace Modification Permit (Armor) or (Garment), you will receive a random enchant on the specified equipment.
Each permit costs 10 Unknown Parts.
For in-depth information on the enchantments, check the following link:
https://www.shining-moon.com/helheim/index.php/Lapine_Enchanting#Grace_Equipment
This is the best map, in my opinion, to farm Cor Cores & Unknown Parts (this will be needed for the next set of items):
@warp sp_os
Make sure to use those commands (the items are dropped by the mobs):
@autoloot 1
@alootid +cor core
@alootid +25669Illusion OS Set
(Level 130+)
/navi fortessa 84/112
SpoilerIllusion OS Equipment Shop:
Despite being for level 130, do not be fooled, the items in this set might be way superior to all of the previous gears mentioned, for their unique enchantments!
The complete Illusion OS set is composed of:
Illusion Armor A/B-type + Illusion Leg A/B-type + Illusion Wing A/B-type + Illusion Battle Chip R/L
(A-type equipment boosts your physical attack (short/long distance) and B-type your magic attack.)
(R stands for right and L for left, which defines on which accessory slot the item will be forced onto)
For in depth information on each piece of the set for your class of choice, check the following link:
Illusion OS Modification Modules:
You can craft a random modification module for 5 Cor Cores & 30 Unknown Parts.
For more detail on those modules check out the link below, at the end of the page.
https://www.shining-moon.com/helheim/index.php/Illusion_Equipment
Illusion OS Weapons:
You can make a random Illusion OS Weapon trading in 50 Cor Cores & 1 Broken Weapon
For more information regarding the OS Weapons, follow the link bellow.
https://www.shining-moon.com/helheim/index.php/Episode_Equipment#Illusion_OS_Weapons
Illusion OS Random Modification Part Shop:
Illusion OS Weapon Enchantments:
Using a Modification Part will grant your weapon with a random enchant, based on its type (Physical or Magical).
Each modification part costs 5 Cor Cores.
Click the link below to check out the possible enchants for the Illusion OS Weapons.
https://www.shining-moon.com/helheim/index.php/Lapine_Enchanting#OS_Weapons
As previously mentioned, this is the best map to farm for Cor Cores & Unknown Parts:
@warp sp_os
Make sure to use those commands:
@autoloot 1
@alootid +cor core
@alootid +25669Broken Weapon:
As far as I'm concerned, the MVPs Miguel and EL A17T (which are the ones who would drop Broken Weapons) & their respective instances are not implemented on Shining Moon RO, so the only way to obtain Broken Weapons would be through buying from other players (those used to be a Fortessa Pit drop) or buying them with 10 Skeleton Keys, which are bought with 10 Fortessa Emblems each.
If you are a beginner, it's easier to just buy them, since Fortessa Dungeon will be out of your reach for a while.
(I will not be covering how to farm Fortessa Dungeon in this post, so in case I make a guide on how to do it, I'll be updating this section with the link to it.)
Enjoy, and if you have any questions or suggestions, whatsoever, ask away.
You can also contact me:
In game: Selena Fluorspar or Sir Richard
Discord: Shining Moon RO official discord, and '§¤ RicharÐ ¤§-#4215
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38 minutes ago, Sephylon said:Just gonna add, thers a missing mechanic on hg hard where the armors that spawn on the 4 corners of the boss's platform will render him invincible until they're dealt with.
Yeah, some things aren't working properly, I didn't even bother to mention it, since it doesn't make a difference (until fixed, that is)
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17.2 Daily Quests
In this guide, I'll be showing how to effectively farm varmeal tickets with the episode 17.2 daily quests, to upgrade your illusion equipment, as well as presenting you with some tips and in depth info, regarding the instances and creatures found within those.
The are a total of 50 tickets to be farmed on a daily basis, and those are divided into:
HUNTING QUESTS
SpoilerQuests 1-3: Cleaning the 1st Power Plant
SpoilerObjective / Overview:
Kill 44 Elite Bellares, Magic-poisoned Dolors & Unleashed Magics. (In order to receive the rewards, you must complete all 3, before talking to the NPC.)
Map: @warp ba_pw01
Reward: 2 varmeal tickets
Mobs:
Quests 4-6: Cleaning of Sewage Treatment Plant
SpoilerObjective / Overview:
Kill 44 Sewage Venenum, Sewage Cramps & Sewage Waterfalls. (In order to receive the rewards, you must complete all 3, before talking to the NPC.)
Map: @warp ba_pw02
Reward: 2 varmeal tickets
Mobs:
Quest 7: Yellow Plated Chip
SpoilerObjective / Overview:
Kill Magic-poisoned Sanares and collect 1 Yellow Plated Chip.
Map: @warp ba_pw03
Reward: 1 varmeal ticket
Mobs:
Quest 8: Playing with <Color> Pitaya
SpoilerObjective / Overview:
Kill 10 of a random Pitaya (which will be specified by the NPC, just check your quest log with ALT + U)
Map: @warp ba_lost
Reward: 2 varmeal tickets
Mobs:
Quests 9-10: Ultimate Bookworm Hunt & The Ultimate Spellbook
SpoilerObjective / Overview:
Kill 20 Bookworms & Roamind Spellbooks.
Map: @warp ba_lib
Reward: 4 varmeal tickets (2 for each quest)
Mobs:
Quests 11-12: Underground Warehouse Cleaning
SpoilerObjective / Overview:
Kill 20 Broken Guard Beta & Heart Hunter Skirmisher.
Map: @warp ba_2whs01 & @warp ba_2whs02
Reward: 2 varmeal tickets (1 for each quest)
Mobs:
The 2 following quests I suggest you just skip, they are way too time consuming and not worth it:
Quest 13: Ultimate Scrap Collection
SpoilerObjective / Overview:
Kill 20 Guardian Components.
Map: @warp ba_maison /they also spawn during the fight with Red Pepper.
Reward: 1 varmeal ticket
Mobs:
Quest 14: Supply of Spare Parts
SpoilerObjective / Overview:
Kill Broken Betas and drop 10 Parts of Broken Automatons.
Map: @warp ba_bath
Reward: 2 varmeal tickets
Mobs:
INSTANCES
On episode 17.2 we have 6 new instances to collect varmeal tickets, and they are:
Spoiler
SpoilerObjective / Overview:
There are two versions of this instance: Hidden Garden (Normal) & (Hard), both have the same objective, kill all creatures to proceed on each area, but they differ on the creatures stats, final bosses and their respective rooms.
Difficulty: Normal (there's no need to go higher than this).
Level: 130 or higher for (Normal) & 180 or higher for (Hard).
Rewards: 6 varmeal tickets on both + 1x MVP Drop Automatic Module Box on (Normal) / 1x MVP Drop Automatic Epic Module Box & 1-6 (random) Magical Soapstones on (Hard).
Mobs:
Bosses:
Tips: These bosses have a skill that they only cast when they are too close, and it locks you as a target for laser beams, which will flash indicating where it will hit, before doing so, which is avoidable, but might be deadly, so look out. (an icon will pop up on your buff bar, which will determine the duration of said skill).
There's a missing feature in this one: currently the Guardians that are supposed to make Red Pepper invincible spawn, but you can still kill it, so don't bother with them.
SpoilerObjective / Overview:
Talk to/follow the npc, collect Pitaya Tails, follow the map below, defeat Boss Meow, then deliver both missions to the NPC at the end.
The quest has since been fixed and now you must talk to the NPC twice and kill the two waves of Pitayas, before continuing.
After the dialogues, two red crosses will be displayed on your mini map and you must follow upstairs.
(You can choose to go either way, as it leads to the final confrontation.)
Difficulty: Normal (there's no need to go higher than this).
Level: 130 or higher.
Rewards: 4 varmeal tickets for delivering both quests + 1x Automatic Module Box
Mobs:
Boss:
Tips: You can use @aloottype 3 to pick up the Pitaya Tail's with ease. You don't need to talk to every NPC, just talk to the box twice (when you get inside and when you are teleported after killing the first wave of pitayas and talking to the NPC, and carry on with the quest, as marked on your mini map.
SpoilerObjective / Overview:
Talk to Sweetie to challenge him, kill him and then exit to the portal to your left, outside, at the Twilight Garden, follow the route seen in the image below, and collect Cores of Broken Dolls from the highlighted marks on the mini map.
Difficulty: Normal (there's no need to go higher than this).
Level: 130 or higher.
Rewards: 4 varmeal tickets for delivering both quests + 1x Automatic Module Box
Mobs:
Boss:
Tips: Sweetie does not pose much of a threat, but he can also use the laser beam skill, so watch it. On your first run, the mobs will also drop Core of Broken Dolls.
SpoilerObjective / Overview:
Like Hidden Garden, there are two versions of this one: Water Garden (Normal) & (Hard), both have the same objective, kill all creatures to proceed on each area, avoid traps, find the Gardener, but this time around, some creatures have different sprites and stats, and a different boss as well.
Difficulty: Normal (there's no need to go higher than this).
Level: 130 or higher for (Normal) & 180 or higher for (Hard).
Rewards: 1x MVP Drop Automatic Module Box on both / 4 varmeal tickets on (Normal) & 6 varmeal tickets on (Hard).
Mobs:
Bosses:
Tips: Both Papilias operate on the same mechanics, both use earthquake, and will at certain points, teleport you to one of the 4 random points on the extremes of the room, where a Hidden Mob will deal a lot of damage if you don't move away quickly enough.
If you prefer, here is a quick, yet thorough video I made for another perspective on it:
Enjoy, and if you have any questions or suggestions, whatsoever, ask away.
You can also contact me:
In game: Sir Richard or Selena Fluorspar
Discord: Shining Moon RO's official discord, and '§¤ RicharÐ ¤§-#4215
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This guide is meant for beginners who have little or no clue on how to farm for mid/top tier equipment in Niflheim, following it, you'll be able to make around 20m per character (I suggest you create 3 or more chars of a same class for this) in a single day with two quick instances:
SpoilerObjective / Overview:
This instance is pretty simple, straight forward, just follow the path, kill all mobs and loot everything in the process.
It can pretty much be soloed with any class, as the monsters don't pose too much of a threat, just don't get over confident as you can die if too many lock you and you don't have enough physical resistance.
Difficulty: Normal.
Level: 99 or higher.
Average Completion Time: 4 minutes.
Suggested Classes: Pretty much any class can solo this instance with no major problems.
Recommended gear: Any basic set / weapon will do, mobs are easily one shot.
Tips: Use the command @autoloot 100 since all items are of value over here; Watch out for your weight capacity, as you won't be able to attack when you're over 90%; the Call Storage skill is extremely helpful.
Rewards: 5.8 to 6.5m (selling with Overcharge using a merchant class) in stat foods as seen in the image below.
Mobs:
Quick video on how to complete it + tips:
SpoilerObjective / Overview:
The main focus on this one, is to kill all of the 58 the creatures called 'Creepy Demons' and as many 'Abandoned Teddy Bears' as possible, for their drops.
Difficulty: Normal (there's no need to go higher than this, since Platinum Bullion and Gold are 100% drop in Nif).
Level: 140 or higher.
Average Completion Time: 10-15 minutes.
Suggested Classes: For beginners, this one I recommend you to go as GX, Ranger, Rebellion, RG with Divine Guard Hat, Warlock or any other cheap and reliable classes.
Recommended gear: Divine Guard Hat (for RGs) / Enforcer Shoes (for GXs) / Noblesse ~ Grace set / #15204: Abyss Dress (I strongly recommend you to buy one as it is a must for HTF on early game, its price range is between 10 to 30m at +0, just ask around on #Trade and you will get a cheap one) / Thanatos Weapon with Hunter Fly card.
Tips: Gather Bloody Coins (you can get over 100~200 in a single run) to buy Sweet Pastries & Hot Tea, those will be useful and cheap healing items for your farming; Use the command @autoloot 1 for cards.
Autoloot list:
Must
- @alootid +gold
- @alootid +platinum bullion
- @alootid +tendon satay
Recommended
- @alootid +7643 (Bloody Letter - 100 are needed for Celine's Brooch (Alternate) Matrix)
- @alootid +7939 (Elder Branch - catalyst for all Rune Knight's runes)
- @alootid +fabric (material needed to create Bottle Grenades for Genetics and previous classes)
- @alootid +bloody coin (those can be traded over at @go 46 or /navi fortessa 90/115 , for items and consumables)
Rewards: around 15m (selling with Overcharge using a merchant class) in Gold, Platinum Bullions & Tendon Satays.
Mobs:
Quick video on how to complete it + tips and tricks:
Enjoy, and if you have any questions or suggestions, whatsoever, ask away.
You can also contact me:
In game: Sir Richard or Selena Fluorspar
Discord: Shining Moon RO's official discord, and '§¤ RicharÐ ¤§-#4215
And last but not least, I'd like to thank @DanyKhaleesi for making this possible, for inspiring me to keep going and finish it!
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[Niflheim] Ultimate Tank & Devotion [Royal Guard] - (Updated: 09/02/2020)
in Swordsman
Posted
heyo