Task Information |
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Requirements |
1. Base Level 130 and above 2. Completed quest: [The Naked Truth] (Episode 17.1: Illusions) |
1. Speak with Rookie at /navi sp_cor 255/285. He informs you that the entrance is now open, but the door has been temporarily closed to prevent monsters from escaping.
2. Speak with Rookie again at /navi sp_cor 255/285. You learn that the way into the mansion is through a sewage pipe. He warns that it’s easy to get lost in the purification facilities and asks you to ensure no party members are falling behind.
3. While exploring the sewers, locate a person who has fallen into the water at /navi ba_pw02 90/93. To help him, you must bring 1x Yggdrasil Leaf.
4. Once you obtain the leaf, your old acquaintance Dew at /navi ba_pw02 90/93 regains consciousness and offers to join you. He urges you to hurry so as not to miss the fun. However, upon hearing Maggie’s scream, he asks you to check what’s happening.
5. Head to the entrance of the second level of the sewers. You’ll witness Maggie at /navi ba_pw01 14/115 in danger, but Dew and Lasis arrive just in time to save her. Deciding to keep it, Marc suggests moving forward, Alf has already discovered the way up.
6. Speak with Alf at /navi ba_pw01 87/290 near the mansion entrance. He’s relieved that you’ve finally arrived and escorts you inside.
7. Inside a small room, talk to Lasis at /navi ba_in01 20/319. He stays behind to wait for someone and asks you to contact him if necessary. Meanwhile, Marc, Maggie, and Dew explore the area and come across strange machines. However, upon finding the inner door locked, they decide to head back outside. Enter the nearby portal.
8. In the mansion garden, speak with Tamarin at /navi ba_maison 70/145. He’s displeased that you are late, but Marc explains that Dew got lost again. After a brief argument, Tamarin states that registration is mandatory for newcomers and sends you to Steward Alpha for the procedure. As a reward, you receive 5x Varmundt's Ticket and experience points.
9. Speak with the majordomo Steward Alpha at /navi ba_maison 74/150. She explains that you are currently classified as a temporary guest since you entered the mansion illegally but caused no harm. She begins the registration process, and once your information is verified, your official guest status is confirmed. From now on, you will have full access to the mansion and can undertake various daily quests.
Unlocked quests:
1. Silence in the Library! [130]
2. Helping the Cleaner Omega [130]
3. To the Bathhouse [130]
4. Forgotten Farm [130]
5. Medicine for Eliumina [130]
6. The Secret Garden [130]
7. Tartar Underground Storage [160]
8. Removal of Bioelectronic Disruption Chips [180]
9. Fast Travel Services
1. Speak with Steward Alpha at /navi ba_maison 74/150 to begin the quest. She explains that several relays in the mansion have malfunctioned and asks you to notify the automatons in the affected areas. Your first destination is the dining room to deliver the message.
2. The Sweet Tooth at /navi ba_maison 146/109 initially mistakes you for an intruder. Upon realizing the error, he explains the situation in the mansion. It turns out that the relay cannot be repaired without a new communication chip. One of the Broken Betas might have one, and Gourmand asks you to either capture one or find a replacement chip.
3. Defeat Broken Betas until you obtain 1x Robot Communication Chip. Return to Sweet Tooth at /navi ba_maison 146/109. He thanks you for the chip and repairs the relay. Since other devices are also malfunctioning, Sweet Tooth advises you to proceed to the pavilion next and warn the automatons there. As a reward, you receive 5x
Varmundt's Ticket and experience points for assisting the dining room.
4. Locate the Broken Repeater at /navi ba_maison 334/143 and attempt to repair it. Unfortunately, you receive an electric shock, triggering the appearance of the out-of-control Walley and Reddy. Reddy repairs the relay, rewards you with 5x Varmundt's Ticket and experience points, and directs you to the central garden, where another fault has been detected.
5. Speak with Caduri at /navi ba_maison 245/206. The robot initially mistakes you for an intruder and attempts to call security, but the connection fails. After verifying your guest status, he apologizes and rewards you with 5x Varmundt's Ticket and experience points before advising you to return to Steward Alpha.
6. Return to Steward Alpha at /navi ba_maison 74/150. She confirms that the network has been restored and grants you full access to all of the mansion's amenities. As a token of gratitude, she rewards you with 15x Varmundt's Ticket and experience points. You may now visit the tearoom, where other guests are relaxing.
Unlocked quests:
1. Speak with Tess at /navi ba_in01 206/106. He is trying to convince the rebel leaders of the authenticity of some evidence but faces their distrust. Noticing your presence, he explains that they are discussing past events and insists on the credibility of the information.
2. Speak with Dien at /navi ba_in01 203/103. She doubts the accuracy of the reports and suggests searching for evidence. Rookie recommends speaking with the majordomos, as they may provide more objective accounts. Tess asks you to investigate, gather testimonies, and return with your findings.
3. Outside, speak with the automaton Junas at /navi ba_maison 189/56 to learn about past records of the mercenaries at Varmundt's Mansion. You discover that they were rescued by Varmundt and a man named H., as well as details of events that led to bloodshed.
4. Near the water channel, speak with Adoren at /navi ba_maison 249/161 to learn more about the mercenary named H. There are few records of him, but the mercenaries mention his mysterious meetings with a stranger. Adoren pinpoints H.’s last recorded location and provides the coordinates.
5. Head to the location of the mysterious meeting and speak with Skippy at /navi ba_maison 318/169. She plays recording No. 5872, in which mercenaries discuss discovering a body in elegant clothing near the fence. Further inspection reveals that it was an unknown woman wearing a worn gray suit, killed by an injury to her back.
6. In a shadowy spot not far from the scene, find a powered-down Cleaner at /navi ba_maison 357/291. It appears to have malfunctioned due to a thick paper envelope jammed inside. The envelope bears the emblem of the Rekenber Corporation.
7. Speak with mansion manager Tweet Tweet at /navi ba_maison 232/310. She allows you to choose a topic and then plays a recording in which the mercenaries discuss how H. tried to enter the mansion’s inner areas, which they found suspicious.
8. Report the dead person to Rookie at /navi ba_in01 202/108. Tess explains that the victim was a missing government envoy who never reached the mercenaries, he was killed beforehand. The document bearing the corporation’s seal sheds light on the crime. Shocked by the revelation, Kaya Tos takes a moment to verify the information.
9. Speak with Ridsh at /navi ba_in01 208/110 about the suspicious mercenary. During the conversation, it is revealed that Lucenberg worked for the corporation and played a key role in the uprising. Kaya Tos confirms through archive records that he was urgently brought to Varmundt's Mansion and that both the mercenaries and the government were once again deceived.
10. Speak with Kaya Tos at /navi ba_in01 207/102. He admits the corporation’s guilt and apologizes, but Dien and Ridsh criticize him for offering empty words. As Kaya Tos tries to defend himself, Cotnes interrupts the conversation and leaves.
11. Speak with Rookie at /navi ba_in01 202/108. Concerned about Kaya Tos, he asks you to follow him.
12. Follow Kaya to /navi ba_maison 103/92 and ensure he is safe. During a tense conversation with an unknown board representative, Kaya realizes his decisions have put him in danger. At a critical moment, the rebels intervene, saving him from an assassin. Kaya vows to fight for justice and correct the corporation’s wrongs.
13. Speak with Dien at /navi ba_maison 100/90. She expresses her willingness to cooperate for the sake of the next generation and suggests discussing the next steps with the corporation and the president.
14. Speak with Kaya Tos at /navi ba_maison 103/92 about the current situation. He informs you that he has contacted the corporation and requested a representative to discuss matters with the government and rebels. He thanks you for your assistance and invites you to wait with him. As a reward, you receive 15x Varmundt's Ticket and experience points.
15. Speak with Tatio at /navi ba_in01 205/109 in the tearoom. He states that the corporation intends to open a dialogue with the government and rebels and implement reforms. After the discussion, Rookie thanks you for your help and rewards you with 20x Varmundt's Ticket and experience points.
1. Exit the tea house and speak with Rookie at /navi ba_maison 116/67 about the issue at the estate. The Heartstealers have disabled the majordomos, and to restore them, you must collect their cores. Rookie suggests splitting up, he will check the northern path, while you investigate the lower area and meet him at the eastern edge of the lake.
2. Search the broken Steward Beta units hidden throughout the mansion until you collect 5x Broken Robot Core.
/navi ba_maison 150/47
/navi ba_maison 208/87
/navi ba_maison 221/193
/navi ba_maison 207/276
/navi ba_maison 275/313
/navi ba_maison 314/146
/navi ba_maison 70/256
/navi ba_maison 64/187
/navi ba_maison 338/267
/navi ba_maison 131/197
3. Once you have gathered the cores, head to the meeting point and speak with Elena Volkova at /navi ba_maison 303/141. She has taken Rookie’s place due to an attack on Eliumina. During the conversation, Eisen Werner appears, furious over the destruction of his laboratory. After a tense exchange, he is forced to surrender. Elena escorts him to the inn prison, takes all the cores, and rewards you with 10x Varmundt's Ticket and experience points.
4. Follow Elena Volkova to the inn and speak with the Rebellion at /navi ba_in01 35/142 to gain access to the room.
5. Inside the room, speak with Elena Volkova at /navi ba_in01 20/145. Eliumina gets into an argument with the prisoner, and Eisen mentions the chips used by Illusion agents. This gives Eliumina the idea to create a tracking device. She decides to analyze Eisen’s chip and asks you to gather materials while Rookie searches for the modules.
6. Bring 10x Fluorescent Liquid and 10x
Broken Sword to Eliumina at /navi ba_in01 15/147. The researcher eagerly completes the device, which can track Heartstealers and traitors. Elena suggests you visit her partner, Est, in the lounge to plan the next steps. As thanks for gathering the items, you receive 1x
Eliumina Radar, 10x
Varmundt's Ticket, and experience points.
7. Speak with Est at /navi ba_in01 51/157. She assesses the device and decides to use it to detect Illusion agents and Heartstealers. You must wait until nightfall, when the enemies become active. Est advises preparing thoroughly before returning to begin the operation.
8. Once ready, form a solo party and apply for entry into the memorial dungeon by speaking with Est again at /navi ba_in01 51/157.
1. Inside the dungeon, speak with Est to assess the situation. She informs you that the squad is in hiding and assigns you to patrol the area. Head southeast along the road until you encounter Heart Hunters.
2. Defeat the enemies, then speak with Est again to receive further instructions.
3. Continue forward until Eliumina’s tracker activates. Eliminate all detected enemies.
4. After the battle, talk to Est. She asks you to escort Almond while she inspects a relay device.
5. When ready, speak with Almond. She instructs you to follow her to the first relay. During the escort, the tracking device will activate, and Almond will warn you to stay alert.
6. Soon, hostiles will appear. Defeat them to proceed with the inspection.
7. After defeating the Heart Hunters, a mysterious enemy will appear. He mocks you, claiming you’re too late, and warns that capturing him won’t be easy. Prepare for battle.
8. Once all enemies are defeated, speak with Almond. She inspects the relay and discovers a breach in the channel. After restoring the signal, she suggests moving on to the next relay.
9. Follow Almond. Soon, she hears a suspicious noise and goes to investigate. Thanks to the tracker, new hostiles are detected. At this point, Rebels arrive and join the fight, using special techniques.
10. After the intense battle, approach the relay. Nearby, another intruder attempts to intercept a message from the Master. Upon spotting you, he quickly flees.
11. Return to Almond and inspect the relay together. Upon discovering yet another breach, she restores the signal and proceeds to the next device.
12. Follow Almond until you encounter Est. She listens to your report and asks whether the main culprit has been identified. Almond explains that one relay remains. Est decides to handle it herself and assigns you to track down the fugitive with purple hair.
13. Use the tracker and head toward the airship, then enter the building.
You will encounter monsters along the way, but defeating them is not required.
14. Inside, you will face the Outcast. Prepare for battle. He mocks you again, declaring that his comrades have already seized the airship.
15. After defeating the enemy, exit the operation zone using the portal.
1. Speak with Est at /navi ba_in01 51/157. She informs you that the arrested culprit has been handed over to Alpha, but amidst the commotion, an airship was stolen. Est admits that capturing the criminals won’t be easy and suggests taking a short rest. She then sends you to Ellie to review some documents.
2. Meet with Elle at /navi ba_in01 26/266. She explains that following the theft of Airship No. 3, she was urgently recalled to investigate. Signal analysis revealed that the culprits had secretly used the area to transmit data. Rookie proposes faking activity at the Illusion Agents’ headquarters to intercept communications and determine the location of their allies. Est notes that no Illusion Agents were successfully apprehended, but the mansion was successfully defended. As a reward, you receive 15x Varmundt's Ticket.
Unlocked quests:
3. With the investigation complete, exit the building and speak with Crux at /navi ba_maison 38/219. He’s glad to see you again and invites you to the Prontera Palace, where the royal family wishes to express their gratitude and extend an invitation to the coronation ceremony.
4. In the castle, witness the ascension of the new king to the throne at /navi prt_cas 138/342.
5. This marks the conclusion of the story quests for this episode. You may greet the new king or leave the castle immediately by speaking with Bell at /navi prt_cas 140/344.
6. If you wish to visit Nihil, stop by his office. He is uncertain about his new role and questions whether he is truly worthy of the crown. Offer him your support and reassure him that he is up to the task.
The Orb /navi ba_in01 87 373 exchanges Magical Soapstone for class-specific modules.
Item Name | Description | Price |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Dragon Breath) effect. [Enchant Effect] Dragon Breath and Dragon Water Breath damage +15%. If refine rate is +9 or higher, Dragon Breath and Dragon Water Breath damage additionally +3%. If refine rate is +11 or higher, Dragon Breath and Dragon Water Breath damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Sonic Break) effect. [Enchant Effect] Sonic Wave and Ignition Break damage +15%. If refine rate is +9 or higher, Sonic Wave and Ignition Break damage additionally +3%. If refine rate is +11 or higher, Sonic Wave damage +7%, Ignition Break cooldown -0.25 sec. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Clashing Spears) effect. [Enchant Effect] Clashing Spiral and Hundred Spears damage +15%. If total refine value is +9 or higher, additionally increases the skill damage of Clashing Spiral and Hundred Spears by 3%. If refine rate is +11 or higher, Clashing Spiral damage additionally +7%, Hundred Spears cooldown -0.25% sec. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Earth Press) effect. [Enchant Effect] Earth Drive and Shield Press damage +15%. If refine rate is +9 or higher, Earth Drive and Shield Press damage additionally +3%. If refine rate is +11 or higher, Earth Drive and Shield Press damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Vanishing Spear) effect. [Enchant Effect] Vanishing Point and Cannon Spear damage +15%. If refined to +9 or higher, Vanishing Point and Cannon Spear damage +3%. If refined to +11 or higher, Vanishing Point and Cannon Spear damage +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Genesis Gloria) effect. [Enchant Effect] Gloria Domini and Genesis Ray damage +15%. If refine rate is +9 or higher, Gloria Domini and Genesis Ray damage additionally +3%. If refine rate is +11 or higher, Gloria Domini and Genesis Ray damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Cannon Boost) effect. [Enchant Effect] Knuckle Boost and Arm Cannon damage +15%. If refine rate is +9 or higher, Knuckle Boost and Arm Cannon damage additionally +3%. If refine rate is +11 or higher, Knuckle Boost and Arm Cannon damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Ice Flame) effect. [Enchant Effect] Ice Launcher and Flame Launcher damage +15%. If refine rate is +9 or higher, Ice Launcher and Flame Launcher damage additionally +3%. If refine rate is +11 or higher, Ice Launcher and Flame Launcher damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Axe Power) effect. [Enchant Effect] Axe Swing and Power Swing damage +15%. If refined to +9 or higher, Axe Tornado and Power Swing damage +3% additionally. If refined to +11 or higher, Axe Tornado and Power Swing damage +7% additionally. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Tornado Cannon) effect. [Enchant Effect] Cart Tornado and Cart Cannon damage +15%. If refine rate is +9 or higher, Cart Tornado and Cart Cannon damage additionally +3%. If refine rate is +11 or higher, Cart Tornado and Cart Cannon damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Crazy Mandragora) effect. [Enchant Effect] Crazy Vines damage +15%, Mandragora Howl cooldown -0.3 sec. If refine rate is +9 or higher, Crazy Vines damage additionally +3%, Mandragora Howl cooldown additionally -0.3 sec. If refine rate is +11 or higher, Crazy Vines damage additionally +7%, Mandragora Howl cooldown additionally -0.4 sec. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Acid Explosion) effect. [Enchant Effect] Acid Bomb and Spore Explosion damage +15%. If refine rate is +9 or higher, Acid Bomb and Spore Explosion damage additionally +3%. If refine rate is +11 or higher, Acid Bomb and Spore Explosion damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Sonic Impact) effect. [Enchant Effect] Sonic Blow and Cross Impact damage +15%. If refine rate is +9 or higher, Sonic Blow and Cross Impact damage additionally +3%. If refine rate is +11 or higher, Sonic Blow and Cross Impact damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Cross Ripper Cut) effect. [Enchant Effect] Cross Ripper Slasher and Rolling Cutter damage +15%. If refine rate is +9 or higher, Cross Ripper Slasher and Rolling Cutter damage additionally +3%. If refine rate is +11 or higher, Cross Ripper Slasher and Rolling Cutter damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Destroyer Slash) effect. [Enchant Effect] Soul Destroyer and Counter Slash damage +15%. If refine rate is +9 or higher, Soul Destroyer and Counter Slash damage additionally +3%. If refine rate is +11 or higher, Soul Destroyer and Counter Slash damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Fatal Mind) effect. [Enchant Effect] Fatal Menace and Sightless Mind damage +15%. If refine rate is +9 or higher, Fatal Menace and Sightless Mind damage additionally +3%. If refine rate is +11 or higher, Fatal Menace and Sightless Mind damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Shadow Spell) effect. [Enchant Effect] All property magic damage +15%. If refined to +9 or higher, all property magic damage +3%. If refined to +11 or higher, all property magic damage +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Angle Shot) effect. [Enchant Effect] Triangle Shot damage +15%, long-ranged physical damage +10%. If refine rate is +9 or higher, Triangle Shot damage additionally +3%. If refine rate is +11 or higher, Triangle Shot damage additionally +7%, long-ranged physical damage additionally +5%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Crimson Strain) effect. [Enchant Effect] Crimson Rock and Earth Strain damage +15%. If refine rate is +9 or higher, Crimson Rock and Earth Strain damage additionally +3%. If refine rate is +11 or higher, Crimson Rock and Earth Strain damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Frost Lightning) effect. [Enchant Effect] Jack Frost and Chain Lightning damage +15%. If refine rate is +9 or higher, Jack Frost and Chain Lightning damage additionally +3%. If refine rate is +11 or higher, Jack Frost and Chain Lightning damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Comet Vortex) effect. [Enchant Effect] Comet and Tetra Vortex damage +15%. If refine rate is +9 or higher, Comet and Tetra Vortex damage additionally +3%. If refine rate is +11 or higher, Comet and Tetra Vortex damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Element Bolt) effect. [Enchant Effect] Fire Bolt, Cold Bolt, Lightning Bolt damage +15%. If refine rate is +9, Fire Bolt, Cold Bolt, Lightning Bolt damage additionally +3%. If refine rate is +11, Fire Bolt, Cold Bolt, Lightning Bolt damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Warmer Wave) effect. [Enchant Effect] Psychic Wave damage +15%, Warmer cooldown -1 sec. If refine rate is +9 or higher, Psychic Wave damage additionally +3%, Warmer cooldown additionally -2 sec. If refine rate is +11 or higher, Psychic Wave damage additionally +7%, Warmer cooldown additionally -4 sec. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Diamond Grave) effect. [Enchant Effect] Diamond Dust and Earth Grave damage +15%. If refine rate is +9 or higher, Diamond Dust and Earth Grave damage additionally +3%. If refine rate is +11 or higher, Diamond Dust and Earth Grave damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Magnus Adoramus) effect. [Enchant Effect] Magnus Exorcismus and Adoramus damage +15%. If refine rate is +9 or higher, Magnus Exorcismus and Adoramus damage additionally +3%. If refine rate is +11 or higher, Magnus Exorcismus and Adoramus damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Holy Judex) effect. [Enchant Effect] Holy Light and Judex damage +15%. If refine rate is +9 or higher, Holy Light and Judex damage additionally +3%. If refine rate is +11 or higher, Holy Light and Judex damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Light Basilica) effect. [Enchant Effect] Duple Light damage +15%, Basilica cooldown -2 sec. If refine rate is +9 or higher, Duple Light damage additionally +3%, Basilica cooldown additionally -3 sec. If refine rate is +11 or higher, Duple Light damage additionally +7%, Basilica cooldown additionally -5 sec. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Fallen Tiger) effect. [Enchant Effect] Tiger Cannon and Fallen Empire damage +15%. If refine rate is +9 or higher, Tiger Cannon and Fallen Empire damage additionally +3%. If refine rate is +11 or higher, Tiger Cannon and Fallen Empire damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Rampage Knuckle) effect. [Enchant Effect] Rampage Blast and Knuckle Arrow damage +15%. If refine rate is +9 or higher, Rampage Blast and Knuckle Arrow damage additionally +3%. If refine rate is +11 or higher, Rampage Blast and Knuckle Arrow damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Chain Thrust) effect. [Enchant Effect] Raging Thrust and Chain Crush Combo damage +15%. If refine rate is +9 or higher, Raging Thrust and Chain Crush Combo damage additionally +3%. If refine rate is +11 or higher, Raging Thrust and Chain Crush Combo damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Cluster) effect. [Enchant Effect] Bomb Cluster damage +15%. If refine rate is +9 or higher, Bomb Cluster damage additionally +3%. If refine rate is +11 or higher, Bomb Cluster damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Focused Arrow) effect. [Enchant Effect] Focused Arrow Strike damage +15%, Critical Damage +10%. If refine rate is +9 or higher, Focused Arrow Strike damage additionally +3%. If refine rate is +11 or higher, Focused Arrow Strike damage additionally +7%, Critical Damage additionally +5%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Aimed Storm) effect. [Enchant Effect] Aimed Bolt and Arrow Storm damage +15%. If refine rate is +9 or higher, Aimed Bolt and Arrow Storm damage additionally +3%. If refine rate is +11 or higher, Aimed Bolt and Arrow Storm damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Metallic Echo) effect. [Enchant Effect] Metallic Sound and Great Echo damage +15%. If refine rate is +9 or higher, Metallic Sound and Great Echo damage additionally +3%. If refine rate is +11 or higher, Metallic Sound and Great Echo damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Reverberation) effect. [Enchant Effect] Reverberation damage +15%. If refine rate is +9 or higher, Reverberation damage additionally +3%. If refine rate is +11 or higher, Reverberation damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Arrow Rainstorm) effect. [Enchant Effect] Arrow Vulcan and Severe Rainstorm damage +15%. If refine rate is +9 or higher, Arrow Vulcan and Severe Rainstorm damage additionally +3%. If refine rate is +11 or higher, Arrow Vulcan and Severe Rainstorm damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Flaming Explosion) effect. [Enchant Effect] Flaming Kick and Solar Explosion damage +15%. If refine rate is +9 or higher, Flaming Kick and Solar Explosion damage additionally +3%. If refine rate is +11 or higher, Flaming Kick and Solar Explosion damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Moon Kick) effect. [Enchant Effect] New Moon Kick and Full Moon Kick damage +15%. If refine rate is +9 or higher, New Moon Kick and Full Moon Kick damage additionally +3%. If refine rate is +11 or higher, New Moon Kick and Full Moon Kick damage additionally +7%, Critical Damage +5%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Radiant Star) effect. [Enchant Effect] Radiant Kick and Falling Star damage +15%. If refine rate is +9 or higher, Radiant Kick and Falling Star damage additionally +3%. If refine rate is +11 or higher, Radiant Kick and Falling Star damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Esu) effect. [Enchant Effect] Esma and Esu damage +15%. If refine rate is +9 or higher, Esma and Esu damage additionally +3%. If refine rate is +11 or higher, Esma and Esu damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Espa) effect. [Enchant Effect] Espa damage +15%. If refine rate is +9 or higher, Espa damage additionally +3%. If refine rate is +11 or higher, Espa damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Curse Explosion) effect. [Enchant Effect] Curse Explosion damage +15%. If refine rate is +9 or higher, Curse Explosion damage additionally +3%. If refine rate is +11 or higher, Curse Explosion damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (God's Dance) effect. [Enchant Effect] Desperado, Fire Dance, God's Hammer damage +15%. If refine rate is +9 or higher, Desperado, Fire Dance, God's Hammer damage additionally +3%. If refine rate is +11 or higher, Desperado, Fire Dance, God's Hammer damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Fire Tail) effect. [Enchant Effect] Fire Rain, Howling Mine, Dragon Tail damage +15%. If refine rate is +9 or higher, Fire Rain, Howling Mine, Dragon Tail damage additionally +3%. If refine rate is +11 or higher, Fire Rain, Howling Mine, Dragon Tail damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Vanishing Trip) effect. [Enchant Effect] Shattering Storm, Vanishing Buster, Round Trip damage +15%. If refine rate is +9 or higher, Shattering Storm, Vanishing Buster, Round Trip damage additionally +3%. If refine rate is +11 or higher, Shattering Storm, Vanishing Buster, Round Trip damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Flaming Wind) effect. [Enchant Effect] Flaming Petals, Freezing Spear, Wind Blade damage +15%. If refine rate is +9 or higher, Flaming Petals, Freezing Spear, Wind Blade damage additionally +3%. If refine rate is +11 or higher, Flaming Petals, Freezing Spear, Wind Blade damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Cross Slash) effect. [Enchant Effect] Cross Slash damage +15%. If refine rate is +9 or higher, Cross Slash damage additionally +3%. If refine rate is +11 or higher, Cross Slash damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Exploding Wind) effect. [Enchant Effect] Exploding Dragon, Snow Flake Draft, First Wind damage +15%. If refine rate is +9 or higher, Exploding Dragon, Snow Flake Draft, First Wind damage additionally +3%. If refine rate is +11 or higher, Exploding Dragon, Snow Flake Draft, First Wind damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Power of Sea) effect. [Enchant Effect] Tuna Party and Tasty Shrimp Party cooldown -0.5 sec. If refine rate is +9 or higher, Tuna Party and Tasty Shrimp Party cooldown additionally -1 sec. If refine rate is +11 or higher, Tuna Party and Tasty Shrimp Party cooldown additionally -1.5 sec. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Power of Earth) effect. [Enchant Effect] SV Stem Spear and CN Meteor damage +15%. If refine rate is +9 or higher, SV Stem Spear and CN Meteor damage additionally +3%. If refine rate is +11 or higher, SV Stem Spear and CN Meteor damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Orb (Power of Life) effect. [Enchant Effect] Picky Peck and Lunatic Carrot Beat damage +15% If refine rate is +9 or higher, Picky Peck and Lunatic Carrot Beat damage additionally +3%. If refine rate is +11 or higher, Picky Peck and Lunatic Carrot Beat damage additionally +7%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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Enchon /navi ba_in01 87/383 exchanges Varmundt's Tickets for Auto armor.
Exchange of Armor, Engine, Leg | Description | Exchange Materials |
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ATK +125. ATK +10 for every 2 refine levels. If refine rate is +7 or higher, ASPD increases (Attack Delay -15%). If equipped with Auto Engine Type A, ATK +50. If equipped with Auto Engine Type B, Cast Delay -10%. Jobs: Armor Defence: 135 Weight: 100 Required Level: 160 Jobs: All |
1х +9 |
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MATK +125. MATK +10 for every 2 refine levels. If refined to +7 or higher, -15% Variable Cast Time of all skills. If equipped with Auto Engine Type A, ASPD increases (Attack Delay -10%). If equipped with Auto Engine Type B, MATK +50. Jobs: Armor Defence: 135 Weight: 100 Required Level: 160 Jobs: All |
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Max HP +1500. Max HP +100 for every 2 refine levels of the item. If refine rate is +7 or higher, ASPD increases (Attack Delay -7%). If equipped with Auto Leg Type A, Critical Damage +15%. If equipped with Auto Leg Type B, Variable Cast Time of all skills -15%. Jobs: Garment Defence: 70 Weight: 90 Required Level: 160 Jobs: All |
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Max HP +1500. Max HP +100 for every 2 refine levels of the item. If refined to +7 or higher, -7% Variable Cast Time of all skills. If equipped with Auto Leg Type A, long-ranged physical damage +7%. If equipped with Auto Leg Type B, All property magic damage +15%. Jobs: Garment Defence: 70 Weight: 90 Required Level: 160 Jobs: All |
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Max SP +250. Max For every 2 upgrade levels of the item, SP +20. If refined to +7 or higher, Long-Ranged Physical Damage +7%. If equipped with Auto Armor Type A, ATK +7%. If equipped with Auto Armor Type B, ASPD increases (Attack Delay -7%). Jobs: Footwear Defense: 70 Weight: 50 Required Level: 160 Jobs: All |
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Max SP +250. Max For every 2 upgrade levels of the item, SP +20. If refined to +7 or higher, all property magic damage +7%. If equipped with Auto Armor Type A, Max SP + 5%. If equipped with Auto Armor Type B, MATK +7%. Jobs: Footwear Defense: 70 Weight: 50 Required Level: 160 Jobs: All |
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Exchange of Neuromodulator, Battle Chip | Description | Exchange Materials |
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ATK +5%, Max HP + 5%. Class: Accessory (R) Defense: 0 Weight: 10 Required Level: 160 Jobs: All |
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ATK +5%, Max SP +5%. Class: Accessory (L) DEF: 0 Weight: 10 Required Level: 160 Jobs: All |
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MATK +5%, Max HP +5%. Class: Accessory (R) Defense: 0 Weight: 10 Required Level: 160 Jobs: All |
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MATK +5%, Max SP +5%. Class: Accessory (L) DEF: 0 Weight: 10 Required Level: 160 Jobs: All |
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Echon /navi ba_in01 87/380 sells Auto Modules, as well as physical and magic auto devices for enhancement.
Item | How to Obtain | Specifications | Price |
Auto Modification | A modification module that can be used on Auto armor. Adds the Auto Modification Orb (DEF) effect. [Enchant Effect] DEF +150. If refined to +9 or higher, DEF +75 additionally. If refined to +11 or higher, DEF +75 additionally. [Applicable Equipment] Auto Armor Type A Auto Armor Type B Auto Engine Type A Auto Engine Type B Auto Leg Type A Auto Leg Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (MDEF) effect. [Enchant Effect] MDEF +15. If refine rate is +9 and higher, additional MDEF +7. If refine rate is +11 and higher, additional MDEF +7. [Applicable Equipment] Auto Armor Type A Auto Armor Type B Auto Engine Type A Auto Engine Type B Auto Leg Type A Auto Leg Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (VIT) effect. [Enchant Effect] VIT +3, Max HP +1. [Applicable Equipment] Auto Neuromodulator Type R Auto Neuromodulator Type L Auto Battle Chip Type R Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (LUK) effect. [Enchant Effect] LUC +3, Critical Damage +1%. [Applicable Equipment] Auto Neuromodulator Type R Auto Neuromodulator Type L Auto Battle Chip Type R Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (STR) effect. [Enchant Effect] STR +3, ATK +2%. [Applicable Equipment] Auto Neuromodulator Type R Auto Battle Chip Type R |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (AGI) effect. [Enchant Effect] AGI +3, ASPD increases (Attack Delay -2%). [Applicable Equipment] Auto Neuromodulator Type R Auto Battle Chip Type R |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (INT) effect. [Enchant Effect] INT +3, MATK +2%. [Applicable Equipment] Auto Neuromodulator Type L Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (DEX) effect. [Enchant Effect] DEX +3, long-ranged physical damage +2%. [Applicable Equipment] Auto Neuromodulator Type L Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (HP Recovery) effect. [Enchant Effect] Basic HP Recovery +30%. [Applicable Equipment] Auto Neuromodulator Type R Auto Battle Chip Type R |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (HP Recovery) [Enchant Effect] Basic SP recovery rate +30%. [Applicable Equipment] Auto Neuromodulator Type L Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (MATK) effect. [Enchant Effect] MATK +20, Variable Cast Time -10%. [Applicable Equipment] Auto Neuromodulator Type R Auto Neuromodulator Type L Auto Battle Chip Type R Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Attack Speed) effect. [Enchant Effect] ATK +20, increases ASPD (Attack Delay -10%). [Applicable Equipment] Auto Neuromodulator Type R Auto Neuromodulator Type L Auto Battle Chip Type R Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Critical Attack) effect. [Enchant Effect] Critical Rate +10, Critical Damage +10%. [Applicable Equipment] Auto Neuromodulator Type R Auto Neuromodulator Type L Auto Battle Chip Type R Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Expert Archer) effect. [Enchant Effect] HIT +10, long-ranged physical damage +10%. [Applicable Equipment] Auto Neuromodulator Type R Auto Neuromodulator Type L Auto Battle Chip Type R Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Health) effect. [Enchant Effect] Max HP +5%, Max. HP +1500. If refined to +9 or higher, Max HP +2% additionally. If refined to +11 or higher, Max HP +3% additionally. [Applicable Equipment] Auto Leg Type A Auto Leg Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Spirit) effect. [Enchant Effect] Max SP +5%, Max SP +300. If refined to +9 or higher, Max SP +2% additionally. If refined to +11 or higher, Max SP +3% additionally. [Applicable Equipment] Auto Leg Type A Auto Leg Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Heal) effect. [Enchant Effect] Healing +5%. If refined to +9 or higher, Max HP +5% additionally. If refined to +11 or higher, Max HP +7% additionally. [Applicable Equipment] Auto Leg Type A Auto Leg Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (ATK) effect. [Enchant Effect] ATK +5%, ATK +75. If refine rate is +9 or higher, short-ranged physical damage +2%. If refine rate is +11 or higher, additional short-ranged physical damage +3%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Magic Power) effect. [Enchant Effect] MATK +5, MATK +75%. If refined to +9 and higher, MATK +2%. If refined to +11 and higher, MATK +3%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Sharpshooter) effect. [Enchant Effect] Long-ranged physical damage +3%. If refined to +9 or higher, Long-Ranged Physical Damage +3% additionally. If refined to +11 or higher, Long-Ranged Physical Damage +3% additionally. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Speed) effect. [Enchant Effect] ASPD +1. If refine rate is +9 or higher, additional Attack Delay -5%. If refine rate is +11 or higher, additional Attack Delay -5%. [Applicable Equipment] Auto Engine Type A Auto Engine Type B |
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A modification module that can be used on Auto armor. Adds the Auto Modification Orb (Caster) effect. [Enchant Effect] Variable Cast Time of all skills -5%. If refine rate is +9 or higher, Variable Cast Time of all skills -5% additionally. If refine rate is +11 or higher, Variable Cast Time of all skills -5% additionally. [Applicable Equipment] Auto Engine Type A Auto Engine Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Critical) effect. [Enchant Effect] Critical Rate +10. If refined to +9 or higher, Critical Damage +5%. If refined to +11 or higher, Critical Damage +7% additionally. [Applicable Equipment] Auto Engine Type A Auto Engine Type B |
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A module that can enhance Auto armor. Activates the Auto Modification Orb (Magic Force) effect. [Enchant Effect] MATK +20, Variable Cast Time of all skills -10%, all property magic damage +2%. If refined to +9 or higher, all property magic damage +1%. If refined to +11 or higher, all property magic damage +2%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Melee) effect. [Enchant Effect] ATK +20, short-ranged physical damage +10%, physical damage inflicted on enemies of any size +3%. If refine rate is +9 or higher, physical damage inflicted on enemies of any size +1% additionally. If refine rate is +11 or higher, physical damage inflicted on enemies of any size +1% additionally. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Ranged) effect. [Enchant Effect] ATK +20, long-ranged physical damage +10%, physical damage inflicted on enemies of any size +3%. If refine rate is +9 or higher, physical damage inflicted on enemies of any size +1% additionally. If refine rate is +11 or higher, physical damage inflicted on enemies of any size +1% additionally. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Critical Force) effect. [Enchant Effect] Critical Rate +5, Critical Damage +10%, physical damage inflicted on enemies of any size +3%. If refine rate is +9 or higher, physical damage inflicted on enemies of any size +1% additionally. If refine rate is +11 or higher, physical damage inflicted on enemies of any size +1% additionally. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Recovery Force) effect. [Enchant Effect] MATK +20, Variable Cast Time of all skills -10%, HP Recovery +5%. If refine rate is +9 or higher, HP Recovery additionally +5%. If refine rate is +11 or higher, HP Recovery additionally +5%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Mirror Reflection) effect. [Enchant Effect] Reflected damage taken -2%. If refine rate is +9 or higher, reflected damage taken additionally -2%. If refine rate is +11 or higher, reflected damage taken additionally -3%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Delay) effect. [Enchant Effect] Cast Delay -4%. If refine rate is +9 or higher, additional Attack Delay -6%. If refine rate is +11 or higher, additional Attack Delay -6%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Fixed Time) effect. [Enchant Effect] Fixed Cast Time of all skills -0.1 sec. If refined to +9 or higher, Fixed Cast Time of all skills -0.2 sec additionally. If refined to +11 or higher, Fixed Cast Time of all skills -0.5 sec additionally. [Applicable Equipment] Auto Leg Type A Auto Leg Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Defense) effect. [Enchant Effect] Physical/magic damage inflicted by normal and boss monsters -7%. If refine level is +9 or above, physical/magic damage inflicted by enemies of all sizes -5%. If refine rate is +11 or higher, physical/magic damage inflicted by enemies of all sizes -7%. [Applicable Equipment] Auto Engine Type A Auto Engine Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (HP Consume) effect. [Enchant Effect] Adds a 2% chance of consuming 3% HP when performing a physical attack. [Applicable Equipment] Auto Neuromodulator Type R Auto Battle Chip Type R |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Soul Consume) effect. [Enchant Effect] Adds a 1% chance of consuming 2% SP when performing a physical attack. [Applicable Equipment] Auto Neuromodulator Type L Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Magic Heal) effect. [Enchant Effect] Adds a 2% chance of recovering 500 HP every 0.4 sec. (23 times) when performing a magical attack. [Applicable Equipment] Auto Neuromodulator Type R Auto Battle Chip Type R |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Soul) effect. [Enchant Effect] Adds a 1% chance of recovering 120 SP every 0.4 sec. (23 times) when performing a magic attack. [Applicable Equipment] Auto Neuromodulator Type L Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Power) effect. [Enchant Effect] ATK +3%, MATK +3%. If refine rate is +9 or higher, additionally ATK +3%, MATK +3%. If refine rate is +11 or higher, additionally ATK +4%, MATK +4%. [Applicable Equipment] Auto Armor Type A Auto Armor Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Stamina) effect. [Enchant Effect] Max HP +2000, Max SP +300, Max HP +5%, Max SP +5%. If refine rate is +9 or higher, additionally Max SP +2%, Max HP +2%. If refine rate is +11 or higher, additionally Max HP +3%, Max SP +3%. [Applicable Equipment] Auto Leg Type A Auto Leg Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Might) effect. [Enchant Effect] Short-ranged and ranged physical damage +5%, all property magic damage +5%. If refine rate is +9 or higher, short-ranged and ranged physical damage additionally +2%, all property magic damage additionally +2%. If refine rate is +11 or higher, short-ranged and ranged physical damage additionally +3%, all property magic damage additionally +3%. [Applicable Equipment] Auto Engine Type A Auto Engine Type B |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (All Force) effect. [Enchant Effect] Short-ranged and ranged physical damage +5%, ranged physical damage +5%, all property magic damage +5%. [Applicable Equipment] Auto Neuromodulator Type R Auto Neuromodulator Type L Auto Battle Chip Type R Auto Battle Chip Type L |
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A modification module that can be used on Auto armor. Activates the Auto Modification Orb (Reflection Block) effect. [Enchant Effect] Reflected damage taken -3%. If refine rate is +9 or higher, reflected damage taken additionally -2%. If refine rate is +11 or higher, reflected damage taken additionally -4%. [Applicable Equipment] Auto Engine Type A Auto Engine Type B |
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A module used to enhance automatic armor. Activates the effect of Automatic Orb (Life). [Enchantment Effect] Receiving physical/magical damage has a 5% chance to activate [Enhanced Infinite Vitality] for 10 seconds. [Enhanced Infinite Vitality]: +50 Vitality for 10 sec, restores 800 HP every 0.4 sec (23 times). [Enchantable Equipment] Automatic Boots A Automatic Boots B |
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A module used to enhance automatic armor. Activates the effect of Automatic Orb (Anti-Magic). [Enchantment Effect] Magical damage has a 3% chance to activate [Enhanced Magic Storm] for 10 seconds. [Enhanced Magic Storm]: +50 Intelligence, +25% Magic Attack for 10 sec. [Enchantable Equipment] Automatic Boots A Automatic Boots B |
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A module used to enhance automatic armor. Activates the effect of Automatic Orb (Flame Arrow). [Enchantment Effect] Physical damage has a 3% chance to activate [Enhanced Flame Target] for 10 seconds. [Enhanced Flame Target]: +50 Dexterity, +15% Ranged Physical Damage for 10 sec. [Enchantable Equipment] Automatic Boots A Automatic Boots B |
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A module used to enhance automatic armor. Activates the effect of Automatic Orb (Overcome). [Enchantment Effect] Physical damage has a 3% chance to activate [Enhanced Indomitable Will] for 10 seconds. [Enhanced Indomitable Will]: +50 Strength, +15% Physical Attack, +10% Melee Physical Damage for 10 sec. [Enchantable Equipment] Automatic Boots A Automatic Boots B |
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A module used to enhance automatic armor. Activates the effect of Automatic Orb (Berserk). [Enchantment Effect] Physical damage has a 3% chance to activate [Enhanced Last Breath] for 10 seconds. [Enhanced Last Breath]: +50 Agility, +15% Critical Damage for 10 sec. [Enchantable Equipment] Automatic Boots A Automatic Boots B |
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A module used to enhance automatic armor. Activates the effect of Automatic Orb (Lucky Arrow). [Enchantment Effect] Magical attack has a 3% chance to activate [Enhanced Incredible Luck] for 10 seconds. [Enhanced Incredible Luck]: +50 Luck, +15% Magic Damage of all elements for 10 sec. [Enchantable Equipment] Automatic Boots A Automatic Boots B |
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A device for enhancing special mechanic equipment. You can get 1 enhancing physical effect. _ [Available Item] Hypocrisy Blade Hypocrisy Edge Greed Staff Sloth Book Pride Axe Envy Sword Pride String Gluttony Arrow Wrath Fist Gluttony Spear Lust Spear Wrath Dagger Greed Katar Pride Stone Sloth Scripture Gluttony Fang Sloth Spark Sloth Wave Sloth Rhythm Wrath Wheel Envy Mace Addiction Stem Lust Rifle Lust Shotgun Lust Gatling Lust Grenade Launcher |
45х ![]() or 1.500.000 zeny |
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A device for enhancing special mechanic equipment. You can get 1-2 enhancing physical effects. _ [Available Item] Hypocrisy Blade Hypocrisy Edge Greed Staff Sloth Book Pride Axe Envy Sword Pride String Gluttony Arrow Wrath Fist Gluttony Spear Lust Spear Wrath Dagger Greed Katar Pride Stone Sloth Scripture Gluttony Fang Sloth Spark Sloth Wave Sloth Rhythm Wrath Wheel Envy Mace Addiction Stem Lust Rifle Lust Shotgun Lust Gatling Lust Grenade Launcher |
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A device for enhancing special mechanic equipment. You can get 3 enhancing physical effects. _ [Available Item] Hypocrisy Blade Hypocrisy Edge Greed Staff Sloth Book Pride Axe Envy Sword Pride String Gluttony Arrow Wrath Fist Gluttony Spear Lust Spear Wrath Dagger Greed Katar Pride Stone Sloth Scripture Gluttony Fang Sloth Spark Sloth Wave Sloth Rhythm Wrath Wheel Envy Mace Addiction Stem Lust Rifle Lust Shotgun Lust Gatling Lust Grenade Launcher |
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A device for enhancing special mechanic equipment. You can get 1 enhancing magic effect. _ [Available Item] Hypocrisy Blade Hypocrisy Edge Greed Staff Sloth Book Pride Axe Envy Sword Pride String Gluttony Arrow Wrath Fist Gluttony Spear Lust Spear Wrath Dagger Greed Katar Pride Stone Sloth Scripture Gluttony Fang Sloth Spark Sloth Wave Sloth Rhythm Wrath Wheel Envy Mace Addiction Stem Lust Rifle Lust Shotgun Lust Gatling Lust Grenade Launcher |
45х ![]() or 1.500.000 zeny |
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A device for enhancing special mechanic equipment. You can get 1-2 enhancing magic effects. _ [Available Item] Hypocrisy Blade Hypocrisy Edge Greed Staff Sloth Book Pride Axe Envy Sword Pride String Gluttony Arrow Wrath Fist Gluttony Spear Lust Spear Wrath Dagger Greed Katar Pride Stone Sloth Scripture Gluttony Fang Sloth Spark Sloth Wave Sloth Rhythm Wrath Wheel Envy Mace Addiction Stem Lust Rifle Lust Shotgun Lust Gatling Lust Grenade Launcher |
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A device for enhancing special mechanic equipment. You can get 3 enhancing magic effects. _ [Available Item] Hypocrisy Blade Hypocrisy Edge Greed Staff Sloth Book Pride Axe Envy Sword Pride String Gluttony Arrow Wrath Fist Gluttony Spear Lust Spear Wrath Dagger Greed Katar Pride Stone Sloth Scripture Gluttony Fang Sloth Spark Sloth Wave Sloth Rhythm Wrath Wheel Envy Mace Addiction Stem Lust Rifle Lust Shotgun Lust Gatling Lust Grenade Launcher |
Cubrain /navi ba_in01 87/376 sell Enchant Cubes that instantly enhance Illusion and Auto Armor which is Drefined to +4 and higher to +7.
Item | Description | Price |
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A cube designed for enhancing Illusion armor. Enhances Illusion armor with refine rate +4 or higher to +7. _ [Available Item] Illusion Armor Type A Illusion Armor Type B Illusion Engine Type A Illusion Engine Type B Illusion Shoes Type A Illusion Shoes Type B |
10.000.000 zeny |
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A cube designed fof enhancing Auto armor. Enhances Auto armor with refine rate +4 or higher to +7. _ [Available Item] Auto Armor Type A Auto Armor Type B Auto Engine Type A Auto Engine Type B Auto Leg Type A Auto Leg Type B |
30.000.000 zeny |
Junior Steward Beta /navi ba_in01 87/386 sells pets and pet accessories.
Item | Description | Price |
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Communicative antennas for Child Admin Alpha. The dual antennas provide improved performance, and the headdress adds a bit of cuteness. Class: Pet Accessory Equip: Child Admin Alpha |
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A communicative antenna for Child Admin Beta. The headdress adds a bit of cuteness. Class: Pet Accessory Equip: Child Admin Beta |
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Cloud cotton that Junior Steward Beta enjoys. |
172 zeny |
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An egg in which Cute Pet Child Admin Beta is sleeping. Can be hatched with [Pet Incubator]. If Intimacy is Neutral, Physical/Magic damage +3% on monsters of Farm Lost Valley field and Sewage Treatment Plant field. If Intimacy is Cordial, Physical/Magic damage +6% on monsters of Farm Lost Valley field and Sewage Treatment Plant field. If Intimacy is Loyal, Physical/Magic damage +10% on monsters of Farm Lost Valley field and Sewage Treatment Plant field. |
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Liza /navi ba_in01 87/370 - Auto modification Armor, Boots, Accessory.
Weapons | Description | Dropped from monsters |
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Indestructible. Wind Cutter damage +10%, CRIT +4. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Wind Cutter damage +10%. When refined to +7 or higher, Post-skill delay -10%. When refined to +11 or higher, Additional Wind Cutter damage +15%. Class: Two-handed Sword ATK: 280 Weight: 300 Weapon Level: 4 Required Level: 150 Job: Rune Knight Classes |
Heart Hunter Heart Hunter |
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It has been horribly distorted by the magic-jamming device that Illusion has installed. Rolling Cutter damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Cross Ripper Slasher damage +10%. When refined to +7 or higher, Increased ASPD (ASPD +10%). When refined to +11 or higher, Additional Rolling Cutter and Cross Ripper Slasher damage +15%. _ Class: Katar ATK: 220 Weight: 180 Weapon Level: 4 Required Level: 150 Job: Guillotine Cross Classes |
Greater Broken Gardener Beta Sewage Waterfall |
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Hundred Spears damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Hundred Spears damage +15%. When refined to +7 or higher, Hundred Spears cooldown -1.5 sec. When refined to +11 or higher, Additional Hundred Spears damage +20%. _ Class: Two-handed Spear ATK: 250 Weight: 330 Weapon Level: 4 Required Level: 150 Job: Rune Knight Classes |
Greater Papila Cae Red Pitaya |
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MATK +320. Neutral and Water Magic damage +15% MATK +6 and Variable Cast Time -3% for every 3 refine levels When refined to +7 or higher, Comet and Jack Frost damage +10%. When refined to +7 or higher, Comet cooldown -10 sec., Jack Frost cooldown -1.5 sec. When refined to +11 or higher, Additional Comet and Jack Frost damage +20%. _ Class: Two-handed Staff ATK: 180 Weight: 200 Weapon Level: 4 Required Level: 150 Job: Warlock Classes |
Broken Warehouse Manager Unleashed Magic |
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Swirling Petal damage +15%. ATK +6 and Variable Cast Time -2% for every 3 refine levels When refined to +7 or higher, Cross Slash damage +15%. When refined to +7 or higher, Swirling Petal cooldown -2 sec., Cross Slash cooldown -1 sec. When refined to +11 or higher, Additional Swirling Petal and Cross Slash damage +20%. _ Class: Huuma Shuriken ATK: 320 Property: Wind Weight: 180 Weapon Level: 4 Required Level: 150 Job: Ninja Classes |
Greater Papila Ruba Broken Cleaner |
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Arrow Storm damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Arrow Storm damage +10%. When refined to +7 or higher, Arrow Storm cooldown -1 sec. When refined to +11 or higher, Additional Arrow Storm damage +15%. _ Class: Bow ATK: 220 Weight: 140 Weapon Level: 4 Required Level: 150 Job: Ranger Classes |
Broken Cleaner Robot Omega Boiling Marc |
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Triangle Shot damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Triangle Shot damage +15%. When refined to +7 or higher, Post-skill delay -10%. When refined to +11 or higher, Additional Triangle Shot damage +20%. _ Class: Bow ATK: 220 Weight: 120 Weapon Level: 4 Required Level: 150 Job: Shadow Chaser Classes |
Broken Cleaner Robot Omega Boiling Phen |
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Severe Rainstorm damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Severe Rainstorm damage +15%. When refined to +7 or higher, Severe Rainstorm cooldown -2.5 sec. When refined to +11 or higher, Additional Severe Rainstorm damage +20%, Class: Bow ATK: 190 Weight: 100 Weapon Level: 4 Required Level: 150 Job: Maestro/Wanderer Classes |
Greater Aries Broken Beta |
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God's Hammer damage +10%. ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels. When refined to +7 or higher, Additional God's Hammer damage +15%. When refined to +7 or higher, God's Hammer cooldown -3 sec. When refined to +11 or higher, Additional God's Hammer cooldown -4 sec., God's Hammer damage +25% for 10 sec. upon casting Crimson Marker. _ Class: Rifle ATK: 260 Weight: 130 Weapon Level: 4 Required Level: 150 Job: Gunslinger Classes |
Blue Pitaya Elite Bellare |
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Splash damage. Slug Shot damage +10%. ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels. When refined to +7 or higher, Additional Slug Shot damage +15%, Shattering Storm damage +10%. When refined to +7 or higher, Slug Shot cooldown -2 sec., Shattering Storm cooldown -1 sec. When refined to +11 or higher, Additional Slug Shot damage +25%, Shattering Storm damage +25% for 10 sec. upon casting Slug Shot. _ Class: Shotgun ATK: 310 Weight: 160 Weapon Level: 4 Required Level: 150 Job: Gunslinger Classes |
Magic-poisoned Plaga Elite Bellare |
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Fire Rain damage +10%. ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels. When refined to +7 or higher, Additional Fire Rain damage +15%, Round Trip damage +10%. When refined to +7 or higher, Fire Rain cooldown -2 sec. When refined to +11 or higher, Additional Fire Rain damage +25%, additional Round Trip damage +15% for 10 sec. upon casting Fire Rain. _ Class: Gatling Gun ATK: 230 Weight: 200 Weapon Level: 4 Required Level: 150 Job: Gunslinger Classes |
Green Pitaya Yellow Pitaya |
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Howling Mine damage +10%. ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels. When refined to +7 or higher, Additional Howling Mine damage +10%, Dragon Tail damage +10%. When refined to +7 or higher, Howling Mine cooldown -1 sec., Dragon Tail cooldown -1 sec. When refined to +11 or higher, Additional Howling Mine damage +25%, additional Dragon Tail damage +25% for 10 sec. upon casting Crimson Marker. _ Class: Grenade Launcher ATK: 330 Weight: 240 Weapon Level: 4 Required Level: 150 Job: Gunslinger Classes |
Red Pitaya Boiling Piranha |
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Melee Physical damage +3% for every 2 refine levels. CRIT +2 for every 3 refine levels. When refined to +7 or higher, Increased ASPD (ASPD +20%). When refined to +7 or higher, Physical damage +25% on Small and Large enemies. When refined to +11 or higher, Enables to use Bowling Bash which has the same skill level as Sword Mastery. _ Class: Sword ATK: 250 Weight: 300 Weapon Level: 4 Required Level: 150 Job: Novice Classes |
Heart Hunter Heart Hunter |
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Cart Tornado damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Cart Tornado damage +15%. When refined to +7 or higher, Increased ASPD (ASPD +10%). When refined to +11 or higher, Additional Cart Tornado damage +25%. _ Class: Sword ATK: 210 Weight: 180 Weapon Level: 4 Required Level: 150 Job: Geneticist Classes |
Verporte Broken Cleaner |
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MATK +170. Flaming Petals and Freezing Spear damage +10%. MATK +6 for every 3 refine levels. When refined to +7 or higher, Additional Flaming Petals and Freezing Spear damage +10%. When refined to +7 or higher, Variable Cast Time -10%. When refined to +11 or higher, Additional Flaming Petals and Freezing Spear damage +10%. _ Class: Dagger ATK: 160 Weight: 80 Weapon Level: 4 Required Level: 150 Job: Ninja Classes |
Yellow Pitaya Sewage Cramp |
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Fatal Menace damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Fatal Menace damage +10%. When refined to +7 or higher, Post-skill delay -10%. When refined to +11 or higher, Additional Fatal Menace damage +15%. _ Class: Dagger ATK: 180 Weight: 90 Weapon Level: 4 Required Level: 150 Job: Shadow Chaser Classes |
Purple Pitaya Green Pitaya |
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Power Swing damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Power Swing damage +15%. When refined to +7 or higher, Axe Tornado cooldown -1 sec. When refined to +11 or higher, Axe Boomerang damage +25%. _ Class: One-handed Axe ATK: 250 Weight: 300 Weapon Level: 4 Required Level: 150 Job: Mechanic Classes |
Broken Beta Guard Bath Manager Purple Pitaya |
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MATK +200. Genesis Ray damage +10%. MATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Genesis Ray damage +10%. When refined to +7 or higher, Variable Cast Time -10%. When refined to +11 or higher, Additional Genesis Ray damage +15%. _ Class: One-handed Spear ATK: 190 Weight: 200 Weapon Level: 4 Required Level: 150 Job: Royal Guard Classes |
Greater Papila Blue Pitaya |
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Indestructible. New Moon Kick damage +10%. ATK +12 for every 3 refine levels. When refined to +7 or higher, Additional New Moon Kick damage +15%. When refined to +7 or higher, Increased ASPD (ASPD +10%). When refined to +11 or higher, Full Moon Kick damage +25%. _ Class: Book ATK: 210 Weight: 50 Weapon Level: 4 Required Level: 150 Job: Star Emperor |
Greater Research Assistant Bot Roaming Spellbook |
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MATK +220. Physical/Magic attacks create a chance of restoring 300 SP every second for 5 seconds, incoming damage -15% from Normal monsters. MATK +6 and Variable Cast Time -3% for every 3 refine levels. When refined to +7 or higher, Fire/Lightning Bolt damage +25%. When refined to +7 or higher, Increased ASPD (ASPD +10%). When refined to +11 or higher, Additional Fire/Lightning Bolt damage +30%. _ Class: Book ATK: 160 Weight: 70 Weapon Level: 4 Required Level: 150 Job: Sorcerer Classes |
Greater Research Assistant Bot Bookworm |
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MATK +200. Espa damage +10%. MATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Espa damage +15%. When refined to +7 or higher, Variable Cast Time -10%. When refined to +11 or higher, Eswoo damage +25%. _ Class: One-handed Staff ATK: 130 Weight: 80 Weapon Level: 4 Required Level: 150 Job: Soul Reaper |
Greater Dried Rafflesia Sewage Venenum |
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MATK +330. When dealing magic damage, create a chance of restoring 300 SP every second for 5 seconds, incoming damage -15% from Normal monsters. MATK +6 and Variable Cast Time -3% for every 3 refine levels. When refined to +7 or higher, Silvervine Stem Spear and Catnip Meteor damage +15%. When refined to +7 or higher, Catnip Meteor cooldown -1.5 sec. When refined to +11 or higher, Additional Silvervine Stem Spear and Catnip Meteor damage +20%. _ Class: One-handed Staff ATK: 280 Weight: 150 Weapon Level: 4 Required Level: 150 Job: Summoner (Doram) |
Greater Special Alnoldi Magic-poisoned Dolor Card |
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Lightning Ride damage +15% ATK +12 for every 3 refine levels. When refined to +7 or higher, Lion's Howl damage +15%. When refined to +7 or higher, Lion's Howl cooldown -2 sec. When refined to +11 or higher, Additional Lightning Ride and Lion's Howl damage +10%. _ Class: Knuckle ATK: 200 Weight: 80 Weapon Level: 4 Required Level: 150 Job: Sura Classes |
Broken Warehouse Manager Broken Beta |
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MATK +210. Metallic Sound and Reverberation damage +10%. MATK +8 for every 3 refine levels. When refined to +7 or higher, Variable Cast Time -10%. When refined to +7 or higher, Additional Metallic Sound and Reverberation damage +15%. When refined to +11 or higher, Metallic Sound cooldown -2 sec., Reverberation SP consumption -20%. _ Class: Instrument ATK: 150 Weight: 70 Weapon Level: 4 Required Level: 150 Job: Maestro Classes |
Powerful Magic Bath Manager |
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MATK +210. Metallic Sound and Reverberation damage +10%. MATK +8 for every 3 refine levels. When refined to +7 or higher, Variable Cast Time -10%. When refined to +7 or higher, Additional Metallic Sound and Reverberation damage +15%. When refined to +11 or higher, Metallic Sound cooldown -2 sec., Reverberation SP consumption -20%. _ Class: Whip ATK: 150 Weight: 70 Weapon Level: 4 Required Level: 150 Job: Wanderer Classes |
Sharp Magic Cleaning Robot Omega |
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Indestructible. MATK +210. Duple Light damage +15%. MATK +12 for every 3 refine levels. When refined to +7 or higher, Additional Duple Light damage +20%. When refined to +7 or higher, Increased ASPD (ASPD +10%). When refined to +11 or higher, Additional Duple Light damage +35%, Duple Light's Fixed Cast Time -50%. _ Class: Mace ATK: 180 Weight: 150 Weapon Level: 4 Required Level: 150 Job: Arch Bishop Classes |
Magic-poisoned Sanare Boiling Swordfish |
Card | Description | Dropped from monsters |
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VIT +3. MaxHP +10%, Vanishing Point and Cannon Spear damage +10%. If equipped with Verporta Card and Greater Research Assistant Bot Card, Vanishing Point and Cannon Spear damage +20%, additional Vanishing Point damage +5% for every 2 shoes refine levels, additional Cannon Spear damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Broken Beta Guard |
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DEX +2, VIT +1. MaxHP +10%, Axe Boomerang and Vulcan Arm damage +10%. If equipped with Kick and Kick Card and Greater Papila Card, Axe Boomerang and Vulcan Arm damage +20%, additional Vulcan Arm damage +5% for every 2 shoes refine levels, additional Axe Boomerang damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Broken Cleaner Robot Omega |
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Fire Dance damage +60%. Fire Dance SP consumption +25%. Class: Card Location: Weapon |
Sweety |
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Magic damage +30% on Shapeless and Fish enemies. Magic damage +30% on Holy and Water enemies. Class: Card Location: Armor |
Red Pepper |
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Magic damage +50% on Shapeless and Fish enemies. Magic damage +50% on Holy and Water enemies. Class: Card Location: Armor |
Great Red Pepper |
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INT +2. MaxHP +10%, MaxSP +10%. Fire Ball damage +25%. Class: Card Location: Shoes |
Research Assistant Bot |
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If compounded on One-handed or Two-handed Spear, Long-ranged Physical damage +10%. Additional Long-ranged Physical damage +2% for every 2 weapon refine levels. Class: Card Location: Weapon |
Greater Research Assistant Bot |
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AGI +2 MaxHP +10%, MaxSP +10%. Freezing Spear and Throw Kunai damage +15%. Class: Card Location: Shoes |
Dried Rafflesia |
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Holy Resistance +30% FLEE +5 Class: Card Location: Garment |
Greater Dried Rafflesia |
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STR +2. MaxHP +10%, MaxSP +10%. ATK +7 per Kihop level. Class: Card Location: Shoes |
Special Alnoldi |
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When equipping a Two-handed Sword, Melee Physical damage +10%. Additional Melee Physical damage +1% for every refine level. When refined to +11 or higher, Indestructible. Class: Card Location: Weapon |
Greater Special Alnoldi |
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LUK +2. MaxHP +10%, MaxSP +10%. Silvervine Stem Spear and Scar of Tarou damage +10%. Class: Card Location: Shoes |
Broken Gardener Beta |
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When equipping a Book, HIT +20, ATK +5%, additional Melee Physical damage +1% for every weapon refine level, +10 Effect: Full Moon Kick and Falling Stars damage +15%. Class: Card Location: Weapon |
Greater Broken Gardener Beta |
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STR +2. MaxHP +10%, MaxSP +10%. Magnum Break damage +25%. Class: Card Location: Shoes |
Verporta |
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Earth Magic damage +10%. SP consumption +5%. When refined to +7 or higher, Additional Earth Magic damage +10% Class: Card Location: Shoes |
Verporte |
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DEX +2. MaxHP +10%, MaxSP +10%. Desperado, Full Blast, Spread Shot damage +10%. Class: Card Location: Shoes |
Papila |
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INT +2. MaxHP +10%, MaxSP +10%. Holy Light damage +50%. Class: Card Location: Shoes |
Greater Papila |
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INT +2. MaxHP +10%, MaxSP +10%. Holy Light damage +50%. Class: Card Location: Shoes |
Papila Ruba |
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If compounded on Two-handed Sword, Critical damage +20%. Additional Critical damage +2% for every 2 weapon refine levels. Class: Card Location: Weapon |
Greater Papila Ruba |
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DEX +2. MaxHP +10%, MaxSP +10%. Arrow Shower damage +25%. Class: Card Location: Shoes |
Papila Cae |
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When equipping a Instrument or Whip, MATK +20. +10 Effect: MATK +20, Variable Cast Time -10%. +13 Effect: MATK +20. Class: Card Location: Weapon |
Greater Papila Cae |
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AGI +2 MaxHP +10%, MaxSP +10%. Envenom damage +25%. Class: Card Location: Shoes |
Aries |
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MATK +5. Wind Blade, Freezing Spear, Flaming Petals damage +10%. When refined to +7 or higher, Variable Cast Time -5%. Class: Card Location: Garment |
Greater Aries |
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Damage -20% from Normal enemies. Incoming Healing Recovery +15%. Class: Card Location: Shield |
Silva Papilia |
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Damage -25% from Boss enemies Incoming Healing Recovery +30%. Class: Card Location: Shield |
Gran Papilia |
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STR +3. MaxHP +10%, Dragon Breath and Dragon Water Breath damage +10%. If equipped with Verporta Card and Greater Papila Ruba Card, Dragon Breath and Dragon Water Breath damage +20%, additional Dragon Breath damage +5% for every 2 shoes refine levels, additional Dragon Water Breath damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Broken Cleaner Broken Cleaner |
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INT +3. MaxHP +10%, Cart Cannon and Spore Explosion damage +10%. If equipped with Powerful Archer Skeleton Card and Greater Papila Card, Cart Cannon and Spore Explosion damage +20%, additional Cart Cannon damage +5% for every 2 shoes refine levels, additional Spore Explosion damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Bath Manager Bath Manager |
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MATK +15. When refined to +7 or higher, Magic damage +10% on Fish and Demi-Human enemies. When refined to +11 or higher, Post-skill delay -3%. Class: Card Location: Shoes |
Azure Princess |
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INT +2, VIT +1. MaxHP +10%, Psychic Wave and Diamond Dust damage +10%. If equipped with Blue Pitaya Card and Research Assistant Bot Card, Psychic Wave and Diamond Dust damage +20%, additional Psychic Wave damage +5% for every 2 shoes refine levels, additional Diamond Dust damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Bookworm |
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INT +3. MaxHP +5%, MaxSP +5%, Crimson Rock and Comet damage +10%. If equipped with Red Pitaya Card and Research Assistant Bot Card, Crimson Rock and Comet damage +20%, additional Comet damage +5% for every 2 shoes refine levels, additional Crimson Rock damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Roaming Spellbook |
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When equipping a One-handed or Two-handed Staff, Fire Magic damage +10%. When refined to +10, Additional Fire Magic damage +10%. When refined to +14, Additional Fire Magic damage +10%. Class: Card Location: Weapon |
Red Pitaya Red Pitaya |
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Apple's and Banana's recovery rate +300%. Class: Card Location: Accessory |
Meow Meow |
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AGI +2, DEX +1. MaxHP +10%, Fatal Menace and Triangle Shot damage +10%. If equipped with Scimitar Buffalo Bandit Card and Aries Card, Fatal Menace and Triangle Shot damage +20%, additional Fatal Menace damage +5% for every 2 shoes refine levels, additional Triangle Shot damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Sewage Venenum |
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DEX +2, STR +1. MaxHP +10%, Rolling Cutter and Counter Slash damage +10%. If equipped with Mutant Dolor Card and Aries Card, Rolling Cutter and Counter Slash damage +20%, additional Rolling Cutter and Counter Slash damage +5% for every 3 shoes refine levels. Class: Card Location: Accessory |
Sewage Cramp |
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AGI +2, INT +1. MaxHP +10%, Kunai Explosion and Cross Slash damage +10%. If equipped with Armed Guard Soheon Card and Dried Rafflesia Card, Kunai Explosion and Cross Slash damage +20%, additional Kunai Explosion and Cross Slash damage +5% for every 3 shoes refine levels. Class: Card Location: Accessory |
Sewage Waterfall |
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AGI +2, INT +1. MaxHP +10%, Flaming Petals, Freezing Spear, Wind Blade damage +10%. If equipped with E-EA1L Card and Dried Rafflesia Card, Flaming Petals, Freezing Spear, Wind Blade damage +20%, additional Flaming Petals, Freezing Spear, Wind Blade damage +5% for every 3 shoes refine levels. Class: Card Location: Accessory |
Elite Bellare |
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INT +2, VIT +1. MaxHP +10%, Eswoo and Curse Explosion damage +10%. If equipped with Magic-poisoned Plaga Card and Special Alnoldi Card, Eswoo and Curse Explosion damage +20%, additional Curse Explosion damage +5% for every 2 shoes refine levels, additional Eswoo damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Magic-poisoned Dolor Card |
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INT +2, VIT +1. MaxHP +10%, Reverberation and Severe Rainstorm damage +10%. If equipped with Greater Papila Cae Card and Papila Cae Card, Reverberation and Severe Rainstorm damage +20%, additional Reverberation damage +5% for every 2 shoes refine levels, additional Severe Rainstorm damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Unleashed Magic |
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When equipping a One-handed or Two-handed Staff, Neutral Magic damage +10%. When refined to +10, Additional Neutral Magic damage +10%. When refined to +14, Additional Neutral Magic damage +10%. Class: Card Location: Weapon |
Magic-poisoned Plaga |
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INT + 2, DEX +1. MaxHP +10%, Adoramus and Judex damage +10%. If equipped with Sanare Card and Papila Ruba Card, Adoramus and Judex damage +20%, additional Adoramus damage +5% for every 2 shoes refine levels, additional Judex damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Magic-poisoned Sanare |
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STR +2, INT +1. MaxHP +10%, Rampage Blast and Tiger Cannon damage +10%. If equipped with Mutant Plaga Card and Papila Ruba Card, Rampage Blast and Tiger Cannon damage +20%, additional Tiger Cannon damage +5% for every 2 Shoes refine levels, additional Rampage Blast damage +5% for every 2 Weapon refine levels. Class: Card Location: Accessory |
Powerful Magic |
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DEX +2, AGI +1. MaxHP +10%, Arrow Storm and Bomb Cluster damage +10%. If equipped with Powerful Archer Skeleton Card and Papila Cae Card, Arrow Storm and Bomb Cluster damage +20%, additional Bomb Cluster damage +5% for every 2 shoes refine levels, additional Arrow Storm damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Sharp Magic |
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STR +2, VIT +1. MaxHP +10%, Full Moon Kick and Falling Stars damage +10%. If equipped with Greater Broken Gardener Beta Card and Special Alnoldi Card, Full Moon Kick and Falling Stars damage +20%, additional Falling Stars damage +5% for every 2 shoes refine levels, additional Full Moon Kick damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Boiling Phen |
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DEX +2, AGI +1. MaxHP +10%, Round Trip and God's Hammer damage +10%. If equipped with Greater Bellare Card and Papila Card, Round Trip and God's Hammer damage +20%, additional God's Hammer damage +5% for every 2 shoes refine levels, additional Round Trip damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Boiling Swordfish |
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MATK +2%. If equipped with Piranha Card, MATK +10 and Magic damage +15% on Water enemies. Class: Card Location: Accessory |
Boiling Piranha |
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Holy and Water Magic damage +5%. Additional Holy and Water Magic damage +1% for every 2 refine levels. Class: Card Location: Shoes |
Boiling Marc |
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Neutral Resistance +15%. Holy Magic damage +3% for every refine level. If equipped with Boiling Marc Card, additional Neutral Resistance +5%. Class: Card Location: Garment |
Yellow Pitaya Yellow Pitaya |
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Neutral Resistance +15%. Neutral Magic damage +3% for every refine level. If equipped with Boiling Marc Card, additional Neutral Resistance +5%. Class: Card Location: Garment |
Purple Pitaya Purple Pitaya |
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When equipping a One-handed or Two-handed Staff, Water Magic damage +10%. When refined to +10, Additional Water Magic damage +10%. When refined to +14, Additional Water Magic damage +10%. Class: Card Location: Weapon |
Blue Pitaya Blue Pitaya |
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LUK +2, INT +1. MaxHP +10%, Picky Peck and Catnip Meteor damage +10%. If equipped with Magic-poisoned Plaga Card and Broken Gardener Beta Card, Picky Peck and Catnip Meteor damage +20%, additional Catnip Meteor damage +5% for every 2 shoes refine levels, additional Picky Peck damage +5% for every 2 weapon refine levels. Class: Card Location: Accessory |
Green Pitaya Green Pitaya |