Difference between revisions of "Bioresearch Laboratory"

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x100 {{Item List2|id=25786|item=Biological Research Document}}
 
x100 {{Item List2|id=25786|item=Biological Research Document}}
  
x1000 {{Item List2|id=25787|item=Biological Experiment Fragment}}
+
x10000 {{Item List2|id=25787|item=Biological Experiment Fragment}}
  
 
An extra copy of the weapon you are re-enchanting
 
An extra copy of the weapon you are re-enchanting

Latest revision as of 22:39, 26 March 2020

Overview

Edda Bioresearch Laboratory (Biolab) recalls the events that occurred during the Rekenber experiments with Wolfchev. You'll be able to relive the last moments of the Rune Midgard Unofficial Expedition, namely Seyren Windsor, Kathryne Keyron, Margaretha Sorin, Howard Alt-Eisen, Cecil Damon and Eremes Guile. The story explains how these heroes lost their humanity and gained so much power, after their hearts have been been implanted with a Battle Core.

For now however, you'll meet with Sierra Morris and Nina. They are at the entrance of the burried laboratory, in Yuno. Thanks to the Virtual Records that were discovered, you are able to interpret the memories of those who perished in Biolab. However, interpreting the records is dangerous and your actions may make you seem suspicious to those in the memories. If that happens, Sierra will show up and guide you through the instance.


Walkthrough - Exploration Mode

Requirements
Base Level: 170
Starting Point: yuno 216/345
Rewards
Experience: None
Items: 6x Biological Experiment Fragments
  1. Speak with Sierra in Yuno at yuno 216/345. You can use the Warper > Instances > Bioresearch Laboratory. She'll explain to you what they're doing here and want you to join them. Accept their request.
    Bio 01.png
  2. Speak with her again and choose Synchronize Virtual Record > Exploration Mode to create the instance. Talk to her again and select Start Analysis.
    This is for the story version of the instance, for the Battle Mode, select the appropriate option..
  3. Once inside, speak with Sierra and you will be warped to the presidential reception room.
    Bio 02.png
  4. Talk to all the Rune-Midgard Expedition members (there is no order):
    • Seyren Windsor
    • Kathryne Keyron
    • Margaretha Sorin
    • Howard Alt-Eisen
    • Cecil Damon
    • Eremes Guile
  5. A cutscene will trigger once you've spoken with all members.
  6. Speak with Sierra to be warped back to the situation room.
  7. Talk to Sierra again, then the Synchronization Device will appear.
    Bio 03.png
  8. The Synchronization Device wants you to follow the story of one of the six adventurers. All the options are fairly similar in terms of combat, and they're all relatively easy.
    • If you went with a party, it is possible for members to follow a different story. However it is easier to stick with the same one.
    • It is not required for other party members to follow this part of the story. Only one person has to do this part.
    • All of the stories lead to the same point, so it doesn't matter which one you take.

Swordsman Laboratory - Seyren Windsor

  1. Click on the body of Seyren Windsor and defeat the Rekenber Guards.
  2. Seyren suddenly feels better. Talk to him to proceed.
  3. Exit the room and follow the corridor to the top left, until you meet Seyren again. There is nothing of interest elsewhere.
  4. Click on the Pecopeco once, this is important.
  5. Talk to Seyren again. He gets overwhelmed by the guards.
  6. Sierra will show up since Seyren is no longer conscious and you will be warped back to the situation room. Follow the guide at next step.

Acolyte Laboratory - Margaretha Sorin

  1. Speak with Seyren right after you get warped and defeat the Rekenber Guards.
  2. Go to the next room at the bottom right.
  3. Click on the Expiriment Report on the right side of Seyren. Defeat the guards that will appear.
  4. He gets overwhelmed by the guards.
  5. Sierra will show up since Seyren is no longer conscious and you will be warped back to the situation room. Follow the guide at next step.

Thief Laboratory - Eremes Guile

  1. Speak with Eremes behind you after you get warped and defeat the Rekenber Guards.
  2. Follow the corridor to the right, and then all the way to the bottom left.
  3. Talk to Eremes and defeat the guards.
  4. He gets overwhelmed by the guards.
  5. Sierra will show up since Eremes is no longer conscious and you will be warped back to the situation room. Follow the guide at next step.

Magician Laboratory - Kathryne Keyron

  1. Speak with Keyron behind you. She cannot speak because she's silenced.
  2. Exit the room to the left and then move all the way down.
  3. Speak with Keyren and defeat the guards.
  4. Eremes shows up just in time! Speak to him and more guards will show up.
  5. They get overwhelmed by the guards.
  6. Sierra will show up since they are no longer conscious and you will be warped back to the situation room. Follow the guide at next step.

Merchant Laboratory - Howard Alt-Eisen

  1. Speak with Howard and defeat the Rekenber Guards.
  2. Click on the Device north of the same room. Defeat the guards.
  3. Howard gets overwhelmed by the guards.
  4. Sierra will show up since Howard is no longer conscious and you will be warped back to the situation room. Follow the guide at next step.

Archer Laboratory - Cecil Damon

  1. Speak with Cecil and defeat the Rekenber Guards.
  2. Click on the Experiment Report at the top of the room.
  3. Go in the corridor and speak with Cecil again to start the surprise attack. Defeat the guards.
  4. She gets overwhelmed by the guards.
  5. Sierra will show up since Cecil is no longer conscious and you will be warped back to the situation room. Follow the guide at next step.

Continuation of the Expedition Mode

  1. Talk to the Synchronization Device.
  2. Talk to Sierra. All other party members will have to speak with Sierra to proceed. You will be warped in a room with Seyren.
  3. Speak to Seyren, he just woke up after being captured by the guards. He doesn't seem to remember much of what happened.
  4. Exit the room, follow the corridor below and enter the room. You find Eremes...
    Bio 04.png
  5. Speak with Eremes Guile. Something doesn't feel right and Eremes attacks you. Hit him until he comes out of it.
  6. Talk to Eremes again. He remembers Keyron was in danger and needs your help!
  7. A portal will appear at the bottom right, outside of the room (it can be hard to see).
    Bio 05.png
  8. Go to the bottom room and clear the guards.
  9. Speak with Seyren again. Keyron is in the glass tube and doesn't make it...
    Bio 06.png
  10. Speak with Eremes. He wants you to ahead without him, he doesn't make it either.
  11. Another portal will appear, at the top right of the corridor, go inside.
  12. Seyren meets with Howard Alt-Eisen. Speak with Howard.
  13. Follow the corridor until the last room.
  14. Speak with Seyren.
    Bio 07.png
  15. You'll have to fight one of Wolfchev's experiment, Ygnizem (the Nameless Swordsman). It is a very weak version of the real MVP, you shouldn't have any trouble with this one.
  16. Talk to Howard and then move to the stairs, at the top right.
  17. Speak with Seyren at the bottom of the stairs. Sorin doesn't seem to recognize you.
  18. Follow her through the portal that just appeared.
  19. Speak with Seyren in the next area.
    Bio 08.png
  20. Continue to the next room and speak with Seyren once more.
  21. You'll have to fight Ygnizem again.
  22. After her defeat, speak with Seyren again.
  23. Since nobody is conscious anymore, talk to Sierra and leave the area. You will be rewarded with 6x Biological Experiment Fragments .


Walkthrough - Combat Mode

Requirements
Base Level: 170
Starting Point: yuno 216/345
Rewards
Experience: None
Items: 15x Biological Experiment Fragments
9x Biological Research Documents
1 random Biolab Weapon

Combat Mode is very similar to Expedition Mode but without the story. In addition to this new mode, it has an extra fight with a MVP that has a chance to give you Vicious Mind Aura , besides other stuff, and spawns a box that rewards 1 random weapon to each party member. Sierra will also reward you with some items to enchant your weapons if the MVP is successfully killed and you talk to her.


CAREFUL!!
The following is very important and can ruin your run, please read carefully.

  • After each fight in the instance, all alive party members are warped to the next area. Dead party members are NOT warped.
  • Therefore it is very important to make sure everyone is alive before killing the last enemies in the rooms. Some rooms will teleport you even if there is still 1 monster left.
  • If you have a dead member in the previous room, there are only two options available:
    • The dead player will need to use a Token of Siegfried (after which they can speak with Sierra to join your party).
    • A new player will have to join the party and resurrect the dead member(s).
  • It is recommended to have a tank with your party, and make sure your tank knows they have to be the first one to move after being warped to the next room.

Walkthrough

  1. Speak with Sierra in Yuno at yuno 216/345. You can use the Warper > Instances > Bioresearch Laboratory.
    Bio 01.png
  2. Speak with her again and choose Sycnrhonize Virtual Record > Combat Mode to create the instance. Talk to her again and select Start Analysis.
  3. As soon as you enter, wait for all party members before speaking with Sierra. Only the party leader will be able to speak with her.
  4. Once everybody is inside, talking with Sierra will teleport all members to the presidential room.
    Be ready before proceeding, make sure you are fully buffed. Don't stand in the same cell as some enemy skills are AoE that can one shot many people at the same time. Make your tank move first as well to avoid your support classes dying.
  5. First Zone:
    • After killing the enemies, you will be warped to the next area.
    • Be careful of the gas devices that will put your party members to sleep.
    • Having 100 AGI or Nightmare Cards won't prevent the sleep status, but classes, like Arch Bishops, can remove it from other party members if they aren't affected.
  6. Second Zone:
    • As soon as the party enters in this new zone, monsters will spawn at the north-east.
    • After all are dead, walk towards North where more monsters await you.
    • After those are killed, walk left until you find the last section with monsters.
  7. Third Zone:
    • The entire party will spawn in a section with monsters. Kill them and then move to top right.
    • Keep walking to the left while killing everything you see in your way.
  8. Fourth Zone:
    • Like in the previous zone, kill all monsters around to advance to the next section.
    • If you get blind, look for a device nearby called Vision Device that will remove it for you. Alternatively, you can use @refresh to remove the blindness.
    • In the next section walk South and kill all the monsters. Do the same at the North and walk East for the final section with monsters.
  9. Fifth Zone:
    • Kill all the monsters in the room which will trigger the barricade flames to disappear.
    • WARNING - DO NOT WALK/RUSH/RUN ALONE IN THIS ZONE, ALWAYS STAY TOGETHER WITH THE REST OF YOUR PARTY.
    • It's very easy to transform a success into a fail in this zone for not following this advice.
    • There are 4 areas to be very careful, 2 on each side.
    • Each section encloses the members inside with monsters. If you don't want to transform a run into a fail, walk together with the members of you party to guarantee enough members inside that can kill those monsters or the instance may end right there.
    • After all the sections are cleared, the entire party will be called to a new zone.
  10. Sixth Zone:
    • Kill all the monsters that spawn with you to advance to the next section.
    • Have a few members move to the bottom right after spawning to avoid being killed by the Nameless Swordsmans.
    • In the next section, walk North and kill all the monsters that appear to advance to the final zone.
  11. Seventh Zone:
    • Be careful with this zone, there are many enemies near where you spawn. If you are struggling, the bottom right should have the least amount of enemies.
    • Kill everything that spawned.
    • After that Sierra will appear.
    • Check if everybody is alive and talk to Sierra to be teleported to the morgue where the MVP awaits you (Nameless Swordsman).
  12. MVP Room:
    • As soon as you enter, talk to Sierra at your right to proceed with the instance. Then walk North until you enter a large room and wait for the remaining members of your party.
    • WARNING - If you don't wait for everybody before the MVP spawns, those members can't loot the rewards of the instance nor help you with it.
    • As soon as everybody is there, talk to the Sierra to start the fight. The area will be locked and nobody can join the room anymore.
  13. After killing the MVP, loot your random weapon from the treasure box and talk to Sierra. You will be rewarded with 15 Biological Experiment Fragments and 9 Biological Research Documents to enchant your weapon(s).

Walkthrough - Gauntlet Mode

Gauntlet features double the amount of regular mobs, but no MVP. These mobs have party drops for both enchantment catalysts: Biological Experiment Fragment and Biological Research Document .

The following drops are considered party drops:

  • Monster(s) don't show them when you use @mi.
  • When you use @wd for them, you will get that no monster drops them.
  • Items are rolled individually per party member.
  • Equipment will drop pre-identified.
  • Any type of Bubble gum will not affect the drop rate of these items.


Biological Experiment Fragment : 5% chance from Nameless Merchant, Nameless Swordsman and Rekenber Guard.

Biological Research Document : 4% chance from Nameless Acolyte, Rekenber Senior Guard and Regenschirm Scientist.

Enemies

Image Name Level HP Size / Race / Element
20543.png Regenschirm Scientist 172 1,469,107 Medium / Demi-Human / Neutral 2
20542.png Rekenber Guard 176 1,475,486 Medium / Demi-Human / Neutral 2
20541.png Rekenber Senior Guard 174 1,475,486 Medium / Demi-Human / Neutral 2
20537.png Nameless Swordsman 176 1,519,762 Medium / Demi-Human / Fire 2
20538.png Nameless Acolyte 176 1,500,486 Medium / Demi-Human / Holy 2
20539.png Nameless Merchant 175 1,507,840 Medium / Demi-Human / Fire 3
20536.png Nameless Swordsman
Mvp.gif
180 75,000,000 Medium / Demi-Human / Fire 2


Equipment

Vicious Mind Aura

Vicious Mind Aura drops from the MVP, Nameless Swordsman, at a 0.5% chance.

Image Name Description
Vicious Mind Aura

[+ Fallen Warrior Manteau [1] ]
Atk + 5 per 30 base Str.
Increases attack speed (reduces delay after attack by 3%) per 30 base Agi.
Reduces delay after skill by 4% per 30 base Vit.
Matk + 5 and reduces variable casting time by 8% per 30 base Int.
Increases long ranged physical damage by 1% per 30 base Dex.
Increases critical damage by 3% per 30 base Luk.


Class: Headgear

Defense: 5

Location: Lower

Weight: 10

Required Level: 170

Usable Jobs: All


Weapons

Weapons are randomly obtained through the ??? Box at the end of 'Battle Mode' and also through the Biolab Inorganic Crate (MVP Drop).

Image Name Description
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]

This item is not enchantable

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

Fartridge [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

Dedicated 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 : Minstrel


Enchanting

Enchant Costs

All weapons can be enchanted by Lavian, outside the entrance. Enchantments cost Biological Research Document and Biological Experiment Fragment .

When enchanting a weapon you will be given 3 different options:
General Enchant - Cheapest option, high chance to fail, and has a chance to break the weapon.
Advanced Enchant - More pricey option, low chance to fail, has no chance to break the weapon.
Determined Enchant - Expensive option, lets you choose the final enchant you want. Only works for the 3rd Slot.

Enchant Type Enchantment Cost Enchantment Slot Failure Chance Destroy Chance Enchantments
General Enchant x50 Biological Research Document

x50 Biological Experiment Fragment

4th slot 35% chance to fail 5% chance to destroy the weapon
(The roll to break only happens if the enchant fails)
3rd slot 70% chance to fail 20% chance to destroy the weapon
(The roll to break only happens if the enchant fails)


30% chance to get a random Special Enchant


Advanced Enchant x500 Biological Research Document

x500 Biological Experiment Fragment

4th slot 10% chance to fail No chance to destroy the weapon
3rd slot 30% chance to fail No chance to destroy the weapon


70% chance to get a random Special Enchant


Determined Enchant x5000 Biological Research Document 3rd slot No chance to fail No chance to destroy the weapon


You can choose the Special Enchant that you want


Re-Rolling Enchants

You can re-roll both the 3rd and 4th slot enchants at the Weapon's Master NPC just outside of the instance entrance.

Re-Enchant Type Enchantment Slot Re-Enchant Cost Failure Chance Destroy Chance
General Re-Enchant 4th slot

x50 Biological Research Document

x50 Biological Experiment Fragment

An extra copy of the weapon you are re-enchanting

35% chance to fail 5% chance to destroy the weapon
(The roll to break only happens if the enchant fails)
Advanced Re-Enchant 4th slot

x500 Biological Research Document

x500 Biological Experiment Fragment

An extra copy of the weapon you are re-enchanting

10% chance to fail No chance to destroy the weapon
Fragment Re-Enchant 4th slot

x100 Biological Research Document

x10000 Biological Experiment Fragment

An extra copy of the weapon you are re-enchanting

5% chance to fail No chance to destroy the weapon
Determined General Re-Enchant 3rd slot

x3000 Biological Experiment Fragment

x7500 Biological Research Document

No chance to fail

You can choose the Special Enchant that you want

Determined Fragment Re-Enchant 3rd slot

x25000 Biological Experiment Fragment

x1000 Biological Research Document

20% chance to fail No chance to destroy the weapon

You can choose the Special Enchant that you want


Special Enchants

Image Name Description
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 Dedicated 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.

See Also