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Latest revision as of 20:58, 7 October 2020
Entering the Tomb of Honor
There are multiple ways to enter the Tomb of Honor.
- You must first enter the Lighthalzen Slums via talking to Guard lighthalzen267200. It's best to complete the Friendship Quest for easier access, but you can bypass him by spam-talking him when the city is not on 'high alert'.
- To enter the fifth-floor dungeon, you can go via a few different ways:
- A.) Speak to Ohno Tohiro lighthalzen321218 and choose:
- Return to the Tomb of Honor for 100,000z.
- That's too much zeny for 10 Research Charts.
- B.) Speak with Lunar lighthalzen320204 and choose:
- Where all the dead man roam for 150,000z (puts you close enough to speak to the NPC, but monsters may attack you).
- Only thoughts can be met for 2,000,000z. This option is recommended for safely speaking with the NPCs without monsters to attack you.
Materials for Nightmare Biolabs Headgears
Energy Fragment
List of weapons that can be exchanged for 1~3 Energy Fragment by speaking to Victimized Soul's Mind lhz_dun_n142265:
Weapon Type
|
Weapon
|
Obtained from
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One Handed Swords
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Chrome Metal Sword
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Pom Spider
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Ruber [1]
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Seyren Windsor
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Two-Handed Sword
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Krasnaya [3]
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Drake
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Two-Handed Chrome Metal Sword
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Queen Scaraba
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Spear
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Cannon Spear [1]
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Randel Lawrence, Biolab Gear Exchange
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Imperial Spear [1]
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Uni-horn Scaraba
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Giant Lance
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Biolab Gear Exchange
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Dagger
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Ancient Dagger
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Paladin Randall (MVP), Wandering Purple Dragon
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Aztoe Nail
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Gertie (MVP), Biolab Gear Exchange
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Black Wing [1]
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Gertie, Horn Scaraba
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Krieg [3]
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Eddga
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Scarletto Nail
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Gertie (MVP), Biolab Gear Exchange
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Weihna [2]
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Phreeoni
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Axe
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End Sektura [1]
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Flamel (MVP), Biolab Gear Exchange
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Vecer Axe [2]
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Howard Alt-Eisen
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Ygnus Stale [1]
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Flamel (MVP), Biolab Gear Exchange
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Mace
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Bloody Cross
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Biolab Gear Exchange
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Erde [2]
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Orc Lord
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Red Ether Bag [1]
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Flamel Emure, Rake Horn Scaraba
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Red Square Bag [2]
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Mistress
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Bow
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Big Crossbow [2]
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Cecil Damon, Biolab Gear Exchange
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Catapult [2]
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Gertie, Biolab Gear Exchange
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Creeper Bow [2]
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Celia Alde, Biolab Gear Exchange
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Falken Blitz [2]
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Cecil Damon
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Mystic Bow
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Queen Scaraba, Alphoccio (MVP), Trentini (MVP)
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Katar
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Agent Katar [1]
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Eremes Guile, Biolab Gear Exchange
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Krishna [2]
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Eremes Guile
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Chakram [2]
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Osiris, Champion Chen (MVP)
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Guillotine Katar [1]
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Biolab Gear Exchange
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Staff
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Croce Staff [1]
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Margaretha Sorin
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Dea Staff [1]
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Maya
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Kronos
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Dark Lord
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Recovery Light
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Margaretha Sorin, Biolab Gear Exchange
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La'cryma Stick [2]
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Kathryne Keyron
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Mental Stick [1]
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Celia Alde, Pom Spider
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Book
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Chilly Spell Book [2]
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Biolab Gear Exchange
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Geffenia Water Book [1]
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Alphoccio
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Instrument
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Green Whistle [1]
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Antler Scaraba, Alphoccio
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Stem Whip [1]
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Dolomedes, Trentini
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Knuckles
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Sura's Rampage [1]
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Chen Lio, Angra Mantis
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Note: Many of the items also come from High Weapon Box, but are not listed in the table above.
Note: https://docs.google.com/spreadsheets/d/1LZvTqDau90tsrDKxSAHWlMLZ2oIHdeRifk-wk0zrViw/edit has an alternative way to look at this information.
Costume Headgear
The monsters in Bio5 have a chance to drop their respective class' costume headgear. Other way is to purchase them from other players or cash shop boxes.
Soul of Classes
The monsters in Bio5 have a chance to drop their respective class' Souls item.
Silent Mind lhz_dun_en145265 will accept 3 of the same Souls item for 1 Death's Chest, which when opened will give 1 random Soul item.
Creating the Nightmare Biolabs Headgears
Note: Nightmare Headgears are account-bound so choose which characters to create them carefully.
Speak to Sorrowful Soul's Mind lhz_dun_n137265 to make the headgears. Using the safe method will removes the fail chance in creating the headgears (all materials will be lost on failure).
Class
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Headgear Class
|
Stats
|
Requirement(s)
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Safe
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Risk
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Rune Knight
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All Stats + 1, MDEF + 5 Increases ATK + 4 per upgrade level Increases MaxHP + 1% and MaxSP + 1% per 2 upgrade level Each 2 refines increases 20% damage with Ignition Break. Each 2 refines increases 15% damage with Hundred Spears. Each 5 refines adds ASPD + 1.
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Royal Guard
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All Stats + 1, MDEF + 5 Each refine adds ATK + 4. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 20% damage with Cannon Spear. Each 2 refines increases 5% damage with Overbrand. Each 5 refines adds ASPD + 1.
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Warlock
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All Stats + 1, MDEF + 5 SP Recovery + 20% Each refine adds MATK + 1%. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 5% damage with Soul Expansion. Reduces Cool Down Time of Crimson Rock by 1 second. Each refine reduces Cool Down Time of Crimson Rock by 0.1 second.
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Sorcerer
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All Stats + 1, MDEF+ 5 Each refine adds MATK + 1%, ATK + 4. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 15% damage with Poison Buster. Each 2 refines increases 20% damage with Varetyr Spear.
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Ranger
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All Stats + 1. Each refine increases Long range Physical attack strength by 1%. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 15% damage with Bomb Cluster. Each 2 refines increases 10% damage with Warg Strike. Each 3 refines adds Perfect Dodge + 1.
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Maestro
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All Stats + 1. Each refine increases Long range Physical attack strength by 1%. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 20% damage with Arrow Vulcan. Each 2 refines increases 5% damage with Severe Rainstorm.
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Wanderer
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All Stats + 1. Each refine increases Long range Physical attack strength by 1%. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 20% damage with Arrow Vulcan. Each 2 refines increases 5% damage with Severe Rainstorm.
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Mechanic
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All Stats + 1. Each refine adds ATK + 4. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 20% damage with Power Swing. Each 2 refines increases 20% damage with Axe Tornado. Each 5 refines adds ASPD + 1.
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All Stats + 1 Each refine adds ATK + 4. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 5% damage with Arm Cannon. Each 4 refines reduces Cool Down Time of Self-Destruction by 10 seconds. Each 5 refines adds ASPD + 1.
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Geneticist
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All Stats + 1. Each refine adds ATK + 4. Each 2 refines adds Long range Physical attack strength by 1%. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 15% damage with Cart Cannon
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Guillotine Cross
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All Stats + 1. Each refine adds Critical damage + 1%, increases Attack Speed(Delay after Attacking reduces by 1%). Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 10% damage with Cross Impact. Each 2 refines increases 20% damage with Cross Ripper Slasher.
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Shadow Chaser
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All Stats + 1. Each refine adds ATK + 4, MATK + 4. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 25% damage with Triangle Shot. If refine level is +6, reduces Cool Down Time of Masquerade-Unlucky, Masquerade-Enervation by 1 second. If refine level is +8, reduces Cool Down Time of Masquerade-Laziness, Masquerade-Weakness by 1 second. If refine level is +10, reduces Cool Down Time of Masquerade-Ignorance, Masquerade-Groomy by 1 second.
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Arch Bishop
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All Stats + 1, MDEF + 5 Each refine adds MATK + 2, ATK + 4, increases the effectiveness of healing skills by 2%. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 20% damage with Judex. Each 2 refines increases 10% damage with Magnus Exorcismus
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Sura
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All Stats + 1. Each refine adds ATK + 4, CRI + 2. Each 2 refines adds MaxHP + 1%, MaxSP + 1%. Each 2 refines increases 15% damage with Rampage Blast. Each 2 refines increases 20% damage with Lightning Ride.
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Nightmare Biolabs Headgear Enchantments
Enchant Requirements
- Speal to Wanderind Mind lhz_dun_n134265 to start the enchanting process. It requires 10 Cursed Fragment each for the 3rd and 4th enchant. Those will always be Stat enchants.
- Once you've enchanted it twice, you can enchant the 2nd slot for either a Stat enchant or the powerful enchants listed below.
- If you get the powerful enchant, it will start at Level 1.
- The below table lists the required amount in order to obtain that level.
- If you fail the upgrade of the powerful enchant, it will downgrade one level (minimum Level 1).
Resetting Enchantments
Pay 10 Sentimental Fragment to Wanderind Mind lhz_dun_n134265 to reset ALL enchantments.
Material for Enchants
Enchant Slot (Stats)
|
Requirement
|
4th
|
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3rd
|
|
2nd Slot
|
Level |
Cursed Fragment Required
|
1
|
10
|
2
|
20
|
3
|
40
|
4
|
50
|
5
|
70
|
6
|
100
|
7
|
150
|
8
|
250
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9
|
500
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10
|
1,000
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3rd and 4th Slot Enchant
2nd Slot Enchant
Mettle
Level |
Enchants
|
1
|
Atk +3%, HIT +3
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2
|
Atk +6%, HIT +6
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3
|
Atk +9%, HIT +9
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4
|
Atk +12%, HIT +12
|
5
|
Atk +15%, HIT +15
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6
|
Atk +18%, HIT +18
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7
|
Atk +21%, HIT +21
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8
|
Atk +24%, HIT +24
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9
|
Atk +27%, HIT +27
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10
|
Atk +33%, HIT +30
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Magic Essence
Level |
Enchants
|
1
|
MAtk +3%, Reduces the fixed casting time of skills by 0.1 seconds.
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2
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MAtk +6%, Reduces the fixed casting time of skills by 0.2 seconds.
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3
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MAtk +9%, Reduces the fixed casting time of skills by 0.3 seconds.
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4
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MAtk +12%, Reduces the fixed casting time of skills by 0.4 seconds.
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5
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MAtk +15%, Reduces the fixed casting time of skills by 0.5 seconds.
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6
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MAtk +18%, Reduces the fixed casting time of skills by 0.6 seconds.
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7
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MAtk +21%, Reduces the fixed casting time of skills by 0.7 seconds.
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8
|
MAtk +24%, Reduces the fixed casting time of skills by 0.8 seconds.
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9
|
MAtk +27%, Reduces the fixed casting time of skills by 0.9 seconds.
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10
|
MAtk +33%, Reduces the fixed casting time of skills by 1 second.
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Master Archer
Level |
Enchants
|
1
|
ASPD +1%, Increases physical damage on targets by 4% when using a bow
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2
|
ASPD +2%, Increases physical damage on targets by 8% when using a bow
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3
|
ASPD +3%, Increases physical damage on targets by 12% when using a bow
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4
|
ASPD +4%, Increases physical damage on targets by 16% when using a bow
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5
|
ASPD +5%, Increases physical damage on targets by 20% when using a bow
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6
|
ASPD +6%, Increases physical damage on targets by 24% when using a bow
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7
|
ASPD +7%, Increases physical damage on targets by 28% when using a bow
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8
|
ASPD +8%, Increases physical damage on targets by 32% when using a bow
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9
|
ASPD +9%, Increases physical damage on targets by 36% when using a bow
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10
|
ASPD +10%, Increases physical damage on targets by 44% when using a bow
|
Adamantine
Level |
Enchants
|
1
|
Max HP +5%, DEF +15
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2
|
Max HP +10%, DEF +30
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3
|
Max HP +15%, DEF +45
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4
|
Max HP +20%, DEF +60
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5
|
Max HP +25%, DEF +75
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6
|
Max HP +30%, DEF +90
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7
|
Max HP +35%, DEF +105
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8
|
Max HP +40%, DEF +120
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9
|
Max HP +45%, DEF +135
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10
|
Max HP +55%, DEF +150
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Affection
Level |
Enchants
|
1
|
MDef +3%, Increases the recovery rate of recovery skills by 5%
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2
|
MDef +6%, Increases the recovery rate of recovery skills by 10%
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3
|
MDef +9%, Increases the recovery rate of recovery skills by 15%
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4
|
MDef +12%, Increases the recovery rate of recovery skills by 20%
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5
|
MDef +15%, Increases the recovery rate of recovery skills by 25%
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6
|
MDef +18%, Increases the recovery rate of recovery skills by 30%
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7
|
MDef +21%, Increases the recovery rate of recovery skills by 35%
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8
|
MDef +24%, Increases the recovery rate of recovery skills by 40%
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9
|
MDef +27%, Increases the recovery rate of recovery skills by 45%
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10
|
MDef +30%, Increases the recovery rate of recovery skills by 55%
|
Acute
Level |
Enchants
|
1
|
CRIT +3%, Increases critical damage on targets by 10%.
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2
|
CRIT +6%, Increases critical damage on targets by 20%.
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3
|
CRIT +9%, Increases critical damage on targets by 30%.
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4
|
CRIT +12%, Increases critical damage on targets by 40%.
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5
|
CRIT +15%, Increases critical damage on targets by 50%.
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6
|
CRIT +18%, Increases critical damage on targets by 60%.
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7
|
CRIT +21%, Increases critical damage on targets by 70%.
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8
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CRIT +24%, Increases critical damage on targets by 80%.
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9
|
CRIT +27%, Increases critical damage on targets by 90%.
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10
|
CRIT +30%, Increases critical damage on targets by 110%.
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