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Lost Ark Season 2 Guide

If you have questions that this guide somehow does not answer, you can ask on my stream. Please note that not all information is relevant for regions other than Korea, and these particular systems/features in question should only be referenced as future content.

Contents of this guide moving forward will be catered towards a western game audience. However, new systems and features will be included for future reference. They will be denoted as such.

For people who want to publish information in this document: Be my guest. It’s all public information. You don’t even need to credit me. Whether it’s on your blog/website, in a YouTube video, or otherwise, I really don’t mind.

General ‘about the game’ FAQ can be found here.

 

Ver. History

1.0 – Released on September 8th, 2020.

1.1 – Added sections on Skill Attributes (Frontal Attack/Counter) and Card Sets. Added information for Season 1 players on how their gear will convert, found in the Gear & Content Segmentation section. Added reward tables for certain collectibles. Added recommended item levels for each Corridor (Boss Rush) mode and stage. Added amount of enhancement levels lost when succeeding to a higher subtier/item tier.

1.2 – September 16th, 2020 game update. Amount of items needed to fulfill a set bonus has changed. Sets which can be upgraded via scroll have increased set bonus effects when the equip conditions are satisfied with increased rarity. Succession rates have been adjusted when succeeding to a higher subtier within an item tier. Added mid T3 Legendary Abyssal Raid set information.

1.3 – Added sources of gaining Gold.

1.4 – Added Upgrade Efficiency section, updated section on AP gate, updated enhancement gain in the How to Upgrade Items section, removed Appendix cause I don’t want to regularly update my current thoughts. Added Challenge Abyssal Dungeon to Weekly Checklist.

1.5 – Added a section on determining items worth selling, see Determining Items of Value. Added some extra tips for using Energy of Life. Updated the efficient upgrading section slightly. Corrected weapon attack gain charts.

1.6 – Added information on broken gear. Found in the section Weapons & Armor Tripods. Added notice of accessory and gem penalty in South Vern. Found in the Gems section.

1.7 – Updates to several systems and inclusion of new KR contents from 1.13.21 major update. Updated rune chart, info on AP Gate, info on Item Quality, T3 Legion Raid sets and contents, T3 gear route, Gear Auction House. Removed speculative info on T4.

1.8 – Non-S2 specific information by request. Added sections on Understanding Class Roles and Useful Battle Items. Updated a few random tables and T3 progression.

1.9 – Rarity upgrading was removed from lower T3 Abyssal Dungeon sets.

2.0 – Fixed conditional formatting, fixed table formatting, updated images, added class selection troubleshooting for new players, updated more info in Collectibles, updated Term Dictionary, added Item Terms, updated Expedition Territory, updated Frontal Attack/counter chart for Gunlancer/Destroyer, updated Cards & Card Sets, added Striker to Understanding Class Roles, updated T3 Relic sets, added Vykas to Useful Battle Items, added Avatar Crafting and Dyeing, added Making Silver. Resized Google Doc pages so less line breaks throughout the document.

2.1 – Added Notable Recent KR Quality-of-Life Changes.

2.2 – Updated KR changelog. Added information on T3 Relic Legion Raid Lv. 2 sets.

2.3 – Added Legion Commander Progression Chart section.

2.4 – Added a chart for beginners with a brief summary of how the base classes play.

2.5 – Download, print, and copy options are now available. You don’t have to credit me.

2.6 – Slowly starting to update all names to English localization. God help me. Feel free to mention me on Discord for anything that needs to be changed to the proper English name.

3.0 – Working on all changes made by the 7/7 KR progression patch. Most changes have been noted in the recent changelog and most of the guide has been updated.

3.1 – Groundwork for Upper T3 content, sets, and the Bracelet slot.

3.2 – Updated the KR tracker. Removed some sections that aren’t relevant anymore. Corrected a few systems that were changed.

3.3 – More fixing outdated information. Added a table with all of the possible bracelet effects in the game.

3.4 – Started the framework to transition this guide into an western LOA focused guide. Much terminology has been adjusted to reflect the official English terms. Formatting and reviewing all copy.

 

Table of Contents

  • Misc. Term Dictionary
  • Item Terms & Sources
  • First Steps (for new players)
  • Notable Recent KR Updates
  • Collectibles
    • Island’s Heart
    • Adventurer’s Tome & Ignea Token
    • Giant’s Hearts
    • Mokoko Seeds
    • Masterpieces
    • Sea Bounties
    • World Tree Leaf
    • Star of Orpheus
  • Daily Checklist
  • Weekly Checklist
  • Expedition Territory (Private Housing)
  • Voyage Cooperative Missions
  • Skill Points
  • Skill Attributes
  • Skill Runes
  • Cards & Card Sets
  • Understanding Class Roles
  • Gear Traits
    • Item Quality
    • Weapons & Armor Tripods (T3 Only)
    • Accessory Engravings
    • Gems (T2/T3)
  • Gear & Content Segmentation
    • T1 Gear (starts at item base level 302, jump from 250)
    • T2 Gear (starts at item base level 802, jump from 600)
    • T3 Gear (starts at item base level 1302, jump from 1100)
  • Legion Commander Gear Progression
  • Corridor (Boss Rush)
  • T1 Gear Route
  • T2 Gear Route
  • T3 Gear Route
  • Useful Battle Items
  • How to Upgrade Items
    • Tier 1 Upgrading Chart
    • Tier 2 Upgrading Chart
    • Tier 3 Lower/Mid Upgrading Chart
    • Tier 3 Upper Upgrading Chart
  • Bracelet Accessory Slot
  • Legendary Avatars
  • Avatar Crafting & Dyeing
  • Gear Auction House
  • Determining Items of Value
  • Using Life Skill ‘Energy of Life’
  • Making Gold
  • Making Silver
  • Appendix
    • “Does Crit Damage have diminishing returns?”
    • “What is Infinite Chaos Dungeon, what are Purification Fragments?”
    • “Why should I do tower on an alt before my main?”

Misc. Term Dictionary

 

Name What is it? Image
Item Tier (T1, T2, T3) Please think of these as expansions in other MMOs. T1 is vanilla, T2 is the first expansion, T3 is the second expansion. N/A
Subtier (Lower, Mid, Upper) Only applicable to T3 gearing. T3 gearing is split into 3 separate gearing phases starting from Lower. N/A
Succeed The process in which you transfer the enhancement level of an item to the next subtier or item tier. N/A
Mari’s Secret Shop This is the rotating ‘hot deals’ on the cash shop using Blue Crystals. It often has lucrative deals that are often worth exchanging your Gold for Blue Crystals to pick up. Some unrelated progression items can frequently be found here as well, such as cards, rapport items, and battle items.
Basic Effect These are the non-changing stats of a piece of equipment. Quality does not affect the Basic Effect. The basic effect improves with the item’s enhancement (e.g. +1, +2, etc.).
Additional Effect This is the bonus stat of an item that changes with quality. For weapons, this is Additional Damage. For armor, it’s usually Physical Defense, Magic Defense, and Vitality.
Paralysis Immunity (Super Armor Lv. 1) Immunity to basic flinches. Most skills in PVE have Paralysis Immunity built into them, and some lose it in PVP.
Push Immunity (Super Armor Lv. 2) Immunity to being knocked up or knocked down. All identity skills have Push Immunity built in. Most skills require the Tenacity tripod to gain this trait. Push Immunity includes Paralysis Immunity.
Debuff Immunity (Super Armor Lv. 3) Immunity to hard crowd control effects such as stun, fear, earthquake, etc. Spacebar and Awakening have Debuff immunity built in, as well as any transformative identity skill (the act of entering an identity state). Debuff Immunity includes both Paralysis Immunity and Push Immunity.
Stagger (Low, Mid, Mid-high, High) This is a separate type of damage used to wear down a boss. When their stagger HP has been completely depleted, they become incapacitated for a moment making for a great damage opportunity. Also required as a check during certain boss attack patterns to prevent them from doing dangerous attacks.
Weak Point Only used against specific bosses that have an armor mechanic. Used to strip away that armor to make it vulnerable to damage. May need to be reapplied in the case of Guardian Raids that run away.

 

Item Terms & Sources

Icon Name Used For Source
Harmony Shards (T1),

Life Shards (T2),

Honor Shards (T3)

Required to fill the honing EXP on an item before you can attempt to enhance it. Chaos Dungeon, Purification Fragment Merchant, Guardian Subjugation, Tower, Ghost Ship, Treasure Map, Item Decomposition, Una’s Task, Silmael Bloodstone Shop, Adventure Island, Field Boss, Wandering Merchant Ship
Destruction Stone Main material required for enhancing weapons. It comes in 3 tiers. Chaos Dungeon, Purification Fragment Merchant, Una’s Task, Tower, Item Decomposition, Silmael Bloodstone Shop, Adventure Island, Ghost Ship, Field Boss, Wandering Merchant Ship
Guardian Stone Main material required for enhancing armor. It comes in 3 tiers.
Leap Stone This is the second material needed in order to attempt to upgrade your items. It comes in 3 tiers. In T3, there are three types of the Honor Leapstone. Chaos Dungeon, Purification Fragment Merchant, Guardian Subjugation, Boss Rush, Tower, Silmael Bloodstone Shop, Adventure Island, Field Boss, Abyssal Dungeon, Abyssal Raid, Legion Raid
Fusion Stone This is the third material needed in order to attempt to upgrade your items. It comes in 2 tiers. These can only be created via crafting from your Expedition Territory, however they are crafted in high quantities and can be sold on the auction house, so non-housing players can just purchase from others. Expedition Territory-Can be crafted at level 2 or higher in Crafting Workshop via Hunting, Fishing, or Archeology materials
Breath (T1/T2 Epic)

Grace (T3 Uncommon),

Blessing (T3 Rare),

Protection (T3 Epic)

These are used in order to increase the chance of upgrading items. They’re mainly obtained from Cube and treasure maps. You can only use a certain amount of each per attempt. It comes in 3 tiers, and in T3 it comes in 3 types. Purification Fragment Merchant, Cube, Tower, Ghost Ship, Treasure Map, Silmael Bloodstone Shop, Adventure Island, Field Boss
Refining Special Material Same as Training Auxiliary Material. Grants 10% success chance on upgrading. Abyssal Dungeon, Abyssal Raid
Abyssal Equipment Crafting

Material Item

Used to craft set items. T3 Abyssal materials can be dismantled.
Admission Ticket Used to enter Platinum Fields, Cube Dungeon, and Boss Rush respectively. Chaos Dungeons, Silmael Bloodstone Shop 
Treasure Map Can be entered with a group to obtain Fragments and Training Auxiliary Materials. Chaos Gate

 

Serverwide & Regionwide Content

All progress is based within each individual server. This means that if you progress things like cards, life skills, etcetera, and then switch to a different server, this new server will begin from nothing again.

 

The following things are server-specific. You must be on the same server as another person to do this kind of interaction:

  • Guilds and GVG
  • Mailing and 1:1 Exchanging
  • Friends List
  • Professions (competing for world nodes)
  • Islands Events
  • Pre-made Normal PVP Queue
  • PVP Level
  • PVP Rank
  • Strongholds (for now)

 

These contents are region-wide, meaning you can do this with any player from other servers within your region. This means all servers within NA East can play with one another.

  • Your character name
  • Messaging
  • All daily PVE content (Guardian Raid/Chaos Dungeon)
  • Cube/Platinum Fields
  • All raid content
  • Auction House
  • PVP Arena
  • Custom Pre-made PVP Lobbies

 

Efficient First Steps (for new players that want to speedrun)

  • READ: Before T2, it’s not important to select a main character. Starting from T2, you kind of have to pick a main character due to gems. But, when it’s time to transition to T3, if you don’t like your choice, you can switch it. Once you pick your ‘main’ in T3, it’s challenging to instantly swap your main the deeper you progress into it.
  • Follow the main questline (orange). You can skip yellow quests. After you finish East Luterra and can sail, do not skip continents. Your main quest is now blue world quests. This means you should complete both Tortoyk and Anikka before you sail to Arthetine.
    • You no longer need to complete any side quests in order to reach level 50. The recent patch on December 22nd has made it so that the main quest and the blue world quests alone are enough to reach level 50. No red emergency quests or yellow quests are needed at all anymore.
  • After completing a few quests in North Vern, you should be able to visit Beatrice in Trixion to obtain your level 50 skill and Awakening (ultimate ability).

  • There are many islands strewn throughout the sea that have optional side stories or objectives that when completed, give a generous amount of materials. These materials are awarded once and can greatly support one character’s growth.
  • Complete daily Una’s Task and take your Weekly Una’s Tasks. Short term, you should just take the Una’s Tasks that give you Leap Stones or Fragments, as they are an essential item used for upgrading equipment that you frequently bottleneck on. The amount of materials that you get from Una’s Tasks increases as your item level increases, so it may be a good idea to wait until towards the end of the day to complete them if you’re planning on raising your item level a lot.
  • Join a guild (optional, but recommended).
  • Your initial goal is to reach item level 340 to access the first weekly raid.
  • Reference to Daily Checklist and Weekly Checklist.
  • Reference T1 Gear Route.

 

Basic Checklist for Getting Stronger

 

  1. Raise your item level. Early on, this is an efficient way to get stronger, but over time, the cost becomes high enough that there are other cheaper avenues to increase your character strength. This is largely just a means of accessing content.
  2. Get a proper mobbing and a proper bossing build. You have two skill presets, so it’s good to have one for both. Don’t make one universal build.
  3. Make sure to have the proper stats for your class and build. For example, some classes rely heavily on the Specialization stat. Having the proper combat stats (things like Crit, Specialization, and Swiftness) is more important than having higher raw base stats (things like Dexterity and HP). You can start tuning this once you start dropping accessories from Chaos Dungeon.
  4. Engravings are one of the most important systems in defining your character’s strength. You should first check to see if your class and build requires Class Engraving. There are several sources of Engraving Selection Pouches that you can go after.
    1. Recommended Minimum Engravings per Level Bracket:
      1. 302-600: 1-2 Engravings at Lv. 3
      2. 802-1100: 1-2 Engravings at Lv. 3
      3. 1302-1325: Not important, rush to 1325.
      4. 1325-1370: 2-3 Engravings at Lv. 3
      5. 1370-1415: 3-4 Engravings at Lv. 3
      6. 1415-1475: 4 Engravings at Lv. 3
      7. 1475+: 5+ Engravings at Lv. 3
    2. A combination of your books and stone will make up a majority of your engravings. I also advise that you research your class a bit, and see if you benefit from using your class engraving at just level 1. This can free up your build a little bit to focus on other engravings compared to another class that might have to run level 3 class engraving to get the most out of it.
  5. Cards aren’t a focus early on, but you should be mindful of them long term since they are a notable increase in damage. Because offensive bonuses require awakening the cards which you cannot do as a new player, just equip ones that provide HP bonuses or general resistance bonuses. But, be mindful of the good card sets. If you’re a DPS, you may want to join a Discord group for when the merchant for Celia’s card spawns.
    1. The goal ultimately is the Light of Salvation card set. This is primarily for the raw damage it provides at 18 and 30 upgrades specifically. The Light damage conversion at 12 upgrades converts all of your out-going damage to Light property regardless of what element it was before, even overriding tripods. There are a few fights in the game which this works on:
      1. Guardian Raid – Night Fox Yoho (+10% Damage)
      2. Guardian Raid – Velganos (+10% Damage)
      3. Legion Raid – Vykas Gate 2 (+10% Damage)
      4. Legion Raid – Vykas Gate 3 (+10% Damage)
      5. Legion Raid – Brelshaza Gate 4 (+10% Damage)
  6. When you’re doing Chaos Dungeon, sometimes you might drop a weapon that has significantly better quality than yours. If the quality difference accounts for a large difference in Additional Damage, then you should consider succeeding into that item. It’s free damage. This only applies until you get to 1370. From that point onwards, improving quality is via recrafting or from 1445 onwards, using the polishing system.
  7. [TIER 2-3] When you get T2, you will start dropping gems. Gems improve the damage and lower the cooldowns of specific skills. You equip these gems in your character sheet. Don’t worry too much about re-rolling them into the correct skills until they’re like level 4-5. You cannot stack two of the same exact type of gems (so two damage gems for the same skill). But you can have one damage and one cooldown gem for it. When you transition to a higher tier, you can still use these gems for a little bit, but there will be a massive penalty, so you’ll have to replace them. Don’t worry too much about T2 gems, you won’t be in T2 for very long.
  8. [TIER 3] Starting in T3, mark your tripod notification window. You should mark tripods for your raiding/bossing build (mobbing skills do not need this). It’s free. Leveling up tripods accounts for a pretty significant amount of extra damage. You cannot have two of the same exact tripod boosting lines, it will only take the highest one.
  9. Get more skill points. Skill points that you obtain from drinking a potion are account-wide.

Obtain runes. All runes that you obtain are account-wide.

 

> How do I pick a PVE main from so many different classes?

I’ll help you pick. Disclaimer, all classes are fine, so just pick the one that you identify best with. These are mostly just joke descriptions so proceed to the table below for better explanations.

 

Step 1

  • I want to deal damage (proceed to Step 2).
  • I want to support (proceed to Step 3).

 

Step 2

  • I want something simple and familiar (proceed to Step 4).
  • I want something more unique in playstyle, and maybe less popular (proceed to Step 5).

 

Step 3

  • I want to be super tanky, interrupt boss channels sometimes, provide some support, and help deal stagger/weak point damage (pick Gunlancer).
  • I want to provide powerful heals and damage buffs in opportune moments, and I also want to be cute (pick Bard).
  • I want to be a manly man who maintains a longer duration of attack buffs and heals over time (pick Paladin).

 

Step 4

  • I want to fight at close range (proceed to Step 6).
  • I want to fight from a distance (proceed to Step 7).

 

Step 5

  • I want to constantly switch between being ultra powerful and hopelessly mediocre. Also bonus points if it’s basically Goku from Dragon Ball Z (pick Soulfist).
  • I want to pull out my hair from missing a time-delayed nuke. I also want to be a gunner but with the tankiness of a Gunlancer (pick Artillerist).

 

Step 6

  • I love big swords and I’m more closely related to primates than average humans today (pick Berserker).
  • I want to be super agile and punch/kick really fast. I don’t mind auto-attacking between my skills for the rest of my life (pick Wardancer).
  • I want my attacks to feel like they pack a huge punch with a lot of impact. I don’t mind if my character is screaming at every chance she gets (pick Scrapper).
  • I want flashier skill effects, less auto-attacking and bigger individual damage numbers than Wardancer (pick Striker).
  • I want to do mental gymnastics and I enjoyed having hotbar bloat from FF14/WoW (pick Deadeye).
  • I’m edgy (pick Deathblade).
  • I’m edgier (pick Shadowhunter).

 

Step 7

  • I love listening to birds screech, and also I’ve been watching a lot of Marvel movies lately and I’m a big fan of Hawkeye (pick Sharpshooter).
  • I want to cosplay as Megumin (pick Sorceress).
  • I forgot that Deadeye exists and picked based off of meta discussions (pick Gunslinger).

 

Class My Thoughts (PVE ONLY)

Berserker

Deceptively harder class than it seems. As far as classes in Lost Ark go, it’s very easy to learn the Berserker’s kit. However, the issue with the Berserker is that his skills are high commitment (long animations) with no innate Tenacity super armor, and very long cooldowns. Among the warrior classes, he’s also the squishiest, and so can be prone to death.

That being said, his damage is very high. The learning curve is pretty much just knowing when to actually commit to your big attacks.

This class is also considered one of the most budget-friendly classes to play in Lost Ark due to the nature of the Mayhem class engraving. His potions are more powerful than other classes, and he does not use Stimulants. These are battle items whose costs can gradually add up over time.

Berserker’s Technique engraving does around the same damage as Mayhem, but it’s more burst damage oriented. Berserker’s Technique uses a lot of Stimulants.

Gunlancer

The proverbial gigachad class. He is not a pure DPS nor is he a support. But he does lean towards DPS more than support. High resilience, there’s a decent amount of decision-making when playing a Gunlancer. You’ll have to learn which bosses are tauntable and key moments when to taunt them.

You provide the highest amount of Stagger damage and can rip through boss armor with high amounts of Weak Point damage. He’s also always in the best spot to perform counters as he naturally wants to be in the frontal attack position. He also has some defensive buffs to keep allies alive in a pinch. It’s a great all-rounder class.

Paladin

There’s two supports in Lost Ark, and this is one of them. Compared to Bard, he has a much easier job when it comes to learning. No decision-making is needed when it comes to his identity, as he is a literal walking buff-tower. His emergency defense skill lacks Tenacity super armor which can be a little dangerous. He also has a cleanse as opposed to a preventative CC shield.

His support is constant and has great uptime. But his weakness is that he cannot provide burst heals, so if you’re playing with players that are prone to getting hit, it can be challenging to top them off quickly.

He has two counters which is awesome, and one of them is a long-ranged counter.

Wardancer

Very agile, surprisingly more difficult to play than meets the eye. You’ll be auto-attacking a lot on her because her buff asks her to play around a 6 second damage window. So you’ll often be holding your skills for these crucial 6 seconds.

Once you have enough skill points, you’ll be maxing out your Energy Combustion skill and picking up the Last Whisper tripod in the last row. This is when the class becomes a lot tougher to play, as you’ll have to time the detonation of Energy Combustion at the end of the buff timer with the 6 second major damage buff.

Comfy class to play and the damage is great, but early on in T1 and T2 it might feel a bit lackluster until you can gear up more. Definitely a late bloomer that becomes a lot more engaging to play after her T3 Relic set at 1445.

Scrapper

Heavy-handed class, feels high impact and high octane. Among her two playstyles, she has a lot of variety in the way that she can be played. Unlike Wardancer, her kit is far more straight-forward and to-the-point.

She is considered a hexagon class, which means that she has prowess in every aspect of combat. Solid Stagger damage, great mobility, relatively resilient, solid Weak Point damage, arguably one of the best counters in the game, and pretty good damage.

Taijutsu is the more popular build that’s much more fast-paced and generally considered easier to play, as many of the attacks come out much faster. Shock Training on the other hand is based more on bursty damage, however often leaves you more stationary compared to Taijutsu, which can be tougher on the higher level raid bosses. This is mitigated after 1445 a little bit since supporters will provide you with more attack speed and movement speed naturally.

Soulfist

It’s a very niche class. The class, much like many others, has two distinct possible playstyles. I would say that it’s a class that scales very well with later equipment, as they cover some of her innate weaknesses.

Until then, she may feel a little clunky unless you play the Energy Overflow build early on. This build is less-burst oriented but the other build is very reliant on having better gear (due to its downtime being based off of how much Specialization you have).

She has the strongest Awakening ability in the game, but it takes a solid 5 seconds to actually throw it. Many bosses have guaranteed opportunities to land it, but you may miss it sometimes and it can feel frustrating.

Striker This is the male counterpart to Wardancer. The key difference between him and her is that he is not bound to the same 6-second damage window that she is.

His first playstyle is the one I would generally recommend and it’s called Esoteric Flurry. The main reason is because Deathblow, the other one, really relies on high tripod levels and having all Wealth Runes. Esoteric Flurry on the other hand is very non-punishing and easy to play, and doesn’t really rely on gear nearly as much.

His Deathblow playstyle later in T3 is pretty fun, but the nature of the burst skills can also be kind of frustrating. Getting to the back and also landing a charging dash punch can feel like a pain in the ass, especially if it doesn’t crit for some reason.

Striker benefits from using the Earth’s Entropy set so he can be called a late bloomer as well. His damage output is excellent.

Sorceress This is the classic mage experience. Sorceress excels at long ranged direct damage dealing with spells.

She has two playstyles, one which focuses around high burst damage and low mobility, and one which focuses on constant sustained damage and high mobility.

Those who play the former need to have good mastery of each individual boss mechanics to know how to position yourself and when to unload your burst. The latter is much more lenient, but is unable to do burst damage.

She’s overall a very easy class to pick up and a great first choice for beginners.

Bard

The other support besides for Paladin.

Her chord mechanic offers her some versatility in how she is played. She can provide quick emergency heals, or save up for a massive full HP heal or damage buff. Compared to the Paladin, she has a more powerful damage buff but the uptime on it is significantly lower. Her burst heals thanks to her class engraving offer her a better experience when it comes to quickly healing up allies.

Her emergency defense skill also has a Tenacity tripod which makes it very good for sponging major boss mechanics while also saving an ally. In some cases, having a CC shield is also better than having a cleanse (she cannot cleanse).

Two sub-builds of Bard support exist. There’s Swiftness based which has much better buff and shield uptime. Then there’s Specialization based which can build identity very fast and offers more powerful damage buffs.

Deadeye

A very challenging class, but very fun. While he uses guns, he is ultimately a melee-ranged class since a majority of his damage comes from the shotgun. Besides constant repositioning, the challenge of this class is always being in melee range, since his skills have a 2x damage modifier when in proper range. You’ll always feel like you are chasing the enemy’s rear.

There is a lot of effort to execute this class properly but the damage output is very high. There is natural risk involved in playing Deadeye since he’s often in a dangerous position for boss patterns. As an Earth’s Entropy set user, he also blooms beyond 1460 mainly.

He has an alternative playstyle for people who want something with guns called Pistoleer. The damage output is constant and decent, and more importantly it’s non-directional so the damage is very practical in a real raid scenario

Artillerist

The heavy gunner class of Lost Ark. This class is a semi-burst class, but he has a trait that is only shared by the Sorceress of the mage tree. A few of his attacks are time-delayed, and require a couple of seconds to prime before they land on the designated target. Because of this, there can be occasionally frustrating moments where the boss quickly moves out of your attack.

That being said, his damage is okay, he has excellent Stagger damage, and his personal resilience is higher than every other class except for the Gunlancer. He is considered to be one of the most reliable classes in the game.

Sharpshooter

The classic bowman. His pick rate is a little on the lower side, but he’s a very solid pick for someone keen on being a ranged damage dealer. Unfortunately, he still has to go in melee range throughout the fight occasionally, but ultimately his major damage skills can comfortably be cast at a range. His two strongest skills though, are pretty stationary, so you have to make sure that the boss isn’t doing a punishing mid-range/long-ranged mechanic before you commit to them.

Gunslinger

The female counterpart to Deadeye. Like Striker, she has several differences from her gender counterpart that are worth noting.

Firstly, unlike Deadeye, she actually uses all three of her weapons in her Peacemaker build. It’s also possible to play a build that only uses the pistols and sniper rifle, which make her exclusively mid-long ranged.

Her shotgun is really important to make note of, though. Whereas the Deadeye has to work hard to fight for the rear of the enemy since he benefits greatly from back attack, Gunslinger has a special tripod which allows her shotgun to freely attack from any angle of the boss without repercussion. This makes it a lot easier for her since she can even attack from the front and flank, wasting no time.

She’s a great class for someone who wants a challenge but also wants a very flexible damage dealing class that has constant attack options from any range.

Deathblade

A great melee-ranged damage dealing class. All playstyles are very stylish and deal excellent damage. Her synergy is a bit limiting as it mainly benefits other melee classes (increased frontal attack and back attack damage, which ranged classes do not have). This doesn’t mean that she can’t party up with ranged damage dealers though.

Her Surge playstyle is very popular and relatively simple to play. However, it’s important to know that in much later content, it becomes very challenging to play Surge due to the gimmicky nature of bosses frequently being untargetable. As your identity gauge will not wait for them, this means that if you aren’t proactively making smart decisions when to use your burst skill, you may lose the damage altogether.

She’s considered a very solid class nowadays though, and I don’t think that many people who pick her regret their choice. If you don’t want to play Surge, Remaining Energy is still a fantastic choice (it’s the top choice of high level Deathblade players in Korea since it’s much more intuitive to play).

Something cool to note as well, is that technically Deathblade is one of the cheapest long-term classes to play if you decide to commit to Surge despite its difficulty. The build only needs one gem to function well in T3.

Shadowhunter

Cockroach.

In all seriousness, this class is really good. Unfortunately, those who pick it because of the demonization form may find it lacking a bit due to needing high specialization as well as Wealth runes to maximize uptime in the class.

Her self-sustain in that build though is really good as she heals when entering her demonized form. It’s also one of the main two budget builds of Lost Ark, as if you decide to play transformation-based you only need one damage and one cooldown gem long-term.

A lot of people enjoy her visuals on her skills and consider her a pretty easy class to pick-up and play. Simplicity is underappreciated in Lost Ark. Though one downside of her demonization state is that she does not have a synergy (the party buff that’s found on Howling) while transformed, which can be annoying at times.

Her non-transformation build is still really good, and some would argue that its damage potential is even better. When my party week-one cleared Brelshaza raid, we actually had two Shadowhunter players, one of each build in our 8-man raid.

It also does not look like a cockroach, so that’s a good benefit as well.

Collectibles

Collectible points can be checked by the shortcut [Alt+L] and the status of acquisition by type and collectible, and by hovering over each item, you can also check the acquisition destination.

 

Island’s Heart

Island’s Heart grants the Compass special equipment which bestows passive bonuses related to sea navigation and island travel.

 

The most important reward is at 20 Island’s Heart, as this grants a potion that gives +6 Skill Points.

 

Knowing this, there is a short term benefit in traveling to Island’s Heart that are especially challenging to complete near an early server launch, such as Slime Island or Estella. Note that as time passes from a server launch, these islands will be more accessible, especially at ‘dead hours’ of the server, so it’s not pertinent.

 

After 20 Island’s Heart, the next useful reward is at 50 Island’s Heart, which provides the Epic Guardian Rune, which when equipped on a skill provides an 8% max HP shield while the skill’s casting animation is in effect.

 

Adventurer’s Tome & Ignea Token

Completing the Adventurer’s Tome will be expensive early on (both in time and potentially Gold if you try to buy the collectible items from other players). While you’re trying to rush to 50 and get your most important daily activities out of the way, it should be neglected and returned to later. It is highly time-consuming and reaching 100% at a server launch on any continent won’t be very conducive, but you should definitely still at the very least do your daily rapport actions even from server launch since this is limited per day.

 

The best rewards require 5, 8, and 9 Marks of Ignea. These are a powerful rune, skill points, and a Key of Bifrost. You will come back to them over time and reach 80% on continents that grant Relic rapport items to help you push rapport. The NPCs for turning in rewards are located in any major city.

 

Rapport items should be carefully allocated depending on what collections you want to pursue.

  • They can be used to rush 100% on a continent to collect the Ignea Token sooner.
  • They can be used on certain NPCs whose rewards are important for collections as well, such as Sasha in Arthetine for a Giant’s Heart.

 

# of Owned Marks of Ignea Item What is it?
1 Mount: White Round Beetle A Epic mount. Looks similar to the ladybug from Tortoyk.
2 Frying Pan When equipped, deals 1 damage. Used for an Island Token.
3 Bright Energy An aura you can toggle out of combat. It is very large and obnoxious.
4 Top-Grade Health Boost Potion Adds 50 to max HP, modified by class HP coefficient..
5 Rune: Purify Rune: 70% chance to dispel 1 negative effect on you when casting.
6 Ginger Weill Card Card: Part of the Creative Master set.
7 Superlative Stat Increase Potion Adds 50 to all main stats.
8 Advanced Skill Point Potion Adds 6 skill points.
9 Key of Bifrost Unlocks a teleportation point to memorize in your Bifrost book.
10 Delain Armen Card Card: Part of the Abandoned Cliff Of Wind set.
11 Title: Akrasia Pilgrim Grants 5 Intellect on obtain.
12 Installation: Ignea Installed in the Expedition Territory manor or as a prop.
13 Mount: Golden TerPheon The only free Legendary mount in the game outside of PVP.
14 Wallpaper: Garden of Rest Wallpaper for the character select screen.
15 Rune: Purify Rune: 80% chance to dispel 1 negative effect on you when casting.

 

Giant’s Hearts

Giant’s Hearts should be collected over time. They impart valuable rewards such as Skill Points. They come from a number of different sources. The NPC for turning in rewards is located on Wisdom Island, south of Luterra.

 

Giant’s Heart Acquisition Method
1 Given as a quest reward starting from Wisdom Island.
2 Given as a reward for reaching Friendly on Beatrice in Trixion. Requires rapport that I don’t remember.
3 Given as a reward for reaching Loved on Sasha in Arthetine. Requires 260 Charm.
4 Dropped at a chance by the Calendar Boss Tarsila in Shushire.
5 Purchased from Roger in Blacktooth Haven for 3,300 Guiena’s Coins. Merchant is not always present.
6 Purchased from Black Trader in Pirate Village Atlas for 33,000 Pirate Coins. Merchant is not always present.
7 Given as a reputation reward for Dooky Island. Requires 30 daily Una’s Tasks to be completed.
8 Purchased from Blacktooth on Freedom Island for 4,000 Guiena’s Coins.
9 Given as a reward for reaching Trusted with Blue Eyed Calvasus in Eye of Hypnos. Requires rapport that I don’t remember.
10 Given as a reward for clearing Tower of Shadow 35F.
11 Given as a reputation reward for Island of Blue Wind.
12 Given as a quest reward for Shadow Moon Market. Requires 5 days of dailies in addition to other tasks to be completed for access.
13 Given as a reward for clearing Tower of Fate 35F.
14 Given as a reward for reaching Trusted with Nineveh in Whispering Song Island. Requires 310 Bravery and Charm and the Song of Starlight (costs 3,300 Guiena’s Coins at Starlight Island from Frank).
15 Given as a quest reward starting from Wisdom Island. Requires all 14 other Giant’s Hearts to be obtained in order to gain access.

 

Mokoko Seeds

Mokoko Seeds are pretty insignificant. There aren’t important rewards from doing it, but you can get additional sailors, expedition sailors, and other nice little things for doing it. Most important reward from it is the Masterpiece at 1050, but this is a lot of effort for just that. You can also get a free ship skin from it which has auto-boost on it which is for budget players. Low priority. The NPC for turning in rewards is located in Tortoyk Village.

 

Masterpieces

Masterpieces also aren’t overly important. You can get an easy Island Token at just 10. Most of the decent rewards such as gold boxes come at higher amounts. You should get at least 24 Masterpieces to get the Epic Conviction rune. The NPC for turning in rewards is located on Sunflower Island east of North Vern.

Sea Bounties

Sea Bounties give decent early rewards. Sea Bounty maps come from Adventure Book, rapport, bartering, expedition bartering, world boss drops, Calender Boss drops, and collection rewards from other collectibles. Not very important, but the Silver it provides early on is pretty nice. The NPC for turning in rewards is located on the Sea Paradise Peyto northeast of Luterra.

 

World Tree Leaf

World Tree Leaves are convoluted to obtain and the rewards are so-so. They come from doing professions in different locations around the world. Each leaf can be obtained from multiple places. The NPCs for turning in rewards are located in any major city.

 

World Tree Leaves grant the Charm special equipment (Delicate Gemstone Amulet), which provides passive bonuses to all life skill levels, mastery, and basic reward acquisition. It can be upgraded using the Epic, Legendary, and Relic Citrine items.

 

# of Owned World Tree Leaves Item What is it?
6 5 Skilled Life Experience Potions Grants 2,200 profession EXP to all professions, each.
12 Delicate Gemstone Amulet Special equipment. Grants passive bonuses to life skilling.
18 Crafting Kit for Skilled Workers Used to create an Epic life skill tool.
24 Masterpiece #11 Collection item.
30 Transformation: Rabbit Fun trinket, transforms you into a little rabbit. Unlimited uses.
36 Subtle Citrine Used to upgrade the Delicate Gemstone Amulet to Epic.
42 Title: A Master of Life Grants 5 Charm on obtain.
48 Silent Citrine Used to upgrade the Delicate Gemstone Amulet to Legendary.
54 Transformation: Collection Fun trinket, transforms you into a random profession node. Unlimited uses.
60 Installation: World Tree Leaf Installed in the Expedition Territory manor or as a prop.
66 Transformation: Fish Fun trinket, transforms you into a lively fish. Unlimited uses.
72 Serene Citrine Used to upgrade the Delicate Gemstone Amulet to Relic.

 

Omnium Star

Omnium Star collectibles are loaded with useful rewards. Imparts skill points and two very useful runes (Wealth and Barrier). The NPC to turn in rewards is located in Nia Village.

 

# of Owned Stars of Orpheus Item What is it?
1 Growth Potion (Stats) Adds 5 to all main stats.
2 Advanced Skill Point Potion Adds 6 skill points.
3 Rune: Overwhelm Rune: +20% stagger damage.
4 Greater Stat Increase Potion Adds 25 to all main stats.
5 Rune: Wealth Rune: +40% identity gauge gain.
6 Advanced Skill Point Potion Adds 6 skill points.
7 Rune: Protection Rune: 12% max HP shield during skill animation.

 

Omnium Star # Acquisition Method
1 Given as a side quest reward introducing the system to you. Available after completing the Punika main questline.
2 Given as a quest reward for Another Story #2 after completing 21 days of the Purification Ritual daily Una’s Task.
3 A rapport reward for reaching Trusted with Nia.
4 Exchanged for 8,000 Solar Coins, which are obtained from the cooperative sailing event near Punika.
5 Dropped at a chance by the Calendar Boss, Moake in Punika.
6 Dropped at a chance by the dungeon boss Stella, located at Anguished Isle.
7 Dropped at a chance from the weekly Chaos Line dungeon (not to be confused with Chaos Dungeon or Chaos Gate) in South Vern.
8 Dropped at a chance by the Calendar Boss in Rowen.
9 Dropped at a chance by the Calendar Boss in Elgacia.

 

 

Daily Checklist

GREEN = UNBOUND, YOU CAN SELL IT OR MOVE THROUGH ACCOUNT WAREHOUSE.

RED = BOUND.

 

Content Frequency Rewards & Notes

Chaos Dungeon

Uses 50 Energy per run. 

Gain 100 Energy per day.

Energy restored per character.

– Unbound Destruction Stones

– Unbound Guardian Stones

Bound Leap Stones

– Armors & Weapons or Broken Gear [T3 ONLY]

– Accessories

– Ability Stones

– Seal Books

– Gems

– Cube Ticket

– Corridor Ticket [T2+ ONLY]

50 unused energy at the end of the day converts to 10 Resting Bonus. 20 Resting Bonus is automatically consumed during a Chaos Dungeon run for increased rewards.

If you fail a Chaos Dungeon run, you do not get to retry and you lose 50 Resonance Energy.

Enemy HP scales to party size.

You can continue to run Chaos Dungeon even if you have no Energy. Doing so allows you to loot a special currency which can be exchanged for materials, Selection Engraving books, and accessories.

Guardian Raids

Uses 1 Guardian Soul per harvest. Gain 2 Guardian Souls per day.

Guardian Souls restored per character.

– Unbound Destruction Stones

– Unbound Guardian Stones

– Unbound Leap Stones

– Accessories

– Boss Cards

– Engraving Books

1 unused Guardian Soul at the end of the day converts to 10 Resting Bonus. 20 Resting Bonus is automatically consumed at the end of a Guardian Raid run for double soul harvesting.

If you fail a Guardian Raid, you may retry it without penalty.

Boss HP scales to party size.

If you kill the boss and do not loot the soul for whatever reason (maybe you were distracted) you lose the loot and the entry for the day.

Adventure Island

Runs hourly each day. You can loot from an Adventure Island once per day.

On Saturday and Sunday, there are two Adventure Islands you can attend.

– Fragments

– Gold

– Silver

– Pirate Coins

– Sea Voyage Tokens

– Cards

– Card EXP

You have a choice of which Adventure Island you want to go to. A special UI is placed beneath the mini-map to check islands, time to start, and rewards. All islands provide EXP potions which can be stored in the expedition warehouse.

Chaos Gate

On specific days

Can receive loot once daily on the day that it is available

– Rift Pieces (exchanged for Treasure Maps)

– Treasure Maps (up to Relic)

– Card Packs (up to Legendary)

– Rage Rune

Rage Rune reward scales to the location of the Chaos Gate and all rarities up to that tier can be dropped. For example, Legendary Rage Rune and all rarities below it can drop from Punika or South Vern Chaos Gate (and lower rarities have better chances of dropping).

Gear enhancements, gems, cards, and tripod levels do not apply inside the Chaos Gate.

There is a small chance to loot a Relic-grade map in any Chaos Gate in any tier. Relic-grade maps are solo maps that award a huge amount of Gold and unbound materials.

World Boss

On specific days

Can receive loot once daily on the day that it is available

– Bleed Rune

– Unbound Destruction Stones

– Unbound Guardian Stones

– Card EXP

– Misc.

Voyage Cooperative Mission

Appears multiple times daily. Please ensure that you are using a ship skin that allows you basic ship functions such as throwing a gig or setting out the trawl.

Gateway Keys have a chance to be obtained after each sea cooperative mission. They can be spent at a separate sea event that opens at a specific time to obtain additional rewards. You can use all of your Gateway Keys all at once when you visit a Gateway.

Energy of Life (Life Skills)

Approximately 4,000 regenerates daily. – Production Materials
Refer to the Life Skill section of the guide for an overview. Try to use your Energy of Life and not let it sit at max.

Liberate Karlhertz Slaves

Daily. Optional. – Pirate Coins

– Karlhertz Island Token

The ones worth buying that have a chance to return more Pirate Coins than you spend are:

– 600 Coin Females

– 900 Coin Males

After you get the Island Token here it’s not really worth your time to keep doing this.

Daily Una’s Tasks

3 daily Una’s Tasks available. Can be expanded up to +1 with an item from Mari’s Shop. – Una’s Task Rewards

– EXP Potions

On your main character, it is recommended to do the ones that give Leap Stones or Fragments.

Use sub-characters to gain reputation on dailies with worse bound rewards or have them do Ropang dailies for Silver.

Each daily Una’s Task grants 3 points towards Una Tokens, capped at 18 per day.

Rapport Actions

5 Song Actions daily.

5 Emote Actions daily.

Gain +1 Song and Emote Action daily with Beatrice’s Blessing subscription.

– Rapport Rewards
Use on NPCs to work towards Ignea Token or Giant’s Hearts. Strongly recommend not to waste these by not doing them.

Guild Support

1 donation and one Research Support daily. – Sylmael Bloodstones
Donate 6,000 Silver and do Research Support. Not worth it to donate 100 Gold or the Guild Mark item unless your guild will reimburse you.

 

Weekly Checklist

Item Lv. Requirement Content Frequency Rewards + Notes
Available starting at iLv. 460

NOT CURRENTLY AVAILABLE IN WESTERN LOST ARK

Guardian Challenge Mode

1 per week per boss (3 total).

Availability is once per roster.

Must be at least item level 415 to access.

– Unbound Destruction Stones

– Unbound Guardian Stones

– Unbound Leap Stones

– Class Engraving Selection Box

– Accessories

– Ability Stones

– Boss Cards

– Bound Tripod Powders

They cycle one in one out at a time. Meaning that a given raid boss will spend three weeks in the Challenge Mode rotation before it is rotated out.

Balance of Harmony is applied in Challenge Mode. Your gear enhancements, cards, gems, and tripod levels will not work. Your engravings will still work.

Available starting at iLv. 340

Abyssal Dungeons

1 per week per Abyssal Dungeon.

In the case of Abyssal Dungeon with Normal & Hard mode, you can only complete one difficulty per week.

Availability is per character.

– Gold

– Accessories

– Ability Stones

– Set Crafting Materials

– Set Equipment

– Bound Upgrade Materials (all)

– Refining Special Material

Legendary Cards

– Seal Books

You can use Gold to unlock additional rewards at the end of a given run. It’s worth it if it’s current content for you.
Available starting at iLv. 960

NOT CURRENTLY AVAILABLE IN WESTERN LOST ARK

Challenge Abyssal Dungeons

1 per week per Challenge Abyssal Dungeon.

Availability is once per expedition.

Must be at least item level 915 to access.

– Bound Upgrade Materials (all)

– Bound Training Auxiliary Materials

– Selection Random Card Pack

– Random Legendary Card Pack (Bid)

– Selection Legendary Card Pack (Bid)

– Card Experience

They cycle out per set of two every other week. So Shushire Abyssal Dungeons one week, then Rohendel two weeks later, then Yorn two weeks after that, then back to Shushire. Repeat.

Balance of Harmony is applied in Challenge Mode. Your gear enhancements, cards, gems, and tripod levels will not work. Your engravings will still work.

Both Random and Selection Legendary Card Packs can appear in your personal loot as well.

Available starting at iLv. 1370

Abyssal Raid

1 per week per Abyssal Raid.

Availability is per character.

– Bound Upgrade Materials (all)

– Gold

– Accessories (guaranteed class engraving)

– Ability Stones

– Set Crafting Materials

– Set Equipment (only when completing all phases)

– Refining Special Material

Legendary Cards

– Engraving Books

If your item level exceeds the content advised level by too much, you cannot gain Gold. All other rewards can be received.

You can use Gold to unlock additional rewards at the end of a given run. It’s worth it if it’s current content for you.

Available  starting at iLv. 1415

Legion Raid

3 different Legion Raids per week (of your choice). Lockout is shared by difficulties (so you can’t do both Normal and Hard mode in the same week).

Availability is per character.

– Bound Upgrade Materials (all)

– Gold

– Accessories

– Ability Stones

– Set Crafting Materials

– Chaos Stones

– Fusion Leap Stone

Legendary cards

You can use Gold to unlock additional rewards at the end of a given run. It’s worth it if it’s current content for you.
Available starting at Character Lv. 50

Weekly Una’s Tasks

3 weekly Una’s Tasks available.

Availability is per character.

– Una’s Task Rewards

– EXP Potions

On your main character, it is recommended to do the ones that give Leap Stones or Fragments.

Each weekly Una’s Task grants 12 points towards Una Tokens.

N/A

GvG & Guild Boss Time Attack

Once per week. – Gold

– Accessories

– Ability Stones

– Sylmael Bloodstones

Gold for guild content is distributed by the guild leader after a weekly reset.
N/A

Merchant Ship Upgrade Mats

Supply replenishes on weekly reset.

Availability is per character.

– Upgrade Materials

– EXP Potions

The Destruction and Guardian Stones are unbound. Fragment bags are bound.
N/A

Silmael Bloodstone Exchange NPC

Supply replenishes on weekly reset.

Certain tabs availability is per character, some are per roster.

– Silver

– Corridor Ticket

– Cube Ticket

– Upgrade Materials

– Training Auxiliary Materials

– Bound Tripod Powders

Guild must level up and research purchases for higher tier guild shop purchase options.
N/A

PVP Token Exchange NPC

Supply replenishes on weekly reset.

Availability is per roster.

– Upgrade Materials

– Training Auxiliary Materials

– EXP Potions

Must do at least 1 PVP match or attend PVP Island during a week to receive PVP tokens. Tokens received depend on PVP rank (not MMR bracket). Make sure to check the PVP UI menu to receive your tokens.
Available starting at Character Lv. 50

Weekly Ghost Ship

Certain days at specific times

Can receive loot once weekly

– Unbound Destruction Stones

– Unbound Guardian Stones

– Bound Training Auxiliary Materials

– Akkan Legendary Card

Epic Engraving Book

Legendary Engraving Book

Highly recommended to obtain the Ghost Ship boat and an accompanying sailor that provides a major stat boost when boarding the ghost ship.

If your instance fails to kill the boss or you leave prematurely or respawn outside, you lose your lockout for the week.

N/A

PVP Island

Determined by the occupying guild. – Accessories

– Ability Stones

– Gems

– PVP Level EXP (not MMR)

After GVG, the occupying guild can choose when the event will occur. Rewards are for participation and you don’t need to win or lose. Medea has equalization and forbids consumables, Slime Island does not.

 

Expedition Territory (Private Housing)

 

After reaching the first major city in Luterra, you can accept the guide quest Secretary Theo’s Invitation from your quest journal (navigate to the purple guide quests). The quest will ask you to visit King Syilian in the city of Luterra as he grants you your own private island estate. Once completed, you should have a song you can play that will teleport you directly to your island.

 

The island is your own private instance that you can customize the appearance of. It serves the following purposes:

 

Ctrl+1: Opens the management interface. From here, you have access to your Research, Forge, Dispatch, and Manor tabs.

  • Ctrl+1: Opens the management interface. From here, you have access to your Research, Forge, Dispatch, and Manor tabs.
    • Research: This allows you to learn how to create new recipes, unlock Expedition Warehouse inventory slots, reduce the cost and time to do Expedition Territory actions, reduce the cost and time of Dispatch, and more. Research operates like a tree, and as you research new things like an improved workbench, you will unlock more things to research. Please pay attention to Gold and Pirate Coin costs to perform actions here in addition to material costs. Research requires Common Log and Common Stone.
    • Crafting Station: This is where you craft things like Battle Items, food, furniture, Fusion Materials, and profession tools using life skill production materials. There is a chance to lucky craft which gets you additional products when crafting.
    • Dispatch: This is where you can send out your expedition sailors, pets, and boats to complete missions for you. There are two types of dispatch, Normal and Special.
      • Normal dispatches use Pirate Coins, ship durability, and Expedition Energy to gain Pirate Coins, trophies (exchanged with visiting merchants for goods), and island EXP.
      • Special dispatches use the same as normal dispatches in addition to resources used to enter content to complete content such as Guardian Raids, Cube, Boss Rush, and Chaos Dungeon for you. Note that by sending a dispatch to do this, you are not doing it yourself but still consuming the entry resource. The rewards will also depend on the chance of your crew’s performance. It is almost never worth sending out the special dispatch unless it’s for a daily content that you know you cannot be online to do that day.
      • Dispatch missions will consume ship durability, but this ship durability is not the same durability you use Silver to repair with. This ship’s durability must be repaired using Common Log and Common Stone, which can be very pricey. Low durability on dispatch ships doesn’t prevent you from using it to sail.
      • You must Research how to use other ships in dispatch missions.
    • Autofarm: Lets you select specific profession nodes that automatically grow after a period of time. Once they’ve grown, you can harvest them all at once with one click. These are house profession materials so they cannot be used to create items that you can trade to others.
    • Pet Ranch (Not Currently Available): You can place your pets on treadmills to produce jelly cookies. These cookies can be exchanged for many different items. Pets can only produce jelly cookies if they have motivation, and must rest in order to recover their motivation.
    • Manor: You can equip structures and costumes in your manor to gain small passive bonuses to your Expedition Territory’s actions. You start with two structures and two costume slots, but can use Research to unlock a third. Benefits include discounts on research and crafting and better success chances on dispatch missions.
      • Structures are from crafting, high Adventurer’s Tome completion %, or the cash shop.
      • Costumes are obtained from reaching maximum rapport with an NPC (common) or with Blue Crystals (350 each for legendary).
  • Training: After completing the main expedition island quest Legendary Monster Slayer from Adventurer Erwin, you can obtain the quest The Magic Society’s Amazing Skill. Once completing this quest and upon having at least one character at level 52, you can use the training module. Via the training module, you can select one character that will passively accumulate EXP. This can only be done on characters to level them up to one level under your highest level character (e.g. if your main is 52, you can use this on alts to get up to 51). This system can also only be used on characters that are at least level 50. You can train characters for up to 7 days, generating up to around 40,000,000 EXP. You can end training early at any time and collect EXP related to the amount of time you trained for. Your character cannot accrue any more EXP the moment they have trained enough EXP to achieve one level under your highest level.
  • Knowledge Transfer: This is a way to instantly raise a new character to a certain point in the story as well as their item level. The amount of times you can do this is based on how many high item level characters you already have. Cost-wise, it’s mostly only useful to do this to raise brand new characters to level 50. Russia did not implement this feature.

 

Ctrl+2: Opens the arrangement interface. You are able to place down furniture and characters on your island. This is purely decorative.

 

Ctrl+3: Costume interface. From here, you’re able to purchase alternative costumes for NPCs that you have unlocked max rapport with. This is mostly cosmetic in nature but you can equip them to your manor as well for small passive island bonuses.

 

Ctrl+4: Shifts the foreground view angle for a more cinematic look.

 

The Crystalline Aura monthly subscription includes reduced time for research, crafting, and dispatch, increased territory energy regen, extra costume and structure slot in manor, usage of the Ultimate Stress Buster while training (7,000 EXP per minute vs. the normal 4,000 EXP).

Nineveh’s Blessing can be purchased separately from Beatrice’s Blessing on the cash shop, which gives some extra bonuses to your Expedition Territory. This includes reduced time for research, crafting, and dispatch, increased territory energy regen, extra dispatch slot, extra costume and structure slot in manor, usage of the Scarecrow of Enlightenment while training (7,000 EXP per minute vs. the normal 4,000 EXP), and 10% increased material acquisition from Cave and Farm.

 

After reaching Expedition Territory Lv. 10, you can accept the quest Land of Life from the NPC Cute Felix in your estate. This unlocks the Farm. After completing the quest from Cute Felix, you can accept the quest The Cave Where Time Stands Still from NPC All-around Lifeman Nature to unlock the Cave.

  • The Farm features special foraging, mining, and lumbering profession nodes, and also has fishing. These nodes do not respawn until 6:00 AM server time.
  • The Cave features hunting, archaeology (simplified; no skills are needed), and fishing as well. These nodes do not respawn until 6:00 AM server time.
  • Fishing spots can be used 7 times in each area.
  • Research can improve the quantity gathered, number of fishing spots, and grow better gathering nodes.
  • The profession materials obtained from the estate are unique from normal ones, meaning they will occupy several additional inventory or storage space.
  • You cannot obtain World Tree Leaves from your estate.
  • The amount of profession EXP you gain when doing professions in your estate is reduced.
  • Consider this feature for people who dislike doing professions. It’s super fast and has decent recipes (the flare recipes are awesome), but you can’t make Gold from it as all the materials and resulting crafts are bound to you.
    • The items you can craft are great. Battle item selection boxes, food, Fusion Stones for upgrading, and more.
  • Other people can use your nodes if they’re visiting your estate, so if you don’t want this make sure to lock your state from the settings in the top left (near your estate name).

 

Bonus Upgrade Research

  • As time goes on Smilegate adds new research to the Expedition Territory that is used as a catch-up mechanic for lower item level characters within the account, or alts. This quality of life update was introduced at the same time as training dummies.
    • The first type of research reduces the amount of fragments needed to fill the item’s EXP at each stage by 20%.
    • The second type of research increases the success chance of refining the item by a flat 10%. This means what would ordinarily be a 40% base chance to succeed becomes a 50% chance. This is effective up to +15 on that current tier, and the bonus deactivates once you are attempting +16.
    • In order to unlock the research, you must reach a certain item level above the tier it is that you want to get those upgrading bonuses on.
      • The first research in T3 is available at 1385. This works on 1302 base gear until you reach 1370.
      • The second research in T3 will be available at 1460. This works on 1340 base gear until you reach 1415.

 

Occasionally, you may obtain legendary quest starters from your Adventure Book or in some cases through rapport. These are very short quests that invite NPCs to your estate as traveling merchants. Often when you log in, you’ll be notified a traveling merchant has visited your estate and you must visit your island to let them in. These NPCs can have goods such as skill runes and high tier sailors. Wandering merchants can also sell wares to visiting players to your estate, though the selection is limited to specific wares such as the skill runes, and the quantity available is usually limited to one sale. You have to lock your estate if you don’t want a stranger to come and buy that quantity if you want a friend or guildmate to buy it instead (you have your own private quota you can buy, so you don’t need to worry about someone buying it before you can).

 

Your Expedition Territory can level up by successfully researching, crafting, and dispatching. Actions are limited by your Expedition Energy, which recovers slowly over time.

 

You can complete repeatable blue quests on your Expedition Territory to get tickets which can speed up research or dispatch times. Some of these reset weekly.

 

Voyage Cooperative Missions

There are scheduled cooperative missions that you can find outside of most major ports, where players can gather together to do short mini-games to earn Pirate Coins and special voyage currencies.

 

Because voyage cooperative missions require you to be able to use your boat’s functions, please make sure you are not using a ship skin that disables use of these abilities.

 

The special voyage currencies can be used to get more Pirate Coins, sailors, ship upgrade materials, and more. There is also a chance to obtain special keys which can be used to visit Gateways in the sea that open at certain times, earning you additional rewards. These rewards can include maps which reward a sum of Gold.

 

Image courtesy of Reporter Minho Choi, Inven.

 

The map above details the starting locations of cooperative voyage missions. The quest location is not displayed in the calendar, however the first location of the first mini-game is fixed. From there, as you complete each mini-game, follow your world map to the next mini-game to proceed with the new cooperative mission to earn additional rewards.

 

Region Starting Mission Special Coin Special Key Dangerous Waters
Arthetine Treasure Salvage Guiena Coin Key of Harmony Storm Lv. 1

Dead Lv. 2

Cold Lv. 2

Vern Race Guiena Coin Key of Harmony Dead Lv. 1

Cold Lv. 1

Anikka Hunt Jellyfish Guiena Coin Key of Harmony Storm Lv. 2

Dead Lv. 2

Rohendel Race Krater Coin Key of Wisdom Dead Lv. 2

Storm Lv. 3

Yorn Treasure Salvage Arctur Coin Key of Earth Sandstorm Lv. 3

Dead Lv. 3

Faiten Hunt Jellyfish Ancient Coin Key of Patience Dead Lv. 3

Cold Lv. 4

Punika Hunt Jellyfish Solar Coin Key of India Storm Lv. 4

Sandstorm Lv. 4

Siren Lv. 4

 

Skill Points

There are 6 additional skill points for each level from 51-60.

 

Of significance is that at level 55, skills may be leveled to 11, and at level 60, skills may be leveled to 12. Level 11 and level 12 of skills each cost 6 points each and are significant boosts to a skills output compared to the 10 previous levels. The damage increase of a skill is approximately 9-10% for reaching level 11 and 6-7% for reaching level 12.

 

Reaching level 55 and 60 automatically increases the damage of identity skills without use of skill points.

 

Skill resets are always free and can be done whenever you aren’t in combat or in an instance which forbids changing skills. You can always change skills in a workshop area if the instance has it.

 

Skill Point Potion Acquisition Method
Advanced Skill Point Potion Island’s Soul (20)
Advanced Skill Point Potion Adventure Book – Punika (80%)
Advanced Skill Point Potion Ignea Token (8)
Advanced Skill Point Potion Omnium Star (2)
Advanced Skill Point Potion Omnium Star (6)
Advanced Skill Point Potion T3spire 50F
Skill Point Potion Adventure Book – East Luterra (70%)
Skill Point Potion Shadespire 20F
Skill Point Potion Shadespire 50F
Skill Point Potion Fatespire 20F
Skill Point Potion Fatespire 50F
Skill Point Potion T3spire 25F
Skill Point Potion Quest – Silvery Wave Lake – Back into Place
Skill Point Potion Giant’s Heart (4)
Skill Point Potion Giant’s Heart (6)
Skill Point Potion Giant’s Heart (10)
Skill Point Potion Giant’s Heart (12)
Skill Point Potion Quest – Kalaja – Those buried in the black ground
Skill Point Potion Quest – Kalaja – The final melody
Skill Point Potion Reputation – Whispering Islet – Choir Teacher
Skill Point Potion Reputation – Wisdom Island – ???
Skill Point Potion Adventure Book – North Vern (60%)
Skill Point Potion Quest – Nia Village – Eternal Love
Skill Point Potion Adventure Book – Shushire (50%)
Skill Point Potion Adventure Book – Rohendel (70%)
Skill Point Potion Quest – Luterra Castle – Light shining in black fields
Skill Point Potion Quest – Twilight Haze – An Egg
Skill Point Potion Quest – Twilight Island – [Awakening] sunset
Skill Point Potion Quest – Frozen Sea – Hidden breeze
Skill Point Potion Quest – Serene Island – Strong Stone

 

 

Skill Attributes

Skills have attributes in Lost Ark that often reflect on how to use them.

 

Back Attack: When attacking the enemy from behind while using a skill that has Back Attack, the skill inflicts 5% bonus damage and has a 10% increased chance to crit. Bonus damage can be increased by up to +25% via engraving.

 

Stagger (1-5): Dictates the stagger level of a skill. Damage does not impact how much stagger a skill does, only the hit count and Stagger rating. In some cases, skills that have a lower Stagger rating will inflict higher stagger damage than ones with higher ones. Stagger can be further increased by the Overwhelm skill rune, by up to an additional 30%.

 

Weak Point (1-5): Attribute is used in certain mechanics that require you to destroy the parts of an enemy, such as Kaiser’s leg armor, Chromanium’s shell, Achates’ wings, or Yoho of Dark Night’s tail. Weak Point can also be inflicted using Destruction Bombs. Weak Point has non-linear scaling, so two Lv. 1 Weak Points skills inflicts more weak point damage than a single Lv. 2 Weak Point skill. Corrosion Bomb applies a debuff on an enemy which makes all incoming Weak Point apply as one level higher.

 

Frontal Attack: This is the opposite to Back Attack. When hitting the enemy from their front with an attack that has the Frontal Attack attribute, the skill inflicts 20% more damage and has 10% increased stagger damage. Bonus damage can be increased by up to +25% via engraving.

 

Counter: Skills with the Counter attribute will instantly neutralize a boss when struck from the front during a counterable motion. In order to pull off a Counter, the attack must be inflicted from their front and during the frames of the counterable motion, which can be seen when the enemy glows blue momentarily. It is possible to perform a Counter after the enemy’s attack motion has already started, but it is harder, especially if you play on higher ping. Counter motions are typically dashes. Not all bosses can be countered. This mechanic became increasingly more important starting from South Vern and onwards. A boss that has been countered is not in a staggered state, so the Broken Bones engraving and Domination sub-stat do not increase your damage against them.

 

All classes have at least 2 Counter skills, and the role of countering generally is for all raid members that happen to be in front of the boss during their counterable motion. Multiple late game encounters punish not countering the boss with a raid wipe, so it’s good to get in the habit of countering.

 

List of Counter Skills
Class Counter
Berserker Chain Sword

Mountain Crash

Gunlancer Bash

Dash Upper Fire

Destroyer Dreadnought

Power Strike

Paladin Holy Sword

Executioner’s Sword

Wardancer Esoteric Skill: Spiral Impact

Sky Shattering Blow

Scrapper Instant Hit

Roundup Sweep

Soulfist Bolting Crash

Lightning Palm

Glaivier Vault

Spiraling Spear

Striker Esoteric Skill: Spiral Impact

Sky Shattering Blow

Deadeye Last Request

Enforce Execution

Artillerist Napalm Shot

Forward Barrage

Swing

Sharpshooter Evasive Fire

Deadly Slash

Machinist Backflip Strike

Avalanche

Excelion Beam (Identity)

Gunslinger Last Request

Peacekeeper

Bard Prelude of Storm

Rhythm Buckshot

Sorceress Squall

Ice Shower

Summoner Squirtle (?)

Released Will

Arcanist Serendipity

Return

Deathblade Head Hunt

Earth Cleaver

Shadowhunter Rising Claw

Slasher

Death Claw (Identity)

Reaper Dagger Toss

Shadow Trap

 

 

Skill Runes

You can equip special runes to any of your skills, including classes that have transformation skills (Scouter, Shadowhunter, Artillerist). Each skill may be equipped with one rune, and you can have a maximum of 8 runes equipped. These runes impart additional bonuses specifically when you are using that skill. Runes come from a variety of contents. They can freely be equipped and removed from their skills at no cost. Skill presets will also memorize which skill is set to use which rune.

 

In certain cases, you are able to obtain more than one copy of a rune if it has multiple sources. For example the Galewind Rune, you are allowed one copy of the rune from each raid tier.

 

In the case of the Bleed rune, Bleed does not stack from the same player (in the case of equipping multiple Bleed runes) and inflicts the same amount of damage at all rarities. Different Bleed stacks can be applied on the same target by different players.

 

Rune Name Grade Effect Acquisition Method
Conviction Legendary 40% chance to apply the Conviction state to yourself for 3 seconds. Expedition Territory Vendor – Marte
Epic 30% chance to apply the Conviction state to yourself for 3 seconds. Masterpieces (24)
Rare 20% chance to apply the Conviction state to yourself for 3 seconds. Expedition Territory Vendor – Roan
Judgment Legendary 40% chance to consume the Conviction effect to apply the Judgment effect. Increases mana recovery by 100% for 6 seconds and reduces cooldowns of skills cast during this interval by 15%. 1. Masterpieces (44)

2. Expedition Territory Vendor – Marte

Epic 30% chance to consume the Conviction effect to apply the Judgment effect. Increases mana recovery by 100% for 6 seconds and reduces cooldowns of skills cast during this interval by 15%. Marie (Rapport – Trusted)
Rare 20% chance to consume the Conviction effect to apply the Judgment effect. Increases mana recovery by 100% for 6 seconds and reduces cooldowns of skills cast during this interval by 15%. Ealyn (Rapport – Trusted)
Focus Legendary 40% reduced mana cost. 1. Sea Bounties (42)

2. South Vern – Chaos (Purification Fragment NPC)

Epic 30% reduced mana cost. 1. Giant’s Heart (13)

2. Expedition Territory Vendor – Flor

Rare 20% reduced mana cost. 1. Field Boss – Uncharted Island

2. Expedition Territory Vendor – Gador

Uncommon 10% reduced mana cost. 1. Field Boss – Spida Island

2. Expedition Territory Vendor – Astiel

Rage Legendary Chance of +16% Attack and Movement Speed for 6 seconds on cast. T3 Chaos Gate
Epic Chance of +12% Attack and Movement Speed for 6 seconds on cast. T2 Chaos Gate and below
Rare Chance of +8% Attack and Movement Speed for 6 seconds on cast. Any Chaos Gate
Overwhelm Legendary +30% skill stagger. 1. Expedition Territory Vendor – Borja

2. Anguished Isle (3600 Red Thread)

Epic +20% skill stagger. 1. Adventure Book – Feiton (30%)

2. Omnium Star (3)

Rare +10% skill stagger. Adventure Book – Shushire (10%)
Uncommon +5% skill stagger. 1. Field Boss – Spida Island

2. Expedition Territory Vendor – Elaine

Wealth Legendary +40% identity gauge generation. Omnium Star (5)
Epic +30% identity gauge generation. 1. Sea Bounties (34)

2. Field Boss – Blue Hole Island

Rare +20% identity gauge generation. 1. Giant’s Heart (5)

2. Expedition Territory Vendor – Maximel

Uncommon +10% identity gauge generation. 1. Expedition Territory Vendor – True

2. Tooki Island Boss

Bleed Legendary Inflicts Bleed on the target for 6 seconds. Tier 3 Calendar Boss
Epic Inflicts Bleed on the target for 5 seconds. 1. Tier 2 Calendar Boss

2. Lutia (Rapport – Trusted)

Rare Inflicts Bleed on the target for 4 seconds. Tier 1 Calendar Boss
Protection Legendary 12% max HP shield during skill animation. Omnium Star (7)
Epic 8% max HP shield during skill animation. Island’s Heart (50)
Rare 5% max HP shield during skill animation. Field Boss – Butterfly Island
Galewind Legendary 14% increased cast speed. Tier 6 Guardian Raid
Epic 12% increased cast speed. 1. Tier 4 Guardian Raid

2. Tier 5 Guardian Raid

Rare 8% increased cast speed. 1. Tier 2 Guardian Raid

2. Tier 3 Guardian Raid

Uncommon 5% increased cast speed. Tier 1 Guardian Raid
Quick Recharge Legendary Chance of 16% reduced cooldown after casting the affected skill on that skill. T3spire 45F
Epic Chance of 12% reduced cooldown after casting the affected skill on that skill. Fatespire 45F
Rare Chance of 8% reduced cooldown after casting the affected skill on that skill. Shadespire 45F
Iron Wall Rare Damage reduced while casting by 8%. 1. Walpurgis Dungeon Boss

2. Adventure Book – North Vern (20%)

Uncommon Damage reduced while casting by 5%. 1. Tooki Island Boss

2. Expedition Territory Vendor – Frauke

Purify Legendary 80% chance to remove 1 debuff on you when casting the skill. Ignea Token (15)
Epic 70% chance to remove 1 debuff on you when casting the skill. Ignea Token (5)

 

 

Cards & Card Sets

Cards are collectible items that both provide small stat bonuses for collecting them, as well as equippable on a new equipment tab in your character info.

 

Cards are part of collections in the Encyclopedia, and when you complete that collection by owning all the cards in that collection, you gain a very small bonus to your stats. It’s really small, granted the bonus can be increased by having the cards Awakened. However there are bonuses to stats that you normally can’t really get, such as damage to a certain type of enemy here.

 

It’s not enough to have the card in your inventory, you must use the card to have it part of the collection. This means that you may need to expand your card collection capacity, as there are many cards (a little over 310).

 

In addition to the collections, certain cards are part of sets that can be equipped to the player. On their own, not a single card has benefits to the player, but when you equip multiple cards of a set, they grant additional stats to the player. Note that not all card collection sets (the things that provide small bonuses previously mentioned) can also be equipped.

 

You can equip up to 6 cards. Card sets activate their bonuses at either 2, 3, 4, or 6. 

 

Generally speaking, most card sets only offer defensive traits for their set bonuses, such as HP or elemental resistance. However, cards can also be leveled up through an Awakening system. Oftentimes, they have offensive traits if you can Awaken cards enough times from a set.

 

When using Card Experience cards from your inventory, they will be added to a bank of card EXP that you can allocate to your cards freely.

 

To Awaken a card, feed it EXP from the EXP bank. This costs Silver. Then, once you have maxed out the EXP, you must use duplicates of the base card in order to Awaken it. The number of duplicates needed increases with each Awakening stage, as well as the needed EXP. Cards can be Awakened up to 5 times each, requiring a total of 15 extra copies of the card to max.

 

There are a few card sets at the moment which are generally pursued.

 

  • Lostwind Cliff (12): 7% Crit Chance
  • This card set is pursued because Seria (blue card) can be obtained without RNG from traveling merchants in Luterra and Solas (green card) can be obtained from running the main story on a new character to level 34 (right after defeating Kakul-Saydon in East Luterra). Delain Armen can also be obtained from 10 Ignea Token.
  • This card set is the initial goal for all DPS players since very little RNG can be involved in raising it.
  • This card set is also the final best-in-slot card set for supporter types, as the 30 awakening bonus increases the damage taken by targets of holy property-type damage by 3.5%, which should boost the damage of all players due to a majority using the Esthers of Light set long-term.

 

  • Light of Salvation (12 or better): Damage conversion to Holy Property, Additional Holy Damage
  • This card set is pursued because it provides a large damage bonus relative to other sets and also converts all of your damage to Holy Property, which further increases damage bonus against enemies weak to this (a few endgame encounters).
  • Lostwind Cliff with 12 awakenings is better than Light of Salvation before you reach 18 awakenings on it. The exception is against enemies weak to light, where Light of Salvation is stronger starting from 12 awakenings.

 

  • We’ll Meet Again: Reduced damage taken when under 50% HP.
  • Sometimes used by support players in PVE and everyone in GVG for survivability.
  • Highly efficient on Mayhem Berserker.

 

  • Forest of Giants: Increased healing from battle items and Additional Physical/Magical Defense.
  • Sometimes used by support players in PVE and everyone in GVG for survivability.

 

If you are a support player, your initial goal for a card set is just normal HP increasing cards. Aim for +12% Max HP from your cards. Fortunately, you don’t have to awaken any cards to obtain this, making this process way easier than DPS classes. This is because your heals scale off of your own max HP, so by increasing your health, you can keep allies alive better.

 

Cards come from weekly content, traveling merchants, raids, events, voyage coins, and achievements. It is possible to obtain a Legendary Selection Card Pack from Challenge Abyssal Dungeon from both personal loot as well as bid loot, and it is not guaranteed to appear in any given week.

 

There is one way that you can grind cards. On the 3rd floor of both cruise liners, there is a luxury merchant who will sell 7 card packs for 2,000 Pirate Coins each. That’s a total of 28,000 Pirate Coins to buy all 14. This merchant’s stock is per character, so you can burn a nearly unlimited amount of Pirate Coins on this. People who do a lot of Cooperative Sea Voyage missions to grind these cards will have an advantage when it comes to obtaining and upgrading their cards.

 

The cruise liners are located in the above locations.

 

Even though both cruise ships look exactly the same, the weekly stock for these merchants is different.

 

Still, card defensive boons shouldn’t be looked down on. They can make an encounter that is otherwise too difficult to survive in more manageable by providing a lot of additional HP or resistances.

 

Do not throw out cards. Keep them stored in one of your characters’ warehouses if you somehow run out of space in your card album.

 

Understanding Class Roles

Classes in Lost Ark are divided into DPS synergies and support synergies. While it is possible for some of these roles (such as support) to flex into the other role, it’s considered abnormal and only feasible when someone hugely overgears the content that they’re doing, presuming it’s not equalized.

 

Crit synergies are more powerful than AP synergies but rely on the party to build the party around them to maximize their strength.

 

Most synergies require certain tripods to be taken for their effect to be applied (there are some exceptions such as Glaivier). They are usually found in the first or second row so that you can use them with low skill point investment.

 

All classes are able to clear all content in the game, and supports are completely interchangeable with similar success based on team configuration and cooperation.

 

DPS Synergy (6% Increased Damage Taken – 100% Uptime)

  • Berserker
  • Shadowhunter
  • Scrapper
  • Sorceress
  • Sharpshooter

 

DPS Synergy (6% Attack Power to Allies – 100% Uptime)

  • Soulfist
  • Machinist

 

DPS Synergy (12% Positional Damage – 100% Uptime)

  • Deathblade
  • Gunlancer

 

DPS Synergy (12% Reduced Defense – 100% Uptime)

  • Destroyer
  • Summoner
  • Artillerist
  • Reaper
  • Gunlancer

 

DPS Synergy (18% Crit Chance – Low Uptime)

  • Wardancer
  • Striker
  • Glaivier

 

DPS Synergy (10% Crit Chance – 100% Uptime)

  • Arcana
  • Deadeye
  • Gunslinger

 

DPS Synergy (Attack Speed to Allies)

  • Wardancer
  • Striker
  • Gunlancer
  • Deathblade

 

Support Synergy

  • Bard: They have four means of increasing party damage. Heavenly Tune, Sonic Vibration, Serenade of Courage (identity), and damage amplification stigma found on a lot of their skills in general. Heavenly Tune and Sonic Vibration do not stack.
  • Paladin: They have four means of increasing party damage. Heavenly Blessing, Wrath of God, Holy Aura (identity), and medium duration damage amplification debuffs that are found on a lot of their skills in general.

Gear Traits

There are 3 item tiers of equipment and content.

 

Pro-tip: The stat cap of combat stats on accessories does not increase with the item tier. A T1 Relic necklace with Crit/Swiftness for example can roll as many combat stats as a T3 Relic necklace with Crit/Swiftness, pending the same quality. What changes is the amount of main stat and vitality that the item provides in its Basic Effects. You can use this to your advantage by creating a mobility set before moving on to the next item tier using Relic accessories of the previous item tier. For example, my Scouter is in T3 gearing, but for traveling around I still use T2 accessories with high Swiftness and sometimes T2 armors that have additional tripods on them for movement skills so that they travel further or faster.

 

Item Quality

For weapons, quality is very important on any weapon that you use that can get 15% or higher Additional Damage. This depends on rarity and where the item is within the subtier. If the weapon can only cap out at 5%, don’t worry too much about quality. Quality on armors isn’t important, it’s just an added bonus. For accessories, quality is important in the following order:

  1. Necklace
  2. Earrings
  3. Rings

 

These items are influenced by quality in varying degrees in that order (huge stat disparity between high quality necklace and low quality necklace, low stat disparity between high quality ring and low quality ring).

 

Starting from Legion Raid gear in T3, it is possible to increase the quality of your weapons and armor. By using Chaos Stones, there is a new option which has a chance to increase the quality of your item. Upon success, the quality increases by a completely random amount, and upon failure nothing happens but you still consume the materials. Chaos Stones can be obtained from the following activities:

  • Legion Raid
  • Legion General Raid Exchange (can use Gold as well)
  • Purification Fragment Exchange
  • Thunderwing Field Boss

 

The amount of quality gained on success can make the item jump from 1 quality all the way to 100, or go up by 1. It is completely random. The odds of succeeding depend on the current quality of the item and the odds get exponentially worse the higher you go. It is estimated to take 1,000,000+ raw Gold on average to reach a high 90 quality Legion Raid weapon if you don’t jump to it immediately and decide to buy non-discounted Chaos Stones.

 

Current Quality Success Chance
90 0.86%
80 1.89%
70 3.27%
60 6.17%
50 12.85%
40 23.30%
30 37.53%
20 55.54%
10 77.10%

 

The chart above shows the chances of crafting a Legion Raid item at that quality as well as chance to roll that quality when succeeding. Unlike all item crafts prior to this point, there is a very low chance of crafting an item that already has high quality. The odds of landing a certain quality is equal regardless of its existing quality. Because of this, it’s not necessarily more efficient to re-craft for low quality, as opposed to just trying continuously at your existing quality. But, it’s superstitious to re-craft since you can enjoy the feeling of success, granted the odds are you will succeed and not gain much quality.

 

Be mindful that for DPS, weapon quality at this stage is extremely important, but that this is arguably one of the most extreme gold sinks in the game that is static and unchanging. Most players settle for around 60-80 quality, with more hardcore and heavy spenders pushing towards 90+.

 

Additionally, when succeeding from one item into another, if the items are the same color grade (e.g. Relic to Relic) then the quality and existing Artisan’s Energy will also transfer to the new item. The exception is if the item you’re succeeding into has a higher quality already.

 

Finally, when succeeding from Mid T3 Legion Raid equipment to Upper T3 Legion Raid equipment, quality is preserved, as well as when succeeding to Upper T3 Ancient equipment.

 

Weapons & Armor Tripods (T3 Only)

 

Weapons and armors will additionally have lines of tripods on them starting from T3 equipment. This system is not relevant in T1 and T2 gear. These will boost the power of tripods on skills that are able to be leveled beyond 1. This is the only way to increase the level of these tripods. Note that duplicate tripods on armors and weapons do not stack, and only the highest will apply. You may freely transfer tripods from any type of item slot, for example if a helmet has a tripod that you really want you can move it to your weapon.

 

The chance to succeed in tripod transfer depends on the level of the tripod trait you’re trying to transfer.

  • +1 Tripod: 100% Success Chance
  • +2 Tripod: 30% Success Chance
  • +3 Tripod: 15% Success Chance
  • +4 Tripod: 5% Success Chance

 

These odds can be doubled by using a Powder of Sage which is crafted, purchased with Sylmael Bloodstone, or obtained from the weekly Challenge Guardian Raid. You can only use one powder to double the success chance, and cannot improve the odds further than that. You are expected to fail many times for the higher level tripods because you obtain several daily attempts due to the quantity of gear dropped from Chaos Dungeons. Regardless if you fail or succeed, the item that you are trying to take the tripod from (on the right of the UI) will be destroyed.

 

In addition to this system, due to the fact that you may switch your main item for a new one (for example in the case of succeeding into a higher quality item or set item), it is possible to preserve all of your item’s tripods when changing to the new item.

 

From the same NPC, the Locker menu is able to memorize a set of tripods from an item of your choice. Each tab of the Tripod Storage Box can memorize tripods from each slot on the left side equipment.

 

You can click Save to Library and your Tripod Storage Box will now memorize this combination of tripods, regardless if the item that you memorized them from is destroyed, succeeded, dismantled, etc. From there, you can freely use the Apply to Optional Equipment button on the right to apply the memorized tripods to the new item free of charge, as long as the item is the same item slot type and within the same tier. The game will give you an error if you try to apply tripods from gear of different item tiers to the one you have selected.

 

You can utilize the Tripod Locker in order to store high tripod combinations and apply them to your existing gear at a 100% chance, which may be a more effective means of transferring tripods, especially +4 ones that have a very low chance, and then filling out the holes in your tripod set up after moving tripods this way.

 

Each page of the Tripod Storage Box can memorize a combination of tripods for each left side slot once (you can’t have it memorize 6 different weapon combinations). By default, you have two pages of the Tripod Storage Box. It costs 100 Blue Crystals to unlock more pages, up to five.

 

Note that all armors and weapons can hold up to three tripod bonuses on the gear, regardless of whether the item was found with one or two tripod bonuses initially. Before you swap tripods, consider filling out all slots of the item you intend to use first.

 

It is also possible for lower rarity items to have higher additive tripod bonuses on them, for example it’s plausible to transfer a +4 tripod onto a Rare item, though there’s little practical reason to ever do this. However, note that rarity impacts the max level that you can find tripod bonuses natively on items when you drop or craft them.

  • Rare: +1 Tripods
  • Epic: +1-2 Tripods
  • Legendary: +1-3 Tripods
  • Relic: +3-4 Tripods

 

Due to the potential annoyance of this system with the high quantity of loot you can drop and having to check each and every one for ideal tripods, there is a system built in to notify you when an item drops with ideal tripods that you are seeking. You can find it from your skill menu (default button K).

 

From this new menu, you can select up to 48 individual tripods that can be leveled beyond 1 to notify you when you obtain any gear that has this tripod on it.

 

Once you save this, any time you have an item or receive an item that has the tripods you’re looking for, you will see the special tripod symbol on the item.

 

Broken gear are unique items that are dropped from Chaos Dungeon that cannot be equipped. The sole purpose of these items is so that you can get fodder items to transfer tripods. Broken gear is placed in Chaos Dungeons that are on the same tier as current high-end raids. For example, if your region’s highest available content is the 1370 Abyssal Raid Argos, then the equivalent 1370 Chaos Dungeon will drop broken gear instead of normal equippable gear. When a new subtier becomes available, Smilegate replaces the broken gear with equippable gear so that new or returning players do not need to raid in order to get higher item base equipment.

 

Remember that storing tripods in the Tripod Locker does not break the item, so it’s possible to obtain the item, store the tripods in the locker, transfer them to your gear (which will overwrite all tripod slots), and then dismantle or sell the broken item. Broken gear can be sold on the auction house like normal gear. Once you use the Tripod Locker on an item, however, it can no longer be sold.

 

Accessory Engravings

In addition to Basic Effects and combat stats, your accessories can also provide engraving levels to provide additional passive effects to your character.

 

First and foremost, there are two types of engravings. Normal engravings and malus engravings. Malus engravings incur a passive penalty to your character. Malus engravings include Attack Power Decrease, Attack Speed Decrease, Movement Speed Decrease, and Defense Decrease. All but defense reduces by 2%/4%/6% at each level. Defense reduces 5/10/15%. This is not the same as a 5/10/15% increase in damage taken.

 

Your accessories will provide engravings that will add up to the gauge found in the Seal tab of your Character Info.

 

In order to activate the bonuses of either normal or malus engravings, you must accumulate enough points of them to activate the Lv. 1, Lv. 2, or Lv. 3 effect. These are activated at 5, 10, and 15 points respectively. See the Heavy Armor engraving in the picture above. Those 6th and 7th diamonds do nothing, and it’s only a Lv. 1 Heavy Armor until I get to 10 of the diamonds.

 

The amount of normal and malus engraving points found on each accessory largely depends on the slot and the rarity.

 

Rarity Necklace Earring Ring Ability Stone
T1-2 Rare +1 Normal +1 Normal +1 Normal +0-6 Normal

+0-6 Normal

+0-6 Malus

T1-2 Epic +1-2 Normal

+1-2 Normal

+1-3 Malus

+1-2 Normal

+1-2 Normal

+1-3 Malus

+1-2 Normal

+1-2 Normal

+1-3 Malus

+0-8 Normal

+0-8 Normal

+0-8 Malus

T1-2 Legendary +1-2 Normal

+1-2 Normal

+1-3 Malus

+1-2 Normal

+1-2 Normal

+1-3 Malus

+1-2 Normal

+1-2 Normal

+1-3 Malus

+0-9 Normal

+0-9 Normal

+0-9 Malus

T1/T2 Relic N/A N/A N/A +0-10 Normal

+0-10 Normal

+0-10 Malus

T3 Rare +2 Normal

+1 Normal

+2 Normal

+1 Normal

+2 Normal

+1 Normal

+0-6 Normal

+0-6 Normal

+0-6 Malus

T3 Epic +1-2 Normal

+1-2 Normal

+1-3 Malus

+1-2 Normal

+1-2 Normal

+1-3 Malus

+1-2 Normal

+1-2 Normal

+1-3 Malus

+0-8 Normal

+0-8 Normal

+0-8 Malus

T3 Legendary +2-3 Normal

+2-3 Normal

+1-3 Malus

+2-3 Normal

+2-3 Normal

+1-3 Malus

+2-3 Normal

+2-3 Normal

+1-3 Malus

+0-9 Normal

+0-9 Normal

+0-9 Malus

T3 Relic +3-5 Normal

+3 Normal

+1-3 Malus

+3-5 Normal

+3 Normal

+1-3 Malus

+3-5 Normal

+3 Normal

+1-3 Malus

+0-10 Normal

+0-10 Normal

+0-10 Malus

T3 Ancient +4-6 Normal

+3 Normal

+1-3 Malus

+4-6 Normal

+3 Normal

+1-3 Malus

+4-6 Normal

+3 Normal

+1-3 Malus

+0-10 Normal

+0-10 Normal

+0-10 Malus

 

For T1 accessories, the malus only goes to +1. For T2 accessories, the malus can go to 1-2.

 

You can get your class engraving on the Necklace, Earrings, and Ring slots of your accessories. You cannot roll your class engraving on the Ability Stone. Also note that when dropping accessories in content such as Chaos Dungeon or Guardian Raid, you cannot get the class engravings of other classes, only your own.

 

Carefully balance out your accessories in order to maximize as many normal engravings as possible while avoiding malus engravings. Even if the penalty for a malus engraving seems insignificant, the equivalent amount of work needed to negate that penalty can be surprisingly high, especially if it’s Attack Power Decrease.

 

Note that the game UI will warn you if you have too many points on a given engraving. There is no penalty for going over 15, it’s only to let you know that you can probably trim a few points in some places and perhaps optimize for another engraving.

 

In addition to the engravings found innately on your accessories, you are also able to equip imprints. By equipping imprints, you can gain 3, 6, 9, or 12 points towards a specific engraving, for a max of 24 points from equipping two legendary imprints in T3.

 

You can earn each level of imprint by using Engraving Books that come from a variety of contents. You must use 20 Engraving Books in order to unlock the imprint associated with it.

 

Some notable sources include:

  • Several island merchants now have a weekly stock of selection engraving books for their respective island currency.
  • 3x Uncommon Class Engraving Selection Box from Challenge Guardian Raid (weekly).
  • 20x Uncommon Class/Normal Engraving from Infinite Chaos Dungeon (once per roster).
  • 3x Rare Class Engraving Selection Box from Challenge Guardian Raid (weekly).
  • 20x Rare Class/Normal Engraving from Infinite Chaos Dungeon (once per roster).
  • 2x Legendary Class Engraving Selection Box from Anguish Isle (once per roster).
  • 2x Legendary Normal Engraving Selection Box from Thronespire Stage 22 (once per roster).
  • 1x Legendary Engraving Selection Box from Midnight Rehearsal exchange vendor (Kakul-Saydon raid).
  • 1x Legendary Engraving Selection Box from Deja Vu exchange vendor (Brelshaza raid).
  • 2x Legendary Engraving Selection Box from Rowen faction vendor.
  • 2x Legendary Engraving Selection Box from Elgacia Abyssal Dungeon exchange.

 

# of Points Books Needed
3 Points 20 Uncommon Books
6 Points 20 Rare Books
9 Points 20 Epic Books
12 Points 20 Legendary Books

 

All engravings require 20 books for each imprint stage.

 

Typically, content will reward Seal Books in the form of either a selection or a random pouch, or randomly give you a book in general. They will either give a selection or a random pouch for all normal engravings, or a selection or a random pouch for all Class engravings. Therefore, specific engravings no longer come from specific contents.

 

Once you learn an imprint, you can use it as many times as you want, and the learned imprints are shared on all characters that you have on a server.

 

In total, you can accrue a maximum of 74 (84 if T3 Relic, 89 if T3 Ancient) engraving Points.

  • 30 (40 if T3 Relic, 45 if T3 Ancient) from Necklace, Earrings, and Rings
  • 24 from equipped imprints
  • 20 from Ability Stone (extremely unlikely though, usually 12-16 tops)

 

Gems (T2/T3)

Gems can be obtained and equipped starting with T2 gear and contents.

 

You can equip gems from the fourth tab of your character information window.

 

Gems primarily come from Chaos Dungeon, but there are some other sources of them as well. Gems are divided into types and tiers. You must equip a gem whose tier either matches or exceeds the item tier of your accessory in order to yield its full bonuses. You do not get additional bonuses for equipping a higher tier gem into a lower tier accessory. However, you will incur a high penalty when using lower tier gems in higher level content.

 

Gems can be leveled up to 10. They require three gems of the previous level to combine, and will always succeed 100% of the time to upgrade to the next level. You will always combine gems into a gem for your class. You can use gems from other classes to combine into a gem of your class, and also re-roll other classes’ gems into your own class. Because of this, it is possible to send gems from daily content on alts to your main character so that they can improve their gems quicker, since gems are always unbound. When combined, it is random if you get a damage gem or a cooldown gem regardless of the combination of gems that you use. You cannot change a gem into the other type. You are able to change the skill the gem benefits with Silver at the appropriate NPC or from your pet’s remote functions. The cost will go up pending the level and the gem tier.

 

You can freely equip and unequip gems at no cost. You cannot have two gems of the same type influence one skill. Only the higher level gem will apply. You may have one cooldown gem and one damage gem affect the same skill. There are always a maximum of 11 gem slots available.

 

Level Farsea Gem 

(Tier 2)

Azure Gem

(Tier 2)

Crimson Flame Gem (Tier 3) Annihilation Gem 

(Tier 3)

Level 1 2% Cooldown Reduction 3% Increased Damage 2% Cooldown Reduction 3% Increased Damage
Level 2 4% Cooldown Reduction 6% Increased Damage 4% Cooldown Reduction 6% Increased Damage
Level 3 6% Cooldown Reduction 9% Increased Damage 6% Cooldown Reduction 9% Increased Damage
Level 4 8% Cooldown Reduction 12% Increased Damage 8% Cooldown Reduction 12% Increased Damage
Level 5 10% Cooldown Reduction 15% Increased Damage 10% Cooldown Reduction 15% Increased Damage
Level 6 12% Cooldown Reduction 18% Increased Damage 12% Cooldown Reduction 18% Increased Damage
Level 7 14% Cooldown Reduction 21% Increased Damage 14% Cooldown Reduction 21% Increased Damage
Level 8 16% Cooldown Reduction 24% Increased Damage 16% Cooldown Reduction 24% Increased Damage
Level 9 18% Cooldown Reduction 30% Increased Damage 18% Cooldown Reduction 30% Increased Damage
Level 10 20% Cooldown Reduction 40% Increased Damage 20% Cooldown Reduction 40% Increased Damage

 

As you can see, despite having a higher tier, tier 3 gems don’t provide higher bonuses. Instead, they’re able to be slotted into tier 3 accessories without incurring the penalty. This system forcefully encourages you to change to a new set of gems with each new tier, so you’re unable to be complacent with your existing gems. However, do note that even with the penalty, you may still be able to utilize lower tier gems for a few levels until you get mid-leveled gems of the next tier. For example you’d be able to use a level 8 T2 gem until you got a level 4 or 5 replacement T3 gem.

 

Starting from all content in South Vern, T2 gems are 50% less effective in Legion Raids, T6 Guardian Raids and up, and 1415 Chaos Dungeons and up, regardless if they’re slotted in lower tier accessories or not. Additionally, T1 and T2 accessories have a 30% basic and additional effect penalty in these contents. This penalty can be seen clearly on your stat window designated by red arrows going down next to your accessory.

 

Due to how expensive it can be to re-roll gems at the NPC, I strongly recommend that you buy the exact gem with the exact bonus you want for a given skill directly from other players. Re-rolling even a level 7 T3 gem can eat up millions of Silver to get the desired outcome. You can always sell off your excess gems.

 

Gear & Content Segmentation

In the case of Chaos Dungeon and Guardian Raids, if it looks like the next stage or boss rewards the same items, they likely give more materials.

T1 Gear (starts at item base level 302, jump from 250)

Set Name Set Bonus Acquisition Location iLvl Advised
Rare T1 Equipment (No Set Bonus) Chaos Dungeon (North Vern) 250-580
“Seraphic Oath”

Epic T1 Set

2-Set: +8% Attack Speed

5-Set: +10% Additional Damage

Abyssal Dungeon (Demon Beast Canyon)

Abyssal Dungeon (Necromancer’s Origin)

340
“Enraged Nature”

Legendary T1 Set

2-Set: +8% Movement Speed

5-Set: When hitting boss level or higher monsters, Attack Power increases by 4% for 8 seconds, up to 12% (3 second internal cooldown).

Abyssal Dungeon (Hall of the Twisted Warlord) 

Abyssal Dungeon (Hildebrandt Palace)

460
“Boisterous Elemental”

Legendary T1 Set

2-Set: When hitting boss level or higher monsters, attack speed increases by 4% for 6 seconds, up to 8% (3 second internal cooldown).

5-Set: Increases damage dealt to boss level or higher monsters by 12%.

 

Content Type Rewards Ticket Location iLvl Advised
Cube Silver

T2 Training Auxiliary Materials

Card EXP

Uncommon Seal Book

Masterpiece #14, #24

Chaos Dungeon (Vern)

Chaos Dungeon (Rohendel)

Silmael Bloodstone NPC

302
Shadespire

(First Clear)

6 Skill Points

1 Giant’s Heart

Masterpiece #17

Rapport Items

Card EXP

Card Packs

Uncommon Seal Book

Uncommon Class Seal Book

Rare Follow-Up Rune

No ticket needed. 302 to start.

540 to finish.

Shadespire

(Subsequent Character Clears)

Fragments of Harmony

Leap Stone of Harmony

Guardian Stone Fragments

Destruction Stone Fragments

Silver

No ticket needed. 302 to start.

540 to finish.

 

Guardian Raid Raid Tier Main Rewards iLvl Advised
Ur’nil 1 Rare T1 Accessories

Rare T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Leap Stone of Harmony (Unbound)

Uncommon Seal Book

Rare Seal Book

Uncommon Galewind Rune

302
Lumerus 1 Epic T1 Accessories

Rare T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Leap Stone of Harmony (Unbound)

Uncommon Seal Book

Rare Seal Book

Uncommon Galewind Rune

340
Icy Legoros 1 Epic T1 Accessories

Epic T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Leap Stone of Harmony (Unbound)

Uncommon Seal Book

Rare Seal Book

Uncommon Galewind Rune

380
Vertus 1 Legendary T1 Accessories

Legendary T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Leap Stone of Harmony (Unbound)

Uncommon Seal Book

Rare Seal Book

Uncommon Galewind Rune

420
Chromanium 2 Legendary T1 Accessories

Legendary T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Leap Stone of Harmony (Unbound)

Uncommon Seal Book

Rare Seal Book

Rare Galewind Rune

460
Nacrasena 2 Legendary T1 Accessories

Legendary T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Leap Stone of Harmony (Unbound)

Uncommon Seal Book

Rare Seal Book

Rare Galewind Rune

500
Flame Fox Yoho 2 Legendary T1 Accessories

Legendary T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Unbound Upper T1 Leap Stone

Uncommon Seal Book

Rare Seal Book

Rare Galewind Rune

540
Tytalos 2 Legendary T1 Accessories

Legendary T1 Ability Stone

Destruction Stone Fragment (Unbound)

Guardian Stone Fragment (Unbound)

Leap Stone of Harmony (Unbound)

Uncommon Seal Book

Rare Seal Book

Rare Galewind Rune

580

 

T2 Gear (starts at item base level 802, jump from 600)

Set Name Set Bonus Acquisition Location iLvl Advised
Rare T1 Equipment (No Set Bonus) Chaos Dungeon (Yorn) 550-1080
“Marvelous Earth”

Epic T2 Set

2-Set: +4% Attack & Movement Speed

5-Set: When landing an attack, there’s a chance to activate Velcroze’s Magic Lightning effect on the enemy (12 second internal cooldown)

Abyssal Dungeon (Road of Lament)

Abyssal Dungeon (Forge of Fallen Pride)

840
“Unyielding Will”

Legendary T2 Set

2-Set: When using a mobile device (spacebar while not downed), Attack and Movement Speed increases by 8% for 4 seconds.

5-Set: Crit Chance +15%.

Abyssal Dungeon (Sea of Indolence) 

Abyssal Dungeon (Tranquil Karkosa)

Abyssal Dungeon (Alaric’s Sanctuary)

960
“Mute Guardian”

Legendary T2 Set

2-Set: Combat resource recovery speed is increased by 30%.

5-Set: Crit Damage +25%.

 

Content Type Rewards Ticket Location Content iLvl
Elite Cube Silver

T2 Training Auxiliary Materials

Card EXP

Epic Engraving Books

Masterpieces

Chaos Dungeon (Yorn)

Chaos Dungeon (Feiton)

Sylmael Bloodstone NPC

802
Hall of Silence T2 Leapstones

T2 Gems

Masterpieces

802 to enter.
Fatespire

(First Clear)

6 Skill Points

1 Giant’s Heart

Legendary Affinity Items

Card EXP

Card Packs

Rare Engraving Book

Rare Class Engraving Book

Epic Quick Recharge Rune

No ticket needed. 802 to start.

1040 to finish.

Fatespire

(Subsequent Character Clears)

Life Shards

Life Leapstone

Guardian Stone

Destruction Stone

Silver

No ticket needed. 802 to start.

1040 to finish.

 

 

Guardian Raid Raid Tier Main Rewards iLvl Advised
Dark Legoros 3 Rare T2 Accessories

Rare T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Rare Galewind Rune

802
Helgaia 3 Epic T2 Accessories

Rare T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Rare Galewind Rune

840
Calventus 3 Epic T2 Accessories

Epic T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Rare Galewind Rune

880
Achates 3 Legendary T2 Accessories

Legendary T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Rare Galewind Rune

920
Frost Helgaia 4 Legendary T2 Accessories

Legendary T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Epic Galewind Rune

960
Lava Chromanium 4 Legendary T2 Accessories

Legendary T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Epic Galewind Rune

1000
Levanos 4 Legendary T2 Accessories

Legendary T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Epic Galewind Rune

1040
Alberhastic 4 Legendary T2 Accessories

Legendary T2 Ability Stone

Destruction Stone (Unbound)

Guardian Stone (Unbound)

Leap Stone of Life (Unbound)

Rare Seal Book

Epic Seal Book

Epic Galewind Rune

1080

 

T3 Gear (starts at item base level 1302, jump from 1100)

Item Type Acquisition Location Content iLvl
Rare Basic T3 Lower Gear Chaos Dungeon (Punika – Star 1-2) 1050-1310
Epic Set T3 Lower Gear Chaos Dungeon (Punika – Moon 1-3)

Abyssal Dungeon (Aira’s Oculus – Normal)

Abyssal Dungeon (Oreha Preveza – Normal)

1325-1340
Legendary Set T3 Mid Gear Abyssal Dungeon (Aira’s Oculus – Hard)

Abyssal Dungeon (Oreha Preveza – Hard)

Abyss Raid Argos

1370-1400
Legendary Set T3 Mid Gear Legion Raid (Valtan – Normal)

Legion Raid (Vykas – Normal)

1415-1430
Relic T3 Mid Gear Legion Raid (Valtan – Hard)

Legion Raid (Vykas – Hard)

1445-1460
Relic T3 Upper Gear Legion Raid (Brelshaza – Normal) 1490-1520
Ancient T3 Upper Gear Legion Raid (Brelshaza – Hard) 1540-1560

 

 

Content Type Rewards Ticket Location Content iLvl
Dimension Cube (Normal) Silver

T3 Training Auxiliary Materials

Card EXP

Engraving Books

Masterpieces

Chaos Dungeon (Punika)

Sylmael Bloodstone NPC

1302
Hall of the Sun (Normal) Honor Leapstones

Great Honor Leapstones

T3 Gems

Masterpieces

Dimension Cube (Hard) Silver

T3 Training Auxiliary Materials

Card EXP

Engraving Books

Masterpieces

Chaos Dungeon (South Vern Void) 1490
Hall of the Sun (Hard) Wonder Honor Leapstones

T3 Gems

Masterpieces

Chaos Dungeon (South Vern Void)
Dimension Cube (Inferno) Silver

T3 Training Auxiliary Materials

Card EXP

Engraving Books

Masterpieces

Chaos Dungeon (South Vern Void) 1540
Hall of the Sun (Inferno) Wonder Honor Leapstones

T3 Gems

Masterpieces

Chaos Dungeon (South Vern Void)
Thronespire Silver

Upgrade Materials (all)

Upgrade Books

Legendary Engraving Books

Gems

Rewards are once per expedition (one on each stage). You can skip to any stage you want, and completing that stage gives you the rewards for all previous floors as well.

No ticket needed. 1325 to enter.

~1415 to clear comfortably.

Kakul-Saydon Midnight Rehearsal Silver

Legendary T3 Accessories

Legendary T3 Ability Stone

Upgrade Materials (all)

Legendary Upgrade Books

Legendary Engraving Book

Legendary Card Pack

Card EXP

Relic Affinity Items

Sticker Pack

No ticket needed. One entry per expedition per week. 1385
Brelshaza Deja Vu Silver

Relic T3 Accessories

Relic T3 Ability Stone

Upgrade Materials (all)

Relic Upgrade Books

Legendary Engraving Book

Legendary Card Pack

Card EXP

Relic Affinity Items

Sticker Pack

No ticket needed. One entry per expedition per week. 1430

 

*Calendar bosses were included due to unique loot tables compared to previous ones.

 

Guardian Raid Raid Tier Main Rewards iLvl Advised
Armored Nacrasena 5 Rare T3 Accessories

Rare T3 Ability Stone

Destruction Stone Crystal (Unbound)

Guardian Stone Crystal (Unbound)

Leap Stone of Honor (Unbound)

Epic Seal Book

Legendary Seal Book

Epic Galewind Rune

1302
Igrexion 5 Epic T3 Accessories

Rare T3 Ability Stone

Destruction Stone Crystal (Unbound)

Guardian Stone Crystal (Unbound)

Leap Stone of Honor (Unbound)

Epic Seal Book

Legendary Seal Book

Epic Galewind Rune

1340
Night Fox Yoho 5 Epic T3 Accessories

Epic T3 Ability Stone

Destruction Stone Crystal (Unbound)

Guardian Stone Crystal (Unbound)

Great Leap Stone of Honor (Unbound)

Epic Seal Book

Legendary Seal Book

Epic Galewind Rune

1370
Velganos 5 Legendary T3 Accessories

Legendary T3 Ability Stone

Destruction Stone Crystal (Unbound)

Guardian Stone Crystal (Unbound)

Great Leap Stone of Honor (Unbound)

Epic Seal Book

Legendary Seal Book

Epic Galewind Rune

1385
Death Caluda 6 Legendary T3 Accessories

Relic T3 Accessories

Relic T3 Ability Stone

Destruction Stone Crystal (Unbound)

Guardian Stone Crystal (Unbound)

Unbound Mid T3 Leap Stone

Epic Seal Book

Legendary Seal Book

Legendary Galewind Rune

1415
Kungelanium 6 Relic T3 Accessories

Relic T3 Ability Stone

Destruction Stone Crystal (Unbound)

Guardian Stone Crystal (Unbound)

Great Leap Stone of Honor (Unbound)

Epic Seal Book

Legendary Seal Book

Legendary Galewind Rune

1460
Kal Eligos 6 Relic T3 Accessories

Relic T3 Ability Stone

Great Destruction Stone Crystal (Unbound)

Great Guardian Stone Crystal (Unbound)

Wonderful Leap Stone of Honor (Unbound)

Epic Seal Book

Legendary Seal Book

Legendary Galewind Rune

1490
Hanumatan 6 Ancient T3 Accessories

Ancient T3 Ability Stone

Great Destruction Stone Crystal (Unbound)

Great Guardian Stone Crystal (Unbound)

Wonderful Leap Stone of Honor (Unbound)

Epic Seal Book

Legendary Seal Book

Legendary Galewind Rune

1540

 

Lower T3 Epic Abyssal Dungeon Sets (item base 1302)

Set Name Set Bonus Acquisition Location iLvl Advised
“Sunset”

Epic T3 Set

2-Set: When hitting a Normal or lower grade monster with less than 30% HP, it drops Purified Ether every 10 seconds. The Purified Ether can cleanse a debuff.

5-Set: When inflicting Paralysis on an enemy (when you make the enemy flinch), Domination increases by 50 for 15 seconds. Stacks up to 7 times. 1 second cooldown.

Abyssal Dungeon (Aira’s Oculus)

Abyssal Dungeon (Oreha Preveza)

1325-1340

Saint’s Note: This set is supremely useless. You cannot inflict Paralysis on bosses so the set effect cannot be used in a raid setting. I would argue that it’s better to either dismantle the mats or turn them in for accessories at the T3 exchange and just use purple Chaos dungeon gear until you eventually get legendary gear later on.

Mid T3 Legendary Abyssal Raid Sets (item base 1340)

Set Name Set Bonus Acquisition Location iLvl Advised
“Selection”

Legendary T3 Set

2-Set: Decrease Movement Skill cooldown by -10%.

5-Set: When using a skill, gain a stack of Festival that lasts for 12 seconds. When you gain 6 stacks, Festival turns into Finale, increasing your damage by +10%. Additionally, if you use 17 skills while Finale is active, convert Finale into Mayhem. Mayhem increases your damage output by +15% for 20 seconds. You cannot build new Festival stacks while Finale or Mayhem are active and the two damage buffs do not stack together. Mayhem is not the same as the Berserker’s engraving buff, they just coincidentally share the same name.

Abyssal Dungeon (Aira’s Oculus Hard)

Abyssal Dungeon (Oreha Preveza Hard)

1370
“Preordained Diligence”

Legendary T3 Set

2-Set: Gain a stack of Solar Power whenever you hit a foe. Stacks last for 6 seconds and there’s a 2 second internal cooldown between generating another stack. Solar Power grants 3% Crit Chance per stack, maxing out at 5 stacks (15% Crit Chance).

5-Set: At 5 stacks, Solar Power becomes Midday, which grants 25% Crit Chance for 15 seconds. If you move within 3 meters of someone who has Full Moon activated from the other set, it activates Total Solar Eclipse for both players, granting 25% Crit Chance and 50% Crit Damage for 15 seconds.

Abyssal Raid Argos 1370-1400
“Harsh Oath”

Legendary T3 Set

2-Set: Gain a stack of Lunar Power whenever you hit a foe. Stacks last for 6 seconds and there’s a 2 second internal cooldown between generating another stack. Lunar Power grants 6% Crit Damage per stack, maxing out at 5 stacks (30% Crit Damage).

5-Set: At 5 stacks, Lunar Power becomes Full Moon, which grants 50% Crit Damage for 15 seconds. If you move within 3 meters of someone who has Midday activated from the other set, it activates Total Solar Eclipse for both players, granting 25% Crit Chance and 50% Crit Damage for 15 seconds.

Abyssal Raid Argos 1370-1400

 

T3 Legendary Legion Raid Sets (item base 1340)

Set Name 2-Piece Set Effect 4-Piece Set Effect 6-Piece Set Effect
“Beast Power”

Legendary T3 Set

When hitting an enemy, gain a stack of Balancing Power. Lose a stack when hit by an attack.

Bombardment Power: Gain 1% additional damage for 12 seconds (10 max).

Changes the effect of Bombardment Power to Explosive Power.

When using a mobile device, gain 10% Movement Speed and Attack Speed for 10 seconds.

Explosive Power: Gain 2% additional damage for 12 seconds (10 max).

Changes the effect of Explosive Power to Reinforced Explosive Power.

Damage taken from enemies is reduced by 10%.

Reinforced Explosive Power: Gain 4% additional damage for 12 seconds (10 max).

“Desire Whisper”

Legendary T3 Set

Every non-Crit hit grants you a stack of Enchanted. 0.3 second cooldown.

Enchanted: Increases Crit Chance by 10% per stack (10 max). Effect is lost on Crit hits.

Changes the effect of Enchanted to Seduced.

Seduced: Increases Crit Chance by 25% per stack (4 max). Effect is lost on Crit hits.

Crit Damage +40%

 

T3 Relic Legion Raid Sets (item base 1340)

Set Name 2-Piece Set Effect 4-Piece Set Effect 6-Piece Set Effect
Dominion Lv. 1 Awakening damage is reduced by 50% and cooldown reduced by 20%. Acquire Inner Awakening buff for 2 minutes.

Gain 1 additional Awakening charge.

Inner Awakening: 18% Cooldown Reduction and +10% skill damage, excluding Awakening and spacebar dash.

The Inner Awakening effect is changed to provide 18% Cooldown Reduction and +25% skill damage, excluding Awakening and spacebar dash.

Gain 1 additional Awakening charge (total +2).

Inner Awakening effect additionally provides 30% Cooldown Reduction to spacebar dash and +15% damage to enemies.

Gain 1 additional Awakening charge (total +3).

Dominion Lv. 2 Awakening damage is reduced by 30% and cooldown reduced by 20%. Acquire Inner Awakening buff for 2 minutes.

Inner Awakening: 18% Cooldown Reduction and +10% skill damage, excluding Awakening and spacebar dash.

The Inner Awakening effect is changed to provide 20% Cooldown Reduction and +28% skill damage, excluding Awakening and spacebar dash. Inner Awakening effect additionally provides 30% Cooldown Reduction to spacebar dash and +18% damage to enemies.
Dominion Lv. 3 Awakening damage is reduced by 10% and cooldown reduced by 20%. Acquire Inner Awakening buff for 2 minutes.

Inner Awakening: 18% Cooldown Reduction and +10% skill damage, excluding Awakening and spacebar dash.

The Inner Awakening effect is changed to provide 20% Cooldown Reduction and +31% skill damage, excluding Awakening and spacebar dash. Inner Awakening effect additionally provides 30% Cooldown Reduction to spacebar dash and +20% damage to enemies.
Betrayal Lv. 1  When attacking, creates one of three powerful Ethers within 3m (1 minute cooldown). Creates an additional Ether (2 total) when the effect procs. When acquiring the same Ether more than once, the damage is amplified accordingly. Creates an additional Ether (3 total) when the effect procs. When all 3 Ethers are activated simultaneously, activate the Transcendence buff.

Transcendence: Increases Attack Speed by 40%, and 40% Cooldown Reduction for 30 seconds. Removes all debuffs and fully restores Mana and Identity Gauge.

Betrayal Lv. 2 When attacking, creates one of three powerful Ethers within 3m (57 seconds cooldown). Creates an additional Ether (2 total) when the effect procs. When acquiring the same Ether more than once, the damage is amplified accordingly. Ether generation cooldown is reduced to 54 seconds. Creates an additional Ether (3 total) when the effect procs. When all 3 Ethers are activated simultaneously, activate the Transcendence buff. Ether generation cooldown is reduced to 50 seconds.

Transcendence: Increases Attack Speed by 40%, and 40% Cooldown Reduction for 30 seconds. Removes all debuffs and fully restores Mana and Identity Gauge.

Betrayal Lv. 3 When attacking, creates one of three powerful Ethers within 3m (55 seconds cooldown). Creates an additional Ether (2 total) when the effect procs. When acquiring the same Ether more than once, the damage is amplified accordingly. Ether generation cooldown is reduced to 49 seconds. Creates an additional Ether (3 total) when the effect procs. When all 3 Ethers are activated simultaneously, activate the Transcendence buff. Ether generation cooldown is reduced to 42 seconds.

Transcendence: Increases Attack Speed by 40%, and 40% Cooldown Reduction for 30 seconds. Removes all debuffs and fully restores Mana and Identity Gauge.

Yearning Lv. 1 When attacking, acquire the Blessing of Battle effect for 16 seconds (no cooldown).

Blessing of Battle: Increases Movement Speed and Identity Gauge gain by 15%.

While Blessing of Battle is in effect, grants the Vitality effect to allies within 8m for 16 seconds.

Agility: Increases Attack and Movement Speed by 8%.

Improves the Swiftness buff, additionally increasing the damage of allies by 8%.
Yearning Lv. 2 When attacking, acquire the Blessing of Battle effect for 16 seconds (no cooldown).

Blessing of Battle: Increases Movement Speed and Identity Gauge gain by 18%.

While Blessing of Battle is in effect, grants the Vitality effect to allies within 8m for 16 seconds.

Agility: Increases Attack and Movement Speed by 10%.

Improves the Swiftness buff, additionally increasing the damage of allies by 10%.
Yearning Lv. 3 When attacking, acquire the Blessing of Battle effect for 16 seconds (no cooldown).

Blessing of Battle: Increases Movement Speed and Identity Gauge gain by 20%.

While Blessing of Battle is in effect, grants the Vitality effect to allies within 8m for 16 seconds.

Agility: Increases Attack and Movement Speed by 12%.

Improves the Swiftness buff, additionally increasing the damage of allies by 12%.
Destruction Lv. 1 Protection effects (HP recovery, shield, and damage mitigation) additionally apply a stack of Seed of Life for 8 seconds.

Seed of Life: Increases Endurance by 25 (max 20 stacks).

At 20 stacks, consumes Seed of Life to grant the ally the Life Active effect for 10 seconds.

Life Active: Restores 697 HP each second + 0.5% of max HP. If the target is under 30% HP, this effect doubles to 1990. 

Whenever a target is healed by Life Active, it grants a stack of Revival for 3 seconds.

Revival: Increases Attack Power by 2.4% (max 10 stacks).

Destruction Lv. 2 Protection effects (HP recovery, shield, and damage mitigation) additionally apply a stack of Seed of Life for 8 seconds.

Seed of Life: Increases Endurance by 30 (max 20 stacks).

At 20 stacks, consumes Seed of Life to grant the ally the Life Active effect for 10 seconds.

Life Active: Restores 910 HP each second + 0.5% of max HP. If the target is under 30% HP, this effect doubles. 

Whenever a target is healed by Life Active, it grants a stack of Revival for 3 seconds.

Revival: Increases Attack Power by 3.5% (max 8 stacks).

Destruction Lv. 3 Protection effects (HP recovery, shield, and damage mitigation) additionally apply a stack of Seed of Life for 8 seconds.

Seed of Life: Increases Endurance by 35 (max 20 stacks).

At 20 stacks, consumes Seed of Life to grant the ally the Life Active effect for 10 seconds.

Life Active: Restores 1120 HP each second + 0.5% of max HP. If the target is under 30% HP, this effect doubles. 

Whenever a target is healed by Life Active, it grants a stack of Revival for 3 seconds.

Revival: Increases Attack Power by 4.5% (max 7 stacks).

Charm Lv. 1 When attacking, there is a chance to inflict lightning damage in addition to Fire Vulnerable (0.5 second cooldown). The damage is reduced by up to 80% when hitting multiple enemies.

Fire Vulnerability: When the target takes fire damage, it takes it again

Note: Does not include skill damage.

When attacking, there is a chance to inflict fire damage in addition to Lightning Vulnerable (0.5 second cooldown). The damage is reduced by up to 80% when hitting multiple enemies.

Lightning Vulnerability: When the target takes lightning damage, it takes it again.

Note: Does not include skill damage.

Whenever inflicting lightning or fire damage, gain a stack of Emitted Energy, no cooldown.

Emitted Energy: When reaching 30 stacks, consume and acquire the Amplification effect.

Amplification: Increases fire and lightning damage from the set by 100% for 20 seconds.

Charm Lv. 2 When attacking, there is a chance to inflict strong lightning damage in addition to Fire Vulnerability (0.5 second cooldown). The damage is reduced by up to 80% when hitting multiple enemies.

Fire Vulnerability: When the target takes fire damage, it takes it again.

Note: Does not include skill damage.

When attacking, there is a chance to inflict strong fire damage in addition to Lightning Vulnerability (0.5 second cooldown). The damage is reduced by up to 80% when hitting multiple enemies.

Lightning Vulnerability: When the target takes lightning damage, it takes it again

Note: Does not include skill damage.

Whenever inflicting lightning or fire damage, gain a stack of Emitted Energy, no cooldown.

Emitted Energy: When reaching 30 stacks, consume and acquire Amplification effect.

Amplification: Increases fire and lightning damage from the set by 120% for 20 seconds.

Charm Lv. 3 When attacking, there is a chance to inflict very strong lightning damage in addition to Fire Vulnerability (0.5 second cooldown). The damage is reduced by up to 80% when hitting multiple enemies.

Fire Vulnerability: When the target takes fire damage, it takes it again.

Note: Does not include skill damage.

When attacking, there is a chance to inflict very strong fire damage in addition to Lightning Vulnerability (0.5 second cooldown). The damage is reduced by up to 80% when hitting multiple enemies.

Lightning Vulnerability: When the target takes lightning damage, it takes it again

Note: Does not include skill damage.

Whenever inflicting lightning or fire damage, gain a stack of Emitted Energy, no cooldown.

Emitted Energy: When reaching 30 stacks, consume and acquire Amplification effect.

Amplification: Increases fire and lightning damage from the set by 140% for 20 seconds.

Earth’s Entropy Lv. 1 Increases Crit Damage by 17%.

When using a Back or Head Attack, this number is adjusted to 55%.

Crit Chance +17%. Increases Damage to Enemies by 7%.

When using a Back or Head Attack, this number is adjusted to 21%.

Earth’s Entropy Lv. 2 Increases Crit Damage by 20%.

When using a Back or Head Attack, this number is adjusted to 60%.

Crit Chance +20%. Increases Damage to Enemies by 8%.

When using a Back or Head Attack, this number is adjusted to 24%.

Earth’s Entropy Lv. 3 Increases Crit Damage by 22%.

When using a Back or Head Attack, this number is adjusted to 65%.

Crit Chance +22%. Increases Damage to Enemies by 9%.

When using a Back or Head Attack, this number is adjusted to 26%.

Nightmare Lv. 1 If a skill uses mana, the mana cost is reduced by 50% and the damage is increased by 12%. When using your Awakening skill, you gain the Magick Addiction effect if your current mana is over 30%.

Magick Addiction: +15% additional damage, skills reduce 7% of your max mana additionally per cast. Effect is lost if any skill is used while under 30% mana and is replaced with Boundless MP.

Boundless MP: You regen 3% of your max mana per second,  gain 20% cooldown reduction, and 12% attack/movement speed.

The effects of Magick Addiction and Boundless MP are improved.

Magick Addiction: Further increases additional damage by 15%.

Boundless MP: Further increases cooldown reduction by 15% and attack/movement speed by 3%.

Nightmare Lv. 2  If a skill uses mana, the mana cost is reduced by 50% and the damage is increased by 15%. When using your Awakening skill, you gain the Magick Addiction effect if your current mana is over 30%.

Magick Addiction: +18% additional damage, skills reduce 7% of your max mana additionally per cast. Effect is lost if any skill is used while under 30% mana and is replaced with Boundless MP.

Boundless MP: You regen 3% of your max mana per second, gain 22% cooldown reduction, and 12% attack/movement speed.

The effects of Magick Addiction and Boundless MP are improved.

Magick Addiction: Further increases additional damage by 18%.

Boundless MP: Further increases cooldown reduction by an additional 18% and attack/movement speed by an additional 3%.

Nightmare Lv. 3  If a skill uses mana, the mana cost is reduced by 50% and the damage is increased by 17%. When using your Awakening skill, you gain the Magick Addiction effect if your current mana is over 30%.

Magick Addiction: +20% additional damage, skills reduce 7% of your max mana additionally per cast. Effect is lost if any skill is used while under 30% mana and is replaced with Boundless MP.

Boundless MP: You regen 3% of your max mana per second, gain 23% cooldown reduction, and 12% attack/movement speed.

The effects of Magick Addiction and Boundless MP are improved.

Magick Addiction: Further increases additional damage by 20%.

Boundless MP: Further increases cooldown reduction by an additional 20% and attack/movement speed by an additional 3%.

Hallucination Lv. 1 On hit, gain the Hallucination effect. Effect cannot be refreshed and if it expires, there is a 3 second internal cooldown before it can proc again.

Hallucination: Increases damage by 13%.

Increases Crit Chance by 15%.

Whenever you crit, increases the duration of Hallucination by 1 second (0.5 second internal cooldown).

When maintaining Hallucination for at least 9 seconds, gain the Substance effect for 40 seconds.

Substance: Increases damage by 12% and Crit Chance by 5%.

Whenever you crit, increases the duration of Substance by 1 second (0.5 second internal cooldown).

Hallucination Lv. 2 On hit, gain the Hallucination effect. Effect cannot be refreshed and if it expires, there is a 3 second internal cooldown before it can proc again.

Hallucination: Increases damage by 15%.

Increases Crit Chance by 18%.

Whenever you crit, increases the duration of Hallucination by 1 second (0.5 second internal cooldown).

When maintaining Hallucination for at least 9 seconds, gain the Substance effect for 40 seconds.

Substance: Increases damage by 14% and Crit Chance by 7%.

Whenever you crit, increases the duration of Substance by 1 second (0.5 second internal cooldown).

Hallucination Lv. 3 On hit, gain the Hallucination effect. Effect cannot be refreshed and if it expires, there is a 3 second internal cooldown before it can proc again.

Hallucination: Increases damage by 17%.

Increases Crit Chance by 20%.

Whenever you crit, increases the duration of Hallucination by 1 second (0.5 second internal cooldown).

When maintaining Hallucination for at least 9 seconds, gain the Substance effect for 40 seconds.

Substance: Increases damage by 15% and Crit Chance by 8%.

Whenever you crit, increases the duration of Substance by 1 second (0.5 second internal cooldown).

Poem of Salvation Lv. 1 When an attack hits, you gain a stack of Enhancement for 120 seconds. Enhancement increases damage dealt to enemies by 0.7%. Critical hits increase stacks by 2. Maxes out at 20 stacks. If you take damage when your health is under 30%, all stacks are lost, but the cooldown of your spacebar dash will be reset, and all damage taken will be reduced by 30% for 8 seconds. The effect of enhancement is increased from 0.7% per stack to 1.4% per stack. Gain an additional 10% attack speed when reaching 20 stacks. The effect of enhancement is increased from 1.4% per stack to 2.1% per stack. Gain an additional 5% damage to enemies when reaching 20 stacks.
Poem of Salvation Lv. 2 When an attack hits, you gain a stack of Enhancement for 120 seconds. Enhancement increases damage dealt to enemies by 0.9%. Critical hits increase stacks by 2. Maxes out at 20 stacks. If you take damage when your health is under 30%, all stacks are lost, but the cooldown of your spacebar dash will be reset, and all damage taken will be reduced by 30% for 8 seconds. The effect of enhancement is increased from 0.9% per stack to 1.8% per stack. Gain an additional 10% attack speed when reaching 20 stacks. The effect of enhancement is increased from 1.8% per stack to 2.7% per stack. Gain an additional 5% damage to enemies when reaching 20 stacks.
Poem of Salvation Lv. 3 When an attack hits, you gain a stack of Enhancement for 120 seconds. Enhancement increases damage dealt to enemies by 1.1%. Critical hits increase stacks by 2. Maxes out at 20 stacks. If you take damage when your health is under 30%, all stacks are lost, but the cooldown of your spacebar dash will be reset, and all damage taken will be reduced by 30% for 8 seconds. The effect of enhancement is increased from 1.1% per stack to 2.2% per stack. Gain an additional 10% attack speed when reaching 20 stacks. The effect of enhancement is increased from 2.2% per stack to 3.3% per stack. Gain an additional 5% damage to enemies when reaching 20 stacks.

 

 

Saint’s Note: Defeating Kukol-Saydon Normal rewards you with Rage Bugles which are needed to upgrade any of your Relic items. It takes 10 Rage Bugles to upgrade an armor and 25 for a weapon. You activate Lv. 2 set effects if you have that number of items from the set upgraded. So for example, you can have Death Lv. 2 2-piece bonus while the rest of the set is the Death Lv. 1 bonus. Dismantling an item that has been upgraded will return all Rage Bugles used to upgrade it.

 

Legion Commander Gear Progression

 

After South Vern’s update, you will gain access to each of the individual Legion Commanders. Valtan, Vykas, Kakul-Saydon, Brelshaza, Akkan, and Thaemine. Each of these raids provide something different that contributes to gear progression.

 

Content Item Level / Median Enhancement
Valtan Normal Mode 1415 (+15)
Vykas Normal Mode 1430 (+16)
Valtan Hard Mode 1445 (+17)
Vykas Hard Mode 1460 (+18)
Kakul-Saydon Normal Mode 1475 (+19)
Brelshaza Normal Mode P1/2 1490 (+20)
Brelshaza Normal Mode P3/4 1500
Brelshaza Normal Mode P5/6 1520
Brelshaza Hard Mode P1/2 1540
Brelshaza Hard Mode P3/4 1550
Brelshaza Hard Mode P5/6 1560

 

Kakul-Saydon only has a Normal mode, and Brelshaza’s Normal and Hard mode are a few months apart.

 

Since the Legendary and Relic sets are both mid T3, your enhancements from your legendary equipment will transfer to them 1:1 without any loss.

 

For your first Relic set you will need materials from both Valtan and Biackiss in order to complete it.

 

Normal Brelshaza awards materials used to craft the Upper T3 Relic Set, which boasts higher stats but has the same set bonuses as the Mid T3 Relic Set counterpart. They also share set bonuses, therefore you can activate the set with pieces from both the Mid and the Upper set.

 

Hard Brelshaza awards an Ancient material used to craft the Upper T3 Ancient set. This set has similar stats to the Relic variant but allows you to upgrade beyond +20 to +25.

 

Upon clearing any Legion Raid either on Normal or Hard mode, you will always drop materials towards crafting set items. The material in Normal mode is used for creating legendary sets while the material in Hard mode is used for creating Relic sets. In Normal mode, you will additionally drop a few of the Hard mode materials, but you must reach 1445 to be allowed to craft them.

 

You can obtain additional materials from spending gold to open the chest at the end. There is also always material in the auction for bid among players. Starting from Brelshaza, there are 4 Legion Commanders but you may only select 3 to challenge each week.

 

Item Slot Material Required
Weapon 25
Helmet 10
Shoulders 10
Top 10
Bottom 10
Gloves 10

 

If you collect a sufficient amount of materials from both Valtan and Vykas, you are able to unlock a function that allows you to freely switch set bonuses at no cost.

 

When it comes to Relic items only, when you succeed from one Relic item to another, the quality will transfer if it’s better, and the old item will not be destroyed, but instead reduced to 0 quality (allowing you to dismantle it to get back the materials). 

 

Below, please reference which raid material is needed to create each set, bearing in mind that weapons require more material to craft than armor.

 

LEGENDARY SETS
Set Weapon Helmet Top Bottoms Gloves Shoulders
Beast Power

55x Valtan Material

20x Vykas Material

Desire Whisper

40x Valtan Material

35x Vykas Material

RELIC SETS
Set Weapon Helmet Top Bottoms Gloves Shoulders
Dominion

55x Valtan Material

20x Vykas Material

Betrayal

40x Valtan Material

35x Vykas Material

Yearning

35x Valtan Material

40x Vykas Material

Destruction

55x Valtan Material

20x Vykas Material

Charm

20x Valtan Material

55x Vykas Material

Earth’s Entropy

35x Valtan Material

40x Vykas Material

Nightmare

45x Valtan Material

30x Vykas Material

Hallucination

30x Valtan Material

45x Vykas Material

Poem of Salvation

45x Valtan Material

30x Vykas Material

Normal mode and Hard mode share lockouts. If you complete the raid in Normal mode, you cannot enter Hard mode, and vice versa.

 

Unlike previous sets, these sets have set bonuses of 2, 4, and 6 items. Your region may not have Vykas available immediately, so you can consider mix-and-matching sets from here or with previous Argos items to come up with a temporary item build until you can later complete 6-set pieces.

 

Hall (Boss Rush)

Starting from Tier 2, there is a content that is wave after wave of bosses. They are the Hall of Silence and Hallof the Sun. You obtain tickets to enter these contents from relevant Chaos Dungeons or Sylmael Bloodstone Shop. Hall of the Sun uses different tickets for its Normal and Hard modes. The primary rewards for this content are Leapstones and Gems.

Enemies gradually gain more health and deal more damage as you go through the 15 floors. Bosses always spawn in the center initially, then in the later rounds, more bosses spawn at the top and bottom.

Much like Chaos Dungeon and Guardian Raid, the amount of HP the bosses have scales to the party size.

Boss Rush Recommended Item Levels
(T2)

Hall of Silence Normal

(T3)

Hall of the Sun

Normal

(T3)

Hall of the Sun

Hard

(T3)

Hall of the Sun

Inferno

802 1302 1490 1540

 

 

Read: These instructions are for a fresh region. They do not take into account catch-up mechanics. Many of these steps can be skipped if catch-up mechanics are available.

T1 Gear Route

 

  1. If you have time before the daily reset after reaching level 50, continue through Shushire and complete the world quest line. Doing so will give you a set of 302 Rare T1 equipment to skip the first Chaos Dungeon.
  2. If not doing step 1, starting from item level 250, get your 302 Rare T1 equipment from [Vern Ancient 1] to immediately get to 302. It may require more than one run to obtain all pieces.
  3. Upgrade until you reach 340. This is +2 median.
  4. Begin to run Abyssal Dungeon [Demon Beast Canyon] and [Necromancer’s Origin] to craft the Epic T1 Set.
  5. Upgrade until you reach 460. This is +8 median.
  6. Begin to run Abyssal Dungeon [Hall of the Twisted Warlord] and [Hildebrandt’s Palace] to craft the Legendary T1 Set.
  7. Upgrade until you reach 600. This is +15 median.
  8. Change into Rare T2 Equipment from Yorn’s Chaos Dungeon. Succeed your currently equipped items.

 

T2 Gear Route

  1. Starts at 802 after filling all slots with Rare T2 equipment.
  2. Content now rewards Gems. Make sure to equip a set of them.
  3. Upgrade until you reach 840. This is +2 median.
  4. Begin to run Abyssal Dungeon [Road of Lament] and [Forge of Fallen Pride] to craft the Epic T2 Set.
  5. Upgrade until you reach 960. This is +8 median.
  6. Begin to run Abyssal Dungeons [Sea of Indolence], [Tranquil Karkosa], and [Alaric’s Sanctuary] to craft the Legendary T2 Set
  7. Upgrade until you reach 1100. This is +15 median.
  8. Change into Rare Basic lower T3 gear from Punika’s Chaos Dungeon. Succeed your currently equipped items.

 

T3 Gear Route

  1. Starts at 1302 after filling all slots with Rare T3 gear.
  2. The T2 Gems must be replaced by T3 Gems at some point, as they are 50% less effective once placed in T3 accessories. If you have very high level T2 gems, you can wait until you get decent T3 gems to replace them.
  3. Upgrade until you reach 1325. This is +6 median.
  4. Begin to run Abyssal Dungeon [Aira’s Oculus] to craft Epic T3 set. It’s also possible to clear [Oreha Preveza] at this item level by entering as a pre-made. This is one of the only raids in the game that allows you to enter under the recommended item level. Your attacks will be randomly blocked and you’ll take extremely high damage as a penalty but it is possible to clear.
  5. Upgrade until you reach 1370.
  6. Begin to run Abyssal Dungeons [Aira’s Oculus] and [Oreha Preveza] on Hard Mode to supplement crafting mid Legendary T3 set.
    1. You can additionally begin running the Abyssal Raid Argos. This will let you create a set that is a side-grade to the Oreha legendary set as well as get additional materials and accessories.

 

Useful Battle Items

Universal Battle Items

  • HP/Major/Elemental HP Potion: Essential for emergency recovery. When you’re new, green ones are probably fine. For more serious challenges like public prog groups you are expected to use higher tier potions.
  • Flare: Used to locate the boss during a guardian raid on the map. Etiquette is that in a public party, party member 1 uses the first flare at the start of a new run, and after the boss runs away, party member 2 uses the next flare, etc.
  • Pheromone Bomb: Not used by public guardian raid bosses unless the cost of these bombs is near the cost of Flares. When thrown at a boss that is attempting to run away, it forces them to reappear in the same spot instead of running away, saving travel time. Never used in the small desert map.
  • Dark Grenade: Typically carried by support classes for synergy intervals in higher end raids (lining up everyone’s major bursts all at once). Makes the target take additional damage.
  • Androphine Potion: Huge boost in damage and attack speed for a short period at the cost of some of your HP. This cannot be mitigated by shields and cannot be used if the amount of HP it would take away would otherwise kill you. Expensive but essential for DPS classes for synergy burst periods. For high end prog it tends to be recommended to bring.
  • Stimulant: Never recommended over Androphine Potion for DPS. Could be brought by support but purely optional. Can be used to refill your identity gauge in a workshop station in an instance and then swap out to a better battle item before a fight begins.

 

Abyssal Dungeon: Aira’s Oculus (ilvl 1325/1370 Abyssal Dungeon)

  • Fire Grenade: Used to liberate party members that are trapped in the heart prison. First heart prison breaks by multi-hit, and second one on the one free party member from the first round of heart prison breaks on damage. You can also toss the Fire Bomb on yourself for the second round to free yourself without the need of allies.
  • Taunting Scarecrow: Really useful on any phase transition of the second boss Seto. When he aggros on the scarecrow it gives the party a very long period of free DPS.

 

Abyssal Dungeon: Oreha Preveza (ilvl 1340/1370 Abyssal Dungeon)

  • Taunting Scarecrow: Used in the same fashion as Seto against the first frog boss. Place the scarecrow near the boss at the start of the fight for a long period of free DPS.
  • Time Stop Potion: Useful if your group is struggling against the frog boss and you don’t want to run outside of his huge AOE slam after he spins (assuming you’re in a group that fails the spin mechanic).

 

Abyssal Raid: Argos P1 (ilvl 1370 Abyssal Raid)

  • Nothing.

 

Abyssal Raid: Argos P2 (ilvl 1385 Abyssal Raid)

  • Destruction Bomb (Sun Party): Used against the dino boss in the sun room to break his head and tail. Breaking the head and tail delays his soft enrage and also reduces his HP on the third break.
  • Whirlwind Grenade (Moon Party): Used to help neutralize Tarbos mini-boss in the moon room so that the party can deal damage.

 

Abyssal Raid: Argos P3 (ilvl 1400 Abyssal Raid)

  • Sacred Charm: The poison stacks during the dawn (rainy weather) can do a lot of damage if you let too many stacks accrue. Communicate with teammates to dispel their poison stacks if they let it get too out of hand.

 

Legion Raid: Valtan (ilvl 1415/1445 Legion Raid)

  • Destruction Bomb: Essential to strip Valtan’s plate armor from him after successfully luring him into pillars during phase 1.
  • Fire Grenade: Used to liberate players from Valtan’s imprison mechanic.
  • Sacred Charm: Similar to the poison from Argos P3, bleed stacks from the first boss are very painful and also trigger linear attacks when the boss hits you with certain attacks. You should always dispel bleed on two stacks since linear procs on the third bleed (thanks Ker).
  • Panacea: If you’re good on damage and your party sucks at dispel, Panacea is acceptable in lieu of Androphine Potion or Awakening Potion as an additional safety measure against the first boss.
  • Time Stop Potion: Can save you from taking damage from Valtan in his desperation attack before transitioning to ghost form. Be very careful with timing the usage of this so that it ends after the slam at the end or else you may get blown off the platform if mistimed.

 

Legion Raid: Vykas (ilvl 1430/1460 Legion Raid)

  • Whirlwind Grenade: Used in a few places. Stagger check in first phase as well as stagger check in the third phase, and finally the desperation pattern of Phase 3 Vykas to defeat her once and for all.
  • Flame Grenade: Can be used in the tentacle pattern of Phase 3 Vykas to help deal with multiple tentacles at once.
  • Time Stop Potion: Used in the second part of the seeing-eye pattern or the whale stagger pattern in Phase 3 Vykas.
  • Sleep Bomb: Used to dispel the Charmed status in Phase 3 Vykas.

 

Legion Raid: Kukol-Saydon (ilvl 1475 Legion Raid)

  • Whirlwind Grenade: Used to deal with stagger patterns in P1/P3. Just as insurance, the stagger checks are pretty lax.
  • Marching Flag/Swiftness Robe: General maneuvering. Useful for certain gimmicks in the P2 55-line pizza pattern and P3 stagger pattern.
  • Time Stop Potion: Used to save yourself in an emergency. For example, if you mess up the red/blue bubbles in P2 or the final part of the 55-line pizza mechanic.
  • Sacred Charm: Can be used to dispel the Burn/Fear state from an ally. Fear can only be dispelled from the laser attack.

 

Legion Raid: Brelshaza P1-2 (ilvl 1490 Legion Raid)

  • Whirlwind Bomb: Optional, can be used to neutralize the elite in the first part of P1 quicker. Can also be used against the stagger sphere in the 4-marble pattern against Prokel’s Mind in P2.
  • Destruction Bomb: Optional. Usually not used because Thirain is used to break both mini-bosses in the separated section of P1.
  • Clay Grenade: Useful to deal with Prokel in P2 solo battle.
  • Sleep Bomb: Useful to deal with Prokel in P2 solo battle.
  • Time Stop Potion: Useful to save yourself against Prokel in P2 solo battle.

 

Legion Raid: Brelshaza P3-4 (ilvl 1500 Legion Raid)

  • Whirlwind Grenade: Can be used in P3 at the 100 line-stagger pattern for people struggling. Can also be used in P4 in literally all of the possible patterns as well as the two stagger phases.
  • Flame Grenade: Can be used to easily liberate imprisoned players or yourself in P4 during the blue pattern after neutralizing the cubes.
  • Time Stop Potion: Can be used to save yourself in case of an error in the shape guiding pattern or maze pattern.

 

Legion Raid: Brelshaza P5-6 (ilvl 1520 Legion Raid)

  • Whirlwind Grenade: Can be used in P5 when neutralizing the inner cube dimension at the 11-line pattern. Can also be used after the cube dimension gimmick when doing the light line memory pattern to neutralize the boss. Also used before the cube dimension gimmick in the triple stagger pattern. It can also be used to neutralize the boss in the double grab raid wipe pattern.
  • Swiftness Robe: Used to get to your spot more easily in the memory game for children where you stick the correct shaped meteor in the hole. Can also be used for general mobility in P6 during the other dimension memory gimmick as well as to help you get in the correct spot for placing blue and yellow meteors.
  • Time Stop Potion: Can be used to save yourself in P5 if you don’t have your re-roll and she does the knockdown attack where you have to re-roll into a safe spot. Used in P6 as a safety measure to not get knocked off the map, as well as to avoid red marbles in the Chanmi pattern.

How to Upgrade Items

In order to upgrade items, you must perform the following steps.

 

Step 1: Visit any Item Upgrading NPC. They are present in all major cities in the game. They are denoted on the map with a hammer symbol.

 

Step 2: Fill the item’s EXP gauge using Fragments of Harmony (T1), Life (T2), or Honor (T3). These materials come from all sorts of contents such as Una’s Task, daily contents, treasure maps from Chaos Gates, and dismantling. Several islands also reward this material as quest rewards. This step only needs to be performed once per upgrade stage, meaning that once you fill up the equipment’s EXP, it does not need to be filled again until you succeed and proceed to the next enhancement level. This step requires Silver.

 

Step 3: For every attempt at upgrading, you will need to pay resources and currency depending on the tier of item and stage.

 

For T1 items, no Silver is used for upgrading. Gold and Fusion Stones are not used for upgrading until starting from +12 and onwards.

 

For T2 items, no Silver is used for upgrading. Gold and Fusion Stones are not used for upgrading until starting from +7 and onwards.

 

Step 4: After you have enough materials to attempt to upgrade, you are brought to a screen that shows you a summary of what you’re going to attempt to do, as well as if you’d like to use Training Auxiliary Materials or Refining Special Material to improve your odds of success. The value in using Training Auxiliary Materials depends on the current cost of refinement materials. Sometimes it’s worth it only on weapons, and it’s almost never worth it on armor. On the right there are the Refining Special Material books which can improve your chance of success by 100% or in the case of gear starting from T3, 10%, up until +15.

 

Please note that for T1 and T2 items, there is only one type of Training Auxiliary Material.

Step 5: Confirm your attempt. Pray.

 

Step 6: When you fail, your item will have a higher chance to succeed on subsequent upgrade attempts (up to a max limit). For this item in the screenshot, it has a base chance of 10% to succeed +15, and I’ve failed 3 times so now it’s 13%. In addition to failure, you gain Craftsman’s Energy, which is the +5.58% you see in the screenshot. If this amount accumulates to 100%, your next upgrade attempt is guaranteed to succeed. If you succeed before your Craftsman’s Energy reaches 100%, it will reset back to 0%. It is a pity timer. Also the amount of Craftsman Energy you get increases with each failure (in this screenshot it’s +5.58%, but maybe 7 or 8 fails later and you’re getting +10-12% per fail at this upgrade stage).

 

The game will show you how much Craftsman Energy you’ll gain if you fail as well.

 

In the above screenshot, this is saying I have 15.34% Craftsman’s Energy on the item currently, and by failing it will gain another 6.04%. You cannot use up Craftsman’s Energy before it reaches 100%, and it has no influence on your success chance prior to reaching 100%. If you use Training Auxiliary Materials to increase your chance of success, it will also increase the amount of Craftsman’s Energy on failure.

 

Lastly, starting from the Legion Raid items, there is a special refinement material that you can obtain from the Legion Raids. This material can be used in place of normal upgrading materials in order to attempt upgrades on certain gear (mid T3 specifically). The amount needed depends on the current stage of the enhancement.

 

Using the special training item to attempt an upgrade does not increase Craftsmen’s Energy nor does it increase the base chance of upgrading success. It also uses the base success chance and does not benefit from extra success chances from previous failures. You should see it as additional attempts to upgrade your gear in a given week since you’re actually expected to go beyond +15 on those items. You cannot use Training Auxiliary Materials either when upgrading with these special training materials.

 

When you succeed into a higher subtier or item tier, you will lose several item enhancement levels. This is because the item has a higher base item level, and by going down to lower enhancement levels you once again have a higher chance to succeed enhancements.

 

Before referencing the charts below, please remember that Weapon Attack is not 1:1 with Attack Power gain:

  • At 20,403 Weapon Attack I’m at 20,975 Attack Power
  • At 16,294 Weapon Attack I’m at 18,744 Attack Power
  • At 708 Weapon Attack I’m at 3,907 Attack Power

 

Also, there is no penalty for failing to upgrade. Items do not downgrade or break on failure.

 

As an aside, via the Expedition Territory, you are able to unlock research that discounts the amount of materials needed to fill an item’s EXP as well as provide a flat +10% bonus to success chance on all upgrades up to +15. This requires you to reach a certain item at least once first before you’re allowed to lear nthe research.

 

As the server ages as well, automatic boosts to upgrading rates are universally applied to characters, such as guaranteed upgrades to +15 once a tier has become old enough.

Tier 1 Upgrading Chart

Item Level Weapon Enhancement Level Base Success Chance Gold Cost (Per Try) Weapon Attack Weapon Attack Gain %
302 +0 N/A N/A 622 N/A
320 +0 +1 100% 0 816 31.19%
340 +1 +2 100% 0 1032 26.47%
360 +2 +3 100% 0 1248 20.93%
380 +3 +4 100% 0 1464 17.31%
400 +4 +5 100% 0 1680 14.75%
420 +5 +6 100% 0 1896 12.86%
440 +6 +7 90% 0 2112 11.39%
460 +7 +8 90% 0 2328 10.23%
480 +8 +9 80% 0 2544 9.28%
500 +9 +10 80% 0 2760 8.49%
520 +10 +11 70% 0 2976 7.83%
540 +11 +12 70% 10 3192 7.26%
560 +12 +13 60% 10 3408 6.77%
580 +13 +14 50% 10 3624 6.33%
600 +14 +15 40% 10 3840 5.96%
625 +15 +16 30% 15 4110 7.03%
650 +16 +17 20% 15 4380 6.57%
675 +17 +18 15% 20 4650 6.16%
700 +18 +19 10% 20 4920 5.81%
725 +19 +20 5% 25 5190 5.49%
N/A +15 +20 N/A N/A N/A 35.16%

*Besides +0 to +1, all upgrades give 216 additional Weapon Attack. +16 to +20 each gives 270 additional Weapon Attack.

Tier 2 Upgrading Chart

Item Level Weapon Enhancement Level Base Success Chance Gold Cost (Per Try) Weapon Attack Weapon Attack Gain %
802 +0 N/A N/A 6024 N/A
820 +0 +1 100% 0 6244 3.66%
840 +1 +2 100% 0 6498 4.07%
860 +2 +3 100% 0 6761 4.05%
880 +3 +4 100% 0 7036 4.07%
900 +4 +5 100% 0 7322 4.07%
920 +5 +6 100% 0 7619 4.06%
940 +6 +7 90% 10 7928 4.06%
960 +7 +8 90% 10 8250 4.06%
980 +8 +9 80% 10 8585 4.06%
1000 +9 +10 80% 10 8934 4.07%
1020 +10 +11 70% 15 9296 4.05%
1040 +11 +12 70% 15 9674 4.07%
1060 +12 +13 60% 20 10067 4.06%
1080 +13 +14 50% 20 10475 4.05%
1100 +14 +15 40% 25 10901 4.07%
1125 +15 +16 30% 30 11457 5.10%
1150 +16 +17 20% 30 12041 5.10%
1175 +17 +18 15% 40 12655 5.10%
1200 +18 +19 10% 40 13301 5.10%
1225 +19 +20 5% 50 13979 5.10%
N/A +15 +20 N/A N/A N/A 28.23%

*Unlike T1, the amount of Weapon Attack gained is slightly higher at each stage.

Tier 3 Lower/Mid Upgrading Chart

Weapon Enhancement Level Base Success Chance Weapon Attack Gain

(T3 Lower)

Weapon Attack Gain

(T3 Mid)

+0 +1 100% 0.04% 1.0%
+1 +2 100% 0.06% 1.0%
+2 +3 100% 0.06% 1.0%
+3 +4 100% 1.0% 1.0%
+4 +5 100% 1.0% 1.0%
+5 +6 100% 1.0% 1.0%
+6 +7 60% 1.0% 1.0%
+7 +8 45% 1.0% 1.0%
+8 +9 30% 1.0% 1.0%
+9 +10 30% 1.0% 1.0%
+10 +11 30% 1.0% 1.0%
+11 +12 15% 1.0% 1.0%
+12 +13 15% 1.0% 1.0%
+13 +14 15% 1.0% 1.0%
+14 +15 10% 1.0% 1.0%
+15 +16 10% N/A 9.0%
+16 +17 10% N/A 9.0%
+17 +18 5% N/A 9.0%
+18 +19 5% N/A 9.0%
+19 +20 3% N/A 9.0%

 

Tier 3 Upper Upgrading Chart

Item Level Weapon Enhancement Level Base Success Chance Gold Cost (Per Try) Weapon Attack Weapon Attack Gain %
1390 +0 N/A N/A 19413 N/A
1400 +0 +1 100% 720 19803 2.01%
1410 +1 +2 100% 720 20201 2.01%
1420 +2 +3 100% 720 20997 3.94%
1430 +3 +4 45% 750 22239 5.92%
1440 +4 +5 45% 750 23554 5.91%
1450 +5 +6 45% 750 24947 5.91%
1460 +6 +7 30% 770 26442 5.99%
1470 +7 +8 30% 770 27985 5.84%
1480 +8 +9 30% 770 30726 9.79%
1490 +9 +10 15% 790 32109 4.50%
1500 +10 +11 15% 790 33554 4.50%
1510 +11 +12 10% 800 35064 4.50%
1520 +12 +13 10% 800 36641 4.50%
1530 +13 +14 5% 870 38290 4.50%
1540 +14 +15 5% 940 40013 4.50%
1550 +15 +16 4% 1120 41814 4.50%
1560 +16 +17 4% 1200 43696 4.50%
1570 +17 +18 3% 1350 45662 4.50%
1580 +18 +19 3% 1440 47717 4.50%
1590 +19 +20 1.5% 1600 49864 4.50%
1595 +20 +21 1.5% 1700 52051 4.40%
1600 +21 +22 1.0% 1880 53796 3.35%
1605 +22 +23 1.0% 2000 55599 3.35%
1610 +23 +24 0.5% 2250 57463 3.35%
1615 +24 +25 0.5% 2450 59390 3.35%
N/A +15 +20 N/A N/A N/A 19.76%
N/A +20  +25 N/A N/A N/A 19.10%
N/A +15  +25 N/A N/A N/A 48.43%

 

There is no need to upgrade beyond +15 until you get to South Vern in T3. Starting in South Vern, in order to access content in order to continue your character progression, it is necessary to reach +20 median. That means the moment you receive Argos raid gear, you can feel free to blow all your materials on upgrading to at least +20 median if you wish to access all future content.

 

Bracelet Accessory Slot

An old system from Season 1, Bracelets make a return as the 7th accessory slot on the right side. Bracelets are an accessory that can be obtained from the Legion General Brelshaza’s raid as well as Chaos Dungeon and Guardian Raid content starting from item level 1490. Ancient rarity bracelets are available starting from level 1540 content.

 

Bracelets should be seen as a minor accessory that bestows a small amount of combat stats as well as unique combat bonuses.

 

All Bracelets start with 1 or 2 random static effects which cannot be changed in addition to 1-2 (1-3 if Ancient) re-rollable effects.

 

Bracelets can be listed on the auction house and traded once prior to being identified at the NPC.

 

The enchantment effects that you identify can be re-rolled with Silver up to 4 times max (at which point the item is now permanently with these effects).

 

The amount of additional damage that this slot yields varies greatly depending on the type of rolls.

 

Note that from the below chart, any combination of effects is possible, but you cannot roll the same effect twice.

 

Regarding the chart below, Relic and Ancient stat ranges are indicated by color for the potential stat. Also, as a note, noteworthy enemies in the game are currently level 59 or below, meaning we’ll likely receive new bracelets in the future when the level cap is raised beyond level 60.

 

Vitality refers to the number before the class HP coefficient.

 

All Bracelet Effects
Default Effect
  • Vitality (+500-3000) (+1500-4000)
  • Main Stat (+1500-4000) (+2500-5000)
Combat Trait
  • Crit (+41-100) (61-120)
  • Specialization (+41-100) (61-120)
  • Subdue (+41-100) (61-120)
  • Swiftness (+41-100) (61-120)
  • Endurance (+41-100) (61-120)
  • Proficiency (+41-100) (61-120)
Special Effect
  • Max Health (+5500/7300/9100) (+7300/9100/11000)
  • Max Mana (+150/200/250) (+200/250/300)
  • Physical Defense (+500/1200/2500) (+1200/2500/4000)
  • Magic Defense (+500/1200/2500) (+1200/2500/4000)
  • [Roly-Poly] Increases Endurance by (+100/130/160) (+130/160/200) for 4 seconds after using space bar to get up.
  • [Rush] Increases Agility and Patience by (+50/65/80) (+65/80/100) for 4 seconds after using space bar to dash.
  • [Smash] Increases Subdue and Specialization by (+50/65/80) (+65/80/100) for 4 seconds after a critical hit.
  • [Strike] Increases Proficiency by (+100/130/160) (+130/160/200) for 4 seconds after a basic attack.
  • [Mana Recovery] 20% chance to recover (+125/155/175) (+150/175/200) Mana when using a skill that consumes Mana.
  • [Quick Attack] When hit by a monster, (7/10/12%) (10/12/15%) chance to acquire the ‘Quick Attack’ effect for 8 seconds.
    • Quick Attack: Increases Weapon Attack +1000, Attack Speed +2%, and Movement Speed +2%.
  • [Investment] Increases Weapon Attack by (+1300/1600/2200) (+1600/2200/3000) for 8 seconds after using a battle item (30 second cooldown).
  • [Reverse] If attacked by an enemy when under (10/15/20%) (15/20/25%) HP, causes your HP to flip after 10 seconds (900 second cooldown, effect reduced against enemies above level 60).
  • [Counter] Increases Weapon Attack by (+1300/1600/2200) (+1600/2200/3000) for 8 seconds after using an Awakening skill.
  • [Star] Increases damage dealt to enemies Seed rank or below by (2/3/4/5/6/7%) (3/4/5/5/7/10%) (effect reduced against enemies above level 60).
  • Recover (+40/50/65) (+50/65/80) Vitality per second during battle.
  • [Regeneration] Restores (+80/100/130) (+100/130/160) Vitality every second for 20 seconds after using space bar to get up.
  • [Emergency Blood Transfusion] When hit by a monster while under 50% HP, there’s a 30% chance to recover (+8000/10000/13000) (+10000/13000/16000) Vitality (120 second cooldown).
  • [Emergency Measures] When falling under 30% HP, you gain an effect that increases the Vitality recovery of battle items by (+4000/5000/6500) (+5000/6500/8000) for 5 seconds (120 second cooldown).
  • [Encore] There is a (12/16/20%) (16/20/25%) chance that recovery battle items will be activated an additional time when used.

Below this point, the following effects can only be obtained when rolling or re-rolling the identifiable lines, and cannot appear on a Bracelet by default.

  • When attacking a monster, acquire the [Spike] effect for 8 seconds. When acquiring 4 stacks of Spike, it becomes Steel Spike and the damage increase effect is doubled.
    • [Spike] Increases damage by (0.30/0.35/0.45%) (0.35/0.45/0.50%) up to 4 stacks (2 second cooldown, effect reduced against enemies above level 60). 
  • When attacking a monster, acquire the [Hammer] effect for 8 seconds. If Steel Spike is in effect, increases the Critical Damage bonus of Hammer by (6/8/10%) (8/10/12%).
    • [Hammer] Increases Critical Damage by (6/8/10%) (8/10/12%) (effect reduced against enemies above level 60).
  • When attacking a monster, acquire the [Cycle] effect for 30 seconds. This effect is not renewable until the buff expires.
    • [Cycle] Increases Skill Damage by (2.5/3/3.5%) (3/3.5/4%) for 10 seconds. After 10 seconds, changes to increase Crit Hit Chance by (4/5/6%) (5/6/7%) for 10 seconds. After 10 seconds, changes to increase Critical Damage by (6/8/10%) (8/10/12%) for 10 seconds (effect reduced against enemies above level 60).
  • When attacking a monster while your HP is over 40%, acquire the [Constant] effect for 3 seconds. If [Cold] is in possession on the Bracelet, increases the effect of [Constant] by 1%.
    • [Constant] Increases damage to monsters by (2.5/3/3.5%) (3/3.5/4%) (effect reduced against enemies above level 60).
  • When attacking a monster while your HP is below 80%, acquire the [Cold] effect for 3 seconds. If [Constant] is in possession on the Bracelet, increases the effect of [Cold] by 1%.
    • [Cold] Increases damage to monsters by (2.5/3/3.5%) (3/3.5/4%) (effect reduced against enemies above level 60).
  • When attacking a monster, applies [Dagger] to the target for 8 seconds. A maximum of one [Dagger] can be applied to a target at any time.
    • Dagger: Reduces target’s defense by (1.5/1.8/2.1%) (1.8/2.1/2.5%) (effect reduced against enemies above level 60).
  • When attacking a monster, acquire the [Enlightenment] effect for 8 seconds.
    • [Enlightenment] Increases Identity Gauge acquisition by  (3/4/5%) (4/5/6%) (effect reduced against enemies above level 60).
  • When applying a supportive effect (shield, HP recovery, damage reduction) to an ally, additionally apply the [Cheering] effect on them for 5 seconds.
    • [Cheering] Increases damage to monsters by (0.7/0.9/1.1%) (0.9/1.1/1.3%) (effect reduced against enemies above level 60).
  • When attacking a monster, there’s a 3% chance to acquire the [Elementary] effect for 60 seconds.
    • [Elementary] Increases Weapon Attack by (+160/190/220) (+190/220/250) up to 10 stacks (effect reduced against enemies above level 60). 
  • When scoring a critical hit against a monster, acquire the [Reward] effect for 10 seconds. When acquiring (8/7/6) (7/6/5) stacks, the effect is removed and a powerful attack is inflicted against the target.
  • Increases Weapon Attack by (+1300/1600/1900) (+1600/1900/2200)
  • [Superiority] Increases damage to monsters by (1.5/2/2.5%) (2/2.5/3%) (effect reduced against enemies above level 60).
  • [Assault] Increases Critical Damage to monsters by (4/6/8%) (8/10/12%) (effect reduced against enemies above level 60).
  • [Jungle] Increases Crit Hit Chance to monsters by (2/3/4%) (3/4/5%) (effect reduced against enemies above level 60).
  • When scoring a critical hit against a monster, there’s a (2/3/5%) (3/5/7%) chance to increase Critical Damage by 100% for the attack, except for Awakening skills (effect reduced against enemies above level 60).
  • When attacking a monster, there’s a chance to acquire the [Indignation] effect for 10 seconds.
    • [Indignation] …
  • [Ambush] Increases Back Attack damage by (2.5/3/3.5%) (3/3.5/4%) (effect reduced against enemies above level 60).
  • [Duel] Increases Head Attack damage by (2.5/3/3.5%) (3/3.5/4%) (effect reduced against enemies above level 60).
  • When attacking a monster with a basic attack, acquire the [Accumulate] effect for 60 seconds. When this effect is stacked 10 times, acquire the [Expire] effect for 3 seconds.
    • [Expire] Increases Critical Damage of skills excluding Awakening by (20/30/40%) (30/40/50%) (120 second cooldown, effect reduced against enemies above level 60).

 

Legendary Avatars

 

Unlike the Epic Avatars that you’re already familiar with, Legendary Avatars provide 1% more Main Stat each, as well as 5 additional rapport attributes (Intellect, Bravery, Charm, or Kindness). 1% more main stat roughly equates to about 0.5% more Attack Power.

 

The only way to get them, besides buying them from other players if your region permits it, is to use a jar item in the cash shop to take Fabric and RNG it among a pool of Epic Avatars.

 

Any non-free non-event costume can be dismantled into 7 Fabric, or 14 if it’s a suit that occupies the top and bottom. This amount is static and is not RNG.

 

Right click the jar and you’ll get this interface. You can choose which class you want to use the Fabric for from the scrolling menu beneath the jar, as well as the specific avatar slot you want to try to gamble on. On the right, you can see the pool of items the jar can create, as well as buttons to preview them. You can see the cost of Fabric below. All items will typically cost 14 Fabric to attempt to RNG a new costume. So, 2 dismantled costumes for a chance at a Legendary one.

 

Costumes that you acquire through this jar are bind-on-equip, meaning they can be sold.

 

On average, players observed that they obtained a Legendary avatar about 1 in 8 attempts, with varying probability surrounding it.

 

The cost to obtain a Legendary avatar set seems very severe, however given the amount of extra damage it provides is constant, it remains relevant forever even as you move through new sets of items. They are effectively a 2% global increase in damage over purple costumes.

 

One last note, once you have a Legendary avatar equipped, it’ll actually unlock a skin slot. This way, you can wear your favorite costume over it while maintaining the positive stats of the Legendary avatar. The skin slot is only available while a Legendary avatar is equipped (there’s not really another reason to have it).

 

As of writing this guide, there have been two series of Legendary avatars. When we move on from one series to the next, the old series can no longer be obtained from the cash shop, meaning the circulation of these avatars is limited by the existing ones players have.

 

Avatar Crafting & Dyeing

You can craft a few avatar items through the Avatar Processing NPC located in any major city or your Expedition Territory. This NPC allows you to create Epic avatars of old lower level equipment for those who like the looks of these items.

 

The types of avatars you can create are fairly limited. They also require fabric items and in addition to that have an achievement requirement to have the right to craft. Epic avatars require 14 fabrics while Rare ones require 6. Dismantling these yields 7 and 3 fabrics respectively. Avatars created through this system are bound to expedition.

 

For the achievement requirement, it shows how many stars of the achievement are needed to have the right to craft the avatar.

 

From the same NPC, you can select the second option to dye your outfit to customize it and make it your own. Not all outfits can be dyed, and generally the selection is somewhat limited.

 

For each area you pick to dye, it uses a different type of dye. Dyes can be obtained from the cash shop for Blue Crystals and are sometimes given out as event rewards. Changing the color of any area uses the first type of dye. Applying a pattern to an area uses the second type of dye. By default, all areas have a 25% gloss effect, and selecting 0% to remove this gloss or increasing the gloss amount requires the third dye.

 

Gear Auction House

 

There is a tab in the Auction House specific for gear. From this tab, you can list equipment, broken gear, accessories, and Gems.

 

You are able to list gear immediately upon receiving it provided it has a trade count or is bound for wearing.

 

When buying gear from other players, the buyer will have to use a currency called Pheon in addition to the gold cost in order to purchase the gear. The amount of Pheon required depends on the rarity and tier of the gear. Some items are bound when purchased (they were previously bound when worn) so pay close attention.

 

PHEONS REQUIRED TO PURCHASE GEAR
Weapons and Armor
Tier Rare Epic Legendary Relic
Tier 1 1 N/A N/A N/A
Tier 2 1 N/A N/A N/A
Tier 3 N/A 3 5 7
Accessories
Tier Rare Epic Legendary Relic
Tier 1 0 0 0 0
Tier 2 1 1 1 1
Tier 3 5 9 15 25
Ability Stones
Tier Rare Epic Legendary Relic
Tier 1 1 1 1 1
Tier 2 1 2 3 4
Tier 3 2 3 5 9

 

Ancient-grade accessories in T3 require 35 Pheons to purchase.

 

In addition to those listed above, Gems can be found on the Auction House as well, and they are alway unbound no matter what, and do not require Pheons.

 

Lastly, take advantage of the advanced searching UI to find exactly what you’re looking for, be it a T3 accessory with Grudge and your class engraving and Specialization, or an armor piece that has +2 to a tripod that you desperately want. You can even save search presets.

 

Determining Items of Value

 

Players frequently discard items that could be potentially worth a lot of money, because it seems to them like the item isn’t useful to them. However, items can be potentially worth a lot of Gold when sold to someone else who might really need it! It’s extremely common that good equipment gets dismantled when they could be turned over for a high profit.

 

Accessories tend to be much more expensive than gear simply because the Pheon cost is so much higher, and good ones are far rarer than what it usually takes to obtain a piece of gear.

 

You can find Pheons in the cash shop under the utilities section. As they cost Blue Crystals, you can convert your gold into them. Based on the cost of gold to Blue Crystals on your server, this can influence the cost of gear on the broker.

 

While I can’t speak for things that are worth a lot in each individual server, I can provide a short list of some things to look out for when inspecting your accessories before you dismantle them, to potentially curate for yourself if it might be worth selling.

 

Weapons & Armors

 

When it comes to set items, you can’t sell any in T1 or T2, so the options here are pretty limited.

 

Sometimes in T3 players will buy weapons and armors simply because it has an ideal tripod on them. Say you’re playing a class and you obtain a T2 Relic upper gear that has +4 of a tripod for the Find Weakness tripod on an important damage skill (increased damage to enemies immune to stiffness). People may want to buy that for a chance to transfer that tripod to their gear! Even at the risk of failure and losing the item. T3 also allows the sale of set items unlike the previous two tiers.

 

Especially keep in mind the popularity of classes and newness of classes too. When a new class is released, the equipment for it will always be more expensive, because there will be an influx of players raising them and the amount of equipment on their auction board will be scant.

 

Accessory Stats & Stat Combinations

  • Specialization
  • Crit
  • Swiftness
  • Crit + Specialization (Necklace)
  • Crit + Swiftness (Necklace)
  • Specialization + Swiftness (Necklace)

 

Accessory Engravings

 

While it is possible to sell accessories that have a great stat like Specialization with a high quality that may have no good engravings (to someone desperate and that has no idea what they’re doing), oftentimes than not what really drives sales on these is what engravings they have on them.

 

Since engravings are the driving force behind most of your damage, selling accessories with ideal engravings can easily earn you a ton of money. But there are some considerations to be made here. They are the following:

  • What engravings are they?
  • How many engraving points do they provide?
  • What is the malus?
  • How many engraving points is the malus?

 

A perfect combination would be two ideal engravings that provide +3 of each, and have a malus that’s easy to work with (anything that isn’t Attack Power Decrease) and only +1 point on the malus.

 

Fortunately, since Relic items are guaranteed +3 on the positive engravings, it’s really easy to work with. However, for regions whose gearing is currently on legendary, the engravings range from +2-3. Accessories that provide +3 are significantly more valuable than those that provide +2. This is just a matter of it being easier to optimize high engraving combinations with. If you want a chance at a quad engraving set-up, +3 accessories are mandatory, not optional.

 

Here are engravings that tend to add more value to an accessory:

  • Class Engraving
  • Grudge
  • Awakening (Support + Dominant Fang users)
  • Raid Commander
  • Keen Blunt Weapon
  • Super Charge
  • Heavy Armor (Support)
  • Spirit Absorption
  • Ambush Master
  • Master Brawler
  • Barricade
  • Cursed Doll
  • All-Out Attack
  • Adrenaline
  • Hit Master
  • Expert

 

The value of some of these shifts depends on current meta. For example only a couple of classes can actually make use of Awakening as a DPS early on, but in T3 content some classes use it due to one of the set bonuses.

 

Use your best judgment on combinations. While two engravings may be valuable in general, when put together on an accessory they may not be worth a whole lot if no one wants that specific combination. Since class engravings can only be dropped by the class itself, they tend to be much rarer, but because of that, they’re often very valuable. That makes, for example, an accessory that has Berserker’s Killer Move +5 on it very expensive, more so if it’s combined with something like Grudge or Super Charge.

 

Note that depending on the progress of your region, some engravings may be worth more or less. A big reason for this is because in some regions, reaching quad max engravings is possible while in others, it isn’t. Some engravings simply are lower priority, and as such may be less desirable if classes can’t optimize them into their set-up. For example, players will pretty much always take Grudge over Backstabbing Master, but when they need a third or fourth engraving, Backstabbing Master might be the best option for optimizing their damage.

 

Now that you know all of this, you just need to piece it all together. Does it have a good stat (Specialization, Crit)? Does it have decent quality? What engravings are on it? If you can gauge these three things together, you can easily find if you can make a profit on the item or not. And if you’re sure it’s a good item but not sure of the exact value? Put it up for a low bid and a high buyout. People will bid on it if they think it’s good, especially in the last hour of it being up.

 

My last tip on this is if you’re going to list something for auction and no buyout, I recommend that you set it so that the auction ends during peak gaming hours in your region when most eyes will be on it. If an auction is going to end at 5 AM server time, that will decrease the odds that competitive bidders will be able to bid on it.

 

Ability Stones

 

This pretty much follows the same rules as accessories. Two engravings that make sense together.

 

Ability Stones tend to be cheaper because their Pheon cost is much lower and it’s a gamble to buy them. Since Ability Stones cannot be sold pre-forged, players buy them with the risk that they’ll botch the stone and it’ll be worthless. Still, people do buy Ability Stones with good engraving combinations.

 

Reference the good engravings in the previous section for an idea of some good engravings to look out for here. Note that you cannot get class engravings on an Ability Stone.

 

Gems

 

Since you can use another class’ gem simply by re-rolling it at the NPC for Silver or combining them to a higher level gem (this guarantees a gem for your class too), the only thing that really matters is the level of the gem and the lowest price it’s currently going for.

 

Since alts can drop unbound gems from Chaos Dungeon and Boss Rush, this can be an excellent source of gold if you aren’t using them yourself.

 

Damage gems sharply increase at level 10 whereas cooldown gems do not. As a result, level 10 cooldown gems are worth significantly less than level 10 damage gems. Because you cannot change from a cooldown gem to a damage one, this is final.

 

This is why you may see a level 10 cooldown gem be worth less or similar to a level 9 damage or cooldown gem. This is simply because the level 9 ones can still be gambled into a level 10 damage gem.

Using Life Skill ‘Energy of Life’

 

  • You can level all Life Skills, and you will automatically unlock skills and passives for it as you level it further.
  • Durability will decrease with use, and can be repaired with Silver at a blacksmith or from your pet. Max durability cannot be repaired this way. The item can repair an item’s max durability, which reduces occasionally on use, appears in Mari’s Secret Shop and can also be crafted in the estate (at the bottom of the Tools craft category, crafts in a batch of x80).
  • Tools randomly generate traits upon obtain.
  • All profession nodes give a Common material as well as a chance for Uncommon and Rare materials. This chance increases with certain attributes on the tool, by leveling the skill up, or by harvesting from a Mysterious variant of the node. The Uncommon material depends on the node. The Rare material that you yield is based on your location and not the node. For example, Yorn and Punika Iron Ores have different Rare materials.
    • The Common material is usually the most valuable one since it’s the bulk requirement in needed crafts. It’s often the bottleneck.
  • All tools require Silver to be repaired.
  • All materials and items produced from estate professions (any life-gathering skill you perform on estate nodes) are bound to you.
  • Life materials gathered from the estate are entirely different from those in the overworld. You cannot produce items by mixing them together.

 

Life Skill Tips:

  • Buy green tools until you roll Super Armor on them. They only cost 1,500 Silver and the trait will make your life much easier. Eventually making higher rarity tools is fairly cheap. Super Armor is not needed on a fishing rod since fishing spots are in safe areas.
  • For some professions, you unlock a mini-game at level 20 or 30 of it, which is an occasional test of skill which can reward you greatly for succeeding.
  • Tool swapping is a thing. You can craft a higher rarity tool and use it on only mini-games if you want, since in many cases, the mini-games of professions such as Fishing and Archeology yield far more rewards.
  • Don’t let your Energy of Life cap out – you won’t regenerate more while capped.
  • All nodes will provide the Common resource. Uncommon resources are specific to types of nodes (e.g. only Copper Ore can drop Copper). Rare resources are region specific. So the Rare material you need for your T2 Fusion Stones can come from all nodes in T2 zones (Yorn, Faiten). Mysterious nodes and special actions (kicking trees, blowing up nodes) increase chances of getting rare materials.
  • Cut trees with strangers or your friends. You have to be standing on opposite sides of the tree and the action doesn’t use up anything extra but increases logging speed significantly (pretty much double).
  • If you see a clump of ore and can blow them up with the level 30 mining skill, hit each of them once and then blow them up to maximize your gains from the nodes. Blowing up ores does not consume Energy of Life and gives you new ores to break which have a higher yield.
  • Moonlight Miner (level 20 miner) is basically always good to have enabled while mining. Doubles your Energy of Life usage, doubles your gain. Pretty much lets you double the speed in which you use up your Energy of Life. Also works on Mysterious nodes and gemstone nodes after blowing up ore.
  • The Archaeology mini-game only gives good rewards if you succeed all three times. If you fail on the 1st or 2nd attempt, you can hit escape, and the next Archaeology node that you uncover will have the mini-game for you to try again.
  • Potion of Leap is a purple consumable that when used doubles the amount of energy of life consumed per action but also doubles the yield as well as doubles the EXP. It’s good for up to 3,000 energy before it runs out. You usually get these from events. This does not increase the amount of mini-games that you get though, so don’t use them with Archeology or Fishing.
  • You cannot get World Tree leaves from doing professions in your home.
  • For people who care about life skill min/max efficiency in regards to the refining component used in T2/T3:
    • House Territory Archeology is best for those who want to use up life skill energy the fastest with no hassle. This is unlocked at estate level 15. However, the efficiency is much less, and you cannot obtain the World Tree Leaf collectible this way. Components and crafted components also cannot be sold to others, so no gold is made this way, just items made for yourself.
    • Fishing is for those who want to earn gold but don’t want the stress of world node competition. It is significantly slower than Archeology in terms of energy consumption so uses up much more time, but you do not need to compete with other players over nodes. The yield is better than house archeology but lower than field archeology. For comparison, it takes 4-5x longer to use your energy via fishing to gain about 50% more material than house.
    • Field archeology has the highest efficiency among professions. However, since it is well known that archeology is so efficient, the competition for field nodes can be very fierce in popular locations. This profession is for people who want to maximize their gold at the cost of potentially more time invested and more annoyances on a day-to-day basis.
    • Hunting is somewhere in between but also has open world competition.
    • Herbalism is good for those who want to craft their own battle items.
    • Logging and mining fall off fast in value and are mainly essential for upgrading one’s estate.

 

Efficiency Table in Korea (Upper Tier 3 Content)

Field Archeology House Archeology Field Fishing
Life Energy Consumption per Action 180 rubble 300 rubble 60 fish
100 Actions Yield ~1014 rubble ~1031 rubble ~332 fish
100 Actions Time Taken (on a competitive map) ~1 hr 20 m ~10 m ~35 m
T3 Upper Fusion Requirement Cost per Batch 94 rubble 120 rubble 128 fish

 

Making Gold

  1. Una Token bags. You get Una Tokens for doing Una’s Tasks each week.  The amount of tokens you can get is determined at the start of the game week.
    1. You can claim Una Tokens in the Una menu after achieving 25-70 Una’s Task Points. You get 3 points per daily completed and 12 points for each weekly completed. Una’s Task points can be earned per character, however the Una Tokens are per server (so having more alts does not mean you get more Una Tokens, just that you will get them sooner in the week). From daily Una’s Tasks, you can only get up to 18 points per day (3 characters’ worth).
    2. Una Token bags are RNG gold. The amount you get varies depending on luck, for example with the smallest bag most people get around 200 gold, but very lucky people will get 600-1800 gold. It’s in those Gold Bullion items in the bag that have a low chance to drop when opening.
    3. Unclaimed Una Tokens on weekly reset will be mailed to you.
  2. Rapport. Numerous NPCs will provide 100-200 gold as a one time compensation for reaching a certain amount of rapport with them. This amount of rapport is usually around 3,000 so start working on them early, or present them with a single Legendary rapport item that you may have obtained through the Adventurer’s Tome completion. This is only really useful early on in a new server as the amount you get is fairly inconsequential.
  3. Chaos Dungeon Bonus Room. Sometimes you will get a red or gold portal after defeating the second boss of the Chaos Dungeon instance. In both cases, upon defeating the enemy in this bonus room, they will drop additional rewards including gold. Red portal gives more gold than the gold portal. You cannot get gold in infinite chaos.
  4. Quests. There are multiple quests in the game that will provide you some gold. All of them are one-time completion. You’ll first notice them with a lot of the purple guide quests you unlock at level 50. This amount is decently significant in a new region that has a gold-deprived market. Quests grant anywhere between 10-100 gold. Take your guide quests from your journal (default hotkey: J).
  5. Gateway Maps. Whenever you complete Cooperative Voyage Missions, you have a small chance to get a key. Keys can be used at the Gateway spots in the sea at specific times when they’re open. When completing a Gateway Map which can be obtained from the Gateway, you are rewarded with a sizable amount of gold.
  6. Adventure Island. Every day, there is a daily Adventure Island that has additional rewards. You can see which Adventure Islands are upcoming through the compass symbol underneath your mini-map. The amount you get depends on your item level, ranging from 80 (new player) to 1000 gold (1400+ item level). There is not always an Adventure Island that provides gold every day.
    1. There are two Adventure Islands on Saturday and Sunday in two separate time blocks.
  7. Merchanting. Most things in general can be listed on the Auction House. This includes even equipment. Anything that is selling well that contributes to getting stronger sells well now and will fall in price later. This includes materials to upgrade your gear, gems, Seal Books, and more.
    1. Doing life skills and selling materials or crafts falls under this as well.
    2. Alts help with getting things to merch.
  8. Abyssal Dungeons contents. Every Abyssal Dungeon you clear gives Gold. They can be cleared once per week. Alt characters can also clear it and also gain Gold for clearing it! 
  9. Abyssal Raid in T3 contents. Same as Abyssal Dungeons. You get more gold for more phases cleared.
  10. Legion Raids. Big money, but higher item level entry point.
  11. Pull out that Mastercard.

 

Making Silver

  1. Alts. This is the only thing to really make more Silver.
    1. Chaos Dungeon gives a decent amount of Silver.
    2. Cube Dungeon gives a good amount of Silver. If you’re too lazy to complete this, you can use Special Dispatch in the Expedition Territory.
    3. Una’s Tasks dailies. It is common to run alts through what is called Ropang missions. You take the Shushire, Arthetine, and North Vern Ropang delivery missions from Ropang Island, and then deliver them to the port harbor of each of those three places. You can use your Bifrost to save teleport spots on the island and next to each NPC for the delivery to complete all three dailies within a couple minutes. The amount of Silver obtained varies but this is by far the most effective day-in-day-out way of making Silver over time.

 

Appendix

 

Miscellaneous unsorted questions go here.

“Does Crit Damage have diminishing returns?”

 

All modifiers that offer a flat amount can be construed as such. But it’s not diminishing returns in the traditional sense, where investing into something returns an output of less. Rather, it can be easily explained with this principle.

 

As you gain more of something in equal amounts, it’s impact relative to gaining something else may become less.

 

Crit Damage is easy to explain this with. Crit Damage is 200% in PVE, which means when you score a Crit hit, you will deal double the damage.

 

By equipping one of the sets from T3 Argos, this number can go to 250% while the set effect is active. At 250%, your Crit Damage has increased by 25%.

 

200% x 1.25 = 250%

 

This reflects in your damage accordingly.

 

500 Base Damage x 2.0 = 1,000 Final Damage

500 Base Damage x 2.5 = 1,250 Final Damage

 

1,250 is 25% more than 1,000 damage. In a vacuum where we have 100% Crit Chance, 50% Crit Damage is a 25% increase in global damage.

 

Now, let’s say we’re in a predicament. We can only fit in one engraving between Sharp Blunt and Blitz Commander, and let’s say we have 40% extra movement speed, in the same vacuum where we also have 100% Crit Chance. Let’s also neglect the chance of 20% reduced damage on Sharp Blunt, as the odds of this triggering are very low.

 

Sharp Blunt would improve our 250% Crit Damage to 300%. 300% is now 20% higher than 250%.

 

500 Base Damage x 2.5 = 1,250 Final Damage

500 Base Damage x 3.0 = 1,500 Final Damage

 

As was the previous test, the gain in damage is 250. Because 50% additional Crit Damage means half of 500 becomes extra damage. However, 250 damage is not a 25% increase anymore. From what we were previously at 1,250 Final Damage, the amount of 1,500 Final Damage is actually only a 20% global damage increase.

 

Blitz Commander with 140% movement speed provides 19% additional damage (40 x 1.45). Meaning in this situation, Sharp Blunt provides 1% more global damage over Blitz Commander, excluding chance of damage reduction.

 

So how much Crit Chance would we have to go down for Blitz Commander to provide more damage?

 

To make 20% global damage lower than 19%, we would have to decrease our Crit Chance (after all factors such as Back Attack, tripods, and synergy) from 100% to under 95% (20 x 0.95 = 19).

 

So as you can see, it’s not a true diminishing return. No matter what, 50% Crit Damage will improve your damage by 50% of what the base hit was. However, that amount will not always result in the same increase in global damage percentage relative to another option.

 

If you’re still having trouble understanding this concept, think of it like this with a more extreme example. Let’s say I have 10,000% Crit Damage. My base damage of 500 will now do 50,000 damage. Let’s increase my Crit Damage by 50% with Sharp Blunt, now 10,050% Crit Damage. Now my 50,000 damage hit does 50,250 damage, an increase of 250 damage. Let’s say instead I took Blitz Commander instead of Sharp Blunt. Now my 50,000 damage hit does 59,500 damage, an increase of 9,500 damage.

“What is Infinite Chaos Dungeon, what are Purification Fragments?”

 

Every day, you’re given 100 Resonance Energy which you spend 50 of at the Chaos Dungeon instance to receive loot such as equipment, accessories, etc.

 

Typically, after two runs, most people are done with Chaos Dungeon for the day.

 

However, a mechanic exists which allows you to continue doing Chaos Dungeon even after expending all of your Resonance Energy. This is commonly referred to as Infinite Chaos Dungeon.

 

When entering Chaos Dungeon with no Resonance Energy, enemies will drop two types of items. The main one that we are looking at is called Purification Fragments.

 

Pictured left is the Purification Fragment, pictured right is the orb used to exchange for random accessories from the merchant. Other loot you can get from Infinite Chaos Dungeon instance runs include occasional accessories and card EXP if completing the entire instance.

 

Purification Fragments are exchanged at the NPC right outside the Chaos Dungeon entrance.

 

The NPC in this picture is in the bottom right of the frame.

 

The Purification Fragment NPC will exchange goods used to improve your gear. Stock on most items is reset on the weekly reset and is account-wide.

 

There is a tab for Tier 1, Tier 2, and Tier 3. In the case of Tier 1 and Tier 2 merchant stock, there is a set price for each item you can purchase with the fragments. For Tier 3, the stock of materials increases with each purchase, gradually getting more and more expensive. It then resets at the start of the week back to its original price.

 

It’s a decent source of additional materials but more important than anything else is the fact that there is a one-time stock of engraving selection pouches you can pick up from turning in these fragments. This is one way that you can get an engraving of your choice guaranteed right after reaching level 50.

“Why should I do tower on an alt before my main?”

 

The first time you clear either the Tower of Shadows or Tower of Fate on any character on a server, it will unlock the first clear rewards which are expedition-wide stuff like skill points, collectibles, and engraving books.

 

On every character that clears these floors after the first one on their own tower, instead of those rewards, they gain materials for upgrading that are bound.

 

If you want these materials on your main for upgrading, you can clear the floors on a secondary character first, and then get the material rewards on your main instead.

 

These materials are used to increase your item level, however you would have had to use materials to raise the alt for the first clearances. Ultimately, it really doesn’t matter, but since the first few floors don’t have an item level requirement, I think it’s okay to do this method.

 

The overall yield from doing this is not going to make a difference in the long run. It’s a very minor min/max.

 

“Why can’t I see the boss HP bar? Why are there multiple lines of HP instead of just one?”

 

Certain bosses in Lost Ark have an invisible HP bar.

  • Guardian Raid
  • Abyssal Raid
  • Legion Raid (only in Hell Mode)

 

Certain ones have a visible HP bar.

  • Abyssal Dungeon
  • Legion Raid

 

You can still kind of figure out how much HP certain bosses have based on what skills they use. Some bosses only start specific patterns at 30% for example, so when you see it you know that only 30% is left.

 

The creators of Lost Ark are huge fans of Monster Hunter. So back when Guardian Raids used to be the game’s endgame, they were designed to copy how Monster Hunter raids were designed.

 

Guardian Raids and Abyssal Raids also allow a few party respawns, whereas encounters with visible HP bars don’t have resurrections.

 

There’s a lot of HP bars because it’s a really common trend in Korean MMOs. Players enjoy the feedback of reducing a lot of an HP bar or multiple HP bars in one skill rather than slowly whittling down a single HP bar.

TaggedGaming GuideLost ArkLost Ark classesLost Ark GuideMMOPC gamingStrategy GuideWalkthrough

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