Illusion Armors (17.1): Difference between revisions
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OS weapons can be obtained by exchanging 1 {{#item:25668|Broken Weapon}} and 50 {{#item:25669|Unknown Parts}}, with Elyumina.<br>'''You'll get a random weapon from the list below.''' | OS weapons can be obtained by exchanging 1 {{#item:25668|Broken Weapon}} and 50 {{#item:25669|Unknown Parts}}, with Elyumina.<br>'''You'll get a random weapon from the list below.''' | ||
{| class="wikitable mw-collapsible mw-collapsed" style=" margin:auto; width: 100%" | {| class="wikitable mw-collapsible mw-collapsed" style=" margin:auto; width: 100%,text-align: center;" | ||
| style="background-color:#F0FFFF;text-align: center; width: 20%" | Item | | style="background-color:#F0FFFF;text-align: center; width: 20%" | Item | ||
| style="background-color:#F0FFFF;text-align: center; width: 55%" | Description | | style="background-color:#F0FFFF;text-align: center; width: 55%" | Description | ||
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| | | {{#item:1862}} | ||
| {{#itemDesc:1862}} | |||
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| | | {{#item:13493}} | ||
| {{#itemDesc:13493}} | |||
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| | | {{#item:16088}} | ||
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| | | {{#item:16089}} | ||
| {{#itemDesc:16089}} | |||
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| | | {{#item:18178}} | ||
| {{#itemDesc:18178}} | |||
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| | | {{#item:18179}} | ||
| {{#itemDesc:18179}} | |||
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| | | {{#item:18180}} | ||
| {{#itemDesc:18180}} | |||
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| | | {{#item:21047}} | ||
| {{#itemDesc:21047}} | |||
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| | | {{#item:26151}} | ||
| {{#itemDesc:26151}} | |||
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| | | {{#item:26164}} | ||
| {{#itemDesc:26164}} | |||
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| | | {{#item:28038}} | ||
| {{#itemDesc:28038}} | |||
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| | | {{#item:28136}} | ||
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| | | {{#item:28253}} | ||
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| | | {{#item:28755}} | ||
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| | | {{#item:38629}} | ||
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| {{#item:42019}} | |||
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Revision as of 17:04, 13 October 2021
Equipment Exchange
To start the exchange, you must first complete the Capturing Elyumina quest.
Elyumina will appear after you speak with the Rebellion in Cor, at (sp_cor 108, 130). You can then exchange both equipment types from her.
OS Weapons Illusion Armors
OS Weapons
OS weapons can be obtained by exchanging 1 Broken Weapon (25668) and 50
Unknown Parts (25669) , with Elyumina.
You'll get a random weapon from the list below.
Item | Description |
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A purple knuckle with something boiling. When hit, it causes burning pain on the target. _______________________ ATK +3% _______________________ Refine Level +7: Decreases After Attack Delay by 7%. _______________________ Refine Level +9: Increases damage of Rampage Blaster by 15%. _______________________ Refine Level +11: Increases Damage against Medium and Large size by 20%. _______________________ Class Restrictions: Sura _______________________ Type: Knuckle Position: Right Hand Physical Attack: 175 Weapon Level: 4 Refinable Weight: 90 Required Level: 130 |
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A sword that causes a strong explosion by activating the detonation system built into the sword. _______________________ MATK +150 _______________________ Random chance to auto cast Fire Ball when dealing physical damage, skill level is equal to Refine Level (up to Refine Level 10). _______________________ Refine Level +7: Decreases After Attack Delay by 7%. _______________________ Refine Level +9: Increases damage of Fire Ball by 30%. _______________________ Refine Level +11: Random chance to auto cast Hell Inferno Lv.3 when dealing physical damage. _______________________ Class Restrictions: Novice, Swordsman, Thief and Merchant classes _______________________ Type: 1hSword Position: Right Hand Physical Attack: 160 Magic Attack: 150 Weapon Level: 4 Refinable Weight: 80 Required Level: 130 |
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Extra blunt weapon wrapped in a blue glowing sphere. _______________________ Indestructible in battle _______________________ ATK +3% _______________________ Refine Level +7: Decreases Variable Casting Time by 7%. _______________________ Refine Level +9: Increases damage of Cart Cannon by 20%. _______________________ Refine Level +11: Increases Ranged Physical Damage by 15%. _______________________ Class Restrictions: Genetic _______________________ Type: Mace Position: Right Hand Physical Attack: 185 Weapon Level: 4 Refinable Weight: 80 Required Level: 130 |
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A blunt decorated with an orb with a black glow. _______________________ Indestructible in battle _______________________ MATK +170 MATK +3% _______________________ Refine Level +7: Decreases After Attack Delay by 7%. _______________________ Refine Level +9: Increases damage of Adoramus by 20%. _______________________ Refine Level +11: Increases Magical Damage with Holy element by 15%. _______________________ Class Restrictions: Archbishop _______________________ Type: Mace Position: Right Hand Physical Attack: 150 Magic Attack: 170 Weapon Level: 4 Refinable Weight: 120 Required Level: 130 |
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A bow without a string. Trying to pull it will draw a glow of string. _______________________ ATK +3% _______________________ Refine Level +7: Increases Ranged Physical Damage by 7%. _______________________ Refine Level +9: Increases damage of Arrow Storm by 30%. _______________________ Refine Level +11: Increases damage of Arrow Storm by additional 20%. _______________________ Class Restrictions: Ranger _______________________ Type: Bow Position: Right Hand Physical Attack: 200 Weapon Level: 4 Refinable Weight: 120 Required Level: 130 |
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Crossbow with prototype number 89 stamped on its body. You can tell the power by the number on the dashboard after you shoot the bow. _______________________ ATK +3% _______________________ Refine Level +7: Increases Ranged Physical Damage by 7%. _______________________ Refine Level +9: Decreases Severe Rainstorm skill cooldown by 2 seconds. _______________________ Refine Level +11: Increases damage of Severe Rainstorm by 15%. _______________________ Class Restrictions: Minstrel and Wanderer _______________________ Type: Bow Position: Right Hand Physical Attack: 170 Weapon Level: 4 Refinable Weight: 120 Required Level: 130 |
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High strength bow made of fused carbon. _______________________ MATK +135. _______________________ Increases bow weapon damage by 5%. _______________________ Refine Level +7: Decreases After Attack Delay by 7%. _______________________ Refine Level +9: Increases damage of Triangle Shot by 15%. _______________________ Refine Level +11: Increases bow weapon damage by additional 10%. _______________________ Class Restrictions: Shadow Chaser _______________________ Type: Bow Position: Right Hand Physical Attack: 190 Weapon Level: 4 Refinable Weight: 60 Required Level: 130 |
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A Two-Handed sword made of high density Emerald that emiting rays of light. _______________________ CRI +5 _______________________ Refine Level +7: Decreases After Attack Delay by 7%. _______________________ Refine Level +9: Increases Critical Damage by 15%. _______________________ Refine Level +11: Increases Damage against Small and Medium size by 20%. _______________________ Indestructible in battle _______________________ Class Restrictions: Swordman classes _______________________ Type: 2hSword Position: Right Hand Physical Attack: 250 Weapon Level: 4 Refinable Weight: 180 Required Level: 130 |
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Staff equipped with a red glowing orb. _______________________ Indestructible in battle _______________________ MATK +175 _______________________ Increases Magical Damage against Neutral and Earth elemental enemies by 5%. _______________________ Refine Level +7: Decreases Variable Casting Time by 7%. _______________________ Refine Level +9: Random chance to increase Magical Damage with Fire element by 30% for 10 seconds when dealing magical damage. _______________________ Refine Level +11: Decreases After Cast Delay by 10%. _______________________ Class Restrictions: Novice, Magician, Acolyte and Soul Linker classes _______________________ Type: Staff Position: Right Hand Physical Attack: 80 Magic Attack: 175 Weapon Level: 4 Refinable Weight: 90 Required Level: 130 |
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A machine in the form of a foxtail made of numerous wires. It seems that the use of micro-fine wires hits each other and dissipates static electricity. _______________________ Indestructible in battle _______________________ MATK +350 MATK +5% _______________________ Refine Level +7: Increases damage of Silvervine Stem Spear by 20%. _______________________ Refine Level +9: Decreases Variable Casting Time by 10%. Increases Magical Damage with Earth, Fire, Water, Ghost and Neutral element by 15%. _______________________ Refine Level +11: Increases damage of Catnip Meteor by 30%. _______________________ Class Restrictions: Summoner (Doram) _______________________ Type: Staff Position: Right Hand Physical Attack: 250 Magic Attack: 350 Weapon Level: 4 Refinable Weight: 120 Required Level: 130 |
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Katar with black blades that engraved with turquoise colored motif. _______________________ ATK +3% _______________________ Refine Level +7: Decreases After Attack Delay by 7%. _______________________ Refine Level +9: Increases damage of Cross Ripper Slasher by 15%. _______________________ Refine Level +11: Increases Physical Damage against Small and Medium size by 20%. _______________________ Class Restrictions: Guillotine Cross _______________________ Type: Katar Position: Right Hand Physical Attack: 190 Weapon Level: 4 Refinable Weight: 130 Required Level: 130 |
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Axe with a invisible blade. Normally you don't see the blade, but when you swing, you can see it faintly reddish. _______________________ Indestructible in battle _______________________ Decreases damage taken from Medium and Large size by 10%. _______________________ Refine Level +7: Decreases damage taken from Medium and Large size by additional 15%. _______________________ Refine Level +9: Increases Ranged Physical Damage by 15%. _______________________ Refine Level +11: Decreases After Cast Delay by 10%. _______________________ Class Restrictions: Mechanic _______________________ Type: 2hAxe Position: Right Hand Physical Attack: 400 Weapon Level: 4 Refinable Weight: 450 Required Level: 130 |
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Sniper rifle with the ability to induce satellite attacks. _______________________ ATK +3% _______________________ Refine Level +7: Increases Ranged Physical Damage by 7%. _______________________ Refine Level +9: Increases damage of Hammer of God by 20%. _______________________ Refine Level +11: Decreases Hammer of God skill cooldown by 5 seconds. _______________________ Class Restrictions: Rebellion _______________________ Type: Rifle Position: Right Hand Physical Attack: 250 Weapon Level: 4 Refinable Weight: 100 Required Level: 130 |
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Dagger with black blade encrusted to transparent white beads. _______________________ MATK +150 _______________________ Increases Damage against Shadow and Undead elemental enemies by 5%. _______________________ Refine Level +7: Increases Damage against Shadow and Undead elemental enemies by additional 10%. _______________________ Refine Level +9: Increases damage of Kunai Splash by 20%. _______________________ Refine Level +11: Increases Damage against Demon and Undead race by additional 10%. _______________________ Class Restrictions: Kagerou and Oboro _______________________ Type: Dagger Position: Right Hand Physical Attack: 150 Magic Attack: 150 Weapon Level: 4 Refinable Weight: 90 Required Level: 130 |
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Illusion Armors
Illusion Armors can be obtained by exchanging 50 Cor Core (25723) , with Elyumina.
You can choose the exact piece you want.
Equipment Enchanting
OS Weapons
OS Weapons can receive random enchants, through Weapon Modifiers. They can be obtained by exchanging 5 Cor Core (25723) or at the price of 1,000,000 zeny, with the Rebellion (sp_cor 108, 130).
You are able to choose between a Physical or Magical type of Weapon Modifications. Once you've chosen a category, you will get an enchant tier at random:
- Normal Weapon Modifier
- Advanced Weapon Modifier
- Special Weapon Modifier
Using a Weapon Modifier will open up an enchanting window that will list every OS Weapon on your inventory. Confirming the enchant will consume the item and imbue the weapon with 2 random enchants from different lists, based on their enchanting slot.
Physical based Weapon Modifiers
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1st Enchant | 2nd Enchant |
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1st Enchant | 2nd Enchant |
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1st Enchant | 2nd Enchant |
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Magical based Weapon Modifiers
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1st Enchant | 2nd Enchant |
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1st Enchant | 2nd Enchant |
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1st Enchant | 2nd Enchant |
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Illusion Armors
The Illusion equipments can be enchanted by using Modification Modules, given by Rebellion (sp_cor 108, 130).
You can exchange 30 Unknown Parts (25669) and 5
Cor Core (25723) for a random Modification Module.
To apply the Modification Modules, equip the Illusion armor and then speak with RS26 (sp_cor 106, 136). The enchanting process consumes the Modification Module and never fails.
Every Illusion equipment can receive up to 3 modifications, but each Module type can only be applied a certain number of times, depending of the equipment piece.
For Legendary Enchants however, only one can be socketed at any given time, even if they're not the same.
The following table lists the available modules, their effects and their enchantment limitations.
Modification Module | Modification Orb | Effect | Location | Max Count |
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Common Enchants | ||||
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Def + 25 If refine rate is 7 or higher, Def + 10 If refine rate is 9 or higher, Def + 10 | ![]()
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3 |
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Mdef + 2 If refine rate is 7 or higher, Mdef + 3 If refine rate is 9 or higher, Mdef + 3 | ||
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Vit + 3 | ![]()
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Luk + 3 | ||
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Str + 3 | ![]()
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Agi + 3 | ||
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Int + 3 | ![]()
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Dex + 3 | ||
Rare Enchants | ||||
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HP recovery + 20%. | ![]()
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2 |
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SP recovery + 20%. | ![]()
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MATK +18 Decrease Casting Time by 10%. | ![]()
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1 |
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ASPD + 10%. | ||
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Critical damage + 10%, CRI + 4. | ||
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Ranged Attack +10%. | ||
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MaxHP + 5%. If refine rate is 7 or higher, MaxHP + 500 If refine rate is 9 or higher, additional MaxHP + 750 | ![]()
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2 |
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MaxSP + 5%. If refine rate is 7 or higher, MaxSP + 100 If refine rate is 9 or higher, additional MaxSP + 150 | ||
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Increases heal effectiveness by 5%. If refine rate is 7 or higher, increases heal effectiveness by additional 5%. If refine rate is 9 or higher, increases heal effectiveness by additional 5%. | ||
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Atk + 5%. If refine rate is 7 or higher, Atk + 25. If refine rate is 9 or higher, additional Atk + 25. | ![]()
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Matk + 5%. If refine rate is 7 or higher, Matk + 25. If refine rate is 9 or higher, additional Matk + 25. | ||
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Increases long ranged physical damage by 3%. If refine rate is 7 or higher, increases long ranged physical damage by additional 2%. If refine rate is 9 or higher, increases long ranged physical damage by additional 2%. | ||
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ASPD + 1. If refine rate is 7 or higher, increases attack speed (reduces delay after attack by 3%). If refine rate is 9 or higher, increases attack speed (reduces delay after attack by additional 3%). | ![]()
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Reduces variable casting time by 5%. If refine rate is 7 or higher, reduces variable casting time by additional 3%. If refine rate is 9 or higher, reduces variable casting time by additional 3%. | ||
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Cri + 10. If refine rate is 7 or higher, increases critical damage by 5%. If refine rate is 9 or higher, increases critical damage by additional 5%. | ||
Unique Enchants | ||||
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Reduces delay after skill by 5%. If refine rate is 7 or higher, reduces delay after skill by additional 5%. If refine rate is 9 or higher, reduces delay after skill by additional 5%. | ![]()
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1 |
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Reduces fixed casting time by 0.3 second. If refine rate is 7 or higher, reduces fixed casting time by additional 0.2 second. If refine rate is 9 or higher, reduces fixed casting time by additional 0.2 second. | ![]()
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Reduces physical and magical damage taken from all property enemies by 5%. If refine rate is 7 or higher, reduces physical and magical damage taken from all size enemies by 5%. If refine rate is 9 or higher, reduces physical and magical damage taken from all race enemies by 5% (excludes player). | ![]()
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Has a 2% chance to restore 2% of damage as HP when dealing physical damage. | ![]()
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Has a 1% chance to restore 1% of damage as SP when dealing physical damage. | ![]()
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Has a 2% chance to recover 400 HP per 0.5 second for 10 seconds when dealing magical damage. | ![]()
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Has a 1% chance to recover 80 SP per 0.5 second for 10 seconds when dealing magical damage. | ![]()
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Legendary Enchants | ||||
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Has a chance to gain "Everlasting Life" for 10 seconds when receiving physical or magical damage. [Everlasting Life] Vit + 50, recover 400 HP per 0.5 second, drains 20 SP per second for 10 seconds. | ![]()
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1 |
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Has a chance to gain "Magic Storm" for 10 seconds when dealing magical damage. [Magic Storm] Int + 50, Matk + 15%, Atk - 15% for 10 seconds. | ||
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Has a chance to gain "Plunging Shooter" for 10 seconds when dealing physical damage. [Plunging Shooter] Dex + 50, increases long ranged physical damage by 10%, drains 20 SP per second for 10 seconds. | ||
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Has a chance to gain "Raging Fight" for 10 seconds when dealing physical damage. [Raging Fight] Str + 50, Atk + 15%, Matk - 15% for 10 seconds. | ||
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Has a chance to gain "Deadly Lightspeed" for 10 seconds when dealing physical damage. [Deadly Lightspeed] Agi + 50, increases critical damage by 10%, drains 300 HP per second for 10 seconds. | ||
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Has a chance to gain "Good Fortune" for 10 seconds when dealing magical damage. [Good Fortune] Luk + 50, increases all property magical damage by 10%, drains 300 HP per second for 10 seconds. |