Biolab Gear: Difference between revisions
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===Equipment List=== | ===Equipment List=== | ||
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| colspan="3" |Armors | | colspan="3" |Armors | ||
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| colspan="3" |Armors | | colspan="3" |Armors |
Revision as of 08:27, 23 June 2021
You can obtain several items and enchantments via the Bio Labs. Below you can read about the details.
Equipment

- Go to Lighthalzen and walk to the Guard.
lighthalzen 267/200
Talk to him until a blue text appears, and he lets you through. - Find the Weird Old Man
lighthalzen 342/290
and choose Talk with him.
Currency
To obtain these equipment, you need three type of currencies.
They are dropped by the monsters on Bio Lab Level 2, Level 3 and Level 4.
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Equipment List
Armors | ||
Name | Price | Description |
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100 ![]() 50 35 |
Made similar to a Giant's shield that was an Ancient Temple guardian. _______________________ Decreases damage taken from Large size by 5%. _______________________ Refine Level +9: Decreases damage taken from Large size by 5%. _______________________ Enchantable: Yes _______________________ Class Restrictions: Rune Knight and Royal Guard _______________________ Type: Armor Position: Left Hand Defense: 130 Armor Level: 1 Refinable Weight: 280 Required Level: 100 |
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100 ![]() 50 22 |
One of Geffenia's secret treasures. There are not many people who can use this shield's magic. _______________________ INT +1 MDEF +2 _______________________ Base INT at least 120: MATK +10 MaxHP +800 _______________________ When equipped with Lacryma Stick: Decreases Variable Casting Time of Jack Frost, Frost Misty and Storm Gust by (4*Shield Refine Level)%. _______________________ Enchantable: Yes _______________________ Class Restrictions: Warlock _______________________ Type: Armor Position: Left Hand Defense: 30 Armor Level: 1 Refinable Weight: 100 Required Level: 100 |
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100 ![]() 50 22 |
An ancient book of sacred songs handed down in the cathedral. _______________________ MDEF +5 _______________________ Enables the use of Level 2 Odin's Power. _______________________ Increases Healing skills effectiveness by 5%. _______________________ Enchantable: Yes _______________________ Class Restrictions: Archbishop _______________________ Type: Armor Position: Left Hand Defense: 20 Armor Level: 1 Refinable Weight: 50 Required Level: 140 |
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300 ![]() 300 400 |
This wide Manteau carries with it the meaning of Salvation. _______________________ Enables the use of Level 1 Cicada Skin Shed. Increases Cicada Skin Shed skill cooldown by 30 secs. _______________________ Increases SP Consumption by 100%. Drains SP by 1200 when this garment unequipped. _______________________ Enchantable: Yes _______________________ Class Restrictions: Warlock and Archbishop _______________________ Type: Armor Position: Garment Defense: 1 Armor Level: 1 Refinable Weight: 40 Required Level: 130 |
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100 ![]() 50 35 |
A glove designed to defend and attack at the same time. _______________________ MaxSP +20 DEF +3 CRI +3 _______________________ When equipped with Krishna: ATK +50 FLEE -30 Increases damage of Sonic Blow by 50%. _______________________ When equipped with Cakram: MaxHP -10% CRI +4 Increases Critical Damage by 40%. _______________________ Enchantable: Yes _______________________ Class Restrictions: Guillotine Cross _______________________ Type: Armor Position: Right Accessory Defense: 3 Armor Level: 1 Weight: 40 Required Level: 100 |
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100 ![]() 50 30 |
A lab outfit from a student who went crazy while studying Homunculi for too long. _______________________ DEX +1 MaxSP +30 _______________________ When equipped with Scalpel: Random chance a defeated Demi-Human or Brute race will drop Immortal Heart or Alcohol. This rate increases depending on the Refine Level. _______________________ Enchantable: Yes _______________________ Class Restrictions: Genetic _______________________ Type: Armor Position: Armor Defense: 66 Armor Level: 1 Refinable Weight: 66 Required Level: 100 |
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300 ![]() 300 400 |
A beautiful golden ornament created with ancient magic. It changes its power depending on the owner's class. _______________________ Base Level at least 150: All Basic Stats +2 _______________________ When equipped by Swordman, Merchant or Thief classes: Increases physical damage against all classes by 8% _______________________ When equipped by Mage or Acolyte classes: MATK +8%. Increases Healing skills effectiveness by 7%. _______________________ When equipped by Archer classes: DEX +3 Increases Ranged Physical Damage by 10%. _______________________ Enchantable: Yes _______________________ Class Restrictions: 3rd classes _______________________ Type: Armor Position: Head Top Defense: 7 Armor Level: 1 Refinable Weight: 40 Required Level: 100 |
Armors | ||
Name | Price | Description |
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50 ![]() 100 10 |
The Katar used by an assassin who never lose targets in any situation used. He even used his luck to focus on the target. _______________________ Increases HIT by 1 for every 2 LUK. _______________________ Class Restrictions: Guillotine Cross _______________________ Type: Katar Position: Right Hand Physical Attack: 170 Weapon Level: 3 Refinable Weight: 120 Required Level: 100 |
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50 ![]() 100 85 |
Long ago, a Guillotine Cross used this to kill his betrayer. _______________________ DEX +2 FLEE -30 _______________________ Increases Physical Damage against Demi-Human race by 50%. _______________________ Increases damage of Cross Impact by 30%. _______________________ Enchantable: Yes _______________________ Class Restrictions: Guillotine Cross _______________________ Type: Katar Position: Right Hand Physical Attack: 200 Weapon Level: 4 Refinable Weight: 150 Required Level: 140 |
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50 ![]() 100 35 |
A large axe made by a blacksmith from the fires of a volcano. _______________________ Random chance to inflict Burning status on the target or wielder when dealing physical damage. _______________________ Indestructible in battle _______________________ Element: Fire Enchantable: Yes _______________________ Class Restrictions: Transcendent Swordsman and Merchant _______________________ Type: 2hAxe Position: Right Hand Physical Attack: 250 Weapon Level: 4 Refinable Weight: 190 Required Level: 95 |
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50 ![]() 100 35 |
An axe made of arctic ice. _______________________ Random chance to inflict Crystallization status on the target or wielder when dealing physical damage. _______________________ Indestructible in battle _______________________ Element: Water Enchantable: Yes _______________________ Class Restrictions: Transcendent Swordsman and Merchant _______________________ Type: 2hAxe Position: Right Hand Physical Attack: 250 Weapon Level: 4 Refinable Weight: 190 Required Level: 95 |
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50 ![]() 100 40 |
A very sharp spear made from cranium. _______________________ MaxSP -100 _______________________ Increases damage of Cannon Spear by 10%. _______________________ For each Refine Level: Increases damage of Cannon Spear by 3%. _______________________ Enchantable: Yes _______________________ Class Restrictions: Royal Guard _______________________ Type: 1hSpear Position: Right Hand Physical Attack: 180 Weapon Level: 4 Refinable Weight: 160 Required Level: 100 |
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300 ![]() 300 400 |
The mini sized version of a spear from the Giants who were guardians in an Ancient temple. _______________________ ASPD -10 _______________________ When you unequip this weapon it will drain SP by 600. _______________________ Increases skill cooldown of Spiral Pierce by 20 seconds. _______________________ Base STR at least 120: ATK +300 _______________________ Enchantable: Yes _______________________ Class Restrictions: Rune Knight _______________________ Type: 2hSpear Position: Right Hand Physical Attack: 20 Weapon Level: 4 Refinable Weight: 2,000 Required Level: 140 |
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50 ![]() 100 40 |
One of the 4 element magic books which have a High Socerer's study. [Part. ice] _______________________ DEX +1 MATK +160 _______________________ Increases damage of Diamond Dust and Cold Bolt by (3*Refine Level)%. _______________________ Increases SP Consumption of Diamond Dust and Cold Bolt by 5*Refine Level. _______________________ Indestructible in battle _______________________ Element: Water Enchantable: Yes _______________________ Class Restrictions: Sorcerer _______________________ Type: Book Position: Right Hand Physical Attack: 100 Magic Attack: 160 Weapon Level: 4 Refinable Weight: 100 Required Level: 100 |
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50 ![]() 100 40 |
A staff used for healing skill. _______________________ MATK +160 _______________________ Increases Healing skills effectiveness by (6*Refine Level)%. Increases SP Consumption of Heal, Coluceo Heal and Highness Heal based on Refine Level. _______________________ Indestructible in battle _______________________ Element: Holy Enchantable: Yes _______________________ Class Restrictions: Archbishop _______________________ Type: Staff Position: Right Hand Physical Attack: 30 Magic Attack: 160 Weapon Level: 4 Refinable Weight: 40 Required Level: 110 |
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50 ![]() 100 35 |
Blue dagger that has opposite magic power in. _______________________ MATK +80 _______________________ Random chance to inflict Frozen status when dealing physical damage. Increases the chance with each Refine Level. _______________________ Element: Wind Enchantable: Yes _______________________ Class Restrictions: Transcendent Novice, Swordsman, Merchant and Thief _______________________ Type: Dagger Position: Right Hand Physical Attack: 160 Magic Attack: 80 Weapon Level: 4 Refinable Weight: 50 Required Level: 110 |
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50 ![]() 100 35 |
A gigantic and ridiculously heavy axe that requires great strength to use it properly. _______________________ Increases After Attack Delay by 40%. _______________________ Increases SP Consumption by 100%. _______________________ Base STR at least 95: ATK +340 Random chance to inflict Stun status on the target when dealing physical damage. Random chance to destroy target's armor when dealing physical damage. _______________________ Can be enchanted by: <NAVI>Mayomayo<INFO>malangdo,213,167,0,100,0,0</INFO></NAVI> _______________________ Class Restrictions: Swordsman and Merchant _______________________ Type: 2hAxe Position: Right Hand Physical Attack: 10 Weapon Level: 4 Refinable Weight: 600 Required Level: 80 |
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50 ![]() 100 40 |
A bloodly red cross mace with dark power. The red color looks creepy as if has absorbed blood. _______________________ When dealing melee physical attacks, Random chance to auto-cast Level 1 Hell Inferno. Increases the casting rate of the skill by the Refine Level. _______________________ Element: Shadow Enchantable: Yes _______________________ Class Restrictions: Transcendent Acolyte _______________________ Type: Mace Position: Right Hand Physical Attack: 170 Weapon Level: 4 Refinable Weight: 150 Required Level: 100 |
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50 ![]() 100 35 |
A bow developed by thief guild, especially made to fire multiple arrows at a time. _______________________ Increases damage of Triangle Shot by (2*Refine Level)%. Increases SP Consumption of Triangle Shot based on Refine Level. _______________________ Enchantable: Yes _______________________ Class Restrictions: Shadow Chaser _______________________ Type: Bow Position: Right Hand Physical Attack: 150 Weapon Level: 4 Refinable Weight: 110 Required Level: 100 |
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50 ![]() 100 35 |
A very sensitive bow to use and it is specialized on fusillade. _______________________ Increases damage of Arrow Storm by (Refine Level*5)%. _______________________ Increases SP Consumption by (Refine Level*5)%. _______________________ Base AGI at least 120: ASPD +1 _______________________ Enchantable: Yes _______________________ Class Restrictions: Ranger _______________________ Type: Bow Position: Right Hand Physical Attack: 160 Weapon Level: 4 Refinable Weight: 90 Required Level: 110 |
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50 ![]() 100 35 |
A bow made with a strong stem from the devildom. By using spider web arrow, it ties enemies. _______________________ DEX +1 _______________________ When using physical attacks, it has a chance to auto-cast Level 1 Spider Web with a certain rate. _______________________ Enchantable: Yes _______________________ Class Restrictions: Ranger, Minstrel and Wanderer _______________________ Type: Bow Position: Right Hand Physical Attack: 150 Weapon Level: 3 Refinable Weight: 150 Required Level: 120 |
Enchantment

- Warp to Dungeons > Bio Lab. Go to the second floor.
- Go to the south-east dormitories
lhz_dun02 206/33
. (See map on the right.) - There will be a tunnel in the south-west corner.
- Enter the tunnel, go south, east and enter the warp.
- Talk to the Sorcerer
lhz_cube 233/24
and choose Here you are, sir.
There are a few rules you must keep in mind:
- You can enchant your items with up to 2 random Enchants (hidden 3rd and 4th slots).
- Enchants can be reset separately.
- You must be wearing the equipment to enchant it.
- Can't Break.
- Can be reset.
- Cost's
Blood Thirst (6470) and
Will of Warrior (6469) .
Currency
Name | Description |
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10 ![]() |
Reset enchantment. |
10 ![]() |
Enchants the 3rd slot. |
10 ![]() |
Enchants the 4th slot. |
Enchant List
Weapon Enchants | |
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Type | Level |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1 |
Armor Enchants | |
---|---|
Type | Level |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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1~3 |
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3, 6, 9, 12 |
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2, 4, 6, 8, 10 |
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100, 200, 300 |
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50 |
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1, 3, 6 |