148
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(→Tips and Tricks: Some wording changes) |
(→Equipment: Moved the cold and hot boots from future equips to 275+ equips.) |
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| Line 1,033: | Line 1,033: | ||
|Sunken Ship | |Sunken Ship | ||
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results. | |Climbing and/or moaning noises not included. Refine to +14 or higher for the best results. | ||
|- | |||
|{{#item:470337}} | |||
|rowspan="2"| Footgear | |||
|[[Chapter 1]] | |||
|Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The cold wet socks start. | |||
|- | |||
|{{#item:470338}} | |||
|[[Chapter 1]] | |||
|Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts. | |||
|- | |- | ||
|{{#item:490136}} | |{{#item:490136}} | ||
| Line 1,048: | Line 1,057: | ||
|{{#item:400991}} | |{{#item:400991}} | ||
|Headgear | |Headgear | ||
| | |[[Chapter_1#Zero_Cell_Sector]] | ||
|Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:2453}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices. | |Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:2453}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices. | ||
|- | |- | ||
|{{#item:550177}} | |{{#item:550177}} | ||
|Weapon | |Weapon | ||
| | |[[Chapter_1#Zero_Cell_Sector]] | ||
|Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running. | |Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running. | ||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment''' | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment''' | ||
edits