EDDA Biolab

Overview

EDDA Biolab is basically the “origin story” of the Biolabs dungeon. Instead of just fighting clones, you get to see what really happened to the renowned adventurers: Eremes, Cecil, Seyren, Howard, Kathryne, and Margaretha, when the Rekenber Corporation tricked them into becoming test subjects.

Accessing the EDDA: Biolab

Must be level 170 and above

Talk to Sierra (yuno 216/345).

You can choose between Expedition Mode or Battle Mode each day.

Expedition Mode – A story-focused adventure with fewer enemies.

Battle Mode – A tougher challenge packed with more rewards, ending with a boss fight.

Battle Mode Walkthrough

EDDA Biolab Layout
  1. Zone 1 – Safe from monsters. Talk to Sierra to move on to Zone 2.
  2. Zone 2 – Defeat all enemies to advance. (Tip: You’ll be teleported to the next zone automatically, so collect all loot before defeating the last enemy.)
  3. Zone 3 – Same as before, defeat all enemies to proceed. An Unknown Acolyte spawns here. (Note: It can use the skill Decrease Agility.)


  4. Zone 4 – Same as the previous zones, defeat all enemies to continue.


  5. Zone 5 – You’ll be under constant Blind status here, so bring Green Potions. As before, defeat all enemies to advance.


  6. Zone 6 – In this zone, you need to defeat monsters to break the barriers. There are four sections to clear. Each section traps you inside a barrier where you cannot leave or attack monsters outside. In a party, be careful when entering the barriers, as your teammates also cannot attack monsters outside. After clearing a section, talk to the crystal to remove its barrier. The final crystal will teleport you to the next zone.


  7. Zone 7 – As in the previous areas, you need to defeat all enemies to advance. An Unknown Swordsman and an Unknown Merchant will spawn in this zone.


  8. Zone 8 – Monsters will spawn close to you, so be prepared. After clearing them, speak to Sierra near the player spawn point to teleport to the next zone known as the Morgue.


  9. Boss Zone – Walk north and talk to Sierra to remove the barrier, then continue north. Once you reach the door, wait for your party members. If you do not wait, they will be locked out of the boss fight and will not receive the rewards. When everyone is gathered, talk to Sierra and choose the “We’re all here” option.

  10. Boss Fight – The Unknown Swordsman Boss can change its element to either Wind or Water, so be prepared.
    This battle introduces a new instance mechanic involving “cages.” These cages appear in the northwest, northeast, southwest, and southeast areas around the boss. Monsters will spawn inside them, and they can only be defeated from within the cage. It is necessary to clear at least one cage. If all cages remain uncleared, you will reappear in the middle with reduced health based on how many cages were cleared. Each cleared cage represents 25% of your health. For example, if no cages are cleared, you will die instantly (-100% HP).

    Defeating the boss has a chance to spawn a treasure chest with additional rewards, including a chance to obtain random EDDA Biolab exclusive equipment.
  11. Talk to Sierra, to receive your rewards and exit the instance.

Monsters

NameLevelHPSizeElementRace
Regenschirm Scientist
1721,469,107MediumNeutral 3Demi-Human
Rekenber Guard
1731,475,486MediumNeutral 2Demi-Human
Rekenber High Guard
1741,485,755MediumNeutral 2Demi-Human
Unknown Merchant
1751,507,840MediumFire 3Demi-Human
Unknown Acolyte
1761,500,486MediumHoly 2Demi-Human
Unknown Swordsman
1781,519,762MediumFire 2Demi-Human
Unknown Swordsman

18075,500,000MediumFire 2Demi-Human

EDDA Biolab Equipment and Materials

Monster Drops

NameDescription
Bio Research DocumentA stack of paper that the bio lab staff forgot to pick up before leaving in a hurry.
This alone doesn’t provide much information. Collect some more for more comprehensive information.

Weight: 0
Bio Experiment FragmentA mysterious fragment that the bio lab staff forgot to pick up before leaving in a hurry.
This alone doesn’t provide much information. Collect some more for more comprehensive information.

Weight: 0
Ghostly AuraIf equipped with Fallen Warrior Manteau [1],
ATK +5 for every 30 pure STR

increased ASPD (Post-attack delay -3%) for every 30 pure AGI

Post-skill delay -4% for every 30 pure VIT

MATK +5 and Variable Cast Time -8% for every 30 pure INT

Long-ranged Physical damage +1% for every 30 pure DEX

Critical damage +3% for every 30 pure LUK


Class: Helm
DEF: 5
Location: Lower 
Required Level: 170

Job: All Jobs
Test Subject Weapon CrateA crate full of equipment prepared for test subjects to use.

Contains: EDDA Biolabs weapons

Card

NameDescription
Regenschirm Scientist

MATK + 5%.

When compounded on two-handed staff, increase all property magical damage by 10% and additional 2% per 3 refine rate of weapon,

When base level is 200 or higher, increase all property magical damage by additional 3% per 3 refine rate of weapon.


Compound on : Weapon
Weight : 1
Rekenber Guard

ATK + 5%.

When compounded on dagger, one-handed sword or two-handed sword, increase melee physical damage by 10%. and additional 2% per 3 refine rate of weapon.

When base level is 200 or higher, increase melee physical damage by additional 3% per 3 refine rate of weapon.

Compound on : Weapon
Weight : 1
Rekenber High Guard

ATK + 5%.

When compounded on one-handed spear or two-handed spear, increase long ranged physical damage by 10% and additional 2% per 3 refine rate of weapon.

When base level is 200 or higher, increase long ranged physical damage by additional 3% per 3 refine rate of weapon.

Compound on : Weapon
Weight : 1
Unknown Swordsman

MHP + 15%.
————————
When equipped with Boss Egnigem Card and both are equipped by swordsman classes,
————————
Increase melee and long ranged physical damage by 10%, additional MHP + 2%.
————————
Increase melee and long ranged physical damage by additional 2% per 4 sum of refine rate of armor and shoes.

Compound on : Armor
Weight : 1

EDDA Biolab Weapon

NameDescription
Volar [2]Bowling Bash damage +30%
ATK +4 for every upgrade level

+9 Effect: Ignition Break and Bowling Bash cooldown -1 sec.

+11 Effect: Indestructible, Bowling Bash damage +20% (Additional)

Class: Two-handed Sword
ATK: 280

Weight: 280
Weapon Level: 4
Required Level: 170
Job: Rune Knight Classes
 Vernan [2]ATK +5%
Long-ranged Physical damage +1% for every upgrade level

+9 Effect: Clashing Spiral and Sonic Wave damage +30%

+11 Effect: Sonic Wave cooldown -1.5 sec.

Class: Two-handed Sword
ATK: 300

Weight: 650
Weapon Level: 4
Required Level: 170
Job: Rune Knight Classes
 Argen Blanco [2]Brandish Spear damage +30%
ATK +4 for every upgrade level

+9 Effect: Hundred Spears cooldown -1.5 sec.

+11 Effect: Brandish Spear damage +20% (Additional)

Class: One-handed Spear
ATK: 200

Weight: 100
Weapon Level: 4
Required Level: 170
Job: Rune Knight Classes
 Harve [2]Rapid Smiting damage +40%
Long-ranged Physical damage +1% for every upgrade level

+9 Effect: Shield Press damage +30%

+11 Effect: Rapid Smiting and Shield Press damage +20% (Additional)

Class: One-handed Spear
ATK: 210

Weight: 150
Weapon Level: 4
Required Level: 170
Job: Royal Guard Classes
 Fortridge [2]ATK +5%
Post-skill delay -1% for every upgrade level

+9 Effect: Cannon Spear damage +20%

+11 Effect: Overbrand damage +20%

Class: One-handed Spear
ATK: 205

Weight: 170
Weapon Level: 4
Required Level: 170
Job: Royal Guard Classes
 Farthezan [2]MATK +180, Gloria Domini damage +40%
Variable Cast Time -1% for every upgrade level

+9 Effect: Genesis Ray damage +30%

+11 Effect: Gloria Domini and Genesis Ray damage +20% (Additional)

Class: One-handed Sword
ATK: 130

Weight: 110
Weapon Level: 4
Required Level: 170
Job: Royal Guard Classes
 Staff of Miracle [2]MATK +270, indestructible
Ghost Magic damage +5%
MATK +4 for every upgrade level

+9 Effect: Soul Strike, Napalm Vulcan, and Soul Expansion damage +20%

+11 Effect: Soul Strike and Napalm Vulcan damage +30% (Additional)

Class: Two-handed Staff
ATK: 100

Weight: 120
Weapon Level: 4
Required Level: 170
Job: Warlock Classes
 Gravitation Staff [2]MATK +280, indestructible
Neutral Magic damage +5%
MATK +4 for every upgrade level

+9 Effect: Gravitational Field and Drain Life damage +30%

+11 Effect: Gravitational Field cooldown -2 sec.

Class: Two-handed Staff
ATK: 110

Weight: 130
Weapon Level: 4
Required Level: 170
Job: Warlock Classes
 Crimson Rose Stick [2]MATK 180, indestructible
Fire/Shadow Magic damage +5%
MATK +4 for every upgrade level

+9 Effect: Inferno damage +30%

+11 Effect: Crimson Rock cooldown -1 sec.

Class: One-handed Staff
ATK: 100

Weight: 70
Weapon Level: 4
Required Level: 170
Job: Warlock Classes
 Psychic Spear Rod [2]MATK 180, indestructible
Neutral/Wind Magic damage +5%
MATK +4 for every upgrade level

+9 Effect: Psychic Wave damage +30%

+11 Effect: Varetyr Spear cooldown -2 sec.

Class: One-handed Staff
ATK: 120

Weight: 80
Weapon Level: 4
Required Level: 170
Job: Sorcerer Classes
 Dust Grave [2]MATK 180, indestructible
Water/Earth Magic damage +5%
MATK +4 for every upgrade level

+9 Effect: Diamond Dust and Earth Grave damage +30%

+11 Effect: Diamond Dust and Earth Grave damage +20% (Additional)

Class: One-handed Staff
ATK: 120

Weight: 80
Weapon Level: 4
Required Level: 170
Job: Sorcerer Classes
 Boltigin [2]MATK +175, Fire/Cold/Lightning Bolt damage +20%
MATK +4 for every upgrade level

+9 Effect: Fire/Cold/Lightning Bolt damage +30% (Additional)

+11 Effect: Heaven’s Drive and Earth Spike damage +50%

Class: Book
ATK: 120

Weight: 80
Weapon Level: 4
Required Level: 170
Job: Sorcerer Classes
 Maxi Spanner [2]Indestructible, Physical/Magic damage -10% from Small and Medium enemies
ATK +4 for every upgrade level

+9 Effect: Axe Tornado and Lava Flow cooldown -1 sec.

+11 Effect: Axe Tornado damage +15%

Class: Two-handed Axe
ATK: 340

Weight: 450
Weapon Level: 4
Required Level: 170
Job: Mechanic Classes
 Golden Wrench [2]Indestructible, ATK +5%
ATK +4 for every upgrade level

+9 Effect: Power Swing and Axe Boomerang damage +20%

+11 Effect: Power Swing and Axe Boomerang damage +15% (Additional)

Class: One-handed Axe
ATK: 220

Weight: 550
Weapon Level: 4
Required Level: 170
Job: Mechanic Classes
 Engine Pilebunker [2]Indestructible, Vulcan Arm damage +10%
Increased ASPD (Post-attack delay -1%) for every upgrade level

+9 Effect: Arm Cannon and Knuckle Boost damage +15%

+11 Effect: Vulcan Arm damage +15% (Additional)

Class: Mace
ATK: 450

Weight: 320
Weapon Level: 4
Required Level: 170
Job: Mechanic Classes
 Coolant Injection [2]Indestructible, Long-ranged Physical damage +10%
ATK +1% for every upgrade level

+9 Effect: Cart Cannon damage +25%

+11 Effect: Long-ranged Physical damage +15% (Additional)

Class: Mace
ATK: 210

Weight: 140
Weapon Level: 4
Required Level: 170
Job: Geneticist Classes
 Gene Rod [2]Indestructible, Crazy Vines damage +20%
ATK +4 for every upgrade level

+9 Effect: Crazy Vines damage +30% (Additional)

+11 Effect: Crazy Vines cooldown -2 sec.

Class: Mace
ATK: 195

Weight: 140
Weapon Level: 4
Required Level: 170
Job: Geneticist Classes
 Estal [2]Spore Explosion cooldown -1 sec.
ATK +4 for every upgrade level

+9 Effect: Spore Explosion damage +30%

+11 Effect: Spore Explosion damage +20% (Additional)

Class: One-handed Sword
ATK: 195

Weight: 70
Weapon Level: 4
Required Level: 170
Job: Geneticist Classes
 Adorare Staff [2]MATK +240, indestructible
Holy Magic damage +5%
MATK +4 for every upgrade level

+9 Effect: Adoramus damage +30%

+11 Effect: Physical/Magic damage -25% from enemies of all sizes

Class: Two-handed Staff
ATK: 100

Weight: 120
Weapon Level: 4
Required Level: 170
Job: Arch Bishop Classes
 Lucis Flail [2]MATK +160, indestructible
ASPD +1
MATK +4 for every upgrade level

+9 Effect: Duple Light damage +40%

+11 Effect: Normal Physical Melee attacks create a chance of casting Level 2 Judex. (Applies your skill level if it’s higher.)

Class: Mace
ATK: 180

Weight: 100
Weapon Level: 4
Required Level: 170
Job: Arch Bishop Classes
 Penitentia [2]MATK +175, indestructible
Holy Magic damage +5%
MATK +4 for every upgrade level

+9 Effect: Magnus Exorcismus and Judex damage +30%

+11 Effect: Magnus Exorcismus damage +20% (Additional)

Class: One-handed Staff
ATK: 100

Weight: 70
Weapon Level: 4
Required Level: 170
Job: Arch Bishop Classes
 Bright Mace [2]Indestructible, Variable Cast Time -10%
ATK +4 for every upgrade level

+9 Effect: Throw Spirit Sphere and Occult Impaction damage +50%

+11 Effect: ATK +10%

Class: Mace
ATK: 210

Weight: 130
Weapon Level: 4
Required Level: 170
Job: Sura Classes
 Combo Fist [2]Raging Quadruple Blow damage +30%
ATK +4 for every upgrade level

+9 Effect: Raging Thrust and Chain Crush Combo damage +50%

+11 Effect: Chain Crush Combo +30% (Additional)

Class: Knuckle
ATK: 210

Weight: 70
Weapon Level: 4
Required Level: 170
Job: Sura Classes
 Asura Bandage [2]Long-ranged Physical damage +10%
ATK +4 for every upgrade level

+9 Effect: Knuckle Arrow damage +40%

+11 Effect: Post-skill delay -7%

Class: Knuckle
ATK: 220

Weight: 80
Weapon Level: 4
Required Level: 170
Job: Sura Classes
 Reaper Cross [2]ATK +5%
Long-ranged Physical damage +1% for every upgrade level

+9 Effect: Rolling Cutter damage +30%

+11 Effect: Cross Ripper Slasher damage +20%

Class: Katar
ATK: 250

Weight: 150
Weapon Level: 4
Required Level: 170
Job: Guillotine Cross Classes
 Agudo Filo [2]Critical damage +5%
ATK +4 for every upgrade level

+9 Effect: Physical damage +15% on enemies of all sizes

+11 Effect: Indestructible, ATK +7%

Class: Katar
ATK: 270

Weight: 200
Weapon Level: 4
Required Level: 170
Job: Guillotine Cross Classes
 Judgment Slasher [2]If equipped with Repentance Slasher,
Meteor Assault and Soul Destroyer damage +40%
ATK +8 for every 2 combined upgrade levels

If combined upgrade levels are 16 or higher, Cross Impact and Counter Slash damage +20%.

If combined upgrade levels are 18 or higher, ATK +12%.

If combined upgrade levels are 20 or higher, Meteor Assault and Soul Destroyer damage +20%. (Additional)

Class: Dagger
ATK: 195

Weight: 110
Weapon Level: 4
Required Level: 170
Job: Guillotine Cross Classes
 Repentance Slasher [3]Useless by itself, it can be used with Judgment Slasher to activate its power.

Class: Dagger
ATK: 100

Weight: 70
Weapon Level: 4
Required Level: 170
Job: Guillotine Cross Classes
 Rapid Fire [2]Long-ranged Physical damage +10%
ATK +4 for every upgrade level

+9 Effect: Triangle Shot damage +20%

+11 Effect: Triangle Shot damage +15% (Additional)

Class: Bow
ATK: 185

Weight: 150
Weapon Level: 4
Required Level: 170
Job: Shadow Chaser Classes
 Jack the Knife [2]Back Stab damage +40%
ATK +4 for every upgrade level

+9 Effect: Fatal Menace damage +30%

+11 Effect: Fatal Menace SP cost -10%

Class: Dagger
ATK: 185

Weight: 90
Weapon Level: 4
Required Level: 170
Job: Shadow Chaser Classes
 Platinum Dagger [2]MATK +170 and MATK +5%
MATK +4 for every upgrade level

+9 Effect: Fire/Water/Wind/Earth Magic damage +15%

+11 Effect: Physical attacks create a chance of increasing MATK +100 and Magic damage on enemies of all sizes +30% for 10 sec.

Class: Dagger
ATK: 150

Weight: 150
Weapon Level: 4
Required Level: 170
Job: Shadow Chaser Classes
 Sharp Star [2]CRI +5
Critical damage +1% for every upgrade level

+9 Effect: Long-ranged Physical damage +7%

+11 Effect: Focused Arrow Strike damage +10%

Class: Bow
ATK: 150

Weight: 150
Weapon Level: 4
Required Level: 170
Job: Ranger Classes
 Aiming Bow [2]Post-skill delay -5%
Post-skill delay -1% for every upgrade level (Additional)

+9 Effect: Aimed Bolt damage +30%

+11 Effect: Aimed Bolt cooldown -1 sec. and damage +15% (Additional)

Class: Bow
ATK: 210

Weight: 100
Weapon Level: 4
Required Level: 170
Job: Ranger Classes
 Falken Shooter [2]Long-ranged Physical damage +10%
ATK +4 for every upgrade level

+9 Effect: Arrow Storm damage +25%

+11 Effect: Arrow Storm cooldown -0.7 sec.

Class: Bow
ATK: 210

Weight: 100
Weapon Level: 4
Required Level: 170
Job: Ranger Classes
 Wind Gale [2]Long-ranged Physical damage +10%
Long-ranged Physical damage +1% for every upgrade level

+9 Effect: Severe Rainstorm damage +30%

+11 Effect: Severe Rainstorm cooldown -2 sec.

Class: Bow
ATK: 200

Weight: 100
Weapon Level: 4
Required Level: 170
Job: Minstrel/Wanderer Classes
 Black Circle [2]MATK +190, Neutral Magic damage +10%
MATK +4 for every upgrade level

+9 Effect: Metallic Sound damage +30%

+11 Effect: Metallic Sound cooldown -2 sec.

Class: Instrument
ATK: 100

Weight: 120
Weapon Level: 4
Required Level: 170
Job: Minstrel Classes
 Antique Cello [2]Variable Cast Time -10%
Long-ranged Physical damage +1% for every upgrade level

+9 Effect: Severe Rainstorm cooldown -1 sec.

+11 Effect: Severe Rainstorm SP cost -20%

Class: Instrument
ATK: 180

Weight: 120
Weapon Level: 4
Required Level: 170
Job: Minstrel Classes
 Heart Whip [2]MATK +190, Neutral Magic damage +10%
MATK +4 for every upgrade level

+9 Effect: Metallic Sound damage +30%

+11 Effect: Metallic Sound cooldown -2 sec.

Class: Whip
ATK: 100

Weight: 120
Weapon Level: 4
Required Level: 170
Job: Wanderer Classes
 Scarlet Ribbon [2]Variable Cast Time -10%
Long-ranged Physical damage +1% for every upgrade level

+9 Effect: Severe Rainstorm cooldown -1 sec.

+11 Effect: Severe Rainstorm SP cost -20%

Class: Whip
ATK: 180

Weight: 120
Weapon Level: 4
Required Level: 170
Job: Wanderer Classes

EDDA Biolab Weapon Enchanting

To enchant your weapons, go to Lavian (yuno 220/352).

There are three ways to enchant your weapons with random enchants. (Note: You cannot reset the enchants)

  1. General Enchantment

General enchantment has a chance to break your weapon.

MaterialQuantity4th Slot Chance3rd Slot Chance
Bio Research Document

Bio Experiment Fragment
50 pcs each65%35%

2. Advanced Enchantment

Advanced Enchantment will not break your weapon when enchanting.

MaterialQuantity4th Slot Chance3rd Slot Chance
Bio Research Document

Bio Experiment Fragment
500 pcs each90%70%

3. Ensured Enchantment

Guarantees 3rd Slot enchantment of your choosing. (Note: Only available if the weapon has a 4th slot enchantment)

MaterialQuantity3rd Slot Chance
Bio Research Document

Bio Experiment Fragment
5000 pcs each100%

Possible Enchant

4th Slot3rd Slot (Special Enchants)
 Expert Archer 1
 Expert Archer 2
 Expert Archer 3
 Fighting Spirit 4
 Fighting Spirit 5
 Fighting Spirit 6
 Sharp 1
 Sharp 2
 Sharp 3
 Spell 1
 Spell 2
 Spell 3
 Fatal Lv1
 Fatal Lv2
 Fatal Lv3
 Seyren’s Memory
 Randel’s Memory
 Kathryne’s Memory
 Celia’s Memory
 Howard’s Memory
 Flamel’s Memory
 Margaretha’s Memory
 Chen’s Memory
 Eremes’s Memory
 Gertie’s Memory
 Cecil’s Memory
 Alphoccio’s Memory
 Trentini’s Memory

Special Enchants

EnchantmentDescription
 Seyren’s MemoryBowling Bash damage +10% and Ignition Break damage +5% for every 3 Volar upgrade levels

Clashing Spiral damage +10% and Sonic Wave damage +5% for every 3 Vernan upgrade levels

Brandish Spear damage +10% and Hundred Spears damage +5% for every 3 Argen Blanco upgrade levels
 Randel’s MemoryGloria Domini damage +10% and Genesis Ray damage +5% for every 3 Farthezan upgrade levels

Rapid Smiting damage +10% and Shield Press damage +5% for every 3 Harve upgrade levels

Overbrand damage +7% and Cannon Spear damage +5% for every 3 Fortridge upgrade levels
 Kathryne’s MemoryInferno damage +7% and Crimson Rock damage +5% for every 3 Crimson Rose Stick upgrade levels

Soul Strike and Napalm Vulcan damage +10% and Soul Expansion damage +5%% for every 3 Staff of Miracle upgrade levels

Gravitational Field damage +10% and Drain Life damage +5% for every 3 Gravitation Staff upgrade levels
 Celia’s MemoryEarth Spike damage +10% and Heaven’s Drive damage +7% for every 3 Boltigin upgrade levels

Psychic Wave damage +7% and Varetyr Spear cooldown -0.2 sec. for every 3 Psychic Spear Rod upgrade levels

Earth Grave damage +7% and Diamond Dust damage +5% for every 3 Dust Grave upgrade levels
 Howard’s MemoryPower Swing damage +7% and Axe Boomerang damage +5% for every 3 Golden Wrench upgrade levels

Knuckle Boost damage +7% and Arm Cannon damage +5% for every 3 Engine Pilebunker upgrade levels

Axe Tornado damage +7% and Physical/Magical damage -5% from enemies of all sizes for every 3 Maxi Spanner upgrade levels
 Flamel’s MemorySpore Explosion damage +7% and cooldown -0.2 sec. for every 3 Estal upgrade levels

Cart Cannon damage +7% and Long-ranged Physical damage +2% for every 3 Coolant Injection upgrade levels

Crazy Vines damage +7% and cooldown -0.2 sec. for every 3 Gene Rod upgrade levels
 Margaretha’s MemoryMagnus Exorcismus damage +10% and Judex damage +5% for every 3 Penitentia upgrade levels

Holy Magic damage +5% and Adoramus damage +5% for every 3 Adorare Staff upgrade levels

Judex damage +10% and Duple Light damage +5% for every 3 Lucis Flail upgrade levels
 Chen’s MemoryRaging Quadruple Blow and Raging Thrust damage +10% and Chain Crush Combo damage +7% for every 3 Combo Fist upgrade levels

Knuckle Arrow damage +7% and Long-ranged Physical damage +2% for every 3 Asura Bandage upgrade levels

Throw Spirit Sphere and Occult Impaction damage +10% and Lightning Ride and Sky Blow damage +5% for every 3 Bright Mace upgrade levels
 Eremes’s MemoryMeteor Assault and Soul Destroyer damage +10% and Cross Impact and Counter Slash damage +5% for every 5 combined Judgment Slasher/Repentance Slasher upgrade levels

Dark Claw cooldown -3 sec. and increased ASPD (Post-attack delay -2%) for every 3 Agudo Filo upgrade levels

Rolling Cutter damage +7% and Cross Ripper Slasher damage +5% for every 3 Reaper Cross upgrade levels
 Gertie’s MemoryBack Stab damage +10% and Fatal Menace damage +5% for every 3 Jack the Knife upgrade levels

Fire/Water/Wind/Earth Magic damage +5% and increased ASPD (Post-attack delay -2%) for every 3 Platinum Dagger upgrade levels

Triangle Shot damage +7% and Long-ranged Physical damage +2% for every 3 Rapid Fire upgrade levels
 Cecil’s MemoryCritical damage +5% and Focused Arrow Strike damage +7% for every 3 Sharp Star upgrade levels

Arrow Storm SP cost -2%% and No Limits cooldown -15 sec. for every 3 Falken Shooter upgrade levels

Aimed Bolt damage +7% and SP cost -2% for every 3 Aiming Bow upgrade levels
 Alphoccio’s MemorySevere Rainstorm SP cost -3% and Long-ranged Physical damage +2% for every 3 Wind Gale upgrade levels

Neutral Magic damage +5% and Metallic Sound damage +5% for every 3 Black Circle upgrade levels

Severe Rainstorm damage +5% and Long-ranged Physical damage +2% for every 3 Antique Cello upgrade levels
 Trentini’s MemorySevere Rainstorm SP cost -3% and Long-ranged Physical damage +2% for every 3 Wind Gale upgrade levels

Neutral Magic damage +5% and Metallic Sound damage +5% for every 3 Heart Whip upgrade levels

Severe Rainstorm damage +5% and Long-ranged Physical damage +2% for every 3 Scarlet Ribbon upgrade levels

Map Layout Reference: ro.inven.co.kr

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