Biolab Gear
You can obtain several items and enchantments via the Bio Labs.
Equipment
- Go to Lighthalzen and walk to the Guard.
/navi lighthalzen 267/200Talk to him until a blue text appears and he lets you through. - Find the Weird Old Man
/navi lighthalzen 342/290and choose Talk with him.
Currency
To obtain these equipments, you need three type of currencies.
They are dropped by the monsters on Bio Lab Level 2, Level 3 and Level 4.
Equipment List
| Armors | ||||
|---|---|---|---|---|
| Image | Name | Effect | How to obtain | |
|
Giant Shield [1] | Reduces damage from big monsters by 5%.
If upgraded to Level 9 or higher, adds additional 5% reduction. Class : Shield |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 100x 50x | |
|
Geffenia Water Book [1] | INT +1, MDEF +2.
If the pure INT is 120, MATK +10, MaxHP +800. When equipped with Lacryma Stick, the Floating Casting for Jack Frost, Frost Misty, and Storm Gust will be reduced 4 times % more than shield refining rate. Class : Shield |
@go Lighthalzen NPC: Weird Old Man Cost: 22x 100x 50x | |
|
Bible of Promise Vol. 2 [1] | MDEF +5.
Allows the user to use Level 2 Odin's Power which increases Atk and Matk by 100 while lowering defense and Mdef by 20. Increases effectiveness of your Heal, Sanctuary and Potion Pitcher by 5%. Class : Shield |
@go Lighthalzen NPC: Weird Old Man Cost: 22x 100x 50x | |
|
Salvage Cape | Possible to use Cicada Skin Shed Level 1.
Increase cooldown by 30sec of the skill, 2 times more on SP consumption of all skills when equipped. Upon de-equipping SP -1200. Class : Garment |
@go Lighthalzen NPC: Weird Old Man Cost: 400x 300x 300x | |
|
Assassin Handcuffs [1] | MaxSP +20, CRIT +3.
When equipped with Krishna [1], increases ATK +50, attack power 50% increase on Sonic Blow, FLEE - 30. When equipped with Chakram [2], increases CRI +4, and 40% of critical attack power, MaxHP - 10%. Class : Accesory |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 100x 50x | |
|
Green Operation Coat [1] | DEX + 1, MaxSP + 30.
When equipped a Scalpel while killing Demi-human or Animal enemies, drops 'Immortal Heart' or 'Alcohol' at a certain rate. This rate increases depending on the refine level. Class : Armor |
@go Lighthalzen NPC: Weird Old Man Cost: 30x 100x 50x | |
|
Ancient Gold Ornament [1] | If base Lv. 150, All Stats +2.
If Swordman, Merchant, Thief class, ATK + 8%. If Mage or Acolyte, MATK + 8%, increase 7% of heal amount. If Archer, DEX +3, increase long distance physical attack power 10%. Class : Headgear |
@go Lighthalzen NPC: Weird Old Man Cost: 400x 300x 300x | |
| Weapons | ||||
|---|---|---|---|---|
| Image | Name | Effect | How to obtain | |
|
Agent Katar [1] | Increases Hit Success rate depending on Base Luck.
Class: Katar |
@go Lighthalzen NPC: Weird Old Man Cost: 10x 50x 100x | |
|
Guillotine Katar [1] | Increases damage to Demihuman monsters by 50%.
Increases damage of Cross Impact by 30%. Decreases Flee by 30. Class: Katar |
@go Lighthalzen NPC: Weird Old Man Cost: 85x 50x 100x | |
|
Ignus Stale [1] | Adds Ignition status while attacking physically while risking being burned as well.
Not possible to destroy. Class: Two-Handed Axe |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 50x 100x | |
|
End Sectora [1] | Has a chance of casting Cold slower on the target while physically attacking while risking being cast on yourself.
Class: Two-Handed Axe |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 50x 100x | |
|
Cannon Spear [1] | Decreases MaxSP by 100.
Increases damage of Cannon Spear by 13% and increases with each refine level. Class: One-Handed Spear |
@go Lighthalzen NPC: Weird Old Man Cost: 40x 50x 100x | |
|
Gigantic Lance | ASPD -10, when you de-equip SP -600.
Adds 20 sec on delay for reuse of Clashing Spiral. When pure STR is over 120, adds ATK 300. Class: One-Handed Spear |
@go Lighthalzen NPC: Weird Old Man Cost: 400x 300x 300x | |
|
Chilly Spell Book [2] | Increases damage from Diamond Dust and Cold Bolt spells depending on refine level as well as increasing SP consumption.
MATK +160. Class: Book |
@go Lighthalzen NPC: Weird Old Man Cost: 40x 50x 100x | |
|
Recovery Light | A staff that increases the potency of Heal and Archbishop Healing skills while increasing SP consumption depending on refine level.
MATK +160. Class: One-Handed Staff |
@go Lighthalzen NPC: Weird Old Man Cost: 40x 50x 100x | |
|
As-nail | Has a chance of activating freeze status while physically attacking and increases the chance with each refine level.
MATK +80. Class: Dagger |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 50x 100x | |
|
Scarlet-nail | Has a chance of activating curse status while physically attacking and increases the chance with each refine level.
MATK +80. Class : Dagger |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 50x 100x | |
|
Bloody Cross | When dealing melee physical damage, has a chance to autospell Hell Inferno Lv1.
Increased refine rate increases the chance of activation. Class : Mace |
@go Lighthalzen NPC: Weird Old Man Cost: 40x 50x 100x | |
|
Catapult [2] | Increases the damage of Triangle Shot depending on refine level as well as increasing SP consumption of the skill.
Class : Bow |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 50x 100x | |
|
Giant Crossbow [2] | Increases the damage of Arrow Storm depending on refine level as well as increasing SP consumption of the skill.
If Base AGI is 120, adds 1 ASPD. Class : Bow |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 50x 100x | |
|
Creeper Bow [2] | Has a chance of activating Fiber Lock while attacking.
Class : Bow |
@go Lighthalzen NPC: Weird Old Man Cost: 35x 50x 100x | |
Enchantment
The gears can be enchanted via the npc in the sewer entrance of Bio Lab 2nd floor.
- Warp to Dungeons > Bio Lab. Go to the second floor.
- Go to the south-east dormitories
/navi 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
/navi lhz_cube 232/24and choose Here you are, sir.
There are a few rules you must keep in mind:
- You can enchant your items up to 2 Biolab Enchants (hidden 3rd and 4th slots).
- Enchants are given randomly.
- When enchanting an item, all previous enchantments, upgrades and cards are lost.
- In case of failure, the item will be destroyed.
- You can only enchant Biolab equipment.
- You must wear the equipment to enchant it.
Enchant List
All the armors listed above can be enchanted on the 3rd and 4th slot of the item
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All the weapons listed above can be enchanted on the 3rd and 4th slot of the item
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