Edda Biolab

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Revision as of 01:39, 29 October 2020 by Hiru (talk | contribs)
Requirements
Base Level: 175+
Starting Point: Instance Manager in any town
Rewards
Experience: -
Cooldown
Cooldown: {{{cooldown}}}
This quest or instance is repeatable.
The cooldown is 1 day.

EDDA Biolab is part of the Edda Series.

Overview

Walkthrough

  1. Speak to the Instance Manager or use the Instance Manager v2.0 UI to start the instance.
  2. 1st Area: You will start in a safe room, talk to the npc Sierra to be teleported to the next area (tip: buff yourself before being teleported)
  3. 2nd Area: kill all the enemies to be teleported to the next area (be careful with the gunman's sharp shooting, and the magic attacks of different elements fire, water, wind and earth)
  4. 3rd Area: This area is very similar to the previous area with the addition of a new enemy Nameless Acolyte, kill all the enemies to be teleported to the next area (Be careful with the Nameless Acolyte's Decrease AGI)
  5. 4th Area: Again, just kill all the enemies to proceed
  6. 5th Area: On this area you will be constantly blinded (if you rely on HIT it's advised to bring Green Potions). Just like the previous areas just kill all the enemies to move on.
  7. 6th Area: Here you will arrive in a locked room kill the monsters to make the barrier disappear. Once you exit the room with the npc there will be 4 sections where monsters will spawn once you step closely to a shadow on the ground (2 sections to the right of the main corridor and 2 to the left) and you will be locked untill all the monsters are killed, if you're playing with a party DO NOT enter the sections alone unless you are absolutely sure of what you're doing. Once you activate the monsters spawn a barrier will appear to trap everyone inside/outside meaning no one can enter or exit, if the people who activated the monsters spawn are killed it will be impossible to continue the instance since you can't kill them from outside. After you've killed all the monsters in a section a Crystal will appear, talk with it to remove the barrier. The last crystal will instantly teleport you to the next area
  8. 7th Area: There will be new enemies here, Nameless Swordman and Nameless Merchant but they shouldn't be of much threat compared to the previous ones, just kill all the enemies to be teleported to the next area.
  9. 8th Area: You will spawn very close to the enemies so be careful. After killing the enemies in the main room go to the east then north and climb the stairs to the boss area
  10. Boss Area: Walk north and there will be a door with a barrier, talk with npc Sierra to remove the barrier and proceed north. After passing the door WAIT FOR ALL THE PARTY MEMBERS to arrive (if you don't wait they will be locked outside the boss fight not being able to help or get rewards). When everyone arrives, talk to npc Sierra and choose "We're all here" to start the boss fight. The Boss hits pretty hard and watch out for it's elemental change, she starts as Fire element but can change into Water or Wind.The mechanics of the boss fight consists on 4 small "cages" that will appear around the center (northwest, northeast, southwest and southeast from the center) with a single monster inside each, if you do not kill the boss quick enought you'll have the screen refresh and you will reappear close to the center of the room and a percentage of hp remaining depending on how many monsters in the "cages" were killed. Each monster represents 25% of hp, so if the screen refreshes and no monsters in the "cages" are killed you will be instantly killed, 1 monster killed = 25% of remaining hp, 2 monsters killed = 50% of remaining hp etc. You can only kill the monsters in the cages from the inside, so make sure to enter when the cages are appearing since you can't go in or out the cage once it's completely formed. After killing the boss there's a chance a Treasure Chest will appear, talk to it to get extra rewards. Talk to npc Sierra to finish the instance and get your rewards.


Enemies

Image Name Level HP Size / Race / Element
20542.png Rekenber Guard 173 1,475,486 Medium / Demihuman / Neutral 2
20543.png Rekenber Scientist 172 1,469,107 Medium / Demihuman / Neutral 3
20541.png Rekenber Gunman 174 1,485,755 Medium / Demihuman / Neutral 2
20538.png Nameless Acolyte 176 1,500,486 Medium / Demihuman / Holy 2
20537.png Nameless Swordman 178 1,519,762 Medium / Demihuman / Fire 2
20539.png Nameless Merchant 175 1,507,840 Medium / Demihuman / Earth 3
20536.png Nameless Swordsman
 
180 75,910,088 Medium / Demihuman / Fire 2


Cards

  • This instance has no cards yet.


Equipment

Image Name Description Obtained From
19439.png Vicious Mind Aura Set Bonus:

[+Fallen Warrior Manteau [1]]
Atk + 5 per 30 base Str.
ASPD (reduces delay after attack by 3%) per 30 base Agi.
Reduces delay after skill by 4% per 30 base Vit.
Matk + 5 and reduces variable casting time by 8% per 30 base Int.
Increases long ranged physical damage by 1% per 30 base Dex.
Increases critical damage by 3% per 30 base Luk.

Class: Headgear
Defense: 5
Weight: 10
Required Level: 170
Usable By: All Jobs

Nameless Swordsman (MVP)
21051.png Volar [2] Increases damage of Bowling Bash by 30%.


For each refinement level, Atk + 4.
If refinement level is +9 or higher, reduces cooldown time of Bowling Bash and Ignition Brake by 1 second.
If refinement level is +11 or higher, increases damage of Bowling Bash by 20%.

Class: Two-Handed Sword
Weapon Level: 4
Attack: 280
Weight: 280
Required Level: 170
Usable By: Rune Knight

Randomly obtained from
23992.png Experimental Weapon Box
21052.png Vernan [2] Atk +5%.


For each refinement level, increases ranged physical attack by 1%.
If refinement level is +9 or higher, increases damage of Spiral Pierce and Sonic Wave by 30%.
if refinement level is +11 or higher, reduces cooldown time of Sonic Wave by 1.5 seconds.

Class: Two-Handed Sword
Weapon Level: 4
Attack: 300
Weight: 650
Required Level: 170
Usable By: Rune Knight

Randomly obtained from
23992.png Experimental Weapon Box
32023.png Argen Blanco [2] Increases Brandish Spear damage by 30%.


For each refinement level, Atk + 4.
If refinement level is +9 or higher, reduces cooldown time of Hundred Spear by 1.5 seconds.
if refinement level is +11 or higher, increases Brandish Spear damage by additional 20%.

Class: Spear
Weapon Level: 4
Attack: 200
Weight: 100
Required Level: 170
Usable By: Rune Knight

Randomly obtained from
23992.png Experimental Weapon Box
1333.png Golden Wrench [2] Atk +5%.


For each refinement level, Atk + 4.
If refinement level is +9 or higher, increases damage of Power Swing and Axe Boomerang by 20%.
if refinement level is +11 or higher, increases damage of Power Swing and Axe Boomerang by 15%.

Class: One-Handed Axe
Weapon Level: 4
Attack: 220
Weight: 550
Required Level: 170
Usable By: Mechanic

Randomly obtained from
23992.png Experimental Weapon Box
16092.png Engine Pilebunker [2] Increases Vulcan Arm damage by 10%.


For each refinement level, increases ASPD (reduces delay after attack byy 1%).
If refinement level is +9 or higher, increases damage of Arm Cannon and Knuckle Boost by 15%.
if refinement level is +11 or higher, increases damage of Vulcan Arm by additional 15%.

Class: Mace
Weapon Level: 4
Attack: 450
Weight: 320
Required Level: 170
Usable By: Mechanic

Randomly obtained from
23992.png Experimental Weapon Box
28138.png Maxi Spanner [2] Reduces damage taken from small and medium size enemies by 10%.


For each refinement level, Atk + 4.
If refinement level is +9 or higher, reduces cooldown time of Axe Tornado and Lava Flow by 1 second.
if refinement level is +11 or higher, increases Axe Tornado damage by 15%.

Class: Two-Handed Axe
Weapon Level: 4
Attack: 340
Weight: 450
Required Level: 170
Usable By: Mechanic

Randomly obtained from
23992.png Experimental Weapon Box
28765.png Judgement Slasher [2] Set Bonus:

[+Repent Slasher [3]]
Increases damage of Meteor Assault and Soul Destroyer by 40%.
For each 2 refinement level of the set, Atk + 8.
If refinement level of entire set is +16 or higher, increases damage of Cross Impact and Counter Slash by 20%.
If refinement level of entire set is +18 or higher, Atk +12%.
If refinement level of entire set is +20 or higher, increases damage of Meteor Assault and Soul Destroyer by 20%.

Class: Dagger
Weapon Level: 4
Attack: 195
Weight: 110
Required Level: 170
Usable By: Guillotine Cross

Randomly obtained from
23992.png Experimental Weapon Box
28766.png Repent Slasher [3] Has no effect. Used for combo with Judgment Slasher.


Class: Dagger
Weapon Level: 4
Attack: 100
Weight: 70
Required Level: 170
Usable By: Guillotine Cross

Randomly obtained from
23992.png Experimental Weapon Box
28044.png Agudo Filo [2] Increases critical damage by 5%.


For each refinement level, Atk + 4.
If refinement level is +9 or higher, increases physical damage against all size enemies by 15%.
if refinement level is +11 or higher, Atk +7% and weapon can't be destroyed.

Class: Katar
Weapon Level: 4
Attack: 270
Weight: 200
Required Level: 170
Usable By: Guillotine Cross

Randomly obtained from
23992.png Experimental Weapon Box
28042.png Reaper Cross [2] Atk +5%.


For each refinement level, increases long ranged physical damage by 1%.
If refinement level is +9 or higher, increases Rolling Cutter damage by 30%.
if refinement level is +11 or higher, increases Cross Ripper Slasher damage by 30%.

Class: Katar
Weapon Level: 4
Attack: 250
Weight: 150
Required Level: 170
Usable By: Guillotine Cross

Randomly obtained from
23992.png Experimental Weapon Box
26158.png Crimson Rose Stick [2] Matk + 180.

Increases fire and shadow property magical damage by 5%.

For each refinement level, Matk + 4.
If refinement level is +9 or higher, increases Hell Inferno damage by 30%.
if refinement level is +11 or higher, reduces cooldown of Crimson Rock by 1 second.

Class: Staff
Weapon Level: 4
Attack: 100
Weight: 70
Required Level: 170
Usable By: Warlock

Randomly obtained from
23992.png Experimental Weapon Box
2055.png Staff of Miracle [2] Matk + 270.

Increases ghost property magical damage by 5%.

For each refinement level, Matk + 4.
If refinement level is +9 or higher, increases damage of Soul Strike, Napalm Vulcan and Soul Expansion by 20%.
if refinement level is +11 or higher, increases damage of Soul Strike and Napalm Vulcan by 30%.

Class: Two-Handed Staff
Weapon Level: 4
Attack: 100
Weight: 120
Required Level: 170
Usable By: Warlock

Randomly obtained from
23992.png Experimental Weapon Box
2056.png Gravitation Staff [2] Matk + 280.

Increases neutral property magical damage by 5%.

For each refinement level, Matk + 4.
If refinement level is +9 or higher, increases damage of Gravitation Field and Drain Life by 20%.
if refinement level is +11 or higher, reduces cooldown time of Gravitation Field by 2 seconds.

Class: Two-Handed Staff
Weapon Level: 4
Attack: 110
Weight: 130
Required Level: 170
Usable By: Warlock

Randomly obtained from
23992.png Experimental Weapon Box
26161.png Penitentia [2] Matk + 175.

Increases holy property magical damage by 5%.

For each refinement level, Matk + 4.
If refinement level is +9 or higher, increases damage of Magnus Exorcismus and Judex by 30%.
if refinement level is +11 or higher, increases damage of Magnus Exorcismus and Judex by additional 20%.

Class: Two-Handed Staff
Weapon Level: 4
Attack: 100
Weight: 70
Required Level: 170
Usable By: Archbishop

Randomly obtained from
23992.png Experimental Weapon Box
2057.png Adorare Staff [2] Matk + 240.

Increases holy property magical damage by 5%.

For each refinement level, Matk + 4.
If refinement level is +9 or higher, increases damage of Adoramus by 30%.
if refinement level is +11 or higher, reduces physical and magical damage taken from all size monsters by 25%.

Class: Two-Handed Staff
Weapon Level: 4
Attack: 100
Weight: 120
Required Level: 170
Usable By: Archbishop

Randomly obtained from
23992.png Experimental Weapon Box
16095.png Lucis Flail [2] Matk + 160.

ASPD + 1.

For each refinement level, Matk + 4.
If refinement level is +9 or higher, increases damage of Duple Light by 40%.
if refinement level is +11 or higher, has a chance to auto-cast Judex level 2 when dealing melee physical damage (If user has learned a higher level, that level will be cast instead).

Class: Mace
Weapon Level: 4
Attack: 180
Weight: 100
Required Level: 170
Usable By: Archbishop

Randomly obtained from
23992.png Experimental Weapon Box
18185.png Sharp Star [2] Crit + 5.


For each refinement level, increases critical damage by 1%.
If refinement level is +9 or higher, increases long ranged physical damage by 7%.
if refinement level is +11 or higher, increases Focused Arrow Strike damage by 10%.

Class: Bow
Weapon Level: 4
Attack: 150
Weight: 150
Required Level: 170
Usable By: Ranger

Randomly obtained from
23992.png Experimental Weapon Box
18187.png Falken Shooter [2] Increases long ranged physical damage by 10%.


For each refinement level, Atk + 4.
If refinement level is +9 or higher, increases Arrow Storm damage by 25%.
if refinement level is +11 or higher, reduces cooldown of Arrow Storm by 0.7 secconds.

Class: Bow
Weapon Level: 4
Attack: 210
Weight: 100
Required Level: 170
Usable By: Ranger

Randomly obtained from
23992.png Experimental Weapon Box
18186.png Aiming Bow [2] Reduces delay after skill by 5%.


For each refinement level, reduces delay after skill by additional 1%.
If refinement level is +9 or higher, increases Aimed Bolt damage by 30%.
if refinement level is +11 or higher, reduces cooldown of Aimed Bolt by 1 seccond, increases Aimed Bolt damage by additional 15%.

Class: Bow
Weapon Level: 4
Attack: 210
Weight: 100
Required Level: 170
Usable By: Ranger

Randomly obtained from
23992.png Experimental Weapon Box
32350.png Farthezan [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
32024.png Harve [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
32025.png Fortridge [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
32351.png Estal [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
16093.png Coolant Injection [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
16094.png Gene Rod [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
28767.png Jack the Knife [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
28768.png Platinum Dagger [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
18184.png Rapid Fire [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
28633.png Boltijin [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
26159.png Psychic Spear Rod [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
26160.png Dust Grave [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
1865.png Raging Dragon Fist [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
1866.png Fighting God's Bandage [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
16096.png Bright Pendulum [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
18188.png Wind Gale [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
26212.png Heart Whip [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
26213.png Scarlet Ribbon [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
32107.png Black Circle [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box
32108.png Antique Cello [2] Atk +5%.


For each refinement level,
If refinement level is +9 or higher,
if refinement level is +11 or higher,

Class:
Weapon Level: 4
Attack:
Weight:
Required Level: 170
Usable By:

Randomly obtained from
23992.png Experimental Weapon Box


See Also