A magic staff charged with the freezing power of water.
Property: Water
Int + 3
Increases the damage of Cold Bolt and Frost Driver by 10%.
Set Bonus
Aqua Staff [2]
Aqua Robe
Aqua Shoes [1]
Aqua Orb [1]
Increases the damage of Water property magical attacks on targets by 40%.
Reduces the damage of Wind property magical attacks on targets by 30%.
Increases damage taken from Wind property attacks by 50%.
An improved version of the staff with the power of cold ice used by an archmage in the past.
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Indestructible in battle.
MATK + 235, MATK + 5%.
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When character base level 210 or higher, SPL + 2, S.MATK + 1.
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For every 2 refine level, MATK + 15.
For every 3 refine level, increases Jack Frost damage by 12%.
When refine level 7 or more, reduced variable casting by 10%, and increases Water, Wind, and Ghost magic damage by 15%.
When refine level 9 or more, reduced Jack Frost skill cooldown by 1 second, reduced global cooldown is by 5%,
and increased Soul Expansion damage is 30%.
When refine level 11 or more, increases magic damage to enemies of all sizes by 15%, chain lightning damage by 30%
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Set Bonus
Blue Crystal Staff-LT [2]
Hero Boots-LT [1]
MATK + 10%, S.MATK + 2.
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[Bonus By Grade]
[Grade D] MATK + 3%.
[Grade C] increases Water, Wind, and Ghost magic damage by 15%, S.MATK + 1.
[Grade B] SPL + 3, S.MATK + 2.
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Weapon Lv : 5
Two-handed Rod that contains the essense of fire and water elements.
Can not be destroyed.
INT + 7, MATK + 300.
Increase MATK + 1% per 2 refine rates
If refined to +7 or higher, increase fire, earth, water, holy magic damage by 5%.
If refined to +9 or higher, increase fire, earth, water, holy magic damage by 10%.
If refined to +11 or higher, reduce damage from all size monsters by 20%.
If refined to +13 or higher, reduce delay after skill by 15%.
A magic staff charged with the blazing power of fire.
Property: Fire
Int + 3
Increases the damage of Fire Bolt and Fire Ball by 10%.
Set Bonus
Crimson Staff [2]
Crimson Robe
Crimson Shoes [1]
Crimson Orb [1]
Increases the damage of Fire property magical attacks on targets by 40%.
Reduces the damage of Water property magical attacks on targets by 30%.
Increases damage taken from Water property attacks by 50%.
A two-handed staff emitting a red aura.
Property: Neutral
Int + 5
MATK + 5 for every 10 base above base level 70.
Additional MATK + (upgrade level * upgrade level) up to a maximum upgrade level of 15.
The image of the Sacred Goddess of Light is carved onto this long staff.
Property: Holy
Int + 6
Vit + 2
Adds a chance of restoring 200 SP to the user when using Heal.
MATK + 1% per 2 upgrade level of the item.
A two-handed staff said to have power to control one's destiny.
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Cannot be destroyed.
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MATK + 290.
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MATK + 5%, SPL + 2.
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Increase Frozen Slash damage by 5%.
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When refined to +5 or higher, increase Frozen Slash damage by additional 10%.
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When refined to +7 or higher, increase Water property magic damage by 5%.
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When refined to +9 or higher, increase Frozen Slash damage by additional 10%.
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When refined to +10 or higher, reduce Variable Casting Time by 10%.
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When refined to +11 or higher, increase Frozen Slash damage by additional 5% and Crystal Rain damage by 15%.
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[Grade Bonus]
[Grade D] Increase Water property magic damage by 10%.
[Grade C] Increase magic damage against all sizes enemies by 10%.
[Grade B] Increase magic damage against all races enemies by 10%.
[Grade A] Increase magic damage against all property enemies by 10%.
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A two-handed staff designed to harness chaos magic.
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Cannot be destroyed.
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MATK + 290.
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MATK + 5%, SPL + 2.
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Increase Soul Vulcan Strike damage by 5%.
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When refined to +5 or higher, increase Soul Vulcan Strike damage by additional 10%.
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When refined to +7 or higher, increase Ghost and Shadow property magic damage by 5%.
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When refined to +9 or higher, increase Soul Vulcan Strike damage by additional 10%.
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When refined to +10 or higher, reduce Variable Casting Time by 10%.
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When refined to +11 or higher, increase Soul Vulcan Strike damage by additional 5% and Mystery Illusion damage by 15%.
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[Grade Bonus]
[Grade D] Increase Ghost and Shadow property magic damage by 10%.
[Grade C] Increase magic damage against all sizes enemies by 10%.
[Grade B] Increase magic damage against all races enemies by 10%.
[Grade A] Increase magic damage against all property enemies by 10%.
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Armor that has lost its light after being consumed by toxic demonic magic.
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ATK + 140.
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For every 2 refinement levels, POW + 1, CON + 1.
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At refinement level 7, ATK + 3%, P.ATK + 2.
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At refinement level 9, After Cast Delay - 5%, Variable Casting Time - 5%.
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At refinement level 11, melee/ranged physical damage + 10%.
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Set Bonus:
Dim Glacier Armor [1]
Dim Glacier Manteau [1]
Dim Glacier Boots [1]
melee/ranged physical damage + 5%, Variable Casting Time - 5%, After Cast Delay - 5%, ATK increases by twice the total refinement level of this set.
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Set Bonus:
Dim Glacier Armor [1]
Dim Glacier Manteau [1]
Dim Glacier Boots [1]
Dim Glacier Weapons [1]
for every 3 weapon refinement levels, ATK + 10,
if the weapon is Grade C or higher, P.ATK + 6, POW + 5, CON + 5,
if the weapon is Grade B or higher, P.ATK + 5, POW + 5, CON + 5 additional increase,
if the weapon is Grade A or higher, P.ATK + 4, POW + 5, CON + 5 additional increase, and when using Two-Handed Sword, Two-Handed Spear, Two-Handed Staff, Two-Handed Axe, Katar, Bow, Huuma Shuriken, or Firearms, physical damage to all property enemies + 20%.
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[Grade Bonus]
[Grade D] ATK + 5%, POW + 5, CON + 5.
[Grade C] melee/ranged physical damage + 10%.
[Grade B] ATK + 1% additional increase.
[Grade A] ATK + 2% additional increase.
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Robe that has lost its light after being consumed by toxic demonic magic.
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MATK + 140.
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For every 2 refinement levels, SPL + 1, CON + 1.
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At refinement level 7, MATK + 3%, S.MATK + 2.
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At refinement level 9, After Cast Delay - 5%, Variable Casting Time - 5%.
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At refinement level 11, increases all property magic damage by 10%.
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Set Bonus:
Dim Glacier Robe [1]
Dim Glacier Muffler [1]
Dim Glacier Shoes [1]
All property magic damage + 5%, Variable Casting Time - 5%, After Cast Delay - 5%, MATK increases by twice the total refinement level of this set.
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Set Bonus:
Dim Glacier Robe [1]
Dim Glacier Muffler [1]
Dim Glacier Shoes [1]
Dim Glacier Weapon
For every 3 weapon refinement levels, MATK + 10,
If the weapon is Grade C or higher, S.MATK + 6, SPL + 5, CON + 5,
If the weapon is Grade B or higher, S.MATK + 5, SPL + 5, CON + 5 additional increase,
If the weapon is Grade A or higher, S.MATK + 4, SPL + 5, CON + 5 additional increase, and when using Two-Handed Sword, Two-Handed Spear, Two-Handed Staff, Two-Handed Axe, Katar, Bow, Huuma Shuriken, or Firearms, magic damage to all property enemies + 20%.
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[Grade Bonus]
[Grade D] MATK + 5%, SPL + 5, CON + 5.
[Grade C] All property magic damage + 10%.
[Grade B] MATK + 1%.
[Grade A] MATK + 2%.
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A two-handed staff tainted by venomous magic, its gleam lost to corruption.
It no longer responds like other Glacier weapons, so you might need a different approach to wield it.
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Indestructible in battle.
MATK + 290.
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A magic staff charged with the freezing power of water.
Property: Water
Int + 5
Increases the damage of Cold Bolt and Frost Driver by 30%.
Set Bonus
Empowered Aqua Staff [1]
Aqua Robe
Aqua Shoes [1]
Aqua Orb [1]
Increases the damage of Water property magical attacks on targets by 60%.
Reduces the damage of Wind property magical attacks on targets by 60%.
Increases damage taken from Wind property attacks by 50%.
A magic staff charged with the blazing power of fire.
Property: Fire
Int + 5
Increases the damage of Fire Bolt and Fire Ball by 30%.
Set Bonus
Empowered Crimson Staff [1]
Crimson Robe
Crimson Shoes [1]
Crimson Orb [1]
Increases the damage of Fire property magical attacks on targets by 60%.
Reduces the damage of Water property magical attacks on targets by 60%.
Increases damage taken from Water property attacks by 50%.
A magic staff charged with massive power of the earth.
Property: Earth
Int + 5
Increases the damage of Earth Spike and Heaven's Drive by 30%.
Set Bonus
Empowered Forest Staff [1]
Forest Robe
Forest Shoes [1]
Forest Orb [1]
Increases the damage of Earth property magical attacks on targets by 60%.
Reduces the damage of Fire property magical attacks on targets by 60%.
Increases damage taken from Fire property attacks by 50%.
A magic staff charged with massive power of the wind.
Property: Wind
Int + 5
Increases the damage of Jupitel Thunder by 30%.
Set Bonus
Empowered Golden Rod Staff [1]
Golden Rod Robe
Golden Rod Shoes [1]
Golden Rod Orb [1]
Increases the damage of Wind property magical attacks on targets by 60%.
Reduces the damage of Earth property magical attacks on targets by 60%.
Increases damage taken from Earth property attacks by 50%.
Detecting Staff strengthened by the energy of Mjolnir.
MATK +350, Can't be destroyed.
Matk + 10%.
Increases Crimson Arrow, All Bloom, Storm Cannon and Destructive Hurricane damage by 20%.
If refine rate is 7 or higher,
Matk + 90, reduces variable casting time by 15%.
If refine rate is 9 or higher,
Increases fire and wind property magical damage by 15%, increases Crimson Arrow, All Bloom, Storm Cannon and Destructive Hurricane damage by additional 10%, increases magical damage against all size enemies by 20%, increases SP consumption of Crimson Arrow, All Bloom, Storm Cannon and Destructive Hurricane by 25.
If refine rate is 11 or higher,
reduces global cooldown by 15%, increases Crimson Arrow, All Bloom, Storm Cannon and Destructive Hurricane damage by additional 10%, increases SP consumption of Crimson Arrow, All Bloom, Storm Cannon and Destructive Hurricane Soul by 25.
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[Grade Bonus]
[Grade D] S.Matk + 10.
[Grade C] Increases Crimson Arrow, All Bloom, Storm Cannon and Destructive Hurricane damage by 10%.
[Grade B] Increases magical damage against all property enemies by 10%.
[Grade A] Increases Crimson Arrow, All Bloom, Storm Cannon and Destructive Hurricane damage by additional 10%.
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Weapon Lv : 5
A magic staff charged with massive power of the earth.
Property: Earth
Int + 3
Increases the damage of Earth Spike and Heaven's Drive by 10%.
Set Bonus
Forest Staff [2]
Forest Robe
Forest Shoes [1]
Forest Orb [1]
Increases the damage of Earth property magical attacks on targets by 40%.
Reduces the damage of Fire property magical attacks on targets by 30%.
Increases damage taken from Fire property attacks by 50%.
A weapon reinforced with Ether mana.
It started demonstrating new abilities that had never been seen before.
Indestructible
MATK +240
Frozen Slash damage +5% for every 2 upgrade levels
All elemental Magic damage +2% for every 4 upgrade levels
A two-handed staff crafted from ice harvested from the glaciers of Isgard.
You can enchant it with Ice Flower Magic Stones for special abilities.
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Indestructible in battle
MATK +290
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A weapon that has been designed specifically for battles against humans.
Account Bound
Property: Neutral
MATK + 1% per upgrade level of the item.
Increases magical damage on Demi-Human race targets by 15%.
Bypass 25% of hard magic defense of Demi-Human race targets when performing a magical attack.
Increases magical damage on Human Player race targets by 15%.
Bypass 25% of hard magic defense of Human Player race targets when performing a magical attack.
This item is indestructible in battle.
If upgrade level is +6 or higher,
Bypass an additional 5% of hard magic defense of Demi-Human race targets when performing a magical attack.
Bypass an additional 5% of hard magic defense of Human Player race targets when performing a magical attack.
Enables Level 1 Destruction.
If upgrade level is +9 or higher,
Adds a 20% chance of casting Level 10 Safety Wall on the user when using Lord of Vermillion, Meteor Storm or Storm Gust.
A magic staff charged with whirling power of the wind.
Property: Wind
Int + 3
Increases the damage of Jupitel Thunder by 12%.
Set Bonus
Golden Rod Staff [2]
Golden Rod Robe
Golden Rod Shoes [1]
Golden Rod Orb [1]
Increases the damage of Wind property magical attacks on targets by 40%.
Reduces the damage of Earth property magical attacks on targets by 30%.
Increases damage taken from Earth property attacks by 50%.
A staff that improves its user's ability to manipulate gravity.
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.
A helm containing the power of faith.
Has the effect of amplifying Adulter and Vivatus weapons.
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If the user base level is 210 or higher, SPL +2, S.MATK +1.
If the user base level is 230 or higher, SPL +3, S.MATK +2.
MATK +10 per 2 refine rate.
Increases Comet damage by 15% per 3 refine rate.
Increases Neutral and Shadow property magical damage by 7% per 4 refine rate.
If refine rate is 7 or higher, reduces variable casting time by 10%.
If refine rate is 9 or higher, reduces fixed casting time by 0.2 seconds.
If refine rate is 11 or higher, MATK + 5%, reduces fixed casting time by additional 0.3 seconds.
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Set Bonus:
Helm of Faith II (Warlock)
Adulter Fides Two-handed Staff
increases Neutral and Shadow property magical damage by 10%,
increases Comet damage by 5% per 3 refine rate of weapon.
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Set Bonus:
Helm of Faith II (Warlock)
Vivatus Fides Two-handed Staff
increases Neutral and Shaodow property magical damage by 10%,
increases Comet damage by 5% and Mystery Illusion damage by 7% per 3 refine rate of weapon,
if grade of weapon is C or higher, increases Mystery Illusion damage by additional 15%.
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Location: Upper
Armor Lv: 2
Required Lv: 180
Wizard's two-handed staff that can be used in Herosria.
Indestructible.
MATK + 200.
Increase earth and wind magic damage by 15%, decrease fire and water magic damage by 7%.
Reduce variable casting by 15%, decrease global cooldown by 7%.
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Weapon Lv : 5
Wizard's two-handed staff that can be used in Herosria.
Indestructible.
MATK + 200.
Fire, Water attribute magic damage increased by 15%, Earth, Wind attribute magic damage decreased by 7%.
Global cooldown decreased by 15%, increases the variable casting time of skills by 7%
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Weapon Lv : 5
A combination of Survivor's Rods.
DEX +2, INT +2.
Indestructible.
MATK +240, MHP +600
MATK + 1% per 2 refine rate.
If refine rate is 7 or higher, increases magical damage against small and medium size monsters by 15%.
If refine rate is 9 or higher, reduces damage taken from small and medium size monsters by 15%.
If refine rate is 11 or higher, reduces damage taken from water, wind, earth and fire property monsters by 15%.
If equipped with Illusion Survivor's Manteau, MATK +50.
If both Illusion Survivor's Staff and Manteau are +7 or higher,
Water/Wind/Earth/Fire Magic damage +10%.
If their combined upgrade levels are 18 or higher, Magic damage +15% on Water/Wind/Earth/Fire enemies.
If their combined upgrade levels are 22 or higher, post-skill delay -15%.
A mysterious staff filled with strange energy obtained from the infinite space.
It feels like part of its abilities are sealed.
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MATK + 170
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An improved version of the staff made of otherworldly materials.
------------------------
Indestructible in battle.
MATK + 235, MATK + 5%.
------------------------
When character base level 210 or higher, SPL + 2, S.MATK + 1.
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For every 2 refine level, MATK + 15
For every 3 refine level, Increases Earth Strain and Gravitational Field damage by 12%.
When refine level 7 or more, reduced variable casting by 15%,
increased magic damage of Neutral, Earth, and Fire properties by 20%.
When refine level 9 or more, reduced Earth Strain skill cooldown is 1 second,
and increased Comet damage is by 30%.
When refine level 11 or more, increases magic damage to enemies of all sizes by 20% and Crimson Rock damage by 30%.
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Set Bonus
Iron Staff-LT [2]
Hero Boots-LT [1]
MATK + 10%, S.MATK + 2.
------------------------
[Bonus By Grade]
[Grade D] MATK + 3%.
[Grade C] Increases Neutral, Earth, and Fire magic damage by 15%, S.MATK + 1.
[Grade B] SPL + 3, S.MATK + 2.
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Weapon Lv : 5