A broken razor-like leg that was severed from a Faceworm. It's sustained with potent time-warping energy.
Property: Neutral
Int + 3
MATK + 120
Creates a low chance of casting the illusion of Faceworm Queen while you are attacking.
A spear which was decorated on a wall of Barmund Mansion.
It has been horribly distorted by the magic-jamming device that Illusion has installed.
MATK +200.
Genesis Ray damage +10%.
MATK +12 for every 3 refine levels.
When refined to +7 or higher, Additional Genesis Ray damage +10%.
When refined to +9 or higher, Variable Cast Time -10%.
When refined to +11 or higher, Additional Genesis Ray damage +15%.
A one-handed sword used by the guards of Barmund Mansion.
It has been horribly distorted by the magic-jamming device that Illusion has installed.
Indestructible.
Melee Physical damage +3% for every 2 refine levels.
CRIT +2 for every 3 refine levels.
When refined to +7 or higher, Increased ASPD (ASPD +20%).
When refined to +9 or higher, Physical damage +25% on Small and Large enemies.
When refined to +11 or higher, Enables to use Bowling Bash which has the same skill level as Sword Mastery.
A dagger is said to have been used in ancient sacrifices and ceremonies.
You can feel its mysterious power when holding it.
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MATK + 180, MSP + 100.
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Increase SP recovery rate by 10%.
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There's a chance to gain MATK + 10% and MATK + 70 for 10 seconds when dealing physical attacks.
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When refined to +7 or higher, increase all property magical damage by 15%.
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When refined to +9 or higher, increase magical damage against Medium and Large size enemies by 20%.
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When refined to +11 or higher,
there's a chance to increase magical damage against all race monsters by 15% for 10 seconds when dealing magical attacks.
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Set Bonus:
Illusion Ancient Dagger [2]
Illusion Guard [1]
MATK + 50.
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When the refine level of each item in the set is 7 or higher, Perfect Hit + 10.
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When the total refine level of set is 18 or higher,
increase all property magical damage by 15%,
there's a chance to cast Killing Cloud Level 3 when dealing melee physical attacks.
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When the total refine level of set is 22 or higher,
upon casting Killing Cloud, there's a chance to cast Poison Burst Level 4 when dealing magical attacks for 30 seconds.
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A sword said to have been stuck in a rock in a far western country.
It identifies its owner and possesses sacred power.
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MATK + 180, MATK + 5%.
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Reduce After Cast Delay by 5%.
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When refined to +7 or higher, increase Genesis Ray damage by 15%.
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When refined to +9 or higher,
increase Neutral and Holy property magical damage by 15%,
reduce Variable Casting Time by 10%.
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When refined to +11 or higher, increase Genesis Ray damage by additional 25%.
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Set Bonus:
Illusion Excalibur [2]
Illusion Sacred Mission [1]
MATK + 50.
Reduce Variable Casting Time by 10%.
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When the refine level of each item in the set is 7 or higher, increase Genesis Ray damage by 10%.
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When the total refine level of set is 18 or higher, increase magical damage against all race monsters by 20%.
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When the total refine level of set is 22 or higher,
reduce Genesis Ray cooldown by 1 second,
reduce After Cast Delay by 5%.
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A large one-handed spear that shakes the earth and also stimulate user's metabolism.
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MHP + 10%, CRI + 15.
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For every 3 refine level, ATK + 20, ASPD + 2%.
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When refined to +7 or higher,
increase Cannon Spear damage by 25%,
increase Critical Damage by 30%.
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When refined to +9 or higher,
increase Vanishing Point damage by 25%,
increase long ranged physical damage by 15%.
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When refined to +11 or higher, increase Cannon Spear and Vanishing Point damage by additional 25%.
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Set Bonus:
Illusion Gelerdria [2]
Illusion Passion Hairband [1]
When casting Shield Spell, increase Cannon Spear and Vanishing Point damage by 25% for 60 seconds.
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When the refine level of each item in the set is 7 or higher, increase long ranged physical damage by 15%.
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When the total refine level of set is 18 or higher, increase physical damage against all race monsters by 15%.
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When the total refine level of set is 22 or higher, increase Cannon Spear and Vanishing Point damage by twice the total refine rate set as a percentage.
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A symbolic shield, rumored to have been a gift from God to his messenger.
Int + 2
Vit + 3
Mdef + 3
Increases the damage of Earth Drive by 7% per upgrade level of the item.
This item is indestructible in battle.
A Grenade Launcher wielded by the mercenaries who used to guard the mansion.
It has been horribly distorted by the magic-jamming device that Illusion has installed.
Howling Mine damage +10%.
ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels.
When refined to +7 or higher, Additional Howling Mine damage +10%, Dragon Tail damage +10%.
When refined to +9 or higher, Howling Mine cooldown -1 sec., Dragon Tail cooldown -1 sec.
When refined to +11 or higher, Additional Howling Mine damage +25%, additional Dragon Tail damage +25% for 10 sec. upon casting Crimson Marker.
ATK: 330
A Gatling Gun wielded by the mercenaries who used to guard the mansion.
It has been horribly distorted by the magic-jamming device that Illusion has installed.
Fire Rain damage +10%.
ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels.
When refined to +7 or higher, Additional Fire Rain damage +15%, Round Trip damage +10%.
When refined to +9 or higher, Fire Rain cooldown -2 sec.
When refined to +11 or higher, Additional Fire Rain damage +25%, additional Round Trip damage +15% for 10 sec. upon casting Fire Rain.
A Rifle wielded by the mercenaries who used to guard the mansion.
It has been horribly distorted by the magic-jamming device that Illusion has installed.
God's Hammer damage +10%.
ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels.
When refined to +7 or higher, Additional God's Hammer damage +15%.
When refined to +9 or higher, God's Hammer cooldown -3 sec.
When refined to +11 or higher, Additional God's Hammer cooldown -4 sec., God's Hammer damage +25% for 10 sec. upon casting Crimson Marker.
A Shotgun wielded by the mercenaries who used to guard the mansion.
It has been horribly distorted by the magic-jamming device that Illusion has installed.
Splash damage.
Slug Shot damage +10%.
ATK +6 and increased ASPD (ASPD +3%) for every 3 refine levels.
When refined to +7 or higher, Additional Slug Shot damage +15%, Shattering Storm damage +10%.
When refined to +9 or higher, Slug Shot cooldown -2 sec., Shattering Storm cooldown -1 sec.
When refined to +11 or higher, Additional Slug Shot damage +25%, Shattering Storm damage +25% for 10 sec. upon casting Slug Shot.
A mysterious box that imbued with Illusion energy.
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It can randomly refine Illusion of Twins equipment to +9 ~ +12.
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The equipment must be refined to +4 or higher.
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[Applicable Items]
Illusion Sprint Mail
Illusion Sprint Shoes
Illusion Sprint Ring
Illusion Sprint Glove
Illusion Thorn Staff of Darkness
Illusion Dea Staff
Illusion Gelerdria
Illusion Excallibur
Illusion Doom Slayer
Illusion Ancient Dagger
Illusion Guard
Illusion Silver Guard
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A bow wielded by the mercenaries who used to guard the mansion.
It has been horribly distorted by the magic-jamming device that Illusion has installed.
Arrow Storm damage +10%.
ATK +12 for every 3 refine levels.
When refined to +7 or higher, Additional Arrow Storm damage +10%.
When refined to +9 or higher, Arrow Storm cooldown -1 sec.
When refined to +11 or higher, Additional Arrow Storm damage +15%.
A mysterious box that imbued with Illusion energy.
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It can randomly refine Illusion of Twins equipment to +7 ~ +10.
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The equipment must be refined to +4 or higher.
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[Applicable Items]
Illusion Sprint Mail
Illusion Sprint Shoes
Illusion Sprint Ring
Illusion Sprint Glove
Illusion Thorn Staff of Darkness
Illusion Dea Staff
Illusion Gelerdria
Illusion Excallibur
Illusion Doom Slayer
Illusion Ancient Dagger
Illusion Guard
Illusion Silver Guard
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