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Itens

5127 itens catalogados: consumíveis, materiais, equipamentos e cartas.

Tipo: Arma

473 itens · mostrando 120

Advanced Guild Arc Wand [1]ArmaUnbreakable. ※ Additional options in Siege areas Magic damage to players +15%. Ignores 10% of players' magic defense. For each refine, magic damage to players +1%. For every 2 refines, MATK +5. At +7 refine, ignores an additional 5% of players' magic defense. At +9 refine, magic damage to players +5%. At +10 refine, Land Protector Variable Casting Time -30%, and when using Deluge, Whirlwind, or Volcano, all magic consumes no gemstones for 10 seconds. MATK +140Advanced Guild Claymore [1]Arma※ Additional options in Siege areas Physical damage to players +25%. Ignores 10% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' physical defense. At +9 refine, physical damage to players +15%. At +10 refine, normal physical attacks have a chance to ignore an additional 10% of players' physical defense for 7 seconds, plus 1% per weapon refine.Advanced Guild Cleaver [1]ArmaUnbreakable. ※ Additional options in Siege areas Physical damage to players +20%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when using Acid Terror or Mammonite, grants a chance to trigger Critical Wounds Lv.1.Advanced Guild Destruction Staff [1]ArmaUnbreakable. ※ Additional options in Siege areas Magic damage to players +15%. Ignores 10% of players' magic defense. For each refine, magic damage to players +1%. For each refine, Meteor Storm and Storm Gust damage +3%, and MHP -2%. For every 2 refines, MATK +5. At +7 refine, ignores an additional 10% of players' magic defense. At +9 refine, magic damage to players +5%. MATK +200Advanced Guild Fist [1]Arma※ Additional options in Siege areas Physical damage to players +25%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, Guillotine Fist Fixed Casting Time -30%, and when using Fury, ATK +30 for 20 seconds, with additional ATK increased per refine.Advanced Guild Flamberge [1]Arma※ Additional options in Siege areas Physical damage to players +20%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when Sacrifice succeeds on a target, MHP +1000 for 30 seconds, plus MHP +50 per weapon refine.Advanced Guild Gladius [1]Arma※ Additional options in Siege areas Physical damage to players +15%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when using Hiding, Sightless Mind damage +50% for 20 seconds and HIT +30.Advanced Guild Guitar [1]Arma※ Additional options in Siege areas Physical damage to players +15%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when using Improvised Song, Melody Strike damage +30% for 60 seconds, HIT +20, and Variable Casting Time -30%. Additional HIT and Melody Strike damage increase based on refine level.Advanced Guild Healing Staff [1]ArmaUnbreakable. ※ Additional options in Siege areas Heal Amount +10%. Global Delay -5%. For each refine, Heal Amount +1%, and Increase Agility/Blessing SP consumption -2%. At +7 refine, Heal Amount +5%. At +9 refine, Heal Amount +10%. At +10 refine, when using Heal, grants a chance to increase Heal Amount by 25% for 10 seconds, plus an additional 1% per refine. MATK +145Advanced Guild Hunter Bow [1]Arma※ Additional options in Siege areas Physical damage to players +20%. Ignores 10% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when using Improve Concentration, Double Strafe damage +20% for 10 seconds and HIT +20. Additional HIT and Double Strafe damage increase based on refine level.Advanced Guild Jamadhar [1]Arma※ Additional options in Siege areas Physical damage to players +20%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, normal physical attacks have a chance to increase Critical Damage by 20% for 7 seconds, plus an additional 2% per weapon refine.Advanced Guild Lance [1]Arma※ Additional options in Siege areas Physical damage to players +25%. Ignores 10% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when using Pierce, grants a chance to inflict Stun, with the chance increasing based on refine level. When using Holy Cross, grants a chance to inflict Silence, with the chance increasing based on refine level.Advanced Guild Lariat [1]Arma※ Additional options in Siege areas Physical damage to players +15%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when using Improvised Song, Slinging Arrow damage +30% for 60 seconds, HIT +20, and Variable Casting Time -30%. Additional HIT and Slinging Arrow damage increase based on refine level.Advanced Guild Morning Star [1]ArmaUnbreakable. ※ Additional options in Siege areas Physical damage to players +20%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, normal physical attacks have a chance to inflict Stun, and ASPD increases (After Attack Delay -10%). The chance to inflict Stun further increases based on Mace Mastery level.Advanced Guild Pike [1]Arma※ Additional options in Siege areas Physical damage to players +20%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when Provoke succeeds on a target, Pierce damage +20% for 10 seconds. When using Pierce, grants a chance to inflict Stun and Blind. Pierce damage and the chance to inflict Stun/Blind increase based on Spear Mastery level.Advanced Guild Two-Handed Axe [1]ArmaUnbreakable. ※ Additional options in Siege areas Physical damage to players +25%. Ignores 10% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' physical defense. At +9 refine, physical damage to players +15%, and normal physical attacks have a chance to trigger Critical Wounds. ASPD increases (After Attack Delay -10%). At +10 refine, when using Power Thrust, physical attacks have a low chance to break the enemy’s weapon for 20 seconds, with the break chance increasing based on refine level.Alchemist Guild Chain [2]ArmaA Chain issued by the Alchemist Guild. Unbreakable.Ancient Monk's Boxing Gloves [2]ArmaKnuckles that borrow the power of an ancient monk. Short-range physical damage +3%. When refined to +7, short-range physical damage +3%. When refined to +9, further bonuses apply.Arbalest [1]ArmaBow tailored precisely to its user, greatly boosting HIT and overall damage. DEX +2.Arbalest [2]ArmaBow tailored precisely to its user, greatly boosting HIT and overall damage. DEX +2.Arc Wand [1]ArmaMagic staff retaining fragments of ancient arcane knowledge, showing remarkable performance. INT +3, Unbreakable. MATK +95Arc Wand [2]ArmaMagic staff retaining fragments of ancient arcane knowledge, showing remarkable performance. INT +3, Unbreakable. MATK +95Assassin DaggerArmaAssassination dagger said to have been favored by Assassin Class. Max SP +15%. Max HP +20%. Slightly increases ASPD (After Attack Delay decreased). Element : ShadowAssassin Guild Katar [2]ArmaKatar issued by the Assassin Guild.Avengers LanceArmaTwo-handed spears emitting black light. Each refining +2, HIT +4. When refined to +7, the physical damage caused to ordinary enemies will be increased by 5%. When refined to +9, the physical damage caused to ordinary enemies will be +10%.Axe [3]ArmaAxe designed so that anyone can use it easily. Unbreakable.Axe [3]ArmaAxe designed so that anyone can use it easily. Unbreakable.Axe [4]ArmaAxe designed so that anyone can use it easily. Unbreakable.BallistaArmaOriginally a large siege bow designed to break down walls and gates. It has been redesigned with reduced size and power so it can be wielded as personal equipment.Barbed Wire [1]ArmaA whip woven from iron wire. Handle with care when wielding — the thorns are sharp. Ranged physical damage +3%. When refined to +7, ranged physical damage +3%.Bard Guild Violin [2]ArmaInstrument issued by the Bard Class guild.Basic Guild Arc WandArma※ Additional Options in Siege Areas Magic damage to players +15%. Ignores 10% of players' magical defense. Unbreakable. Each refine increases magic damage to players by +1%. Every 2 refine: MATK +5. At +7 refine, ignores an additional 5% of players' magical defense. At +9 refine, magic damage to players +5%. At +10 refine, [Land Protector] variable casting time -30%, and when using [Deluge], [Whirlwind], or [Volcano], reduces gemstone cost for all magic by 1 for 10 seconds. MATK +115Basic Guild ClaymoreArma※ Additional Options in Siege Areas Physical damage to players +25%. Ignores 10% of players' physical defense. Each refine increases physical damage to players by +1%. At +7 refine, ignores an additional 5% of players' physical defense. At +9 refine, physical damage to players +15%. At +10 refine, normal physical attacks have a chance to ignore 10% of players' physical defense for 7 seconds, plus an additional 1% per refine.Basic Guild CleaverArma※ Additional options in Siege areas Physical damage to players +20%. Ignores 5% of players' physical defense. Unbreakable. For each refine, physical damage to players +1%. At +7 refine, ignores additional 5% of players' defense. At +9 refine, additional physical damage to players +15%. At +10 refine, when using Acid Terror or Mammonite, grants a chance to inflict [Critical Wounds] Lv 1 on the enemy.Basic Guild Destruction StaffArma※ Additional Options in Siege Areas Magic damage to players +15%. Ignores 10% of players' magic defense. Unbreakable. Each refine increases magic damage to players by +1%. Each refine increases [Meteor Storm] and [Storm Gust] damage by +3% and reduces MHP by 2%. Every 2 refine levels, MATK +5. At +7 refine, ignores an additional 10% of players' magic defense. At +9 refine, magic damage to players +5%. MATK +180.Basic Guild FistArma※ Additional Options in Siege Areas Physical damage to players +25%. Ignores 5% of players' physical defense. Each refine increases physical damage to players by +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, fixed cast time of [Guillotine Fist] reduced by 30%, and when using [Fury], ATK +30 for 20 seconds, with additional ATK per refine.Basic Guild FlambergeArma※ Additional options in WoE areas Physical damage to players +20%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, additional physical damage to players +15%. At +10 refine, when Sacrifice succeeds on a target, MHP +1000 for 30 seconds, and MHP +50 per weapon refine level.Basic Guild GladiusArma※ Additional options in Siege areas Physical damage to players +15%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores additional 5% of players' defense. At +9 refine, additional physical damage to players +15%. At +10 refine, when using Hiding, Sightless Mind damage +50% for 20 seconds and HIT +30.Basic Guild GuitarArma※ Additional options in Siege areas Physical damage to players +15%. Ignores 5% of players' physical defense. For each refine, physical damage to players +1%. At +7 refine, ignores additional 5% of players' defense. At +9 refine, additional physical damage to players +15%. At +10 refine, when using Improvised Song, Melody Strike damage +30% for 60 seconds, HIT +20, and Variable Casting Time -30%. Additional HIT and Melody Strike damage increase based on refine level.Basic Guild Healing StaffArma※ Additional Options in Siege Areas Heal Amount +10%. Global Delay -5%. Unbreakable. Each refine increases Heal Amount by +1%, and reduces SP cost of [Increase Agility] and [Blessing] by 2%. At +7 refine, Heal Amount +5%. At +9 refine, Heal Amount +10%. At +10 refine, when using Heal, has a chance to increase Heal Amount by 25% for 20 seconds, with an additional +1% per refine. MATK +125Basic Guild Hunter BowArma※ Additional options in WoE areas Physical damage to players +20%. Ignores 10% of players' P.DEF. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, additional physical damage to players +15%. At +10 refine, when using Improve Concentration, Double Strafe damage +20% for 10 seconds and HIT +20. HIT and Double Strafe damage increase further based on refine level.Basic Guild Hypnotist's Staff [2]ArmaThrough its hypnotic effects, even a Novice can feel like a master archmage when wielding the Hypnotist’s Staff. INT +1, Unbreakable. MATK +120Basic Guild JamadharArma※ Additional Options in Siege Areas Physical damage to players +20%. Ignores 5% of players' physical defense. Each refine increases physical damage to players by +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, normal physical attacks have a chance to increase Critical Damage by 20% for 7 seconds, with an additional +2% per refine level.Basic Guild LanceArma※ Additional Options in Siege Areas Physical damage to players +25%. Ignores 10% of players' physical defense. Each refine increases physical damage to players by +1%. At +7 refine, ignores an additional 5% of players' physical defense. At +9 refine, physical damage to players +15%. At +10 refine, when using [Pierce], has a chance to inflict Stun on the target, with higher chance based on refine level. When using [Holy Cross], has a chance to inflict Silence on the target, with higher chance based on refine level.Basic Guild LariatArma※ Additional Options in Siege Areas Physical damage to players +15%. Ignores 5% of players' physical defense. Each refine increases physical damage to players by +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when using [Adaptation to Circumstances], increases [Slinging Arrow] damage by 30% for 60 seconds, HIT +20, and Variable Casting Time -30%. Additional increases to HIT and [Slinging Arrow] damage based on refine level.Basic Guild Morning StarArma※ Additional options in WoE areas Physical damage to players +20%. Ignores 5% of players' P.DEF. Unbreakable. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, additional physical damage to players +15%. At +10 refine, normal physical attacks have a chance to inflict Stun, increase ASPD (reduces After Attack Delay by 10%), and the chance to inflict Stun increases based on Mace Mastery level.Basic Guild PikeArma※ Additional options in Siege areas Physical damage to players +20%. Ignores 5% of players' DEF. For each refine, physical damage to players +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%. At +10 refine, when Provoke succeeds on a target, Pierce damage +20% for 10 seconds. When using Pierce, grants a chance to inflict Stun and Blind. Pierce damage and the chance to inflict Stun/Blind increase based on Spear Mastery level.Basic Guild Two-Handed AxeArma※ Additional Options in Siege Areas Physical damage to players +25%. Ignores 10% of players' physical defense. Unbreakable. Each refine increases physical damage to players by +1%. At +7 refine, ignores an additional 5% of players' defense. At +9 refine, physical damage to players +15%, and normal physical attacks have a chance to trigger [Critical Wounds]; ASPD increases (After Attack Delay -10%). At +10 refine, when using [Power Thrust], physical attacks have a low chance to break the target's weapon for 20 seconds, with break chance increased per refine.Bastard Sword [2]ArmaA straight-bladed sword that can be brutally swung just like a baseball bat.Bastard Sword [3]ArmaAll-purpose two-handed sword engineered for reliable use in any situation.Bastard Sword [2]ArmaAll-purpose two-handed sword engineered for reliable use in any situation.Battle Axe [3]ArmaA two-handed axe that demonstrates its true power in group combat. Unbreakable.Battle Axe [3]ArmaA two-handed axe that demonstrates its true power in group combat. Unbreakable.Battle Axe [4]ArmaA two-handed axe that demonstrates its true power in group combat. Unbreakable.Battle Hook [1]ArmaSpear with a hook-shaped tip that pushes and pulls foes, making it difficult for them to move. 5% chance to inflict Stun when attacking. Additional 20% damage to Human-type enemies. Pierce Lv 3 usable.BazeraldArmaDagger adorned with very ornate patterns, often used by nobles as a ceremonial or decorative weapon. INT +5. MATK +105 Element : FireBeginner New Cutter [3]ArmaCutter crafted for distribution to Newbie. Cannot be Refined UnbreakableBible [1]ArmaBook said to contain sacred scripture, its hefty weight allowing it to deliver powerful blows. INT +2.Bible [2]ArmaBook said to contain sacred scripture, its hefty weight allowing it to deliver powerful blows. INT +2.Blacksmith Guild Axe [2]ArmaTwo-handed Axe issued by the Blacksmith Guild. Unbreakable. Equipped on : Blacksmith Class, Alchemist ClassBlade [3]ArmaA one-handed sword with a thick, flat blade.Blade [3]ArmaVersatile sword with a thick, sturdy blade.Blade [4]ArmaVersatile sword with a thick, sturdy blade.Blade WhipArmaWhip crafted by stringing shattered blades onto Wire Whip, delivering sharp cutting power similar to a sword. Physical attacks have a 3% chance to inflict Bleeding.Bloody AxeArmaAxe said to drive its wielder to seek blood, making them strangely excited and restless in search of enemies. STR +10, Unbreakable. Movement speed increases while equipped.Bongun HatArmaHat once worn by Bongun, featuring a half-torn talisman on the front. Surprisingly sturdy, and the torn charm even helps keep it out of the wearer’s line of sight. Cannot be Refined. DEF : 5 Position : Upper, Middle, LowerBook [2]ArmaA common book, but its considerable weight makes it quite painful when used to strike.Book [3]ArmaA common book, but its considerable weight makes it quite painful when used to strike.Book of BillowsArmaBook said to be imbued with the power of rough waves surging across the great ocean. Unbreakable. Element : WaterBook of Gust of WindArmaBook said to be imbued with the dry, cutting gale that carries not a trace of moisture. Unbreakable. Element : WindBook of Mother EarthArmaBook said to be imbued with the power of earth that shakes and splits the very ground. Unbreakable. Element : EarthBook of the ApocalypseArmaReport-like book said to contain terrifying stories of the end of the world. Unbreakable. Additional 7% damage to Earth, Water, Fire, and Wind-property Monsters. Deals additional 5% damage to Holy-property Monsters. Element : ShadowBook of the Blazing SunArmaBook said to contain the blazing heat of the sun, hot enough to melt Steel. Unbreakable. Element : FireBow [4]ArmaA small bow that doesn’t deal much damage but is easy to use. Usable by : Thief, Archer ClassBow ThimbleArmaCloth worn on the hand to make drawing a bowstring easier and increase damage when firing arrows. DEF : 0Bow Thimble [1]ArmaCloth worn on the hand to make drawing a bowstring easier and increase damage when firing arrows. DEF : 0Broad Sword [1]ArmaA sword with a wide, double-sided blade. DEF +5.Broadsword [2]ArmaLarge two-handed sword with a thick blade, designed for both offense and defense. DEF +5.Broadsword [1]ArmaLarge two-handed sword with a thick blade, designed for both offense and defense. DEF +5, Unbreakable. -------------------------- Type : Two-Handed Sword ATK : 140 Weight : 200 Weapon Level : 3 Required Level : 33 Equippable by : Swordsman Class --------------------------Buster [1]ArmaTwo-handed axe that looks like it could knock anything away in a single blow. Unbreakable.Buster [2]ArmaTwo-handed axe that looks like it could knock anything away in a single blow. Unbreakable.Chain [2]ArmaBlunt weapon formed from several interlinked chains, delivering considerable impact and a strangely satisfying feeling upon strike. Unbreakable.Chain [3]ArmaBlunt weapon formed from several interlinked chains, delivering considerable impact and a strangely satisfying feeling upon strike. Unbreakable.Chain [2]ArmaBlunt weapon formed from several interlinked chains, delivering considerable impact and a strangely satisfying feeling upon strike. Unbreakable.Chemeti WhipArmaA killing whip reinforced with metal beads for greater destructive force, leaving the impression that it could tear off flesh upon impact. CRIT +5. FLEE +10. Perfect Dodge +2.Cinquedia [2]ArmaA Western-style dagger with a notably wide blade.Claw [1]ArmaFearsome claws capable not only of striking but also slashing and tearing.Claw [1]ArmaFearsome claws capable not only of striking but also slashing and tearing. STR +2.Claw [2]ArmaFearsome claws capable not only of striking but also slashing and tearing. STR +2.ClaymoreArmaLarge two-handed sword with a cross-shaped hilt and a simple, imposing design.CleaverArmaAxe used to cut meat from large animals. Unbreakable. Physical damage to Human-type enemies +5%. When Animal-type monsters are defeated, 30% chance to drop Meat.Club [3]ArmaWooden club that looks like anyone could use it with ease. Unbreakable.Club [4]ArmaWooden club that looks like anyone could use it with ease. Unbreakable.Composite Bow [3]ArmaComposite bow crafted from various materials, focused on increasing damage.Composite Bow [4]ArmaA composite bow crafted by combining various materials, designed with a focus on increasing damage output.Crescent ScytheArmaAs its name suggests, crescent scythe with a sinister curved blade like a half moon. One hit makes it hard to avoid Critical Wounds. CRIT +30%. HIT +10.Crescent Scythe [1]ArmaAs its name suggests, crescent scythe with a sinister curved blade like a half moon. One hit makes it hard to avoid Critical Wounds. CRIT +30%. HIT +10.Crimson KnucklesArmaGloves that glow with blood. Each refining +2, MaxSP +1%. When refined to +7, the physical damage caused to normal enemies will be increased by 4%. When refined to +9, the physical damage caused to ordinary enemies will be increased by 8%.Crossbow [2]ArmaA cross-shaped bow known for its rapid fire and strong destructive power.Crossbow [3]ArmaA cross-shaped bow known for its rapid fire and strong destructive power.Crusader Knight Blade [2]ArmaOne-handed sword issued by the Crusader order.CutlusArmaA one-handed sword popularized by its use by sea adventurers. [Bash] skill Lv.5 can be used. STR +2. DEF +1.Cutter [3]ArmaA knife used for cutting enemies.Cutter [4]ArmaDagger crafted with practicality in mind for cutting tasks.Dagger [2]ArmaA knife used for stabbing.Dagger [3]ArmaShort dagger with a gently curved blade.Dagger [2]ArmaA sword given to humanity by the gods long ago. Those who grasp it feel an overwhelming urge to destroy. MATK +50.Damascus [1]ArmaA lethal knife made of a special metal that can easily cut straight into the heart of an enemy. Never becomes damaged.Damascus [2]ArmaDagger forged with a special technique. The wave pattern revealed on its blade when reflecting light is beautiful enough to leave one entranced. Never becomes damaged.Damascus [1]ArmaDagger forged with a special technique. The wave pattern revealed on its blade when reflecting light is beautiful enough to leave one entranced. Never becomes damaged.Dancer Guild Rope [2]ArmaWhip issued by the Dancer Guild.Demon Qatar [1]ArmaA knuckle blade with a vicious, toxic aura. Physical damage against Angel type monsters +10%. When refined to +7, physical damage against Formless enemies +10%. When refined to +9, further bonuses apply.Dirk [2]ArmaAn ancient knife used by highlanders in Scotland.Dirk [3]ArmaDagger focused more on thrusting than slashing.Double-edged Axe Of SolidarityArmaAn ax made of specific jade. Indestructible. Every time it is refined +2, the attack speed increases (the delay after attack decreases) by 4%. When refined to +7, the physical damage caused to ordinary enemies will be increased by 5%. When refined to +9, the physical damage caused to ordinary enemies will be +10%.Earth Dragon Axe [2]ArmaA weapon filled with the power of the Earth Dragon. SP consumption -10%. Physical damage against Formless enemies +5%, physical damage against Earth element enemies +5%. When refined to +7 or above, physical damage against Formless enemies +5% and Earth element enemies +5%. When refined to +9 or above, physical damage against Formless enemies +10% and Earth element enemies +10%.Earth Dragon Book [2]ArmaA weapon filled with the power of the Earth Dragon. SP consumption -10%. Magic damage against Formless enemies +5%, magic damage against Earth element enemies +5%. When refined to +7 or above, magic damage against Formless enemies +5% and Earth element enemies +5%. When refined to +9 or above, magic damage against Formless enemies +10% and Earth element enemies +10%.Earth Dragon Bow [2]ArmaA weapon filled with the power of the Earth Dragon. SP consumption -10%. Physical damage against Formless enemies +5%, physical damage against Earth element enemies +5%. When refined to +7 or above, physical damage against Formless enemies +5% and Earth element enemies +5%. When refined to +9 or above, physical damage against Formless enemies +10% and Earth element enemies +10%.Earth Dragon Claw [2]ArmaA weapon filled with the power of the Earth Dragon. SP consumption -10%. Physical damage against Formless enemies +5%, physical damage against Earth element enemies +5%. When refined to +7 or above, physical damage against Formless enemies +5% and Earth element enemies +5%. When refined to +9 or above, physical damage against Formless enemies +10% and Earth element enemies +10%.Earth Dragon Dagger [2]ArmaA weapon filled with the power of the Earth Dragon. SP consumption -10%. Physical damage against Formless enemies +5%, physical damage against Earth element enemies +5%. When refined to +7 or above, physical damage against Formless enemies +5% and Earth element enemies +5%. When refined to +9 or above, physical damage against Formless enemies +10% and Earth element enemies +10%.