Illusion Equipements


Illusion Dungeon Enchantment

Every Illusion monster has a low chance of granting one of the following items:


  • Illusion Stone
  • Illusion Dungeon Random Refine Cube
  • Random Illusion Equipment specific to that dungeon. Level 4 Weapons are pre-enchanted and will display a light beam.

Note:

  • Illusion Normal Monsters can drop Level 4 Weapons pre-enchanted with 2 to 3 line options.
  • Illusion MVP can drop Level 4 Weapons pre-enchanted with 3 to 4 line options.

Weapons


Level 3 Weapons

/navi prontera 90/115

Talk to NPC (Option 2) and select weapon option to enchant for 5 Illusion Stone per slot for a maximum of two enchants (4th Socket then 3rd Socket).

The weapon will be enchanted depending on the its type: melee, range, and magic.



Level 3 Weapon Enchants
Melee Range Magic
STR+1 DEX+1 INT+1
STR+2 DEX+2 INT+2
STR+3 DEX+3 INT+3
STR+4 DEX+4 INT+4
DEX+1 AGI+1 DEX+1
DEX+2 AGI+2 DEX+2
DEX+3 AGI+3 DEX+3
DEX+4 AGI+4 DEX+4
LUK+1 LUK+1 LUK+1
LUK+2 LUK+2 LUK+2
LUK+3 LUK+3 LUK+3
LUK+4 LUK+4 LUK+4
Fighting Spirit1 Sharp1 Spell1
Fighting Spirit2 Sharp2 Spell2
Fighting Spirit3 Sharp3 Spell3
Fighting Spirit4 Sharp4 Spell4
Fighting Spirit5 Sharp5 Spell5
Acute Lv. 1 Master Archer Lv. 1 Spell 1
Acute Lv. 2 Master Archer Lv. 2 Spell 2
Acute Lv. 3 Master Archer Lv. 3 Spell 3
Acute Lv. 4 Master Archer Lv. 4 Spell 4
Acute Lv. 5 Master Archer Lv. 5 Spell 5
Atk Speed1 Atk Speed1 Archbishop1Lv
Atk Speed2 Atk Speed2 Heal Amount2
Mettle Lv. 1 Expert Archer1
Mettle Lv. 2 Expert Archer2
Mettle Lv. 3 Expert Archer3
Mettle Lv. 4 Expert Archer4
Mettle Lv. 5 Expert Archer5


Level 4 Weapons

/navi prontera 88/113

Talk to NPC to buy Lapine Upgrade items with either Zeny (Option 1) or Illusion Stones (Option 2).



Item Zeny Cost Stone Cost
Red Phantom Resonance Stone 2 000 000z 10x Illusion Stone
Azure Mirage Resonance Stone 2 000 000z 10x Illusion Stone

Note:

  • Red Phantom Resonance Stone applies only first 2 line options of Physical Enchants.
  • Azure Mirage Resonance Stone applies only first 2 line options of Magical Enchants.
  • Level 4 Illusion Weapons dropped from monsters can have up to 4 line options with higher values.
  • There is no chance to fail.


Line Options

Physical Enchants
Line Option 1
  • ATK + 5 ~ 50
  • ATK + 1% ~ 10%
  • MHP + 100 ~ 5000
  • Physical Damage to Earth Property Monsters + 1% ~ 20%
  • Physical Damage to Fire Property Monsters + 1% ~ 20%
  • Physical Damage to Ghost Property Monsters + 1% ~ 20%
  • Physical Damage to Holy Property Monsters + 1% ~ 20%
  • Physical Damage to Neutral Property Monsters + 1% ~ 20%
  • Physical Damage to Poison Property Monsters + 1% ~ 20%
  • Physical Damage to Shadow Property Monsters + 1% ~ 20%
  • Physical Damage to Undead Property Monsters + 1% ~ 20%
  • Physical Damage to Water Property Monsters + 1% ~ 20%
  • Physical Damage to Wind Property Monsters + 1% ~ 20%
  • Reduces SP Consumption of Skill by 1% ~ 15%
Line Option 2
  • FLEE + 5 ~ 50
  • Critical Damage + 1% ~ 10%
  • Attack Speed + 1% ~ 10%
  • Ranged Physical Damage + 1% ~ 10%
  • Physical Damage to Angel Monsters + 1% ~ 20%
  • Physical Damage to Brute Monsters + 1% ~ 20%
  • Physical Damage to Demi-Human Monsters + 1% ~ 20%
  • Physical Damage to Demon Monsters + 1% ~ 20%
  • Physical Damage to Dragon Monsters + 1% ~ 20%
  • Physical Damage to Fish Monsters + 1% ~ 20%
  • Physical Damage to Formless Monsters + 1% ~ 20%
  • Physical Damage to Insect Monsters + 1% ~ 20%
  • Physical Damage to Plant Monsters + 1% ~ 20%
  • Physical Damage to Undead Monsters + 1% ~ 20%
  • After Cast Delay - 1% ~ 10%
  • Physical Damage to Large Monsters + 1% ~ 10%
  • Physical Damage to Medium Monsters + 1% ~ 10%
  • Physical Damage to Small Monsters + 1% ~ 10%
Line Option 3
  • Ignore Physical Defense of Angel Monsters + 5% ~ 20%
  • Ignore Physical Defense of Brute Monsters + 5% ~ 20%
  • Ignore Physical Defense of Demi-Human Monsters + 5% ~ 20%
  • Ignore Physical Defense of Demon Monsters + 5% ~ 20%
  • Ignore Physical Defense of Dragon Monsters + 5% ~ 20%
  • Ignore Physical Defense of Fish Monsters + 5% ~ 20%
  • Ignore Physical Defense of Formless Monsters + 5% ~ 20%
  • Ignore Physical Defense of Insect Monsters + 5% ~ 20%
  • Ignore Physical Defense of Plant Monsters + 5% ~ 20%
  • Ignore Physical Defense of Undead Monsters + 5% ~ 20%
Line Option 4
  • Ignore Physical Defense of Boss Monsters + 5% ~ 15%
  • Ignore Physical Defense of Normal Monsters + 5% ~ 15%
  • Physical Damage to Boss Monsters + 1% ~ 15%
  • Physical Damage to Normal Monsters + 1% ~ 15%
Magical Enchants
Line Option 1
  • MATK + 5 ~ 50
  • MATK + 1% ~ 10%
  • MHP + 100 ~ 5000
  • Variable Cast Time - 1% ~ 20%
  • Magical Damage to Earth Property Monsters + 1% ~ 20%
  • Magical Damage to Fire Property Monsters + 1% ~ 20%
  • Magical Damage to Ghost Property Monsters + 1% ~ 20%
  • Magical Damage to Holy Property Monsters + 1% ~ 20%
  • Magical Damage to Neutral Property Monsters + 1% ~ 20%
  • Magical Damage to Poison Property Monsters + 1% ~ 20%
  • Magical Damage to Shadow Property Monsters + 1% ~ 20%
  • Magical Damage to Undead Property Monsters + 1% ~ 20%
  • Magical Damage to Water Property Monsters + 1% ~ 20%
  • Magical Damage to Wind Property Monsters + 1% ~ 20%
  • Reduces SP Consumption of Skill by 1% ~ 15%
Line Option 2
  • FLEE + 5 ~ 50
  • Heal Recovery + 10% ~ 30%
  • Reduces SP Consumption of Skills by 1% ~ 15%
  • Magical Damage to Angel Monsters + 1% ~ 20%
  • Magical Damage to Brute Monsters + 1% ~ 20%
  • Magical Damage to Demi-Human Monsters + 1% ~ 20%
  • Magical Damage to Demon Monsters + 1% ~ 20%
  • Magical Damage to Dragon Monsters + 1% ~ 20%
  • Magical Damage to Fish Monsters + 1% ~ 20%
  • Magical Damage to Formless Monsters + 1% ~ 20%
  • Magical Damage to Insect Monsters + 1% ~ 20%
  • Magical Damage to Plant Monsters + 1% ~ 20%
  • Magical Damage to Undead Monsters + 1% ~ 20%
  • After Cast Delay - 1% ~ 10%
  • Magical Damage to Large Monsters + 1% ~ 10%
  • Magical Damage to Medium Monsters + 1% ~ 10%
  • Magical Damage to Small Monsters + 1% ~ 10%
Line Option 3
  • Ignore Magical Defense of Angel Monsters + 5% ~ 20%
  • Ignore Magical Defense of Brute Monsters + 5% ~ 20%
  • Ignore Magical Defense of Demi-Human Monsters + 5% ~ 20%
  • Ignore Magical Defense of Demon Monsters + 5% ~ 20%
  • Ignore Magical Defense of Dragon Monsters + 5% ~ 20%
  • Ignore Magical Defense of Fish Monsters + 5% ~ 20%
  • Ignore Magical Defense of Formless Monsters + 5% ~ 20%
  • Ignore Magical Defense of Insect Monsters + 5% ~ 20%
  • Ignore Magical Defense of Plant Monsters + 5% ~ 20%
  • Ignore Magical Defense of Undead Monsters + 5% ~ 20%
Line Option 4
  • Ignore Magical Defense of Boss Monsters + 5% ~ 15%
  • Ignore Magical Defense of Normal Monsters + 5% ~ 15%
  • Magical Damage to Boss Monsters + 1% ~ 15%
  • Magical Damage to Normal Monsters + 1% ~ 15%


Armors and Accessory

/navi prontera 90/115

Talk to NPC (Option 2) and select the type of equipment or accessory to enchant for 5x Illusion Stone per slot for a maximum of two enchants (4th Socket then 3rd Socket).





Reset

/navi prontera 90/115

Talk to NPC (Option 3) and select the type of equipment you wish to reset.


Catalyst Success Chance
100,000z 50%
200,000z 60%
300,000z 70%
400,000z 80%
500,000z 90%
1,000,000z 100%
5x Illusion Stone 100%

Note:

  • You must wear the equipment to reset.
  • You must have the equipment fully enchanted in all sockets in order to reset.
  • Always use Illusion Stones to reset since they are cheaper than all other options.
  • Use the NPC with less than 100,000z because you can easily make a mistake to select the wrong option.
  • Level 4 Weapons do not need to be resetted. Use another Lapine Upgrade item to overwrite enchants.