Faceworm Nest

The third update in the International Ragnarok Online server is the Faceworm Nest instance. The instance has a level requirement of 140 and can be done solo or in a party. There is a 1 hour time limit to complete the quest and there is a 23 hour cooldown (24 hours with the timer bug in iRO).

I suggest reading this post about the Dimensional Space, as that is where this instance is located.

The Faceworm Nest instance is located at the right of the two large areas in the bottom left pathway in the Dimensional Space, or at dali 83, 64. The instance can be done solo or in a party and the difficulty may scale with the number of members in the party (uncomfirmed).

There are three NPCs related to the instance; the Magic Scholar, the Old sign, and the Interdimensional Device.

  • The Magic Scholar will create the instance when the party’s leader speaks to him.
  • The Old sign shows players the party that completed the Faceworm Nest fastest completed time along with the name of the party leader and how many people were in the party. If a new record has been made, it will be broadcasted to everyone in the server.
  • The Interdimensional Device allows the party into the instance when spoken to.

It is highly advised to bring a numerous amount of supplies, including but not limited to potions, Tokens of Siegfried, Yggdrasil Seeds, Yggdrasil Leaves, and class-specific consumables (gemstones, arrows, etc.).

Inside the Faceworm Nest are, of course, Faceworms to kill. There are four main types of Faceworms to kill, three of which are required to be killed in order to move on.

The Faceworm Nest instance is divided into five parts. When the final boss of each part is killed, a treasure chest appears that can be clicked on that drops a Giant Faceworm Snake Skin, a garment that may or may not be slotted. This garment will come pre-enchanted, possibly pre-refined, and possibly slotted, and depending on how fast each part is completed will determine what the Giant Faceworm Snake Skin will have. The garment can have up to three enchants, ranging from 1~5 on each stat twice while the garment the Faceworm Queen can drop can have a stat up to 7, and a possible Special Stat enchant, which are similar to the Special Stat enchants obtainable on Fallen Angel Wings.

Giant Faceworm Snake Skin
The scalp of a Faceworm that was defeated in the Dimensional Crack. Faceworms were once called Jormungand’s reincarnates. 

MDEF 10.
This manteau resonates with all types of high-graded Time Boots.
MHP + 15% and MSP + 5% when equipped with eligible Time Boots.
Class: Hood
Defense: 38 
Weight: 40 
Required Level: 1 
Jobs: All Classes

Note: The slotted version’s description is slightly different, but the effects are the exact same. The slotted version says:

The scalp of a Face Worm that was once called Jormungand’s reincarnate.

The instance itself:
Part 1:

  • Once inside the instance, players will appear in a location in Payon.
  • Heading down, Chaos and Iris can be found. Have the party leader click on them to initiate a brief conversation with the duo, and then Faceworms will spawn all around the map. Scattered around the map are Savages, Greatest Generals, and Beetle Kings, which do not need to be killed. The Faceworms take some time to kill, having over 400,000 HP per Faceworm, but are generally slow, but do hit for a lot. In a party of 8 and higher, there were over 120 per part. It may or may not vary depending on if there are fewer members.
  • Once all Faceworms are killed, the Dark Faceworm will spawn in the bottom right of the map. This Faceworm has 5 million HP. Eggs will spawn near it that will have a cast bar. Once the cast bar finishes, the eggs will heal the Faceworm.
  • Once killed, the treasure chest will appear, and the portal will open up in the bottom right area near the large rock pile where the Dark Faceworm had spawned. Proceed through the portal to enter part 2 of the instance.

Part 2:

  • Talk to Iris and Chaos once again.
  • After they finish talking, Faceworms will spawn again and they will need to be killed once more. Scattered around the map are mounds of dirt. Walking near them will trigger numerous Faceworm Larva. Though they do not need to be killed to continue the instance, it is advised to get rid of them quickly as they will get in the way.
  • Once all the Faceworms are killed, the Dark Faceworm will spawn in the north of the map. Like before, this Faceworm has 5 million HP. Also like before, there will be eggs that spawn that can heal it when their cast finishes.
  • Once killed, the second treasure chest will appear and the portal to part 3 will appear. The portal is at the very south of the map, to the right of the portal that was used to enter part 2.

Part 3:

  • Iris and Chaos are nowhere to be found. However, a high number of poison sacks will now spawn whenever players reach certain areas and they will respawn whenever players walk near. These poison sacks have a very slow timer and when they reach zero, they will explode, dealing moderate damage. Although the damage can be avoided with either Kyrie Eleison or Hide, standing near too many poison sacks can prove fatal if unavoided. However, the poison sacks can be killed fairly easily.
  • There are more Faceworms in this area to be killed. Follow the path north to find them, while also being careful of the poison sacks.
  • The Dark Faceworm will spawn in the north area with 5 million HP as before. This time, instead of eggs, poison sacks will appear to help hinder players and heal the Dark Faceworm.
  • Once killed, the third treasure chest will appear and the portal to part 4 will appear in the bottom right of the fourth area. Do note poison sacks will continue spawning if players approach the area so proceed to the next area with caution.

Part 4:

  • Still no sign of Chaos and Iris. Instead, large clouds of bubbly poison fills numerous areas of this part. Approaching the center of any of the poisons will deal continuous damage at a high rate, killing players rapidly. This damage can be avoided with Kyrie Eleison and Hide like the poison sacks in part 3, but it is better advised to avoid walking too close to the centers.
  • Kill all the Faceworms in this area, while being careful of the poison.
  • The Dark Faceworm spawns in the west area this time. While also having eggs again to heal it, there will also be clouds of poison that spawn near it when fighting this Faceworm. Avoid the poison if possible while killing the beast.
  • When this Faceworm dies, the fourth treasure chest will appear, along with the portal to the final area on the right (I think). Beware of the poison as it will not go away.

Part 5:

  • Iris and Chaos are here now, and once the party leader talks to them, the Faceworm Queen will soon spawn.
  • The Faceworm Queen has an extroardinarily high amount of HP, 50m to be exact. The Faceworm Queen proves to be a formidable foe with her high amount of HP and devastating attacks. She can cast a powerful Waterball, Stormgust, and even Earthquake. The Faceworm Queen can change her element to Fire, Earth, Water, and Wind, and will be shown in an announcement when she does so.
  • While fighting the Faceworm Queen, Chaos will tell players to move the Queen a certain direction. Doing so will allow Chaos to deal a high amount of damage to her, helping to kill her faster. Beware of moving her too far out from the middle, however, or she will become enraged.
  • She will use everything from the previous rooms, namely the egg healing, the poison sacks, and the poison clouds.
  • After killing the Faceworm Queen, the final treasure chest will appear, which contains two Giant Faceworm Snake Skins. A Transport Device will also spawn to allow players to head back to the Dimensional Space.

Once again, this instance can be done again in 23 hours (24 with a timer bug).

If players are lucky, the Faceworms may drop a Faceworm Leg dagger, which has 110 atk, 50 matk, is poison attribute, and can turn the player into a Faceworm while attacking.

Faceworm Leg
A broken razor-like leg that was severed from a Faceworm. It’s sustained with potent time-warping energy.
MATK +50.
Creates a high chance of casting the illusion of Faceworm while you are attacking.
Class: Dagger
Attack: 110 
Weight: 50 
Attribute: Poison
Weapon Level: 3 
Required Level: 24 
Jobs: Novice/Swordsman Classes/Mage Classes/Archer Classes/Merchant Classes/Thief Classes/Soul Linker/Ninja

The Faceworm Queen may drop the Faceworm Queen Leg dagger, which has 180 atk, 3 int, is neutral attribute, and has a low chance of turning the player into the Faceworm Queen while attacking.

Faceworm Queen Leg
A broken razor-like leg that was severed from a Faceworm. It’s sustained with potent time-warping energy.
INT + 3, MATK + 120.
Creates a low chance of casting the illusion of Faceworm Queen while you are attacking.
Class: Dagger
Attack: 180 
Weight: 50 
Attribute: Neutral
Weapon Level: 4 
Required Level: 100 
Jobs: Novice/Swordsman Classes/Mage Classes/Archer Classes/Merchant Classes/Thief Classes/Soul Linker/Ninja

Though a tough instance even with a party, the Faceworm Nest can be quite enjoyable with very nice equipment awards if done quickly. Certain classes are even capable of soloing it. Enjoy this trip to the Faceworm’s Nest~

This is part of the Hero’s Trail part 1.

Sara’s Memories

The second update in the International Ragnarok Online server is the Sara’s Memories instance. The instance has a level requirement of 99 (or 100, uncomfirmed but it isn’t considerably high) and can be done solo or in a party. There is a 1 hour time limit to complete the quest and there is a 20 hour cooldown (21 hours with the timer bug in iRO).

I suggest reading this post about the Dimensional Space, as that is where this instance is located.

The Sara’s Memories instance is located at the right of the two large areas in the top right pathway in the Dimensional Space, or at dali 128, 107. There are two NPCs associated with this instance; Leon the Adventurer and the Dimensional Device.

  • Leon the Adventurer gives the players a quest to be able to start the instance.
  • The Dimensional Device will allow players to start and enter the instance.

Although players can choose to solo or form a party, a party must be made, even if the player plans to solo. Otherwise, Leon will not let players in.

The Sara’s Memory instance is considerably easier than the much tougher Faceworm Nest instance and is designed for players in their early 100s. The instance follows the events of Sara that lead to her becoming kidnapped. Inside the instance, players can find a plentiful amount of stat food items and cooking kits, which makes the instance a good source of food items. Completing the instance itself will give the players 1 million experience, making the instance also a good source of experience daily.

Sara’s Memory instance

Once inside, the party leader is the one to trigger NPC dialogue.

  • Speak to the girl NPC, Sara. There will be a conversation with her before her father appears. After the conversation, two mysterious figures will talk. Then they disappear.
  • Enter the portal that has appeared.
  • Speak to Sara and watch the scene unfold.
  • Due to a misunderstanding, Sara’s father will order guards to chase you.
  • Defeat the group of guards that spawn in order to move on to the next area. All must be killed to proceed. An announcement will let the party know that Sara has ran away, prompting the players to follow her. Where the portal has spawned will be marked on the minimap.

The players may occassionally run into Sara, who will hide if approached by a player.

First area (after witnessing the event):

  • One group of guards is in front of the building you “escaped” with Sara.
  • Another group of guards is below the stairs.
  • Another group is past the bridge, along with a group of Gentle Guard Dogs. Gentle Guard Dogs are the only passive ones in the map and do not attack immediately.
  • On the right is another group of guards and dogs.
  • Further right is another group of guards and dogs.
  • Above them past the building is the last set of guards and dogs.
  • The portal is to the right of the last set.

Second area:

  • Fierce Guard Dogs are immediately where players will enter this area.
  • The next group is below the Fierce Guard Dogs.
  • The third group is further below.
  • Group four is below that, along with Sara.
  • Further south are the last set, which are Fierce Guard Dogs.
  • The portal is on the right of the last set of Fierce Guard Dogs.

Third area:

  • A group of Gentle Guard Dogs are on the left of the third area.
  • Heading to the house on the left, the second group of guards can be found.
  • To the left of that group are two sets of Fierce Guard Dogs.
  • To the far left is a large group of both sets of Guard Dogs and guards.
  • The last set of guards is by the entrance/exit to Payon.
  • The portal is towards the northeast of the entrance/exit of Payon.

Fourth area:

  • The first set of guards is towards the north, where the Tool Dealer usually is.
  • Towards the right where the dining tables are is another set of guards.
  • Above them near the east gate is the next set of guards.
  • Heading to the far left and a little north, is the next set of guards.
  • Below that group is another set of guards.
  • The portal is above the group of the second to last set of guards.

Fifth area:

  • Head north to find Sara. Her father will confront the party.
  • A group of guards will spawn, and both Sara and her father will disappear until the guards are killed.
  • Irene’s father, the boss of the instance, will immediately spawn once all the guards are dead, so prepare accordingly. He will attack the closest player to him. Be careful as he has a considerable higher amount of health than all of the guards and Guard Dogs.
  • Once fallen, Sara’s father will appear again as an NPC. The players and Sara’s father will clear up misunderstandings. Then it will be time to find Sara again. Sara’s father is the final one to fight inside the instance.
  • Head towards the far east.

Final area:

  • Head left towards the entrance/exit to the Baldur realm to find Sara on the bridge.
  • The two mysterious figures from before will appear and “knock” the player out. They will then kidnap Sara.
  • Head to the portal on the left.
  • Upon talking to Leon, he will explain who the mysterious strangers are.
  • The instance is over at this point, but players may redo it again in 20 hours (21 with the timer bug).

Sadly, the players cannot intervene with Sara’s capture, nor with any of the other events that unfold. Perhaps something can be done at a later point, or perhaps not.

This is part of the Hero’s Trail part 1.

The Dimensional Space

The Dimensional Space is a new area that hosts the Sara’s Memories instance and the Faceworm Nest instance. It is accessible in four locations by talking to the Transport Device.

The first location is in the Rune Midgard Allied Forces Post, sometimes called the New World camp. The Transport Device is located right by the normal entrance is, or at mid_camp 210, 290 (type /navi mid_camp 210/290 to be guided there by the game).

The next location is in the Bifrost Bridge. The Transport Device is located at the bottom right area by the large, shining orb, or at bif_fild01 318, 155 (/navi bif_fild01 318/155).

The next location is at the Outskirts of Kamidal Mountain, two maps south of El Dicastes, the Sapha capital. The Transport Device is located at the very bottom right corner near the large, shining orb (notice a pattern?), or at dic_fild02 237, 32 (/navi dic_fild02 237/32).

The final location is at the Dimensional Gorge in Morroc. The Transport Device is located on the right-most middle spike and is also the final quest location for the Onward to the New World Quest, which is moc_fild22b 227, 200 (/navi moc_fild22b 227/200). To get to this map, talk to one of the guards to the east of Morroc.

In the Dimensional Space there are two large areas, with the left holding two exits/entrances to the Bifrost Bridge and to the Outskirts of Kamidal Mountain, while the right area holds the two available instances and the exits/entrances to the RUne Midgard Allied Forces Post and the Dimensional Gorge in Morroc. There are a few NPCs can be found on the right area, such as two Cat-Hand Agents who give players access to storage and a small shop that sells Magnifiers, Arrows, and Traps, and the NPCs who help players start and enter instances.

This is part of the Hero’s Trail part 1.

Shadow Gear

This week’s update in the International Ragnarok Online server has brought about three new features, in the form of the Hero’s Trail part 1. This post details Shadow Gear.

So what is Shadow Gear?

Shadow Gear is a special set of equipment that now shares the same tab as Costumes (renamed to Special equipment). If we’re going to get technical about it, these are NOT costumes. Instead, they’re another set of equipment you wear, essentially giving you two sets of gear you can wear (the normal ones and these). They give bonus stats and effects depending on the set worn.

Let’s start with how to obtain them.

The Shadow Gear is normally obtained in the cash shop, but how exactly they will be in iRO is currently unknown, as it isn’t actually fully implemented onto iRO yet. Instead, a teaser set of Shadow Gear is currently implemented as an event. This Shadow Gear is obtainable by going onto any field or dungeon map and killing a Mysterious Bug that looks suspiciously similar to a Golden Thief Bug. These bugs take 1 damage per hit and have 15 HP so bring a nice aspd character to hunt on. The gear is also account bound so plan accordingly. The bugs have a chance to drop none, one, or more, pieces of the event Shadow Gear.

The full set includes:
Shadow Armor [Luk +1, gives +10 HP per refine level]
Shadow Weapon (they look like gloves) [Dex +1, gives +1 atk/matk per refine level]
Shadow Shield [Vit +1, gives +10 HP per refine level]
Shadow Shoes [Agi +1, gives +10 HP per refine level]
Shadow Earring [Int +1, gives +10 HP per refine level]
Shadow Pendant [Str+ 1, gives +10 HP per refine level]

Wearing the full set gives +9 to all stats until October.

Other Shadow Gear sets will give different bonuses, some more useful for certain classes than others.

What’s special about the Shadow Gear is that when wearing the full set with the refine levels reaching a certain number or higher, they will give an additional bonus. For example, say a set requires total refine level of +10 to receive this bonus. You could then have, say, a single piece of the set at +10, or two pieces at +5, or even 3 pieces at +2, +5, and +3 to receive the bonus effect. You can also refine the accessories as well.

However, in order to refine the gear, you must talk to a special upgrader. The special upgrader is located at the center of Prontera in the bottom right building, coordinates prontera 178, 189 (or type /navi prontera 178/189 to allow the game to guide you there). Once inside the building, enter the top right room and talk to the Shadow Blacksmith NPC, a female blacksmith, and she will upgrade your gear. Fun fact: She was originally the Window and thus players were refining their gear using a window.

To refine the Shadow Gear, you need to use {oridecon} for the Weapon, and elunium for everything else, along with 20,000 zeny per refine. You can also use HD oridecon/elunium and Enriched oridecon/elunium as well. Do note that Shadow Gear can break when refining to +5 and higher, so it’s best to have spare backups.

I believe that’s it for the Shadow Gear part of this update, if I missed anything, please feel free to let me know. For the iRO players, hope you enjoy this little Shadow Gear set and the rest to come~

Random Info: A nice place to hunt for elunium is at Dewata dungeon, killing the Banaspaty monsters that reside there. They have a 15% chance to drop elunium, and some of the other monsters there have about a 2% chance to drop rough oridecon and rough elunium to convert to regular oridecon and elunium. Unfortunately, there isn’t as good a place to farm oridecons. The highest rate for a non MVP monster are Wanderers/Wandermen on the second Glast Heim floor (gl_cas02) with a 2.18% drop rate.

This is part of the Hero’s Trail part 1.

So, sorry for not being here. I kinda forgot, oops. I’ve been planning to make a new blog so I can do this stuff easier but so far that hasn’t happened yet. Well, I’ll hopefully get to it at some point and start looking at lore if possible, but sadly school starts soon. But we’ll see.

Anyway, this week brings about a new update that features the Faceworm Nest, Sara’s Memories, and Shadow Gear.

Rather than make a single long post about all three of these updates, I’ll instead split them into three posts. The three posts shall be coming up as I finish writing them up over the course of the day. They’ll be in this order:

Shadow Gear
Sarah’s Memories
Faceworm Nest

Shadow Gear is up first. Hope you guys enjoy (the things I write about from memory)~

Anonymous whispered: I personally would like some more lore! The discussion on it is nonexistent ='(

Any subject in particular that interests you? I can try and dig something up for you. <3

What kinda stuff would you guys like to see me write about?

I can write about quests, headgears, npcs, patch notes, monsters, etc.

I just like writing about things but sometimes I’m not sure what to write about. If you guys have any ideas, feel free to either leave suggestions in my ask or reply to this post.

Meanwhile, there are new hats released on iRO I’ll write about later.

Fun fact: one of the new hats released was intended for trap rangers but kRO changed it to arrow storm rangers (as if they needed more already).

Hat Tricks

Wanna see a hat trick?

  1. Put on a headgear that takes up all three slots.image
  2. Put on a costume headgear that takes up only the top slot.image

  3. Take off the headgear that took up three slots, and then the costumeimage
  4. Put on whatever hat you want that isn’t a lower headgear (mid headgears are hard to see on some hats).image
  5. Enjoy putting on random hats on top of things like paper bags until this gets fixed. I’d have taken another screenshot with a different set of headgears but the servers completely died as I was about to. For the most part, everyone else can see this too, even if they walked on screen afterwards. It fixes itself upon changing map servers, however. This bug currently works on iRO with the Old Glast Heim and WoE: TE update, it may possibly work on other servers who are on that update as well, who knows. Also sorry for small images, didn’t realize it’d be that small.
War of Emperium: Training Edition

War of Emperium: TE, WoE: TE, however you wanna shorten it, today’s post is about the recently-added-to-iRO War of Emperium.

WoE: TE is, as you guessed, another War of Emperium added to the game. What makes this one special, however, is that unlike the other two WoEs, WoE: TE is for 99 2nd classes and below only. It’s essentially pre-renewal WoE with renewal mechanics, making for a different experience. It also lasts only one hour long, unlike the two hours the other two WoEs last. On the iRO server, the time is currently set to 8-9 AM PDT. There may be plans to rotate the time to a different one in a few months so be warned.

What also makes this WoE special is that there are restrictions that the original two WoEs don’t have. On a related note, apparently a Bargain Hunter’s Catalogue is disabled in WoE: TE. Guess they don’t want us to go window shopping while fighting our enemies?

The following skills are restricted in WoE: TE:

  • Back Slide
  • Ice Wall
  • Warp Portal (no warping your enemies [or teammates accidentally] out of the castle)
  • Endure
  • Frenzy
  • Assumptio
  • Basilica
  • Alchemist Cultivations
  • Marionette Control
  • Stealth (possibly not supposed to be disabled from some sources)
  • Shadow Slash (A few of the ninja’s other skills are disabled)

The following items and equipment are restricted in WoE: TE:

  • WoE Potions from WoE 1.0 investment
  • Box of Sunlight
  • Maya Purple Card
  • All Bellum weapons
  • All WoE Gear from WoE 1.0 investment
  • Glorious Equipment from KvM
  • Golden Thiefbug Card
  • WoE 1.0 and 2.0 God Items

Special note is that third class consumables (namely geneticist-created items) are usable in this WoE, which will later be fixed in a later update.

This War of Emperium also features two new WoE Realms; Gloria and Kafragarten. Gloria is accessed in Valkyrie Realms to the left of the middle castle while Kafragarten is located in Luina below the top right castle.

There are NPCs that give out quests, rental equipment, and consumables for this WoE.

Quests involved are doable during WoE, such as collecting items and killing monsters that spawn inside the castles (they’re not too tough).

There’s also another set of quests that features the guild dungeons for the second classes only. Inside the guild dungeons are special Biolab-like monsters. The monsters are second-class versions of the Biolab floor 2 monsters (including a new dancer) and Biolab 3 monsters. The two MVPs are a Super Novice (or a Super Novice and a normal Novice) and they are quite painful. Killing 30 of all of the non-MVPs will net one special coin for each guild dungeon quest set. These coins can be traded in for consumables and gear. Both quest sets can be done once a day.

Of course, what’s a WoE without its own set of God Items? There are two new God items introduced to WoE: TE, which can also be upgraded (the reason I say there’s only two instead of four is due to the fact two are simply upgraded versions, which have additional effects to the old versions but if you want you can say there’s four). There’s a special quest that upgrades the two God Items.

The first God Item is Hervor, a shield that gives +5 MDEF, reduces damage from all races by 30%, is indestructible, has 100 def, 150 weight, and is usable by all jobs with a level requirement of 90.

A shield named after the Valkyrie, Hervor.
Reduces damage received from all races by 30%.
Cannot be upgraded or destroyed.
Class: Shield
Def: 100
Weight: 150
Required Level: 90
Jobs: All

The upgraded version of Hervor is called Hervor Alvtir. It gives an additional +20 Vit, an dditional +5 MDEF, and has a chance of giving a buff called Guardian of the Light when receiving melee physical damage. The def of the shield is also increased by 50 and has double the weight. It is also for all 3rd classes level 100 and higher.

Hervor Alvtir
A shield named after the Valkyrie, Hervor. This shield is enchanted with great power.
VIT +20, MDEF +10
Reduces damage received from all races by 30%.
Chance on melee physical damage taken, wearer receives [Guardian of the Light] for 60 seconds.
When under the effect of [Guardian of the Light], Stun, Sleep, Curse, Petrify, Poison, Blind, Silence, Bleeding, Chaos, Frozen statuses are removed from the wearer and be immune to them for the duration.
Cannot be upgraded or destroyed.
Class: Shield
Def: 150
Weight: 300
Required Level: 100
Jobs: All 3rd Classes

The second God item is Jormungand, a heavy two-handed staff for wizards, sages, and soul linkers. It gives +280 MATK, +20 int, and has a chance to inflict Poison to your enemies with magic attacks and gives them Dead Poison by chance when taking physical melee damage. It also has 200 atk and 300 weight (battle wizard time!).

A powerful staff named after Jormungand for its ability to poison enemies.
MATK +280, INT +20
Chance on magic attack, inflicts target with Poison status.
Chance on melee physical damage taken, inflicts target with Deadly Poison status.
Cannot be upgraded or destroyed.
Class: Two-handed Staff
ATK: 200
Weight: 300
Element: Poison
Weapon Level: 4
Required Level: 90
Jobs: Wizard / Sage / Soul Linker classes

The upgraded version of Jormungand is called Ganbantein. Its MATK is upgraded to +320, it gives +5 more Int, +25 dex, and aside from the Poison, it also has a chance to cast Silentium, and instead of Deadly Poison on chance while being attacked with physical melee damage, it inflicts Silence instead. Ganbantein’s attack and weight also drops by 100 and is only usable by warlocks who are level 100 and higher (which I find slightly odd since sages were able to use it before).

A powerful staff with its name originating from its the ability to prevent enemies from casting spells.
MATK +320, INT +25, DEX +25
Chance on magic attack, inflicts target with Poison or autocast Silentium Level 1.
Chance on melee physical damage taken, inflicts target with Silence status.
Cannot be upgraded or destroyed.
Class: Two-handed Staff
ATK: 100
Weight: 200
Weapon Level: 4
Required Level: 100
Jobs: Warlock

Unfortunately I haven’t done too much with WoE: TE so there is plenty of information missing but I believe the iRO Wiki forums and other resources can fill in the gaps.

Anyway, hopefully you all enjoy the new War of Emperium: Training Edition!

The new (or old?) Glast Heim instance has arrived in iRO last week, with WoE TE this week! This post will be about the new instance. All of this is old stuff seeing as it’s been in for over a week now (and much longer in other servers), but this is mostly a general info thing so if you don’t know much about it, feel free to read on.

If you’re interested in the history of this decrepit place, or just want to fight some strong monsters, take on this once-a-day instance that has you travelling back in time. You’ll find out about the origins of the Abysmal Knights, (female!) Khalitzburgs, and Raydrics, and some of the things they say is kind of sad.

You’ll also get to meet Himmelmez, who seeks out a piece of Ymir’s Heart, and Heinrich and Varmundt as they try to stop her and enlist your help.

There are two MVPs within the instance to kill, the immobile Corrupted Root and Amdarais, made by Himmelmez from the last remaining soldier.

The instance is full of undead and demon monsters, so gear accordingly.

A quickish walkthrough for the instance. The instance is for players level 130 and higher and parties have 90 minutes to finish and has a 23-hour cooldown. Players will receive two kill counts for the two MVPs in the instance.

  1. Move north and talk to Varmundt.
  2. Move north past the soldiers and talk to Heinrich.
  3. Enjoy the dialogue or wait by the west doorways, it is not necessary to kill the transformed soldiers as they’ll be killed by their commanders.
  4. Enter the portal and kill monsters until dialogue pops up at the top. Follow the very top left path down to a dead end with a statue. There should be an NPC there to talk to. After that, the eastern area is open.
  5. Kill monsters there as well. Walking near corpses spawn numerous maggots (they look like Arclouze) and they hurt a lot so be wary. The same thing will happen once enough monsters are dead. The NPC will be near the top right area at the top of some stairs. Speak to her, then a portal opens up next to the left.
  6. The monsters to kill in this area look like Raydrics and Raydric Archers. Kill enough of those and Himmelmez will speak. Head to the top middle area. Do not walk near the NPCs as that will trigger them.
  7. Once all party members are there and in view of the main killer, trigger the NPCs. After the dialogue, the Corrupted Root will spawn. Kill it, then talk to the NPC to receive 1 Time Crystal and 1 Coagulated Spell.
  8. Head north in the portal, and past the NPCs (they’ll talk but you don’t need to stay) until you find a portal on the left side of the hall.
  9. Kill monsters in the west room until a dialogue pops up at the top of the screen. Find the monster that’s spawned in (it looks like a zombie Rune Knight) and kill it. If you can’t find it, keep killing monsters until the dialogue comes up again. It should be in now.
  10. Once killed, head back to the hall and walk down a bit. There should now be a portal on the east. Repeat as you did in the west room.
  11. Once the one on east is killed, head back to the hall and north to a new portal.
  12. Beware of corpses in the room. Most can be avoided by hugging the wall. Don’t go through the side halls unless you like meteors. Head north to the open room and trigger the NPCs when ready.
  13. After the dialogue, Amdarais will spawn. Once dead, talk to the NPC that spawns in the middle of the room. Players who have now finished the instance for the first time will receive 5 Time Crystals and 5 Coagulated Spells. Players who have previously completed the instance will receive 1.
  14. Once the MVP is killed, one person can head back to the first part of the instance in the area where the Raydrics first appeared. In the very top right corner is a small garden and a hidden crack. Speaking to it teleports you to a treasure room. Along the bottom wall are numerous statues. Talking to them drops various items and equips. Don’t talk to the statues if you haven’t killed Amdarais at this point or you will be unable to obtain the treasure.
  15. Players can now leave if they wish.

Time Crystals are used to obtain Temporal Boots, which can then be made into stat-specific Temporal Boots. It takes 1 Time Crystal to make a pair of Temporal Boots and 5 to convert them into a stat specific version. The stat specific version can be enchanted with Coagulated Spells for an additional effect. Once this enchant has been maxed out, you can then obtain a second, random enchant. Temporal Boots are unable to be reset so if you don’t obtain the random enchant you wanted, you’ll need to make a new pair. These boots can also be slotted, but will not have enchants (until a new update).

There’s also two dungeons added, which you can enter through an NPC.

All of this can be found in the present Glast Heim near the center north of the map~

Welp, I kinda forgot about this account after I swapped emails and main accounts. My bad. I think in general I’m gonna end up switching this blog to less art and more on info and updates on iRO and RO in general. Which also means quite a bit of inactivity from me. Sorry! Feel free to unfollow if you’d like.


first two comms finished :^q!!!

for sorcererlegna and witheringallegro respectively (ty 4 choosing ro i luv u)


I made a small compilation of the Tree of Savior hairstyles we know of so far!
Ironically enough, despite the first revealed spritesheet showing far more female sprites, we got one more male hairstyle.

I also apologize about the last picture of each; I had to crop the image a tad and didn’t feel like going to SAI to make it decent.

It’s also confirmed that there’ll be many hair colors, so no worries there!
Some of the guy styles are super girly and I love them.

(via rekenbercorp)


Released last week, this interview offers some more interesting information about the CBT, game mechanics and future plans for Tree of Savior. Good read!