(New stage - Fourth Exploration: Albion Plateau Redux) Tag: Visual edit |
BryghtShadow (talk | contribs) mNo edit summary |
||
Line 12: | Line 12: | ||
Most [[:Category:Fast Learner|Fast Learner]] Cards (indicated by the plus after the rarity, e.g. ★3+) can not be augmented and are only available with the given rarity in the [[Ability Shop]]. Some exceptions are Fast Learner cards obtained from events (e.g. [[Terra Battle: Symphony of Reverie]]). |
Most [[:Category:Fast Learner|Fast Learner]] Cards (indicated by the plus after the rarity, e.g. ★3+) can not be augmented and are only available with the given rarity in the [[Ability Shop]]. Some exceptions are Fast Learner cards obtained from events (e.g. [[Terra Battle: Symphony of Reverie]]). |
||
− | == |
+ | == Cost and Effects == |
=== Offensive Abilities === |
=== Offensive Abilities === |
||
Line 170: | Line 170: | ||
|} |
|} |
||
− | == |
+ | == Materials == |
A selection of materials can be bought from Daily Deals in the [[Item Shop]]. Each day the selection of available materials changes. (Rare encounters don't spawn after every fight, but every 1-5 fights instead) |
A selection of materials can be bought from Daily Deals in the [[Item Shop]]. Each day the selection of available materials changes. (Rare encounters don't spawn after every fight, but every 1-5 fights instead) |
||
Line 377: | Line 377: | ||
|- |
|- |
||
|} |
|} |
||
− | == |
+ | == Materials - Sicarius == |
{| class="wikitable sortable" style="text-align:center" |
{| class="wikitable sortable" style="text-align:center" |
||
|- |
|- |
||
Line 449: | Line 449: | ||
|- |
|- |
||
|} |
|} |
||
− | == |
+ | == Light and Dark Materials == |
− | The |
+ | The drops for the Light and Dark Materials differ a bit from the usual way, where you only have one fiend of the same element which drops the material. Here in general we will have a set of fiends that drop different types of materials based on their "name" and the element of the material is based on the element of the fiend. There will be in sum 12 types of fiend-"names" crossed with the 6 elements, but not every combination exists as a fiend, so each "name" only belongs to 3 possible elements. So '''Shadow Mage''', '''Shadow Scout''', '''Shadow Fencer''', '''Shadow Warlock''', '''Shadow Ranger''' and '''Shadow Fighter''' as "names" makes the dropped material a fragment, while '''Shadow Adept''', '''Shadow Viking''', '''Shadow Paladin''', '''Shadow Hermit''', '''Shadow Hunter''' and '''Shadow Knight''' as "names" makes the dropped material a gem. Now if the element of the fiend is {{Orb|Fire}}Fire, {{Orb|Water}}Water or {{Orb|Light}}Light the element of the dropped material will be {{Orb|Light}}Light; if the element of the fiend is {{Orb|Wind}}Wind, {{Orb|Earth}}Earth or {{Orb|Dark}}Dark the element of the dropped material will be {{Orb|Dark}}Dark. That means that for example a '''Shadow Mage''' will drop a fragment, if it is a [[Shadow Mage (Water)]] it will be a [[Light Fragment (Card)|Light Fragment]], but if it is a [[Shadow Mage (Earth)]] it will be a [[Dark Fragment (Card)|Dark Fragment]]. |
This leads us to the following table with only the possible combinations which are available as possible fiends. |
This leads us to the following table with only the possible combinations which are available as possible fiends. |
||
'''Notes:''' |
'''Notes:''' |
||
* All confirmed now. |
* All confirmed now. |
||
− | * The announced zones are locations the associated fiend is marked as the boss of this zone. This only will happen if the chapter/region this zone belongs to is completely cleared because only then the fiends will be set as the bosses of this zone. There will be |
+ | * The announced zones are locations the associated fiend is marked as the boss of this zone. This only will happen if the chapter/region this zone belongs to is completely cleared because only then the fiends will be set as the bosses of this zone. There will be many more places where these fiends will appear, but these will be random encounters so nobody can predict them. Also you can meet the fiends in the {{Orb|Light}}Light and {{Orb|Dark}}Dark islands of [[Pleiades Lagoon]]. |
− | * There will be better places to farm the most of the fiends in [[Albion Plateau|Fourth Exploration: Albion Plateau]]. But there '''NO materials''' will be dropped. So if you |
+ | * There will be better places to farm the most of the fiends in [[Albion Plateau|Fourth Exploration: Albion Plateau]]. But there '''NO materials''' will be dropped. So if you need to farm the ability card you will have better chances there, but if you need to farm the materials it's useless to try there. |
− | |||
{| class="wikitable" style="text-align: center; border-collapse: solid; border-width: 2px 2px 2px 2px;" |
{| class="wikitable" style="text-align: center; border-collapse: solid; border-width: 2px 2px 2px 2px;" |
Revision as of 15:12, 10 October 2017
Card Augmentation allows a player to increase the rarity of Cards. This feature is unlocked after the completion of Chapter 1: Blank Slate.
Augmentation grants a number of bonuses including:
- increasing the Ability Card's max level
- increasing the Ability's max level
- increasing the number (and potency) of the card's skillseeds
- lowering the orb cost
Once a card has been augmented, if it is found without summoning, it will always appear in its augmented form. For example, Dust Soldier (Fire) is a ★1 Card found early in Chapter 1. Once it is augmented (using two Fiery Gems), it grows to ★2. Whenever a player obtains a new Dust Soldier (Fire) card, it will always be at ★2. Other than the materials and Gil needed, the process does not require the card to be maxed out.
Augmentation for Offensive and Support type cards differ slightly in the Materials required.
Most Fast Learner Cards (indicated by the plus after the rarity, e.g. ★3+) can not be augmented and are only available with the given rarity in the Ability Shop. Some exceptions are Fast Learner cards obtained from events (e.g. Terra Battle: Symphony of Reverie).
Cost and Effects
Offensive Abilities
Card Rarity |
Gil needed to Augment |
Materials needed to Augment |
Skillseeds (Base) |
Skillseeds (Max) |
Ability Lv. (Max) |
Orb Cost | Ability Prefix |
---|---|---|---|---|---|---|---|
★1 | 3,000 Gil | Two ★2 Materials | 4 | 8 | 2 | Normal + 1 | Lesser |
★2 | 9,000 Gil | Five ★2/★3 Materials | 5 | 10 | 4 | Normal | Lesser |
★3 | 200,000 Gil | Growstar★4 (x2) | 6 | 18 | 6 | Normal | None |
★4 | 1,200,000 Gil | Gigantuar Bulb★3 (x1) Pneumas (x3) ★3 Materials (x1) |
7 | 28 | 8 | Normal - 1 | None |
★5 | N/A | N/A | 8 | 56 | 10 | Normal -1 | None |
Support Abilities
Card Rarity |
Gil needed to Augment |
Materials needed to Augment |
Skillseeds (Base) |
Skillseeds (Max) |
Ability Lv. (Max) |
Orb Cost | Ability Prefix |
---|---|---|---|---|---|---|---|
★1 | 3,000 Gil | Four ★2/★3 Materials | 4 | 8 | 2 | 3 Orbs | Lesser |
★2 | 9,000 Gil | Five ★2/★3 Materials | 5 | 10 | 3 | 3 Orbs | Lesser |
★3 | 200,000 Gil | Growstar★4 (x2) | 6 | 18 | 4 | 2 Orbs | None |
★4 | Gigantuar Bulb★3 (x2) Pneumas (x2) ★3 Material (x1) |
7 | 28 | 5 | 2 Orbs | None | |
★5 | N/A | N/A | 8 | 56 | 6 | 2 Orbs | None |
Sicarius Abilities
Card Rarity |
Gil needed to Augment |
Materials needed to Augment |
Skillseeds (Base) |
Skillseeds (Max) |
Ability Lv. (Max) |
Orb Cost | Ability Prefix |
---|---|---|---|---|---|---|---|
★3 | 200,000 Gil | ★3 Jewels (x2) Prismatic Jewel★3 (x1) ★4 Jewels (x2) |
6 | 18 | 4 | 4 Orbs | None |
★4 | 1,200,000 Gil | ★4 Jewels (x2)
Prismatic Jewel ★4 (x1) ★5 Jewels(x2) |
7 | 28 | 8 | 3 Orbs | None |
★5 | N/A | N/A | 8 | 40 | 10 | 3 Orbs | None |
Materials
A selection of materials can be bought from Daily Deals in the Item Shop. Each day the selection of available materials changes. (Rare encounters don't spawn after every fight, but every 1-5 fights instead)
*Avoid Chapter 4 fights as the drop rate of augment materials is extremely low. It's high advised to fight Chapter 1 random bosses on hard difficulty instead.
Materials - Sicarius
Name | Element | Rarity | Monster Name | Item Shop Cost | Farm Encounters/Wandering Boss |
---|---|---|---|---|---|
Red Jewel★3 (x1) | Fire | ★3 | Item Exchange | Ring of Braves - Ifrit (Sicarius) | |
Blue Jewel★3 (x1) | Water | Ring of Braves - Shiva (Sicarius) | |||
Green Jewel★3 (x1) | Wind | Ring of Braves - Odin (Sicarius) | |||
Yellow Jewel★3 (x1) | Earth | Ring of Braves - Hashmal (Sicarius) | |||
White Jewel★3 (x1) | Light | Ring of Braves - Ultima (Sicarius) | |||
Black Jewel★3 (x1) | Dark | Ring of Braves - Anima (Sicarius) | |||
Prismatic Jewel★3 (x1) | Prismatic | Ring of Braves | |||
Red Jewel★4 (x1) | Fire | ★4 | Item Shop/Item Exchange | 500 Magicite | Ring of Braves - Ifrit (Sicarius) |
Blue Jewel★4 (x1) | Water | Ring of Braves - Shiva (Sicarius) | |||
Green Jewel★4 (x1) | Wind | Ring of Braves - Odin (Sicarius) | |||
Yellow Jewel★4 (x1) | Earth | Ring of Braves - Hashmal (Sicarius) | |||
White Jewel★4 (x1) | Light | Ring of Braves - Ultima (Sicarius) | |||
Black Jewel★4 (x1) | Dark | Ring of Braves - Anima (Sicarius) | |||
Prismatic Jewel★4 (x1) | Prismatic | Item Exchange | Ring of Braves |
Light and Dark Materials
The drops for the Light and Dark Materials differ a bit from the usual way, where you only have one fiend of the same element which drops the material. Here in general we will have a set of fiends that drop different types of materials based on their "name" and the element of the material is based on the element of the fiend. There will be in sum 12 types of fiend-"names" crossed with the 6 elements, but not every combination exists as a fiend, so each "name" only belongs to 3 possible elements. So Shadow Mage, Shadow Scout, Shadow Fencer, Shadow Warlock, Shadow Ranger and Shadow Fighter as "names" makes the dropped material a fragment, while Shadow Adept, Shadow Viking, Shadow Paladin, Shadow Hermit, Shadow Hunter and Shadow Knight as "names" makes the dropped material a gem. Now if the element of the fiend is Fire, Water or Light the element of the dropped material will be Light; if the element of the fiend is Wind, Earth or Dark the element of the dropped material will be Dark. That means that for example a Shadow Mage will drop a fragment, if it is a Shadow Mage (Water) it will be a Light Fragment, but if it is a Shadow Mage (Earth) it will be a Dark Fragment. This leads us to the following table with only the possible combinations which are available as possible fiends.
Notes:
- All confirmed now.
- The announced zones are locations the associated fiend is marked as the boss of this zone. This only will happen if the chapter/region this zone belongs to is completely cleared because only then the fiends will be set as the bosses of this zone. There will be many more places where these fiends will appear, but these will be random encounters so nobody can predict them. Also you can meet the fiends in the Light and Dark islands of Pleiades Lagoon.
- There will be better places to farm the most of the fiends in Fourth Exploration: Albion Plateau. But there NO materials will be dropped. So if you need to farm the ability card you will have better chances there, but if you need to farm the materials it's useless to try there.
Light | Dark | |||||||||
Fire | Water | Light | Wind | Earth | Dark | |||||
Shard | ★2 | Chapter IV: Doubt and Illusion, Part 1 | Hell Claw | Ranger | True Harmony, Gate of the Blessed |
n/a | n/a | n/a | n/a | n/a |
Atomos | Mage | n/a | n/a | n/a | n/a | Eternal Dark, Gate of the Cursed |
n/a | |||
Chapter IV: Doubt and Illusion, Part 2 | Storm Dragon | Warrior | n/a | n/a | n/a | Crystal Chamber | n/a | n/a | ||
Fragment | ★2 | Chapter IV: Doubt and Illusion, Part 1 | Shadow Mage | Mage | n/a | Enlightened Triad | n/a | n/a | Veiled Triad | Sky Crystal Chamber |
Shadow Scout | Ranger | Trials of Dawn | Shinegate | Light Crystal Chamber | n/a | n/a | n/a | |||
Shadow Fencer | Warrior | n/a | n/a | n/a | Darkgate | Nighthaze Trials | Dark Crystal Chamber | |||
Chapter IV: Doubt and Illusion, Part 2 | Shadow Warlock | Mage | n/a | Fighter's Boneyard 3 | n/a | n/a | Fighter's Boneyard 1 | Dark Cloister 2 | ||
Shadow Ranger | Ranger | n/a | Mage's Indolence 1 | n/a | n/a | Mage's Indolence 3 | Deep Shadows | |||
Shadow Fighter | Warrior | n/a | Ranger's Wastes 3 | n/a | n/a | Ranger's Wastes 1 | Dark Cloister 1 | |||
Gem | ★3 | Chapter IV: Doubt and Illusion, Part 1 | Shadow Adept | Mage | Hollow Orb | n/a | Path of the Earth 1 | Ghost Orb | n/a | n/a |
Shadow Viking | Ranger | n/a | n/a | n/a | Spector Orb | Void Orb | Path of the Earth 2 | |||
Shadow Paladin | Warrior | Nullorb | Demon Orb | Path of the Earth 3 | n/a | n/a | n/a | |||
Chapter IV: Doubt and Illusion, Part 2 | Shadow Hermit | Mage | Ranger's Last Step | n/a | Dark Cloister 2 | Ranger's Wastes 2 | n/a | n/a | ||
Shadow Hunter | Ranger | Fighter's Boneyard 2 | n/a | Deep Shadows | Fighter's Last Stand | n/a | n/a | |||
Shadow Knight | Warrior | Mage's Last Breath | n/a | Dark Cloister 1 | Mage's Indolence 2 | n/a | n/a | |||
Marilith | Ranger | Although it is a fire based fiend it seems to act like a dark fiend too. So it drops a dark card and dark material: | Teleport Stone Shrine |
Events
PuPu Attacks!
Cost and Effects
Card Rarity |
Gil needed to Augment |
Materials needed to Augment |
Skillseeds (Base) |
Skillseeds (Max) |
Ability Lv. (Max) |
Orb Cost | Ability Prefix |
---|---|---|---|---|---|---|---|
★2 | 9,000 Gil | Mysterious Antenna★2 (x2) | 5 | 10 | 3 | 4 Orbs | None |
★3 | 200,000 Gil | Mysterious Antenna★2 (x4) | 6 | 18 | 4 | 4 Orbs | None |
★4 | 1,200,000 Gil | N/A | 7 | 28 | 5 | 3 Orbs | None |
Materials
Name | Element | Rarity | Monster Name | Item Shop Cost |
---|---|---|---|---|
Mysterious Antenna★2 | Prismatic | ★2 | UFO | 300 Magicite |
Terra Battle: Symphony of Reverie
Cost and Effects
Offensive Abilities
Card Rarity |
Gil needed to Augment |
Materials needed to Augment |
Skillseeds (Base) |
Skillseeds (Max) |
Ability Lv. (Max) |
Orb Cost | Ability Prefix |
---|---|---|---|---|---|---|---|
★2+ | 10,000 Gil | Terra Fragment★3 (x1) | 5 | 15 | 4 | Normal + 1 | None |
★3+ | 20,000 Gil | Terra Fragment Λ★4 (x1) | 6 | 24 | 6 | Normal | None |
★4+ | 1,200,000 Gil | Terra Fragment★3 (x1) Terra Fragment Λ★4 (x4) |
7 | 28 | 8 | Normal - 1 | None |
★5+ | N/A | N/A | 8 | 56 | 10 | Normal - 1 | None |
Support Abilities
Amina the Nurse
Card Rarity |
Gil needed to Augment |
Materials needed to Augment |
Skillseeds (Base) |
Skillseeds (Max) |
Ability Lv. (Max) |
Orb Cost | Ability Prefix |
---|---|---|---|---|---|---|---|
★2+ | 10,000 Gil | Terra Fragment★3 (x1) | 5 | 15 | 3 | 3 Orbs | None |
★3+ | 20,000 Gil | Terra Fragment Λ★4 (x1) | 6 | 24 | 4 | 2 Orbs | None |
★4+ | 1,200,000 Gil | Terra Fragment★3 (x1) Terra Fragment Λ★4 (x4) |
7 | 28 | 5 | 2 Orbs | None |
★5+ | N/A | N/A | 8 | 56 | 6 | 2 Orbs | None |
Echo the Beguiling
Card Rarity |
Gil needed to Augment |
Materials needed to Augment |
Skillseeds (Base) |
Skillseeds (Max) |
Ability Lv. (Max) |
Orb Cost | Ability Prefix |
---|---|---|---|---|---|---|---|
★2+ | 10,000 Gil | Gigamoogle★3 (x3) | 5 | 15 | 3 | 4 Orbs | None |
★3+ | 20,000 Gil | Teramoogle★4 (x3) | 6 | 24 | 4 | 4 Orbs | None |
★4+ | 1,200,00 Gil | Giga-Moggy★5 (x3) | 7 | 28 | 5 | 3 Orbs | None |
★5+ | N/A | N/A | 8 | 56 | 6 | 3 Orbs | None |
Materials
Name | Element | Rarity | Monster Name | Farm Encounters/Wandering Boss |
---|---|---|---|---|
Terra Fragment★3 | Prismatic | ★3 | All ★2 Terra Battle cards | Terra Battle: Symphony of Reverie |
Terra Fragment Λ★4 | Prismatic | ★4 | All ★3/★4 Terra Battle cards | Terra Battle: Symphony of Reverie |
Gigamoogle★3 | Prismatic | ★3 | Echo the Illuminating | Terra Battle: Symphony of Reverie - Animata: Prow |
Teramoogle★4 | None | ★4 | Echo the Otherworldly | Terra Battle: Symphony of Reverie - Animata: Helm |
Giga-Moggy★5 | None | ★5 | Echo Λ | Terra Battle: Symphony of Reverie - Animata: Reactor |