Card Reference
This reference is a table of Cards, organized by category.
Contents
Status Defensive Cards
The following cards grant immunity or reduction to Status Effects.
| Status Effect | Immunity Cards | Resistance Cards |
|---|---|---|
| Bleeding | Ungoliant Card | Wootan Fighter Card |
| Blind | Deviruchi Card | Martin Card |
| Chaos | Evil Snake Lord Card, Giearth Card | Wootan Shooter Card |
| Curse | Evil Snake Lord Card | n/a |
| Frozen | Evil Druid Card (via element), Marc Card, Detardeus Card | Megalodon Card |
| Poison | n/a | Ghoul Card |
| Silence | Marduk Card | Stainer Card |
| Sleep | Nightmare Card | Coco Card, Gemini-S58 Card [1] |
| Stone | Medusa Card, Evil Druid Card (via element) | Munak Card (15%), Argos Card, Gemini-S58 Card [1] |
| Stun | Orc Hero Card | Stalactic Golem Card, Gemini-S58 Card [2] |
- Unless specified, resistance cards provide 20% resistance.
- Evil Druid Card users are immune to Stone and Frozen because they are of Undead property, and naturally Undeads cannot be frozen or stoned.
- [1] Gemini-S58 Card provides 50% resistance if the user's VIT is 80 or greater.
- [2] Gemini-S58 Card provides 30% resistance if the user's AGI is 90 or greater.
Racial Damage Reduction Cards
These cards will provide 30% damage reduction from a certain Race and are placed in Shields. Generally when a player hunts, an appropriate shield with a racial damage reduction card is a very useful tool; unless a different card is a requirement for the shield slot, these cards are the main priority.
- These shields will protect the user from both physical attacks and magical attacks; even attacks which bypass DEF.
- A Thara Frog Card (cranial) carded shield is generally the card brought to PvP or WoE environments.
- An Alice Card grants 40% damage reduction from Boss Protocol mosters, but 40% more damage from others.
- The Soldier Andre Card is not yet available in-game because the monster does not spawn in any maps.
EXP Increase Cards by Race
The following cards grants 10% more EXP for the user when they do the last blow to kill a monster of a certain race. The tradeoff, however, is that the user will also take more 20% damage from monsters of that race. All of these cards are used in Footgear, and as such are often called EXP Shoes.
Critical Weapon Cards by Race
The following cards will add 10% more damage to your Critical Attacks, and also add 7 Critical Rate against a certain Race, placed in Weapon slots. These cards are useful for characters oriented to critical attacks.
| Race | +10% Crit Damage, +7 Crit Card |
|---|---|
| Demi Human | Assaulter Card |
| Brute | Cruiser Card |
| Insect | Bloody Murderer Card |
| Formless | Goblin Steamrider Card |
| Demon | Panzer Goblin Card |
| Undead | Goblin Archer Card |
| Fish | Rotar Zairo Card |
| Plant | Kobold Archer Card |
| Dragon | Dullahan Card |
| Angel | n/a |
Weapons Cards by Race
These cards add 20% damage of physical attacks against the Race it targets.
| Race | +20% Damage Card | Prefix |
|---|---|---|
| Demi Human | Hydra | Bloody |
| Brute | Goblin | Clamorous |
| Insect | Caramel | Insecticide |
| Formless | Pecopeco Egg | Beholder |
| Demon | Strouf | Decussate |
| Undead | Scorpion King | Divine |
| Fish | Flora | Fisher |
| Plant | Scorpion | Chemical |
| Dragon | Earth Petite | Dragoon |
| Angel | n/a |
- Due to no card being available against the Angel race, it is required to use an appropriate card against the element; generally, Angels are Holy.
- Aditionally, Abysmal Knight (Liberation) Card adds damage towards Boss protocol monsters.
Weapon Cards by Element
These cards add 20% damage of physical attacks against the Element it targets. Generally the cards that work against the four basic elements (Fire, Water, Wind, Earth) are less powerful than simply changing the element of the weapon (using Blacksmith forged weapons, for example), but can be stacked with elemental converters or a Sage's endows. Players are generally of Neutral element, unless their armor changes it.
| Element | Card | Prefix |
|---|---|---|
| Fire | Vadon | Flammable |
| Water | Drainliar | Saharic |
| Wind | Mandragora | Windy |
| Earth | Kaho | Underneath |
| Holy | Orc Skeleton | Damned |
| Shadow | Santa Poring | Hallowed |
| Poison | Anacondaq | Envenom |
| Ghost | Mao Guai [1] | of Exorcism |
- There is no card against the Undead element, so it is needed to target the race instead (usually also Undead race).
- [1] There is a card against the Ghost element; but usually an elemental weapon is required. In order to use it, the weapon must first be endowed with an element. This can by done by a Sage or Scholar's endow skills or elemental converters, or by a Priest's Aspersio.
- For Neutral, use racial cards as well.
Weapon Cards by Size
These cards will increase damage against monsters of this size by 15%. These cards are far more general than by Element of Race.
| Size | Card | Prefix |
|---|---|---|
| Small | Desert Wolf | Gigantic |
| Medium | Skeleton Worker | Boned |
| Large | Minorus | Titan |
- Each of these cards also give +5 ATK.
- Players are all Medium unless they have been adopted, in which case they are Small.
- Since players are mostly of Neutral element, for maximum damage, a mix of Skeleton Worker and Hydra cards is the best combination.
Weapon Cards by Status Effect
| Status | Card | Prefix |
|---|---|---|
| Poison | Zenorc (4%), Snake |
Venomer's, Untouchable |
| Silence | Metaller | Silence |
| Stun | Savage Bebe | Stun |
| Blind | Familiar | Blink |
| Sleep | Plankton | Drowsy |
| Freeze | Marina | Ice |
| Curse | Magnolia | Cursing |
| Chaos | Requiem | Chaos |
- Unless stated, all of the cards above have a 5% base chance of inflicting the status effect.
- Several cards also add +5 or +10 ATK.
Weapon Card Combinations
The best possible card combinations for a certain weapon is the combination most specifically targeted at the monster it is designed for. Since all monsters have a Size, Element, and Race, a weapon combining aspects targeted for each property of the monster will have the most effect. For example, a Double Fisher Double Saharic Mace. Fisher (Flora Card) does 20% more damage to Fish, and Saharic (Drainliar) does 20% more to Water element. In all the weapon does 140% x 140%, or 196%, damage to a monster with both Water and Fish properties. A quad fisher or quad saharic would only do 180% damage. Adding a third card for size would potentially further strengthen the weapon, at the cost of universal use.
Such weapons are best aimed at certain monsters that a player intends to hunt. Stronger card combinations result in reduced global use. Also, since lower level weapons have more slots than higher ones, for card combinations it is generally more useful to have more slots (and thus more cards) than the increased ATK of higher level weapons.