Card Reference

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This reference is a table of Cards, organized by category.

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.

Race Card
Demi Human Thara Frog Card
Brute Orc Warrior Card
Insect Bigfoot Card
Formless Penomena Card
Demon Khalitzburg Card
Undead Teddy Bear Card
Fish Rafflesia Card
Plant Soldier Andre Card
Dragon Sky Petite Card
Angel Anubis Card
  • 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.

Race Card
Demi Human Am Mut Card
Brute Mini Demon Card
Insect Skeleton General Card
Formless Iron Fist Card
Demon Ancient Worm Card
Undead Zombie Prisoner Card
Fish Gullinbursti Card
Plant Gajomart Card
Dragon Explosion Card
Angel Christmas Cookie Card

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 (n/a)[1] 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 or items against the element; generally, Angels are Holy. Size cards also work.
  • Aditionally, Abysmal Knight Card (prefix : Liberation) adds damage towards Boss protocol monsters.
  • 1The Scorpion King Card is not available from any currently spawning 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) or the size.
  • [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, the Cursed Water item, or by a Priest's Aspersio.
  • For Neutral, use racial or size 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 Minorous 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
Bleeding Breeze Bleeding
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.

"High-Level" Cards

These cards will increase a certain stat by a certain amount, then increase it further if the equipment it is placed into has an upgrade level of 9 or above. Each of these cards fit into a different equipment type. Often, these cards are the best to place into a highly upgraded piece of equipment, because they can increase stats beyond what other cards can do.

All of these cards have the prefix "High Level".

Card Stat Increased Boost at +9/+10 Equipment Equipment Type
Apocalypse +2 VIT +800 Max HP Armor
Carat +2 INT +150 Max SP Headgears
Firelock Soldier +2 STR +10% Max HP and Max SP Footgear
Nine Tail +2 AGI +20 Flee Garments
Sting n/a +2 DEF, +5 MDEF Shield

"Low-Level" Cards

These cards, similar to the "High Level" cards, give a certain status increase and an additional boost. However, the additional increase is only applicable if the equipment the card is slotted into has an upgrade level of below 5.

Card Stat Increased Boost at less than +5 Equipment Equipment Type
Blue Acidus +50 Max SP Additional +50 Max SP,
+5% SP Recovery
Armor
Gold Acidus +4% Max SP,
+4% Max HP
Additional +4% Max SP,
+4% Max HP,
+5% SP Recovery
Headgears
Kavach Icarus +10 Flee Additional +10 Flee,
+1 Perfect Dodge
Shield

Elemental Armor Cards

The following cards will endow your armor with a certain element; and thus your character as well. These can be useful to benefit from certain resistances of elements, such as using a fire element armor to resist fire element attacks. Note that only the character's property changes; attacks do not gain an element. They all go into Armor.

Note that the elements are all of level 1, for example Angeling card will give the Holy 1 element.

Element (level 1) Card
Holy Angeling
Ghost Ghostring
Poison Argiope
Undead Evil Druid
Fire Pasana
Water Swordfish
Wind Dokebi
Earth Sandman
Shadow Bathory

Stat Switching Cards

The following cards increase a certain stat, dependent on the amount of a different stat. Each card increases a stat by 1 for every 18 points in another. All of these cards go into Armor.

Note that the compared stat only calculates the base points; bonuses from job levels, buffs or other equipment does not apply.

Card Increased Stat
(+1 for each 18 base points in Compared Stat)
Compared Stat Suffix
Venatu LUK AGI of Luck Switching
Egnigem Cenia (non-MVP) STR INT of Power Switching
Ancient Mimic AGI LUK of Agility Switching
Dame of Sentinel DEX VIT of Dexterity Switching
Mistress of Shelter INT STR of Intelligence Switching
Obsidian VIT DEX of Vital Switching

Dish Dropping Cards

The following cards grant players the ability to obtain level 3 dish items when killing monsters of a certain Race, at a 0.5% chance. They go into Accessories.


Dish Card Required Race of Monster Prefix/Suffix
Tentacle Cheese Gratin (AGI) Anopheles Card Insect of Value
Fried Sweet Potato (LUK) Baroness of Retribution Card Angel Snack
Bomber Steak (STR) Gremlin Card Brute Health
Honey Herbal Tea (INT) Dragon Egg Card Dragon Drink
Fruit Mix (DEX) Grove Card Formless Sweet
Clam Soup (VIT) Armeyer Dinze Card Fish Stamina

Added Stats for Upgrade Cards

The following cards increase a certain stat by 1 for each upgrade level of the equipment it is slotted into. However, it also reduces it for a fixed amount. Thus in order for the card to be useful, the equipment must be highly upgraded.

Note that a similar card for DEX is not available.

Stat (+1 for each upgrade) Card Base Reduction Prefix/Suffix Equipment Type
STR Seyren Windsor Card -6 STR of Lost Power Headgear
VIT Dimik Card -5 VIT Weakening Armor
INT Despero of Thanatos Card -6 INT Stupidty Shield
LUK Green Maiden Card -6 LUK Cursed Garment
AGI Odium of Thanatos Card -5 AGI Slowness Footgear

Magic Skill Buff Cards

The following cards work as buffs for various Magician, Wizard, and High Wizard skills. These cards are all for weapons, and thus can be multiplied in strength by placing several in one weapon. However, when the weapon is unequipped, 50 SP will be consumed.

Card Skills Buffed Damage Increase Prefix/Suffix
Death Word Card Napalm Beat,
Soul Strike,
Napalm Vulcan
5% Soul
Hill Wind Card Thunderstorm,
Jupitel Thunder,
Lord of Vermilion
5% Sylph
Laurell Weinder Card Frost Nova,
Storm Gust
3% Undine
Pitman Card Earth Spike,
Heaven's Drive
5% Gnome
Red Ferus Card Fire Pillar,
Meteor Storm
5% Salamander

Magic Resist Cards

The following cards increase MDEF and some also increase DEF. These bonuses, however, only apply if the equipment they are slotted into are upgraded to +5 or less. They each go into a different equipment type, but all have the suffix of magic resist.

Card Effect Equipment Type
Gibbet Card +5 MDEF Headgear
Goat Card +5 MDEF, +2 DEF Armor
Arclouse Card +3 MDEF, +2 DEF Shield
Kapha Card +8 MDEF Garment
Megalith Card +7 MDEF Footgear