Contents
Each character in Lineage II has a set of basic characteristics. Basic characteristics don’t increase as characters gain more levels, however, they can be changed using different items or tattoos. Tattoos change basic characteristics of a character by increasing or decreasing them. Dyes are used for making tattoos. The type of a dye depends on the character's class.
General Info
- There are 8 basic characteristics in total. They depend of the race and the class of a character. You can change basic characteristics using tattoos.
- There are special NPCS called Symbol Maker who can make tattoos. you can find sгch NPCs in any township (except starting villages). See also: Tattoos.
- To make a tattoo, you need dyes. There are different ways to get them depending on their type. See also: Dyes.
See also:
Basic characteristics impact
Char. | Impact |
---|---|
STR | P. Атк., P. Crit. |
DEX | P. Critical Rate, P. Accuracy, P. Evasion, Atk. Speed |
CON | Max.HP, HP Recovery Bonus, Max.СР, Weight Limit, Breath Limit, underwater НР decrease, shield defense rate, Resistance to debuff attacks (stun, poison, bleeding) |
LUC | Luck gives characters a greater chance for success when crafting, dodging, and even finding loot drops. If Luck triggers when spoil and sweep or plunder is used, players will receive double items. Additionally, players can dodge lethal blows with luck. If Luck triggers during hunting, you can obtain a Fortune Pocket Lv. 1 . |
INT | M. Atk. and M. Crit. |
WIT | M. Crit, Rate, M. Accuracy, M. Evasion, Casting Speed, Magic Resistance, amount of XP restored at resurrection. |
MEN | Magic Resistance, Max.МР, МР restoration Spd, magic cancel rate, increases status resistance (debuffs, madness (Fear, Silence), paralysis, НР decrease, МР decrease magic, НР recovery decrease, skill usage timeout increase, recovery speed decrease) |
CHA | Increases main character stats: P. Atk., P. Def., Atk. Speed, M. Atk., M. Def., Casting Speed, Max. HP, Max. MP, Max. CP. |
Tattoos
- A basic characteristics can be increased by +15 only with tattoos.
- There are dyes for 1 class tattoos, for 2 and 3 class tattoos and dyes Grade R and special dyes from Game Shop.
- First class characters can make 2 tattoos. Second class characters can make 3 tattoos.
- Tattoos for second and third class characters intended for increasing such base characteristics as INT, WIT and MEN are limited by classes which can use them. Tattoos Grade R and special time-limited tattoos have no limitations by classes.
Tattoos usage limits
Some classes cannot use certain combinations of basic characteristics change. However, after Awakening (3td Liberation) there are no limits anymore.
Tattoo type | Can be used by | Tattoo type | Can be used by |
---|---|---|---|
+STR -CON | All classes | +INT -MEN | Mages |
+STR -DEX | All classes | +INT -WIT | All except healers |
+CON - STR | All classes | +MEN - INT | Mages |
+CON – DEX | All classes | +MEN - INT | Mages |
+DEX - STR | All classes | +WIT -INT | All except healers |
+DEX - CON | All classes | +WIT -MEN | Mystics |
The process of making a tattoo
- To make a tattoo, talk to NPC Symbol Maker in any township (except starting villages) and choose the "I want to draw a symbol" option in the dialogue.
- You'll need to pay a certain amount of Adena for making a tattoo. The better the tattoo, the bigger the price. Making time-limited special tattoos is free.
- For making main tattoos you need 10 pieces of dye; for making time-limited special tattoos - 1 piece of dye.
- The dye for your tattoo should be placed into your inventory. If you have dyes of different kinds, choose the necessary one from the list.
- Check the table showing how your basic stats will change and press "OK", if you agree with the changes. Press "Back", if you don't agree with the changes.
- If you already have 3 tattoos and you want a new one, you need to remove one of the old ones first.
The process of removing a tattoo
- To remove a tattoo, talk to NPC Symbol Maker in any township (except starting villages) and choose the "I want to erase a symbol" option in the dialogue.
- You'll need to pay a certain amount of Adena for removing a tattoo. The better the tattoo, the bigger the price. Removing time-limited special tattoos is free.
- When you have a tattoo removed, 5 pieces of dye spent on that tattoo will be added to your inventory. If you remove a time-limited special tattoo, no dye will be returned to your inventory.
- Check the table showing how your basic stats will change and press "Accept", if you agree with the changes. Press "Back", if you don't agree with the changes.
Additional effects of sigils
- Each tattoo has a main and additional effect.
- Effects of seals are only available to characters who have finished Awakening.
- You can see the effects of tattoos and the Dye Engraving Gauge in "General Menu" -> "Symbol Seal".
- Effects of seals are individual for main and Dual classes.
- There can be 3 effects of seals, which come from 3 main tattoos, the special tattoo doesn't have an additional effect.
- First effect raises max. HP/CP/MP, second effect raises P. Def. and M. Def., third effect raises P. Atk. and M. Atk..
- For the effect of the seal to work, you have to replenish the Dye Engraving Gauge using the item: Dye Powder , which can be bought from any Grocer NPC in any township.
- Dye Powder replenishes the Dye Engraving Gauge by 25%.
- When you hunt mobs, the Dye Engraving Gauge depletes, and when it reaches 0, the effects of seals will stop working until the Dye Engraving Gauge is refilled.
- When a tattoo is removed, the Dye Engraving Gauge doesn't change, but the effect of a seal will not work until a new tattoo is added.
- When a tattoo is removed, it doesn't matter which tattoo is removed - the effect of the last slot will be removed, i.e. if tattoos 1, 2 or 3 are removed - the effect of the 3rd slot will be removed, if any two of three tattoos are removed - effects of slots 2 and 3 will be removed, etc.
Sigil effects
Class | Sigil Effect |
---|---|
Sigel Knight | Max. HP +1427, Max. MP +499, Max. CP +1403. |
Tyrr Warrior | Max. HP +1365, Max. MP +499, Max. CP +1342. |
Othell Rogue | Max. HP +1303, Max. MP +499, Max. CP +1281. |
Yul Archer | Max. HP +1303, Max. MP +499, Max. CP +1281. |
Feoh Wizard | Max. HP +1241, Max. MP +548, Max. CP +1220. |
Wynn Summoner | Max. HP +1272, Max. MP +523, Max. CP +1250. |
Aeore Healer | Max. HP +1272, Max. MP +548, Max. CP +1250. |
Iss Enchanter | Max. HP +1272, Max. MP +523, Max. CP +1250. |
Eviscerator | Max. HP +1365, Max. MP +499, Max. CP +1342. |
Sayha's Seer | Max. HP +1241, Max. MP +548, Max. CP +1220. |
Class | Sigil Effect |
---|---|
Sigel Knights | P. Def. +2656, M. Def. +2204, bonus Vitality +3%, bonus EXP and SP +3%. |
Tyrr Warriors | P. Def. +2435, M. Def. +2204, bonus Vitality +3%, bonus EXP and SP +3%. |
Othell Rogues | P. Def. +2324, M. Def. +2204, bonus Vitality +3%, bonus EXP and SP +3%. |
Yul Archers | P. Def. +2324, M. Def. +2204, bonus Vitality +3%, bonus EXP and SP +3%. |
Feoh Wizards | P. Def. +2324, M. Def. +2314, bonus Vitality +3%, bonus EXP and SP +3%. |
Wynn Summoner | P. Def. +2324, M. Def. +2314, bonus Vitality +3%, bonus EXP and SP +3%. |
Aeore Healer | P. Def. +2435, M. Def. +2424, bonus Vitality +3%, bonus EXP and SP +3%. |
Iss Enchanter | P. Def. +2435, M. Def. +2314, bonus Vitality +3%, bonus EXP and SP +3%. |
Eviscerator | P. Def. +2435, M. Def. +2204, bonus Vitality +3%, bonus EXP and SP +3%. |
Sayha's Seer | P. Def. +2324, M. Def. +2314, bonus Vitality +3%, bonus EXP and SP +3%. |
Class | Sigil Effect |
---|---|
Sigel Knights | P. Atk. +1884, P. Atk. +2%, P. Skill Power +2%, P. Def. / M. Def. +1%. |
Tyrr Warriors | P. Atk. +2226, P. Atk. +3%. |
Othell Rogues | P. Atk. +2483, P. Atk. +1%, P. Critical Damage +2%. |
Yul Archers | P. Atk. +2483, P. Atk. +1%, P. Skill Critical Damage +2%. |
Feoh Wizards | M. Atk. +1309, M. Atk. +3%. |
Wynn Summoner | P. Atk. +1199, M. Atk. +654, P./ M. Atk. +2%, P./ M. Skill Power +1%. |
Aeore Healer | M. Atk. +1168, M. Atk. +2%, M. Skill Critical Rate +5%, P. Def. / M. Def. +1%. |
Iss Enchanter | P. Atk. +2312, P. Atk. +2%, P. Critical Damage +1%. |
Eviscerator | P. Atk. 2226, P. Atk. 2%, P. Critical Damage +1%. |
Sayha's Seer | M. Atk. +1309, M. Atk. +2%, M. Skill Power +1%. |
Dyes
- Dyes are used for making tattoos. There are different ways to obtain dyes:
- To add main tattoos into 3 upper slots you need dyes which can be obtained in the game: you can purchase them from traders, make them using Alchemy, or get them when hunting monsters and Raid Bosses.
- To add a special time-limited tattoo into the 4th slot, you need to purchase a special dye in Game Shop.
- Dyes marked as just "Dye" can be used by all classes (except Ertheia) after 1st class transfer. After your 2nd class transfer you cannot use them anymore.
- Dyes marked as "Greater Dye" can be used by any class after 2nd class transfer. Available to Ertheia after 1st Liberation. Also available after 2nd Liberation.
- Dyes marked as "Giant Dyes", "Ancient Dyes", "Legendary Dyes", " Windy Dyes" and "Mysterious Dyes" are available to all classes after Awakening or 3rd Liberation without any limits.
Common dyes
Dyes for Awakened classes
- Such dyes can be used only by those characters who have completed their Awakening or 3rd Liberation. Common dyes increase 1 stat decrease the other one; while dyes for Awakened characters let you redistribute your stats more effectively.
- There are no class restrictions for dyes for Awakened classes.
- Dyes for Awakened classes have levels from 1 to 5.
- Dyes for Awakened classes are divided into the following types: Giant Dyes, Ancient Dyes, Legendary Dyes and Windy Dyes.
- Windy Dyes increase such stats as LUC and CHA. Such dyes can be obtained from Fortune Bags or by using Alchemy.
- Legendary Dyes increasing LUC and CHA don't increase attribute protection.
Dyes for Awakened classes - features
Dye type | Description | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 |
---|---|---|---|---|---|---|
Giant Dye | Increases one basic stat of your character and decreases the other one. | +3 -2 | +4 -3 | +5 -4 | +5 -2 | +5 |
Ancient Dye | Increases one basic stat of your character and decreases the other one, increases resistance to one attribute. | +3 -2, +5 from attr. |
+4 -3, +10 from attr. |
+5 -4, +15 from attr. |
+5 -2, +20 from attr. |
+5 +25 from attr. |
Legendary Dye | Increases one basic stat of your character and decreases or increases the other one, increases resistance to one attribute. | +3 -1, +5 from attr. |
+4 -2, +10 from attr. |
+5 -3, +15 from attr. |
+5 -1, +20 from attr. |
+5 +1, +25 from attr. |
Windy Dye | Increases one basic stat or two basic stats at the same time: CHA, LUC or CHA and LUC | +1 +3 | +2 +4 | +3 +4 | +4 +5 | +5 +5 |
- List of Dyes for Awakened classes
Giant Dyes | Ancient Dyes | Legendary Dyes | +Stat. | +- Stat | Attribute (except Giant Dyes) |
---|---|---|---|---|---|
Giant Dye - STR | Ancient Dye - STR | Legendary Dye - STR | STR | DEX | Fire |
Giant Dye - DEX | Ancient Dye - DEX | Legendary Dye - DEX | DEX | CON | Earth |
Giant Dye - CON | Ancient Dye - CON | Legendary Dye - CON | CON | STR | Dark |
Giant Dye - INT | Ancient Dye - INT | Legendary Dye - INT | INT | WIT | Water |
Giant Dye - WIT | Ancient Dye - WIT | Legendary Dye - WIT | WIT | MEN | Wind |
Giant Dye - MEN | Ancient Dye - MEN | Legendary Dye - MEN | MEN | INT | Holy |
How to get Dyes for Awakened classes
Mysterious Dye Merchants
In every township (except starting villages) there are special NPCs: Mysterious Dye Merchants. They sell Giant Dyes, Ancient Dyes and Legendary Dyes of all kinds. The price of any dye is 1,000,000 adena, however you can choose only the type of a stat to be increased, and you'll get a random dye. Mysterious Dye Merchants don't sell dyes level 4.
List of Dyes
Item | Description |
---|---|
CON Dye (CON 1 DEX -1) | Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
CON Dye (CON 1 DEX -2) | Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
CON Dye (CON 1 DEX -3) | Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
CON Dye (CON 1 STR -1) | Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
CON Dye (CON 1 STR -2) | Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
CON Dye (CON 1 STR -3) | Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
DEX Dye (DEX 1 CON -1) | Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
DEX Dye (DEX 1 CON -2) | Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
DEX Dye (DEX 1 CON -3) | Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
DEX Dye (DEX 1 STR -1) | Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
DEX Dye (DEX 1 STR -2) | Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
DEX Dye (DEX 1 STR -3) | Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
INT Dye (INT 1 MEN -1) | Dye of INT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
INT Dye (INT 1 MEN -2) | Dye of INT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
INT Dye (INT 1 MEN -3) | Dye of INT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
INT Dye (INT 1 WIT -1) | Dye of INT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
INT Dye (INT 1 WIT -2) | Dye of INT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
INT Dye (INT 1 WIT -3) | Dye of INT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
MEN Dye (MEN 1 INT -1) | Dye of MEN. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
MEN Dye (MEN 1 INT -2) | Dye of MEN. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
MEN Dye (MEN 1 INT -3) | Dye of MEN. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
MEN Dye (MEN 1 WIT -1) | Dye of MEN. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
MEN Dye (MEN 1 WIT -2) | Dye of MEN. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
MEN Dye (MEN 1 WIT -3) | Dye of MEN. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
STR Dye (STR 1 CON -1) | Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
STR Dye (STR 1 CON -2) | Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
STR Dye (STR 1 CON -3) | Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
STR Dye (STR 1 DEX -1) | Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
STR Dye (STR 1 DEX -2) | Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
STR Dye (STR 1 DEX -3) | Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
WIT Dye (WIT 1 INT -1) | Dye of WIT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
WIT Dye (WIT 1 INT -2) | Dye of WIT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
WIT Dye (WIT 1 INT -3) | Dye of WIT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
WIT Dye (WIT 1 MEN -1) | Dye of WIT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
WIT Dye (WIT 1 MEN -2) | Dye of WIT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
WIT Dye (WIT 1 MEN -3) | Dye of WIT. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 1st class change and before the 2nd class change. Cannot be used by Ertheia. |
Item | Description |
---|---|
Greater CON Dye (CON 1 DEX -1) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 1 DEX -2) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 1 DEX -3) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 1 STR -1) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 1 STR -2) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 1 STR -3) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 2 DEX -2) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 2 DEX -3) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 2 DEX -4) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 2 STR -2) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 2 STR -3) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 2 STR -4) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 3 DEX -3) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 3 DEX -4) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 3 DEX -5) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 3 STR -3) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 3 STR -4) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 3 STR -5) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 4 DEX -4) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 4 DEX -5) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 4 DEX -6) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 4 STR -4) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 4 STR -5) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater CON Dye (CON 4 STR -6) | Greater Dye of CON. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 1 CON -1) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 1 CON -2) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 1 CON -3) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 1 STR -1) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 1 STR -2) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 1 STR -3) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 2 CON -2) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 2 CON -3) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 2 CON -4) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 2 STR -2) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 2 STR -3) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 2 STR -4) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 3 CON -3) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 3 CON -4) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 3 CON -5) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 3 STR -3) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 3 STR -4) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 3 STR -5) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 4 CON -4) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 4 CON -5) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 4 CON -6) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 4 STR -4) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 4 STR -5) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater DEX Dye (DEX 4 STR -6) | Greater Dye of DEX. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater INT Dye (INT 1 MEN -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 1 MEN -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 1 WIT -1) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 1 WIT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 1 WIT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 2 MEN -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 2 MEN -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 2 MEN -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 2 WIT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 2 WIT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 2 WIT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 3 MEN -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 3 MEN -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 3 MEN -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 3 WIT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 3 WIT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 3 WIT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 4 MEN -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 4 MEN -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 4 MEN -6) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 4 WIT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 4 WIT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater INT Dye (INT 4 WIT -6) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 1 INT -1) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 1 INT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 1 INT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 1 WIT -1) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 1 WIT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 1 WIT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 2 INT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 2 INT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 2 INT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 2 WIT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 2 WIT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 2 WIT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 3 INT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 3 INT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 3 INT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 3 WIT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 3 WIT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 3 WIT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 4 INT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 4 INT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 4 INT -6) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 4 WIT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 4 WIT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater MEN Dye (MEN 4 WIT -6) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater STR Dye (STR 1 CON -2) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 1 CON -3) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 1 DEX -1) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 1 DEX -2) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 1 DEX -3) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 2 CON -2) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 2 CON -3) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 2 CON -4) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 2 DEX -2) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 2 DEX -3) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 2 DEX -4) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 3 CON -3) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 3 CON -4) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 3 CON -5) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 3 DEX -3) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 3 DEX -4) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 3 DEX -5) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 4 CON -4) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 4 CON -5) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 4 CON -6) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 4 DEX -4) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 4 DEX -5) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater STR Dye (STR 4 DEX -6) | Greater Dye of STR. Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all classes after the 2nd class change. Can be used by Ertheia after the 1st Liberation. |
Greater WIT Dye (WIT 1 INT -1) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 1 INT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 1 INT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 1 MEN -1) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 1 MEN -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 1 MEN -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities. Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 2 INT -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 2 INT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 2 INT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 2 MEN -2) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 2 MEN -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 2 MEN -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 3 INT -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 3 INT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 3 INT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 3 MEN -3) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 3 MEN -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 3 MEN -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 4 INT -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 4 INT -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 4 INT -6) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: warriors and non-healing mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 4 MEN -4) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 4 MEN -5) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Greater WIT Dye (WIT 4 MEN -6) | Collect 10 units and take them to the Dye Merchant to get a symbol that boosts your abilities.
Requirements: all mages after the 2nd class change. Can be used by Ertheia after the 1st Liberation. The effect remains after the 2nd Liberation. |
Item | Description |
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Giant's CON Dye Lv. 1 | CON +3, STR -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's CON Dye Lv. 2 | CON +4, STR -3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's CON Dye Lv. 3 | CON +5, STR -4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's CON Dye Lv. 4 | CON +5, STR -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's CON Dye Lv. 5 | CON +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's DEX Dye Lv. 1 | DEX +3, CON -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's DEX Dye Lv. 2 | DEX +4, CON -3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's DEX Dye Lv. 3 | DEX +5, CON -4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's DEX Dye Lv. 4 | DEX +5, CON -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's DEX Dye Lv. 5 | DEX +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's INT Dye Lv. 1 | INT +3, WIT -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's INT Dye Lv. 2 | INT +4, WIT -3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's INT Dye Lv. 3 | INT +5, WIT -4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's INT Dye Lv. 4 | INT +5, WIT -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's INT Dye Lv. 5 | INT +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's MEN Dye Lv. 1 | MEN +3, INT -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's MEN Dye Lv. 2 | MEN +4, INT -3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's MEN Dye Lv. 3 | MEN +5, INT -4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's MEN Dye Lv. 4 | MEN +5, INT -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's MEN Dye Lv. 5 | MEN +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's STR Dye Lv. 1 | STR +3, DEX -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's STR Dye Lv. 2 | STR +4, DEX -3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's STR Dye Lv. 3 | STR +5, DEX -4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's STR Dye Lv. 4 | STR +5, DEX -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's STR Dye Lv. 5 | STR +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's WIT Dye Lv. 1 | WIT +3, MEN -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's WIT Dye Lv. 2 | WIT +4, MEN -3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's WIT Dye Lv. 3 | WIT +5, MEN -4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's WIT Dye Lv. 4 | WIT +5, MEN -2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Giant's WIT Dye Lv. 5 | WIT +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Item | Description |
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Ancient CON Dye Lv. 1 | CON +3, STR -2, Dark Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient CON Dye Lv. 2 | CON +4, STR -3, Dark Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient CON Dye Lv. 3 | CON +5, STR -4, Dark Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient CON Dye Lv. 4 | CON +5, STR -2, Dark Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient CON Dye Lv. 5 | CON +5, Dark Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient DEX Dye Lv. 1 | DEX +3, CON -2, Earth Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient DEX Dye Lv. 2 | DEX +4, CON -3, Earth Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient DEX Dye Lv. 3 | DEX +5, CON -4, Earth Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient DEX Dye Lv. 4 | DEX +5, CON -2, Earth Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient DEX Dye Lv. 5 | DEX +5, Earth Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient INT Dye Lv. 1 | INT +3, WIT -2, Water Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient INT Dye Lv. 2 | INT +4, WIT -3, Water Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient INT Dye Lv. 3 | INT +5, WIT -4, Water Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient INT Dye Lv. 4 | INT +5, WIT -2, Water Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient INT Dye Lv. 5 | INT +5, Water Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient MEN Dye Lv. 1 | MEN +3, INT -2, Holy Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient MEN Dye Lv. 2 | MEN +4, INT -3, Holy Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient MEN Dye Lv. 3 | MEN +5, INT -4, Holy Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient MEN Dye Lv. 4 | MEN +5, INT -2, Holy Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient MEN Dye Lv. 5 | MEN +5, Holy Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient STR Dye Lv. 1 | STR +3, DEX -2, Fire Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient STR Dye Lv. 2 | STR +4, DEX -3, Fire Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient STR Dye Lv. 3 | STR +5, DEX -4, Fire Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient STR Dye Lv. 4 | STR +5, DEX -2, Fire Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient STR Dye Lv. 5 | STR +5, Fire Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient WIT Dye Lv. 1 | WIT +3, MEN -2, Wind Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient WIT Dye Lv. 2 | WIT +4, MEN -3, Wind Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient WIT Dye Lv. 3 | WIT +5, MEN -4, Wind Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient WIT Dye Lv. 4 | WIT +5, MEN -2, Wind Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Ancient WIT Dye Lv. 5 | WIT +5, Wind Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Item | Description |
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Legendary CON Dye Lv. 1 | CON +3, STR -1, Dark Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 1 (Charisma) | CON +3, CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 1 (Luck) | CON +3, LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 2 | CON +4, STR -2, Dark Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 2 (Charisma) | CON +4, CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 2 (Luck) | CON +4, LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 3 | CON +5, STR -3, Dark Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 3 (Charisma) | CON +4, CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 3 (Luck) | CON +4, LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 4 | CON +5, STR -1, Dark Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 4 (Charisma) | CON +5, CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 4 (Luck) | CON +5, LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 5 | CON +5, STR +1, Dark Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 5 (Charisma) | CON +5, CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary CON Dye Lv. 5 (Luck) | CON +5, LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 1 | DEX +3, CON -1, Earth Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 1 (Charisma) | DEX +3, CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 1 (Luck) | DEX +3, LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 2 | DEX +4, CON -2, Earth Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 2 (Charisma) | DEX +4, CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 2 (Luck) | DEX +4, LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 3 | DEX +5, CON -3, Earth Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 3 (Charisma) | DEX +4, CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 3 (Luck) | DEX +4, LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 4 | DEX +5, CON -1, Earth Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 4 (Charisma) | DEX +5, CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 4 (Luck) | DEX +5, LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 5 | DEX +5, CON +1, Earth Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 5 (Charisma) | DEX +5, CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary DEX Dye Lv. 5 (Luck) | DEX +5, LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 1 | INT +3, WIT -1, Water Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 1 (Charisma) | INT +3, CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 1 (Luck) | INT +3, LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 2 | INT +4, WIT -2, Water Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 2 (Charisma) | INT +4, CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 2 (Luck) | INT +4, LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 3 | INT +5, WIT -3, Water Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 3 (Charisma) | INT +4, CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 3 (Luck) | INT +4, LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 4 | INT +5, WIT -1, Water Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 4 (Charisma) | INT +5, CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 4 (Luck) | INT +5, LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 5 | INT +5, WIT +1, Water Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 5 (Charisma) | INT +5, CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary INT Dye Lv. 5 (Luck) | INT +5, LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 1 | MEN +3, INT -1, Holy Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 1 (Charisma) | MEN +3, CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 1 (Luck) | MEN +3, LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 2 | MEN +4, INT -2, Holy Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 2 (Charisma) | MEN +4, CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 2 (Luck) | MEN +4, LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 3 | MEN +5, INT -3, Holy Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 3 (Charisma) | MEN +4, CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 3 (Luck) | MEN +4, LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 4 | MEN +5, INT -1, Holy Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 4 (Charisma) | MEN +5, CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 4 (Luck) | MEN +5, LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 5 | MEN +5, INT +1, Holy Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 5 (Charisma) | MEN +5, CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary MEN Dye Lv. 5 (Luck) | MEN +5, LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 1 | STR +3, DEX -1, Fire Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening or the 3rd Liberation. |
Legendary STR Dye Lv. 1 (Charisma) | STR +3, CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 1 (Luck) | STR +3, LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 2 | STR +4, DEX -2, Fire Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 2 (Charisma) | STR +4, CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 2 (Luck) | STR +4, LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 3 | STR +5, DEX -3, Fire Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 3 (Charisma) | STR +4, CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 3 (Luck) | STR +4, LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 4 | STR +5, DEX -1, Fire Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 4 (Charisma) | STR +5, CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 4 (Luck) | STR +5, LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 5 | STR +5, DEX +1, Fire Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 5 (Charisma) | STR +5, CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary STR Dye Lv. 5 (Luck) | STR +5, LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 1 | WIT +3, MEN -1, Wind Resistance +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 1 (Charisma) | WIT +3, CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 1 (Luck) | WIT +3, LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 2 | WIT +4, MEN -2, Wind Resistance +10. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 2 (Charisma) | WIT +4, CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 2 (Luck) | WIT +4, LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 3 | WIT +5, MEN -3, Wind Resistance +15. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 3 (Charisma) | WIT +4, CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 3 (Luck) | WIT +4, LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 4 | WIT +5, MEN -1, Wind Resistance +20. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 4 (Charisma) | WIT +5, CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 4 (Luck) | WIT +5, LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 5 | WIT +5, MEN +1, Wind Resistance +25. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 5 (Charisma) | WIT +5, CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Legendary WIT Dye Lv. 5 (Luck) | WIT +5, LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Item | Description |
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Windy CHA Dye Lv. 1 | CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 1 (Luck) | CHA +3, LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 2 | CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 2 (Luck) | CHA +4, LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 3 | CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 3 (Luck) | CHA +4, LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 4 | CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 4 (Luck) | CHA +5, LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 5 | CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy CHA Dye Lv. 5 (Luck) | CHA +5, LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 1 | LUC +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 1 (Charisma) | LUC +3, CHA +1. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 2 | LUC +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 2 (Charisma) | LUC +4, CHA +2. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 3 | LUC +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 3 (Charisma) | LUC +4, CHA +3. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 4 | LUC +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 4 (Charisma) | LUC +5, CHA +4. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 5 | LUC +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Windy LUC Dye Lv. 5 (Charisma) | LUC +5, CHA +5. Collect 10 units and take them to the Dye Merchant in town to get a symbol that boosts your abilities. Requirements: all classes after the Awakening and the 3rd Liberation. |
Item | Description |
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Wondrous Dark Elf Dye | A wondrous dye that contains the Dark Elven power. Take it to the Dye Merchant in town to get a 7-day symbol that grants the power of the Dark Elven race (Wind Resistance +20, Critical Damage for standard attacks +1%, M. Skill Critical Damage +1%, active skill: Disparition). The active skill cannot be used along with the Disparition revelation skill. Requirements: all classes. |
Wondrous Dwarf Dye | A wondrous dye that contains the Dwarven power. Take it to the Dye Merchant in town to get a 7-day symbol that grants the power of the Dwarven race (Earth Resistance +20, Skill Cooldown -1%, active skill: Endurance). The active skill cannot be used along with the Endurance revelation skill. Requirements: all classes. |
Wondrous Elf Dye | A wondrous dye that contains the Elven power. Take it to the Dye Merchant in town to get a 7-day symbol that grants the power of the Elven race (Water Resistance +20, Critical Rate for standard attacks +10, M. Skill Critical Rate +10, active skill: Prevision). The active skill cannot be used along with the Prevision revelation skill. Requirements: all classes. |
Wondrous Human Dye | A wondrous dye that contains the Human power. Take it to the Dye Merchant in town to get a 7-day symbol that grants the power of the Human race (Fire/ Water/ Wind/ Earth Resistance +10, Debuff Resistance +1%, active skill: Unbind). The active skill cannot be used along with the Unbind revelation skill. Requirements: all classes. |
Wondrous Kamael Dye | A wondrous dye that contains the Kamael power. Take it to the Dye Merchant in town to get a 7-day symbol that grants the power of the Kamael race (Dark Resistance +20, PvP Damage +1%, active skill: Soul Protection). The active skill cannot be used along with the Soul Protection revelation skill. Requirements: all classes. |
Wondrous Orc Dye | A wondrous dye that contains the Orc power. Take it to the Dye Merchant in town to get a 7-day symbol that grants the power of the Orc race (Fire Resistance +20, Max HP/ MP/ CP +1%, active skill: Savage). The active skill cannot be used along with the Savage revelation skill. Requirements: all classes. |
See also:
Dyes and Tattoos – Related Pages
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