Making Level 195 and 261 weapons
Level 195 / 200 Platinum weapons are made by the Platinum maker in Dekardi. Level 261 weapons are mixed by the Aidia Mixing Merchant in Laglamia, from capsules a Human gathers from Monsters with the Collecting Device.
Level 195 / 200 Platinum weapons
NPC Platinum maker — Dekardi Position 677, 562 — Turns an old weapon or armour piece + Magic Platinum into a Platinum weapon (a second one stands at 920, 669)
- Talk to the Platinum maker and pick a weapon or armour piece from the bag that meets the rule (table below)
- Pick 1-5 Magic Platinum: the more you put in, the better the chance. The window shows the chance before you confirm
- Each try costs 1,000,000 Lime
| Level of the item put in | Plus needed | Chance (1 → 5 Magic Platinum) |
|---|---|---|
| 1-30 | exactly +5 | 17% → 21% |
| 31-60 | +5 | 3% → 8% |
| 61-90 | +4 or more | +4: 4% → 10% · +5: 5% → 12% |
| 91-120 | +3 or more | +3: 5% → 12% · +4: 6% → 14% · +5: 9% → 17% |
| 121-150 | +2 or more | +2: 12% → 20% · +3: 15% → 27% · +4: 21% → 33% · +5: 23% → 35% |
| 151 and above | not accepted | - |
Below Level 181 the plus counts upgrade stones: +2 = 3 stones, +3 = 6, +4 = 10, +5 = 15 · the chance never goes above 50%
- Success: one random Platinum weapon. 41% of the time it is the Mystic Dual Sword or the Battle Hammer (Level 200), otherwise one of the five Level 195 weapons
- The new weapon gets a random plus: mostly +0 or +1, rarely +2 up to +6
- Win or lose, the item, the Magic Platinum and the Lime are used up
- Twilight Sword — Level 195 sword
- Glorious Axe — Level 195 axe
- Silverwing Staff — Level 195 staff
- Sphinx Ring — Level 195 ring (Aidia)
- Wave Rifle — Level 195 rifle
- Mystic Dual Sword — Level 200 dual sword (Hybrider)
- Battle Hammer — Level 200 hammer (Hybrider)
Platinum weapon → Platinum armour
Put in a Platinum weapon instead and you get one random Platinum armour piece (helmet 33% · armour 27% · pants 21% · boots 18%). The chance follows the plus of a Level 195 weapon: +0 gives 21% → 29%, +1 27% → 35%, +2 33% → 45%, +3 or more 40% → 50% (1 → 5 Magic Platinum) · the Mystic Dual Sword and the Battle Hammer have a lower chance, as their plus gives no starting chance
Level 261 weapons
NPC Aidia Mixing Merchant — Laglamia Position 627, 540 — Mixes Level 261 weapons from capsules + Magic Platinum + Lime, always succeeds
- Talk to the Aidia Mixing Merchant: the window lists all seven Level 261 weapons
- Click the weapon you want: the window shows what it takes and how many of each you have in the bag now (red = not enough yet)
- When everything is there, press Combine and the weapon is yours at once
| Material | Amount |
|---|---|
| Harpoon Capsule | 5 |
| Khan Capsule | 5 |
| Dragon Capsule | 3 |
| Spirit Capsule | 3 |
| Magic Platinum | 6 |
| Lime | 150,000,000 |
Every weapon takes the same materials. Items with a time limit cannot be used
- Defeat Sword — sword
- Havoc Axe — axe
- Ruin Staff — staff
- Crumble Gun — gun
- Devil Ring — ring (Aidia)
- Blood Dual Sword — dual sword (Hybrider)
- Spike hammer — hammer (Hybrider)
- Magic Platinum
Gathering capsules with the Collecting Device
Capsules are not dropped: a Human gathers them from Monsters with the Collecting Device worn in the cloak slot, using the Skill Machine Operation Skill (learnt from Level 150) on a Monster that gives capsules
- Collecting Device — 50 EP for every try
| Monster | Map | Gives | Starting chance |
|---|---|---|---|
| Xpier Kabal | Dekadun | Cell Capsule | 3% |
| Mace torturer | Dekadun | Genetic Capsule | 0.8% |
| Dupe Rack Harpoon | Dekadun | Harpoon Capsule | 0.2% |
| Gonetor | Dekaren | Normal Hyper Capsule | 15% |
| Wolfen | Dekaren | Control Kit | 5% |
| Gonma | Dekaren | High-Quality Hyper Capsule | 10% |
| Sickle Khan | Dekaren | Antibiotic Capsule | 1% |
| Khan | Dekaren | Khan Capsule | 0.2% |
| Dread Knight / Dread Templar | Sea Roost | Spirit Capsule | 0.04% |
| Earth Dragon / Sky Dragon | Pharos | Dragon Capsule | 0.2% |
Bold = the capsules the Level 261 weapons need · a mutant Monster gives four times the chance
| Monster's remaining HP | Chance |
|---|---|
| above 75% | a tenth of the starting chance |
| 51-75% | three tenths |
| 26-50% | half |
| 6-25% | seven tenths |
| 5% or less | the full starting chance |
Bring the Monster's HP down first, then gather, for the best chance
- Each Monster allows 10 tries, counted for everyone together. After one success that Monster gives nothing more until it appears again
- Every try shows a mark over the Monster's head saying whether it worked; the players around see it too
- Whoever wears a Collecting Device sees a mark over Monsters that have nothing left, so no EP is wasted
- With a full bag the capsule does not go in, and that Monster can still be gathered from
Magic Platinum is dropped by Monsters: see Item search
