Costume Accessories
The
Costume Accessories take up two slots of their own, separate from regular accessories:
equipping one of them doesn't cost you the damage ring or the stat ring. They all work for any
class, starting at level 1.
The line is about
utility, not power: none of them increase damage, and the only one that gives
a stat (the
Memories) gives 3%.
How to Get It
The
Poring Roulette is the main source, in the
Ghostring's Royale Rings category (0.75% per spin, or 256 Anti-Bad Luck Tickets). The prize pool
rotates by season, and whatever leaves a season becomes available in the
Black Market.
The accessories
| Accessory | What it does |
|---|
Traveler's Magic Ring | Grants Teleport and Warp Portal to any class, at half the SP cost. |
Ring of Greed | Automatically picks up the chosen target item. Configure it with the @greed command. |
Greed Clip | When picking up an item from the ground, it collects every other item nearby at once. |
Merchant's Ring | Grants Discount and Overcharge at max level, and increases the weight limit. |
Ring of Swift Feet | Grants a movement speed skill, with a 30 second cooldown. |
Elemental Ring | Sets the elemental defense property, chosen when equipped. |
Anti-Grave Ring | Revives instantly when you die while hunting, with full HP and SP. 30 minute cooldown. |
Ring of the Perfect Forge | Increases the success chance when refining. |
Super Kafra Ring (new) | Sends collected loot straight to storage, instead of the inventory. |
Provider's Ring (new) | Restocks from storage any consumable that reaches the trigger you set. |
Contract Necklace (new) | Marks up to three monsters, each with a color, and shows where they are on the minimap. |
Trail Lantern (new) | Increases the drop rate of the marked monster by 10% and doubles the chance of its card. |
Hunting Gloves (new) | Increases the drop rate of each monster based on how many of it you've already killed.
|
Super Kafra Ring
With the switch turned on, every item you pick up goes straight to
storage, without passing
through the inventory. Each item sent is announced in the chat, and the ring keeps a timestamped
log of what was stored, which the player can clear.
The switch and the log open when you equip the ring.
It doesn't replace the Kafra Card: the ring decides the loot's
destination, but the card
is still what opens storage remotely.
Provider's Ring
The reverse of the Super Kafra Ring: it restocks the inventory with whatever runs out, pulling
from storage.
It holds up to
four items. For each one you set two things: the
trigger (what
quantity to act on) and
how much to bring when that happens. "When it drops to 10, bring
100" is a different rule from "keep 10", and it's the one that works for a long farming session.
It only moves clean stock: refined items, items with a card, signed items, or rented items are
ignored. Configure it when equipping, or with the
@provedor command.
Contract Necklace
Marks up to
three monsters at once, each with a color:
red,
blue
and
green. Every one of that monster on the map shows up on the minimap in the mark's
color, updated every two seconds.
The list shows what's alive on the map, and also accepts the monster's
ID, to mark
something that doesn't live there.
Marking an
MVP puts the necklace on a
20 minute cooldown before marking another MVP.
Regular monsters have no cooldown: they can be marked at any time, even during it.
Trail Lantern
Marks
one monster at a time. While marked:
- +10% to the drop rate of everything it drops;
- double the chance on its card.
The limit is
1,000 bonus kills per day, adding up every mark: switching monsters doesn't
refund kills. You can switch the monster at any time.
When the marked monster's card is obtained, the effect
sleeps until the next day.
With every kill, the quota shows above the character. The total already killed of each monster
stays in the menu, which opens when equipping or with the
@lanterna command.
In
Cheffenia the card gain is
+50%, not double. The MVP card there has
a fixed rate from its own system (1 in 20,000, or 1 in 10,000 during Happy Hour), and doubling
that would be too generous. The
+10% on the other drops still applies the same.
Hunting Gloves
The gloves log
every monster killed with them. For every
1,000 kills of the same
monster, that monster starts yielding
+1% drop rate, up to a cap of
+10%
at 10,000 kills. Each monster counts separately.
The detail that sets them apart from the rest of the line: '''the count belongs to the gloves,
not the character'''. Selling the gloves to another player takes the log along, and two
different gloves have different histories.
The log opens when equipping, or with the
@luvas command.
Because of that, the Hunting Gloves
can't be recorded onto a Memory: the Diskette has no
instance, so the history would end up orphaned.
Memories
The
Memories are eight Costume Accessories identical in everything except color and fixed
bonus. They come from the
Poring Roulette inside a
Memory Box, where the
player picks which one to take.
Data Diskettes
Each Memory holds
two Diskettes, and each Diskette carries the effect of
one
Costume Accessory. In practice, an equipped Memory can be worth its own bonus plus two other
accessories at the same time.
Recording is done with the
Craftsman, and the original accessory is
consumed in the
process. With both slots full, you can choose which one to overwrite, paying the cost again.
The effect that comes out is returned: the original accessory goes back to the inventory intact.
Since the effect is recorded on the item, it
follows the Memory when traded.
Accessories that can be recorded:
- Ring of Swift Feet, Elemental Ring, Anti-Grave Ring
- Traveler's Magic Ring, Ring of Greed
- Greed Clip, Merchant's Ring
- Super Kafra Ring, Provider's Ring, Contract Necklace, Trail Lantern
Two are left
out, by design decision:
- Ring of the Perfect Forge, which can't be absorbed;
- Hunting Gloves, because the kill log lives in the item's instance and a Diskette
has no instance.