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Visual Accessories

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

AccessoryWhat it does
50458.png Traveler's Magic RingGrants Teleport and Warp Portal to any class, at half the SP cost.
50459.png Ring of GreedAutomatically picks up the chosen target item. Configure it with the @greed command.
2829.png Greed ClipWhen picking up an item from the ground, it collects every other item nearby at once.
2830.png Merchant's RingGrants Discount and Overcharge at max level, and increases the weight limit.
50475.png Ring of Swift FeetGrants a movement speed skill, with a 30 second cooldown.
50476.png Elemental RingSets the elemental defense property, chosen when equipped.
50477.png Anti-Grave RingRevives instantly when you die while hunting, with full HP and SP. 30 minute cooldown.
50503.png Ring of the Perfect ForgeIncreases the success chance when refining.
50521.png Super Kafra Ring (new)Sends collected loot straight to storage, instead of the inventory.
50522.png Provider's Ring (new)Restocks from storage any consumable that reaches the trigger you set.
50523.png Contract Necklace (new)Marks up to three monsters, each with a color, and shows where they are on the minimap.
50525.png Trail Lantern (new)Increases the drop rate of the marked monster by 10% and doubles the chance of its card.
50526.png 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.
MemoryBonus
50560.png Golden Memory+3% Max HP
50561.png Ruby Memory+3% melee damage
50562.png Emerald Memory+3% ranged damage
50563.png Sapphire Memory+3% magic damage
50564.png Amethyst Memory-3% after-cast delay
50565.png Pearly Memory+3 Defense
50566.png Turquoise MemoryConverts part of magic damage into SP
50567.png Rosy MemoryConverts part of physical damage into SP

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.