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Nightmare Biolab

Nightmare Biolab

Cursed Fragment → Impetus Enchant level 10
Episode 3: Specimen Laboratory

In the laboratory of Dr. Varnhagen, anyone who has completed all three Rebirth Crossings can take a vaccine and become a Test Specimen. The character drops back to level 70, but keeps the full capability of a 99: it counts as level 99 for every requirement, all the time, and can party with any Specimen, sharing the experience. They can only grow again inside the Nightmare Biolab, an open map with no teleporting, overrun by thirteen hero nightmares, one for each class. Back at 99, they have 87 more stat points than before.

The laboratory door is in Prontera: /navi prontera 59/89.

How to Get There

StepWhereWhat to do
1Prontera, 59/89Step on the laboratory portal.
2LaboratoryTalk to Dr. Varnhagen, right ahead of the arrival point.
3Dr. VarnhagenTake the vaccine (once per character) and choose Enter the Biolab. Each entry costs Abyssalite Fragment2 Abyssalite Fragments.
Dr. Varnhagen is a former Rekenber researcher sheltered by Scientist Edward. He is the one who gives the vaccine, and he is the only way into the Nightmare Biolab.
  • 馃敼 The laboratory exit is just above the arrival point and sends you back to Prontera, next to the portal.
  • 馃敼 In the laboratory you cannot teleport or use a Dead Branch, memorize the spot or save a return point.

Test Specimen

Who Can Take the Vaccine

  • 馃敼 Have completed the three Crossings of the Rebirth Crossing.
  • 馃敼 Be at level 99, with Job Level 50, in a second class.
  • 馃敼 Have no Crossing in progress and no Valkyrie reward waiting to be collected.
  • 馃敼 Not be a War Character.
The vaccine is once per character. Dr. Varnhagen explains everything beforehand and asks for confirmation twice.

What the Vaccine Does

Only the level number changes. Nothing is locked for a Test Specimen: it counts as level 99 for every requirement, all the time, and can party with any Specimen, of any level, sharing experience. The only rule of the vaccine is about experience, which only comes from the Nightmare Biolab while it is active.
WhatWith the vaccine
Base levelGoes back to 70, with experience reset.
Stats and skillsStay as they are, with every point already spent.
Job levelDoes not change.
EquipmentEverything still works, including gear that asks for level 99.
Level requirementsCounts as level 99 for everything: equipment, instances (Old Glast Heim, Factory of Terror, Endless Tower and Temporal Dungeons), Battlegrounds, quests and party experience sharing.
ExperienceOnly inside the Nightmare Biolab. Outside it, no source counts: monster, quest or item.
Stat resetAllowed. The Mage of Oblivion, the free compensation reset and Nyara's forms in Cheffenia work as usual. The reset returns every point of your level 99 build, plus the ones you have already earned climbing back up.
  • 馃敼 A Test Specimen, vaccinated or already finished, enters any temporal dungeon with no level requirement. Fragments, Pass and portal stay the same.

From 70 to 99

You already earned the stat points of each level once, so they do not come again. Instead, each regained level gives 3 points: that is 87 extra points by the time you reach 99.
  • 馃敼 The experience each nightmare gives follows your level on a curve of its own: it starts gentle and gets hard at the end. Counting EXP items, it takes about 40 kills per level at 70, 80 at 80, 650 at 90, 3,000 at 95 and 9,300 at 98. Going from 98 to 99 takes the same effort as a transcendent class going from 98 to 99.
  • 馃敼 Level up with NPC windows closed. If the points from a level are distributed before the body adapts, your stats go back to what they were at vaccination and the free points are returned to you to distribute again.

Undoing the Vaccine

Have second thoughts? Dr. Varnhagen returns the character exactly as it was before: level, experience, Job Level, stats and skills.
  • 馃敼 Only while you are at level 70. Once you reach 71, there is no going back.
  • 馃敼 Costs Abyssalite10 Abyssalite.
  • 馃敼 Experience earned at level 70 is lost.

Upon Reaching 99

  • 馃敼 The adaptation ends, with an announcement to the whole server, and experience counts everywhere again.
  • 馃敼 The 87 points stay with you forever: any stat reset returns these points as well.
  • 馃敼 The character gets the fixed Dragon aura.
  • 馃敼 The Nightmare Biolab stays open to them.

The Map

Map of the Nightmare Biolab
The Nightmare Biolab seen from above
Only vaccinated characters can enter, whether the vaccine is still working or already finished. Talk to Dr. Varnhagen and choose Enter the Biolab: each entry costs Abyssalite Fragment2 Abyssalite Fragments per player and drops you at a spot on the map with no monsters nearby.
  • 馃敼 No teleporting of any kind: no Fly Wing, Teleport, Warp Portal, Dead Branch, memorizing the map or saving a return point. Whoever enters walks. The only exception is the Guinea Pig Teleport, used by the party leader.
  • 馃敼 Leaving: the map has no exit. Use Butterfly WingButterfly Wing or log out, and you return to your save point.
  • 馃敼 Each death costs 5% of your experience, as in the Temporal Dungeons.

The Thirteen Nightmares

The Biolab holds 170 nightmares at the same time, of thirteen species: each is a copy of a hero of a 2nd class, and fights with that class's skills. The Wizard casts spells, the Hunter sets traps, the Monk uses Asura Strike.
NightmareClassPropertyRaceHPOn mapRare drops
Seyren Windsor
Seyren Windsor
Awakened: Awakened Seyren
KnightFire 2
Awakened: Fire 3
Demon2,448,000
Awakened: 3,600,000
10Soul of Swordman Seyren's Soul Card Awakened Seyren Card
Eremes Guile
Eremes Guile
Awakened: Awakened Eremes
AssassinPoison 2
Awakened: Poison 3
Demon2,380,000
Awakened: 3,150,000
20Soul of Thief Eremes's Soul Card Awakened Eremes Card
Howard Alt-Eisen
Howard Alt-Eisen
Awakened: Awakened Howard
BlacksmithWater 2
Awakened: Water 3
Demi-Human2,720,000
Awakened: 4,500,000
10Soul of Merchant Howard's Soul Card Awakened Howard Card
Margaretha Sorin
Margaretha Sorin
Awakened: Awakened Margaretha
PriestHoly 2
Awakened: Holy 3
Demi-Human2,448,000
Awakened: 3,600,000
10Soul of Acolyte Margaretha's Soul Card Awakened Margaretha Card
Cecil Damon
Cecil Damon
Awakened: Awakened Cecil
HunterWind 2
Awakened: Wind 3
Demi-Human2,142,000
Awakened: 3,150,000
20Soul of Archer Cecil's Soul Card Awakened Cecil Card
Kathryne Keyron
Kathryne Keyron
Awakened: Awakened Kathryne
WizardGhost 2
Awakened: Ghost 3
Demi-Human2,040,000
Awakened: 2,700,000
15Soul of Mage Kathryne's Soul Card Awakened Kathryne Card
Randel Lawrence
Randel Lawrence
Awakened: Awakened Randel
CrusaderHoly 2
Awakened: Holy 3
Demi-Human2,550,000
Awakened: 4,500,000
10Soul of Swordman Randel's Soul Card Awakened Randel Card
Flamel Emule
Flamel Emule
Awakened: Awakened Flamel
AlchemistFire 2
Awakened: Fire 3
Demi-Human2,312,000
Awakened: 3,600,000
10Soul of Merchant Flamel's Soul Card Awakened Flamel Card
Celia Alde
Celia Alde
Awakened: Awakened Celia
SageGhost 2
Awakened: Ghost 3
Demi-Human2,295,000
Awakened: 4,050,000
15Soul of Mage Celia's Soul Card Awakened Celia Card
Chen Liu
Chen Liu
Awakened: Awakened Chen
MonkWater 2
Awakened: Water 3
Demon2,261,000
Awakened: 3,150,000
15Soul of Acolyte Chen's Soul Card Awakened Chen Card
Gertie Wie
Gertie Wie
Awakened: Awakened Gertie
RoguePoison 2
Awakened: Poison 3
Demon2,040,000
Awakened: 3,600,000
15Soul of Thief Gertie's Soul Card Awakened Gertie Card
Alphoccio Basil
Alphoccio Basil
Awakened: Awakened Alphoccio
BardWind 2
Awakened: Wind 3
Demi-Human2,040,000
Awakened: 3,600,000
10Soul of Archer Alphoccio's Soul Card Awakened Alphoccio Card
Trentini
Trentini
Awakened: Awakened Trentini
DancerWind 2
Awakened: Wind 3
Demi-Human2,040,000
Awakened: 3,600,000
10Soul of Archer Trentini's Soul Card Awakened Trentini Card
  • 馃敼 The regular ones are level 120, with attack of 6,500 to 10,000, DEF 55 and MDEF 45.
  • 馃敼 They resist critical hits: against them a critical does not go through DEF and lands much less often (LUK 120).
  • 馃敼 All attack on sight and can see anyone who is hidden or cloaked.
  • 馃敼 Anything that dies comes back 5 seconds later, at another spot on the map.
  • 馃敼 Fire, Water, Wind, Poison, Holy and Ghost share the same ground: no single weapon works against all of them.
  • 馃敼 Gertie's equipment-stripping attacks land at most 15% of the time.
  • 馃敼 In the drops column: the Soul of the nightmare's line, the Soul Card (from the regular one) and the Awakened Card (from the Awakened). Hover over the icon to see the item.

The Awakened

Every 30 kills of a species, counting everyone on the map, spawns its Awakened: the strongest version of the same nightmare, bigger than the others, at a random spot in the Biolab. The whole map receives a warning. Only one Awakened of each species exists at a time, and the count starts over when it falls.
  • 馃敼 All are level 125, with attack of 8,500 to 12,500, DEF 65 and MDEF 55, and count as bosses. Each one's HP is in the table above.
  • 馃敼 The property goes up one level: Awakened Seyren is Fire 3, Awakened Kathryne is Ghost 3, and so on.
  • 馃敼 They drop the rarest cards in the Biolab: the weapon Awakened Cards.

Tamed Skills

The nightmares' heaviest skills hit you less inside the Biolab than they do in the original. Their normal attack stays as it is, and so do Kathryne's and Celia's spells.
SkillUsed byDamage to you in the Biolab
Asura StrikeChenno reduction
Acid TerrorFlamel-90%
Clashing SpiralSeyren-81%
Grand CrossRandel-81%
Fire and Water attacksseveral-80%
Sonic BlowEremes-75%
Arrow VulcanAlphoccio and Trentini-75%
Area strikeAlphoccio and Trentini-75%
Wind, Holy and Poison attacksseveral-72%
Holy CrossRandel-69%
Back StabGertie-69%
BashSeyren and Gertie-62%
DemonstrationFlamel-56%
MammoniteHoward-50%
Double StrafeCecil, Alphoccio and Trentini-50%
Meteor AssaultEremes-50%
Soul DestroyerEremes-50%
SmiteRandel-45%
RaidGertie-45%
Shield BoomerangRandel-40%
GrimtoothEremes-40%
Focused Arrow StrikeCecil-40%
Slinging ArrowTrentini-30%
Musical StrikeAlphoccio-30%
Arrow Showerarchers-25%

Strength in Numbers

The Biolab was built for parties. The more party members nearby, the stronger each one gets, and the more experience the party earns.

Damage

Every 3 seconds the server counts how many members of your party are alive and within 14 cells of you, including yourself, and adjusts your damage:
Members nearbyDamage takenDamage dealt
1normalnormal
2-10%+5%
3-18%+10%
4-24%+14%
5-28%+17%
6-32%+20%
7-34%+22%
8 or more-36%+24%
  • 馃敼 The damage dealt bonus applies to physical and magic attacks. The effect only exists inside the Biolab.
  • 馃敼 A fallen member, or one standing still far away, does not count.

Experience

With the party's experience split equally, each member alive and within 14 cells of the monster, beyond the first, adds 25% to everyone's share. The split is still among everyone in the party who is alive on the map.
Members near the killEach one getsThe party gets, combined
1100%100%
262.5%125%
350%150%
443.75%175%
540%200%
637.5%225%
  • 馃敼 The table counts everyone in the party near the kill. Anyone on the map but far away shares the experience without adding the 25%.
  • 馃敼 It applies to both base and job experience.
  • 馃敼 Dying in the Biolab costs 5% of your experience.

Guinea Pig Teleport

Inside the Biolab, the party leader (or whoever is alone) gets the Guinea Pig Teleport skill. It takes the leader and the whole party that is in the Biolab to a safe spot, with no monsters nearby. It is useful for escaping a lost fight and for starting over in another part of the map.
  • 馃敼 Each use spends 1 party charge. The party enters with 5, which is also the maximum.
  • 馃敼 +1 charge for every 10 monsters the party defeats, for every Awakened that falls and for every 10 minutes in the Biolab.
  • 馃敼 Charges belong to the party, not the leader: changing leaders does not affect them. If nobody in the party stays in the Biolab for more than 1 minute, they go back to 5.
  • 馃敼 It costs no SP, can be used in combat and has a 2 second cooldown. Outside the Biolab, the skill disappears.

What Drops

FromItemChance
Regular nightmareCursed FragmentCursed Fragment25%
Regular nightmareSentimental FragmentSentimental Fragment20%
Regular nightmareFallen Energy ParticleFallen Energy Particle10%
Regular nightmareSoul of the nightmare's line5%
Regular nightmareAbyssalite FragmentAbyssalite Fragment0.5%
Regular nightmareNightmare's Soul Card, headgear0.02%
AwakenedSoul of the nightmare's line30%
AwakenedCursed FragmentCursed Fragment30%
AwakenedAbyssaliteAbyssalite10%
AwakenedStarStar3%
AwakenedAwakened Card, weapon0.02%
The Souls follow the nightmare's class line. They are tradable: you can trade them with other players, sell them in a player shop and list them on the Marketplace Cash.
SoulDrops from
Soul of SwordmanSoul of SwordmanSeyren and Randel
Soul of ThiefSoul of ThiefEremes and Gertie
Soul of MerchantSoul of MerchantHoward and Flamel
Soul of AcolyteSoul of AcolyteMargaretha and Chen
Soul of ArcherSoul of ArcherCecil, Alphoccio and Trentini
Soul of MageSoul of MageKathryne and Celia
  • 馃敼 The chances are the base rate. Drop increases apply on top of them, including the Biolab costumes.
  • 馃敼 The drops apply to any party size, including solo players.

Soul Cards (Headgear)

They drop from regular nightmares. Each one only takes effect on the nightmare's class and its evolutions, and at most two copies of the same card count at the same time, adding up Upper, Middle and Lower.
CardForEffect
Seyren's Soul CardSeyren's Soul CardKnightsCRIT +10. Critical damage +5%. After-cast delay -3%.
Eremes's Soul CardEremes's Soul CardAssassinsCritical damage +8%. After-cast delay -3%.
Howard's Soul CardHoward's Soul CardBlacksmithsCRIT +10. Critical damage +5%. After-cast delay -3%.
Margaretha's Soul CardMargaretha's Soul CardPriestsCRIT +5. Magic critical damage +6%. Magic damage against all races +4%. After-cast delay -3%.
Cecil's Soul CardCecil's Soul CardHuntersCRIT +10. Critical damage +5%. ASPD +3%.
Kathryne's Soul CardKathryne's Soul CardWizardsCRIT +5. Magic critical damage +6%. Magic damage against all races +4%. After-cast delay -3%.
Randel's Soul CardRandel's Soul CardCrusadersCRIT +5. Magic critical damage +6%. Magic damage against all races +4%. After-cast delay -3%.
Flamel's Soul CardFlamel's Soul CardAlchemistsCRIT +10. Critical damage +5%. After-cast delay -3%.
Celia's Soul CardCelia's Soul CardSagesCRIT +5. Magic critical damage +6%. Magic damage against all races +4%. ASPD +3%.
Chen's Soul CardChen's Soul CardMonksPhysical damage against all races +4%. Max SP +6%. After-cast delay -3%.
Gertie's Soul CardGertie's Soul CardRoguesCRIT +10. Critical damage +5%. After-cast delay -3%.
Alphoccio's Soul CardAlphoccio's Soul CardBardsCRIT +10. Critical damage +5%. ASPD +3%.
Trentini's Soul CardTrentini's Soul CardDancersCRIT +10. Critical damage +5%. ASPD +3%.

Awakened Cards (Weapon)

They drop from the Awakened and compound into a weapon. Each one only takes effect on the nightmare's class and its evolutions, and brings its own scaling, which grows with something from your build up to a cap. With two identical cards, the scaling does not stack (the higher cap applies); the rest of the bonus stacks normally.
CardForEffectScaling
Awakened Seyren CardAwakened Seyren CardKnightsPhysical damage against all races +10%. Physical damage against all properties +10%. Pierce and Tyr's Impact damage +10%. CRIT +15. Critical damage +10%.Physical damage +1% for every 3 DEF of equipment, up to +15%.
Awakened Eremes CardAwakened Eremes CardAssassinsCritical damage +10%. Physical damage against Medium and Large +10%. Sonic Wave and Sonic Blow damage +10%.Critical damage +1% for every point of CRIT above 100, up to +20%.
Awakened Howard CardAwakened Howard CardBlacksmithsPhysical damage against all races +10%. Physical damage against all properties +10%. Mammonite and Explosive Mammonite damage +10%. CRIT +15. Critical damage +10%.Physical damage +1% for every 10 ATK of equipment, up to +20%.
Awakened Margaretha CardAwakened Margaretha CardPriestsMagic damage of all properties +10%. Magic damage against all races +10%. MATK +5%. CRIT +10. Magic critical damage +15%.Magic damage +1% for every 3% of healing bonus, up to +15%. Applies to Corrupted Heal, Holy Light and Magnus Exorcismus.
Awakened Cecil CardAwakened Cecil CardHuntersPhysical damage against all races +15%. Physical damage against all properties +15%. Double Strafe and Aerial Burst damage +10%. CRIT +15. Critical damage +10%.Physical damage +1% for every point of ASPD above 185, up to +15%.
Awakened Kathryne CardAwakened Kathryne CardWizardsMagic damage of all properties +15%. Magic damage against all races +15%. CRIT +10. Magic critical damage +15%.Magic damage +1% for every 2% of MATK of equipment, up to +20%.
Awakened Randel CardAwakened Randel CardCrusadersMagic damage of all properties +15%. Magic damage against all races +15%. Counts 10 extra DEX points in the cast time calculation. CRIT +15. Critical damage +10%.Grand Cross damage +1% for every 1,000 Max HP, up to +20%.
Awakened Flamel CardAwakened Flamel CardAlchemistsPhysical damage against all races +15%. Physical damage against all properties +15%. Marine Sphere explosion damage +20%. CRIT +15. Critical damage +10%.Physical damage +1% for every 5 Homunculus levels, up to +18%.
Awakened Celia CardAwakened Celia CardSagesMagic damage of all properties +15%. Magic damage against all races +15%. CRIT +10. Magic critical damage +15%. Counts 5 extra DEX points in the cast time calculation.Magic damage +1% for every 2% of magic defense ignored, up to +20%.
Awakened Chen CardAwakened Chen CardMonksPhysical damage against all races +10%. Physical damage against all properties +10%. Max SP +10%. Asura Strike consumes 1 fewer spirit sphere.Asura Strike damage +1% for every 200 Max SP, up to +20%.
Awakened Gertie CardAwakened Gertie CardRoguesPhysical damage against all races +10%. Physical damage against all properties +10%. Raid and Back Stab damage +10%. CRIT +15. Critical damage +10%.Raid and Back Stab damage +5% for each piece of equipment removed from the target (weapon, shield, armor or helm), up to +20%.
Awakened Alphoccio CardAwakened Alphoccio CardBardsPhysical damage against all races +15%. Physical damage against all properties +15%. Melody Strike damage +10%. CRIT +15. Critical damage +10%.Physical damage +1% for every point of ASPD above 185, up to +15%.
Awakened Trentini CardAwakened Trentini CardDancersPhysical damage against all races +15%. Physical damage against all properties +15%. Slinging Arrow damage +10%. CRIT +15. Critical damage +10%.Physical damage +1% for every point of ASPD above 185, up to +15%.

Where the Drops Go

The Biolab Costumes

The 17 Biolab costumes do not drop from monsters: Nana, in Prontera, assembles them. Each one gives extra DROP rate, only inside the Biolab, and the level is the costume's own refine.
  • 馃敼 Assembling: 5 Souls of the class of the hero who wears that costume, Fallen Energy Particle20 Fallen Energy Particles, Sentimental Fragment10 Sentimental Fragments and Abyssalite1 Abyssalite. It comes out at +1.
  • 馃敼 Upgrading: one level at a time, with no chance of failure, only on the costume you are wearing. From +4 on it also takes Souls of the costume's class (any class on the Experimental Mind).
  • 馃敼 With more than one Biolab costume equipped, only the highest level counts.
  • 馃敼 Soul of each costume: Swordman (Runic Circlet, Crown of Protection, Metallic Alchemist Helm), Merchant (both Pilot Headbands, Midas Whisper), Thief (Shadow Craft, Bone Circlet, Silent Executor), Mage (Magic Stone Hat, Wind Whisper), Archer (Minstrel Song Hat, Swan Feather Ornament, Camouflaged Rabbit Hood, Sniper Goggles) and Acolyte (Miter, Flaming Soul).
  • 馃敼 Featured at Nana's: the Experimental MindExperimental Mind, a lower headgear costume that Nana upgrades like the costumes, at the same cost: DROP Rate of 1% per level inside the Nightmare Biolab, up to 10% at +10, added to the highest level costume.
LevelDROP rate in the BiolabTo reach it
+11%comes out like this when Nana assembles it
+22%10 Sentimental Fragments and 1 Abyssalite Fragment
+34%20 Sentimental Fragments and 1 Abyssalite Fragment
+46%30 Sentimental Fragments, 2 Abyssalite Fragments and 1 Soul
+58%40 Sentimental Fragments, 2 Abyssalite Fragments and 1 Soul
+610%60 Sentimental Fragments, 3 Abyssalite Fragments and 2 Souls
+712%80 Sentimental Fragments, 4 Abyssalite Fragments and 2 Souls
+814%120 Sentimental Fragments, 6 Abyssalite Fragments and 3 Souls
+917%160 Sentimental Fragments, 8 Abyssalite Fragments and 4 Souls
+1020%200 Sentimental Fragments, 10 Abyssalite Fragments and 5 Souls
The 17: Costume Rune CircletCostume Rune Circlet 路 MitraMitra 路 Pilot Headband (Red)Pilot Headband (Red) 路 Pilot Headband (Yellow)Pilot Headband (Yellow) 路 Shadow CraftShadow Craft 路 Minstrel's Song HatMinstrel's Song Hat 路 Midas WhisperMidas Whisper 路 Magic Stone HatMagic Stone Hat 路 Flaming SoulFlaming Soul 路 Whisper of WindWhisper of Wind 路 Costume Dying SwanCostume Dying Swan 路 Crown of ProtectionCrown of Protection 路 Costume Bone CircletCostume Bone Circlet 路 Camouflaged Bunny HoodCamouflaged Bunny Hood 路 Silent ExecutionerSilent Executioner 路 Sniper GogglesSniper Goggles 路 Metal Alchemist's HelmMetal Alchemist's Helm.

Colors at the Stylist

At the Stylist, all 17 can change color: 16 colors besides the original, on the same grid as the other recolorable hats. The color is saved on the character. The Mitra, as an example:
Mitra OriginalOriginal Mitra BlackBlack Mitra Matte BlackMatte Black Mitra BlueBlue Mitra BrownBrown Mitra CreamCream Mitra CyanCyan Mitra GreenGreen Mitra OliveOlive Mitra OrangeOrange Mitra PinkPink Mitra PurplePurple Mitra RedRed Mitra VioletViolet Mitra WhiteWhite Mitra Pure WhitePure White Mitra YellowYellow

Ominous Enchantment

The Cursed FragmentCursed Fragment pays for the Ominous Enchantment from Enchanter Rebeca: a new option for the +9 perpetual hat, in 6 families and levels 1 to 10. All families, effects and costs are on its page.

Divinity of the Stars

The Divinity of the Stars trades the 13 class pieces of Episode 3, one per class, for Star10 Stars, 15 Souls of the piece's line, Fallen Energy Particle50 Fallen Energy Particles and Abyssalite5 Abyssalite.

See Also