Nightmare Biolab
Nightmare Biolab
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.
/navi prontera 59/89.
How to Get There
| Step | Where | What to do |
|---|---|---|
| 1 | Prontera, 59/89 | Step on the laboratory portal. |
| 2 | Laboratory | Talk to Dr. Varnhagen, right ahead of the arrival point. |
| 3 | Dr. Varnhagen | Take the vaccine (once per character) and choose Enter the Biolab. Each entry costs 2 Abyssalite Fragments.
|
- 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.
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.| What | With the vaccine |
|---|---|
| Base level | Goes back to 70, with experience reset. |
| Stats and skills | Stay as they are, with every point already spent. |
| Job level | Does not change. |
| Equipment | Everything still works, including gear that asks for level 99. |
| Level requirements | Counts as level 99 for everything: equipment, instances (Old Glast Heim, Factory of Terror, Endless Tower and Temporal Dungeons), Battlegrounds, quests and party experience sharing. |
| Experience | Only inside the Nightmare Biolab. Outside it, no source counts: monster, quest or item. |
| Stat reset | Allowed. 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
10 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
The Nightmare Biolab seen from above
2 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 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.| Nightmare | Class | Property | Race | HP | On map | Rare drops |
|---|---|---|---|---|---|---|
Seyren Windsor Awakened: Awakened Seyren | Knight | Fire 2 Awakened: Fire 3 | Demon | 2,448,000 Awakened: 3,600,000 | 10 | ![]() |
Eremes Guile Awakened: Awakened Eremes | Assassin | Poison 2 Awakened: Poison 3 | Demon | 2,380,000 Awakened: 3,150,000 | 20 | ![]() |
Howard Alt-Eisen Awakened: Awakened Howard | Blacksmith | Water 2 Awakened: Water 3 | Demi-Human | 2,720,000 Awakened: 4,500,000 | 10 | ![]() |
Margaretha Sorin Awakened: Awakened Margaretha | Priest | Holy 2 Awakened: Holy 3 | Demi-Human | 2,448,000 Awakened: 3,600,000 | 10 | ![]() |
Cecil Damon Awakened: Awakened Cecil | Hunter | Wind 2 Awakened: Wind 3 | Demi-Human | 2,142,000 Awakened: 3,150,000 | 20 | ![]() |
Kathryne Keyron Awakened: Awakened Kathryne | Wizard | Ghost 2 Awakened: Ghost 3 | Demi-Human | 2,040,000 Awakened: 2,700,000 | 15 | ![]() |
Randel Lawrence Awakened: Awakened Randel | Crusader | Holy 2 Awakened: Holy 3 | Demi-Human | 2,550,000 Awakened: 4,500,000 | 10 | ![]() |
Flamel Emule Awakened: Awakened Flamel | Alchemist | Fire 2 Awakened: Fire 3 | Demi-Human | 2,312,000 Awakened: 3,600,000 | 10 | ![]() |
Celia Alde Awakened: Awakened Celia | Sage | Ghost 2 Awakened: Ghost 3 | Demi-Human | 2,295,000 Awakened: 4,050,000 | 15 | ![]() |
Chen Liu Awakened: Awakened Chen | Monk | Water 2 Awakened: Water 3 | Demon | 2,261,000 Awakened: 3,150,000 | 15 | ![]() |
Gertie Wie Awakened: Awakened Gertie | Rogue | Poison 2 Awakened: Poison 3 | Demon | 2,040,000 Awakened: 3,600,000 | 15 | ![]() |
Alphoccio Basil Awakened: Awakened Alphoccio | Bard | Wind 2 Awakened: Wind 3 | Demi-Human | 2,040,000 Awakened: 3,600,000 | 10 | ![]() |
Trentini Awakened: Awakened Trentini | Dancer | Wind 2 Awakened: Wind 3 | Demi-Human | 2,040,000 Awakened: 3,600,000 | 10 |
|
- 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.| Skill | Used by | Damage to you in the Biolab |
|---|---|---|
| Asura Strike | Chen | no reduction |
| Acid Terror | Flamel | -90% |
| Clashing Spiral | Seyren | -81% |
| Grand Cross | Randel | -81% |
| Fire and Water attacks | several | -80% |
| Sonic Blow | Eremes | -75% |
| Arrow Vulcan | Alphoccio and Trentini | -75% |
| Area strike | Alphoccio and Trentini | -75% |
| Wind, Holy and Poison attacks | several | -72% |
| Holy Cross | Randel | -69% |
| Back Stab | Gertie | -69% |
| Bash | Seyren and Gertie | -62% |
| Demonstration | Flamel | -56% |
| Mammonite | Howard | -50% |
| Double Strafe | Cecil, Alphoccio and Trentini | -50% |
| Meteor Assault | Eremes | -50% |
| Soul Destroyer | Eremes | -50% |
| Smite | Randel | -45% |
| Raid | Gertie | -45% |
| Shield Boomerang | Randel | -40% |
| Grimtooth | Eremes | -40% |
| Focused Arrow Strike | Cecil | -40% |
| Slinging Arrow | Trentini | -30% |
| Musical Strike | Alphoccio | -30% |
| Arrow Shower | archers | -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 nearby | Damage taken | Damage dealt |
|---|---|---|
| 1 | normal | normal |
| 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 kill | Each one gets | The party gets, combined |
|---|---|---|
| 1 | 100% | 100% |
| 2 | 62.5% | 125% |
| 3 | 50% | 150% |
| 4 | 43.75% | 175% |
| 5 | 40% | 200% |
| 6 | 37.5% | 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
| From | Item | Chance |
|---|---|---|
| Regular nightmare | Cursed Fragment | 25% |
| Regular nightmare | Sentimental Fragment | 20% |
| Regular nightmare | Fallen Energy Particle | 10% |
| Regular nightmare | Soul of the nightmare's line | 5% |
| Regular nightmare | Abyssalite Fragment | 0.5% |
| Regular nightmare | Nightmare's Soul Card, headgear | 0.02% |
| Awakened | Soul of the nightmare's line | 30% |
| Awakened | Cursed Fragment | 30% |
| Awakened | Abyssalite | 10% |
| Awakened | Star | 3% |
| Awakened | Awakened Card, weapon | 0.02% |
| Soul | Drops from |
|---|---|
Soul of Swordman | Seyren and Randel |
Soul of Thief | Eremes and Gertie |
Soul of Merchant | Howard and Flamel |
Soul of Acolyte | Margaretha and Chen |
Soul of Archer | Cecil, Alphoccio and Trentini |
Soul of Mage | Kathryne 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.| Card | For | Effect |
|---|---|---|
Seyren's Soul Card | Knights | CRIT +10. Critical damage +5%. After-cast delay -3%. |
Eremes's Soul Card | Assassins | Critical damage +8%. After-cast delay -3%. |
Howard's Soul Card | Blacksmiths | CRIT +10. Critical damage +5%. After-cast delay -3%. |
Margaretha's Soul Card | Priests | CRIT +5. Magic critical damage +6%. Magic damage against all races +4%. After-cast delay -3%. |
Cecil's Soul Card | Hunters | CRIT +10. Critical damage +5%. ASPD +3%. |
Kathryne's Soul Card | Wizards | CRIT +5. Magic critical damage +6%. Magic damage against all races +4%. After-cast delay -3%. |
Randel's Soul Card | Crusaders | CRIT +5. Magic critical damage +6%. Magic damage against all races +4%. After-cast delay -3%. |
Flamel's Soul Card | Alchemists | CRIT +10. Critical damage +5%. After-cast delay -3%. |
Celia's Soul Card | Sages | CRIT +5. Magic critical damage +6%. Magic damage against all races +4%. ASPD +3%. |
Chen's Soul Card | Monks | Physical damage against all races +4%. Max SP +6%. After-cast delay -3%. |
Gertie's Soul Card | Rogues | CRIT +10. Critical damage +5%. After-cast delay -3%. |
Alphoccio's Soul Card | Bards | CRIT +10. Critical damage +5%. ASPD +3%. |
Trentini's Soul Card | Dancers | CRIT +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.| Card | For | Effect | Scaling |
|---|---|---|---|
Awakened Seyren Card | Knights | Physical 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 Card | Assassins | Critical 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 Card | Blacksmiths | Physical 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 Card | Priests | Magic 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 Card | Hunters | Physical 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 Card | Wizards | Magic 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 Card | Crusaders | Magic 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 Card | Alchemists | Physical 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 Card | Sages | Magic 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 Card | Monks | Physical 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 Card | Rogues | Physical 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 Card | Bards | Physical 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 Card | Dancers | Physical 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,
20 Fallen Energy Particles,
10 Sentimental Fragments and
1 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 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.
| Level | DROP rate in the Biolab | To reach it |
|---|---|---|
| +1 | 1% | comes out like this when Nana assembles it |
| +2 | 2% | 10 Sentimental Fragments and 1 Abyssalite Fragment |
| +3 | 4% | 20 Sentimental Fragments and 1 Abyssalite Fragment |
| +4 | 6% | 30 Sentimental Fragments, 2 Abyssalite Fragments and 1 Soul |
| +5 | 8% | 40 Sentimental Fragments, 2 Abyssalite Fragments and 1 Soul |
| +6 | 10% | 60 Sentimental Fragments, 3 Abyssalite Fragments and 2 Souls |
| +7 | 12% | 80 Sentimental Fragments, 4 Abyssalite Fragments and 2 Souls |
| +8 | 14% | 120 Sentimental Fragments, 6 Abyssalite Fragments and 3 Souls |
| +9 | 17% | 160 Sentimental Fragments, 8 Abyssalite Fragments and 4 Souls |
| +10 | 20% | 200 Sentimental Fragments, 10 Abyssalite Fragments and 5 Souls |
Costume Rune Circlet 路
Mitra 路
Pilot Headband (Red) 路
Pilot Headband (Yellow) 路
Shadow Craft 路
Minstrel's Song Hat 路
Midas Whisper 路
Magic Stone Hat 路
Flaming Soul 路
Whisper of Wind 路
Costume Dying Swan 路
Crown of Protection 路
Costume Bone Circlet 路
Camouflaged Bunny Hood 路
Silent Executioner 路
Sniper Goggles 路
Metal 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:
Original
Black
Matte Black
Blue
Brown
Cream
Cyan
Green
Olive
Orange
Pink
Purple
Red
Violet
White
Pure White
Yellow
Ominous Enchantment
The
Cursed 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
10 Stars, 15 Souls of the piece's line,
50 Fallen Energy Particles and
5 Abyssalite.
See Also
Rebirth Crossing, the three Crossings that unlock the vaccine
Temporal Dungeons, Scientist Edward's dungeons
Divinity of the Stars, the class pieces paid for with Souls and Fallen Energy Particles
Nana, Costume Reseller, who assembles and upgrades the Biolab costumes
Ominous Enchantment, the perpetual hat enchant paid for with Cursed Fragments
Nightmare Legacies, each hero's weapon as a garment costume
Endless Tower, the other novelty of Episode 3












