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Challenger's Helm

Challenger Helms

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The Challenger Helms are the headgears of Cheffenia: one per class, twelve in total. Everything they do only works inside the arena and in Rigel's room. Outside of there, the helm does nothing. Before the list, the four rules that govern the system:
  • 🔹 The base bonuses apply at +0. None of the twelve helms look at refine to decide what they give. Stats, skill damage, speed, and SP cost come out in full the moment you equip it.
  • 🔹 Refining doesn't give a bonus, refining opens a socket. +7 opens the first, +8 the second, +9 the third. The cap is +9, and getting there without socketing anything doesn't change a single line of your stats.
  • 🔹 The Seal is what gives the power. Each open socket receives a Seal of your class, chosen by you among 10. Each socketed Seal adds +25% damage to all skills in the class's line, plus its own effect. With all three sockets filled that's +75% damage and 90 points of stats.
  • 🔹 An open, empty socket is worth nothing. Refine and Seal go together, or they're worth nothing.
The helm shows one card slot, and that's the only one that accepts a card. The three sockets for the Seals stay hidden: you don't see them on the item, but the Seal socketed into them counts all the same. It's forged by the Abyss Lapidary (bossnia_in 45,26), which consumes the Trial Helm of your class. The Trial one is lent by Commander Roderic and carries the exact same full kit: the same +50 on three stats and the same skill damage. The general effects (speed, SP cost, interval, Hit, area) are also the same on both. The difference is that the Trial one doesn't refine, doesn't open a socket, and doesn't get a Seal. The full path, the cost of each socket, and the list of the 10 Seals are in Cheffenia.

Helm List

The numbers below are the base ones, at any refine. Add +25% per Seal socketed to the damage of all the skills listed on each helm.
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Hunter's Challenger Helm

  • Enables Arrow Storm at level 10, with 3.5 more seconds of cooldown.
  • DEX +50, AGI +50, VIT +50
  • Skill SP cost -50%
  • With a falcon, Double Strafe(Double strafing) and Aerial Burst now trigger Blitz Beat at level 5. The chance is 30% plus 1% per point of LUK, up to a cap of 100%. Whoever wields the Bone Hunter [2] at +9 gets this effect from the weapon itself, not from the helm.
  • Ignores 35% of the target's DEF, boss monsters included.
  • The penetration doesn't reach Blitz Beat: its damage doesn't bypass the target's defense.
  • Base damage: Arrow Storm +150%, Blitz Beat +150%, Double Strafe(Double strafing) +150%

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Wizard's Challenger Helm

  • Enables Comet at level 5 (with 3.5 more seconds of cooldown) and Jupitel Thunderstorm at level 10.
  • INT +50, DEX +50, VIT +50
  • The element of Jupitel Thunderstorm becomes yours to pick: the helm opens a choice menu when equipped, with the nine offensive elements. If you pick nothing, it stays Wind.
  • Skill SP cost -50%, after-cast delay -50%
  • Ignores 40% of the target's MDEF, boss monsters included.
  • Base damage: Comet +60%, Jupitel Thunderstorm +200%

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Assassin's Challenger Helm

  • Enables Cross Impact at level 5 and Swift Sonic Blow at level 10.
  • STR +50, AGI +50, VIT +50
  • Hit +100, skill SP cost -50%
  • Cross Impact now hits in an area, and Swift Sonic Blow loses 2 seconds of wait time.
  • Ignores 15% of the target's DEF, boss monsters included.
  • Base damage: Cross Impact +75%, Swift Sonic Blow +125%

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Blacksmith's Challenger Helm

  • Enables Axe Tornado at level 5 and Explosive Mammonite at level 10.
  • STR +50, AGI +50, VIT +50
  • Hit +100, skill SP cost -50%
  • Ignores 35% of the target's DEF, boss monsters included.
  • Base damage: Axe Tornado +150%, Explosive Mammonite +100%

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Knight's Challenger Helm

  • Enables Sonic Wave at level 5, which now hits in an area.
  • STR +50, AGI +50, VIT +50
  • Hit +100, skill SP cost -50%
  • Ignores 35% of the target's DEF, boss monsters included.
  • Base damage: Sonic Wave +50%, Pierce +150%

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Priest's Challenger Helm

  • Enables Adoramus at level 5.
  • DEX +50, INT +50, VIT +50
  • Skill SP cost -50%, ASPD +30%, after-cast delay -50%
  • Ignores 40% of the target's MDEF, boss monsters included.
  • Base damage: Adoramus +150%, Holy Light +200%

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Crusader's Challenger Helm

  • Enables Overbrand at level 5, and Sacred Cross at the level of your Grand Cross.
  • Sacred Cross with no cast time.
  • STR +50, INT +50, AGI +50
  • Hit +100, skill SP cost -50%
  • Ignores 35% of the target's DEF and 35% of MDEF, boss monsters included.
  • One pair of skills per build: Lança do Destino and Crux Divinum for STR, Crux Sanctum for INT.
  • Base damage: Overbrand +180%, Holy Cross +180%, Sacred Cross +100%

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Alchemist's Challenger Helm

  • Enables Cart Cannon at level 5.
  • DEX +50, AGI +50, VIT +50
  • Skill SP cost -50%, after-cast delay -50%
  • Acid Terror no longer consumes Acid Bottle.
  • Ignores 35% of the target's DEF, boss monsters included.
  • The penetration changes nothing on Acid Terror, which already ignores defense entirely.
  • Base damage: Cart Cannon +100%, Acid Terror +75%

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Rogue's Challenger Helm

  • Enables Feint Bomb at level 5.
  • STR +50, AGI +50, VIT +50
  • Skill SP cost -50%, after-cast delay -50%
  • Feint Bomb explodes in an area where you were standing and leaves you untouchable for 3 seconds, boss monsters included. The protection ends on the first hit you land, and the cooldown is 4 seconds. It doesn't consume Paint Brush or Surface Paint, and its damage scales with STR, not DEX.
  • Back Stab no longer hits in an area: it's back to the class's single-target damage, and area clearing is now Feint Bomb's job.
  • Ignores 15% of the target's DEF, boss monsters included.
  • Base damage: Back Stab +350%, Feint Bomb +50%

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Monk's Challenger Helm

  • Enables Gates of Hell at level 5 and Zen at level 1.
  • DEX +50, STR +50, VIT +50
  • Hit +50, skill SP cost -50%, after-cast delay -50%
  • Gates of Hell now hits in an area. Throw Spirit Sphere loses 1 second of cooldown and triggers Zen on its own. Snap gains 3 seconds of cooldown.
  • Ignores 35% of the target's DEF, boss monsters included.
  • Base damage: Gates of Hell +180%, Throw Spirit Sphere +160%

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Performer's Challenger Helm

  • Enables Severe Rainstorm at level 5.
  • DEX +50, AGI +50, VIT +50
  • Skill SP cost -50%, after-cast delay -50%
  • Ignores 35% of the target's DEF, boss monsters included.
  • Base damage: Severe Rainstorm +115%, Melody Strike (Musical Strike) +200%, Slinging Arrow (Throw Arrow) +200%
  • It's the only helm that serves two classes: Bard and Dancer both use it.

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Sage's Challenger Helm

War of Emperium: no skill in this section works on the War Character.
  • Enables Psychic Wave at level 5 and Abyssal Web at level 1.
  • DEX +50, INT +50, VIT +50
  • Skill SP cost -50%, after-cast delay -70%, the biggest of the twelve.
  • Firebolt, Cold Bolt, Lightening Bolt and Earth Spike always fire a second time at level 10.
  • Ignores 40% of the target's MDEF, boss monsters included.
  • Base damage: Psychic Wave +50%, and +75% on each of the four: Firebolt, Cold Bolt, Lightening Bolt and Earth Spike.
  • Abyssal Web is Cheffenia's web and only exists here: it holds the target for 30 seconds, reaches 9 cells and doesn't consume Cobweb, against the 16 seconds and 7 cells of Fiber Lock. In both, a Fire-element attack deals double damage to a trapped target and breaks the web instantly.

Notes

  • All effects only apply inside Cheffenia and in the boss room against Rigel.
  • Refining doesn't boost any effect. It only unlocks a slot: +7 the first, +8 the second, +9 the third.
  • A Seal from another class gives no bonus, even if it reaches the slot through another route. Each helm only accepts its own 10 Seals.
  • One at a time: while your class's Challenger helm is with you, the Lapidary won't forge another. If you sell yours, Commander Roderic goes back to lending the Trial one, and the Lapidary forges another, with the full recipe again.
  • The defense penetration is on all twelve helms, in two doses. Ten get 35% DEF or 40% MDEF. Assassin and Rogue get 15%: they're the two classes with access to critical hits, and critical already bypasses part of the defense on its own.
  • All helms are tradable, but none can be sold to an NPC.
  • The Trial Helm is on loan, lasts 6 real-time hours and disappears on its own when the charge runs out. It doesn't accept refining, doesn't unlock a slot, and doesn't get a Seal.