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Cards are used in Enchanting weapons and armor. To Enchant something, combine a card with the item at the Laboratory in town.
Enchanting can not fail under 5 enchants, but over that, the enchant can fail and break the item.
-Enchant protects can be bought from the Cash Shop to protect the item from breaking. The item still reverts to E5 in event of failure, however.
NOTE: Although regular cards can technically be made, their recipes demand so many materials it would not be anywhere near cost-effective. I have left their recipes off this list.

Regular Cards
-Combine with a weapon or armor. Success rates decrease after each enchant.
-Most cards can be bought at the Card Shop in town or drop rarely from monsters.

Card Description NPC Price
Cards for:
Standard Weapon
Standard Attack Card Min/Max damage + 3% 200,000 SPI
Standard Probability Card Probability + 2.75% 200,000 SPI
Standard Quick Fire Card Reattack - 2% 200,000 SPI
Standard Range Card Distance + 3% 100,000 SPI
Standard Overheating Card Overheat period - 3% N/A
Standard Time Card Time to Overheat + 3% 30,000 SPI
Standard Weight Card Weight - 5% 10,000 SPI
Prefix Standard Weapon Card Gives random Prefix 100,000 SPI
Suffix Standard Weapon Card Gives random Suffix 100,000 SPI
Cards for:
Adv. Weapon
Advanced Attack Card Min/Max damage + 3% 200,000 SPI
Advanced Probability Card Probability + 2.75% 200,000 SPI
Advanced Quick Fire Card Reattack - 2% 200,000 SPI
Advanced Range Card Distance + 3% 100,000 SPI
Advanced Explosion Radius Card Explosion Radius + 5m 70,000 SPI
Advanced Speed Card Missile speed + 6% 5000 WP
Advanced Weight Card Weight - 5% 10,000 SPI
Prefix Advanced Weapon Card Gives random Prefix 100,000 SPI
Suffix Advanced Weapon Card Gives random Suffix 100,000 SPI
Cards for:
Armor
A-Gear Shield Card Shield + 150 (AG) 200,000 SPI
B-Gear Shield Card Shield + 150 (BG) 200,000 SPI
I-Gear Shield Card Shield + 150 (IG) 200,000 SPI
M-Gear Shield Card Shield + 150 (MG) 200,000 SPI
Energy Card Energy + 200 200,000 SPI
Hyper Cards
-The item must already have 10 Enchants on it for a Hyper Card to be used.
-Hyper Cards can not be made, and drop from Gold monsters only.

Card Description
Hyper Cards for:
Standard Weapon
Hyper Standard Attack Card Min/Max damage + 6%
Hyper Standard Probability Card Probability + 5.49%
Hyper Standard Quick Fire Card Reattack - 3%
Hyper Cards for:
Adv. Weapon
Hyper Advanced Attack Card Min/Max damage + 6%
Hyper Advanced Probability Card Probability + 5.49%
Hyper Advanced Quick Fire Card Reattack - 3%
Hyper Cards for:
Armor
Hyper Shield Card Shield + 300
Hyper Shield/Energy Card Energy + 200, Shield + 200
Hyper Energy Card Energy + 400

Skill Cards
-Used to unlock/strengthen a gear's unique skills
-Drop from Gold monsters and bosses only. Strengthening Cards must be made.

Card Description NPC Price
Skill Cards Special Skill Opening Card Unlocks a Special Skill 80,000 WP
Finish Move Skill Opening Card Unlocks Finishing Move 80,000 WP
Final Skill Opening Card Unlocks a Final skill N/A
Strengthening Card* Combine with a FMSOC N/A
Final Skill Strengthening Card** Levels up Finishing Move N/A

*To create a Strengthening card: combine 10000 iron + 10000 aluminum + 10000 chrome + 10000 [copper, titanium, tungsten, OR nickel] at the Factory.
**To create a Final Skill Strengthening card: combine a Strengthening Card with a Finish Move Shill Opening Card at the Factory.