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Crystal of the soul of the seven seals in l2. Guide to Special Skills

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Weapons in Lineage 2 is a compulsory subject for all grades. All weapons in Lineage 2 are divided into ranks depending on their level. Weapons can also be classified as magical and physical. Another way to classify by type:

Types of weapons in L2

There are special types of temporary weapons - shadows, you can buy them using coupons received for completing the profession. It can also be purchased for Adena in the Giran weapons shop.

Inserting SA into weapons

The strength of any weapon in lineage 2 is determined by its attack; with increasing grade, the attack increases. An important point when choosing a weapon, it is SA, due to a significant increase in some characteristics. For example, for magicians, a weapon with SA Acumen (Insight), which increases casting by 15%, is best suited.

What weapons can you insert SA into?

You cannot insert SA into shadows, as well as temporary weapons. An SA crystal can be inserted into a weapon starting from grade C at the forge. You can insert CA into S80 – S84 grade weapons in the grace port.

Weapons are the most The best way increase the attacking characteristics of your character; armor sets, epic costumes, tattoos and buffs will also help you with this.

Where to get weapons in Lineage 2

  1. The very first way to get a weapon is through a drop; some weapons can only be obtained through a drop. For example, many weapons in La2 fall only from strong RBs, for this reason it is not easy to get them.
  2. Crafting weapons. Most types of weapons can be crafted, with the exception of some that can only be obtained from the Republic of Belarus.
  3. Another way to quest for weapons. There are quests as rewards for which you can get weapons.
  4. The easiest way is to buy a weapon. IN special stores Weapon Shop, for Adena you can buy weapons up to grade B. You can also purchase weapons for S grade crystals in Luxor, on the chronicles before HF, you could buy up to B grade inclusive, with the advent of HF, A grade weapons appeared on sale. It is worth mentioning the weapons of monsters; you can get them in exchange for ordinary weapons from Mammon. In addition, you can exchange weapons for weapons with Mammon, but this opportunity is not very popular among players.

As you all (probably) know, starting from grade C, you can insert SA crystals into weapons (SA - special ability), which additionally increase some characteristic of the weapon. The most popular SA among magicians is akumen, among warriors it is focus, but not all weapons can be equipped with such SA. In general, each weapon has three strictly defined inserts, and depending on the player’s preferences, he chooses the best one from these three. You can see what additions you can make to a given weapon with the help of SA by clicking once on this weapon in your inventory; there below, after all the characteristics, the available inserts will be listed.
All SA are inserted at blacksmiths, up to the 10th level of SA (C and B grade weapons) can be inserted at any forge, SA in grade A and S can only be inserted by the blacksmith Mamon in the week of victory of the seven seals. Only the blacksmith Mamon and his relative, the black huckster Mamon, who hides in secluded corners in every city, can remove SA from a weapon.
Crystals come in three colors - blue, green and red, depending on the color, the weapon acquires one or another addition.
SA crystals from levels 7 to 10 are sold in the Luxor in Giran from the merchant on the right; all the rest can only be obtained by taking the Enhance Your Weapon quest and charging the crystal manually.

Now let's look at the CA levels of crystals. The lowest level that we may need is level 5 blue - this crystal can be inserted into the low-C dagger Kursed Dagger to roll back the skills of the destroyer.

The quest can be completed starting from character level 40. We go to the magic guild in Giran (it is located on the right side of the temple - we pass through the corridor and cross the bridge over the river) and look for the grandmaster there Jurek, we take the quest from him, as well as a certain amount of level 0 blue SA. TP we are heading to Aden, and from there to Seal of Shilen. There is a well-known mob there (a groaning beast with an oar in his hands)
Now we remember one important rule - for the crystal to charge, there must be only one in the inventory. Two or more crystals begin to resonate and do not charge.
We throw all the crystals on the ground except one (or let the buffer hold them), and display the remaining one on the quick panel under any convenient F key. We beat the Doom knight until he has 5-10% HP left and press the keys with SA. An animation is shown as if we are draining HP from a mob (we are taking out its soul), the mob dies, and one of three inscriptions appears in the chat systems:
1 - the crystal absorbed the soul, that is, it charged, and became already level 1.
2 - the crystal was unable to absorb the soul, the SA level remains 0.
3 - the crystal could not withstand the filling with the soul and collapsed. In this case, take the next one.

This is how we charge the crystal up to the 5th level. This process is unpredictable, you can upgrade to level 5 in 10 minutes, or you can kick a bunch of Doom knights, but the crystal will not be upgraded. You will figure it out for yourself in the process.
The charging skill has been acquired, let's move on. The most popular, of course, are SA from levels 11 to 13. They charge on raid bosses, and they can no longer be destroyed, well, at least there’s something good about them.
We buy a level 10 CA of the desired color in the Luxor and go to charge it at the RB (don’t forget to take the quest from Yurek, many people fly by with charging). When you charge SA on raid bosses, you no longer need to put the crystal on the quick panel and click on it, just let it lie in your inventory.

Raid bosses that charge SA from 10 to 11 and from 11 to 12 levels.

Many C-grade weapons, and, from C4, all B-grade weapons or higher, can have a special ability (SA) (which can be translated as " special opportunity") intended for them (in C3 B-grade sword Sword of Valhalla remained without SA).

To add SA to your weapon, if it is not a dual weapon, you need a Soul Crystal of the desired level and color (according to the desired SA). For weapons up to B-grade, you can ask Blacksmith in Aden and Giran for a list of possible SAs (don't have the weapon in your hand when asking or they won't find it), and what color crystal is needed for each one. For A-grade and S-grade, Blacksmith of Mammon is required. This also requires hundreds of gemstones.

For duals, SA is obtained by over-enchanting weapons to +4, with a 30% chance of breaking them.

You can get soul crystals of any of the three colors only by asking the master at the Mages Guild in Giran for a Quest. You will also receive a list of mobs on which you can upgrade your soul crystal.

Level increase soul crystal occurs when destroying mobs from the list. When they are at half health or below, you use a soul crystal (by right-clicking in your inventory or by placing it on your hotbar). After a mob dies, the following possible messages will appear:

  • The soul crystal "fails to absorb the soul". This happens most often and means that nothing happened.
  • The soul crystal shatters. The crystal is broken - take another one.
  • The soul crystal levels. The crystal has increased its level.
  • The soul crystal complains that the mob isn't strong enough. Look for higher level mobs.
Soul crystals of low levels (somewhere up to 7) are not very difficult to get. Levels 8 and 9 are pretty doable. Starting at level 10, leveling up the crystal becomes a headache; Get ready to break a lot of soul crystals before everything goes well. Notes. Everything stated below is based on information on C3 and partially on C4. Everything is ordered by crystal level, by P. Atk and M. Atk. If the crystal levels are the same, then the sorting is by P. Atk, so magic weapons go first, and the weapon with the highest P. Atk is at the end of the list.

Attention: New information about C4, especially which SA needs which color crystals, is not yet reliable at the moment.


Definitions
  • Good magic: Involves all spells that are buffs or heals.
Bad (harmful) magic: includes spells that deal damage and debuffs (Dryad Root, Curse, etc.)

Weapon Types

  • Mystics gain a general weapon skill, allowing them to be completely free in their choice.
  • Sword (sword) means "One-handed sword." All tanks, Gladiators, Swordsingers and Destroyers receive skills to use swords. However, destroyers cannot become swords, so they prefer Blunt.
  • Twohander (two-handed) means "Two-handed sword." Only Destroyers receive special skills for these weapons, but everyone who can use one-handed swords also receive bonuses for using two-handed swords.
  • Blunt (axes, hammers, clubs) means "One-handed Blunt". All Tanks, Gladiators, Swordsingers, Destroyers and all Dwarves receive skills to use Blunt. Warcraers, Overlords, Destroyers, Gladiators and Dwarves receive special skills that allow them to become stronger using Blunt weapons.
  • Staff means "Two-Handed Blunt". Once again, only Destroyers receive a special bonus for two-handed weapons, and again everyone who can use a one-handed weapon can also equip a two-handed weapon. However, all staves, with the exception of the S-grade Dragon Hunter Ax, are magical weapons with high M.Atk and low P.Atk and magical SA. Accordingly, no one except Mystics uses them.
  • Dagger (dagger) can be used by dagger players - Treasure Hunter, Plains Walker and Abis Walker.
  • Bow can be used by archers - Hawkeye, Silver Ranger and Phantom Ranger. However, some warriors prefer to carry a bow for long-range attacks.
  • Polearm (spear) is used by Warlord, as well as Destroyer and Dwarves. However, the warrior can carry a spear for AoE attacks.
  • Dual Sword (duals) is used by Gladiators and Bladdencers.
List of SAs
Name Action
Acumen Casting speed increases by 15%.
Anger Increases P. Atk by reducing max HP by 15%.
Back Blow Increases Critical when backstabbing an enemy.
Cheap Shot Reduces MP consumption during normal archery.
Conversion The maximum amount of MP increases by 60% and maximum amount HP is reduced by 40%.
Critical Bleed The percentage chance that the target will bleed when landing a critical hit increases.
Critical Damage On a critical hit, increases damage dealt.
Critical Drain On a critical hit, part damage caused distilled into its own HP.
Critical Poison Percentage chance to poison the target when landing a critical hit.
Critical Stun Percentage chance to stun the target when dealing a critical hit.
Empower Increases M.Atk.
Evasion Increases Evasion by 2.
Focus Increases crit chance.
Guidance Increases accuracy.
Haste Percentage increase in physical attack speed.
Health Increases maximum HP by 25%.
HP Drain Absorbs health with every hit. (C4)
HP Regeneration Increases HP recovery. (C4)
Light Reduces weapon weight by 70%.
Long Blow Increases the damage radius.
Magic Bless the Body When cast on target good spell, 15% chance to additionally cast Bless the Body.
Magic Chaos Percentage chance, when casting a bad spell on a target, to additionally cast Chaos (effect 3).
Magic Damage When harmful magic is used on a target, additional magic damage is added as a percentage.
Magic Focus 7% chance to cast Focus (effect 3) using good magic on target.
Magic Hold 5% chance to cast Dryad Root (effect 1) using bad magic on the target.
Magic Mental Shield 15% chance to cast Mental Shield when using good magic on the target.
Magic Paralyze Percentage chance to paralyze the target when using harmful magic.
Magic Poison Percentage chance to cast Poison (effect 7) using bad magic on the target.
Magic Power Increases M.Atk by increasing the cost of casting spells by 15%.
Magic Regeneration 3% chance to cast Regeneration (effect 2) using good magic on the target.
Magic Silence When casting a harmful spell on a target, there is a percentage chance of additionally casting Silence.
Magic Weakness 5% chance to inflict Weakness (effect 3) using bad magic on the target.
Mana Up Increases maximum MP by 30%.
Might Mortal Increases chance Mortal walkthroughs Blow and Deadly Blow. (Removed, shortly before C3. All weapons upgraded before with this SA still have it and are very rare.)
Miser Percentage chance to reduce soulshot consumption by 0-4 with each attack.
MP Regeneration Increases MP recovery. (C4)
Quick Recovery Reduces the delay between using skills by percentage.
Risk Evasion Increases Evasion when HP becomes 60% or less.
Risk Focus Increases critical chance when HP reaches 60% or less.
Risk Haste Increases physical attack speed when HP reaches 60% or less.
Wide Blow Expands the angle of attack.

C Grade Weapons

Swords

Weapons (Crystal Level) Red Green Blue
Raid Sword (6) Focus (82) Critical Drain (8HP) Critical Poison (5%)
Sword of Whispering Death (7) Empower Magic Power Magic Silence
Homunculus Sword (7) Acumen Conversion Magic Paralyze
Tsurugi (7) Focus (77) Critical Damage (50) Haste (7%)
Caliburs (7) Guidance (5) Focus (77) Critical Damage (50)
Sword of Limit (7) Guidance Critical Drain Health
Sword of Nightmare (7) Health Focus (77) Light
Sword of Delusion (7) Focus (77) Health Risk Haste (10%)
Samurai Longsword (8) Focus (73) Critical Damage (50) Haste (7%)

Two-handed weapons

Axes, hammers, clubs

Weapons (Crystal Level) Red Green Blue
Stick of Faith (5) Mana Up Magic Hold Magic Shield
Skull Graver (5) Anger (17) Health Risk Focus (125)
Big Hammer (5) Health Risk Focus (125) Haste (8%)
Battle Ax (5) Anger (17) Risk Focus (125) Haste (8%)
Silver Ax (5) Anger (17) Risk Focus (125) Haste (8%)
Dwarven War Hammer (6) Anger (19) Health Haste (7%)
Stick of Eternity (?) Empower Rsk. Evasion
Nirvana Ax (?) Magic Power Magic Poison Magic Weakness
Club of Nature (?) Magic Mental Shield Magic Hold Acumen
Mace of the Underworld (?) Mana Up Magic Silence Conversion
War Ax (7) Anger (21) Health Haste (7%)
Yaksa Mace (8) Anger (23) Health Risk Focus (104)

Staves

Weapons (Crystal Level) Red Green Blue
Heavy Doom Ax (5) Magic Poison (4%) Magic Weakness Magic Chaos (6%)
Heavy Doom Hammer (5) Magic Regeneration
(6%, effect 1)
Magic Mental Shield
(effect 1)
Magic Hold
Crystal Staff (5) Risk Evasion (7) Mana Up Magic Bless the Body
(effect 2)
Cursed Staff (6) Magic Hold Magic Poison (4%) Magic Weakness
Inferno Staff (?) Acumen Magic Silence Magic Paralysis
Paradia Staff (7) Magic Regeneration
(3%, effect 2)
Magic Mental Shield
(effect 3)
Magic Hold
Paagrio Hammer (7) Risk Evasion (6) Magic Poison (3%) Magic Weakness
Sage's Staff (7) Magic Hold Magic Poison (3%) Magic Weakness
Paagrio Ax (7) Mana Up Magic Weakness Magic Chaos (5%)
Deadman's Staff (8) Magic Regeneration
(3%, effect 2)
Magic Mental Shield
(effect 3)
Magic Hold
Demon's Staff (8) Magic Poison (4%) Magic Weakness Magic Chaos (5%)
Ghoul's Staff (8) Risk Evasion (6) Mana Up Magic Bless the Body
(effect 4)

Daggers

Weapons (Crystal Level) Red Green Blue
Cursed Dagger (5) Critical Bleed (12%) Critical Poison (4%) Risk Haste (12%)
Dark Elven Dagger (5) Focus (90) Back Blow (109) Risk Haste
Soulfire Dirk (6) Mana Up Magic Silence (10%, effect 2) Magic Hold
Stiletto (6) Critical Bleed (12%) Critical Poison (4%) Risk Haste
Dark Screamer (7) Evasion (2) Focus (81) Critical Bleed (10%)
Grace Dagger (7) Evasion (2) Focus (81) Back Blow (97)
Crystal Dagger (8) Critical Bleed (10%) Critical Poison (3%) Critical Damage

Bows

Weapons (Crystal Level) Red Green Blue
Crystalized Ice Bow (5) Guidance (5) Evasion (2) Quick Recovery (12%)
Elemental Bow (5) Guidance (5) Miser Quick Recovery (14%)
Noble Elven Bow (6) Evasion (2) Miser Cheap Shot
Akat Long Bow (7) Guidance (4) Evasion (2) Miser
Eminence Bow (8) Guidance (4) Miser Cheap Shot

Brass knuckles

What is written about “Fist Blade” is correct. Although the Fist Blade is the second best brass knuckle and has more damage than the Knuckle Duster, it does require a level 6 crystal, while the Knuckle Duster requires a level 8 soul crystal (in fact, according to the knowledge base, the Knuckle Duster has a higher damage; something may be confused here - approx.).
Weapons (Crystal Level) Red Green Blue
Chakram (5) Critical Drain (6HP) Critical Poison (8%) Risk Haste (12%)
Knuckle Duster (8) Risk Evasion (6) Risk Haste (11%) Haste (7%)
Fist Blade (6) Risk Evasion (6) Risk Haste (10%) Haste (7%)
Great Pata (8) Critical Drain (10HP) Critical Poison (7%) Risk Haste (10%)

Spears

Weapons (Crystal Level) Red Green Blue
Body Slasher (5) Critical Stun (18%) Long Blow Wide Blow
Scythe (5) Anger (17) Critical Stun (18%) Light
Orcish Glaive (5) Anger (17) Critical Stun (18%) Long Blow
Bec De Corbin (6) Critical Stun (17%) Long Blow Light
Polaxe (6) Critical Stun Long Blow Wide Blow
Scorpio (7) Anger (21) Critical Stun (16%) Long Blow
Widow Maker (7) Critical Stun (16%) Long Blow Wide Blow
Orcish Poleaxe (8) Critical Stun (15%) Long Blow Wide Blow

Duals

Weapon When Sharpened at +4
Crimson Sword*Elven Long Sword Guidance
Elven Sword*Elven Long Sword Critical Damage (28)
Sword of Revolution*Sword of Revolution Health
Sword of Revolution*Elven Long Sword Focus (80)
Elven Long Sword*Elven Long Sword Haste (7%)
Stormbringer*Stormbringer Guidance (4)
Stormbringer*Katana Health
Stormbringer*Raid Sword Haste (5%)
Stormbringer*Shamshir Critical Damage (21)
Stormbringer*Spirits Sword Focus (50)
Katana*Katana Haste (6%)
Katana*Raid Sword Critical Damage (28)
Katana*Spirits Sword Guidance (4)
Raid Sword*Raid Sword Haste (6%)
Shamshir*Katana Critical Damage (28)
Shamshir*Raid Sword Focus (40)
Shamshir*Shamshir Guidance (4)
Shamshir*Spirits Sword Health
Spirits Sword*Raid Sword Focus (40)
Spirits Sword*Spirits Sword Health

B Grade Weapons

Swords

Weapons (Crystal Level) Red Green Blue
Keshanberk (9) Guidance (5) Focus (68) Back Blow (56)
Sword of Valhalla (9) Acumen Magic Weakness Magic Regeneration
Sword of Damascus (10) Focus (64) Critical Damage (262) Haste (6%)

Two-handed weapons

Axes, hammers, clubs

Staves

Weapons (Crystal Level) Red Green Blue
Spirit's Staff (9) Magic Regeneration (30%) Magic Mental Shield (50%, effect 4) Magic Hold (10%, effect 4)
Staff of Evil Spirit (10) Magic Focus (20%, effect 3) Magic Bless Body (20%, effect 5) Magic Poison (6%, effect 7)

Daggers

In C4, Hell Knife received a new SA list and is now considered magical.

Weapons (Crystal Level) Red Green Blue
Hell Knife (9) Focus (71) Back Blow (86) Might Mortal (40%)
Hell Knife (9) Magic Regeneration Magic Mental Shield Magic Weakness
Chris (9) Evasion (2) Focus (71) Back Blow (86)
Demon Sword (10) Critical Bleed (10%, effect 6) Critical Poison (3%, effect 6)
Might Mortal (40%)

Bows

Brass knuckles

Spears

Duals

Weapon When Sharpened at +4
Stormbringer*Caliburs Guidance (6)
Stormbringer*Sword of Limit Critical Damage (45)
Stormbringer*Sword of Delusion Health
Stormbringer*Sword of Nightmare Focus (76)
Stormbringer*Tsurugi Haste (9%)
Shamshir*Caliburs Guidance (6)
Shamshir*Sword of Limit Critical Damage (40)
Shamshir*Sword of Delusion Health
Shamshir*Sword of Nightmare Focus (88)
Shamshir*Tsurugi Haste (8%)
Katana*Caliburs Guidance (6)
Katana*Sword of Limit Critical Damage (40)
Katana*Sword of Delusion Health
Katana*Sword of Nightmare Focus (88)
Katana*Tsurugi Haste (8%)
Spirit Sword*Caliburs Guidance (6)
Spirit Sword*Sword of Limit Critical Damage (40)
Spirit Sword*Sword of Delusion Health
Spirit Sword*Sword of Nightmare Focus (88)
Spirit Sword*Tsurugi Haste (8%)
Raid Sword*Caliburs Guidance (6)
Raid Sword*Sword of Limit Critical Damage (40)
Raid Sword*Sword of Delusion Health
Raid Sword*Sword of Nightmare Focus (88)
Raid Sword*Tsurugi Haste (8%)
Stormbringer*Samurai Longsword Guidance (5)
Caliburs*Caliburs Critical Damage (35)
Caliburs*Sword of Limit Health
Caliburs*Sword of Delusion Focus (75)
Caliburs*Sword of Nightmare Haste (7%)
Caliburs*Tsurugi Guidance (5)
Sword of Limit*Sword of Limit Critical Damage (35)
Sword of Limit*Sword of Delusion Health
Sword of Limit*Sword of Nightmare Focus (76)
Sword of Limit*Tsurugi Haste (7%)
Sword of Delusion*Sword of Delusion Guidance (5)
Sword of Delusion*Sword of Nightmare Critical Damage (35)
Sword of Delusion*Tsurugi Health
Sword of Nightmare*Sword of Nightmare Focus (76)
Sword of Nightmare*Tsurugi Haste (7%)
Tsurugi*Tsurugi Focus (76)
Shamshir*Samurai Longsword Guidance (4)
Raid Sword*Samurai Longsword Focus (65)
Spirit Sword*Samurai Longsword Health
Katana*Samurai Longsword Critical Damage (30)
Caliburs*Samurai Longsword Haste (7%)
Sword of Limit*Samurai Longsword Guidance (5)
Sword of Delusion*Samurai Longsword Critical Damage (35)
Sword of Nightmare*Samurai Longsword Health
Tsurugi*Samurai Longsword Focus (52)
Samurai Longsword*Samurai Longsword Haste (4%)

A Grade Weapons

Swords

Weapons (Crystal Level) Red Green Blue
Elemental Sword (11) Magic Power (153) Magic Paralyze (5%) Empower (30)
Tallum Blade (11) Critical Poison (10%, effect 7) Haste (6%) Anger (31)
Sword of Miracles (12) Magic Power (167) Magic Silence (10%, effect 1) Acumen
Dark Legion (12) Critical Damage (326) Health Risk Focus (130)
Weapons (Crystal Level) Red Green Blue Dasparion's Staff (11) Mana Up Conversion Acumen Branch of The Mother Tree (12) Conversion Magic Damage (30%, power 8) Acumen

basic information

  • Special bonuses (SA) can be inserted into various C, B, A and S class weapons.
  • Each weapon can be equipped with one of three SAs to choose from.
  • Dual swords/daggers automatically gain a certain SA when enchanted to +4. They cannot get another SA.
  • You cannot insert SA into a Common Item, Shadow Item, No Grade, D Grade, or Hero Weapon.
  • Can insert SA into Augmented and Masterwork weapons

Purchasing a crystal

  • You can purchase a crystal from the Enhance Your Weapon quest
  • Or buy in the SA Store (Luxory Shop, Town of Giran)
levelD crystalsC crystalsB crystals
7 500 100
8 567 120
9 135 44
10 150 50

SA insert

  • To insert SA C and B class, you need to go to the Blacksmith (Blacksmith) in the Blacksmith Shop (Forge) in any city.
  • To insert SA A and S/S80 class, you need to go to Mammon Blacksmith, who appears in the week of Seven Sigs victories in Catacombs.
  • You must have with you a certain amount of Gemstone of the same class as the weapon, and a Soul Crystal of a certain color and level. The number of Gemstones and the level of crystals are indicated below.

Required Resources for SA Insertion

Grade (Rank) Crystal level Gemstones (Gems)
C Low 5 97 C
C Middle 6 238 C
C High 7 306 C
C Top 8 555 C
B Low 9 222B
B Top 10 339B
A Low Blue 11 147 A
A Low Red/Green 11 157 A
A Middle Blue 12 157 A
A Middle Red/Green 12 140 A
A Top 12 157 A
S 13 82 S
Dynasty 14 285 S
Icarus 15 399 S
Vesper16 623 S

Description of SA effects

Passive physical SA
Anger (Rage) Increases P. Atk. (physical attack) and reduces maximum HP by 15%.
Back Blow (Backstab) Increases Critical (critical attack chance) from the back.
Cheap Shot (Saving)/ OnionDuring a normal attack, reduces MP consumption.
Cheap Shot (Saving)/ CrossbowWhen using skills, reduces MP consumption.
Critical Damage (Crit. Damage) Increases P. Atk. (physical attack) during a critical attack.
Evasion (Evasion) Increases Evasion (evasion)
Focus (Focusing) Increases Critical (critical attack chance)
Guidance (Hover) Increases Accuracy (accuracy)
Haste (Acceleration) Increases Atk. Spd (attack speed)
Health (Health) Increases maximum HP by 25%.
HP Drain (HP Absorption) Restores 3% of the physical damage dealt to an enemy during a melee attack.
HP Regeneration (HP Regeneration) Increases HP recovery by 2.2 per tick
Light (Ease) Increases Weight Limit (weight limit) by 20%
Miser (Stinginess) Gives a 30% chance to reduce the consumption of soulshots when attacking
Quick Recovery (Fast recovery) Reduces skill reuse time
Towering Blow (Impact force) Increases the effect area of ​​the weapon.
Wide/Wild Blow (Impact angle) Increases the angle of attack.
Chance physical SA
Critical Anger (Crit. Anger) Reduces the player's HP by 12 and increases P. Atk. (physical attack) by 248 on a critical attack.
Critical Bleed (Crit Bleed) Gives a chance to inflict Bleed on the target (bleeding) during a critical attack.
Critical Drain (Crit Vampire) Drains 9 HP from the target during a critical attack.
Critical Poison (Crit. Poison) (I) during a critical attack.
Critical Slow (Crit. slow) Gives a chance to cast Slow on the target (reduce speed) during a critical attack.
Critical Stun (Crit. stun) Gives a chance to cast Stun on the target (stun) during a critical attack.
Limit physical SA
Risk Evasion (Risk avoidance) Increases Evasion (evasion) at HP 60% and below.
Risk Focus (Risk focusing) Increases Critical (critical attack chance) at HP 60% and below.
Risk Haste (Risk acceleration) Increases Atk. Spd (attack speed) at HP 60% and below.
Passive Magic SA
Acumen (Insight) Increases Casting Spd. (spell casting speed) by 15%.
Conversion (Conversion) Increases maximum MP by 60% and decreases maximum HP by 40%.
Empower (Inspiration) Increases M. Atk. (magic attack)
Magic Damage (Magic damage) Increases damage power by 8 with a 30% chance when using bad magic
Magic Power (Magic power) When using magic, MP consumption increases by 15% and M. Atk. (magic attack) increases.
Mana Up (Increase mana) Increases maximum MP by 30%.
MP Regeneration (MP Regeneration) Increases MP recovery by 0.6 per tick
Chance buff SA
Bless the Body (Blessing the Body) Places Bless the Body on target with a 20% chance (blessing of the body)
Magic Focus (Focusing) Places Focus on the target with a 20% chance (focusing) when using friendly magic. Effect 3.
Magic Regeneration (Magic regeneration) Places Regeneration on target with a 30% chance (regeneration) when using friendly magic.
Mental Shield (Mental shield) Places Mental Shield on the target with a 50% chance (mental shield) when using friendly magic.
Chance debuff SA
Magic Chaos (Chaos) Gives a chance to cast Curse of Chaos on the target (curse of chaos)
Magic Hold (Magic shackles) Gives a chance to cast Dryad Root on the target (dryad roots)
Magic Paralyze (Paralysis) Casts magic that paralyzes the target with a 5% chance.
Magic Poison (I) Gives a chance to inflict Poison on the target (I) when using bad magic.
Magic Silence (Silence) Places Silence on the target with a 10% chance (silence) when using bad magic
Magic Weakness (Magical weakness) Gives a chance to inflict Curse Weakness on the target (curse of weakness) when using bad magic. Effect 3.