Hoot hoot,
Mora Village has always attracted adventurers eager to find rare new equipment, meet the spirited Rafflesias, fight new monsters, and venture through the Hazy Forest. However, not all who enter the forest are able to return...
To begin exploring the Hazy Forest and gathering your new Mora Equipment, please complete the Wandering Guardian Quest. Be sure to read the maps carefully as the forest might send you back to the beginning if you're not careful!
Once you've completed the Wandering Guardian Quest, you may begin doing the Mora Daily Quests. Each quest is fairly simple and will reward you with 1 Mora Coin.
These coins can be used to purchase Mora Equipment and even to endow them with enchantments! Each respective Mora Set has been adjusted to Loki standards and can only be used by certain classes. Each piece of Mora Equipment can be enchanted at least twice and some can even be Empowered! Please read below for details:
Guardian of Artifacts [High Wizards/Professors] (/navi mora 104/76)
Each piece of equipment from the Guardian of Artifacts can be purchased for 10 Mora Coins
When purchasing equipment, you are only able to select what type of equipment, not specific pieces (shoes, armor, weapon, accessory)
The Golden Rod set has been adjusted for High Wizards:
Golden Rod Staff[2] (Two-handed) - 2 Possible Enchants
MATK +15% + 1% MATK for every 2 refines
INT +3
Increases [Jupitel Thunder] damage by 12%
Golden Rod Robe[0] - 3 Possible Enchants
[Lord of Vermilion] and [Thunder Storm] will have a chance to Stun enemies
+70% Resistance to Freeze
When Base LUK is 120 or higher, INT +5
Golden Rod Orb[1] - 3 Possible Enchants
+15% Resistance to Wind attacks
Chance to cast [Jupiter Thunder] Level 3 when hit with physical or magical attacks
Golden Rod Shoes - 3 Possible Enchants
+15% Resistance to Wind attacks
Set Bonus (Golden Rod Staff[2], Golden Rod Shoes, Golden Rod Orb[1], Golden Rod Robe
+40% all Wind element spell damage
-30% Earth elemental spell damage
-50% resistance to Earth attacks
+10% Resistance to Demi-Humans
The Forest set has been adjusted for High Wizards:
Forest Staff[2] (Two-handed) - 2 Possible Enchants
MATK +15% + 1% MATK for every 2 refines
INT +3
Increases [Earth Spike] and [Heaven's Drive] damage by 12%
Forest Robe - 3 Possible Enchants
[Heaven's Drive] and [Earth Spike] have a chance to inflict "Slow Down"
+70% Resistance to Freeze
When Base LUK is 120 or higher, INT +5
Forest Orb[1] - 3 Possible Enchants
+15% Resistance to Earth attacks
Chance to cast [Quagmare] Level 3 when hit by physical or magical attacks
Forest Shoes - 3 Possible Enchants
+15% Resistance to Earth attacks
Set Bonus (Forest Staff[2], Forest Robe, Forest Orb[1], Forest Shoes):
+40% Earth elemental spell damage
-30% Fire spell damage
-50% Resistance to Fire attacks
+10% Resistance to Demi-Humans
The Aqua set has been adjusted for Professors:
Aqua Staff[2] (Two-handed)
MATK +15 + 1% MATK for every 2 refines
INT +3
Increases [Cold Bolt] and [Frost Diver] damage by 12%
Aqua Robe
[Cold Bolt] has a chance to inflict "Cold"
+70% Resistance to Freeze
When Base LUK is 120 or higher, INT +5
Aqua Orb[1]
+15% Resistance to Water attacks
Adds chance to cast [Frost Diver] Level 3 (or the level learned) when hit by physical or magical attacks
Aqua Shoes
+15% Resistance to Water attacks
Set Bonus (Aqua Staff[2], Aqua Robe, Aqua Orb[1], Aqua Shoes):
+40% Water element spell damage
-30% Wind element spell damage
-50% Resistance to Wind attacks
+10% Resistance to Demi-Humans
The Crimson set has been adjusted for Professors and includes:
Crimson Staff[2] (Two-handed)
MATK +15% + 1% MATK for every 2 refines
INT +3
Increases [Fire Bolt] and [Fire Ball] damage by 12%
Crimson Robe
[Fire Bolt] has a chance to inflict a small "Burning"
+70% Resistance to Freeze
When Base LUK is 120 or higher, INT +5
Crimson Orb[1]
+15% Resistance to Fire attacks
Adds chance to cast [Fire Ball] Level 3 (or the level learned) when hit by physical or magical attacks
Crimson Shoes
+15% Resistance to Fire attacks
Set Bonus (Crimson Staff[2], Crimson Robe, Crimson Orb[1], Crimson Shoes)
+40% Fire element spell damage
-30% Water element spell damage
-50% Resistance to Water attacks
+10% Resistance to Demi-Humans
To enchant your equipment, please speak to the Artifact Crafter (/navi mora 99/93). The Golden Rod/Forest/Aqua/Crimson items mentioned above can be enchanted with:
SP +100
SP +200
HP +100
HP +200
INT +1
INT +2
INT +3
DEX +1
DEX +2
DEX +3
MATK +1%
MATK +2%
MDEF +1
MDEF +2
If your equipment has a third possible enchantment slot, you also have a chance to enchant it with the following (in addition to the original list):
INT +4
DEX +4
Keeper of Secrets [High Priests/Champions] (/navi mora 88/89)
Each piece of equipment from the Keeper of Secrets can be purchased for 10 Mora Coins
When purchasing equipment, you are only able to select what type of equipment, not specific pieces (shoes, armor, weapon, accessory)
If you already have an accessory in your inventory, the Keeper of Secrets will not allow you to purchase anymore equipment
You may trade in any accessory to the Keeper of Secrets for 10 Mora Coins (third option)
The Master of Relics (/navi mora 96/74) is able to enchant the equipment listed below for High Priests and Champions. Each item has different potential enchants which will be listed with them.
The following items have been adjusted for High Priests:
Bible of Promise (Vol. 1) - 3 Possible Enchants
Adds chance of using Odin's Power Level 1 on yourself when attacking
Possible Enchants:
ATK +2%
VIT +1, +2
INT +1, +2
DEX +1, +2
HP +500
CRIT +5
Possible Enchants (3rd and 4th slot):
INT +3, +4
DEX +3, +4
Light of Cure
+5% Effectiveness of Healing Skills
Allows the user to enchant items with effects related to [Heal]
Possible Enchants:
INT +1, +2
MDEF +6
DEX +1, +2
VIT +1, +2
HP +500
ATK +2%
Cure Lvl 1 (Small chance to do Highness Heal Level 1 after using Heal)
Seal of Cathedral
+5% Effectiveness of Healing Skills
Allows the user to enchant items with effects related to [Sanctuary]
Possible Enchants:
DEX +1, +2
VIT +1, +2
INT +2
MDEF +6
HP +500
ATK +2%
Catholic Lvl 1 (Increases Sanctuary's effect by 5%)
Ring of Archbishop
+5% Effectiveness of Healing Skills
Allows the user to enchant items with effects related to healing skills
Possible Enchants:
MDEF +6
INT +2
DEX +1, +2
VIT +1
HP +500
ATK +2%
Archbishop Lvl 1 (Increase effect of healing skills by 3%)
The Affection set has been adjusted for High Priests and includes:
Wand of Affection[2]
+10% MATK
+10% Heal Bonus
Possible Enchants:
+100 SP
VIT +1, +2
INT +1, +2, +5
DEX +1, +2
MATK +1%
Robe of Affection
Blesses the wearer with Holy Property
+70% Resistance to Freeze
Reduce SP Cost by 2% for every refine
Possible Enchants:
DEX +1, +2, +3
INT +1, +2
ATK +2%
STR +4, +5
CRIT +5
HP +500
MDEF +6
Shawl of Affection
Adds chance of casting [Renovatio] Level 1 when physically or magically attacked
Increases Perfect Dodge by 2 + refine
Possible Enchants:
DEX +1, +2, +3, +4
INT +1, +2
VIT +1
HP +500
CRIT +5
MDEF +6
Shoes of Affection
+10% Damage received from all races
MAX HP increased by 750 per refine
+10% Resistance to Demi-Humans
Possible Enchants:
DEX +1, +2
INT +1, +2
ATK +2%
MDEF +6
HP +500
Set Bonus (Wand of Affection, Robe of Affection, Shawl of Affection, Shoes of Affection):
+25% Heal Bonus
+20% SP Consumption when using [Heal]
Reduces Cooldown rate by 15%
The Judgement set has been adjusted for Champions and includes:
Mace of Judgement[2]
+20% Damage when using Neutral
Possible Enchants:
DEX +1, +2
ATK +3%
STR +1, +2
VIT +1, +2
Possible Enchants (3rd and 4th slot):
STR +3, +4
Robe of Judgement
Blesses the wearer with Shadow property
+70% Resistance to Freeze
Increases [Finger Offensive] damage by 10% and increases SP cost by 10
Possible Enchants:
DEX +1, +2, +3, +4
INT +1, +2, +3, +4
STR +4
VIT +1
ATK +2%
MATK +2%
CRIT +5
HP +500
MDEF +6
Shawl of Judgement
Chance of using [Gentle Touch - Cure] Level 1 when attacked
Increases ATK by 10*2 per refine
Possible Enchants:
DEX +1, +2, +3, +4
INT +1, +2
VIT +1
HP +500
Shoes of Judgement
Increases HP by 50 per Base Level
Increases SP by 3 per Base Level
+1% MAX HP/SP per refine
Reduces Cooldown by 10%
Possible Enchants:
DEX +2, +3, +4
INT +1, +2
MDEF +6
ATK +2%
Set Bonus (Mace of Judgement, Robe of Judgement, Shawl of Judgement, Shoes of Judgement):
+20% Damage when using Neutral
Ignores Defense by 35%
Increases damage of [Excrutiating Palm] by 45% and increases SP cost by 20
Decreases Cooldown of [Excrutiating Palm] by 1 second
Artifact Collector [High Wizards/Professors/High Priests/Champions] (/navi mora 124/82)
The Artifact Collector has been studying the various Mora weapons and has learned how to empower them for you (Golden Rod Staff/Forest Staff/Aqua Staff/Crimson Staff/Wand of Affection/Mace of Judgement) but he has a few conditions!
The weapon that you trade into him for empowerment must be refined and have particular enchantment values
Enchantment values do not have to be lone-standing enchantments; if the Artifact Collector asks for INT +4, it can be a combination of INT+1 and INT +3 or INT +2 and INT+2
There is no benefit to refine the weapon beyond what he asks of you: it will not improve your success rate
Each empowerment has a chance to fail which will break the weapon as well.
The Golden Rod Staff, Forest Staff, Aqua Staff, and Crimson Staff must be refined to +7 and have MATK +2% or INT +4. If you successfully empower your weapon, you will receive Empowered Golden Rod Staff, Empowered Forest Staff, Empowered Aqua Staff or Empowered Crimson Staff.
The Wand of Affection and Mace of Judgement must be refined to +7. The Wand of Affection must have MATK +2%, DEX +4 or INT +5. The Mace of Judgement must have ATK +3%, DEX +4 or STR +5. If you successfully empower your weapon, you will receive Empowered Wand of Affection and Empowered Mace of Judgement.
The new weapons also create new Set Bonuses when worn with their respective equipment.
Empowered Golden Rod Staff[1]
MATK +20%, +1% MATK for every 2 refines
INT +5
+30% Damage inflicted with [Jupitel Thunder]
Set Bonus (Empowered Golden Rod Staff, Golden Rod Robe, Golden Rod Orb[1], Golden Shoes)
+60% damage with Wind Elemental magic
-60% Earth magic damage
-50% Resistance to Earth element
+15% Resistance to Demi-Humans
Empowered Forest Staff[1]
+30% Damage inflicted with [Earth Spike] and [Heaven's Drive]
Set Bonus (Empowered Forest Staff, Forest Robe, Forest Orb[1], Forest Shoes):
+60% damage with Earth Elemental magic
-60% Fire magic damage
-60% Resistance to Fire element
+15% Resistance to Demi-Humans
Empowered Aqua Staff[1]
+30% Damage inflicted with [Cold Bolt] and [Frost Diver]
Set Bonus (Empowered Aqua Staff, Aqua Robe, Aqua Orb[1], Aqua Shoes):
+60% damage with Water Elemental damage
-60% Wind magic damage
-50% Resistance to Wind Element
+15% Resistance to Demi-Humans
Empowered Crimson Staff[1]
+30% Damage inflicted with [Fire Bolt] and [Fire Ball]
Set Bonus (Empowered Crimson Staff, Crimson Robe, Crimson Orb[1], Crimson Shoes):
+60% damage with Fire Elemental damage
-60% Water damage by 60%
-50% Resistance to Water element
+15% Resistance to Demi-Humans
Empowered Wand of Affection[1]
+15% MATK
+25% Heal Bonus
Set Bonus (Empowered Wand of Affection, Robe of Affection, Shawl of Affection, Shoes of Affection):
+45% Heal Bonus
Increases SP Consumption of [Heal] by 50
Reduces Cooldown by 25%
Empowered Mace of Judgement[1]
+40% Damage when using Neutral
Set Bonus (Empowered Mace of Judgement, Robe of Judgement, Shawl of Judgement, Shoes of Judgement):
+30% Damage when using Neutral
Increases damage of [Excrutiating Palm] by 80% and increases SP cost by 20
Decreases Cooldown of [Excrutiating Palm] by 1.5 seconds
Guardian of Power [Snipers/Bards & Gypsies/Assassin Crosses/Stalkers/Lord Knights/Paladins] (/navi mora 148/98)
Each piece of equipment from the Guardian of Power costs 10 Mora Coins
When purchasing equipment from the Guardian of Power, you are able to specify what class and what piece of equipment you want
The White Wing set has been adjusted for Snipers and includes:
White Wing Suit[1]
Increases ranged damage by 0.5 * Refine Level
Flee +1 per refine
White Wing Manteau
CRIT rate +5%
White Wing Boots[1]
+10% Movement Speed
MDEF +1 per refine
White Wing Brooch
ATK +80
Set Bonus (White Wing Suit, White Wing Manteau, White Wing Boots, White Wing Brooch):
ASPD +2
Increases [Sharp Shooting] damage by 25%
Increases ranged damage by 10%
Chance of casting [Double Strafe] Level 3 (or the level learned) when attacking with a ranged weapon
The Black Wing Set has been adjusted for Clowns and Gypsies and includes:
Black Wing Suit[1]
HP +1000 and additional +1000HP per refine
SP +100 and additional +100SP per refine
Black Wing Manteau
+1 Perfect Dodge for every refine above +6
Increases movement speed by refine rate
Black Wing Boots[1]
+10 Movement Speed
MDEF +1 per refine
Black Wing Brooch
ATK +90
Set Bonus (Black Wing Suit, Black Wing Manteau, Black Wing Boots, Black Wing Brooch):
MAX HP +20%
Increases damage of [Arrow Vulcan] by 20%
Perfect Dodge +20
Increases ranged attack damage by 10%
AGI -20
Flee -20
The Sapha Set has been adjusted for Assassin Crosses and includes:
Sapha's Cloth[1]
Chance of auto-casting [Meteor Assault] Level 1 (or level learned) when physically attacking
Sapha's Hood
Increases Crit Damage by 1.5% per refine
Sapha's Shoes[1]
+7% Movement Speed
+7% HP/SP
Chance of gaining Movement Speed, Flee, and Perfect Dodge when receiving physical or magical damage
Sapha Ring
ATK +100
Set Bonus (Sapha's Cloth, Sapha's Hood, Sapha's Shoes, Sapha Ring):
Flee +10
CRIT +15
Increases SP cost of skills by 10%
Increases damage of [Sonic Blow] and [Grimtooth] by 20%
The Nab Set has been adjusted for Stalkers and includes:
Nab's Cloth[1]
Increases HP and SP by 1.5 per refine
Nab Hood
Increases DEX and STR per refine level
Increases Flee and ATK for every 2 refines
Nab Shoes[1]
+10% HP/SP
+7% Movement Speed
Nab Ring
ATK +95
Set Bonus (Nab's Cloth, Nab Hood, Nab Shoes, Nab Ring):
If base STR is 250 or higher, +10% Melee Damage
If base DEX is 250 or higher, +10% Ranged damage
+10% damage to all races
CRIT -50
Chance of casting [Odin's Blessing] Level 1 when physically attacking
The Ur's Set has been adjusted for Lord Knights and includes:
Ur's Plate
+2% MAX HP per refine
-5% damage from Neutral element
-5% damage from Demi-Human
Ur's Manteau
-10% damage from Neutral element
-1.5% damage from physical attacks per refine
Ur's Greaves[1]
MAX HP increases by 1.5 per refine
+5% Movement Speed
Ur's Seal[1]
ATK +90
Set Bonus (Ur's Plate, Ur's Manteau, Ur's Greaves, Ur's Seal):
MAX HP +25%
Increases damage of [Spiral Pierce] by 20%
Increases SP cost of Spiral Pierce by 20
Enables use of [Guard] Level 1
The Peuz Set has been adjusted for Paladins and includes:
Peuz's Plate
MAX HP +30% and +2% per refine
Increases resistance to Neutral by 1% per refine
Peuz's Manteau
Increases resistance to all elements by 1% per refine
Perfect Dodge +5
Peuz's Greaves[1]
Increases CRIT by 1 per refine
Increases HP by 1.5% per refine
Increases resistance to Melee by 5%
Peuz's Seal[1]
ATK +80
HP +3%
Set Bonus (Peuz's Plate, Peuz's Manteau, Peuz's Greaves, Peuz's Seal):
+10% damage to all monster sizes
+10% CRIT damage
Increases damage of [Shield Boomerang] and [Shield Chain] by 20%
Chance of using [Concentration] Level 2 when physically attacking
Artifact Researcher [Snipers/Assassin Crosses/Lord Knights/Paladins] (/navi mora 148/98)
The Artifact Researcher is a bit picky about allowing just any ol' adventurer to enchant their equipment and has a few requirements before he is willing to help you out.
Enchantments are performed at a cost of 1 Mora Coin and 100,000 zeny per attempt
Second enchantments (in the second slot) have a chance of failure and may erase all enchantments from your equipment
Third enchantments have a very low success rate and failures will either remove all the enchantments or break your equipment
The Artifact Researcher is also able to remove all enchantments for a fee of 1 Mora Coin and 100,000 zeny (third dialogue option)
Please note that this is a partial guide. Please work together with your fellow adventurers to discover all the possible enchantments for each gear.