Card AlchemistThe Card Alchemist is a master of transmutation, capable of merging two cards of similar essence into something entirely new. This advanced system generates thousands of unique card combinations, each with its own properties and bonuses.
Visit the Card Alchemist
![]() Aurelia (Central Hub)aurelia 167, 117 Speak with the Card Alchemist to access the alchemy menu and begin fusing cards. |
How It Works
Card Alchemy is the art of merging two cards of similar essence into something entirely new. The process follows these principles:

Combination Process
- Select Slot Type - Choose which equipment slot you want to combine cards for
- Enter Base Card ID - Input the ID of your first card
- Enter Modifier Card ID - Input the ID of your second card
- Review Result - The system will show you the new card that will be created
- Confirm Combination - Both cards will be consumed, and you'll receive the new card
- Same Slot Only: Both cards must be from the same equipment slot (Headgear, Armor, Weapon, Shield, Garment, Shoes, or Accessory)
- Same Cards: You cannot combine the same card with itself
- Consumption: Both cards will be consumed in the process, make sure you're ready to lose them!
Base and Modifier Cards
The combination system uses two roles:
- Base Card - The first card you input; this card's properties form the foundation
- Modifier Card - The second card you input; this card's properties modify the base card
Current Status
Weapon Cards: Fully functional and ready to use
Headgear Cards: Currently disabled—process isn't stable yet
Armor Cards: Currently disabled—process isn't stable yet
Shield Cards: Currently disabled—process isn't stable yet
Garment Cards: Currently disabled—process isn't stable yet
Shoes Cards: Currently disabled—process isn't stable yet
Accessory Cards: Currently disabled—process isn't stable yet
The Card Alchemist is working on perfecting the alchemy process for these slots. Return once the process has been stabilized!
Limitations & Restrictions
The Card Alchemy system has several limitations and restrictions to ensure balance and prevent overpowered combinations:
Disabled Cards
These cards cannot be used with the Card Alchemist in any way.
Weapon Cards
| Card ID | Card Name |
|---|---|
Headgear Cards
Work in Progress - Headgear slot is currently disabled
Armor Cards
Work in Progress - Armor slot is currently disabled
Shield Cards
Work in Progress - Shield slot is currently disabled
Garment Cards
Work in Progress - Garment slot is currently disabled
Footgear Cards
Work in Progress - Footgear slot is currently disabled
Accessory Cards
Work in Progress - Accessory slot is currently disabled
Modifier Disabled Cards
Some cards can be used as a base card but cannot be used as a modifier card. This prevents certain powerful cards from being combined with each other.
Dracula and Drake cards can both be used as base cards, but they cannot be combined with each other since both are modifier-disabled. This prevents creating overpowered combinations while still allowing these powerful cards to be used as bases for other combinations.
Weapon Cards
| Card ID | Card Name |
|---|---|
Headgear Cards
Work in Progress - Headgear slot is currently disabled
Armor Cards
Work in Progress - Armor slot is currently disabled
Shield Cards
Work in Progress - Shield slot is currently disabled
Garment Cards
Work in Progress - Garment slot is currently disabled
Footgear Cards
Work in Progress - Footgear slot is currently disabled
Accessory Cards
Work in Progress - Accessory slot is currently disabled
Bonus Overrides
The bonus overrides allows the Card Alchemist to fine-tune how specific cards behave in combinations. This ensures that powerful or unique cards maintain their identity while still being able to participate in the alchemy process.
Weapon Cards
| Card ID | Card Name | Description |
|---|---|---|
| Increases Physical Damage against enemies of Shadow elemental by 10%. | ||
| Increases Physical Damage against Formless monsters by 10%. | ||
| ATK +7. Critical Rate +1%. | ||
| Increases Physical Damage against Wind element by 10%. | ||
| Increases Physical Damage against Demi-Human monsters by 10%. | ||
| ATK +10. | ||
| Increases Physical Damage against Fire element by 10%. | ||
| Increases Physical Damage against Brute monsters by 10%. | ||
| Increases Physical Damage against Poison element by 10%. | ||
| Increases Physical Damage against Insect monsters by 10%. | ||
| Increases Physical Damage against Earth element by 10%. | ||
| Increases Physical Damage against Plant monsters by 10%. | ||
| Increases Physical Damage against Water element by 10%. | ||
| Increases Physical Damage against Fish monsters by 10%. | ||
| Increases Physical Damage against Small size monsters by 7%. | ||
| Increases Physical Damage against Holy element by 10%. | ||
| Critical Rate +4%. | ||
| Increases Physical Damage against Medium size monsters by 7%. ATK +5 | ||
| Increases damage with ranged attacks by 5%. | ||
| Hit +10. | ||
| Increases Physical Damage against Demon monsters by 10%. | ||
| Enable a 3% chance of gaining 7% of the damage inflicted on an enemy as HP with each attack. | ||
| Increases Physical Damage against Dragon monsters by 10%. | ||
| Increases Physical Damage against enemies of Demi-Human, Brute, Plant and Insect race by 4%. | ||
| Increases Physical Damage against Large size monsters by 7%. | ||
| Increases Physical Damage against Undead monsters by 10%. | ||
| Increases Physical Damage against Boss monsters by 10%. | ||
| Increases Critical Damage by 5%. Critical +3 when attacking Formless monster. | ||
| Increases Critical Damage by 5%. Critical +3 when attacking Undead monster. | ||
| Gains 2 SP each time an Insect monster is killed by melee physical attacks. | ||
| Gains 2 SP each time a Brute monster is killed by melee physical attacks. | ||
| Adds 5% chance of decreasing target's SP amount by 5% when dealing physical damage. When equipped by Sage classes: Gains 1 SP when dealing physical damage. | ||
| Increases Critical Damage by 10%. Drains 1 SP on each attack. | ||
| Critical Rate +5%. Critical +3 when attacking Dragon monster. | ||
| Gains 2 SP each time a Dragon monster is killed by melee physical attacks. | ||
| Gains 2 SP each time a Demon monster is killed by melee physical attacks. | ||
| Critical Rate +5%. Critical +3 when attacking Fish monster. | ||
| Increases Physical Damage against Ghost element by 10%. | ||
| ATK +7 Random chance to auto-cast Level 3 Fire Ball on the target when dealing physical damage. If the user has mastered the skill at Level 10, it will cast Level 10 Fire Ball. | ||
| Critical Rate +5%. Critical +3 when attacking Insect monster. | ||
| HIT +5 ATK +5 | ||
| Critical Rate +5%. Critical +3 when attacking Demi-Human race. | ||
| Gains 2 SP each time an Undead monster is killed by melee physical attacks. | ||
| ATK +15 Drains 1 SP on each attack. | ||
| Gains 2 SP each time an Plant monster is killed by melee physical attacks. | ||
| Critical Rate +5%. Critical +3 when attacking Plant monster. | ||
| Critical Rate +5%. Critical +3 when attacking Brute monster. | ||
| Gain 2 SP each time a Fish monster is killed by melee physical attacks. | ||
| Gain 2 SP each time a Formless monster is killed by melee physical attacks. | ||
| Critical Rate +5%. Critical +3 when attacking Demon monster. | ||
| Gains 2 SP each time an Angel monster is killed by melee physical attacks. | ||
| Increases Critical Damage by 7%. When equipped by Thief classes: Critical +4 | ||
| Gain 2 SP each time a Demi-Human race monster is killed by melee physical attacks. | ||
| Increases damage of Earth Spike and Heaven's Drive by 3%. | ||
| Increases damage of Thunderstorm, Jupitel Thunder, and Lord of Vermilion by 3%. | ||
| Increases damage of Frost Nova and Storm Gust by 3%. | ||
| Critical +5 when attacking Demi-Human race monster. | ||
| Hit -10 Increases Attack Speed (decreases After Attack Delay by 3%). | ||
| Increases damage of Fire Pillar and Meteor Storm by 3%. | ||
| Increases damage of Napalm Beat, Soul Strike, and Napalm Vulcan by 3%. | ||
| Increases Magic Damage against Angel monsters by 5%. | ||
| Increases Critical by 7 when dealing Ranged Physical Damage. | ||
| When compounded on a One-Handed Sword or Two-Handed Sword class weapon: Critical +3 HIT +5 Increases damage of Bowling Bash by 10%. | ||
| Ignores magical defense of enemies by 1%. | ||
| ATK +12 |
Headgear Cards
Work in Progress - Headgear slot is currently disabled
Armor Cards
Work in Progress - Armor slot is currently disabled
Shield Cards
Work in Progress - Shield slot is currently disabled
Garment Cards
Work in Progress - Garment slot is currently disabled
Footgear Cards
Work in Progress - Footgear slot is currently disabled
Accessory Cards
Work in Progress - Accessory slot is currently disabled
Pro Tip: Experiment with different combinations to discover unique bonuses! The Card Alchemy system rewards experimentation, and you might just create the perfect card for your build. Remember to check which cards are disabled before attempting combinations!

