Overview[]
- Origin: Final Fantasy Brave Exvius
- Type: Equipment Enhancement Event
Enhancing Equipment[]
- Select the equipment you wish to enhance. Each equipment has 3 ability slots to enhance.
- If you select equipment currently attached to a unit, it will be unequipped automatically from all parties.
- All types of weapon will be available to enhance. Some weapons will have a unique rare ability available only for the duration of the current event.
- Select the dungeon, and venture into each floor upon choosing your companion and party.
- Each entry will consume 1 orb. You can hold up to 10 orbs at a time, with 1 orb given per hour. Ranking up or using Lapis refresh for 100 will refill them to full. You can use Equipment Enhancement Orb Restore to restore 1 orb each.
- There are a total of 10 floors. Each floor will be increasing in difficulty, but also higher chance of rare or strong abilities. units should be able to easily beat even the last couple floors.
- When you first enter this event, your regular party sets will be copied as a new, completely separate sets of party. You can equip different equipment and unit to this party set without changing other parties.
- Each time you clear a floor, you will obtain event points and an ability.
- You may choose 1 from 3 different abilities chosen at random.
- Abilities that are already enhanced to your current equipment will not show up again.
- If those 3 slots are already filled, you may replace 1 of them, or skip.
- Clearing all the floors available will render the dungeon completed.
- You can also choose to leave on any floor and keep all of the abilities you've obtained.
- In the case of game over, you can either retire with 100 and keep all of the abilities you've obtained, or leave and lose them.
- Troubleshooting
- To hold onto newly gained abilities prior to the event ending and maintenance beginning, remember to complete or retire from the dungeon, otherwise any gained abilities will be lost. Selected equipment that has not received its floor 1 ability will not gain any abilities.
- If the event ends before floor 10 has been completed, the equipment will keep the old abilities and not the gained abilities from the previous floors (i.e. you cannot choose between the new abilities and old abilities).
- Reset the game if equipment appears to be missing after maintenance is completed.
Party Composition[]
- Much like the Arena and 10-man trials this mode uses its own party and equipment composition.
- A new friend unit is chosen for every floor but otherwise your party will behave as though all floors are one continuous set of battles (e.g. LB, MP, HP, esper gauge, status ailments all carry over).
- You can use the early floors to build esper gauge and LBs. You can also save mana by using just the friend units' abilities to clear them.
Abilities[]
Generic Abilities | |||||||
---|---|---|---|---|---|---|---|
HP | 5% | 10% | 15% | 20% | |||
MP | 5% | 10% | 15% | 20% | |||
ATK | 5% | 10% | 15% | 20% | |||
DEF | 5% | 10% | 15% | 20% | |||
MAG | 5% | 10% | 15% | 20% | |||
SPR | 5% | 10% | 15% | 20% | |||
Auto-Regen | Lv. 1 (200 HP, 1x) |
Lv. 2 (600 HP, 1x) |
Lv. 3 (1200 HP, 1x) |
Lv. 4 (1800 HP, 1x) | |||
Auto-Refresh | Lv. 1 (3%) |
Lv. 2 (5%) | |||||
DEF Auto-Boost | Lv. 4 (40%) |
Lv. 5 (50%) | |||||
SPR Auto-Boost | Lv. 4 (40%) |
Lv. 5 (50%) | |||||
Fill Limit Gauge | Lv. 1 (+1 per turn) |
Lv. 2 (+2 per turn) | |||||
Reduce MP Cost | Lv. 1 (5%) |
Lv. 2 (10%) | |||||
Rare Abilities | |||||||
High Tide+ | Increase LB gauge fill rate (150%) | ||||||
Seal of Life and Power Lv. 4 | Increase HP/ATK (20%) | ||||||
Seal of Skill and Magic Lv. 4 | Increase MP/MAG (20%) | ||||||
Seal of Skill and Soul Lv. 4 | Increase MP/SPR (20%) | ||||||
HP/SPR +20% | Increase HP/SPR (20%) | ||||||
Seal of Life and Soul Lv. 4 | Increase HP/SPR (20%) | ||||||
HP/DEF +20% | Increase HP/DEF (20%) | ||||||
Seal of Life and Arms Lv. 4 | Increase HP/DEF (20%) | ||||||
Projectile Prowess | Increase ATK/MAG (20%) | ||||||
ATK/MAG +30% | Increase ATK/MAG (30%) | ||||||
Seal of Power and Magic Lv. 7 | Increase ATK/MAG (35%) | ||||||
ATK +40% | Increase ATK (40%) | ||||||
MP +40% | Increase MP (40%) | ||||||
HP +40% | Increase HP (40%) | ||||||
Weapon Unique Abilities | |||||||
Abbess's Staff | Unfaltering Benevolence Increase SPR (50%) Recover MP (5%) per turn | ||||||
Forgotten Edge | Long-Lived Blade Increase ATK (80%) Increase LB gauge fill rate (50%) | ||||||
Moonscourge | Waxing Moon Increase ATK (60%) Increase LB damage (50%) | ||||||
Jester's Claymore | Hero of the Court Increase ATK/MAG (30%) Increase equipment ATK/MAG (25%) when single wielding any weapon | ||||||
Mana Willow | Trails of the Forest Increase MAG (60%) Increase equipment MAG (25%) when single wielding any weapon with or without shield | ||||||
Wandering Knight's Lance | Acquired Acuity Increase ATK (60%) Increase equipment ATK (50%) and accuracy (25%) when single wielding any weapon | ||||||
Dah Hamma | Motor Operation Increase HP (30%) Increase DEF/SPR (40%) | ||||||
Mint Magic Stick | Polar Power Increase MAG (50%) Increase magic damage against aquatics, and plants (25%) | ||||||
Forgotten Ceremonial Blade | Nameless Warrior's Spirit Increase ATK (50%) Increase equipment ATK (50%) and accuracy (25%) when single wielding any weapon | ||||||
Jungle Machete | A Rude Welcome Increase ATK (30%) Increase equipment ATK (50%) and accuracy (25%) when single wielding any weapon | ||||||
Cold Tyrant's Blade | For the Kingdom Increase HP/SPR (20%) | ||||||
Hayabusa Gloves | Challenge of Strength Increase equipment MAG (50%) when dual wielding |
Floor | Rare Ability Chance |
---|---|
1 | 0.60% |
2 | 0.60% |
3 | 0.90% |
4 | 0.90% |
5 | 1.20% |
6 | 1.50% |
7 | 1.50% |
8 | 3.30% |
9 | 3.30% |
10 | 4.65% |
- The average chance to get a rare ability is around 6 full clears (60 orbs).
- Stats that are discarded or rewritten can reappear in later stages.
- See Mechanics for more information about buffs/boosts, such as Auto-Shell.
- Identical weapons with identical abilities will not stack.
Event Points[]
- Event Points reset every 1st of a new month.
- Steel Castle Coins can be traded for rewards in the Steel Castle Coin Exchange.
Floor Composition[]
Floor | Monsters | Gil | Unit Exp | Rank Exp | Event Points (floor fixed) |
---|---|---|---|---|---|
1F | Mercury Bat | 50 | 300 | 50 | 300 |
2F | Adar Headstone Teasing Eye |
220 | 2,000 | 50 | 400 |
3F | Bomb Red Marshmallow, Mage |
70 | 500 | 155 | 500 |
4F | Joker Earth Medusa, Azazel |
90 | 700 | 155 | 600 |
5F | Acrasidae Kaimu Nubian |
435 | 3,500 | 300 | 700 |
6F | Bathin Skulwyrm, Dark Skull |
185 | 1,000 | 300 | 900 |
7F | Snatcher Vulcan, Lavaburst Platano |
227 227 237 |
1,100 1,100 1,200 |
365 | 1,100 |
8F | Deadly Knight Demogorgon Evil Drake |
617 | 5,000 | 365 | 1,350 |
9F | Andesaurus Mizuchi Petraryukos |
902 | 7,500 | 435 | 1,650 |
10F | Baal Berith Olivier Erigoss |
952 | 8,000 | 435 | 2,500 |
TOTAL (avg.) | - | 3,751 | 29,633 | 2,610 | 10,000 |
Tips[]
- Floor 1-7 are not difficult. Floor 8-10 might require breaks and chaining.
- Enemies might be strong against physical or magic damage and might have elemental resistances.
- Enemies (e.g. Olivier, Petraryukos) can inflict status ailments, so prepare accordingly if you cannot defeat them in one turn.
- All enemies are fully breakable.
- Floor 8:
- Main article: Steel Castle Melfikya - 8F.
- Demogorgon Immune to status ailments, strong against physical damage, weak to magical damage.
- Deadly Knight can inflict poison and confuse.
- Evil Drake
- Floor 9:
- Main article: Steel Castle Melfikya - 9F.
- Petraryukos is strong against magic damage. Vulnerable to paralyze, blind, and confusion. Strongly recommend physical cover or AoE earth resistance if not OTKOing.
- Andesaurus is strong against physical damage.
- Mizuchi Immune to status ailments, 100% resistant against all elements except Fire and Light.
- Floor 10:
- Main article: Steel Castle Melfikya - 10F.
- Baal Berith can AoE inflict paralyze and confuse as well as become physical resistant (can't be dispelled). Immune to dark. Vulnerable to blind.
- Olivier can AoE inflict confuse, and cast ST berserk. Immune to dark. Vulnerable to poison and blind.
- Erigoss is strong against magic damage. Vulnerable to poison. Recommend magic cover or AoE dark resistance if not OTKOing.