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๐Ÿƒ Cards

Cards are dropped by monsters and can be socketed into equipment with open slots for a permanent bonus. Unlike Random Options or the Uber Shop, cards have no purchase path โ€” every single card in the game is drop-only. If you're wearing one, someone farmed it (or bought it from another player who did).

How Slotting Works

  • Equipment has 0 to 4 card slots, fixed per item.
  • A card can only be compounded into the equipment type it lists (Weapon, Armor, Headgear, Footgear, Garment, Shield, or Accessory) โ€” check a card's tooltip for its Compound on line before trying to slot it.
  • Slotting is done through the in-game card compounding NPC/service. Once a card is in a slot, it stays there for as long as the equipment exists.
  • Cards stack with Random Options โ€” the two systems are independent, and an item can carry both a rolled Random Option and a socketed card at the same time.

Slotting a card doesn't have to be permanent โ€” the Decarder (found in 24+ towns) will remove every card from a piece of equipment and hand back both the item and the cards intact, for a flat 100,000 zeny fee. Still, slot carefully: that fee adds up if you're experimenting.

Why Some Cards Feel Bigger Than Others

It's tempting to assume a rarer monster's card should hit harder โ€” but that's not actually the rule. The real divide is flat vs. percentage/proc, not how hard the source monster was to farm. A common low-level mob's percentage card can end up more valuable at endgame than a flat-stat card from a much tougher monster, purely because the percentage card's bonus keeps growing with your gear and the flat one doesn't. Rarity affects how easy a card is to get โ€” it doesn't by itself decide how good the card is once you have it.

The families below are built around exactly that divide.

Card Families

Not all cards are built the same way, and it matters which kind you're looking at:

Percentage / Proc Cards

These grant a percentage bonus or a chance-based trigger โ€” extra elemental resistance, a chance to auto-cast a skill, bonus damage against a race, and similar effects. Because the bonus is proportional (a % of your existing stats, or a rate applied per hit), these cards scale with your gear forever. A 20% damage-against-Demon card is exactly as strong on a level 250 endgame weapon as it was on your first weapon at level 50 โ€” the bigger your numbers get, the bigger the card's cut of them gets too. This family was not touched by this rebalance; there was nothing to fix.

Flat-Stat Cards

These grant a fixed number โ€” +2 AGI, +100 Max HP, +10 ATK. Unlike percentage cards, a flat bonus doesn't grow with your gear โ€” +10 ATK is the same ten points of damage whether your total ATK is 50 or 5,000. On XileRO's 150x/10x rates, many vanilla monster cards' original flat values (many authored well over a decade ago for a 1x server) had been diluted into rounding errors by the time you'd actually find a slot to put them in.

This update rescales the flat-stat cards โ€” the pure "+N to a raw stat" cards, roughly doubling to quintupling their numbers depending on the stat category (bigger jumps for HP/SP pools, more modest ones for primary stats), so a slotted flat card is a bonus you can actually feel rather than a rounding footnote. A few cards that previously carried only a single, lonely bonus line also picked up one small complementary bonus, so they read as a little kit instead of one number.

Two cards went the other direction: Monkey Fist Card and Bloody Knight Champion Card were tuned down, from All Stats +10 to All Stats +2. An unconditional, build-agnostic all-stats bonus is inherently worth more than a themed single-stat bonus of the same size โ€” it benefits literally any build โ€” so it needs a much smaller flat number to avoid being the obvious best-in-slot pick over every specialized card in the game.

Dynamic-Formula Cards

A handful of cards don't grant a fixed number at all โ€” their bonus is computed from something else, most often the refine rate of the item they're socketed into (+1 STR per refine point, or a bonus that only kicks in above or below a refine threshold). Because these already scale with something the player controls, most of them age fine on XileRO's rates and were left untouched in this review. A small minority used a coefficient of exactly 1 per refine point on a primary stat โ€” functionally the same "rounding footnote" problem as an unrescaled flat card, just wearing a refine-rate costume. Those had their coefficient doubled, keeping the same refine-scaling mechanic:

Card Old Formula New Formula
Dimik Card VIT + (Refine โˆ’ 5) VIT + (Refine โˆ’ 5) ร— 2
Green Maiden Card LUK + (Refine โˆ’ 5), Critical + Refine LUK + (Refine โˆ’ 5) ร— 2, Critical + Refine ร— 2
Odium of Thanatos Card AGI + (Refine โˆ’ 5) AGI + (Refine โˆ’ 5) ร— 2
Despero of Thanatos Card INT + (Refine โˆ’ 6) INT + (Refine โˆ’ 6) ร— 2

Kit Cards

A small number of monster cards โ€” most of them especially rare or miniboss drops, plus two (Thief Bug and Baby Desert Wolf, both common low-level mobs) that shared the same problem despite being easy to farm โ€” used to carry only a single, trivial +1 to one stat: a number so small that even rescaling it upward (the flat-stat treatment above) still wouldn't be worth hunting the card for. Instead of a bigger single number, these six got a purpose-built 3-line kit: a handful of small, complementary bonuses that add up to something build-defining, not just a rounding footnote.

Card Old Bonus New Kit
Thief Bug Card AGI +1 AGI +5, Perfect Dodge +5, ASPD +2
Baby Desert Wolf Card INT +1 INT +5, Max SP +100, Matk +15
Dragon Fly Card AGI +1 AGI +5, Flee +10, ASPD +2
Vagabond Wolf Card STR +1 STR +5, ASPD +3, Critical +5
Mastering Card LUK +1 LUK +5, Critical +5, Perfect Dodge +5
Eclipse Card VIT +1 VIT +5, Max HP +300, -10% damage taken from Demon-race monsters

These are still flat, non-scaling bonuses โ€” the family they belong to hasn't changed โ€” but three small numbers working together buy a lot more build identity than one bigger number ever could.

Cards With No Bonus At All

Four vanilla cards โ€” Blazer Card, Sasquatch Card, Porcellio Card, and Seeker Card โ€” don't fit any of the families above at all. They didn't have a rounding-error bonus to rescale; they had no bonus script whatsoever. This wasn't a vanilla gap โ€” each originally had a real effect (a food-drop proc, a freeze-on-hit proc, an explicit "Disabled Item Effects" flag, and a card-granted skill, respectively) that this fork deliberately disabled at some point. None of the four turned out to be an intentional stat-free trophy or collection piece (no achievement or quest references them for their rarity alone), so each picked up a small flat kit consistent with its source monster and slot โ€” the original effect stays off, but the card is no longer entirely blank โ€” the same baseline treatment as any Flat-Stat card above:

Card Old Bonus New Bonus
Blazer Card (none) INT +3, MDEF +5
Sasquatch Card (none) VIT +3, Max HP +150
Porcellio Card (none) LUK +3, DEX +2
Seeker Card (none) Max HP +300, MDEF +5

Worked Examples

A few cards from this rescale, illustrating the kind of jump involved:

Card Old Bonus New Bonus
Poring Card LUK +2, Perfect Dodge +1 LUK +3, Perfect Dodge +3
Fabre Card VIT +1, Max HP +100 VIT +3, Max HP +300
Chonchon Card AGI +1, Flee +2 AGI +2, Flee +8
Kukre Card AGI +2 AGI +4, Flee +5
Wolf Card ATK +15, Critical +1 ATK +25, Critical +3
Ambernite Card DEF +2 DEF +5, Max HP% +3
Golem Card ATK +5 (weapon unbreakable) ATK +20, DEF +3 (weapon unbreakable)
Banshee Master Card INT +1, Matk +10 INT +2, Matk +20

This is a small illustrative sample, not the full list โ€” this update rescaled 71 vanilla flat-stat cards in one pass. See the patch notes for the complete list.