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Bracelet System Guide

Last Updated:September 30, 2024

Introduction

Bracelets play a key role in building your character and improving its strength, both through additional Combat Stats and unique Effects. Here's everything you need to know about this system.

Overview

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Relic Bracelets can be unlocked after reaching Item Level 1490, and can later be upgraded to Ancient Bracelets upon reaching Item Level 1540.

  • Relic Bracelets can feature up to 4 effect lines (upgrading adds a new line to the existing ones).
  • Ancient Bracelets can feature up to 5 effect lines.

Bracelet Sources

Bracelets can either be purchased on the Auction House, or obtained as drops or rewards from daily and weekly activities:

Rolling Process

  • Rolling costs Silver, and the amount required increases with each attempt.
  • You can roll up to 4 times.
  • Stats and Effects with a blue lock icon can't be rolled.
  • Before each attempt, you can manually lock Stats, maintaining them even after using a new roll.
  • There are 3 categories of effects you can have on a Bracelet.
    • Basic Effect: Strength, Intelligence, Dexterity, Vitality
    • Combat Stats: Crit, Specialization, Domination, Swiftness, Endurance, Expertise
    • Various Special Effects (Listed Below)
  • You can have a maximum of 2 Combat Stats on a Bracelet.
  • The available range for Combat Stats is different between Relic and Ancient grade.
    • Relic Bracelets can roll up to 100.
    • Ancient Bracelets can roll up to 120.

Tip: Before rolling your Bracelet, decide if you want to use it, sell it on the Auction House or send it to one of your characters (this does not consume Pheons). Initiating the process will otherwise bind the Braceletto you, making it untradable!

Upgrading

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Upgrade Window

Through the Upgrade Bracelet tab, you can upgrade your Bracelet from Relic to Ancient grade by using 100x Crushed Radiant Hero Bracelet, which can be obtained by dismantling Ancient Bracelets. This process requires Item Level 1540.

Upon upgrading, your Bracelet receives an extra effect line, which can be rerolled up to 3 times. Existing effect lines will be upgraded as well:

  • Basic Effects: +1,000 (e.g. 3,000 Dexterity → 4,000 Dexterity)
  • Combat Stats: +20 (e.g. 91 Specialization → 111 Specialization)
  • Special Effects: +1 Effect Tier (e.g. 3% Fervor → 3.5% Fervor)

Dismantle and Exchange

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Dismantle Window

Before dismantling a Bracelet, always check if it has a good combination of stats, and consider selling it on the Auction House. They can be worth a sizeable amount of Gold!

Once you deem that a Bracelet is not worth using or selling, you can dismantle it to obtain Crushed Radiant Hero Bracelet, which you can then exchange for new Bracelets at the Bracelet NPC.

Tier 3 Special Effects

Each of the special effects is divided into 3 grades: Heroic, Epic, and Legendary. The higher the grade, the stronger the effect, but the chance of rolling a high grade effect is lower than the chance of rolling a low grade one.

Below is a list of the useful special effects. If you want to check which effect is good for your specific class, check out our Build Guides.

Values are based on Ancient Bracelets.

  • Circulate: Successful hits against a foe grant Circulate for 30s. This effect does not refresh on subsequent hits. Circulate: Gain Skill Damage +3/3.5/4% for 10s, then Crit Rate +5/6/7% for 10s, then Crit Damage +8/10/12% for 10s.
  • Hammer: Successful hits against a foe grant Hammer for 8s. If Steel Wedge is active, Crit Damage +8%. Hammer: On hit, Crit Damage +8/10/12%.
  • Fervor: When your HP is 40% or higher, successful attacks grant Fervor for 3s. If Cool-Headed is active, Fervor +1%. Fervor: Damage against foes +3/3.5/4%.
  • Cool-Headed: When your HP is 80% or lower, successful attacks grant Cool-Headed for 3s. If Fervor is active, Cool-Headed +1%. Cool-Headed: Damage against foes +3/3.5/4%.
  • Ambush: Back Attack Damage +3/3.5/4%.
  • Battle: Front Attack Damage +3/3.5/4%.
  • Precise: On successful attack against a foe, Crit Hit +3/4/5% (this effect does not stack).
  • Expose Weakness: On successful hit, foe Crit Resistance -1.8/2.1/2.5% for 8s. Expose Weakness only applies once per target (this effect is raid-wide).
  • Enlightenment: On successful hit, Specialty Meter gain +4/5/6% for 8s.
  • Cheers: This effect is applied for 5s to a target that already has a party-wide protective effect (Shield, HP Regen, Incoming Damage Reduction). Cheers: Damage against foes +0.9/1.1/1.3%.
  • Dagger: On successful hits, foe Defense -1.8/2.1/2.5% for 8s. Dagger only applies once per target (this effect is raid-wide).
  • Assail: On successful hit, Crit Damage +6/8/10% (this effect does not stack).
  • Superiority: On successful hit against a foe, Damage +2/2.5/3% (this effect does not stack).
  • Wedge: On successful hit, gain a stack of Wedge for 8s. At 4 stacks of Wedge, gain Steel Wedge for 8s, doubling the Additional Damage increase. Wedge: On successful hit, Additional Damage +0.35/0.45/0.5% (stacks up to 4 times, cooldown 2s).
  • Sawtooth Blade: On Crit Hit against a foe, 3/5/7% chance for Crit Damage +100% (does not apply to Awakening skill).
  • Weapon Power: Weapon Power +1,600/1,900/2,200.
  • Main Stat Increase: Strength/Dexterity/Intelligence +2500 - 5000.

Tier 4 Bracelets

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Tier 4 Bracelets

Similar to their Tier 3 counterparts, Tier 4 Bracelets can feature Basic Effects, Combat Effects, and Special Effects. Here are some key characteristics:

  • They have 4 rolls by default, but can gain up to 3 more rolls by using Bracelet Effect Reconversion Tickets acquired from Kazeros Raid: Brelshaza.
  • Relic Bracelets can be acquired from Item Level 1640 content, and grant +9 Leap Points for the Ark Passive system.
  • Ancient Bracelets can be acquired from Item Level 1680 content, and grant +18 Leap Points for the Ark Passive system.
  • The upgrade process from Relic to Ancient is identical to the one in Tier 3.
  • Tier 3 Bracelets cannot be upgraded to Tier 4 versions.
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Rolling Process

One of the new features of Tier 4 Bracelets is that during the rolling process, you can opt to keep the current set of effects, or replace them with the newly rolled ones. You can only keep or replace the entire set, and cannot choose to keep individual effects at this stage (they can still be locked before rolling).

Tier 4 Special Effects

Each of the special effects is divided into 3 grades: Heroic, Epic, and Legendary. The higher the grade, the stronger the effect, but the chance of rolling a high grade effect is lower than the chance of rolling a low grade one.

Below is a list of all possible special effects.

Values are based on Ancient Bracelets.

  • Effect 1: Attack and Movement Speed +4/5/6%.
  • Effect 2: Damage to Challenge or lower foes +4/5/6%.
  • Effect 3: Damage received from Challenge or lower foes -6/8/10%.
  • Effect 4: Physical Defense +5,000/6,000/7,000.
  • Effect 5: Magic Defense +5,000/6,000/7,000.
  • Effect 6: Max HP +11,200/14,000/16,800.
  • Effect 7: Combat HP Recovery +100/130/160.
  • Effect 8: Natural Resource Recovery +8/10/12%.
  • Effect 9: Movement Skill & Stand-up Skill Cooldown -8/10/12%.
  • Effect 10: When hit by an attack, gain Push Immunity for 80/70/60s. This effect disappears after being hit once (80/70/60s cooldown).
  • Effect 11: Crit Rate +3.4/4.2/5%. On successful Crit Hit, Damage +1.5%.
  • Effect 12: Critical Hit Damage +6.8/8.4/10%. On successful Crit Hit, Damage +1.5%.
  • Effect 13: Damage +2/2.5/3%. Damage against Staggered foes +4/4.5/5%.
  • Effect 14: Additional Damage +2.5/3/3.5%. Damage against Demon & Arch-Demon enemies +2.5%.
  • Effect 15: Damage +4.5/5/5.5%, but Skill Cooldown +2%.
  • Effect 16: On successful hit, enemy defense -1.8/2.1/2.5%. This effect can only be applied once per party. Attack Power buff efficiency +2/2.5/3%.
  • Effect 17: On successful hit, enemy crit resistance -1.8/2.1/2.5%. This effect can only be applied once per party. Attack Power buff efficiency +2/2.5/3%.
  • Effect 18: Upon granting allies a Shield, HP Regen, or Incoming Damage Reduction effect, they gain Damage +0.9/1.1/1.3%. Attack Power buff efficiency +2/2.5/3%.
  • Effect 19: On successful hit, enemy critical hit resistance -3.6/4.2/4.8%. This effect can only be applied once per party. Attack Power buff efficiency +2/2.5/3%.
  • Effect 20: On successful hit, Weapon Power +1,160/1,320/1,480 and Attack and Movement Speed +1% every 1s (max 6 stacks, 10s duration).
  • Effect 21: Weapon Power +7,200/8,100/9,000. When your HP is above 50%, on successful hit Weapon Power +2,000/2,200/2,400 for 5s.
  • Effect 22: Weapon Power +6,900/7,800/8,700. On successful hit, Weapon Power +130/140/150 every 30s (max 30 stacks, 120s duration).
  • Effect 23: Damage +2/2.5/3%.
  • Effect 24: Additional Damage +3/3.5/4%.
  • Effect 25: Back Attack Damage +2.5/3/3.5%.
  • Effect 26: Front Attack Damage +2.5/3/3.5%.
  • Effect 27: Non-Directional Attack Damage +2.5/3/3.5% (does not apply to Awakening skills).
  • Effect 28: HP Recovery and Shield effects' efficiency on party members +2.5/3/3.5%.
  • Effect 29: Attack Power buff efficiency +4/5/6%.
  • Effect 30: Identity buff efficiency on party members +6/7.5/9%.
  • Effect 31: Crit Rate +3.4/4.2/5%.
  • Effect 32: Critical Hit Damage +6.8/8.4/10%.
  • Effect 33: Weapon Power +7,200/8,100/9,000.

Summary

  • Bracelets provide you with up to 5 random Stats and Effects.
  • The rarity of the Bracelet affects the minimum and maximum values of effects.
  • Each Bracelet has 4 roll attempts (up to 7 for Tier 4 versions).
  • Stats and Effects with a blue lock can't be re-rolled.

Credits

Written by Perciculum

Updated by Civo

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