Cosmos

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Cosmos

Cosmos, answer my call! Awaken the astral power at the beginning of the battle!

  1. Spend 30 Star Dust.png Star Dust on the Shining Athena screen.

When first obtained in Hellas, Cosmos does nothing. It requires being upgraded with Star Dust.png Star Dust to activate and unlock its power. After it is upgraded to it's maximum level of 180 it can then be unsealed with Magic Potion.

Upgrade Materials

Cosmos has 6 different areas that need to be awaken and maxed out in order using Star Dust.png Star Dust. The amount of Star Dust.png Star Dust differs for each area.

Area Number Area Name Star-Dust to Maximize Area Maximized Effect
1 Ultimate Physique 30 Before combat, Snail HP +5%
2 Sixth Sense 60 If you spot a weakness, Ignore DEF +500
3 Elementalize 90 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +120
4 Seventh Sense 120 If you spot a weakness, DMG +10%
5 Mind's Eye 150 Revive upon death and Restore 5% HP
6 Arayashiki 180 Before combat, Snail ATK and RUSH +5%
When HP < 50%, CRIT DMG +12%

Stats

Cosmos has 6 different areas that need to be awakened and upgraded. Each area has 30 levels and you awaken the next level when you max the previous area. You cannot choose which area to upgrade, they are all sequential.

Ultimate Physique

To a real soldier, weapons and armor are not true strength. Only a body trained to be at its peak is dependable.

Level Star-Dust Effect
1 1 Before combat, Snail HP +2%
2 1 Before combat, Snail HP +2.1%
3 1 Before combat, Snail HP +2.2%
4 1 Before combat, Snail HP +2.3%
5 1 Before combat, Snail HP +2.4%
6 1 Before combat, Snail HP +2.5%
7 1 Before combat, Snail HP +2.6%
8 1 Before combat, Snail HP +2.7%
9 1 Before combat, Snail HP +2.8%
10 1 Before combat, Snail HP +2.9%
11 1 Before combat, Snail HP +3%
12 1 Before combat, Snail HP +3.1%
13 1 Before combat, Snail HP +3.2%
14 1 Before combat, Snail HP +3.3%
15 1 Before combat, Snail HP +3.4%
16 1 Before combat, Snail HP +3.5%
17 1 Before combat, Snail HP +3.6%
18 1 Before combat, Snail HP +3.7%
19 1 Before combat, Snail HP +3.8%
20 1 Before combat, Snail HP +3.9%
21 1 Before combat, Snail HP +4%
22 1 Before combat, Snail HP +4.1%
23 1 Before combat, Snail HP +4.2%
24 1 Before combat, Snail HP +4.3%
25 1 Before combat, Snail HP +4.4%
26 1 Before combat, Snail HP +4.5%
27 1 Before combat, Snail HP +4.6%
28 1 Before combat, Snail HP +4.7%
29 1 Before combat, Snail HP +4.8%
30 1 Before combat, Snail HP +5%

Sixth Sense

A supernatural sense apart from the five senses can be mastered if the practitioner trains hard.

Level Star-Dust Effect
1 2 If you spot a weakness, Ignore DEF +200
2 2 If you spot a weakness, Ignore DEF +210
3 2 If you spot a weakness, Ignore DEF +220
4 2 If you spot a weakness, Ignore DEF +230
5 2 If you spot a weakness, Ignore DEF +240
6 2 If you spot a weakness, Ignore DEF +250
7 2 If you spot a weakness, Ignore DEF +260
8 2 If you spot a weakness, Ignore DEF +270
9 2 If you spot a weakness, Ignore DEF +280
10 2 If you spot a weakness, Ignore DEF +290
11 2 If you spot a weakness, Ignore DEF +300
12 2 If you spot a weakness, Ignore DEF +310
13 2 If you spot a weakness, Ignore DEF +320
14 2 If you spot a weakness, Ignore DEF +330
15 2 If you spot a weakness, Ignore DEF +340
16 2 If you spot a weakness, Ignore DEF +350
17 2 If you spot a weakness, Ignore DEF +360
18 2 If you spot a weakness, Ignore DEF +370
19 2 If you spot a weakness, Ignore DEF +380
20 2 If you spot a weakness, Ignore DEF +390
21 2 If you spot a weakness, Ignore DEF +400
22 2 If you spot a weakness, Ignore DEF +410
23 2 If you spot a weakness, Ignore DEF +420
24 2 If you spot a weakness, Ignore DEF +430
25 2 If you spot a weakness, Ignore DEF +440
26 2 If you spot a weakness, Ignore DEF +450
27 2 If you spot a weakness, Ignore DEF +460
28 2 If you spot a weakness, Ignore DEF +470
29 2 If you spot a weakness, Ignore DEF +480
30 2 If you spot a weakness, Ignore DEF +500

Elementalize

The body transcends to the limit of the flesh and blood after a certain level of training, resonating freely with the elements of the world and siphoning their power.

Level Star-Dust Effect
1 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +60
2 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +62
3 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +64
4 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +66
5 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +68
6 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +70
7 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +72
8 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +74
9 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +76
10 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +78
11 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +80
12 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +82
13 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +84
14 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +86
15 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +88
16 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +90
17 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +92
18 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +94
19 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +96
20 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +98
21 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +100
22 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +102
23 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +104
24 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +106
25 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +108
26 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +110
27 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +112
28 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +114
29 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +116
30 3 When HP < 50%; Fire DMG, Water DMG, Earth DMG, and Wind DMG +120

Seventh Sense

This hidden sense is only triggered by those who are talented and willing to work hard. Once mastered, their powers will transcend space and time.

Level Star-Dust Effect
1 4 If you spot a weakness, DMG +4%
2 4 If you spot a weakness, DMG +4.2%
3 4 If you spot a weakness, DMG +4.4%
4 4 If you spot a weakness, DMG +4.6%
5 4 If you spot a weakness, DMG +4.8%
6 4 If you spot a weakness, DMG +5%
7 4 If you spot a weakness, DMG +5.2%
8 4 If you spot a weakness, DMG +5.4%
9 4 If you spot a weakness, DMG +5.6%
10 4 If you spot a weakness, DMG +5.8%
11 4 If you spot a weakness, DMG +6%
12 4 If you spot a weakness, DMG +6.2%
13 4 If you spot a weakness, DMG +6.4%
14 4 If you spot a weakness, DMG +6.6%
15 4 If you spot a weakness, DMG +6.8%
16 4 If you spot a weakness, DMG +7%
17 4 If you spot a weakness, DMG +7.2%
18 4 If you spot a weakness, DMG +7.4%
19 4 If you spot a weakness, DMG +7.6%
20 4 If you spot a weakness, DMG +7.8%
21 4 If you spot a weakness, DMG +8%
22 4 If you spot a weakness, DMG +8.2%
23 4 If you spot a weakness, DMG +8.4%
24 4 If you spot a weakness, DMG +8.6%
25 4 If you spot a weakness, DMG +8.8%
26 4 If you spot a weakness, DMG +9%
27 4 If you spot a weakness, DMG +9.2%
28 4 If you spot a weakness, DMG +9.4%
29 4 If you spot a weakness, DMG +9.6%
30 4 If you spot a weakness, DMG +10%

Mind's Eye

Fine observation and the instinct to foresee danger are key to turning the tide of the battle and winning it. Only the most decorated war veterans are able to master this.

Level Star-Dust Effect
1 5 Revive upon death and restore 2% HP
2 5 Revive upon death and restore 2.1% HP
3 5 Revive upon death and restore 2.2% HP
4 5 Revive upon death and restore 2.3% HP
5 5 Revive upon death and restore 2.4% HP
6 5 Revive upon death and restore 2.5% HP
7 5 Revive upon death and restore 2.6% HP
8 5 Revive upon death and restore 2.7% HP
9 5 Revive upon death and restore 2.8% HP
10 5 Revive upon death and restore 2.9% HP
11 5 Revive upon death and restore 3% HP
12 5 Revive upon death and restore 3.1% HP
13 5 Revive upon death and restore 3.2% HP
14 5 Revive upon death and restore 3.3% HP
15 5 Revive upon death and restore 3.4% HP
16 5 Revive upon death and restore 3.5% HP
17 5 Revive upon death and restore 3.6% HP
18 5 Revive upon death and restore 3.7% HP
19 5 Revive upon death and restore 3.8% HP
20 5 Revive upon death and restore 3.9% HP
21 5 Revive upon death and restore 4% HP
22 5 Revive upon death and restore 4.1% HP
23 5 Revive upon death and restore 4.2% HP
24 5 Revive upon death and restore 4.3% HP
25 5 Revive upon death and restore 4.4% HP
26 5 Revive upon death and restore 4.5% HP
27 5 Revive upon death and restore 4.6% HP
28 5 Revive upon death and restore 4.7% HP
29 5 Revive upon death and restore 4.8% HP
30 5 Revive upon death and restore 5% HP

Arayashiki

A sign that someone has become one with the heavens, and a symbol of absolute power. Master its secrets to cross over the barrier between life and death.

Level Star-Dust Effect
1 6 Before combat, Snail ATK and RUSH +2%
When HP < 50%, CRIT DMG +6%
2 6 Before combat, Snail ATK and RUSH +2.1%
When HP < 50%, CRIT DMG +6.2%
3 6 Before combat, Snail ATK and RUSH +2.2%
When HP < 50%, CRIT DMG +6.4%
4 6 Before combat, Snail ATK and RUSH +2.3%
When HP < 50%, CRIT DMG +6.6%
5 6 Before combat, Snail ATK and RUSH +2.4%
When HP < 50%, CRIT DMG +6.8%
6 6 Before combat, Snail ATK and RUSH +2.5%
When HP < 50%, CRIT DMG +7%
7 6 Before combat, Snail ATK and RUSH +2.6%
When HP < 50%, CRIT DMG +7.2%
8 6 Before combat, Snail ATK and RUSH +2.7%
When HP < 50%, CRIT DMG +7.4%
9 6 Before combat, Snail ATK and RUSH +2.8%
When HP < 50%, CRIT DMG +7.6%
10 6 Before combat, Snail ATK and RUSH +2.9%
When HP < 50%, CRIT DMG +7.8%
11 6 Before combat, Snail ATK and RUSH +3%
When HP < 50%, CRIT DMG +8%
12 6 Before combat, Snail ATK and RUSH +3.1%
When HP < 50%, CRIT DMG +8.2%
13 6 Before combat, Snail ATK and RUSH +3.2%
When HP < 50%, CRIT DMG +8.4%
14 6 Before combat, Snail ATK and RUSH +3.3%
When HP < 50%, CRIT DMG +8.6%
15 6 Before combat, Snail ATK and RUSH +3.4%
When HP < 50%, CRIT DMG +8.8%
16 6 Before combat, Snail ATK and RUSH +3.5%
When HP < 50%, CRIT DMG +9%
17 6 Before combat, Snail ATK and RUSH +3.6%
When HP < 50%, CRIT DMG +9.2%
18 6 Before combat, Snail ATK and RUSH +3.7%
When HP < 50%, CRIT DMG +9.4%
19 6 Before combat, Snail ATK and RUSH +3.8%
When HP < 50%, CRIT DMG +9.6%
20 6 Before combat, Snail ATK and RUSH +3.9%
When HP < 50%, CRIT DMG +9.8%
21 6 Before combat, Snail ATK and RUSH +4%
When HP < 50%, CRIT DMG +10%
22 6 Before combat, Snail ATK and RUSH +4.1%
When HP < 50%, CRIT DMG +10.2%
23 6 Before combat, Snail ATK and RUSH +4.2%
When HP < 50%, CRIT DMG +10.4%
24 6 Before combat, Snail ATK and RUSH +4.3%
When HP < 50%, CRIT DMG +10.6%
25 6 Before combat, Snail ATK and RUSH +4.4%
When HP < 50%, CRIT DMG +10.8%
26 6 Before combat, Snail ATK and RUSH +4.5%
When HP < 50%, CRIT DMG +11%
27 6 Before combat, Snail ATK and RUSH +4.6%
When HP < 50%, CRIT DMG +11.2%
28 6 Before combat, Snail ATK and RUSH +4.7%
When HP < 50%, CRIT DMG +11.4%
29 6 Before combat, Snail ATK and RUSH +4.8%
When HP < 50%, CRIT DMG +11.6%
30 6 Before combat, Snail ATK and RUSH +5%
When HP < 50%, CRIT DMG +12%

Unsealing

Once the Cosmos has been upgraded to the max level (180), you have the option to Unseal the Spirit trapped inside. Doing this costs 300 Magic Potion. Unsealing releases the spirit Pegasus Snail, who will gift you 400 W-tads and 60k B-tads as a thank you.

Upgrading Pegasus Snail is quite expensive, but doing so gives permanent buffs to your snail.

Tier Potion Cost B-tads Cost Cumulative effect, or
HP + ATK + DEF + RUSH
T1 200 40 20 20
T2 100 4k 400 80 40 40
T3 110 6k 600 120 60 60
T4 120 8k 800 160 80 80
T5 130 10k Before combat, Snail HP +2%
T6 150 12k 1100 220 110 110
T7 170 14k 1400 280 140 140
T8 190 16k 1700 340 170 170
T9 210 18k 2000 400 200 200
T10 130 20k If you spot a weakness, Ignore DEF +500
T11 260 22k 2400 480 240 240
T12 290 24k 2800 560 280 280
T13 320 26k 3200 640 320 320
T14 350 28k 3600 720 360 360
T15 380 30k When HP > 50%; All ELMT DMG +50
T16 420 32k 4100 820 410 410
T17 460 34k
T18 500 36k
T19 540 38k
T20 580 40k If you spot a weakness, DMG +5%
T21 630 42k
T22 680 44k
T23 730 46k
T24 780 48k
T25 830 50k Revive upon death and Restore 5% HP
T26 890 52k
T27 950 54k
T28 1,010 56k
T29 1,070 58k
T30 1,130 60k Before combat, Snail ATK +2%
T31 1,200 62k
T32 1,270 64k
T33 1,340 66k
T34 1,410 68k
T35 1,480 70k Before combat, Snail RUSH +2%
T36 1,560 72k
T37 1,640 74k
T38 1,720 76k
T39 1,800 78k
T40 1,880 80k When HP < 50%; CRIT DMG +10%