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Subrace
Subrace armors are a good filler option for elements lacking a good armor. They work in a similar fashion to Bloodzerker, while also including various beneficial skills. Also, Subraces add an additional no-drop armor to your inventory, making your active armor inventory 9 slots instead of 8.
Unfortunately, the most powerful abilities of the armor are locked to guardians only, but it's still a better option than armors without a skill.
Aside from that, subrace armors offer a secondary resistance at 42%, making them essentially a compression armor for most use cases, and having all of them will cover all 8 elements.
Vampire
Vampire is recommended for Mages.
Notable abilities:
- Alluring Pressence (Toggle) - Increases your CHA by +50 at the cost of some MP.
- Ancient Wisdom (Toggle) (Guardian Only) - Increases your INT by +50 at the cost of some MP.
- Eldritch Attunement - Heal 26.4 MP per turn.
- Mesmerize (Guardian Only) - Attempts to inflict Control (100%) up to twice per turn (Two turns of Celerity count as one) on the opponent for a superb synergy with Love Potion (listed in the misc category).
- Become the Beast (Guardian Only) - Like the toggle for Bloodzerker listed below, with the three differences being you don't get locked for a specific element, you get a damage penalty (-25% for Magic, -12.5% Melee / Ranged), and spells are boosted by +37.5%.
No drop - Darkness version (Wind secondary).
Vamp - Same as no-drop
Blue Blood - Water version (Light secondary).
Chthonian Count - Earth version (Ice secondary).
Psionic Vampire - Energy version (Dark secondary).
Vampyro (Z-Tokens) - Fire version (Water secondary).
Location: Darkovia Forest -> Vampire Castle
Info-Subs: Link
Werewolf
Werewolf is recommended for Warriors or Rangers, or Mages with a Fear Eater setup (see 0-proc Magic Weapons, Darkness category).
Notable abilities:
- Lycan Reflexes (Toggle) - Increases your DEX by +50 at the cost of some MP.
- Lycan Strength (Toggle) (Guardian Only) - Increases your STR by +50 at the cost of some SP.
- Snarl (Guardian Only) - Attempts to inflict Fear (3 turns, 33%) up to twice per turn (Two turns of Celerity count as one) on the opponent for good synergy with Eat Fear (See 0-proc weapons, Darkness category).
- Become the Beast (Guardian Only) - Like the toggle for Bloodzerker listed below, with the three differences being you don't get locked for a specific element, you get a damage penalty (-25% for Magic, -12.5% Melee / Ranged), and spells are boosted by +37.5%.
No drop - Earth version (Light secondary).
Werewolf - Same as no-drop
Rage Beast - Fire version (Wind secondary).
Predator of the Night - Darkness version (Energy secondary).
White Howler - Ice version (Earth secondary).
Golden Fang (Z-Tokens) - Light version (Water secondary).
Location: Darkovia Forest -> Werewolf Lair
Info-Subs: Link
Werepyre
Werepyre is recommended for Hybrids.
Notable abilities:
- Force of the Night (Toggle) - Lets you switch your stat requirements to STR, INT and LUK, whether you use a Melee or Magic weapon, as well as increasing Magic weapon damage by +1/3 making them on par with Melee weapons.
- Invigorating Rage (Passive) - Heal for 5% of the damage you deal (2.5% for spells and skills).
- Lunar Vigor (Active) - A healing spell that uses Hybrid stats.
- Unstoppable (Passive) - Lets you break out of disabling statuses at the cost of some SP, with the first one being free.
- Bloodlust (Toggle) - You can pay 15 HP to heal either 53 MP or 40 SP.
- Become the Beast (Guardian Only) - Like the toggle for Bloodzerker listed below, with the three differences being you don't get locked for a specific element, you are forced to use Hybrid stats, and spells are boosted by +50%.
No drop - Earth and Darkness version.
Werepyre - Same as no-drop.
Golden Horror - Wind and Light version.
Malicious Devil - Fire and Energy version.
Heartless Beast - Water and Ice version.
Location: Darkovia Forest -> Werepyre Hideout
Info-Subs: Link
Fire
Pyromancer Bloodmage
Sports the strongest spell in the game, baring the off-standards lore-imbued Elemental Wizard robes w/ Burst spells.
Flavor Effect: Causes all spells to do +50% additive damage, i.e. +100% Melee (200% Melee * 1.5 = 300%) at the cost of 348 HP per spell cast.
Built-In Spell: Standard spell that does 200% melee but is boosted by an insane *1.84977 multiplicative modifier as elemental compensation. Note that the flavor effect mentioned above applies to this spell as well.
Location: Void Takeover: Caecus. See here.
Info-Subs: Link
Blazing Bloodzerker
The best Fire armor in the game if you don't plan on casting spells.
FO Fire Armor with Melee focused MRM.
Flavor Effect: Boosts Normal Attack damage by +20% additive (26.7% for Magic) at the cost of 87 HP per attack.
Skill: Toggle type skill that locks your Normal Attacks to Fire and raises their damage to skill level (200% Melee), this costs 99 SP for Melee/Ranged and 197 SP for Magic per attack.
These two combined make Bloodzerker significantly better than Vampire/Werewolf Beast Forms and slightly better than Werepyre Beast Form. Additionally, Bloodzerker's toggle can "raise to skill level" the damage of several weapons with built in skills, effectively doubling their already high damage. For good synergy options see the weapons below.
Melee:
- Blade of the Thornful Rose
- (Twisted) Gauntlet of Xano
- Zabura's Hammer
- Terror Eater
Ranged:
- Royal Voidcarver/Royal Void Charge
- Lance of the Rose's Thorn
- Divine Morningstar Cross
- Zakiya's Spear
- Terror Eater
Magic:
- Royal Voidcarver/Royal Void Charge
- Blade of the Briar
- Morningstar Cross of the Occult
- Terror Eater
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link - Applicable to Blazing
Akriloth's Wrath
Like the below Flame Guardian Dragon Form, Akriloth's Wrath comes with a powerful Fire Normal Attack skill. The only real difference between them is their skills, as Akriloth's is slightly weaker than Flame Guardian Dragon's. Although, Akriloth comes with the advantage of not being permanently rare!
Note: Accessed by clicking on Akriloth's Hatred while it is equipped.
Location: 20000 Z-Token Package (Akriloth's Hatred)
Info-Subs: Link
Flame Guardian Dragon Form
One of the better Fire armors that has been released. Has a powerful Fire Normal Attack skill that gets a *1.86326 multiplicative damage modifier as elemental compensation. Even with this damage boost, it is still weaker than Pyromancer Bloodmage for Mages and Blazing Bloodzerker + Gauntlet of Xano for Warriors.
Location: None
Info-Subs: Link
Torontosaurus Rex Rider
The best F2P Fire armor in the game. The first being a spell-based Fire skill that increases the opponent's Fire Resistance. The second is a 8-hit Fire weapon-based skill that pays additional SP to do +50% damage (i.e. +100% Melee) making it almost as good as Flame Guardian Dragon's skill. Furthermore, of the skill's 8 hits and additional damage, it combos nicely with Luck Strike boosting weapons such as Zealot's Wrath.
Location: Limited-Time Shop
Info-Subs: Link
Updated Cost: Link
War's Legacy
Not the greatest armor, but the best armor for F2P characters barring Torontosaurus Rex mentioned above. Has 3 skills:
- Mayhem - Follows the weapon's element and type with no elecomp. Is weapon-based.
- Carnage - Follows the weapon's type, but does Fire damage. Spell-based as well, with an elecomp of *1.84977.
- Panic - This skill doesn't cost anything, and deals no damage, but attempts to inflict a either a 35.72%, 4-turn fear for anyone with STR being the highest out of STR/INT/CHA without it tying to CHA, or 35.72*0.75%, 4-turn fear otherwise. It offers great synergy for Eat-Fear builds since it doesn't cost anything.
Location: Yulgar's Inn -> Go to Lounge -> Sage Uldor -> Burning Solstice -> The Answer
Info-Subs: Link
Water
Hydromancer Bloodmage
Water clone of Pyromancer Bloodmage, see its entry in the Fire section above.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
Moglord Tortress
Arguably the best Water armor in the game, lagging just behind Hydromancer Bloodmage. This armor has the ability to complete change to a Fire armor when necessary. However, this isn't its crowning jewel, Moglord Tortress boasts the second strongest Normal Attack skill in the game, just behind White Knight Z. In terms of Water skills it is only bested by an optimized Hydromancer Bloodmage and Magic Quenching Bloodzerker using Occult Morningstar Cross. Even when considering this, Moglord still boasts a massive *2.18 multiplicative damage modifier as elemental compensation making it one of the most coveted rare armors in the game.
Location: None
Info-Subs: Link
Quenching Bloodzerker
Water clone of Blazing Bloodzerker, see its entry in the Fire section above.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: - Link - Applicable to Quenching
W.H.E.E.L.
Even though it's considered one of the ugliest armors in the game, right up there with Taladosian Robes, W.H.E.E.L. is a definitely still a good armor. Notably, it compresses Water and Earth (40/40) and has a solid Normal Attack skill. Although not as strong as Kindred or Hydromancer Bloodmage, W.H.E.E.L. can be a respite from those playstyles.
Location: Crossroads -> Farmlands -> Burp War 2014
Info-Subs: Link
Human Fisher
Essentially a Water version of Headless Horseman.
Location: Valencia -> Golden Giftboxes -> Rare Shop Rare (May return next February during the GGB Extravaganza)
Info-Subs: Link
Kindred Spirits' Valiance
The Focus skill allows you to stack up Tranquility Charges. With the full set equipped, you can gain around 50-60 charges every time Focus is used. The charges stay with you in-between battles, and there's seemingly no limit to how many you can stack, if you're patient enough. Kindred Strike uses up 200 Tranquility Charges every time it's used, and it boosts melee/ranged weapon damage by 600% and magic weapon damage by 766%. You can also use charges on the weapon to make it auto-hit for the remainder of the turn, and on the shield to give yourself a sizable MP or SP heal.
The general strategy is to battle the Combat Practice Trainer and pre-stack as many charges as possible. Then, you can use those charges for as many nukes as you'd like.
Location: Kindred Set
Info-Subs: Link
Wind
Lord of the Skies
Not much to be said here. LoTS is undoubtedly the strongest Wind armor in the game. Boasts the strongest Wind skill that comes with a staggering *2.10474 multiplicative modifier as elemental compensation.
Note: Accessed by clicking on Airenal's Lance while it is equipped.
Location: 20000 Z-Token package (Airenal's Lance)
Info-Subs: Link
Grenwog Rider
The only other armor that has similar functionality to Moglord Tortress. Grenwog Rider has the ability to change completely from a Wind armor to an Earth armor, each form having its own respective powerful Skill. While the this armor's skills are spell-based, the recent changes to CIT has given spell-based skills more room to shine, and as such Grenwog Rider is a much better option than it used to be. This armor is a direct upgrade from Tyrannochicken Rex Rider but does not have the power of Lord of the Skies or the resource efficiency of Griffinrider Mount.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: [TBD]
Griffinrider Mount
While Griffin Rider may not compare to armors like Lord of the Skies or Grenwog Rider it's resource/damage efficiency is unmatched, making it one of the best armors for warring. This is because of the armor's toggle which locks all Normal Weapon Attacks to Wind and gives them a crazy *1.84071 multiplicative damage modifier as elemental compensation, all at no resource cost. Popular combos include using Pets and Guests like Robocockatrice, Fu-Dog, and Sugar Gobbler to petrify monsters before nuking them.
Location: 20000 Z-Token package
Info-Subs: Link
Haunted Dragonlord Armour
Has 2 skills, the first of which pays 25% melee in SP per turn (98 by level 150) to attempt to inflict a weak daze on the enemy, as well as perform 4 hits instead of the usual 2 (no change in damage). The second is a Wind spell-based skill, paying an extra 60% melee in HP (209 at level 150) on top of a regular skill's cost to deal marginally less damage than Tyrannochicken Rex Rider (below)'s skill, but with an added 13.5 BtH, making it a strong for those without access to BtH boosters like the New Year's Surprise spells or Helm of Frostval Past, and good to carry over Tyrannochicken Rex in case you run into a more dodgy monster, assuming you don't mind paying the small HP cost and losing 2-3% of your nuke damage.
Location: Warlic's Shop -> Mastercraft Sets -> Dragonlord Set (Part 2: Inner Keep)
Info-Subs: Link
Tyrannochicken Rex Rider
Effectively a slightly weaker version of Grenwog Rider without the ability to swap to an Earth Armor (and Earth Skill). Tyrannochicken is still a good pick up due to it's good EleComp (*1.81064) and decent secondary resistances (Water/Ice: 44)
Location: Grenwog
Info-Subs: Link
Axemaster's Burden
This is worth picking up if you're waiting for Grenwog to come around. It's a reasonably strong FO wind armor, with a skill that spans over two turns to deal increased damage and attempt to reduce the enemy's defenses.
Location: Yulgar's Inn --> Go to Lounge (Right) --> Talk to Uldor --> Burning Solstice --> Zhilo's Hunting
Info-Subs: Link
Ice
Cryomancer Bloodmage
Ice clone of Pyromancer Bloodmage, see its entry in the Fire section above.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
The'Galin's Frigid Hatred
One of the more unique Ice armors. Has two skills. The first skill is spell-typed and applies the Cold status effect to the monster, and the second skill is weapon-based and consumes the monsters Cold status, doing increased damage for the amount of Cold status consumed. As one can imagine, this combo can get incredibly powerful at high levels of Cold making it very similar to the Terror Eater weapon-skill.
Note: Accessed by clicking on the Frigid Devouring Scythe weapon while it is equipped.
Location: 20000 Z-Token package
Info-Subs: Link
Horo-Show Void Vigilante
The best non-premium Ice Armor but also a decent choice even if one has access to the armors listed above. Horo-Show Void Vigilante boasts a powerful Normal Attack type skill which gets a crazy *2.10166 multiplicative modifier as elemental compensation.
Location: Twilly -> Anniversary Events -> The Dragon of Time -> BONUS
Info-Subs: Link
Hand of Tera'Suul
Ice armor that has good resistance to Fire. This armor is well known for it's SP efficient weapon-based skill, Swordcicle. Due to the lack of an Ice element Bloodzerker, Swordcicle remains the strongest weapon-based Ice skill in the game due to its SP efficiency.
Location: 50000 Z-Token Package
Info-Subs: Link
Graverider Mount
Ice clone of Giffinrider Mount. As such this armor should mainly be used by those who care more about resource efficiency than damage. Additionally, similarly to Griffin Rider, Grave Rider combos well with sources of Thermal Shock, most specifically the perma-rare Super-Heated Boiler Buddy pet.
Location: 20000 Z-Token package
Info-Subs: Link
Earth
Terra Bloodzerker
Earth clone of Blazing Bloodzerker, see its entry in the Fire section above.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
Fatal Chimeran Vindicator
While some may pass on this armor due to it being MO, Chimeran Vindicator shouldn't be underestimated. It comes with two skills. A Fire Normal Attack skill that gets *1.53389 elemental compensation and a skill that can apply a 1.6071 power poison for 10 turns.
Location: Warlic's Shop -> Mastercraft Sets -> Chimeran Set
Info-Subs: Link
Sneak Garb
While it's FO, Chimeran Vindicator still manages to be better. That said, this armor is worth mentioning; it has a secondary resistance to Water (41% at level 150), and has a 10% chance to attempt to gain Celerity at the end of your turn.
Location: Robina Monster Hunt
Info-Subs: [TBD]
Energy
Dynamancer Bloodmage
Energy clone of Pyromancer Bloodmage, see its entry in the Fire section above.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
Voltaic Bloodzerker
Energy clone of Blazing Bloodzerker, see its entry in the Fire section above.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
High Oracle's Taladosian Robes
A strong option for FO nuke-focused builds. Taladosian Robes boast the strongest Normal Attack type Energy skill which gets a crazy *2.09967 multiplicative damage bonus as elemental compensation. However, the armor is also well known in the community for its unreliable attack regular attack (50% chance for 70% chance, 40% chance for 120% damage, and 10% chance for 170% damage), and questionable art style. Before the relatively recent release of the above Dynamancer Bloodmage and Voltaic Bloodzerker, this armor was the best Energy armor in the game, however this does not mean that Taladosian Robes should be underestimated.
Location: Travel Map -> Sail East -> Sail Southeast -> Taladosian Set (near Deren)
Info-Subs: Link
StarSlayer
StarSlayer is a fine armor that returns every year on May 4th, and is also available through the Void Takeover rotation. The armor has two basic attacks: a 50% chance of doing 1 hit (+5 BTH) followed by 2 hits (+0 BTH), and a 50% chance of doing 4 hits (+5 BTH). The skill chokes the monster, making them do about 60-70% of their normal damage, but it also has a damage penalty to compensate.
Location: Void Takeover: StarSlayer. See here.
Info-Subs: Link
Megingjord
This armor has a 3-hit basic attack when wielding a melee/magic weapon, and a 2-hit basic attack when wielding a ranged weapon. While the armor is only Neutral rather than FO, you can click the waist to deal 25% more damage (melee/ranged) or 33.3% more damage (magic) at the cost of 98 SP per turn, while not taking any additional damage.
Location: Travel Map -> Travel South -> Thunder Mountain
Info-Subs: Link
Loco Costume
One of the more interesting armors in the game, Loco Costume is not MasterCrafted but possesses a unique set of normal attacks. Because of the Neutral Lean and damage-type converting nature of the armor, it should only be used by beast builds or Poe-Mages who favor a more fun and/or unpredictable experience. Loco Costume's normal attack is unique in that three different attacks can happen (each with a 33.33% proc rate).
Flavor Effect: Converts all base damage to random, i.e. A 10-20 damage range is converted to 0-30.
Below are each of the 3 attacks.
- Standard Attack: Two Hits and has a -5 BTH and deals *85/80 damage
- Paralysis Attack: Three Hits and pays 42% Melee for a powerful paralyze effect.
- Healing Attack: Four Hits and pays 50% Melee but heals the players HP for all damage dealt.
Location: April Fools -> 2012
Info-Subs: Link
Light
Lumenomancer Bloodmage
Light clone of Pyromancer Bloodmage, see its entry in the Fire section above.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
White Knight Z
One of the best Light armors in the game, and arguably one of the best armors in the game for any element. Boasts the strongest Normal Attack skill named "Radiant Lance" that comes with an absolutely insane *2.19553 multiplicative modifier as elemental compensation. Due to the nature of Normal Attack skills Radiant Lance is a prime candidate for the use with skills that apply Elemental Imbue effects to the player which also change Radiant Lance's attack element. This allows one to use WKZ as a nuke for multiple elements, and as such some members of the community using said builds call it "Rainbow Knight Z".
Location: Guardian Tower -> Guardian Shop
Info-Subs: Link
Champion Holy Armor/Arcanist/Avenger
An extremely flexible armour with a vast array of skills makes the paladin armours a good fit for most builds, even if you use only a handful of the skills. Some notable skills for Fully Offensive builds are as follows:
Level 6: Paladin Reinforcements: Lets you choose between 3 guests to summon, with the ability to select either SP and MP upkeep. The main guest that'll be used for FO builds is Celestial Manifestation (unlocked at paladin level 11), which has 2 modes: one boosts player Light damage like a guest version of Lepre-Chan, while the other pays extra upkeep to deal double normal guest damage. The Paladin Recruit unlocked at level 16 may also come into use providing the player with extra combat defences (increased block/dodge chance).
Level 7: Harmonic Might: A stat drive skill, paying a small amount of SP each turn to give stats depending on which variant of the armour you're using:
- Armor: STR/INT (35 of each at level 150)
- Arcanist: INT (50 at 150)
- Avenger: STR/DEX (35 each at 150)
Level 12: Mantra of Alignment: Usable once per battle, this skill lets you swap between the default neutral lean of the armour to a Fully-Defensive lean, or Fully-Offensive starting from paladin level 17. The lean you select is saved per login session, so you'll stay Fully-Offensive for every battle until you either change the lean again, or log out.
Level 15: Inner Light: A typical spell-based skill that comes in 3 variants:
- Harmonic Light: A standard armour skill
- Focused Light: An efficient skill, costing 60% less SP/MP but dealing 37.5% less damage
- Overwhelming Light: An overcharged skill, costing 40% more SP/MP but dealing +25% damage
Players interested in dealing as much damage as possible in as few turns as possible will want to use Overwhelming Light (unlocked at paladin level 20) most of the time, with the other skills only seeing use in low-resource situations. Unfortunately, this skill does not compete with either Lumenomancer Bloodmage or White Knight Z in terms of pure damage, so for players that value pure damage over the utility paladin brings, and have the tokens required, look to the above options instead for Light.
On top of all this, there is a large number of undead/demon-triggered skills ranging from status potence, to extra damage, to letting the paladin armour use its Light resistance when defending against any element, so it may be worthwhile reading the skill descriptions or info-subs below to familiarize yourself with the arsenal the armour gives access to. The differences between the Armor/Arcanist/Avenger versions are mainly what resources some skills use (SP or MP) and which stats they utilize (e.g. various status infliction rolls using INT on Arcanist and STR or DEX on Avenger). Also note that several of the skills are guardian-only (like a couple of the ones described above), so you may want to look for other options if you are an adventurer.
Location: Travel Map -> Halls of Honor -> Elite Paladin Armours
Info-Subs: Link
Light Realm Champion
A powerful Light armor with two skills. The first being the only full damage Light weapon-based skill in the game which also has amazing SP efficiency. The second skill requires the set's matching weapon and shield to be equipped and can inflict a 9999-turn stacking Blind effect.
Location: 50000 Z-Token Package
Info-Subs: Link
Ultimon's Armor
Not only is this one of the best non-rare, F2P light armors around, but it is the best armor in the game for combating Shadow monsters. It compresses Light and Darkness, and it has a skill that seeks between the two elements. However, it costs almost 100 million gold and Ultimon is considered to be one of the more difficult boss fights in the game, so do keep this in mind.
Location: Tavel Map -> Sail East -> Travel South -> Ultimon's Fortress -> Finale
Info-Subs: Link
Fiend of Light
FO Light armor. Has a skill that can inflict Soul Rend, stunning them for one turn and increasing the enemy's resistance to Darkness damage up to a max of 200%. The skill is locked to Light, and pays a -45.8% additive damage penalty for the Soul Rend effect. This effect is incredibly useful when used in combination with strong darkness skills from armors such as ShadowWalker of Time and Angel of Souls.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
Darkness
ShadowWalker of Time
One of the best armors in the game for Warriors and Skill-Mages. The standard attack consists of 2 hits, and the armor has two skills. The first does 50% more damage than normal making it the strongest Darkness skill in the game, baring the use of Ebony Sepulchure Form's Necrotizing Command on an Undead monster. However, this skill comes with the risk of potentially giving the monster the Celerity status afterwards. The second skill inflicts the Fragile status, giving the monster -33 END for 9999 turns, and this effect stacks with repeated use.
Location: Heromart -> Calendar 2017 "Year of Adventure" -> Redeem code in Master Account
Info-Subs: Link
Terror Raiment
Has two standard attacks: a 50% chance of doing 1 hit, 80% damage, and a 50% chance of doing 4 hits, 120% damage. At the start of the battle, it inflicts Fearful Presence which can make your opponent unable to act for the first turn. The skill inflicts Fear for 5 turns, and each turn the monster has a 25% chance of not acting. Repeated use of the skill can increase this chance to 100%.
IMPORTANT NOTE: If you pick up Terror Raiment, you'll also need to pick up the weapon, shield and misc alongside it. The armor on its own is mediocre but the full set's synergy is immaculate. The Full Set Bonus increases the skill's Fear infliction chance by 11%. You can click the weapon's handle to Eat Fear, an attack which removes your opponent's Fear status to deal monstrously high damage, and you can click the shield to remove your opponent's Fear to heal yourself for an impressive amount.
Location: Travel Map -> Terror Set
Info-Subs: Link
Angel of Souls
The best option available if you don't want to spend real money, and arguably one the best options regardless. While Angel of Souls may not compare to the effectively infinite potential of the Terror Set, its skill costs HP (47 HP for Melee/Ranged 85 HP for Magic to be exact) instead of SP. Lastly, AoS is unique in that it's skill gives a bonus to Lucky Strikes making it incredibly powerful with LS boosting weapons like Zealot's Wrath.
Location: Death's Domain -> Retrieve 100 hourglasses
Info-Subs: Link
Utility
(Festive/Gilded) Mason Form
Mason Form is a FO Water armor that has a unique kind of imbue skill. The imbue lasts for 1 turn and locks all weapon attacks to Water and applies a Choke status to the monster when you attack. Mason Form is currently Water imbue in the game. The Festive Mason Form is a Fire clone of Mason Form, while Gilded Mason Form is a Light clone (with Fire and Light imbues, respectively). It is unknown if the original Mason Form will return. Festive Mason Form should come back in December 2024, and Gilded Mason Form should come back in March 2026.
Location: Valencia --> Golden Gift Boxes --> UltraRare Shop All Versions Currently Rare
Shinyaro Form
4 element compression. 45 base resist to Water, Earth, Light and Darkness. Has a weapon-based skill that follows your weapon's element, with the full SP cost of 392 due to a lack of Elecomp; reduces the monster's END by 50 for one turn, but has a damage penalty of 25% to compensate. The player inflicts with [STR/DEX/INT]/LUK and the monster resists with END/LUK
Location: Void Takeover: Shinyaro. See here.
Info-Subs: Link
Svadilfari's Oath
Neutral Energy armor that has it's normal attacks locked to Energy and as a result gets a *1.564 multiplicative damage modifier as elemental compensation. Additionally Svadilfari's second attack can inflict a potent paralyze status that scales with the monster's Energy resistance and can last up to 3 turns.
Location: Travel Map -> Travel South -> Thunder Mountain
Info-Subs: Link
Frozen Dragonslayer
At first glance FDS seems like nothing special. A simple, neutral armour with a 1-hit attack. However, the usefulness lies in the skill, which triggers on dragons to deal Void damage.
Location: UltraRare GGB Shop Rare
Info-Subs: Link
Whispering Raiment
The Assassin Class Armor, generally weak and shouldn't be used for anything but one thing. It offers +105 initiative, helping you get the first turn against more troublesome monsters if you have it equipped before the battle starts (or by the use of Ready Inventory).
Info-Subs: Link
Warring
Warring requires efficiency and damage, and these items provide both, and therefore there's a category specifically for that.
Griffinrider Mount (Wind)
Already mentioned in the Wind section.
Location: 20000 Z-Token package
Info-Subs: Link
Graverider Mount (Ice)
Already mentioned in the Ice section.
Location: 20000 Z-Token package
Info-Subs: Link
Svadilfari's Oath (Energy)
Neutral Energy armor that has it's normal attacks locked to Energy and as a result gets a *1.564 multiplicative damage modifier as elemental compensation. Additionally Svadilfari's second attack can inflict a potent paralyze status that scales with the monster's Energy resistance and can last up to 3 turns.
Location: Travel Map -> Travel South -> Thunder Mountain
Info-Subs: Link
Drakath Fiend Form (Darkness)
Essentially a Darkness Griffinrider Mount, with a lower elecomp.
Location: Click Drakath Fiend Blade while it is equipped
Info-Subs: Link
Compression
Samukematsuri Samurai (Fire/Light)
Compresses Fire (39) and Light (41), and comes with a Fire weapon-based skill. Has a FSB that requires the entire set to be equiped and triggers a global auto-hit effect.
Location: None
Info-Subs: Link
(Twisted) Cleric of Carnafex (Fire/Ice)
While the original Cleric of Carnafex is rare, the Twisted CoC is currently available. FO Fire/Ice compression armor. Has a skill that seeks between the two elements. Skill type follows your weapon type, so it can use both Melee, Ranged and Magic.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop
Info-Subs: Link
Tinkerer (Fire/Energy)
This armor is available through the 6000 Z-Token package. Its standard attack is 2 hits, both equally powerful. It defends against both fire and energy, but not only that, it has two strong 4-hit skills for both elements.
Location: 6000 Z-Token package
Info-Subs: Link
Doom Knight (Fire/Energy/Darkness)
Old Lean Fully Offensive armor with a Normal Attack typed skill with Fire and Darkness seeking. When it deals fire damage it deals 1.67x damage in the form of elecomp but when darkness it is 1.5x, and to top it all off, has resistances to Darkness, Fire, and Energy.
Location: Valencia -> Z-Token Item Shop
Info-Subs: Link
Bloodstained Morningstar Bloodline (Earth/Darkness)
Has a secondary resistance to darkness (41% at level 150), and every hit deals 6% more damage if the prior hit (within the round) connected.
Location: Travel Map ->Morningstar Set
Info-Subs: Link
Ultimon's Armor (Light/Dark)
Already mentioned in the light section.
Location: Travel Map -> Sail East -> Travel South -> Ultimon's Fortress -> Finale
Info-Subs: Link