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Introduction[]

This is a full list of every single GGB item in the game that's currently available, including (known) seasonals, sorted by which box they come from.

As a rule of thumb for this page:

  • Items which have effects such as +x% damage or +x BtH apply this effect with a /0.75 modifier for Magic attacks and a /2 modifier for spells, unless otherwise indicated.
  • Misc upkeep will be specified in its name (EG Misc (SP) means it use SP for upkeep).
  • Guests upkeep can be in either SP or MP unless otherwise specified in its name (EG Guest (SP) means it only has SP upkeep as an option).
    • Additionally, upkeep for Guests can be swapped via Account Manager.
  • Outside of reskins (EG Bloodblades and Bloodzerkers), items will be listed in the order that they appear in-game.
Table of Contents

Shared Box Items
Common
Rare
UltraRare

IMPORTANT NOTE
This is not a "what to buy" guide; this page is specifically for documentation only. Many GGB items (especially in UltraRare boxes) are a combination of underpowered, outdated (in a bad way), or just plain bad. Consult the rest of the wiki to determine which items are worth investing into.

Golden Giftbox Crossover[]

GGB Crossovers are an annual event that happens each February. During this event, multiple items are added into the shop, taken from other AE games. New items are introduced, and older crossover items are brought back. There is no way to predict what is being brought in or brought back, or how long anything will stay around for. Within this page, (known) crossover items can be hidden by hiding the Golden Giftbox filter.

Filters[]

Shared Box Items[]

Faces[]

Found in Common/Rare GGBs. These are purely for fashion.

Mystery Scroll of Learning[]

Found in all GGBs. Gives a massive amount of XP based on level. Does not contribute to XP cap.

Hidden Powers[]

Found in all GGBs. Increases either Gold or XP earnings (and cap) by +5% for a week.

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Common[]

General Information[]

Commons are the cheapest and most readily-accessible of all GGBs, appearing 85% of the time. None of the items here have MCs.

Eggzooka[]

Ranged 100-Proc Fire Gun.

Info-Subs: Link

Gatling Gun[]

Ranged 100-Proc Earth Gun.

Info-Subs: Link

Oblivinator[]

Ranged 100-Proc Energy Gun.

Info-Subs: Link

DarkSeeker's Sidekick[]

Melee 20-Proc Energy Sword. Deals 0.95x damage, but comes with a trigger:

  • Trigger: Gain +20 Omni Status Resistance and eleseek vs Vamp/Were monsters.

Info-Subs: Link

Star Sabre of Pacifism/Passion[]

Melee/Magic 0-Proc Wind/Fire Sword. Separate items.

  • Effect: Swaps between Melee and Magic.

Info-Subs: Link

Ultrviolet/Infrared Blade[]

Melee 0-Proc Light/Fire Sword. Separate items.

Info-Subs (both are identical): Link

Blade of Janus[]

Melee 0-Proc Darkness Sword.

  • Effect: Weapon-based attacks have a (8.4*[DarkRes]*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player STR/LUK vs. monster INT/LUK.

Info-Subs: Link

Shadow Phoenix Bow[]

Ranged 100-Proc Darkness Bow with a 20-Proc true special.

Info-Subs: Link

Vorpal Sword[]

20-proc Melee Earth Sword.

Info-Subs: Link

Havarti Blade[]

Magic 20-Proc Light Sword.

  • Flavour Effect: Deals -26.66% damage. After attacking with this weapon, has a 50% chance to gain 1 turn of Pet and Guest Celerity. No save.

Info-Subs: Link

Uragiri[]

Melee 0-Proc Darkness Sword.

  • Flavour Effect: Player loses 6 MRM, and takes +7.14% damage in exchange for attacks with this weapon gaining +8.5 BtH and +10% damage.

Info-Subs: Link

Maker-Touched Zweihander[]

Magic 0-Proc Sword.

  • Flavour Effect: Changes into any of the 8 standard elements upon attacking each turn, but deals 1.21x damage.
  • Effect: Deals -33% damage, but attempts to inflict a Power: (0.76*[Hits]/[Attempts]) Prismatic Burn for 1 turn. This has +0 Save Bonus, player INT/LUK vs. monster INT/LUK.

Info-Subs: Link

Rainbow's End[]

Ranged 0-Proc Light Spear.

  • Effect: Deals -25% damage and attempts to inflict a Power: (2.36*[Hits]/[Attempts]) Light Burn for 2 turns. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.

Info-Subs: Link

Unnecessarily Ornate Weapon Not Just For Show[]

Melee/Ranged/Magic 0-Proc Scythe.

  • Flavour Effect: Changes into any of the 8 standard elements upon attacking each turn but deals 1.21x damage.
  • Effect: Takes +17.85% damage. Each weapon-based hit that connects (capped at 4) does the following:
    • Attempt to inflict a Power: 0.118 Prismatic Poison for 2 turns. This Has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Heals ~7.38% Melee worth of SP (Me/Ra)/MP (Ma) (~29 SP; ~39 MP at 150).

Info-Subs: Link

Arthurian Shield[]

Light Shield. Melee > Ranged > Magic blocking focus.

Info-Subs: Link

Summon Icemaster Yeti[]

Ice Guest. Deals -50% damage and attempts to inflict a (17.86*[IceRes])% Daze Effect for 4 turns. This has +10 Save Bonus, player CHA/LUK vs. monster END/LUK.

  • If enemy is already Dazed, instead deals full damage.

Info-Subs: Link

Jaania's Orb of Power[]

Energy Spell. Deals -25% damage and attempts to inflict a -(47.62*[EnergyRes]*[Hits]/[Attempts])% Panic effect. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

Baby Dracolich[]

Darkness Pet. Deals -50% damage and attempts to inflict a Power: 2 Darkness Poison for [Hits] turns. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Weteye[]

Water Pet.

Info-Subs: Link

Land Shark[]

Earth Pet.

Info-Subs: Link

Salek Sprayer[]

Water Pet. Deals -5% damage and toggles between two modes:

  • Damage Mode: Deals full damage.
  • Drowning Mode: Pays 40% Melee in SP (157 at 150) and deals -55.6% damage. If all hits connects, attempts to inflict Drowning for 1 turn. This has +10 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Kitsune Mask[]

Fire misc. Reduces Fire damage taken and increases Magic blocking (0.5x Dmg Taken; +7 Blocking at 150).

Info-Subs: Link

Shikyo Mask[]

Darkness misc. Reduces Darkness damage taken and increases Magic blocking (0.5x Dmg Taken; +7 Blocking at 150).

Info-Subs: Link

13th Mask[]

Darkness misc. Reduces Darkness damage taken and increases BtH (0.5x Dmg Taken; +7 BtH at 150).

Info-Subs: Link

Mystery Bag of Gold[]

Gives a large amount of gold based on player level. Does not contribute to gold cap.

Estate Resources[]

Gives +500 in a specific Estate resource.

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Rare[]

General Information[]

Rares are opened 12% of the time when opening GGBs. Alternatively, 25 Commons on a single character can be converted to a single Rare via Account Manager.

Bloodblades[]

Melee/Magic 0-Proc Sword series. Available in all 8 elements and comes in Bloodzerker and Bloodmage* variants.

  • Flavour Effect: Pays 15% Melee in HP (52 at 150) to:
    • Boost weapon damage by +15% (+20% for Magic).
    • Boost the damage of [Element] Spells by +10%.
  • MC: +5% damage.
  • Full Set Bonus: If using the corresponding Blood armour (Bloodzerker/Bloodmage), deal an additional +5% weapon damage and +2.5% [Element] Spell damage. Damage bonus is increased to +10% and +5% respectively if using the same element Bloodzerker/Bloodmage.
    • In ideal conditions, this weapon boosts weapon damage by +30% (35% for Magic) and [Element] Spell-Type damage by +15%.

Note: Pyromancer Bloodblade does not come from GGBs.

Location (Pyromancer): Void Takeover: Caecus. See here.

Info-Subs: Link

Bardic Crescendos[]

Melee/Magic 0-Proc Scythe series. Currently only available in Water and Light.

  • Effect: Deals -10% damage (-8.33% if Magic) with weapon-based attack and -2.5% damage with [Weapon Element] Spells (-3.125% if Magic). After attacking while holding this weapon, or casting a damaging spell matching the weapon's element, increases the damage of [Weapon Element] Pets by +25%. If a [Weapon Element] Guest is also active, deals an addition -15% weapon damage (-20% if Magic)/-7.5% spell damage (-10% if Magic) to increase their damage dealt by +25%.
  • Full Set Bonus: If used with a Bard of War armour, [Weapon Element] Pets gain 2x Lucky Strike chance. If using the matching element Bard of War, this is increased to 3x Lucky Strike chance.

Info-Subs: Link

Paladin/Necromancer Cavalry Lances[]

Ranged/Magic 0-Proc Spear series.

  • MC: Deals +7.5% damage if the player is in a Riding/Mount armour.

See table for elements:

Name Element
Zealous/Infernal Fire
Serene Water
Howling Wind
Frigid Ice
Graven Earth
Radiant Light

Info-Subs: Link

Krieger Claws[]

Magic 20-Proc Dagger+Fist series. Only available during Friday the 13th. See table for elements:

Variant Element
Original Darkness
Bone-Chilling Ice
Gilded Light
Cyber Energy
Tempest Wind
Beachgoer Water
Harvest Reaper Earth
Festive Fire

MC: Special has a (31.5*[Hits]/[Attempts]*[EleRes])% chance to inflict Sleep. Recover with -17 Save Bonus, player VStat/LUK vs. monster CHA/LUK.

Info-Subs: Link

Gauntlets of Xano[]

Melee 0-Proc Fists. Available in Fire and Light. Comes with a skill:

  • Skill: Standard Weapon-based skill.

Info-Subs: Link

Timekiller Crossbows[]

Ranged 100-Proc Bows. Currently available in Ice/Energy variants. Uses Arbalest Charges to attack. Comes with 4 Arbalest Charges on login, and can hold up to 20 at once. Charges are shared between variants of this weapon. Comes with 3 options:

  • Reload: Gains 4 Arbalest Charges.
  • Rapid Fire: Uses 1 Arbalest Charge. Deals 1.25x Bow damage.
  • Timebolt Spray: Uses 4 Arbalest Charges. Deals 2x Bow damage. Deals -67.85% damage. If >0 damage was dealt, has a ([Hits]/[Attempts])% chance to [Element] Freeze for 1 turn. This has -20 Save Bonus, player DEX/LUK vs. monster END/LUK.

Info-Subs: Link

Fresh Asteraceae[]

Magic Light 20-Proc Scythe.

  • Flavour Effect: Deals -20% damage. Increases the damage of Companions by +15%.

Info-Subs: Link

Reaver of Nulgath[]

Ranged Darkness 20-Proc Scythe+Spear.

  • MC: Uses CHA instead of LUK for Lucky Strikes.

Info-Subs: Link

Blacksmith Hammer[]

Melee/Magic Earth 20-Proc Hammer.

  • MC: If monster is Fire, weapon element changes to Ice and deals +5% damage.

Info-Subs: Link

Titanite Destroyer[]

Melee/Ranged/Magic Ice 0-Proc Sword/Staff/Spear.

  • MC: Deals +10% damage against monsters with <=0 STR.

Info-Subs: Link

Lovely Axe[]

Melee Fire 20-Proc Axe.

  • MC: Special attempts to inflict a (19.38*[FireRes])% Control for [Hits] turns. This has +0 Save Bonus, player VStat/LUK vs. monster CHA/LUK.

Info-Subs: Link

Bonebreaker Berserker Axe[]

Melee Darkness 20-Proc Axe.

  • Effect: Special pays MC and deals -50% damage to attempt to inflict a +56% Darkness EleVuln for [Hits] turns. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.
  • Set Bonus: When used with Bonebreaker Berserker, deal +5% damage.

Info-Subs: Link

Void Spear of War[]

Ranged/Magic 0-Proc Harm Spear. Deals -10% damage due to element.

  • MC: +5% damage.

Info subs: Link

SeaSaw[]

Melee Water 10-Proc Axe. Toggles between two modes, each with their own MC effect:

  • Axe: Deals +5% damage.
  • Saw: If the player attacks with this weapon, has a (22.45*[Hits]/[Attempts]) to inflict a Power: 0.25 Bleed. Recover with +0 Save Bonus, player STR/LUK vs monster END/LUK. If monster is already Bleeding, deals +5% damage.

Info-Subs: Link

Solar Flair Staff[]

Melee/Magic 0-Proc Fire/Light Staff. Deals -5% damage to compress a guest:

Solar Flair Angel (SP)[]

Compressed Guest. Does not attack. Heals the player's HP equal to 0.72675x standard Guest damage.

Info-Subs (Weapon): Link

Info-Subs (Guest): Link

Relic Staff[]

Ranged/Magic Ice 0-Proc Spear/Staff.

  • MC: +4 BtH.

Info-Subs: Link

Undead Cleric's Arm[]

Light Tome. Comes with 3 spells:

  • Lifegiving Light: Standard Healing spell. uses INT for stat damage.
  • Raising Spirits: Deals -50% damage. Attempts to inflict a (42*[LightRes])% Fear for (2*[Hits]) turn(s). This has +0 Save Bonus, player INT/LUK vs. monster CHA/LUK.
  • Holy Stars: Efficient spell.

Info-Subs: Link

Blood Storm[]

Melee/Magic 20-Proc Fire sword.

  • MC: Special heals the player equal to 1/6 of damage dealt. If player is >80% HP, instead deals +16.67% damage.
    • Note: Healing is divided by mob's Fire resistance.

Info-Subs: Link

Deathbringer[]

Ranged 10-Proc Darkness Spear.

  • MC: Special has a ([DarkRes]*[Hits]/[Attempts])% chance to Paralyze for 1 turn. If infliction rate is >100%, has (Rate-100)% to Paralyze for 2 turns. This has +8 Save Bonus, player VStat/LUK vs. monster CHA/LUK.

Info-Subs: Link

Golden Dragon Spear[]

Ranged 30-Proc Light Spear.

  • MC: Gains damage the more a monster resembles a Darkness Dragon:
    • Darkness Dragon: +15% damage.
    • Dragon/Darkness Drakel or Dragonkin: +7.5% damage.
    • Non-Darkness Drakel or Dragonkin: +5% damage.

Info-Subs: Link

Monolith Mace[]

Melee 0-Proc Water Mace.

  • MC: 1.5x Lucky Strike damage.

Info-Subs: Link

Gloom Glaive[]

Ranged 10-Proc Earth/Harm Spear. Can toggle to Harm Mode:

  • Harm Mode: Deals Harm damage. Pays 10% Melee in SP (39 at 150) per turn, rather than take a damage penalty.

Info-Subs: Link

Bow of Judgment[]

Ranged 100-Proc with 20-Proc True Special Energy Bow.

  • MC: Special attempts to inflict a Power: 1.25 Energy Burn for [Hits] turns. This has +0 Save Bonus, player VStat/LUK vs. monster DEX/LUK.

Info-Subs: Link

Perfectly Balanced Blade[]

Ranged 20-Proc Energy Sword. Deals 0.7x damage in exchange for Auto-Hit.

Info-Subs: Link

Grenwog Lance[]

Ranged/Magic 20-Proc Earth/Wind Spear.

Info-Subs: Link

Giant's Wrath[]

Melee 0-Proc Earth Axe.

  • MC: Deals +10% damage if monster has >0 INT.

Info-Subs: Link

Steampunk Love Bow[]

Ranged 100-Proc Harm Bow. Deals -10% damage due to element.

  • MC: +5% damage.

Info-Subs: Link

Eternity Key[]

Melee/Magic 20-Proc Energy Staff.

  • MC: Special deals -44.36% damage (-64.7% if Magic) and has a ([Hits]/[Attempts])% chance to Hypersalinate (Energy Freeze) for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

Crusader's Shining Repeater[]

Ranged 100-Proc Light Gun.

  • MC: +5% damage.

Info-Subs: Link

Prismatic Iridescence[]

Magic 0-Proc Light Staff.

  • MC: Light hits from Spells attempts to inflict a (15.76*[Light Hits]/[Light Attempts])% Daze for 4 turns. This has +0 Save Bonus, player INT/LUK vs. monster CHA/LUK.

Info-Subs: Link

Galactic Void Katana[]

Magic 20-Proc Darkness Sword.

  • MC: Special attempts to inflict a (21*[DarkRes])% Choke for [Hits] turns. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

Caden's Wrath[]

Magic 20-Proc Energy Staff.

  • MC: Deals +38.333% damage if no Pet or Guest is active.

Info-Subs: Link

Ultra Elemental Axe[]

Melee/Ranged/Magic 0-Proc Fire/Ice Axe.

Info-Subs: Link

Infinita Staff[]

Ranged/Magic 0-Proc Darkness Scythe/Staff.

  • Flavour Effect: Deals -25% damage. All attacks with this weapon (including weapon-based skills) heal either SP (Ranged) or MP (Magic) based on the true damage dealt (IE healing is limited by the monster's remaining HP).

Info-Subs: N/A

Taxing Cutlasses[]

Melee 0-Proc Swords. Comes in Water and Darkness variants.

  • MC: Heals SP equal to 5.625% damage dealt.

Info-Subs: Link

Legion Marauder Claymore[]

Melee/Ranged/Magic 0-Proc Ice Sword.

  • Effect: Deals -10% damage and attempts to inflict a Power: 0.75 (0.5625 if Magic) Ice Burn with each successful hit. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Full Set Bonus: If used with Legion Marauder, Burn is increased to Power: 1 (0.8125 if Magic).

Info-Subs: Link

Stormhawk Scythe[]

Melee/Ranged/Magic 0-Proc Ice/Energy Scythe.

Info-Subs: Link

Twisted MageSoul[]

Magic 20-Proc Wind Sword.

  • Flavour Effect: Pays 12.5% Melee in MP (65 at 150) to deal ~+15.67% damage and gain +5 BtH.
  • MC: +5% damage.

Info-Subs: Link

Twisted Hunter's Darklaw/Slayer's Lyfang[]

Melee (Darklaw)/Magic (Lyfang) 15-Proc Water Swords. Separate items.

  • MC: Triggers against Darkovian foes. When triggered:
    • Weapon gains EleSeek.
    • Gains BtH and damage the more the monster resembles a dracopyre:
      • Dracopyre: +6 BtH and +14.01% damage.
      • Any two of Were/Dragon(kin)/Vamp: +4 BtH and +9.55% damage.
      • Were or Vamp: +2 BtH and +4.89% damage.

Info-Subs (Darklaw): Link

Info-Subs (Lyfang): Link

Twisted Star Sabres of Justice/Wisdom[]

Melee/Magic 0-Proc Energy Swords. Separate items.

  • MC: Heals HP (Jutice) or MP (Wisdom) equal to 5%/7.5% of damage dealt respectively.

Info-Subs: Link

Twisted Tempest Scimitar[]

Melee 5-Proc Wind Sword.

  • MC: 1.5x Lucky Strike rate.

Info-Subs: Link

Twisted Ultra Krieger Blade[]

Melee 0-Proc Light/Darkness Sword.

Info-Subs: Link

Tiger Cannon[]

Ranged 100-Proc Gun. Comes with a skill:

  • Skill: "Overcharged" Weapon-based skill. Comes in two steps:
    • First step pays 85% Melee in SP (333 at 150) and stores a charge.
    • Second step pays an additional 85% Melee in SP (333 at 150) and consumes the charge to attack. Standard weapon-based skill. Has 10x Lucky Strike rate.

Info-Subs: Link

Orpheum Bow[]

Ranged 100-Proc Light Bow. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Sleep Mode: Deals -20% damage. Has a (10.5*[Hits]/[Attempts]*[LightRes)% chance of inflicting Sleep. Recover with -17 Save Bonus, player DEX/LUK vs. monster END/LUK. If already Asleep, deals full damage with +5% damage MC.

Info-Subs: Link

Safiria Kneeboard[]

Magic 0-Proc Darkness Club.

  • MC: Uses CHA instead of LUK for Lucky Strikes.

Info-Subs: Link

Robina Surfboard[]

Ranged 0-Proc Earth/Wind Club. MC allows toggling between the two elements.

Info-Subs: Link

Wolf King Shortboard[]

Melee 0-Proc Earth Club.

  • MC: Uses END instead of LUK for Lucky Strikes.

Info-Subs: Link

Kitsune Fan[]

Melee/Ranged/Magic 0-Proc Fire Weapon. Toggles between two modes:

  • Folded: Club. Deals full damage. MC: +5% damage.
  • Unfolded: Dagger. Deals -50% damage. Attempts to inflict a Power: (0.236*[Hits]/[Attempts]) (0.177 if Magic) Bleed. Recover with -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

Rune Breaker Mace[]

Melee 0-Proc Earth Mace. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage if monster has 0 MP.
  • Rune Breaker Mode: Damages MP instead of HP. Deals 1.5x damage.

Info-Subs: Link

Staff of Inversion[]

Magic 0-Proc Light Staff. Comes with a toggle:

  • Berserker Mode (Toggle): While toggled, lowers the BtH lean from -5 to -20.
  • MC: +5% damage.

Info-Subs: Link

Zurvana Arsenal[]

Melee/Ranged/Magic 0-Proc Energy Dagger/Glaive+Polearm/Staff. Each damage type is a separate item, but are swappable via Account Manager.

  • MC: Can remove all active Bleeds on the player. First use is free, but all subsequent uses costs 12.5% Melee in SP (98 at 150).

Info-Subs: Link

Shadowflame Glaive[]

Ranged 0-Proc Darkness Glaive.

  • Effect: Deals -35% damage. Attempts to inflict a Power: 3.5 Darkness Burn for [Hits] turns, where [Hits] is capped at 4. This has -20 Save Bonus, player DEX/LUK vs. monster INT/LUK.

Info-Subs: Link

Illustrious Saviour of Battleon Armaments[]

Melee/Ranged/Magic 0-Proc Water Sword/Glaive/Sword.

  • MC: Deals +20% damage against monsters with >2 Power with a -5% downtrigger.

Info-Subs: Link

Algie's Bow[]

Ranged 100-Proc Fire Bow.

  • Effect: Deals -20% damage. Increases the damage dealt by Companions by +25%. If no Guest is active, only deals -5% damage.

Info-Subs: Link

Rainbow Twilly Surfboard[]

Ranged 0-Proc Prismatic Club. Deals 1.21x damage to compensate.

  • Effect: Deals -25% damage. After attacking, gain a 0.74x Omni EleShield for 1 turn.

Info-Subs: Link

Retro Frogzard Hunter Shortboard[]

Melee 0-Proc Earth Club. MC Compresses a toggle:

  • Toggle: Pays (38.27/[EarthRes)% Melee in SP (150 base cost at 150). After attacking, has a ([Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK. If monster has Freedom or Boss Boost, instead pays 15% Melee in SP (59 at 150) to deal +22.5% damage.

Info-Subs: Link

Rhubarb & Floyd Kneeboard[]

Magic 0-Proc Water/Energy Club. MC allows toggling between the two elements.

Info-Subs: Link

Skystalker Bow[]

Ranged 100-Proc Energy Bow.

  • MC: Weapon-based attacks have 6x Lucky Strike rate for the first turn this weapon has been equipped.

Info-Subs: Link

The Butcherer[]

Ranged 0-Proc Magic Axe.

  • MC: Weapon-based attacks have 4.75x Lucky Strike rate for the first turn this weapon has been equipped.

Info-Subs: Link

Legion Monsterlord Sword/Scythe/Reaver[]

Melee/Ranged/Magic 0-Proc Water Sword/Scythe/Dagger. Separate items, but can be swapped via Account Manager. MC compresses a toggle:

  • Toggle: Pays 100% Melee in SP (392 at 150) to attempt to inflict a hit-based Water Burn for 4 turns, capped at 4 hits. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK. See below for functionality:
    • Melee/Ranged: Cost is paid when attacking with the weapon. Burn is Power: 1.3 per hit.
    • Magic: Cost is paid when a Spell deals water damage. Burn is Power: 2.5 per hit.

Info-Subs: Link

Hivediver Breakers[]

Ranged 100-Proc Guns. Comes in Water, Light, and Fire. Separate items, but can be swapped via Account Manager. Does various things:

  • Skill (Click Handle): Weapon-based skill.
  • Toggle 1 (Click Light): Swap between neutral BtH Lean and -20 BtH Lean.
  • Toggle 2 (Click Stock): While toggled, lose 12 MRM. All attacks with this weapon (including the built-in skill) deal reduced damage and attempt to inflict a Bleed. Bleed Power is scaled by [Hits]/[Attempts], and is increased if light is toggled off. Recover with +0 Save Bonus, player DEX/LUK vs. monster END/LUK. See below for values:
    • Weapon Attacks: Deals -25% damage. Bleed is Power: 0.45 (Power: ~0.59 with light off).
    • Skill: Deals -50% damage. Bleed is Power: 1.2 (Power: 1.572 with light off).

Info-Subs: Link

Magus Staves[]

Magic 0-Proc Staves. Comes in Water and Ice. Separate items.

  • Flavour Effect: Deals -13.33% damage, but boosts damage dealt by [Weapon Element] Spells by +20%.
  • MC: Compresses a built-in Spell. Deals -50% damage. Each hit attempts to inflict a +5.25% [Weapon Element] EleVuln for 4 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK. For each hit that successfully inflicts EleVuln, applies a 0.9475x Omni EleShield to the player for 4 turns.

Info-Subs: Link

Warlic's Mana Heatwave Kneeboard[]

Magic 0-Proc Fire Club.

  • MC: At the start of the monster's turn, their current MP is recorded. If their MP is below this value at the end of their turn, attempt to inflict a Fire EleVuln for 1 turn, based on how much MP was lost. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
    • Note: Direct MP damage (attacks/DoTs/etc) does not factor into triggering this effect.

Info-Subs: Link

Invigorating Unity Surfboard[]

Ranged 0-Proc Energy Club.

  • Flavour Effect: Deals -20% damage. Each hit that connects heals ~(12.2*[EnergyRes])% Melee in HP per hit (~42 at 150), capped at 4 hits.
  • MC: +6.25% Healing.

Info-Subs: Link

Nilak's Charm Shortboard[]

Melee 0-Proc Ice Club.

  • Flavour Effect: If the monster is currently Burning, eats up to 200% Melee worth of Burn on attack to grain a STR Boost/Suave (CHA Boost) for 3 turns based on how much Burn was eaten (117 per 100% at 150).
  • MC: +5% damage.

Info-Subs: Link

Waves of Destruction[]

Ranged 0-Proc Water Axe+Polearm. MC compresses a toggle:

  • Toggle: Pays 28% Melee in SP per turn (110 at 150) for the following effects:
    • Take -20% damage.
    • Gain DEX at the cost of END (+50 DEX/-50 END at 150).

Info-Subs: Link

Riadne's Venomous Scythe[]

Melee/Ranged/Magic 20-Proc Darkness Scythe. MC compresses a toggle:

  • Flavour Effect: Deals reduced damage for attempt to inflict a hitcount-based Darkness Poison for 4 turns, capped at 4 hits. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK. Functionality and Power depends on mode:
    • Melee/Ranged: Deals -50% damage with weapon-based attacks and special. Power is 1.3 per hit for regular attacks, and 1.94 per hit for the special.
    • Magic: Damaging Darkness Spells that hit deal -25% damage. Power 1.25 per hit.
  • Toggle: Pays 50% Melee in SP per turn (196 at 150) to convert the Poison into an HP->HP Drain Poison. Additional effects are applied if the weapon is in Melee or Ranged:
    • Weapon-based attacks and Poison will Eleseek between Harm and Darkness. If dealing Harm damage, pays an additional 15% Melee in SP (255 total at 150).
    • If the special occurs, Poison is reduced to Power: 1.62.

Info-Subs: Link

Ultimate Brand of Glory[]

Melee 0-Proc Light Sword.

  • Effect: Deals -50% damage. Each time a weapon-based attack hits, attempts to inflict a Power: 1.375 Light Burn for 4 turns, capped at 4. This has +0 Save Bonus, player STR/LUK vs. monster DEX/LUK. If the monster has over 200% Melee worth of Burn, eats 200% Melee worth of Burn to instead do the following:
    • Deals full damage.
    • Deals +20% damage.
    • Seeks between the 8 standard elements.
    • Attempts to inflict a Power: 0.643 Prismatic Burn (Power: 0.378 if the weapon didn't deal Light damage) for 4 turns each hit, capped at 4. This has +0 Save Bonus, player STR/LUK vs. monster DEX/LUK.

Info-Subs: Link

The Lost Knight's Blade[]

Melee 0-Proc Wind Sword.

  • Flavour Effect: If the enemy is Panicking, the first attempted weapon hit per turn consumes up to 200% Melee worth of Panic to provide a STR and END Boost for 3 turns (+58.5 per 100% Melee eaten at 150).
  • MC: +5% damage.

Info-Subs: Link

Chaotic Lacerta Staff[]

Magic 0-Proc Darkness Staff. MC compresses a toggle:

  • Flavour Effect: Deals -25% damage in order for Spells that deal Darkness damage to inflict a Power: 1.25 HP->HP Darkness Drain Poison for 2 turns per Darkness hit, capped at 4. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK
  • Toggle: While toggled, the above effect is not applied. Instead, all damaging spells pay an additional 100% Melee in SP (392 at 150) and attempt inflict a Power: 2.27 HP->HP Prismatic Drain Poison for 4 turns per hit, capped at 4. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

Dragonhead Archon[]

Magic 0-Proc Fire Staff.

  • Effect: Spells that deal Fire damage deal -42.5% damage for the following effects:
    • Attempts to inflict a Power: (1.25*[FireHits]/[FireAttempts]) Fire Burn for 4 turns. This has +0 Save Bonus, player INT/LUK vs. monster DEX/LUK.
    • Applies a Power: (0.125*[FireRes]) HP Regen.

Info-Subs: Link

Phoenix Blade[]

Melee 0-Proc Fire Sword. Deals -25% damage, but does various things depending on your remaining HP%:

  • Effect: Rather than receive the 0-Proc damage bonus, has a 36% chance on hit to do the following:
    • Inflict a Power: 0.625 Fire Burn for 2 turns. This has +0 Save Bonus, player STR/LUK vs. monster DEX/LUK.
    • Heals 6.25% Melee in HP (22 HP at 150).
      • If HP is >=80% HP, no healing is applied, and Burn is instead Power: 1.25.
    • Note: This effect can only occur 4 times per turn.
  • >=80% HP: Each time a weapon-based attack is attempted, build a Charge. Charges are lost after each battle.
  • <80% HP: Each hit that connects heals 12.5% Melee in HP (44 at 150), capped at 4 hits.
  • <=25% HP: If any Charges are present, the <80% effect does not occur. Instead, consumes all Charges on attack for each hit that connects (capped at 4 hits) to do the following:
    • Heals (12.5+(6.25*[Charges]))% Melee in HP ((44+22*[Charges]) HP at 150).
    • Attempts to inflict a Power: (0.625*[Charges]) Fire Burn for 2 turns. This has +0 Save Bonus, player STR/LUK vs. monster DEX/LUK.
      • Note: Charges cannot be gained when this effect occurs if healing somehow brings HP above 80%.

Info-Subs: Link

Underworld Archfiend Reaver[]

Melee/Ranged/Magic 0-Proc Earth Sword/Scythe/Sword. MC compresses a toggle:

  • Toggle: If monster is Bleeding, eats up to 200% Melee worth of Bleed on attack to increase [Weapon Mainstat] for 3 turns (up to +234 at 150).

Info-Subs: Link

Qualia Timeless Guardian's Heart[]

Magic 0-Proc Staff. Comes in Fire and Light, and can be swapped via Account Manager. MC compresses a spell:

  • Spell: Standard [Element] Spell. Deals reduced damage to grant 1 turn of Player (+ Pet, if one is active) Celerity. Has a one-turn cooldown between use.
    • If no Pet is active, deals -(50/[MobRes])% damage.
    • If Pet is active, deals -(70/[MobRes])% damage.
    • If total damage reduction is over 100% after res is factored in (<= 50% with no pet, <= 70% with active pet), Celerity is not granted and no damage penalty is taken.

Info-Subs: Link

Underworld Impblade[]

Melee 0-Proc Darkness Sword. Comes with a toggle:

  • Toggle: While toggled, if monster is Bleeding, eats up to 200% Melee worth of Bleed to provide a Strength Boost for 3 turns based on both how much Bleed was eaten and how much %HP the player has:
    • >= 80%: All Bleed goes into the boost (+117 STR per 100% Bleed at 150).
    • < 80%: Bleed is split between increasing STR and healing HP (~58.5 STR and some amount of HP per 100% Bleed at 150).
  • MC: +5% damage.

Info-Subs: Link

Chilly Form[]

FD Ice armour. Flat blocking. Comes with two skills:

  • Cure Wounds!: Healing Spell. Uses INT for stat damage.
  • Recovery!: Healing SPell. Uses END for stat damage.

Info-Subs: Link

Headless Horseman[]

FO Fire armour. Melee = Magic > Ranged blocking focus. Comes with a skill:

  • Pumpkin Smash: Fire Weapon-based skill. Follows weapon damage type. EleComp reduces skill SP cost (111 for Me/Ra; 209 for Ma at 150).

Info-Subs: Link

Human Fisher[]

FO Water armour. Ranged > Melee > Magic blocking focus. Comes with a skill:

  • Water Flow: Water Weapon-based skill. Follows weapon damage type. EleComp reduces skill SP cost (102 for Me/Ra; 201 for Ma at 150).

Info-Subs: Link

Quester's Heavy Dragon Gunner[]

FD Fire armour. Melee = Ranged > Magic blocking focus. Comes with two skills:

  • Plasma Bolt Rifle: Ranged Fire Spell-Type Skill. EleComp increases skill damage.
  • Force Field: "Healing" Spell. Applies a Mana Shield. Mana Shield is lost upon changing armour.

Info-Subs: Link

Blazing Reflecting Plate[]

FD Fire armour. Flat blocking. Comes with a skill:

  • Searing Light!: Fire Spell-Type Skill. Follows weapon damage type. EleComp increases skill damage. Deals -49% damage and attempts to inflict a -(25*[FireRes]) Blind for 2*[Hits] turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.

Info-Subs (original): Link

Daimyo Rider[]

FO Light armour. Flat blocking.

  • MC: Grants an Undead trigger for Companions. While triggered, seeks between the 8 standard elements. Additionally, if the following criteria is met, EleComp will increase Companion damage:
    • Undead element is Darkness (as shown on the status page)
    • They are seeking Light damage.

Info-Subs: Link

Pumpkin Pixies[]

FO armours. Available in Light (Glowing), Earth (Wild), and Darkness (Spooky). Element can be swapped via Account Manager. Flat blocking. Comes with a toggle and skill:

  • Butterfly Weave (Toggle): Pays either 15% Melee or 30% Melee in SP (59 at 118 at 150 respectively). While toggled:
    • Applies a +6/+12 MRM DefBoost for 1 turn when attacking (or after the player's turn if they did not attack).
    • Passive attempts to inflict a -6/-12 MRM DefLoss to the enemy for 1 turn when attacking (or after the player's turn if they did not attack). This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
  • Stinger Gourds: Ranged [Armour Element] weapon-based skill. EleComp reduces SP Cost (76 at 150).

Info-Subs: Link

Darkovian Bulwark[]

Earth/Darkness Shield. Melee/Magic blocking focus, with poor Ranged. Toggles between Earth and Darkness. Top level is only -25% resistance.

  • MC: Vs Vampires or Werewolves, gains +9 MRM, with a -3 MRM downtrigger.

Info-Subs: Link

Cerberus Shield[]

Water Shield. Melee > Magic > Ranged blocking.

  • MC: If enemy is Burning, passively heal 8.5% Melee in SP (33 at 150).

Info-Subs: Link

Void Awakening Wall[]

Fire Shield. Flat blocking. Comes with a skill:

  • Skill: Fire "Weapon-based" skill. Follows weapon damage type. Does not gain effects from equipped weapon, but can be Imbued. EleComp increases skill damage.

Info-Subs: Link

Geo Logos[]

Earth Shield. Flat blocking, with slight Magic focus.

  • MC (toggle): Pays 25% Melee in SP (98 at 150) for +15 Melee/Ranged/Magic defense.

Info-Subs: Link (Original Logos, but functions the exact same)

Frost Titan Head[]

Ice Shield. Flat blocking, with slightly lower Magic.

  • MC: Comes with two toggles. Each cost 20% Melee in SP (78 at 150) when the monster attacks. Only one toggle can be active at a time:
    • Blind: Attempts to inflict a -(12*[Attempts]) BtH Blind effect for 1 turn. This has -20 Save Bonus, player DEX/LUK vs monster DEX/LUK
    • Reflect: Deals Ice damage equal to (56.6*EleComp*[Blocks])% Melee.
    • Both toggles only tracks the first four hits a monster attempts.

Info-Subs: Link

Rune Breaker Defender[]

Earth Shield. Magic > Melee > Ranged blocking.

  • MC: If monster has >0 MP, take -3.57% damage. If monster has <=0 MP, deal +5% damage.
  • Full Set Bonus: If used with Rune Breaker Mace, these effects are doubled to -7.14% if they have MP and +10% if they do not have MP.

Info-Subs: Link

Hexbound Solar Photosphere[]

Fire Shield. Melee > Ranged > Magic blocking focus.

  • MC: Comes with a quickcast skill. Attempts to reflect all Bleeds and Burns onto the enemy. This has +0 Save Bonus, player END/LUK vs. monster END/LUK. This save is modified by both Bleed and Burn potency, using whichever one is larger. Can be used once per turn, and can succeed only twice per battle.

Info-Subs: Link

Illustrious Battleon Saviour Defender[]

Water Shield. Flat blocking.

  • MC: Gain +12 MRM against monsters with >2 Power with a -3 MRM downtrigger.

Info-Subs: Link

Vengeance of Nulgath Defender[]

Fire Shield. Melee = Ranged > Magic blocking. MC compresses a toggle:

  • Toggle: Pays 22.5% Melee in SP (88 at 150) to gain (63.75*Blocks)% Melee in MP (152 per block at 150), capped at 4 blocks. Cost is only paid if the monster attempts to attack the player.

Info-Subs: Link

Gandolphin[]

Quickcast "Healing" Spell. Applies a Mana Shield. Cannot be used if a Mana Shield already exists.

Info-Subs: Link

Demomorphosis[]

Darkness Spell. Deals -44% damage and attempts to Form Shift the enemy to Demon. This is done by making two saves, each with -20 Save Bonus:

  • First save is player INT/LUK vs. monster END/LUK.
  • Second save is player INT/LUK vs. monster CHA/LUK.
  • Both saves must succeed for the Form Shift to take effect.

Info-Subs: Link

Iron Maiden[]

Darkness Melee "SPell". Cost 25% Melee in HP and 75% Melee in SP (38 and 294 at 150 respectively; uses old HP standards).

  • MC: If all hits connect, there is a (21.68*[DarkRes])% chance of inflicting a 100% Daze for 1 turn. This has +0 Save Bonus, player STR/LUK vs. monster END/LUK.

Info-Subs: Link

Gecko Chomp[]

Earth Spell. Deals -25% damage and attempts to inflict a -(15*[EarthRes]) MRM Defence Loss effect for 4 turns. This has -20 Save Bonus, player INT/LUK vs. monster END/LUK. This effect does not require the spell to hit.

Info-Subs: Link

Epoch Slice[]

Overcharged Energy Spell. +20.83% damage. Deals -20% damage and attempt to inflict a +16.81% Energy EleVuln for [Hits] turn(s). This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

Snake Master Strike[]

Overcharged Darkness Spell/SPell. Two versions. Deals +25% damage. Deals -85% damage for the following effects:

  • Applies a +4 Hypercritical (4x LS Chance) effect for 2 turns before damage is calculated.
  • Attempts to inflict a Power: 5.5 Darkness Poison for [Hits] turn(s). This has +0 Save Bonus, player [Stat]/LUK vs. monster END/LUK. Player stat depends on version:
    • MP: INT.
    • SP: STR if using a Melee weapon, DEX otherwise.

Info-Subs: Link

Mana Cascade[]

Overcharged Water Spell. Deals +25% damage. Deals -50% damage. Each hit that connects attempts to inflict a Power: 1.25 Water Burn for 4 turns and a Power: 1.25 MP Water Burn for 1 turn. Each effect is resisted separately with -20 Save Bonus, player INT/LUK vs. monster DEX/LUK. If monster does not have enough MP to cast a spell (642 at 150), MP Burn is no longer inflicted, and HP Burn is increased to Power: 1.56.

Info-Subs: Link

Fiends of Nulgath[]

Guest series. Comes in Dark (Dread) and Ice (Cocytus) variants. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Void Reflection: Does not attack. Instead provides a 75% [Element] Backlash. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
    • Scales with CHA. Without CHA, the Baclkash value is 33.75%.
    • Stat scaling can overcap the Backlash value to a max of x1.1. Backlash values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

Grimlord of Nulgath[]

Darkness Guest.

  • Flavor Effect: Pays +100% upkeep in HP (76 at 150) to deal +100% damage.
  • MC: Has a 9.9% chance to attempt to inflict Paralyze for 1 turn. This has a +20 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Mana Bat (SP)[]

Water Guest. Can toggle between damage two modes:

  • Damage Mode: Deals full damage.
  • MP Healing Mode: Deals 50% damage. Heals the player's MP based on damage dealt (uses old conversion standards).

Info-Subs: Link

Mogsterio[]

Light Guest.

  • Flavor Effect: Deals +100% damage, but has a 33% chance to attack the player after dealing damage equal to 66% Melee in HP (229 at 150). This hit cannot be avoided.
  • MC: Has a 50% chance to attempt to inflict a -(3*[Hits]) MRM Defense Loss for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster INT/LUK.

Info-Subs: Link

Legion Cryo Cannoneer[]

Ice Guest.

  • Flavor Effect: Pays +50% upkeep in HP (38 at 150) to deal +50% damage.
  • MC: +5% damage.

Info-Subs: Link

Twisted Squidge[]

Water Guest. Deals -44.47% damage and attempts to inflict a -(60*[WaterRes]) DEX Entangle. Recover with -20 Save Bonus, player CHA/LUK vs. monster DEX/LUK

Info-Subs: No up to date Info-Subs are available.

Moglotron[]

Earth Guest. Deals -50% damage. Toggles between inflicting two different statuses:

  • Daze: Attempts to inflict a (55.47*[Hits]/[Attempts]*[EarthRes])% Daze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Burn: Attempts to inflict a Power: (3.33*[Hits]/[Attempts]) Earth Burn for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

King Linus[]

Ice Guest. Can toggle between damage two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a (-49.09*[IceRes]*[Hits]/[Attempts])% damage dealt Choke effect for 1 turn. This has a +0 Save Bonus, player CHA/LUK vs. monster INT/LUK.

Info-Subs: Link

Legion Fenrir[]

Ice Guest.

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Berserk Mode: Passively applies a -15 BtH Lean Pet + Player Berserk. After attacking, attempts to inflict a -15 BtH Lean Berserk to the enemy for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

Info-Subs: Link

Cosoma[]

Ice Guest.

  • MC: If present, eats up to 120% Melee worth of Defence Boost from the player in order to increase damage by up to +200%.

Info-Subs: Link

Pridelord[]

Fire Guest. Can toggle between two modes:

  • Defensive Mode: Does not attack. Multiplicatively reduces Ice damage taken by 17.86% and provides 15 Omni Status Potency.
    • Scales with DEX and CHA. Without stat investment, the damage reduction is 8.04%, and the status potency value is 6.75.
    • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
  • Damage Mode: Deals +50% damage. Has +50% increased upkeep cost in SP/MP (59 SP; 78 MP, at 150)

Info-Subs: Link

Legion Ghoul[]

Ice/Darkness Guest. Toggles between three modes:

  • Ice: Deals Ice damage.
  • Darkness: Deals Darkness damage.
  • Ice/Darkness: Deals both Ice and Darkness damage. Receives a small damage boost. Additionally charges 15% Melee in HP (52 at 150) to deal +25% damage.

Info-Subs: Link

Finnona[]

MC Water Guest. Can toggle between two:

  • Damage Mode: Deals full damage, two hits. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a Power: (3.3*[Hits]/[Attempts]) Water Burn for 2 turns. This has a +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Gold-Hungry Mimic[]

Contract-style Pet series. Available in Darkness (Abyssal), Fire (Infernal), and Earth (Landlubbin') variants. Can toggle between two modes:

  • Normal Mode: Deals +15% damage. Costs 0.833% expected Gold reward (2206 at 150).
  • Fully Sated Mode: Deals +35% damage. Costs 2.5% expected Gold reward (6618 at 150).

Info-Subs: Link

Ghostly Infernal Skull[]

Fire Pet. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a (37*[FireRes]*[Hits]/[Attempts])% Fear for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

Info-Subs: Link

Crag & Bamboozle[]

Earth Pet. Deals 0.7525x damage and attempts to inflict a (5*[Hits]*[EarthRes])% Daze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Mini Nulgath[]

Fire/Darkness Pet.

Info-Subs: Link

Sin of Revontheus[]

Fire Pet. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Parry Mode: Deals -19.7% damage. After successfully attacking, passively attempts to lower the BtH of all enemy hits by 12 for the turn. Each hit has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Steam Trobble[]

Energy/Fire Pet. Deals -12.5% damage and attempts to permanently reduce the enemy's MRM by ([Hits]/[Attempts]*sqrt[MobPower]). This value is rounded down, but the unrounded value is "remembered" for future inflictions. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK. This is considered Defense Loss for the sake of potency modifiers.

Info-Subs: Link

Steam Trobble[]

Earth Pet. Comes with a toggle:

  • Toggle: Pays 8% Melee in SP (31 at 150) per turn. While toggled, deals -50% damage and attempts to inflict a -11.9 MRM Defense Loss for [Hits] turns. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Aberrant the Exiled[]

Darkness Pet.

  • Flavour Effect: Pays 20% Melee in HP (70 at 150) per turn to deal +50% damage.
  • MC: +5% damage.

Info-Subs: Link

Twisted Pig Drake[]

MC Wind Pet. Toggles between two modes:

  • Defense Mode: Does not attack. Applies a +10.8375 MRM Defense Boost for 2 turns.
    • Scales with CHA. Without CHA, the Defense Boost value is +5.41875 for 2 turns.
    • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
  • Status Mode: Deals -50% damage and attempts to inflict a -18.5% damage dealt Choke effect for 2 turns. This has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Twisted Squidge[]

Water Pet. Deals -44.47% damage and attempts to inflict a -(40*[WaterRes]) DEX Entangle. Recover with -20 Save Bonus, player CHA/LUK vs. monster DEX/LUK

Info-Subs: No up to date Info-Subs are available.

Infernal Android[]

Fire Pet.

  • MC: Gains +(1/sqrt[MobPower])% damage per turn, capped at +10%.

Info-Subs: Link

Bone Smasher[]

Darkness Pet. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a -7 MRM Defense Loss for (2*[Hits]) turns. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Riftwalker[]

Ice Pet. Toggles between two modes:

  • Rift Evasion: Does not attack. Provides +34 MRM against Fire attacks.
    • Scales with CHA. Without CHA, the MRM value is 17.
    • Stat scaling can overcap the MRM value to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
  • Rift Cross: Deals -50% damage. Attempts to inflict a (39*[IceRes]*[Hits]/[Attempts])% Daze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

King Linus[]

Ice Pet. Can toggle between damage two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a -(36.98*[IceRes]*[Hits]/[Attempts])% damage dealt Choke effect for 1 turn. This has a +0 Save Bonus, player CHA/LUK vs. monster INT/LUK.

Info-Subs: Link

Moglotron[]

Earth Pet. Deals -50% damage. Toggles between inflicting two different statuses:

  • Daze: Attempts to inflict a (36.98*[Hits]/[Attempts]*[EarthRes])% Daze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Burn: Attempts to inflict a Power: (2.22*[Hits]/[Attempts]) Earth Burn for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Pridelord[]

Fire Pet. Can toggle between two modes:

  • Defensive Mode: Does not attack. Multiplicatively reduces Ice damage taken by 14.29% and provides 12 Omni Status Potency.
    • Scales with DEX and CHA. Without stat investment, the damage reduction is 7.14%, and the status potency value is 6.
    • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
  • Damage Mode: Pays 18% Melee in SP (71 at 150) to deal +50% damage.

Info-Subs: Link

Cosoma[]

Ice Pet.

  • MC: If present, eats up to 80% Melee worth of Defence Boost from the player in order to increase damage by up to +200%.

Info-Subs: Link

Legion Ghoul[]

Ice/Darkness Pet. Toggles between three modes:

  • Ice: Deals Ice damage.
  • Darkness: Deals Darkness damage.
  • Ice/Darkness: Deals both Ice and Darkness damage. Receives a small damage boost. Additionally charges 10% Melee in HP (35 at 150) to deal +25% damage.

Info-Subs: Link

Legion Overfiend Blade[]

Darkness Pet. Tentatively only available in March. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Parry Mode: Deals -19.7% damage. After successfully attacking, passively attempts to lower the BtH of all enemy hits by 12 for the turn. Each hit has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Finnona[]

Water Pet. Can toggle between two:

  • Damage Mode: Deals full damage, two hits. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a Power: (2.2*[Hits]/[Attempts]) Water Burn for 2 turns. This has a +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Vengeance of Nulgath Blade[]

Fire Pet. Can toggle between two:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Searing Parry Mode: Deals -25% damage. After the player blocks an attack, attempts to inflict a Power: (2*Blocks) Fire Burn for 4 turns, capped at 4 blocks. This has a +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Infested Deckhand[]

Darkness Pet. Deals -50% damage. Togggles between attempting to inflict one of two statuses for each hit that connects:

  • Bleed: Power: 0.1 Bleed. Recover with -20 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Poison: Power: 0.5 HP->HP Darkness Drain Poison for 2 turns. This has -20 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • MC: Save Bonus is -20 instead of 0.

Info-Subs: Link

Underworld Imp[]

Darkness Pet. Toggles between two modes, each with their own MC effect:

  • Damage Mode: Deals full damage. MC: +20 Bleed Potence.
  • Bleed Mode: Pays MC and deals -50% damage and attempts to inflict a Power: 0.079 Bleed after each hit. Recover with -10 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Mana Trap (SP)[]

Neutral Misc. Reduces Magic [Element] damage taken ([Element] = first element hit each turn), boosts DEX and LUK, and increase Magic blocking (x0.45 Dmg Taken; +40 DEX/LUK; +10 Blocking at 150).

  • MC: If monster spends MP during their turn, deals Harm damage based on how much MP was spent relative to the expected cost for their level (~540 damage at 150 if spent expected amount of MP).

Info-Subs: Link

Taladosian Pendant (SP)[]

Energy misc. Reduces Energy damage taken (0.5x Dmg Taken at 150).

  • MC: Grants +10 Potence for Berserk, Control, Fear, Panic, Sleep, and The Cold.

Info Subs: Link

Power Core (SP)[]

Energy misc. Increases the damage of all outgoing Energy damage (player weapon/special/spell and Pet) by +20% for an SP cost (78 for player, and 31 for pet at 150). Cost is only paid when an attack is attempted.

  • MC: These boosts will instead apply to all damage if player is using a robot/mecha/mech armour, or if pet is considered robot/mecha/mech.

Info Subs: Link

Qualia Timeless Guardian's Charm (SP)[]

Misc. Available in either Fire or Light, and can be swapped via Account Manager. Reduces [Element] damage taken and boosts INT/END (0.5x Dmg Taken; +50 INT/END at 150).

  • MC: All spells pay an additional 30% Melee in SP (118 at 150) to apply a Power: 0.15 HP Regen for 2 turns.

Info Subs: Link

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UltraRare[]

General Information[]

UltraRares are opened 3% of the time when opening GGBs. Alternatively, 10 Rares on a single character can be converted to a single UltraRare via Account Manager (250 total Commons). It is strongly advised that Rare-> Ultrarare conversion is not used, unless you have an excessive amount of GGBs.

Arcane Cutlasses[]

Magic 0-Proc Dagger/Athame. Has a variant for each element.

  • MC: Deals -15% damage. Increases the damage of all [Weapon Element] hits from Spells by +30%.

Info-Subs: Link

Chambered Eternity Love[]

Magic 100-Proc Harm Wand. Deals -10% damage due to element.

  • MC: If all hits connect, has a 11.4% chance to Control for 1 turn. This has +20 Save Bonus, player INT/LUK vs. monster CHA/LUK.

Info-Subs: Link

Drakath Fiend Blade[]

Melee/Magic 0-Proc Darkness Sword. Clicking on it equips Drakath Fiend Form:

Drakath Fiend Form[]

Compressed FO Darkness armour with Fire and Ice secondaries. Flat blocking. Comes with a toggle:

  • Toggle: Locks normal attacks (not specials or spells) to Darkness. EleComp increases normal attack damage.

Info-Subs: Link

Kezeroth's Devastation[]

Melee 20-Proc Ice Hammer.

  • MC: Special attempts to inflict a -10.625 MRM Defense Loss for (2*[Hits]) turns. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

Runed Legion Broadsword[]

Melee/Magic 0-Proc Ice Sword.

  • MC: If monster is Undead, weapon element changes to Light and deals +5% damage.

Info-Subs: Link

Ceremonial Legion Blade[]

Melee/Magic 20-Proc Darkness Sword.

  • MC: Special attempts to inflict a -(16.81*[Hits]/[Attempts])% Choke (12.6075 if Magic) for 2 turns. This has +0 Save Bonus, player VStat/LUK vs. monster CHA/LUK.

Info-Subs: Link

Winged Sapphire Staff[]

Magic 20-Proc Water Staff. Deals -15% damage in order for Spells that deal Water damage to deal one of two statuses:

  • Regen: Applies a (15*[WaterRes]*[WaterHits]/[WaterAttempts])% Regen to the player for 4 turns. No save.
  • Burn: Inflicts a Power: (3*[WaterRes]*[WaterHits]/[WaterAttempts]) Water Burn for 4 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

Star Sabre of Hatred[]

Melee/Magic 0-Proc Energy Sword.

  • MC: +5% damage.

Info-Subs: Link

Thrale's Scorn[]

Melee 20-Proc Fire Sword.

  • Flavour effect: Player takes +10.71% damage in order for attacks with this weapon to deal +15% damage.
  • MC: +5% damage.

Info-Subs: Link

Voidsplinter Sunderer/Tether[]

Magic 20-Proc Darkness Sword/Staff. Separate items. Comes with a Harm toggle:

  • Harm Mode: Pays 14% Melee in SP (55 at 150) to deal Harm damage with no penalty.

Info-Subs: Link

Giant Butcherer/Titan Slayer/Frost Destroyer[]

Melee/Ranged/Magic 0-Proc Earth/Fire/Ice Sword/Glaive/Staff. Separate items.

  • MC: +10% damage if monster has >0 STR.
  • Full Set Bonus: If Titan Slayer is used with Titan Arm, gain an additional +5% damage when triggered.

Info-Subs (Giant Butcherer): Link

Info-Subs (Titan Slayer): Link

Info-Subs (Frost Destroyer): Link

Hasu-Horimono[]

Melee/Magic 0-Proc Light Sword.

  • MC: +5% damage.

Info-Subs: Link

Cleaving Dragon Buster[]

Melee/Magic 0-Proc Fire Sword.

  • MC: Gains BtH the more a monster resembles an Ice Dragon:
    • Ice Dragon: +12.75 BtH.
    • Dragon/Ice Drakel or Dragonkin: +6.375 BtH.
    • Non-Ice Drakel or Dragonkin: +4.25 BtH.

Info-Subs: Link

Celtic Cleaver[]

Melee 20-Proc Light Sword.

  • MC: 1.5x LS Rate.

Info-Subs: Link

Caladbolg[]

Magic/Melee 0-Proc Darkness Sword.

  • MC: If the player attacks with this weapon, has a (16.8375*[Hits]/[Attempts])% chance (22.45% if Melee) to inflict a Power: 0.25 Bleed. Recover with +0 Save Bonus, player Mainstat/LUK vs monster END/LUK. If monster is already Bleeding, deals +5% damage.

Info-Subs: Link

Golden Paragon Weapons[]

Melee/Ranged/Magic 0-Proc/100-Proc with 20-Proc True Special/0-Proc Hammer/Bow/Staff. Each damage type is a separate item, but can be swapped via Account Manager. Uses a Soul Harvest mechanic.

  • Soul Harvest Mechanics: At the end of a battle, there is a ([RoundsItemEquipped/TotalBattleRounds]x100)% chance to gain (1*[MonsterPower]) Soul. Can hold up to 25 souls at once. Harvested Souls are tracked individually between all pieces of the set.
  • Effect: Deals +[Souls/2.5]% damage.

Info-Subs: Link

Nulgath's Wrath[]

Melee 20-Proc Fire Sword.

  • Flavour Effect: Rather than deal damage, the Weapon Special instead hurts the player and empowers their next weapon-based attack. Multiple specials increase the damage boost further.

Info-Subs: Link

Zardbie Scythe[]

Ranged 0-Proc Darkness Scythe.

  • MC: After attacking with this weapon, attempts to permanently reduce the enemy's MRM by ([Hits]/[Attempts]*sqrt[MobPower]), capped at 8. MRM reduction is rounded down, but fractional amounts are remembered internally. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK. This is considered Poison for the sake of potency modifiers.

Info-Subs: Link

Galaxythe[]

Ranged 0-Proc/100-Proc Energy Scythe.

  • MC: +5% damage.

Info-Subs: Link

Luminous Whiff[]

Magic 0-Proc Wind Staff. Deals -15% damage in order for Spells that deal Wind damage to inflict one of two statuses:

  • DefBoost: Applies a (12*[WindRes]*[WindHits]/[WindAttempts]) Defense Boost to the player for 4 turns. No save.
  • Choke: Inflicts a -(25.22*[WindRes]*[WindHits]/[WindAttempts])% Choke for 4 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

Ragnarok[]

Melee/Magic 5-Proc Light Sword.

  • MC: Special deals +33% damage.

Info-Subs: Link

Agony's Embrace[]

Melee/Ranged/Magic 0-Proc Sword/Polearm/Sword.

  • Flavor Effect: Take +10.714% damage if Melee/Ranged, +8.035% damage in Magic Mode in order for attacks with this weapon to deal +15% damage.
  • MC: Increases damage dealt based on missing HP by +(1-(CurrentHP/MaxHP))*10%.
    • For example, for 25% HP missing, deal +2.5% damage.

Info-Subs: Link

Man O' War Axe[]

Melee/Magic 20-Proc Water Axe.

  • MC: Special has a (42*[Hits]/[Attempts]*[WaterRes])% chance (31.5% if Magic) to Paralyze for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

Hunger[]

Melee/Magic 0-Proc Darkness Sword.

  • MC: Toggles between healing the player's HP/MP/SP equal to 5/7.5/5.625% of damage dealt respectively, divided by the monster's resistance.

Info-Subs: Link

Switch Sabre of Hope/Power[]

Melee/Ranged/Magic 0-Proc Light/Energy Swords. Separate items. Toggles between damage and accuracy modes:

  • Damage Mode: Has a -10 BtH Lean and deals +5% damage.
  • Accuracy Mode: Has a +10 BtH Lean and gains an additional +4.25 BtH.

Info-Subs: Link

Ultimate Dragon Scythe of Elements[]

Melee/Ranged/Magic 0-Proc Scythe.

  • Effect: Compresses all 8 standard elements. Deals -15% damage, and causes the player take +10.7% increase damage (+8.03% for Magic) to compensate.

Info subs: Link

Gilded Dread Scythe[]

Ranged 10-Proc Light Scythe.

  • MC: Special attempts to inflict a 100% Fear for (0.87*[LightRes]*[Hits]/[Attempts]) turn(s), rounded randomly. This has +0 Save Bonus, player VStat/LUK vs. monster CHA/LUK.

Info subs: Link

Titan's Triumph[]

Melee 20-Proc Earth Sword.

  • MC: Special deals +16.67% damage.

Info subs: Link

Axe of Cerberus[]

Melee/Magic 20-Proc Water Axe.

  • MC: Special attempts to inflict a Power: 1.96 Water Burn for [Hits] turns. This has +0 Save Bonus, player VStat/LUK vs. monster DEX/LUK.
  • Full Set Bonus: If used with a General of Cerberus armour and Cerberus Shield, Burn is increased to Power: 5.88.

Info subs: Link

Maw of Chaos[]

Melee/Ranged/Magic 20-Proc Darkness Sword.

  • MC: Once per turn, can pay 12% Melee in HP (~42 at 150) for a 1-turn +15% Darkness EleEmpower.

Info subs: Link

Devourer of Souls[]

Melee/Magic 0-Proc Ice Scythe. uses a Soul Energy mechanic:

  • Soul Energy Mechanics: At the end of a battle, there is a ([RoundsItemEquipped/TotalBattleRounds]x100)% chance to gain (100x[MonsterPower])% Soul Energy per item. Can hold up to 2000% Soul Energy at once. Can spend 100% Soul Energy for the weapon to deal +5% damage for the rest of the battle. This effect is quickcast, and can be used four times per fight. If INT > STR and DEX, both Soul Energy gained and Soul Energy used have their amount multiplied by 0.75x.

Info subs: Link

Limit Buster[]

Melee/Magic 0-Proc Sword. Uses a Charge system and comes with a skill:

  • Charge Mechanics: For each 8.5% Melee in HP lost (29.58 at 150), gain 1 Limit Charge. Player must survive the damage in order to gain charges. Can hold up to 200 Limit Charges.
  • Skill: Requires at least 100 Limit Charges to use. Standard weapon attack. Deals +[Charges]% damage. Consumes all Limit Charges.

Info-Subs: Link

Masamune[]

Melee/Magic 0-Proc Water Sword. Comes with a toggle:

  • Toggle: Pays 57.65% Melee in SP (226 at 150) if Melee, 53.32% Melee in SP (209 at 150) if Magic for +15 BtH and +40% Lucky Strike rate.

Info-Subs: Link

Legion Dragon Blade of Nulgath[]

Melee/Magic 0-Proc Ice Sword.

  • Flavour Effect: Take +5.36% damage in order for attacks with this weapon to deal +7.5% damage.
  • MC: Gains damage the more a monster resembles a Fire Dragon:
    • Fire Dragon: +15% damage.
    • Dragon/Fire Drakel or Dragonkin: +7.5% damage.
    • Non-Fire Drakel or Dragonkin: +5% damage.

Info-Subs: Link

LightCaster[]

Melee/Ranged/Magic 0-Proc Light Sword.

  • Effect: Deals -25% damage. After attacking, has a (54.6*[Hits]/[Attempts])% chance to inflict Spiritual Rend for 1 turn. This has +20 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.

Info-Subs: Link

Exalted Unity[]

Melee/Ranged/Magic 0-Proc Sword. Uses a Charge system.

  • Charge Mechanics: Gains 4 Unity Charges passively (3 if Magic), but can also spend a turn to gain an additional 80 charges. Monster must be within 20 levels of the player for any Unity Charges to be gained (min. 130 at 150). Can hold up to 200 Unity Charges at a time. Charges carry between battles. Comes with a multitude of quickcast skills that provides effects for 1 turn by consuming charges:
Charges Effect
12 Auto-Hit
Up to 28 +(1.25*[Charges])% Light and Darkness EleEmpower (up to +35% if all 28 are consumed).
40 Darkness Imbue

Info-Subs: Link

Updated Charge generation: Link

Graves End Weapons[]

Melee/Magic 0-Proc Earth/Darkness Sword/Axe/Dagger. Swaps between Earth and Darkness. Each weapon type is a separate item, but can be swapped via Acount Manager.

Info-Subs: Link

Dragon Blade of Nulgath[]

Melee/Magic 0-Proc Energy Sword.

  • MC: Gains a conditional Dragon trigger:
    • Dragon: +10% damage and seeks the 8 standard elements.
    • Drakel or Dragonkin: +5%% damage.

Info-Subs: Link

Re's Absolute Annihilator[]

Melee/Ranged/Magic 0-Proc Harm Sword/Spear/Staff. Deals -10% damage due to element.

  • MC: +5% damage.

Info-Subs: Link

Twisted Star Sabre of Balance[]

Melee/Magic 0-Proc Energy Sword.

  • MC: Heals SP equal to 5.625% of damage dealt.

Info-Subs: Link

Twisted Atrea Dream Weapons[]

Melee/Ranged/Magic 0-Proc Darkness Dagger/Glaive/Staff. Separate items.

  • MC: Modifies Lucky Strikes depending on wepaon:
    • Dagger: 1.5x LS Rate.
    • Glaive: 1.5x LS Rate.
    • Rod: 1.5x LS Damage.

Info-Subs (Dagger): Link

Info-Subs (Glaive): Link

Info-Subs (Rod): Link

Mega Soaker[]

Ranged 100-Proc Water Gun. Can consume 1 HP and 1 MP potion to gain 2 charges. Can hold up to 10 charges at once. If charges are available, consumes 1 charge to do +100% damage.

Info-Subs (Unofficial): Link

ShadowReaper of Doom[]

Melee 0-Proc Darkness Axe. Comes with a flavour effect, and a toggle:

  • Flavor Effect: Pays -6 MRM. Attempt to inflict a Power: (1.55*[Hits]/[Attempts]) Darkness Burn for 2 turns. This has +0 Save Bonus, player STR/LUK vs. monster CHA/LUK.
  • Doom Berserker Mode (Toggle): While toggled, lower the BtH lean from -3 to -25. Additionally, Burn is increased to Power: 2.125.

Info subs: Link

Legion Spawn Bonker[]

Melee 20-Proc Ice Club. Comes with 3 modes:

  • Normal Mode: Nothing unusual.
  • Boss Mode (click on hammer haft): Pays -3 MRM and 10% Melee in SP (39 at 150) per turn to deal +22.5% damage vs Mobs with either Boss Boost or Freedom.
  • Stun Mode (Click on hammer head): Pays -6 MRM and 15% Melee in SP (59 at 150) per turn to have a (44.625*[IceRes]*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player STR/LUK vs. monster END/LUK.
  • Both toggles will only pay MRM and SP on attack. Boss Mode will automatically disable itself if Boss Boost or Freedom is not present.

Info-Subs: Link

Golden Whale Kneeboard[]

Magic 0-Proc Earth Club.

  • Flavour Effect: Pays 15% Melee in HP (52 at 150) to deal +20% damage.
  • MC: +5% damage.

Info-Subs: Link

Hexbound Prominence[]

Melee/Ranged/Magic 0-Proc Fire Sword/Spear/Sword.

  • Flavour Effect: Attacks with this weapon apply a Power: 0.5 (0.38 if Magic) Fire Burn after attacking in exchange for +15% damage.
  • MC: Gains ([END/80]*1.5) stat damage.
  • Full Set Bonus: For each piece of the Hexbound set (armour, shield) equipped, deal an extra +5% damage.

Info-Subs: Link

Blades of Elders[]

Melee/Ranged/Magic 0-Proc Swords. Comes in Light (Engraced), Darkness (Tarnished), and Hilted/Unhilted variants. Can swap between same-element variants via Account Manager.

Hilted[]

MC compresses a skill:

  • Skill: Standard Weapon-based skill. Deals -50% damage and attempts to inflict a Power: (5*[Hits]/[Attempts]) HP->HP [Weapon Element] Drain Poison for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Unhilted[]

Comes with two effects:

  • MC: For each unique DoT type on the enemy (Bleed, Burn, Poison, etc), take -3.57% damage, capped at -14.29% (4 effects).
  • Effect: Rather than have the 0-Proc damage bonus, has a 32% chance after attacking with this weapon to inflict a Power: (2.5*[Hits]/[Attempts]) HP->HP [Element] Drain Poison for 1 turn (Power: 1.88 if Magic). This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

Twisted Dragonfire Sword[]

Melee/Ranged/Magic 0-Proc Fire Sword/Glaive/Sword.

  • MC: Can pay varying amounts of SP for boosts:
    • 15% Melee in SP (59 at 150) for +15% damage.
    • 10% melee in SP (39 at 150) for +8.5 BtH.
    • 25% Melee in SP (98 at 150) for +15% damage and +8.5 BtH.
      • In Magic, SP costs are 0.75x (44/29/73 at 150 respectively).

Info-Subs: Link

Legion Glaive[]

Ranged 0-Proc/100-Proc Ice Sword+Polearm. Toggles between 0-Proc and 100-Proc.

  • Effect: Deals -50% damage and attempts to inflict a Power: (1.25*[Hits]) HP->HP Ice Drain Poison for 2 turns, where [Hits] is capped at 4. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK
  • MC: Poison has a 10% chance to have its Power doubled upon infliction to (2.5*[Hits]).

Info-Subs: Link

Seraph Calamity[]

Magic 0-Proc Light Staff. Deals -15% damage in order for Spells that deal Light damage to inflict one of two statuses:

  • Blind: Inflicts a -(20.41*[LightRes]*[LightHits]/[LightAttempts]) Blind for 3 turns. This has -20 Save Bonus, player INT/LUK vs. monster DEX/LUK.
  • Burn: Inflicts a Power: (3*[LightRes]*[LightHits]/[LightAttempts]) Light Burn for 4 turns This has +0 Save Bonus, player INT/LUK vs. monster DEX/LUK.

Info-Subs: Link

Eye of the Underworld[]

Magic 0-Proc Darkness Staff. Deals -15% damage in order for Spells that deal Darkness damage to inflict one of two statuses:

  • Poison: Inflicts a Power: (3*[DarkRes]*[DarkHits]/[DarkAttempts]) Darkness Poison for 4 turns This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Fear: Inflicts a (25.22*[DarkRes]*[DarkHits]/[DarkAttempts])% Fear for 4 turns This has +0 Save Bonus, player INT/LUK vs. monster CHA/LUK.

Info-Subs: Link

Void's Edge[]

MC Melee/Ranged/Magic 0-Proc Harm Sword/Glaive/Staff. Pays MC and 5% Melee (3.75% if Magic) in HP (17 for Me/Ra; 13 for Ma at 150) instead of taking a damage penalty.

Info-Subs: Link

Shocked Monkey Shortboard[]

Melee 0-Proc Energy Club.

  • Effect: After attacking, pays 10% Melee in HP (35 at 150) and MC. After blocking, deals +(100*[Blocks]/[Attempts])% damage. If the player got initiative at the start of battle, deals +15% damage.

Info-Subs: Link

Retro Akriloth Surfboard[]

Ranged 0-Proc Fire Club.

  • Effect: Deals -25% damage. After attacking, attempt to inflict a (37.34*[FireRes]*[Hits]/[Attempts)% Fear for 1 turn. This has -20 Save Bonus, player DEX/LUK vs. monster CHA/LUK. If monster has Freedom or Boss boost, does not take a damage penalty; instead deals +7.5% damage.

Info-Subs: Link

Retro Ice Demon Kneeboard[]

Magic 0-Proc Ice Club. Pays MC and 45% Melee in HP (157 at 150) in order for Spells that deal Ice damage to inflict one of two statuses:

  • Poison: Inflicts a Power: (3*[IceHits]/[IceAttempts]) Ice Poison for 4 turns This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Fear: Inflicts a (25.22*[IceRes]*[IceHits]/[IceAttempts])% Fear for 4 turns This has +0 Save Bonus, player INT/LUK vs. monster CHA/LUK.

Info-Subs: Link

Granddad's Greatsword[]

Melee 0-Proc Energy Sword.

  • Effect: Pays MC and 15% Melee in HP (52 at 150) for 3x Lucky Strike damage.

Info-Subs: Link

Vengeance of Nulgath Arsenal[]

Melee/Ranged/Magic 0-Proc Fire Axe/Spear/Sword. MC compresses a toggle:

  • Toggle: Deals reduced damage and pays 25% Melee in SP (98 at 150). While toggled, attempt to inflict a Fire Burn and Fear for 3 turns each. Both effects are based on Hits/Attempts, while Fear is addtionally scaled by Fire resistance. Both are resisted separately with +0 Save Bonus; Burn uses player Mainstat/LUK vs. monster END/LUK, while Fear uses player Mainstat/LUK vs. monster CHA/LUK. If monster has Freedom, does not inflict Fear; instead doubles the power of the Burn. Additionally, Melee/Ranged sacrifice 0-Proc damage bonus for a 32% chance of making the effects 50% stronger. See below for functionality:
    • Melee: Deals -25% weapon damage. Burn is Power: 1.6 and Fear is 15.5%.
    • Ranged: Deals -25% weapon damage. Burn is Power: 1.5 and Fear is 14.49%.
    • Magic: Spells that deal Fire damage deal -12.5% damage. Burn is Power: 1.55 and Fear is 15%. Checks for [FireHits]/[FireAttempts].

Info-Subs: Link

Warcaster Staves[]

Magic 0-Proc Staves. Comes in Water (Aqua) and Ice (Frost), and can be swapped via Account Manager.

  • Flavour Effect: 0-Proc bonus is instead used to provide additional effects to spells. All damaging spells have a 20% chance to do the following:
    • Deal 1.56x damage.
    • Deal -35.7% damage.
    • Attempt to inflict a Power: (2.78*[Hits]/[Attempts]) Void Burn for 2 turns. This has +0 Save Bonus, player INT/LUK vs. monster DEX/LUK.
    • Attempt to inflict a -(46.7*[Hits]/[Attempts])% Panic. This has +0 Save Bonus, player INT/LUK vs. monster CHA/LUK.
  • MC: Compresses a toggle. While toggled, weapon attacks deal -10% damage, but damaging spells can choose one of the following effects:
    • Panic: Attempt to inflict a -(35.9*[Hits]/[Attempts])% Panic. This has +0 Save Bonus, player INT/LUK vs. monster CHA/LUK.
    • Burn: Attempt to inflict a Power: (2.85*[Hits]/[Attempts]) [Weapon Element] Burn for 3 turns. This has +0 Save Bonus, player INT/LUK vs. monster DEX/LUK.
    • Both: Attempts to inflict both at the same time, resisted separately. Panic is reduced to -17.95% damage dealt and Burn is reduced to Power: 1.43.

Info-Subs: Link

Classic Carnax Carnage Cneeboard[]

Magic 0-Proc Energy Club.

  • Flavour Effect: Deals -25% damage. Damaging spells attempt to inflict a Power: (3.75*[Hits]/[Attempts]) HP->HP Energy Poison for 2 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • MC: Compresses a toggle. While toggled, if sufficient resources are available, damaging spells pay an additional 90% Melee in SP on cast (353 at 150) and attempt to inflict a ([EnergyRes]*[Hits]/[Attempts])% Control for 1 turn. This has -20 Save Bonus, player INT/LUK vs. monster CHA/LUK.

Info-Subs: Link

Sunscale's Tubular Legacy Surfboard[]

Ranged 0-Proc Light Club. Does various things:

  • Flavour Effect: Deals -30% damage. Weapon-based attacks attempt to inflict a Power: 0.75 Light Burn for 4 turns on hit, capped at 4 hits. This has +0 Save Bonus, player DEX/LUK vs. monster DEX/LUK.
  • MC: Weapon and Burn element will seek among the 8 standard elements against Undead monsters.
  • Toggle: While toggled, if the Burns inflicted by this weapon ever exceed 100% Melee, Burn element is changed to Harm.

Info-Subs: Link

Archknight's Adboardsary Shortboard[]

Melee 0-Proc Darkness Club. Does various things:

  • Flavour Effect: Pays 3 MRM for +10 Panic Potence.
  • MC: Compresses a toggle. Choose between 1 of 3 effects:
    • Auto-Hit: Pays 15% Melee in SP (59 at 150) for Auto-Hit.
    • Panic: Pays 25% Melee in SP (98 at 150) for weapon-based attacks to attempt to inflict a -(21*[Hits]/[Atempts])% Panic. This has +0 Save Bonus, player STR/LUK vs. monster CHA/LUK.
    • Auto-Hit and Panic: Pays 40% Melee in SP (157 at 150) to gain both effects. Panic is reduced to -17.8% damage.

Info-Subs: Link

Ice Wizard's Tome[]

Ice Tome. Comes with the following spells:

  • Flavour Effect : All Ice spells deals +2.5% damage for each Ice spell in your active inventory.
  • Stalagmice: Standard Ice Spell. Deals -50% damage and attempts inflict a Power: (1*[Hits]/[Attempts]) Bleed. Recover with +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Bloodcurdling Gaze: Efficient Spell. Consumes up to 250% Melee worth of Bleed on the monster to increase damage dealt by up to +200%. If it doesn't consume any Bleed then it deals -5% damage.
  • Bitter Frostward: Standard Ice Spell. Deals -90% damage and does the following:
    • Applies a 0.7143x Fire/Ice EleShield to the player for 4 turns.
    • Attempts to inflict a Power: 0.34 Bleed. Recover with +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Draw Mana: Heals 75% Melee in MP (392 at 150). Can Lucky Strike, dealing 1 hit of Magic Ice damage equal to 10% Melee.

Info-Subs: Link

Star Sword[]

Melee/Magic 0-Proc Energy Sword. Uses a Charge system:

  • Charge Mechanics: Deals -25% damage (-35% if Magic) to gain 1 Charge each time a weapon-based attack is attempted, capped at 10 Charges. Charges do not carry between battles. When casting a damaging Energy spell, each hit attempts to inflict a Power: (1.5*[Charges]) Energy Burn for 2 turns, capped at 4. This has +0 Save Bonus, player INT/LUK vs. monster DEX/LUK. Consumes all charges, but only if the Burn is attempted (i.e. does not consume if all hit misses).

Info-Subs: Link

Frostfang Dormius Blade[]

Melee 0-Proc Ice Sword. Does various things:

  • Flavour Effect: Deals -50% damage. Weapon-based attacks attempt to inflict a Power: 2.5 Ice Burn for 2 turns on hit, capped at 4 hits. This has +0 Save Bonus, player STR/LUK vs. monster DEX/LUK.
  • MC: Compresses a Guest:

Snowfang Wolf (SP)[]

Compressed Ice Guest. Deals -50% damage and attempts to inflict a Power: (1.13*[Hits]/[Attempts]) Ice Burn for 2 turns. This has +0 Save Bonus, player STR/LUK vs. monster DEX/LUK.

Info-Subs: Link

Mirror Vordred Armaments[]

Melee/Ranged/Magic 0-Proc Sword/Scythe/Staff. Comes in Light (Reflective) and Ice (Frigid). Each element is one weapon, and can be swapped to the other via Account Manager.

  • Flavour Effect: Can toggle between two status eating modes:
    • Radiant: Eats up to 200% Melee worth of Blind (150% if Magic) on attack to increase damage dealt bu up to +200%.
    • Blazing: Eats up to 200% Melee worth of Burn to heal the player's HP for up to 200% Melee.
  • MC: +5% damage.

Info-Subs: Link

Starsong Soldier Armaments[]

Melee/Magic 0-Proc Wind Sword/Sword/Staff. MC compresses a toggle:

  • Toggle: Pays 30% Melee in SP on attack (118 at 150) for one of two effects:
    • The Cold: The first two attempted hits per turn attempt to inflict a -3 BtH/MRM The Cold before hitting (IE if inflicted will increase accuracy of the inflicting hit). Recover with -10 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
    • Burn: If there is at least -15 BtH/MRM worth of The Cold on the enemy, each hit that connects attempts to inflict a permanent Power: 0.06 Burn, capped at 4 hits. Burn element is whatever element the monster is weakest to. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
      • Note: Burn is only attempted if the condition is met before attacking (IE cannot inflict The Cold and Burn on the same turn).
    • Full Set Bonus: When equipped alongside Starsong Soldier Brace, toggle cost is reduced to 25% Melee (98 at 150).

Info-Subs: Link

Netherbane[]

Melee/Ranged/Magic 0-Proc Ice Axe/Axe + Polearm/Axe. MC toggles between three modes:

  • Damage Mode: Deals full damage.
  • Bleed Mode Deals -15% damage (-20% if Magic) and pays 35% Melee in HP on attack (122 at 150) for the following effects:
    • Each hit that connects attempts to inflict a Power: 0.104 Bleed. Recover with -10 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Provide two extra hits of damage worth ~10.37% Melee. Follows weapon damage type. These hits are considered "other" for the sake of effects, and will not attempt to inflict Bleed.
  • Greater Bleed Mode: Deals -30% damage (-40% if Magic) and pays 70% Melee in HP on attack (244 at 150) for the following effects:
    • Each hit that connects attempts to inflict a Power: 0.207 Bleed. Recover with -10 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Provide two extra hits of damage worth ~20.74% Melee. Follows weapon damage type. These hits are considered "other" for the sake of effects, and will not attempt to inflict Bleed.
  • Note: Overall toggle performance is further modified by current Adaptive Lean if Ranged.

Info-Subs: Link

Grawn[]

Melee/Ranged/Magic 0-Proc Earth Hammer. MC compresses a toggle:

  • Effect: Rather than the standard 0-Proc damage bonus, has a 10% chance to instead to deal +30% damage and for each hit that connects to attempt to inflict a Power: 2.66 (1.99 if Magic) Earth Burn for 2 turns, capped at 4. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
  • Toggle: While toggled, deals -25% damage (-33.33% if Magic) and pays 25% Melee in SP on attack (98 at 150) for the following effects:
    • Attempts to inflict a (~-7.59*[Hits]/[Attempts]) DefLoss. This has -50 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Each hit that connects attempts to inflict a ~9.49% Earth EleVuln for 2 turns, capped at 4. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

Bloodmages[]

FO armour series. Magic > Melee = Ranged blocking. Has a variant for each element. Comes with a flavour effect and a spell:

  • Flavour Effect: When casting a spell in this armour, pays 100% Melee in HP (348 at 150) to boost Spell damage by +50%.
  • Spell: Standard [Element] Spell. EleComp increases damage spell damage.

Note: Pyromancer Bloodmage does not come from GGBs.

Location (Pyromancer): Void Takeover: Caecus. See here.

Info-Subs: Link

Bloodzerkers[]

FO armour series. Melee > Ranged = Magic blocking. Has a variant for each element. Comes with a flavour effect and a toggle:

  • Flavour Effect: When attacking in this armour, pays 25% Melee in HP (87 at 150) to increase weapon damage by +20%.
  • Skill (Toggle): Locks weapon-based attacks, specials, and skills to [Armour Element] and raises them to skill level (*2 Base/Rand/Non-LS Stat damage). Treated as a weapon-based skill so EleComp reduces skill SP cost (98 for Me/Ra; 196 for Ma at 150).

Info-Subs: Link

Bards of War[]

FD armour series. See the following table for Elements:

Variant Element
Jolly Fire
New Wave Water
Frigid Ice
Retro/Original/Festive Wind
Rock 'n' Rolling Earth
Prestissimo Energy
Jubilant Light
Undead Darkness

Ranged > Magic > Melee blocking. Comes with two toggles, and a skill:

  • Inspire Pet (toggle): Increases damage taken lean by +0.2. While active, attempts to give Pet Celerity each turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Inspire Guest (toggle): While active, attempts to give Guest Celerity each turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Ukulele Hero: [Element] Spell-Type skill. Uses CHA for damage and accuracy. EleComp increases skill damage.

Info-Subs: Link

Necromancer Cavalries[]

Armour series. See table for elements and leans:

Element Lean
Earth Fully-Defensive
Wind Spellcaster
Fire Fully-Defensive
Ice Spellcaster

Note: Fire/Ice Cavalries uses Neutral Lean EleComp.

Magic > Melee > Ranged blocking focus. All variants come with a shared skill:

  • Decay Breath: [Element] Spell-type skill. Follows weapon damage type. EleComp increases skill damage. Deals -50% damage and attempts to inflict a +(56*[EleComp])% [Element] EleVuln for 3 turns. This has +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.

Each variant also has a unique skill, borrowed from Necromancer:

  • Earth (Toggle): Pays 25% Melee in SP (98 at 150) to boost certain types of damage:
    • Mana Amplification: +10% Spell damage.
    • Anima Amplification: +20% Pet and Guest damage.
    • Full Amplification: Both effects. Pays both at once (196 SP at 150).
  • Wind (Toggle):Pays 25% Melee in SP (98 at 150) for all Spells cast in this armour to:
    • Rending Weave: Attempts to inflict a Power: (0.25*[Hits]/[Attempts]) Bleed. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
    • Chilling Weave: Has a (42*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
    • Chilling Rend: Gain both effects. Pays 50% Melee in SP (196 at 150).
  • Fire: Fire Spell. EleComp increases spell damage. Deals -50% damage and attempts to inflict a (50*[FireRes])% Fear for 4 turns. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Ice: Standard Ice spell. EleComp increases spell damage.

Info-Subs: Link

Paladin Riders[]

Armour series. See table for elements and leans:

Name Element Lean
Standard Light Fully-Defensive
Crimson Fire (Light secondary) Fully-Offensive
Champion Energy (Light secondary) Fully-Offensive

Melee > Magic > Ranged blocking focus. All variants come with a shared skill:

  • Summon Steed: Weapon-based skill. Follows weapon damage type. EleComp reduces SP cost. Uses CHA for stat bonuses. Cost, element, and effect depends on variant:
    • Standard: 104 for Me/Ra, 202 for Ma at 150. Light. Deals -35% damage. Attempts to inflict a +(25*[Hits])% Light EleVuln for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
    • Crimson: 165 for Me/Ra, 263 for Ma at 150. Seeks between Light and Fire. No additional effects.
    • Champion: 105 for Me/Ra,203 for Ma at 150. Seeks between Light and Energy. Deals -35% damage and attempts to inflict a (50*[Hits]/[Attempts]*[LightRes])% Daze for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Each variant also has a unique skill, borrowed from Paladin:

  • Standard: Light Weapon-based skill. Follows weapon damage type. EleComp reduces SP cost (104 for Me/Ra, 202 for Ma at 150). Heals the player's HP equal to 0.425x skill damage, then attacks. Attack deals 0.5x damage, but is modified based on missing health, starting at -50% at full HP, to +75% at 0 HP.
  • Crimson: Light/Fire Weapon-based skill. Seeks between Light and Fire. Follows weapon damage type. EleComp reduces SP cost (165 for Me/Ra, 263 for Ma at 150). Deals -50% damage, but damage is modified by missing HP, up to +75% at 0 HP.
  • Champion: Overcharged Light/Energy Spell-Type skill. Has 1.4x cost (549 for Me/Ra, 686 for Ma) but deals +25% damage. Seeks between Light and Energy. Follows weapon damage type. EleComp increases skill damage (assumes Energy).

Info-Subs: Link

Mason Form(s)[]

FO armour series with Darkness secondary. Melee = Ranged > Magic blocking focus. Only available during Friday the 13th. See table for elements:

Variant Primary Resist
Original Water
Bone-Chilling Ice
Gilded Light
Beachgoer Energy
Tempest Wind
Edgy Darkness (Water secondary)
Harvest Reaper Earth
Festive Fire

MC: Comes with a quickcast skill. Applies a 1-turn [Element] Imbue. While the imbue is active, weapon-based attacks attempt to inflict a Choke effect for 3 turns. The strength of the Choke is determined by damage dealt. This has -10 Save Bonus, player MainStat/LUK vs. monster CHA/LUK. Costs 100% Melee in SP (392 SP at Lv150).

Info-Subs (original): Link

Predatory Vampire Forms[]

FO armour series. Magic > Melee = Ranged blocking. Only available in October. See table for elements:

Variant Primary Resist
Hurricane Wind
Shattered Ice
Dusk to Dawn Earth
Franken Energy
Ethereal Light
Original/Midnight Darkness

Blood Fury: Quickcast skill. Costs 100% Melee in HP (348 at 150). After paying HP, all player attacks (weapon/special/bow/spells) gain the following for the next four turns in the armour:

  • +25% damage.
  • +5 BtH Lean.

If switching out from the armour, the player gains back (25*[Remaining Buff Turns])% Melee in HP (87 HP per turn remaining at 150).

Info-Subs: Link

Savage Werewolf Forms[]

FO armour series. Flat blocking. Only available in October. See table for elements:

Variant Primary Resist
Ethereal Fire
Hurricane Wind
Shattered Ice
Original/Midnight Earth
Franken Energy
Brightwolf Light
  • MC: 20% chance to deal +25% damage in the armour (weapon/special/spell).
  • Savage Spirit (Toggle): Pays -3 MRM to heal back 5% of damage dealt as SP, capped at 50% Melee (196 at 150) per turn. This healing is divided by the monster's resistances.

Info-Subs: Link

Updated functionality: Link

Fiend of Light[]

FO Light armour. Melee = Ranged > Magic blocking focus. Comes with a skill:

  • Profane Lance: Light Weapon-Based skill. Follows weapon damage type. EleComp reduces skill SP cost (96 for Me/Ra; 194 for Ma at 150). Deals -45.8% damage and attempts to inflict Spirit Rend for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

Bonebreaker Berserker[]

FO Darkness armour with Fire and Earth secondaries. Flat blocking.

  • MC: Deals +7.5% damage if any of the following statuses are inflicted on the enemy: Blind, Choke, Defense Loss, EleVuln.

Info-Subs: Link

Samurai Warlord O-Yoroi[]

FO Earth armour. Flat blocking. Comes with a skill:

  • Shiko Stomp: Weapon-based skill. Follows weapon element. Deals either Ranged or Magic damage, depending on weapon damage type. Has no Elecomp so standard skill costs apply.

Info-Subs: Link

Spirit Protector[]

FO Fire/Ice armour. Flat blocking. Comes with a skill:

  • Charge!: Fire Spell-Type Skill. Follows weapon damage type. EleComp increases skill damage. Deals -29.75% damage and attempts to Paralyze for ([FireRes]) turn(s). If chance to Paralyze is >100%, has a ([FireRes]-100)% chance to Paralyze for 2 turns. This has +0 Save Bonus, player max(Mainstat)/LUK vs. monster END/LUK.

Info-Subs: Link

Light Lord's Cleric[]

Neutral Light armour. Flat blocking.

  • MC: +10% Healing.

Info-Subs: Link

Revenant[]

FO Darkness armour. Ranged > Magic > Melee blocking focus. Uses a charge system.

  • Charge Mechanics: Passively gain a Charge each turn, up to 40. Charges persist between battles. If at max charges, deals +5% damage.
  • MC: Upon taking lethal damage:
    • The amount of overkill damage is recorded.
    • All Charges are consumed, healing the player for (0.25*[Charges])% of their max HP.
      • If this healing is not enough to bring the player over 0 HP, the fight is lost as normal.
    • Afterwards, for the rest of the battle:
      • Further Charge generation is disabled.
      • Deals +5% damage.

Info-Subs: No consolidated Info-Subs are available.

Giant's Might[]

Neutral Earth Armour. Melee > Ranged = Magic blocking.

  • Flavour Effect: Pays 9 MRM to deal +15% damage in this armour.
  • MC: +5% damage.
  • Full Set Bonus: If using Giant's Wrath, deal an additional +5% damage with weapons and specials.

Info-Subs: Link

Dwarven Warrior[]

FO Earth Armour. Melee > Ranged > Magic blocking.

  • MC: Deals +7.5% damage when using Axes, Hammers, or Maces.

Info-Subs: Link

Warlord of Nulgath[]

FO Earth/Darkness Armour. Flat blocking.

  • MC: After attacking in this armour, attempts to inflict a Power: (1.25*[Hits]/[Attempts]) [Element] Poison for 1 turn. [Element] is the same element as the last instance of damage dealt. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

Paragon Plate[]

FO Darkness armour. Flat blocking. Uses a Soul Harvest mechanic.

  • Soul Harvest Mechanics: At the end of a battle, there is a ([RoundsItemEquipped/TotalBattleRounds]x100)% chance to gain (1*[MonsterPower]) Soul. Can hold up to 25 souls at once. Harvested Souls are tracked individually between all pieces of the set.
  • Effect: Deals +[Souls/2.5]% damage.

Info-Subs: Link

Golden Paragon Plate[]

FO Light armour. Flat blocking. Uses a Soul Harvest mechanic.

  • Soul Harvest Mechanics: At the end of a battle, there is a ([RoundsItemEquipped/TotalBattleRounds]x100)% chance to gain (1*[MonsterPower]) Soul. Can hold up to 25 souls at once. Harvested Souls are tracked individually between all pieces of the set.
  • Effect: Deals +[Souls/2.5]% damage.
  • Full Set Bonus: When used with any Golden Paragon weapon alongside Golden Paragon Protector:
    • Deal +5% damage.
    • Take -3.57% damage.

Info-Subs: Link

Demonmancer Plate[]

Neutral Fire/Darkness Armour. Flat blocking. Comes with a skill:

  • Darkness and Flame!: Fire/Darkness Spell-Type skill. Seeks between Fire and Darkness, defaulting to Darkness if both are equal. Follows weapon damage type. EleComp increases skill damage.

Info-Subs: Link

Evolved Void of Nulgath[]

FO Darkness Armour. Magic > Melee = Ranged blocking.

  • MC: 1.5x LS Rate.

Info-Subs: Link

Grenwog Rider[]

FO Earth/Wind armour. Toggles between Earth and Wind primary resists. Melee > Ranged = Magic blocking. Comes with two skills:

  • Geo Bombs!: Earth Spell-Type skill. Follows weapon damage type. EleComp increases skill damage.
  • Aero Bombs!: Wind Spell-Type skill. Follows weapon damage type. EleComp increases skill damage.

Info-Subs: Link

Blacksmith Garb[]

Neutral Fire armour with Earth and Darkness secondaries. Flat blocking. Comes with a skill:

  • Anvil Slam: Fire Spell-Type skill. Deals either Melee or Magic damage, depending on player stats. EleComp increases skill damage. Deals -30% damage and attempts to inflict a (25*[FireRes])% Daze for (2*[Hits]) turns. This has +0 Save Bonus, player max(STR, INT)/LUK vs. monster END/LUK.

Info-Subs: Link

Fiend of Vergil[]

Neutral Darkness armour with Fire secondary. Melee > Magic > Ranged blocking. Comes with a flavour effect and a skill:

  • Flavour Effect: Pays 3 MRM to increase the damage of all Burns and Poisons by +25%.
  • Poison Blade: Darkness Weapon-based skill. Follows weapon damage type. EleComp reduces SP cost (160 for Me/Ra, 258 for Ma at 150). Deals -45% damage and attempts to inflict a Power: (4.5*[Hits]/[Attempts]) Darkness Poison for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

Generals of Cerberus[]

FO (Striker)/FD (Defender) Water armours. Melee > Ranged = Magic blocking. Can switch between the two via Account Management. Comes with a skill:

  • Wrath of Cerberus: Water Spell-Type skill. Follows weapon damage type. EleComp increases skill damage. Deals -50% damage and attempts to inflict a Power: 2.94 Water Burn for [Hits] turn(s). This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Full Set Bonus: When used with the weapon and shield, Burn is increased to Power: 3.23.

Info-Subs: Link

Chaos Slayer Clerics[]

Spellcaster armour series. Has a variant for each element. Comes with two skills:

  • Chaos Tentacles: [Element] Spell-Type Skill. Follows weapon damage type. EleComp increases skill damage.
  • Aura of Chaos (Toggle): Pays 15% Melee in HP (52 at 150) per turn. After attacking, heals back MP, scaled by ([Hits]/[Attempts]). See below for values:
    • Melee/Ranged: 15% Melee (79 at 150).
    • Magic Weapon Attacs: 20% Melee (104 at 150).
    • Spells: 7.5% Melee (39 at 150).

Info-Subs: Link

Updated Toggle Info: Link

Twisted Dragonhide Armour[]

FO Earth armour. Flat blocking.

  • MC: Gains a Dragon trigger. When triggered, armour resistances changes to resist the enemy's base element.

Info-Subs: Link

Twisted Cleric of Carnafex[]

FO Fire/Ice armour. Magic > Melee = Ranged blocking. Comes with a skill:

  • Carnafex Blast: Fire/Ice Spell-Type skill. Seeks between Fire and Ice. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

Info-Subs: Link

Legion Marauder[]

FO Ice armour. Flat blocking. Comes with a skill:

  • Call Forth the Legion Dragon: Ice Spell-Type skill. Follows weapon damage type. EleComp increases skill damage.
    • Trigger: The skill seeks between Void/Harm/Ice against Demons.

Info-Subs: Link

Void Awakening Form[]

Neutral Fire armour. Melee = Ranged > Magic blocking. Comes with a toggle:

  • Shield Strike: Locks normal attacks (not specials or spells) to Fire. EleComp increases normal attack damage.
  • Set Bonus: When used with Void Awakening Wall, passively attempt to inflict statuses after attacking/casting a spell in this armour based on mode:
    • Normal Mode: Has a (8.9*[Hits]/Attempts])% chance to inflict a 100% Fear for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
    • Shield Strike: Has a (8.9*[FireRes]*[EleComp]*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

GPS[]

FO (vGGa)/FD (vGGd) Energy armours with Fire secondary. Each lean also has Burn (CHAR) and Poison (BIO) variants. Four armours in total. Flat blocking. Comes with two skills based on lean and variant:

  • Big Boom (FO): Overcharged Energy Weapon-based skill. Pays additional SP for +50% damage. Follows weapon damage type. EleComp reduces SP cost (364 for Me/Ra, 462 for Ma at 150).
  • Protection (FD): Quickcast skill, Applies the following statuses for 2 turns each:
    • +12 MRM Defense Boost.
    • 0.714x Omni EleShield.
    • +20 Omni Status Resistance.
  • Flamethrower (CHAR): Weapon-based (FO)/Spell-Type (FD) skill. Follows weapon damage type and element. Has no Elecomp so standard skill costs apply. Deals -100% damage and attempts to inflict a Power: (10*[Hits]/[Attempts]) (8 if FD) [Weapon Element] Burn for 5 turns.This has +0 Save Bonus, player [MainStat]/LUK vs. DEX/LUK.
  • Biohazard (BIO): Energy Weapon-based (FO)/ Spell-Type (FD) skill. Follows weapon damage type. EleComp reduces SP cost for FO (112 for Me/Ra; 210 for Ma at 150). EleComp increases damage for FD. Inflicts a -12 MRM DefLoss to the player for 5 turns. Deals -100% damage and attempts to inflict a Power: 1.7+(10*[Hits]/[Attempts]) (1.7+(8*EleComp) if FD) Energy Poison for 5 turns. This has +0 Save Bonus, player [MainStat]/LUK vs. DEX/LUK.

Info-Subs (oudated): Link

Twisted Frozen Dragonslayer[]

Neutral Ice Armour with Magic blocking focus. Comes with a trigger, and a skill:

  • Flavour Effect: All player attacks, specials and skills deal +10% damage against Dragons, +5% damage against Dragonkin/Drakel, and -5% damage against everything else.
  • Call Forth the Ice Dragon: Ice Spell-Type skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.
    • Trigger: The skill seeks between Void/Harm/Ice against Dragons, and seeks between Harm/Ice against Dragonkin/Drakel.

Info-Subs: Link

Twisted Living Armour[]

FD Earth Armour. Flat Blocking.

  • MC: Passively heals HP equal to 4.25% expected damage (~15.866 avg at 150).

Info-Subs: Link

Seraphim of Ver[]

FD Light Armour. Melee = Magic > Ranged blocking. Comes with a flavour effect and two skills:

  • Flavour Effect: Armour/Bow attacks deal -12.5% damage (-16.67% if Magic). Upon first taking damage each round, gain +10 Immobility Resistance for 2 turns.
  • Retribution: Light Spell-Type skill. Follows weapon damage type. Takes two turns to execute, and cannot be stopped after starting:
    • First, player's turn is skipped, and enemy gains Auto-Hit with no penalty.
    • Next round, automatically attacks with the following bonuses:
      • 1.5x damage.
      • 1.33x LS damage.
      • +24.7% damage.
  • Blessed Strike: Quickcast skill. Grants +12 BTH for 5 rounds. Additional casts extend the duration by 5 turns each.
    • This effect scales with [Weapon Mainstat]. Without mainstat investment, this value is +6.
    • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

Prometheus[]

FD Energy Armour. Ranged = Magic > Melee blocking. Comes with a flavour effect and a skill:

  • Flavour Effect: Take 1.1x damage. Gain (11.69*[Hits received] at 150) Intellect Boost and Smooth at the start of your turn rounded down, where [Hits received] is capped at 4.
  • Orbital Strike: Comes in two steps:
    • Charge (Quickcast): Pays 100% Melee in SP (392 at 150) to unlock the skill on a later round.
    • Orbital Strike: Energy Spell-Type skill. Has three hits. Deals either Ranged or Magic damage, depending player's current weapon damage type. EleComp increases skill damage. Deals -23.75% damage and attempts to Hypersalinate for 1 turn, player max(DEX, INT)/LUK vs. monster END/LUK. Save Bonus depends on how many hits landed:
      • All Hits: -20.
      • Two Hits: -10.
      • One Hit: 0.

Info-Subs: Link

Hexbound Solar Core[]

FO Fire armour with Light secondary. Melee > Ranged > Magic blocking focus.

  • Flavour Effect: All attacks with this armour deals +30% damage, but after every attack, inflicts a Power: 1 (0.75 if Magic) Fire Burn onto the player for 3 turns. This boost also applies to bow-like attacks, but not skills (including the armour's skill).
  • Prominence Lance: Overcharged Fire Weapon-based skill. Follows weapon damage type. Deals +50% damage. Rather than pay extra SP, the skill inflicts a Power: 1.5 Fire Burn onto the player for 5 turns. Elecomp reduces skill SP cost (127 for Me/Ra; 225 for Ma at 150).

Info-Subs: Link

Landlubbin' Hydrocampus Rider[]

FO Earth armour with Water secondary. Melee = Ranged > Magic blocking.

  • MC: +105 Initiative.

Note: There are also rare variants (Original, Abyssal) that are Water with Darkness secondary.

Info-Subs: Link

Illustrious Battleon Saviour Garments[]

FO Water armour. Melee > Ranged > Magic blocking.

  • Flavour Effect: Deals -5% damage, but gains a toggle upon fighting a monster with >2 Power:
  • Saviour Focus (Toggle): Gain either +20% damage or +12 MRM.
  • Full Set Bonus: When used with the weapon and shield, both effects of Saviour Focus can be used at the same time.

Info-Subs: Link

Infinite Dark Caster[]

Spellcaster Lean Energy armour. Flat blocking.

  • Flavour Effect: Pays 3 MRM to increase the damage of all Poisons and Burns by +25%.
  • Chrono Siege: Standard Energy Spell. EleComp increases skill damage. Deals -50% damage and attempts to inflict a Power: 2 HP->MP Harm Poison for 5 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Chrono Drain (Toggle): Pays 20% Melee in SP (78 at 150) per turn for all Spells cast in this armour to inflict a Power: 0.5 HP->MP Harm Poison for 4 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

Grimtide Hydrocampus Rider[]

FO Darkness armour with Water secondary. Melee = Ranged > Magic blocking.

  • MC: +105 Initiative.

Note: There are also rare variants (Original, Abyssal) that are Water with Darkness secondary.

Info-Subs: Link

Legion Monsterlord Armour[]

FD Water armour with Darkness secondary. Melee = Magic > Ranged blocking. Comes with 3 toggles:

  • Searing Will: Burns deal +20% damage. This costs 5% Melee in SP (20 at 150) each time a Burn deals damage.
  • Commanding Will: Increases Pet and Guest damage by +25%. This costs 10% Melee in SP for Pets (39 at 150) and 15% Melee in SP for Guests (59 at 150). Cost is paid when they attempt to attack.
  • Blazing Will: Pets and Guests attempt to inflict a Power: (1.25*[Hits]) [Pet/Guest Element] Burn for 4 turns, capped at 4. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK. This costs 50% Melee in SP for Pets and Guests (196 each at 150), and is paid when they attempt to attack.

Info-Subs: Link

Broodfiend of Nulgath[]

FO Fire/Darkness armour. Flat Blocking. Does various things:

  • Flavour Effect: Pays 9 MRM for the following:
    • +105 Initiative.
    • Reduces Guest upkeep by 10% Melee.
  • Brood Warrior (Toggle): Pays 31.25% Melee in SP per turn (~123 at 150) and deals -50% damage with weapon-based attacks for the following effects:
    • Gain a 0.929x Fire/Darkness EleShield for 1 turn each turn.
    • Pets and guests gain +25% damage.
    • Changes normal attack to 4 hits.
    • Weapon-based attacks attempt to inflict a (-28*[Hits]/[Attempts])% Panic (-21% if Magic). This has +10 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.

Info-Subs: Link

Mirror Vordred's Panoply[]

FD armours. Comes in Light (Reflective) and Ice (Stalwart). Can swap between the two via Account Manager. Melee > Magic > Ranged blocking. MC compresses three skills:

  • Heroic Confluence (Toggle): While toggled, does the following:
    • Locks normal attacks (not specials or spells) to [Armour Element]. EleComp increases normal attack damage.
    • Normal attacks (including weapon specials) deal -25% damage. After attacking, heals (12.5*[Hits]/[Attempts])% Melee (9.375% if Magic) worth of HP and MP (44 HP, 65 MP for Me/Ra; 33 HP, 49 MP for Ma at 150).
    • If sufficient resources are available, pays 25% Melee in SP on attack (98 at 150) and attempts to inflict the following effects:
      • -(21.4*[Res]*[Hits]/[Attempts]) Blind for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
      • Power: (1*[EleComp]*[Hits]/[Attempts]) [Armour Element] Burn for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Silent Guardian: "Healing" Spell. Costs 50% Melee in HP and SP (174 HP; 196 SP at 150). Applies a Barrier equal to ~153% Melee. Uses END for stat bonuses.
  • Defender's Attunement: Usable once per battle. Choose between Fully-Defensive and Spellcaster Leans.

Info-Subs: Link

Underworld Archfiend[]

FO Earth armour. Flat Blocking. Does various things:

  • Flavour Effect: Pays 3 MRM to increase Bleed damage by +12.5%.
  • Archfiend's Blade (Toggle): Locks non-Spell attacks to Earth. EleComp increases damage dealt. If sufficient resources are available, pays 25% Melee in SP on attack (98 at 150) to attempt to inflict a Power: (0.25*[Hits]/[Attempts]) Bleed. Recover with +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Deathly Encroachment (Toggle): While toggled, pays 50 END for the following effects:
    • Attacks in this armour deal +30% damage (+40% for Magic, +15% for Spells).
    • +12.5% Bleed damage.
    • Toggle can only be switched on or off once per turn.
  • Archfiend's Betrayal: Magic Earth Spell. EleComp increases damage dealt. Deals -50% damage and attempts to inflict a Power: (0.2*[EleComp]*[Hits]) Bleed. Recover with +0 Save Bonus, player INT/LUK vs. monster END/LUK.
    • Set Bonus: If Underworld Archfiend Reaver is equipped and is in Melee or Ranged mode, instead becomes a weapon-based skill. EleComp reduces SP cost (103 at 150). Bleed is inflicted using Mainstat.

Info-Subs: Link

Qualia Timeless Guardian[]

Spellcaster armour. Available in Fire or Light. Elements can be swapped via Account Manager. Flat Blocking. Does various things:

  • Flavour Effect: Pays 6 MRM for -12.5% Heal Resistance.
  • Ley-Stream: [Element] Spell. Follows weapon damage type. Costs SP if Melee/Ranged, MP if Magic. EleComp increases damage dealt. Deals -50% damage and attempts to inflict a Power: (2.5*[EleComp]) HP->HP [Element] Drain Poison for [Hits] turn(s). This has +0 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.
  • Sealing Brand (Toggle): Toggles between three modes:
    • MP Damage: Damaging spells pay an additional 30% Melee in MP on cast (157 at 150) to deal an additional hit of [Armour Element] damage to the monster's MP equal to 30% Melee. Follows Spell damage type. EleComp increases damage dealt, and is further modified by the spell's innate BtH lean. If monster's remaining MP is below 30% Melee, instead applies a Power: (0.1*[ArmourRes]) HP Regen for 3 turns.
    • SP Damage: Damaging spells pay an additional 30% Melee in SP on cast (118 at 150) to deal an additional hit of [Armour Element] damage to the monster's SP equal to 30% Melee. Follows Spell damage type. EleComp increases damage dealt, and is further modified by the spell's innate BtH lean. If monster's remaining SP is below 30% Melee, instead applies a Power: (0.1*[ArmourRes]) HP Regen for 3 turns.
    • MP and SP Damage: Gain both effects at once, paying for each.

Info-Subs: Link

Golden Dragon Head Shield[]

Light Shield. Melee > Ranged > Magic blocking.

  • MC: Gain +(33.33*[Blocks]/[Attempts])% LS rate. If the enemy did not attack, or the shield is first equipped, gain +5% LS rate.

Info-Subs: Link

Titan Arm[]

Fire Shield. Melee > Ranged > Magic blocking.

  • MC: Take -7.14% damage from monsters with >0 STR.
  • Full Set Bonus: When used with Titan Slayer, take -10.71% damage instead.

Info-Subs: Link

Golden Paragon Protector[]

Light Shield. Magic > Melee > Ranged blocking. Uses a Soul Harvest mechanic.

  • Soul Harvest Mechanics: At the end of a battle, there is a ([RoundsItemEquipped/TotalBattleRounds]x100)% chance to gain (1*[MonsterPower]) Soul. Can hold up to 25 souls at once. Harvested Souls are tracked individually between all pieces of the set.
  • Effect: Take -[Souls/1.79]% reduced damage.

Info-Subs: Link

Devourer of Souls Aegis[]

Ice Shield. Magic = Melee > Ranged blocking. Comes with a toggle:

  • Toggle: Pays 15% Melee in SP per turn (59 at 150). Passively attempts to inflict a Power: 1.5 SP->SP Harm Drain Burn for 1 turn. This has +0 Save Bonus, player DEX/LUK vs. monster CHA/LUK.

Info-Subs: Link

Mega Soaker Bulwark[]

Water Shield. Magic > Ranged > Melee blocking.

  • MC: Gain a Charge after blocking an attack. Automatically consumes 12 Charges to gain 1 HP and 1 MP Potion.
  • Full Set Bonus: When used with Mega Soaker, gain an additional charge on block.

Info-Subs: Link

MindBreaker Defender[]

Energy Shield. Magic = Ranged > Melee blocking. Comes with a skill:

  • Brain Fog: Quickcast skill. Does not deal damage. Attempts to inflict two effects for 2 turns each:
    • -9 MRM Defense Loss.
    • -28.34 BtH Blind.
    • Each status is inflict separately with -20 Save Bonus, player INT/LUK vs. monster INT/LUK.

Info-Subs: Link

Starsong Soldier Brace[]

Wind shield. Melee = Ranged > Magic blocking. MC compresses a toggle:

  • Toggle: Pays 22% Melee in SP on monster attack (86 at 150) to deal Harm damage equal to (8.5*[Attempts])% Melee, capped at 4. If monster has at least -10 BtH/MRM The Cold, upkeep is reduced to 20% Melee per turn (78 at 150), and damage seeks between the 8 standard elements.

Info-Subs: Link

Qualia Timeless Guardian's Lustrous Ward[]

Shield. Available in Fire or Light, and can be swapped via Account Manager. Ranged = Magic > Melee blocking.

  • Flavour Effect: Spells pay an additional 50% Melee in SP (196 at 150) to apply a 42.5% Melee Barrier.
  • MC: After being attacked, heals ~(5.88*[MobHits]/[MobAttempts])% Melee in MP (~31 at 150).

Info-Subs: Link

Arms of the Dragonguard (MP) / Dragonguard Invocation (SP)[]

Fire Spell/SPell. Deals -40% damage. Applies a +10 Player Hypercritical effect (x10 Lucky Strike rate) for 1 turn.

  • This effect scales with INT (MP) or DEX(SP). Without stat investment, this value is +5.5 (x5.5 Lucky Strike rate).
  • Stat scaling can overcap the boost values to a max of x1.1.

Info-Subs: Link

Kiss of the Angel of Darkness[]

Healing Spell.

  • MC: Has a 5% chance to grant 1 HP and MP potion.

Info-Subs: Link

Zard Droppings[]

Wind Spell. Deals -24.75% damage and has a ([WindRes]*[Hits]/[Attempts])% chance to Paralyze for 1 turn. If infliction rate is >100%, has (Rate-100)% to Paralyze for 2 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

  • MC: +5% damage.

Info-Subs: Link

Furious Trobble[]

Energy Spell. Can click on the Trobble within the first two seconds of animation to change its effect:

  • Did not click: 8 hits. Deals -24.75% damage, but each successful hit of the spell increases the damage of all subsequent hits by +10%.
  • Did click: 3 hits. Deals -60% damage. Applies a +17 BtH Boost for (2*[Hits]) turns.

Info-Subs: Link

Legion Overlord Burst/Blast[]

Overcharged Ice/Darkness Spell (Burst)/SPell (Blast). Blast deals either Melee or Ranged damage, depending on weapon damage type. Has 1.33x cost but deals +20.83% damage. Overcharge cost is paid in HP (145 for Burst, 116 for Blast). Seeks between the two elements. Tentatively only available in March.

Info-Subs: Link

Mystic/Mighty Rainbow's Edge[]

Light Spell/SPell. Mystic deals Magic damage, Mighty deals either Melee or Ranged depending on weapon damage type.

  • MC: Consumes all active Blinds to increase damage by up to +200%.

Info-Subs: Link

Twisted Siphon[]

Harm Spell. Comes with 3 options:

  • Siphon Life!: Costs 137.5% Melee in MP (719 at 150). Deals 0.45x damage. Heals the player's HP equal to damage dealt.
  • Siphon Life to Mana!: No cost. Deals 0.06x damage. Heals the player's MP equal to 600% damage dealt.
  • Greater Siphon Life to Mana!: Costs 137.5% Melee in SP (539 at 150). Deals 0.16x damage. Heals the player's MP equal to 600% damage dealt.

Info-Subs: Link

Timekiller's 3:10 (MP/SP)[]

Neutral Quickcast Spell/SPell. Two versions.

Grants a +2 Player Hypercritical effect (x2 Luck Strike rate) and a +49 LUK Lucky effect for 3 turns.

  • Set Bonus: Has a 40% chance of granting an extra Arbalest Charge on cast for Timekiller Crossbows.

Info-Subs: Link

Manifest Pride[]

Darkness Spell. Uses CHA instead of INT for stats. Deals -75% damage to do the following:

  • Apply a +40% Darkness EleEmpower for 2 turns before damage is calculated.
  • Attempt to inflict a Power: 1.79 Darkness Burn for [Hits] turns. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

Info-Subs: Link

Manifest Envy[]

Earth Spell. Deals -75% damage to do the following:

  • Apply a +40% Earth EleEmpower for 2 turns before damage is calculated.
  • Inflict a -10 MRM Defense Loss for 2 turns. No save.
  • Apply a +12 MRM Defense Boost to the player for 2 turns.

Info-Subs: Link

Invincible Heart[]

Neutral Quickcast Spell.

Grants a -[Potency]% damage taken Omni EleShield for 1 turn. The spell gives MP/SP options, and 3 tiers of effect potency (i.e., [Potency]) when cast. Additionally, to prevent abuse of this spell's potent effects, each tier of the spell has a cooldown of [Duration] turns.

Tier Name Effect Potency Cooldown Duration MP Cost (lv 150) SP Cost (lv 150)
Lesser Heart 33 2 312 234
Greater Heart 66 3 625 469
Super Heart! 99 4 937 703

Note: Invincible Star is the original, rare version, and shares a cooldown with Invincible Heart.

Info-Subs: Link

Skeletal Spears[]

Energy Spell/SPell. SPell deals Melee damage if using a Melee weapon, and deals Ranged damage otherwise.

  • Effect: Pays 50% Melee in HP (174 at 150) and MC for the following effects:
    • +15% damage.
    • 4x Lucky Strike chance.

Info-Subs: Link

Griffin Airstrike[]

Overcharged Spell/Spell. Comes in Water (Deluge of Democracy), Light (Light of Lberty), and Fire (Fires of Freedom). Spell only deals Magic damage. SPell deals Melee damage if holding a Melee weapon, and Ranged otherwise. Each element can swap cost type via Account Manager. Pay an additional 50% Melee in HP (174 at 150) to deal +25% damage. Choose one of 3 options when casting:

  • Napalm Bombs: Deals -55% damage. Attempt to inflict a Power: (2.7*[Hits]) [Element] Burn for 5 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Smoke Bombs: Deals ~-37.7% damage. Attempts to inflict a -(10*[Hits]*[MobRes]) Blind for 5 turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Carpet Bombs: Deals full damage.
  • MC: +5% damage.

Info-Subs: Link

Skullcrusher Barrage[]

Overcharged Fire Spell. Pays an additional 38% Melee in SP (149 at 150). Resolves one of two effects on cast:

  • Fragile: Deals -50% damage and attempts to inflict a (-49.3*[Hits]/[Attempts]) Fragile for 5 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Instant Kill: 4% of the time, if the monster is a low enough Power, instantly kills them. If they somehow survive, attempts to instantly kill them again every round.
  • MC: +5% damage.

Info-Subs: Link

Dunamis / Thernda (SP)[]

"Neutral" Guests. Separate items. Instead of dealing damage, Dunamis/Thernda boost Melee/Ranged attacks and spells.

Boosts Melee/Ranged weapon-based attacks by +30%. Spells/spell-type skills receive x1/2 of the boost.

  • MC: Allows for partial Main Stat scaling.
  • Scales with STR (Dunamis)/DEX (Therdna) and CHA. Without CHA, the boost value is +20.3%.
  • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

Poelala (MP)[]

"Neutral" Guest. Instead of dealing damage, Poelala boosts Magic attacks and spells.

Boosts Magic weapon-based attacks by +40%. Spells/spell-type skills receive x3/8 of the boost.

  • MC: Allows for partial Main Stat scaling.
  • Scales with INT and CHA. Without CHA, the boost value is +27%.
  • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

Elemental Booster Guests[]

[Element] Guests. Instead of dealing damage, these guests boost spells for a specific element. See the below table for details regarding the element that a guest affects.

Guest Name Element
Ramssy Fire
Squee Water
Megoi Wind
Festive Chilly Ice
Moglicorn Earth
Mog Lightnaut Energy
Moglinus Decimus Light
Mysterious Necromoglin Darkness

Boosts Melee and Ranged weapon-based attacks by +50%. Magic weapon-based attacks, and spells/spell-type skills receive x4/3 and x1/2 of the boost, respectively.

  • MC: Allows for partial Main Stat scaling.
  • Scales with Main Stat (STR, DEX, or INT) and CHA. Without CHA, the normal boost value is +39.375%.
  • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

Blood Hawk P (SP)[]

Fire Guest. Uses a Charge system, and can toggle between two modes:

  • Charge Mechanics: 1 Charge is built each turn the guest attacks, capped at 30. Charges persists between battles. At max charges, deals +5% damage.
  • Normal Mode: Deals full damage.
  • Self-Destruct Mode: Consumes all Charges and deals +(5*[Charges])% damage, along with additional damage based on the expected remaining duration of the battle. Afterwards, the Guest is disabled for the rest of the battle.

Info-Subs: Link

Shadowscythe Floater[]

Fire Guest.

  • Flavour Effect: Guest deals 3x damage with 3x upkeep. After attacking, the Guest must be active for two full rounds (does not need to be consecutive) before it can attack again. During this cooldown, it has no upkeep.

Info-Subs: Link

Legion Minions (SP/MP)[]

Guests. Comes in Fire (Blazing) and Water (Infernal). Can toggle between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a Power: 1.941 [Element] Burn for (2*[Hits]) turns. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Void Awakening Skull[]

Fire Guest. Can toggle between two modes:

  • Healing Mode: Deals 0.5x damage. Heals the player's SP (Call)/MP (Summon) equal to 112.5/150% of damage dealt.
  • Shield Mode: Does not attack and does not pay upkeep. Generates a Chi (Call)/Mana (Summon) Shield.
  • MC: +5% damage.
  • Full Set Bonus: If used with Void Awakening Form, gains EleComp to damage.

Info-Subs: Link

Snurdle[]

Fire/Darkness Guest. Deals -50% damage and attempts to inflict an effect based on current element:

  • Fire: Power: 3 Fire Burn for [Hits] turns. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.
  • Darkness: (33.62*[DarkRes]*[Hits]/[Attempts])% Fear for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Creature 72[]

Darkness Guest. Toggles between three modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Fear Mode: Deals -50% damage. Attempts to inflict a (55.47*[DarkRes]*[Hits]/[Attempts])% Fear for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Panic Mode: Deals -50% damage. Attempts to inflict a (36.975*[DarkRes]*[Hits]/[Attempts])% Panic. This has -10 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

Info-Subs: Link

Queen Aegea[]

Light Guest. Deals -50% damage and can do different things depending on mode:

  • Status Mode: Attempts to inflict a +(27.73*[Hits]*[LightRes])% Light EleVuln for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK
  • Barrier Mode: Applies a (33*[Hits]/[Attempts])% Melee Barrier. Uses CHA for Barrier strength.

Info-Subs: Link

Kitsune[]

Fire Guest. Toggle between two modes:

  • Defensive Mode: Does not attack. Multiplicatively reduces Ice damage taken by 42.86%.
    • Scales with END and CHA. Without CHA, the damage reduction is 21.43%.
    • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
  • Damage Mode: Deals full damage. If monster is Bleeding, seeks between Fire/Light/Harm. Deals 0.9x damage if dealing Harm damage.

Info-Subs: Link

Mosquito[]

Wind Guest. Deals 20% damage. Can toggle between three modes:

  • HP Healing: Heals HP equal to 400% of damage dealt.
  • MP healing: Heals MP equal to 600% of damage dealt.
  • SP Healing: Heals SP equal to 450% of damage dealt.
    • Amount healed is divided by the monster's elemental resistance.
  • MC: +5% damage.

Info-Subs: Link

Exalted Drone[]

Water Guest. Toggle between three modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Defensive Mode: Deals -50% damage. After attacking, applies a (0.7643*[WaterRes]*[Hits]/[Attempts])x damage taken Omni EleShield for 1 turn.
  • Healing Mode: Heals player HP instead of attacking the monster. Healing is scaled by the monster's Water resistance. Deals 0.85x damage.

Info-Subs: Link

Astral Mire (SP)[]

Water Guest. Toggle between two modes:

  • Damage Mode: Deals full damage. Deals an additional +10% damage if monster is below MP threshold to cast a spell.
  • MP Healing Mode: Deals -50% damage. Each hit that connects replenishes 11.76% Melee in MP (~61 per hit at 150). If monster does not have enough MP to cast a spell (642 at 150), this value is increased by 1.2x (~74 per hit at 150).

Info-Subs: Link

Gluttony (SP)[]

Wind Guest. Toggle between two modes:

  • Hungry Mode: Deals full damage. Consumes up to 100% Melee worth of Burn to increase damage dealt by up to +200% (up to 200% Melee if a Ferocious Strike occurs).
  • Hangry Mode: Pays an additional 30% Melee in HP (104 at 150) on attack for the following effects:
    • Deals +50% damage.
    • After attacking, additionally attacks the monster's HP/MP/SP at random equal to 16.67% Melee, healing the player's HP/MP/SP equal to half the damge done. This extra hit is not considered a Guest attack for the sake of boosting or effects.
    • Consumes up to 100% Melee worth of Burn to increase damage dealt by up to +200% (up to 400% Melee if a Ferocious Strike occurs).

Info-Subs: Link

Stone Assassin (SP)[]

Earth Guest. Comes with a skill:

  • Skill: Only usable if monster is below 50% HP. Pays 22.5% Melee in SP (88 at 150) and skips its next turn. Afterwards, gain +2 Guest Action Celerity for 1 turn, and puts the skill on cooldown for 10 turns.

Info-Subs: Link

Deatharrows Cats[]

Pet series. Only available during Friday the 13th. See table for elements:

Variant Element
Original Darkness
Bone-Chilling Ice
Gilded Light
Cyber Energy
Tempest Wind
Beachgoer Water
Harvest Reaper Earth
Festive Fire

Can toggle between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -50% damage. Attempts to inflict a +(15.175*[Hits])% [Element] EleVuln for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster INT/LUK.

Info-Subs: Link

Soluna[]

Light/Darkness Pet. Seeks between the two elements, defaulting to Light if both are equal. Can toggle between two modes:

  • Damage Mode: Deals full damage.
  • MP Healing Mode: Does not attack. Heals the player's MP. Deals 1.15x damage.

Info-Subs: Link

Pygmy Zombie Groupies[]

Darkness Pet.

  • MC: Compresses a Misc:

Zombie Headdress[]

Compressed Misc. Reduces Light damage taken (-25% at 150).

  • Effect: Provides a damage multiplier for Pygmy Zombie Groupies (1.6x at 150).

Info-Subs (Pet): Link

Info-Subs (Misc): Link

Poelala[]

Neutral Pet. Instead of dealing damage, Poelala boosts Magic attacks and spells.

Boosts Magic weapon-based attacks by +32%. Spells/spell-type skills receive x3/8 of the boost.

  • MC: Allows for partial Main Stat scaling.
  • Poelala scales with INT and CHA. Without CHA, the boost value is +24%.
  • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

Diamond Flutterby[]

Ice Pet. Can toggle between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -45% damage. If dealing >0 damage, has a (25.38*[Hits]/[Attempts)% chance to Freeze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

My Tiny Void Pwny[]

Harm Pet. Deals 0.9x damage due dealing non-elemental damage.

  • MC: 5% chance to deal +100% damage.

Info-Subs: Link

Tree Troll[]

Earth Pet. Can toggle between two modes:

  • Damage Mode: Deals full damage.
  • HP Healing Mode: Does not attack. Heals the player's HP. Deals 0.765x damage.

Info-Subs: Link

Chickencow Clone[]

"Fire" Pet.

  • Flavour Effect: Deals -15% damage and makes the player take +4.29% damage in exchange for following the player's equipped weapon element.

Info-Subs: Link

Zorbo[]

Energy Pet. Deals 0.75x damage. Has a (5*[Hits]*[EnergyRes])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK. If already Paralyzed, deals 1.05x damage.

Info-Subs: Link

Ravenous Mimics[]

Pet series. Comes in Water (original) and Earth (Landlubbin') variants.

  • MC: Once per battle, can change element to enemy's base element. After toggling, deals 1.13x damage. Resets after battle.

Info-Subs: Link

Bots[]

Pets. Comes in Fire (Flame) and Water (Aqua) variants. Can toggle between 3 modes:

  • Normal Mode: Normal damage.
  • Overdrive Mode: Deals +20% damage. Costs 8% Melee in SP (31 at 150) per turn.
  • Hyper Overdrive Mode: Deals +50% damage. Costs 20% Melee in SP (78 at 150) per turn.

Info-Subs: Link

Fu-Dog[]

Earth Pet.

  • MC: Grants +20 Potency for Freeze-Type statuses (e.g., Freeze, Petrify, Hypersalionate, etc.)

Can toggle between two modes:

  • Damage Mode: Attack is 2 hits and has a +5 BtH lean. Deals full damage.
  • Status Mode: Attack is 1 hit and has a +10 BtH lean. Deals -81.85% damage. Has a 40% chance to Petrify for 1 turn. This has +10 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Twisted Juvenile Void Dragon[]

Void Pet. Deals -10% damage due dealing non-elemental damage.

  • MC: +5% damage.
  • Note: Deals Fake-Void Damage. This is effectively the same as Harm damage (targets 100% resistance) except for a few outliers.

Updated Info-Subs (Twisted + Original): Link

Lust/Envy[]

Fire (Lust)/Earth (Envy) Pets. Click to toggle between two modes:

  • Heal Debuff Mode: 1 hit, +10 BtH lean. Attempts to increase the monster's Heal resistance by +50% for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK. This effect is considered a Mindlock effect for potency modifiers.
  • LUKy Strike Mode: Instead of dealing damage, boosts the Lucky Strike Chance of [Element] attacks by +40%
    • Scales with CHA and LUK. Without CHA, the boost value is +30%.
    • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

Twisted Infernal Djinn[]

Fire/Darkness Pet. Seeks between the two elements. Uses an MP system:

  • MP Mechanics: Upon first logging in and equipping the pet, gains 10 MP. Can hold up to 10 MP at once. Regenerates 1 MP every round. MP persists between battles.
  • MP Attack: Consumes 5 MP. Deals 2x damage.
  • No MP Attack: Deals 0.75x damage.

Info-Subs: Link

Silas[]

Fire/Darkness Pet. Seeks between the two elements. Deals -50% damage to inflict different statuses depending on mode:

  • EleVuln Mode: Attempts to inflict a +33.6% Fire/Darkness EleVuln for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Control Mode: Attempts to inflict a (31*[Res]*[Hits]/[Attempts])% Control for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

Info-Subs: Link

Azrael's Reaper[]

Darkness Pet. Deals 0.803x damage. After successfully attacking, passively attempts to lower the BtH of all enemy hits by 12 for the turn. Each hit rolls with +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Paladin Chilly[]

Light Pet. Toggles between two modes:

  • Damage Mode: Deals full damage.
  • Status Mode: Deals -30% damage. Has a (23.76*[LightRes]*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • MC: Gain a trigger vs Undead:
    • Damage Mode: Deals +10% damage.
    • Status Mode: Paralysis infliction rate is increased to 31.68%.

Info-Subs: Link

Creature 72[]

Darkness Pet. Toggles between three modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Fear Mode: Deals -50% damage. Attempts to inflict a (36.98*[DarkRes]*[Hits]/[Attempts])% Fear for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Panic Mode: Deals -50% damage. Attempts to inflict a (24.65*[DarkRes]*[Hits]/[Attempts])% Panic. This has -10 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

Info-Subs: Link

Kitsune[]

Fire Pet. Toggle between two modes:

  • Defensive Mode: Does not attack. Multiplicatively reduces Ice damage taken by 28.57%.
    • Scales with END and CHA. Without CHA, the damage reduction is 14.29%.
    • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
  • Damage Mode: Deals full damage. If monster is Bleeding, seeks between Fire/Light/Harm. Deals 0.9x damage if dealing Harm damage.

Info-Subs: Link

Randor[]

Fire Pet.

  • MC: Triggers vs dragons/dragonkin/drakels. When triggered, deals 1.1x damage, or deals Harm with a 0.8x penalty if their highest resistance is not Fire.

Info-Subs: Link

Mosquito[]

Wind Pet. Deals 20% damage. Can toggle between three modes:

  • HP Healing: Heals HP equal to 400% of damage dealt.
  • MP healing: Heals MP equal to 600% of damage dealt.
  • SP Healing: Heals SP equal to 450% of damage dealt.
    • Amount healed is divided by the monster's elemental resistance.
  • MC: +5% damage.

Info-Subs: Link

Void Awakening Skulls[]

Fire Pets. Available in either SP (Called) or MP (Summoned) variants. Can toggle between two modes:

  • Healing Mode: Deals 0.5x damage. Heals the player's SP (Called)/MP (Summoned) equal to 112.5/150% of damage dealt.
  • Shield Mode: Does not attack. Generates a Chi (Called)/Mana (Summoned) Shield. Deals +50% "damage".
  • MC: +5% damage.
  • Full Set Bonus: If used with Void Awakening Form, gains EleComp to damage.

Info-Subs: Link

Exalted Drone[]

Water Pet. Toggle between three modes modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Defensive Mode: Deals -50% damage. After attacking, applies a (0.8429*[WaterRes]*[Hits]/[Attempts])x damage taken Omni EleShield for 1 turn.
  • Healing Mode: Heals player HP instead of attacking the monster. Healing is scaled by the monster's Water resistance. Deals 0.85x damage.

Info-Subs: Link

Ravenous Gold-Encrusted Mimic[]

Light Pet. Toggle between two modes:

  • Normal Mode: Deals full damage.
  • Eleseek Mode: Cannot be toggled off if enabled. Follows monster's base element, but deals 1.13x damage to compensate.

Info-Subs: Link

Gluttony[]

Wind Pet. Toggle between two modes:

  • Hungry Mode: Deals full damage. Consumes up to 80% Melee worth of Burn to increase damage dealt by up to +200%.
  • Hangry Mode: Pays 40% Melee in HP (139 at 150) on attack for the following effects:
    • Deals +50% damage.
    • After attacking, additionally attacks the monster's HP/MP/SP at random equal to 13.33% Melee, healing the player's HP/MP/SP equal to half the damge done. This extra hit is not considered a Pet attack for the sake of boosting or effects.
    • Consumes up to 160% Melee worth of Burn to increase total damage dealt by up to +200%.

Info-Subs: Link

Dead Sea Stinger[]

Water Pet. Deals -50% damage and attempts to inflict a Power: 1 Water Burn for 2 turns with each hit that connects. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK. MC compresses a toggle:

  • Toggle: While toggled, deals +50 damage, but each hit that connects inflicts a Power: 1 Harm Burn to the player for 2 turns.
    • Note: This Harm Burn cannot be removed by Lucky Breaks.

Info-Subs: Link

Warlic Oblivion Sphere (MP)[]

MC Neutral misc. Boosts INT and LUK, and increases Magic blocking (+50 INT/LUK, +9 Blocking at 150).

  • MC: At the end of the player's turn, attempts to inflict Mindlock for 1 turn. This has +0 Save Bonus, player INT/LUK vs. monster CHA/INT.

Info-Subs: Link

Radiant Prism (SP)[]

Light misc. Increases damage and BtH (+18% damage; +8 BtH at 150). Comes with a built-in spell:

  • Radiant Beam: Standard Light Spell.

Info-Subs: Link

Prime Chaos Orb (SP)[]

Neutral misc. Boosts CHA and LUK (+45 CHA; +30 LUK at 150). MC Compresses a skill:

  • Skill: Quickcast. Deals no damage. Monster must make a save with -20 Save Bonus, player CHA/LUK vs. monster CHA/LUK. This save is considered a Form Shift effect. If successful, applies the following effects:
    • Element Scramble: Scrambles the monster's standard 8 elemental resistances.
    • Monster Damage Lean: Applies a stacking offensive lean to the monster for the rest of the battle. Each successful infliction makes the monster deal and take +(0.1x) times more damage (x = total inflictions)
  • The first activation of the skill each turn is free. Subsequent activations (regardless of successful infliction) disable certain parts of the menu until the next turn at random:
    • Normal Attacks (includes weapon-skills).
    • Spells + Class Skills.
    • Changing Weapons.
    • Changing Armours + Shield.
    • Changing Pets.
    • Changing Miscs + Using Potions (also disables further uses of the skill).
  • This means that a maximum of 7 activations can happen in a single turn if the Misc/Potion category is chosen last.

Info-Subs: Link

Nekomancer Deadly Empress Doll (SP)[]

Fire misc. Boosts Fire damage and LUK (+20% Dmg; +50 LUK at 150). Compresses two skills:

  • Bomb Transmutation: Quickcast. Costs 100% Melee in SP (392 at 150). Does not hit. Attempts to inflict a 2 turn Fire Spiritual Seed. This has +0 Save Bonus, player [Weapon Mainstat]/LUK vs. monster DEX/LUK.
  • Sheer Heart Attack: Fire Spell-type Skill. Follows weapon damage type. Deals 0.8x damage in exchange for Auto-Hit. Deals -40% damage and inflicts a Power: 2 Fire Burn. No save.

Info-Subs: Link

Summoning Stone (SP)[]

Neutral misc. Boosts CHA and LUK, and increases MRM blocking (+40 CHA/LUK; +8 Blocking at 150). Toggle between two effects:

  • Guest Damage: Guests deal +[GuestDmg]% damage (GuestDmg = 26.7 at 150).
  • Counter Damage: Deals Harm damage equal to ([CounterDmg]*[Blocks]/[Attempts])% Melee at the end of the monster's turn (CounterDmg = 90.7 at 150).

Info-Subs: Link

Quad Mod (SP)[]

Light misc. Reduces Light damage taken, boosts LUK, and increases damage dealt (0.5x Dmg Taken; +50 LUK; +20% Dmg at 150). MC compresses 4 toggles:

  • Power: Sets STR to [Expected Amount] (250 at 150) at the cost of SP (236 at 150).
  • Courage: Sets DEX to [Expected Amount] (250 at 150) at the cost of SP (236 at 150).
  • Wisdom: Sets INT to [Expected Amount] (250 at 150) at the cost of SP (236 at 150).
  • Moxie: Sets CHA to [Expected Amount] (250 at 150) at the cost of SP (236 at 150).
    • Any amount of toggles can be active at once.
    • Note: While toggled, stats boosts from items have no effect; only status effects that modify stats have any effect.

Info-Subs: Link (Listed SP cost formula is outdated).

Titan's Mug (SP)[]

Fire misc. Reduces Fire damage taken, boosts END and LUK, grants Immobility Resistance, and increases damage (0.5x Dmg Taken; +35 END/LUK; +10 Res at 150)

  • Flavour Effect: Damage boost starts at +10%, but player deals +(5.88*[Hits received])% damage, capped at +33.5% after receiving four hits the previous turn. At the start of battle, the damage boost is +20%.

Info-Subs: Link

Legion's Lantern (SP)[]

Ice misc. Increases Ice damage dealt (+20% at 150)

  • Effect: Charges 50% Melee (196 at 150) per turn in order for the first 8 hits from the player's side (player, pet, guest) to attempt to inflict a Power: 1.25 Ice Burn for 2 turns. This is rolled per hit with +0 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.
  • MC: +10 Burn Potence.

Info-Subs: Link

Legion Monsterlord Gaze (SP)[]

Water misc. Increases LUK and Water damage dealt (+50 LUK; +20% DmgDealt at 150).

  • MC: Comes with a quickcast Skill. Can be used once per turn. Consumes up to 100% Melee worth of Burn and attempts to inflict a Water EleVuln for 4 turns. Strength of EleVuln is based on how much Burn was consumed (+25.1% damage taken at full power). This has +0 Save Bonus, player [Weapon Mainstat]/LUK vs. monster CHA/LUK.

Info-Subs: Link

Arcane Rift Key (SP)[]

Water misc. Reduces Water damage taken and boosts INT and LUK (0.5x Dmg Taken; +50 INT/LUK at 150). MC compresses a skill:

  • Skill: Quickcast Skill. Can be used once per turn. Costs 150% Melee in SP (588 at 150). Does the following:
    • Attempts to inflict the following permanent effects onto the enemy:
      • Power: 1.7 Harm Burn.
      • -24.29 END Fragile.
      • Power: 0.15 HP Regen.
    • Attempts to apply the following permanent effects onto the player:
      • Power: 1.275 Harm Burn.
      • -10.7 END Fragile. Cannot be removed via Lucky Break.
      • Power: 0.2 MP Regen.
      • Next damaging spell cast attempts to inflict a Power: (5*[Hits]/[Attempts]) Void Burn for 3 turns. This has +0 Save Bonus, player INT/LUK vs. monster INT/LUK.
    • All effects are resisted at once with +0 Save Bonus, player INT/LUK vs. monster INT/LUK. This save is considered Burn for potence modifiers. If successfully inflicted, disables this skill for the rest of the battle.

Info-Subs: Link

Mirror Vordred's Sacrifice (SP)[]

Miscs. Comes in Light (Reflective) and Ice (Frigid). Toggles between two effects:

  • Reduces [Element] damage taken (0.5x at 150). After attacking with a weapon or Spell, attempts to inflict an Power: ([Value]*[Hits]/[Attempts]) [Attack Element] Burn for 2 turns ([Value] = 2 at 150). This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Increasing blocking (+10 at 150) and provides -12.5% Heal Resistance.

Info-Subs: Link

Lucky Bunfoot (SP)[]

Miscs. Comes in Light (Golden) and Water (Sunken). Increases DEX and LUK (+50 each at 150).

  • Effect: Pays 25% Melee in SP on any player attack (78 at 150) for the following effects:
    • Each hit that connects attempts to inflict a Power: 0.5 HP->HP [Misc Element] Drain Poison for 2 turns, capped at 4. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • 10% of the time each turn, each hit that connects additionally attempts to inflict a Power: 0.764 Prismatic Burn for 1 turn, capped at 4. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • MC: If monster spends SP, attempts to inflict a HP->HP Drain Poison for 2 turns. Strength of this Poison is based on how much SP they spent relative to the expected amount they would spend at their level. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

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