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Subrace

Subrace armors are a good filler option for elements lacking a good armor. They work in a similar fashion to Bloodzerker, while also including various beneficial skills. Also, Subraces add an additional no-drop armor to your inventory, making your active armor inventory 9 slots instead of 8. Unfortunately, the most powerful abilities of the armor are locked to guardians only, but it's still a better option than armors without a skill. Aside from that, subrace armors offer a secondary resistance at 42%, making them essentially a compression armor for most use cases, and having all of them will cover all 8 elements.

Vampire

Vampire is recommended for Mages.

Notable abilities:

  • Alluring Pressence (Toggle) - Increases your CHA by +50 at the cost of some MP.
  • Ancient Wisdom (Toggle) (Guardian Only) - Increases your INT by +50 at the cost of some MP.
  • Eldritch Attunement - Heal 26.4 MP per turn.
  • Mesmerize (Guardian Only) - Attempts to inflict Control (100%) up to twice per turn (Two turns of Celerity count as one) on the opponent for a superb synergy with Love Potion (listed in the misc category).
  • Become the Beast (Guardian Only) - Like the toggle for Bloodzerker listed below, with the three differences being you don't get locked for a specific element, you get a damage penalty (-25% for Magic, -12.5% Melee / Ranged), and spells are boosted by +37.5%.

No drop - Darkness version (Wind secondary).

Vamp - Same as no-drop

Blue Blood - Water version (Light secondary).

Chthonian Count - Earth version (Ice secondary).

Psionic Vampire - Energy version (Dark secondary).

Vampyro (Z-Tokens) - Fire version (Water secondary).

Location: Darkovia Forest -> Vampire Castle

Info-Subs: Link

Werewolf

Werewolf is recommended for Warriors or Rangers, or Mages with a Fear Eater setup (see 0-proc Magic Weapons, Darkness category).

Notable abilities:

  • Lycan Reflexes (Toggle) - Increases your DEX by +50 at the cost of some MP.
  • Lycan Strength (Toggle) (Guardian Only) - Increases your STR by +50 at the cost of some SP.
  • Snarl (Guardian Only) - Attempts to inflict Fear (3 turns, 33%) up to twice per turn (Two turns of Celerity count as one) on the opponent for good synergy with Eat Fear (See 0-proc weapons, Darkness category).
  • Become the Beast (Guardian Only) - Like the toggle for Bloodzerker listed below, with the three differences being you don't get locked for a specific element, you get a damage penalty (-25% for Magic, -12.5% Melee / Ranged), and spells are boosted by +37.5%.

No drop - Earth version (Light secondary).

Werewolf - Same as no-drop

Rage Beast - Fire version (Wind secondary).

Predator of the Night - Darkness version (Energy secondary).

White Howler - Ice version (Earth secondary).

Golden Fang (Z-Tokens) - Light version (Water secondary).

Location: Darkovia Forest -> Werewolf Lair

Info-Subs: Link

Werepyre

Werepyre is recommended for Hybrids.

Notable abilities:

  • Force of the Night (Toggle) - Lets you switch your stat requirements to STR, INT and LUK, whether you use a Melee or Magic weapon, as well as increasing Magic weapon damage by +1/3 making them on par with Melee weapons.
  • Invigorating Rage (Passive) - Heal for 5% of the damage you deal (2.5% for spells and skills).
  • Lunar Vigor (Active) - A healing spell that uses Hybrid stats.
  • Unstoppable (Passive) - Lets you break out of disabling statuses at the cost of some SP, with the first one being free.
  • Bloodlust (Toggle) - You can pay 15 HP to heal either 53 MP or 40 SP.
  • Become the Beast (Guardian Only) - Like the toggle for Bloodzerker listed below, with the three differences being you don't get locked for a specific element, you are forced to use Hybrid stats, and spells are boosted by +50%.

No drop - Earth and Darkness version.

Werepyre - Same as no-drop.

Golden Horror - Wind and Light version.

Malicious Devil - Fire and Energy version.

Heartless Beast - Water and Ice version.

Location: Darkovia Forest -> Werepyre Hideout

Info-Subs: Link


Fire

Blazing Bloodzerker

This armor passively boosts weapon damage by 20% for small HP cost and it has an exceptional SP cost skill that boosts all normal player attacks and even some skills that are compressed into weapons and shields. This armor is effectively a superior and ele-locked subrace skill. Since it ele-locks and boosts all normal player attacks it can affect various weapon skills to deal additional damage. For good synergy see the following weapons:

Terror Eater (Eat Fear) - Melee / Ranged / Magic Weapons section

Zabura's Hammer - Melee Weapons section

Zakiya's Spear - Ranged Weapons section

Morningstar Cross - Ranged Weapons section

Morningstar Cross - Magic Weapons section

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

Pyromancer Bloodmage

Without a doubt, this is the best FO Fire armor in the game for mages and hybrids who use spells. It boosts all spell damage by 50%, and comes with a Fire spell that receives enormous EleComp. It used to be a reward for defeating Caecus in the Void, but sadly it's rare now.

Location: None

Info-Subs: Link

Flame Guardian Dragon Form

Beating Pyromancer Bloodmage's skill in terms of damage with the use of Chieftain's Ironthorn this armor offers the strongest Fire skill in the game barring the Bloodzerker combo.

Location: None

Info-Subs: Link

Torontosaurus Rex Rider

The best armor for F2P players at the moment. Has two skills: The first, is spell-based, and increases the opponent's Fire resist, while the second is an 8-hit weapon-based skill that pays additional SP for a +50% increase in damage, making it almost comparable to Flame Guardian Dragon Form.

Location: Limited-Time Shop

Info-Subs: Link Updated Cost: Link

Headless Horseman

This armor is a great option for warriors in particular, due to the fact that it has a strong weapon-based skill that uses very little SP.

Location: Valencia -> Golden Giftboxes -> Rare Shop

Info-Subs: Link

War's Legacy

Not the greatest armor, but the best armor for F2P characters barring Torontosaurus Rex mentioned above. Has 3 skills:

  • Mayhem - Follows the weapon's element and type with no elecomp. Is weapon-based.
  • Carnage - Follows the weapon's type, but does Fire damage. Spell-based as well, with an Estimated elecomp of 1.849768365.
  • Panic - This skill doesn't cost anything, and deals no damage, but attempts to inflict a either a 35.72%, 4-turn fear for anyone with STR being the highest out of STR/INT/CHA without it tying to CHA, or 35.72*0.75%, 4-turn fear otherwise. It offers great synergy for Eat-Fear builds since it doesn't cost anything.

Location: Yulgar's Inn -> Go to Lounge -> Sage Uldor -> Burning Solstice -> The Answer

Info-Subs: Link


Water

Moglord Tortress

A Water armor with the second strongest skill in the game after White Knight Z, with the ability to change to Fire resistance at the cost of the skill dealing less damage this is both a great nuke and a good compression armor.

Location: None

Info-Subs: Link

Quenching Bloodzerker

A Water clone of the Blazing Bloodzerker in the Fire section.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: [TBD]

Hydromancer Bloodmage

A Water clone of Pyromancer Bloodmage. Somewhat worthwhile for mages and hybrids. Its armor skill is the strongest Water spell in the entire game. Unlike Pyromancer Bloodmage, this is still available.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

W.H.E.E.L.

Though it's ugly as sin, W.H.E.E.L. is a solid armor for people who are bored of trivializing the game with Kindred. It resists water and earth at 40% each, and has a powerful 3-hit water skill.

Location: Crossroads -> Farmlands -> Burp War 2014

Info-Subs: Link

Human Fisher

Essentially a Water version of Headless Horseman.

Location: Valencia -> Golden Giftboxes -> Rare Shop Rare (may come back next GGB Extravaganza)

Info-Subs: Link

Kindred Spirits' Valiance

The Focus skill allows you to stack up Tranquility Charges. With the full set equipped, you can gain around 50-60 charges every time Focus is used. The charges stay with you in-between battles, and there's seemingly no limit to how many you can stack, if you're patient enough. Kindred Strike uses up 200 Tranquility Charges every time it's used, and it boosts melee/ranged weapon damage by 600% and magic weapon damage by 766%. You can also use charges on the weapon to make it auto-hit for the remainder of the turn, and on the shield to give yourself a sizable HP or SP heal.

The general strategy is to battle the Combat Practice Trainer and pre-stack as many charges as possible. Then, you can use those charges for as many nukes as you'd like.

Location: Kindred Set

Info-Subs: Link


Wind

Lord of the Skies

The clear strongest Wind armor, worn by clicking Airenal's Lance.

Location: 20000 Z-Token package

Info-Subs: Link

Griffinrider Mount

While unremarkable when compared with similarly costing items, it is an efficient armor, good for warring and still the strongest Wind armor barring Lord of The Skies (Which is vastly superior). In its Mounted state, it's a standard FO armor, with an 80% chance of doing 1 hit, 80% damage, and a 20% chance of doing 3 hits, 180% damage. However, in its Unmounted state, it's locked into dealing Wind damage, and as a result, gets a massive damage boost of x1.84. Pairs well with Robocockatrice or Fu-Dog due to their ability to Petrify the monster.

Location: 20000 Z-Token package

Info-Subs: Link

Grenwog Rider

A potentially stronger variant of Tyrannochicken. Can change form between Earth and Wind, and offering an Earth and Wind nukes if using the skill corresponding to the Form (Earth skill with Earth form, same for Wind). Unfortunately, like Tyrannochicken it is spell-based making it still weaker than Subraces.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: [TBD]

Tyrannochicken Rex Rider

If you don't have either of the above armors, then this is the next best option. Basic attack is 3 hits, all equally powerful, and it also has a strong 2-hit skill. It returns every year during Grenwog, but is rare otherwise.

Location: Grenwog

Info-Subs: Link

Axemaster's Burden

This is worth picking up if you're waiting for Grenwog to come around. It's a reasonably strong FO wind armor, with a skill that spans over two turns to deal increased damage and attempt to reduce the enemy's defenses.

Location: Yulgar's Inn --> Go to Lounge (Right) --> Talk to Uldor --> Burning Solstice --> Zhilo's Hunting

Info-Subs: Link


Ice

Horo-Show Void Vigilante

This is the best non-premium ice armor available. It has a strong 2-hit basic attack and an immensely powerful (see: strongest for ice) 2-hit skill.

Location: Twilly -> Anniversary Events -> The Dragon of Time -> BONUS

Info-Subs: Link

Cryomancer Bloodmage

Ice variant of the other Bloodmage armors listed already.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

Graverider Mount

An Ice clone of Griffinrider Mount. Pairs well with Super-Heated Boiler Buddy (rare) due to its ability to inflict Thermal Shock on the monster. Though great, it's outclassed by Cryomancer Bloodmage for mages and White Howler for warriors.

Location: 20000 Z-Token package

Info-Subs: Link

Hand of Tera'Suul

Ice armor that has good resistance to Fire. Has two skills, one being a weapon based skill and the other being an FSB skill that inflicts a 9999-turn Burn that can stack with itself (FSB skill requires armor, shield, and weapon equipped). Some might appreciate it for its art, or the burn skill, but it doesn't serve any purpose in current meta.

Location: 50000 Z-Token Package

Info-Subs: Link


Earth

Terra Bloodzerker

A clone of the Blazing Bloodzerker mentioned in the Fire section. Synergies work the same way as they would for the Blazing Bloodzerker, except for the element being Earth.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

Samurai Warlord O-Yoroi

A niche option. Like the Chimeran Vindicator it is MO, and while it only has one skill as opposed to two, it's a 2-hit weapon-based skill that actually uses the element of your weapon.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

Fatal Chimeran Vindicator

Though it's only MO rather than FO, this armor is exceptional. Standard attack is 2 hits, and it also has two skills: one poisons the monster, and the other performs a powerful Fire-element blast. However, due to the fact that it has two MC bonuses, the armor costs almost 100 million gold so be aware of that before doing the quest.

Location: Warlic's Shop -> Mastercraft Sets -> Chimeran Set

Info-Subs: Link

Sneak Garb

While it's FO, Chimeran Vindicator still manages to be better. That said, this armor is worth mentioning; it has a secondary resistance to Water (41% at level 150), and has a 10% chance to attempt to gain Celerity at the end of your turn.

Location: Robina Monster Hunt

Info-Subs: [TBD]


Energy

High Oracle's Taladosian Robes

This is a particularly great option for mages. The basic attack has a 50% chance of doing 1 hit, 70% damage, a 40% chance of doing 2 hits, 120% damage, and a 10% chance of doing 3 hits, 170% damage. In addition, the 3-hit skill is not only the strongest Energy skill in the game, but one of the strongest skills period.

Location: Taladosian Set

Info-Subs: Link

StarSlayer

StarSlayer is a fine armor that returns every year on May 4th, and is available through the Void Challenge. The armor has two basic attacks: a 50% chance of doing 1 hit (+5 BTH) followed by 2 hits (+0 BTH), and a 50% chance of doing 4 hits (+5 BTH). The skill chokes the monster, making them do about 60-70% of their normal damage, but it also has a damage penalty to compensate.

Location: The Void

Info-Subs: Link

Megingjord

This armor has a 3-hit basic attack when wielding a melee/magic weapon, and a 2-hit basic attack when wielding a ranged weapon. While the armor is only Neutral rather than FO, you can click the waist to deal 25% more damage (melee/ranged) or 33.3% more damage (magic) at the cost of 98 SP per turn, while not taking any more damage.

Location: Thunder Mountain

Info-Subs: Link

Loco Costume

Though not amazing for pure damage since it's only Neutral, this armor is as useful as it is fun to use. It has 3 attacks, each with an equal chance of occurring. The first attack consists of 3 equally powerful hits; it only deals 54.8% damage, but it has a high chance of paralyzing the monster, as well as a +5 BTH lean (already factored into the stated damage percentage). The second attack consists of 2 hits and deals 106.25% damage, but has a -5 BTH lean (already factored in). The third attack consists of 4 hits, has no BTH lean, and deals 50% damage, but it heals you equal to the amount of damage dealt.

Location: April Fools -> 2012

Info-Subs: Link


Light

White Knight Z

Without a doubt one of the best light armors in the game, if not the best. Standard attack is 2 hits, nothing special, but its skill is incredibly powerful due to the massive EleComp it receives, making it not only the strongest light skill in the game, but the strongest skill period.

Location: Guardian Tower -> Guardian Shop

Info-Subs: Link

Lumenomancer Bloodmage

Light variant of the other Bloodmage armors listed already.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

Light Realm Champion

Light armor. Has two skills, one being a weapon based skill and the other being a FSB skill that inflicts a 9999-turn Blind that can stack with itself (FSB skill requires armor, shield and weapon equipped).

Location: 50000 Z-Token Package

Info-Subs: Link

Ultimon's Armor

Not only is this one of the best non-rare, F2P light armors around, but it is the best armor in the game for combating Shadow monsters. It compresses Light and Darkness, and it has a skill that seeks between the two elements. However, it costs almost 100 million gold and Ultimon is considered to be one of the more difficult boss fights in the game, so do keep this in mind.

Location: Ultimon's Fortress -> Finale

Info-Subs: Link

Fiend of Light

FO Light armor. Has a skill that can inflict Soul Rend, stunning them for one turn and increasing the enemy's vulnerability to Darkness damage up to a max of 200%. The skill is locked to Light, and pays a -45.8% additive damage penalty for the Soul Rend effect.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link


Darkness

ShadowWalker of Time

One of the best armors in the game for warriors. The standard attack consists of 2 hits, and the armor has two skills. The first does 50% more damage than normal, but has a high chance of giving the monster Celerity afterwards. The second skill inflicts the Fragile status, giving the monster -33 END for 9999 turns, and this effect stacks with repeated use. When used with the shield and weapon (which has a chance of giving you Celerity), the Celerity chance is doubled.

Location: Buy Heromart Calendar 2017 "Year of Adventure" -> Redeem code in Master Account

Info-Subs: Link

Terror Raiment

Has two standard attacks: a 50% chance of doing 1 hit, 80% damage, and a 50% chance of doing 4 hits, 120% damage. At the start of the battle, it inflicts Fearful Presence which can make your opponent unable to act for the first turn. The skill inflicts Fear for 5 turns, and each turn the monster has a 25% chance of not acting. Repeated use of the skill can increase this chance to 100%.

IMPORTANT NOTE: If you pick up Terror Raiment, you'll also need to pick up the weapon, shield and misc alongside it. The armor on its own is mediocre but the full set's synergy is immaculate. The Full Set Bonus increases the skill's Fear infliction chance by 11%. You can click the weapon's handle to Eat Fear, an attack which removes your opponent's Fear status to deal monstrously high damage, and you can click the shield to remove your opponent's Fear to heal yourself for an impressive amount.

Location: Terror Set

Info-Subs: Link

Angel of Souls

The best option available if you don't want to spend real money. The standard attack is 2 equally powerful hits. The skill is weapon-based, but instead of using SP, it uses a negligible amount of HP (though the cost is increased for magic weapons). Considering how little the skill costs to use, and how high the damage can be with the right weapon and damage boosters, this armor is easily the best F2P darkness armor in the game.

Location: Death's Domain -> Retrieve 100 hourglasses

Info-Subs: Link


Utility

Shinyaro Form

4 element compression. 45 base resist to Water, Earth, Light and Darkness. Has a weapon-based skill that follows your weapon's element, with the full SP cost of 392 due to a lack of Elecomp; reduces the monster's END by 50 for one turn, but has a damage penalty of 25% to compensate. The END save uses STR/DEX/INT based on your weapon type.

Location: The Void

Info-Subs: Link

Svadilfari's Oath

Like Algern's Carapace, Svadilfari's Oath is a Neutral armor that's locked into a single element and thus receives high EleComp, though it deals Energy damage instead of Darkness. However, due to being level 150, it's more accurate than Algern's. In addition, while it has no armor skill, it has a special attack that can paralyze the monster for up to 3 turns.

Location: Thunder Mountain

Info-Subs: Link

Frozen Dragonslayer

At first glance FDS seems like nothing special. A simple, neutral armour with a 1-hit attack. However, the usefulness lies in the skill, which triggers on dragons to deal Void damage.

Location: UltraRare GGB Shop

Info-Subs: Link

Whispering Raiment

The Assassin Class Armor, generally weak and shouldn't be used for anything but one thing. It offers +105 initiative, helping you get the first turn against more troublesome monsters if you have it equipped before the battle starts (or by the use of Ready Inventory).

Info-Subs: Link


Warring

Warring requires efficiency and damage, and these items provide both, and therefore there's a category specifically for that.

Griffinrider Mount (Wind)

Already mentioned in the Wind section.

Location: 20000 Z-Token package

Info-Subs: Link

Graverider Mount (Ice)

Already mentioned in the Ice section.

Location: 20000 Z-Token package

Info-Subs: Link

Svadilfari's Oath (Energy)

Like Algern's Carapace, Svadilfari's Oath is a Neutral armor that's locked into a single element and thus receives high EleComp, though it deals Energy damage instead of Darkness. However, due to being level 150, it's more accurate than Algern's. In addition, while it has no armor skill, it has a special attack that can paralyze the monster for up to 3 turns.

Location: Thunder Mountain

Info-Subs: Link

Drakath Fiend Form (Darkness)

Essentially a Darkness Griffinrider Mount, with a lower elecomp.

Info-Subs: Link


Compression

(Twisted) Cleric of Carnafex (Fire/Ice)

While the original Cleric of Carnafex is rare, the Twisted CoC is currently available. FO Fire/Ice compression armor. Has a skill that seeks between the two elements. Skill type follows your weapon type, so it can use both Melee, Ranged and Magic.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

Tinkerer (Fire/Energy)

This armor is available through the 6000 Z-Token package. Its standard attack is 2 hits, both equally powerful. It defends against both fire and energy, but not only that, it has two strong 4-hit skills for both elements.

Location: 6000 Z-Token package

Info-Subs: Link

Doom Knight (Fire/Energy/Darkness)

Old Lean Fully Offensive armor with a Normal Attack typed skill with Fire and Darkness seeking. When it deals fire damage it deals 1.67x damage in the form of elecomp but when darkness it is 1.5x, and to top it all off, has resistances to Darkness, Fire, and Energy.

Location: Valencia -> Z-Token Item Shop

Info-Subs: Link

Bloodstained Morningstar Bloodline (Earth/Darkness)

Has a secondary resistance to darkness (41% at level 150), and every hit deals 6% more damage if the prior hit (within the round) connected.

Location: Morningstar Set

Info-Subs: Link

Ultimon's Armor (Light/Dark)

Already mentioned in the light section.

Location: Ultimon's Fortress -> Finale

Info-Subs: Link

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