Introduction[]
This is a non-exhaustive list of permanently rare items in AQ from around 2012 onwards.
IMPORTANT NOTE |
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This page is specifically for documentation only. Many rare items (especially as they get older) are a combination of underpowered, outdated (in a bad way), or just plain bad. |
Frostval[]
IMPORTANT NOTE |
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The level cap when this set was released was 135; therefore, none of these items scale to 150. |
(Arcane) Holiday Colossus[]
MC Melee/Magic 20-Proc Fire Swords. Inaccurate lean (-5 BTH, *85/80 damage) on both regular attacks and the weapon special.
- MC: If all 4 hits of the special connect, -29 BtH Blind for 3 turns. This has -13 (-3 if Magic) Save Bonus, Player VStat/LUK vs. monster DEX/LUK.
Full Metal Santa[]
MC FO Fire/Ice armour. Flat Blocking. MC compresses a skill:
- Ice Beam: Ice Normal Attack Skill. Deals either Ranged or Magic damage, depending on stats. EleComp reduces SP cost (514 at 135). Deals -32.64% damage and attempts to Freeze for 1 turn. This has +(10-([IceRes-100]/10)) Save Bonus, player DEX/LUK vs. monster END/LUK.
Info-Subs: Link
Cutting Edge Guard[]
MC "Neutral" Shield that defends against Energy, Fire, and Wind (-18%; -12%; -6% at 135).
- MC: After blocking, deals Harm damage equal to (100*[Blocks]/[Attempts])% Melee.
Info-Subs: Link
Drone Strike[]
Standard MC Ice Spell.
- MC: If at least one hit connects, attempts to inflict a 32.4% Daze for 1 turn. This has +20 Save Bonus, player INT/LUK vs. monster END/LUK,
Info-Subs: Link
Shield Generator[]
MC Neutral Misc. Each turn the misc generates a chi shield. The user is able to select between two modes:
- Powerful Shield: A stronger shield is generated (127 HP 135), but the player expends more SP per HP point consumed (Efficiency = 1;2.25 135).
- Efficient Shield: A weaker shield is generated (63 HP 135), but the player expends less SP per HP point consumed (Efficient = 1;1.828125 135).
Info-Subs: Link
Moglord Weapons[]
MC Melee/Ranged/Magic 20-Proc/100-Proc with 20-Proc True Special/20-Proc Water Axe/Bow/Weapon. Axe has an inaccurate lean (-3 BTH; *85/82 damage), while the Sceptre has an accurate lean (+3 BTH; *85/88 damage).
- MC: If the player's HP is above 40% of its max, the special deals +18.33% damage. If the player's HP is below 40%, the special deals a hit of healing damage to the player worth 15.6% damage of the special (23.4% Melee).
Moglord Tortress[]
FO Water armour. Can toggle between Water (40) and Fire (40) primary resistance. Melee = Magic > Ranged Blocking focus. Comes with a skill:
- Hydro Cannon: Water Normal Attack Skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.
Info-Subs: Link
Moglord Shield[]
MC Fire/Water shield. Defends against both at once. Flat Blocking.
- MC: If the player is above 40% of max HP, there is a 9.86% chance for incoming damage to be reduced by half. Below 40% HP, the shield will heal the player based on the number of attacks blocked in a turn.
Info-Subs: Link
Moglord War Party[]
MC Standard Earth Skill.
- MC: Uses CHA for stat bonuses. Please note that skills are no longer required to use an MC to scale based on CHA, and so this skill is effectively without an MC currently.
Info-Subs: Link
Moglord Warboar[]
MC Water Pet. Can toggle between two modes:
- Damage Mode: Deals full damage.
- Heal Mode: Heals the player's HP instead of attacking the enemy. Deals 0.765x damage.
Info-Subs: Link
Moglord Crown[]
MC Neutral Misc. Boosts CHA and has a passive chance to give the player Celerity (+40 CHA; 22.1% Celerity chance 150). The enemy can resist the Celerity at a +0 Save Bonus, player VStat/LUK vs. monster CHA/LUK.
Info-Subs: Link
Frostval Merc's Weapons[]
MC Melee/Ranged/Magic 10-Proc/100-Proc/10-Proc Ice Sword/Weapon/Sword.
- MC: The special has a (50*[Hits]*[IceRes])% to Paralyze for 1 turn. This has +8 (Melee/Ranged)/+18 (Magic) Save Bonus, player VStat/LUK vs. monster STR/LUK.
Frostval Mercenary Garb[]
MC Ice/Darkness armour. Melee > Ranged > Magic Blocking focus. Comes with a skill:
- Shatter 4th Wall: Normal Attack Skill. Follows weapon element and damage type, but has 0.8x damage and 1.2x cost (470 Me/Ra; 588 Ma SP at 150). Deals -30% damage and attempts to inflict a 20% Daze for (4*[Hits]/[Attempts]) turns. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.
Info-Subs Link
Frostval Merc's Reflexes[]
MC Ice Shield. Melee > Ranged > Magic Blocking focus.
- MC: Has a 33.3% chance to reduce the BTH of an incoming attack by 9.
Info-Subs: Link
Frostval Merc's Regen Factor[]
MC Healing Skill. Uses END for stat bonuses.
- Flavour Effect: Deals -20% damage to gain Regeneraton (3 turns; Power: 0.1)
- MC: Increase the power of the Regeneration (already included in the numbers above).
Info-Subs: Link
Frostval Merc's Smoke Grenade[]
MC Darkness Misc. Reduces Darkness Damage and boosts DEX (0.6x Dmg Taken; +50 DEX 150). Comes with a toggle:
- Toggle: While toggled, pays an extra 12.5% Melee in SP (49 at 150) to passively attempt to inflict a -14 BtH Blind for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster DEX/LUK.
Info-Subs: Link
Pixel Weapons[]
MC Melee/Ranged/Magic 0-Proc/100-Proc/0-Proc Energy Sword/Bow/Sword.
- MC: Each weapon-based hit has an 8% chance to 1.625x damage.
Pixel Hero[]
MC FO Energy Armour. Flat Blocking.
- MC: Has an 8% chance each turn to attempt to inflict a -10.625 MRM DefLoss for 4 turns, rounded stochastically. This has +0 Save Bonus, player VStat/LUK vs. monster CHA/LUK. If monster is already suffering from DefLoss, instead deals +5% damage.
Info-Subs: Link
Pixel Guard[]
MC Energy Shield. Melee = Ranged > Magic Blocking focus.
- MC: Has an 8% chance to Blind the monster (1 turn, -32 BTH). No save. If they are already blinded, the shield instead provides a -3 BTH penalty to all incoming attacks.
Info-Subs: Link
Pixel Ether[]
MC Energy misc. Comes with a quickcast skill:
- Skill: Pays 25% Melee in SP to heal 22.5% Melee in MP. (98 SP; 118 MP 150).
- MC: Has an 8% chance to instead heal 36.5625% Melee in MP (191 MP 150).
Info-Subs: Link
Your Bologna[]
MC Melee Wind 20-Proc Club. Inaccurate lean (-3 BTH; *85/82 damage). Special is 1-hit.
- MC: Against monsters with >0 CHA, deals +10% damage and seeks between 8 standard elements + Harm.
Info-Subs: Link
Aluminium Foil[]
MC Ranged 20-Proc Wind Sword. Accurate lean (+5 BTH; *85/90 damage). Special is 1-hit.
- MC: Against monsters with >0 CHA, gains +8.5 BtH and seeks between 8 standard elements + Harm.
Info-Subs: Link
Big Dictionary[]
MC Magic Wind Tome. Comes with 3 spells:
- Tehauntepecer: Standard spell.
- Panoply: "Standard" spell. Does no damage. Provides a +29 MRM DefBoost for 5 turns.
- Sough: Efficient spell.
Info-Subs: Link
Fat & Tacky Santa[]
MC FO Wind Armour with Light (42) and Water (42) secondaries. Flat blocking. Comes with a skill:
- Flavour Effect: Normal Weapon attacks deal -20% damage and have a (48*[Hits]/[Attempts])% chance to inflict Control for 1 turn. This has +20 Save Bonus, player Max[Mainstat]/LUK vs. monster CHA/LUK.
- Laundry Day: Wind Spell-Type Skill. Deals Ranged or Magic damage, depending on player's stats. EleComp increases skill damage. Deals -5% damage to attempt to afflict the monster with -(5*[Hits]) Control Weakness. This has +0 Save Bonus, player Max[Mainstat]/LUK vs. monster CHA/LUK.
Info-Subs: Link
Accordion Shield[]
MC Wind Shield. Ranged > Melee = Magic Blocking Focus.
- MC : +20 Control Potence
Info-Subs: Link
No Lemons, No Melon[]
Standard MC Wind Spell. Deals -20% damage and attempts to inflict a 100% Control for (1.2*[WindRes]*[Hits]/[Attempts]) turn(s), rounded randomly. If rounded to 0 no effect is applied. This has +20 Save Bonus, player INT/LUK vs. monster CHA/LUK.
- MC: Increased potency of the Control effect.
Info-Subs: Link
Psychadelic Dinosaur[]
MC Wind Pet. Deals -45% damage and has a (51*WindRes)% chance to Control for 1 turn. This has +20 Save Bonus, player CHA/LUK vs. monster CHA/LUK. If the monster is already Controlled instead deals full damage.
- MC: +5% damage.
Info-Subs: Link
Amish Hat[]
MC Wind Misc. Reduces Wind Damage, boosts END and CHA, and increases Magic/Ranged Blocking (0.5x Dmg Taken; +50 END/CHA; +7 Magic/Ranged Blocking 150).
Info-Subs: Link
Murderkillosity[]
All items in this set uses a Murderkillosity system:
- MurderKillosity Mechanics: If monster is within 10 levels of each item's level, has a ([RoundsEquipped/TotalBattleRounds]x100)% chance to gain (100x[MonsterPower])% MurderKillosity. MurderKillosity is shared amongst all Windter set items, persists until logout, and has no cap on how much can be carried at once.
- Note: The Spell instead gains 20 MurderKillosity on cast.
Long Talons[]
MC Melee/Ranged/Magic 0-Proc Wind Sword/Spear/Sword. MC compresses a quickcast skill:
- Skill: Can be used 4 times per battle. Pays 100 MurderKillosity to increases the weapon's damage by +5% for the battle.
Windter Warrior[]
MC FO Wind armour with Earth and Ice secondaries. Flat Blocking. MC compresses two quickcast skills
- Infuse Might: Pays 100 MurderKillosity to increase armour attack damage by +5% for the rest of the battle.
- Infuse Skill: Pays 100 MurderKillosity to increase armour attack BtH by +4.25 for the rest of the battle.
- Note: These skills can only be used a collective 4 times per battle.
Info-Subs: Link
Stout Talon[]
MC Wind Shield. MC compresses a quickcast skill:
- Skill: Can be used 4 times per battle. Pays 100 MurderKillosity to reduce incoming damage by -3.6%.
Info-Subs: Link
Dracarys[]
MC Wind Spell.
- MC: Consumes 50 MurderKillosity to increase spell damage by +12.5%.
Info-Subs: Link
Dire Wolf[]
MC Wind Pet. MC compresses a quickcast skill:
- Skill: Can be used 4 times per battle. Pays 40 MurderKillosity to increase the pet's damage by 5% for the battle.
Info-Subs: Link
Windter Crown[]
MC Wind misc. Reduces Wind damage taken, Boosts CHA, and increases all damage dealt (0.5x Dmg Taken; +50 CHA; +20% Dmg 150). MC compresses a quickcast skill
- Skill: Can be used 4 times per battle. Pays 100 MurderKillosity to heal 50% Melee in SP (196 150).
Info-Subs: Link
Samukematsuri Weapons[]
MC Melee/Ranged/Magic 0-Proc/100-Proc/0-Proc Fire Sword/Bow/Sword.
- MC: Each hit that connects attempts to inflict a Fire Burn for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK. See below for Power per hit:
- Melee: 0.5.
- Ranged: 0.625.
- Magic: 0.375.
Info-Subs: Link
Samukematsuri Samurai[]
MC Fire armour with Light secondary. Flat Blocking. Comes with a skill:
- Flavour Effect: Pays 3 MRM. Gain +(3.15*[MonsterHits])% damage at the beginning of your turn, where [MonsterHits] is the number of times that the monster successfully hit you during its turn.
- Fiery Night: Fire Weapon-based skill. Follows weapon damage type. Elecomp reduces SP cost (152 Me/Ra; 250 Ma, 150).
- Full Set Bonus: With the Weapon and Shield equipped, enables global Auto-hit:
- Player, Pet, and Guest damage take a x0.75 damage penalty, and Monster attacks take a x0.85 damage penalty.
Info-Subs: Link
Samukematsuri Buckler[]
MC Fire Shield. Magic > Melee = Ranged Blocking focus.
- MC: Each time you are hit, heals 3% Melee in SP (~11 per hit at 150).
Info-Subs: Link
Samukematsuri Caltrops[]
Standard MC Fire Skill. Deals no damage, but instead applies four rounds of Caltrops, which damage the enemy each time they successfully hit the player. The monster can resist the damage at a +0 Save Bonus, Player DEX/LUK vs. monster DEX/LUK.
Info-Subs: Link
Samukematsuri Kirin[]
MC Fire Pet.
- MC: If the previous hit from this pet connected, deals +5.88% damage.
Info-Subs: Link
Samukematsuri Oni Mask (SP)[]
MC Fire misc. Boosts STR, END, LUK, and CHA (+50 STR/END/LUK; +20 CHA 150).
- Effect: Each time the player lands a hit (weapon/special/spell), attempts to inflict a Fire Burn for 1 turn (Power: 2.2 per hit at 150). This has +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
Info-Subs: Link
Weapons of Frostval Past[]
MC Melee/Ranged/Magic 12-Proc/12-Proc/9-Proc Ice Sword/Lance/Sword. MC compresses a quickcast skill:
- Proc Effect: Summons the Ice Guardian Dragon, who deals 11.85% of the monster's max HP as Magic Ice damage. Lucky Strikes can occur.
- Note: Damage dealt is subject to an outlevel formula, and receives a 1.029x damage boost at 150.
- Skill: Usable once per battle. Has no cost. Attempts to inflict an +60.7% (+45.53% if Magic) Ice EleVuln for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
- This receive partial scaling from mainstat investment. Without mainstat, EleVuln is +30.35% (+22.76% if Magic).
- Stat scaling can overcap values to 1.1x.
- This receive partial scaling from mainstat investment. Without mainstat, EleVuln is +30.35% (+22.76% if Magic).
Info-Subs: Link
Armour of Frostval Past[]
MC FD Ice armour with Light secondary. Melee = Magic > Ranged Blocking focus. MC compresses a skill:
- Frosty Infusion: Quickcast skill. Costs 100% Melee in SP. Cost is based on the player's level (385 at 150). Applies an Ice Imbue for 2 turns.
Info-Subs: Link
Defender of Frostval Past[]
MC Ice Shield. Magic > Melee = Ranged blocking focus.
- MC: Once per battle, can click the shield to gain a +18 MRM Defense Boost for 1 turn. Has no cost.
Info-Subs: Link
Spectral Chains[]
Quickcast MC Ice Spell. Deals -37.5% damage. Only usable once per battle. Cannot Lucky Strike.
- MC: +5% damage.
Info-Subs: Link
Ice Guardian Dragon Jr.[]
MC Ice Pet.
- MC: Once per battle, can be clicked to attempt a special attack. Deals -66.7% damage, and if both hits connect, attempts to Freeze for 1 turn. This has +20 Save Bonus, player CHA/LUK vs. monster END/LUK.
Info-Subs: Link
Helm of Frostval Past[]
MC Ice Misc. Reduces Ice damage taken, boosts END, and increases BtH (0.5x Dmg taken; +50 END; +10 BtH at 150).
- MC: Once per battle, can click the misc to gain +12.75 BtH Boost for 2 turns, which is subject to an outlevel formula.
Info-Subs: Link
Far Northern Weapons[]
MC Melee/Ranged/Magic 20-Proc Sword/Spear/Mace.
- Effect: Special deals -33% damage. Attempts to heal the player's SP or MP based on damage dealt, multiplied by the monster's Water resistance. Resource being healed can be chosen by clicking on weapon's head.
- MC: Special deals +16.67% damage.
Info-Subs: Link
Hyperalphean Barbarian[]
MC Water Armour with Ice secondary. Flat blocking. Comes with three toggles:
- Spirit Infusion: Pays 10% Melee in SP per turn (39 at 150) to deal +10% damage (+13.33% for Magic, +5% for Spells).
- Mana Infusion: Pays 10% Melee in MP per turn (52 at 150) to deal +10% damage (+13.33% for Magic, +5% for Spells).
- Northern Fury: All player attacks (weapon/special/spells) gain a -10 BtH Lean.
Info-Subs: Link
Hyperalphean Skjoldr[]
MC Water Shield. Melee > Ranged = Magic blocking.
- MC: Once per battle, can make the next singular hit of the enemy miss. If the hit cannot be avoided (Auto-Hits, instant kills, etc), it will instead proc on the first eligible hit.
Info-Subs: Link
Hyperalphean Invocation[]
Overcharged MC Water Spell. Pays 40% Melee in SP (157 150) to deal +25% damage.
Info-Subs: Link
Northern River Dragon[]
MC Water Pet.
- MC: Has a 20% chance to instead do the following attack:
- Deals 1.25x damage.
- Deals -33% damage. Attempts to heal the player's SP or MP based on damage dealt, multiplied by the monster's Water resistance. Resource being healed can be chosen by clicking on the pet's head.
- If the chosen resource is >80%, the healing is not applied and no damage penalty is taken.
- Full Set Bonus: If Hyperalphean Barbarian and Skjoldr is equipped, deals an additional 1.4x damage.
Info-Subs: Link
Hyperalphean Dragon Fang[]
MC Water Misc. Boosts STR, INT, and Water damage (+50 STR/INT; +20% Dmg at 150). MC compresses a skill:
- Skill: Quickcast skill. Costs 175% Melee in HP (610 at 150). Attempts toinflict a -40 END Fragile for 1 turn This has +0 Save Bonus, player Max[STR,INT]/LUK vs. monster END/LUK.
This misc is currently bugged to spend far more HP than it should. Only suggested if you plan on killing your enemy within one turn and have large amounts of HP to spare, as the effect itself is not guaranteed to be inflicted.
Info-Subs: Link
Master's Blade[]
MC Melee 20-Proc Light Sword. Can toggle between two modes:
- Damage Mode: Deals +15% damage.
- Blind Mode: Attempts to inflict a (25.2*[LightRes]*[Hits]/[Attempts]) Blind for 2 turns. This has +0 Save Bonus, player STR/LUK vs. monster DEX/LUK).
- Flavour Effect: Both the damage boost and Blind potency are scaled based on the player's HP; at 75% HP, they are at 50% effectiveness, and below 50%, they have no effect.
- Full Set Bonus: When equipped with Lorian Shield, double the base value of both modes (+30% damage, -50.4 BtH Blind).
A unique Light weapon, Master's Blade has great synergy with Dodge-based builds thanks to its blind. Be warned that it loses effectiveness as the player's HP is lowered.
Spacefarer's Frost Cannon[]
MC Ranged 100-Proc Ice Gun. Can toggle between two modes:
- Status Mode: Deals -25% damage. Has a (38.6*[Hits]/[Attempts])% chance to Freeze for 1 turn. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.
- Charge Mode: Comes in two steps:
- First step spends a turn and 50% Melee in SP (196 150) to store a charge.
- Second step spends the charge to attack. Deals 2.51x damage.
- Charge does not persist between battles, but is retained when switching between modes.
Flame Flora[]
MC Magic 100-Proc Fire Wand. Toggles between two modes:
- Normal Mode: Deals -25% damage (-18.75% Melee) and attempt to inflict a Power: 2.2 Fire Burn for [Hits] turn(s). This has +0 Save Bonus, player INT/LUK vs. monster DEX/LUK.
- Spell Mode: Instead of attacking with the weapon, instead performs as stanard Fire Spell if sufficient resources are available (653 MP at 150).
Info-Subs: Link
Zardshi Rider[]
MC FO Fire armour. Melee > Ranged = Magic Blocking focus. Comes with 3 skills that all follow weapon damage type and element (does not gain any EleComp):
- Green Shell Barrage: Overcharged Spell-Type skill. Has 4/3x cost (532 SP for Me/Ra; 653 for Ma at 150) and deals +20.83% damage.
- Red Shell Barrage: Spell-type Skill. Deals -12.5% damage and applies a +10.625 BtH Boost for 2 turns before attacking.
- Blue Shell Barrage: Spell-type Skill. Deals -25% and applies a +17.65 MRM DefBoost for [Hits] turn(s).
Info-Subs: Link
Lorian Shield[]
MC Light Shield. Flat Blocking.
- MC: Click to toggle between:
- Lowering the BTH of incoming attacks by 6.
- Lowering the damage of incoming attacks by 7.14%.
- Flavour Effect: Both the above effects are scaled based on the player's HP; at 75% HP, they are at 50% effectiveness, and below 50%, they have no effect.
- Set Bonus: If used with the Master's Blade, the potency of the above effects is doubled.
Info-Subs: Link
Invincible Star[]
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 Star 33 2 312 234 Greater Star 66 3 625 469 Super Star! 99 4 937 703
Info-Subs: Link
Cometoid/Meteoid Jelly[]
MC Ice/Energy Pets. Swaps between the two via Account Manager. Deals 0.2x damage. Toggles 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 resistance.
- MC: +5% damage.
While it lacks damage, Cometoid/Meteoid Jelly's healing is incredibly powerful, which can be scaled further by Pet boosters.
Quadforce[]
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, but cost is not refunded if the misc is swapped if not turned off beforehand.
- Note: While toggled, stats boosts from items have no effect; only status effects that modify stats have any effect.
Pumpkin Weapons[]
MC Melee/Ranged/Magic 0-Proc Energy Claw/Lance/Mace. MC compresses a skill:
- Skill: Energy Spell-Type skill. Deals -50% damage and attempts to inflict a (42.02*[EnergyRes]*[Hits]/[Attempts])% Fear for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
Info-Subs: Link
Jack Claws[]
MC FO Energy armour. Magic > Ranged > Melee Blocking focus. Does various things:
- Holiday Spirit/Spookify: Swap between two modes:
- Spookify (Default): Standard armour.
- Holiday Spirit: Locks normal attacks (not specials or spells) to Energy. EleComp increases normal attack damage.
- Spooky Skewer/Slaying Sleigh: Energy weapon-based skill. Follows weapon damage type. EleComp reduces SP Cost (97 for Me/Ra, 195 for Ma at 150). If monster is Fearful, consumes up to 400% Melee worth of Fear to provide an effect depending on what mode the armour is in:
- Spooky: Increases damage dealt by up to +200%.
- Festive: After attacking, applies an Energy EleEmpower for [Hits] turn(s). Power is based on the amount of Fear that was eaten.
Info-Subs: Link
Grinning Jack[]
MC Energy Shield. Magic = Ranged > Melee Blocking focus. MC compresses a skill:
- MC: Quickcast skill. Costs 100% Melee in SP. Cost is based on the player's level (385 at 150). Applies an Energy Imbue for 2 turns. While the Imbue is active, weapon-based attacks attempt to inflict Fear. Power and duration of this Fear is based on damage dealt. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
Info-Subs: Link
Undead Reindeer Stampede[]
MC Energy spell. Deals -50% damage and attempts to inflict a (42.02*[EnergyRes]*[Hits]/[Attempts])% Fear for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
Info-Subs: Link
Ghost Hound[]
MC Energy Pet. Toggles between two modes:
- Fear Mode: Deals -50% damage and attempts to inflicts (36.98*[EnergyRes]*[Hits]/[Attempts])% Fear for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
- Fear Eater Mode: Deals full damage. If monster if Fearful, consumes Fear to heal the player's SP based on the amount eaten.
- MC: +5% damage.
Info-Subs Link
Loaded Dice[]
MC Energy misc. Boosts CHA and LUK, and increases damage and BTH lean for Energy attacks (+50 CHA/LUK; +7.5 BTH lean; +20% damage at 150).
- MC: +20 Fear Potence
Info-Subs: Link
Santarctic Weapons[]
MC Ice Melee/Ranged/Magic 0-Proc Ice Axe+Halberd/Axe+Polearm+Staff/Blunt. Toggles between two modes:
- Damage Mode: Deals -5% damage normally. If the enenmy is fragile, deals +20% damage.
- Healing Mode: Deals -10% damage. After you attack, heal 2.66% Melee in SP per hit (10 per hit at 150), capped at 4 hits. Healing is x6 if the monster is Fragile (63 per hit at 150).
Info-Subs: Link
Santa Avenger[]
MC FO Ice armour. Melee > Magic > Ranged blocking focus. Comes with 3 skills:
- Sled-by Demolition: Overcharged Ice Spell-type skill. Follows weapon damage type. Pays an additional 50% Melee to deal +25% damage. EleComp increases skill damage. Cost and resource used depends on weapon damage type:
- Melee/Ranged: SP (588 150).
- Magic: MP (915 150).
- Santarctic Fury: Ice Weapon-based skill. Follows weapon damage type. EleComp increases skill damage.
- Break the Ice: Quickcast skill. Applies a 1-turn Ice Imbue. While the Imbue is active, weapon-based attacks will attempt to inflict a -(16.66*[Hits]/[Attempts]) END Fragile for 5 turns. This has +0 Save Bonus, player mainstat/LUK vs. monster END/LUK. Costs 100% Melee in SP (392 150).
An extremely strong Ice armour that comes the strongest weapon-based nuke in the game in the form of Santarctic Fury, beaten only by H-Series with Initiative's damage boost.
Info-Subs: Link
Sleighward[]
MC Ice Shield. Melee = Magic > Ranged Blocking focus.
- MC: +20 Fragile Potence
Info-Subs: Link
Santarctic Crusher[]
MC Ice Spell/SPells. Has multiple variants that can be swapped via Account Manager. Deals -50% damage. Attempts to inflict a -(33*[IceRes]*[Hits]/[Attempts]) END Fragile 5 turns. This has -20 Save Bonus, player [Stat]/LUK vs. monster END/LUK. See table for info:
Stat | Resource Cost |
---|---|
STR | SP |
DEX | SP |
INT | MP |
CHA | SP |
Info-Subs: None Link
Reindeering Slayer[]
MC Ice Pet. Toggles between two modes.
- HP Damage Mode: Standard damage. MC: Deal +10% damage if the monster is Fragile.
- SP Damage Mode: Damages monster SP instead of HP. Deals 1.125x damage. If the monster is Fragile, consumes up to 80% Melee worth of Fragile to increase damage dealt by up to +200%.
Info-Subs: Link
Mistletorment[]
MC Ice Misc. Boosts BtH, MRM, and increases Ice damage dealt (+10 BtH; +10 MRM; +20% DmgDealt at 150). If monster is Fragile, provides 1.1x these values. If not, provides 0.95x these values.
- MC: Can toggle between increasing outgoing Ice damage and reducing incoming Ice damage (0.5x DmgTaken at 150).
Info-Subs: Link
Winter Warden Weapons[]
MC Melee/Ranged/Magic 0-Proc/100-Proc/0-Proc Ice Club/Bomb (Thrown)/Mace. These have +3/+3/-3 BTH leans respectively. MC compresses a toggle:
- Toggle: The weapons attempt to inflict the following effects for 3 turns each:
- -(15*[IceRes]*[Hits]/[Attempts])% Choke.
- Power: (1.55*[Hits]/[Attempts]) Ice Burn.
- Resist each separately with +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
- This effect is applied differently depending on the weapon.
- Melee/Ranged: The effect is applied on weapon-based. Effect is paid for by dealing -25% damage and paying 25% Melee in SP (98 at 150).
- Magic: The effect is applied to Spells that deal Ice damage. Effect is paidfor by dealing -12.5% damage and paying an additional 25% Melee in SP on cast (98 at 150). Additionally, effects checks for ([IceHits]/[IceAttempts]).
Info subs: Link
Winter Warden[]
MC FD Ice armour with Water (42) and Earth (42) secondaries. Melee > Magic > Ranged blocking focus. Comes with 3 skills:
- Flavour Effect: Weapon attacks in this armour (including 100-Procs) deal -25% damage. After attacking, attempt to inflict a -(21*[Hits]/[Attempts])% (-15.75 if Magic) Choke for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
- Frostbark: Ice skill. Follows weapon damage type. Deals reduced damage and attempts to inflict a +(42.02*[Hits]/[Attempts])% Fire/Ice EleVuln for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK. Skill functionality depends on equipped weapon's proc rate:
- 100-Proc: Spell-Type. EleComp increases skill damage (but not strength of EleVuln). Deals -50% damage to pay for EleVuln..
- Non-100-Proc: Overcharged Weapon-based. Deals +25% damage. EleComp reduces SP cost (356 for Me/Ra; 454 for Ma 150). Deals -40% damage to pay for EleVuln.
- Crushing Avalanche (Toggle): Choke-based toggle. Comes with two parts:
- Pays 12.5% Melee in SP per turn (49 150). After being attacked, attempt to inflict a -(5.25*[Hits])% Choke for 2 turns, capped at 4 hits. This has +0 Save Bonus, player END/LUK vs. monster END/LUK. Cost is only paid if monster attempts to attack.
- Weapon attacks deal -12.5% damage. After attacking, attempt to inflict a -(5.25*[Hits])% (~-3.94 if Magic) Choke for 2 turns, capped at 4 hits. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
- Crushing Avalanche (Toggle): Burn-based toggle. Comes with two parts:
- Pays 12.5% Melee in SP per turn (49 150). After being attacked, attempt to inflict a Power: (0.625*[EleComp]*[Hits]) Ice Burn for 2 turns, capped at 4 hits. This has +0 Save Bonus, player END/LUK vs. monster DEX/LUK. Cost is only paid if monster attempts to attack.
- Weapon attacks deal -12.5% damage. After attacking, attempt to inflict a Power: (0.625*[EleComp]*[Hits]) (Power: ~0.47 if Magic) Ice Burn for 2 turns, capped at 4 hits. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
- Additionally, can toggle to inflict Fire Burns instead. If toggled to Fire, EleComp is not applied.
- Set Bonus: Winter Warden's Basher/Flail deal equivalent damage to 100-Proc weapons if used in this armour.
- Full Set Bonus: If used with Winter Warden's Basher/Bombs/Flail and Winter Wardstone, gain +5 Omni Status Potence.
A powerful and versatile FD armour thanks to being one of the few with any effects on top of compressing extremely important elements at the time of its release.
Info-Subs: Link
Winter Wardstone[]
MC Ice Shield. Melee = Magic > Ranged blocking focus. MC compresses a toggle:
- Toggle: Pays 25% Melee in SP (98 150) when the enemy attempts to attack. Each time you are hit, attempt to inflict a +21.01% Fire/Ice EleVuln for 1 turn, capped at 4 hits. This has +0 Save Bonus, player [Weapon Mainstat]/LUK vs. monster END/LUK.
Info-Subs: Link
Abominable Frostbite[]
Overcharged MC Ice Spell. Costs standard MP plus 30% Melee in HP (105 HP at 150). Deals no damage, but attempts to inflict the following:
- Burn (Ice; Power: 3.1; 6 turns). This has -20 Save Bonus, player INT/LUK vs. monster END/LUK.
- Choke (-30x[MonsterIceRes]% damage; 6 turns). This has -20 Save Bonus, player INT/LUK vs. monster END/LUK.
- MC: Save is -20 rather than +0.
- Full Set Bonus: If used with the Armour and Shield, the potency of these effects is increased by 10%.
- NB: Ignore the Info-Sub text saying the status duration was cut to 3 turns. This was an introduced bug that was later remedied without documentation.
Info-Subs: Link
Winter Warden's Abominite[]
MC Ice Pet. Has two modes:
- Burn Mode: Deals -50% damage and attempts to inflict a Power: [Hits] Ice Burn for 2 turns. This has -20 Save Bonus, player CHA/LUK vs. monster END/LUK.
- Choke Mode: Deals -50% damage and attempts to inflict a -(16.81*[IceRes]*[Hits]/[Attempts])% Choke for 2 turns. This has -20 Save Bonus, player CHA/LUK vs. monster END/LUK.
- MC: Saves are -20 rather than +0.
- Full Set Bonus: If used with Winter Warden and Winter Wardstone, Burn is increased to Power: 1.2 base and Choke is increased to -20.71% base.
Info-Subs: Link
Mountain Pass Globe (SP)[]
MC Neutral misc. Reduces [Element] damage taken and provides +10 Omni Status Potence (0.5x Dmg Taken 150).
- Note: The Omni Potence receives a 1.029x boost due to the outlevel formula 150.
- MC: Can toggle [Element] between Fire and Ice.
Info-Subs: Link
IMPORTANT NOTE |
---|
The level cap when this set was released was 135; therefore, none of these items scale to 150. |
Eyes of Chillax[]
MC Melee 10-Proc Fire Sword.
- MC: Against any monter tagged as 'Cute' (Includes Moglins, Trobbles, Bun-Bits etc.), the weapon deals *1.15 damage and lesser eleseeks.
Info-Subs: Link
Chillax Crusader[]
MC FO Fire Armour. Flat Blocking. Regular attack deals one hit of Weapon Element Damage, as well as one hit of Energy and Ice Damage. Comes with a skill:
- Third Eye!: Standard Fire Spell. Receives Elecomp to damage.
Info-Subs: Link
Hand of Chillax[]
MC Fire/Ice Compression shield (-21 at 130). Flat Blocking.
- MC: Has a 10% chance of reducing incoming damage by 50% during the player's next turn.
Info-Subs: Link
Call of Chillax[]
Standard MC Fire Spell.
- MC: If both hits mis, you deal a much stronger third hit of Ice element damage.
Info-Subs: Link
Mini Chillax[]
MC Fire Pet.
- Flavour Effect: Follows a 5-turn attack cycle. On turns 1-4, the pet uses an attack that deals Fire and Ice damage. On turn 5, the pet uses a stronger attack that deals pure fire damage.
Info-Subs: Link
Heart of Chillax[]
MC Ice Misc. Reduces Ice damage taken and boosts END (-10%; +30 END at 130).
- Flavour Effect: Every turn, the misc attempts to inflict Fear (12% inaction chance; 1 turn). This has a +20 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
Info-Subs: Link
IMPORTANT NOTE |
---|
The maximum Level for this set is 145. |
Zombie Master Axe[]
MC Melee 10-Proc Wind Axe. Inaccurate lean (-3 BTH; *85/82 damage).
- Soul Harvesting: If monster is within 10 levels of the weapon's item level, has a ([RoundsEquipped/TotalBattleRounds]x100)% chance to gaining 1*[MonsterPower] soul.
- MC: The axe deals +10*[Soul Count]/25% damage
Info-Subs: Link
Zombie-Tested Axe Master Armour[]
MC N Wind Armour. Melee > Ranged = Magic Blocking focus.
- MC: When wielding an axe, armour attacks gain +6 BTH.
Info-Subs: Link
Zombie Axe Master Shield[]
MC Wind Shield. Melee > Ranged = Magic Blocking focus.
- MC: When wielding an axe, you gain +5 MRM.
Info-Subs: Link
Exhume[]
Standard MC Wind/Darkness Spell.
- MC: Seeks between Wind and Darkness.
- Flavour Effect: When dealing Wind damage, the spell has an accurate lean (+5 BTH; *85/90 damage). When dealing Darkness damage, the spell has an inaccurate lean (-5 BTH; *85/80 damage).
Info-Subs: Link
WraithZard[]
MC Wind Pet.
- MC: The pet attempts to halve the bonus damage of the monster's Lucky Strikes. This has a +10 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
Info-Subs: Link
Zombie Heart[]
MC Darkness Misc. Reduces Darkness damage taken and boosts END (-10%; +35 END at 145).
- MC: +10 Fear and Bleed Resistance.
Info-Subs: Link
IMPORTANT NOTE |
---|
The maximum Level for this set is 145. |
S.A.N.T.A Weapons[]
MC Melee/Ranged/Magic 20/100/20-Proc Ice Sword/Gun/Sword. Has +3/+5/+3 BTH leans (*85/88; *85/90; *85/88 damage). Ranged weapon has a true 20-Proc special.
- MC: If at least one hit from the special connects, it will attempt to inflict Elemental Vulnerability (Ice; +43.65 (+32.73% for Magic)*[HitsConnected]/2 damage; 1 turn). This has a +0 Save Bonus, player VStat/LUK vs. monster END/LUK.
Info-Subs C.O.Me.T D.A.S.H.E.R C.U.P.I.D
S.A.N.T.A[]
MC N Ice Armour. Melee > Ranged > Magic Blocking focus. Comes with two skills:
- Saw Strike: Follows weapon type (Melee/Ranged/Magic). Elecomp goes to reducing SP cost.
- Freezer Laser: Melee is converted to Ranged. Otherwise, follows weapon type. Elecomp goes to increased damage.
Info-Subs: Link
V.I.X.E.N.[]
MC Ice Shield. Flat Blocking.
- MC: When attacked, you gain +2 Defence to the respective attack type and +1 to the others. E.g., an incoming Magic attack will increase Magic defence by 2, and Melee/Ranged defences by 1. Max: 3 times.
Info-Subs: Link
D.A.N.C.E.R.[]
Standard MC Ice Spell.
- MC: Attempts to permanently reduce the monster's MRM by -[HitsConnected]/sqrt([MonsterPower]) (max hits: 2). This has a +0 Save Bonus, player INT/LUK vs. monster STR/LUK.
Info-Subs: Link
'Olive'-Class Drone[]
MC Ice Pet.
- Flavour Effect: The pet randomly calls 3 drone types, each with a 33% chance occurring per round. These drones have different additional effects as an MC bonus:
Colour | MC Bonus |
---|---|
Red | +8 BTH |
Yellow | *1.1 damage. |
Green | +4 BTH and *1.05 damage. |
Info-Subs: Link
B.L.I.T.Z.E.N.[]
MC Ice Misc. Reduce Ice or Energy damage taken (toggle) and boosts DEX (*0.5 damage; +50 DEX at 150).
- MC: Boosts player damage when wearing 'Mecha' armours.
Info-Subs: Link
Winter Donation Contests[]
Balmung[]
MC Melee/Magic 0-Proc Wind Sword.
- MC: Against Dragon/Dragonkin/Drakel foes, attempts to inflict Elevun (Earth Dragon: +30%; non-Earth Dragon: +15%; Earth Dragonkin/Drakel: +15%; non-Earth Dragonkin/Drakel: +10%; 1 turn). This has a +0 Save Bonus, player (STR/INT)/LUK vs. monster END/LUK.
Info-Subs: Link
Bag of Mixed Nuts[]
MC Neutral Misc. Contains four quickcast skills. Only one skill can be used per turn:
- Wall-nuts: Pays 55% Melee in SP (216 SP at 150) to gain +30 MRM.
- Dough-nuts: Pays 53.9% Melee in SP (211 SP at 150) to gain an Elemental Shield (All elements; -35% damage; 1 turn).
- Maadamageya-nuts: Pays 22% Melee in HP (77 HP at 150) to gain Elemental Empowerment (All elements; +20% damage; 1 turn).
- Bolts: Pays 78.54% Melee in SP (308 SP at 150) to attempt to Paralyse the enemy (1 turn). This has a -10 Save Bonus, player (STR/DEX/INT)/LUK vs. monster STR/LUK.
Info-Subs: Link
Brightslayer Dirk[]
MC Ice Misc.
- Effect: At the start of year turn, pay 15% Melee in SP (59 SP at 150) to deal a hit of damage worth 15x[BlocksLastTurn]/[Attempts]/0.15% Melee.
Info-Subs: Link
Summer Donation Contests[]
Beachmancer Blade[]
MC Melee/Ranged/Magic 20-Proc Water Sword/Glaive/Sword.
- MC: +4.25 BTH
Info-Subs: Link
Scuba Mask[]
Non-MC Water Misc. Reduces Water damage taken (*0.5 Damage at 150).
- Flavour Effect: All player attacks receive a -10 BTH lean (*85/75 damage).
Info-Subs: Link
Dynamo Defender[]
MC Energy Shield. Melee > Ranged = Magic Blocking focus.
- MC: Incoming attacks -11.9x[BlocksLastTurn]% damage (Max: 4 blocks).
Info-Subs: Link
Steam Gauge[]
MC Neutral Misc. Reduces Fire/Water damage taken (toggle), boosts DEX and increases Ranged defence (*0.5 [Element]; +50 DEX; +10 Ranged at 150).
Info-Subs: Link
Thunderbird Joust Shield[]
MC Energy Shield. Flat Blocking.
- MC: Heal 7.5% Melee in SP (29 SP at 150) when wearing a 'Rider', 'Riding' or 'Mount' armour.
Info-Subs: Link
Thunderbird Joust Headpiece[]
MC Energy Misc. Has two modes:
- Offensive Mode: Boosts STR and INT (+50 [Stat] at 150) and increases outgoing Energy damage (+21.7% at 150).
- Defensive Mode: Boosts DEX and LUK (+50 [Stat] at 150) and reduces Energy damage taken (*0.5 at 150).
Info-Subs: Link
Desert Raider Shield[]
MC Light Shield. Melee = Ranged > Magic Blocking focus.
- MC: Take -(5/2/3/1.4)% damage for each of the following statuses active on the enemy: Choke, Poison, Defence Loss, Elemental Vulnerability.
Info-Subs: Link
Veywild Guard[]
MC Earth Shield. Ranged = Magic > Melee Blocking focus.
- MC: +20 Freeze Potence (and all elemental variants).
Info-Subs: Link
Veywild Misc[]
MC Earth Misc. Boosts DEX and BTH of earth attacks (+50 DEX; +10 BTH at 150).
- MC: The monster permanently receives +1% Earth resistance each turn (Max: 200%).
Info-Subs: Link
Frostwyrm Defender[]
MC Ice Shield. Melee > Magic > Ranged Blocking focus.
- MC: +5 Potence to all hostile status effects.
- Full Set Bonus: This bonus is tripled to +15.
Info-Subs: Link
Frostwyrm Mask[]
MC Ice Misc. Boosts END and LUK, and increases outgoing Ice damage (+50 END and LUK; +20% Ice damage at 150). Compresses a toggle skill:
- Toggle: Charges 25% Melee in HP (87 at 150) to reflect ~35.71% damage taken as Ice Damage. This has a +0 Save Bonus, player END/LUK vs. monster END/LUK.
Info-Subs: Link
Paleskull Shield[]
MC Water Shield. Melee > Magic > Ranged Blocking focus.
- MC: Take +5/1.4% damage to gain Elemental Empowerment at the start of each turn (all elements; +([IncomingHits]x1.01x5/0.85)% damage.
- Full Set Bonus: The power of the above effect is doubled.
Info-Subs Link
Paleskull Helm[]
MC Water Misc. Boosts CHA and LUK, increases outgoing damage, and reduces Water damage taken (+20%; +50 CHA and LUK; *0.5 Damage at 150.
- MC: +20 Choke Potence.
Info-Subs: Link
Pearl of Power[]
MC Water Misc. Provides CHA and Melee/Magic Blocking (+50 CHA; +7 Melee/Magic at 150).
- MC: Compresses a quickcast skill. Costs 78.54% Melee (308 SP at 150). Attempts to Paralyse the monster. This has a -10 Save Bonus, player (STR/DEX/INT)/LUK vs. monster STR/LUK.
Info-Subs: Link
Wingweaver Shield[]
MC Wind Shield. Melee = Ranged > Magic Blocking focus.
- Flavour Effect: Take -3 MRM and the player gains -6.25% Heal Resistance.
- MC: Compresses a quickcast Healing Skill, costing 100% Melee (392 SP at 150). Uses END for stat bonuses. If the player has any negative status effects, healing is reduced to cleanse them. 50% Melee per status cleansed. If >2 statuses are cleansed, the shield charges an additional 50% Melee (196 SP at 150) for each extra.
Info-Subs: Link
Wishweaver Shield[]
MC Wind Shield. Melee = Ranged > Magic Blocking focus.
- Flavour Effect: Take -3 MRM and the player gains -6.25% Heal Resistance.
- MC: Compresses a standard Healing Skill. Uses END for stat bonuses. Is modified by the Monster's Wind resistance and receives Elecomp to increase the healing.
Info-Subs: Link
Wingweaver Misc[]
MC Wind Misc. Reduces Wind damage taken, boosts END and increases Heal resistance (*0.5 Damage; +35 END; -6.25 Heal Resistance at 150). Comes with a toggle:
- Toggle: Pay 20% Melee in SP (78 SP at 150) to apply a Barrier worth 20x[Hits]/[Attempts]% Melee HP each turn.
Info-Subs: Link
Wishweaver Misc[]
MC Wind Misc. Boosts DEX. Toggles between two modes:
- Elevun Mode: Attempts to inflict Elemental Vulnerability (Wind Element, +50% damage; 1 Turn). This has a +0 Save Bonus, player DEX/LUK vs. monster END/LUK
- Spirit Seed Mode: Inflicts a Wind Spirit seed after each attack worth 35*[Hits]/[Attempted]% Melee, Wind element. This seed heals you based on the damage dealt. This has a +0 Save Bonus, player DEX/LUK vs. monster INT/LUK.
Iceborn Visage[]
MC Ice Misc. Boosts STR, END, LUK, and CHA, and outgoing Ice damage (+50 STR/END/LUK; +20 CHA; +22% outgoing damage at 150).
- Flavour Effect: Each of your hits attempts to Burn your foe (Ice; Power: 2.2; 1 turn). This has a +0 Save Bonus, player (STR/DEX/INT)/LUK vs. monster DEX/LUK.
Info-Subs: Link
SAMAEL Type-ES3.5[]
MC Fire/Ice Compression shield (-23 Fire; -21% Ice at 150). Provides minor resistances to Wind and Water (-4% at 150). ? Blocking.
- WHz Mechanics: The player gains 1 WHz per turn. This can be used in a variety of ways. This can be used to enhance the power of the item's MC effect, which can be toggled on/off using the 'Pulse Core Integration' skill. The total WHz value is spread among all Warwolf items with active 'Pulse Core Integration' Skills. This item also contains a "Shift Gear skill, which requires WHz charges to be at/above maximum capacity to activate.
- Shift Gear: Costs the capacity number of WHz to activate. The Player generates [8% of cap] WHz per turn. They also gain [WHzcap]*2% chance Guest Ferocious Strike rate, 2 turns. No cap on number of uses per battle.
- MC: Gain a -((-5 + (2 x WHz / [ItemsUsingPCI])) / 1.4)% damage Elemental Shield (all elements; 1 turn) at the start of each turn.
Info-Subs: Link
ANDrAS Type-PC261[]
MC Neutral Misc. Boosts CHA and Player/Companion BTH (+50 CHA; +10 BTH at 150).
- WHz Mechanics: The player gains 1 WHz per turn. This can be used in a variety of ways. This can be used to enhance the power of the item's MC effect, which can be toggled on/off using the 'Pulse Core Integration' skill. The total WHz value is spread among all Warwolf items with active 'Pulse Core Integration' Skills. This item also contains a "Shift Gear skill, which requires WHz charges to be at/above maximum capacity to activate.
- Shift Gear: Costs the capacity number of WHz to activate. The Player generates [8% of cap] WHz per turn. They also gain [WHzcap]*2% chance Guest Ferocious Strike rate, 2 turns. No cap on number of uses per battle.
MC used to compress two skills:
- Berserk Wolf: Toggle skill that applies Berserk to the player. The lean of this Berserk is -(8+[PCF]) BtH lean, with PCF being WHz/2/[ItemsUsingPCI]. Also charges 16.5% Melee in HP to attempt Defence Loss on the monster (all elements, -9 MRM, 2 turns). This has a +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
- Novasteel Strike: Quickcast skill. Castable once per turn. Pay 74.8% Melee in HP (261 HP at 150) to gain Pet Celerity for 2 turns.
Moontide Bracer[]
MC Neutral Misc. Boosts END and LUK (+45 END and LUK at 150).
- Flavour Effect: Applies a barrier worth 12.6% Melee per hit (max 4 hits).
- MC: Compresses a spell-type skill. Seeks between Water + Harm, and uses END for stat bonuses. Deals -47.14% damage (( 140 * 7 / 13 * 0.85 ) + ( 140 * 0.85 )) * 0.5 * (85 / 85) = 91.5% Melee) and attempts to Drown the monster. This has a +0 Save Bonus, player END/LUK vs. monster END/LUK.
Info-Subs: Link
Golden Giftboxes[]
Rare[]
13th Machete[]
MC Melee/Magic 5-Proc Darkness/Water Sword.
- MC: Toggles between Darkness and Water.
Info-Subs: Link
Aquella Shortboard[]
MC Melee 0-Proc Water Club/Blunt. Inaccurate Lean (-3 BTH; *85/82 damage).
- MC: +5% damage
Info-Subs: Link
Fat Panda Shortboard[]
MC Melee 0-Proc Earth Club/Blunt. Inaccurate Lean (-3 BTH; *85/82 damage).
- MC: +5% damage.
Info-Subs: Link
Fire Fang[]
MC Melee 20-Proc Fire Dagger. Accurate Lean (+3 BTH; *85/88 damage).
- MC: +4 BTH
Info-Subs: Link
Forged Bolt[]
MC Melee/Magic 20-Proc Energy Sword.
- MC: If facing an ice monster, the weapon deals Fire damage.
Info-Subs: Link
French Vanilla Ice Katana[]
MC Melee 10-Proc Ice Sword. Accurate Lean (+3 BTH; *85/88 damage).
- Weapon Special: Accurate Lean (+10 BTH; *85/95 damage). Deals -43.7% damage and attempts to Freeze the monster (1*[IceRes] turns, stochastically rounded). This has a -20 Save Bonus, player VStat/LUK vs. monster END/LUK.
Info-Subs: Link
Frozen Dragon Buster[]
MC Melee/Magic 0-Proc Ice Sword. Inaccurate Lean (-5 BTH; *85/80 damage).
- MC: Against Dragons, the weapon has a 12.2*[Hits]/[Attempts]% chance to Freeze them. This chance is 6.1*[Hits]/[Attempts]% instead for Drakels/Dragonkins. This has a +0 Save Bonus, player (STR/INT)/LUK vs. monster END/LUK. Ice element monsters are immune.
Info-Subs: Link
Grand Tenderiser[]
MC Melee 20-Proc Earth Axe. Inaccurate Lean (-3 BTH; *85/82 damage).
- MC: Each turn, damage increases by 1*([Hits]/[Attempts]/sqrt([MonsterPower])/0.82%. Max cumulative bonus: 10%.
Info-Subs: Link
Heatwave Spadroon[]
MC Melee 20-Proc Fire Sword. Accurate Lean (+3 BTH Lean; *85/88 damage). The weapon special has a +10 BTH lean (*85/95 damage).
- MC: Pays 13.8% Melee in MP (72 MP at 150) to deal +12.5% damage. Normal weapon attacks applies a +8 BTH lean (*85/93 damage). Weapon Specials apply a +5 BTH Lean (*85/90 damage).
Info-Subs: Link
Infernal Bludrut Blade[]
MC Melee 0-Proc Fire/Darkness sword.
- MC: Toggles between Fire and Darkness damage.
Info-Subs: Link
Knuckle Duster[]
MC Melee 0-Proc Wind Dagger. Accurate Lean (+3 BTH; *85/88 damage).
- MC: Has a 20% chance to make the monster Bleed (Power: 0.25). This has a +0 Save Bonus, player VStat/LUK vs. monster END/LUK.
Info-Subs: Link
Mirror Caladbold[]
MC Melee/Magic Light Sword.
- MC: 50% chance to have +8.5 BTH. Also applies to spells cast while wielding the weapon.
Info-Subs: Link
Onyxx Wartexx[]
MC Melee 5-Proc Darkness Sword. Inaccurate Lean (-5 BTH; *85/80 damage)
- MC: +4 BTH
Info-Subs: Link
Tamer[]
MC Melee 0-Proc Wind Sword. Has two modes:
- Accurate Mode: Gains an accurate lean (+5 BTH; *85/90 damage). MC gains +4.25 BTH.
- Powerful Mode: Gains an inaccurate lean (-5 BTH; *85/80 damage). MC gains +5% damage.
Info-Subs: Link
Toxic Gladius[]
MC Melee/Magic 0-Proc Earth Sword.
- Effect: Weapon deals -45% damage and attempts to Poison the monster (Power: 1.8*0.75*[Hits]/[Attempts]; 5 turns). This has a +0 Save Bonus, player (STR/INT)/LUK vs. monster END/LUK.
- MC: +5% damage.
Info-Subs: Link
Tuning Blade[]
MC Melee Wind Sword.
- MC: Lesser element seeks (no Void) and gains +8 BTH vs. Metal/Metallic/Armour/Robot monsters.
Info-Subs: Link
Ultra Krieger Blade[]
MC Melee 0-Proc Light/Darkness Sword.
- MC: Toggles between Light and Darkness damage.
Info-Subs: Link
Wolfhammer[]
MC Melee 0-Proc Light Hammer. Inaccurate Lean (-5 BTH; *85/80 damage).
- MC: Special attempts to Paralyse the monster (1 turn). This has a +10 Save Bonus, player VStat/LUK vs. monster END/LUK. Light element monsters are immune.
Info-Subs: Link
Zandors[]
MC Melee 20-Proc [Element] Weapon.
- MC: *1.05 damage.
- The elements of this weapon vary depending on the item level:
Item Level | Element |
---|---|
15 | Ice |
40 | Light |
68 | Fire |
90 | Wind |
112 | Earth |
135 | Water |
150 | Energy |
Info-Subs: Link
Elizabeth Surfboard[]
MC Ranged 0-Proc Wind Club/Blunt. Inaccurate Lean (-3 BTH; *85/82 damage).
- MC: +4.25 BTH
Info-Subs Link
Grand Lotus Spear[]
MC Ranged 20-Proc Earth Spear. Accurate Lean (+3 BTH; *85/88 damage)
- Weapon Special: Heals the player. Takes -50% damage and the player deals +100% damage and gains a +10 BTH lean (*85/95 damage) on their next turn. The bonus stacks if multiple specials occur in a row.
Info-Subs: Link
Volt Dagger[]
MC Ranged 100-Proc Energy Dagger. 20-Proc true special. Accurate lean (+5 BTH; *85/90). True special has +10 BTH lean (*85/95 damage).
- MC: Against Ice monsters, the weapon deals Fire damage and gains +10% damage.
Info-Subs: Link
13th Machete[]
MC Melee/Magic 5-Proc Darkness/Water Sword.
- MC: Toggles between Darkness and Water.
Info-Subs: Link
Botanical Staff[]
MC Magic 20-Proc Earth Staff. Weapon Special heals MP.
- MC: Weapon Special deals *7/6 damage.
Info-Subs: Link
Dark Dragon Staff[]
MC Magic 20-Proc Energy Staff.
- MC: Deals +5% against non-Water Drakels/Dragonkins. Deals +7.5% damage against Water element Drakels/Dragonkins and non-Water Dragons. Deals +15% damage against Water element Dragons.
Info-Subs: Link
Forged Bolt[]
MC Melee/Magic 20-Proc Energy Sword.
- MC: If facing an ice monster, the weapon deals Fire damage.
Info-Subs: Link
Frozen Dragon Buster[]
MC Melee/Magic 0-Proc Ice Sword. Inaccurate Lean (-5 BTH; *85/80 damage).
- MC: Against Dragons, the weapon has a 12.2*[Hits]/[Attempts]% chance to Freeze them. This chance is 6.1*[Hits]/[Attempts]% instead for Drakels/Dragonkins. This has a +0 Save Bonus, player (STR/INT)/LUK vs. monster END/LUK. Ice element monsters are immune.
Info-Subs: Link
Hawk Staff[]
MC Magic 20-Proc Fire Staff.
- MC: Special attempts to Burn the monster (Fire Element; Power: 1; 5 turns). This has a +0 Save Bonus, player VStat/LUK vs. monster DEX/LUK. Fire element monsters are immune.
Info-Subs: Link
Juicy Fruit[]
MC Magic 0-Proc Water weapon. Accurate Lean (+5 BTH; *85/90 damage).
- MC: Compresses a standard Earth Spell.
Info-Subs: Link
Magic French Vanilla Ice Katana[]
MC Magic 10-Proc Ice Sword. Accurate Lean (+3 BTH; *85/88 damage).
- Weapon Special: Accurate Lean (+10 BTH; *85/95 damage). Deals -67.5% damage and attempts to Freeze the monster (1*[IceRes] turns, stochastically rounded). This has a -20 Save Bonus, player VStat/LUK vs. monster END/LUK.
Info-Subs: Link
Mirror Caladbold[]
MC Melee/Magic Light Sword.
- MC: 50% chance to have +8.5 BTH. Also applies to spells cast while wielding the weapon.
Info-Subs: Link
Mooncrest Staff[]
MC Magic 5-Proc Light Staff. Inaccurate Lean (-1 BTH; *85/86 damage).
- MC: +4 BTH.
Info-Subs: Link
Radiant Shuriken[]
MC Magic 100-Proc Light weapon. No true special.
- MC: Player pays 25% Melee in MP (131 MP at 150) to boost weapon damage.
Info-Subs: Link
Status Ward of Energy[]
MC Magic 20-Proc Energy Sceptre. Accurate lean (+3 BTH; *85/88 damage).
- MC: deals -15% damage. Gains +15 Status Resistance
Info-Subs: Link
Toxic Gladius[]
MC Melee/Magic 0-Proc Earth Sword.
- Effect: Weapon deals -45% damage and attempts to Poison the monster (Power: 1.8*0.75*[Hits]/[Attempts]; 5 turns). This has a +0 Save Bonus, player (STR/INT)/LUK vs. monster END/LUK.
- MC: +5% damage.
Info-Subs: Link
Water Drop Flail[]
MC Magic 20-Proc Water Mace.
- MC: The special deals an extra hit of Magic Water damage to the monster's MP. Overflows into HP if insufficient MP.
Info-Subs: Link
Reflecting Plate[]
MC FD Light armour. Flat Blocking. Contains a skill:
- Reflected Light!: Light Spell-Type Skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage. Deals -49% damage and attempts to inflict a -(25*[LightRes]) Blind for 2*[Hits] turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
Info-Subs: Link
Darkovian Bulwark[]
MC Earth/Darkness shield. Melee = Magic > Ranged Blocking focus.
- MC: Toggles between Earth and Darkness Resistance.
- Trigger: Gain +9 MRM vs. 'Vamp' and 'Were' monsters. -3 MRM otherwise.
Info-Subs: Link
Farzhad Mogloo[]
MC Fire Shield. Magic > Ranged = Melee Blocking focus.
- MC: Toggle to pay 50% Melee in SP (196 SP at 150) to reduce incoming Fire damage by *0.9/1.4.
Info-Subs: Link
Logos[]
MC Water Shield. Flat blocking, with slight Magic focus. MC compresses a toggle:
- Toggle: Pays 25% Melee in SP per turn (98 at 150) to gain +18 blocking.
Info-Subs: Link
Miregale[]
MC Wind/Earth Shield. Magic > Melee = Ranged blocking focus. Toggles between Earth and Wind.
Info-Subs: Link
Spectral Ninjas[]
Standard MC Ranged Wind SPell. Uses DEX for stat bonuses.
- MC: +4.25 BTH.
Info-Subs: Link
Zardribargribarg[]
Standard MC Melee Earth SPell. Uses STR for stat bonuses.
- MC: +5% damage.
Info-Subs: Link
Minotaur[]
MC Earth Pet.
- Flavour Effect: Attacks can Daze the monster (20*[EarthRes]% inaction chance; 2 turns). This has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK. Deals standard damage if already Dazed.
- MC: *1.05 damage.
Info-Subs: Link
UltraRare[]
Dragonclaw[]
MC Melee 19-Proc Fire Fist. Accurate lean (+3 BTH; *85/88 damage)>
- Weapon Special: Summons the Guardian Dragon.
Info-Subs: Link
Dragosector[]
MC Melee 0-Proc Fire/Light weapon.
- MC: Toggles between Fire and Light damage.
- Trigger: Against Dragons/Dragonkin, the weapon deals +5% damage and +4 BTH. Against anything else, it deals -5% damage.
Info-Subs: Link
Horn of PWNage[]
MC Melee/Magic 20-Proc Wind Club.
- MC: Above 33.3% HP, the weapon special deals +50/1.5% damage and lose 38/28 (Melee/Magic) HP. Below 33.3% HP, you deal +25/1.5% damage on the special instead.
Info-Subs: Link
Purifying Crescent Blade[]
MC Melee/Magic 5-Proc Light Sword.
- MC: Against Undead, there is a 20% chance of dealing +50% damage.
Info-Subs: Link
Shovel of Devastation[]
MC Melee 10-Proc Earth Shovel. Inaccurate Lean (-3 BTH; *85/82 damage).
- MC: If at least one hit of the special connects, the weapon inflicts Fragile (-68*[HitsConnected]/[Attempted] END, 1 turn). This has a +0 Save Bonus, player VStat/LUK vs. monster END/LUK. Earth element monsters are immune.
Info-Subs: Link
Grim Scythe[]
MC Ranged 0-Proc Darkness Scythe. Inaccurate lean (-3 BTH; *85/82 damage).
- MC: Attempts to Panic the monster 10% of the time (-40*[DarkRes]% damage). This can be resisted at a +0 Save Bonus, player STR/LUK vs. monster CHA/LUK. If the monster is already Panicked, deals +5% damage instead.
Info-Subs: Link
Thanatos Surfboard[]
MC 0-Proc Ranged Darkness Club/Blunt. Inaccurate Lean (-3 BTH; *85/82 damage)
- MC: +2.5% damage and +2.125 BTH
Info-Subs: Link
Blazing Galana Kneeboard[]
MC Magic 0-Proc Fire Club/Blunt. Inaccurate Lean (-3 BTH; *85/82 damage).
- MC: Deals +5% damage against non-Ice Drakel/Dragonkin, +7.5% damage against Ice element Drakels/Dragonkins or non-Ice Dragons, and +15% against Ice element Dragons.
Info-Subs: Link
Horn of PWNage[]
MC Melee/Magic 20-Proc Wind Club.
- MC: Above 33.3% HP, the weapon special deals +50/1.5% damage and lose 38/28 (Melee/Magic) HP. Below 33.3% HP, you deal +25/1.5% damage on the special instead.
Info-Subs: Link
Inferno Scepter[]
Fire Tome. Comes with 2 spells:
- Inferno Pillars: Standard spell.
- Inferno Burst : Efficient spell.
Info-Subs: Link
Midnight Wish Daggers[]
MC Magic 0-Proc Water Dagger. Accurate lean (+3 BTH; *85/88 damage).
- MC: *1.5 LS Rate.
Info-Subs: Link
Octo Kneeboard[]
MC Magic 0-Proc Water Club/Blunt. Inaccurate Lean (-3 BTH; *85/82 damage).
- MC: +4.25 BTH
Info-Subs: Link
Purifying Crescent Blade[]
MC Melee/Magic 5-Proc Light Sword.
- MC: Against Undead, there is a 20% chance of dealing +50% damage.
Info-Subs: Link
Demon's Plate[]
MC FO Fire Armour. Darkness secondary (42% at 150). Magic > Melee > Ranged Blocking focus.
- MC: Gain 100/6*[Blocks]% damage each turn.
Info-Subs: Link
Twilly Form[]
MC FD Earth Armour. Light secondary (44% at 150). Flat Blocking. Comes with 2 skills:
- Cure Wounds!: Standard healing spell (MP cost). Uses INT for stat bonuses.
- Recovery!: Standard Spell-type healing skill (SP Cost). Uses END for stat bonuses.
Info-Subs: Link
Star Sabre Slashes[]
Standard MC Dark/Energy Spell.
- MC: Seeks between Energy and Darkness damage. Deals Energy damage if both are equal.
Info-Subs: Link
Tome of Knowledge[]
Standard MC Light Spell.
- MC: Spell deals -24.75% damage (49.5 % melee + 10% Melee MC) to Daze the monster (25% Inaction chance; [Hits]*2 turns (max: 4 turns)). This has a +0 Save Bonus, player INT/LUK vs. monster INT/LUK.
Info-Subs: Link
Chibi Dragonoid[]
MC Fire Pet.
- MC: The pet deals -25% damage (10% melee) and attempts to Burn the enemy (Fire; [HitsConnected] turns (max:2); Power: 1.2). This has a +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK. Fire element monsters are immune. If the monster is already burned, the pet deals *1.05 damage instead.
Info-Subs: Link
Carnafex Visage[]
MC Fire Misc. Reduces Fire/Ice damage taken (toggle), boosts STR and DEX (*0.5 [Resistance]; +50 STR; +45 DEX at 150).
Info-Subs: Link
Anniversary[]
Guardian Dragon Jrs.[]
MC Pets.
- MC: Once per battle (player activated) they can use an attack that deals -22.3% damage (-8.92% Melee). The attack attempts to Freeze the enemy (or its elemental equivalent, see table below). This has a -20 Save Bonus, player CHA/LUK vs. monster END/LUK).
Name | Element | Status |
---|---|---|
Bronze | Light | Spirit Rend |
Ice | Ice | Freeze |
NickelClad | Energy | Hypersalinated |
Platinum | Wind | Windswept |
Info-Subs: Bronze Ice NickleClad Platinum
AQ Birthday Cupcakes[]
MC Miscs. All provide elemental resistance (x0.5 [Element] at 150). Each also has additional effects depending on the year:
Anniversary | Resistance | Effect #1 | Effect #2 |
---|---|---|---|
16 | Earth | +7 MRM | Quickcast Skill: Usable once per battle. Heals 75% Melee in SP (~294 at 150). Can only be used if the character is over 16 months old. |
17 | Earth | +4 MRM | Quickcast Skill: Usable once per battle. Creates a barrier worth *0.5*0.9*0.85 of a standard spell. Can only be used if the character is over 17 months old. |
18 | Light | +35 CHA | +20 Daze and Fear Potence. |
19 | Ice | +35 CHA | +20 Burn and Freeze Potence. |
20 | Energy | +35 CHA | +20 Paralyse and Hypersalinate Potence. |
21 | Fire | +35 CHA | +20 Burn and Thermal Shock Potence. |
22 | Wind | NA | Attacks (Weapons and Spells), you pay 25% Melee (98 SP at 150) to attempt a Power 0.05 Bleed. This has a -10 Save Bonus, player (STR/DEX/INT)/LUK vs. monster END/LUK. You also attempt a -7.06x[WeaponEleRes]x[Hits]/[Attempts] BTH Blind for 2 turns. This has a +0 Save Bonus, player (STR/DEX/INT)/LUK vs. monster END/LUK. |
Miscellaneous[]
Adventurer Figure[]
MC Melee/Ranged/Magic 0-Proc/100-Proc/100-Proc Fist/Bow/Wand. MC bonus is based on form:
- Melee: +5% damage.
- Ranged: +4.25 BtH.
- Magic: Spells deal +9.375% damage.
Info-Subs: Link
Radiant Aegis[]
MC Light Shield. Magic > Ranged > Melee blocking focus.
- MC: Can pay 35% Melee in SP (137 at 150) to reduce Light damage taken by -25%. Can be used twice per turn to reduce Light damage by -50%.
Info-Subs: Link
G vs K[]
Overcharged Earth/Energy Spell. Seeks between Earth and Energy. Costs ~131% standard Spell cost (856 at 143).
Info-Subs: Link
Mystic Kaiju Blast[]
MC Energy Spell.
- MC: Deals +10% damage vs enemies with <=0 STR.
Info-Subs: Link
Mana Golem[]
MC "Neutral" Pet. Attacks using all 8 standard elements + Heal + Harm randomly each hit, but deals 1.44x damage to compensate. Can toggle between two modes:
- Normal Mode: Deals full damage. MC: +5% damage.
- Explosion Mode: Pays 8.6% melee in HP (30 at 150) to gain +10 BtH and deal +33.5% damage. MC: +4.25 BtH.
Info-Subs: Link