AdventureQuest Wiki

Introduction

This is a full list of every single Z-Token Package in the game that's currently available, including (known) seasonal packages. Packages are sorted by Token amount.

IMPORTANT NOTE
This is not a "what to buy" guide; this page is specifically for documentation only. Many packages are a combination of underpowered for what they do, outdated (in a bad way), or just plain bad. Consult the rest of the wiki to determine which packages are worth buying.

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Packages

Frostwalker's Secret

MC | Ranged | 100-Proc | 20-'True' Proc | +0 BtH lean | 0.5 Damage Lean | Ice | Bow.

  • MC: Has a (6.43*[Hits]/[Attempts])% chance to Freeze for one turn. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.
  • Set Bonus: When used in Frostgale's Legacy:
    • Bow attacks deal 1.25x damage.
    • Receives a damage bonus as if it were a 20-Proc weapon instead of a 100-proc with a 20% special.
  • Full Set Bonus: When used with Frostgale's Legacy and Frostgale's Grace, Freeze rate is tripled to base 19.29%.

Info-Subs: Link

Hydro Blaze Shield

MC Shield. Flat blocking. Top level is only -25% resistance.

  • MC: Toggles between Fire and Water resistance.

Info-Subs: Link

Paladin Avenger

MC | Melee/Ranged/Magic | 0-Proc | -5 BtH lean | 0.1 Damage Lean | Light | Hammer.

  • MC: Uses a charge system.
    • Charge Mechanics: Each time you attack an Undead enemy, you gain 1 Avenger Charge (0.75 if Magic). Can hold up to 50 Avenger Charges at once. Can spend 20 Avenger Charges for +25% Light EleEmpower for 4 turns. Magic weapons receive /0.75 this boost, and Spells receive /2 this boost. This effect is quickcast.

Info-Subs: Link

Necromancer Apprentice

MC | Melee/Ranged/Magic | 0-Proc | +3/-3/+0 BtH lean | 0.33 Damage Lean | Darkness | Dagger/Scythe+Polearm/Staff.

  • MC: Uses a charge system.
    • Charge Mechanics: Each time you attack a Paladin or Armoured enemy, you gain 1 Scholar Charge (0.75 if Magic). Can hold up to 50 Charges at once. Can spend 20 Scholar Charges for +25% Darkness EleEmpower for 4 turns. Magic weapons receive /0.75 this boost, and Spells receive /2 this boost. This effect is quickcast.

Info-Subs: Link

War Totem

MC Water misc. Reduces Water resistance and increases INT (-10% Resist; +35 INT at 150).

  • MC: Comes with two Harm Spells. Both Spells damage enemy MP, switching to HP if MP is 0. While damaging MP, deals 1.5x damage.
    • Spell 1: Passively cast while Misc is equipped. Costs 20% Melee in MP (105 at 150) and deals 10% the damage of a standard spell.
    • Spell 2: Used by clicking on Misc while equipped. Costs 125% Melee in SP (490 at 150). Deals 50% standard spell damage. Heals the player's MP equal to the true damage dealt (IE limited by the mob's MP/HP). If used, Spell 1 is not cast that turn.

Info-Subs: Link

Zealot's Wrath

MC | Melee/Ranged/Magic | 0-Proc | +0/+0/+5 BtH lean | 0.25/0.33/0.15 Damage Lean | Light | Sword/Spear/Staff.

  • Flavor Effect: Take +10.71% damage (8.035% if Magic), but deals +15% damage.
  • MC: Modifies Lucky Strikes, depending on mode:
    • Melee: 1.5x LS damage.
    • Ranged: 1.5x LS rate.
    • Magic: 1.225x LS damage and rate.

Info-Subs: Link

Spirit Miscs

MC Miscs. Separate package for each. Reduces damage taken from an element and provides a stat boost (0.5x damage taken, +50 stat at 150).

  • Effect: Each Misc increases Gold earned and Gold cap by +10% (+25% in their respective month) if in active inventory.

See table for full info:

Misc Element Stat Month
Renewal Fire LUK January
Love Fire CHA February
Luck Light LUK March
Grenwog Water CHA April
Rejuvenation Earth END May
Summer Light CHA June
Freedom Energy CHA July
Knowledge Water INT August
Change Wind CHA September
Mogloween Darkness CHA October
Harvest Earth CHA November
Frostval Ice CHA December

Info-Subs: Link

Tinkerer

MC FO Fire/Energy armour. Flat blocking. Comes with two skills:

  • Shock Copter!: Energy Normal Attack skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.
  • Pyro Tanks!: Fire Normal Attack skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

Info-Subs: Link

Laser Blazer

MC "FD" Energy armour. Melee = Ranged > Magic blocking. Does various things:

  • Effect: Instead of the standard FD lean, takes 1.0x damage in exchange for +15 MRM.
  • Flavour Effect: Weapon-based attacks deal -25% damage (-33% if Magic). After attacking, applya [VALUE] Suave for 1 turn ([VALUE] = ~+51 for non-100-Procs, ~63 for 100-Procs 150).
  • Blazer Laser: Energy Spell-Type Skill. EleComp increases damage. Can optionally play a minigame to align mirrors. Additional effects are gained based on final laser trajectory:
    • Upward: Skill does nothing.
    • Player: Take damage equal to 25% of the skill's damage.
    • Monster: Attack becomes Auto-Hit with no penalty.

Info-Subs: Link

Cockatoo Cannoneer

MC Pet.

  • MC: Seeks between Fire and Wind damage.

Info-Subs: Link

Luminous Fire Rooster

MC Pet.

  • MC: Seeks between Fire and Light damage.

Info-Subs: Link

Sacred Chicken

MC Wind Pet.

  • MC: Has a 10% chance to heal the Player's HP equal to 42.5% standard Pet damage on attack.

Info-Subs: Link

Titan's Tide

MC Water "Set". 3 pieces.

Titan's Tide

MC | Melee/Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Water | Sword.

  • MC: If a weapon attack connects the next hit deals +5.94% damage.

Sea Titan's Wave/Slam

MC Water Spell/SPell respectively. Wave uses INT, Slam uses STR. Deals -29.75% damage. Attempts to inflict a (25*[WaterRes])% Daze for (2*[Hits]) turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster STR/LUK.

  • MC: +5% damage.

Info-Subs (Titan's Tide): Link

Info-Subs (Wave/Slam): Link

Sabretooth Grenwog

MC Earth Pet. Can toggle between three modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • EleVuln Mode: Deals -50% damage. Attempts to inflict a +(31.43*[Hits/Attempts])% Earth EleVuln for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Choke Mode: Deals -50% damage. Attempts to inflict a -(36.98*[Hits/Attempts])% Choke for 1 turn. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

Info-Subs: Link

Choke Info-Subs: Link

Amazonian Ruler

MC | Melee/Ranged/Magic | 0-Proc | -3 BtH lean | 0.5 Damage Lean | Axe/Spear/Mace.

  • MC: Swaps between Water and Light.

Info-Subs: Link

Nightmare Queen's Regalia

MC Spellcaster Ice armour. Flat blocking. Does various things:

  • Flavour Effect: Pays 9 MRM for the following effects:
    • +105 Initiative.
    • Passively attempts to inflict one of the following effects depending on if the enemy acted the previous round or not:
      • Enemy did not act: Attempts to inflict a +14.29% [Weapon Element] EleVuln for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
      • Enemy acted: Attempts to inflict a (~14.29*[WeaponRes])% Fear for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
        • If enemy has Freedom, EleVuln is always attempted to be inflicted.
  • Horrifying/Haunting Presence (Toggle): While toggled, any attacks in this armour pays 50% Melee in SP (196 at 150) on attack and attempts to inflict one of the following effects depending on toggle:
    • Horrifying: (30.02*[WepRes]*[Hits]/[Attempts])% Fear for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
    • Haunting: +(21.01*[Hits]/[Attempts])% [Weapon Element] EleVuln for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
      • If enemy has Freedom, EleVuln is always attempted to be inflicted.
  • Encroaching/Intense Horror (Toggle): While toggled, pays either 40% Melee in SP (Encroaching) or 80% Melee in SP (Intense) per turn (157 and 314 at 150 respectively) and passively attempts to inflict a [Weapon Element] Poison for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. mosnter CHA/LUK. Power and effect of Poison depends on how much SP is being paid, the player's HP when inflicted, and if the monster is suffering from an immobilizing effect (Fear, Paralyze, etc):
    • >=80% HP: Poison is Power: 3.06 (4.08 with a stun) or 6.12 (8.16 with a stun).
    • <80% HP: Poison becomes HP->HP Drain Poison with Power: 1.53 (2.04 with a stun) or 3.06 (4.08 with a stun).
  • Boundless Horror: Standard Ice Spell. EleComp increases damage dealt. If monster has any Fear, eats up to 400% Melee worth of Fear to increase damage dealt by up to 200%. If player is below 80% HP, instead increases damage dealt by up to 100%, and heals the player's HP by up to 200% Melee.

Info-Subs: Link

Vector, the Betrayer's Bite

MC | Melee | 0-Proc | +0 BtH lean | 0.33 Damage Lean | Wind | Axe.

  • MC: Compresses two skills:
    • Lacerating Bite: Standard weapon skill. Costs 100% Melee in HP (348 at 150). Deals -50% damage. Each hit that connects attempts to inflict a Power: 0.167 Bleed. Recover with -10 Save Bonus, player STR/LUK vs. monster END/LUK.
    • Ravenous Bite: Standard weapon skill. Costs 100% Melee in HP (348 at 150). If monster is Bleeding, eats up to 400% Melee worth of Bleed to heal the player's HP.

Info-Subs: Link

Nightire Dragon

MC Energy pet. Toggles between three modes:

  • Normal Mode: Deals full damage.
  • Damage Mode: Pays 20% Melee in SP (78 at 150) to deal +50% damage.
  • Burn Mode: Deals -50% damage and pays 20% Melee in SP (78 at 150) for each hit that connects to attempt to inflict a Power: 2 Energy Burn for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Shieldcakes

MC Shields. Separate package for each. Ranged = Magic > Melee blocking. Uses a charge system. See table for variants:

Name Element
Orange Fire
Blueberry Water
Strawberry Light

Charge Info: Gains 1 Charge passively, but can also spend a turn to gain an additional 20. 112 Charges can be held at one time. Charges can only be gained if the enemy is within 15 levels of the shield. Charges are tracked separately per shield. Comes with a multitude of quickcast skills that consume charges. Each skill only lasts for one turn and can only be used once that turn. See table for effects:

Charges Effect
5 Reduces damage by a flat amount (51 at 150)
5 0.821x [Element] EleShield effect
10 [Element] Imbue
10 Charisma boost (160 at 150)
10 +5x Hypercritical
28 Full Celerity

Info-Subs: Link

Legion Shieldcake

Darkness Shield. Ranged = Magic > Melee blocking. Uses a Charge system:

  • Charge Info: Gains 1 Skull Candy Charge passively, but can also spend a turn to gain an additional 20. 112 Charges can be held at one time. Charges can only be gained if the enemy is within 20 levels of the player. Comes with a multitude of quickcast skills that consume charges. Each skill only lasts for one turn and can only be used once that turn. See table for effects:
Charges Effect
3 +12.75 Darkness BtH Boost
5 +25% Darkness EleEmpower
10 Darkness Imbue
10 Charisma boost (160 at 150)
10 +5x Hypercritical
28 Full Celerity

Info-Subs: Link

Buff SPells

MC Quickcast SPells. Separate package for each. Costs 110% Melee in SP (431 at 150). Provides a 3 turn Stat Boost (102 at 150). Boost values also receive a x1.029 bonus from the outleveling formula at lv 150. See table for which spells increases which stat:

Spell Stat
Buffalot Beach Bod STR
Arcane Amplification INT
Una Poca de Gracia CHA

Info-Subs: Link

Searing Brand

MC Melee/Magic 0-Proc Sword.

  • MC: Swaps between Fire and Energy.

Info subs: Link

Shogun & Anatsu Contract

MC Fire/Wind Contract-style Guest. Comes in MP and SP upkeep variants. Can choose between 3 attacks:

  • Fire Attack (Blast Them!): Attack is 4 hits and has a +5 BtH lean. Deals +20% damage. Costs 2.5% expected Gold reward (6618 at 150).
  • Wind Attack (Slice and Dice!): Attack is 2 hits. Deals +20% damage. Costs 2.5% expected Gold reward (6618 at 150).
  • Fire + Wind Attack (Full Assault): Attack is 5 hits. Deals +40% damage. Deals an x1.155 damage as elemental compensation. Costs 5% expected Gold reward (13236 at 150).
    • Details: First hit is Fire and deals 50% of total damage with a -10 BtH lean. Last 4 hits are Wind and deal 50% of total damage with a +10 BtH lean.

Info-Subs: Link

Blood Contract

Neutral misc. Has no resource upkeep. Increases damage dealt by 1.2x and damage taken by 1.14x.

  • Note: Damage boost is subject to an outlevel formula.

Info-Subs: Link

Royal Cake

MC Light Pet. Uses a Cake Charge system. Passively gains 1 Charge per turn. Can sacrifice its attack to gain an additional 20 Cake Charges. Can hold up to 100 Cake Charges at a time. Can spend Cake Charges for various quickcast abilities. Each ability can only be used once per turn, and last for 1 turn each:

Charges Effect
10 HP Healing (50% standard Pet damage)
10 +12 Defense Boost
10 0.857x Darkness EleShield
20 STR Boost (~126 at 150)
20 INT Boost (~126 at 150)
25 Full Celerity (+0 Save Bonus, player CHA/LUK vs. Monster LUK/INT)

All effects minus healing and Celerity are scaled by CHA. Without CHA, these are the following values:

  • +6 MRM Defense Boost.
  • ~0.929x Darkness EleShield.
  • ~+63 STR Boost (at 150).
  • ~+63 INT Boost (at 150).

Stat scaling can overcap all 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

Ninemares

MC | Melee | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword.

  • MC: Swaps between Ice and Darkness.

Info-Subs: Link

Timekeeper Staff

MC | Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Light | Staff.

  • MC: Has a (6.375*[LightRes])% chance ((4.55*[LightRes])% if you're using a pet) to grant 1 turn of Player + Pet + Guest + Misc Celerity. This has +0 Save Bonus, player VStat/LUK vs. monster INT/LUK.

Info-Subs: Link

Dainashini

MC | Melee | 20-Proc | +0 BtH lean | 0.5 Damage Lean | Water | Sword.

  • MC: Each time this weapon hits the monster (including the weapon special), attempt to inflict a Power: 0.033 Bleed, capped at 4 hits per turn. Recover with -10 Save Bonus, player STR/LUK vs. monster END/LUK.

Info-Subs: Link

Gambler's Blade

MC | Melee/Ranged/Magic | 20-Proc | +0 BtH lean | 0.5 Damage Lean | Light | Sword/Spear/Sword.

  • MC: Special deals 1.25x damage.
  • Flavour Effect: Weapon has five different specials, all with the same chance of occurring when a Proc happens:
    • Backlash: Player takes damage equal to 28.3% standard special damage. This hit cannot miss.
    • Damage: Deals an additional 1.54x damage.
    • Healing: Heals the player instead of dealing damage. Deals 1.31x damage.
    • Choke: Attempts to inflict a 53.23% Choke (39.92% if Magic) for [Hits] turns. This has -20 Save Bonus, player VStat/LUK vs. monster CHA/LUK.
    • Poison: Attempts to inflict a Power: (6.61*[Hits]/[Attempts]) (4.96*[Hits]/[Attempts] if Magic) Light Poison for 5 turns. This has -20 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

Wukong Armoury

MC Fire weapons.

  • MC: 1.5x LS rate.

Fang of Wukong

MC | Melee | 20-Proc | +0 BtH lean | 0.5 Damage Lean | Sword.

Tail of Wukong

MC | Ranged | 20-Proc | -1 BtH lean | 0.33 Damage Lean | Axe + Polearm.

Paw of Wukong

MC | Magic | 20-Proc | +0 BtH lean | 0.5 Damage Lean | Sword.

Info-Subs: Link

Leeches

MC Harm Pet. Has two versions. Deals 18% damage. Heals either the player's HP or MP (depending on version) equal to 400%/600% damage dealt.

  • MC: +4 BtH.

Info-Subs (Health): Link

Info-Subs (Mana): Link

Scarred Crow

MC FD Earth armour with Ice and Darkness secondaries. Flat blocking. Comes with a skill:

  • Murder Shroud: Wind Spell-Type skill. Deals -35% damage. EleComp increases skill damage. Attempts to inflict a -(25*[WindRes]) Blind for [Hits] turn(s). This has +0 Save Bonus, player DEX/LUK vs. monster DEX/LUK.

Info-Subs: Link

Bloodthorn Armanents

MC Earth set. Two pieces.

Bloodthorn Blade

MC | Melee | 0-Proc | +0 BtH lean | 0.7 Damage Lean | Sword.

  • MC: Compresses a skill.
    • Skill: Standard Weapon skill. Deals -25% damage. Attempts to inflict a Power: 0.5 Bleed. Recover with +0 Save Bonus, player STR/LUK vs. monster END/LUK.

Bloodthorn Shield

MC Earth Shield. Melee=Magic>Ranged blocking focus.

  • MC: Deals Harm damage equal to (33.33*[Blocks]/[Attempts])% Melee at the start of your turn.
  • Full Set Bonus: When used with Bloodthorn Blade, damage is doubled to 66.66% Melee.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Ashen Conqueror

MC | Ranged | 100-Proc | 0-'True' Proc | +0 BtH lean | 0.5 Damage Lean | Darkness | Bow.

  • Effect: Comes with two toggles:
    • Asthenophage: Deals -25% damage and pays 25% Melee in SP (96 at 150) per turn. While toggled, each weapon hit attempts to inflict a Power: 1.25 HP->HP Darkness Drain Poison for 2 turns. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.
    • Traitor's Ashes: Pays 15% Melee in SP (58 at 150) per turn. While toggled, each weapon hit attempts to inflict a 15% Melee SP Disease. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.
      • Note: Only one of these toggles can be activated at any time.
  • MC: Compresses a skill:
    • Apsinthion: Overcharged weapon-based skill. Pays an additional 100% Melee in SP (770 total cost at 150). Attempts to inflict the following effects for 2 turns each:
      • Power: (2.5*[Hits]/[Attempts]) Darkness Poison.
      • Power: ([Hits]/[Attempts]) HP->HP Harm Drain Poison. This
      • 10% Melee SP Disease.
        • Each effect is resisted separately with +0 Save Bonus, player DEX/LUK vs. monster END/LUK.

Info-Subs: Link

Enderfang Impaler

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword/Glaive/Sword.

  • MC: Compresses a toggle with 3 modes:
    • Damage Mode: Deals full damage.
    • Toxic Venom: Deals -50% damage. Weapon-based attacks pays 50% Melee in SP (196 at 150) if Melee/Ranged, 62.5% Melee in SP if Magic (245 at 150). Each hit that connects attempts to inflict a Power: 2.5 Fire Poison for 4 turns, capped at 4 hits. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Paralytic Venom: Weapon-based attacks pays (59.5/[FireRes])% Melee in SP on attack (233 base cost at 150) for a ([Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Info-Subs: Link

Burst Spells

MC Spells/SPells. Seeks between two elements. Each package comes with three variants:

  • Overcharged (Pays an extra 100% Melee in HP (342 at 150) to deal +50% damage)
  • Standard
  • Efficient

Each version can be cast using either SP or MP. MP deals Magic damage, while SP deals either Melee or Ranged damage, depending on weapon damage type.

See table for which spells cover what elements:

Name Elements
Legion's Violence Ice/Darkness
Cysero's Booth Water/Energy
Arctic Tornado Ice/Wind
Creation Burst Earth/Light
Volcanic Lightning Fire/Energy

Info-Subs: Link

The Decimator

MC FO Darkness armour. Flat blocking. Comes with a skill:

  • Decimate: Normal attack skill. Follows weapon element and type. Costs 150% Melee in SP (588 at 150). Deals -40% damage. Attempts to inflict a (-10*[Hits]) END Fragile for 1 turn. This has -20 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

Amethyst Armaments

MC Water set. Two pieces.

Amethyst Sunder

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.25 Damage Lean | Axe/Axe + Polearm/Axe.

  • Flavour Effect: Deals -25% damage. After attacking with this weapon:
    • Melee/Ranged: Heals the player's HP equal to 25.5% expected player damage.
    • Magic: Heals the player's MP equal to 28.7% expected player damage.
  • Full Set Bonus: When used with Amethyst Guard, player takes -3.57% damage.

Amethyst Guard

MC Water Shield. Magic > Melee = Ranged blocking.

  • MC: Can click shield to remove Poisons. First use is free. Subsequent uses costs 12.5% Melee in SP (48 at 150).

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Crystalpyre Weapons

MC weapons.

  • MC: Toggle between Fire and Ice.

Crystalpyre Bludgeon

MC | Melee | 0-Proc | -3 BtH lean | 0.5 Damage Lean | Hammer.

Crystalpyre Sharpshooter

MC | Ranged | 100-Proc | 0-'True' Proc | +0 BtH lean | 0.5 Damage Lean | Bow.

Crystalpyre Rod

MC | Magic | 0-Proc | +0 BtH lean | 0.6 Damage Lean | Staff.

Info-Subs: Link

Cyber Assassin

MC FO Energy armour. Flat blocking.

  • MC: Has a 20% chance to do a Paralyzing attack. This attack has a (42*[WepEleRes]*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player max(STR, INT)/LUK vs. monster END/LUK. Monsters with the same element as your weapon are immune.

Info-Subs: Link

Doomknight Armaments

MC Darkness set. Two pieces.

Doom Knight's Blade

MC | Melee/Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword.

  • MC: Triggers vs. Undead:
    • Deals +10% damage.
    • Calculates damage as if this weapon was attacking the monster's highest resistance.

Doom Knight Shield

MC Darkness Shield. Melee=Magic>Ranged blocking focus.

  • MC: After being attacked, deals Harm damage equal to ~(8.2*[Hits]/[Attempts])% Melee.
  • Full Set Bonus: When used with Doom Knight's Blade, reflected damage is increased by 1.5x.

Info-Subs: Link

Devil Geiger

MC FO Fire armour with Energy and Darkness secondary. Flat blocking. Does various things:

  • Flavour Effect 1: Reduces Heal resistance by 50% (halves healing before external modifiers) to gain a scaling damage boost.
    • Boost mechanics: Each time a monster tries to hit while the armour is equipped, all player damage (weapon/special/spells) gain +3% damage, capped at +30%. Magic receives 4/3 this boost, and Spells receive 1/2.
  • Flavour Effect 2: Pays 9 MRM for all player attacks (weapon/special/spell) to heal the player's HP equal to 8.82% Melee (~31 at 150) per hit, capped at 4.
    • Note: This healing is unaffected by Heal resistance (including the armour's own).
  • Infernal Fistquake: Fire Spell-Type skill. Costs HP. EleComp increases skill damage. Additionally increases boost counter by 2.

Info-Subs: Link

Demon Warrior

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

  • Darkbolt!: Darkness Spell-Type skill. Deals Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

Info-Subs: Link

Elightus Gear

MC Earth/Energy set. Two pieces.

Elightus

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword/Spear/Staff.

  • MC: Toggle between Earth and Energy.
  • Full Set Bonus: When used with Elightus Guard, deals +5% damage.

Elightus Guard

MC Earth/Energy Shield. Flat blocking. Top level is only -25% resistance.

  • MC: Toggle between Earth and Energy.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Flareos

MC Fire Pet. Toggles between two modes:

  • Damage Mode: Deals full damage.
  • Control Mode Deals no damage. Attempts to inflict a (41.1*[FireRes])% Control for 1 turn. This has -20 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

Info-Subs: Link

Glass Cannon

MC Earth/Light Pet.

  • Flavour Effect: Deals x1.2 damage, but monsters deal x1.057 damage to compensate.
  • MC: Seeks between Earth and Light.

Info-Subs: Link

Gudbrand and Gudskelduz

MC Ice set. Two pieces

Gudbrand

MC | Melee/Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword.

  • Flavour Effect: Deals +5% damage vs. Numb foes.
  • MC: After attacking, has a (10*[Hits]/[Attempts])% (7.5% if Magic) chance to inflict a (-150*[IceRes]) DEX Numb for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Full Set Bonus: When used with Gudskelduz, Numb duration is doubled to 4 turns, and deals +10% damage vs. Numb foes instead of +5%.

Gudskelduz

MC Ice Shield. Melee=Ranged>Magic blocking focus. Top level is only -25% resistance.

  • MC: Attempts to inflict a Power: (9.92*[Blocks]/[Attempts]) Ice Burn for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Iron Bloom

MC Energy set. Two pieces.

Ironbloom Warhammer

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.1 Damage Lean | Hammer.

  • MC: Attacks with this weapon have a 26.56% (19.92% if Magic) chance to inflict a -2.125 MRM DefLoss for (4*[Hits]/[Attempts]) turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Full Set Bonus: When used with Ironbloom Bulwark, the chance to attempts to inflict DefLoss is doubled (51.12% Me/Ra, 39.84% Ma).

Ironbloom Bulwark

MC Energy Shield. Melee=Ranged>Magic blocking focus.

  • MC: Take -7.14% damage if enemy has DefLoss.
  • Full Set Bonus: When used with Ironbloom Warhammer, instead take -10.71% damage from DefLoss enemies.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Megathirio

MC Ice set. Two pieces.

Megathirio

MC | Melee/Ranged/Magic | 0-Proc/100-Proc with 0-'True' Proc/0-Proc | +0 BtH lean | 0.25 Damage Lean | Axe.

  • MC: Builds Rage passive over a login session. Gain up to ([RoundsHeld]/[TotalRounds]*MobPower/25) Rage after each fight. Can hold up to 2500 Rage. Deals +(Rage/250)% extra damage. Rage is reset upon logging out. Stops gaining Rage if enemy is below 10 levels of the weapon.
  • Full Set Bonus: Megathirio Defender has a ([RoundsHeld]/[TotalRounds])% chance to increase Rage gain by 50%.

Megathirio Defender

MC Ice Shield. Melee=Magic>Ranged blocking focus.

  • MC: Attempts to inflict a (-41.5*[Hits]/[Attempts])% Choke for 3 turns. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.
  • Full Set Bonus: If used with Megathirio, Choke potency is increased to 62.25%.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Paramount

MC Wind/Water set. Two pieces.

Paramount Blade

MC | Melee/Magic | 10-Proc | +0 BtH lean | 0.5 Damage Lean | Sword.

  • MC: Swaps between Wind and Water.
  • Full Set Bonus: When used with Paramount Shield, special gains additional effects based on element:
    • Water: Attempts to inflict a (-21*[WaterRes])% Choke for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.
    • Wind: Attempts to inflict a (-90*[WindRes]) DEX Buffet for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster DEX/LUK.

Paramount Shield

MC Wind/Water Shield. Flat Blocking.

  • MC: Has a 5% chance to reduce damage taken by 50% for a turn.
  • Full Set Bonus: If used with Paramount Blade, chance is increased to 7.5%.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Updated Shield Info-Subs: Link

Shadowrend Armaments

MC Darkness set. Two pieces.

Shadowrend Armaments

MC | Melee/Ranged/Magic | 0-Proc | -3 BtH lean | 0.33 Damage Lean | Axe/Sword/Sword.

  • Effect: Pays MC and -6 MRM for attacks with this weapon to have a (16.99*[Hits]/[Attempts])% (12.74% if Magic) to inflict Spirit Rend (Light Freeze) for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.
  • Full Set Bonus: If used with Shadowrend Membrane, infliction rate is increased to 22.65% for Me/Ra, and 16.99% for Ma.

Shadowrend Membrane

MC Darkness Shield. Ranged=Magic>Melee blocking focus.

  • MC: Comes with a quickcast skill. Applies a Power: 2.25 HP Regen for 4 turns.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Synaptic Shock

MC Energy Spell. Compresses a damage spell and a Guest.

Info-Subs: Link

Superior Knowledge

MC Spell. Comes in Water and Wind variants.

  • MC: Deals +10% damage if enemy has <= 0 INT.

Info-Subs: Link

Tribal Shaman

MC Spellcaster Earth armour. Melee = Magic > Ranged blocking. Comes with three skills:

  • Bear Spirit: Pays 44% Melee in SP (169 at 150) for +25% Omni Pet EleEmpower.
  • Eagle Spirit: Pays 74.8% Melee in SP (288 at 150) for 2 turns of Pet Celerity.
  • Wolf Spirit: Pays 26.4% Melee in SP (102 at 150) for +12.75 Pet BtH Boost for 4 turns.
    • Note: Each skill is quickcast, and can only be used once per turn.

Info-Subs: Link

Heartcrusher Armaments

MC Fire set. Available in February. Two pieces.

Heart's Crusher

MC | Melee/Ranged/Magic | 20-Proc | -3 BtH lean | 0.5 Damage Lean | Mace.

  • Effect: Special attempts to inflict a (22.8*[FireRes])% (17.1% if Magic) Control for [Hits] turns. This has +0 Save Bonus, player VStat/LUK vs. monster CHA/LUK.
  • Full Set Bonus: If used with Heart's Defender, has a (25.91*[Hits]/[Attempts])% (19.43% if Magic) on attack to inflict a Power: 2 Fire Burn for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.

Heart's Defender

MC Fire Shield. Flat blocking.

  • MC: Gain (33*[Blocks]/[Attempts])% Melee in SP (131 at 150). If no hits were attempted, heals 5% Melee in SP (20 at 150).

Info-Subs (Weapon): Link

Inf-Subs (Shield): Link

Prismstrike Arsenal

MC set. Seven pieces.

Blade of the Unifier

MC | Melee | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Light | Sword.

  • MC: Compresses a toggle:
    • Toggle: Pays 62.5% Melee in MP (327 at 150) upon performing a weapon-based attack. Each hit that connects attempts to inflict a Power: (1.892*[Hits]) HP->HP Prismatic Drain Poison for 2 turns, capped at 4 hits. This has -20 Save Bonus, player STR/LUK vs. monster END/LUK.

Aces High

MC | Ranged | 0-Proc/100-Proc with 0-'True' Proc | +0 BtH lean | 0.5 Damage Lean | Water | Spear.

  • Effect: Pays MC and deals -25% weapon damage to apply a (25.29*[WaterRes]*[Hits]/[Attempts])% Melee Barrier at the end of the turn.

Spires of Transformation

MC | Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Light (Radiant)/Darkness (Twilight) | Staff.

  • MC: Compresses a toggle:
    • Toggle: If sufficient resources are available, upon dealing Spell damage that matches the weapon's element, pays 50% Melee in SP (196 at 150) for each hit of that element to apply one of three effects:
      • Power: (2.5*[Hits]) [Element] Burn for 2 turns, capped at 4 hits.
      • -(17.65*[Res]*[ElementHits]/[ElementAttempts]) Blind for 4 turns.
      • Power: (2.5*[Hits]) [Element] Burn for 1 turn, capped at 4 hits and a -(17.65*[Res]*[ElementHits]/[ElementAttempts]) Blind for 2 turns.
      • Each effect is resisted separately with +0 Save Bonus, player INT/LUK vs. monster DEX/LUK

Prismatic Stormward

MC Shields. Comes in Darkness (Umbral), Energy (Electric) and Light (Shining) variants. Ranged = Magic > Melee blocking.

  • Effect: Pays 6 MRM. After being attacked, attempt to inflict a Power: (0.318*[Hits]/[Attempts]) Prismatic Burn for 2 turns. This has +0 Save Bonus, player END/LUK vs. monster DEX/LUK.
    • Power of Prismatic Burn is partially scaled by END. Without 0 END, the base Power is 0.159.
      • Stat scaling can overcap Power 0.35.

Info-Subs (Blade of the Unifier): Link

Info-Subs (Aces High): Link

Info-Subs (Spires of Transformation): Link

Inf-Subs (Shields): Link

Dunamis / Thernda

MC Pet. Separate package for each. Does not attack. Boosts Melee (Dunamis)/Ranged (Therdna) damage by +24% (+12% for Spells).

  • MC: Allows for partial Main Stat scaling.
  • Scales with STR (Dunamis)/DEX (Therdna) along with CHA. Without CHA, the boost value is +18%.
  • 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 (Dunamis): Link (Outdated)

Info-Subs (Thernda): Link (Outdated)

Elemental Moglins

MC Pet. Separate package for each. Does not attack. Boosts [Element] damage by +40% (+53.33% if Magic, +20% for Spells).

  • MC: Allows for partial Main Stat scaling.
  • Scales with Max[Mainstat] and CHA. Without CHA, the normal boost value is +35%.
  • 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.

See below for which Moglin boosts what element:

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

Info-Subs: Link

Akriloth's Hatred

MC | Melee/Ranged/Magic | 0-Proc | -3 BtH lean | 0.33 Damage Lean | Fire | Axe.

  • MC: Clicking on weapon equips Akriloth's Wrath

Akriloth's Wrath

Compressed FO Fire Armour. Flat blocking. Comes with two skills:

  • Blaze Breath!: Locks normal attacks (not specials or spells) to Fire. EleComp increases normal attack damage.
  • Inferno Breath!: Overcharged Fire Weapon-based Skill. Follows weapon damage type. Deals +25% damage. EleComp reduces SP cost (226 for Me/Ra; 324 for Ma at 150).

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Frigid Devouring Scythe

MC | Melee/Ranged/Magic | 10-Proc | -3 BtH lean | 0.25 Damage Lean | Ice | Sword/Scythe/Staff.

  • Flavour Effect: Pays 3 MRM to reduce incoming Harm damage by 50%.
  • Effect: Special deals -25% damage (-33.3% if Magic). Inflicts a (10*[Hits]) The Cold Weakness for 5 turns. No save.
  • MC: Clicking on weapon equips The'Galin's Frigid Hatred.

The'Galin's Frigid Hatred

Compressed FO Ice armour. Flat blocking. Comes with a flavour effect and two skills:

  • Cold Blast: Ice Spell-Type skill. Follows weapon damage type. EleComp increase skill damage. Deals -49.41% damage and attempts to inflict a -(5*[Hits]*[EleComp]) BtH and MRM The Cold status until the monster makes a save. This has +0 Save Bonus, player Mainstat/LUK vs. CHA/LUK.
  • Cold Collapse: Ice Weapon-based skill. Follows weapon damage type. EleComp reduces skill SP cost (124 for Me/Ra; 222 for Ma at 150). If The Cold is present, consumes all instances to increase damage dealt based on the total potency.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Sinmaw's Maul

MC | Melee/Ranged/Magic | 0-Proc | -5/-5/-3 BtH lean | 0.25 Damage Lean | Energy | Hammer.

  • MC: Clicking on weapon equips Voltaic Eel Sinmaw.

Voltaic Eel Sinmaw

Compressed FO Energy Armour. Flat blocking. Comes with two skills:

  • Volatic Blitz!: Locks normal attacks (not specials or spells) to Energy. EleComp increases normal attack damage.
  • Volatic Blast!: Overcharged Energy Weapon-based Skill. Follows weapon damage type. Deals +25% damage. EleComp reduces SP cost (385 for Me/Ra; 483 for Ma at 150).

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Updated Skill Info: Link

Airenal's Lance

MC | Melee/Ranged/Magic | 0-Proc | +0/+5/+0 BtH lean | 0.4 Damage Lean | Wind | Lance.

  • MC: Clicking on weapon equips Lord of the Skies.

Lord of the Skies

Compressed FO Wind Armour with Earth and Light secondaries. Flat blocking. Comes with two skills:

  • Whirlwind Blast!: Locks normal attacks (not specials or spells) to Wind. EleComp increases normal attack damage.
  • Cyclone Blast!: Overcharged Wind Weapon-based Skill. Follows weapon damage type. Deals +25% damage. EleComp reduces SP cost (416 for Me/Ra; 514 for Ma at 150).

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Updated Skill Info-Subs: Link

Griffinrider Mount

FO Wind armour. Melee = Ranged > Magic blocking focus. Can toggle between Mounted and Unmounted:

  • Mounted: Standard armour.
  • Unmounted: Locks normal attacks (not specials or spells) to Wind. EleComp increases normal attack damage.

Info-Subs: Link

Graverider Mount

FO Ice armour. Melee = Ranged > Magic blocking focus. Can toggle between Mounted and Unmounted:

  • Mounted: Standard armour.
  • Unmounted: Locks normal attacks (not specials or spells) to Ice. EleComp increases normal attack damage.

Info-Subs: Link

Warmaster Dragon Rider

MC FD Fire armour with Darkness secondary. Melee > Magic > Ranged blocking.

  • MC: +10 Burn Potence.
  • Flavour Effect 1: Deals +10% damage if the enemy is Burning. -5% damage otherwise.
  • Flavour Effect 2: Pays 3 MRM for skill compression.
  • Breath of War: Fire Spell-Type skill. Follows weapon type. EleComp increases damage. Deals -75% damage. Attempts to inflict a Power: (5*[EleComp]*[Hits]/[Attempts]) Fire Burn for 6 turns (Power: 7.23 at 150). This has +0 Save Bonus, player (Weapon Mainstat)/LUK vs. monster END/LUK.
    • Attrition (toggle): Changes what the Burn inflicted by Breath of War damages:
      • Burning: HP.
      • Exhausting: MP.
      • Agonizing: SP.
  • Warmaster (toggle): Pays 50% Melee in SP per turn (196 at 150). While toggled, outgoing armour attacks deal 1.25x damage instead of 0.8x. This boost does not affect spells, or wands. Upkeep is reduced by 7.5% Melee in SP (29 at 150) for each resource (HP, MP, SP) that is currently Burning, up to 15% (up to 59 SP at 150).

Info-Subs: Link

El Muchacho

MC | Ranged/Magic | 100-Proc | 0-'True' Proc | +0 BtH lean | 0.5 Damage Lean | Gun.

  • Normal Mode: Deals +5% damage.
  • Armour-Piercing Mode: Deals -35% (-26.25% if Magic) damage. Attempts to inflict -17 (-12.75 if Magic) DefLoss for [Hits] turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Flamethrower Mode: Deals -35% (-26.25% if Magic) damage. Attempts to inflict a Power: 2 (Power: 1.5 if Magic) Fire Burn for [Hits] turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Mortar Mode: Deals -35% (-26.25% if Magic) damage. Attempts to inflict a (33.65*[FireRes])% (25.2375*[FireRes] if Magic)% Daze for [Hits] turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Shield Mode: Deals -15% (-11.25% if Magic) damage. On attack, reduces the monster's BtH by 12 (9 if Magic)

Info-Subs: Link

Arms of Carnax

MC | Melee/Ranged/Magic | 0-Proc | +0/+5/+0 BtH lean | 0.25 Damage Lean | Energy | Sword/Spear + Polearm/Staff.

  • MC: Compresses two options:
    • Mind Bludgeon: Weapon-based skill. Deals -50% damage and attempts to inflict a (+56.01*[Hits]/[Attempts])% Energy EleVuln for 3 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.
    • Clicking on weapon equips Carnax's Malice.

Carnax's Malice

Compressed FO Energy armour with Fire and Earth secondaries. Flat blocking. Comes with two skills:

  • Bette Laser Eyes: Energy Spell-Type Skill. Follows weapon damage type. Deals -50% damage. Attempts to inflict a Power: ([Hits]*EleComp) HP->SP Energy Drain Burn for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.
  • Invincible: "Efficient" Energy Spell-Type Skill. Follows weapon damage type. Costs no SP. Deals 0.375x damage. EleComp increases Skill damage. After attacking, applies a Chi Shield. Shield uses Mainstat for "damage". See Info-Subs for Chi Shield calculation.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Horn of Tera'Suul

MC | Melee/Magic | 20-Proc | +0 BtH lean | 0.5 Damage Lean | Ice | Sword.

  • MC: Clicking on weapon equips Frost Wyrm Tera'Suul.

Frost Wyrm Tera'Suul

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

  • Blizzard Breath!: Ice Normal Attack Skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Light of Sunscale

MC | Melee/Ranged/Magic | 20-Proc | -3 BtH lean | 0.33 Damage Lean | Fire (Blazing)/Light (Radiant) | Axe.

  • MC: Clicking on weapon equips Blazing/Radiant Sunscale Dragon:

Sunscale Dragon

Compressed FO Fire armour with Energy and Light secondary (Blazing)/Light armour with Fire and Energy secondary (Radiant). Flat blocking. Comes with a skill:

  • Solar Breath: Fire/Light Spell-type Skill. Follows weapon damage type. Seeks between Fire and Light. EleComp increases skill damage.

Info-Subs (Armour): Link

Scourge Entropy Arsenal

MC Energy set. Three pieces.

Entropy Scourge Armaments

MC | Melee/Ranged/Magic | 0-Proc/100-Proc with 20-'True' Proc/0-Proc | -3/+6/+0 BtH lean | 0.5 Damage Lean | Axe/Bow/Staff.

  • MC: Compresses various options:
    • Transform: Equips Entropy Scourge Form.
    • Wrath Crash: Energy weapon-based skill. Deals -50% damage and applies an Energy/Harm/Void EleEmpower for 2 turns before calculating damage. Strength of EleEmpower depends on if the monster is affected by The Cold or not:
      • Unaffected: EleEmpower is +40%.
      • Affected EleEmpower is up to +150%, based on the total potency of The Cold.
    • If weapon is clicked on while Entropy Scourge Form is equipped, automatically uses Wrath Crash.

Entropy Scourge Form

Compressed FO Energy Armour. Flat blocking. Comes with three skills:

  • Set Bonus: If Entropy Scourge Armaments is equipped and in Bow form, deals 1.25x damage.
  • Breath Attack: Energy weapon-based skill. EleComp reduces SP cost (111 for Me/Ra; 209 for Ma at 150). Does one of two things:
    • Status: Deals -28% damage. After attacking, attempts to inflict a permanent -6 BtH/MRM Overwhelming Wrath (renamed The Cold). Overwhelming Wrath does not stack with any other instance of The Cold. This has +[VALUE] Save Bonus, player MainStat/LUK vs. monster CHA/LUK. The Save Bonus of this status varies with hits connected, see table below.
    • Void Damage: If Overwhelming Wrath reaches -30 BtH and MRM (5 successful inflictions), skill no longer attempts to inflict Overwhelming Wrath and instead deals Void damage.
Hits Conn [VALUE]
0 +20
1 +10
2 0
3 -5
All (4) -10
  • Meteor Strike: Overcharged Energy weapon-based skill. Deals +50% damage. EleComp reduces SP cost (362 for Me/Ra; 460 for Ma at 150). If the monster is affected by any form of The Cold, deals up to +33.33% damage based on the total potency. If The Cold is not present, deals -10% damage.
  • Unbridled Wrath (Toggle): Pays 25% Melee in SP per turn (98 at 150) for the following effects:
    • +6 MRM.
    • -15 BtH Lean Player Berserk.
    • Deals Harm damage equal to (60.7*[Blocks/Attempts])% Melee at the end of the monster's turn.
    • Full Set Bonus: If used with the weapon and shield, instead deals (101*[Blocks/Attempts])% Melee.

Entropy Scourge Defender

MC Energy Shield. Flat blocking.

  • MC: +20 The Cold Potence.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Scythe of Rastille

MC | Melee/Ranged/Magic | 20-Proc | -3 BtH lean | 0.5 Damage Lean | Fire | Scythe.

  • MC: Clicking on weapon equips Rastille's Inferno.

Rastille's Inferno

Compressed FO Fire armour with Energy and Darkness secondaries. Flat blocking. Comes with a skill:

  • Rastille's Rancour: Fire Weapon-based skill. Follows weapon damage type. EleComp reduces SP cost (141 for Me/Ra, 239 for Ma at 150).

Info-Subs (Armour): Link

Info-Subs (Skill): Link

Mace of Custosilva

MC | Melee/Magic | 20-Proc | -3 BtH lean | 0.15 Damage Lean | Earth | Mace.

  • MC: Clicking on weapon equips Custosilva's Judgement.

Custosilva's Judgement

Compressed FO Earth armour with Water and light secondaries. Flat blocking. Comes with a skill:

  • Forest's Judgement: Earth Spell-Type skill. Follows weapon damage type. EleComp increases skill damage.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Plague Pick

MC | Melee/Ranged/Magic | 10-Proc | -3/-3/+0 BtH lean | 0.15/0.15/0.5 Damage Lean | Earth | Axe/Scythe/Staff.

  • Effect: Special deals -12.5% damage (-16.66% if Magic). Inflicts a (5*[Hits]) Choke Weakness for 5 turns. No save.
  • MC: Clicking on weapon equips Seekrat's Suffering.

Seekrat's Suffering

Compressed FO Earth armour. Flat blocking. Comes with two skills:

  • Choking Gas: Earth Spell-Type skill. Follows weapon damage type. EleComp increase skill damage. Deals -50% damage and attempts to inflict a -(39.55*[EarthRes]) Choke for [Hits] turns. This has +0 Save Bonus, player Mainstat/LUK vs. END/LUK.
  • Corrosive Gas: Earth Spell-Type skill. Follows weapon damage type. EleComp increase skill damage. Deals -50% damage and attempts to inflict a permanent Power: (0.4*[Hits]) Earth Burn. This has +0 Save Bonus, player Mainstat/LUK vs. END/LUK.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Brackish Blade

MC | Melee/Magic | 10-Proc | +0 BtH lean | 0.4 Damage Lean | Sword.

  • Flavour Effect: Weapon seeks between Wind and Water.
  • MC: Special deals -9% damage and attampts to inflict a [Damage] HP Disease. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

Griffin

MC Wind Pet. Toggles between two modes:

  • Damage Mode: Deals full damage. MC: +5% damage.
  • Status Mode: Deals -50% damage and attempts to inflict a -(10.5*[WindRes]) BtH Blind for [Hits] turn(s). This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Info-Subs: Link

Dragonrider Mount

MC FO Earth armour. Flat blocking.

  • Flavour Effect: Can shift between FO and FD lean. MC effect depends on lean:
    • Fully-Offensive: +5% damage.
    • Fully-Defensive: Enemies lose 3 BtH.

Info-Subs: Link

Necragon

MC Darkness set. Two pieces.

Necragon's Might

MC | Melee/Ranged/Magic | 0-Proc/100-Proc with 0-'True' Proc/0-Proc | -3/+0/-3 BtH lean | 0.35/0.5/0.35 Damage Lean | Axe/Bow/Axe.

  • MC: Has a 25% chance to reduce damage taken by 14.29%.
  • Full Set Bonus: When used with Necragon's Guise, chance to reduce damage taken is doubled to 50%.

Necragon's Guise

MC FO Darkness armour with Ice and Earth secondaries. Flat blocking. Comes with two skills:

  • Necro Spikes: Darkness Spell-Type Skill. Follows weapon damage type. EleComp increases skill damage.
  • Amplify Minion: Quickcast skill. Costs 75% Melee in SP (294 at 150). Increases damage dealt in this armour by 25% for 3 turns. Magic Weapons receive /0.75 this boost, and Spells receive 1/2.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Tsunamistrike Guardian Dragon Blade

MC | Melee/Ranged/Magic | 20-Proc | +0 BtH lean | 0.8 Damage Lean | Water | Sword.

  • MC: Clicking on weapon equips Tsunamistrike Guardian Dragon Form.

Tsunamistrike Guardian Dragon Form

Compressed FO Water armour. Flat blocking. Comes with a skill:

  • Tsunami Breath: Harm Spell-Type skill. Deals (~16.81 + [Armour Level - Monster Level])% of the monster's max HP. Damage is floored at 1% and capped at 100% of their max HP. EleComp increases skill damage (assumes Water).
    • This has partial scaling from [Weapon Mainstat]. Without mainstat investment, total damage is halved.
    • Stat scaling can increase final damage up to 110% regular damage.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Skill): Link

Plasmastrike Guardian Dragon Blade

MC | Melee/Ranged/Magic | 20-Proc | +0 BtH lean | 0.8 Damage Lean | Energy | Sword.

  • MC: Clicking on weapon equips Plasmastrike Guardian Dragon Form.

Plasmastrike Guardian Dragon Form

Compressed FO Energy armour. Flat blocking. Comes with a skill:

  • Plasma Breath: Harm Spell-Type skill. Deals (~16.81 + [Armour Level - Monster Level])% of the monster's max HP. Damage is floored at 1% and capped at 100% of their max HP. EleComp increases skill damage (assumes Energy).
    • This has partial scaling from [Weapon Mainstat]. Without mainstat investment, total damage is halved.
    • Stat scaling can increase final damage up to 110% regular damage.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Skill): Link

Burpsy's Jackpot

MC Energy set. Four pieces.

Gas Bomb

MC Energy Misc. Reduces Energy damage taken and boosts LUK (x0.5 Dmg Taken; +50 LUK at 150).

  • MC: Comes with two quickcast skills. Neither skill does damage. Only one can be used each turn:
    • Laughing Gas Bomb: Costs 100% Melee in SP (392 at 150). Attempts to inflict a -(25.52*[EnergyRes])% Choke for 4 turns.
    • Confusion Gas Bomb: Costs 85% Melee in SP (333 at 150). Attempts to inflict a (47.07*[EnergyeRes])% dControl for 2 turns.
    • Both effects are resisted with -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Burpsy Sceptre

MC | Melee | 20-Proc | +0 BtH lean | 0.5 Damage Lean | Club.

  • Flavour Effect: Deals -40% damage and pays 6 MRM. Attempts to inflict a Power: (2.5*[Hits]/[Attempts]) Energy Poison for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • MC: Take -5.36% damage from Poisoned enemies.
  • Full Set Bonus: When used with Gas Bomb, instead take -10.71% damage from Poisoned enemies.

Burpsy Box

MC | Ranged | 100-Proc | 20-'True' Proc | +0 BtH lean | 0.5 Damage Lean | Bow.

  • Flavour Effect: Deals -40% damage and pays 6 MRM. Attempts to inflict a Power: (2.5*[Hits]/[Attempts]) Energy Poison for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • MC: Take -5.36% damage from Poisoned enemies.
  • Full Set Bonus: When used with Gas Bomb, instead take -10.71% damage from Poisoned enemies.

Burpsy Staff

MC | Magic | 20-Proc | +0 BtH lean | 0.5 Damage Lean | Staff.

  • Flavour Effect: Deals -40% damage and pays 12 MRM. Attempts to inflict a Power: (2.5*[Hits]/[Attempts]) Energy Poison for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • MC: Take -5.36% damage from Poisoned enemies.
  • Full Set Bonus: When used with Gas Bomb, instead take -10.71% damage from Poisoned enemies.

Info-Subs (Misc): Link

Info-Subs (Weapons): Link

Voidforged Celestial Arsenal

MC Harm set. Two pieces.

Voidforged Celestial Armaments

MC | Melee/Ranged/Magic | 0-Proc | +0/+5/+0 BtH lean | 0.6/0.66/0.6 Damage Lean | Sword.

  • Flavour Effect: Deals 0.9x damage due to element.
  • MC: Compresses a skill:
    • Skill: Quickcast skill. Applies a 1-turn Prismatic Imbue. While the Imbue is active, Weapon-based attacks gain the following effects:
      • Uses a random element per hit, but deals 1.21x damage to compensate.
      • Attempt to inflict a permanent HP->HP [Random Element] Drain Poison. The strength of the Poison is based on damage dealt. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Voidforged Celestial Aegis

MC Neutral Shield. Protects against all 8 standard elements + Harm. Flat Blocking. Comes with a skill:

  • Skill: Quickcast skill. Instead of having a standard cost, skill requires 154% Melee worth of Poison on the enemy to use. After using this skill, removes 154% Melee worth of Poison from the enemy to do the following:
    • Locks the player into using this shield for the rest of turn.
    • Applies a 1-turn Void Imbue.
      • While the Imbue is active, weapon-based attacks attempt to inflict a HP->HP Void Drain Poison for 1 turn. The strength of the Poison is based on damage dealt. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Full Set Bonus: When used with the weapon, cost is reduced to 139% Melee worth of Poison, but using the skill will also lock the player into using the weapon.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Voidpact of the Empress

MC Wind set. Four pieces.

Voidpact Devastator

MC | Melee | 0-Proc | +0 BtH lean | 0.66 Damage Lean | Axe.

  • Flavour Effect: Player takes +10.71% damage in order for attacks with this weapon to deal +15% damage.
  • Effect: Instead of the 0-Proc damage bonus, has a 10% chance on attack to do the following:
    • Deals 1.8x damage.
    • Deals -22.22% damage.
    • Heals (40*[Hits]/[Attempts])% Melee in HP (139 at 150).

Voidpact Destroyer

MC | Ranged | 0-Proc | +5 BtH lean | 0.66 Damage Lean | Spear + Polearm.

  • Flavour Effect: Player takes +10.71% damage in order for attacks with this weapon to deal +15% damage.
  • Effect: Instead of the 0-Proc damage bonus, has a 10% chance on attack to do the following:
    • Deals 1.8x damage.
    • Deals -22.22% damage.
    • Heals (37.78*[Hits]/[Attempts])% Melee in HP (131 at 150).

Voidpact Annihilator

MC | Magic | 0-Proc | +0 BtH lean | 0.66 Damage Lean | Club.

  • Flavour Effect: Player takes +10.71% damage in order for Spells that deal Wind damage to do the following:
    • Deal an additional hit worth (35*[WindHits]/[WindAttempts])% Melee. This extra hit is not considered a Spell for the sake of boosting or effects.
    • Applies a Power: 0.2 HP Regen for 2 turns.
      • Effect: Instead of the 0-Proc damage bonus, has a 20% chance to boost the values of the above effect to (90.6*[WindHits]/[WindAttempts])% Melee and Power: 0.478 respectively.

Void Empress's Legacy

Compressed FO Wind armour. Equipped by pressing any Voidpact weapon. Flat blocking. Does various things:

  • Flavour Effect: Takes +3.57% damage for +105 Initiative.
  • Corrupted Convergence (toggle): Pays 30% Melee in SP per turn (118 at 150) and reduces END (-50 at 150) for the following effects:
    • All attacks in this armour deals +15% damage (Magic weapons deal +20% damage, while Spells deal +7.5%).
    • After attacking, deals an extra Void hit worth (9.375*[Hits]/[Attempts])% Melee.
    • Apply a (28*[Hits]/[Attempts])% Melee Barrier.
  • Empress's Avenger: Passive skill. If monster is within 15 levels of the armour, generate 1 Vengeance charge per turn, capped at 50. If charges can be generated, can pay 5% Melee in HP and SP (17 HP, 20 SP at 150) to gain an additional 2 per turn. Charges persist between battles. Starting at 10 charges, the player will survive any lethal damage with 1 HP until the start of their next turn by consuming all Vengeance Charges. For every additional charge over 10 when this occurs, does the following:
    • Heals the player's HP equal to (4.25*[Extra Charges])% Melee (up to 444 HP at 150).
    • Attempt to inflict a Power: (0.0658*[Extra Charges]) HP->HP Void Drain Poison for 3 turns (up to Power: 1.974). This has -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Empress's Vengeance: Overcharged skill. Costs SP. Follows weapon damage type. Pays an additional 50% Melee in SP (196 at 150) to deal +25% damage. Seeks between Wind and Harm. Gains EleComp (assumes Wind). If 40 Vengeance Charges are stored, and Corrupted Convergence is toggled, consumes all Vengeance Charges on attack to deal increased damage and changes element to Void. Functionality and cost depends on damage type:
    • Melee/Ranged: Weapon-based. EleComp reduces SP cost (242 at 150). If dealing Void damage, deals an additional +39.5% damage.
    • Magic: Spell-Type. EleComp increases damage dealt. If dealing Void damage, deals an additional +19.75% damage.

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Nightslayer Kit

MC set. Five pieces.

Nightslayer

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.4 Damage Lean | Fire (Blazing)/Water (Flowing)/Earth (Earthen)/Wind (Tempestuous) | Sword.

  • Flavour Effect 1: Pays MC and deals -5% damage (-8.33% if Magic) to increase the Heal resistance of the monster by +12.5%.
  • Flavour Effect 2: Deals -20% damage (-26.67% if Magic) and heals ~(11.76*[WepRes])% Melee for each hit that connectss, capped at 4. Resource being healed is based on both current weapon damage type and remaining HP/MP/SP%:
    • <80% HP: HP (~41 per hit at 150).
    • >=80% HP, SP <80%, Melee/Ranged: SP (~46 per hit at 150).
    • >=80% HP, MP <80%, Magic: MP (~61 per hit at 150).
      • If none of these conditions are met (>=80% HP/MP/SP), does not pay for this healing.

Nightslayer's Grasp

Neutral Misc. Increases END and LUK (+50 each at 150).

  • Effect: If currently equipped weapon is one of the 8 standard elements, pays 60% Melee in SP (235 at 150) on attack to inflict a specific status based on weapon element:
    • Fire/Energy: Each hit that connects attempts to inflict a Power: 3 [Element] Burn for 2 turns, capped at 4. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
    • Earth/Darkness: Each hit that connects attempts to inflict a Power: 1.5 HP->HP [Element] Drain Poison for 2 turns, capped at 4. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Wind/Light: Attempts to inflict a -(33.62*[WepRes]*[Hits]/[Attempts])% Choke for 3 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Water/Ice: Has a ([Hits]/[Attempts])% chance to inflict Drowning (Water)/Freeze (Ice) for 1 turn. This has +17 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
      • Full Set Bonus: When used with a Nightslayer weapon, cost is reduced by 5% Melee (216 at 150).

Info-Subs (Weapons): Link

Info-Subs (Misc): Link

Drakonnan's Fury Arsenal

MC | Melee/Ranged/Magic | 0-Proc/0-Proc/100-Proc with 0-'True' Proc | +0 BtH lean | 0.6 Damage Lean | Fire | Sword/Sword + Polearm/Wand.

  • MC: Clicking on weapon equips Drakonnan's Fury.

Drakonnan's Fury

Compressed Spellcaster Fire armour. Flat blocking. Does various things:

  • Focused Fury (Toggle): While toggled, deal -25% damage (-33.33% if Magic) with weapon-based attacks. After attacking, heals MP equal to (~29.41*[Hits]/[Attempts])% Melee (~154 at 150).
  • Blazing Fury: Overcharged Fire Spell. Follows weapon damage type. Deals +25% damage. EleComp increases damage dealt. Can choose to pay either MP or SP.
  • Stunning Fury: Overcharged Fire Spell. Follows weapon damage type. Deals +25% damage. Can choose to pay either MP or SP. Deal (-45.77/EleComp)% damage and has a ([Hits]/[Attempts])% chance to Thermal Shock for 1 turn. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK. If monster cannot be Thermally Shocked or is a Boss, instead attempts to inflict a +38.46% Fire EleVuln for [Hits] turn(s). This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

Nectrotech Continuity Avatar

MC FD Earth Armour with Darkness Secondary. Flat blocking. Does various things:

  • Flavour Effect: Pays 9 MRM for the following effects:
    • Once per battle, if the armour is equipped at the start of a round, gain 1 turn of Player + Misc Celerity.
    • Increases the damage of 100-Proc weapons by 15%.
      • This has partial scaling from DEX and END. With only one stat invested, this value is 11.25%.
      • Stat scaling can overcap this to 1.1x.
  • Orcus Drive (Toggle): While toggled, armour cannot be switched. At the start of each round while it is toggled, it can be further empowered up to 5 times total. Each time the toggle is used:
    • Player's max HP is reduced.
    • Takes reduced damage.
    • All attacks deals reduced damage and attempts to inflict a Power: ([VALUE]*[Hits]/[Attempts]) [Weapon Element] Burn for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
    • See below table for values:
Uses HP Reduction Damage Reduction Damage Paid (Me/Ra) Burn Power (Me/Ra) Damage Paid (Ma) Burn Power (Ma)
1 10% 5% 5% 0.5 6.67% 0.375
2 20% 10% 10% 1 13.33% 0.75
3 30% 15% 15% 1.5 20% 1.125
4 40% 20% 20% 2 26.67% 1.5
5 50% 25% 25% 2.5 33.33% 1.875
  • Necroplex Sequence Cannon: Overcharged Ranged Spell-Type skill. Deals +25% damage. Follows weapon element. Deals -60% damage and attempts to inflict the following [Weapon Element] Burns for [Hits] turn(s):
    • Power: (2*[AdaptiveLean]) HP->HP Burn. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.
    • Power: (2.1875*[AdaptiveLean]) MP Burn. This has -10 Save Bonus, player DEX/LUK vs. monster END/LUK.
    • Power: (1.640625*[AdaptiveLean]) SP Burn. This has -10 Save Bonus, player DEX/LUK vs. monster END/LUK.
  • Zero Point Threshold: Toggle. Comes in two parts:
    • By default, pays 10% Melee in SP (39 at 150) after attacking to generate ([Hits]/[Attempts]*[AdaptiveLean]) Charge(s), rounded randomly. Can hold up to 25 Charges at once.
      • Can be toggled to pay 20% Melee in SP (79 at 150) to double Charges generated per turn.
    • Upon dying, revives at the start of the next round, and apply a permanent Power: (0.(235*[Charges]-10)) HP Regen.

Info-Subs: Link

Doomlight

MC set. Three pieces. Available in every element, but only Fire is always-available. See table for elements:

Variant Primary Resist Secondaries
Emberheart Fire Energy/Earth
Grimtide Water Ice/Darkness
Skyshattered Wind Ice/Light
Frostripper Ice Wind/Water
Tremorhide Earth Fire/Darkness
Shadowspark Energy Light/Fire
Dawnbreaker Light Wind/Energy
Eternal Darkness Water/Earth

Doomlight Armaments

MC | Melee/Ranged/Magic | 0-Proc | +0/+3/+0 BtH lean | 0.5/0.66/0.5 Damage Lean | Sword/Spear/Sword.

  • Flavour Effect: Take +10.71% damage, but deals +15% damage (+20% if Magic).
  • MC: +5% damage.

Doomlight Armour

MC FO Armour with elemental wheel secondaries. Flat blocking. Comes with two toggles:

  • Doomlight Backlash: Pays 20% Melee in SP when hit (78 at 150) for a 28.57% Harm Backlash effect. This has +0 Save Bonus, player END/LUK vs. monster END/LUK. Cost is only paid once per turn.
  • Aura of Retribution: Pays 5% Melee in SP per turn (20 at 150) to increase the damage of all Backlash effects by +25%.

Doomlight Defender

MC Shield. Flat blocking.

  • Flavour Effect: Pays 6 MRM for a 14.29% Harm Backlash effect. This has +0 Save Bonus, player END/LUK vs. monster END/LUK.
  • MC: +10 Backlash Potence.
  • Full Set Bonus: When used with the same element Doomlight Armour and Weapon, Backlash Potence is tripled to +30.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

UmbralWalker of Time

MC Darkness set. Three pieces.

Note: ShadowWalker of Time is the original, calendar-derived version.

UmbralWalker's Dagger of Time

MC | Melee | 0-Proc | +0 BtH lean | 0.15 Damage Lean | Dagger.

  • MC: Has a (8.5*[DarkRes])% chance ((6.07*[DarkRes])% if you're using a pet) to grant 1 turn of Player + Pet + Guest + Misc Celerity. This has +0 Save Bonus, player VStat/LUK vs. monster INT/LUK.
    • Full Set Bonus: When used with the armour and shield, Celerity chance is doubled.

UmbralWalker's Scythe of Time

MC | Ranged | 0-Proc | +0 BtH lean | 0.33 Damage Lean | Scythe.

  • MC: Has a (8.5*[DarkRes])% chance ((6.07*[DarkRes])% if you're using a pet) to grant 1 turn of Player + Pet + Guest + Misc Celerity. This has +0 Save Bonus, player VStat/LUK vs. monster INT/LUK.
    • Full Set Bonus: When used with the armour and shield, Celerity chance is doubled.

UmbralWalker's Staff of Time

MC | Magic | 0-Proc | +0 BtH lean | 0.25 Damage Lean | Staff.

  • MC: Has a (6.375*[DarkRes])% chance ((4.55*[DarkRes])% if you're using a pet) to grant 1 turn of Player + Pet + Guest + Misc Celerity. This has +0 Save Bonus, player VStat/LUK vs. monster INT/LUK.
    • Full Set Bonus: When used with the armour and shield, Celerity chance is doubled.

UmbralWalker of Time

FO Darkness armour with Ice secondary. Melee = Ranged > Magic blocking focus. Comes with two skills:

  • Overclock: Overcharged Darkness Spell-Type skill. Deals +50% damage, but has a (42*[Hits])% chance to grant the enemy 1 turn of Celerity. Follows weapon damage type. EleComp increases skill damage.
  • Sands of the Hourglass: Deals no damage. Attempts to inflict a -33 END Fragile for 9999 turns. This has -20 Save Bonus, player MAX(STR,INT,DEX)/LUK vs. monster END/LUK.
  • Full Set Bonus: When used with any weapon along with the shield, gain +4 Melee and Ranged blocking.

UmbralWalker's Shield of Time

MC Darkness shield. Melee = Ranged > Magic blocking focus.

  • MC: If an attack is blocked, attempts to inflict a Power: 0.33 Bleed. Recover with +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs (Melee/Magic Weapon): Link

Info-Subs (Ranged Weapon): Link

Info-Subs (Armour): Link (Info-Subs does not reflect current behaviour on Overlock)

Info-Subs (Shield): Link

Airenal Armoury

MC Wind set. Four pieces.

Airenal's Cunning

MC | Melee/Ranged/Magic | 0-Proc | +0/+3/+0 BtH lean | 0.5 Damage Lean | Sword/Spear/Staff.

  • Flavour Effect: Deals +15% damage if monster's DEX is below their expected value (275 at 150), with a -7.5% damage downtrigger.
  • MC: +5% damage.

Neo Airenal's Cunning

MC | Melee/Ranged/Magic | 0-Proc | +0/+3/+0 BtH lean | 0.5 Damage Lean | Sword/Spear/Staff.

  • MC: If Lucky Striking, attempts to inflict a Power: ([VALUE]*[Luck Strikes]/[Attempts]) Wind Burn for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK. Power depends on damage type:
    • Melee: 10
    • Ranged: 9.66
    • Magic: 7.5

Airenal's Might

MC FO Wind Armour. Flat blocking. Comes with a skill:

  • Cyclone Strike: Wind Spell-Type skill. Follows weapon damage type. EleComp increases skill damage.
    • Set Bonus: Receives the effect of (Neo) Airenal's Cunning's MC if they are equipped:
      • Regular: Deals +2.5% damage.
      • Neo: If Lucky Striking, attempts to inflict a Power: (10*[Lucky Strikes]/[Attempts) Wind Burn for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
    • Full Set Bonus : If used with a weapon and shield, skill attempts to inflict a -(23*[Hits]/[Attempts]) DEX Offbalance for 9999 turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.
  • Eroding Gale: Wind Spell-Type skill. Follows weapon damage type. Deals (-50/[EleComp])% damage and attempts to inflict a Power: 1.67 Wind Burn for 4 turns each hit. This has +0 Save Bonus, player mainstat/LUK vs. monster DEX/LUK.

Airenal's Crest

MC Wind Shield. Flat blocking.

  • Flavour Effect: Gain 9 MRM if monster's DEX is below their expected value (275 at 150), with a -4.5 MRM downtrigger.
  • MC: +3 MRM.

Info-Subs (Airenal's Cunning): Link

Info-Subs (Neo Airenal's Cunning): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Broomstrider Aresenal

MC Wind set. Two pieces.

Broomstrider

MC Spellcaster Wind Armour. Magic > Melee > Ranged blocking. Does various things:

  • Flavour Effect: Pays 9 MRM. Weapon-based attacks heal 7.5% Melee in MP per hit (39 at 150), capped at 4.
  • Blustery Barrage: Overcharged Wind Spell. Deals +25% damage. EleComp increases spell damage.
  • Mana Siphon: Overcharged Wind Spell. Deals -40% damage and attempts to inflict a Power: (2.5*[Hits]/[Attempts]) HP->MP Wind Drain Poison for 4 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Arcane Express

"Compressed" overcharged MC Wind Spell. Deals +25% damage. Choose between two spells on casting:

  • Empowering Express: Deals -48% damage. Applies a 4 turn +30% Wind EleEmpower before dealing damage.
  • Enfeebling Express: Deals -56% damage. Attempts to inflict a permanent +(5*Hits)% Wind EleVuln. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • MC: +5% damage.
  • Full Set Bonus: When cast in Broomstrider, EleComp increases damage dealt.

Info-Subs (Armour): Link

Info-Subs (Spell): Link

Champion of Akriloth

MC Fire set. Six pieces.

Akriloth's Carnage Sword

MC | Melee | 10-Proc | +0 BtH lean | 0.2 Damage Lean | Sword.

  • MC: Special attempts to inflict -(12*[Hits]/Attempts]) DefLoss for 5 turns. This has -10 Save Bonus, player VStat/LUK vs. monster END/LUK.

Akriloth's Carnage Spear

MC | Ranged | 10-Proc | +3 BtH lean | 0.25 Damage Lean | Spear.

  • MC: Special attempts to inflict -(12*[Hits]/Attempts]) DefLoss for 5 turns. This has -10 Save Bonus, player VStat/LUK vs. monster END/LUK.

Akriloth's Carnage Bow

MC | Ranged | 100-Proc | 20-'True' Proc | -6 BtH lean | 0.25 Damage Lean | Bow.

  • MC: Special attempts to inflict -(6*[Hits]/Attempts]) DefLoss for 5 turns. This has -10 Save Bonus, player VStat/LUK vs. monster END/LUK.

Akriloth's Carnage Staff

MC | Magic | 10-Proc | +3 BtH lean | 0.1 Damage Lean | Staff.

  • MC: Special attempts to inflict -(9*[Hits]/Attempts]) DefLoss for 5 turns. This has -10 Save Bonus, player VStat/LUK vs. monster END/LUK.

Champion of Akriloth

MC FO Fire armour. Magic > Melee = Ranged blocking focus.

  • Firestorm Fury: Fire Weapon-based skill. EleComp reduces skill SP cost (239 for Me/Ra, 337 for Ma at 150).
  • Set Bonus: Bow gains additional effects when used in the armour:
    • Bow deals 1.25x damage.
    • Firestorm Fury will not be interrupted by regular Bow attacks (true special will interrupt as normal).
  • Full Set Bonus: When used with any weapon and the shield, unlock a second skill:
    • Wrath of Akriloth: Fire Spell-Type skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage. Attempts to inflict a Power: (1.43*[EleComp]*[Hits]/[Attempts]/sqrt[MobPower]) Fire Burn for 9999 turns. This has -20 Save Bonus, player [Weapon mainstat]/LUK vs. monster INT/LUK.

Akriloth's Command

MC Fire Shield. Magic > Melee = Ranged blocking focus.

  • MC: If a hit was blocked, has a 42.1% chance to inflict a 100% Control for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster CHA/LUK.

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Champion of Custosilva

MC Earth set. Three pieces. Weapon/Shield use a Charge system.

  • Charge Mechanics: Each turn the enemy has their DEX lowered via status (Numb/Off-Balance/Entangled), gains a variable amount of charges. Up to 10 Charges can be held at once. Charges reset after battle. Charges gained each turn depend on how many pieces are equipped:
  • One Piece: 1
  • Two Pieces: 1.5
  • Full Set: 2.

Fang of Custosilva

MC | Melee/Ranged/Magic | 0-Proc | +0/+3/+0 BtH lean | 0.5 Damage Lean | Sword/Spear/Staff.

  • MC: Deal up to +20% damage.

Spirit of Custosilva

MC FO Earth armour with Water and Light secondaries. Flat blocking. Comes with a skill:

  • Fang Strike: Earth Weapon-based skill. EleComp reduces skill SP cost (198 for Me/Ra, 296 for Ma at 150).
  • Full Set Bonus: When used with the Weapon and Shield, unlock a second skill:
    • Wrath of the Earth Realm: Earth Spell-Type skill. Follows weapon damage type. EleComp increases skill damage. Deals -25% damage and attempts to inflict a -(10*[Hits]*[EleComp]*[EarthRes]) DEX Entangle for 9999 turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.

Scales of Custosilva

MC Earth Shield. Melee = Magic > Ranged blocking focus.

  • MC: Gain up to +12 blocking.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Sovereign's Reign

MC Energy set. Three pieces.

Sovereign's Reign Armaments

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword/Glaive/Sword.

  • MC: Toggles between 3 modes:
    • Damage Mode: Deals full damage.
    • Paralyze Mode: Pays 50.575% Melee in SP (198 at 150) for a ([Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
    • Control Mode: Pays 59.075% Melee in SP (232 at 150) for a ([Hits]/[Attempts])% chance to inflict a 100% Control for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
      • For Melee/Ranged, these effects are triggered by attacking with this weapon. For Magic, these are instead triggered by dealing Energy damage with Spells (checks for [EnergyHits]/[EnergyAttempts]).

King's Reign Plate

MC FO Energy armour. Flat blocking. MC compresseses two toggles:

  • Toggle 1: Pays ~8.75% Melee in SP per turn (34 at 150) to gain CHA (+50 at 150).
  • Toggle 2: Pays 6 MRM to reduce Guest upkeep by 10% Melee (39 SP or 52 MP at 150).
  • Full Set Bonus: When used with the Weapon and Shield, passively attempts inflict a +14.28% Omni EleVuln for 1 turn after attempting a Player attack (Weapon/Special/Spell). This has +0 Save Bonus, player max[Mainstat, CHA]/LUK vs. monster CHA/LUK.

Sovereign's Reign Guard

MC Energy Shield. Melee = Ranged > Magic blocking focus.

  • MC: +20 Paralyze and Control Potence.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Light Realm Armoury

MC Light set. Three pieces.

Light Realm Warhammer

MC | Melee/Ranged/Magic | 20-Proc | -5 BtH lean | 0.1 Damage Lean | Hammer.

  • MC: After blocking, deals +(33*[Blocks]/[Attempts])% damage. If monster did not attack, deals +5% damage.

Light Realm Champion

MC FO Light armour. Flat blocking. Comes with three skills, all of which can be paid for using either SP or MP:

  • Cleaving Radiance: Light Weapon-based skill. Follows weapon damage type. EleComp reduces skill cost (95 SP for Me/Ra, 193 SP for Ma; 126 MP for Me/Ra, 257 MP for Ma at 150).
  • Brilliant Radiance: Light Spell-Type skill. Follows weapon damage type. EleComp increases skill damage.
  • Wrath of the Light Realm: Light Spell-Type skill. Follows weapon damage type. EleComp increases skill damage. Deals -50% damage and attempts to inflict a permanent (-3.36*[Hits]*[LightRes]) Blind. This has -20 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.
  • Full Set Bonus: When used with the Weapon and Shield:
    • After blocking, all attacks in this armour deal +(33*[Blocks]/[Attempts])% damage. If monster did not attack, deals +5% damage. Magic weapon attacks instead deal +44/+6.67%, and Spells instead deal +16.5/+2.5% damage respectively.
    • Blind from Wrath of the Light Realm is increased to ~(-3.53*[Hits]*[LightRes]).

Light Realm Protector

MC Light Shield. Ranged = Magic > Melee blocking focus.

  • Flavour Effect: Take +14.29% damage. After blocking, heal HP equal to (113.33*[Blocks]/[Attempts])% Melee.
  • MC: +20 Blind Potence.

Info-Subs: Link

Sinmaw Armoury

MC Energy set. Three pieces.

Sinmaw's Mastermind

MC | Melee/Ranged/Magic | 0-Proc | +0/+3/+0 BtH lean | 0.6 Damage Lean | Sword/Spear/Staff.

  • MC: After attacking, gain +(0.94*[Hits]/[Attempts]/sqrt(MobPower) BtH (+0.91 if Ranged) for the rest of the battle. BtH boost is capped at +8.

Champion of Sinmaw

MC FO Energy/Water armour. Flat blocking.

  • MC: All attacks in this armour (weapon/special/spell) have a (6*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has -20 Save Bonus, player VStat/LUK vs. monster END/LUK.
  • Full Set Bonus: With the Weapon and Shield, unlock a new skill:
    • Wrath of Sinmaw: Energy Spell-Type skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage. Deals -35% damage and attempts to inflict a +(10*[Hits]/[Attempts]/sqrt(MobPower)% Energy EleVuln for 9999 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.

Sinmaw's Guile

MC Shield. Ranged = Magic > Melee blocking focus.

  • MC: Toggle between Energy and Water.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Tera'Suul Armoury

MC Ice set. Three pieces.

Tera'Suul's Drive

MC | Melee/Ranged/Magic | 0-Proc | +0/+3/+0 BtH lean | 0.33 Damage Lean | Sword/Scythe/Staff.

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

Hand of Tera'Suul

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

  • Swordsicle: Ice Weapon-based skill. Follows weapon damage type. EleComp reduces skill SP cost (229 for Me/Ra, 327 for Ma at 150).
  • Full Set Bonus: If used with the Weapon and Shield, unlock a new skill:
    • Wrath of the Ice Realm: Ice Spell-Type skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage. Deals -50% damage and attempts to inflict a Power: (1.43*[EleComp]*[Hits]/[Attempts]/sqrt[MobPower]) Ice Burn for 9999 turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster INT/LUK.

Tera'Suul's Scales

MC Ice Shield with Fire secondary. Flat blocking. Top level is only -25% resistance.

  • MC: Compresses a skill. Costs 100% Melee in SP (392 at 150). Provides 1 turn of Freeze (not Freeze-Like) Immunity.
    • If the monster is at least 5 levels higher than the item's power level (158+ at 150), there is a (8.33*[Level Difference])% chance for the Freeze Immunity to not be applied. Freeze Immunity will always fail to apply if the monster is at least 16+ levels higher (169+ at 150).

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Zombie Hunter

MC Wind set. Available in October. Three pieces.

Zombie Hunter Armaments

MC | Melee/Ranged/Magic | 20-Proc/100-Proc with 0-'True' Proc/20-Proc | +3/-10/-3 BtH lean | 0.33/0.1/0.33 Damage Lean | Dagger/Gun/Mace.

  • MC: Deals +7.5% damage and changes element to Light against Undead.
    • Full Set Bonus: When used with the Armour and Shield, trigger is increased to +10%.

Zombie Hunter's Garb

MC FO Wind armour with Water and Earth secondaries. Flat blocking.

  • MC: Triggers against Undead. While triggered:
    • Take -5.36% damage.
    • All incoming damage is converted to Wind.
  • Full Set Bonus: When used with the Weapon and Shield, damage reduction is increased to 7.14%

Zombie Buddy Bulwark

MC Wind Shield. Melee = Ranged > Magic blocking focus.

  • MC: Each time a monster attacks, deals (2.5*[Hits])% Melee Harm.
  • Full Set Bonus: Damage dealt is tripled to 7.5% against non-Undead.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Legion Paragon Fiend

MC Energy set. Available in March. Three pieces. Can sometimes buy weapon/shield and armour separately as a 20,000 package but this isn't guaranteed. Weapon and Shield uses a Soul Energy system.

  • 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.
    • For the Weapon specifically, Soul Energy is based on player's stats. If INT > STR and DEX, Soul Energy gained from the Weapon take a 0.75x penalty.

Paragon Fiend Armaments

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.33 Damage Lean | Sword/Glaive/Staff.

  • MC: 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.
  • Full Set Bonus: When used with the Armour and Shield, deal an additional +10% damage.

Paragon Fiend Mount

MC FO Energy armour with Ice and Darkness secondaries. Flat blocking. Can mount or dismount, doing different things in each state, each with their own skill:

  • Mounted: Standard armour.
    • Choking Dust!: Weapon-based skill. Follows weapon damage type and element. Unlike other skills, this skill only costs 75% Melee in SP if Magic (294 at 150). Deals -20.23% (-26.97% if Magic) damage and attempts to inflict a -(25*[WepRes])% Choke for 4 turns. Resistance chosen is based on the last instance of damage dealt. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Dismounted: Locks normal attacks (not specials or spells) to Energy. EleComp increases normal attack damage.
    • Disrupting Stomp!: Energy Spell-Type Skill. Follows weapon damage type. Deals -15% damage and attempts to inflict a -15 MRM DefLoss for (2*[Hits]) turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Paragon Fiend Defender

MC Energy Shield. Melee > Magic > Ranged blocking focus.

  • MC: Can spend 100% Soul Energy to reduce damage taken by 3.57%. This effect is quickcast, and can be used four times per fight.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Legion Shogun

MC Water set. Available in March. Three pieces.

Legion Shogun Armaments

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.2 Damage Lean | Sword.

  • MC: Each hit that connects attempts to inflict a Power: 0.5 (0.375 if Magic) Water Burn for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.

Legion Shogun

MC FO Water armour with Darkness secondary. Flat blocking.

  • Flavour Effect: Pays 3 MRM. Each time you are hit, deal +3.15% damage with attacks in this armour next turn.
  • Hydro Flurry!: Water Weapon-based skill. Follows weapon damage type. EleComp reduces skill SP cost (75 for Me/Ra, 173 for Ma at 150).
  • Hydro Rockets!: Overcharged Water Spell-Type skill. Follows weapon damage type Has 4/3x cost (523 for Me/Ra, 653 for Ma at 150) and deals ~+20.8% damage. EleComp increases skill damage.
  • 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.

Legion Shogun Defender

MC Water Shield. Magic > Melee = Ranged blocking focus.

  • MC: Each time you are hit, gain 2.5% Melee in SP (10 at 150).

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

ProtoParagon

MC set. Available in March. Four pieces. Multiple variants. See table for elements:

Variant Element
mk 2 Ice
mk 3 Fire
mk 4 Light

Protoparagon Claws

MC | Melee/Magic | 0-Proc | +5 BtH lean | 0.25 Damage Lean | Claws.

  • MC Compresses a toggle:
    • Toggle: Pays 15% Melee in SP per turn (59 at 150) to deal +15% damage with all player attacks (+20% if Magic, +7.5% for Spells).

Protoparagon Blaster

MC | Raged | 100-Proc | 0'True'-Proc | +6 BtH lean | 0.5 Damage Lean | Gun.

  • MC Compresses a toggle:
    • Toggle: Pays 15% Melee in SP per turn (59 at 150) to deal +15% damage with all player attacks (+7.5% for Spells).

Protoparagon Power Suit

MC FO armour. Melee = Ranged > Magic blocking focus.

  • MC: Heals SP based on outgoing hits and incoming misses:
    • Player hits: (2.94*[Hits]/[Attempts])% Melee (11.53 base at 150).
    • Monster misses: (16.67*[Blocks]/[Attempts])% Melee (65.33 base at 150).
    • SP regenerated is a single instance of healing, rounded randomly.

Protoparagon Defender

MC Shield. Melee = Ranged > Magic blocking focus. MC goes into a toggle:

  • Toggle: Pays 15% Melee in SP per turn (59 at 150) to take -10.71% damage.

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Hollowborn Evoker/Conjurer

MC Energy/Darkness sets respectively. Potentially available during Black Friday. Three pieces.

Hollowborn Armaments

MC | Melee/Ranged/Magic | 0-Proc | +0/+3/+0 BtH lean | 0.5/0.66/0.5 Damage Lean | Sword/Spear/Staff.

  • Flavour Effect: Player attacks (weapon or spell) that match the weapon's element pays an additional 20% Melee in HP (70 at 150) to attempt to inflict an [Element] Poison for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK. Power depends on mode:
    • Melee/Magic: 1.
    • Ranged: 0.97.
  • MC: If monster is Poisoned, Burning, or Bleeding, heals 6.375% (4.78% if Magic) Melee in SP after attacking (25 for Me/Ra; 19 for Ma at 150).

Hollowborn Garb

MC FO Armour with elemental wheel secondaries. Flat blocking. Comes with a skill and toggle:

  • Astral Blades: [Element] Spell-Type skill. Follows weapon damage type. Elecomp increases damage dealt. Deals -15% damage and attempts to inflict a Power: (0.129*[Res]*[Hits]/[Attempts]) Bleed. Recover with -20 Save Bonus, player STR/LUK vs. monster END/LUK.
  • Aura of Malice (Toggle): While toggled, Poisons, Burns, and Bleeds pay an additional 5% Melee in SP each turn (20 each at 150) to deal +15% damage.

Hollowborn Defender

MC Shield. Melee = Ranged > Magic blocking focus.

  • MC: +10 Potence for all damage status effects (Backlash, Bleed, (Prismatic) Burn, Control, Spiritual Seed).
    • Full Set Bonus: When used with the same element weapon and armour, potence is tripled to +30.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Chaosborn Agent/Raider

MC Darkness/Energy sets respectively. Potentially available during Black Friday. Three pieces.

Chaosborn Armaments

MC | Melee/Ranged/Magic | 0-Proc | -5 BtH lean | 0.25 Damage Lean | Sword/Lance/Staff.

  • MC: After blocking, applies a +(16.83*[Blocks])% (12.63% if Magic) [Element] EleEmpower for 1 turn.

Chaosborn Raiment

MC FO Armour with Earth (Agent)/Light (Raider) secondary. Flat blocking. Comes with two toggles:

  • Chaosborn Deflection (Toggle): While toggled, take +7.14% damage. If you block any attack, pays 10% Melee in HP at the start of your next turn (35 at 150) to deal Harm damage equal to (66.67*[Blocks])% Melee.
    • Full Set Bonus: While toggled with the same element weapon and shield equipped, take an additional +3.57% damage and pay an additional 5% Melee in HP (52 total at 150) to double damage dealt to (133*[Blocks])% Melee.
  • Chaosborn Reflexes (Toggle): While toggled, pays 10% Melee in HP per turn (35 at 150) to gain +2 MRM each turn, capped at +12 after six turns. Total boost is remembered if toggled off and on, but is reset after each battle.

Chaosborn Lantern

MC Shield. Ranged = Magic > Melee blocking focus. MC compresses a skill:

  • Flavour Effect: Applies a -6 BtH Lean to the monster.
  • Chaosborn Rage: [Element] Spell-Type skill. Follows weapon damage type. EleComp increases damage dealt. Deals -50% damage and attempts to inflict the following effects for 5 turns each:
    • -(15.6*[EleComp]*[Hits]/[Attempts]) Blind.
    • -20 BtH Lean Berserk.
    • Resist each separately with -20 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Infernal Champion

MC Fire set. Potentially available during Black Friday. Three pieces.

Infernal Champion Armaments

MC | Melee/Ranged/Magic | 0-Proc/100-Proc with 20-'True' Proc/0-Proc | -5 BtH lean | 0.5 Damage Lean | Sword/Bow/Staff.

  • MC: Compresses a toggle:
    • Toggle: Deals -50% damage (-75% if Magic) and pays 50% Melee in SP per turn (196 at 150) for weapon-based attacks to attempt to inflict a Power: (5.31*[Hits]/[Attempts]) HP->HP Fire Drain Poison for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Infernal Champion

MC FD Fire armour with Darkness secondary. Flat blocking. Does various things:

  • Flavour Effect: Pays 6 MRM for the following effects:
    • +10 Poison potence.
    • Once per battle if the player is below 50% HP at the start of their turn, gain 1 turn of Player + Misc Celerity.
  • Hekate's Insight (Toggle): While toggled, if the monster is currently Poisoned, armour attacks deal reduced damage and heals the player's SP equal to (29.24*[Hits]/[Attempts])% Melee (~99 at 150):
    • Melee/Ranged: -20% damage.
    • Magic: -26.67% damage.
    • Spells: -10% damage.
  • Hekate's Grasp (Toggle): While toggled, pays ~58.6% Melee in SP (230 at 150) for the following effects:
    • Increased CHA (+50 at 150).
    • Companions attempt to inflict a Power: (1.25*[EleComp]*[Hits]/[Attempts]) HP->HP Fire Drain Poison for 2 turns. Poison power is doubled to 2.5 if there is no active Guest. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Hekate's Command (Toggle): While toggled, pays SP to apply Pet and/or Guest Celerity:
    • Pet: 40% Melee in SP (157 at 150).
    • Guest: 60% Melee in SP (235 at 150).
    • Both: 100% Melee in SP (392 at 150).

Infernal Champion's Curse

MC Shield. Melee = Ranged > Magic blocking focus.

  • MC: +20 Poison Potence.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Abyssal Champion

MC Darkness set. Potentially available during Black Friday. Three pieces.

Abyssal Champion Armaments

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.5/0.66/0.5 Damage Lean | Sword/Spear/Staff.

  • Flavour Effect: Toggle between two modes:
    • Damage Mode: Deals full damage.
    • Healing Mode: Deals -25% damage. After attacking, heals the player's SP and MP equal to (12.5*[Hits]/[Attempts])% Melee (42 SP; 56 MP if Me/Ra; ~32 SP; 42 MP if Ma at 150).
      • If one resource is >=80% while the other is <80%, the larger resource is not healed while the smaller resource receives doubled healing (84 SP or 112 MP for Me/Ra; 63 SP or 84 MP if Ma at 150).
      • Full Set Bonus: If used with the armour and shield:
        • Damage mode deals an additional +10% damage.
        • Healing mode healing is increased by 1.4x.
  • MC: +5% damage.

Abyssal Champion

MC FO Darkness armour with Earth secondary. Flat blocking. Does various things:

  • Flavour Effect: Pays 3 MRM for +105 Initiative.
  • Hekate's Will: Efficient Darkness weapon-based skill. Follows weapon damage type. Pays an additional 10% Melee in SP for +8.5 BtH. EleComp reduces skill cost (34 for Me/Ra; 105 for Ma at 150).
  • Hekate's Word: Overcharged Darkness Spell. Deals +25% damage. EleComp increases spell damage.
  • Hekate's Might (Toggle): While toggled, attacks made in this armour pay 25% Melee in SP (98 at 150) to attempt to inflict a (21.01*[EleComp]*[Hits]/[Attempts])% Darkness EleVuln for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Abyssal Champion's Rebuke

MC Darkness Shield. Ranged = Magic > Melee blocking focus. Has three variants. MC compresses a toggle:

  • Toggle: Pays ~10.5% Melee in SP per turn (41 at 150) to boost two mainstats (+30 each at 150) depending on variant.
    • SD: STR/DEX.
    • SI: STR/INT.
    • DI: DEX/INT.

Info-Subs (Weapon): Link

Updated weapon mechanics: Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Infernal Angel

MC Fire set. Potentially available during Black Friday. Five pieces.

Infernal Angel's Wrath

MC | Melee | 0-Proc | +0 BtH lean | 0.2 Damage Lean | Sword.

  • MC: Compresses a toggle:
    • Toggle: Deals -15% damage and pays 15% Melee in HP (52 at 150) to attempt to inflict a -(14.29*[FireRes]*[Hits]/[Attempts])% Panic. This has -10 Save Bonus, player STR/LUK vs. monster CHA/LUK.

Infernal Angel's Spite

MC | Ranged | 100-Proc | 0-'True' Proc | +6 BtH lean | 0.4 Damage Lean | Crossbow.

  • MC: Compresses a toggle:
    • Toggle: Deals -15% damage and pays 15% Melee in HP (52 at 150) to attempt to inflict a -(13.34*[FireRes]*[Hits]/[Attempts])% Panic. This has -10 Save Bonus, player DEX/LUK vs. monster CHA/LUK.

Infernal Angel's Focus

MC | Melee | 0-Proc | +3 BtH lean | 0.3 Damage Lean | Sceptre.

  • MC: Compresses a toggle:
    • Toggle: Deals -20% damage and pays 15% Melee in HP (52 at 150) to attempt to inflict a -(13.80*[FireRes]*[Hits]/[Attempts])% Panic. This has -10 Save Bonus, player INT/LUK vs. monster CHA/LUK.

Infernal Angel's Liberation

MC FD Fire armour. Ranged = Magic > Melee blocking focus. Does various things:

  • Flavour Effect: Pays 6 MRM for the following:
    • +105 Intiative.
    • +5 Omni Potence.
      • Full Set Bonus: When used with the weapon and shield, Potence is tripled to +15.
  • Unchained Threnody: Once per battle, swaps armour lean between FD and Spellcaster.
  • Consume the Chain: Healing SPell. Uses weapon mainstat for damage. If monster is Burning, consumes up to 400% Melee worth of Burn to increase healing received by up to +200%.
  • Woe Upon Abaddon: Fire Spell-Type Skill. Follows weapon damage type. EleComp increases skill damage. Deals -75% damage and attempts to inflict a Power: (5*[EleComp]*[Hits]/[Attempts]) Fire Burn for 6 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster STR/LUK.

Infernal Angel's Defiance

MC Fire Shield. Melee = Magic > Ranged blocking focus.

  • MC: After blocking, attempts to inflict a (-7.39*[Blocks])% Panic, capped at 4. This has -10 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Fallen Angel

MC Darkness set. Potentially available during Black Friday. Five pieces.

Fallen Angel's Zeal

MC | Melee | 0-Proc | +0 BtH lean | 0.2 Damage Lean | Sword.

  • Flavour Effect: Compresses a toggle:
    • Toggle: Take +10.71% damage and pays 8.5 BtH to deal +15% damage and reduces Guest upkeep by 10% Melee.
  • MC: +5% damage.
  • Set Bonus 1: When used with Fallen Angel's Vindication, deals +5% damage. If armour is currently FD, deals 1.375x damage.
  • Set Bonus 2: When used with Fallen Angel's Crest, Guest upkeep is reduced by 5% Melee.

Fallen Angel's Ambition

MC | Ranged | 100-Proc | 0-'True' Proc | +0 BtH lean | 0.4 Damage Lean | Crossbow.

  • Flavour Effect: Compresses a toggle:
    • Toggle: Take +10.71% damage and pays 8.5 BtH to deal +15% damage and reduces Guest upkeep by 10% Melee.
  • MC: +5% damage.
  • Set Bonus 1: When used with Fallen Angel's Vindication deals +5% damage. If armour is currently FO, deals 1.35x damage.
  • Set Bonus 2: When used with Fallen Angel's Crest, Guest upkeep is reduced by 5% Melee.

Fallen Angel's Inspiration

MC | Melee | 0-Proc | +0 BtH lean | 0.3 Damage Lean | Sceptre.

  • Flavour Effect: Compresses a toggle:
    • Toggle: Take +10.71% damage and pays 8.5 BtH to deal +20% damage and reduces Guest upkeep by 10% Melee.
  • MC: +5% damage.
  • Set Bonus 1: When used with Fallen Angel's Vindication, deals +5% damage. If armour is currently FD, deals 1.375x damage.
  • Set Bonus 2: When used with Fallen Angel's Crest, Guest upkeep is reduced by 5% Melee.

Fallen Angel's Vindication

MC Neutral Darkness armour. Melee = Magic > Ranged blocking focus. Does various things:

  • Flavour Effect: Pays 9 MRM for the following:
    • Once per battle if the player is below 50% HP at the start of their turn, gain 1 turn of Pet + Guest Celerity.
    • Companion attacks attempt to inflict a HP->HP Darkness Drain Poison for 2 turns. This has +0 Save Bonus, player CHA/STR vs. monster END/LUK. See below for values:
      • Pets: Power: 0.2.
      • Guests: Power: 0.3.
  • Unbroken Loyalty (Toggle): Pays 20% Melee in SP per turn (78 at 150) to increase Companion damage by up to +25%.
    • This has partial scaling from STR. Without STR, this value is +17.5%.
  • Commander's Onslaught: Melee Darkness Weapon-based skill. Deals -10% damage. Uses STR/CHA for damage and accuracy. EleComp reduces SP cost (43 at 150).
    • Set Bonus: If Fallen Angel's Ambition is equipped, this skill instead boosts that weapon's attack.
  • Ashen Meditation: Once per battle, swaps lean between FO and FD.

Fallen Angel's Crest

MC Shield. Melee = Ranged > Magic blocking focus. MC goes into a toggle:

  • Toggle: Pays ~10.5% Melee in SP per turn (41 at 150) to gain STR/CHA (+30 each at 150).

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Sinister Protean Predator

MC Darkness set. Potentially available during Black Friday. Five pieces.

Sinister Protean Sunderer

MC | Melee | 0-Proc | -10 BtH lean | 0.33 Damage Lean | Axe.

  • Effect: Pays MC and deals -10% damage to heal back ~9.11% Melee in SP per hit (~36 per hit at 150), capped at 4.
  • Set Bonus: If Devouring Predator (armour toggle) has a stat fully drained, deals an extra hit of Darkness damage worth 5% Melee to a specific resource that follows weapon damage type. This hit cannot be boosted in any way. See below for values:
    • STR: HP.
    • DEX: SP. Deals 1.125x damage.
    • INT: MP. Deals 1.5x damage.

Sinister Protean Impaler

MC | Ranged | 0-Proc | -7 BtH lean | 0.4 Damage Lean | Spear.

  • Effect: Pays MC and deals -10% damage to heal back ~8.17% Melee in SP per hit (~32 per hit at 150), capped at 4.
  • Set Bonus: If Devouring Predator (armour toggle) has a stat fully drained, deals an extra hit of Darkness damage worth 5% Melee to a specific resource that follows weapon damage type. This hit cannot be boosted in any way. See below for values:
    • STR: HP.
    • DEX: SP. Deals 1.125x damage.
    • INT: MP. Deals 1.5x damage.

Sinister Protean Slicer

MC | Magic | 0-Proc | -10 BtH lean | 0.33 Damage Lean | Sword.

  • Effect: Pays MC and deals -15% damage to heal back ~9,11% Melee in MP per hit (~48 per hit at 150), capped at 4.
  • Set Bonus: If Devouring Predator (armour toggle) has a stat fully drained, deals an extra hit of Darkness damage worth 5% Melee to a specific resource that follows weapon damage type. This hit cannot be boosted in any way. See below for values:
    • STR: HP.
    • DEX: SP. Deals 1.125x damage.
    • INT: MP. Deals 1.5x damage.

Sinister Protean Predator

MC FO Darkness armour. Flat blocking. Does various things:

  • Devouring Predator (toggle): While toggled, deals -10% damage (-13.33% if Magic, -5% with Spells) and pays 15% Melee in SP per turn (59 at 150). SP cost is paid on attack. After attacking, has a ([Hits]/[Attempts])% chance to permanently lower a monster's mainstat (STR/DEX/INT, chosen before attacking). This has +8 Save Bonus, player Mainstat/LUK vs. mosnter END/LUK. Each stat can be lowered up to six times per battle. If a stat fully lowered, instead heals the player's HP equal to (30*[Hits]/[Attempts])% of expected player damage.
  • Predator's Wrath: Overcharged Ranged Darkness Weapon-based Skill. Pays an additional 100% Melee in HP to deal +50% damage. EleComp reduces cost (186 SP and 166 HP at 150). If at least one stat has been fully lowered by Devouring Predator, skill will seek between the 8 standard elements. Additionally, if Devouring Predator is toggled on while a stat is fully lowered:
    • Devouring Predator's normal costs are not applied. Instead, skill pays an additional 15% Melee in SP and HP after EleComp (59 SP and 52 HP; 245 SP and 218 HP total at 150) to gain additional effects depending on which stats were fully drained:
      • STR: Deals +10% damage.
      • DEX: Gain -37.5% Heal Resistance.
      • INT: Attempts to inflict a (-25.21*[Hits]/[Attempts])% Panic. This has +0 Save Bonus, player DEX/LUK vs. monster CHA/LUK.
  • Full Set Bonus: When equipped with any weapon and the shield, gain an additional 10% Melee in SP per turn (39 at 150).

Sinister Protean Maw

MC Shield. Ranged > Magic = Melee blocking focus. Toggles between three modes:

  • Standard Mode: Has no effect.
  • Stat Drain Mode: Deals -5% damage (-6.67% if Magic, -2.5% with Spells). Each time a hit is attempted against you, build up a stack. At 10 stacks, attempts to inflict a permanent Strength Sap. This has +5 Save Bonus, player DEX/LUK vs. monster END/LUK. This infliction stacks with Devouring Predator. If fully drained, instead heals the player's HP equal to 5% of a player's expected damage each time a hit is attempted.
    • Greater Stat Drain Mode: Pays an additional 20% Melee in SP (78 at 150) to build up 5 stacks per hit instead. Healing is tripled to 15% if stat is fully drained.
    • Set Bonus: If Sinister Protean Predator is in your active inventory, stat being drained will follow whatever Devouring Predator is set to.

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Bloodthirsty Protean Predator

MC Fire set. Potentially available during Black Friday. Five pieces.

Bloodthirsty Protean Render

MC | Melee | 0-Proc | -3 BtH lean | 0.33 Damage Lean | Axe.

  • MC: Compresses a toggle:
    • Toggle: Deals -25% damage and pays 25% Melee in SP on attack (98 at 150) for the following effects:
      • Each hit that connects heals (~15.24*[FireRes])% Melee in HP (~53 base HP per hit at 150), capped at 4 hits.
      • After attacking, attempts to inflict a -(25.62*[FireRes]*[Hits]/[Attempts])% Choke for 2 turns. This has +0 Save Bonus, player STR/LUK vs. monster END/LUK.

Bloodthirsty Protean Piercer

MC | Ranged | 0-Proc | +3 BtH lean | 0.66 Damage Lean | Spear.

  • MC: Compresses a toggle:
    • Toggle: Deals -25% damage and pays 25% Melee in SP on attack (98 at 150) for the following effects:
      • Each hit that connects heals (~14.20*[FireRes])% Melee in HP (~49 base HP per hit at 150), capped at 4 hits.
      • After attacking, attempts to inflict a -(23.88*[FireRes]*[Hits]/[Attempts])% Choke for 2 turns. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.

Bloodthirsty Protean Carver

MC | Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword.

  • MC: Compresses a toggle:
    • Toggle: Deals -33.33% damage and pays 25% Melee in SP on attack (98 at 150) for the following effects:
      • Each hit that connects heals (~14.71*[FireRes])% Melee in HP (~51 base HP per hit at 150), capped at 4 hits.
      • After attacking, attempts to inflict a -(24.71*[FireRes]*[Hits]/[Attempts])% Choke for 2 turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Bloodthirsty Protean Predator

MC FD Fire armour. Flat blocking. Does various things:

  • Flavour Effect: Pays 6 MRM to build 1 stack of Shapeless Predator each turn. Can carry up to 40 stacks. Stacks do not carry between battles.
  • Consuming Onslaught (Toggle): While toggled, deals -25% damage (-33.33% if Magic, -12.5% with Spells) and pays 25% Melee in SP per turn (98 at 150) for the following effects:
    • Gain an additional stack of Shapeless Predator per turn (2 total).
    • Gain -12.5% Heal Resistance.
    • Attempt to increase the monster's Heal Resistance by +25%. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK. This effect is considered a Choke for potence modifiers.
    • After attacking, attempts to inflict a -(21.01*[Res]*[Hits]/[Attempts])% Choke for 2 turns. Resistance chosen is based on the last instance of damage dealt. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Unleashed Predator: Melee Fire Spell-Type Skill. EleComp increases damage dealt. Consumes all Shapeless Predator stacks and/or up to 400% Melee worth of Choke to increase damage dealt by up to +200%. Skill prioritizes Shapeless Predator stacks first.

Bloodthirsty Protean Maw

MC Shield. Melee = Ranged > Magic blocking focus.

  • MC: After attacking, attempts to inflict a (-9.88*[Hits]/[Attempts])% Choke for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
  • Full Set Bonus: When equipped with any weapon along with the armour, reduces all damage taken by a flat amount equal to ~0.21% of the player's max HP for that turn (~-12 damage taken per hit with 250 END at 150).

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

Antitoxin Protean Predator

MC Light set. Unknown availability. Three pieces. Weapon/Shield use a charge system:

  • Charge mechanics: For each negative status on the enemy, gain 3 charges. For each negative status on the player, gain 6 charges. Charges are capped at 16 for the sake of calculations.
    • Note: For the sake of brevity, only the max values for each item will be listed.
    • Full Set Bonus: When used as a full set, the effect of each charge is doubled.

Antitoxin Protean Sunderer

MC | Melee | 0-Proc | -3 BtH lean | 0.33 Damage Lean | Axe.

  • MC: Increases all outgoing Light damage (weapon/skills/spells) based on charges, capped at +15% (+7.5% for spells) (+30% and +15% for spells with FSB respectively).

Antitoxin Protean Ruiner

MC | Ranged | 0-Proc | +3 BtH lean | 0.66 Damage Lean | Spear.

  • MC: Increases all outgoing Light damage (weapon/skills/spells) based on charges, capped at +15% (+7.5% for spells) (+30% and +15% for spells with FSB respectively).

Antitoxin Protean Sunderer/Ruiner/Defiler

MC | Magic | 0-Proc | +0 BtH lean | 0.5 Damage Lean | Sword. MC Melee/Ranged/Magic 0-Proc Axe/Spear/Sword. Separate weapons.

  • MC: Increases all outgoing Light damage (weapon/skills/spells) based on charges, capped at +11.25% (+7.5% for spells) (+22.5% and +15% with FSB respectively).

Antitoxin Protean Predator

MC FO Light armour. Flat blocking. Does various things:

  • Flavour Effect: Pays 6 MRM to gain various bonuses if the player is affected by negative statuses:
    • For each damaging status (up to 4), deal +3.75% damage (+5% if Magic, +1.875% for spells, max +15% for Me/Ra, +20% for Ma, +7.5% for Spells).
    • For each nondamaging status (up to 4), gain 3.75% Melee in SP per turn (~15 per status, max ~59 at 150).
  • Incubate Bloodrage: Quickcast skill. Inflicts the player with a -15 Player Berserk and a Power: 5.1 Light Burn for 3 turns each. These effects cannot be cleansed in any way. After three turn, replaced with Bloodrage Primed!, a toggle.
  • Incubate Harrowblight: Quickcast skill. Inflicts the player with a -21.43 Fragile and a Power: 2.55 Light Poison for 3 turns each. These effects cannot be cleansed in any way. After three turns, replaced with Harrowblight Primed!, a toggle.
  • Transfer Toxin: Overcharged Light weapon-based skill. Deals +25% damage. EleComp reduces SP cost (203 for Me/Ra, 301 for Ma at 150). Deals -60% damage to resolve one of three effects:
    • Transfer Bloodrage: Only available if Boodrage Primed! is toggled. Resets Incubate Bloodrage if used. Attempts to inflict the following statuses for [Hits] turn(s):
      • (42*[LightRes])% Fear.
      • Power: 1.173 Prismatic Burn.
        • Each effect is resisted separately with -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK. If either effect is inflicted, inflicts a -15 Berserk for 3 turns.
    • Transfer Harrowblight: Only available if Harrowblight Primed! is toggled. Resets Incubate Harrowblight if used. Attempts to inflict the following statuses:
      • -37.798 Fragile for [Hits] turn(s).
      • Power: 2.054 HP->HP Light Drain Poison for [Hits] turn(s).
      • Power: (0.4929*[Hits]/[Attempts]) Bleed.
        • Each effect is resisted separately with -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
    • Transfer Toxin: Attempts to inflict a Power: (6*[Hits]/[Attempts]) Light Poison for 5 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

Antitoxin Predator's Tower

MC Shield. Melee = Ranged > Magic blocking focus. Toggles between two modes:

  • Blocking mode: Gain up to +9 Blocking (up to +18 with FSB).
  • Damage reduction mode: Take up to -10.71% damage (up to -21.43% with FSB).

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Armour update: Link

Info-Subs (Shield): Link

Warforged Set

MC Fire set. Three pieces. Set uses a charge system:

  • Charge mechanics: Armour passively generates a number of WPa of Divine Pressure when specific conditions are met. Shield can skip the player's turn to generate 4 WPa. Can carry up to 20 WPa at once. Charges reset after each battle. Overall set performance is increased with higher amounts of WPa held.

Warforged Endbringer

MC | Melee/Ranged/Magic | 0-Proc | +0 BtH lean | 0.4/0.33/0.33 Damage Lean | Sword/Glaive + Polearm/Staff.

  • Effect: Comes with a menu for various options:
    • Toggle: Can toggle between two modes:
      • Damage Mode: Deals full damage.
      • Status Mode: Deals -30% damage (-40% if magic). After attacking, attempts to inflict a (25.2*[FireRes]*[Hits]/[Attempts])% Fear. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
        • Set Bonus: If Warforged is equipped and the armour's current lean is FO, instead of boosting outgoing damage, WPa increases Fear chance by an additional +(4.2*[WPa])%.
    • Divine Judgement: Quickcast skill. Requires at least 4 WPa to use. Paralyzes the player at the end of the turn for 1 turn and consumes all WPa for the following effects:
      • Gain +(10 + 2.5*[WPa]) Omni Potence.
      • Deal +(80 + 20*[WPa])% damage ((106.67 + 26.67*[WPa])% if Magic, (40 + 10*[WPa])% for Spells).
  • MC: +5% damage.

Warforged

MC FO armour. Flat blocking. Does various things:

  • Flavour Effect: Pays 6 MRM for the following effects
    • +105 Initiative.
    • Gain an additional 5% Melee in SP per turn (~20 at 150).
  • Absolute Carnage: Fire Skill. Functionality depends on weapon damage type:
    • Melee/Ranged: Weapon-based skill. EleComp reduces SP cost (91 at 150).
    • Magic: Standard Spell. EleComp increases damage dealt.
  • Rampant Mayhem (Toggle): Locks normal attacks (not specials or spells) to Fire. EleComp increases normal attack damage.
  • Divine Tactician: Once per battle, toggles between FO and SC. Overall armour performance is further modified based on current lean:
    • FO: Takes +17.9% damage to generate 1 WPa per turn. Deals +(5*[WPa])% damage (+6.67% if Magic, +2.5% for Spells). Rampant Mayhem will consume all WPa on attack to deal +(25*[WPa])% damage (+33.33% if Magic).
    • SC: Player is inflicted with a Power: 4.25 Fire Burn for 1 turn upon casting a Spell to gain 2 WPa. Gain (5*[WPa])% Melee in MP per turn (~26 per WPa at 150). Absolute Carnage will consume all WPa on cast to deal +(25*[WPa])% damage (+12.5% if Magic).
      • Full Set Bonus: When used with the weapon and armour, damage per charge is increased to +30% (+15% if Magic).

Warforged Retribution

Shield. Melee = Ranged > Magic blocking focus.

  • Flavour Effect: Pays 3 MRM for the following effect:
    • If monster has Freedom or Fear Immunity, if they spend at least 60% Melee in SP, gain 50% Melee in resources depending on weapon damage type:
      • Melee/Ranged: SP (196 at 150).
      • Magic: MP (261 at 150).
    • If monster did not act the previous turn, gain 40% Melee in resources at the start of your turn depending on weapon damage type:
      • Melee/Ranged: SP (~157 at 150).
      • Magic: MP (~209 at 150).

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

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