Golden Giftboxes

## Introduction

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

As a rule of thumb for this page:

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

• Common
• Rare
• UltraRare

## Golden Giftbox Crossover

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

## Filters

Guardian
Rare
Premium
Z-Token
Golden Giftboxes

Seasonal
GGB Crossover
Mogloween
Frostval
Snugglefest
Blarney
Aprils' Fools
Grenwog
Cinco DOOM Mayo
Harvest Fest
Void Rotation

## Shared Box Items

### Faces

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

### Mystery Scroll of Learning

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

### Hidden Powers

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

**Back to Top**

## Common

* Introduction
* Weapons
* Shields
* Spells
* Pets
* Miscs
* Other

### General Information

Commons are the cheapest and most readily-accessible of all GGBs. **None** of the items here have MCs.

### Eggzooka

Ranged 100-Proc Fire Gun.

Info-Subs: Link

### Gatling Gun

Ranged 100-Proc Earth Gun.

Info-Subs: Link

### Oblivinator

Ranged 100-Proc Energy Gun.

Info-Subs: Link

### DarkSeeker's Sidekick

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

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

Info-Subs: Link

### Star Sabre of Pacifism/Passion

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

* **Effect**: Swaps between Melee and Magic.

Info-Subs: Link

### Ultrviolet/Infrared Blade

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

Info-Subs (both are identical): Link

### Blade of Janus

Melee 0-Proc Darkness Sword.

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

Info-Subs: Link

### Shadow Phoenix Bow

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

Info-Subs: Link

### Vorpal Sword

20-proc Melee Earth Sword.

Info-Subs: Link

### Havarti Blade

Magic 20-Proc Light Sword.

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

Info-Subs: Link

### Uragiri

Melee 0-Proc Darkness Sword.

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

Info-Subs: Link

### Maker-Touched Zweihander

Magic 0-Proc Sword.

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

Info-Subs: Link

### Rainbow's End

Ranged 0-Proc Light Spear.

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

Info-Subs: Link

### Arthurian Shield

Light Shield. Melee > Ranged > Magic blocking focus.

Info-Subs: Link

### Summon Icemaster Yeti

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

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

Info-Subs: Link

### Jaania's Orb of Power

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

Info-Subs: Link

### Baby Dracolich

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

Info-Subs: Link

### Weteye

Water Pet.

Info-Subs: Link

### Land Shark

Earth Pet.

Info-Subs: Link

### Kitsune Mask

Fire misc. Reduces Fire damage taken and increases Magic blocking (x0.5 Dmg Taken; +7 Blocking at 150).

Info-Subs: Link

### Shikyo Mask

Darkness misc. Reduces Darkness damage taken and increases Magic blocking (x0.5 Dmg Taken; +7 Blocking at 150).

Info-Subs: Link

### 13th Mask

Darkness misc. Reduces Darkness damage taken and increases BtH (x0.5 Dmg Taken; +7 BtH at 150).

Info-Subs: Link

### Mystery Bag of Gold

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

### Estate Resources

Gives +500 in a specific Estate resource.

**Back to Top**

## Rare

* Introduction
* Weapons
* Armour
* Shields
* Spells
* Guests
* Pets
* Miscs

### General Information

Rares are opened ~10% of the time when opening GGBs. Alternatively, 25 Commons on a single character can be converted to a single Rare via Account Manager.

### Bloodblades

Melee/Magic 0-Proc Sword series.

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

See table for elements:

**\*Note**: Pyromancer Bloodblade does not come from GGBs.

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

Info-Subs: Link

### Paladin/Necromancer Cavalry Lances

Ranged/Magic 0-Proc Spear series.

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

See table for elements:

 Serene
 Howling
 Frigid
 Graven
 Radiant

Info-Subs: Link

### Krieger Claws

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

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

Info-Subs: Link

### Gauntlets of Xano

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

* **Skill**: Standard Weapon-based skill.

Info-Subs: Link

### Timekiller Crossbows

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

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

Info-Subs: Link

### Fresh Asteraceae

Magic Light 20-Proc Scythe.

* **Flavour Effect**: Deals -20% damage. Increases the damage of Pets and Guests by +15%.

Location: Valencia -> Golden Giftboxes -> Rare Shop

Info-Subs: Link

### Reaver of Nulgath

Ranged Darkness 20-Proc Scythe+Spear.

* **MC**: Uses CHA instead of LUK for stat bonuses (including Lucky Strikes)

Info-Subs: Link

### Blacksmith Hammer

Melee/Magic Earth 20-Proc Hammer.

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

Info-Subs: Link

### Titanite Destroyer

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

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

Info-Subs: Link

### Lovely Axe

Melee Fire 20-Proc Axe.

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

Info-Subs: Link

### Bonebreaker Berserker Axe

Melee Darkness 20-Proc Axe. Special deals -50% damage and attempts to inflict a +56% Darkness EleVuln effect for [Hits] turns. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

### Void Spear of War

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

* **MC**: +5% damage.

Info subs: Link

### SeaSaw

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

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

Info-Subs: Link

### Solar Flair Staff

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

#### Solar Flair Angel (SP)

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

Info-Subs (Weapon): Link

Info-Subs (Guest): Link

### Relic Staff

Ranged/Magic Ice 0-Proc Spear/Staff.

* **MC**: +4 BtH.

Info-Subs: Link

### Undead Cleric's Arm

Light Tome. Comes with 3 spells:

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

Info-Subs: Link

### Blood Storm

Melee/Magic 20-Proc Fire sword.

* **MC**: Special heals the player equal to 1/6 of damage dealt. If player is >80% HP, instead deals +25% damage.

Info-Subs: Link

### Deathbringer

Ranged 10-Proc Darkness Spear.

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

Info-Subs: Link

### Golden Dragon Spear

Ranged 30-Proc Light Spear.

* **MC**: Gains a conditional Dragon trigger:
	+ **Darkness Dragon**: +15% damage.
	+ **Dragon/Darkness Drakel or Dragonkin**: +7.5% damage.
	+ **Non-Darkness Drakel or Dragonkin**: +5% damage.

Info-Subs: Link

### Monolith Mace

Melee 0-Proc Water Mace.

* **MC**: 1.5x Lucky Strike damage.

Location: Valencia -> Golden Giftboxes -> Rare Shop

Info-Subs: Link

### Gloom Glaive

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

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

The only Harm compression option for Rangers, and arguably one of the best Earth weapons for Rangers period.

Location: Valencia -> Golden Giftboxes -> Rare Shop

Info-Subs: Link

### Bow of Judgment

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

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

Info-Subs: Link

### Perfectly Balanced Blade

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

Info-Subs: Link

### Grenwog Lance

Ranged/Magic 20-Proc Earth/Wind Spear.

Info-Subs: Link

### Giant's Wrath

Melee 0-Proc Earth Axe.

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

Info-Subs: Link

### Steampunk Love Bow

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

* **MC**: +5% damage.

Info-Subs: Link

### Eternity Key

Melee/Magic 20-Proc Energy Staff.

* **MC**: Special deals -44.36% damage (-64.7% if Magic) and has a (100\*[Hits]/[Attempts])% chance to Hypersalinate (Energy Freeze) for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster END/LUK.

Info-Subs: Link

### Crusader's Shining Repeater

Ranged 100-Proc Light Gun.

* **MC**: +5% damage.

Info-Subs: Link

### Prismatic Iridescence

Magic 0-Proc Light Staff.

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

Info-Subs: Link

### Galactic Void Katana

Magic 20-Proc Darkness Sword.

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

Info-Subs: Link

### Caden's Wrath

Magic 20-Proc Energy Staff.

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

Info-Subs: Link

### Ultra Elemental Axe

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

Info-Subs: Link

### Infinita Staff

Ranged/Magic 0-Proc Darkness Scythe/Staff.

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

Info-Subs: N/A

### Taxing Cutlasses

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

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

Info-Subs: Link

### Legion Marauder Claymore

Melee/Ranged/Magic 0-Proc Ice Sword.

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

Info-Subs: Link

### Stormhawk Scythe

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

Info-Subs: Link

### Twisted MageSoul

Magic 20-Proc Wind Sword.

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

Info-Subs: Link

### Twisted Hunter's Darklaw/Slayer's Lyfang

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

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

Info-Subs (Darklaw): Link

Info-Subs (Lyfang): Link

### Twisted Star Sabres of Justice/Wisdom

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

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

Info-Subs: Link

### Twisted Tempest Scimitar

Melee 5-Proc Wind Sword.

* **MC**: 1.5x Lucky Strike rate.

Info-Subs: Link

### Twisted Ultra Krieger Blade

Melee 0-Proc Light/Darkness Sword.

Info-Subs: Link

### Tiger Cannon

Ranged 100-Proc Gun. Comes with a skill:

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

Info-Subs: Link

### Orpheum Bow

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

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

Info-Subs: Link

### Safiria Kneeboard

Magic 0-Proc Darkness Club.

* **MC**: Uses CHA instead of LUK for all calculations while equipped (BtH, Lucky Strike, Blocking).

Info-Subs: Link

### Robina Surfboard

Ranged 0-Proc Earth/Wind Club.

Info-Subs: Link

### Wolf King Shortboard

Melee 0-Proc Earth Club.

* **MC**: Uses END instead of LUK for all calculations while equipped (BtH, Lucky Strike, Blocking).

Info-Subs: Link

### Kitsune Fan

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

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

Info-Subs: Link

### Rune Breaker Mace

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

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

Info-Subs: Link

### Staff of Inversion

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

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

Info-Subs: Link

### Zurvana Arsenal

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

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

Info-Subs: Link

### Shadowflame Glaive

Ranged 0-Proc Darkness Glaive.

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

Info-Subs: Link

### Illustrious Saviour of Battleon Armaments

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

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

Info-Subs: Link

### Algie's Bow

Ranged 100-Proc Fire Bow.

* **Effect**: Deals -20% damage. Increases the damage dealt by Pets and Guests by +25%. If no Guest is active, only deals -5% damage.

Info-Subs: Link

### Skystalker Bow

Ranged 100-Proc Energy Bow.

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

Info-Subs: Link

### The Butcherer

Ranged 0-Proc Magic Axe.

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

Info-Subs: Link

### Chilly Form

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

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

Info-Subs: Link

### Headless Horseman

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

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

Info-Subs: Link

### Human Fisher

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

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

Info-Subs: Link

### Quester's Heavy Dragon Gunner

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

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

Info-Subs: Link

### Blazing Reflecting Plate

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

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

Info-Subs (original): Link

### Daimyo Rider

FO Light armour. Flat blocking.

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

Info-Subs: Link

### Darkovian Bulwark

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

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

Info-Subs: Link

### Cerberus Shield

Water Shield. Melee > Magic > Ranged blocking.

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

Info-Subs: Link

### Void Awakening Wall

Fire Shield. Flat blocking. Comes with a skill:

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

Info-Subs: Link

### Geo Logos

Earth Shield. Flat blocking, with slight Magic focus.

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

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

### Frost Titan Head

Ice Shield. Flat blocking, with slightly lower Magic.

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

**Note**: This item is currently bugged, and upkeep is paid even if no toggle is enabled.

Info-Subs: Link

### Rune Breaker Defender

Earth Shield. Magic > Melee > Ranged blocking.

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

Info-Subs: Link

### Hexbound Solar Photosphere

Fire Shield. Melee > Ranged > Magic blocking focus.

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

Info-Subs: Link

### Illustrious Battleon Saviour Defender

Water Shield. Flat blocking

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

Info-Subs: Link

### Gandolphin

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

Info-Subs: Link

### Demomorphosis

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

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

Info-Subs: Link

### Iron Maiden

Darkness Melee "SPell". Cost 33% Melee in HP and 66% Melee in SP (38 and 294 at 150 respectively; uses old HP standards).

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

Info-Subs: Link

### Gecko Chomp

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

Info-Subs: Link

### Epoch Slice

Overcharged Energy Spell. Costs 166.67% Melee in MP (871 at 150) and deals ~1.21x damage. Deals -20% damage and attempt to inflict a +(16.81)% Energy EleVuln for [Hits] turns. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

### Snake Master Strike

Overcharged Darkness Spell/SPell. Two versions. Costs either 175% Melee in MP (915 at 150) or 150% Melee in SP (588 at 150) in order to deal 250% Melee base damage. Pays 170% Melee for the following:

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

Info-Subs: Link

### Fiends of Nulgath

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

* **Damage Mode**: Deals full damage. MC: +5% damage.
* **Void Reflection**: Does not attack. Instead provides a **90%** [Element] Backlash. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
	+ Scales with CHA. Without CHA, the Baclkash value is **45%**.
	+ Stat scaling can overcap the Backlash value to a max of x1.1. Backlash values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

### Grimlord of Nulgath

Darkness Guest.

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

Info-Subs: Link

### Mana Bat (SP)

Water Guest. Can toggle between damage two modes:

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

Info-Subs: Link

### Mogsterio

Light Guest.

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

Info-Subs: Link

### Legion Cryo Cannoneer

Ice Guest.

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

Info-Subs: Link

### Twisted Squidge

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

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

### Moglotron

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

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

Info-Subs: Link

### King Linus

Ice Guest. Can toggle between damage two modes:

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

Info-Subs: Link

### Legion Fenrir

Ice Guest.

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

Info-Subs: Link

### Cosoma

Ice Guest.

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

Info-Subs: Link

### Pridelord

Fire Guest. Can toggle between two modes:

* **Defensive Mode**: Does not attack. Multiplicatively reduces Ice damage taken by **30%** and provides **18** Omni Status Potency.
	+ Scales with DEX and CHA. Without CHA, the damage reduction is **22.5%**, and the status potency value is **13.5**.
	+ Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
* **Damage Mode**: Deals +50% damage. Has +50% increased upkeep cost in SP/MP (43 SP; 57 MP, at 150)

Info-Subs: Link

### Legion Ghoul

Ice/Darkness Guest. Toggles between three modes:

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

Info-Subs: Link

### Finnona

MC Water Guest. Can toggle between two:

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

Info-Subs: Link

### Gold-Hungry Mimic

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

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

Info-Subs: Link

### Ghostly Infernal Skull

Fire Pet. Toggles between two modes:

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

Info-Subs: Link

### Crag & Bamboozle

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

Info-Subs: Link

### Mini Nulgath

Fire/Darkness Pet.

Info-Subs: Link

### Sin of Revontheus

Fire Pet. Toggles between two modes:

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

Info-Subs: Link

### Steam Trobble

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

Info-Subs: Link

### Steam Trobble

Earth Pet. Comes with a toggle:

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

Info-Subs: Link

### Aberrant the Exiled

Darkness Pet.

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

Info-Subs: Link

### Twisted Pig Drake

MC Wind Pet. Toggles between two modes:

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

Info-Subs: Link

### Twisted Squidge

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

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

### Infernal Android

Fire Pet.

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

Info-Subs: Link

### Bone Smasher

Darkness Pet. Toggles between two modes:

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

Info-Subs: Link

### Riftwalker

Ice Pet. Toggles between two modes:

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

Info-Subs: Link

### King Linus

Ice Pet. Can toggle between damage two modes:

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

Info-Subs: Link

### Moglotron

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

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

Info-Subs: Link

### Pridelord

Fire Pet. Can toggle between two modes:

* **Defensive Mode**: Does not attack. Multiplicatively reduces Ice damage taken by **20%** and provides **12** Omni Status Potency.
	+ Scales with DEX and CHA. Without CHA, the damage reduction is **15%**, and the status potency value is **9**.
	+ Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.
* **Damage Mode**: Pays 18% Melee in SP (71 at 150) to deal +50% damage.

Info-Subs: Link

### Cosoma

Ice Pet.

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

Info-Subs: Link

### Legion Ghoul

Ice/Darkness Pet. Toggles between three modes:

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

Info-Subs: Link

### Legion Overfiend Blade

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

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

Info-Subs: Link

### Finnona

MC Water Pet. Can toggle between two:

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

Info-Subs: Link

### Mana Trap (SP)

Neutral Misc. Reduces Magic damage taken, Boosts DEX and LUK, and increase Magic blocking (x0.45 Dmg Taken; +40 DEX/LUK; +10 Defense at 150).

* **MC**: When monster use MP to cast spells, performs a counter attack that deals Harm damage equal to [MPSpent]/[MPCost]x[Dmg]. Where [MPCost] = (38.1 + 2.3375x[MobLvl] + 0.01125x[MobLvl]^2), and [Dmg] = 539.781 at 150.

Info-Subs: Link

### Taladosian Pendant (SP)

Energy misc. Reduces Energy damage taken (x0.5 Dmg Taken at 150).

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

Info Subs: Link

### Power Core (SP)

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

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

Info Subs: Link

**Back to Top**

## UltraRare

* Introduction
* Weapons
* Armours
* Shields
* Spells
* Guests
* Pets
* Miscs

### General Information

UltraRares are opened ~3.33% of the time when opening GGBs. Alternatively, 10 Rares on a single character can be converted to a single UltraRare via Account Manager (250 total Commons). It is **strongly** advised that Rare-> Ultrarare conversion is not used, unless you have an excessive amount of GGBs.

### Arcane Cutlasses

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

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

Info-Subs: Link

### Chambered Eternity Love

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

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

Info-Subs: Link

### Drakath Fiend Blade

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

#### Drakath Fiend Form

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

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

Info-Subs: Link

### Kezeroth's Devastation

Melee 20-Proc Ice Hammer.

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

Info-Subs: Link

### Runed Legion Broadsword

Melee/Magic 0-Proc Ice Sword.

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

Info-Subs: Link

### Ceremonial Legion Blade

Melee/Magic 20-Proc Darkness Sword.

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

Info-Subs: Link

### Winged Sapphire Staff

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

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

Info-Subs: Link

### Star Sabre of Hatred

Melee/Magic 0-Proc Energy Sword.

* **MC**: +5% damage.

Info-Subs: Link

### Thrale's Scorn

Melee 20-Proc Fire Sword.

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

Info-Subs: Link

### Voidsplinter Sunderer/Tether

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

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

Info-Subs: Link

### Giant Butcherer/Titan Slayer/Frost Destroyer

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

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

Info-Subs (Giant Butcherer): Link

Info-Subs (Titan Slayer): Link

Info-Subs (Frost Destroyer): Link

### Hasu-Horimono

Melee/Magic 0-Proc Light Sword.

* **MC**: +5% damage.

Info-Subs: Link

### Cleaving Dragon Buster

Melee/Magic 0-Proc Fire Sword.

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

Info-Subs: Link

### Celtic Cleaver

Melee 20-Proc Light Sword.

* **MC**: 1.5x LS Rate.

Info-Subs: Link

### Caladbolg

Magic/Melee 0-Proc Darkness Sword.

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

Info-Subs: Link

### Golden Paragon Weapons

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

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

Info-Subs: Link

### Nulgath's Wrath

Melee 20-Proc Fire Sword.

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

Info-Subs: Link

### Zardbie Scythe

Ranged 0-Proc Darkness Scythe.

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

Info-Subs: Link

### Galaxythe

Ranged 0-Proc/100-Proc Energy Scythe.

* **MC**: +5% damage.

Info-Subs: Link

### Luminous Whiff

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

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

Info-Subs: Link

### Ragnarok

Melee/Magic 5-Proc Light Sword.

* **MC**: Special deals +33% damage.

Info-Subs: Link

### Agony's Embrace

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

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

Info-Subs: Link

### Man O' War Axe

Melee/Magic 20-Proc Water Axe.

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

Info-Subs: Link

### Hunger

Melee/Magic 0-Proc Darkness Sword.

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

Info-Subs: Link

### Switch Sabre of Hope/Power

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

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

Info-Subs: Link

### Ultimate Dragon Scythe of Elements

Melee/Ranged/Magic 0-Proc Scythe.

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

Info subs: Link

### Gilded Dread Scythe

Ranged 10-Proc Light Scythe.

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

Info subs: Link

### Titan's Triumph

Melee 20-Proc Earth Sword.

* **MC**: Special deals +16.67% damage.

Info subs: Link

### Axe of Cerberus

Melee/Magic 20-Proc Water Axe.

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

Info subs: Link

### Maw of Chaos

Melee/Ranged/Magic 20-Proc Darkness Sword.

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

Info subs: Link

### Devourer of Souls

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

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

Info subs: Link

### Limit Buster

Melee/Magic 0-Proc Energy Sword. Comes with a Limit Charge system:

* **Limit Charge**: For each 1% 0-END Max HP lost (29.58 at 150), gain 1 Limit Charge. Player must survive the damage in order to gain charges. Can hold up to 200 Limit Charges.

If at least 100 Limit Charges are stored, enables a skill:

* **Skill**: Standard weapon attack. Deals +[Charges]% damage. Consumes all Limit Charges.

Info-Subs: Link

### Masamune

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

* **Toggle**: Pays 57.65% Melee in SP (226 at 150) if Melee, 53.32% Melee in SP (209 at 150) if Magic for +15 BtH and 1.4x Lucky Strike rate.

Info-Subs: Link

### Legion Dragon Blade of Nulgath

Melee/Magic 0-Proc Ice Sword.

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

Info-Subs: Link

### LightCaster

Melee/Ranged/Magic 0-Proc Light Sword.

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

Info-Subs: Link

### Exalted Unity

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

* **Charge Mechanics**: Gains 4 Unity Charges passively (3 if Magic), but can also spend a turn to gain an additional 80 charges. Comes with a multitude of quickcast skills that consume charges:

 27
 40

Info-Subs: Link

Updated Charge generation: Link

### Graves End Weapons

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

Info-Subs: Link

### Dragon Blade of Nulgath

Melee/Magic 0-Proc Energy Sword.

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

Info-Subs: Link

### Re's Absolute Annihilator

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

* **MC**: +5% damage.

Info-Subs: Link

### Twisted Star Sabre of Balance

Melee/Magic 0-Proc Energy Sword.

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

Info-Subs: Link

### Twisted Atrea Dream Weapons

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

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

Info-Subs (Dagger): Link

Info-Subs (Glaive): Link

Info-Subs (Rod): Link

### Mega Soaker

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

Info-Subs (Unofficial): Link

### ShadowReaper of Doom

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

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

Info subs: Link

### Legion Spawn Bonker

Melee 20-Proc Club. Comes with 3 modes:

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

Info-Subs: Link

### Golden Whale Kneeboard

Magic 0-Proc Earth Club.

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

Info-Subs: Link

### Hexbound Prominence

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

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

Info-Subs: Link

### Blades of Elders

Melee/Ranged/Magic 0-Proc Light/Darkness Swords. Separate versions for each element. Each element also comes in Hilted (Engraced/Tarnished) and Unhilted variants that can be swapped using Account Manager.

#### Engraced/Tarnished

Comes with a skill:

* **Skill**: Standard Weapon-based skill. Deals -50% damage and attempts to inflict a Power: (5\*[Hits]/[Attempts]) [Element] Poison for 2 turns. Poison heals the player's HP equal to the true damage dealt (IE limited by the monster's remaining HP). This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

#### Unhilted

Comes with two effects:

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

Info-Subs: Link

### Twisted Dragonfire Sword

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

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

Info-Subs: Link

### Legion Glaive

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

* **Effect**: Deals -50% damage and attempts to inflict a Power: (1.25\*[Hits]) Ice Poison for 2 turns, where [Hits] is capped at 4. Poison heals the player's HP equal to the true damage dealt (IE limited by the monster's remaining HP). This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK
* **MC**: Poison has a 10% chance to have its Power doubled upon infliction to (2.5\*[Hits]).

Info-Subs: Link

### Seraph Calamity

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

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

Info-Subs: Link

### Eye of the Underworld

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

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

Info-Subs: Link

### Void's Edge

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

* **Flavour Effect**: Pays 5% Melee (3.75% if Magic) in HP (17 for Me/Ra; 13 for Ma at 150) to deal +5% damage.
* **MC**: +5% damage.

Info-Subs: Link

### Granddad's Greatsword

MC Melee 0-Proc Energy Sword.

* **Effect**: Pays 15% Melee in HP (52 at 150) alongside MC to deal 3x Lucky Strike damage.

Info-Subs: Link

### Bloodmages

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

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

**Note**: Pyromancer Bloodmage does not come from GGBs.

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

Info-Subs: Link

### Bloodzerkers

FO armour series. Melee > Ranged = Magic blocking. See table for elements:

 Quenching
 Galeforce
 Terra
 Voltaic
 Radiant
 Abyssal

Comes with a flavour effect and a toggle:

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

Info-Subs: Link

### Bards of War

FD armour series. See the following table for Elements:

 Frigid
 Retro/Original/Festive
 Rock 'n' Rolling
 Prestissimo
 Jubilant
 Undead

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

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

Info-Subs: Link

### Necromancer Cavalries

Armour series. See table for elements and leans:

 Wind
 Fire
 Ice

**Note**: Fire/Ice Cavalries uses Neutral Lean EleComp.

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

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

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

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

Info-Subs: Link

### Paladin Riders

Armour series. See table for elements and leans:

 Crimson
 Champion

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

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

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

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

Info-Subs: Link

### Mason Form(s)

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

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

Info-Subs (links to the original; substitute Water with their appropriate elements): Link

### Predatory Vampire Forms

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

 Ethereal
 Shattered
 Hurricane
 Franken

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

* +25% damage.
* +5 BtH Lean.

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

Info-Subs: Link

### Savage Werewolf Forms

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

 Ethereal
 Shattered
 Hurricane
 Franken

* **MC**: 20% chance to deal +25% damage in the armour (weapon/special/spell).
* **Savage Spirit (Toggle)**: Pays -3 MRM to heal back 5% of damage dealt as SP, capped at 50% Melee (196 at 150) per turn. This healing is divided by the monster's resistances.

Info-Subs: Link

Updated functionality: Link

### Fiend of Light

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

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

Info-Subs: Link

### Bonebreaker Berserker

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

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

Info-Subs: Link

### Samurai Warlord O-Yoroi

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

* **Shiko Stomp**: Weapon-based skill. Follows weapon element. Deals either Ranged or Magic damage, depending on weapon damage type.

Info-Subs: Link

### Spirit Protector

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

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

Info-Subs: Link

### Light Lord's Cleric

Neutral Light armour. Flat blocking.

* **MC**: +10% Healing.

Info-Subs: Link

### Revenant

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

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

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

### Giant's Might

Neutral Earth Armour. Melee > Ranged = Magic blocking.

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

Info-Subs: Link

### Dwarven Warrior

FO Earth Armour. Melee > Ranged > Magic blocking.

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

Info-Subs: Link

### Warlord of Nulgath

FO Earth/Darkness Armour. Flat blocking.

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

Info-Subs: Link

### Paragon Plate

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

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

Info-Subs: Link

### Golden Paragon Plate

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

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

Info-Subs: Link

### Demonmancer Plate

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

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

Info-Subs: Link

### Evolved Void of Nulgath

FO Darkness Armour. Magic > Melee = Ranged blocking.

* **MC**: 1.5x LS Rate.

Info-Subs: Link

### Grenwog Rider

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

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

Info-Subs: Link

### Blacksmith Garb

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

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

Info-Subs: Link

### Fiend of Vergil

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

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

Info-Subs: Link

### Generals of Cerberus

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

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

Info-Subs: Link

### Chaos Slayer Clerics

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

* **Chaos Tentacles**: [Element] Spell-Type Skill. Follows weapon damage type. EleComp increases skill damage.
* **Aura of Chaos (Toggle)**: Pays 15% Melee in HP (52 at 150) per turn. While toggled, heals MP back based on damage dealt, divided by monster resistance. On average, heals ~12% Melee in MP (63 at 150) per turn. Magic damage heals 4/3x this value (~84 at 150), and spells heal 2x (126 at 150).

Info-Subs: Link

### Twisted Dragonhide Armour

FO Earth armour. Flat blocking.

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

Info-Subs: Link

### Twisted Cleric of Carnafex

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

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

Info-Subs: Link

### Legion Marauder

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

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

Info-Subs: Link

### Void Awakening Form

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

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

Info-Subs: Link

### GPS

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

* **Big Boom (FO)**: Overcharged Energy Weapon-based skill. Pays additional SP for +50% damage. Follows weapon damage type. EleComp reduces SP cost (364 for Me/Ra, 462 for Ma at 150).
* **Protection (FD)**: Quickcast skill, Applies the following statuses for 2 turns each:
	+ +12 MRM Defense Boost.
	+ 0.714x damage taken Omni EleShield.
	+ +20 Omni Status Resistance.
* **Flamethrower (CHAR)**: Weapon-based (FO)/Energy Spell-Type (FD) skill. Follows weapon damage type. Follows weapon element for FO. EleComp increases skill damage for FD. Deals -100% damage and attempts to inflict a Power: (10\*[Hits]/[Attempts]) (8\*EleComp if FD) [Weapon Element] (FO)/Energy (FD) Burn for 5 turns.This has a +0 Save Bonus, player [MainStat]/LUK vs. DEX/LUK.
* **Biohazard (BIO)**: Energy Weapon-based (FO)/ Spell-Type (FD) skill. Follows weapon damage type. EleComp reduces SP cost for FO (112 for Me/Ra; 210 for Ma at 150). EleComp increases damage for FD. Inflicts a -12 MRM DefLoss to the player for 5 turns. Deals -100% damage and attempts to inflict a Power: (11.7\*[Hits]/[Attempts]) (9.7\*EleComp if FD) Energy Poison for 5 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. DEX/LUK.

Info-Subs (oudated): Link

### Twisted Frozen Dragonslayer

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

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

Info-Subs: Link

### Twisted Living Armour

FD Earth Armour. Flat Blocking.

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

Info-Subs: Link

### Seraphim of Ver

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

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

Info-Subs: Link

### Prometheus

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

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

Info-Subs: Link

### Hexbound Solar Core

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

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

Info-Subs: Link

### Landlubbin' Hydrocampus Rider

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

* **MC**: +105 Initiative.

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

Info-Subs: Link

### Illustrious Battleon Saviour Garments

FO Water armour. Melee > Ranged > Magic blocking.

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

Info-Subs: Link

### Infinite Dark Caster

Spellcaster Lean Energy armour. Flat blocking.

* **Flavour Effect**: Pays 3 MRM to increase the damage of all Poisons and Burns by +25%.
* **Chrono Siege**: Standard Energy Spell. EleComp increases skill damage. Deals -50% damage and attempts to inflict a Power: 2 Harm Poison for 5 turns. Poison heals the player's MP equal to 1.5x of to the true damage dealt (IE limited by the monster's remaining HP). This has a +0 Save Bonus, player INT/LUK vs. monster END/LUK.
* **Chrono Drain (Toggle)**: Pays 20% Melee in SP (78 at 150) per turn for all Spells cast in this armour to inflict a Power: 0.5 Harm Poison for 4 turns. Poison heals the player's MP equal to 1.5x of to the true damage dealt (IE limited by the monster's remaining HP). This has a +0 Save Bonus, player INT/LUK vs. monster END/LUK.

Info-Subs: Link

### Grimtide Hydrocampus Rider

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

* **MC**: +105 Initiative.

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

Info-Subs: Link

### Golden Dragon Head Shield

Light Shield. Melee > Ranged > Magic blocking.

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

Info-Subs: Link

### Titan Arm

Fire Shield. Melee > Ranged > Magic blocking.

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

Info-Subs: Link

### Golden Paragon Protector

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

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

Info-Subs: Link

### Devourer of Souls Aegis

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

* **Toggle**: Pays 15% Melee in SP per turn (59 at 150). Passively attempts to inflict a Power: 1.5 Harm SP Burn for 1 turn. Burn heals the player's SP equal to true damage dealt (i.e. limited by the monster's SP). This has +0 Save Bonus, player DEX/LUK vs. monster CHA/LUK.

Info-Subs: Link

### Mega Soaker Bulwark

Water Shield. Magic > Ranged > Melee blocking.

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

Info-Subs: Link

### MindBreaker Defender

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

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

Info-Subs: Link

### Arms of the Dragonguard (MP) / Dragonguard Invocation (SP)

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

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

Info-Subs: Link

### Kiss of the Angel of Darkness

Healing Spell.

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

Info-Subs: Link

### Zard Droppings

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

Info-Subs: Link

### Furious Trobble

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

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

Info-Subs: Link

### Legion Overlord Burst/Blast

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

Info-Subs: Link

### Mystic/Mighty Rainbow's Edge

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

* **MC**: Consumes all active Blinds to increase damage by up to +200% based on the total strength and duration of all Blinds.

Info-Subs: Link

### Twisted Siphon

Harm Spell. Comes with 3 options:

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

Info-Subs: Link

### Timekiller's 3:10 (MP/SP)

Neutral Quickcast Spell/SPell. Two versions.

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

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

Info-Subs: Link

### Manifest Pride

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

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

Info-Subs: Link

### Manifest Envy

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

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

Info-Subs: Link

### Invincible Heart

Neutral Quickcast Spell.

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

 Greater Heart
 Super Heart!

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

Info-Subs: Link

### Skeletal Spears

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

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

Info-Subs: Link

### Dunamis / Thernda (SP)

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

Boosts Melee/Ranged weapon-based attacks by **+36%**. Spells/spell-type skills receive x1/2 of the boost.

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

Info-Subs: Link

### Poelala (MP)

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

Boosts Magic weapon-based attacks by **+48%**. Spells/spell-type skills receive x3/8 of the boost.

* **MC**: Allows for partial Main Stat scaling.
* Scales with INT and CHA. Without CHA, the boost value is **+36%**.
* 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 150.

Info-Subs: Link

### Elemental Booster Guests

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

 Squee
 Megoi
 Festive Chilly
 Moglicorn
 Mog Lightnaut
 Moglinus Decimus
 Mysterious Necromoglin

Boosts Melee and Ranged weapon-based attacks by **+60%**. Magic weapon-based attacks, and spells/spell-type skills receive x4/3 and x1/2 of the boost, respectively.

* **MC**: Allows for partial Main Stat scaling.
* Scales with Main Stat (STR, DEX, or INT) and CHA. Without CHA, the normal boost value is **+52.5%**.
* Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

### Blood Hawk P (SP)

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

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

Info-Subs: Link

### Shadowscythe Floater

Fire Guest.

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

Info-Subs: Link

### Legion Minions (SP/MP)

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

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

Info-Subs: Link

### Void Awakening Skull

Fire Guest. Deals 50% damage. Can toggle between two modes:

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

Info-Subs: Link

### Snurdle

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

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

Info-Subs: Link

### Creature 72

Darkness Guest. Toggles between three modes:

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

Info-Subs: Link

### Queen Aegea

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

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

Info-Subs: Link

### Kitsune

Fire Guest. Toggle between two modes:

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

Info-Subs: Link

### Mosquito

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

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

Info-Subs: Link

### Exalted Drone

Water Guest. Toggle between three modes modes:

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

Info-Subs: Link

### Deatharrows Cats

Pet series. Only available during specific Friday the 13th on specific months. See table for availability:

Can toggle between two modes:

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

Info-Subs: Link

### Soluna

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

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

Info-Subs: Link

### Pygmy Zombie Groupies

Darkness Pet.

* **MC**: Compresses a Misc:

#### Zombie Headdress

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

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

Info-Subs (Pet): Link

Info-Subs (Misc): Link

### Poelala

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

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

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

Info-Subs: Link

### Diamond Flutterby

Ice Pet. Can toggle between two modes:

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

Info-Subs: Link

### My Tiny Void Pwny

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

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

Info-Subs: Link

### Tree Troll

Earth Pet. Can toggle between two modes:

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

Info-Subs: Link

### Chickencow Clone

"Fire" Pet.

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

Info-Subs: Link

### Zorbo

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

Info-Subs: Link

### Ravenous Mimics

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

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

Info-Subs: Link

### Bots

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

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

Info-Subs: Link

### Fu-Dog

Earth Pet.

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

Can toggle between two modes:

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

Info-Subs: Link

### Twisted Juvenile Void Dragon

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

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

Updated Info-Subs (Twisted + Original): Link

### Lust/Envy

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

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

Info-Subs: Link

### Twisted Infernal Djinn

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

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

Info-Subs: Link

### Silas

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

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

Info-Subs: Link

### Azrael's Reaper

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

Info-Subs: Link

### Paladin Chilly

Light Pet. Toggles between two modes:

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

Info-Subs: Link

### Creature 72

Darkness Pet. Toggles between three modes:

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

Info-Subs: Link

### Kitsune

Fire Pet. Toggle between two modes:

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

Info-Subs: Link

### Randor

Fire Pet.

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

Info-Subs: Link

### Mosquito

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

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

Info-Subs: Link

### Void Awakening Skulls

Fire Pets. Available in either SP (Called) or MP (Summoned) variants. Deals 50% damage. Can toggle between two modes:

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

Info-Subs: Link

### Exalted Drone

Water Pet. Toggle between three modes modes:

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

Info-Subs: Link

### Ravenous Gold-Encrusted Mimic

Light Pet. Toggle between two modes:

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

Info-Subs: Link

### Warlic Oblivion Sphere (MP)

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

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

* The Mindlock effect sets the monster's MP to 0 for a specified duration. This instance of the effect does not show up in the status panel.

Info-Subs: Link

### Radiant Prism (SP)

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

* **Radiant Beam**: Standard Light Spell.

Info-Subs: Link

### Prime Chaos Orb (SP)

Neutral misc. Boosts CHA and LUK (+45 CHA; +30 LUK at 150).

MC: Compresses a quickcast skill that has 2 effects. Resist both at once with -20 Save Bonus, player CHA/LUK vs. monster CHA/LUK. This save is considered a Form Shift effect. If successful, applies the following effects:

* **Element Scramble**: Scrambles the monster's standard 8 elemental resistances.
* **Monster Damage Lean**: Applies a damage lean to the monster. This causes the monster to deal increased damage but also take more damage from all damage sources. Each successful infliction of this effect applies a x(1+ [0.1 x Uses]) Damage Dealt/Damage Taken lean.
* The first activation of the skill each turn is free. Subsequent activations (regardless of successful infliction) disable certain parts of the menu until the next turn at random:
	+ Normal Attacks (includes weapon-skills)
	+ Spells + Class Skills
	+ Changing Weapons
	+ Changing Armors + Shield
	+ Changing Pets
	+ Changing Miscs + Using Potions (also disables further uses of the skill)
* This means that a maximum of 7 activations can happen in a single turn if the Misc/Potion category is chosen last.

Info-Subs: Link

### Nekomancer Deadly Empress Doll (SP)

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

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

Info-Subs: Link

### Summoning Stone (SP)

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

MC: Can toggle between the following effects:

* **Guest Damage**: Guests deal +[GuestDmg]% damage (GuestDmg = 26.7 at 150).
* **Counter Damage**: Deals [CounterDmg]% Melee Harm damage based on [HitsBlocked/HitsAttempts] after the monster attacks (CounterDmg = 90.7 at 150).

Info-Subs: Link

### Quad Mod (SP)

Light misc. Reduces Light damage taken, boosts LUK, and increases damage (x0.5 Dmg Taken; +50 LUK; +20% Dmg at 150)

MC: Compresses 4 toggles. Each toggle pays [SPCost] per turn to set\* STR, DEX, INT, and/or CHA to 250 (SPCost = 236 at 150). \*Note: "Set" means that normal stat boosts from miscs/shields/armors won't apply while active, only status-based stat boosts will work.

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

### Titan's Mug (SP)

Fire misc. Reduces Fire damage taken, boosts END and LUK, grants Immobility Resistance, and increases damage (x0.5 Dmg Taken; +35 END/LUK; +10 Res at 150)

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

Info-Subs: Link

### Legion's Lantern (SP)

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

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

Info-Subs: Link

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