Token Package Info

## Introduction

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

## 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

## Packages

* 2,500 Token
* 6,000 Token
* 7,500 Token
* 12,000 Token
* 20,000 Token
* 50,000 Token

### Frostwalker's Secret

MC Ranged 20-Proc Ice Bow.

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

Info-Subs: Link

### Hydro Blaze Shield

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

* **MC**: Toggles between Fire and Water resistance.

Info-Subs: Link

### Paladin Avenger

MC Melee/Ranged/Magic 0-Proc Light Hammer. Uses a charge system.

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

Info-Subs: Link

### Necromancer Apprentice

MC Melee/Ranged/Magic 0-Proc Darkness Dagger/Scythe+Polearm/Staff. Uses a charge system.

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

Info-Subs: Link

### War Totem

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

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

Info-Subs: Link

### Zealot's Wrath

MC Melee/Ranged/Magic 0-Proc Light Sword/Spear/Staff.

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

Info-Subs: Link

### Spirit Miscs

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

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

See table for full info:

Info-Subs: Link

### Tinkerer

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

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

Info-Subs: Link

### Laser Blazer

MC "FD" Energy armour. High blocking. Comes with a skill:

* **Flavour Effect**: Takes 1.0x damage instead of 0.8x in exchange for +15 MRM.
* **Blazer Laser**: Energy Spell-Type Skill. EleComp increases damage. Can optionally play a minigame to align mirrors. Additional effects are gained based on laser trajectory:
	+ **Upward**: Skill does nothing.
	+ **Player**: Take damage equal to 25% of the skill's damage.
	+ **Monster**: Attack becomes Auto-Hit with no penalty.

Info-Subs: Link

### Cockatoo Cannoneer

MC Pet.

* **MC**: Seeks between Fire and Wind damage.

Info-Subs: Link

### Luminous Fire Rooster

MC Pet.

* **MC**: Seeks between Fire and Light damage.

Info-Subs: Link

### Sacred Chicken

MC Wind Pet.

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

Info-Subs: Link

#### Titan's Tide

MC Melee/Magic 0-Proc Water Sword.

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

#### Sea Titan's Wave/Slam

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

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

Info-Subs (Titan's Tide): Link

Info-Subs (Wave/Slam): Link

### Sabretooth Grenwog

MC Earth Pet. Can toggle between three modes:

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

Info-Subs: Link

Choke Info-Subs: Link

### Amazonian Ruler

MC Melee/Ranged/Magic 0-Proc Water/Light Axe/Spear/Mace.

* **MC**: Swaps between Water and Light.

Info-Subs: Link

### Shieldcakes

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

 Blueberry
 Strawberry

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

 5
 10
 10
 10
 28

Info-Subs: Link

### Legion Shieldcake

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

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

 5
 10
 10
 10
 28

Info-Subs: Link

### Buff SPells

MC Quickcast SPells. Separate package for each. Costs 110% Melee in SP (431 at 150). Provides a 3 turn Stat boost (105 at 150). Has an outlevel formula, making the buff slightly stronger than normal. See table for which spells increases which stat:

 Arcane Amplification
 Una Poca de Gracia

Info-Subs: Link

### Searing Brand

MC Melee/Magic 0-Proc Sword.

* **MC**: Swaps between Fire and Energy.

Info subs: Link

### Shogun & Anatsu Contract

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

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

Info-Subs: Link

### Blood Contract

Neutral misc. Increases damage (1.2x at 150).

Note: Rather than a traditional upkeep cost, player takes x(1.6/1.4) damage to pay for the above effect.

Info-Subs: Link

### Royal Cake

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

 10
 10
 20
 20
 25

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

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

Stat scaling can overcap all values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

### Ninemares

MC Melee 0-Proc Sword.

* **MC**: Swaps between Ice and Darkness.

Info-Subs: Link

### Timekeeper Staff

MC Magic 0-Proc Light Staff.

* **MC**: Has a (6.375\*[LightRes])% chance (4.55\*[LightRes])% if you're using a pet) to grant Celerity to the player's side of the field for 1 turn. This has +0 Save Bonus, player VStat/LUK vs. monster INT/LUK.

Info-Subs: Link

### Dainashini

MC Melee 20-Proc Water Sword.

* **MC**: 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. Monsters tagged Undead, Golem, Robot, Ooze, or Xyfrag are immune to this effect.

Info-Subs: Link

### Gambler's Blade

MC Melee/Ranged/Magic 20-Proc Light Sword/Spear/Sword.

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

Info-Subs: Link

### Wukong Armoury

MC Melee/Ranged/Magic 20-Proc Fire Sword/Axe+Polearm/Staff. Each damage type is a separate weapon.

* **MC**: 1.5x LS rate.

Info-Subs: Link

### Leeches

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

* **MC**: +4 BtH.

Info-Subs (Health): Link

Info-Subs (Mana): Link

### Scarred Crow

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

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

Info-Subs: Link

#### Bloodthorn Blade

MC Melee 0-Proc Earth Sword.

* **MC**: Comes with a built-in skill. Deals -25% damage. Attempts to inflict a Power: 0.5 Bleed. Recover with +0 Save Bonus, player STR/LUK vs monster END/LUK.

#### Bloodthorn Shield

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

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

### Ashen Conqueror

MC Ranged 100-Proc Darkness Bow. Does various things:

* **Asthenophage (Toggle)**: Deals -25% damage and pays 25% Melee in SP (96 at 150) per turn. While toggled, each weapon hit attempts to inflict a Power: 1.25 Darkness 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 DEX/LUK vs. monster END/LUK.
* **Traitor's Ashes (Toggle)**: Pays 15% Melee in SP (58 at 150) per turn. While toggled, each weapon hit attempts to inflict a 15% Melee SP Disease. This has +0 Save Bonus, player DEX/LUK vs. monster END/LUK.
	+ Disease effects prevent HP/MP/SP healing up to a given amount. They last for the remainder of a battle or until the player/monster heals HP/MP/SP in excess of the listed amount.
	+ **Note**: Only one of these toggles can be activated at any time.
* **Apsinthion**: Weapon-based skill. Pays an additional 100% Melee in SP (770 total cost at 150). Attempts to inflict the following effects for 2 turns each:
	+ Power: (2.5\*[Hits]/[Attempts]) Darkness Poison.
	+ Power: ([Hits]/[Attempts]) Harm Poison. This Poison heals the player's HP equal to the true damage dealt (IE limited by the monster's remaining HP).
	+ 10% Melee SP Disease.
		- Disease effects prevent HP/MP/SP healing up to a given amount. They last for the remainder of a battle or until the player/monster heals HP/MP/SP in excess of the listed amount.
		- Each effect is resisted separately with +0 Save Bonus, player DEX/LUK vs. monster END/LUK.

Info-Subs: Link

### Burst Spells

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

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

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

See table for which spells cover what elements:

 Cysero's Booth
 Arctic Tornado
 Creation Burst
 Volcanic Lightning

Info-Subs: Link

### The Decimator

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

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

Info-Subs: Link

#### Amethyst Sunder

MC Melee/Ranged/Magic 0-Proc Water Axe/Axe+Polearm/Axe.

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

#### Amethyst Guard

MC Water Shield. Magic > Melee = Ranged blocking.

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

### Crystalpyre Weapons

MC Melee/Ranged/Magic 0-Proc/100-Proc/0-Proc Hammer/Bow/Staff

* **MC**: Toggle between Fire and Ice.

Info-Subs: Link

### Cyber Assassin

MC FO Energy armour. Flat blocking.

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

Info-Subs: Link

#### Doom Knight's Blade

MC Melee/Magic 0-Proc Darkness Sword.

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

#### Doom Knight Shield

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

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

Info-Subs: Link

### Devil Geiger

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

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

Info-Subs: Link

### Demon Warrior

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

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

Info-Subs: Link

#### Elightus

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

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

#### Elightus Guard

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

* **MC**: Toggle between Earth and Energy.

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

### Flareos

MC Fire Pet. Toggles between two modes:

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

Info-Subs: Link

### Glass Cannon

MC Earth/Light Pet.

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

Info-Subs: Link

#### Gudbrand

MC Melee/Magic 0-Proc Ice Sword.

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

#### Gudskelduz

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

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

#### Ironbloom Warhammer

MC Melee/Ranged/Magic 0-Proc Energy Hammer.

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

#### Ironbloom Bulwark

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

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

#### Megathirio

MC Melee/Ranged/Magic 0-Proc/100-Proc/0-Proc Axe.

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

#### Megathirio Defender

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

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

#### Paramount Blade

MC Melee/Magic 10-Proc Sword.

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

#### Paramount Shield

MC Wind/Water Shield. Flat Blocking.

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

Updated Shield Info-Subs: Link

#### Shadowrend Armaments

MC Melee/Ranged/Magic 0-Proc Darkness Axe.

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

#### Shadowrend Membrane

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

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

### Synaptic Shock

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

Info-Subs: Link

### Superior Knowledge

MC Spell. Comes in Water and Wind variants.

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

Info-Subs: Link

### Tribal Shaman

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

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

Info-Subs: Link

### Heartcrusher Armaments

MC Fire set. Available in February. Two pieces.

#### Heart's Crusher

MC Melee/Ranged/Magic 20-Proc Fire Mace.

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

#### Heart's Defender

MC Fire Shield. Flat blocking.

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

Info-Subs (Weapon): Link

Inf-Subs (Shield): Link

### Dunamis / Thernda

MC Pet. Separate package for each. Instead of dealing damage, Dunamis and Thernda boosts Melee and Ranged attacks and spells, respectively.

Boosts Melee/Ranged weapon-based attacks by **+24%**. 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 **+18%**.
* Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs (Dunamis): Link (Outdated)

Info-Subs (Thernda): Link (Outdated)

### Elemental Moglins

MC Pet. Separate package for each. Instead of dealing damage, these pets boost spells for a specific element. See the below table for details regarding the element that a pet affects.

 Squee
 Megoi
 Chilly
 Moglicorn
 Mog Lightnaut
 Moglinus Decimus
 Necromoglin

Boosts Melee and Ranged weapon-based attacks by **+40%**. 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 **+35%**.
* Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at lv 150.

Info-Subs: Link

### Akriloth's Hatred

MC 0-Proc Melee/Ranged/Magic Fire Axe. Clicking on the weapon equips Akriloth's Wrath:

#### Akriloth's Wrath

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

* **Blaze Breath!**: Locks normal attacks (not specials or spells) to Fire. EleComp increases normal attack damage.
* **Inferno Breath!**: Overcharged Fire Weapon-based Skill. Follows weapon damage type. Pays an additional 50% Melee in SP (196 at 150) to deal +25% damage. EleComp reduces SP cost (226 for Me/Ra; 324 for Ma at 150).

Info-Subs: Link

### Frigid Devouring Scythe

MC 10-Proc Melee/Ranged/Magic Ice Sword/Scythe/Staff. Clicking on the weapon equips The'Galin's Frigid Hatred.

* **Effect**: Special deals -25% damage (-33.3% if Magic). Inflicts a (10\*[Hits]) The Cold Weakness for 5 turns. No save.

#### The'Galin's Frigid Hatred

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

* **Flavour Effect**: Pays 3 MRM to reduce incoming Harm damage by 50%.
* **Cold Blast**: Ice Spell-Type skill. Follows weapon damage type. EleComp increase skill damage. Deals -49.41% damage and attempts to inflict a -(5\*[Hits]\*[EleComp]) BtH and MRM The Cold status until the monster makes a save. This has a +0 Save Bonus, player [MainStat]/LUK vs. CHA/LUK.
* **Cold Collapse**: Ice Weapon-based skill. Follows weapon damage type. EleComp reduces skill SP cost (124 for Me/Ra; 222 for Ma at 150). Consumes The Cold status to deal more damage (Effect Potency = More Damage).

Info-Subs (weapon): Link

Info-Subs (armour): Link

### Sinmaw's Maul

MC 0-Proc Melee/Ranged/Magic Energy Hammer. Clicking on the weapon equips Voltaic Eel Sinmaw:

#### Voltaic Eel Sinmaw

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

* **Volatic Blitz!**: Locks normal attacks (not specials or spells) to Energy. EleComp increases normal attack damage.
* **Volatic Blast!**: Overcharged Energy Weapon-based Skill. Follows weapon damage type. Pays an additional 50% Melee in SP (196 at 150) to deal +25% damage. EleComp reduces SP cost (385 for Me/Ra; 483 for Ma at 150).

Armour stats: Link

Updated Skill Info: Link

### Airenal's Lance

MC 0-Proc Melee/Ranged/Magic Wind Lance. Clicking on the weapon equips Lord of the Skies:

#### Lord of the Skies

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

* **Whirlwind Blast!**: Locks normal attacks (not specials or spells) to Wind. EleComp increases normal attack damage.
* **Cyclone Blast!**: Overcharged Wind Weapon-based Skill. Follows weapon damage type. Pays an additional 50% Melee in SP (196 at 150) to deal +25% damage. EleComp reduces SP cost (416 for Me/Ra; 514 for Ma at 150).

Info-Subs: Link

Updated Skill Info-Subs: Link

### Griffinrider Mount

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

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

Info-Subs: Link

### Graverider Mount

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

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

Info-Subs: Link

### Warmaster Dragon Rider

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

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

Info-Subs: Link

### El Muchacho

MC Ranged/Magic Gun. Available in May. Comes with various modes:

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

Info-Subs: Link

### Arms of Carnax

MC 0-Proc Melee/Ranged/Magic Energy Sword/Spear+Axe/Staff. Comes with a built-in skill and armour:

* **Mind Bludgeon**: Built-in skill. Attempts to infclit a (+56\*[Hits]/[Attempts])% Energy EleVuln effect for 3 turns. This has +0 Save Bonus, player Mainstat/LUK vs monster INT/LUK

#### Carnax's Malice

Compressed FO Energy armour with Fire secondary. Flat blocking. Comes with two skills:

* **Bette Laser Eyes**: Energy Spell-Type Skill. Follows weapon damage type. Deals -50% damage. Attempts to inflict a Power: ([Hits]\*EleComp) Energy Burn for 2 turns. This Burn heals the player's SP equal to true damage dealt (IE limited by monster's HP). This has +0 Save Bonus, player Mainstat/LUK vs monster INT/LUK.
* **Invincible**: Energy Spell-Type Skill. Follows weapon damage type. Costs no SP. EleComp increases Skill damage. Deals 37.5% damage. Gain a Chi Shield. Uses weapon mainstat for damage. See Info-Subs for Chi Shield calculation.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

### Horn of Tera'Suul

MC 20-Proc Melee/Magic Ice Sword. Clicking on the weapon equips Frost Wyrm Tera'Suul:

#### Frost Wyrm Tera'Suul

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

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

Info-Subs (Armour): Link

### Light of Sunscale

MC 20-Proc Melee/Ranged/Magic Axe. Has a Fire (Blazing) and Light (Radiant) variant. Clicking on the weapon equips Sunscale Dragon:

#### Sunscale Dragon

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

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

Info-Subs (Armour): Link

#### Entropy Scourge Armaments

MC Melee/100-Proc Ranged/Magic Energy Axe/Bow/Staff. Axe has a -3 BtH lean. Bow has a +6 BtH lean. Ranged 100-Proc attack has 2 hits. Bow has an 80% chance to do 90% damage, and a 20% chance do deal 140% damage. Bow deals x1.25 damage when used with the Entropy Scourge Form armour. No special/true-special.

Clicking on the weapon opens a menu with the following options:

* **Transform**: Equips Entropy Scourge Form.
* **Wrath Crash**: Energy weapon-based skill. Has 2 hits. Deals -50% damage for an EleEmpower effect that applies before the skill deals damage. If the monster is affected by The Cold, applies a x[1+(0.5+[ColdBonus]/100)] Energy/Harm/Void EleEmpower for 2 turns. If the monster isn't affected by The Cold, applies a x1.4 Energy/Harm/Void EleEmpower for 2 turns instead. [ColdBonus] = Min([ColdBtHMod]+[ColdMRMMod], 100). When in Entropy Scourge Form, clicking on the weapon automatically triggers this skill rather than opening the menu.

### Entropy Scourge Form

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

* **Breath Attack**: Energy weapon-based skill. EleComp reduces SP cost (111 for Me/Ra; 209 for Ma at 150). Does one of two things:
	+ **Status**: Deals -28% damage and attempts to inflict a permanent -6 BtH/MRM Overwhelming Wrath (renamed The Cold). Overwhelming Wrath does not stack with any other instance of The Cold. This skill does not need to connect in order to attempt infliction. This has a +[VALUE] Save Bonus, player MainStat/LUK vs. monster CHA/LUK. The Save Bonus of this status varies with hits connected, see table below.
	+ **Void Damage**: If Overwhelming Wrath reaches -30 BtH and MRM (5 successful inflictions), skill no longer attempts to inflict Overwhelming Wrath and instead deals Void damage.

 1
 2
 3
 All (4)

* **Meteor Strike**: Overcharged Energy weapon-based skill. Deals +50% damage. EleComp reduces SP cost (362 for Me/Ra; 460 for Ma at 150). If the monster is affected by any form of The Cold, deals +[ColdBonus]% damage, deals -10% damage otherwise. [ColdBonus] = Min([ColdBtHMod]+[ColdMRMMod], 100).
* **Unbridled Wrath (Toggle)**: Pays 25% Melee in SP per turn (98 at 150) for the following effects:
	+ +6 MRM.
	+ -15 BtH Lean Berserk.
	+ Deals Harm damage equal to (60.7\*[Blocks/Attempts])% Melee at the end of the monster's turn.
	+ **Full Set Bonus**: If used with the weapon and shield, instead deals (101\*[Blocks/Attempts])% Melee.

#### Entropy Scourge Defender

MC Energy Shield. Flat blocking.

* **MC**: +20 The Cold Potence.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

### Scythe of Rastille

MC 20-Proc Melee/Ranged/Magic Fire Scythe. Clicking on the weapon equips Rastille:

#### Rastille's Inferno

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

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

Info-Subs (Armour): Link

Info-Subs (Skill): Link

### Mace of Custosilva

MC 20-Proc Melee/Magic Earth Mace. Clicking on the weapon equips Custosilva's Judgement:

#### Custosilva's Judgement

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

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

Info-Subs (Armour): Link

### Plague Pick

MC 10-Proc Melee/Ranged/Magic Earth Axe/Scythe/Staff. Clicking on the weapon equips Seekrat's Suffering.

* **Effect**: Special deals -12.5% damage (-16.66% if Magic). Inflicts a (5\*[Hits]) Choke Weakness for 5 turns. No save.

#### Seekrat's Suffering

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

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

Info-Subs (weapon): Link

Info-Subs (armour): Link

### Brackish Blade

MC 10-Proc Melee/Magic Sword. Seeks between Wind and Water.

* **MC**: Special deals -9% damage and attampts to inflict a [Damage] HP Disease\*. This has +0 Save Bonus, player VStat/LUK vs monster END/LUK.
	+ \*Disease effects prevent HP/MP/SP healing up to a given amount. They last for the remainder of a battle or until the player/monster heals HP/MP/SP in excess of the listed amount.

Info-Subs: Link

### Griffin

MC Wind Pet. Toggles between two modes:

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

Info-Subs: Link

### Dragonrider Mount

MC FO Earth armour. Flat blocking.

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

Info-Subs: Link

#### Necragon's Guise

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

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

#### Necragon's Might

MC Melee/Ranged/Magic 0-Proc/100-Proc/0-Proc Darkness Axe/Bow/Axe.

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

Info-Subs (Armour): Link

Info-Subs (Weapon): Link

### Tsunamistrike Guardian Dragon Blade

MC Melee/Magic 20-Proc Water Sword. Clicking on the weapon equips Tsunamistrike Guardian Dragon Form:

#### Tsunamistrike Guardian Dragon Form

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

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

Info-Subs (Armour): Link

Info-Subs (Skill): Link

### Plasmastrike Guardian Dragon Blade

MC Melee/Ranged/Magic 20-Proc Energy Sword/Spear/Sword. Clicking on the weapon equips Plasmastrike Guardian Dragon Form:

#### Plasmastrike Guardian Dragon Form

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

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

Info-Subs (Armour): Link

Info-Subs (Skill): Link

#### Gas Bomb

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

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

#### Burpsy Weapons

MC Melee/Ranged/Magic 20-Proc/100-Proc with 20-Proc True Proc/20-Proc Energy Club/Bow/Staff.

* **Effect**: Deals -40% damage and pays 6 MRM (12 if Magic). Attempts to inflict a Power: (2.5\*[Hits]/[Attempts]) Energy Poison for 4 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
* **MC**: Take -5.36% damage from Poisoned enemies.
* **Full Set Bonus**: When used with Gas Bomb, instead take -10.71% damage from Poisoned enemies.

Info-Subs (Misc): Link

Info-Subs (Weapon): Link

#### Voidforged Celestial Armaments

MC Melee/Ranged/Magic 0-Proc Harm Sword/Glaive+Polearm/Sword. Deals 0.9x damage due to element. Comes with a skill:

* **Skill**: Quickcast skill. Applies a 1-turn Prismatic Imbue. While the Imbue is active, Weapon-based attacks gain the following effects:
	+ Uses a random element per hit, but deals 1.21x damage to compensate.
	+ Attempt to inflict a permanent [Random Element] Poison. The strength of the Poison is based on damage dealt. This Poison heals the player's HP equal to its true damage (i.e., limited by the enemy's remaining health). This has +0 Save Bonus, player Mainstat/LUK vs. monster END/LUK.

#### Voidforged Celestial Aegis

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

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

Info-Subs (Weapon): Link

Info-Subs (Shield): Link

### Doomlight

MC set. Three pieces. Multiple variants. Only Fire is always-available. See table for elements:

 Skyshattered
 Frostripper
 Tremorhide
 Shadowspark
 Eternal

#### Doomlight Armaments

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

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

#### Doomlight Armour

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

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

#### Doomlight Defender

MC Shield. Flat blocking.

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

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

### UmbralWalker of Time

MC Darkness set. Three pieces.

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

#### UmbralWalker's Weapon of Time

MC Melee/Ranged/Magic 0-Proc Darkness Dagger/Scythe/Staff. Separate variant for each damage type.

* **MC**: Has a (8.5\*[DarkRes])% chance (6.07\*[DarkRes])% if you're using a pet) to grant Celerity to the player's side of the field for 1 turn. This has a +0 Save Bonus, player VStat/LUK vs. monster INT/LUK.
	+ For the Magic variant, Celerity chance is 6.375% without a pet, 4.55% with a pet.
* **Full Set Bonus**: When used with the armour and shield, Celerity chance is doubled.

#### UmbralWalker of Time

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

* **Overclock**: "Overcharged" Darkness Spell-Type skill. Deals +50% damage. Follows weapon damage type. EleComp increases skill damage. Rather than pay extra SP, the skill has (84\*[Hits/2])% chance to grant the enemy 1 turn of Celerity.
* **Sands of the Hourglass**: Deals no damage. Attempts to inflict a -33 END Fragile effect for 9999 turns. This has a -20 Save Bonus, player MAX(STR,INT,DEX)/LUK vs. monster END/LUK. Multiple uses will increase Fragile by an additional -33 END.
* **Full Set Bonus**: When used any weapon and shield, gain +4 Melee and Ranged blocking.

#### UmbralWalker's Shield of Time

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

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

Info-Subs (Me/Ma Weapon): Link

Info-Subs (Ra Weapon): Link

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

Info-Subs (Shield): Link

#### Airenal's Cunning

MC Melee/Ranged/Magic 0-Proc Wind Sword/Spear/Staff.

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

#### Neo Airenal's Cunning

MC Melee/Ranged/Magic 0-Proc Wind Sword/Spear/Staff.

* **MC**: Attempts to inflict a Wind Burn whose power is based on [Lucky Strikes]/[Attempts]. This has +0 Save Bonus, player Mainstat/LUK vs monster DEX/LUK. Power depends on damage type:
* **Melee**: 10
* **Ranged**: 9.66
* **Magic**: 7.5

#### Airenal's Might

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

* **Cyclone Strike**: Wind Spell-Type skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.
	+ **Set Bonus**: Receives the effect of (Neo) Airenal's Cunning's MC if they are equipped (Wind Burn will be Power: 10).
	+ **Full Set Bonus** : If used with a weapon and shield, skill attempts to inflict a -(23\*[Hits]/[Attempts]) DEX Offbalance effect for 9999 turns. This has -20 Save Bonus, player Mainstat/LUK vs monster INT/LUK.

#### Airenal's Crest

MC Wind Shield with Earth secondary. Flat blocking. Top level is only -25% resistance.

* **MC**: Gains +6 MRM vs Flying enemies.

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link (MC effect on link is out of date)

#### Broomstrider

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

* **Flavour Effect**: Pays 9 MRM. After using a weapon-based attack, gain (7.5\*Hits)% Melee in MP (39 per hit at 150), capped at 4.
* **Blustery Barrage**: Overcharged Wind Spell. Deals +25% damage. EleComp increases spell damage.
* **Mana Siphon**: Overcharged Wind Spell. Deals -40% damage and attempts to inflict a Power: (2.5\*[Hits]/[Attempts]) Wind 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.

#### Arcane Express

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

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

Info-Subs (Armour): Link

Info-Subs (Spell): Link

#### Akriloth's Carnage

MC Melee/Ranged/Ranged/Magic 10-Proc/10-Proc/100-Proc/10-Proc Sword/Spear/Bow/Staff. Bow has a 20-Proc true special. Each one is a separate weapon.

* **MC**: Special attempts to inflict a DefLoss effect for 5 turns. Power is modified by [Hits]/[Attempts]. This has -10 Save Bonus, player VStat/LUK vs monster END/LUK. Power of Defloss depends on weapon:
* **Sword/Spear**: 12 MRM.
* **Staff**: 9 MRM.
* **Bow**: 6 MRM.

#### Champion of Akriloth

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

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

#### Akriloth's Command

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

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

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

### Champion of Custosilva

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

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

#### Fang of Custosilva

MC Melee/Ranged/Magic 0-Proc Earth Sword/Spear/Staff.

* **MC**: Gains +2% damage for each Charge accumulated.

#### Spirit of Custosilva

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

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

#### Scales of Custosilva

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

* **MC**: Gain 1.2 MRM for each Charge accumulated.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

#### King's Reign Blade

MC Melee/Magic 10-Proc Energy Sword. Special has a (42\*[Hits])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player VStat/LUK vs monster CHA/LUK.

#### King's Reign Plate

MC FO Energy armour. Flat blocking.

* **MC**: +5% damage. Magic Weapons receive 4/3 this boost, and Spells receive 1/2.
* **Full Set Bonus**: When used with the Weapon and Shield, damage bonus is tripled to +15%.

#### King's Reign Defender

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

* **MC**: Incoming attacks have a 25% chance to lose 12 BtH.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

#### Light Realm Warhammer

MC melee/Ranged/Magic 20-Proc Hammer.

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

#### Light Realm Champion

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

* **Cleaving Radiance**: Light Weapon-based skill. EleComp reduces skill SP cost (95 for Me/Ra, 193 for Ma at 150).
* **Full Set Bonus**: When used with the Weapon and Shield, unlock a second skill:
	+ **Wrath of the Light Realm**: Light Spell-Type skill. Deals Ranged or Magic damage, depending on player stats. EleComp increases skill damage. Deals -50% damage and attempts to inflict a -(5\*[EleComp]\*[LighthRes]\*[Hits]/[Attempts]/sqrt[MobPower]) BtH Blind effect for 9999 turns. This has -20 Save Bonus, player Mainstat/LUK vs monster INT/LUK.

#### Light Realm Protector

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

* **MC**: After blocking, reduces damage taken next turn by (23.81\*[Blocks]/[Attempts])%. If monster did not attack, reduces damage taken by 3.57%.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

#### Sinmaw's Mastermind

MC Melee/Ranged/Magic 0-Proc Energy Sword/Spear/Staff.

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

#### Champion of Sinmaw

MC FO Energy/Water armour. Flat blocking.

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

#### Sinmaw's Guile

MC Shield. Ranged = Magic > Melee blocking focus.

* **MC**: Toggle between Energy and Water.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

#### Tera'Suul's Drive

MC Melee/Ranged/Magic 0-Proc Ice Sword/Scythe/Staff.

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

#### Hand of Tera'Suul

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

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

#### Tera'Suul's Scales

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

* **MC**: Compresses a skill. Costs 100% Melee in SP (392 at 150). Provides 1 turn of Freeze (not Freeze-Like) Immunity. Fails if monster if 16+ levels higher than the shield.

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

### Zombie Hunter

MC Wind set. Available in October. Three pieces.

#### Zombie Hunter Armaments

MC Melee/Ranged/Magic 20-Proc/100-Proc/20-Proc Wind Dagger/Gun/Mace.

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

#### Zombie Hunter's Garb

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

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

#### Zombie Buddy Bulwark

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

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

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

### Legion Paragon Fiend

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

* **Soul Energy Mechanics**: At the end of a battle, there is a ([RoundsItemEquipped/TotalBattleRounds]x100)% chance to gain (100x[MonsterPower])% Soul Energy per item. Can hold up to 2000% Soul Energy at once.
	+ For the Weapon specifically, Soul Energy is based on player's stats. If INT > STR and DEX, Soul Energy gained from the Weapon take a 0.75x penalty.

#### Paragon Fiend Armaments

MC Melee/Ranged/Magic 0-Proc Energy Sword/Glaive/Staff.

* **MC**: Can spend 100% Soul Energy for the weapon to deal +5% damage for the rest of the battle. This effect is quickcast, and can be used four times per fight.
* **Full Set Bonus**: When used with the Armour and Shield, deal an additional +10% damage.

#### Paragon Fiend Mount

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

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

#### Paragon Fiend Defender

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

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

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

### Legion Shogun

MC Water set. Available in March. Three pieces.

#### Legion Shogun Armaments

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

* **MC**: Each time you hit an enemy with this weapon, inflict a Power: 0.5 (0.375 if Magic) Water Burn for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs monster DEX/LUK.

#### Legion Shogun

MC FO Water armour with Darkness secondary. Flat blocking.

* **Flavour Effect**: Pays 3 MRM. Each time you are hit, deal +3.15% damage with attacks in this armour next turn.
* **Hydro Flurry!**: Water Weapon-based skill. Follows weapon damage type. EleComp reduces skill SP cost (94 for Me/Ra, 192 for Ma at 150).
* **Hydro Rockets!**: Overcharged Water Spell-Type skill. Follows weapond amage type. EleComp increases skill damage.
* **Full Set Bonus**: With the Weapon and Shield equipped, enables global Auto-hit:
	+ Player, Pet, and Guest damage take a x0.75 damage penalty, and Monster attacks take a x0.85 damage penalty.

#### Legion Shogun Defender

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

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

Info-Subs (Weapon): Link

Info-Subs (Armour): Link

Info-Subs (Shield): Link

### ProtoParagon

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

 mk 3
 mk 4

#### Protoparagon Claws/Blaster

MC Melee/Ranged/Magic 0-Proc/100-Proc/0-Proc Fist/Gun/Fist. Blaster is a separate weapon. MC goes into a toggle:

* **Toggle**: Pays 15% Melee in SP (59 at 150) per turn to deal +15% damage with weapon and spell attacks. Magic Weapons receive 4/3 modifier and spells receive a 1/2 modifier.

#### Protoparagon Power Suit

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

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

#### Protoparagon Defender

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

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

Info-Subs (Weapons): Link

Info-Subs (Armour): Link

Info-Subs (Shield: Link

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