Fully Offensive Armors

## Introduction

This list of items is comprised of what's generally considered meta. Items are ordered by our personal ranking, with the best option for each element listed first. (Outliers being compression items, that are ordered by element)

• Standard Armors
• Utility Armors
• Compression Armors

## 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

## Darkovian Subraces

### General Information

This section covers the Fully Offensive subraces: Vampire, Werewolf, and Werepyre.

Subraces are some of the strongest armors in the game (especially due to elemental variants), unfortunately, they have been powercrept in terms of upfront damage by Bloodmages and Bloodzerkers. Regardless, the subrace armors are the best filler options for multiple elements (not to mention being F2P content). Additionally, subraces grant a dedicated 9th armor inventory slot, this allows access to the standard variant of a given subrace. It should be noted that some of the best skills for each subrace are Guardian-only. However, despite this, subraces are still stronger than most other armors.

The table below lists the builds that are typically associated with each FO subrace, along with link to detailed (and up-to-date) information regarding each subrace.

 Werepyre | INT Hybrid\*

\*Some aspects of Werepyre are due to change as a result of the recent Stat Revamp.

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## Standard Armours

* Fire
* Water
* Wind
* Ice
* Earth
* Energy
* Light
* Darkness

### Hexbound Solar Core

FO Fire armour with Light secondary. Melee > Ranged > Magic blocking focus. Does various things:

* **Flavour Effect 1**: Pays 3 MRM to boost the damage of all Burns and Bleeds by +25%.
* **Flavour Effect 2**: 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. Inflicts a Power: 1.5 Fire Burn onto the player for 5 turns in order to deal +50% damage. Elecomp reduces skill SP cost (127 for Me/Ra; 225 for Ma at 150).

The best Fire armour in the game thanks to the massive damage output of Prominence Lance, made even better due to not paying extra SP for the boosted damage.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### 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).

An amazing Fire armour compressed into a weapon. While Inferno Breath can't hold a candle to Hexbound Solar Core, Akriloth's generous EleComp means it can output near-skill levels amount of damage with Blaze Breath.

Location: 20000 Z-Token package (Akriloth's Hatred)

Info-Subs: Link

### Pyromancer Bloodmage

FO Fire armour. Magic blocking focus. 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%.
* **Blood Pyre**: Standard Fire Spell. EleComp increases spell damage.

An extremely powerful armour for Mages due to the built-in spell and generic Spell damage boost. Due to the HP cost however, continuous use of the armour can run into sustainability issues between heals. Unlike the other Bloodmage armours, Pyromancer Bloodmage does not require GGBs to obtain.

Location: Void Takeover: Caecus.  See here.

Info-Subs: Link

### Dark Invader

FO Fire/Energy armour with flat blocking. Comes with a flavour effect and a skill:

* **Flavour Effect**: Gain +5 Status Resistance at the cost of -20 Burn Weakness.
* **Slow**: Skill. Deals no damage. Costs 110% Melee in SP (431 at 150). Attempts to inflict 4 effects for 2 turns each:
	+ 10.2 Fire/Energy DefLoss.
	+ 54.6% Fire/Energy EleVuln.
	+ 18.21% Choke.
	+ 8.5 Status Weakness.
	+ EleComp increases the potency of each effect. Each effect is resisted separately with +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

A unique and powerful armour thanks to its skill being a status bomb. Beastmasters will find greater mileage thanks to the save using CHA, along with Pets/Guests gaining more benefits from the variety of statuses.

Location: Void Takeover: Starslayer.  See here.

Info-Subs: Link

### Torontosaurus Rex Rider

FO Fire armour. Ranged blocking focus. MC goes into two skills:

* **Turn up the Heat**: Fire Spell-Type skill. Follows weapon damage type. Has 2 hits. EleComp increases skill damage. Deals -23.8% damage and attempts to increase monster Fire resistance by +2\*[Hits Connected]%. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.
* **Basketbreath**: Overcharged Fire Weapon-based skill. Follows weapon damage type. Has 8 hits, and deals +50% damage. EleComp reduces skill SP cost (340 for Me/Ra; 438 for Ma at 150).

The top free option for Fire that's always available.

Location: Frostvale Village

Info-Subs: Link

Updated Cost: Link

### Headless Horseman

MC 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).

A plain, vanilla Fire armour with access to an efficient weaponskill. Has a significantly cheaper SP cost than Torontosaurus.

Location: Valencia -> Golden Giftboxes -> Rare Shop (GGB Crossover Extravaganza; may or may not appear each year)

Info-Subs: Link

### War's Legacy/War Ascendant

MC Fire armour. Melee blocking focus. Comes with 3 skills:

* **Mayhem**: Weapon-based skill. Follows weapon element and damage type. Has no Elecomp so standard skill costs apply.
* **Carnage**: Fire Spell-Type skill. Follows weapon damage type. EleComp increases skill damage.
* **Panic**: Costs a turn and deals no damage. Attempts to inflict a (35.72\*[FearMult]\*[MobFireRes])% stun rate Fear for 4 turns. This has a +0 Save Bonus, player Max[STR,INT,CHA]/LUK vs. CHA/LUK. [FearMult] = 0.75 if inflicted using INT or CHA.

An alternative to Torontosaurus Rex/Headless Horseman. War's Legacy comes with multiple skills, offering more variety, but lacks the explosive power of Basketbreath or the efficiency of Pumpkin Smash. However, due to the 3 skills, it is the single most expensive item in the entire game.

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

Info-Subs: Link

### Blazing Bloodzerker

FO Fire armour. Melee blocking focus.

* **Flavour Effect**: When attacking in this armour, pays 25% Melee in HP (87 at 150) to increase weapon damage by +20% (26.7% for Magic).
* **Burning Rage (Toggle)**: Locks weapon-based attacks, specials, and skills to Fire 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).

The best non-package armour for pure damage. Toggling allows for amazing damage using the built-in skills on certain weapons, but is extremely costly resource-wise. Should not be picked up outside of luxury, as Bloodzerkers do not play well in modern challenge fights.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link - Applicable to Blazing

### Fall Dryad Form

Spellcaster Water/Earth armour. Flat blocking.

* **Unerring Nature**: Water/Earth Spell. Seeks between the two elements. Deals 0.8x damage in exchange for Auto-Hit. EleComp increases spell damage.

The better of two available Water Spellcaster armours thanks to coming with a Spell.

Location: Grenwog 2023: Frenzy

Info-Subs: Link

### Archmage Apprentice

Spellcaster Water armour. Magic blocking focus. Comes with two skills:

* **Mana Flow (Quickcast)**: Usable once per turn. Pays SP to reduce the MP cost of the next Water Spell (Water icon required) cast in this armour by 125% Melee (~659 at 150). Cost cannot be reduced below 0 by this effect. Additionally, must have enough MP to cast the spell to gain this reduction. Effect is lost upon switching armours. EleComp reduces SP cost (345 at 150).
* **Mana Shield**: Pays MP (78 at 150) to:
	+ Applies a Mana Shield.
	+ Grants a +12 MRM Defense Boost for 3 turns.
	+ Grant +10 Omni Status Resistance for 3 turns.

Ostensibly a teaser for the actual Archmage class, Archmage Apprentice effectively turns any Water Spell into an equivalent "efficient" SPell with Mana Flow. Fall Dryad Form should be used instead if it is available, as there's a lack of good Water Spells to use with Mana Flow.

Location: Miss Fixit -> Junior Squires!

Info-Subs: Link

### Fae-Touched Knight's Regalia

MC FO Water armour. Magic > Melee > Ranged blocking focus. Comes with various effects:

* **Flavour Effect 1**: Pays 3 MRM for +105 Initiative.
* **Flavour Effect 2**: If enemy is affected by Panic, deals -10% damage, but heals 25% Melee in SP (98 at 150) on attack.
* **Deagla Ocrach**: Water Weapon-Based Ranged skill. EleComp reduces skill SP cost (113 at 150). Deals +20% damage if the enemy affected by Panic, deals -10% damage otherwise.
* **Mind & Matter (toggle)**: Pays 50% Melee in SP per turn (196 at 150) to increase the damage of spells by **+37.5%**.
	+ Scales based on STR. Without STR, the spell boost is **+18.75%**.
* **Whim & Malice (toggle)**: Pays 5% Melee in SP per turn (20 at 150) to gain **7.5** Omni Status Potence.
	+ Scales based on DEX. Without DEX, the potency boost is **3.75**.

A powerful Hybrid-focused armour. While it technically requires all three stats to fully utilize, the bulk of the armour's power is tied to DEX.

Location: Frostval '21: The Knights and the Rat King Painting -> Gift Delivery

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).

A plain, vanilla Water armour with access to an efficient weaponskill.

Location: Valencia -> Golden Giftboxes -> Rare Shop (GGB Crossover Extravaganza; may or may not appear each year)

Info-Subs: Link

### Spring Dryad Vestments

FD Water armour with Earth secondary. Melee > Magic > Ranged blocking focus. Comes with a skill, and a toggle:

* **Spring's Vitality**: Water Spell-Type skill. EleComp increase skill damage.
* **Dryad's Wrath (Toggle)**: Pays 20% Melee in SP (77 at 150) and MP (103 at 150) per turn. While toggled:
	+ Armour switches armour lean from FD to FO.
	+ All Melee and Magic attack/spells will use STR/INT/LUK for damage and accuracy.
	+ Player takes -10% damage.
	+ Heals HP equal to 21\*[HealMod]% of damage dealt, where [HealMod] is 4/3 for Magic attacks and 1/2 for spells.
		- Additionally, the healing is divided by monster resistance.

A unique Hybrid-focused armour. Should only be picked up as a luxury. Note that this armour's functionality is likely to change when the current stat revamp finishes.

Location: Grenwog 2021: To Spring a Trap

Info-Subs: Link

### W.H.E.E.L.

FO Water/Earth armour. Comes with a skill:

* **Water Cannon!**: Water Normal Attack skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

A standard FO armour that compresses two elements. W.H.E.E.L. is notable for being one of the ugliest armours ever released.

Location: Crossroads -> Farmlands -> Burp War 2014

Info-Subs: Link

### Moglord Tortress

FO Water armour. Can toggle between Water and Fire primary resistance. Comes with a skill:

* **Hydro Cannon**: Water Normal Attack Skill. Deals either Ranged or Magic damage, depending on player stats. Gets EleComp to damage.

An old-standard armour with an equally old-standard skill. Thanks to these outdated standards, Moglord Tortress comes with an absolutely monstrous Elecomp, making it the strongest Water nuke in the entire game, beaten only by Hydromancer Bloodmage.

Location: None

Info-Subs: Link

### Kindred Spirits' Valiance

FO Water armour. Magic > Ranged > Melee blocking focus. Comes with 2 skills:

* **Focus**: Spends you turn to generate up to **44** Tranquility Charges. These charges are shared amongst all Kindred items, and persists between fights.
	+ This scales with STR. Without STR, this generates **30** Tranquility Charges.
* **Kindred Strike**: Requires at least 1 Tranquility Charge to use. Perform a weapon-based attack, consuming up to 200 Tranquility Charges to do the following:
	+ Multiply damage dealt by (1 + ([Charges]/40))x (6x damage with 200 Charges).
	+ Gain a (5 - ([Charges]/20)) BTH Lean (-5 BTH Lean with 200 Charges).
	+ Additionally, if at least 100 Charges are consumed, attack becomes two hits.
	+ **Note**: If a weapon special occurs, these boosts will instead apply to the special.

**Full Set Bonus**: For each additional Kindred piece equipped (weapon, shield, pet), gain an additional Tranquility Charge passively per turn, up to 2.

A completely degenerate and broken armour that encourages unhealthy gameplay habits. Kindred does nothing by itself unless one spends extreme lengths of time not playing the game each session stockpiling charges, where it becomes the strongest armour in the game while charges last. Should not be used unless every other option is not available, due to its intended usage involves not playing every single login session.

Location: Kindred Set

Info-Subs: Link

### Quenching Bloodzerker

FO Water armour. Melee blocking focus.

* **Flavour Effect**: When attacking in this armour, pays 25% Melee in HP (87 at 150) to increase weapon damage by +20% (26.7% for Magic).
* **Hydro Fury (Toggle)**: Locks weapon-based attacks, specials, and skills to Water 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).

The best non-package armour for pure damage. Toggling allows for amazing damage using the built-in skills on certain weapons, but is extremely costly resource-wise. Should not be picked up outside of luxury, as Bloodzerkers do not play well in modern challenge fights.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link - Applicable to Quenching

### Hydromancer Bloodmage

FO Water armour. Magic blocking focus. 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%.
* **Blood Flow**: Standard Water spell. EleComp increases damage spell damage.

An extremely powerful armour for Mages due to the built-in spell and generic Spell damage boost. Due to the HP cost however, continuous use of the armour can run into sustainability issues inbetween heals. Should not be picked up outside of luxury.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Galeforce Bloodzerker

FO Wind armour. Melee blocking focus.

* **Flavour Effect**: When attacking in this armour, pays 20% Melee in HP (70 at 150) to increase weapon damage by +20% (26.7% for Magic).
* **Galeforce Rage (Toggle)**: Locks weapon-based attacks, specials, and skills to Wind 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).

The best Wind armour for pure damage as of writing. Toggling allows for amazing damage using the built-in skills on certain weapons, but is extremely costly resource-wise. Should not be picked up outside of luxury, as Bloodzerkers do not play well in modern challenge fights.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### 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).

A powerful and unique Wind armour, offering both unique triple element compression and a "free" armour slot due to being tied to a weapon. Unfortunately, its secondary resistances destroys any potential damage it could've had, as it has a nearly nonexistent EleComp.

Location: 20000 Z-Token package (Airenal's Lance)

Info-Subs: Link

Updated Skill Info-Subs: Link

### Mark of Wrath

FO Wind armour. Melee > Magic > Ranged blocking focus. Does various things:

* **Consuming Wrath (Toggle)**: Locks normal attacks (not specials or spells) to Wind. EleComp increases normal attack damage. Deals -30% damage (-40% if Magic) and pays 40% Melee in SP (157 at 150) per turn for attacks with this armour to attempt to inflict a -(3\*[Hits]) BTH and MRM The Cold. Recover with -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
* **Rising Wrath**: Wind Weapon-based Skill. Follows weapon damage type. Has a -17 BTH Lean. Converts 25% of Base damage into Random damage. Deals -10% damage (-13.33% if Magic) in order to build one Rising Wrath charge, capped at 8. EleComp reduces SP cost (113 for Me/Ra; 211 for Ma at 150).
	+ **Note**: This is currently bugged and SP cost is lower than shown on the wiki.
* **Reckoning**: Overcharged Wind Spell-Type skill. Follows weapon damage type. Pays 50% Melee in HP (179 at 150) to deal +25% damage. Consumes all Rising Wrath charges to deal +12.5% damage per charge consumed. Additionally deals +15% damage if the enemy is suffering from The Cold, but deals -10% otherwise. After using this skill, applies a -10 BTH Lean Berserk to the player for 2 turns.

The best free FO Wind armour that isn't tied to subrace worth using. Sources of extra BTH are recommended, as the armour is naturally inaccurate.

Location: Travel Map -> Chessmaster Saga (or Darkovia Forest -> Dracopyre Legacy -> 6. Hall of Memories-> Open Doors! -> Next Wing -> More Quests) -> Finale: Season of Consequences -> Reckoning

Info-Subs: Link

### Anemomancer Bloodmage

FO Wind armour. Magic blocking focus. 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%.
* **Blood Whirlwind**: Standard Wind spell. EleComp increases damage spell damage.

An extremely powerful armour for Mages due to the built-in spell and generic Spell damage boost. Due to the HP cost however, continuous use of the armour can run into sustainability issues inbetween heals. Should not be picked up outside of luxury.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Haunted Dragonlord Armour

FO Wind armour. Magic blocking focus. Comes with a toggle and a skill:

* **Dragon's Might (Toggle)**: Pays 25% Melee in SP (98 at 150) per turn to:
	+ Turn the armour attack from 2 hits to 4 hits.
	+ Attempt to inflict a (24.72\*[MobEleRes]\*[Hits/Attempts])% stun rate Daze. This has a +0 Save Bonus, player [MainStat]/LUK vs. END/LUK
* **Dragon's Vengeance**: Wind Spell-Type skill. Follows weapon damage type. EleComp increases skill damage. Pays an additional 60% melee in HP (209 at 150) to increase the skill's BtH by +8.5 and damage by +20% (EleComp does not apply to the damage boost)

The only other free FO Wind armour that isn't tied to subrace worth using.

Location: Warlic's Shop -> Mastercraft Sets -> Dragonlord Set (Part 2: Inner Keep)

Info-Subs: Link

### Ice Necromancer Cavalry

Spellcaster Lean armour. Magic > Melee > Ranged blocking focus. Comes with two skills:

* **Decay Breath**: Ice Spell-type skill. Follows weapon damage type. EleComp increases skill damage. Deals -50% damage and attempts to inflict a +(56\*[EleComp])% Ice EleVuln (95.08 at 150) for 3 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.
* **Chill Haunting**: Standard Ice spell. EleComp increases spell damage.
* **Note**: Skills use Neutral Lean EleComp.

While it doesn't have the raw power of a Bloodmage, thanks to its Spellcaster Lean, Ice Necromancer Cavalry will deal comparable damage with the use of damage boosters without the HP cost, with the added versatility that comes with the Lean. Because of this, this armour is recommended over Cryomancer Bloodmage.

Location: Valencia -> Golden Giftboxes -> UltraRares Shop

Info-Subs: Link

### Santa Avenger

MC FO Ice armour. Melee > Magic > Ranged blocking focus. Comes with 3 skills:

* **Sled-by Demolition**: Overcharged Ice Spell-type skill. Follows weapon damage type. Pays an additional 50% Melee to deal +25% damage. EleComp increases skill damage. Cost and resource used depends on weapon damage type:
	+ **Melee/Ranged**: SP (588 at 150).
	+ **Magic**: MP (915 at 150).
* **Santarctic Fury**: Ice Weapon-based skill. Follows weapon damage type. EleComp increases skill damage.
* **Break the Ice**: Quickcast skill. Applies a 1-turn Ice Imbue. While the Imbue is active, weapon-based attacks will attempt to inflict a -(16.66\*[Hits]/[Attempts]) END Fragile for 5 turns. This has +0 Save Bonus, player mainstat/LUK vs. monster END/LUK. Costs 100% Melee in SP (392 at 150).

An extremely strong Ice armour that comes the strongest weapon-based nuke in the game in the form of Santarctic Fury, beaten only by H-Series with Initiative's damage boost.

Location: None.

Info-Subs: Link

### True Nemesis' Testament

FO Ice armour. Melee > Ranged = Magic blocking. Does various things:

* **Avenging Heart**: Toggles between two modes:
	+ **Paragon**: Deal -20% damage in this armour (-26.66% if Magic, values are halved for Spells) in exchange for the following:
		- Lower enemy BtH by 3.
		- (20.83\*[Blocks])% Melee Harm damage on block.
		- (20.83\*[EleComp]\*[Blocks])% Melee Ice damage on block.
	+ **Punisher**: Pays 20% Melee in HP per turn (70 at 150) for the following:
		- 14.29% Harm Backlash.
		- 14.29% Ice Backlash.
			* Resist each separately with +0 Save Bonus, player END/LUK vs. monster END/LUK.
* **Intensity (Toggle)**: Pays 20% Melee in SP per turn (78 at 150) to improve the effects of Avenging Heart:
	+ **Paragon**: Block damage is increased by 1.66x and deals additional SP damage on block:
		- (34.72\*[Blocks])% Melee Harm HP damage on block.
		- (34.72\*[EleComp]\*[Blocks])% Melee Ice HP damage on block.
		- (15.625\*[Blocks])% Melee Harm SP damage on block.
		- (15.625\*[EleComp]\*[Blocks])% Melee Ice SP damage on block.
	+ **Punisher**: Increases Backlash damage by 1.5x and provides Mainstat when hit:
		- 21.43% Harm Backlash.
		- 21.43% Ice Backlash.
		- ([Value]\*[Hits received]) Stat Boost for 1 turn ([Value]=23 at 150), capped at 4 hits. Stat follows weapon damage type (STR if Melee, DEX if Ranged, INT if Magic).
* **Nemesis**: Quickcast skill. Usable once per battle. Cost is based on the player's level. Costs 220% Melee in SP (847 at 150). Does the following:
	+ Grants the player 2 turns of Player + Misc Celerity.
	+ Grants the player 4 turns of +25% Omni EleEmpower.
	+ Grants the enemy 2 turns of Celerity.
	+ Inflicts a Power: 2.5 Ice Poison onto the enemy for 4 turns. Poison heals the player's HP equal to the true damage dealt (IE limited by the monster's remaining HP). No save, but respects immunities.
* **Full Set Bonus**: When used with any Nemesis weapon alongside the shield, increases damage dealt by Avenging Heart's effects:
	+ **Paragon**: Dodgelash deals 1.66x HP damage (1.4x more if used with Intensity).
	+ **Punisher**: Backlash deals 1.25x damage (1.17x more if used with Intensity).

An absolutely monstrous armour that can toggle between Dodgelash and Backlash, and can further empower them by paying extra SP. While a Retro version of the armour exists, it is not listed here due to having the longest attack animation in the entire game.

Location: Warlic's Shop -> Mastercraft Sets -> Nemesis

Info-Subs: Link

### Knightmare Plate

MC Neutral Ice armour. Magic > Melee > Ranged blocking focus. Comes with various effects:

* **Facets of Fear**: Once per battle, changes lean:
	+ **Terror**: Fully-Defensive.
	+ **Horror**: Fully-Offensive.
	+ Lean resets at the end of battle back to Neutral.
* **Nightmare Rift**: Requires Facets of Fear to be used first. Effect depends on lean:
	+ **Fully-Defensive**: Ranged Ice Spell-Type skill. EleComp reduces cost (113 at 150).
	+ **Fully-Offensive**: Locks armour attacks to Ice. Magic damage is converted to Ranged. EleComp increases damage dealt.
* **Relentless Nightmare (Toggle)**: While toggled, if sufficient SP is available after attacking with Nightmare Rift, pays 105% Melee in SP (412 at 150) for 1 turn of Player Celerity. This cost is lowered to 90% Melee in SP (353 at 150) if the player has an active Barrier, or if the enemy has an active Panic.

A powerful Ice armour designed for non-Mages.

Location: Frostval '22: Sweet Dreams -> Gift Delivery

Info-Subs: Link

### 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. Recover with +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).

A unique Ice armour with access to The Cold, an extremely powerful status. On top of this, the armour also comes with an efficient weapon skill, which doubles as a status eater, converting The Cold into a powerful nuke. However, there is non-existent support for The Cold outside of the armour, and the status is affected by Boss Boost, reducing its effectiveness against bosses.

Location: 20000 Z-Token package (Frigid Devouring Scythe)

Info-Subs: Link

### Master Fighter Armour

MC FO Ice armour. Ranged > Melee > Magic blocking focus. Comes with two skill:

* **Second Wind**: Quickcast skill. Costs 100% Melee in SP (392 at 150). After using the skill, tracks the number of Melee hits in the armour, up to 8. After attacking twice, heals the player's HP equal to (110\*[Hits]/4)% Melee. Heal is considered Melee, and uses STR/LUK for stat bonuses.
* **Overwhelm**: Melee Weapon-based Skill. Follows weapon element. Has no Elecomp so standard skill costs apply. Comes with a trigger:
	+ Against enemies of Power >1.5, deals +20% damage.
	+ Against all other enemies, deals -10% damage.

The best (and only) free, always-available non-subrace Ice armour for Warriors.

Location: Yulgar's Inn -> Go Upstairs -> Talk to Blackhawke -> Fighter Class Quests -> Basic Fighter training! -> Master Fighter Gear

Info-Subs: Link

### Cryomancer Bloodmage

FO Ice armour. Magic blocking focus. 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%.
* **Blood Blizzard**: Standard Ice spell. EleComp increases spell damage.

An extremely powerful armour for Mages due to the built-in spell and generic Spell damage boost. Due to the HP cost however, continuous use of the armour can run into sustainability issues inbetween heals. Due to competition with Ice Necromancer Cavalry, should not be picked up outside of luxury.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Fall Dryad Form

Spellcaster Water/Earth armour. Flat blocking.

* **Unerring Nature**: Water/Earth Spell. Seeks between the two elements. Deals 0.8x damage in exchange for Auto-Hit. EleComp increases spell damage.

The best Earth Spellcaster armour in the game thanks to its built-in spell not being overcharged.

Location: Grenwog 2023: Frenzy

Info-Subs: Link

### Eternal Champion's Spirit

"Neutral" Earth armour. Melee > Ranged > Magic blocking. Does various things:

* **Flavour Effect**: Pays -6 MRM in order to gain an additional 10% Melee in SP per turn (39 at 150).
* **Champion's Advance**: "Overcharged" Earth weapon-based skill. Follows weapon damage type. Pays an additional 83.3% Melee in SP. EleComp reduces SP cost (324 for Me/Ra; 422 for Ma at 150). Attempts to inflict a -(25\*[EarthRes]\*[Hits]/[Attempts])% Choke for 4 turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
* **Mech-Warp Barrage**: Overcharged Earth SPell/Spell. Follows weapon damage type. Pays an additional 50% Melee to deal +25% damage. EleComp increases skill damage. Cost and resource used depends on damage type:
	+ **Melee/Ranged**: 150% Melee in SP (588 at 150).
	+ **Magic**: 175% Melee in MP (915 at 150).
* **Champion's Stance**: Once per battle, changes armour's lean between:
	+ **Offensive Stance (FO)**.
	+ **Defensive Stance (FD)**.
	+ **Caster Stance (Spellcaster)**.
	+ Lean change persists between battles, and lasts until logout.
* **Full Set Bonus**: If used with the weapon and shield, gain an additional 10% Melee in SP per turn (78 total at 150).

An incredibly powerful and versatile armour that's useful regardless of what build one is using. A worthy armour celebrating AQ's 20th anniversary.

Location: Twilly -> Anniversary Events -> Storm of the Century -> Destruction and Renewal

Info-Subs: Link

### Fortune Thief

MC FO Earth armour. Melee > Ranged > Magic blocking focus. Comes with multiple passives and a skill:

* **Flavour Effect 1**: Pays 3 MRM for +105 Initiative.
* **Flavour Effect 2**: Pays 3 MRM to gain one of two effects based on LUK and who goes first:
	+ If the monster goes first, and has more LUK than the player, takes -35.7% damage until the start of their turn.
	+ If the player goes first, and has greater than or equal LUK than the monster, all Ranged attacks deal +50% damage until the start of the monster's turn.
* **Bold Fortune**: Earth Weapon-based Ranged Skill. EleComp reduces skill SP cost (113 at 150). If the monster is not already affected by the Unlucky status, deals -25% damage and attempts to inflict a -(81\*[MobEarthRes]) LUK Unlucky status for [Hits] turns. This has a +0 Save Bonus, player DEX/LUK vs. monster DEX/LUK.

The best armour for Lucky FO Rangers.

Location: Blarney -> 2022: Fortune Thief

Info-Subs: Link

### Terra Bloodzerker

FO Earth armour. Melee blocking focus.

* **Flavour Effect**: When attacking in this armour, pays 25% Melee in HP (87 at 150) to increase weapon damage by +20% (26.7% for Magic).
* **Terra Rage (Toggle)**: Locks weapon-based attacks, specials, and skills to Earth 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).

The best non-token armour for pure damage. Toggling allows for amazing damage using the built-in skills on certain weapons, but is extremely costly resource-wise. Should not be picked up outside of luxury, as Bloodzerkers do not play well in modern challenge fights.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Geomancer Bloodmage

FO Earth armour. Magic blocking focus. 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%.
* **Blood Quake**: Standard Earth spell. EleComp increases spell damage.

An extremely powerful armour for Mages due to the built-in spell and generic Spell damage boost. Due to the HP cost however, continuous use of the armour can run into sustainability issues inbetween heals. Should only be picked up as a luxury.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link - Applicable to Geomancer

### H-Series Tempest Power Armour

MC FO Energy armour. Melee blocking focus.

* **Flavour Effect**: Pays 3 MRM for +105 Initiative.
* **Missile Barrage**: Weapon-based Ranged Energy skill. EleComp reduces skill SP cost (87 at 150).
* **Overdrive Onslaught! (Toggle)**: Locks normal attacks (not specials or skills) to Melee Energy. EleComp increases normal attack damage. If the player has enough SP, and is already not affected by Celerity, consumes 100% Melee in SP (392 at 150) on attack to grant 1 turn of Player Celerity.
	+ **Note**: Magic weapons deal x4/3 damage.

An absurd armour that's arguably the strongest armour ever released, locked to non-mages. Overdrive Onslaught's Celerity functionally gives H-Series a weapon-based skill with EleComp to damage. Mixed in with the damage boost of Iniitive, it has the strongest turn one nuke in the entire game (beaten only by Kindred), completely revolutionizing the warring meta.

Location: Warlic's Shop -> Quests -> War Between Shadows -> Once Upon a Scheme

Info-Subs: Link

### 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.

The best non-H-Series Energy armour. While it lacks the explosive power of H-Series, Entropy comes with a dizzying amount of effects on top of the package it comes from providing an excellent weapon and shield to compliment the armour.

Location: 20000 Z-Token package (Scourge Entropy Arsenal)

Info-Subs: Link

### Thunder Bride/Groom

Spellcaster Lean Energy armour. Melee = Magic > Ranged blocking focus.

* **Thunder Vow**: Standard Energy spell. EleComp increases spell damage.

The best general-use armour for Mages thanks to being a gold Spellcaster Lean with a built-in Spell.

Location: Snugglefest 2023: Love or Thunder?

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.

A strong spellcaster alternative to Thunder Bride/Groom. Best used in a Poison/Burn setup to synergize with the armour's abilities.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Voltaic Bloodzerker

FO Energy armour. Melee blocking focus.

* **Flavour Effect**: When attacking in this armour, pays 20% Melee in HP (70 at 150) to increase weapon damage by +20% (26.7% for Magic).
* **Electro Fury (Toggle)**: Locks weapon-based attacks, specials, and skills to Energy 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).

The best non-package armour for pure damage. Toggling allows for amazing damage using the built-in skills on certain weapons, but is extremely costly resource-wise. Should not be picked up outside of luxury, as Bloodzerkers do not play well in modern challenge fights.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Dark Invader

FO Fire/Energy armour with flat blocking. Comes with a flavour effect and a skill:

* **Flavour Effect**: Gain +5 Status Resistance at the cost of -20 Burn Weakness.
* **Slow**: Skill. Deals no damage. Costs 110% Melee in SP (431 at 150). Attempts to inflict 4 effects for 2 turns each:
	+ 10.2 Fire/Energy DefLoss.
	+ 54.6% Fire/Energy EleVuln.
	+ 18.21% Choke.
	+ 8.5 Status Weakness.
	+ EleComp increases the potency of each effect. Each effect is resisted separately with +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

A unique and powerful armour thanks to its skill being a status bomb. Beastmasters will find greater mileage thanks to the save using CHA, along with Pets/Guests gaining more benefits from the variety of statuses.

Location: Void Takeover: Starslayer.  See here.

Info-Subs: Link

### High Oracle's Taladosian Robes

Old standard FO Energy armour. Comes with a skill:

* **Psionic Blast**: Energy Normal Attack skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

An old-standard armour with an extremely powerful nuke. Technically the "best" always-available, non-GGB/subrace armour for Mages due to a lack of options.

Location: Travel Map -> Sail East -> Sail Southeast -> Taladosian Set (near Deren)

Info-Subs: Link

### GPS vGGa-CHAR

FO Energy armour with flat blocking. Comes with two skills:

* **Big Boom**: Energy Weapon-Based skill. Deals +50% damage. Follows weapon damage type. EleComp reduces skill SP cost (364 for Me/Ra; 462 for Ma at 150).
* **Flamethrower**: Weapon-based skill. Follows weapon element and damage type. Deals -100% damage and attempts to inflict a Power: (10\*[Hits/Attempts]) [Weapon Element] Burn for 5 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. DEX/LUK.

A relatively niche Energy armour that comes with one of the strongest Burns in the entire game in the form of Flamethrower. As a bonus, the Burn follows weapon element.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Dynamancer Bloodmage

FO Energy armour. Magic blocking focus. 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%.
* **Blood Thunder**: Standard Energy spell. EleComp increases spell damage.

An extremely powerful armour for Mages due to the built-in spell and generic Spell damage boost. Due to the HP cost however, continuous use of the armour can run into sustainability issues inbetween heals. Should not be picked up outside of luxury.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Paladin

Tier 3 class. A generalist armour designed to combat Undead and Demons. Champion Holy Arcanist is oriented towards Mages while Champion Holy Avenger is oriented towards Warriors. See linked Info-Subs for full info. Some notable skills for Fully Offensive builds are as follows:

* **Level 7: Harmonic Might (Toggle)**: Stat drive.
* **Level 12: Mantra of Alignment**: Fully Offensive Lean.
* **Level 15: Inner Light**: Spell/SPell.

The best Light armour in the game, bar none. Unfortunately, Paladin's specialization lies in combating Undead and Demons, reducing its power outside of those two foes. In addition, INT builds gain more mileage using Necromancer.

Location: Travel Map -> Halls of Honor -> Elite Paladin Armours

Info-Subs: Link

### Angelic Robes

Spellcaster Lean Light armour. Magic > Melee = Ranged blocking. Top level is only 145.

* **MC**: +12.5% Healing.

The only Light Spellcaster armour in the game as of writing. The MC is much stronger than it seems, as there's a staggering amount of things that are considered Healing (most notably, SP generation).

Location: Frostval '14: It's a Wonderful Life of Crime -> Gift Delivery!

Info-Subs: Link

### Hexbound Solar Core

FO Fire armour with Light secondary. Melee > Ranged > Magic blocking focus. Does various things:

* **Flavour Effect 1**: Pays 3 MRM to boost the damage of all Burns and Bleeds by +25%.
* **Flavour Effect 2**: 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. Inflicts a Power: 1.5 Fire Burn onto the player for 5 turns in order to deal +50% damage. Elecomp reduces skill SP cost (127 for Me/Ra; 225 for Ma at 150).

While it lacks the proper resistances of a normal Light armour, Hexbound Solar Core is functionally the best "always-available" non-Paladin option for Light, owing to its massive damage potential.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: 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.

While it lacks raw damage, Profane Lance is arguably the best source of a Freeze-like effect in the game thanks to its nonexistent SP cost, opening up efficient sources of stuns.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Ultimon's Armour

FO Light/Darkness armour. Flat blocking. Comes with a skill:

* **Shadow Storm!**: Light/Darkness Normal Attack skill. Seeks between Light and Darkness. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

The best FO armour in the game for fighting Shadow monsters, and one of the best non-GGB options for free players that can't use Paladin for some reason by virtue of being one of the few available.

Location: Tavel Map -> Sail East -> Travel South -> Ultimon's Fortress -> Finale

Info-Subs: Link

### White Knight Z

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

* **Radiant Lance**: Light Normal Attack skill. Deals either Ranged or Magic damage, depending on player stats. EleComp increases skill damage.

While hopelessly outdated, White Knight Z is still one of the strongest armours ever released thanks to having the highest EleComp of any armour due to its outdated standards, made even stronger thanks to being affected by Imbues. Despite this, it should not be picked up outside of luxury, due to modern armours offering more than the linearty of nuking, and modern challenge fights greatly reducing the power of nukes thanks to damage caps.

Location: Guardian Tower -> Guardian Shop

Info-Subs: Link

### Lumenomancer Bloodmage

FO Light armour. Magic blocking focus. 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%.
* **Blood Radiance**: Standard Light spell. EleComp increases spell damage.

An extremely powerful armour for Mages due to the built-in spell and generic Spell damage boost. Due to the HP cost however, continuous use of the armour can run into sustainability issues inbetween heals. Should not be picked up outside of luxury.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Radiant Bloodzerker

FO Light armour. Melee blocking focus.

* **Flavour Effect**: When attacking in this armour, pays 20% Melee in HP (70 at 150) to increase weapon damage by +20% (26.7% for Magic).
* **Radiant Rage (Toggle)**: Locks weapon-based attacks, specials, and skills to Light 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).

The best non-package armour for pure damage. Toggling allows for amazing damage using the built-in skills on certain weapons, but is extremely costly resource-wise. While Bloodzerkers should not picked up outside of luxury in general, Radiant in particular is especially not recommended thanks to the existence of Paladin.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link - Applicable to Radiant

### Necromancer

Tier 3 class. Designed for Beastmasters and INT builds. Commander's Obsidian Cloak is oriented towards Beastmasters, and Spellslinger's Obsidian Cloak is oriented towards Mages. See linked Info-Subs for full info. Some notable skills for Fully Offensive builds are as follows:

* **Level 8: Necromancer's Presence (toggle)**: Stat drive.
* **Level 12: Anima Attunement**: Spellcaster Lean.
* **Level 13: Haunting**: Spell/SPell

The best armour in the game bar none thanks to its plethora of tools and damage output. Any INT-adjacent build should use this over Paladin.

Location: Travel Map -> Obsidia's Lair -> Elite Necromancer Armours

Info-Sub: Link

### 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.

An amazing armour with unique element compression. Thanks to this, Drakath Fiend has a much safer elelock than most other armours. Softlocked to Warriors/Mages due to source weapon not having a Ranged toggle.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop (Drakath Fiend Blade)

Info-Subs: Link

### Angel of Souls

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

* **Time to Burn**: Darkness Weapon-based skill. Follows weapon damage type. Costs HP instead of SP. EleComp reduces skill HP cost (47 for Me/Ra; 85 for Ma at 150). Additionally, this skill gains \*2 Lucky Strike stat damage (i.e., uses LUK\*3/4, rather than LUK\*3/8).

The best non-GGB Darkness armour for builds that cannot (or will not) use Necromancer. The increased LS damage from its skill synergizes amazingly with anything that increases LS chance or damage.

Location: Death's Domain -> Retrieve 100 hourglasses

Info-Subs: Link

### Shadowfall Raiment

FO Darkness armour. High blocking. Does various things:

* **MC**: After a blocked attack, attempts to inflict a +(18.7\*[Blocks/Attempts])% Light and Darkness EleVuln effect for 3 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.
* **Flavour Effect 1**: Normal attacks deal -33% Melee and attempts to inflict a +(19.8\*[Hits/2])% Light and Darkness EleVuln effect for 3 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.
* **Flavour Effect 2**: The player takes 1.05x damage to pay for two skills:
	+ **Dusk Stance (Toggle)**: Pays 20% Melee in SP per turn (78 at 150) and applies a +12 MRM Defense Boost to the player every turn for 1 turn, and a constant -12 BtH lean to the monster (monster deals x1.16 damage to compensate).
	+ **Shadowfall**: Comes in two parts:
		- **Shadow Focus (Quickcast)**: Pays upfront for a Darkness Weapon-Based skill with a +50% damage boost. Cost is modified by EleComp, which reduces skill SP cost (381 for Me/Ra; 479 for Ma at 150). Additionally, pays 15% Melee in SP (59 at 150) per turn to add additional damage to Shadowfall (Skill).
		- **Shadowfall (Skill)**: Melee Darkness Weapon-based skill. Has no additional cost. Deals +50% damage, plus an additional +9\*[Turns]% damage, where [Turns] is the number of turns that the player has paid the 15% melee cost from Shadow Focus. This additional damage boost caps at +90% damage (i.e., 10 turns).

A unique dodge-based FO armour. Shadowfall Raiment is unfortunately softlocked to Warriors, as its built-in nuke is Melee-locked. In addition, due to how statuses work, Dusk Stance has anti-synergy with anything that provides a Defence Boost that lasts more than a turn.

Location: Warlic's Shop -> Quests -> The War Between Shadows -> I Name You Deceit

Info-Subs: Link

**Back to Top**

## Utility Armors

* Effects
* Void Triggers
* Warring

### Mason Form(s)

MC FO [Element] armours 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).

The main draw of Mason Form are their built-in imbues; without taking advantage of them, there's very little reason to use any.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (around Friday the 13th)

Infosub (links to the original; substitute Water with their appropriate elements): Link

### (Twisted) Frozen Dragonslayer

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

* **Trigger**: 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.

A completely unremarkable armour, if not for the skill. Thanks to the skill, Frozen Dragonslayer can deal massive damage against Dragons. While the original version is rare, a Twisted version is currently available.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop

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.

Functionally a "clone" of Frozen Dragonslayer, but FO, and triggers vs Demons rather than dragonkind.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop

Info-Subs: Link

### H-Series Tempest Power Armor

MC FO Energy armour. Melee blocking focus.

* **Flavour Effect**: Pays 3 MRM for +105 Initiative.
* **Missile Barrage**: Spell-like Ranged skill. Follows weapon element. Costs 100% Melee in SP (392 at 150).
* **Overdrive Onslaught! (Toggle)**: Locks normal attacks (not specials or skills) to Melee Energy. EleComp increases normal attack damage damage. If the player has enough SP, and is already not affected by Celerity, consumes 100% Melee in SP (392 at 150) on attack to grant 1 turn of Player Celerity.
	+ **Note**: Magic weapons deal x4/3 damage.

Overdrive Onslaught combined with the damage boost from Initiative makes H-Series the best warring armour in the game, which completely revolutionized the warring meta on release.

Location: Warlic's Shop -> Quests -> War Between Shadows -> Once Upon a Scheme

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.

A niche Wind armour. Thanks to the free Elecomp that comes with being unmounted, Griffinrider Mount is an excellent warring armour for non-Warriors.

Location: 20000 Z-Token package (Griffin Rider Armour)

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.

Location: 20000 Z-Token package (Graverider Mount Armour)

Info-Subs: Link

### 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.

While nominally a clone of Graverider and Griffin Mount in functionality, Drakath Fiend has lower EleComp, resulting in slightly lower damage.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop (Drakath Fiend Blade).

Info-Subs: Link

**Back to Top**

## Compression Armours

* Table
* Armours

### Moglord Tortress (Fire/Water)

Compresses Fire (40) OR Water (40). Already mentioned in the standard armour section.

Location: None

Info-Subs: Link

### Tinkerer (Fire/Energy)

Compresses Fire (40) and Energy (40). 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.

Location: 6000 Z-Token package

Info-Subs: Link

### Dark Invader

Compresses Fire (40) and Energy (40). Already mentioned in the standard armour section.

Location: Void Takeover: Starslayer. See here.

Info-Subs: Link

### Drakath Fiend Form

Compresses Darkness (39), Fire (42) and Ice (42). Already mentioned in the Warring section.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop (Drakath Fiend Blade)

Info-Subs: Link

### Hexbound Solar Core

Compressed Fire (39) and Light (42). Already mentioned in the Standard Armour section.

Location: Valencia -> Golden Giftboxes -> UltraRare Shop

Info-Subs: Link

### Samukematsuri Samurai (Fire/Light)

Compresses Fire (39) and Light (41). Comes with a skill:

* **Flavour Effect**: Pays 3 MRM. Gain +(3.15\*[MonsterHits])% damage at the beginning of your turn, where [MonsterHits] is the number of times that the monster successfully hit you during its turn.
* **Fiery Night**: Fire Weapon-based skill. Follows weapon damage type. Elecomp reduces SP cost (152 Me/Ra; 250 Ma, at 150).
* **Full Set Bonus**: With the Weapon and Shield equipped, enables global Auto-hit:
	+ Player, Pet, and Guest damage take a x0.75 damage penalty, and Monster attacks take a x0.85 damage penalty.

Location: None

Info-Subs: Link

### Festive Mason Form (Fire/Darkness)

Compresses Fire (39) and Darkness (41). Already mentioned in the Utility section.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (December Friday the 13th)

Info-Subs: Link

### W.H.E.E.L. (Water/Earth)

Compresses Earth (40) and Water (40). Already mentioned in the standard armour section.

Location: Mt. Thrall -> Hollow's Garage -> What are you building in here? -> What is your favourite thing to work on? -> I can handle the Salvation Knight -> Seeking the Seekers

Info-Subs: Link

### Mason Form (Water/Darkness)

Compresses Water (39) and Darkness (41). Already mentioned in the Utility section.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (Friday the 13th)

Info-Subs: Link

### Shinyaro Form (Water/Earth/Light/Darkness)

FO Non-Elemental Armour. Compresses Water, Earth, Light, and Darkness (all 45). MC pays for a skill.

* **Death Fist**: Weapon-Based skill. Follows weapon damage type and element. Has no Elecomp so standard skill costs apply. Deals -25% damage and attempts to inflict a -50 END Fragile effect for 1 turn. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.

Thanks to its unique niche, Shinaryo can free up multiple slots thanks to quadruple compression. Its skill is notable in being a source of Fragile, allowing certain bosses to be cheesed.

Location: Void Takeover: Shinyaro. See here.

Info-Subs: Link

### Lord of the Skies

Compressed FO Wind Armour. Compresses Wind (39), Earth (42) and Light (42). Already mentioned in the Standard Armour section.

Location: 20000 Z-Token package (Airenal's Lance)

Info-Subs: Link

Updated Skill Info-Subs: Link

### Tempest Mason Form (Wind/Darkness)

Compresses Wind (39) and Darkness (41). Already mentioned in the Utility section.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (August Friday the 13th)

Info-Subs: Link (Replace Water with Wind)

### Sneak Garb (Earth/Water)

Compresses Earth (39) and Water (41).

* **MC**: 10% chance to gain Celerity each turn. This has a +0 Save Bonus, player DEX/LUK vs. monster DEX/LUK.

Location: Robina Monster Hunt

Info-Subs: [TBD]

### Warg Rider (Earth/Water/Ice)

Compresses Earth (39), Water (42), and Ice (42).

Location: Mt. Thrall -> Hollow's Garage -> What are you building in here? -> What is your favourite thing to work on? -> I can handle the Salvation Knight -> Seeking the Seekers

Info-Subs: Link

### Bone-Chilling Mason Form (Ice/Darkness)

Compresses Ice (39) and Darkness (41). Already mentioned in the Utility section.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (January Friday the 13th)

Info-Subs: Link

### Hunter Armour (Earth/Energy)

Compresses Earth (40) and Energy (40). Comes with a skill:

* **Earth Impaler!**: Earth Spell-type skill. Follows weapon damage type. EleComp increases skill damage.

Location: Robina's Shop -> Quests! -> Next -> Next -> Hunted!

Info-Subs: Link

### Harvest Reaper Mason Form (Earth/Darkness)

Compresses Earth (39) and Darkness (41). Already mentioned in the Utility section.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (November Friday the 13th)

Info-Subs: Link

### Bloodstained Morningstar Bloodline (Earth/Darkness)

Compresses Earth (39) and Darkness (41).

* **MC**: If the previous hit in a turn successfully landed, the next hit from any player attack (weapon/special/spell) will deal +6% damage.

Location: Travel Map -> Morningstar Set

Info-Subs: Link

### Bun-Barian (Ice/Earth/Light)

Compresses Ice (39), Earth (43), and Light (43). Already mentioned in the standard armour section.

Location: Aprils Fools -> 2022: Fool Me Twice

Info-Subs: TBD

### Moonchaser Rider (Light/Wind/Earth/Energy)

Compresses Light (39) Wind (45), Earth (45), and Energy (45)

* **MC**: All player attacks deal +3.33% damage for each of the following statuses on the enemy: Blind, Elevuln, Defloss, Choke.

Another quadruple compression armour like Shinaryo. Unlike Shinyaro, Moonchaser has the benefit of having a primary resistance.

Location: Frostval '17: Island of Misfit Ornaments Painting -> Gift Delivery

Info-Subs: Link

### Beachgoer Mason Form (Energy/Darkness)

Compresses Energy (39) and Darkness (41). Already mentioned in the Utility section.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (May Friday the 13th)

Info-Subs: Link

### Gilded Mason Form (Light/Darkness)

Compresses Light (39) and Darkness (41). Already mentioned in the Utility section.

Location: Valencia -> Golden Gift Boxes -> UltraRare Shop (March Friday the 13th)

Info-Subs: Link

### Ultimon's Armour (Light/Dark)

Compresses Light (40) and Darkness (40). Already mentioned in the standard armour section.

Location: Travel Map -> Sail East -> Travel South -> Ultimon's Fortress -> Finale

Info-Subs: Link

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