Updated 2019-6-21: Corrected names on some of the Lv 95 Epic Gear in the Epic Compendium with help from Isa. Thanks for the help!
Updated 2019-3-29: Resolved issues involving the Gear Compendium where the components for the Lv 95 gear were not rendering. Colour scheme for the modifiers has been adjusted, and a gearing order section has been added to Tayberrs.
Updated 2019-3-27: Corrected old info with help from QueerChemist. Thanks for the help!
Updated 2019-3-26: New update for Harlem is here! Some things may be updated as time goes on. If you find any errors, please feel free to contact me.
In a lot of games, gearing can be an easy and straightforward thing. Weapons with higher numbers probably do more damage. Armour with higher numbers probably help you survive more. If items in DFO were this straightforward, you probably wouldn't be reading this guide.
Although a lot of items seem self-explanatory, many mechanics and interactions aren't directly explained in the game, so questions about damage and which items to use are extremely common. With dungeons, quests, new content, and events spewing out items left, right, and center, it can be hard to understand and keep track of what items actually do.
This guide was written primarily to help answer many common questions about items and gearing that new players might have, as well as clarify some of the many mechanics that aren't explained to the player.
If you're new to the game mechanics, or maybe need a refresher on how damage works and what actually makes you stronger, continue to [Stats and You], where we'll take a look at all of the ways that items and skills help you.
If you're ready to start gearing up, but aren't sure how to navigate the game's new Lv 95 gear progression, head down to [Intro to Gearing], where we'll go over the new 3-stage gearing system, things to look out for, and how to make the best of what you have.
If you understand how to gear, but still can't decide what to use, head over to the [The Gear Compendium], where we discuss the strengths and weaknesses of various items that you might come across.
Let's get started.Let's start by going over the typical stats you'll find in your "My Status" window (Default Hotkey: M). The gist of how some of these stats work are going to be super-obvious, but some might not be.
Think of this as an "expanded description" of the "My Status" window.
Exactly what you'd expect. You need HP to stay alive, and MP to cast skills. Since Max HP/MP tend to scale quite high as you reach level cap, the various fixed-amount recovery potions become too small to be useful at endgame.
Also exactly what you'd expect.
Typically, the HP recovery rate won't be very high, so percent-amount recovery items are a must-have for late-game to endgame.
Meanwhile, the effectiveness of MP recovery rate varies from class to class. For instance, Asura gains very high MP regeneration through the Mind Snap! passive.
Increases the damage of physical skills and basic attacks.
Many low-level skills can be changed from physical to magical using the Conversion passive. Some classes can also freely convert most if not all of their skills between physical and magical.
Crusader buffs can provide (extremely) large amounts of STR to massively boost this multiplier (up to several thousand with their 1st Awakening buff skills). These buffs easily dwarf any STR bonuses from items, so items that purely give large amounts of STR are avoided since their overall effect is much smaller. Try having 7000+ STR and see how much smaller a +250 STR bonus becomes.
Increases the damage of magical skills.
Some classes may deal magical damage with basic attacks. Many low-level skills can be changed from magical to physical using the Conversion passive. Some classes can also freely convert most if not all of their skills between physical and magical.
Female Crusader's buffs also scale off INT.
Crusader buffs can provide (extremely) large amounts of INT to massively boost this multiplier (up to several thousand with their 1st Awakening buff skills). These buffs easily dwarf any INT bonuses from items, so items that purely give large amounts of INT are avoided since their overall effect is much smaller. Try having 7000+ INT and see how much smaller a +250 INT bonus becomes.
Increases HP, HP recovery, and physical defense. For each point of VIT, you also gain 5 physical defense.
Male Crusader's physical-oriented buffs also scale off VIT.
Characters have a VIT Multiplier equal to (1+VIT/250). This is applied to your base HP and HP recovery rate.
Increases MP, MP recovery, and magical defense. For each point of SPR, you also gain 5 magical defense.
Male Crusader's magical-oriented buffs also scale off SPR.
Characters have a SPR Multiplier equal to (1+SPR/250). This is applied to your base MP and MP recovery rate.
In this game, there are two different kinds of skill damage scaling. The first kind, Percent Damage, uses your physical/magical attack to determine damage. Percent damage skills will have a icon above its description in the skill window, and will list its damage as a percentage of your physical attack (if
physical skill), or magical attack (if
magical skill).
Example:
Your STR multiplier is applied to your weapon physical attack, and INT multiplier to your weapon magical attack, along with any weapon mastery multipliers, to give you your total attack values. This is the amount used to calculate your basic attack and skill damage.
The second kind of damage, Fixed Damage, uses your independent attack to determine damage. Fixed damage skills will have a icon above its description in the skill window, and will list its base damage as a flat number, with your independent attack and STR/INT multiplier already included (whichever applies).
Example:
Since fixed damage can be used for either physical or magical skills, your status window will only show the independent attack on its own, without any STR/INT multipliers.
Sometimes, you might notice that the "Physical/Magical Atk" at the top of item tooltips looks different from the "Weapon Physical/Magical Atk" below it (in "Detailed Info" mode). This is because the game tries to tell you how much the item's STR/INT bonus is worth, by applying a STR/INT multiplier on the Weapon Physical/Magical Attack based on its bonus.
Example:
Since this Planet Destroyer gives 75 STR (normally, a multiplier of 1.3x), the tooltip tries to calculate what 1.3x of its Weapon Physical Attack would look like. This is 1292 * 1.3x = 1679.6 Physical Attack, which is what the item shows.
Also, it gives 0 INT, so the Magical Attack is the same as the Weapon Magical Attack.
Independent attack can scale with either STR or INT depending on the skill, so this number is always accurate.
Usually, you'll have way more STR or INT than what the item alone gives you, so this boosted number is pretty useless. Trust your status window instead.
Damage is reduced by (Defence/(Defence + 200*AttackerLevel))%. The higher level the attacker is, the less useful defense becomes.
This determines the chance of landing a critical hit. On a critical hit, the damage line becomes orange and slightly larger, and a 1.5x damage multiplier is applied to your hit.
There's an innate 3% crit chance not shown in your status menu, so only 97% crit rate is required to reach crit cap.
Example:
A non-critical hit (top) followed by a critical hit (bottom).
This determines the speed of many attack and skill animations. While attack speed is often nice to have, some classes have grab or hold skills that scale off attack speed, lowering their duration and effectiveness of the grab or hold.
This determines the speed of casting-based skills. Often, skills affected by casting speed will list a number as their "Casting Time", but this is not always the case.
For instance, the attack animations for Necromancer's Vallacre, Soul Bender's Kalla aerial attacks, and Dark Flame Sword are all affected by casting speed.
This determines the speed of character movement. Certain skills that move the character will also take into account movement speed, such as Male Priest's Second Uppercut.
These determine the chance of an attack landing. Generally, items by themselves do not provide significant amounts of hit rate/evasion. Class skills and passives are more likely to offer substantial amounts of these.
These determine the how much hit-stun will be increased or reduced by, respectively. Similarly to evasion and hit rate, items also do not provide significant amounts.
Elemental damage is one of the most important stats for boosting damage output. Most classes are "element-neutral", meaning that they don't do elemental damage by default, but can take on an element if their equipped weapon has the line "Inflict (element) damage". Weapon enchants, elemental flasks, cube contract, and various item effects can also be used activate elemental damage. Inflicting fire damage also has the side effect of removing freeze from the targets.
Example:
This weapon allows the user to inflict Shadow damage.
Since many equips give elmental damage, to maximize damage output, it's important to have at least one active damage element.
Certain classes may have skills that are "element-locked", meaning that they inflict elemental damage by default, and cannot be changed to other elements. These skills will have the Attribute icon.
If a character has multiple elements active, then the game will choose whichever element will deal the most damage. If fire is active, the defrosting effect will still apply even if the final damage is a different element.
When dealing elemental damage, your damage gets multiplied by (1 + (eleDamage - eleResist)/222). Basically, your elemental damage is subtracted by the target's resistance to that element.
Your attack will be water element and will deal 3x damage.
This stat is given by almost all pieces of gear (i.e the armour, weapon, accessories, and special equips). This is used for a variety of dungeons and raids as a soft 'gear check'. Each of these dungeons will have an Exorcism requirement, where you receive a damage/survivability debuff if your total Exorcism is below the requirement, and a bonus if your total is above the requirement (up to -90% and +90% respectively).
In a party, dungeons that use the Exorcism system will apply the lowest Exorcism value within the party, so be more careful when partying with characters that have low exorcism. An undergeared character may end up indirectly hurting the party.
Higher level/rarity equipment will provide more exorcism, so for these dungeons, it's generally better to stack as much as you can when gearing up for them. Since each of the above gear slots can give exorcism, it's good to have all of the equipment slots unlocked ASAP (Sub Equip: Lv 60+, Magic Stone: Lv 65+, Earrings: Lv 90+).
Now that we've gone over the various stats and their associated mechanics, it's time to dive into the various damage and stat modifiers that you eventually encounter.
These modifiers directly boost your damage. Your final damage is calculated by stacking each kind of modifier (if stackable), and then multiplying all of the modifiers together.
Stack Type: Highest-Only.
A direct damage multiplier applied to all of your damage. Often written as "+X% Attack Damage" and usually comes with its characteristic disclaimer text that looks something like:
Multiple damage bonuses do not stack. Only the bonus with the highest value applies. (Not applicable to Critical Damage)
This disclaimer text is actually quite misleading, given that I've spoken with new players who believed that damage bonuses in general don’t stack, or belived that Smash is useless on critical hits. (Neither are true, by the way.) But here's what it’s trying to tell us:
"Multiple damage bonuses do not stack.": This just means that multiple Smash modifiers don’t stack. Other modifiers are still allowed to stack, if able.
"Only the bonus with the highest value applies.": This just means that if you have multiple Smash modifiers, only the highest one is used to calculate damage.
"(Not applicable to Critical Damage)": This just means that "Critical Damage" modifiers are handled separately (See Crit Smash). Critical hits will still get Smash multipliers.
Stack Type: Additive (Added to Smash).
Introduced with the Lv 90 cap, this is a more flexible version of Smash damage, stacking with itself, and your highest source of Smash damage. Written as "+X% Additional Attack Damage".Stack Type: Highest-Only.
A critical-hit-only version of Smash. Often written as "+X% Critical Damage" and also comes with equally-confusing disclaimer text:
Multiple critical bonuses do not stack. Only the bonus with the highest value applies. (Applicable only to Critical Damage)
The meaning is basically the same as with Smash:
"Multiple damage bonuses do not stack.": Similarly, multiple Crit Smash modifiers don’t stack.
"Only the bonus with the highest value applies.": Again, if you have multiple Crit Smash modifiers, only the highest one is used to calculate damage.
"(Applicable only to Critical Damage)": Basically means Smash is handled separately.
Stack Type: Additive (Added to Crit Smash).
Also introduced with the Lv 90 cap, this is the Crit version of Additional Smash. It stacks with itself, and your highest source of Crit Smash. Written as "+X% Additional Critical Damage".Stack Type: Additive.
One of the most common modifiers is conventionally known in the community as the "Elenore" modifier, which adds extra damage as a separate line underneath your original hit. This extra line can independently crit (at the base crit rate of 3%; your own crit does not apply), as well as receive the damage bonus on counterattacks, meaning it can "double-dip" on these two mechanics.
Named after the original weapon with this property in DFO, Ghost Sword Elenore, because Neople writes this modifier in so many different forms that many people often confuse it for another modifier (usually Smash).
The original weapon. Credits to nosef on Steam for this image.
An attack with 5 Elenore lines. Stacking further Elenore may lead to damage becoming giant piles of numbers.
Stack Type: Additive.
This is similar to normal Elenore line, but with the added bonus of also applying your elemental multiplier for a specified element. Often written as "+X% Additional/Bonus (Element) Damage", which is slightly more consistent than normal Elenore.
This is considered one of the most powerful modifiers, since this portion of your damage can scale twice from elemental damage: If your attacks receive an elemental damage bonus, this bonus line naturally scales with the original hit. Then, it scales again according to the element specified.
Note: Due to the reliance on elemental damage, this modifier becomes less desirable in settings with lower elemental damage. Since it's still a source of elenore, it still stacks additively with other sources and becomes less valuable in high elenore settings. Current optimal endgame upgraded gear setups often have either high amounts of elenore (Fiend Venator and Heblon), or low elemental damage (All other upgraded sets).
Stack Type: Multiplicative.
The 2nd most flexible modifier of them all. Despite the name, it applies to and stacks with everything, including basic attacks! But since it stacks multiplicatively, it's a modifier that never diminishes in value no matter how much you have. Since this is easily the best modifier, it doesn't appear as often on items as other modifiers.
Stack Type: Additive.
The most flexible modifier of them all, introduced with the Lv 90 cap. Just like the name implies, it applies to "all damage", including status effects and basic attacks. However, the tradeoff of flexibility is that the modifier appears very often on Lv 90 endgame items, making it less valuable, the more you have.
These modifiers don't directly boost your damage, but they boost the underlying stats (which might basically just boost damage, heh).
Stack Type: Additive.
This modifier increases your STR, INT, VIT, or SPR by a percentage. This is one of the least common modifiers, mostly appearing on set bonuses and a few epics. If you have items with this modifier, do note that the stat modifiers won't apply until entering a dungeon.
Stack Type: Additive.
Fairly straightforward, this modifier boosts your Physical/Magical/Independent Attack by a percentage. Like Stat +%, you won't see the effects on your stats until entering a dungeon.
Skill levels are by far one of the most common bonuses, but also one of the most easily overlooked since simply reading something like "Skill Name Skill Lvl +2" tells you nothing about how much stronger the skill gets.
Typically, the higher the skill's unlock level is, the more it benefits from an extra skill level. In particular, the 1st and 2nd awakening skills (Lv 50 & 85) both scale very well with extra skill levels.
All skills list a Master Level (the highest level learnable), and a Max Level (the highest level allowed, including item and buff bonuses). In practice, the Master Level of many skills cannot be learned until the player level cap increases, but item effects and bonuses can help go past this limit.
This chart shows an example of how +1/+2/+3 levels over the limit can affect the damage of attack skills. (The percentages represent the increase from previous level, going from +0 to +1, +1 to +2, and +2 to +3.)
SkillLevel | +1 | +2 | +3 |
---|---|---|---|
20 | 2.136% | 2.092% | 2.036% |
30 | 2.395% | 2.326% | 2.286% |
40 | 2.71% | 2.64% | 2.57% |
50 (1a) | 7.5% | 7.0% | 6.5% |
60 | 3.7% | 3.6% | 3.5% |
70 | 4.6% | 4.4% | 4.2% |
75 | 5.0% | 4.8% | 4.6% |
80 | 5.9% | 5.6% | 5.3% |
85 (2a) | 18% | 16% | 14% |
(Table values derived from a Monk at Lv 90 with Tactician's Contract active. Values may differ from class to class.)
Although the effectiveness of +skill levels decreases with higher stacks, it's still a very good bonus for higher level skills.
Some items can also have effects that either provide bonuses to the party, or debuff monsters (via an aura or some other method). Many of these item effects are considered Synergy options, which usually come with the following two-part restriction text:
(Synergy options do not affect the monsters and party members that are 35 levels higher than your equipment. Only the highest Synergy option of the same kind is applied at a time.)
Restriction 1 (Level Limit): The first part of this text is a level restriction, which prevents lower level item Synergy effects from being used in higher level content. (Note: The text has a minor translation error, and the actual level restriction only applies to those "more than 35 levels higher than your equipment".) For instance, monsters in Anton Raid are Lv 115, so only Synergy options of items Lv 80 or higher will apply. In Luke Raid, monsters are Lv 120, so only Synergy options of items Lv 85 or higher will apply. However, Synergy options that provide party buffs will still apply to you, even if the item level difference is 35+ levels.
Restriction 2 (Non-Stacking): The second part of this text is a stacking restriction, which prevents some (but not necessarily all) Synergy effects from stacking on enemies/party members. Only the highest item effect will apply to enemies/party members, but all item Synergy options can stack normally on the user. However, if another party member's item Synergy effect is stronger than the total of the user's own stacked item Synergy options, that stronger party effect will take priority instead.
For instance, a player wearing the full Wesley's Strategy set receives +120 STR/INT from the shoes' aura, and +620 STR/INT from the set effect's aura for a total of +740 STR/INT. However, other party members will only receive the effects of the +620 STR/INT aura (the highest STR/INT aura in the party, also the current highest in the game). Party members wearing weaker STR/INT aura items (totaling less than +620) will also receive the +620 STR/INT instead of benefitting from their own items' auras.
Due to the nature of this feature, some interactions are slightly buggy. This section will be updated as more observations are made.
Note: Not all item Synergy effects are auras. Some items apply their effects as procs instead (applying a party buff/enemy debuff when triggered). Certain Synergy debuff effects from auras and procs currently stack with each other (but only the highest aura and the highest proc effect will be applied). Not all interactions have been tested, but thus far this applies for defense shred debuff procs and defense shred auras. Also, some Synergy items are currently missing their restriction text, despite the system applying to most if not all such items. Take note of this while putting together your equipment set-ups.
Credit: Syr, Kail, Heart, Ark, and Silly Cow for helping test Synergy effect stacking.
Items that provide skill levels to party members are also included in restriction system, as well cooldown reset/reduction effects. Items that give invulnerability will also soon be included in a future update.
Some items also come with a nice effect that reduces enemy defense. Although item effects will only apply half their shred value in raid content, it's certainly still handy for helping party members take down raid bosses quicker. This stacks additively with any player skills or passives that shred defense. This is also considered a Synergy option, so only the highest option will apply on monsters.
For instance, Asura's Wave Manifestation Brand shreds -21.5% defense. A party member with the Yang Ull's Twig bludgeon has a proc that applies a -25% defense debuff for 40s (or -12.5% in raid). Monsters affected by both will have -46.5% defense (or -34% in raid). Another party member decides to equip the Elemental Dropper set, which has an aura that applies a -20% magic defense shred (-10% in raid), for a total of -66.5% defense (since procs and aura Synergy effects stack). However, in Luke raid, the shred cap is 34%, so including this aura does not decrease enemy defense any further in Luke Raid.
Against a Lv attacker, a target with DEF will take 41.9% damage normally.
With % defense shred, the target will take 45.9% damage, a 9.6% increase.
A temporary state that makes the character immune to hitstun, knockdown, and launch effects, but the character will still take damage, and can still be grabbed, held, pushed, pulled, or teleported.
Super armour naturally appears in the animations of many skills, giving the character a yellow and red border.
A variety of items can also provide super armour. For instance, the Heartrending Grief Lv 85 legendary set effect offers a party-wide super armour buff.
A temporary state that makes the character immune to damage.
Naturally appears in the animations of some skills, giving the character a white border. Invulnerability given by items usually makes the character look transparent instead.
Since the effect is much more powerful than super armour, very few items give this effect and usually with a very short duration. These items can be extremely useful in circumventing or recovering from endgame dungeon mechanics.
This effect is quite rare on items. The "Wooyo" series of Lv 60 and Lv 85 epic weapons can all give invulnerability in some way (except for the Lv 60 Epic Lightsabre "Floating Wooyo", which gives super armour instead).
In a future patch, items that provide invulnerability will be included in the Item Level Restrictions, and will no longer work in dungeons more than 35 levels higher than the item.
A temporary state that makes the character undetectable by most monsters (though some monster patterns may continue to affect you). Any actions other than moving will temporarily expose you, but moving will restore the effect. Some dungeon gimmicks in the game can made easier, or bypassed entirely with this item effect.
Naturally comes from the Male/Female Mechanic's Camouflage party buff skill, giving the character a transparent appearance, with a green, futuristic cloud effect when activated/deactivated.
This effect is also quite rare on items. The Lv 85 epic leather set Assassin's Attitude provides camouflage in various ways. Ghost's Lost Shoulder Pads, a Lv 85 legendary shoulder piece, also provides camouflage.
A wide category of effects, covering most special effects triggered from equipment. This ranges from items that cast special skills (usually with a corresponding special visual effect), to items that simply provide stat buffs, to items that manipulate or immediately finish skill cooldowns. Many of these items have triggers based on attacking, casting, using skills, etc., often with a random chance and/or activation cooldown.
Most offensive procs that deal damage to enemies have a special property: a large portion of the damage dealt is fixed and ignores defense. This can be both good and bad. Certain enemies with high defense gimmicks will still take the full damage, essentially allowing you to bypass the gimmick. However, since this damage is fixed, typical stat and damage modifiers don't apply, and so they are easily outdamaged by normal skills by the time you put together a preliminary gear set-up. Thus, it's impractical to rely on proc damage for endgame content, but they can be useful for farming purposes, or gimmicks where extra hits are useful.
The Lv 85 epic light armour set Natural Guardian provides a multitude of proc effects (pictured above), with set bonuses based on whichever procs activate.
Procs can have the two following properties:
As noted above, a significant portion of proc damage is a fixed amount, and most conventional stats and modifiers won't apply to this fixed portion. But there's a couple things that do apply.
Procs were also formerly affected by active/passive skills that increase Critical Damage such as Inquisitor's Fervant Faith, and Monk's Will Driver. But this has been changed to not affect proc damage in a recent patch.
For more details, a master list of procs assembled by LamiaPony can be found here.
Credit: Kail and Silly Cow for helping test synergy effects for those that affect fixed proc damage.
This is the very beginning of each character's gearing process, which starts as soon as you hit Lv 95 in Harlem. To unlock these dungeons, your Harlem epic quests need to be completed (either manually or by hitting the Clear Quest button to automatically finish all remaining quests).
Main Content: Sleepy Hollow, Assault Mode
Supplementary: Disaster Sector (1*), >Otherverse
Harlem's Sleepy Hollow is what's known as a Circulation Dungeon, which is normally only unlocked after completing the epic quests in the area. These dungeons have a linear layout, with monsters and rooms based on a random dungeon in the area. This dungeon can be cleared with just Lv 90 magic sealed equipment.
The Harlem Legendary NPC, Timothy, sells a variety of items in his shop, including the Lv 95 Emancipator Legendary weapons, which can be purchased with the Miscellaneous Junk that drops at the end of this dungeon. A daily mission for clearing the dungeon once offers another 90 Miscellaneous Junk per day.
This weapon will usually serve as your first real weapon to replace the magic seal one obtained from scenarios. But highly reinforcing or refining this weapon is not recommended, as it will be replaced again in the next stage of gear progression.
This dungeon also offers Seeds of Birth and
Terranium, both of which are heavily used in other dungeons involved in gear progression. Early on, you can sell excess
Terranium for gold if you wish (8,111 gold each; Max 80x per day). But later on, you will start to need much more.
At 9-10 Miscellaneous Junk per run, as well as 90 more from the daily, you can purchase a weapon by simply doing 1 run per day for 7 days. If you want to be more proactive in farming, you can feasibly get the weapon in 2-4 days, but will require you to use most of your fatigue bar.
Note: If you have Neo Premium Plus, you have the option of just skipping this weapon. The Lv 95 rental weapon has slightly weaker bonuses than Emancipator, but comes at +7 reinforcement with 100% quality and does not need to be repaired. For fixed damage classes, the +7 reinforcement is useless, so Emancipator is still better if the quality is decent.
However, even if you do choose to skip this weapon, remember that Terranium and Seeds will be used in other dungeons used for gear progression. So it's still recommended to run this dungeon for the materials unless you already have enough or don't mind purchasing them outright.
While Sleepy Hollow provides you with a basic weapon and a source for materials, Assault Mode provides you with essentially all of your other gear - three sets known as Kashipa Subjugator Hero (often referred to simply as Harlem Legendaries). The armour, accessories, and special equipment each form their own set bonuses. These sets offer a balance and variety of bonuses and modifiers, suitable for all characters.
This dungeon can also be cleared with just Lv 90 magic sealed equipment, but expect the monsters to be tougher than what you would find in Sleepy Hollow.
Inside this dungeon, bosses on normal runs will drop Emblem of Heroes and
Tainted Energy, which serve as the currency for purchasing Harlem Legendary equipment.
Each dungeon clear card has a chance of becoming a gold flip, which give between 20-40x Emblem of Heroes. After 3 normal runs, the next run becomes a bonus variant of Fight Club's map, in which the boss drops more materials, and has a chance to drop a random Harlem Legendary piece. After clearing the bonus run twice, Assault Mode will become locked for the day, so you can do a total of 8 Assault Mode runs (6x Normal and 2x Bonus).
In Timothy's shop, each piece costs 400x Emblem of Heroes, and you can convert 10x
Tainted Energy into 1x
Emblem of Heroes.
In Black Market, Pumpkin Ball's shop may also be of help when farming for Harlem Legendaries. At the cost of 5x Terranium each, Pumpkin Ball sells
Pentacles, which can be used to purchase a variety of things, including materials used to purchase raid entry items, monster card boxes, and boxes that contain 400x
Tainted Energy each. You can purchase 2 Tainted Energy boxes per day, for a total of 800x
per day, at the cost of 120x
Terranium's worth of
Pentacles. This can vastly speed up the rate at which you complete Harlem Legendaries, but will require a large amount of Terranium.
From the 8 daily runs, Assault Mode gives the equivalent of 100x Emblem of Heroes per day. Without including any gold flips or legendary drops, it would take at most 4 days per legendary piece. Timothy also offers a one-time quest for finishing the bonus dungeon 10x, which gives you your choice of Harlem Legendary special equipment (
). The Glory Crystals (earned from Explorer Club Expeditions) can be used to purchase up to 800 extra medals each month (2 extra pieces). Thus, you only need to farm for 8 pieces at most in the absolute worst case (32 days). In practice, you'll find a few pieces on the way, so it will usually only take 2-3 weeks.
At this stage, you should have completed your Harlem Legendary set-up, and also have an Emancipator Legendary weapon (or better).
Main Content: Dawning Crevice, Tower of Dazzlement
Supplementary: Disaster Sector (2*), Hell Mode, Anton Raid
If you're coming into this next dungeon with fresh Harlem Legendary gear, you may find that this dungeon is even harder than jumping from magic seals into Assault Mode. Exorcism begins to play an even larger role, punishing the entire party if any one person has low gear exorcism. It's recommended to either party with others in the Harlem channels, or ask friends/guildmates for help. It's not uncommon for players to trade carry runs or even sell their services to clear other characters.
This dungeon can definitely be cleared with just full Harlem Legendaries, just beware the monster patterns (especially the boss). Their attacks may be painful, but are highly telegraphed. Until you get stronger, you may need to play a bit safer. Despite the difficulty, the rewards are worth it, as the boss drops Aberrant Crystallines, which can be used to obtain Harlem Epic gear. Occasionally, he may even drop entire pieces.
Inside this dungeon, two random rooms will have minibosses, which increase the epic drop rate for the final boss if killed.
Similar to the conversion of 10x Tainted Energy into 1x
Emblem of Heroes, you can convert 10x
Aberrant Fragments into 1x
Aberrant Crystallines. You can purchase Harlem Epic pieces from Strawberry Nose Della for 750x
Aberrant Crystallines each. However, Harlem Epic weapons cannot be purchased here.
However, with Harlem Legendary pieces, you can purchase upgrade recipes instead for just 500x Aberrant Crystallines each. Harlem Epic weapons do not have upgrade recipes.
It's generally recommended to take the upgrade route, as each piece will take 50% longer to obtain otherwise. Each upgrade recipe will additionally cost 500x Gold Cube Fragments, and Superior material corresponding to the armour type (purchasable from Della's Rexturing Shop).
In this game, each class has armour mastery corresponding to one or more of the 5 different armour textures (cloth, leather, light, heavy, and plate). A common intuition that new players have is that each character must necessarily choose the armour texture matching your mastery when selecting gear. While this may have been true for Harlem Legendaries (where all set effects were identical), Lv 95 Epic armour have a special feature that allows you change the item's texture while keeping all of its set effects. This feature is known as retexturing, and allows you more freedom in choosing which epic sets you want to use.
Another new feature of Lv 95 Epics is the ability to retain set effects while upgrading individual pieces, so long as only one upgraded set and one pre-upgraded set are used. For Lv 95 armour, all set pieces must be the same texture (e.g. Pieces of Lv 95 Harlem Plate set "Guardian of Everlasting Frost" can be used with Harlem Legendary Light armour as long as the Frost set is retexturized to Light armour).
In this example, "Guardian of Everlasting Frost" is the Upgrade set, and Kashipa is the Pre-Upgrade set.
So you may be wondering where you can obtain a Harlem Epic weapon, since Sleepy Hollow's Emancipator weapons cannot be upgraded into Harlem Epic like Assault Mode's Kashipa gear. The Tower of Dazzlement is a new tower that you can enter with up to 5 characters per week. Beware that once you've entered on 5 different characters, no other characters can enter until the weekly reset (Tuesday). Each character can clear one floor each day, and earn Dazzled Spiritual Residues, with a rare chance of obtaining Harlem Legendary gear and Harlem Epic gear.
When items drop in this dungeon, you may be surprised to see that they fly off the floor and into the chest before you have any chance of picking it up. This is the Chest of Greed. In order to retrieve items from this chest, you need Reaper's Key, which drops from the 3rd, 5th, and 7th floors. Each key unlocks one slot of the chest, allowing you to retrieve one stack of items per slot. Therefore, to maximize rewards, you need to clear the daily tower floor 7 times a week (everyday), to obtain all 3x Reaper's Key to select up to 3 rewards. You may also see that Dazzled Spiritual Residues are listed as a guaranteed reward. These will stay in the chest until you clear the 7th floor, or until weekly reset.
Most notably, Dazzled Spiritual Residues can be used to purchase a Harlem Epic selective weapon box for 150x Dazzled Spiritual Residues and 1 million gold. This box can only be purchased once per character, but for most people, 1 weapon should be enough. If you feel lucky, or largely don't care about which one you want to get, the random weapon pot only costs 2/3 of the selective box. Card Binding Devices are also available here, providing a higher chance of synthesizing higher rank cards than through Abello.
With 4-6 drops per day, this comes out to 28-42 per week. On average, you'll be able to obtain the weapon in 4 weeks.
By this stage, you should roughly have a full Harlem Epic set and weapon (or equivalents).
Main Content: Tayberrs,
Supplementary: Disaster Sector (3*), Sky Rift, Luke Raid
Currently, this is the highest endgame content we have, a dungeon accessible through Pandemonium Junction. Gear obtained from this dungeon serves as the current strongest equipment in the game, and will be upgradable through the two incoming raids. Solo mode is available for this content, offering slightly less rewards but is much easier to clear alone.
Successfully clearing this dungeon rewards you with Sky Fragments and
Sky Wishes. As you might expect by now, 10x
Sky Wishes can be converted into 1x
Sky Fragment. And the boss herself may also rarely drop random Tayberrs Epic gear.
Snowflake Joshua sells Tayberrs epics for 600x Sky Fragments a piece, and also offers upgrade recipes for accessories obtained from Beast and special equipment obtained from Luke Raid for 480x
Sky Fragments a piece. Thus, many people do Beast and Luke Raid to shave time off of their gearing while retaining any enchants or upgrades on those items. Although the upgrade recipes use less fragments, the recipes themselves are quite resource-intensive, requiring 40x
Refined Terranium and 17x
Epic Souls per piece.
Unlike the prior stages, where you could comfortably hoard all of your materials until you could purchase all the pieces that didn't drop, it's recommended to gear up as you go, replacing one set at a time. The order in which people upgrade will largely depend on which pieces drop as well as their own state of gear and preferences. For instance, people who purchase or trade Tayberrs carries may not necessarily have Harlem/Luke Epics, so filling in for those may be a higher priority. And people who find 3/5 of their desired armour set may be inclined to purchase the last two pieces of their armour. For more details on the various sets of equipment, see the Tayberrs equipment in the Epic Compendium.
A general gearing order is as follows:
After purchasing gear from Joshua, you may run the unfortunate risk of finding the same piece you purchased as a drop. Given that it takes weeks to farm enough materials to buy 1 item, this may intimidate people from buying items, out of fear that it'll go to waste. However, with Joshua's Alchemy system, characters can exchange any epic item they directly purchased from Joshua for any other item (items upgraded through recipes are excluded from this system). This can be done up to 4 times per character, but the cost to exchange will increase each time.
The following is supplementary content for the gear progression outlined above. Not all content is required, and some are largely optional, but are listed here for completeness.
This dungeon is the Circulation Dungeon for Metro Center, the original place to farm Terranium in lv 90 cap. Nowadays, it still serves to provide an easily speed-runnable dungeon to farm it, for those who do not have the time to farm Disaster Sector, since the FP to Terranium ratio for this dungeon is equal to that of Disaster Sector (all difficulties).
The purification stones are used for the lv 90 cap equivalent of Emancipation weapons, and are largely no longer used except as disassembly fodder for legendary souls.
Disaster Sector is a special, party-oriented dungeon that offers more difficult monsters and additional materials towards all 3 stages of gear progress.
In this dungeon, one of nine random hazards will be selected to activate during each run, with effects ranging from poison pools to explosive geysers, and tornados to freezing mist. Rooms along the main path marked with objects will have a large destructible object in it that can lower the intensity of the hazards during the rest of the run. Also, 4 rooms will branch off the main path and will be marked with terranium icons. Clearing these rooms is optional, but will increase the terranium reward at the boss room.
Disaster Sector is a popular way to expend the rest of your fp very quickly after completing all of your dailies. This is because the disaster level increases the fp used. For instance, a 3* run will consume 3 fatigue for each new room you enter. You need a minimum of 8 fp to enter the dungeon, but you can still enter new rooms even if you run out of fp while inside the dungeon.
Although this dungeon can technically be done solo, it's recommended to do this dungeon in a party due to how large some maps can be and how tanky the monsters are. Having multiple party members in the room can help you clear much faster.
Once the primary way of acquiring gear, Hell Mode is now a dungeon mode that is primarily used for supplementary attempts at finding epic gear. When clearing dungeons in a party, the party hell gauge at the top righthand corner will gradually increase (depending on the content and the number of party members).
When the gauge is full, there will be a high chance that the next normal dungeon will become a Hell Mode, spawning a pillar in the 4th room, as well as a Temporal Altar.
Upon clearing all other monsters in the room, attacking the pillar will cause a wave of Grim Seekers to spawn (which can inflict sleep). Defeating them and attacking the pillar again results in a Cosmofiend to spawn. Defeating the Cosmofiend then spawns a final wave of APCs, which will drop Aberrant Fragments upon death if the Hell Mode takes place in Harlem. They may also drop
Demon Invitations as well as a rare chance of
Hell Orbs, which also contain more invitations, and
Epic Souls, which are used for upgrades and items related to hell/rift entry.
If you're lucky, you may also find a piece of an epic. In many cases, the epics that you find won't necessarily be usable. In such a case, you can disassemble them to recover an epic soul, some clear cube fragments, and roughly 100 epic fragments for that item (which can be used to transfer the item or craft it). Note that item drops in a party-gauge-induced hell will be split between all party members. However, if you unlock the corresponding Hell Episode quest, you can use Demon Invitations to force a Hell Mode to appear (For Harlem, Hell Modes cost 30 per entry). Party members that join you must also pay the same entry cost, but the item drops will be independently generated rather than split.
The Temporal Tablet in the room allows you to quickly re-enter dungeon select after the hell has been cleared. Usually there is no point in finishing the rest of the dungeon when farming Hell Modes. You can also use the tablet to set up to 5 items to your character's wishlist. This does not increase the drop rate, but merely adds a special animation when the item drops for you.
Each day, a random dungeon in Harlem is designated to be the entrance for Sky Rift instead of Hell Mode. The dungeon will be largely the same, except that a weakened Tayberrs miniboss will appear with the hell mobs. Level 90 gear no longer drops in Sky Rift, and Tayberrs gear will also have a rare chance of dropping. In addition to the Demon Invitations required to enter, you will also need 2
Rift Sensor Stones, which drop from most Harlem/Tayberrs dungeons. But sometimes, you may receive
Rift Response Stones instead, which are like a tradable version of Rift Sensor Stones. You can exchange them for
Rift Sensor Stones at Grandis in Hendon Myre.
The Lv 85 Savior's Glory series of weapons can be obtained from Anton Raid, along with the Eternal Glory series of supporting accessories and special equipment
. The weapons were formerly some of the strongest in the game, on par with many Lv 90 epics, and can be upgraded into Savior's Triumph, one of the strongest weapon series currently in the game.
Anton Raid is available on Wednesdays and Weekends, and can provide you with Condensed Antonium and rare chance to obtain
Anton's Soul Fragments. 120
Condensed Antonium can be converted into a
Anton's Soul Fragment (but not vice versa). With 20
Anton's Soul Fragments, you can purchase a Savior weapon of your choice. Although the raid itself may give you a Savior weapon of a different class or type, these weapons cannot be transferred, so your best bet is to disassemble it for 10
Condensed Antonium and an
Epic Soul.
Anton Raid also provides you with a regular source of Fateful Determination, which can be used to purchase weekly boxes of Demon Invitations, it's recommended to participate regularly to supplement Epic gear progression, and to stockpile Epic Souls for Tayberrs upgrades, gear transfers, or fuelling Sky Rifts.
Like Anton Raid, Luke Raid has its own equipment upgrades as well, purchasable with the reward currency Monolium, and
Dark Source (which can be converted into Monolium at 5 sources each). Lv 85 Savior's Glory weapons can be upgraded into the Lv 90 Savior's Triumph series
, which are currently the second-strongest weapons after Tayberr's Sky weapons. Lv 90 Epic Armour sets can be upgraded into their Luke counterparts, which are on the same level as Harlem Epics. However, the main desirable thing from Luke Raid in 95 cap is the Heblon's Monarch special equipment set
, which can be further upgraded into Tayberrs Epics at a discount.
Similar to Anton Raid, Luke Raid also provides you with a source of Fateful Determination (and thus Demon Invitations). However, Luke Raid (Normal or Hard Mode) also provides you with Undaunted Determination, which can be used to purchase Epic Soul or
Rift Sensor Stones.
This dungeon takes place in a modified version of Valley of the Half-Breeds. In fact, it's a two-room dungeon -- one empty room for preparation, and then an arena map where all of the fighting takes place.
The primary rewards for this dungeon are materials for two Lv 90 accessory sets: Bhairava's Heir (for dealers), and Aspect: Trine (for crusaders). These can be upgraded into Tayberrs accessories through recipes sold by Joshua.
Imperial Arena is a special tag-team boss rush dungeon that allows you to bring two characters in at the same time, switching between the two in battle. Each day, the order of the boss and their weaknesses are randomly selected, and are shown in the arena UI.
Here, we see that today's bosses are weak to magic. The 1st and 5th bosses are weak to water, 2nd, 3rd, and 6th are weak to fire, and 4th and 7th are weak to shadow.
Rewards are received based on how many bosses are defeated. Once you pay for the daily entrance fee for Normal or Hard Mode, you cannot switch modes, but you can retry the dungeon as many times as you want for the rest of the day. The three rewards currencies are:
This series of legendaries comes from the Lv 90 Echon dungeons, accessed through Pandemonium Junction, south of Central Park. Each day, after clearing the dungeon 3 times ("Echon - Ruined Sanctuary"), you can enter a "Treasure" variant of the dungeon ("Echon - The Strong"), which drops more materials. All minibosses and bosses have a chance of dropping Echon Legendary gear. These items are largely no longer used as part of the main gear progression, but may sometimes be used to fill in exorcism requirements or as cheap farming sets (as the dungeon also requires very little resources and no fp to enter).
Darma Symbols that drop from the end of the dungeon are used to purchase these items. Crusaders may also find use out of running Echon, as the Valor Machine's shop contains +24 STR/INT, +21 VIT/SPR beads that can serve as budget enchants for their buffs.
Ghostface's Horns also have a chance of dropping from each miniboss/boss, and also comes in large quantities in the treasure chest of the bonus run. These items are largely for Metro Center hell content, and have become largely irrelevant in 95 cap.
This rarity of gear is largely no longer in use due to the introduction of Harlem Legendaries. Halidom gear is a type of unique equipment that can drop naturally from regular dungeons (although quite rarely), but they're often simply just crafted using magic-sealed (rare) equipment. They often have set effects that cover a variety of small bonuses, which are sometimes used by Crusaders for their raw stats, to temporarily fill up slots in buff settings until better pieces can replace them. Halidom top armour pieces usually also provide level bonuses to certain skills, making them useful for boosting your character's main damage buff skill (See Swap Gear: Buff Swap Gear.).
A complete Halidom set effect (either 5/5 armour or 3/3 accessories) also offers a substantial speed boost, so their low cost of crafting made them formerly desirable as a budget farming set. Halidoms for the special equipment slots (sub equip, magic stone, and earrings) only exist at Lv 90+, but their set bonus does not offer speed. Nowadays, Echon legendary gear is a better alternative for cheap, basic farming gear, although it takes more time to create.
To craft a halidom using magic-sealed equipment, a Magic-Sealed Halidom Converter of the corresponding level range is needed. Karakas in the Moonlight Tavern will sell them for Carnelians, which are obtained from area-specific missions (under the Missions tab of your quest book). Each normal mission can only be completed once, but Daily missions can be completed and handed in each day (Note: If left incomplete, progress on "Daily"-type missions will carry over to the next day). Carnelian Daily missions are automatically given based on your current level.
Each Halidom conversion requires a magic-sealed equip of the desired level and type, as well as 36x common souls, 24x
uncommon souls, and 12x
rare souls (obtained by disassembling gear of the corresponding rarity).
Although Halidoms can be useful, it is generally not recommended to invest in entire armour and accessory sets as they are very quickly replaced by Harlem Legendaries, and the process can quickly exhaust a new player's supply of Carnelians and souls. The daily box of Demon Invitations (used for finding Epic equipment), and the various other consumables sold by Karakas are generally seen as a better use of Carnelians.
Here, this Lv 55 magic-sealed heavy armour top will be converted into a Lv 55 Halidom heavy armour top.
When going through your scenarios, be sure to hold onto the following magic-sealed top armour pieces from your quests. When converted into Halidoms, they can provide a +1 to the main buff skills of certain classes (typically classes with the corresponding armour mastery).
Since the Lv 55 tops collectively cover the buff skills for all classes, they're the highest in demand (usually worth about 1m gold on the auction hall). So if you have multiple options for your class, it's recommended to convert a non-55 alternative since you can always save the other tops for other characters, or just sell them for extra gold.
The Chronicle and Quest Legendary rarities of gear come from the Otherverse (OV) dungeons in Saint Horn, which can be entered 5 times daily. No fatigue is required for these dungeons, but Endless Eternities will be consumed depending on your selected difficulty.
Each room after the first will drop piles of Interdimensional Fragments,
Ancient Memory Fragments (if Difficulty Lv 2 or higher), along with a random piece of Chronicle gear
, some of which may be set pieces. These fragments are used to purchase Chronicle and Quest Legendary gear from the Saint Horn NPCs. The dungeon clear card will often give random Chronicle gear (from any class), or occasionally a random Quest Legendary.
When running OV, you should always attempt the highest difficulty that you're comfortable with. Even if your Exorcism isn't quite high enough, each OV map contains 3 rooms with monsters that provide buffs when defeated:
Collecting all three buffs will intensify the effects of each buff, which can help substantially to counteract Exorcism penalties.
Non-set Chronicle pieces can be identified by "Tainted" or "Cracked" in their name, and can be imbued with up to two different effects that modify your skills, using Dimensional Aura items that can also drop from the dungeon. (Imbuing a 2nd aura effect has a 90% chance of breaking the item unless the aura has "Completed" in its name, in which case it will never break.) These items are also a good source of
Gold Cube Fragments when extracted through profession extractors. Animators and Alchemists receive 4 per item, while Enchanters receive 8 per item.
Running OV frequently can quickly result in large piles of auras.
Aura effects:Although you can't imbue the exact same effect twice on one item, you can imbue on them across different items, and the effects will stack multiplicatively (unless otherwise stated). Until proper gear is obtained, tainted items are commonly used for boosting particular skills used for farming or leveling.
Each class also has 6 different chronicle sets (except for the Supplementary characters, Creator and Dark Knight, which do not have chronicle gear), which provide set effects at 3 pieces, 6 pieces, and 9 pieces. Typically, chronicle set effects revolve around boosting specific skills. But since the pieces themselves don't offer any good stat bonuses, the skills being boosted will often do the majority of your damage. Most classes have a Chronicle set that additively boosts their main buff skill (See Swap Gear: Buff Swap Gear.)
The various sets are divided into "2nd Chronicle" and "3rd Chronicle", which used to dictate which dungeon the pieces dropped from, before they were all merged into one. Nowadays, the distinction is only used for knowing which NPC sells them. In Saint Horn, Natalia Sue sells 2nd Chronicle items, and Bowmaster Ludmilla sells 3rd Chronicle items, both in exchange for Interdimensional fragments.
Items may also drop as "tainted" with red restriction text. (See Tainted.) If this is the case, it's often better to dissassemble or extract the item for materials, since making it equippable again can be rather costly.
Aside from acquiring chronicle gear, you can also obtain quest legendary gear, either from the end-of-dungeon reward card, or purchased directly from Captain Luther for 600x Ancient Memory Fragments per piece. Quest legendaries are named so due to the fact that the materials for these legendaries were formerly quest rewards for running ancient dungeons. Even though daily quests are no longer part of the process, the game text still refers to them as "Quest Legendaries". At 600 fragments per piece, you can finish a full 6 pc set in 15 days, or even less depending on your luck with Ephelius encounters.
However, just like chronicle gear, quest legendary gear is obsolete and mostly serves as fodder for disassembling.
There are 7 different quest legendary sets, one from each of the 7 former ancients dungeons:
On occasion, Ephelius (a hidden boss) will appear in the dungeon. His arrival is marked by a wave of fire upon entering the OV dungeon, and a special (optional) side room will appear near the boss room. With the proper exorcism, and the 3 buffs found in the dungeon, Ephelius shouldn't be very difficult. Defeating him will yield 30x Ancient Memory fragments, 50x
Interdimensional fragments, along with 8x
Appeasing Stones.
Each week, the first two kills per character will drop 16x Appeasing Stones instead of 8x, and 15x
Demon Invitations. Randomly, he may also drop
mixed-elemental damage magic stones, or very rarely
Ancient card books and
Mythical Ancient equipment pots (which comes in four types: weapon, armour, accessories, or special equipment). The latter two rewards will generate items that once dropped in ancient dungeons (which have since been removed from the game). Some of these items can be considerably valuable.
Ephelius will continue to appear even after your character defeats him twice in one week, and but will only drop materials at his normal amounts.
Requiem weapons are untradable weapons sold by Captain Luther for 30x Appeasing Stones, which can only be obtained from Ephelius. They offered decent stats relative to older content (providing +11% elenore), and served as a pre-cursor for epic weapons, much like Emancipator weapons in 95 cap.
Luther also sells Gracia and Western Romanticist weapons, but these were usually avoided since they aren't particularly strong (surprisingly also not part of the corresponding quest legendary sets), and costs you quest legendary materials.
Requiem weapons can also be upgraded into Liberation weapons, which are stronger (though still weak by 95 standards): they offer +16% elenore, higher speeds, crit chance, base stats, and weapon attack. Liberation weapons also tend to have base weapon speeds that are one category faster than their Requiem counterparts (e.g. Requiem Spear is Slow, while Liberation Spear is Fast), although some exceptions exist (such as Lightsabres, which are already Very Fast, and certain gunner weapons, whose drawing speeds do not change).
Captain Luther sells two different kinds of upgrade recipes, both of which will carry over any existing upgrades or modifications:
In Hendon Myre, Kiri's Epic Crafting Machine allows players to craft from a special series of Lv 90 epic weapons. Although the process can take quite a while, these weapons cannot be obtained any other way, and most of them are on par with the Lv 90 epic weapons that drop naturally (the comparison between crafted vs droppable can vary depending on set-up and class).
In 95 cap, these weapons are no longer considered worth the time or resource investment to create, except for collectibility as some of these items offer fun and interesting effects.
A more in-depth guide on this process can be found here.
For details on the specific weapons, the machine has a full list that displays and showcases all of the weapons.
One of the simplest forms of gear improvement. Whenever an equipment item drops, a random quality is chosen, and the item's quality determines how high or low certain stats will be. However, not every stat is governed by quality.
The following item stats are affected by item quality (unless being provided as a buff/conditional/stacking effect):
Item quality can be changed through Kaleido Boxes, which are sometimes given out in events, and can be purchased from the Cera Shop. Mystic Pouches (Cera Shop items which contain 2-100 of a particular Cera Shop consumable, but usually weighted towards 2) are often resold by other players on the Auction Hall, one of the more popular types. Seria allows you to exchange Kaleido Boxes for Master Kaleido Boxes, which set the item's quality to 100%, but they cost 5/10/15/20 Kaleido Boxes for Rare/Unique/Legendary/Epic items. Master Kaleido Boxes are also rarely obtained through Lost Treasures.
Since Kaleido Boxes are not easy to get without purchasing them, players who need to purchase gear from a shop (as is common in 95 cap gearing) should keep an eye on the shop's quality for the day. Roughly 8 hours before the daily reset (UTC 1:00 AM/EDT 9:00 PM/PDT 6:00 PM), the server assigns one random quality applied to all items purchased in stores. This means that on days where any shop items are listed as Superior, all items available from all shops will be set to Superior for all players. This also applies to items generated by boxes. By waiting for a high quality shop day, players can save a significant amount of Kaleido Boxes.
That being said, item quality is mainly just important for Physical/Magical/Independent Attack and Elemental Damage for dealers, and INT/VIT/SPR for crusaders, as the other stats generally do not make a very big impact.
Another simple form of gear improvement. Monsters in this game have a (very) low chance of dropping their monster card, which can then be used to add a bonus to any item whose slot is listed on the card. (A full list can be found within the in-game DFOpedia under the Card tab.)
Example:
As you can see in the Iris Fortunesinger card, cards may be upgraded a number of times, gaining stats each time. Abello, the professions NPC, will allow you to consume another card of the same rarity to attempt to upgrade the card.
Some cards cannot be upgraded, and always have their maximum value. For more valuable cards, it's best to upgrade its bonuses to maximum if possible, before enchanting it onto an item. Beware that this can be expensive for Unique cards.
In order to enchant a card onto an item, you need to first find someone with the Enchanter profession (possibly yourself). Enchanter shops can be found typically where people gather for party content (e.g. Channel 42, a channel intended for content in the final level bracket), and will allow the user (including the shop owner) to enchant cards.
In addition to paying the shop fee, enchanting the card will also require a number of Mana Solvents (Source: Enchanter's Mana Extractor, or monster drop), Low Grade or High Grade Elemental Crystals (Source: Disassembling items, or monster drop), and for Unique cards and higher, Gold Cube Fragments (Source: Dissassembling/extracting items). All of these materials can be purchased on the Auction Hall.
As an Enchanter, another alternative is to turn the card into a bead consumable, which will allow any character to apply the card's effects without needing an Enchanter shop. Creating the bead will cost the same materials as enchanting the card, plus Spirit Essences (Source: Animator craft) depending on the rarity.
Here are typical enchants applied to endgame gear. There are many cards for each slot and enchantment, so I'll only list the type when multiple options are available.
For percent-damage classes, reinforcement is the primary method of upgrade for weapons, which increases its Weapon Physical/Magical Attack. On armour, reinforcement will add extra physical damage reduction, and accessories will similarly add extra magical damage reduction. Both are factored into your physical/magical defense. On magic stones and sub equipment, reinforcement will add extra STR/INT/VIT/SPR, and on earrings, reinforcement will add physical/magical/indepedent attack.
To refine, either visit Kiri in Underfoot, or the refiner in the guild hideout. You can also use One-Use Reinforcers, which allow you to reinforce once for free. They can be obtained from events and lost treasures.
The following is the reinforcement chance table for each upgrade level. Costs will increase based on the current reinforcement level. At +9 and below, there is no penalty for failing to upgrade to the next level. At +10 or above, non-weapon items will break upon failure unless you have a Reinforcement Protection Ticket. Up to +12, weapons will not break upon failure. Instead, failing will lower the reinforcement level by 3.
Reinforcement | Chance |
---|---|
+1 | 100% |
+2 | 100% |
+3 | 100% |
+4 | 100% |
+5 | 80% |
+6 | 70% |
+7 | 60% |
+8 | 50% |
+9 | 40% |
+10 | 30% |
Red Tail Jonathan in Metro Center will also allow you to reinforce, using Refined Terranium in place of gold. It's usually more expensive to reinforce this way if purchasing the Terranium from Red Tail Jonathan, so it's only recommended if you have spare Refined Terranium. Be warned that this method will quickly exhaust your Refined Terranium supply.
Often, you see items like this one, which look like they've been reinforced, but also have an additional bonus labeled +X Boost: Dimensional (Stat) + Y.
These items have been upgraded via amplification, a more expensive version of reinforcement which gives the item a STR, INT, SPR, or VIT bonus based on its upgrade level.
The individually, the boost amounts are fairly small until you pass +10, at which point amped items will begin to give stat bonuses of 100+. But unlike reinforcement, from +4 onwards, failure will decrease the amplification level by 1, and from +7 onwards, failure will decrease it to +0. From +10 onwards, failure will break the item unless you have a Amplification Protection Ticket (There is no safe zone at +10 to +12 for weapons).
In addition to the higher chances of failure and resetting, the upgrade process also consumes much more clear cube fragments than reinforcing. Each amplification attempts requires Crystalized Chaos, equal to the current upgrade level + 1. Crystalized Chaos is sold by Klonter for 1000 clear cube fragments each, so upgrade attempts can quickly burn through your supply.
To amplify, visit Klonter in Dark Elf Kingdom (Dark Elf Post) with an item that has a Dimensional Boost. You can also use One-Use Amplifiers, which allow you to amplify once for free. They can be obtained from events and lost treasures.
To add Dimensional Boosts to an item, Silver/Golden Amplification Grimoires can be used, which allow you to choose a stat of your choice, and randomly assigns an amplification level (+3 to +6 for Silver; +8 to +12 for Golden). If the item has no upgrade levels, a Pure Tome (Source: Recipe from Klonter) can also be used to add a Dimensional Boost stat of your choice, and sets the amplification level to +0, but is typically more expensive to craft and amplify than simply purchasing a grimoire.
Existing Dimensional Boost stats cannot be changed except by applying another grimoire or Pure Tome, and if the amplification level is +0, a Conversion Spell (Source: Recipe from Klonter) can be used instead. But all of these options are quite expensive, so you should avoid investing into amplification until you have a final set of endgame gear (and there are no other upgrades or gear to spend money on).
On occasion, you might find an item that cannot be equipped and has the following text:
This equipment is tainted by Otherverse Energy and must be purified using an Otherverse Energy Purification Scroll. Otherverse Purification Scroll recipe is available from Klonter. Purified Equipment can only be Boosted. Otherverse Energy Extinguisher sold in CERA shop can remove Otherverse Energy.
Often referred to by players as tainted (or cursed), as the text implies, this is one way of naturally obtaining an item with Dimensional Boost stats. Dropped items of Rare rarity or higher have a chance of being tainted. Typically, items of Unique or lower rarity aren't worth "uncursing" due to the cost of the Otherverse Energy scrolls. In order to make the item equippable again, you have two options:
This option makes the item normal again, and can be reinforced. The red text disappears and it'll be as if it had never been cursed at all. This requires an Otherverse Energy Extinguisher , which is sold exclusively from the Cera Shop. But the scroll is also tradeable, so you can also purchase them off the Auction Hall. Events may also occasionally give out these scrolls.
Recommended for: Weapons (if character is Percent-based) and Upgrade-based items
This is due to the fact that for Percent damage characters, much of the benefit of weapons comes from its weapon physical/magical attack. So reaching +10 becomes significantly harder and more expensive, and with the same amount of money, you could likely have reinforced the item to +11 or even +12 (both of which would be substantially better than +10 Amplification).
Similarly, other items that provide effects based on upgrade levels will reach their maximum potential with less resources if reinforcing.
Pieces in this set are generally reinforced to +10, since attempting +11 or +12 is significantly more expensive, require protection tickets.
Recommended for: All other cases (or all cases, if you're extremely rich)
In terms of value, Otherverse Energy Purification Scrolls (~2m) are generally cheaper than Otherverse Energy Extinguishers (~3-4m), since they can be produced from recipes purchased from Klonter with 10 Essences of the Rift (Source: random boss drop from OV, or purchased from Red Tail Jonathan in Central Park). So this is the more economical option for the majority of items that don't rely on reinforcement.
Since the defense gain from reinforcement is fairly unnoticeable, players often purify items that they want to wear solely for the item's bonuses, and ignore amplification entirely. This option also leaves the door open for amplification later on, should they change their mind.
Refinement is a method of upgrade for weapons, which can increase its independent attack by over 70%, depending on refinement level. It requires Powerful Energy, which can be obtained from Ferrero's "Trial of the Champion" weekly dungeon, Mt. Kulun dungeons, Shonan Tournament dungeons, and the guild dungeon certificate shop. You can also use
One-Use Refiners, which allow you to refine once without spending Powerful Energies. They can be obtained from events and lost treasures.
To refine, either visit Jun in Shonan, or the refiner in the guild hideout.
Upon failure, nothing happens, making it one of the safer means of upgrade. Refine level is capped at +8, which provides up to 70-75% extra independent attack, depending on the item's rarity and level, and is roughly equivalent to a +12 reinforced weapon for a percent-damage character.
Used exclusively for fixed-damage classes.
One of the most common terms that you'll hear is gear swapping. This term refers to swapping to a set of gear that provides levels or specific boosts to a skill while you use that skill.
Because of the way that the game is designed, certain skills will only check your gear and stats at the time of use, and its entire effects will be based on what your gear and stats were that moment. This is called "snapshotting", and is most commonly done for the main damage buff of each class (e.g. Omniblade's Overdrive, Nen Empress' Khai, Seraph's Valor Blessing). Many other buff-type, summoning skills, and skills with lingering effects, however, are considered "real-time" skills, marked with the icon in the skill window, meaning that any changes to your gear or stats will also be reflected in the skill being used.
The most common type of swap gear involves boosting the character's main damage buff before casting it (which generally have unlimited duration). Prior to the Origin update, players needed to manually swap gear in order to gain the benefits of these boosts, but now, we have a far more convenient method of using buff swap gear.
Upon reaching Lv 70, the Buff Enhancement system is unlocked, which can be accessed from your inventory, and toggled on/off while in town by checking/unchecking the buff icon in the UI. (Some classes may have more than one buff skill to choose from, though the system is only meant for one buff.) After toggling on and registering your relevant buff gear, your buff skill will now always use the registered swap gear. (This is done by temporarily swapping over any registered equipment for the casting, so any items that would work for manual swapping will also work using this system. Slots not registered in the UI will be whichever items are currently equipped.)
For the purposes of maximizing the power of your damage buff (which should be mastered in almost all builds), you will ideally want to stack as many levels as you can so that you can reach the max skill level, typically 10 levels above master. In addition, for some skills, there will be some item effects that directly boost the power of the buff, such as Chronicle Swap gear. Most classes have a Chronicle Set whose 6 pc or 9 pc set effect will offer direct boosts, so this should take priority. (While Creator and Dark Knight do have a main buff, they do not have Chronicle gear, so they can instead use any +level gear they find.)
You can consult a class guide to find the optimal swap set-up for each class, but in general, the following pieces are often used for buff swapping (varies depending on the skill's level, but all of them are between Lv 15 to 35). Equipment will be listed in order from easiest to hardest to obtain. Epic items will be the hardest to find, but are generally good options if the preceding options don't cover your buff skill.
The typical strategy when trying to stack +10 levels is to get as many levels as you can from title, pet, and avatar slots, so that more slots are freed up in your gear slots. This is because tainted/cracked chronicle can be imbued with a green aura to boost your main buff skill, so they can take the place of any slots not being used for your chronicle swap set or +level gear to maximize the damage bonus.
One type of swap involves boosting one particular skill (usually in levels) during its use. Since almost every skill is real-time nowadays, you will generally have to keep the swap gear on for the entire duration of skill. In lv 90 cap, this was typically only done in gear slots that aren't being used for a set effect, and mainly for skills with high burst damage. However, in 95 cap gearing, virtually every slot is used for a set effect. Thus, only titles, pets, and clone/rare avatars (with skill level options) are used for this purpose.
This type of gear is entirely optional, and lies on the higher end of optimization. But even if it seems like a hassle, swapping to one or two items (perhaps set in the item hotkeys) that give +1 or more to these skills can sometimes actually make a huge difference. (See Skill Levels.)
Another type of swap involves putting on as much cooldown reduction gear as you can before using a long cooldown skill, thus shortening the resulting cooldown. Certain endgame dungeons may take longer periods of time (particularly in upcoming content), so some classes that have awakenings with lasting effects may benefit from cooldown swapping, such as Mistress' Seven Sins of Corruption (an awakening with a transformation effect and a once-per-transformation finisher attack), and Rogue's Silver Stream (an awakening with a buff effect and a once-per-buff finisher attack). Of course, there are also other, more creative ways to abuse CDR as well.
Cooldown reset items such as Refined Amnesia Stone Ring and
Time Traveler's Silver Watch are also quite popular for abusing cooldowns, but will no longer work in lv 95 endgame dungeons due to item level restrictions.
In the upcoming Prey-Isys raid, one of the 3 options for accessory/special equipment upgrades provides cooldown reduction on certain skill ranges (but does not include awakenings).
Over the course of gameplay, you'll run into a variety of different gear pieces, whether farmed on your own, or randomly obtained from a drop. Considering the best pieces and sets to use can quickly become complicated. With the current gear progression system, players are no longer gated by RNG, and all of the current endgame gear is accessible through normal gameplay, so it's important to know which situations are best for which equipment.
In this section, we go over various gear, their strengths, and weaknesses. Prior to lv 95 cap, when there was no way to guarantee that you get anything you want, the concept of "offslots" were a lot more common -- using standalone items to supplement incomplete gear setups. Nowadays, sets are far easier to complete, and set bonuses are preserved between unupgraded and upgraded Lv 95 sets.
Therefore, for Lv 95 equipment, we will largely be focusing on which Lv 95 sets pair well with each other, noting what the set has lots of, what the set has some of, and what the set needs:
For instance, the Armor of Hearteating Devil set is listed as (needing) Elemental Damage, which is something that the Dream Architect set is listed as having (lots of), so they would go well together.
The list of modifiers that will be listed in the balancing guides are:
+Smash / +Crit Smash / All Attack / Elenore / %STR/INT / %PMI / Elemental Damage / Skill Attack / Skill Levels / Crit Rate
Finally, weapons won't be covered here, as there are far too many to give an analysis of each, and also due to the fact that Sky's Legacy weapons, which are the current de facto strongest weapons in the game, all have the same stats and therefore have no need for analysis.
Note: With the introduction of the new 95 level cap, much of the lower gear from the previous level cap is no longer as useful as it once was. Old gear that is no longer considered relevant in the new gear progression will be kept here for posterity, but will also be marked with old. Keep this in mind when looking through lv 90 content.
Quest legendary gear is no longer as useful as a stepping stone as it was in the past.
This set revolves mostly around stacking a ton of light damage, for the 6 pc effect: +8% light elenore. It comes with a few light procs, but like all procs, their damage is fixed and doesn't scale, so they're largely ignored. This set is ideal for characters that are either element-neutral, or locked to light. The 3 pc effect provides a more efficient version of the White Cube Contract effect.
Going with the theme, the armour pieces each have a decent amount of light damage, so set users often take all 5 pieces. The Top/Bottom have a chance of casting the Male Crusader's Light of Divinity on hit (a clear bubble that takes damage on your behalf), which is nice to soak up some damage but upper level content will easily burst through it.
The accessories have a bit more synergy with other light-users in the party since they increase the light damage of the entire party instead of boosting just your own, but do nothing else, so other (stronger) accessories can easily take their place. Since this is an aura (Synergy effect), only the highest light damage aura applies to the party. Thus, a stronger aura like Tactical Lord Belt (+20 to each elemental damage, including light) would overwrite the party benefit of these accessories.
The special equipment also stack light damage. The sub equip is often chosen as the 6th piece, since a proper light damage magic stone can do the same thing as the Gracia stone.
This set boasts quite a bit of speed, good damage, and +2-3 bonus levels on 1st awakening. Of the 7 Ancient legendary sets, this set is ideal for characters that are locked to fire or shadow damage, as well as for farming.
All armour pieces add a nice chunk of physical/magical/independent attack
The accessories share a single option, which helps boost all of the P/M/I attack from the armour pieces (and invidually boost your HP, though it's not a significant bonus). Having one as an offslot can be nice.
The special equipment don't really share any similarities, but can be nice offslots.
This set's main advantage is only needing 5 pieces for the full damage bonus. Of the 7 Ancient legendary sets, this set is ideal for characters that are locked to water, or neutral-element characters with a water weapon. Characters with Accursed Cross: Toerua may also use this set, since the cross' damage bonus relies on targets being cursed. The 3 pc effect provides a more efficient version of the Blue Cube Contract effect.
All armour pieces add a small amount of water damage (and remove a small amount of fire resist).
The accessories provide water damage, and focus mostly on procs. Although procs aren't significant sources of damage, Creators occasionally use this (or the guild dungeon ice accessories) to abuse with click damage.
These equips provide water damage, and focus on decrease curse tolerance. This used to be more significant when the set effect required the targets to be cursed for the damage bonus to apply, but now it's fairly useless.
This gear is also considered somewhat like a relic of the past. Prior to Lv 95 cap, the set effects had to be manually configured and enchanted onto the set using materials. Items also came with 2 configurable bonus lines from any of 3 groups (A: main stat or speed/B: physical/magical/independent attack or crit rate/C: elemental damage). However, the process has now been streamlined to be a form of placeholder gear until the character finishes Harlem legendaries.
There are three types of Valor sets available:
This gear is the new standard starting gear that new characters should be aiming for, providing a balance and variety of bonuses and modifiers.
The set effects are all virtually identical, except that plate texture sets also provide crusader-exclusive bonuses. The 11 pieces of gear form 3 different sets:
Gear with • greyed out names denotes that this gear is no longer relevant in the current gear progression.
Gear with • italicized names denotes that this gear is no longer obtainable in the current gear progression (though it may be obtainable by other means).
Gear with ○ open-circled names denotes that this gear is upgradable.
This set formerly provided solid damage for magical characters, though it provides very little for physical percent characters. The individual effects come in the form of attacking or casting to trigger 60 second buffs, which are easily maintained. Physical fixed characters can still make use of some of the pieces, though using the whole set is not ideal.
In 90 cap, this magical-oriented set provided very good support options, with 4 of the pieces providing an aura that shreds each of the 4 elemental resists, and the set bonus providing a -20% magical defense shred aura (-10% in raid). However, it is no longer useful in endgame Lv 95 dungeons due to item level synergy restrictions. These pieces used to be good offslot options if they matched your element, or when building set-ups to support characters that deal that element.
This set allows you to easily enter a camouflaged state, while also providing you with a large chunk of elenore. The top was often used as a smash source offslot. Can be particularly good for characters that benefit from the freedom of movement without drawing aggro. This can make landing back attacks easier (for Shadow Dancers, and weapons with back attack bonuses like Foul Kidney Blow).
In 90 cap, this set was the king of all support auras, but is no longer useful in endgame Lv 95 dungeons due to item level synergy restrictions. Like Elemental Dropper, this set was also very good for support, and can be used effectively by both magical and physical characters. As opposed to Elemental Dropper providing enemy debuff auras, this set provides a number of buff auras for the party, including a very sizable +620 STR/INT aura. Since the highest auras are applied to party members, this set's aura bonuses are high enough that they will usually override any others. Deals more damage with more members in the party, and often used in endgame to allow support characters to further support the party while still dealing some damage.
In 90 cap, this was a very popular and strong set, due to the set effect providing a good amount of multi-hits via procs, and applying a random elenore modifier depending on the most recent proc (either a chunk of a random elemental elenore, or a larger chunk of normal elenore). Since proc damage does not scale in any way, they're fairly weak in endgame content, so the procs themselves aren't a very good source of damage. The pieces are occasionally used as offslots, providing elemental damage, and a chunk of P/M/I attack and crit chance.
The procs are also good for farming purposes, since they have the potential to activate on all nearby enemies, effectively clearing rooms with low-hp mobs for free (e.g. Mirror Arad and event dungeons).
In 90 cap, this was a decent set, providing Super Armour in various ways. The bottom was a popular crit smash offslot. Can also be good for farming purposes due to the high speeds and super armour. This utility is also sometimes useful for certain dungeon gimmicks. Often referred to as the "Football" set, the name of the set comes from LaDainian Tomlinson, a famous football player, and the eyeshield, the visor attached to football helmets.
In 90 cap, this was a decent damage set. Has nice fixed-amount defense shred, which is quite easy to apply (but does not stack between the pieces). However, it is no longer useful in endgame Lv 95 dungeons due to item level synergy restrictions. Also comes with a strong HP % shred, which does not work in endgame content like Anton/Luke Raid, or Tower of Anguish, though it works well in all other dungeons, including Echon and Pandemonium Rift. Can be very good both as a full set or offslots for brawlers depending on their needs, as it increases status damage and reduces status tolerance. But for most, the main damage bonus is a gigantic amount of smash from completing the set. This can be difficult to build around, but can be fairly strong if you have gear pieces to supplement it.
Note: In raid content, the fixed defense shred (-36000) is limited to -10%. This amounts to about -15000 in Anton raid (based on a 150k DEF average) and -22000 in Luke raid (based on a 220k DEF average). (Source: Namu wiki entry on Spider Queen. Credits: Jae for translation).
In 90 cap, this was a passable damage set. It provides a fair amount of base stats and P/M/I attack, and focuses on boosting it further with percentage P/M/I bonuses. The set bonus providing 20% crit smash is rather lacklustre, as some armour and accessories could do the job better without taking up 5 slots. It has an odd theme of trying to exhaust and kill you a little bit (cutting your HP/MP down to 85% whenever full, and increasing MP consumption), but not quite killing you completely (providing 2s of invincibility when you hit ≤ 50% HP, and healing 60% HP/MP when you hit ≤ 40% HP).
In 90 cap, this was a very strong damage set, on par with Natural Guardian. The main gimmick of the set is reducing skill cooldowns, while also periodically resetting skill cooldowns with 30s or less remaining. It also comes with a healthy amount of speed, elenore, and a big combined boost of +2 to Lv 30-85 skills, allowing for a much more faster-paced and heavy-hitting playstyle. Also a very nice set for farming on characters whose room-clearing skills benefit from the cooldown reduction and reset bonuses. The top, bottom, and belt pieces are also popular cooldown reduction items, particularly for getting awakenings out more often. The shoulder piece can be exceptionally strong on classes that utilize Basic Training. (Note: Not all basic attacks are affected by Basic Training (e.g. Avenger's Demonize x-string and Female Brawler's Snake Stance is excluded), and basic attacks are not necessarily the only attacks affected by Basic Training (e.g. Blade Master's Secret Sword Art and Sword Master's Imperial Swordsmanship)
In 90 cap, this was a decent damage set, focused on stacking P/M/I attack, offering SA in various ways and a big chunk of elenore during SA. If tanking was a concept that made more sense in this game, then this would be the best set for "tanking". The pieces can have some nice utility on their own for their SA. The set effect provides a large amount of base stats. The Top/Pants/Shoulder pieces, as well as the main set effect, have additional bonuses that apply when SA from any of the Full Plate set items activate (but SA from any other items or skills will not apply these effects). While set's SA is maintained, the set provides a big 40% elenore.
This is a series of accessories (i.e. no set bonus) that provides either smash/crit smash, whose descriptions imply that they once belonged to someone "ruthless" or "merciless". The necklace and ring are quite popular.
This accessory set focuses on stacking high amounts of water damage. The set effects provides even more water damage, as well as an ice aura that damages/freezes enemies that stay in it for more than a few seconds. Also, the aura from the set effect counts as an attack, and can trigger independently procs like Natural Guardian. A solid accessory set for any water-locked or element-neutral characters.
This accessory set provides a variety of independent bonuses, so each piece can do fairly nicely as standalone options.
This is a series of accessories (i.e. no set bonus) that comes from Anton Raid, exclusively as a Phase 2 reward, and focuses on strengthening the power of Savior's Glory/Triumph weapons. Often used with Savior's Glory weapons, which generally need to charge energy by attacking monsters in order to activate a 20 second +20% skill attack buff. (An earthquake signifies the end of the buff, dealing up to 3 million of the damage dealt while the buff was active.) Through Luke Raid rewards, these weapons can be upgraded to Savior's Triumph weapons, which are stronger and no longer need to charge energy (the buff can be activated with 100% uptime). But by the time that characters become strong enough for Luke Raid, items from this series will generally have been replaced by stronger epics.
This is a series of accessories (i.e. no set bonus) that comes from Anton Raid, either as a Phase 2 reward or purchased with 10 Anton's Soul Fragments. The one-time Feat Quest [Anton Raid] Ravenous Anton given by Naen allows you to pick any "Avarice" series item for free, after clearing Anton Raid 5 times. People generally accepted the quest and leave it unredeemed (even long after the requirements have been met) until they've run enough hells and Anton raids to either have enough long-term gear to know which piece is best, or if they have 2 other Avarice series accessories with different names (generally choosing the last accessory).
In 90 cap, these accessories served as great standalone pieces, and can be upgraded to its even stronger Infinite series counterpart with 10 Anton's Soul Fragments. Gigantic Prescence accessories (purchasable via Antonium from Woon) can be upgraded into the corresponding Avarice accessory.
This series of accessories (i.e. no set bonus) contains accessories that have been upgraded from their Avarice counterparts with 10 Anton's Soul Fragments. In 90 cap, this series was incredibly strong, and depending on the situation, was second only to the Sensory Satisfaction set, but takes patience, dedication, and a bit of luck to obtain. Nowadays, obtaining the set is much easier, and is often used as easily-obtainable upgrade fodder for Beast accessories.
Equipment in this accessory set can be upgraded into either Bhairava's Heir or Aspect: Trine through the Beast dungeon.
These are accessories that neither belong to a distinctive series or set.
This is a series of accessories (i.e. no set bonus) that comes from Anton Raid, exclusively as a Phase 2 reward, and focuses on strengthening the power of Savior's Glory/Triumph weapons. Often used with Savior's Glory weapons, which generally need to charge energy by attacking monsters in order to activate a 20 second +20% skill attack buff. (An earthquake signifies the end of the buff, dealing up to 3 million of the damage dealt while the buff was active.) Through Luke Raid rewards, these weapons can be upgraded to Savior's Triumph weapons, which are stronger and no longer need to charge energy (the buff can be activated with 100% uptime). But by the time that characters become strong enough for Luke Raid, items from this series will generally have been replaced by stronger epics.
This is a series of special equipment (i.e. no set bonus) that comes from Anton Raid, either as a Phase 2 reward or purchased with 10 Anton's Soul Fragments. The one-time Feat Quest [Anton Raid] Ravenous Anton given by Naen allows you to pick any "Avarice" series item for free, after clearing Anton Raid 5 times. People generally accept the quest and leave it unredeemed (even long after the requirements have been met) until they've run enough hells and Anton raids to either have enough long-term gear to know which piece is best, or if they have 2 other Avarice series accessories with different names (generally choosing the last accessory).
These special equips are fine as standalone pieces, though substantially less popular than the accessories, and can be upgraded to its even stronger Infinite series counterpart with 10 Anton's Soul Fragments.
This series of special equipment (i.e. no set bonus) contains special equipment that have been upgraded from their Avarice counterparts with 10 Anton's Soul Fragments. This series is still strong, but generally less popular due to the existence of other strong Lv 90 epics competing for these slots, which may simply drop, compared to the sheer amount of time required to obtain these epics. Takes patience, dedication, and a bit of luck to obtain.
Most Lv 85 epic special equips neither belong to a distinctive series or set, since the association between the magic stone, sub equip, and earring slots weren't established until Lv 90 cap, when earrings were introduced.
These standalone pieces serve various purposes. The pieces appear to be themed around light and transparency.
Through the Imperial Arena, these standalone pieces can be upgraded into the corresponding Crow Ceremony Day set piece.
This set provides a high amount of elemental damage and all attack. As with some of the other lv 90 armour sets, the individual pieces aren't amazing, but collectively the bonuses are quite nice. Quite strong as a set.
This is a set obtained by upgrading from Crow Ceremony Day via Luke Raid. This set offers the widest range of skill levels, and the highest awakenings out of the lv 90 upgraded sets.
These standalone pieces serve various purposes. The pieces appear to be themed around animals.
Through the Imperial Arena, these standalone pieces can be upgraded into the corresponding Black Formal set piece.
This set provides a huge amount additional crit smash through its set pieces, and some additional smash through its set effect. A particularly strong set when used with accessories and special equipment that cover the other non-smash/non-crit smash modifiers.
This is a set obtained by upgrading Black Formal via Luke Raid. This set offers a large amount of elemental elenore, and elemental damage to support it.
These standalone pieces serve various purposes. The pieces appear to be themed around bones.
Through the Imperial Arena, these standalone pieces can be upgraded into the corresponding Radiant Golden Armor set piece.
This set provides a high amount of elemental damage and a variety of modifiers. As with some of the other lv 90 armour sets, the individual pieces aren't amazing, but collectively the bonuses are quite nice. Quite strong as a set.
This is a set obtained by upgrading Radiant via Luke Raid. This set offers a well-rounded mix of skill levels and damage modifiers.
These standalone pieces serve various purposes. The pieces appear to be themed around nuclear reactors.
Through the Imperial Arena, these standalone pieces can be upgraded into the corresponding Millennium War Hero set piece.
This set provides a sizable source of smash and crit smash and a mix of other bonuses. The large amount of STR/INT provided helps make this set one of the strongest lv 90 solo sets. As with the other lv 90 armour sets, the individual pieces aren't amazing, but collectively the bonuses are quite nice. The partial set bonus providing smash can be great for fitting in more offslots. Since this set provides both smash and crit smash, more slots are free for stacking other bonuses and modifiers instead.
This is a set obtained by upgrading Millennium War Hero via Luke Raid. This set offers skill levels for high damage across the 1st awakening up to the lv 80 skills.
These standalone pieces serve various purposes. The pieces appear to be themed around gemstones.
Through the Imperial Arena, these standalone pieces can be upgraded into the corresponding Metal Line set piece.
This set provides a nice range of +skill level auras for you and the party, as well as a nice amount of STR/INT and damage mods. For non-support characters, the individual pieces aren't amazing, but collectively the bonuses are quite nice. The partial set bonus is very good, providing +25% elenore.
Note: Skill level auras are currently not subject to the item Synergy restrictions, but there are plans to include it in a future update.
This is a set obtained by upgrading Metal Line via Luke Raid. This set offers permanent super armour, and plenty of speed and skill damage. Also, out of all of the Lv 90 upgraded sets, this is the only one that includes Crusader bonuses.
These standalone pieces serve various purposes. The pieces appear to be themed around shades of blue.
Formerly a decent accessory set, collectively providing a good amount of additional smash/crit smash and elemental damage, with a set effect offering speeds and +30% elenore.
Equipment in this accessory set can be upgraded into either Bhairava's Heir or Aspect: Trine through the Beast dungeon.
Formerly one of the best accessory sets in the game, but these accessories also serve as decent standalone pieces. Referred to as "5 senses" or "5s" based on its Korean name (even though it doesn't really seem like they cover all 5 senses, but please don't ask about them). Individually, these pieces provide some speed, and +5% of a particular modifier, with an additional +1% per reinforce/amplification level (max: additional +12% at +12), making them some of the best standalone pieces in the game. Due to the high risk/cost of upgrading past +10 (and for little extra benefit), most players tend to stick with reinforcement +10. Collectively, the set also provides +20% smash and crit smash, on top of extra speed, eliminating the need for any smash/crit smash offslots.
Equipment in this accessory set can be upgraded into either Bhairava's Heir or Aspect: Trine through the Beast dungeon.
This is one of two accessory sets obtainable from Beast, and is themed around Bhairava, a Hindu Tantric deity. It can be further upgraded into the Tayberrs damage dealer's accessory set Radiant One: Glory. Upgrading this way consumes 20% less Sky Fragments, but requires Epic Souls and Refined Terranium.
This is also the strongest damage dealing accessory set from Lv 90 cap. As a step up from the other Lv 90 era accessories, all of the modifiers are now stackable, even the Smash/Crit Smash is given as Additional Smash/Crit Smash.
This is one of two accessory sets obtainable from Beast, and is themed around the constellations Leo, Aries, and Sagittarius, which form an astrological "trine" (i.e. the constellations are 120° apart from each other). It can be further upgraded into the Tayberrs crusader's accessory set Azure Flame: Realm of Nothingness. Upgrading this way consumes 20% less Sky Fragments, but requires Epic Souls and Refined Terranium.
This is also the strongest (and only) crusader accessory set from Lv 90 cap. Prior to this, there were no epic accessory sets devoted to crusaders, meaning that people had to piece together legendary and epic accessories to stack as much buffing stats as they could. For the first time, Apocalypse/Crux of Victoria bonuses became available in the accesory slots. It also provides raw stats, DI levels, and some crusader utility bonuses. Subsequent crusader accessory sets follow this as a model.
These special equips adapt to your current stats, providing whichever bonus matches. When initially released on test servers, they formed a set, but the set effect was removed for balance reasons.
These special equips are artifacts based on ancient civilizations. When initially released on test servers, they formed a set called "Traces of Ancient Civilizations", but the set effect was removed for balance reasons. Although there's no set effect, in lv 90 cap, they were formerly considered the strongest special equips for most cases, until the Luke Raid Heblon set. Each piece offers +18 elemental damage and a buff that adds a significant amount of a particular modifier.
These magic stones provide a substantial amount of elemental damage and resists corresponding to various familiars.
These special equips don't belong in a set and have no particular associations to one another.
This special equipment set comes from Luke Raid, and can be further upgraded into the Tayberrs special equipment sets Cycle of Life (Damage) and Siren: Enchanting Song (Crusader). Upgrading this way consumes 20% less Sky Fragments, but requires Epic Souls and Refined Terranium.
The bonuses from this set are good for both damage dealers and crusaders, offering a good mix of modifiers and a unique spotlight buff, as well as high base stat, skill levels, and Apocalypse/Crux of Victoria stats for crusaders. Every 40 seconds, one of two buffs will randomly activate, appearing as a big spotlight of light or shadow: Heblon's Light Glory grants 15% elemental elenore, while Heblon's Dark Glory grants 20% skill attack.
There are 2 different sets of Lv 95 epic armour: Harlem epics (upgraded from Harlem legendaries), and Tayberrs epics (obtained from Tayberrs). The Harlem epics are on par with the Lv 90 Luke Upgraded armours, both of which will help you farm for Tayberrs armour and subsequent upgrades into Super-Tayberrs armour.
Each armour set comes with 5-part flavour text, which helps add to the theme of the set. The flavour text on each armour piece must be read in a specific order, which varies from set to set.
This set is themed around a king of the night that rules over souls and spirits. The main bonus of this set comes in the form of skill levels, similar to the Luke armour set Gespenst Hallucination. Each piece in this set also provides a minor synergy aura (speeds/HP/MP/shadow resist), which are largely symbolic, as the amounts are not very high.
This set is themed around 5 "God-Beasts", with each piece named named after one. This set has a fair mix of modifiers, boasting a good amount of Smash, and offers Elemental Elenore with a big chunk of Elemental Damage to support it. Similar to the Quilt of Night Lord Set, there's a little gimmick in this set, where it applies weak status effects on your targets (signifying the God-Beasts in the flavour text). When you attack a monster with a status effect, you gain a substantial movement speed boost, which can be quite useful for melee characters.
This set is themed around a devil that offers power in exchange for one's heart. This set's modifiers are a lot more focused, providing a large amount of All Attack and %PMI, as well as some nice utility bonuses from the set's armour gimmick. Each piece has its own "Armour Power" which activates a buff when attacking/casting/dashing/using skills, providing super armour, crit rate, and speeds. Most of these bonuses can be activated almost always, except for the super armour power, which has a cooldown longer than its duration. This set requires more support from your other slots to make up for the lack of other modifiers.
This set is themed around a merciless ruler conquering the world. This set boasts a very high amount of Smash, and a mix of other modifiers. The armour pieces also come with an interesting gimmick, where you receive buffs based on whether you're fighting a normal monsters, or a champion/named/boss monster. Fighting a normal monster grants a more consistent super armour but weaker damage buffs, while fighting a champion/named/boss monster grants slightly stronger damage buffs, but less consistent super armour.
This set is themed around a winter that never ends. This set boasts high Crit Smash and Elemental Damage. The armour pieces of this set each have a special ice-themed proc attack. Although they don't do much damage, they do look cool and can help with dungeon gimmicks that involve multi-hit and low-difficulty dungeon farming.
(However, this can be undesirable for some dungeon gimmicks, such as the final dungeon in Fiend Wars, where one of the boss gimmicks involves hitting objects in the map to cycle their colours so that they all match. The frost procs can easily mess up the co-ordination in the party. Additionally, some players with limited graphics cards may struggle with having a large number of procs on-screen.)
This set is themed around different types of clouds. Cloudy Skies is one of two awakening-based Tayberrs sets, the other being Brightest Primordial Star. It grants a huge +3 to each, along with a nice amount of speed, moreso than with Brightest Primordial Star. Therefore, this set is good for awakening-based characters with a preference for speed.
This set will be upgradable again in the upcoming Fiend Wars Raid.
This set is themed around a set of alternate names for the 12 months in Korean, and collectively, the set is sometimes referred to simply as "seasons". This set offers a huge amount of Elenore, but the main focus is on the amount of levels it gives to the pre-awakening skills. This set works best on characters with a lot of eligible passives or a focus on lower level skills, such as Kunoichi, Avenger, Soul Bender, Dark Knight, and Necromancer.
This set will be upgradable again in the upcoming Fiend Wars Raid.
This set is themed around well-known stars. Brightest Primordial Star is one of two awakening-based Tayberrs sets, the other being Cloudy Skies. Unlike Cloudy Skies, this set has a much more even distribution of modifiers, allowing for better stacking from other equipment, at the cost of some speed. Another difference is that this set uses Elemental Elenore as its biggest modifier, whereas Skies does not depend on Elemental Damage as highly. This set is good for awakening-based characters, and also benefits characters with high elemental damage from passives.
This set will be upgradable again in the upcoming Fiend Wars Raid.
This set is themed around a dark force of invaders, with each item given a latin name and a title. Onslaught is one of two general damage Tayberrs sets, the other being Five Brights - Lightbearers of Meaning. General damage Tayberrs sets are more well-rounded and perform best on characters whose damage is more distributed amongst their skills.
At the time of initial release, this set was underperforming due to its main modifiers being in %STR/INT and %PMI, both of which are highly stacked among the right-side slots for Tayberrs, and even ridiculed for the fact that it grants permanent super armour and high speeds -- only when solo. Since Fiend Wars upgrades do not introduce more modifiers (largely just amplifying existing modifiers and bonuses), this set seemed like a poor choice. However, with the Prey-Isys Raid, the modifiers on the upgraded accessories and special equipment become a lot more favourable for stacking with Onslaught, as they cover more of what this set is missing, and eventually becomes one of the top performers.
This set will be upgradable again in the upcoming Fiend Wars Raid.
This set is themed around five shining stones (lightbearers) with the power to bring peace. Lightbearers is one of two general damage Tayberrs sets, the other being Onslaught: Last Stand. Similar to the difference between the two Awakening Tayberrs sets, this set relies on Elemental Elenore and Elemental Damage, whereas Onslaught is the opposite and does not provide either, instead focusing on other modifiers. This set is good for characters with more distributed damage distributions (versus benefitting more from awakenings or lower level skills), and also benefits characters with high elemental damage from passives.
This set will be upgradable again in the upcoming Fiend Wars Raid.
There are 2 different sets of Lv 95 epic accessories: Harlem epics (upgraded from Harlem legendaries), and Tayberrs epics (obtained from Tayberrs). The Harlem epics are comparable to the Beast accessories (Bhairava's Heir and Aspect: Trine), both of which will help you farm for Tayberrs accessories and subsequent upgrades into Prey-Isys accessories.
Each accessory set comes with flavour text on each piece, which helps add to the theme of the set. For some sets, the flavour text on each accessory piece must be read in a specific order, which varies from set to set.
Note that for this section, the threshold for classifying between (Lots)and (Some) will be lower since there are less pieces and therefore what's considered a lot for a 5 piece set is not quite the same as what's considered high for a 3 piece set.
This set is themed around seduction, being one of two Harlem damage-dealing accessory sets, the other being Dream Architect. Temptation offers a very solid mix of almost every modifier on top of some speed. However, MP must remain above 20% to get the movement speed bonus, otherwise the bonus turns into a -500 Max MP debuff. This set is ideal if you have Elemental Damage somewhere else in your set-up and can also max out Crit Rate without the help of Dream Architect, but often requires investments in Crit Rate/Elemental Damage items (e.g. enchants, auras, titles, or emblems) to be optimal.
This set is themed around a genie-like being that makes dreams come true, being one of two Harlem damage-dealing accessory sets, the other being Temptation of Beckoning Desire. Dream Architect offers the very stats that Temptation doesn't, mostly having lower modifier values in exchange for Skill Attack and very high Elemental Damage. It also comes with a minor proc that buffs you for Max HP/MP/Evasion/Hit Rate. This set is ideal if you're looking for Elemental Damage in your set-up, and it also makes hitting max Crit Rate significantly easier, thus requiring less enchants and investments than Temptation.
This set is themed around angelic virtues, being the only Harlem crusader accessory set. As a crusader set, it is largely just stats, buff levels, and utility bonuses, such as increased range of healing and Light of Divinity. Since this is the only choice for Harlem, it is a must-have if you don't already have Aspect: Trine, which is stronger than Angelic.
This set is themed around Isys-Prey, the good half of the apostle. Unlike the Harlem accessories, this is the only choice of Tayberrs accessories for damage-dealers. Compared to upgrading armour/special equipment, the damage difference is not super large between this set and Bhairava's Heir, the Beast damage-dealing set. For that reason, this is usually the last damage-dealer set to be completed between armour, accessories, and special equipment.
This set will be upgradable again in the upcoming Prey-Isys Raid.
This set is themed around the Lupsong, the Mother of Blue Fire from the Tayberrs storyline. Similar to the Harlem accessories, this is the only choice of Tayberrs accessories for crusaders. Compared to upgrading armour/special equipment, the buffing power difference is not super large between this set and Aspect: Trine, the Beast crusader set. For that reason, this is usually the last crusader set to be completed between armour, accessories, and special equipment.
This set will be upgradable again in the upcoming Prey-Isys Raid.
There are 2 different sets of Lv 95 epic special equipment: Harlem epics (upgraded from Harlem legendaries), and Tayberrs epics (obtained from Tayberrs). The Harlem epics are comparable to the Heblon's Monarch Set, both of which will help you farm for Tayberrs special equipment and subsequent upgrades into Prey-Isys special equipment.
Each special equipment set comes with flavour text on each piece, which helps add to the theme of the set. For some sets, the flavour text on each special equipment piece must be read in a specific order, which varies from set to set.
Note that for this section, the threshold for classifying between (Lots)and (Some) will be lower since there are less pieces and therefore what's considered a lot for a 5 piece set is not quite the same as what's considered high for a 3 piece set.
This set is themed around Lady Justice, a personification of justice often depicted with a blindfold (the sub equip), balancing scales (the magic stone), and a sword (the earrings), being one of two Harlem damage-dealing special equipment sets, the other being Space of Nethermost Hell. This set's main focus is the skill levels, boosting almost all skill levels by +2, excepting lv 85 skills, which receive +1. It also boasts a large amount of Elemental Damage, and is also supplemented by a variety of modifiers. This set is great for characters that scale well with skill levels, or require additional Elemental Damage.
This set is themed around the dimensions that Cosmofiends live in (which appear in Hell Mode), being one of two Harlem damage-dealing special equipment sets, the other being Crime and Punishment. This set offers Elenore as the largest boost, supplemented by a range of other modifiers and bonuses. It also offers up to +500 extra Max HP/MP depending on your VIT/SPR. This set is more general purpose than Crime and Punishment, since skill levels are not involved.
This set is themed around sound and waves, being the only Harlem crusader special equipment set. Since this is the only choice for Harlem, it is a must-have if you don't already have Heblon's Monarch, which is stronger than Tune of Soul's Rest.
This set is themed around cycles and life (clearly). Unlike the Harlem special equipment, this is the only choice of Tayberrs special equipment for damage-dealers. Unless your weapon is severely lacking, Cycle of Life is considered the most efficient power increase, given that (with discounts) it costs less than half the materials required for Tayberrs armour sets. Compared to Heblon's Monarch, it offers a very high amount of Elemental Damage, while still maintaining the skill level bonuses given by Heblon's magic stone, slightly improving the All Attack bonus from Heblon's sub equip, while trading in the %PMI from Heblon's earrings for a balance of Smash and Crit Smash. The set also has its own version of Heblon's Glory buff, making its Skill Attack total always equal to Heblon's Dark Glory, but is far more consistent due to Heblon randomly selecting between two buffs. For these reasons, this is usually the first damage-dealer set to be completed between armour, special equipment, and special equipment.
This set will be upgradable again in the upcoming Prey-Isys Raid.
This set is themed around the sirens, mythological creatures that lured sailors with their songs. Similar to the Harlem accessories, this is the only choice of Tayberrs special equipment for crusaders. Siren is considered the second-most efficient power increase (after Sky's Legacy - Cross), given that (with discounts) it costs less than half the materials required for Tayberrs armour sets. On top of a direct increase in stats, it also offers more skill levels, and another multiplicative bonus to each crusader's main buff. For that reason, this is usually the first crusader set to be completed between armour, accessories, and special equipment.
This set will be upgradable again in the upcoming Prey-Isys Raid.
Did you find the guide helpful? Have any further questions? Any particular parts that need correction or improving?
You can contact me via DFONexus or via Discord (Leviathan#6666).
Thank you for reading this guide. Much of the information was collected from either personal experience, or learning from others, who also learned it from personal experience, or from others, in an unending chain of knowledge and research passed through word of mouth and teaching, which partially inspired the creation of this guide.
This guide was dedicated to Kail, one of the most addicted, ambitious, and hard-working people I've met, who used to always try to ensure that other players have sound and accurate advice. This guide is also in part inspired by Hazue, who often forgets advice.
The Harlem (Lv 95 Cap) update to this guide is also dedicated to Jae, who is currently taking a long-ass break from the game on vacation. jae please come back we all miss you
Thanks to Ark, Haerhee, Silly Cow, and Space Fish for the game mechanics information and general advice that started off this guide, and for starting the Paragon guild.
Thanks to Space Fish for assistance with the game images and icons.
Thanks to QueerChemist for help with corrections on the Harlem update.
Thanks to u/Jaharsormr for the source of the lore for some of the Lv 95 Epic translations.
Thanks to u/wereyoshi for the information regarding crusaders and Tayberrs armour sets.
Additional thanks to Silly Cow for further discussion on Lv 95 Epics.
Thanks also to those in Paragon, for keeping my interest in the game and helping me get to this point. Especially Zoop, Potato, and Syr for helping me reach and experience endgame.
Updated 2019-6-21: Corrected names on some of the Lv 95 Epic Gear in the Epic Compendium with help from Isa. Thanks for the help!
Updated 2019-3-29: Resolved issues involving the Gear Compendium where the components for the Lv 95 gear were not rendering. Colour scheme for the modifiers has been adjusted, and a gearing order section has been added to Tayberrs.
Updated 2019-3-27: Corrected old info with help from QueerChemist. Thanks for the help!
Updated 2019-3-26: New update for Harlem is here! Some things may be updated as time goes on. If you find any errors, please feel free to contact me.
Updated 2018-8-07: Added Specialist to the list of Halidom Tops.
Updated 2018-7-03:
(General) Improved overall navigation.
(Part 1) Added a section on aura items, info on synergy effects, and expanded the defense shred section.
(Part 2) Updated information for the OV+Ancients merge, and added a section on the Lv 90 epic weapon crafting machine.
(Part 3) Updated information for the 2018 summer update epic rework.
Updated 2018-5-24: Added a section on proc damage item options.