Armor Properties and Set Effects

R-grade and higher armor items have additional offensive properties, which are more effective the more highly the item is enchanted.

Armor Slot

Armor Property

Head

Increased P. Evasion and M. Evasion

Chest

Increased P. Atk. and M. Atk.

Legs

Increased P. Critical Rate and M. Critical Rate

Hands

Increased P. Accuracy and M. Accuracy

Feet

Increased Spd.

Armor set effects for R-grade or higher items can now apply at varying levels according to how many items from the set are equipped. If a character is equipped with two armor items of the same armor series, those items receive a bonus. Another bonus is applied if four armor items from the same series are equipped.

Armor of R-grade or higher has varying set effects, depending on the number of pieces equipped. Armor set effects apply as long as the items are of the same armor series, regardless of whether some are Bound, some are Standard, or some are Blessed.
A character can equip a cloak as long as chest armor is already equipped. If a character equips a shield, the character gets the shield’s effects regardless of what other armor he or she is wearing.

There are three versions of each kind of R-grade armor set, which players can choose from in some situations. The basic version is the basic armor with no extra stats. Heavy armor has Attack and Defense versions. Light armor has Assassin and Enhance versions, and Robe has Magic and Recovery versions. Armor sets offer different effects, depending on the armor version.

Armor Series

Armor Type

Armor Version

Set
Effect

Immortal

Heavy

Attack

Increases STR, P. Critical Damage, resistance to Hold, HP, P. Atk., Water/Fire/Earth/Wind resistances, and P. Def.

Defense

Increases CON, HP, resistance to Shock, M. Def., P. Def., Water/Fire/Earth/Wind resistances and further P. Def.; decreases rate of P. Critical Damage received.

Light

Assassin

Increases DEX, P. Evasion, resistance to Sleep, P. Critical Rate, Water/Fire/Earth/Wind resistances, Atk. Spd., and P. Atk.; decreases MP cost of skills.

Enhance

Increases STR, P. Atk., resistance to Hold, HP, P. Atk. Spd., Water/Fire/Earth/Wind resistances, and further P. Atk.; decreases MP cost of skills.

Robe

Magic

Increases INT, Casting Spd., MP, resistance to Sleep, MP Recovery, M. Critical Rate, Water/Fire/Earth/Wind resistances, further Casting Spd., and M. Atk.

Recovery

Increases WIT, Casting Spd., MP, resistance to Shock, MP Recovery, Healing, Water/Fire/Earth/Wind resistances, further Casting Spd., and M. Atk.

Twilight

Heavy

Attack

Increases STR, P. Critical Damage, resistance to Hold, P. Atk., Water/Fire/Earth/Wind resistances, further Atk. Spd., and P. Def.; decreases CON and MP cost of skills.

Defense

Increases CON, HP, MP, resistance to Shock, M. Def., P. Def., Water/Fire/Earth/Wind resistances, and further P. Def.; decreases STR.

Light

Assassin

Increases DEX, P. Evasion, resistance to Sleep, P. Atk., P. Critical Rate, Water/Fire/Earth/Wind resistances, Atk. Spd., and further P. Atk.; decreases STR.

Enhance

Increases STR, P. Atk., resistance to Hold, HP, P. Critical Damage, Water/Fire/Earth/Wind resistances, Atk. Spd., and further P. Atk.; decreases CON.

Robe

Magic

Increases INT, Casting Spd., MP, resistance to Sleep, M. Atk., M. Critical Rate, Water/Fire/Earth/Wind resistances, further Casting Spd., and further M. Atk.; decreases MEN.

Recovery

Increases WIT, Casting Spd., MP, resistance to Shock, MP Recovery, Healing, Water/Fire/Earth/Wind resistances, further Casting Spd., and M. Atk.; decreases MEN.

Seraph

Heavy

Attack

Increases STR, P. Critical Damage, resistance to Hold, HP, P. Skill Atk., Water/Fire/Earth/Wind resistances, and P. Def.; decreases CON.

Defense

Increases CON, HP, resistance to Shock, M. Def., P. Def., Water/Fire/Earth/Wind resistances, and further P. Def.; decreases STR, rate of P. Critical Damage received, and P. Critical Damage received.

Light

Assassin

Increases DEX, P. Evasion, resistance to Sleep, P. Skill Atk., P. Critical Rate, Water/Fire/Earth/Wind resistances, Atk. Spd., and P. Atk.; decreases STR and MP cost of skills.

Enhance

Increases STR, P. Atk., resistance to Hold, HP, M. Atk. bonus, P. Atk. Spd., Water/Fire/Earth/Wind resistances, and further P. Atk.; decreases CON and MP cost of skills.

Robe

Magic

Increases INT, Casting Spd., MP, resistance to Sleep, M. Atk., resistance to Magic Cancel, M. Critical Rate, Water/Fire/Earth/Wind resistances, further Casting Spd., and further M. Atk.; decreases MEN.

Recovery

Increases WIT, Casting Spd., MP, resistance to Shock, MP Recovery, M. Critical Rate, Healing, Water/Fire/Earth/Wind resistances, further Casting Spd., and M. Atk.; decreases MEN

Eternal

Heavy

Attack

Increases STR, P. Critical Damage, resistance to Hold, HP, P. Atk., Water/Fire/Earth/Wind resistances, and P. Def.; decreases CON; absorbs P. Damage.

Defense

Increases CON, HP, resistance to Shock, Healing, M. Def., Water/Fire/Earth/Wind resistances, P. Def. and further P. Def.; Decreases STR  and rate of P. Critical Damage received.

Light

Assassin

Increases DEX, P. Evasion, resistance to Sleep, P. Critical Rate, Water/Fire/Earth/Wind resistances, Atk. Spd., and P. Atk.; decreases STR and MP cost of skills; absorbs P. Damage.

Enhance

Increases STR, P. Atk., resistance to Hold, HP, P. Skill Atk., P. Atk. Spd., Water/Fire/Earth/Wind resistances, and further P. Atk.; decreases CON and MP cost of skills.

Robe

Magic

Increases INT, Casting Spd., MP, resistance to Sleep, M. Atk., M. Critical Damage, M. Critical Rate, Water/Fire/Earth/Wind resistances, further Casting Spd., and further M. Atk.; decreases MEN.

Recovery

Increases WIT, Casting Spd., MP, resistance to Shock, MP Recovery, M. Atk. bonus, Healing, Water/Fire/Earth/Wind resistances, further Casting Spd., and M. Atk.; decreases MEN.

Return to Top