Bazaar
Sets
Wear more of a set and it does more. Browse the families, the weapon tiers and your starter kit.
How sets work
Equipment built as a set, where wearing more pieces does more. Every piece takes 4 cards, refines, and can be graded. The Long Road and The Four Hunts are bought with Glory; The Mythic Eight are earned, with sigils that drop in their own dungeon, and so are the Eight Quarrels, the Shadow Palace, Everfall and the Abyss: shown here, never sold. The set bonus steps at 2, 4, 6 and 8 pieces, and the six-piece step is always the core six (three head slots, armour, mantle and boots), so the step that matters never costs you an accessory slot.
The Long Road
The open grade. Eight pieces, head to toe and both trinkets, built around elemental mastery.
- 2 piecesResistance to every element +3%
- 4 piecesDamage to every element +3%, magic damage +3%
- 6 piecesElement resistance +3% again, stun resistance +10%
- 8 pieces6% chance when struck of turning Neutral
On PvP, GvG, Battleground and siege maps every grade performs exactly as the Wayfarer's does: stats, refine steps and set bonus alike. Paying never gives you an edge over another player.
8 pieces · 150,000 Glory eachWinged. Adds elemental penetration and a stronger ward on top of the Wayfarer base.
- 2 piecesResistance to every element +5%
- 4 piecesDamage to every element +5%, magic damage +5%
- 6 piecesElement resistance +5% again, stun resistance +20% · Ignore elemental defence
- 8 piecesBrace, plus 8% chance when struck of +20% resistance to every element
On PvP, GvG, Battleground and siege maps every grade performs exactly as the Wayfarer's does: stats, refine steps and set bonus alike. Paying never gives you an edge over another player.
8 pieces · 300,000 Glory eachNeeds Nirvana+ to buy.
Dark-regal. The furthest the road goes: Holy attunement and Coma against the Undead.
- 2 piecesResistance to every element +7%
- 4 piecesDamage to every element +7%, magic damage +7%
- 6 piecesElement resistance +7% again, stun resistance +30% · Ignore elemental defence
- 8 piecesBrace, plus Coma against Undead and a 7% chance on attack of +20% all-element damage and a Holy weapon
On PvP, GvG, Battleground and siege maps every grade performs exactly as the Wayfarer's does: stats, refine steps and set bonus alike. Paying never gives you an edge over another player.
8 pieces · 600,000 Glory eachNeeds Nirvana+ Ultra to buy.
The Mythic Eight
Endurance. Neutral resistance is the most valuable defensive line in the game, and this set carries it everywhere.
- 2 piecesResist Neutral +8%, damage taken from Formless -8%
- 4 piecesDamage to Formless +10% (magic too), and +5% drop rate and +5% EXP from Formless
- 6 piecesMax HP +10%, DEF +30, and carry 2000 more weight
- 8 pieceswhen struck, DEF +120 and all-element resist +15%
Attrition. Leeches from the undead, and works in every undead place on the map, not only Glast Heim.
- 2 piecesResist Undead +8%, damage taken from Undead -8%
- 4 piecesDamage to Undead +10% (magic too), and +5% drop rate and +5% EXP from Undead
- 6 piecesLeech HP from Undead, Max HP +8%
- 8 pieceson attack, restore 300 HP and 30 SP
Nightmares. Shadow resistance and Sleep counterplay, built for the hospital's particular cruelty.
- 2 piecesResist Shadow +8%, damage taken from Demon -8%
- 4 piecesDamage to Demon +10% (magic too), and +5% drop rate and +5% EXP from Demon
- 6 piecesIgnore the MDEF of Demons, MDEF +25
- 8 pieceswhen struck, a chance to put the attacker to Sleep
Machine-breaking. Pierces armour and refuses to be moved, which is most of what the factory does to you.
- 2 piecesResist Neutral +8%, damage taken from Demon -8%
- 4 piecesDamage to Demon +10% (magic too), and +5% drop rate and +5% EXP from Demon
- 6 piecesIgnore the DEF of Demons, and immunity to knockback
- 8 pieceson attack, pierce Demon DEF and ATK +90
Venom. The only set built around Poison resistance, and it drains the things that carry it.
- 2 piecesResist Poison +8%, damage taken from Insect -8%
- 4 piecesDamage to Insect +10% (magic too), and +5% drop rate and +5% EXP from Insect
- 6 piecesDrain SP from Insects, Max SP +10%
- 8 pieceson attack, a chance to Poison and ATK +60
The weight of stone. Critical-weighted, for beasts that die faster than they can be out-tanked.
- 2 piecesResist Earth +8%, damage taken from Brute -8%
- 4 piecesDamage to Brute +10% (magic too), and +5% drop rate and +5% EXP from Brute
- 6 piecesCritical vs Brute +12, ASPD +5%
- 8 pieceson attack, Critical +40 and ASPD +10%
Experiment. The magic-weighted answer to the undead, where Gravewatch is the physical one.
- 2 piecesResist Earth +8%, damage taken from Undead -8%
- 4 piecesDamage to Undead +10% (magic too), and +5% drop rate and +5% EXP from Undead
- 6 piecesMagic damage to Undead +12%, MATK +6%
- 8 pieceson casting, MATK +120 and magic vs Undead +15%
The divine. Ghost resistance and DEF-ratio attacks, for the things wearing a person's shape.
- 2 piecesResist Ghost +8%, damage taken from Demihuman -8%
- 4 piecesDamage to Demihuman +10% (magic too), and +5% drop rate and +5% EXP from Demihuman
- 6 piecesDEF-ratio attacks vs Demihuman, ATK +60
- 8 pieceson attack, a Holy weapon and ATK +80
The Eight Quarrels
The bruiser. Beats Ashcaller and Thousandcut; loses to Almsgiver and Farshot.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 piecesATK +70, and immunity to knockback
- 8 pieceson attack, ATK +120 and you pierce player DEF
The caster. Beats Bulwark and Foulwind; loses to Hammerfall and Cutpurse.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 piecesMATK +10%, cast time -8%
- 8 pieceson casting, MATK +150 and magic vs players +15%
The anchor. Beats Thousandcut and Farshot; loses to Ashcaller and Almsgiver.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 piecesDEF +60, Max HP +12%, and harder to critical
- 8 pieceswhen struck, DEF +150 and damage taken from players -12%
The cutter. Beats Foulwind and Cutpurse; loses to Bulwark and Hammerfall.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 piecesASPD +8%, critical damage +10%
- 8 pieceson attack, Critical +45 and ASPD +10%
The debuffer. Beats Farshot and Almsgiver; loses to Thousandcut and Ashcaller.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 piecesa chance to Blind on hit, MDEF +20
- 8 pieceson attack, a small chance to Stun, and ATK +60
The marksman. Beats Cutpurse and Hammerfall; loses to Foulwind and Bulwark.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 piecesranged damage +12%, FLEE +30
- 8 pieceson a ranged attack, ranged damage +15% and HIT +40
The assassin. Beats Almsgiver and Ashcaller; loses to Farshot and Thousandcut.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 piecescritical damage +12%, movement speed +10%
- 8 pieceson a skill, ATK +110 and critical rate vs players +20
The sustainer. Beats Hammerfall and Bulwark; loses to Cutpurse and Foulwind.
- 2 piecesDamage taken from players -5%, Max HP +5%
- 4 piecesDamage to players +8%, HIT +20, FLEE +20
- 6 pieceshealing given +22%, received +15%, Max SP +15%
- 8 pieceswhen struck, healing received +25% and damage taken -10%
The Shadow Palace
The entry raid set. Healing received, stronger potions and the footwork to leave the box.
- 2 piecesMax HP up, damage taken from Undead down
- 4 piecesDamage to Undead up, and +5% drop rate and +5% EXP from Undead
- 6 pieceshealing received and potion strength
- 8 pieceswhen struck, healing received +40% and speed +10%
Inside Palace, Normal it also gives healing received, stronger potions and movement speed.
8 pieces · earned in Palace, NormalAdd control. Kill the Shadow Guards before they stack ATK on the boss.
- 2 piecesMax HP up, damage taken from Demihuman down
- 4 piecesDamage to Demihuman up, and +5% drop rate and +5% EXP from Demihuman
- 6 piecesASPD and damage to Demihuman
- 8 pieceson attack, ASPD +15% and damage to Demihuman +25%
Inside Palace, Heroic it also gives ASPD and damage to the adds.
8 pieces · earned in Palace, HeroicThe support set, and the only Holy-facing set on the server - the Warden is the sole Angel among every boss.
- 2 piecesMax HP up, damage taken from Angel down
- 4 piecesDamage to Angel up, and +5% drop rate and +5% EXP from Angel
- 6 pieceshealing given and Max SP
- 8 pieceswhen struck, healing given +35% and SP regeneration
Inside The Deep, Normal it also gives healing given, Max SP and SP regeneration.
8 pieces · earned in The Deep, NormalThe capstone. Burst for the burn windows, against the Demons that are all three Deep bosses.
- 2 piecesMax HP up, damage taken from Demon down
- 4 piecesDamage to Demon up, and +5% drop rate and +5% EXP from Demon
- 6 piecesdamage to Demons and ignore their DEF
- 8 pieceson attack, ATK +140 and damage to Demons +25%
Inside The Deep, Heroic it also gives damage to Demons, ignore their DEF and critical rate.
8 pieces · earned in The Deep, HeroicEverfall
Offence. Grows with every EDGE boon you draft, so no two runs wear it the same.
- 2 piecesMax HP up, damage taken from Formless down
- 4 piecesDamage to Formless up, and +5% drop rate and +5% EXP from Formless
- 6 piecesATK and Critical
- 8 pieceson attack, Critical +40 and ATK +90
Inside the EDGE boons it also gives ATK and Critical, per EDGE boon held.
8 pieces · earned in the EDGE boonsDefence. Grows with every WARD boon you draft.
- 2 piecesMax HP up, damage taken from Undead down
- 4 piecesDamage to Undead up, and +5% drop rate and +5% EXP from Undead
- 6 piecesDEF and MDEF
- 8 pieceswhen struck, DEF +120 and MDEF +40
Inside the WARD boons it also gives DEF and MDEF, per WARD boon held.
8 pieces · earned in the WARD boonsSustain. Grows with every TIDE boon you draft.
- 2 piecesMax HP up, damage taken from Demon down
- 4 piecesDamage to Demon up, and +5% drop rate and +5% EXP from Demon
- 6 piecesMax HP and healing received
- 8 pieceswhen struck, healing received +30% and HP regeneration
Inside the TIDE boons it also gives Max HP and healing received, per TIDE boon held.
8 pieces · earned in the TIDE boonsChaos, from the all-epic pool. Grows with every OMEN boon you draft.
- 2 piecesMax HP up, damage taken from Undead down
- 4 piecesDamage to Undead up, and +5% drop rate and +5% EXP from Undead
- 6 piecesMATK and LUK
- 8 pieceson casting, MATK +150 and LUK +20
Inside the OMEN boons it also gives MATK and LUK, per OMEN boon held.
8 pieces · earned in the OMEN boonsThe Abyss
Proof you reached floor 10. Like all Abyss sets, it grows as you descend.
- 2 piecesMax HP up, damage taken from Formless down
- 4 piecesDamage to Formless up, and +5% drop rate and +5% EXP from Formless
- 6 piecesMax HP and ATK
- 8 pieceson attack, ATK +80
Inside floor 10 it also gives damage stepping up at floors 25, 50 and 75.
8 pieces · earned in floor 10Proof you reached floor 25.
- 2 piecesMax HP up, damage taken from Undead down
- 4 piecesDamage to Undead up, and +5% drop rate and +5% EXP from Undead
- 6 piecesATK and ASPD
- 8 pieceson attack, ATK +100 and ASPD +10%
Inside floor 25 it also gives damage stepping up at floors 25, 50 and 75.
8 pieces · earned in floor 25Proof you reached floor 50.
- 2 piecesMax HP up, damage taken from Demon down
- 4 piecesDamage to Demon up, and +5% drop rate and +5% EXP from Demon
- 6 piecesMATK
- 8 pieceson casting, MATK +130
Inside floor 50 it also gives damage and MATK stepping up at floors 25, 50 and 75.
8 pieces · earned in floor 50Proof you reached floor 100. Themed on countering the deep rather than joining it.
- 2 piecesMax HP up, damage taken from Formless down
- 4 piecesDamage to Formless up, and +5% drop rate and +5% EXP from Formless
- 6 piecesall stats and ATK
- 8 pieceson attack, ATK and MATK +120, all stats +10
Inside floor 100 it also gives the full depth curve.
8 pieces · earned in floor 100The Four Hunts
For the daily grind: everything that is not boss-flagged.
- 2 piecesDamage to normal monsters +4%
- 4 piecesDamage taken from normal monsters -4%
- 6 piecesDamage to normal monsters +5%, Max HP +2%
- 8 piecesDamage +6% again, and a 3% chance on attack of +30 ATK
For the six. World Bosses are MVPs too, so the Slayer's set still helps — this one helps more.
- 2 piecesDamage to World Bosses +10%
- 4 piecesDamage taken from World Bosses -10%
- 6 piecesDamage to World Bosses +14%, Max HP +5%
- 8 piecesDamage +18% again, and a 2.5% chance on attack of +120 ATK, +120 MATK and +10% ASPD
The Three Tiers
A weapon line for every class, each in three tiers, plus the matching off-hand for every line that can wear one. Each line has one signature effect that grows as the tier rises: Tier II keeps what Tier I did and adds to it. Buy with Glory or Crystals, whichever you have. Tier II needs Tier I, and Tier III needs Tier II.
In PvP all three tiers are identical. Everything above Tier I switches off on PvP, GvG, Battleground and siege maps, so what you paid never decides a fight, and since Glory buys the same weapon Crystals do, nobody is priced out of it either.
The charge that does not stop. Every blow it lands makes the next one heavier.
2hSword, two-handed: no off-hand, so the weapon carries its protection itself
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
A guard's weapon. It answers being hit, not hitting.
1hSpear, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Cast, and the sky answers. The longer the fight, the shorter your casting.
2hStaff, two-handed: no off-hand, so the weapon carries its protection itself
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Every element at once, and none of them wasted.
Book, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Distance is the weapon. This only sharpens it.
Bow, two-handed: no off-hand, so the weapon carries its protection itself
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
A song that pays for itself. The longer you play, the less it costs.
Musical, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Struck to bless. Every hit you take makes your healing land harder.
Mace, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Speed compounding into speed. It rewards never stopping.
Knuckle, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Built, not found. It hits harder the better it is made.
1hAxe, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
It takes what it deals. Damage out, health back.
1hSword, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Two edges, one answer. Built entirely around the critical hit.
Katar, two-handed: no off-hand, so the weapon carries its protection itself
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
It takes more than life. Strike, and their power is briefly yours.
Dagger, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Volume over precision, until the volume becomes precision.
Gatling, two-handed: no off-hand, so the weapon carries its protection itself
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Never where the blow lands. Evasion turned into offence.
Dagger, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
The body as the weapon. It raises everything at once.
Book, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
It spends nothing. Cast long enough and the spirit pays you back.
Staff, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Neither hand nor mind alone — it sharpens both at once.
Staff, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
It should not work. It keeps working anyway.
1hSword, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Momentum as armour. Keep moving and nothing lands.
Whip, one-handed, with a matching off-hand
- Tier I300,000 Glory or 1,500 Crystals
- Tier II700,000 Glory or 3,500 Crystals
- Tier III1,500,000 Glory or 7,500 Crystals
Your Starter Set
Every class begins with its own ten-piece set: three head slots, armour, garment, shoes, both accessories, a weapon and an off-hand, built for that class alone. Given, never bought, and the Job Hub replaces it free forever. It is the floor on purpose: every set above it on this page is better.
It also grows with you. Five independent Proofs (You have fought, You have delved, You have hunted, You have contested, You have collected) each make every piece stronger, and skipping any never blocks the rest.
Frontline \u00b7 Dragon · 9 pieces, two-handed, so no off-hand
Frontline \u00b7 Dragon · 9 pieces, two-handed, so no off-hand
Frontline \u00b7 Bulwark · 10 pieces
Frontline \u00b7 Bulwark · 10 pieces
Caster \u00b7 Arcane · 9 pieces, two-handed, so no off-hand
Caster \u00b7 Arcane · 9 pieces, two-handed, so no off-hand
Caster \u00b7 Elemental · 10 pieces
Caster \u00b7 Elemental · 10 pieces
Marksman \u00b7 Beast · 9 pieces, two-handed, so no off-hand
Marksman \u00b7 Beast · 9 pieces, two-handed, so no off-hand
Support \u00b7 Song · 10 pieces
Support \u00b7 Song · 10 pieces
Support \u00b7 Dance · 10 pieces
Support \u00b7 Dance · 10 pieces
Support \u00b7 Holy · 10 pieces
Support \u00b7 Holy · 10 pieces
Melee \u00b7 Monk · 10 pieces
Melee \u00b7 Monk · 10 pieces
Engineer \u00b7 Siege · 10 pieces
Engineer \u00b7 Siege · 10 pieces
Engineer \u00b7 Alchemy · 10 pieces
Engineer \u00b7 Alchemy · 10 pieces
Assassin \u00b7 Poison · 9 pieces, two-handed, so no off-hand
Assassin \u00b7 Poison · 9 pieces, two-handed, so no off-hand
Assassin \u00b7 Trickery · 10 pieces
Assassin \u00b7 Trickery · 10 pieces
Marksman \u00b7 Guns · 9 pieces, two-handed, so no off-hand
Marksman \u00b7 Guns · 9 pieces, two-handed, so no off-hand
Ninja \u00b7 Ninpo · 10 pieces
Ninja \u00b7 Blade · 10 pieces
Ninja \u00b7 Blade · 10 pieces
Ninja \u00b7 Ninpo · 10 pieces
Monk \u00b7 Stances · 10 pieces
Monk \u00b7 Stances · 10 pieces
Monk \u00b7 Souls · 10 pieces
Monk \u00b7 Souls · 10 pieces
Beast \u00b7 Doram · 10 pieces
Novice \u00b7 Hybrid · 10 pieces
Refining grows what a piece survives; grading grows what it hits with. Different axes on purpose. Percentages above are what you get against monsters.