Equipment sets

Four pieces, a bonus for wearing all four, and for most of them a second bonus that only appears once the four have enough refine between them. Each piece links to its own entry in the item database. The Eight Seals engravings are at the foot of the page.

Amatsu and Valhalla

The two endgame dungeons. Four slots each, three garments to choose between, and two skills that only exist while you are wearing the set. Both are level 130.

  • Amatsu Set Lv 130

    Garment
    Oni Mantle
    Garment
    Onmyoji Mantle
    Garment
    Kitsune Mantle
    Shoes
    Tengu Geta
    Accessory
    Magatama Kubikiri

    Set bonus

    2 pieces: grants the skill Kubi no In

    Passive, offensive, targets an enemy. Your strikes brand enemies below 15% HP with the Seal of the Beheading. Marked enemies take +10% damage from you.

    4 pieces: grants the skill Shura

    Passive, enhancement, targets yourself. Desperation sharpens the blade: the closer to death, the harder you strike.

    Below 50% HP: ATK/MATK +4%

    Below 25% HP: ATK/MATK +8% total

    Three garments, one set. Wear one of them, not three: pick the one that matches how you deal damage.

  • Valhalla Set Lv 130

    Armor
    Aegishjalmur
    Garment
    Varnarstafur
    Garment
    Vegvisir
    Garment
    Veidistafur
    Shoes
    Gapaldur
    Accessory
    Rosahringur

    Set bonus

    2 pieces: grants the skill Fjotur

    Passive, debuff, targets an enemy. Your blows bind enemies below 50% HP with the Fetter that held Fenrir. Fettered enemies deal -5% damage. Lasts 3 seconds.

    4 pieces: grants the skill Einherjar

    Passive, defensive, targets yourself. The einherjar does not fall while the line must hold.

    Below 50% HP: damage taken -3%

    Below 25% HP: damage taken -6% total

    Three garments, one set. Resistance, attack speed or ranged damage: wear the one your build wants.

  • Satsujin Set Lv 130

    Dagger
    Mugon Tanto
    Dagger
    Hibiki Tanto

    Set bonus

    ATK +7%

    MATK +7%

    Both daggers at once.

  • Hrafnsmal Set Lv 130

    Dagger
    Hrafnsax
    Sword
    Sigsverd

    Set bonus

    Refine 6+: ASPD +1 per Steel Wings Level

    Refine 12+: when casting Blitz Beat, 5% chance to autocast Sky Assault Lv 3

    Refine 18+: that chance becomes 10%

  • Skjaldborg Set Lv 130

    Sword
    Konungsbani
    Shield
    Skjaldborg

    Set bonus

    Cannot be knocked back

    Total DEF +10%

    MDEF +5

Status and survival

Sets built around a status effect: being immune to one, handing one out, or turning one into something you want.

  • Broken Future

    Armor
    Immune to Poison, HP Regen +2% per refine
    Shield
    Immune to Bleeding, HP Regen +2% per refine
    Boots
    Immune to Burning, HP Regen +2% per refine
    Left Accessory
    HP Regen +2% per refine, regenerate HP on movement

    Set bonus

    All stats +4

    Poison, Bleeding and Burning immunity is removed.

    Their negative effects are neutralized.

    Set refine +9:

    While poisoned: +20% HP Regen, +10% DEF

    Set refine 18+:

    When burning: +20% HP Regen, +10 MDEF

    Set refine 36+:

    When bleeding: +20% HP Regen, +5% ATK/MATK

    The debuffs become buffs while you are wearing the set. Without refine you only neutralize the negative effects; refined, you turn them into buffs.

  • Prepared Future

    Armor
    5% + 1% per refine chance of attacks and skills apply Poison
    Shield
    5% + 1% per refine chance of attacks and skills apply Bleeding
    Shoes
    5% + 1% per refine chance of attacks and skills apply Burning
    Accessory
    +4% SP regen per refine

    Set bonus

    4 all stats

    All debuffs above can be applied to MVP

    +1% SP regen per set refine

    Drops on the same map as Broken Future.

  • Cold of Darkness

    Armor
    DEF +5 plus +1 DEF per refine
    Shield
    MDEF +1 per refine
    Shoes
    Resistance vs Dark element monsters +2% per refine
    Accessory
    VIT +1 per refine

    Set bonus

    +4 All Stats

    Immunity to Curse status

  • Cold of Death

    Armor
    1% + 0.5% per refine chance to Freeze the attacker when hit by short-range physical attacks
    Shield
    1% + 0.5% per refine chance to Freeze the attacker when hit by long-range physical attacks
    Shoes
    1% + 0.5% per refine chance to Freeze the attacker when hit by magic
    Accessory
    Immune to Freeze status

    Set bonus

    +4 All Stats

    Immune to Freezing status

    Per refine on the combined set:

    +0.1% chance to Freeze from any damage taken

    Final Damage vs frozen targets +1% per 8 total set refines

    Freezing is a different status to Freeze. Loli Ruri from the Opera House gives that one.

  • Sea of Dreams

    Armor
    HP Regen +1% per 3 base LUK
    Shield
    HP Regen +1% per 3 base LUK
    Shoes
    HP Regen +1% per 3 base LUK
    Accessory
    HP Regen +1% per 3 base LUK

    Set bonus

    +4 All Stats

    Regenerate HP while moving

    Immune to critical hits

    +1% HP Regen per refine on the combined set

    Every piece carries the same effect.

  • Geffenia Legend

    Armor
    VIT +1 per refine
    Shield
    INT +1 per refine
    Shoes
    HP Recov Rate +4% per refine
    Accessory
    SP Recov Rate +4% per refine

    Set bonus

    +4 All Stats

    Max HP +20 per base VIT

    Max SP +10 per base INT

  • City of Ancients

    Armor
    INT +1 per refine
    Shield
    VIT +1 per refine
    Shoes
    HP Recov Rate +4% per refine
    Accessory
    SP Recov Rate +4% per refine

    Set bonus

    +4 All Stats

    Max HP +20 per base INT

    Max SP +10 per base VIT

    Geffenia Legend with the two stats swapped.

  • End of Kings

    Armor
    10 + 2 DEF per refine
    Shield
    5 + 1 MDEF per refine
    Boots
    +1% All size defense per refine
    Accessory
    +1% All elements resistance per 2 refine

    Set bonus

    +4 All stats

    Total DEF / 10 adds to ATK

    Total MDEF / 5 adds to MATK

    +1% Total DEF per set refine

    One of the Lost Tomb sets.

  • Heir to the King

    Armor
    +1 ATK per refine
    Shield
    +1 MATK per refine
    Boots
    +1% Damage against all sizes per refine
    Accessory
    +1% Damage agains all elements per refine

    Set bonus

    +4 All stats

    (ATK total / 10) adds to DEF

    (MATK total / 10) adds to MDEF

    +1% ATK/MATK per 4 set refine

    One of the Lost Tomb sets.

  • Dry Lake

    Armor
    Damage vs Dragon race +2% per refine
    Shield
    Damage vs Undead race +2% per refine
    Shoes
    Move Speed +5% +1% per refine
    Accessory
    Max HP +1% per refine

    Set bonus

    +4 All Stats

    +1% Resistance vs Dragon and Undead per 2 set refines

Elemental magic

The same shape four times over, once per element: the shield endows the weapon, the accessory raises damage of that element, the set adds MATK.

  • Dead Faith

    Armor
    INT +1 per refine
    Shield
    Endows weapon with dark element
    Shoes
    MDef pierce +2% per refine
    Accessory
    Dark elemental magic damage +2% per refine

    Set bonus

    +4 All stats

    MATK +1 per 4 refines

    Astral Stars, Umbral Stars, Sleipnir Sky Rider and White Abyss are the same set in the other elements.

  • Astral Stars

    Armor
    INT +1 per refine
    Shield
    Endows weapon with Fire element
    Shoes
    MDef pierce +2% per refine
    Accessory
    Fire elemental magic damage +2% per refine

    Set bonus

    +4 All Stats

    MATK +1 per 4 set refines

  • Umbral Stars

    Armor
    INT +1 per refine
    Shield
    Endows weapon with Dark element
    Shoes
    MDef pierce +2% per refine
    Accessory
    Dark elemental magic damage +2% per refine

    Set bonus

    +4 All Stats

    MATK +1 per 4 set refines

  • Sleipnir Sky Rider

    Armor
    INT +1 per refine
    Shield
    Endows weapon with Wind element
    Shoes
    MDef pierce +2% per refine
    Accessory
    Wind elemental magic damage +2% per refine

    Set bonus

    All stats +4

    MATK +1 per 4 set refines

  • White Abyss

    Armor
    INT +1 per refine
    Shield
    Endows weapon attacks with Holy element (flat; not per refine)
    Shoes
    Magic Defense Pierce +2% per refine
    Accessory
    Damage with Holy-element magic +2% per refine

    Set bonus

    +4 All Stats

    MATK +1 per 4 total refines across the full set

  • Deep Blue

    Armor
    INT +1 per refine
    Shield
    Water Ball damage +2% per refine
    Shoes
    Magic Defense Pierce +2% per refine
    Accessory
    Enables Water Ball level 5

    Set bonus

    +4 All Stats

    +1% Water Ball damage per base INT

    +1% damage with Water property per refine on the combined set

  • Old Dragon

    Armor
    VIT +1 per refine
    Shield
    Dragon Breath damage +2% per refine
    Shoes
    Damage with Fire property +2% per refine
    Accessory
    Enables Dragon Breath level 5

    Set bonus

    +4 All Stats

    Enables Dragon Breath level 10

    +1% Long Range Attack per set refine

Summons and autocasts

Sets that act on their own, either by putting something on the field or by casting a skill you did not press.

  • Undead Land

    Armor
    0.5% + 0.1% per refine chance of summoning Risen Reaver
    Shield
    0.5% + 0.1% per refine chance of summoning Risen Vanguard
    Shoes
    0.5% + 0.1% per refine chance of summoning Risen Necromancer
    Pendant
    +1% Max HP per refine

    Set bonus

    All stats +4

    Per set refine:

    Zombie duration +1s (base is 20 seconds)

    Set refine 18+:

    Zombies gets new skills

    Set refine 36+:

    Zombies get ultimate skills

    Reaver: ranged, arrow shower base skill, power up (increase damage and hit) at refine 18+, arrow storm level 1 at 36+.

    Vanguard: melee, Pulse Strike base, stone skin at refine 18+, earthquake level 1 at refine 36+.

    Necromancer: Soulstrike, buffs the player (60 seconds for +6 STR, INT, DEX) at refine 18+, summons one of the others at refine 36+.

    The summons trigger on attacks and spells.

  • Land of Shadows

    Armor
    +2% Dark element resistance per refine, -2% Holy resistance per refine
    Gloves
    Ranged damage +1% per refine, -1 STR per refine
    Shoes
    DEF pierce +2% per refine, -1% Movespeed per refine
    Accessory
    SP cost -1% per refine, -1% Max HP per refine

    Set bonus

    All stats +4

    Level 10 is casted (for Darkness Rises and Darkness Falls)

    With at least one piece equipped:

    5% + 2% per highest refine of the pieces of chain autocasting level 5 Darkness Rises and Level 5 Darkness Falls (one after the other)

    -2 ASPD per highest refine of the pieces

  • Cacophony

    Armor
    MDEF Pierece +2% per refine
    Gloves
    3% + 0.2% per refine chance of autocasting Flaming Petals lvl 3
    Shoes
    3% + 0.2% per refine chance of autocasting Freezing Spear lvl 3
    Accessory
    3% + 0.2% per refine chance of autocasting Wind Blade lvl 3

    Set bonus

    Thief spells have 5% chance of autocasting each other (lvl 3)

    Per set refine:

    Fire, Wind and Water Magic DMG +1% per 4 set refine

    Every one of the three autocasts can trigger from a thief spell, and thief spells can trigger each other.

  • Lord of Flames

    Armor
    1% per refine chance of autocasting Flaming Petals 5 on getting hit
    Gloves
    Raise all skills minimum cooldown to 0,5s. Physical skills (with target) autocast Flaming petals lvl 5 with 5% per refine chance
    Boots
    5 + 1 Crit per refine. +2% crit damage per fire focus
    Accessory
    Raise all skills minimum cooldown to 0,5s. Magical skills (with target) autocast Flaming petals lvl 5 with 5% per refine chance

    Set bonus

    Flaming Petals can crit

    Raise all skills minimum cooldown to 1s.

    Per set refine:

    Flaming petals damage +1%

    Fire magic damage +1%

    Other elements damage -2%

    The minimum cooldown is a floor: no skill can come off cooldown faster than the number the set sets.

Risk and reward

Every one of these takes something away. They are written as a trade and the drawback is not small print.

  • Corrupted Time

    Armor
    Move Speed +2% per refine; Max HP -2% per refine
    Shield
    Move Speed +2% per refine; DEF -4 per refine
    Shoes
    Move Speed +2% per refine; MDEF -2 per refine
    Accessory
    ASPD Limit +1 (flat); ASPD +1% per refine

    Set bonus

    +4 All Stats

    ASPD Limit +1

    Move Speed +20%

    Max HP -10%, DEF -20, MDEF -10

  • Fallen Gods

    Armor
    Total flee +2% per refine, Max HP -2% per refine
    Gloves
    MDEF +2 per refine, Max HP -2% per refine
    Shoes
    Total flee +2% per refine, Max HP -2% per refine
    Accessory
    MDEF +2 per refine, Max HP -2% per refine

    Set bonus

    All stats +4

    Max HP -10%

    Total flee +1% per 2 set refines

    MDEF +1 per 2 set refines

    Worn at full refine the set reaches roughly -90% Max HP, +50% total flee and +50 MDEF.

  • Rising God

    Armor
    Max HP +2% per refine, Max SP -2% per refine
    Gloves
    Max HP +200 per refine, Max SP -2% per refine
    Shoes
    Max HP +2% per refine, Max SP -2% per refine
    Accessory
    Max HP +200 per refine, Max SP -2% per refine

    Set bonus

    All stats +4

    Max SP -10%

    Max HP +1% per Refine

    Worn at full refine the set reaches roughly +80% Max HP, 4,000 flat HP and -90% SP.

  • Forgotten Memory

    Armor
    Variable Cast -5%: 2% per refine, Max HP -2% per refine
    Gloves
    Magic Defense Pierce 5% + 2% per refine, Max HP -2% per refine
    Shoes
    MATK +1% per refine. Disables HP Regen
    Accessory
    Fixed Cast -1% per refine. Disables SP Regen

    Set bonus

    Fixed cast -10%

    Variable cast -20%

    Max HP -20%

    Worn at full refine the set reaches roughly -45% variable cast, -20% fixed cast, +10% MATK and 25% MDef pierce, with no HP or SP regeneration and -60% Max HP.

  • Hand of the Father

    Armor
    ASPD +5% + 2% per refine, Max HP -2% per refine
    Gloves
    Defense Pierce 5% + 2% per refine, Max HP -2% per refine
    Shoes
    Critical Rate +1% per refine. Disables HP Regen
    Accessory
    Critical Damage -2% per refine. Disables SP Regen

    Set bonus

    Critical Rate +10%

    Critical Damage +20%

    Max HP -20%

    Worn at full refine the set reaches roughly +25% ASPD, +40% critical damage, +20% critical rate and 25% DEF pierce, with no HP or SP regeneration and -60% Max HP.

  • Nature's Chosen

    Armor
    5% + 3% per refine resistance against Fire, -5% and -1% neutral resistance per refine
    Gloves
    5% + 3% per refine resistance against Earth, -5% and -1% neutral resistance per refine
    Boots
    5% + 3% per refine resistance against Wind, -5% and -1% neutral resistance per refine
    Accessory
    5% + 3% per refine resistance against Water, -5% and -1% neutral resistance per refine

    Set bonus

    All stats +4

    All elements resistance +1% per refine

    Neutral resistance -1% per refine

  • Aggressive Orphan

    Armor
    All stats +2, Heal cooldown +3s
    Gloves
    All stats +2, Hiding cooldown +3s
    Boots
    All stats +2, Increase Agi cooldown +3s
    Accessory
    ATK/MATK +2 per refine. HP/SP -1% per refine

    Set bonus

    All stats +4

    Set refine 9+: Damage against all races +10% (HP/SP -10%)

    Set refine 18+: Damage against all races +10% (HP/SP -10%)

    Set refine 36+: Morroc's Mark cooldown reduced to 2 min.

Job masteries

Built around one job's skill tree, so each piece is worth more the further you have taken that mastery.

  • Limitless Legacy

    Armor
    Boomerang Axe damage +6% per Axe mastery Level; Boomerang Axe grants 1 stacks of Rolling Cutter per 2 refines; +1 VIT per Venom Coat level leaner
    Gloves
    Shadow Slash damage +6% per Blade Mastery Level; 5% + 2% per refine chance of auto casting Fan of Knifes on Shadow Slash; +1 STR per Hallucination Walk
    Shoes
    Sonic Blow damage +6% per Katar Mastery Level; on kill with Sonic Blow: resets its cooldown and heal 1% per refine max HP; +1 LUK per Fury Level
    Accessory
    Silent Strike damage +6% per Shadow Mastery Level; Silent Strike applies Bleeding for 5 + 1 per refine seconds; +1 DEX per Quickening Level

    Set bonus

    No set bonus.

    Assassin. There is no set bonus: each piece pays off on its own, the more of that mastery you have taken.

  • Limitless Innovation

    Armor
    Wind Slash damage +6% per Blade Mastery Level; 5% + 2% per refine chance of autocasting Wind Slash on Face-off; +1 STR per Overpower Level
    Gloves
    Throw Acid damage +6% per Gadget Mastery Level; Decoy spawns a 1 + 1 per 2 refine Molotovs around the clone position; +1 INT per Throw Molotov Level
    Shoes
    Arrow Vulcan damage +6% per Bow Mastery Level; on kill with Arrow Vulcan: resets its cooldown and gain +1 Coin per refine; +1 DEX per Ricochet Arrow Level
    Accessory
    Shield Boomerang level +6% per Shield Mastery; adds 1/(20: refine level) current HP as bonus damage to Shield Boomerang; +1 VIT per Cover Level

    Set bonus

    No set bonus.

    Rogue. No set bonus, like Limitless Legacy: each piece pays off on its own.

  • Riding Valkyries

    Armor
    Vit +1 per refine
    Gloves
    Rook Smash damage +2% per refine
    Shoes
    Def pierce +2% per refine
    Accessory
    Add Rook smash level 5

    Set bonus

    All stats +4

    DEF +1 per refine

    Melee damage +1% per 4 set refine

Party support

Healing, reviving and keeping other people alive. The shadow sets below level 100 lead into these.

  • Lone Singer

    Armor
    Healing Received +4% per refine
    Gloves
    Healing power +1% per refine
    Shoes
    SP Regen +4% per refine
    Accessory
    Max SP +1% per refine

    Set bonus

    All stats +4

    SP Regen +40%

    Healing power +10%

  • Friendly Orphan

    Armor
    SP cost of Heal -9% plus -9% per refine
    Gloves
    SP cost of Hiding -9% plus -9% per refine
    Boots
    SP cost of Increase Agi -9% plus -9% per refine
    Accessory
    SP +2% per refine

    Set bonus

    All stats +4

    Healing applies Increase Agi.

    Set refine 9+: Healing Power +20%

    Set refine 18+: Healing Power +20%

    Set refine 36+: 20% of Max SP is added to Max HP.

  • Hel's Desires

    Armor
    Increase kafra Elixir limit by +1
    Gloves
    Increase kafra Elixir limit by +1
    Shoes
    Increase kafra Elixir limit by +1
    Accessory
    Increase kafra Elixir limit by +1

    Set bonus

    All stats +4

    Set refine 9+: Max SP +8%

    Set refine 18+: Max HP +8%

    Set refine 27+: Movespeed 8%

    Set refine 36+: Kafra Elixir Limit +2

Shadow sets by level

Early game shadow sets, one per bracket, each following the shadow set already at that level. All of them grant Spirit of Sage.

  • Legacy of Acquiesce Lv 10

    Armor
    -5% After Cast Delay
    Gloves
    -5% After Cast Delay
    Boots
    -5% After Cast Delay
    Accessory
    -5% After Cast Delay

    Set bonus

    Grants skill Spirit of Sage

    Per set refine:

    HP +5

    SP +2

  • Feral Bond Lv 25

    Armor
    SP +8% ATK/MATK -2
    Gloves
    SP +8% ATK/MATK -2
    Boots
    SP +8% ATK/MATK -2
    Accessory
    SP +8% ATK/MATK -2

    Set bonus

    Grants skill Spirit of Sage

    Per set refine:

    +1% After Cast Delay

  • Shared Bond Lv 40

    Armor
    SP +1 per 5 VIT
    Gloves
    SP +1 per 5 VIT
    Boots
    SP +1 per 5 VIT
    Accessory
    SP +1 per 5 VIT

    Set bonus

    Grants skill Spirit of Sage

    Per set refine:

    +5 SP

  • Dragon Ward Lv 50

    Armor
    MDEF +3, SP +3%
    Gloves
    MDEF +3, SP +3%
    Boots
    MDEF +3, SP +3%
    Accessory
    MDEF +3, SP +3%

    Set bonus

    Grants skill Spirit of Sage

    Per 4 refines:

    MDEF +1

  • Second Orphan Lv 80

    Armor
    Variable Cast -5%
    Gloves
    Variable Cast -5%
    Boots
    Variable Cast -5%
    Accessory
    Variable Cast -5%

    Set bonus

    Grants skill Spirit of Sage

    Per 2 refines:

    SP +1%

Utility and farming

Sets that change what you get out of a fight rather than how you win it.

  • City Supplier

    Armor
    On taking damage, chance of 0.5%/0.1%/0.01% per refine of activating Red / Orange / White potion
    Gloves
    On dealing damage (skills or auto attack), chance of 0.5% per refine activating Berserk Potion for 10 seconds
    Shoes
    On taking damage, chance of 0.1% per refine of activating Increase Agi
    Accessory
    On dealing damage (skills or auto attack), chance of 0.1% per refine of activating Blue Potion effect

    Set bonus

    All stats +4

    Refine +9: Move speed +10%

    Refine +18: MDEF +10

    Refine +36: All stats +2

  • City Raider

    Armor
    Using any HP healing potion (aside from Kafra Elixir), grants Knight's Regen level 1 (20 seconds +4 seconds per refine)
    Gloves
    Using any attack speed increase potion, grants Blessing level 5 (20 seconds +4 seconds per refine)
    Shoes
    Using Green Potion grants Regenerate level 1 for (refine) seconds
    Accessory
    Using Blue Potion, grants Magnificat (20 seconds +4 seconds per refine)

    Set bonus

    All stats +4

    Max HP +1% per 4 refines.

    Max SP +1% per 4 refines.

    All potions from the tool dealer. The Emergency Insurance Kit is included.

  • Nightmare Hunter

    Armor
    SP cost -1% per refine
    Gloves
    ATK/MATK +1 per refine
    Shoes
    Fixed Cast -1% per refine
    Accessory
    DMG vs All Races +1% per refine

    Set bonus

    All stats +4

    Refine +9: Fixed cast +5%

    Refine +18: Physical skills have 20% chance of granting cast ready for 3 seconds

    Refine +36: Magical skills have 20% chance of granting combo ready for 3 seconds

  • Croc's Gift

    Armor
    Magic Defense Pierce +5% + 1% per refine, -1 MATK per refine
    Gloves
    Magic Defense Pierce +5% + 1% per refine, -1 MATK per refine
    Shoes
    Magic Defense Pierce +5% + 1% per refine, -1 MATK per refine
    Accessory
    Magic Defense Pierce +5% + 1% per refine, -1 MATK per refine

    Set bonus

    All stats +4

    Refine +9: Magic Defense Piece +10%, -10% SP

    Refine +18: Magic Defense Piece +10%, -10% HP

    Refine +36: Magic Defense Piece +20%

  • Ornstein's Gift

    Armor
    Defense Pierce +5% + 1% per refine, -1 ATK per refine
    Gloves
    Defense Pierce +5% + 1% per refine, -1 ATK per refine
    Shoes
    Defense Pierce +5% + 1% per refine, -1 ATK per refine
    Accessory
    Defense Pierce +5% + 1% per refine, -1 ATK per refine

    Set bonus

    All stats +4

    Refine +9: Defense Piece +10%, -10% SP

    Refine +18: Defense Piece +10%, -10% HP

    Refine +36: Defense Piece +20%

The Eight Seals

Each of the two temples has eight marks, split evenly across four domains. You engrave four of them, and the shape of what you engraved decides what you get on top of the four individual bonuses. Two marks of one domain complete it; completing two domains crowns them with a Legendary Word; one mark from each gives Balance instead.

Valhalla: the Galdrastafir

Marks of defence and support, engraved on Rune Shadow Weapons.

AE Ægishjálmur STR +2 Wall
VA Varnarstafur MaxHP +2% Wall
VD Veldismagn VIT +2 Vigor
BJ Bjargrúnar DEX +2 Vigor
LI Limrúnar INT +2 Blessing
DR Draumstafir MaxSP +2% Blessing
VG Vegvísir AGI +2 Fate
KA Kaupaloki LUK +2 Fate
GÆFA Blessing + Fate, two complete domains
+5% heal, -5% SP · Perfect Dodge +5, +3% move · LUK +5, Perfect Dodge +3
ÞRÓTTR Vigor + Fate, two complete domains
MaxHP +5%, +20% HP regen · Perfect Dodge +5, +3% move · Fixed Cast -100ms
SKJÖLDR Wall + Fate, two complete domains
-3% damage taken · Perfect Dodge +5, +3% move · Flee +15
LÍKN Vigor + Blessing, two complete domains
MaxHP +5%, +20% HP regen · +5% heal, -5% SP · +10% healing received
Wall + Blessing, two complete domains
-3% damage taken · +5% heal, -5% SP · -7% fixed cast
VÖRÐR Wall + Vigor, two complete domains
-3% damage taken · MaxHP +5%, +20% HP regen · DEF +15, MDEF +8
VÖRN and STÁL Wall doubled, plus two single marks
-3% all damage taken. MaxHP +5%
LÍF and GRÓÐR Vigor doubled, plus two single marks
MaxHP +5% and +20% HP regen. +10% healing received
BÓT and KYRRÐ Blessing doubled, plus two single marks
+5% healing given and -5% SP cost. -7% variable cast
HEILL and HULD Fate doubled, plus two single marks
Perfect Dodge +5 and +3% move speed. Flee +15
URÐR One mark from each domain
All Stats +1 and EXP +5%

A mark with no partner still pays a support touch:

  • Wall: DEF +5
  • Vigor: +10% HP regen
  • Blessing: +10% SP regen
  • Fate: Flee +5

Amatsu: the In

Marks of offence, engraved on Manuals.

Zan, cut STR +2 Blade
Riki, might MaxHP +2% Blade
Sha, shot VIT +2 Bow
Ya, arrow DEX +2 Bow
Ju, hex INT +2 Spell
En, flame MaxSP +2% Spell
Jin, swift AGI +2 Surge
Retsu, fury LUK +2 Surge
RAIJIN 雷神 Spell + Surge, two complete domains
+3% magic · +2% ASPD, Crit +5 · -5% variable cast
SHIPPŪ 疾風 Bow + Surge, two complete domains
+3% ranged · +2% ASPD, Crit +5 · -5% after-cast delay
IAI 居合 Blade + Surge, two complete domains
+3% melee · +2% ASPD, Crit +5 · ASPD +3%, Crit +7
FŪMA 風魔 Bow + Spell, two complete domains
+3% ranged · +3% magic · Perfect Hit +5%
MURAMASA 村正 Blade + Spell, two complete domains
+3% melee · +3% magic · ignore 10% DEF/MDEF
HAYABUSA 隼 Blade + Bow, two complete domains
+3% melee · +3% ranged · Crit +10
KIRI 斬 and MUSÔ 無想 Blade doubled, plus two single marks
+3% melee physical. Crit Damage +10%
SHASEI 射 and SHINGAN 心眼 Bow doubled, plus two single marks
+3% ranged physical. Perfect Hit +10%
JUEN 呪 and KAJUTSU 火術 Spell doubled, plus two single marks
+3% magic damage. -7% variable cast
HAYATE 迅 and SHUKUCHI 縮地 Surge doubled, plus two single marks
+2% ASPD and Crit +5. ASPD Limit +1
ZANSHIN 残心 One mark from each domain
All Stats +1 and EXP +5%

A mark with no partner still pays a support touch:

  • Blade: Crit +3
  • Bow: Perfect Hit +3%
  • Spell: +2% MATK
  • Surge: -3% after-cast delay