Introduction
This list of items is comprised of what's generally considered good and aren't ordered in any particular fashion.
| IMPORTANT NOTE |
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| Permanently rare items have been excluded from this equipment guide. To search for rare items, please see here. |
| Table of Contents |
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• General Information |
Filters
General Information
Spellcaster Lean is a derivative of Fully Offensive, multiplying spell damage by 1.375x instead of increasing weapon damage. These rankings will prioritize armours with built-in Spells over armours without, as the existence of EleComp massively increases their damage dealt. Due to the relatively new nature of this lean, the vast majority of Spellcaster armours (as of writing) are either seasonals or require GGBs to acquire.
- Note: Unlike normal FO armours, all Spellcaster armours calculate EleComp as if they were a Neutral lean.
Special Armours
General Information
These armours can cover all 8 elements by themselves due to having variants for all elements. They are listed separately due to bloating the page with duplicate entries otherwise.
Chaos Slayer Clerics
Spellcaster armour series. Has a variant for each element. Comes with two skills:
- Chaos Tentacles: [Element] Spell-Type Skill. Follows weapon damage type. EleComp increases skill damage.
- Aura of Chaos (Toggle): Pays 15% Melee in HP (52 at 150) per turn. After attacking, heals back MP, scaled by ([Hits]/[Attempts]). See below for values:
- Melee/Ranged: 15% Melee (79 at 150).
- Magic Weapon Attacs: 20% Melee (104 at 150).
- Spells: 7.5% Melee (39 at 150).
While nominally extremely strong damage-wise and being able to cover all elements, Chaos Slayers run into stiff competition as more and more support is released. Should not be picked up without the understanding that they're inevitably going to be replaced with stronger alternatives.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop (GGB Crossover)
Info-Subs: Link
Updated Toggle Info: Link
Spellcaster Armours
Praetorian Warlock
Spellcaster Fire armour. Magic > Melee > Ranged blocking. Comes with 3 skills
- Praetorian Blaze: Standard Fire Spell. EleComp increases spell damage.
- Praetorian Swiftness (Toggle): Spend 25% Melee in SP (98 at 150) per turn to generate 1 Swiftness Charge. Can hold up to 4 Swiftness Charges at a time. If any charges remain at the end of battle, heal (25*[Charges])% Melee in SP (up to 392 at 150). Upon casting any Spell, consumes all charges and has a (25*[Charges])% chance to apply 1 turn of Player + Misc Celerity.
- Note: Charges are generated before being consumed upon casting a Spell.
- Burning Trance (Toggle): While toggled, does the following:
- Spells pay an additional 50% Melee in HP (174 at 150) to deal +25% damage.
- If Praetorian Swiftness is active, pays an additional 25% Melee in SP (196 total at 150) to generate an additional Swiftness Charge if not above 3.
- Normal attacks are replaced with a special attack worth 75% Melee at base. Weapon effects are not applied to this attack. Deals -66% damage and heals (~58.42*[Hits]/[Attempts])% Melee in MP (~310 at 150).
The best Fire Spellcaster option, which also happens to be always-available and costs gold to obtain. There is no reason not to use it over any other option outside of niche setups.
Location: Mage Shop -> Quests -> Final Solstice: Twin Gambits
Info-Subs: Link
Fall Dryad Form
Spellcaster Water/Earth armour. Flat blocking.
- Unerring Nature: Water/Earth Spell. Seeks between the two elements. Deals 0.8x damage in exchange for Auto-Hit. EleComp increases spell damage.
The better of two non-GGB Spellcaster Water armours due to coming with both elemental compression and a built-in spell.
Location: Grenwog 2023: Frenzy
Info-Subs: Link
Archmage Apprentice
Spellcaster Water armour. Magic blocking focus. Comes with two skills:
- Mana Flow (Quickcast): Usable once per turn. Pays SP to reduce the MP cost of the next Water Spell (Water icon required) cast in this armour by 125% Melee (~659 at 150). Cost cannot be reduced below 0 by this effect. Effect is lost upon switching armours. EleComp reduces SP cost (345 at 150).
- Mana Shield: Pays MP (78 at 150) to:
- Applies a Mana Shield.
- Grants a +12 MRM Defense Boost for 3 turns.
- Grant +10 Omni Status Resistance for 3 turns.
Ostensibly a teaser for the actual Archmage class, Archmage Apprentice effectively turns any Water Spell into an equivalent "efficient" SPell with Mana Flow. Should not be used if other options are available due to the lack of a built-in damage Spell.
Location: Miss Fixit -> Junior Squires!
Info-Subs: Link
Fungibushi Armour
MC FD/Spellcaster Wind armour with Ice and Light secondaries. Flat blocking. Comes with three skills:
- Flavour Effect: Pays 3 MRM. If the enemy is afflicted with a capped instance of Spore at the start of your turn, increases the cap of that instance by +50%.
- Fungal Flexibility: Once per battle, swap between FD and Spellcaster.
- Mushroom Might (Toggle): Locks normal attacks (including specials, but not skills) to Wind. EleComp increases damage dealt.
- Sporcery: Standard Wind Spell. EleComp increases spell damage.
The only (and by default best) always-available Spellcaster armour for Wind, Ice, and Light that can be acquired for gold.
Location: Ballyhoo and Upgrades -> Reward Shops -> Contests -> Fungibushi
Wind Necromancer Cavalry
Spellcaster Wind armour. Magic > Melee > Ranged blocking focus. Comes with two skills:
- Decay Breath: Wind Spell-type skill. Follows weapon damage type. EleComp increases skill damage. Deals -50% damage and attempts to inflict a +(56*[EleComp])% Wind EleVuln (95.08 at 150) for 3 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.
- Grievous Weave (Toggle): Pays 25% Melee in SP (98 at 150) for all Spells cast in this armour to:
- Rending Weave: Attempts to inflict a Power: (0.25*[Hits]/[Attempts]) Bleed. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
- Chilling Weave: Has a (42*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
- Chilling Rend: Gain both effects at the same time, paying 50% Melee per turn (196 at 150).
A middling Spellcaster option if not for the massive Elevuln of Decary Breath. Should not picked up unless this is desired, as Wind has to compete with Fungibushi, and this armour does not come with a pure damage option.
Location: Valencia -> Golden Giftboxes -> UltraRares Shop
Info-Subs: Link
Nightmare Queen's Regalia
MC Spellcaster Ice armour. Flat blocking. Does various things:
- Flavour Effect: Pays 9 MRM for the following effects:
- +105 Initiative.
- Passively attempts to inflict one of the following effects depending on if the enemy acted the previous round or not:
- Enemy did not act: Attempts to inflict a +14.29% [Weapon Element] EleVuln for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
- Enemy acted: Attempts to inflict a (~14.29*[WeaponRes])% Fear for 1 turn. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
- If enemy has Freedom, EleVuln is always attempted to be inflicted.
- Horrifying/Haunting Presence (Toggle): While toggled, any attacks in this armour pays 50% Melee in SP (196 at 150) on attack and attempts to inflict one of the following effects depending on toggle:
- Horrifying: (30.02*[WepRes]*[Hits]/[Attempts])% Fear for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
- Haunting: +(21.01*[Hits]/[Attempts])% [Weapon Element] EleVuln for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
- If enemy has Freedom, EleVuln is always attempted to be inflicted.
- Encroaching/Intense Horror (Toggle): While toggled, pays either 40% Melee in SP (Encroaching) or 80% Melee in SP (Intense) per turn (157 and 314 at 150 respectively) and passively attempts to inflict a [Weapon Element] Poison for 2 turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK. Power and effect of Poison depends on how much SP is being paid, the player's HP when inflicted, and if the monster is suffering from an immobilizing effect (Fear, Paralyze, etc):
- >=80% HP: Poison is Power: 3.06 (4.08 with a stun) or 6.12 (8.16 with a stun).
- <80% HP: Poison becomes HP->HP Drain Poison with Power: 1.53 (2.04 with a stun) or 3.06 (4.08 with a stun).
- Boundless Horror: Standard Ice Spell. EleComp increases damage dealt. If monster has any Fear, eats up to 400% Melee worth of Fear to increase damage dealt by up to 200%. If player is below 80% HP, instead increases damage dealt by up to 100%, and heals the player's HP by up to 200% Melee.
The best Ice Spellcaster overall, coming with exceptional turn 1 burst thanks to a full damage Spell backed by the damage boost of Initiative, along with bringing weapon-element Poisons and EleVulns.
Location: 6000 Z-Token package (Nightmare Queen's Gown)
Info-Subs: Link
Ice Necromancer Cavalry
Spellcaster Ice armour. Magic > Melee > Ranged blocking focus. Comes with two skills:
- Decay Breath: Ice Spell-type skill. Follows weapon damage type. EleComp increases skill damage. Deals -50% damage and attempts to inflict a +(56*[EleComp])% Ice EleVuln (95.08 at 150) for 3 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.
- Chill Haunting: Standard Ice spell. EleComp increases spell damage.
The best non-package Ice SC armour thanks to a combination of massive EleVuln and coming with a built-in Spell.
Location: Valencia -> Golden Giftboxes -> UltraRares Shop
Info-Subs: Link
Fungibushi Armour
MC FD/Spellcaster Wind armour with Ice and Light secondaries. Flat blocking. Comes with three skills:
- Flavour Effect: Pays 3 MRM. If the enemy is afflicted with a capped instance of Spore at the start of your turn, increases the cap of that instance by +50%.
- Fungal Flexibility: Once per battle, swap between FD and Spellcaster.
- Mushroom Might (Toggle): Locks normal attacks (including specials, but not skills) to Wind. EleComp increases damage dealt.
- Sporcery: Standard Wind Spell. EleComp increases spell damage.
The only (and by default best) always-available Spellcaster armour for Wind, Ice, and Light that can be acquired using gold.
Location: Ballyhoo and Upgrades -> Reward Shops -> Contests -> Fungibushi
Eternal Champion's Spirit
"Neutral" Earth armour. Melee > Ranged > Magic blocking. Does various things:
- Flavour Effect: Pays -6 MRM in order to gain an additional 10% Melee in SP per turn (39 at 150).
- Champion's Advance: "Overcharged" Earth weapon-based skill. Follows weapon damage type. Pays an additional 83.3% Melee in SP. EleComp reduces SP cost (324 for Me/Ra; 422 for Ma at 150). Attempts to inflict a -(25*[EarthRes]*[Hits]/[Attempts])% Choke for 4 turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster END/LUK.
- Mech-Warp Barrage: Overcharged Earth SPell/Spell. Follows weapon damage type. Pays an additional 50% Melee to deal +25% damage. EleComp increases skill damage. Cost and resource used depends on damage type:
- Melee/Ranged: 150% Melee in SP (588 at 150).
- Magic: 175% Melee in MP (915 at 150).
- Champion's Stance: Once per battle, changes armour's lean between:
- Offensive Stance (FO).
- Defensive Stance (FD).
- Caster Stance (Spellcaster).
- Lean change persists between battles, and lasts until logout.
- Full Set Bonus: If used with the weapon and shield, gain an additional 10% Melee in SP per turn (78 total at 150).
The functionally better of two non-GGB Earth Spellcaster armours thanks to the amount of effects it comes with. Caution should be taken with Mech-Warp Barrage however, due to its massive resource cost.
Location: Twilly -> Anniversary Events -> Storm of the Century -> Destruction and Renewal (or Travel Map -> Chessmaster Saga -> Season of Consequences -> Storm of the Century -> Destruction and Renewal)
Info-Subs: Link
Tribal Shaman
MC Spellcaster Earth armour. Melee = Magic > Ranged blocking. Comes with three skills:
- Bear Spirit: Pays 44% Melee in SP (169 at 150) for +25% Omni Pet EleEmpower.
- Eagle Spirit: Pays 74.8% Melee in SP (288 at 150) for 2 turns of Pet Celerity.
- Wolf Spirit: Pays 26.4% Melee in SP (102 at 150) for +12.75 Pet BtH Boost for 4 turns.
- Note: Each skill is quickcast, and can only be used once per turn.
While it doesn't have a built-in spell, beastmages benefit immensely from the skills this armor provides.
Info-Subs: Link
Location: 12000 Z-Token package (Tribal Shaman)
Fall Dryad Form
Spellcaster Water/Earth armour. Flat blocking.
- Unerring Nature: Water/Earth Spell. Seeks between the two elements. Deals 0.8x damage in exchange for Auto-Hit. EleComp increases spell damage.
While it lacks the stopping power of either Chaos Slayer or Eternal Champion, Fall Dryad comes with the utility of compression, freeing up valuable armour slots while providing adequate damage with its built-in Spell.
Location: Grenwog 2023: Frenzy
Info-Subs: Link
Infinite Dark Caster
Spellcaster Lean Energy armour. Flat blocking.
- Flavour Effect: Pays 3 MRM to increase the damage of all Poisons and Burns by +25%.
- Chrono Siege: Standard Energy Spell. EleComp increases skill damage. Deals -50% damage and attempts to inflict a Power: 2 HP->MP Harm Poison for 5 turns. This has a +0 Save Bonus, player INT/LUK vs. monster END/LUK.
- Chrono Drain (Toggle): Pays 20% Melee in SP (78 at 150) per turn for all Spells cast in this armour to inflict a Power: 0.5 HP->MP Harm Poison for 4 turns. This has a +0 Save Bonus, player INT/LUK vs. monster END/LUK.
An alternative to Chaos Slayer, trading stopping power for utility thanks to the focus it has with DoTs.
Location: Valencia -> Golden Giftboxes -> UltraRare Shop (GGB Crossover)
Info-Subs: Link
Thunder Bride/Groom
Spellcaster Lean Energy armour. Melee = Magic > Ranged blocking focus.
- Thunder Vow: Standard Energy spell. EleComp increases spell damage.
The best (and only) non-GGB Energy Spellcaster armour. Is completely eclipsed by Chaos Slayer in every way, and should not be used over it unless SP cannot be spared.
Location: Snugglefest 2023: Love or Thunder?
Info-Subs: Link
Fungibushi Armour
MC FD/Spellcaster Wind armour with Ice and Light secondaries. Flat blocking. Comes with three skills:
- Flavour Effect: Pays 3 MRM. If the enemy is afflicted with a capped instance of Spore at the start of your turn, increases the cap of that instance by +50%.
- Fungal Flexibility: Once per battle, swap between FD and Spellcaster.
- Mushroom Might (Toggle): Locks normal attacks (including specials, but not skills) to Wind. EleComp increases damage dealt.
- Sporcery: Standard Wind Spell. EleComp increases spell damage.
The so far only always-available Spellcaster armour for Wind, Ice, and Light that can be acquired using gold.
Location: Ballyhoo and Upgrades -> Reward Shops -> Contests -> Fungibushi
Angelic Robes
Spellcaster Lean Light armour. Magic > Melee = Ranged blocking. Top level is only 145.
- MC: +12.5% Healing.
Location: Frostval '14: It's a Wonderful Life of Crime -> Gift Delivery!
Info-Subs: Link
Necromancer
Tier 3 class. Designed for Beastmasters and INT builds. Commander's Obsidian Cloak is oriented towards Beastmasters, and Spellslinger's Obsidian Cloak is oriented towards Mages.
See the Subraces & Classes page and linked Info-Subs for full info. Some notable skills for Fully Offensive builds are as follows:
- Level 8: Necromancer's Presence (toggle): Stat drive.
- Level 12: Anima Attunement: Spellcaster Lean.
- Level 13: Haunting: Spell/SPell
Not only is Necromancer the best Darkness Spellcaster armour, it doubles as being one of (if not the) best armours ever released. Do note that the class is practically more bugs than features, but even when they get fixed, this assessment does not change.
Location: Travel Map -> Obsidia's Lair -> Elite Necromancer Armours
Info-Sub: Link
Compression Armours
| Armour | Fire | Water | Wind | Ice | Earth | Energy | Light | Darkness |
|---|---|---|---|---|---|---|---|---|
| Scathing Dreamweaver | X | - | - | - | - | - | X | - |
| Fall Dryad | - | X | - | - | X | - | - | - |
| Fungibushi Armor | - | - | X | X | - | - | X | - |
Scathing Dreamweaver (Fire/Light)
MC FD Fire armour. Compresses Fire (39) and Light (42). Magic > Melee = Ranged blocking. Pays 3 MRM to compress a toggle:
- MC: Regenerates 5% Melee in SP per turn (20 at 150).
- Overwhelming Insight: Quickcast skill. Does the following:
- Locks the player out of anything but attacking, casting Spells, or fleeing.
- Lean is changed from FD to Spellcaster.
- Increases the damage of all spells by +25%.
- Regular attack is replaced with a Fire Spell-Type attack. Deals -62.5% damage and heals the player's MP based on damage dealt.
- Pays 50% Melee in SP each turn (196 at 150).
- These effects last for four turns or until the player runs out of SP, whichever comes first.
A strictly worse Praetorian Warlock. Is only here due to technically compressing two slots. Should not be used unless already owned, as it's outclassed as a Fire armour and overlaps with Fungibushi with Light. Additionally, despite costing gold, it is a Frostval-derived item, and thus has a token cost to obtain, even if the portal painting is sold back.
Location: Frostval 2020 Painting: Gift Delivery!
Info-Subs: Link
Fall Dryad Form (Water/Earth)
Compresses Water (40) and Earth (41). Already mentioned in the standard armour section.
Location: Grenwog 2023: Frenzy
Info-Subs: Link