Last Updated: 11/26/2025
Mabinogi Best in Slot Guide
Maintained by Cryozen7
See something that needs correcting, updating, or you have a useful tidbit/note to
include? Let me know, @Cryozen or on the Official Mabinogi Discord
@Newchar500/Cryozen.
This guide will go over the Best in Slot (BiS) Enchants, Weapons, and
equipment/reforge recommendations for different types of builds. Additionally, this
guide will cover BiS/Recommended Title information, Techniques, and other
“equipment” that provide passive buffs to the player. Feel free to share this guide or
offer suggestions to improve it.
If you’re looking for a different guide, I’ll direct you to my Mabinogi Guide to Guides.
The layout and design of this document was heavily inspired by the Dragonfable Best in Slot Gear Guide.
Color Legend:
Legendary Rarity Cash Shop exclusives unlikely to return, Crossover Event rares,
or abysmal material drop rates such as the Soluna Blade and Destruction Robe
Gacha Exclusive Can only be obtained from gachapon
Event Rare Dropped from an event that has not been established to be recurring
or is not a recurring event reward
Recurring Event Drop Dropped from an event that has been established as a
recurring event or is an event reward that we generally see across multiple events
In Game Drop Can be obtained as a drop or reward from in game systems
Unreleased Items that have not yet been released on the NA server but are likely to be
released soon.
Important Note Higher Rarity does not always mean better. Rarity in this
situation is in relation to availability rather than Equipment Tier. Refer to Weapon
Archetype Tiering (Progression) for Equipment Tiers.
Recent Changelog
See Changelog for previous changes
See BiS Archive Doc for certain archived pages/sections
Date Comment
11/26/2025 Removed lines regarding prioritizing reforges over set effects. New Rise has added reforge transfer and introduced a wider range of Refined sets (with decent drop rates from Hardmode Dungeons, Shineseeker, Crom, and Glen). Keeping good reforges from old gear is now possible while Refined sets are available early enough that you can assemble/condense a full set rather efficiently.
-
11/01/2025 -Finished rewriting all equipment sections for current Arcanas. I’ll be reworking the other sections later (hopefully before New Rise because Soul Liberators are still missing from those lists). If there is anything that you think should be updated or if you have a recommendation, do let me know. -Archived all old Arcana relevant sections and the Generalist section. -Removed pre-r1 Equipment from lists as this will no longer be relevant post New Rise. Also updated preface section for equipment. -Removed Signets from lists as this will no longer be relevant post New Rise. -Minor Update 11/06/2025 -Harmonious and Infernal Yantras were inadvertently left off the Sharpshooter and Diviner equipment lists. Added to Set Effects and Acc lists. -Added Missing
08/16/202510/10/2025
08/16/2025: -Added the G27 reward enchant to enchant lists. 08/27/2025 -Fixed some Magic Attack Enchants that weren't updated and updated wiki links for most Magic Attack enchants that still linked to the main site web posts. -Removed Max Damage from Magic Attack Lists as they are no longer relevant to Magic. -10/10/2025 Minor Update -Added Masterpiece Scene Vol 3 and 4 to Homestead Figure Lists.
Table of Contents
Recent Changelog 2
Table of Contents 3
Enchant Preface Notes 9
Maximum Damage Enchants 10
Maximum Damage Runner Ups 11
Maximum Damage Enchant Notes 12
Magic Attack Enchants 13
Magic Attack Runner Ups 16
Magic Attack Enchant Notes 17
Music Buff Effect 18
Fire Alchemy Enchants 19
Water Alchemy Enchants 20
Fragmentation and Alchemy Success Rate Enchants 21
Defensive Enchants 23
Attack Speed Enchants 24
Production Enchants 26
Weapon Enchants 27
One Handed Melee 27
Control Bar 27
Two Handed Weapons and High Piercing Lances 28
Weapon Exclusive Two-Handed Enchant Section 28
Close Combat Weapon Exclusive Section 28
Knuckle Exclusive Section 28
Dual Gun Exclusive Section 28
Shuriken Exclusive Section 28
Chain Blade Exclusive Section 28
Two Handed Enchant Notes 29
Lances requiring Piercing Enchants 29
Shields/Physical Damage Off Hand 29
Bows and Crossbows 30
Wands 30
Staves 30
Scythes 31
Spellbook/Astrologer Orb/Magic Attack Off Hand 31
General Alchemy 32
Water Alchemy 32
Fire Alchemy 32
Luck/Gathering Tools 32
Gear Suggestions and Reforges 33
Close Combat/Elemental Knight 34
Close Combat Giant Wind Guard 40
“Close Combat” Giant Throwing Attack 42
“Close Combat” Giant Throwing Attack Notes 43
Sacred Guardian 44
Lancer Explosive Vanguard 49
*Max Damage Set Effects will not stack, with the strongest set applying. 53
Archery Alchemic Sharpshooter 54
Archery Support Shot 59
Magic/Dark Diviner 60
Cleric/Bard Harmonic Saint 67
Cleric Set Effects 71
Bard Set Effects 73
Alchemy Fire Alchemy 75
Alchemy Fire Alchemy Notes 77
Alchemy Water Alchemy 78
Alchemy Water Alchemy Notes 79
Alchemy Support 81
Fighter 83
Fighter Notes 84
Bard Non-Saint 86
Bard Notes 88
Puppetry Crowd Control 89
Puppetry AoE DPS 90
Puppetry Single Target/Boss Stuns 92
Puppet Notes 93
Dual Guns 95
Dual Gun Notes 97
Ninja General Use 98
Ninja Sakura Abyss 100
Ninja Notes 101
Chain Slash Combat 103
Chain Slash Combat Notes 104
Chain Slash Death Mark 106
Astrologer 107
Celestial Conjunction 109
Hand of Destiny 113
Sample Conjunction and Destiny Configurations 120
Pure DPS by Brahfizzle and their friend 123
Debuff/Support by Fierlyt 125
Protection Stacking 127
Protection Notes Armor Set Effects 129
Armor [A] 130
Ceann Bliana Bulwark's Armor [A] 131
Ultimate Geas Edge Set [A] 133
Colossal Valiance Set [G] 135
Saint Guardian’s Full Armor [A] 137
Abyss Dragon Set [A] 139
Shields 141
Large Shields [G] 141
Medium Shields [A] 144
Misc Parts [A] 149
Order of the Black Moon Earring [A] 149
Dan 2 Tailored Robe [A] 149
Unfinished Reverie’s Diadem Halo [A] 149
Irusan's Bell [A] 149
Ancient Horned Ring [A] 149
Production 151
Commerce 152
Commerce Notes 153
Weapon Archetype Tiering (Progression) 154
Close Combat Human 155
Close Combat Elf 155
Close Combat Giant 155
Lance 156
Archery 156
Magic Staff 157
Magic Fusion Bolt 157
Magic Blaze 158
Alchemy 158
Fighter 158
Music 159
Puppetry 159
Dual Guns 159
Ninja 159
Chain Slash 160
Astrologer 160
Titles 161
Max Damage 163
Crafting and Production 167
Magic Attack 168
Bard 169
Alchemy 170
Healing 171
Protection Titles 172
Special Effect Titles 173
Passive Buff Equipment 174
Doll Bags 174
Homestead Props 178
Physical Damage Figures/Props 178
Magic Damage Props 180
Music Buff Effect Figures 181
Critical Hit Damage Figures 182
Critical Limit Figures 183
Protection Figures WIP 183
Pet Houses 185
Totems 188
Physical Damage Totems 188
Magic Attack Totems 188
Onyx Amulets 189
Alban Knight Emblem 189
Commander’s Emblem 189
Support Accessories 191
Techniques Overview 194
Mandatory 195
Redoubled Offensive (Reaper) 195
Offensive 196
Fateweaver (FW) 196
Phantasmal Sight (PS/Sight) 197
Time Shift (TS) 198
Exploit Weakness (EW) 198
Relentless Assault (RA) 199
Pragarah 200
Elemental Attunement 201
Continuous Awakening 202
Unified Might 202
Defensive 204
Dampen Shock 204
Vital Surge (Vital) 205
Iron Will (IW) 206
Defiance 207
Blunting Field 207
Tenacious Taunt 208
Zone of Renewal 208
S.H.I.E.L.D 209
Protective Touch 209
Recommended Combinations 210
Burst Damage 211
Offensive Mobbing 212
Defensive Mobbing 213
Knockdown Immunity 214
Priority Targeting 215
Field Raid 216
Stardust Overview 217
Stardust Progression Recomendation 218
Pet Compendium 219
Consumable Guide 219
Other Guides 219
Misc Information 220
Archived Guide Pages 221
Future Content Information 222
Changelog 223
Enchant Preface Notes
This will not rank every enchant and will instead pick the 5 best enchants for a slot. Runner up
enchants will be included in a different section. Weapon Enchants will also be included in a
different section. Please make sure you Check the wiki link for additional stat info, enchant
restrictions, and drop locations. Drop tables on wiki may not be fully updated.
Enchants with unreasonable restrictions (e.g must be below a 7k total) will be excluded. The
rankings are based on the potential maximum. Tiebreakers are based on other factors such as
music buff effect, availability, and roll.
Accessory Note: Some accessory enchants are impossible to make normally (e.g Fierce and Allegro)
and are only obtainable from gachapons. While the enchant itself is obtainable in game, they have been
marked as gachapon only in the Accessory section. Additionally, due to the general lack of enchants that
can go on accessories, I will include the 6th best enchant for accessories on the primary Accessory list in
the Max Damage enchant page.
Weapon Enchant Note: Two handed swords, Two handed Axes, Two handed Hammers, Lances,
Knuckles, Dual Guns, Shurikens, and Chain Blades are classified as two handed weapons for enchant
purposes. Control Bars, Bows, and Crossbows are classified as one handed weapons and cannot accept
Two handed weapon enchants.
Maximum Damage Enchants
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated. Unless otherwise stated, numbers in this section
are listed in terms of Max Damage. Rankings are based on potential Max Damage, but may sometimes
factor in other variables.
*See Maximum Damage Enchant Notes for detailed information
Head Prefix Head Suffix
1: Longing (+20-25, Marionette Max Damage +15-20 1: Abominable Rabbit (+24-28,
_-10 Balance_ ) +Marionette Max +45)
2: Experienced (+14-17) 2: Resistance (+18)
3: Brainstorm (+8-17) 3: Reunion (+9-16, +40 Puppet Max)
4: Ingenious (+6-16) 4: Chorus (+13, +2-3 Music Buff)*
5: Dreamy (+7-15, +2-5 Magic Attack) 5: Pioneer (+5-15)
Body Prefix Body Suffix
1: Vanished (+50-55, Marionette Max Damage +10 1: Trajectory (+50-55, Marionette Max
+10 Balance) (Clothing/Light Armor) Damage +10, +10 Balance) (Clothing/Light Armor)
2: Sunken (+35-40, +5 Balance) (Heavy Armor) 2: Trail (+35-40, +15 Balance)
(Heavy Armor)
3: Timid (+18-25) 3: Paradise (+18-25, _-20 Balance_ )*
4: Solace (+22) 4: Whisper (+10-22, +1-3 Music Buff)*
5: Honest (+14-23) 5: Heroic (+15-20)
Hand Prefix Hand Suffix
1: Fleeing (+22-26, Marionette Max Damage +15 -20 1: Folach Catt (+22-26, Marionette Max
_-5 Balance_ ) Damage +15 -20)
2: Brainstorm (+8-17) 2: Backbreaking (+8-15)
3: Resolution (+8-17) 3: the Maestro (+10-14, +1-2 Music Buff)*
4: Steel Needle (+12-16) 4: Sparkling (+10-13, +3-5 Attack Speed)
5: Technical (+8-15, +1-4 Music Buff)* 5: Symbolic (+10)
Feet Prefix Feet Suffix
1: Fleeing (+22-26, Marionette Max Damage +15 -20 1: Folach Catt (+22-26, Marionette Max
_-5 Balance_ ) Damage +15 -20)
2: Brainstorm (+8-17) 2: Proficient (+13-15)
3: Resolution (+8-17) 3: the Maestro (+10-14, +1-2 Music Buff)*
4: Technical (+8-15, +1-4 Music Buff)* 4: Nocturne (+10-14, +2-5 Alch Damage)
5: Midnight (+9-16) 5: Radiant (+9-12, +3-5 Attack Speed)
Accessory Prefix AccessorySuffix
1: Imprisoning (+20-24) 1: Haunted (+35-48)
2: Creepy (+15-20) 2: Fierce (+24)
3: Brainstorm (+8-17) 3: Birch Tree (+10-12)
4: Steel Needle (+12-16) 4: Urban Legend (+9-12)
5: Solar Eclipse (+11-16) 5: Avenger (+12)
6: Everlasting (+5-15) 6: Enigmatic (+6-8)
Wing Prefix Wing Suffix
1: Stork's (+2-8) 1: Selene (+3-5, +3 Music Buff Duration)
2: Aello (+5-7, +5 Music Buff)* 2: Ocypete (+3-5)
3: Icarus (+5, +2-5 Music Buff)* 3: Crest (+1-2)
4: 4:
5: 5:
Maximum Damage Runner Ups
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated.
Enchants with restrictions (e.g must be below a 7k total) will be excluded. The rankings are based on the
potential maximum, but may sometimes factor in other variables. Tiebreakers are based on other factors
such as music buff effect, availability, and roll.
Head Prefix Head Suffix
6: Amnesia (+10-13) 6: Tournai (+10-15) Human/Giant Only
7: Fantastic (+8-15) 7: Researcher (+5-12)
8: Maddening/Edgy (+12) 8: Dexterity (+10)
9: Oblivion (+10) 9: Inspired (+9)
10: Allegory (+10) 10: Gladiator (+3-7)
11: Nostalgic (+5-9) 11: Ardent (+3-6, +2-4 MA)
Body Prefix Body Suffix
6: Pure (+12-20, +3-8 Music Buff)* 6: Saving (+12-19)
7: Superb (+10-20) 7: Hatred (+16, +16 Marionette Max)
8: Sonata (+15-18, +4-6 Music Buff)* 8: Daunting (+7-15)
9: Long-Lasting (+18) 9: Champion (+10-15)
10: Brainstorm (+8-17) 10: Pitch Black (+5-15)
11: Stabbing (+15-20) Human/Giant Only 11: Avenger (+12)
12: Encore (+10-15) 12: Fortification (+5, Dampen Shock boost)
13: Seething (+13) 13:
Hand Prefix Hand Suffix
6: Burlesque (+10-15) 6: Sandglass (+4-8, + 1 Time Shift Charge)
7: Solo (+10, +2 Music Buff Effect) 7: Teaching (+5-11)
8: Prominent (+5-15) 8: Camo (+3-9)
9: Amnesia (+10-13) 9: Monologue (+8, +10-15 Marionette
Damage)
10: Versatile (+3-13) 10: Release (+5-8)
11: Maddening/Edgy (+12) 11: Ardent (+3-6, +2-4 MA)
Feet Prefix Feet Suffix
6: Burlesque (+10-15) 6: Symbol (+10)
7: Solo (+10, +2 Music Buff Effect) 7: Aside (+8-10)
8: Fantastic (+8-15) 8: Butterfly (+7-12)*
9: Amnesia (+10-13) 9: Camo (+3-9)
10: Maddening/Edgy (+12) 10: Viscount (+8)
11: Oblivion (+10) 11: Release (+5-8)
Accessory Prefix AccessorySuffix
7: Fantastic (+8-15) 7: Star Cluster (+6-7, +10-15 Alchemy
Damage)
8: Hideous (+7-14) 8: Successor (+6, +4 MA)
9: Amnesia (+10-13) 9: Ardent (+3-6, +2-4 MA)
10: Awakened (+12) 10: Golden (+5, +3 MA)
11: Maddening/Edgy (+12) 11: Gamer (+3-6)*
12: Oblivion (+10) 12: Swarming (+4)
Wing Prefix Wing Suffix
6: 6:
7: 7:
8: 8:
Maximum Damage Enchant Notes
Many enchants on Accessories marked as Gacha drops cannot be normally enchanted on the
Accessory Slot. So despite being farmable in game, they are still treated as Gacha drops.
Enchant exception note: I placed Sandglass above Camo despite having 1 less potential max because
Sandglass significantly affects the Technique Time Shift (+1 reset). Depending on the build you may pick
Sandglass over several other enchants.
Music Buff Effect Note: We can consider Music buff effect to function as additional damage assuming
you are soloing/the one providing buffs. If you are not gear swapping to buff, consider using Music Buff
Effect enchants over pure max damage as it will provide a greater boost to maximum damage. These
effects are amplified by normal/excellent/inspiring reforges/echostones. Refer to this comment by
Momma Sophie for details.
Puppeteer Note: You might note a lack of a puppeteer section in this guide at present. This is largely
because Puppeteers do benefit from Max Damage (specifically 100% of the player’s damage range).
Additionally, Marionette Max Damage isn’t affected by Battlefield Overture. Max Damage Enchants
combined with a high Battlefield Overture and Weapon Power Potion can provide more Puppetry Damage
than a Marionette Max Damage enchant.
Paradise Enchant Note: Paradise is in an awkward spot because it reduces your balance by 20. While
this normally won’t be a big deal, there are certain low balance weapons which may drop below 80%
balance when used alongside Paradise. This may force you to use upgrades, enchants or reforges to
compensate for the lowered balance in order to reach the 80% balance cap. These weapons include the
Divine Crossbow, Lances, and the Massive Despair Hammer. Credit to Nerevarius on reddit for the
information.
Gamer Enchant Note: While technically the 8th best option on accessories, it does increase repair costs
by 100%. For accessories this can be significant as many 100% repairs cost 90k a point. 180k a point is
pretty steep for an accessory repair considering it’s a fairly marginal boost over some of the lower
enchants on the list.
Sparkling and Radiant note: Wow these are super strong enchants. 3-5 Attack Speed and decent Max
Damage means you can save equipment slots.
Tournai Note: Tournai is useless on elves as elves are incapable of holding lances with their weak
noodle arms.
Stabbing Note: Stabbing is useless on elves since elves are incapable of holding lances with their weak
noodle arms, and it’s heavy armor only. For elves, look elsewhere for an enchant to put on your body.
For Humans and Giant, only use this on specialized heavy armors that will never require Dex.
Magic Attack Enchants
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated. Unless otherwise stated, numbers in this section
are listed in terms of Magic Attack.
*See Magic Attack Enchant Notes for details
Head Prefix Head Suffix
1: Desirous (+22-25) 1: Gwylllion (+25-28)
2: Thunderbird (+14-22, 2: Eroding (+18)
Lightning Magic Damage +1-3% 3: Genius (+12) Magic Cast Speed +3%)
3: Thoughtful (+14-17 3: Ardent (+2-4, +3-6 Max)*
MP Usage Reduction +4)
4: Coma (+3-7) 4: Embracing (+3, +3 Max)*
5: Dreamy (+2-5) 5: Treasure (+2-3)
Body Prefix Body Suffix
1: Covered (+50-55) (Clothing) 1: Trace (+50-55) (Clothing)
2: Cucullati (+17-28, 2: Resonant (+15-20) (Clothing)
+10% Healing Effect Magic Cast Speed +3%)
3: Watchful (+18-25) (Clothing) 3: Sorcerer (+3-7)
4: Flying (+4-8) 4: Hatred (+5)
5: Solace (+6) 5: Ardent (+2-4)
Hand Prefix Hand Suffix
1: Onlooking (+23-26) 1: Snuggly Sneachta (+22-24)
2: Constricting (+8-17) 2: Cresting (+8-15
MP Usage Reduction +4) MP Usage Reduction +4)
3: Support (+4-7) 3: Barbegazi (+9-13,
Ice Magic Damage +1-3%)
4: Maddening (+5, +12 Max) 4: Ardent (+2-4)
5: Mana Hammer (+3-5) 5: Embracing (+3)
Feet Prefix Feet Suffix
1: Onlooking (+23-26) 1: Snuggly Sneachta (+22-24)
2: Constricting (+8-17) 2: Cresting (+8-15
MP Usage Reduction +4) MP Usage Reduction +4)
3: Coma (+3-7) 3: Ifrit (+9-13,
Fire Magic Damage +1-3%)
4: Maddening (+5, +12 Max) 4: Ardent (+2-4, +3-6 Max)
5: 5: Witch (+2-4)
Accessory Prefix AccessorySuffix
1: Eerie (+38-48) 1: Spooky (+26-36)
2: Immovable (+14-15) 2: Tide (+14-17)
3: Chilling (+5-12) 3: Nebula (+8-10)
4: Lunar Eclipse (+6-9) 4: Terror (+9)
5: Awakened (+6) 5: Fantasy (+6)
Wing Prefix Wing Suffix
1: Diana (+3-5) 1: Celaeno (+3-6)
2: 2:
Magic Attack Runner Ups
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated.
Enchants with restrictions (e.g must be below a 7k total) will be excluded. The rankings are based on the
potential maximum, but may sometimes factor in other variables. Tiebreakers are based on other factors
such as music buff effect, availability, and roll.
Head Prefix Head Suffix
6: 6:
7: 7:
8: 8:
9: 9:
10: 10:
Body Prefix Body Suffix
6: Maddening (+5) 6: Embracing (+3)
7: Welcome (+3-5) 7:
8: 8:
9: 9:
10: 10:
Hand Prefix Hand Suffix
6: 6: Homestead (+2)
7: 7:
8: 8:
9: 9:
10: 10:
Feet Prefix Feet Suffix
6: 6: Embracing (+3)
7: 7: White Tiger (+2)
7: 7:
8: 8:
9: 9:
10: 10:
Accessory Prefix AccessorySuffix
6: Maddening (+5) 6: Successor (+4)
7: Dynamic (+2-4) 7: Golden (+3)
8: 8:
9: 9:
10: 10:
Magic Attack Enchant Notes
Soaked Enchant Note: Soaked requires you to be under a rain casting cloud. This can be very limiting
as you will need to constantly maintain your cloud and insure you are under it.
Music Buff Effect
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated. Unless otherwise stated, numbers in this section
are listed in terms of Music Buff Effect. You should use the Category: Music Skills page on the wiki for
the widget to help calculate how strong your buffs will be.
Head Prefix Head Suffix
1: 1: Chorus (+2-3)
2: 2:
3: 3:
4: 4:
5: 5:
Body Prefix Body Suffix
1: Pure (+3-8) 1: Whisper (+1-3)
2: Sonata (+4-6) 2:
3: Solace (+4) 3:
4: Encore (+3) 4:
5: 5:
Hand Prefix Hand Suffix
1: Technical (+1-4) 1: the Maestro (+1-2)
2: Solo (+2) 2:
3: 3:
4: 4:
5: 5:
Feet Prefix Feet Suffix
1: Technical (+1-4) 1: the Maestro (+1-2)
2: Solo (+2) 2:
3: 3:
4: 4:
5: 5:
Accessory Prefix AccessorySuffix
1: Allegro (+3) 1: Cadenza (+1)
2: Dynamic (+1-2) 2:
3: Andante (+1) 3:
4: 4:
5: 5:
Wing Prefix Wing Suffix
1: Alleo (+5) 1:
2: Icarus (+2-5) 2:
3: 3:
4: 4:
5: 5:
Instrument Prefix Instrument Suffix
1: Ensemble (+5) 1: Chord (+1)
2: Allegro (+3) 2:
3: Moderato (+2) 3:
4: Andante (+1) 4:
5: 5:
Fire Alchemy Enchants
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated. Unless otherwise stated, numbers in this section
are listed in terms of Fire Alchemy Damage. Due to the lack of Fire Damage enchants currently, you
may want to fill slots or substitute enchants with Max Damage enchants. Treat Fire Damage Enchants as
x5 their listed value when making comparisons to Max Damage. Do note in a future update, Vivace will
directly impact Alchemic Enchants. Very likely similar to magic, Max Damage enchants will no
longer affect Alchemy.
Head Prefix Head Suffix
1: Wishing (Alchemy Damage +25-30) 1: Gwyllgi (Alchemy Damage +10-15)
2: Synastry (+10-20, +10-20 Water) 2: Flame (+6)
3: 3: Frozen (+3-5)
4: 4:
5: 5:
Body Prefix Body Suffix
1: Covered (+15-20, +15 Max) (Clothing) 1: Trace (+10-15) (Clothing)
2: Seething (+5-7, +10-15 Water, +13 Max Damage) 2: Steel (+6-10 Alchemy Damage)
3: Explosive (+6) 3: Hatred (+7 Fire/Water/Wind/Earth Damage)
4: Solace (+5 Alchemy Damage) 4:
5: 5:
Hand Prefix Hand Suffix
1: Rotating (Alchemy Damage +25-30) 1: Frostwork (Alchemy Damage +10-12,
+10-15 Max)
1: Various (+10-20, +10-20 Water) 1: Mimic (+4*, +4 Water)
2: Spark (+5) 2:
3: 3:
4: 4:
Feet Prefix Feet Suffix
1: Rotating (Alchemy Damage +25-30) 1: Frostwork (Alchemy Damage +10-12,
+10-15 Max)
2: Various (+10-20, +10-20 Water) 2: Nocturne (+2-5 Alch Damage, +10-14 Max)
3: Hot Foot (+8) 3: Cowboy (+4, +6 Water)
4: 4: White Tiger (+4) *
5: 5:
Accessory Prefix AccessorySuffix
1: Frostbitten (Alchemy Damage +12-15) 1: Mirror (Alchemy Damage +17-20)
2: Galactic (+4-9 Alchemy Damage) 2: Star Cluster (+10-15 Alchemy Damage,
+6-7 Max)
3: Heated (+6) 3:
4: 4:
5: 5:
Wing Prefix Wing Suffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
* See Alchemy Enchant Notes for Details
Water Alchemy Enchants
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated. Unless otherwise stated, numbers in this section
are listed in terms of Water Alchemy Damage. Due to the lack of Water Damage enchants currently, you
may want to fill slots or substitute enchants with Max Damage enchants. Treat Water Damage Enchants
as x5 their listed value when making comparisons to Max Damage. I believe Battlefield does affect
Alchemy so you may also wish to factor that into Max Damage, though you may use Vivace instead.
Head Prefix Head Suffix
1: Wishing (Alchemy Damage +25-30) 1: Gwyllgi (Alchemy Damage +10-15)
2: Synastry (+10-20, +10-20 Fire) 2: Frozen (+7-10)
3: 8th Anniversary Water Drop (+8) 3: Ripple (+7)
4: 4:
5: 5:
Body Prefix Body Suffix
1: Covered (+15-20, +15 Max) (Clothing) 1: Trace (+10-15) (Clothing)
2: Seething (+10-15, +5-7 Fire, +13 Max Damage) 2: Steel (+6-10 Alchemy Damage)
3: 8th Anniversary Water Drop (+8) 3: Hatred (+7 Fire/Water/Wind/Earth Damage)
4: Solace (+5 Alchemy Damage) 4: Ripple (+7)
5: 5:
Hand Prefix Hand Suffix
1: Rotating (Elemental Alchemy Damage +25-30) 1: Frostwork (Elemental Alchemy Damage
+10-12, +10-15 Max) Various (+10-20, +10-20 Water) 1: Ripple (+7)
2: 8th Anniversary Water Drop (+8) 2:
3: 3:
4: 4:
5: 5:
Feet Prefix Feet Suffix
1: Rotating (Elemental Alchemy Damage +25-30) 1: Frostwork (Elemental Alchemy Damage
+10-12, +10-15 Max)
2: Various (+10-20, +10-20 Water) 2: Ripple (+7)
3: 8th Anniversary Water Drop (+8) 3: Cowboy (+6, +4 Fire)
4: 4: Nocturne (+2-5 Alch Damage, +10-14 Max)
5: 5:
Accessory Prefix AccessorySuffix
1: Frostbitten (Alchemy Damage +12-15) 1: Mirror (Alchemy Damage +17-20)
2: Transparent (+9) 2: Star Cluster (+10-15 Alchemy Damage)
3: Galactic (+4-9 Alchemy Damage) 3: Tidal (+10)
4: 8th Anniversary Water Drop (+8) 4: Ripple (+7)
5: 5:
Wing Prefix Wing Suffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
* See Alchemy Enchant Notes for Details
Fragmentation and Alchemy Success Rate Enchants
Please make sure you Check the wiki link for additional stat info, enchant restrictions, and drop
locations. Drop tables on wiki may not be fully updated. Enchants here will be listed as Fragmentation
( Frag Success) or Alchemy Success Rate ( Alch Success) Enchants. Due to the relatively low (not
99%) success rate of Fragmentation for Divine Mineral Fragments and Divine Magic Powder, you will
want as many success rate boosts as possible.
Head Prefix Head Suffix
1: 1: Created (+2-4% Alch Success)
2: 2: Fragmentation (+3% Frag Success)
3: 3:
4: 4:
5: 5:
Body Prefix Body Suffix
1: Key (+2-4% Alch Success) 1: Scholar (+2% Frag Success)
2: 2:
3: 3:
4: 4:
5: 5:
Hand Prefix Hand Suffix
1: Tripod (+2-4% Alch Success) 1: Fragment (+1% Frag Success)
2: 2:
3: 3:
4: 4:
5: 5:
Feet Prefix Feet Suffix
1: Tripod (+2-4% Alch Success) 1: Fragment (+1% Frag Success)*
2: Division (+2% Frag Success) 2:
3: 3:
4: 4:
5: 5:
Accessory Prefix AccessorySuffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
Wing Prefix Wing Suffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
Alchemy Enchant Notes
Royal Alchemist Enchants: I’m excluding these enchants because they only go on the Royal
Alchemist Robe and Shoes. While they are strong enchants, you miss out on the Cressida set
which is more important. You also would need to maintain your Royal Alchemist Status.
Fire Alchemy Enchants Mimic and White Tiger : These enchants require you to have a pet
summoned to activate the Fire Alchemy portion of the Enchant.
Fragment cannot normally be enchanted onto shoes, but you can get is as a pre-enchanted
drop from Offering (Adv/Hard), Sulfur Spider (Basic-Hard), and The Other Alchemists
(Basic-Hard).
*Update Galactic with wiki link when available
Defensive Enchants
Enchants for boosting your Defensive Stats, namely Protection. If you want to stack defensive stats,
chances are you’ll want to boost your Protection with enchants. Not a massive number of them though,
and some have awful activation conditions. Unless otherwise stated, the stats listed are in terms of
Protection.
Head Prefix Head Suffix
1: Burgundy Bear (+1) 1:
2: 2:
3: 3:
4: 4:
5: 5:
Body Prefix Body Suffix
1: Sunken (+4-5, +34-40 Max) (Heavy Armor) 1: Saving (+1-4. +12-19, +50 HP)
2: Vanished (+3, +50-55 Max) (Clothing/Light Armor) 2: Hatred (+2, +5 MProt)
3: Honest (+2-4, +14-23 Max, +50 HP) 3: Fortification (+70 Defense, +30 Magic
Defense, +5 Max)
4: Refined (+3) 4: Steel (+2, +6-10 Alchemy Damage)
5: Reactive (+1-3) 5: Imp (+2)/Otter (+2) Heavy Armor
6: Flying (+2, +4-8 MA) 6: Lively (+2) Light Armor
7: Burgundy Bear (+1) 7:
8: 8:
Hand Prefix Hand Suffix
1: Burgundy Bear (+1) 1:
2: 2:
3: 3:
4: 4:
5: 5:
Feet Prefix Feet Suffix
1: Burgundy Bear (+1) 1:
2: 2:
3: 3:
4: 4:
5: 5:
Off HandPrefix Off Hand Suffix
1: Burgundy Bear (+1) 1: Colonel’s (+2)
2: 2: Guardian (+1, Attack Speed +1-3)
- DivineShield Only
3: 3: General (+1)
4: 4:
5: 5:
Accessory Prefix AccessorySuffix
1: Burgundy Bear (+1) 1: Taurus (+3)
2: 2: Clover (+2)
3: 3: Cadenza (+1)
4: 4:
5: 5:
Wing Prefix Wing Suffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
Attack Speed Enchants
Enchanting for attack speed costs a lot of enchant slots and you generally should try to make an attack
speed set without sacrificing damage enchants. But if you think you can afford to sacrifice one enchant to
complete an attack speed set, you may consider it for the short term. Unless otherwise stated enchants
here are listed in terms of Attack Speed set bonus points. You must have 10 points in a set bonus in
order to activate it. The Attack Speed set bonus only affects normal attacks.
Head Prefix Head Suffix
1: 1: Hummingbird (+2-3)
2: 2: Baron (+1-3)
3: 3:
4: 4:
5: 5:
Body Prefix Body Suffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
Hand Prefix Hand Suffix
1: Marquis (+2-4, +10 Max Damage) 1: Sparkling (+3-5, +10-13 Max Damage)
2: 2: Owl (+1-3)
3: 3:
4: 4:
5: 5:
Feet Prefix Feet Suffix
1: 1: Radiant (+3-5,+9-12 Max)
2: 2: Hawk (+1-3, +5 Max Damage)
3: 3: Viscount (+1-2)
4: 4:
5: 5:
Accessory Prefix AccessorySuffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
Wing Prefix Wing Suffix
1: 1:
2: 2:
3: 3:
4: 4:
5: 5:
Production Enchants
Production Enchants will encompass two categories: Quality and Luck. Quality because duh, but Luck
boosts the rate of Lucky Gathers without Phantasmal Sight. While there aren’t a lot of situations where
you will need that, it is nonetheless information that may be useful.
Head Prefix Head Suffix
BiS Quality: Steady (+2 Quality) 1: Target (+25 Luck)
BiS Luck: Phoenix Blessing (+20 Luck, 2: Thief (+10 Luck)
+5-25 Luck while using The Phoenix's Witness)
2: Lucky (+15 Luck) 3: Bandit (+25 Luck)* Impossible to use
3: Advantage (+14 Luck) 4:
4: 5:
Body Prefix Body Suffix
BiS Quality: Designer/Rocket Arrow BiS Quality: Daunting
(+3 Quality, +15 Luck) (+2 Quality, +15-25 Luck) BiS Luck: Diligent (+25 Luck) Clothing Only
2: Weekend (+60 Luck) Saturday Only 2: Monster (+20 Luck) Light Armor Only
3: Ancient (+20 Luck) Leather Only 3: Dark Horse (+15 Luck)
4: 4: Thief (+10 Luck)
5: 5:
Hand Prefix Hand Suffix
1: Fortunate (+25-40 Luck) 1: Thief (+10 Luck)
2: Solo (+25 Luck) 2:
3: 3:
4: 4:
5: 5:
Feet Prefix Feet Suffix
1: Gathering (+20-35 Luck) 1: Thief (+10 Luck)
2: Technical (+30 Luck) 2:
3: Solo (+25 Luck) 3:
4: 4:
5: 5:
Accessory Prefix AccessorySuffix
1: Surprising (+25 Luck) 1: Enigmatic (+20 Luck)
2: Fixed (+15 Luck) 2: Thief (+10 Luck)
3: 3:
4: 4:
5: 5:
Wing Prefix Wing Suffix
1: Osprey’s (+10 Luck) 1: Ocypete (+10 Luck)
2: 2: Tail Feather (+6 Luck)
3: 3: Crest (+5 Luck)
4: 4:
5: 5:
*Bandit provides +25 luck, but only if you have r1 Evasion. Because Evasion is capped, this enchant cannot be used for luck.
Weapon Enchants
This list will be slightly longer and will try to include easy to acquire options. I’m excluding some enchants
with easier to obtain alternatives. If there is a weapon/talent weapon exclusive enchant (e.g Speedy and
Solitude) they will be mentioned before the rest of the list.
One Handed Melee
Listed in Max unless otherwise stated
Prefix Suffix
BiS: Spiraling (+15-39) BiS: Heavy Rain (+60-70)
Perseus Bar: Control (+23-38 Marionette Max +5-10 Max)
Pilgrim Sword: Dusk (+12-16) Divine Bastard Sword: Rift (+25-45)
1: Spiraling (+15-39) 1: Heavy Rain (+60-70)
2: 56th Floor (+20-35) 2: Blade (+30-40)
3: Destiny (+24-32) 3: Supernova (+20-39)
4: Climactic (+18-23) 4: 48th Floor (+28-35)
5: Deadly Blow (+18-23) 5: Absolute (+25-30)
6: 35th Floor (+15-20) 6: Black Fog (+20)
7: Respectful (+5-20) 7: Dominator (+8-15)
8: Nightmare (+18) 8: Horn (+12)
9: Admirable (+10-18) 9: Icicle (+10)
10: Fantastic (+8-15) 10: Spike (+10)
Control Bar
Listed in Max unless otherwise stated
Prefix Suffix
BiS: Curtain Call (+30 Marionette Max) BiS: Glowing Sky (+80 Marionette Max)
Perseus Bar: Control (+23-38 Marionette Max +5-10 Max)
1: Curtain Call (+30 Marionette Max) 1: Glowing Sky (+80 Marionette Max)
2: Carved (+20 Puppet Max) 2: Challenger (+35 Puppet Max)
3: 3: Colossus (+10-15 Marionette Max)
4: 4:
*Control Bar Note: All of your of your damage is added as Puppet Damage. I do not believe Marionette Max Damage is boosted by BFO, so when deciding which enchant to use, make sure you factor in your BFO when
deciding between Max Damage and Puppet Max.
Two Handed Weapons and High Piercing Lances
Listed in Max unless otherwise stated
Prefix Suffix
BiS: Clashing (+15-32) BiS: Downburst (+65-70) or
Meteoroid (+22-48, + 1-3 PL)
1: Clashing (+15-32) 1: Meteoroid (+22-48, + 1-3 PL)
2: Conqueror +(20-25) 2: 67th Floor (+30-40, +3 PL)
3: Demi Lich (+20) 3: Downburst (+65-70)
4: Respectful (+5-20) 4: Corrib (+28-36, +1 PL)
5: Untamed (+16) 5: Girgashiy (+30-35)
6: 6: Crocodile (+29)
7: 7: Fierce (+24)
Weapon Exclusive Two-Handed Enchant Section
This Section very specifically is for notable Weapon Archetype exclusive enchants. The weapons
listed are classified as Two-Handed Weapons for Enchant purposes, so cross-reference with the
above Two-handed enchants
Close Combat Weapon Exclusive Section
Listed in Max unless otherwise stated.
Prefix Suffix
Fanatic Greatsword: Silence (+20-27) Divine Blade: Solitude (+25-50 Max, +1-3 PL)
Knuckle Exclusive Section
Listed in Max unless otherwise stated.
Prefix Suffix
Knuckles: Speedy (+17-25) Perseus Knuckle: Judgment (+27-42)
Knuckles: Lucky Punch (+24)
Dual Gun Exclusive Section
Listed in Max unless otherwise stated. Piercing Levels added through enchants are only active with a weapon that has innate piercing (e.g Nightbringer Vanquisher)
Prefix Suffix
Piercing Dual Guns: Fury (+20-45, +1-3 PL)
- Whirlwind (+18-25, +3-6 Attack - Sharpshooter (+20-35, +3-6 Attack
Speed) Speed)
Shuriken Exclusive Section
Listed in Max unless otherwise stated. Piercing Levels added through enchants are only active with a
weapon that has innate piercing (e.g Nightbringer Infiltrator)
Prefix Suffix
Piercing Shurikens: Stellar (+20-50, +1-3 PL)
Chain Blade Exclusive Section
Listed in Max unless otherwise stated. Piercing Levels added through enchants are only active with a weapon that has innate piercing (e.g Nightbringer Wraith)
Prefix Suffix
Piercing Chain Blade: Inferno (+20-50, +1-3 PL)
Two Handed Enchant Notes
You generally only want to use Meteoroid and 67th floor on weapons with innate piercing (which
means lances, the normal speed 2h swords, and Demolition/Ruination staves). Piercing from
enchants will not activate unless the weapon already has piercing naturally or from upgrades.
Corrib will likely be relatively easy to acquire, though gated at 3 Lords a day.
You might notice Downburst shares the BiS position with Meteoroid. This is largely because of
the value of Piercing Enchants. However, if you are able to reach 9 piercing without enchants,
this will be a better choice than Meteoroid or 67th Floor.
It’s been noted in the Archetype exclusive enchants that Piercing Levels from enchants only
activate when the weapon has innate piercing, so do keep that in mind when deciding which
enchant is most cost effective for you to use.
Lances requiring Piercing Enchants
Listed in Max unless otherwise stated
Prefix Suffix
BiS: Intense (+17, +3 PL) BiS: Meteoroid (+22-48, + 1-3 PL)
Divine Short Lance: Pillar (+25-50, +1-3 PL)
1: Intense (+17, +3 PL) 1: Meteoroid (+22-48, + 1-3 PL)
2: Cartel (+10-15, +3 PL) 2: 67th Floor (+30-40, +3 PL)
3: Piercing (+7-14, +2 PL) 3: Lancia (+24-34, +3 PL)
4: Secret (+7, +2 PL) 4: Breakthrough (+18, +2 PL)
5: Siege (+6-14, +1 PL) 5: Penetrating (+16, +2 PL)
6: 6: Corrib (+28-36, +1 PL)
7: 7: Medal (+10-18, + 1 PL)
Note: PL = Piercing Level. Piercing level is capped at 9 so you may not need to max roll piercing on every enchant. Additionally, if you have items such as Destructive Robes and Irusan’s Bell, you can entirely forgo Piercing Enchants for Two Handed enchants that lack piercing like Downburst.
Shields/Physical Damage Off Hand
Listed in Max unless otherwise stated. If you want Protection Enchants, see Defensive Enchants
Prefix Suffix
BiS: Brainstorm (+8-17) BiS: Ardent (+3-6, +2-4 MA)
1: Brainstorm (+8-17) 1: Ardent (+3-6, +2-4 MA)
2: Fantastic (+8-15) 2: Gamer (+3-6)
3: Amnesia (+10-13) 3: Swarming (+4)
4: Maddening/Edgy (+12) 4: Embracing (+3, +3 MA)*
5: Oblivion (+10) 5: Wild Boar (+1-3)
6: Nostalgic (+5-9) 6: Kobold (+2)
*If you are using bolt magic, use Embracing or Ardent.
Bows and Crossbows
Listed in Max unless otherwise stated
Prefix Suffix
BiS: Pallid (+55-65, +2-3 Piercing) BiS: Last Breath (+20-36 Max,
+1 PL) Ruin Only Marksman (+18-25)
Salvation Bow: Starlight (+12-17)
Divine Crossbow: Novel (+25-40, +1-3 PL) Ruination Bow: Last Breath (+20-36 Max,
Salvation Bow: Starlight (+12-17) +1 PL)
1: Pallid (+55-65, +2-3 Piercing) 1: Marksman (+18-25)
2: Rocket (+10-20) 2: Paradox (+15-20 )
3: Respectful (+5-20) 3: Sniping (+12-20)
4: Brainstorm (+8-17) 4: Wanderer (+10-15)
5: Admirable (+10-18) 5: Palm Tree (+12)
6: Nobility (+11-15) 6: Thorn Lotus (+12)
7: Robin Hood (+10-14) 7: Spike (+10)
8: Amnesia (+10-13) 8:
Wands
Listed in Magic Attack unless otherwise stated
Prefix Suffix
BiS: Yearning (+25-30) BiS: Nightfall (+45-55)
Divine Tribolt: Roaring (+15-30)
1: Yearning (+25-30) 1: Nightfall (+45-55)
2: Scholarly (+4-8) 2: Intuitive (+4-12)
3: Spiritual (+4-8) 3: Supernatural (+5-7)
4: Maddening (+5, +12 Max) 4: Truthful (+4-12)
Staves
Listed in Magic Attack unless otherwise stated
Prefix Suffix
BiS: Yearning (+25-30) BiS: Meteoroid (+1-3 PL) Piercing Staff Only
Nightfall (+45-55)
Ruination/Demolition: Meteoroid (+1-3 PL) 67th Floor (+3 PL) Ruination: Illusion (+20-34 MA, +1 PL)
1: Yearning (+25-30) 1: Nightfall (+45-55)
2: Arcane (+10-20, -20% Repair Cost) 2: Foretold (+12-20)/Corrib (+1 PL)
3: Strange (+10-20) 3: Dreamlike (+8-16)
4: Encyclopedic (+12-20) 4: Truthful (+4-12)
5: Scholarly (+4-8) 5: Intuitive (+4-12)
6: Spiritual (+4-8) 6: Supernatural (+5-7)
*The reason you want to use Meteoroid or 67th floor on the Ruination/Demolition Staves is because they
have innate piercing. Piercing Levels do affect Magic Defense and Protection. The Ruination Staff can reach a potential Piercing Level of 5 while the Demolition Staff can reach a Piercing Level of 4 before the Destruction robe with these enchants. I’d recommend Meteoroid over Illusion because of the higher Piercing
Level. But if you are able to clear Subject Theta with a Ruination Staff and you lack the funds to get Meteoroid, Illusion is still the 2nd BiS Ruination Enchant and technically easier to acquire. While Meteoroid
is a very rare drop from Elite Tech Duinn and a Dungeon Boss, the Illusion enchant has a pity system associated with it.
*The actual impact from Corrib depending on enemy protection is probably not significantly different from
Foretold or Dreamlike.
You may notice Meteoroid is sharing the BiS spot with Nightfall. They’re both strong enchants, though I
think the Piercing is overall more impactful. That said, it also only works if the staff has innate Piercing (which isn’t a problem for our Demolition and Ruin staves).
Scythes
Listed in Magic Attack unless otherwise stated
Prefix Suffix
BiS: Pouring (+17-25, +80 MP, BiS: Stellar Shard (+35-45, +200 MP,
MP Usage Reduction +1-3) MP Usage Reduction +8)
1: Pouring (+17-25 +80 MP, 1: Stellar Shard (+35-45, +200 MP,
MP Usage Reduction +1-3) MP Usage Reduction +8)
2: Empty (+15-20 +100 MP, 2: Milky Way (+15-25, +80 MP)
MP Usage Reduction +3)
3: Spreading (+10-20 +50 MP) 3: Orbital (+10-15 +50 MP)
4: Advancing (+10-15) 4:
*While Scythes are classified as Two-Handed weapons, they do not receive any Piercing of their own. The Piercing for the Nightbringer set is from the Nightbringer Vega (Orb). Orbs cannot receive Two-Handed
Enchants, so Scythes generally don’t benefit from Piercing Enchants.
Spellbook/Astrologer Orb/Magic Attack Off Hand
Listed in Magic Attack unless otherwise stated.
Most Spellbooks cannot be enchanted, but the Perseus and Nightbringer Spellbooks can accept Shield applicable
enchants (All, Shield). Bolts (especially fusion Bolt) can benefit from stacking Maximum Damage, so you can also reference the Shield/Off Hand section.
Prefix Suffix
BiS: Maddening (+5, +12 Max) BiS: Ardent (+3-6, +2-4 MA)
1: Maddening (+5, +12 Max) 1: Ardent (+3-6, +2-4 MA)
2: Edgy (+12 Max) 2: Embracing (+3, +3 Max)
General Alchemy
Prefix Suffix
BiS: Sage Stone (+10-14 Water, +10-14 Fire) BiS: Sunshower (+60-70 Water, +40-50 Fire)
Gospel Cylinder: Absolute (+14-17 Water, +14-17 Fire) Perseus: Doomed (+40-60 Water, +22-35 Fire)
1: Sage Stone (+10-14 Water, +10-14 Fire) 1: Sunshower (+60-70 Water, +40-50 Fire)
2: Synergy (+7-11 Water, +8-12 Fire) 2: Disaster (+30-50 Water, +15-25 Fire)
Water Alchemy
Prefix Suffix
BiS: Distilled (+20-30 Water) BiS: Sunshower (+60-70 Water, +40-50 Fire)
Perseus: Doomed (+40-60 Water, +22-35 Fire)
1: Distilled (+20-30 Water) 1: Sunshower (+60-70 Water, +40-50 Fire)
2: Moist (+27 Water) 2: Disaster (+30-50 Water, +15-25 Fire)
3: Sage Stone (+10-14 Water, +10-14 Fire) 3: Wave (+33-43 Water)
4: Synergy (+7-11 Water, +8-12 Fire)
Fire Alchemy
Prefix Suffix
BiS:Evaporated (+20-30 Fire Alchemy) BiS: Sunshower (+60-70 Water, +40-50 Fire)
Perseus: Doomed (+40-60 Water, +22-35 Fire)
1: Evaporated (+20-30 Fire Alchemy) 1: Sunshower (+60-70 Water, +40-50 Fire)
2: Sage Stone (+10-14 Water, +10-14 Fire) 2: Disaster (+30-50 Water, +15-25 Fire)
3: Synergy (+7-11 Water, +8-12 Fire) 3: Magma (+8-12 Fire)
Luck/Gathering Tools
Prefix Suffix
1: Duke (+15 Luck) 1: Rainbow (+15 Luck)
2: Magical (+10 Luck) 2: Thief (+10 Luck)
3: 3:
Don’t use Gathering Knives, use sickles. Every gathering tool except for gathering knives are Two-Handed
Weapons, put those Downbursts and Meteoroids down you crazy people. Unless you were enchant burning.
Gear Suggestions and Reforges
This section is aimed at assisting with setting up your build with reforges and equipment for specific purposes within a talent. If you have a suggestion, a correction, or a note you think should be added, please let me know.
Equipment Recommendations are just pieces of equipment you may find useful on your build. Do not treat the
equipment recommendations as a definitive tier list with the exception of the weapon section. An Ultimate
Geas Devastation piece for instance isn’t useful as a single item and requires you get the set bonus to activate.
Similarly, not all set effects are equal in added power. A Magnum Shot set effect for instance will boost your Aqua
Volley damage more than having a Max Damage set effect.
Each build is a theoretical dedicated build. You may want to mix and match parts to save money and gold.
Priority Reforges are the ones you’ll want to keep an eye out for. You absolutely will want at least one of these.
Multiple lines of these are better.
Secondary Reforges are the ones that are great to have but may not be your main focus. You might consider
keeping these, but chances are you want to reroll for one of the priority reforges instead.
Tertiary Reforges will cover most other reforges. These can be utilities, a set effect if you’re missing a part, or
something that just wasn’t good enough to be on the Secondary Reforge list. These are nice to have, but skippable if
you don’t get them. That being said, if it is an important utility I will add a note to the build.
Set Effects are good to have. Generally Reforges will provide a wider range of benefits and boosts, but don’t neglect
easy to assemble set effects such as Refined Armor sets. Over time, you may want to minimize the number slots a
set is taking up as this will open up your build options (e.g using Set Effect +1 scrolls and Holy Water of Murias to
create a one Piece Refined Majestic Knight Smash Effect to pair with a two Piece Ceann Bliana Skirmisher set).
Even so, you can always transfer the Reforge to a new gear piece so both can be appropriate first steps.
Skill based reforges and Echostone reforges do not stack. Generally keep the one with the higher numbers. This is
especially important for accessories as Echostones do not stack with regular reforges including the accessory slot.
However, accessories and other slot reforges generally do stack.
Skill based reforges generally only stack with the accessory slot. For instance, having Kunai Storm Attack Range 20
on your Shuriken and Gloves will not give you Kunai Storm Attack Range 40.
See the wiki's Reforge page and the Echostone page for details on what each reforge does and what is the level limit
for each respective reforge. You can also check Junein's Intro to Echostones for specific details on the Echostone
system. Do note some Echostones exceed the cap regular reforges have, some echostone reforges are echostone
exclusive, and some echostone reforges have a lower cap than their standard reforge variants. Some standard
reforges are cap exceeding variants.
If you would like details on what part rolls what reforge, check out the Reforge by Equipment Type Section.
You can check out Echostone Rates on this google doc spreadsheet.
Close Combat/Elemental Knight
Elemental Knight at its core is an evolution of Close Combat. Much of how Elemental Knight plays is similar to a
normal Warrior, but using the more powerful Arcana versions of Core Close Combat skills. As a result, the main filler
skills an Elemental Knight will use are Bash and Flashing Steel. Bash is especially important for an Elemental Knight
as it provides a damage boost to Elemental Knight skills. Bash Stacks can also be consumed to use Flashing Steel
even if Flashing Steel is on cooldown.
Humans and Giants have the choice to utilize most Two-Handed Weapons and can Dual Wield weapons.
Two-Handed Weapons can achieve a higher piercing level while Dual Wielded weapons at Erg S50 can reach a
higher DPS due to the reduced cooldown on Close Combat Skills (Bash for Flashing Steel spam).
For Elves that want to pursue EKnight with Two-Handed Weapons, your weapon pool is quite a bit more limited.
Elves can typically only use Two-Handed Axes/Hammers and the Soluna Blade/Soul Liberator Greatsword.
Reforges
Elemental Knights gain a lot of value from Smash set effects. These are also readily available from Thames ,
Refined Majestic Knight ,and Broken Horn sets.
Priority Reforges Secondary Reforges Tertiary Reforges
Head -Final Hit/Strike Cooldown [H/G]
Charge Allows Usage Without Shield (Human/Elf)
Body -Assault Slash Damage^ -Final Hit/Strike Duration [H/G]
Hands -Windmill Attack Range -Combat Max Mastery -
Feet -Assault Slash Range
Accessories
Weapon -Smash Damage -Windmill Damage
-Max Attack Power -Elemental Reforges (Fire, Ice, Lightning)
Offhand Dual Wield Weapon [H/G]
-Smash Damage -Windmill Damage
-Max Attack Power -Elemental Reforges (Fire, Ice, Lightning)
Offhand Shield
Echostone
Weapon Progression
Human/Giant Two-Handed Weapons: Soul Liberator Greatsword/Greataxe/Greathammer* > Soluna Blade > Nightbringer Warlord > Perseus Monumental Blade > Celtic Errant Blade > Massive Despair Blade [G] > Divine Blade > Frosted Borealis Blade = Fanatic Greatsword
Human/Giant Soul Liberator Two-Handed Weapon Note: Functionally outside of differing Damage ranges and Weapon Masteries, the Soul Liberator Two-Handed Weapons are the same. They all can achieve 5 Piercing through
upgrades _(based on Mabibase data)_ and they all have the same passive bonuses towards Smash and Assault Slash. For Humans, the Sword benefits the most from Erg if you still wish to use Final Hit (which as an Elf I don’t think is that much of a selling point anymore) while Giants can use the Greatsword with a Shield. Giants, however, can make use
of the increased Close Combat Damage Boost post Stampede available on the Greataxe/Greathammer and the boosted damage on Giant Full Swing.
Human Dual Wielding: Soul Liberator Sword > Nightbringer Assault > Perseus Steeled Sword > Divine Bastard Sword > Celtic Royal Knight Swords* > Pilgrim Swords > Demonic Death Knight Swords
Giant Dual Wielding: Soul Liberator Hammer > Nightbringer Enforcer > Perseus Brutal Warhammer > Frosted Borealis Hammer
Human/Giant Dual Wielding Note: You can use a Celtic/Frosted Borealis in your offhand for the Bash Set Effect. Of course, this would require having 5 Bash Set Effect Scrolls and you would be losing out on damage from Nightbringer
equipment. Dual Soul Liberators should still outpace having a Celtic/Frosted Borealis Hammer, but that would be extremely expensive.
Elf Two-Handed Weapons: Soul Liberator Greatsword/Greataxe/Greathammer > Soluna Blade > Nightbringer Berserker > Perseus Cleaving Warrior Axe >Celtic Royal Warrior Axe >= Celtic Royal Warrior Hammer > Celtic Warrior Axe >= Celtic Warrior
Hammer
Elf One-Handed Axes
Soul Liberator Axe > Celtic Royal Battle Axe > Celtic Battle Axe
Elf One-Handed Hammers
Soul Liberator Hammer > Nightbringer Enforcer > Perseus Brutal Warhammer > Frosted Borealis Hammer
Elf Elemental Knight Notes: Elf Elemental Knights have a significantly more constrained weapon selection,
effectively being locked out from most weapons leading up to the strongest weapons available. However, this may be changing as Elves do have access to all Soul Liberator Two-handed weapons.
Second Weapon Set Recommendations:
Much of Elemental Knight can be self contained. They have high Mobility with Blazing Assault Slash, Flashing Steel,
and Bash. They can perform pseudo AoE-Group up with Blazing Assault Slash. And they have a fantastic amount of AoE damage that doubles up for bossing DPS.
Because of this, an Eknight can afford to dedicate more equipment slots towards debuffs and supplemental mobility.
Astrologer is a buff/debuff set that’s often overlooked despite being very powerful. Much of this is largely due to the rather short durations, but Astrologer’s Buffs and Debuffs also have an extremely good cycle time. Astrologers also have extremely high mobility thanks to Gravity Well and Meridian Sweep. While EKnights are already very mobile,
their mobility is still tied to their combat ability.
Chain Slash is another good choice for Mobility and Debuffing. Anchor Rush, thanks to having no cooldown, is the
strongest mobility skill in game. Death Mark meanwhile is the most important singular debuff in game thanks to a very high damage amplification value.
Ninja is the final Debuff/Mobility talent we can look at primarily. Debuffs live on the ability to stack them, and Smokescreen is one of those stackable debuffs. Shadow Cloak meanwhile is an exceptionally powerful escape tool providing an aggression drop and a large movement speed boost. Finally, in niche situations you can make use of
Sakura Abyss’s Invulnerability frames to avoid certain telegraphed attacks. This is a very niche use of Sakura Abyss,
but it is one worth keeping in mind.
Set Effects See Status Effects for Details on Set Effects and Conditional Effects
Where you can, try to minimize the number of slots a set effect takes. This may mean acquiring Set Effect Scrolls. High Value: Given the limited space, the ones that you may want to prioritize. Pick the sets that sound the most useful to you. Bolded sets should be given extra attention. Notable Sets: Generally good to have, but not always as valuable as the High Value Sets. Set Fillers: Good if you have leftover slots or you don’t feel you need High Value or Notable set effects. Other Sets: Generally incidental with equipment that falls into the above two categories. Weapon Set Effects: Weapons and Offhand equipment often comes with Set Effects. You can sometimes complete them with armor pieces, but usually they are able to be self contained. A [Swap] Tag indicates a set you can use as a gear swap, typically due to a long duration buff or situational usage. *Bash currently lacks armor set bonuses. As is, you can only get a Bash set bonus from Celtic Royal Knight Swords or Frosted Borealis Hammers.
**Max Damage Increase and Piercing Resistance Set Effects do not stack. Highest Value Applies. Skirmisher and Bulwark parts are not interchangeable.
Armor Set Effects Skill Sets Passive Sets Conditional Sets Support Sets
High Value Set
Effects
(Any of these
are good)
-Smash Enhancement -Windmill Enhancement
-Max Damage Increase (50) -Piercing Resistance (2/5)
-Sun and Moon -Rage Impact Enhancement
Notable Set
Effects
(Good but can
be replaced)
-Redoubled Offensive Damage Boost -Exploit Weakness Enhancement -Redoubled Offensive Activation Rate (Strong) -Exploit Weakness Duration Increase (Strong)
-Increased Critical Damage -Assassin’s Advantage -Unshakable Will
Weapon Set
Effects
-Bash Enhancement -Eweca Movement Speed -Ladeca Movement Speed
Set Fillers
Other Set
Effects
-Max Damage Increase (8)*
Equipment List (Not a strict Tier List, refer to Set Effects for good priorities)
Set Name Head Body Gloves Feet Robe Accessories
Ceann Bliana Skirmisher's Set
Ceann Bliana Skirmisher Circlet
Ceann Bliana Skirmisher Cuirass
Ceann Bliana Skirmisher Gloves
Ceann Bliana Skirmisher Boots
+3 Increased Critical Damage +4 Max Damage Increase (50) +2-5 Piercing Resistance (2)
+4 Increased Critical Damage +2-5 Piercing Resistance (2) +10 Attack Speed Increase
+3 Increased Critical Damage +3 Max Damage Increase (50) +2-5 Piercing Resistance (2)
+3 Increased Critical Damage +3 Max Damage Increase (50) +2-5 Piercing Resistance (2)
Ceann Bliana Bulwark Set
Ceann Bliana Bulwark Circlet
Ceann Bliana Bulwark Armor
Ceann Bliana Bulwark's Gauntlets
Ceann Bliana Bulwark's Greaves
+2-5 Piercing Resistance (5) +4 Max Damage Increase (25) +3 Critical Damage Increase
+2-5 Piercing Resistance (5) +10 Absorption Enhancement +4 Critical Damage Increase
+2-5 Piercing Resistance (5) +3 Max Damage Increase (25) +3 Critical Damage Increase
+2-5 Piercing Resistance (5) +3 Max Damage Increase (25) +3 Critical Damage Increase
Hyperion Eclipse Set
Hyperion Eclipse Helionic Helm/Selenian Diadema
Special Hyperion Eclipse Full/Light Chiton
+10 Death Mark Damage Increase +10 Increased Critical Damage
+10 Sun and Moon Increase +10 Eweca Movement Speed Boost
Imperial Knight Equipment
Special Imperial Knight Royal Uniform
Imperial Knight Gloves
+10 Unshakable Will +10 Increased Critical Damage
+10 Rage Impact Enhancement +10 Max Damage Increase (8)*
Broken Horn
Hunter Set
Broken Horn Hunter Helmet
Broken Horn Hunter Armor
Broken Horn Hunter Gloves
Broken Horn Hunter Sandals
+1-4 Smash Enhancement
+1-4 Smash Enhancement
+1-4 Smash Enhancement
+1-4 Smash Enhancement
Thames Plate Set
Thames Plate Helmet
Thames Plate Armor Thames Plate Gauntlets
Thames Plate Boots
+1-3 Smash Enhancement +0-3 Assault Slash Damage
+0-3 Smash Enhancement +1-3 Assault Slash Damage
+1-3 Smash Enhancement +0-3 Assault Slash Damage
+0-3 Smash Enhancement +1-3 Assault Slash Damage
Refined Majestic
Knight Armor
Refined Majestic Knight Armor
Refined Majestic Knight Gauntlets
Refined Majestic Knight Boots
+4-7 Smash Enhancement
+2-5 Smash Enhancement
+2-5 Charge Enhancement
+4-7 Windmill Enhancement +4-7 Charge Enhancement
+2-5 Windmill Enhancement
Ultimate Geas Devastation Set
Ultimate Geas Devastation Circlet
Ultimate Geas Devastation Chestplate
Ultimate Geas Devastation Gloves
Ultimate Geas Devastation Boots
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
Accessories, Robes, and Misc equipment
Elemental Harmony Shoes
Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Destructive Robe [PL 3] Abyssal Robe [PL 2]
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable
Unfinished Reverie’s Diadem Halo [PL 1]
Irusan’s Bell [PL 1]
Ancient Horned Ring
Drosera
+10 Spellwalk Enhancement
+10 Eweca/Ladeca Movement Speed
+10 Max Damage (10) +10 Ladeca Movement Speed
Close Combat Giant Wind Guard
This build is centered around Giant Full Swing Spam , which means making sure you have as much Wind
Guard uptime as possible.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Saint Guardian Helmet
Wind Guard Cooldown Mandatory
Stampede Cooldown
Charge Cooldown, Final Strike Cooldown
Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Special Royal Society Field Outfit
Ultimate Geas Devastation Chestplate
Ceann Bliana Bulwark Armor
Ceann Bliana Skirmisher Cuirass
Final Strike Duration
Hands Ceann Bliana Skirmisher Gloves
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Wind Guard Duration Mandatory
Combat Max Mastery, Axe Mastery Max Damage, Blunt Mastery Max Damage
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes >Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Giant Full Swing Exclusive Weapon Range
Charge Minimum Range
the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These effects do not stack and only the strongest effect applies.
Giant Full Swing Enhancement: Its a damage boost to your Giant Full Swing. This is only found on weapons.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes..
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Giant Full Swing Exclusive Weapon Damage
Combat Max Mastery, Blunt Mastery Max Damage, Axe Mastery Max Damage, Giant Full Swing Exclusive Weapon Range
Weapon Nightbringer Berserker^ > Perseus Cleaving Warrior Axe > Celtic Royal Warrior Axe >= Celtic Royal Warrior Hammer > Celtic Warrior Axe >= Celtic Warrior Hammer > Massive Despair Hammer
Giant Full Swing Exclusive Weapon Damage
Max Attack Power, Elemental Reforges (Fire, Ice, Lightning)
Echostone Red Echostone^ Fill with missing reforges
“Close Combat” Giant Throwing Attack
Instead of Archery, Giants get Throwing Attack. With the Season 4 Renovation Giants can half the cooldown of Throwing Attack, allowing them to spam Javelins. Spirit Atlatls also add 20% of the Atlatl’s
damage in a moderately sized AoE, allowing for decent lower difficulty AoE damage.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Saint Guardian Helmet
Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform*
Special Royal Society Field Outfit
Ceann Bliana Bulwark Armor
Ceann Bliana Skirmisher Cuirass
Hands Ceann Bliana Skirmisher Gloves > Imperial Knight Gloves
Ultimate Geas Devastation Gloves
Throwing Attack Damage
Feet Ceann Bliana Skirmisher Boots
Ultimate Geas Devastation Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes..
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Star Roller Skates
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Throwing Attack Damage
Weapon Bone Atlatl^ >^ Feather Atlatl > Wood Atlatl
Throwing Attack Cooldown Reduction*
Effective Range
Off Hand Long Javelin (Jousting) >= Long Javelin LT > Bundle of Long Javelins (2000 Cash Shop 150 NX) > Bundle of Long Javelins (50)
Echostone Red Echostone^ Throwing Attack Damage
“Close Combat” Giant Throwing Attack Notes
The Throwing Attack Cooldown reforge cannot appear on Echostones.
I think the 400 damage added after multipliers from the Jousting Javelin is still more than the 10 extra Max damage you get from crafting the Long Javelin LTs. However, Jousting Javelins have a very small stack size and not many players like Jousting. If you are able to mass a large number of Jousting Javelins, I would recommend getting a Javelin Bag. Wiki states the last time they were available was from the Eweca Orb Gacha which has long since been discontinued. If anyone remembers if it was rereleased, do let me know.
Sacred Guardian
Sacred Guardian serves in a traditional Tank role in combat. With aggression drawing mechanics, crowd control
pulling effects, knockdown resistance, damage redirection, and damage negation the Guardian’s job is to make sure
the team can safely deal damage.
Sacred Guardian scales several effects based on your Cumulative Defensive Stats (Defense, Magic Defense,
Protection, Magic Protection). However, for the purposes of buildcrafting, it is still recommended to focus on Physical
Protection when upgrading armor. Physical Protection still remains the most difficult defensive stat to raise.
Reforges
Sacred Guardians will want to prioritize High Protection Armor such as the Bulwark and Ultimate Geas Edge sets. If
using the transfer system, be sure to use heavy armor.
Priority Reforges Secondary Reforges Tertiary Reforges
Head -Protection -Stampede CD [G]
-Magic Shield Duration -Melee Auto Defense
-Awakening of Light CD -Wings of Eclipse CD -Max HP
Body -Protection^ -Melee Auto Defense^ -Wind Guard Protection [G] -Max HP
Hands -Protection -Windmill Range
-Combat Mastery Max -Damage
-Death Mark Damage Amplification -Max HP
Feet -Charge Max Distance -Protection
-Minimum Charge Distance -Melee Auto Defense
-Anchor Rush Distance -Gravity Well Max Range -Max HP
Accessories -Windmill Damage -Protection -Max Attack Power
-Smash Damage -Max HP
Weapon -Windmill Damage -Max Attack Power
-Charge Damage -Smash Damage
Offhand -Protection^ -Melee Auto Defense^ -Max HP
Echostone -Rage Impact Cooldown (Red) -Magic Shield Duration (Blue)
-Windmill Range
Weapon Progression
All: Soul Liberator Axe > Nightbringer Axe > Celtic Royal Battle Axe > Celtic Battle Axe
Giant: Soul Liberator Greatsword > Soluna Blade > Nightbringer Warlord > Perseus Monumental Blade > Celtic Errant Blade > Divine Blade > Frosted Borealis Blade = Fanatic Greatsword
Nightbringer Vanguard (30%) > Perseus Vigilant Shield (20%) > Divine Shield (15%) > Demonic Fear Shield > Shield of Avon All
Massive Despair Shield (18%) > Frosted Borealis Shield (14%) > Vales Shield Giant
*Giants are able to use Two-Handed swords for higher potential Damage and Piercing Levels (although this is less pronounced with lower tier weapons such as Celtics), but they trade off the healing from one-handed spirit weapons. The DoT damage share from Martyr's Consecration is more easily healed with the one-handed spirit exclusive
ultimate.
Second Weapon Set Recommendations:
For your second weapon set (or extra equipment slots), try to avoid staying in those for too long. While you will
maintain Pledgekeeper when switching off of Guardian weapons, you do end up losing the damage reduction passive from ideal shields.
A large part of Guardian’s survivability comes from Rend Armor’s damage reduction. If you are not constantly using Rend Armor against high damage enemies, you are more likely to be killed. An important example of this is in Bri
Leith, where the damage is high and constant enough that it’s dangerous to switch equipment. Against Vertrag for instance, you are typically only safe to switch weapons during his Axe Throw and specific phases.
Good Second Weapon Set recommendations will be those that can supplement a Guardian’s ability to support their team, but will minimize the amount of time they are exposed to unreduced enemy damage.
Chainblades are a good choice for Guardians. They can provide an extra mobility option, and access to Death Mark.
Elf Guardians uniquely have access to Mirage Missile. Combining this Ardent Advance and Deliver Judgment can help keep a Guardian and their team alive by slowing enemies to a crawl.
In general, a Guardian is a good candidate for applying debuffs. They can avoid knockdowns, they should be in close proximity to a boss/group, and they naturally draw enemies to them.
Set Effects
See Status Effects for Details on Set Effects and Conditional Effects
Sacred Guardian is naturally extremely durable, so your equipment should focus on Protection. This list will give
more priority to Defensive boosts and boosts that directly impact Guardian skill use and support effects that require
close proximity to an enemy.
Where you can, try to minimize the number of slots a set effect takes. This may mean acquiring Set Effect
Scrolls.
High Value: Given the limited space, the most impactful options that you may want to prioritize. Many of these sets
compete for slots, so you will need to pick the sets that sound the most valuable for your build. Bolded sets should
be given extra attention.
Notable Sets: Generally good to have, but not always as valuable as the High Value Sets.
Set Fillers: Good if you have leftover slots or you don’t feel you need High Value or Notable set effects.
Main to Offhand Switch: Good picks if you want to switch to a Suggested Offhand weapon. Typically good if you
have leftover slots to fill or you want to minimize gearswap delay.
Other Sets: Generally incidental with equipment that falls into the above categories.
Weapon Set Effects: Weapons and Offhand equipment often comes with Set Effects. You can sometimes complete
them with armor pieces, but usually they are able to be self contained.
*Due to the nature of Guardian, you are using Divine Link less for the aggression redirection (which is completely
non-functional when paired with a Guardian) and more for the extra stats and pet passives.
Armor Set Effects Skill Sets Passive Sets Conditional Sets
Support Sets
High Value Set Effects (Any of these are good)
-Piercing Resistance (5) -Absorption Enhancement
-Rage Impact
Notable Set Effects (Good but can be replaced)
-Defiance Activation Boost -Death Mark Damage Increase -Vital Surge Duration Boost
-Max Damage Enhancement (25/8) -Increased Critical Damage
-Unshakable Will
Weapon Set Effects
-Windmill Damage -Charge Enhancement -Enhanced Bash
Set Fillers -Divine Link Enhancement* -Mana Usage Reduction
-Eweca Movement Speed -Ladeca Movement Speed
-Spell Walk Enhancement
Other Set Effects
-Iron Will Duration
Equipment List (Not a strict Tier List, refer to Set Effects for good priorities)
Set Name Head Body Gloves Feet Robe Accessories
Ceann Bliana Bulwark Set
Ceann Bliana Bulwark Circlet
Ceann Bliana Bulwark Armor
Ceann Bliana Bulwark's Gauntlets
Ceann Bliana Bulwark's Greaves
+2-5 Piercing Resistance (5) +4 Max Damage Increase (25) +3 Critical Damage Increase
+2-5 Piercing Resistance (5) +10 Absorption Enhancement +4 Critical Damage Increase
+2-5 Piercing Resistance (5) +3 Max Damage Increase (25) +3 Critical Damage Increase
+2-5 Piercing Resistance (5) +3 Max Damage Increase (25) +3 Critical Damage Increase
Imperial Knight Set
Special Imperial Knight Uniform
Imperial Knight Gloves
+10 Unshakable Will +10 Increased Critical Damage
+10 Rage Impact Enhancement +10 Max Damage Increase (8)
Saint Guardian’s Full Armor
Saint Guardian’s Full Armor
Saint Guardian's Gauntlets
Saint Guardian's Boots
+2-4 Absorption Enhancement +10 Attack Speed Increase
+2-4 Absorption Enhancement
+2-4 Absorption Enhancement
Ultimate Geas Edge Set
Ultimate Geas Edge Circlet
Ultimate Geas Edge Cuirass
Ultimate Geas Edge Gauntlets
Ultimate Geas Edge Greaves
+3-5 Defiance Activation Boost (Strong) +1-3 Vital Surge Duration (Strong) +2-4 Iron Will Duration Boost (Strong)
+3-5 Defiance Activation Boost (Strong) +1-3 Vital Surge Duration (Strong) +2-4 Iron Will Duration Boost (Strong)
+3-5 Defiance Activation Boost (Strong) +1-3 Vital Surge Duration (Strong) +2-4 Iron Will Duration Boost (Strong)
+3-5 Defiance Activation Boost (Strong) +1-3 Vital Surge Duration (Strong) +2-4 Iron Will Duration Boost (Strong)
Abyss Dragon Set
Abyss Dragon Full Armor
+10 Ladeca Movement Speed
Shadow Reaper Set
Special Shadow Reaper Wear
Shadow Reaper Boots
+10 Assassin’s Advantage +10 Max Damage Increase (10)
+10 Ladeca Movement Speed Boost
Seraphic Cantabile Set
Seraphic Cantabile Wig
Special Seraphic Symphony/Harmony Attire
+Mana Usage Reduction +10 Divine Link Enhancement
Colossal Valiance Set [G]
Colossal Valiance Circlet
Colossal Valiance Armor
Colossal Valiance Gauntlets
Colossal Valiance Greaves
+1-3 Absorption Enhancement
+2-4 Absorption Enhancement
+1-3 Absorption Enhancement
+1-3 Absorption Enhancement
Accessories, Robes, and Misc Prot Equipment
Order of the Black Moon Earring
Royal Knight Armor Elemental Harmony Shoes
Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Destructive Robe [PL 3]
Special Ethereal Split Wings (Enchantabl e) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantabl e
Unfinished Reverie’s Diadem Halo [PL 1]
Irusan’s Bell [PL 1]
Ancient Horned Ring
Drosera
+10 Spellwalk Enhancement
+10 Eweca/Ladeca Movement Speed
+10 Max Damage (10) +10 Ladeca Movement Speed
Lancer Explosive Vanguard
Non-Arcana Lance involves cycling Lance Impact, Lance Leap, and Lance Charge to deal damage and create
distance. Standard Lancer can be viewed as a kiting playstyle. Lance Impact is particularly important as it allows an
unmounted Lancer to deal mounted damage. Lance Leap meanwhile can be used twice to create 1200m of distance
between you and your current position.
Explosive Vanguard by contrast tends to stay in the action a lot more. Vanguards need to manage their Mana Shell
consumption and generation while building pressure. All of Vanguard’s offensive skills use Mana Shells and only one
of those can be used to recharge them. Be sure to avoid burning through all your shells while Recharge Shells is on
Cooldown (either due to needing it in the moment or post Blaze of Glory).
Vanguards should prioritize the use of Horseback reforges. Relentless Thrust not only recharges your Mana Shells, it
also activates the Mounted Lance Charge status effect. This allows Dreadnought Burst and Blaze of Glory to deal
increased damage as they inherit your Lance Charge damage.
While Vanguards don’t strictly need to use Lance Charge, it is still a powerful distance closer on a low cooldown
cycle. If you need to disengage with Lance Leap, Lance Charge can help you get back into range faster.
Reforges
Priority Reforges Secondary Reforges Tertiary Reforges
Head -Lance Charge Cooldown^ -Balance Increase
Body -Flash Launcher Damage^ -Grapple Shot Damage -Balance Increase
Hands -Lance Charge Damage^ -Lance Mastery Max Attack Power -Combat Mastery Max Damage
-Balance Increase
Feet -Lance Charge Horseback Distance -Lance Charge Max Distance*
-Balance Increase
Accessories -Lance Charge Damage^ -Balance Increase -Lance Mastery Max Attack Power -Combat Mastery Max Damage
Weapon -Lance Charge Horseback Damage -Lance Charge Main Target Damage
-Max Attack Power -Balance Increase
-Elemental Reforges (Fire, Ice, Lightning)
Offhand [G] -Max Attack Power (Cooking Pot only)
-Balance -Melee/Magic/Ranged Auto Defense
Echostone *Fill with missing Reforges
Footnotes:
Lances tend to have fairly poor Balance stats making it somewhat harder to reach the 80% (83%) Balance cap. If you
are unable to reach the Balance cap, you may want to look into enchants, reforges, or equipment that can increase
your balance.
Weapon Progression
Soul Liberator Lance (+50% LCFD) > Nightbringer Spearhead (+35% LCFD) > Perseus Tempestuous Lance (+20% LCFD) > Celtic Clashing Lance (+15% LCFD) = Divine Short Lance (+15% LCFD) > Lance of Blossoming Memories
*LCFD = Lance Charge Final Damage
Offhand [G]
_Damage Reduction Offhands_
Nightbringer Vanguard (30%) > Perseus Vigilant Shield (20%) > Massive Despair Shield (18%) > Divine Shield (15%) > Frosted Borealis Shield (14%)
Offensive Boost Offhands Cooking Pot (Can be Reforged for Max Attack Power)
Second Weapon Set Recommendations:
Vanguards lack built-in ways to group enemies up. As a result, a Vanguard will benefit most from Talents that have AoE group up potential.
Astrologer is a good choice here. With two long ranged group ups and one mobility based group up (based on your conjunction setup), Astrologer can offer a Vanguard the ability to group enemies up and flexible mobility.
Chain Slasher serves as a good way to keep enemies grouped up and as a powerful damage amp for a Vanguard.
Puppetry’s Act 6 Crisis and Act 7 Climatic Crash can be used to control enemies very effectively.
Set Effects See Status Effects for Details on Set Effects and Conditional Effects
Where you can, try to minimize the number of slots a set effect takes. This may mean acquiring Set Effect Scrolls. High Value: Given the limited space, the most impactful options that you may want to prioritize. Many of these sets compete for slots, so you will need to pick the sets that sound the most valuable for your build. Notable Sets: Generally good to have, but not always as valuable as the High Value Sets. Set Fillers: Good if you have leftover slots or you don’t feel you need High Value or Notable set effects. Main to Offhand Switch: Good picks if you want to switch to a Suggested Offhand weapon. Typically good if you have leftover slots to fill or you want to minimize gearswap delay. Other Sets: Generally incidental with equipment that falls into the above categories. Weapon Set Effects: Weapons and Offhand equipment often comes with Set Effects. You can sometimes complete them with armor pieces, but usually they are able to be self contained.
Armor Set Effects Skill Sets Passive Sets Conditional Sets Support Sets
High Value Set
Effects
(Any of these
are good)
-Max Damage Increase (50) -Piercing Resistance (2/5)
-Sun and Moon -Rage Impact Enhancement
Notable Set
Effects
(Good but can
be replaced)
-Redoubled Offensive Damage Boost -Exploit Weakness Enhancement -Redoubled Offensive Activation Rate (Strong) -Exploit Weakness Duration Increase (Strong)
-Balance Boost (Hyperion) -Increased Critical Damage
-Assassin’s Advantage -Unshakable Will
Weapon Set
Effects
-Eweca Movement Speed -Ladeca Movement Speed
Set Fillers
Other Set
Effects
-Max Damage Increase (8)*
*Max Damage Increase and Piercing Resistance Set Effects do not stack. Highest Value Applies. Skirmisher and Bulwark parts are not interchangeable.
Equipment List (Not a strict Tier List, refer to Set Effects for good priorities) Notes: Many newer craftable armors can receive Weiss’s Magic Armor upgrade, which provides extra Balance. Vanguards/Lancers may want to consider this upgrade for the extra Balance, though as a protection based upgrade it is still a good choice.
Set Name Head Body Gloves Feet Robe Accessories
Ceann Bliana Skirmisher's Set*
Ceann Bliana Skirmisher Circlet
Ceann Bliana Skirmisher Cuirass
Ceann Bliana Skirmisher Gloves
Ceann Bliana Skirmisher Boots
+3 Increased Critical Damage +4 Max Damage Increase (50) +2-5 Piercing Resistance (2)
+4 Increased Critical Damage +2-5 Piercing Resistance (2) +10 Attack Speed Increase
+3 Increased Critical Damage +3 Max Damage Increase (50) +2-5 Piercing Resistance (2)
+3 Increased Critical Damage +3 Max Damage Increase (50) +2-5 Piercing Resistance (2)
Ceann Bliana Bulwark Set
Ceann Bliana Bulwark Circlet
Ceann Bliana Bulwark Armor
Ceann Bliana Bulwark's Gauntlets
Ceann Bliana Bulwark's Greaves
+2-5 Piercing Resistance (5) +4 Max Damage Increase (25) +3 Critical Damage Increase
+2-5 Piercing Resistance (5) +10 Absorption Enhancement +4 Critical Damage Increase
+2-5 Piercing Resistance (5) +3 Max Damage Increase (25) +3 Critical Damage Increase
+2-5 Piercing Resistance (5) +3 Max Damage Increase (25) +3 Critical Damage Increase
Hyperion Eclipse Set
Hyperion Eclipse Helionic Helm/Selenian Diadema
Special Hyperion Eclipse Full/Light Chiton
Hyperion Eclipse Crepidae
+10 Death Mark Damage Increase +10 Increased Critical Damage
+10 Sun and Moon Increase +10 Eweca Movement Speed Boost
+10 Urgent Shot Cost Reduction +10 Balance Boost
Royal Society Field Outfit
Royal Society Field Outfit
+10 Redoubled Offensive Damage Boost +10 Exploit Weakness Enhancement
Shadow Reaper Set
Special Shadow Reaper Wear
Shadow Reaper Boots
+10 Assassin’s Advantage +10 Max Damage Increase (10)
+10 Ladeca Movement Speed Boost
Ultimate Geas Devastation Set
Ultimate Geas Devastation Circlet
Ultimate Geas Devastation Chestplate
Ultimate Geas Devastation Gloves
Ultimate Geas Devastation Boots
+3-5 Redoubled Offensive Activation Boost
+3-5 Redoubled Offensive Activation Boost (Strong)
+3-5 Redoubled Offensive Activation Boost
+3-5 Redoubled Offensive Activation Boost (Strong)
(Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
+2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
(Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
+2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
Imperial Knight Set
Special Imperial Knight Royal Uniform
Imperial Knight Gloves
+10 Unshakable Will +10 Increased Critical Damage
+10 Rage Impact +10 Max Damage Increase (8)*
Accessories, Robes, and Misc equipment
Elemental Harmony Shoes
Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable
Unfinished Reverie’s Diadem Halo [PL 1]
Irusan’s Bell [PL 1]
Ancient Horned Ring
Drosera
+10 Spellwalk Enhancement
+10 Eweca/Ladeca Movement Speed
+10 Max Damage (10) +10 Ladeca Movement Speed
*Max Damage Set Effects will not stack, with the strongest set applying.
Archery Alchemic Sharpshooter
Archery is a highly potent ranged talent capable of consistent long ranged damage. The core skills for an Archer in
combat are Urgent Shot, Magnum Shot, and Crash Shot. Most notably, Urgent Shot should be used as soon as it
comes off cooldown to maintain the additional Archery Talent damage.
Sharpshooter as an Arcana shifts Core Archery skills from primary DPS to filler DPS. Where an Elemental Knight is
less likely to use Core Close Combat skills outside of Bash, a Sharpshooter will use Magnum Shot/Crash Shot as
filler between Ignis Plumes and Aqua Volleys. As with standard Archery, make sure you are using Urgent Shot as
soon as it is off of cooldown.
Archery also serves in an auxiliary fashion as a debuff talent.
Support Shot meanwhile is an important debuff to stack. As a long ranged damage amp, it helps snowball your
team’s damage. While Humans do have a shorter cooldown, the duration is long enough that it does not matter who
your team’s support shotter is. Additionally, Elves have access to Mirage Missile. This is one of the most potent AoE
slow skills in the game.
Finally, Human Arrow Revolver while somewhat dismal damagewise is an excellent Hit-Check talent. The alternate
fire for Arrow Revolver will instantly fire off all readied shots. Combined with Arrow Revolver’s low cooldown time,
and Arrow Revolver can burst down low count hit-checks (e.g Vertrag’s Minerals) at range quickly. Elves with their
double shot normal attacks can also perform a similar long range hit-check function, but are not able to do so as
quickly.
Reforges
Weapon Progression
Priority Reforges Secondary Reforges Tertiary Reforges
Head -Crash Shot Fragment Range^ -Final Shot Cooldown [E]
Body -Ranged Attack Max Damage
-Crash Shot Max Fragments
-Final Shot Duration [E]
Hands -Magnum Shot Damage* -Crash Shot Fragment Damage
-Bow/Crossbow Mastery Max Damage
-Mirage Missile Effect Radius [E]
Feet -Fire/Water Alchemy Efficiency
-Ranged Attack Max Damage -Wind/Earth Alchemy Efficiency
Accessories -Magnum Shot Damage -Crash Shot Fragment Damage
-Max Attack Power -Bow/Crossbow Mastery Max Damage -Ranged Attack Max Damage
Weapon -Effective Range^ -Max Attack Power -Bow/Crossbow Mastery Max Damage
-Elemental Reforges (Fire, Ice, Lightning)
Echostone -Crash Shot Fragment Damage (Yellow) -Water/Fire Alchemy Efficiency: Opposite Element of Feet Reforge (Black)
-Crash Shot Max Fragments (Yellow)
Bows: Soul Liberator Bow > Bow of Ruination > Nightbringer Predator > Demolition Breaker Bow > Perseus Voiceless Bow > Celtic Ancient Bow
Arrows: Soul Liberator Arrow > Nightbringer Huntsman > Arrow of Ruination > Demolition Breaker Arrow > Perseus Voiceless Arrow > Bhafel Huntress > Piercing Forest Arrows > Sharp Arrows = Special Arrows = Forest Ranger Arrows
Crossbows :Soul Liberator Crossbow > Nightbringer Rogue > Perseus Dynamic Crossbow > Divine Crossbow > Celtic Royal Crossbow> Crossbow of Blooming Memories
Bolts: Soul Liberator Bolt > Sharp Bolts = Special Bolts > Sephirot Arrows
*Post New Rise, Magic Arrows no longer have to be paired with their respective Bow.
**Do note Bows can utilize Campfires for 50% more bonus damage. This allows them to easily outpace the
increased Piercing Crossbows possess. However, this does require content where you can place campfires.
Second Weapon Set Recommendations:
Sharpshooters are able to attack safely from a distance with very wide AoEs. However, despite getting a speed
boost when using Sharpshooter skills, they completely lack integrated mobility skills. So in addition to long ranged debuffs, a Sharpshooter may want to have some mobility skills on call.
Astrologer is a great option for Sharpshooters. With a full Support/Debuff set, a Sharpshooter can get access to a long ranged debuff, additional group up options, outstanding burst mobility, and even a team buff. The Physical/Magic/Alchemy Damage Buffs from Conjunctions can be especially notable because of how easily a
Sharpshooter can reposition themselves. Sharpshooters can easily move to allies to apply Astrologer damage buffs. This also helps feed into maintaining a high amount of Hanged Man uptime for your team as due to the skill cycle of a
Sharpshooter (mostly Mag until your skills come off CD), you can substitute a Magnum with Astrologer debuffs/buffs.
Ninja is also a good choice for Sharpshooters. Shadow Cloak, while not a dodge, is still a mobility skill and can help
you get out of danger quickly. Additionally, Smokescreen is another important debuff to stack in order to Snowball your damage. Explosive Kunai has a very potent slow, which a Sharpshooter can use to help screen against adds or approaching enemies. Finally, you can use Sakura Abyss as a dodge due to its rather healthy amount of I-frames.
Other good mobility skills for any talent include Anchor Rush and Grapple Shot. A Sharpshooter can appreciate the use of both of these skills to either reposition rapidly or to avoid damage.
Set Effects
See Status Effects for Details on Set Effects and Conditional Effects
Where you can, try to minimize the number of slots a set effect takes. This may mean acquiring Set Effect
Scrolls.
High Value: Given the limited space, the ones that you may want to prioritize. Pick the sets that sound the most
useful to you. Bolded sets should be given extra attention.
Notable Sets: Generally good to have, but not always as valuable as the High Value Sets.
Set Fillers: Good if you have leftover slots or you don’t feel you need High Value or Notable set effects.
Other Sets: Generally incidental with equipment that falls into the above two categories.
Weapon Set Effects: Weapons and Offhand equipment often comes with Set Effects. You can sometimes complete
them with armor pieces, but usually they are able to be self contained.
A [Swap] Tag indicates a set you can use as a gear swap, typically due to a long duration buff or situational usage.
Armor Set Effects Skill Sets Passive Sets Conditional Sets
Support Sets
High Value Set Effects (Any of these are good)
-Magnum Shot Enhancement
-Max Damage Increase (50) -Piercing Resistance (2)
-Sun and Moon [Swap]
-Support Shot Enhancement [Swap]
Notable Set Effects (Good but can be replaced)
-Effective Range Boost -Redoubled Offensive Damage Boost -Exploit Weakness Enhancement -Redoubled Offensive Activation Rate (Strong) -Exploit Weakness Duration Increase (Strong) -
-Increased Critical Damage -Assassin’s Advantage -Unshakable Will
Weapon Set Effects
-Eweca Movement Speed -Ladeca Movement Speed
Set Fillers
Other Set Effects
-Urgent Shot Cost Reduction
-Max Damage Increase (8)*
Equipment List (Not a strict Tier List, refer to Set Effects for good priorities)
Set Name Head Body Gloves Feet Robe Accessories
Ceann Bliana Skirmisher's Set*
Ceann Bliana Skirmisher Circlet
Ceann Bliana Skirmisher Cuirass
Ceann Bliana Skirmisher Gloves
Ceann Bliana Skirmisher Boots
+3 Increased Critical Damage +4 Max Damage Increase (50) +2-5 Piercing Resistance (2)
+4 Increased Critical Damage +2-5 Piercing Resistance (2) +10 Attack Speed Increase
+3 Increased Critical Damage +3 Max Damage Increase (50) +2-5 Piercing Resistance (2)
+3 Increased Critical Damage +3 Max Damage Increase (50) +2-5 Piercing Resistance (2)
Hyperion Eclipse Set
Hyperion Eclipse Helionic Helm/Selenian Diadema
Special Hyperion Eclipse Full/Light Chiton
Hyperion Eclipse Wrist Torques
Hyperion Eclipse Crepidae
+10 Death Mark Damage Increase +10 Increased Critical Damage
+10 Sun and Moon Increase +10 Eweca Movement Speed Boost
+10 Magnum Shot Enhancement +10 Effective Range Boost
+10 Urgent Shot Cost Reduction +10 Balance Boost
Royal Society Field Outfit
Royal Society Field Outfit
+10 Redoubled Offensive Damage Boost +10 Exploit Weakness Enhancement
Bohemian Set
Bohemian Hat Bohemian Wear Bohemian Band/Flower Band
Bohemian Shoes
+1-3 Magnum Shot Enhancement +0-3 Support Shot Enhancement
+0-3 Magnum Shot Enhancement +1-3 Support Shot Enhancement
+1-3 Magnum Shot Enhancement +0-3 Support Shot Enhancement
+0-3 Magnum Shot Enhancement +1-3 Support Shot Enhancement
Shadow Reaper Set
Special Shadow Reaper Wear
Shadow Reaper Boots
+10 Assassin’s Advantage +10 Max Damage Increase (10)
+10 Ladeca Movement Speed Boost
Ultimate Geas Devastation Set
Ultimate Geas Devastation Circlet
Ultimate Geas Devastation Chestplate
Ultimate Geas Devastation Gloves
Ultimate Geas Devastation Boots
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost (Strong)
+3-5 Redoubled Offensive Activation Boost (Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless
(Strong) +1-3 Relentless Assault Duration Boost (Strong)
Assault Duration Boost (Strong)
+1-3 Relentless Assault Duration Boost (Strong)
Assault Duration Boost (Strong)
Imperial Knight Set
Special Imperial Knight Royal Uniform
Imperial Knight Gloves
+10 Unshakable Will +10 Increased Critical Damage
+10 Rage Impact +10 Max Damage Increase (8)*
Accessories, Robes, and Misc equipment
Elemental Harmony Shoes
Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Destructive Robe [PL 3] > Abyssal Robe [PL 2]
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable
Harmonious Yantra of Clarity (Enchantable) > Harmonious Yantra of Stoicism > Harmonious Yantra of Tranquility/Solit ude
Unfinished Reverie’s Diadem Halo [PL 1]
Irusan’s Bell [PL 1]
Ancient Horned Ring
Drosera
+10 Spellwalk Enhancement
+10 Eweca/Ladeca Movement Speed
+10 Max Damage (10) +10 Ladeca Movement Speed
Harmonious Yantras: +10
Archery Support Shot
Aim for the Support Shot set effect. That’s it.
Support Shot when geared for will increase all melee damage type attacks, stacking with other forms of damage amplification such as Death Mark. This is an important part of the debuff cycle.
Giants of course don’t have access to this, so Giants may want to instead look at building for Rage Impact cooldown.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Bohemian Hat^ Support Shot:^ This set effect is multiplicative to Support Shot, resulting in a rather small boost. Body Bohemian Wear
Hands Bohemian Band/Flower Band
Feet Bohemian Shoes
Robe
Accessories
Magic/Dark Diviner
Magic is a powerful sustain talent with multiple damage options. Fireball is a strong fire and forget option while
Thunder sacrifices some AoE potential for extremely strong sustainability with comparable overall damage.
Advanced Magics in the current sandbox, however, are somewhat of a mixed bag. Hailstorm suffers from being a
channeled skill, Lightning Rod has a fairly long Cooldown without Echostones, and Meteor Strike’s cooldown is fairly
long. However, they are all very powerful spells with Meteor Strike being one of the strongest nuke skills in the game.
Diviners also have bonuses to Fusion Bolt and Blaze. Fusion Bolt due to its extremely fast cast speed can be
competitive with Intermediate Magic at high investment levels. Blaze unfortunately is hindered by its own mechanics,
requiring enemies to have their knockdown gauge to be nearly full to maximize damage.
Diviners still utilize basic Magic as their main source of damage. As powerful as Polar Vortex and Shadow Flare are,
their Cooldowns are too long to be treated as primary DPS skills. Thunderblight meanwhile is a single target passive
damage source that boosts the damage of Bolt Magic and Shadow Flare. Because of these factors, a Diviner should
continue to cast Magic Talent attacks while waiting on Shadow Flare cooldowns.
However, one of the most important reasons why Ordinary Offensive Magic is still so effective is Seething Mana.
Seething Mana allows a Diviner to gain 3 Piercing Levels, with an additional Piercing Level granted at Link 10 (+4
total). This allows a Diviner to have competitive Piercing with other weapon types without as much investment in
Piercing Enchants and equipment.
Seething Mana, however, does burn through Dorcha rather quickly. Diviners do have tools to rapidly regenerate
Dorcha though. Hex Shroud allows a Diviner to leech Dorcha from affected enemies. Rend Dorcha meanwhile
sacrifices the Diviner’s Mana to immediately refill some Dorcha. While under the effects of Rend Mana, Rend Dorcha
will generate extra Dorcha (1 unit).
Mages also excel at Hit-Checks when utilizing Thunder. The high-hitcount and fast cast speed allow Diviners to
quickly shred Hit-Check phases and objectives.
Reforges Staff
Priority Reforges Secondary Reforges Tertiary Reforges
Head -Ice Mastery Damage -Lightning Mastery Damage -Fire Mastery Damage
Body -Hailstorm Range
Hands -Ice Spear Radius^ -Magic Attack: Weaving Gloves Only
Feet -Movement Speed
Accessories -Ice Spear Explosion Range -Ice Mastery Damage -Lightning Mastery Damage -Fire Mastery Damage
-Magic Attack -Lightning Bolt Max Damage
Weapon -Magic Attack -Casting Speed -Thunder Max Damage -Fireball Max Damage
-Ice Spear Max Damage -Hailstorm Max Damage
Echostone -Hydra Transmutation Magic Protection Reduction ( Black )
-Missing
-Lightning Rod Cooldown (Blue) -Lightning Rod Charged Damage (Blue)
-Fill with missing reforges
Reforges Wand
Wands get double the effect of Casting Speed, making it a higher priority for Fusion Bolt.
Priority Reforges Secondary Reforges Tertiary Reforges
Head -Fusion Bolt Damage -Bolt Mastery Damage
-Ice Mastery Damage -Lightning Mastery Damage -Fire Mastery Damage
Body
Hands -Ice Spear Radius^ -Magic Attack: Weaving Gloves Only
Feet -Movement Speed
Accessories -Ice Spear Explosion Range -Fusion Bolt Damage -Bolt Mastery Damage
-Ice Mastery Damage -Lightning Mastery Damage -Fire Mastery Damage
-Magic Attack
Weapon -Casting Speed^ -Magic Attack -Fireball Max Damage -Ice Spear Max Damage -Firebolt Max Damage
-Ice Bolt Max Damage
Offhand -Magic Attack: Spellbooks and Cooking Pots
Echostone -Hydra Transmutation Magic Protection Reduction ( Black )
-Fill with missing reforges
Weapon Progression
Staff: Soul Liberator Staff > Lord of Ruination Staff > Nightbringer Inquisitor > Demolition Deepglow Staff > Perseus Mystic Staff > Celtic Druid Staff
Wand: Soul Liberator Wand > Nightbringer Elementalist > Perseus Arcane Wand > Divine Tribolt Wand = Celtic Tribolt Wand > Tribolt Wand of Blossoming Memories
Offhand Spellbook: Soul Liberator Grimore >Nightbringer Prophet > Perseus Forbidden Spellbook > Divine Spellbook > Holy Eagle Mask > Cooking Pot
Offhand Shield: Nightbringer Vanguard (30%) > Perseus Vigilant Shield (20%) > Divine Shield (15%) Guard Cylinders*Utility
Second Weapon Set Recommendations:
Diviner as a talent is one of the most self sustainable talents. But on top of lacking a mobility skill, it lacks any sort of
mobility boost at all. So the talents that a Diviner will appreciate are those that can help snowball its damage (debuffs) or talents that can get them out of the way of damage when necessary (mobility). Additionally, because Thunderblight cancels when switching off of a weapon that is a Magic Weapon or Chain Blade, Diviners want to
minimize the amount of gear swapping they perform.
So the best subtalents will either preserve Thunderblight (Chain Slash), require infrequent switches (most Debuffs),
or assist with disengaging from a fight.
Starting with Chain Slash, as stated switching to a Chain Blade will preserve Thunderblight. There are situations
where you want to deactivate Thunderblight, so you may want to keep that in mind when swapping equipment. But that aside, Chain Slash provides a Diviner with excellent Mobility (Anchor Rush), a powerful debuff (Death Mark), and supplemental AoE group up options (Death Mark and Spinning Slasher). You can even use Chain Sweep and
Anchor Rush to dodge attacks.
Ninja is also a good secondary pairing. Diviners tend to not need Explosive Kunai’s Crowd Control capabilities, but
Smokescreen does reduce Magic Protection and Shadow Cloak can help a Diviner disengage.
Astrology has a rather fast cycle time, so a Diviner can debuff with Astrologer. Focusing debuffs on Starlight Veil
alongside Hanged Man can be useful to throw into your rotation. The movement options Astrologer provides are also useful for a Diviner. However, due to the short duration on Astrologer’s team Magic Damage buff, they are not as
able to make full use of the team buff support side of Astrologer.
Finally, Alchemy is important for Hydra Transmutation and Shock. Hydra Transmutation is an important Magic
Protection debuff while Shock can be used to activate the Brionac. Ideally, you would have somebody else peel with the Brionac, but a Diviner is perfectly capable of taking care of it themselves against a boss.
Diviners can also instead opt to use Seal: Fragarach to peel a group of enemies with Thunder. In this case, make use of Polar Vortex and Death Mark to make sure you can keep enemies within Thunder Chaining Range.
Set Effects See Status Effects for Details on Set Effects and Conditional Effects
Where you can, try to minimize the number of slots a set effect takes. This may mean acquiring Set Effect Scrolls. High Value: Given the limited space, the ones that you may want to prioritize. Pick the sets that sound the most useful to you. Notable Sets: Generally good to have, but not always as valuable as the High Value Sets. Set Fillers and Main/Offhand: Good if you have leftover slots or you don’t feel you need High Value or Notable set effects. Other Sets: Generally incidental with equipment that falls into the above two categories.
Weapon Set Effects: Weapons and Offhand equipment often comes with Set Effects. You can sometimes complete them with armor pieces, but usually they are able to be self contained
Armor Set Effects Skill Sets Passive Sets Conditional Sets
Support Sets
High Value Set
Effects
(Any of these
are good)
-Magic Element Mastery Damage Increase
-Sun and Moon [Swap] -Eternal Prayer [Swap]
Notable Set
Effects
(Good but can
be replaced)
-Redoubled Offensive Damage Boost -Exploit Weakness Enhancement -Lightning Rod Enhancement -Firebolt Enhancement (Fusion Bolt Only) -Ice Bolt Enhancement (Fusion Bolt Only) -
-Increased Critical Damage -Absorption
-Assassin’s Advantage -Unshakable Will
Weapon Set
Effects
-Hailstorm Enhancement -Lightning Rod Charge Time Reduction [R] -Meteor Strike Enhancement [R]
-Magic Attack Increase [Spellbook]
Set Fillers -Redoubled Offensive Activation Rate (Strong) -Exploit Weakness Duration Increase (Strong)
-Eweca Movement Speed -Ladeca Movement Speed
Other Set
Effects
-Magic Attack Increase
Equipment List (Not a strict Tier List, refer to Set Effects for good priorities)
Set Name Head Body Gloves Feet Robe Accessories
Ceann Bliana Scholar's Set
Ceann Bliana Scholar’s Hairpin
Ceann Bliana Scholar’s Halfrobe
Ceann Bliana Scholar’s Ringband
Ceann Bliana Scholar’s Shoes
+2-5 Magic Element Mastery Damage Increase +3 Increased Critical Damage
+2-5 Magic Element Mastery Damage Increase +4 Increased Critical Damage
Stat Roll: +0-100 Magic Attack +3 Increased Critical Damage
+2-5 Magic Element Mastery Damage Increase +3 Increased Critical Damage
Hyperion Eclipse Equipment
Hyperion Eclipse Helionic Helm/Selenian Diadema
Special Hyperion Eclipse Full/Light Chiton
+10 Death Mark Damage Increase +10 Increased Critical Damage
+10 Sun and Moon Increase +10 Eweca Movement Speed Boost
Royal Society Field Outfit
Royal Society Field Outfit
+10 Redoubled Offensive Damage Boost +10 Exploit Weakness Enhancement
Elemental Harmony Equipment
Special Elemental Harmony Suit
Elemental Harmony Shoes
+10 Magic Element Mastery Damage Increase
+10 Spellwalk Enhancement
Special Seraphic Harmony/Symphon y Equipment
Seraphic Cantabile Wig
Special Seraphic Harmony/Symphony Attire
+10 Eternal Prayer +10 Absorption Enhancement
Shadow Reaper Set
Special Shadow Reaper Wear
Shadow Reaper Boots
+10 Assassin’s Advantage +10 Max Damage Increase (10)
+10 Ladeca Movement Speed Boost
Ultimate Geas Devastation Set
Ultimate Geas Devastation Circlet
Ultimate Geas Devastation Chestplate
Ultimate Geas Devastation Gloves
Ultimate Geas Devastation Boots
+3-5 Redoubled Offensive Activation Boost
+3-5 Redoubled Offensive Activation Boost (Strong)
+3-5 Redoubled Offensive Activation Boost
+3-5 Redoubled Offensive Activation Boost (Strong)
(Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
+2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
(Strong) +2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
+2-4 Exploit Weakness Duration Boost (Strong) +1-3 Relentless Assault Duration Boost (Strong)
Special Imperial Knight Royal Uniform
Special Imperial Knight Royal Uniform
+10 Unshakable Will +10 Increased Critical Damage
Hebona Set
Hebona Circlet Hebona Gloves Hebona Shoes Hebona Robe
+0-3 Firebolt Enhancement +1-3 Icebolt Enhancement
Accessories, Robes, and Misc equipment
Rosemary Gloves Elemental Harmony Shoes
Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Destructive Robe [PL 3] > Abyssal Robe [PL 2]
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable
Infernal Yantra of Clarity (Enchantable) > Infernal Yantra of Stoicism > Infernal Yantra of Wrath/Tranquili ty/Detachment
Unfinished Reverie’s Diadem Halo [PL 1]
Irusan’s Bell [PL 1]
Ancient Horned Ring
Drosera
+15% Ice Magic Damage
+10 Spellwalk Enhancement
+10 Eweca/Ladeca Movement Speed
+10 Max Damage (10) +10 Ladeca Movement Speed
Infernal Yantras: +10
Cleric/Bard Harmonic Saint
Cleric on its own is good at healing up damage, but it doesn’t specialize in it the same way a Saint does. Saints are
one of the most important support Arcanas in high difficulty content, providing a massive amount of survivability to
teams.
The most important part to a Saint’s healing kit is Veil of Life and Warmth. When Hands of Restoration or Echoes of
Salvation overheals a target, they are provided Overguard (Overshield/Health/healing, however you want to describe
it). Veil of Life prevents knockdown and acts as an additional health bar for affected targets. Veil of Life also reduces
incoming damage by 50%, further boosting survivability.
Warmth meanwhile increases the amount of healing a Saint can output. Warm stacks are gained and refreshed from
casting Healing/Party Healing or by standing in a Purification Pulse (Link 6 required). Be sure to maintain Warmth
Stacks while healing.
Defensively, Saints can cast Blessing of Protection (BoP). Additionally, Voice of Vitality in addition to a slow
regeneration will also provide affected team members with 1 Piercing Resistance and extra Protection (Link 7
required). Saints are also able to resurrect team members at a distance, providing resurrected targets with temporary
damage reduction.
Offensively, Saints aren’t all that impressive. However, be sure to coordinate with your team when using Pall of
Ruination. With up to a 40 Protection/Magic Protection cleave on a short duration (most powerful single protection
debuff in the game), Pall of Ruination is one of the most important skills for a team preparing to burst.
For Saints aiming to go the extra distance with team support, Saints are the most capable bards in the game. Saints
especially want to focus on Haunting equipment as they can more easily trigger Haunting performances when using
Echostones or Accessories that have Haunting Performance Rate increases. Additionally, Saints can use Polyphonic
Melody to apply Enduring Melody, March Song, or Harvest Song* in addition to Vivace, Battlefield Overture, or
Enduring Melody (specifically for Guardians unable to hit the 90% DR from Protection cap). Saints typically will
default to Polyphonic March Song as movement speed is an extremely valuable team buff.
Non Saints using bard buffs, however, will want to continue to focus on Normal Performances for consistency. Non
Saints may also want to use Green Fantastic Chorus to serve as a resource regen trickle.
Whether you are Sharing or Receiving Bard Buffs, be sure to
check the Sharing Settings in your Music Tab in the Skill
Window. This will allow you to avoid overwriting stronger buffs
if you need to rebuff yourself or if you do not wish to receive a
buff. Be sure to check with your team to see who should be the
primary Bard.
Reforges Cleric
Holy Water of Murias:
Holy Water of Murias is able to roll Healing Effect (% boost) and Healing Enhancement. Ideally you would
roll Healing Effect on multiple parts to further boost your healing output.
Priority Reforges Secondary Reforges Tertiary Reforges
Head -Protection^ -Max HP -Max MP
Body -Healing HP Recovery^ -Protection^ -Max HP -Max MP
Hands -Protection^ -Magic Attack Weaving Gloves Only
-Max HP -Max MP
Feet -Protection^ -Max HP -Max MP
-Movement Speed
Accessories -Healing HP Recovery -Party Healing HP Recovery
-Magic Attack
Weapon -Casting Speed -Party Healing HP Recovery
-Magic Attack
Offhand -Magic Attack (Spell Book and Cooking Pot)
-Protection -Max HP -Max MP
Echostone -Fill with Missing Reforges -Hydra Transmutation Protection Reduction ( Black ) -Hydra Transmutation Radius ( Black )
Reforges Bard
*The absence of Excellent performance from reforge lists is largely because it is in an uncomfortable middle ground. It is not consistent enough for non-saints to build for and it is significantly less potent than Inspiring builds for Saints.
Priority Reforges Secondary Reforges Tertiary Reforges
Head Battlefield Overture Effect Radius
Body Battlefield Overture Duration Vivace Duration
Lullaby Duration
Hands
Feet -Vivace Magic Charging Speed -Vivace Alchemy Charging Speed
-Vivace Attack Speed
Accessories -Inspiring Performance Effect (Saint) -Inspiring Performance Rate (Saint) -Normal Performance Effect (Non-Saint)
Weapon -Inspiring Performance Effect (Saint) -Inspiring Performance Rate (Saint) -Normal Performance Effect (Non-Saint) -Playing Instrument Music Buff Effect
Echostone -Fill with missing reforges
-Ideally you can get Playing Instrument MBE.
-Inspiring Performance Rate is also a good roll (Blue), but will not stack with accessories.
Weapon Progression
Cleric: Soul Liberator Healing Wand > Nightbringer Healing Wand > Tikka Wood Healing Wand
Bard: Soul Liberator Lyre > Demonic Gloomy Sunday > Lute of Blossoming Memories
Second Weapon Set Recommendations:
As you go further into endgame content, a Saint needs to focus more and more on Healing than being supplemental DPS. Don’t fall into the mindset that you aren’t doing your job if you are not dealing damage. Your primary
job as a Saint is to make sure your team is healthy enough to deal damage. Additionally if you are able to communicate with your team (either through voice chat or some kind of improvised tell/callout in game), you begin the burst cycle for your team with Pall of Ruination.
Which isn’t to say a Saint can’t deal Damage. If everyone is healthy and not in immediate danger, you can pull out a weapon to supplement damage. Additionally, when a Saint is soloing content, they still need a way to
deal damage.
Archery is a typical choice for a Saint. Because it’s fast and long ranged, Saints can quickly transition between Healing and Magnum shots.
Alchemy is another effective choice for a Saint offensively. Elemental Wave Heat Buster and Water Cannon allow the Saint to deal a large amount of damage from range. However, it can be easy to fall into spam time and Heat Buster has a relatively long animation lock time. While not a very long lock, the issue with the animation lock time is that the
state of a team can flip from everything being fine to your team being heavily damaged in an instant. A Saint wants to be able to react as quickly as possible to Overguard being dissipated on team members in critical positions.
Astrologer is a good choice for a Saint. While not as fast as Archery or Alchemy, its flexibility, buff, and debuff potential is good to have. A Saint performing Astrologer Buff and Debuff duties can allow other team members to focus more on DPS. But again, don’t let it get in the way of healing your team. Damagewise, Astrologer using Magic
Attack easily allows you to focus on Vivace for faster Heals and Party Heals.
Traditionally Saints used Magic as their offensive talent. It’s still effective, but Saint Mages will focus more on
Advanced Magic than Diviners will. Veil of Life helps negate Hailstorm’s primary weakness of knockdowns and
Saints have a longer effective cast time on Fireball and Thunder than a Diviner will have. However again, don’t let
that get in the way of healing your team.
Set Effects
See Status Effects for Details on Set Effects and Conditional Effects
Where you can, try to minimize the number of slots a set effect takes. This may mean acquiring Set Effect
Scrolls.
High Value: Given the limited space, the ones that you may want to prioritize. Pick the sets that sound the most
useful to you. Bolded Sets should be given extra attention.
Notable Sets: Generally good to have, but not always as valuable as the High Value Sets.
Set Fillers and Main/Offhand: Good if you have leftover slots or you don’t feel you need High Value or Notable set
effects.
Other Sets: Generally incidental with equipment that falls into the above two categories.
Weapon Set Effects: Weapons and Offhand equipment often comes with Set Effects. You can sometimes complete
them with armor pieces, but usually they are able to be self contained
Cleric Set Effects
Armor Set Effects Skill Sets Passive Sets Conditional Sets
Support Sets
High Value Set Effects (Any of these are good)
-Healing Enhancement -Absorption -Eternal Prayer -Veil of Life Damage Reduction (Acc effect)
Notable Set Effects (Good but can be replaced)
-Zone of Renewal Radius -Mana Usage Reduction
Weapon Set Effects
Set Fillers
Other Set Effects
Cleric Equipment List (Not a strict Tier List, refer to Set Effects for good priorities)
Set Name Head Body Gloves Feet Robe Accessories
Seraphic Cantabile Set
Seraphic Cantabile Wig
Special Seraphic Harmony/Symphony Attire
+10 Mana Usage Reduction +10 Divine Link Enhancement
+10 Eternal Prayer +10 Absorption
Trinity Set
Trinity Circlet Trinity Wear Trinity Gloves (Female Only)
Trinity Shoes
+0-4 Healing Enhancement +1-4 Mana Usage Reduction
+1-4 Healing Enhancement +0-4 Mana Usage Reduction
+0-1 Healing Enhancement +0-1 Mana Usage Reduction
+0-4 Healing Enhancement +1-4 Mana Usage Reduction
Misc Equipment (Cleric Adjacent)
Ceann Bliana Scholar’s Ringbands
Weaving Gloves*
Royal Society Shoes
Ceann Bliana Stat Roll: 0-100 Magic Attack
Weaving Glove Reforge: Magic Attack
+10 Healing Enhancement +10 Zone of Renewal-Radius
Accessories, Robes, and Misc equipment
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Unfinished Reverie’s Diadem Halo
+10 Eweca/Ladeca Movement Speed
+10% Veil of Life Damage Reduction
Bard Set Effects
*Only the higher value applies for similarly named boosts.
**Fantastic Chorus is best used for the Life Anthem regeneration. The Fantastic Chorus Enhancement can
boost the per second regeneration significantly (+33/Second and +22/Second respectively)
Armor Set Effects Skill Sets Passive Sets Conditional Sets
Support Sets
High Value Set Effects (Any of these are good)
-Battlefield Overture Enhancement (5/3)* -Vivace Enhancement
-March Song Enhancement -Inspiring Performance Rate Boost
Notable Set Effects (Good but can be replaced)
-Enduring Melody Enhancement -Fantastic Chorus Enhancement (+30/20 Fantastic Chorus Effect)*
-Music Buff Duration Enhancement
Weapon Set Effects
Set Fillers -Divine Link Enhancement
Other Set Effects
-Harvest Song Enhancement -Lullaby Enhancement
Bard Equipment List (Not a strict Tier List, refer to Set Effects for good priorities)
Set Name Head Body Gloves Feet Robes and Doll Bag
Accessories
Seraphic Cantabile Set
Seraphic Cantabile Bangle
Seraphic Cantabile Boots
+10 Battlefield Enhancement (+5)
+10 Fantastic Chorus Effect (30)
Troubadour's Set
Troubadour's Wig and Chapeau/Hat*
Special Troubadour's Coat
Troubadour's Gloves*
Troubadour's Boots/Heels
+10 Vivace Enhancement +10 Fantastic Chorus Effect (20)
+10 Battlefield Enhancement (+3) +10 Enduring Melody Enhancement
+10 Harvest Song Enhancement +10 Lullaby Enhancement
+10 March Song Enhancement +10 Music Buff Duration Enhancement
Misc Equipment (Bard Adjacent)
Fleur's Grass Tiara
Rose Couples Bracelet*
Stat Roll: +2-4 Music Buff Effect +5-10 Music Buff Duration
Loving Bond Stats: +1 Music Buff Effect +2 Music Buff Duration +2% Movement Speed
Accessories, Robes, and Misc equipment
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Special Ethereal Chiffon Wings (Enchantable)
Rath Royal Castle Residents Doll Bag
Pre Enchanted Accessories
+10 Eweca/Ladeca Movement Speed
Ethereal Chiffon: +10 Music Buff Duration +10 Inspiring Performance Rate Boost +10 Music Buff Effect
Rath Royal Castle Residents Doll Bag: +1 Music Buff Effect
Comes with enchants that cannot normally be made
Alchemy Fire Alchemy
This is all about boosting your fire alchemy damage. Under Elemental Wave, Heat Buster has fairly
potent AoE damage. Flame Burst meanwhile is better suited to keeping an enemy stun-locked in place as you can prevent knockback, but lacks the same damage output E-Wave Heat Buster has. It is recommended to have an Erg 45-50 Cylinder.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Status Effect Notes
Head Ceann Bliana Scholar’s Hairpin
Ultimate Geas Devastation Circlet*
Hyperion Eclipse Helionic Helm/Selenian Diadema
Saint Guardian Helmet
Flame Burst Duration, Act 6: Crisis Radius
Sandburst Min Blindness
Flame Burst Enhancement: As your primary Alchemy AoE DPS skills, this set effect is pretty important to have.
Ideally for Alchemy, you should aim to get the Water Cannon Enhancement as well, but if you do not intend to use Water Cannon at all, you can opt to skip that set effect.
Sun and Moon: I would prioritize Cressida effects, but Bonus Damage is a very good stat. This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Alchemic Damage Increase: This is a useful set effect, but it shouldn’t be prioritized over the Cressida wear. If you’re in a position to 2 piece a Cressida, this is a good two piece set effect to pair with your Cressida.
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as Increased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, Attack Delay reduction, and Movement Speed. If you want this with the Cressida and Scholar set effects, you’ll need to be able to one piece the Cressida.
Unshakable Will: It prevents
Body Special Hyperion Eclipse Full/Light Chiton
- Requires 1-2 Piece Cresida
Ceann Bliana Scholar’s Halfrobe Requires 1-2 piece Cressida
Shadow Reaper/Phantom Wear Requires 1-2 Piece Cresida
Special Imperial Knight Royal Uniform Requires 1-2 piece Cressida
Cressida Wear/Flamerider Outfit*
Hands Ceann Bliana Scholar’s Ringband Requires 1-2 piece Cressida
Cressida Gloves
Ultimate Geas Devastation Gloves
Flame Attack Burst Range
Heat Buster Max Damage
Feet Cressida Shoes/Flamerider Boots
Ceann Bliana Scholar’s Shoes Requires 1-2 piece Cressida
Fire Alchemy Efficiency, Flame Burst Stun Duration
stuns/knockdowns and reduces incoming damage by 50% on a 10 up and 30 down on Active/Cooldown time. It's a good defensive set effect to add some extra bulk in sustained damage cycles. The stun/knockdown resistance can help
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Battle Alchemy Enchantment: : For Flame Burst, this increases the attack range, widens the attack angle, and decreases the delay between hits.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Life Drain Enchantment: It certainly is a set effect. Life Drain is just not a very good skill at present, so you can skip this set effect baring a buff.
Fire Alchemic Mastery Enhancement: The Harmonious Yantras are best used on Alchemic Sharpshooter, but they are still providing a boost to standard Alchemy.
Ultimate Geas Edge Greaves*
Robe Destructive Robe
Harmonious Yantra of Clarity (Enchantable) > Harmonious Yantra of Stoicism > Harmonious Yantra of Tranquility
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Fire Alchemy
Weapon Nightbringer Technician > Perseus Tyrannus Cylinder > Revenant Insight Cylinder > Celtic Tetra Cylinder > Hellfire Cylinder* > Cylinder of Blossoming Memories
Fire Alchemy, Flame Burst Damage
Utility
Weapon
Control Bars*
Off Hand Perseus Tyrannus Guard Cylinder > Revenant Insight Guard Cylinder > Guard Cylinders
Protection, Luck
Echostone Black Echostone^ Fill with missing reforges above
Flame Burst Duration Caps at 20
Hydra Transmutation Magic Protection Reduction
*See Alchemy Fire Alchemy Notes
Alchemy Fire Alchemy Notes
Flame Burst Duration works as follows. Every 1 second, Flame Burst inflicts a Damage Tic. At certain
ranks of Flame Burst and with the Flame Burst Duration Reforge, it is possible to increase the duration by
a fraction of a second (e.g lvl 14 Flame Burst Duration provides 2.8 seconds of duration). If the duration
would have otherwise ended on a non whole second, an additional damage tic will still be applied with
reduced damage. In this lvl 14 Flame Burst Duration situation, you will have 7 full damage tics with the
8th (last) tic being reduced to 80% damage. This makes Flame Burst Duration 1-4, 6-9, and 11-14
significantly more valuable as you typically cancel before the last hit in order to prevent knockback.
As far as I am aware, the last time the Flamerider set was available in a gachapon was in 2017. Before
that was from Flame Mare’s giftboxes from purchasing a Flamemare (newer Flamemares don’t award the
outfit box) or winning one from the OX event. It seems fairly unlikely to return anytime soon so for now I
have marked it as perma-rare. Nevermind.
If you can get your hands on some Set Effect Flame Burst Enhancement Scrolls, you can minimize the
number of parts required for the Flame Burst set effect. This can free up slots for equipment such as
Ultimate Geas Devastation gear.
The Hellfire Cylinder does have a higher Fire Alchemy Cylinder Modifier than the Celtic, but it has
significantly worse other Alchemy Elemental modifiers. Alchemy is very strong when used with both Fire
and Water Alchemy so you shouldn’t hobble one element.
Remember to reload your Revenant and Perseus Guard Cylinders. While you have crystals stored inside
these guard cylinders, your alchemy skills will load faster. You can only manage crystals once every 60
seconds.
Yes Act 6: Crisis is a puppetry reforge. However, it is an extremely powerful utility for Flame Alchemy.
You may want this on a different headgear, but if you roll this on a head slot, it is worth keeping. You will,
however, still want to keep an eye out for Flame Burst Duration.
Though exceedingly rare, Flame Burst Duration can cap at 20 for Echostones and Hats as a limit-break
reforge.
The Cylinder of Blossoming Memories is a super strong base cylinder, though as with all Alchemy you
require Erg to make Alchemy truly shine which is where the CoBM starts to fall off due to the inability to
be Erged. The CoBM has +30% cylinder multipliers for all elements making it an extremely flexible
all-rounder cylinder.
Important note for the Ultimate Geas Devastation equipment and the Special Imperial Knight Royal
Uniform. Sacrifice a Cressida or Flamerider piece to use either (or two pieces if you want to have Ult
Devastation and Special Imperial Knight). This means making use of Set Effect Enhancement Scrolls.
This is a fairly expensive prospect, so I wouldn’t recommend it for most prospective alchemists.
Alchemy Water Alchemy
This is all about boosting your Water Cannon damage. It is recommended to have an Erg 45-50 cylinder.
A level 63 spirit cylinder will be required for the reduced delay on Water Cannon.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Status Effect Notes
Head Ceann Bliana Scholar’s Hairpin
Ultimate Geas Devastation Circlet*
Hyperion Eclipse Helionic Helm/Selenian Diadema
Saint Guardian Helmet
Sandburst Min Blindness
Water Cannon Enhancement: As your primary Alchemy Single Target DPS skills, this set effect is pretty important to have.
Ideally for Alchemy, you should aim to get the Flame Burst Enhancement as well. Flame Burst tends to see more use in Alchemy, especially for Pragarah peeling.
Sun and Moon: I would prioritize Cressida effects, but Bonus Damage is a very good stat. This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Alchemic Damage Increase: This is a useful set effect, but it shouldn’t be prioritized over the Cressida wear. If you’re in a position to 2 piece a Cressida, this is a good two piece set effect ot pair with your Cressida.
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as Increased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, Attack Delay reduction, and Movement Speed. If you want this with the Cressida and Scholar set effects, you’ll need to be able to one piece the Cressida.
Unshakable Will: It prevents stuns/knockdowns and reduces incoming damage by 50% on a 10 up
Body Special Hyperion Eclipse Full/Light Chiton
- Requires 1-2 piece Cressida
Ceann Bliana Scholar’s Halfrobe Requires 1-2 piece Cressida
Shadow Reaper/Phantom Wear Requires 1-2 piece Cressida
Special Imperial Knight Royal Uniform Requires 1-2 piece Cressida
Cressida Wear/Flamerider Outfit*
Rain Casting Water Cannon Damage
Hands Cressida Gloves
Ceann Bliana Scholar’s Ringband Requires 1-2 piece Cressida
Ultimate Geas Devastation Gloves
Royal Society Gloves Gearswap Recommended
Rain Casting Cloud Range
Water Cannon Range
Feet Ceann Bliana Scholar’s Shoes Requires 1-2 piece Cressida
Cressida Shoes/Flamerider Boots
Ultimate Geas Edge Greaves*
Rain Casting Cooldown Decrease
Water Cannon Efficiency
and 30 down on Active/Cooldown time. It's a good defensive set effect to add some extra bulk in sustained damage cycles. The stun/knockdown resistance can help
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Rain Casting Casting Time Decease: This can allow for near instant deployment of a Rain Cloud. It’s generally better used as a gear swap though.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Life Drain Enchantment: It certainly is a set effect. Life Drain is just not a very good skill at present, so you can skip this set effect by baring a buff.
Water Alchemic Mastery Enhancement: The Harmonious Yantras are best used on Alchemic Sharpshooter, but they are still providing a boost to standard Alchemy.
Rain Casting Cooldown Decrease: Rain Casting has a rather long cooldown, but this set effect at best will let you reposition a cloud slightly earlier. Rain Cloud duration already exceeds the cooldown.
Robe Destructive Robe
Harmonious Yantra of Clarity (Enchantable) > Harmonious Yantra of Stoicism > Harmonious Yantra of Solitude
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Water Alchemy
Weapon Nightbringer Technician
Perseus Tyrannus Cylinder > Revenant Insight Cylinder > Celtic Tetra Cylinder > Abyss Cylinder* > Cylinder of Blossoming Memories
Water Cannon Max Damage
Water Alchemy Rain Casting Cloud Duration
Off Hand Perseus Tyrannus Guard Cylinder > Revenant Insight Guard Cylinder > Guard Cylinders
Protection, Luck
Echostone Black Echostone^ Fill with missing reforges
Hydra Transmutation Magic Protection Reduction
Alchemy Water Alchemy Notes
Same with the Hellfire Cylinder, the Abyss Cylinder has a higher Water Alchemy Cylinder Modifier than the Celtic but hobbles all other Alchemy Elements. This is especially problematic as the Abyss Cylinder only boosts Rain Casting duration by 12% due to the wind and clay alchemy penalty. On the other hand, a Celtic cylinder and Cylinder of Blossoming Memory boosts Rain Casting Duration by 90%. Revenants and Perseus Cylinders double Rain Casting duration.
If you can get your hands on some Set Effect Water Cannon Enhancement Scrolls, you can minimize the number of parts required for the Water Cannon set effect. This can free up slots for equipment such as Ultimate Geas Devastation gear.
Remember to reload your Revenant and Perseus Guard Cylinders. While you have crystals stored inside these guard cylinders, your alchemy skills will load faster. You can only manage crystals once every 60 seconds.
The Cylinder of Blossoming Memories is a super strong cylinder, though as with all Alchemy you require
Erg to make Alchemy truly shine. The CoBM has +30% cylinder multipliers for all elements making it an
extremely flexible all-rounder cylinder. The CoBM can’t receive Erg which does make it fall off.
Important note for the Ultimate Geas Devastation equipment and the Special Imperial Knight Royal
Uniform. Sacrifice a Cressida piece to use either (or two pieces if you want to have Ult Devastation and
Special Imperial Knight). This means making use of Set Effect Enhancement Scrolls. This is a fairly
expensive prospect, so I wouldn’t recommend it for most prospective alchemists.
Alchemy Support
This is focused on using Alchemy as a utility to supplement your primary damage talent. Alchemy has
quite an extensive support arsenal, though with varying degrees of usefulness. These are nice to have and can be plenty useful, though you’ll need extra equipment slots to get the most out of them. Some of these reforges may appear in the Fire and Water Alchemy sections, but are listed here because they provide utility beyond an Alchemy skill set.
Equipment Recommendations
Crowd Control and Stuns
Debuffing and Grouping
Efficiency Boosts and Other Effects
Set Effect Notes
Head Sandburst Min Blindness, Shock Duration
Rain Casting Casting Time Decease: This can allow for near instant deployment of a Rain Cloud.
Rain Casting Cooldown Decrease: Rain Casting has a rather long cooldown, but this set effect at best will let you reposition a cloud slightly earlier. Rain Cloud duration already exceeds the cooldown.
Battle Alchemy Enchantment: : This set effect does a variety of things for support alchemy. If you would like full details, I would check out the Stats/Status Effects wiki page.
Hero Alchemy Enchantment: This is less useful. You rarely leave Golden Time active since Golden Time typically is used to either immediately prime Elemental Wave or Alchemic Sharpshooter’s Tri-Assault.
Transmutation Enhancement: It certainly is a set effect.
Fire/Water/Earth/Wind Alchemic Mastery Enhancement: The Harmonious Yantras are best used on Alchemic Sharpshooter, but they are still providing a boost to standard Alchemy. The Yantras are in this section as a formality, you do not need them for support alchemy as the bonuses they provide would be minimal.
Body Shock Stun Duration*
Life Drain Life Absorbed
Hands Royal Society Gloves^ Rain Casting Cloud Range, Shock Range*
Feet Flame Burst Stun Duration, Rain Casting Cooldown Decrease
Wind Blast Range
Water Alchemy Efficiency, Wind Alchemy Efficiency
Robe Harmonious Yantra of Clarity (Enchantable) > Harmonious Yantra of Stoicism > Harmonious Yantra of Tranquility/Solitude
Accessories
Weapon Revenant Insight Cylinder*
Hurricane Cylinder*
Frozen Blast Duration Hurricane, Rain Casting Cloud Duration
Off Hand Revenant Insight Guard Cylinder > Guard Cylinders
Echostone Black Echostone^ Hydra Transmutation Magic Protection Reduction
Support Alchemy Notes
While the Revenant Insight Cylinder is listed here, you shouldn’t go out of your way to get one as a support tool, unless Misty Red prices continue to tank. The set effects for Revenant and Perseus Cylinders do provide a noticeable boost to multiple alchemy skills, but it would generally be a waste to roll support effects on
Revenant/Perseus Cylinders. The notable support Alchemy boosts are Shock Duration (+10 seconds) and Flame Burst Hit Cycle (-.3 seconds per cycle). Naturally the Flame Burst one is also important for Damage Fire Alchemy. Sand Blind Duration is also boosted with the Set Effect on top of the 30% Clay Alchemy Efficiency from the Revenant Cylinder.
The Hurricane is one of the few instances where you will opt for Blue upgrades over Red upgrades.
Shock Range only applies while equipped. Shock Duration on the other hand applies when cast.
I don’t have Shock Stun Duration, but I don’t think it’s that useful anyways. Shock already can stunlock efficiently enough and where it can’t stunlock, Shock wasn’t going to save you anyways.
Combine Wind Blast with Death Mark to group enemies up.
Fighter
This is about increasing Fighter Damage and sometimes boosting the utility abilities of Fighter. I would avoid investing reforges into knuckles that are not Revenants or Perseus. You ideally want to be at Erg 45-50 for the extra combo damage and cooldown reduction, but even at Erg 35 you’ll see a decently high amount of damage since Revenants and Perseus knuckles have innate combo damage bonuses.
There are a lot of reforges you want to keep an eye out for since you practically use every fighter skill. Almost every reforge will grant a noticeable benefit. If you think some reforges should be lower priorities than others here, let me know.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Imperial Knight Royal Hat > Abyss Dragon Horns/Forest Ranger Wig and Hat
Charging Strike Cooldown, Spinning Uppercut Cooldown, Dropkick Cooldown,
Shieldless Charge, Focused Fist Charge Time Reduction
Pummel Cooldown Decrease Fury of Light Cooldown, Awakening of Light Cooldown*
Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Unshakable Will: It prevents stuns/knockdowns and reduces incoming damage by 50% on a 10 up and 30 down on Active/Cooldown time. It's a good defensive set effect to add some extra bulk in sustained damage cycles. The stun/knockdown resistance can help you recover from messy situations.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Ceann Bliana Skirmisher Cuirass > Special Forest Ranger Outfit
Special Royal Society Field Outfit
Ultimate Geas Devastation Chestplate
Spinning Uppercut Damage
Focused Fist Damage, Spinning Uppercut Defense/ Protection reduction Chance
Hands Ceann Bliana Skirmisher Gloves
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Combo Mastery Damage
Knuckle Mastery Max Damage, Combat Mastery Max Attack Power, Spinning Uppercut Protection Reduction
Rain Casting Cloud Range*
potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Drop Kick Damage
Charging Strike Range, Somersault Kick Damage*
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Max Attack Power, Shieldless Charge
Weapon Nightbringer Vagabond > Perseus Tormented Knuckle > Revenant Splinter Knuckle
Charging Strike Damage
Max Damage, Focus Fist Damage
Pummel Damage
Utility
Weapons
Cylinder of Blossoming Memories
Echostone Silver Echostone
Red Echostone
Fill with missing reforges
Combat Mastery Damage Max Attack Power on Red Stone
Fighter Notes
Somersault Kick is generally used to help reset cooldowns rather than for damage, though this does depend on your combo card. It’s nice to have but you should prioritize Charging Strike Range or Dropkick Damage over it.
Pummel is not a bad skill, it’s actually very strong. The problem with building for Pummel is that most boss enemies have advanced heavy stander which makes them immune to Pummel. Barring a change to Pummel that allows you to mount advanced heavy stander enemies, I’d look for dropkick reforges first.
It can be difficult to get a perfect combo card with Focus Fist, Somersault Kick, or Drop Kick. Of those three skills, I would prioritize searching for a high damage Drop Kick combo card as it is more applicable
to all combat situations over Pummel. Focus Fist and Somersault Kick are good to have in your combo
and can be worth keeping if you find any with them. However, with Erg 50 Perseus Knuckles, you may
want to prioritize higher damage combos over combos that can rotate through all Fighter Skills. Because
it is relatively easy to get Charging Strike and Spinning Uppercut combos (advancement test), Focus Fist
and Somersault Kick are in the Secondary Reforge section.
Fury of Light and Awakening of Light can be useful reforges for Fighter. Fury of Light is a homing AoE
skill that can score critical hits, which means you can score combo resets off of those while it is active. I
wouldn’t put it on your primary Fighter headgear, but if you are fine with some gear swapping, this would
be nice to have. Demigod also doesn’t consume EXP anymore (THANK YOU), so there’s no need to be
conserative about its use.
While I’m not including it on the BiS list because I think it’s too niche (and honestly probably not worth the
reforge investment unless they’re pre-r1), you can use the Nuadha Set to boost the duration of
Awakening of Light by 1 minute. This can give you some extra up-time on Fury of Light.
Did you know Rain Casting Cloud's Lightning can land critical hits? Well it can for a glorious 1 damage.
But the important thing is it can land Critical Hits and they count as your critical hits. You will want a lvl 21
Spirit Cylinder (budget wise I recommend the Cylinder of Blossoming Memories) for the reduced Rain
Cast cast time. Expanding the coverage of Rain Casting can increase the chance the lightning strikes a
mob. Use Shield of Trust before casting as hit-stun will cancel Rain Casting, eating the cooldown.
Bard Non-Saint
See Cleric/Bard Harmonic Saint for a properly updated Bard list. This will be kept for the time being.
As a bard you support allies, harm (debuff) enemies, harm allies, and support enemies. This generally means using
Battlefield Overture or Vivace to boost your team’s damage, or using Lullaby to give your team a chance to set up.
Harmonic Saints can even apply a support buff alongside BFO/Vivace in the form of Enduring Melody/March
Song/Harvest Song*.
If you want to min-max bard buffs you will want to make a dedicated bard set, but you can always mix and match
parts for convenience and cost saving. It certainly helps that some of the best damage enchants are also the best
Music Buff Effect enchants. You should use the Category: Music Skills page on the wiki for the widget to help
calculate how strong your buffs will be. *Unless we get a mission mechanic that involves life skills, I don’t see this coming up.
Troubadour BFO and Cantabile BFO set effects do not stack. You do not need both of them.
Whether you are Sharing or Receiving Bard Buffs, be sure to
check the Sharing Settings in your Music Tab in the Skill
Window. This will allow you to avoid overwriting stronger buffs
if you need to rebuff yourself or if you do not wish to receive a
buff. Be sure to check with your team to see who should be the
primary Bard.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Fleur's Grass Tiara
Troubadour's Wig and Chapeau/Hat*
Battlefield Overture Effect Radius
Fantastic Chorus Enhancement: As with most set effects that influence the same thing, the stronger effect applies. This means the Seraphic Cantabile Boots offer a stronger Fantastic Chorus buff than the Troubadour Wig and Hat (30 vs 20). Either is still a massive improvement to Fantastic Chorus though.
Battlefield Overture Buff Effect: Again, as with most set effects that influence the same thing, the stronger effect applies. In this respect, the Seraphic Cantabile Bangles are stronger than the Special Troubadour Coat and they will not stack.
Music Buff Effect Boost: It’s always good to pad your MBE stat.
Inspiring Performance Rate Boost: If you’re building for Inspiring Fishing, it’s good to have.
Music Buff Duration Enhancement: In absence of a Harmonic Saint for buffs, getting more buff duration can be useful, especially when extending the buffs with Tuan pets.
Harvest Song Enchantment: You don’t necessarily need this for a gathering buff set, but it’s nice to have.
Lullaby Enhancement: Lullaby is generally unused due to enemy immunity to it.
Body Special Troubadour's Coat*
Battlefield Overture Duration Lullaby Duration
Vivace Duration
Hands Seraphic Cantabile Bangle
Troubadour's Gloves*
Rose Couples Bracelet*
Feet Seraphic Cantabile Boots
Troubadour's Boots/Heels
Vivace Attack Speed
Vivace Magic Charging Speed/ Vivace Alchemy Charging Speed
Robe Special Ethereal Chiffon Wings (Enchantable)
Enchantable Wings*
Accessorie
s
Pre Enchanted Accessories
Normal Battlefield Overture Duration
Weapon Demonic Gloomy Sunday > Lute of Blossoming Memories
Normal Performance Effect Playing Instrument Effect*
Echostone Blue Echostone^ Playing Instrument Effect*
Fill with Missing Reforges*
Bard Notes
Although you will generally fill the echostone slot with missing reforges, Playing Instrument Effect on your
Echostone Slot can be extremely useful despite its rarity. This is because you can roll
Normal/Excellent/Inspiring Performance Effect on Accessories which will stack with the Instrument slot.
Playing Instrument Effect has no such accessory equivalent reforge. If you get PE on your Gloomy
though, it’s still a good roll and there isn’t a real need to replace it if you’re satisfied.
The Rose Couples Bracelet requires you to be in the same map area as the character who has the other
bracelet in order to activate the bonuses. The effect will be active regardless if the Bracelet is in the Gear
or Style Tab.
See Music Buff Effect Enchants for the enchants that should go on Enchantable Wings
The Special Troubadour’s Coat +3 Music Buff Effect for BFO Seraphic Cantabile Bangle provides +5.
The Troubadour Hat or the Seraphic Cantabile Boots on the other hand is a significant boost to Fantastic
Chorus. The slow and HP recovery of Fantastic Chorus is boosted significantly. The Seraphic Cantabile
Boots also provide the Fantastic Chorus Boost Effect, but take up the Shoe Slot instead of the Head Slot
(opening up bards to use the elusive Fleur’s Grass Tiara). The Cantabile is a bit stronger than the
Troubadour Wig as well (Troub +20, Cantabile +30).
Between the Troubadour and Cantabile, Cantabile provides a higher bonus. Most of the time for
set effects, the higher value effect applies, and I believe that is the case for these items.
The Troubadour’s Gloves are only here for completeness. This is honestly the most skippable part of the
set because the Harvest Song set effect does not boost success rate and I couldn’t be bothered to even
test what the Enduring Melody set effect does. Probably a miniscule amount of Mana and Stam regen.
Puppetry Crowd Control
Puppetry tends to be used as support talent rather than a primary damage talent, even though it still can
be a very potent damage talent when geared for. Puppetry for basic crowd control is fairly affordable, though it shines with Grade S Erg 50.
You will ideally want Revenant/Perseus/Nightbringer control bars, the Fallen Pierrot Figure (essentially a
Revenant), Erg 45-50, and a level 63 spirit control bar. If you intend on just using puppetry for grouping, a level 63 spirit control bar will be useful though not required.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Act 6: Crisis Radius
Act 7: Climatic Crash Radius
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Puppets do inherit your movement speed, so move speed boosts can help with repositioning the puppet.
Marionette Stun Resistance: It adds +75% stun resistance, which is very useful when the puppet starts taking hits.
Puppetry Skill Cooldown: This is probably the most important set effect for Control Bars and the main reason you at the very least want a Revenant Lunatic bar. The cooldown reduction stacks with Control Marionette and Erg, allowing a puppeteer to spam skills faster than the base cooldown would suggest.
Body
Hands
Feet Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Act 6: Crisis Casting Time
Act 9: Invigorating Encore Duration
Robe Special Ethereal Split Wings (Enchantable) > > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Act 6: Crisis Radius
Act 7: Climatic Crash Radius
Weapon Nightbringer Trickster^ > Perseus Conflict Control Bar > Revenant Lunatic Control Bar > Celtic Control Bar >Control Bar of Blossoming Memories > Demonic Illusion Control Bar
Off Hand Fallen Pierrot Figure
Echostone Yellow Echostone^ Fill with missing reforges
Puppetry AoE DPS
Puppetry can be potent as an AoE DPS talent. As an AoE talent, you’ll primarily be rotating between Act 6 for Group up, and Act 7 for damage. You can also make use of Act 4, though it isn’t as beefy as Act 7.
You will ideally want Revenant/Perseus/Nightbringer control bars, the Fallen Pierrot Figure (essentially a
Revenant), Erg S45-50, and a level 63 spirit control bar.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Saint Guardian Helmet
Act 6: Crisis Radius, Act 7:Climatic Crash Charge Width
Act 4: Rising Action Radius
Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Ceann Bliana Skirmisher Gloves > Special Forest Ranger Outfit
Special Royal Society Field Outfit
Marionette Maximum Damage
Hands Ceann Bliana Skirmisher Gloves
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Control Marionette Linked Marionette Maximum Damage Bonus
Combat Mastery Max Damage
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting
Act 7: Climatic Crash Casting Time, Act 6: Crisis Casting Time, Act 9: Invigorating Encore Duration
Exploit, less if you just use Fateweaver.
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost. Marionette Stun Resistance: It adds +75% stun resistance, which is very useful when the puppet starts taking hits.
Marionette Critical Damage: It used to be a stronger boost, but it’s still a sizable damage boost for puppets on crits.
Puppetry Skill Cooldown: This is probably the most important set effect for Control Bars and the main reason you at the very least want a Revenant Lunatic bar. The cooldown reduction stacks with Control Marionette and Erg, allowing a puppeteer to spam skills faster than the base cooldown would suggest.
Star Roller Skates
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Act 7: Climatic Crash Damage Magnification Act 6: Crisis Radius
Act 7: Climatic Crash Casting Time, Act 6: Crisis Casting Time
Weapon Nightbringer Trickster^ > Perseus Conflict Control Bar > Revenant Lunatic Control Bar > Celtic Control Bar >Control Bar of Blossoming Memories > Demonic Illusion Control Bar
Act 7: Climatic Crash Damage Magnification
Max Damage, Act 6: Crisis Damage Magnification, Act 4: Rising Action Damage
Off Hand Fallen Pierrot Figure
Echostone Yellow Echostone^ Fill with missing reforges
Puppetry Single Target/Boss Stuns
Act 2: Threshold Cutter can disrupt the AI of several bosses, making it safer to deal damage if you have
one or two puppeteers with Erg 45-50 Revenant Lunatic Control Bars. With Erg 50, you can also spam Act 1: Inciting Incident between Act 2s to pile on hits. Puppetry isn’t the best Single Target DPS talent, but it still brings useful tools to the table. At present, it’s worth noting that Act 1 and Act 2 may not properly progress combo cards if you use these
skills too quickly in succession.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Saint Guardian Helmet
Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Ceann Bliana Skirmisher Cuirass > Special Forest Ranger Outfit
Special Royal Society Field Outfit
Marionette Maximum Damage
Hands Ceann Bliana Skirmisher Gloves
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Control Marionette Linked Marionette Maximum Damage Bonus
Combat Mastery Max Damage
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star
Act 9: Invigorating Encore Duration
tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Marionette Stun Resistance: It adds +75% stun resistance, which is very useful when the puppet starts taking hits.
Marionette Critical Damage: It used to be a stronger boost, but it’s still a sizable damage boost for puppets on crits.
Puppetry Skill Cooldown: This is probably the most important set effect for Control Bars and the main reason you at the very least want a Revenant Lunatic bar. The cooldown reduction stacks with Control Marionette and Erg, allowing a puppeteer to spam skills faster than the base cooldown would suggest.
Flying Shoes/Shooting Star Roller Skates
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Act 2: Threshold Cutter Damage Boost, Act 1: Inciting Incident Damage Magnification
Weapon Nightbringer Trickster^ > Perseus Conflict Control Bar > Revenant Lunatic Control Bar > Celtic Control Bar >Control Bar of Blossoming Memories > Demonic Illusion Control Bar
Act 2: Threshold Cutter Damage Boost*, Act 1: Inciting Incident Damage Magnification
Off Hand Fallen Pierrot Figure
Echostone Yellow Echostone^ Fill with missing reforges
Puppet Notes
I’ll be testing some things as I get the reforges for them. Specifically I’ll be looking frame by frame at load time reforges for Act 6 and 7, and radius reforges for Act 6 and 7. An individual brought up that for the
reforges to activate, the cast range needs to be a round number.
Another individual has already provided me video of Act 6 with and without the Footwear, and I have already verified the results of a 6/6 Act 6: Cast Time. at 30 FPS there seems to be a 3 frame difference between Act 6 with and without the reforge.
Act 2: Threshold Cutter Damage can only be rolled up to 20 on the Weapon. Echostone Act 2 damage
appears to be capped at lvl 3.
Dual Guns
You’ll want a pair of level 63 Spirit guns if you really want to use them. Having Erg will help a lot also, but may be less necessary for acceptable performance after Season 3 Renovations. The Spirit Ultimate grants you an effectively infinite magazine. Dual Gun is also being buffed on KR, Bullet Storm especially. Even if you do not plan on using dual guns, you may want to consider using an Attack Speed set bonus with dual guns for specific purposes. While Attack Speed set bonuses do not affect Fast or Very Fast Melee weapons, they will boost the attack speed of Dual Guns. This can be useful for hit-count checks such as the Succubus Queen’s Sweet Illusion*, Girgrishy’s Grab, and Hasdim’s Purgatory (which you likely won’t see in most Hasidim raids).
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Imperial Knight Royal Hat > Abyss Dragon Horns/Forest Ranger Wig and Hat
Refined Dustin Silver Knight Helmet
Languhiris Chaser Circlet
Way of the Gun Duration, Way of the Gun Attack Speed
Attack Speed* Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Unshakable Will: It prevents stuns/knockdowns and reduces incoming damage by 50% on a 10 up and 30 down on Active/Cooldown time. It's a good defensive set effect to add some extra bulk in sustained damage cycles. The stun/knockdown resistance can help
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform Ceann Bliana Skirmisher Cuirass > Special Forest Ranger Outfit > Saint Guardian's Leather Armor
Special Royal Society Field Outfit
Ceann Bliana Bulwark Armor
Refined Dustin Silver Knight Armor
Languhiris Chaser Armor
Flash Launcher Damage, Bullet Slide Damage
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Hands Ceann Bliana Skirmisher Gloves
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Languhiris Chaser Gloves
Bullet Storm Damage per Shot
Bullet Storm Attack Spread
Attack Speed
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Languhiris Chaser Boots
Shooting Rush Damage, Shooting Rush Attack Spread, Shooting Rush Attack Distance
Shadow Reaper Boots >
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Shooting Rush Damage, Shooting Rush Attack Spread, Shooting Rush Attack Distance, Bullet Storm Damage per Shot
Max Attack Power, Flash Launcher Damage, Bullet Slide Damage
Attack Speed
Weapon Nightbringer Vanquisher >Perseus Thundering Dual Guns > Divine Cinnsealach L2 > Celtic Dowra Ace > Dual Guns of Blossoming Memories > Dowra SE
Taunes MK3*
Dual Gun Maximum Damage, Max Attack Power, Bullet Storm Maximum Damage*
Bullet Storm Max Targets, Bullet Storm Attack Spread
Attack Speed
Echostone Blue Echostone^ Fill with missing reforges
Dual Gun Notes
There is a build for Taunes that allows it to be stronger than the Divine Cinnsealach during Way of the
Gun. However, it is a fairly specific setup. Even so, the Taunes will be a better option for Dual Gun skills
as it can reach a higher max damage compared to the Divine Cinnsealach. The Divine Cinnsealach and
Dowra line does boast better range than the Taunes which does make the Dowra line more efficient at
speed clearing lower HP mooks with WotG.
Interestingly, Dual Gun Max Damage is not a skill reforge but rather a damage reforge specifically for dual
guns. If you double or triple roll them on your guns they will stack. This is being removed in KR. Once
this change hits NA this note is being removed. This has been removed as of 6/10/2021. If you
previously had a dual roll, it’ll still apply, but I’ve removed it from the list to prevent confusion.
If you cannot make an attack speed set, consider using reforges to fill the gaps, though it would be
more cost effective to just buy a Lang set.
I would not recommend you try to pass the Queen’s Sweet Illusion Hit-Count check the normal way. With
NA lag being what it is, it is unlikely you would be able to clear it. You should instead cancel her Sweet
Illusion with a Bone Dragon/Mir/Ceranus/Sheeptuplet or dodge the hit with a move that grants invincibility
frames (Anchor Rush, Paper Airplane, Shylock’s Footsteps, Blaze?).
Bullet Storm Maximum Damage increases the multiplier limit.
Ninja General Use
This will focus on building Ninja for general combat. Ninja has fairly strong damage, Smokescreen is an exceptional debuff that stacks with other defense/protection debuffs, and Shadow Bind is one of the strongest CC moves in the game (although a lot of newer content is immune to it). Kunai Storm is extremely spamable and has a very fast animation. You may want a level 21 spirit for the Kunai Storm cooldown rest on critical hits, but it is not required due to Kunai Storm’s low cooldown. Also consider an Attack Speed set effect for normal attacks (if you plan on using them to kill low level mooks) as Shurikens are ranged weapons and will benefit from Attack Speed set bonuses.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Imperial Knight Royal Hat > Abyss Dragon Horns/Forest Ranger Wig and Hat
Refined Dustin Silver Knight Helmet
Languhiris Chaser Circlet
Smoke Screen Defense Reduction
Attack Speed Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Unshakable Will: It prevents stuns/knockdowns and reduces incoming damage by 50% on a 10 up and 30 down on Active/Cooldown time. It's a good defensive set effect to add some extra bulk in sustained damage cycles. The stun/knockdown resistance can help
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Ceann Bliana Skirmisher Cuirass > Special Forest Ranger Outfit > Saint Guardian's Leather Armor
Special Royal Society Field Outfit
Ceann Bliana Bulwark Armor
Refined Dustin Silver Knight Armor
Languhiris Chaser Armor
Kunai Storm Damage
Hands Ceann Bliana Skirmisher Gloves
Kunai Storm Attack Range*
Attack Speed
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Languhiris Chaser Gloves
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Languhiris Chaser Boots
Shadow Cloak Duration, Explosive Kunai Debuff Duration, Shadow Bind Duration
Shadow Reaper Boots >
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Max Attack Power, Kunai Storm Damage
Shadow Bind Duration
Attack Speed, Shadow Cloak Duration
Weapon Nightbringer Infiltrator^ > Perseus Swift Shuriken > Celtic Throwing Star > Anju’s Shuriken > Shuriken of Blossoming Memories
Hagi's Shuriken*
Shuriken Mastery Max Damage*, Max Attack Power
Explosive Kunai Quantity
Attack Speed, Shadow Cloak Duration, Shadow Bind Duration
Echostone Silver Echostone^ Fill with missing reforges
Ninja Sakura Abyss
Alternatively, you can build for Sakura Abyss. Sakura Abyss is currently the second hardest hitting burst damage nuke in the game (thanks Meteor). Combine with a level 63 spirit shuriken, and you can cast it instantly. Combine with Time Shift, and you can cast it 5-6 more times depending on if you have Sandglass enchanted.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Special Royal Society Field Outfit
Ceann Bliana Skirmisher Cuirass > Special Forest Ranger Outfit
Hands Ceann Bliana Skirmisher Gloves
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Sakura Abyss Attack Range
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Shadow Bind Duration, Shadow Cloak Duration
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) >
Fateweaver.
Max Damage Increase: There are 3 variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Sakura Abyss Attack Range, Max Attack Power
Shadow Bind Duration
Shadow Cloak Duration
Weapon Nightbringer Infiltrator^ > Perseus Swift Shuriken > Celtic Throwing Star > Anju’s Shuriken > Shuriken of Blossoming Memories
Shuriken Mastery Max Damage*, Max Attack Power
Sakura Abyss Attack Range
Shadow Cloak Duration, Shadow Bind Duration
Echostone Silver Echostone^ Fill with missing reforges
Ninja Notes
Ninja General Use
The Hagi tends to be used for normal attacks more due to its very fast attack speed. If you feel you don’t need the extra damage from the Anju/Celtic and would rather have the very fast attack speed utility, you may prefer to use the Hagi.
Skill reforges typically only stack with the Accessory slot. Having Kunai Storm Attack Range on your Hands and Weapons will not add them together and will instead pick the higher number. Accessory slots do not stack with Echostones.
The Shuriken Mastery Max Damage reforge is more efficient than Max Attack Power, but they do stack with each other.
Explosive Kunai is getting some significant changes during the S3 Renovation, but probably not enough to justify building for. Even so if you really wanted to use it and maximize its damage, you’ll likely want to go for more Kunai tags instead of more damage. Additional Kunai Tags expands your AoE range and will potentially allow more Kunais to hit the same target depending on how much the AoE is boosted by post patch (3m explosion radius on the test server currently).
Shadow Cloak following Season 3 renovation will provide a damage buff to Ninja Skills if you load a Ninja Skill inside Shadow Cloak. For general combat you may want to use Shadow Cloak -> Shuriken Charge for single targets.
Ninja Sakura Abyss
Sakura Abyss Attack Range on the Glove and Weapon slot do not stack.
The Shuriken Mastery Max Damage reforge is more efficient than Max Attack Power, but they do stack with each other.
Shadow Cloak following Season 3 renovation will provide a damage buff to Ninja Skills if you load a Ninja
Skill inside Shadow Cloak. Sakura should benefit a lot from this.
Chain Slash Combat
Chain Slasher’s bread and butter is Chain Sweep, so we want to make sure we can hit everything with Chain Sweep and that it does a lot of damage. We can also use Death Mark and Spinning Slasher to group enemies up. You may want to use an Attack Speed set effect as using Dorcha Snatch from further than half your max attack distance will result in a slower attack speed.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Ceann Bliana Skirmisher Circlet > Hyperion Eclipse Helionic Helm/Selenian Diadema
Ultimate Geas Devastation Circlet
Imperial Knight Royal Hat > Abyss Dragon Horns/Forest Ranger Wig and Hat
Languhiris Chaser Circlet
Memorial Flower Earrings*
Dorcha Mastery Dorcha Skill Damage
Chain Burst Duration
Attack Speed, Bachram Explosion Attack Range*
Sun and Moon: This is a pretty interesting conditional set effect. When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Max Damage Increase: There are 3
Body Special Hyperion Eclipse Full/Light Chiton
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Special Eiren Chain Slasher Outfit
Ceann Bliana Skirmisher Cuirass > Special Forest Ranger Outfit > Saint Guardian's Leather Armor
Special Royal Society Field Outfit
Languhiris Chaser Armor
Chain Sweep Attack Range
Spinning Slasher Damage
Bachram Explosion Damage*
Hands Ceann Bliana Skirmisher Gloves
Ultimate Geas Devastation Gloves
Imperial Knight Gloves
Spinning Slasher Effective Range AoE Focus
Death Mark Damage Amplification
Chain Impale Damage*
Attack Speed
variants of this set effect currently,one from the Skirmisher (+50), one from the Bulwark (+25), and one from Gacha equipment (+10). Gacha max pieces tend to be on the Body Slot while the Skirmisher and Bulwark normally require you to use the Head, Gloves, and Feet slots. These Effects do not stack and only the strongest effect applies.
Death Mark Damage Increase: It’s more important to have this on a Death Mark build, though it is an extremely useful part.
Dorcha Snatch Leeching Rate: It’s fine. Nowadays we Chain Slash isn’t exactly used for offense, Dark Diviners have easier ways to gathering Dorcha, and A grade Chain Erg is plenty effective for Leeching. If you want the Special Eiren set, it should be for the Death Mark bonus.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Languhiris Chaser Gloves
Damage Focus
Feet Ceann Bliana Skirmisher Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Languhiris Chaser Boots
Chain Sweep Damage
Anchor Rush Max Movement Range
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Grandmaster Wings/Master Wings/Champion Wings
Accessorie
s
Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Maximum Attack Power
Attack Speed
Weapon Nightbringer Wraith^ > Perseus Rending Chain Blade > Celtic Howling Chain Blade > Cutthroat Chain Blade > Chain Blade of Blossoming Memories
Chain Blade Mastery Max Damage*, Maximum Attack Power
Dorcha Snatch Dorcha Acquired
Attack Speed
Echostone Black Echostone
Red Echostone*
Fill with missing a reforges
Rage Impact Cooldown Decrease*
Chain Slash Combat Notes
A rage Impact Echostone is very specific to using Rage Impact before Chain Sweep. Rage Impact -> Chain Sweep is a good damage boost so being able to pull it off more frequently is always helpful.
Not that I dislike Bachram Explosion, but it isn’t really efficient to build for. Bachram Explosion can only be
primed once every 10 minutes and its damage isn’t as impressive as other burst damage nukes.
Chain Impale isn’t bad, but it really shouldn’t be your focus since there are better single target DPS
talents. I’d get Death Mark Damage Amplification if you really want to boost your single target DPS.
Chain Blade Mastery Max Damage is more efficient than a Max Attack Power reforge, but they do stack.
The Memorial Flower Earrings cannot be enchanted or reforged, but they come preloaded with Dorcha
Mastery Skill Damage 10. This is a fairly hefty damage boost for Chain Slash for what is essentially a
free headpiece.
Chain Slash Death Mark
This is honestly pretty simple: Make Death Mark make the target take more damage. You don’t have to fit this on your Chain Slash Set as this will benefit all damage. Like bard, this can warrant its own set, but you can also mix and match with other sets for convenience.
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head Hyperion Eclipse Helionic Helm/Selenian Diadema
Attack Speed Death Mark Damage Increase: If you don’t have this, your Death Marks will still be effective. But if you’re running with somebody who does have this, you might want to let them Death Mark bosses.
Dorcha Snatch Leeching Rate: It’s fine.
Spellwalk Enhancement: It requires Spellwalk to be active, but it's a 15% speed boost.
Eweca Movement Speed: Unlike the Ladeca Movement Speed buff, this is a fairly large 10% speed boost. Typically this set effect is found on Fleet Feet variants such as the Shooting Star Flying Shoes.
Ladeca Movement Speed Boost (Shadow Reaper Boots): Unlike most other Ladeca Movement Speed Boosts, this one provides a 12% movement speed boost.
Body Special Eiren Chain Slasher Outfit
Hands Death Mark Damage Amplification
Attack Speed
Feet Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Anchor Rush Max Movement Range
Accessories Death Mark Duration
Attack Speed
Weapon Attack Speed
Echostone Black Echostone^ Fill with missing a reforges
Astrologer
Astrologer is a rather flexible talent depending on how you set up for it. It is capable of performing offensive duties, crowd control, and debuffs. You do, however, need to set up your Celestial Conjunction to support the type of playstyle you want to focus on. *Note, update with weapon Wiki Links later
Equipment Recommendations
Priority Reforges
Secondary Reforges
Tertiary Reforges
Set Effect Notes
Head (General Offense) Ultimate Geas Devastation Circlet
Hyperion Eclipse Helionic Helm/Selenian Diadema
Languhiris Chaser Circlet
Meridian Sweep Cooldown Reduction
Starlight Veil Range
Sun and Moon: When landing a hit, you have a 5% chance to activate the Sun or Moon effect (60s). If both are active, you receive the Eclipse effect for 30 seconds (maintains the boost from Sun and Moon. Eclipse providing Bonus Damage makes it a very strong effect in addition to the rather large Damage/Magic Attack boost Offensive Astrologers in particular care about the Bonus Damage from Eclipse and the Magic Attack from Moon.
Sun: Max Damage +40, Max Hp +200 Moon: Magic Attack +60, Max MP +200 Eclipse: Bonus Damage +5%, Max Stamina +200
Eternal Prayer: A little harder to trigger for Astrologer since, Astrology skills are not Magic or Harmonic Saint spells. However, this can be a very impactful set bonus with +100 Magic Attack. You can attempt to force proc it with Healing, though you may prefer to keep it as a gear swap.
Assassin’s Advantage: Because this item has a 20 up 90 down for Active/Cooldown time and a 5% chance to activate on critical hits, it’s not as consistent as I ncreased Critical Damage. If you can 1-2 piece a Increased Critical Damage set effect (which may require Set Effect Scrolls or specific weapons), it’s not a bad idea to slot this in or the extra burst of Critical Damage, and Movement Speed.
Increased Critical Damage: This is generally a good set effect to consider since it’s always active.
Redoubled Offensive Activation Boost (Strong): This is a nice set effect to have, though it does face more competition nowadays. Redoubled Offensive is an extremely potent Tech and is a mainstay on almost all Tech loadouts.
Redoubled Offensive Damage Boost: Redoubled Offensive is a very strong Tech, so if you’re building an
Body (General Offense) Special Hyperion Eclipse Full/Light Chiton
Special Seraphic Harmony/Symphony Attire
Shadow Reaper/Phantom Wear
Special Imperial Knight Royal Uniform
Special Royal Society Field Outfit
Ultimate Geas Devastation Chestplate
Orbital Pulse Attack Range
Nova Blast Damage
Hands (General Offense) Ceann Bliana Scholar’s Ringbands
Ultimate Geas Devastation Gloves
Weaving Gloves* Unrepairable
Stellar Surge Damage
Nova Blast Attack Range
Magic Attack Weaving Gloves Only*
Feet Ultimate Geas Devastation Boots
Elemental Harmony Shoes > Shadow Reaper Boots > Forest Ranger Boots > Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates
Meridian Sweep Damage
Nova Blast Reduced Cooldown
Ultimate Geas Devastation set, this isn’t a bad option.
Exploit Weakness Enhancement: It’s an extra 3% to Exploit Weakness which is already a useful Offensive tech. Good if you regularly use Exploit, less if you just use Fateweaver.
Card Draw Enhancement: This set effect lets you draw cards faster. It’s good to have so you can have more uptime on your Hand of Destiny boosts and nuking with Fate Foretold.
Attack Speed/Vivace: Attack Speed and Vivace do influence Astral Reave, but I wouldn’t give up any equipment slots to build for Attack Speed. In practice, you’re only using Astral Reave to quickly pull a card. Vivace similarly can be useful for quickly pulling cards, but don’t overwrite your teammate’s Battlefield Overtures just to do that.
Robe Destructive Robe
Special Ethereal Split Wings (Enchantable) > Special Ancient Dragon Guardian Wings > Special Draconian Wings > Enchantable Wings
Accessories Unfinished Reverie’s Diadem Halo > Irusan’s Bell
Stellar Surge Damage
Fate Foretold Damage
Weapon Nightbringer Observer^ > Perseus Peregrine Scythe > Celtic Triplicity Scythe > Scythe of Blossoming Memories > Dispositor Scythe
Magic Attack Stellar Surge Reduced Cooldown
Meridian Sweep Attack Range
Off Hand Nightbringer Vega^ > Perseus Arcturus Orb > Canopus Orb
Magic Attack
Echostone Blue Echostone^ Fill with missing Reforges
Stellar Surge Damage
Nova Blast Range
Meridian Sweep Width
Celestial Conjunction
Celestial Conjunction serves as the main method for how you alter Astrologer’s skills. As you add effects, you change the Dominant Aspect of the skill and of the Configuration Overall. Certain boosts can only be activated when they match the Dominant Aspect of the Configuration. In order to change or switch your active configuration, you must teleport to the Stellar Citadel.
If you would like an easy way to share your conjunctions, use Thyme's Astrology Builder
or Latharra’s Celestial Conjunction Share Tool. Both are very well made and you should
check them out.
These are not recommendations, they simply list where each boost can be slotted in and
what kind of boost it is mechanically. See Sample Conjunction and Destiny
Configurations for setups.
Skill Effect Limit^ Offense^ Support^ Control^ Fortune
Conjunction
Core Boosts
3 -Astrology Skill Damage Boost Lv.1/Lv. 2
-Buff Effect Duration Boost -HP Recovery Amount Boost
-Debuff Effect Duration Boost Lv. 1/Lv. 2
-Critical Rate Boost
Astral Reave^4 -Damage Boost Lv.1/Lv. 2/Lv. 3 -Range Increase Lv.1/Lv. 2 -Make Offensive Aspect
-Recover Party Member HP -Make Support Aspect
-Slow Enemy -Make Control Aspect
-Critical Damage Boost Lv. 1/ Lv. 2 -Quick Recovery -Make Fortune Aspect
Nova Blast^7 -Cooldown Decrease -Damage Boost Lv.1/Lv. 2/Lv. 3 -Additional Attack -Range Increase Lv.1/Lv. 2 -Make Offensive Aspect
-Enemy Takes Boosted Damage -Recover Party Member HP -Make Support Aspect
-Pull Lv. 1/Lv. 2 -Lower Enemy Attack Lv. 1/Lv. 2 -Lower Enemy Defense and Protection Lv. 1/Lv. 2 -Slow Enemy -Make Control Aspect
-Critical Damage Boost Lv. 1/ Lv. 2 -Quick Recovery -Decrease Cooldown upon Critical Hit -Make Fortune Aspect
Stellar Surge^6 -Cooldown Decrease -Damage Boost Lv.1/Lv. 2/Lv. 3 -Range Increase Lv.1/Lv. 2 -Width Increase -Make Offensive Aspect
-Charging Starting Range Increase -Enemy Takes Boosted Damage -Recover Party Member HP -Make Support Aspect
-Push -Lower Enemy Defense and Protection Lv. 1/Lv. 2 -Slow Enemy -Make Control Aspect
-Critical Damage Boost Lv. 1/ Lv. 2 -Quick Recovery -Decrease Cooldown upon Critical Hit -Make Fortune Aspect
Meridian
Sweep
7 -Cooldown Decrease -Damage Boost Lv.1/Lv. 2/Lv. 3 -Range Increase Lv.1/Lv. 2 -Width Increase
-Recover Party Member HP -Make Support Aspect
-Push -Pull Lv. 1/Lv. 2 -Slow Enemy -Make Control Aspect
-Critical Damage Boost Lv. 1/ Lv. 2 -Quick Recovery -Decrease Cooldown upon Critical Hit
-Make Offensive Aspect
-Make Fortune Aspect
Orbital Pulse^7 -Cooldown Decrease -Range Increase Lv.1/Lv. 2 -Make Offensive Aspect
-Change Target -Enemy Takes Boosted Damage -Recover Party Member HP -Party Defense and Protection Boost Lv. 1/Lv. 2 -Party Physical Damage Boost Lv. 1/Lv. 2 -Party Magic Damage Boost Lv. 1/Lv. 2 -Party Alchemy Damage Boost Lv. 1/Lv. 2 -Make Support Aspect
-Repel -Lower Enemy Attack Lv. 1/Lv. 2 -Lower Enemy Defense and Protection Lv. 1/Lv. 2 -Make Control Aspect
-Quick Recovery -Decrease Cooldown upon Critical Hit -Make Fortune Aspect
Starlight Veil^7 -Cooldown Decrease -Additional Attack -Range Increase Lv.1/Lv. 2 -Make Offensive Aspect
-Enemy Takes Boosted Damage -Recover Party Member HP -Party Defense and Protection Boost Lv. 1/Lv. 2 -Party Physical Damage Boost Lv. 1/Lv. 2 -Party Magic Damage Boost Lv. 1/Lv. 2 -Party Alchemy Damage Boost Lv. 1/Lv. 2 -Make Support Aspect
-Pull Lv. 1/Lv. 2 -Lower Enemy Attack Lv. 1/Lv. 2 -Lower Enemy Defense and Protection Lv. 1/Lv. 2 -Make Control Aspect
-Make Fortune Aspect
Gravity Well^7 -Cooldown Decrease -Additional Attack -Range Increase Lv.1/Lv. 2 -Make Offensive Aspect
-Charging Starting Range Increase -Recover Party Member HP -Party Defense and Protection Boost Lv. 1/Lv. 2 -Party Physical Damage Boost Lv. 1/Lv. 2 -Party Magic Damage Boost Lv. 1/Lv. 2 -Party Alchemy Damage Boost Lv. 1/Lv. 2 -Make Support Aspect
-Pull Lv. 1/Lv. 2 -Repel -Make Control Aspect
-Make Fortune Aspect
Fate Foretold^5 -Damage Boost Lv.1/Lv. 2/Lv. 3 -Range Increase Lv.1/Lv. 2 -Make Offensive Aspect
-Enemy Takes Boosted Damage -Make Support Aspect
-Lower Enemy Attack Lv. 1/Lv. 2 -Lower Enemy Defense and Protection Lv. 1/Lv. 2 -Slow Enemy -Make Control Aspect
-Critical Damage Boost Lv. 1/ Lv. 2 -Quick Recovery -Make Fortune Aspect
Key
Offense
Support
Control
Fortune
The Aspect of a skill is determined by the most plentiful type of effects slotted into a skill. Each skill has a default Aspect set as their default, with one matching Aspect counter applied by default. Most effects provide 2 Aspect counters.
Additionally, you can force change the Aspect of a skill by applying a Make
In order to make an aspect the overall Dominant Aspect , that aspect must have the most effects slotted.
Effect Restrictions
-Conjunction Core Boosts may only be slotted once and in the center 3 slots. Different Levels are treated as different boosts.
-Astrology Skill Damage Boost Lv.2 requires the Dominate Aspect to be Offense -Cooldown Decrease requires the Dominant Aspect to be Offense -Buff Effect Duration Boost requires the Dominant Aspect to be Support
-Change Target requires the Dominant Aspect to be Support -Debuff Effect Duration Boost Lv.2 requires the Dominant Aspect to be Control -Lower Enemy Defense and Protection Lv.1/ Lv.2 requires the Dominant Aspect to be Control
-Critical Damage Boost Lv.1/ Lv.2 requires the Dominant Aspect to be Fortune
Notes:
Progressive Boosts (e.g Lv2) require the prior boost level to be slotted. You cannot only slot
Astrology Skill Damage Boost Lv2, you must also slot the Lv1 variant.
-Additional Attack grants Starlight Veil and Gravity Well an Area of Effect (AoE) Damaging Hit-stun instance. -Range Increases increase the linear (how far) AoE for Stellar Surge and Meridian Sweep. Width Increase increases how wide the AoE for Stellar Surge and Meridian Sweep are.
-Slotting Change Target for Orbital Pulse allows you to cast Orbital Pulse on a party member/pet/friendly NPC/yourself instead of auto casting on yourself. -Party Defense and Protection Boost does include Magical Defense and Protection
-Pull Lv. 1/Lv. 2 is pretty much my personal favorite Control Effect. It allows Astrologer to have up to 4 AoE group up abilities. If you’re ever read a few things I’ve written, you might know that I often extol the benefits of grouping enemies up before you DPS.
-Push causes Stellar Surge to push enemies towards the end of the AoE range and Meridian Sweep to pull
enemies with the user (similar to Climactic Crash and Shooting Rush). I don’t much like it on Nova Blast. It’s
supposed to push everything towards the target. -Repel: Ew -Quick Recovery: Reduces ending delay for the skill. This is a very nice QoL effect.
Hand of Destiny
Hand of Destiny fuels powerful buffs by drawing cards from your Tarot deck. As you cast Astrologer skills, you build
progress towards the next Tarot Card (Left to Right deck order). To draw a card, you must use an Astrologer skill
who’s current Aspect matches the type of card that is ready to be drawn.
Card Synergies
If your deck composition matches a card synergy, you will gain passive buffs. Buff Tiers will stack with
Eachother
2 Offensive Aspect Cards: Magic Attack +50
5 Offensive Aspect Cards: Magic Attack +150
2 Support Aspect Cards: Movement Speed +2%
5 Support Aspect Cards: Movement Speed +5%
2 Control Aspect Cards: Movement Speed +2%
5 Control Aspect Cards: Movement Speed +5%
2 Fortune Aspect Cards: Draw Count -1 (Skill uses to draw a card)
Template
Placeholder.png
Placeholder
Offensive/Support/Control/Fortune
Single Activation/Buff/Debuff -
Description:
Placeholder Description and Comments
Data from Update Page
Card Type Card Effect Comments
Offensive Strength Single Activation Increases the damage multiplier of the skill that activated the card. (Damage +n%)
Offensive The Emperor
Single Activation Increases the critical damage of the skill that activated the card. (Critical Damage +n%)
Offensive The Empress
Single Activation The skill that activates this card ignores a portion of the enemy’s Magic Defense and Magic Protection.
Pseudo Piercing
Offensive The Sun Single Activation Recovers HP upon Card Activation
Offensive Justice Buff
Grants temporary Stun and Knockdown immunity after Card Activation
Offensive Judgement Buff
Temporarily Increases the damage multiplier of Battle Astrology Skills when the card is drawn (Battle Astrology Talent Skill Damage +n%)
Support The
Hierophant
Single Activation Reduces the cooldown time for party member skills when the card is drawn. Battle Astrology Talent Skills are excluded.
Support The High
Priestess
Single Activation Restores HP, MP, and Stamina for yourself and party members when the card is drawn,
Support The Lovers Buff
Increases the duration of active music buff effects applied to yourself and party members when card is drawn.
Support The Chariot Buff
Temporarily increases movement speed of yourself and party members when card is drawn
Support The Moon Buff
Temporarily increases Damage, Magic Attack, and Alchemy Damage for yourself and party members when card is drawn.
Support The Tower Buff
Temporarily reduces incoming damage for yourself and party members when card is drawn.
Control The Hanged
Man
Debuff Enemies hit by the skill that draws this card take increased damage.
Functions similar to other damage amps such as Death Mark and Phantasmal Sight
Control The World Debuff
Enemies hit by the skill that draws this card will be afflicted with a Damage Over Time and will be temporarily stunned.
Control Temperance Debuff
Enemies hit by the skill that draws this card will have their movement and casting speed reduced temporarily.
Control The Hermit Buff
Applies a cloak when this card is drawn.
Control The
Magician
Debuff Enemies hit by the skill that draws this card are frozen temporarily
Control Death Debuff (Buff?)
Increases the duration of Smoke Screen, Fateweaver, and Death Mark against targets hit by the skill that draws this card.
Fortune The Fool Buff
Increases HP, MP, and Stamina recovery speed temporarily when this card is drawn
Mini-Whale pet/Mysterious Elixer
Fortune The Devil Single Activation
The damage of the skill that draws this card is increased. Damage buff is based on a random interval (Damage +m-n%)
Fortune Wheel of
Fortune
Single Activation When this card is drawn, immediately draw the next card in the deck with a chance to copy and stack that card’s effects.
Effects with duration will have duration increased, cannot draw identical cards continuously.
I activate Wheel of Fortune. Wheel of Fortune lets me draw one more card.
Fortune The Star Buff
Increases the activation rate of Stardust’s Veil, Flare, and Blast temporarily when this card is drawn.
This is a fairly powerful Stardust boost.
Sample Conjunction and Destiny Configurations
Want your setup featured? Send me a DM with pictures/video/description/lists.
If you would like an easy way to share your conjunctions, use Thyme's Astrology Builder
or Latharra’s Celestial Conjunction Share Tool. Both are very well made and you should
check them out.
Template Not an actual Configuration
Skill Effect Limit
Offense Support Control Fortune
Conjunction Core Boosts
3
Astral Reave^4
Nova Blast^7
Stellar Surge
6
Meridian Sweep
7
Orbital Pulse
7
Starlight Veil^7
Gravity Well^7
Fate Foretold
5
Template Deck Setup Not a Proper Deck
Tarot Card 1 Tarot Card 2 Tarot Card 3 Tarot Card 4 Tarot Card 5 Synergies
The Fool The Emperor The Moon The Tower Death 2 Offensive Aspect Cards:^ Magic Attack +50 5 Offensive Aspect Cards: Magic Attack +150 2 Support Aspect Cards: Movement Speed +2% 5 Support Aspect Cards: Movement Speed +5% 2 Control Aspect Cards: Debuff Duration +30% 5 Control Aspect Cards: Debuff Duration +100% 2 Fortune Aspect Cards: Draw Count -1
Comments:
This is a template for Conjunction and Tarot Decks. The Deck was selected entirely based on the card
names and thus this Deck is absolutely subpar.
-Astrology Skill Damage Boost Lv.1/Lv. 2 -Cooldown Decrease
-Damage Boost Lv.1/Lv. 2/Lv. 3 -Additional Attack
-Range Increase Lv.1/Lv. 2 -Width Increase
-Make Offensive Aspect
-Buff Effect Duration Boost -HP Recovery Amount Boost
-Charging Starting Range Increase -Change Target
-Enemy Takes Boosted Damage -Recover Party Member HP
-Party Defense and Protection Boost Lv. 1/Lv. 2
-Party Physical Damage Boost Lv. 1/Lv. 2 -Party Magic Damage Boost Lv. 1/Lv. 2
-Party Alchemy Damage Boost Lv. 1/Lv. 2 -Make Support Aspect
-Debuff Effect Duration Boost Lv. 1/Lv. 2
-Push -Pull Lv. 1/Lv. 2
-Repel -Lower Enemy Attack Lv. 1/Lv. 2
-Lower Enemy Defense and Protection Lv. 1/Lv. 2 -Slow Enemy
-Make Control Aspect
-Critical Rate Boost -Critical Damage Boost Lv. 1/ Lv. 2
-Quick Recovery -Decrease Cooldown upon Critical Hit
-Make Fortune Aspect
Pure DPS by Brahfizzle and their friend
*If you are Brah or said friend and you see this before I finish asking let me know who said friend is
Skill Effect Limit
Offense Support Control Fortune
Conjunction
Core Boosts
3 -Astrology Skill Damage Boost Lv. 1/Lv. 2
-Critical Rate Boost
Astral Reave^4 -Damage Boost Lv. 1/Lv. 2 -Range Increase Lv. 1
-Quick Recovery
Nova Blast^7 -Cooldown Decrease -Range Increase Lv. 1/Lv. 2
-Pull Lv. 1/Lv. 2 -Quick Recovery -Decrease Cooldown upon Critical Hit
Stellar
Surge
6 -Damage Boost Lv. 1/Lv. 2/Lv. 3 -Cooldown Decrease
-Enemy Takes Boosted Damage
-Quick Recovery
Meridian
Sweep
7 -Damage Boost Lv. 1/Lv. 2/Lv.3 -Cooldown Decrease
-Recover Party Member HP -Make Support Aspect
-Push -Pull Lv. 1
-Quick Recovery
Orbital
Pulse
7 -Cooldown Decrease -Range Increase Lv. 1/Lv. 2
-Party Magic Damage Boost Lv.1/ Lv. 2
-Quick Recovery -Decrease Cooldown upon Critical Hit
Starlight Veil^7 -Additional Attack -Cooldown Decrease -Range Increase Lv. 1/Lv. 2
-Enemy Takes Boosted Damage
-Pull Lv. 1/Lv. 2
Gravity Well^7 -Additional Attack -Cooldown Decrease -Range Increase Lv. 1/Lv. 2
-Party Magic Damage Boost Lv.1
-Pull Lv. 1/Lv. 2
Fate
Foretold
5 -Damage Boost Lv. 1/Lv. 2/Lv.3
-Enemy Takes Boosted Damage
-Quick Recovery
Deck Setup Pure DPS by Brahfizzle and their friend
Tarot Card 1 Tarot Card 2 Tarot Card 3 Tarot Card 4 Tarot Card 5 Synergies
Strength The Emperor The Empress Justice Judgement 2 Offensive Aspect Cards:^ Magic Attack +50 5 Offensive Aspect Cards: Magic Attack +150
Comments:
As a pure Offensive Astrologer setup, this aims to maximize Astrologer’s skill availability and damage output. Pulls are taken to help keep Astrologer self contained and Quick Recovery is taken to minimize
post skill delay.
The key reason to take 5 cards is to provide Fate Foretold 25% Bonus Damage and to activate the +200 Magic Attack synergy. Of the 6 Offensive cards, The Sun provides the least utility to a pure Offensive Astrologer.
Debuff/Support by Fierlyt
Created for use with Alchemic Sharpshooter
Skill Effect Limit
Offense Support Control Fortune
Conjunction
Core Boosts
3 -HP Recovery Amount Boost
-Debuff Effect Duration Boost Lv. 1/Lv. 2
Astral Reave^4 -Range Increase Lv. 1^ -Slow Enemy -Make Control Aspect
-Quick Recovery
Nova Blast^7 -Range Increase Lv.1/Lv. 2
-Pull Lv. 1/Lv. 2 -Lower Enemy Defense and Protection Lv. 1 -Make Control Aspect
-Quick Recovery
Stellar
Surge
6 -Charging Starting Range Increase
-Slow Enemy -Push -Lower Enemy Defense and Protection Lv. 1/Lv. 2
-Quick Recovery
Meridian
Sweep
7 -Range Increase Lv.1 -Width Increase
-Pull Lv. 1 -Push
-Quick Recovery -Decrease Cooldown upon Critical Hit -Make Fortune Aspect
Orbital
Pulse
7 -Range Increase Lv.1/Lv. 2
-Recover Party Member HP
-Lower Enemy Attack Lv. 1 -Repel -Lower Enemy Defense and Protection Lv. 1
-Quick Recovery
Starlight Veil^7 -Range Increase Lv.1^ -Recover Party Member HP -Enemy Takes Boosted Damage
-Lower Enemy Defense and Protection Lv. 1/Lv. 2 -Pull Lv. 1
Gravity Well^7 -Range Increase Lv.1/Lv. 2
-Recover Party Member HP -Charging Starting Range Increase
-Pull Lv. 1/Lv. 2
Fate
Foretold
5 -Slow Enemy -Lower Enemy Attack Lv. 1/Lv. 2 -Lower Enemy Defense and Protection Lv. 1 -Make Control Aspect
Deck Setup Support by Fierlyt
Tarot Card 1 Tarot Card 2 Tarot Card 3 Tarot Card 4 Tarot Card 5 Synergies
Wheel of Fortune
The Hanged Man
The Star Death The Moon 2 Control Aspect Cards:^ Movement Speed +2% 2 Fortune Aspect Cards: Draw Count -1
Comments: This setup has a few abilities that heal and a slew of AoE options. Debuffs are important selections for Conjunction configurations.
Wheel of Fortune assists with keeping a high uptime on The Hanged Man in addition to boosting its duration. The Star is a strong DPS boost for all Talents as it boosts the activation rate of Flare and Blast. Death helps maintain additional debuffs. The Moon boosts healing from Astrologer skills where applicable.
Protection Stacking
Up to 2023, it has always been advised to work on maximizing your damage or building towards utility. But with how
oppressive Glen Bearna Hard can be in terms of enemy damage, the introduction of Grade A ergs (allowing for
relatively cheap protection from Erg), and the future Guardian Arcana (Tank), it’s a good idea to consider the
equipment that will let you Tank hits. Also Piercing Resistance. Because some of the Glen Bearna mobs have
Piercing.
You can have all the damage in the world, but it doesn’t matter if you’re dead. Even if you don’t plan on taking on
Glen Bearna, you might want a change of pace (or you’re a relatively new player trying to learn the ropes) and you
want to make an Ultra Tank.
If an item has a [A] next to it, it can be worn by all Races/use the reforge
If an item has a [G] next to it, only Giants can wear it/use the reforge
If an item has a [H] next to it, only Humans can
If an item has a [E] next to it, only Elves can
High Protection Armors Reforges
Head Ceann Bliana Bulwark's Circlet^ [A]
Order of the Black Moon Earring [A]
Ultimate Geas Edge Circlet [A]
Colossal Valiance Circlet [G] > Saint Guardian's Helmet [A]
Abyss Dragon Horns [A]
Wind Guard Cooldown [G]
Protection [A]
Body Ceann Bliana Bulwark's Armor^ [A]
Ultimate Geas Edge Armor [A]
Colossal Valiance [G] > Saint Guardian’s Full Armor [A]
Abyss Dragon Full Armor [A]
Wind Guard Protection [G]
Protection [A]
Hands Ceann Bliana Bulwark's Gauntlets^ [A]
Ultimate Geas Edge Gauntlets [A]
Colossal Valiance Gauntlet [G] > Saint Guardian's Gauntlets [A]
Abyss Dragon Gauntlets [A]
Wind Guard Duration [G]
Protection [A]
Feet Ceann Bliana Bulwark's Greaves^ [A]
Ultimate Geas Edge Greaves [A]
Colossal Valiance Greaves [G] > Saint Guardian's Greaves [A]
Abyss Dragon Greaves [A]
Protection [A]
Robe Dan 2 Tailored Robe^ [A]
Accessories Unfinished Reverie’s Diadem Halo^ [A] >^ Irusan’s Bell^ [A] > Ancient Horned Ring [A] > Drosera [A]
Protection [A]
Weapon Two Handed Weapon Ergs
One Handed Axe Weapon Ergs
Dual One Handed Weapon Ergs
Lance Weapon Erg
Atlatl Erg
Off Hand Large Shields [G] Massive Despair Shield [G] > Frosted Borealis Shield [G] > Vales Shield [G]
Medium Shields [A]
Nightbringer Vanguard [A] > Divine Shield [A] > Demonic Fear Shield [A] > Shield of Avon [A]
Protection [A]
Echostone Red^ Shield Mastery bonus Protection [A]
Protection Notes Armor Set Effects
This section will largely go over the specific status effects, passive defense, and
effective protection of each armor listed.
Having Dan 3 Engineering will allow you to roll up to 105% of the maximum roll. This
will be factored in below.
A Dan 3 Blacksmith with Blacksmithing as their active Talent that has the GM
Blacksmithing Unique Effect Active and reaches a quality of 95 can add up to 6
protection to Armor. Dropping below quality 95 lowers the additional protection to 5.
A Dan 3 Blacksmith that reaches a quality of 80 adds 2 additional protection to
Gauntlets. Dropping below a quality of 80 reduces the additional protection to 1.
A Dan 3 Blacksmith can add 1 additional protection to shields.
A Dan 2 Tailor can add +1
It’s not recommended to aim for 95+, though Grade A and A+ are consistent with
Quality equipment and titles. It has been documented that the Blacksmithing and
Tailoring Minigames cheat.
It is possible to hit 95+ with Production Enchants, +4 Gacha titles, Monday, and
Sacrificing a goat to the Weird Cat. For good measure you can throw in
production quality potions, but again it’s still not recommended to rely on getting
95+ quality due to the Smithing Minigame.
Many Heavy Armors also exhibit Auto Defense, reducing stun. In the case of Melee
Auto Defense, it also reduces incoming damage by 50% when activated.
Race Specific Transformations provide Passive Defense, which reduces incoming
damage based on the active Transformation Passive Defense.
Editor’s note: I don’t know how useful that will actually be in Glen Bearna since you lose access to Crisis
Escape. But if Fateweaver and Shadow Cloak are enough and you need to further strengthen your
defensive ability, I suppose this might be an option. Devcat this isn’t what I meant when Transformations
need buffs.
Formatting Example:
Armor [A]
Yes that’s a png of the words Armor.png, sue me
Armor
Potential Base Protection
Base amount : Base amount Maximum Additional Protection : Base Roll (105% roll if applicable) Smithing Bonus: If applicable Total:
Upgrade Path
Surface Enhancement 2: + 1 Surface Enhancement 2: + 1 Surface Enhancement 3: +1 Edern’s Heavy Armor Upgrade: +3
Weiss’ Armor Artisan: +10 Total from Upgrades: +16
Total Before Reforges:
Protection Reforge: Maximum (Limit Break)
Total After Reforges: Numbers (Limit Broke Number)
Additional Effects
Auto Defense
Auto Defense Melee: Auto Defense Ranged: Auto Defense Magic: Set Effects
Other Part
Potential Base Protection
Base amount: Base amount Maximum Additional Protection : Base Roll (105% roll if applicable)
Smithing Bonus: If Applicable
Total Before Reforges:
Protection Reforge: Maximum (Limit Break)
Total After Reforges: Numbers (Limit Broke Number)
Additional Effects
Set Effects
Ceann Bliana Bulwark's Armor [A]
Ceann Bliana Bulwark's Armor [A]
Potential Base Protection
Base amount: 11 Smithing Bonus: 5-6 Total: 16-17
Upgrade Path
Surface Enhancement 2: + 1 Surface Enhancement 2: + 1 Surface Enhancement 3: +1 Edern’s Heavy Armor Upgrade: +3
Weiss’ Armor Artisan: +10 Total from Upgrades: +16
Total Before Reforges: 32-33
Protection Reforge: 5 (7)
Total After Reforges: 37-38 (39-40)
Additional Effects
Auto Defense
Auto Defense Melee: 20% Auto Defense Ranged: 20% Auto Defense Magic: 5% Set Effects
Increase Critical Damage: +4 Absorption Enhancement : +10 Piercing Resistance : +2-5
Ceann Bliana Bulwark's Circlet [A]
Potential Base Protection
Base amount: 3
Total Before Reforges: 3
Protection Reforge: 5 (7)
Total After Reforges: 8 (10)
Additional Effects
Set Effects Increase Critical Damage: +3 Maximum Damage (+25) : +4 Piercing Resistance : +2-5
Ceann Bliana Bulwark's Gauntlets [A]
Potential Base Protection
Base amount: 6 Smithing Bonus: +1-2
Total Before Reforges: 7-8
Protection Reforge: 5 (7)
Total After Reforges: 12-13 (14-15)
Additional Effects
Set Effects Increase Critical Damage: +3 Maximum Damage (+25) : +3 Piercing Resistance : +2-5
Ceann Bliana Bulwark's Greaves [A]
Potential Base Protection
Base amount: 7
Total Before Reforges: 7
Protection Reforge: 5 (7)
Total After Reforges: 12 (14)
Additional Effects
Set Effects Increase Critical Damage: +3 Maximum Damage (+25) : +3 Piercing Resistance : +2-5
Armor Overall Notes
Total Set Potential:
No Protection Reforges: 49-51
Full Protection Reforges: 69-71 (77-79)
The current BiS protection armor. And it comes with Piercing Resistance by 5, which right now is only
useful in one place.
It also boosts your Maximum Damage by 25 and your Critical Hit damage by 7%
Finally it also has Absorption which has a 10% chance to reduce damage to 1.
Ultimate Geas Edge Set [A]
Yes that’s
Ultimate Geas Edge Armor [A]
Potential Base Protection
Base amount: 6
Maximum Additional Protection : 6 (6.3) Total: 12
Upgrade Path
Surface Enhancement 2: + 1 Surface Enhancement 2: + 1
Surface Enhancement 3: +1 Edern’s Heavy Armor Upgrade: +3 Weiss’ Armor Artisan: +10 Total from Upgrades: + 16
Total Before Reforges: 28
Protection Reforge: 5 (7)
Total After Reforges: 33 (35)
Additional Effects
Auto Defense Auto Defense Melee: 15% Auto Defense Ranged: 20%
Set Effects Defiance Activation Boost (Strong): +3-5 Iron Will Duration Boost (Strong): +2-4 Vital Surge Duration Boost (Strong): +1-3
Ultimate Geas Edge Circlet [A]
Potential Base Protection
Base amount: 1
Total Before Reforges: 1
Protection Reforge: 5 (7)
Total After Reforges: 6 (8)
Additional Effects
Set Effects Defiance Activation Boost (Strong): +3-5 Iron Will Duration Boost (Strong): +2-4 Vital Surge Duration Boost (Strong): +1-3
Ultimate Geas Edge Gauntlets [A]
Potential Base Protection
Base amount: 3
Maximum Additional Protection : 3 (3.15)
Total Before Reforges: 6
Protection Reforge: 5 (7)
Total After Reforges: 11 (13)
Additional Effects
Set Effects
Defiance Activation Boost (Strong): +3-5
Iron Will Duration Boost (Strong): +2-4 Vital Surge Duration Boost (Strong): +1-3
Ultimate Geas Edge Greaves [A]
Potential Base Protection
Base amount: 2 Maximum Additional Protection : 3 (3.15)
Total Before Reforges: 5
Protection Reforge: 5 (7)
Total After Reforges: 10 (12)
Additional Effects
Set Effects
Defiance Activation Boost (Strong): +3-5 Iron Will Duration Boost (Strong): +2-4
Vital Surge Duration Boost (Strong): +1-3
Armor Overall Notes
Total Set Potential:
No Protection Reforges: 40
Full Protection Reforges: 60 (68)
It’s a bit expensive for newer players, but it’s a good in game armor to work towards. Beefy protection,
Defiance boost (+5% proc rate) and you can have quite a bit of potential sustain. The Iron Will Duration
Boost can also be situationally helpful.
I’m a bit less enthused with the Vital Surge Boost since it’s best used as an emergency heal and to try
and survive certain high damage hits. Chances are Vital Surge isn’t lasting the full base duration, let
alone an additional 30 seconds.
Colossal Valiance Set [G]
Colossal Valiance Armor [G]
Potential Base Protection
Base amount: 3 Maximum Additional Protection : 7 (7.35) Total: 10
Upgrade Path
Surface Enhancement 2: + 1 Surface Enhancement 2: + 1 Surface Enhancement 3: +1 Edern’s Heavy Armor Upgrade: +3
Weiss’ Armor Artisan: +10
Total Before Reforges: 26
Protection Reforge: 5 (7)
Total After Reforges: 31 (33)
Additional Effects
Auto Defense Auto Defense Melee: 15%
Auto Defense Ranged: 15% Auto Defense Magic: 10% Set Effects Absorption Enhancement: +2-4
Colossal Valiance Circlet [G]
Potential Base Protection
Base amount: 1
Total Before Reforges: 1
Protection Reforge: 5 (7)
Total After Reforges: 6 (8)
Additional Effects
Set Effects Absorption Enhancement: +1-3
Colossal Valiance Gauntlet [G]
Potential Base Protection
Base amount: 1
Maximum Additional Protection : 4 (4.2)
Total Before Reforges: 5
Protection Reforge: 5 (7)
Total After Reforges: 10 (12)
Additional Effects
Set Effects Absorption Enhancement: +1-3
Colossal Valiance Greaves [G]
Potential Base Protection
Base amount: 1 Maximum Additional Protection : 3 (3.15)
Total Before Reforges: 4
Protection Reforge: 5 (7)
Total After Reforges: 9 (11)
Additional Effects
Set Effects
Absorption Enhancement: +1-3
Armor Overall Notes
Total Set Potential:
No Protection Reforges: 36
Full Protection Reforges: 56 (64)
It’s a cheap armor to craft with some beefy base protection. Good for a new Giant Tank.
It also can get an Absorption Set Bonus which has a 10% chance to reduce damage to 1.
Saint Guardian’s Full Armor [A]
Saint Guardian’s Full Armor [A]
Potential Base Protection
Base amount : 25 Total: 25
Total Before Reforges: 25
Protection Reforge: 5 (7)
Total After Reforges: 30 (32)
Additional Effects
Auto Defense Auto Defense Melee: 20% Auto Defense Ranged: 20% Set Effects
Attack Speed Increase: +10 Absorption Enhancement: +2-4
Saint Guardian's Helmet [A]
Potential Base Protection
Base amount: 1 Total: 1
Total Before Reforges: 1
Protection Reforge: 5 (7)
Total After Reforges: 6 (8)
Additional Effects
Set Effects
Ladeca Movement Speed Boost: +10
Saint Guardian's Gauntlets [A]
Potential Base Protection
Base amount: 4
Total: 4
Total Before Reforges: 4
Protection Reforge: 5 (7)
Total After Reforges: 9 (11)
Additional Effects
Set Effects
Absorption Enhancement: +2-4
Saint Guardian's Greaves [A]
Potential Base Protection
Base amount: 3 Total: 3
Total Before Reforges: 3
Protection Reforge: 5 (7)
Total After Reforges: 8 (10)
Additional Effects
Set Effects
Absorption Enhancement: +2-4
Armor Overall Notes
Total Set Potential:
No Protection Reforges: 33
Full Protection Reforges: 53 (61)
Like the Abyss Dragon Set, it’s Gacha Armor. Gacha Armor doesn’t need as much effort to craft and
upgrade, but they undeniably have lower protection than crafted equipment.
Abyss Dragon Set [A]
Abyss Dragon Full Armor [A]
Potential Base Protection
Base amount : 25 Total: 25
Total Before Reforges: 25
Protection Reforge: 5 (7)
Total After Reforges: 30 (32)
Additional Effects
Auto Defense Auto Defense Melee: 20% Auto Defense Ranged: 20%
Set Effects Ladeca Movement Speed Boost: +10
Abyss Dragon Horns [A]
Potential Base Protection
Base amount: 1 Total: 1
Total Before Reforges: 1
Protection Reforge: 5 (7)
Total After Reforges: 6 (8)
Abyss Dragon Gauntlets [A]
Potential Base Protection
Base amount: 4
Total: 4
Total Before Reforges: 4
Protection Reforge: 5 (7)
Total After Reforges: 9 (11)
Abyss Dragon Greaves [A]
Potential Base Protection
Base amount: 3
Total: 3
Total Before Reforges: 3
Protection Reforge: 5 (7)
Total After Reforges: 8 (10)
Armor Overall Notes
Total Set Potential:
No Protection Reforges: 33
Full Protection Reforges: 53 (61)
Like the Saint Guardian Set, it’s Gacha Armor. Gacha Armor doesn’t need as much effort to craft and
upgrade, but they undeniably have lower protection than crafted equipment.
Shields
Large Shields [G]
Massive Despair Shield (18% DR) [G]
Potential Base Protection
Base amount : 3
Maximum Additional Protection : 4 (4.2) Total: 7
Upgrade Path
Massive Despair Shield Special Upgrade: + 5% Melee Auto Defense
Massive Despair Shield Special Upgrade: + 5% Melee Auto Defense Massive Despair Shield Unique Upgrade: + 5% Melee Auto Defense +5% Ranged Auto Defense +5% Magic Auto Defense
Massive Despair Shield Special Upgrade: + 5% Melee Auto Defense Massive Despair Shield Special Upgrade: + 5% Melee Auto Defense Artisan Upgrade: +2
Total from Upgrades: 7 with 15% Melee Auto Defense 9 with 10% Melee Auto Defense
Total Before Reforges: 7 with 15% Melee Auto Defense
9 with 10% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 12 (16) with 15% Melee Auto Defense
14 (18) with 10% Melee Auto Defense
Additional Effects
Auto Defense Auto Defense Ranged: 5% if Shield Unique Upgrade is taken Auto Defense Magic: 5% if Shield Unique Upgrade is taken
Set Effects Smash Enhancement: +5 Charge Enhancement: +10 Decreased Durability Loss: +5
Frosted Borealis Shield (14% DR) [G]
Potential Base Protection
Base amount : 2 Maximum Additional Protection : 1 (1.05) Total: 3
Upgrade Path
Frosted Borealis Shield Special Upgrade: + 5% Melee Auto Defense Frosted Borealis Shield Special Upgrade: + 5% Melee Auto Defense Unique Upgrade for Frosted Borealis Shield: + 5% Melee Auto Defense +5% Ranged Auto Defense
+5% Magic Auto Defense
Frosted Borealis Shield Special Upgrade: + 5% Melee Auto Defense Frosted Borealis Shield Special Upgrade: + 5% Melee Auto Defense
Artisan Upgrade: +2
Total from Upgrades: 3 with 15% Melee Auto Defense 5 with 10% Melee Auto Defense
Total Before Reforges: 3 with 15% Melee Auto Defense
5 with 10% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 8 (10) with 15% Melee Auto Defense
10 (12) with 10% Melee Auto Defense
Additional Effects
Auto Defense
Auto Defense Ranged: 5% if Shield Unique Upgrade is taken Auto Defense Magic: 5% if Shield Unique Upgrade is taken Set Effects Smash Enhancement: +5 Charge Enhancement: +5
Vales Shield [G]
Potential Base Protection
Base amount : 2 Total: 2
Upgrade Path
Frosted Borealis Shield Special Upgrade: + 5% Melee Auto Defense Frosted Borealis Shield Special Upgrade: + 5% Melee Auto Defense
Total Before Reforges: 2 with 10% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 7 (9) with 10% Melee Auto Defense
Large Shield Notes
The Massive Despair Shield gives a decent amount of extra protection and some useful set effects.
The Frosted Borealis Shield gives a bit less, but is also easier to craft.
The Vales Shield is very bargain bin.
The main benefit of Large Shields defensively comes from the Defense Skill. While Defense is loaded, all
incoming damage is reduced by 100%. This bonus is sometimes reduced (Subject Theta).
Medium Shields [A]
Nightbringer Vanguard (30% DR) [A]
Potential Base Protection
Base amount : 9 Maximum Additional Protection : 6 (6.3) Total: 15
Upgrade Path
N.B. Vanguard Special Upgrade 1: + 8% Melee Auto Defense
N.B. Vanguard Special Upgrade 1: + 8% Melee Auto Defense N.B. Vanguard Unique Upgrade: +8% Melee Auto Defense +8% Ranged Auto Defense +8% Magic Auto Defense
N.B. Vanguard Special Upgrade 1: + 8% Melee Auto Defense N.B. Vanguard Special Upgrade 1: + 8% Melee Auto Defense Artisan Upgrade: +??
Gem Upgrade: +3 Total from Upgrades: 18 with 24% Melee Auto Defense 18 + ?? with 16% Melee Auto Defense
Total Before Reforges: 18 with 24% Melee Auto Defense
18 + ?? with 16% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 23 (25) with 24% Melee Auto Defense
23 + ?? (25 + ??) with 16% Melee Auto Defense
Additional Effects
Auto Defense
Auto Defense Ranged: 8% if Shield Unique Upgrade is taken Auto Defense Magic: 8% if Shield Unique Upgrade is taken Set Effects Windmill Enhancement +5 Bash Enhancement: +10
Charge Enhancement: +10 Decreased Durability Loss: +10
Perseus Vigilant Shield (20% DR) [A]
Potential Base Protection
Base amount : 6
Smithed Additional Protection: 1: Total: 7
Upgrade Path
Perseus Vigilant Shield Special Upgrade 1: +8% Melee Auto Defense Perseus Vigilant Shield Special Upgrade 1: + 8% Melee Auto Defense
Perseus Vigilant Shield Special Unique Upgrade: +8% Melee Auto Defense +8% Ranged Auto Defense +8% Magic Auto Defense
Perseus Vigilant Shield Special Upgrade 1: +8% Melee Auto Defense Perseus Vigilant Shield Special Upgrade 1: + 8% Melee Auto Defense Artisan Upgrade: +1-2
Total from Upgrades: 7 with 24% Melee Auto Defense
9 with 16% Melee Auto Defense
Total Before Reforges: 7 with 24% Melee Auto Defense
9 with 16% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 12 (14) with 24% Melee Auto Defense
14 (16) with 16% Melee Auto Defense
Additional Effects
Auto Defense Auto Defense Ranged: 8% if Shield Unique Upgrade is taken Auto Defense Magic: 8% if Shield Unique Upgrade is taken
Set Effects Enhanced Bash +10 Charge Enhancement: +10 Windmill Enhancement: +5 Decreased Durability Loss: +5
Divine Shield (15% DR) [A]
Potential Base Protection
Base amount : 3 Maximum Additional Protection : 3 (3.15)
Total: 6
Upgrade Path
Divine Shield Upgrade 1: + 7% Melee Auto Defense Divine Shield Upgrade 1: + 7% Melee Auto Defense Divine Shield Unique Upgrade: +7% Melee Auto Defense
+7% Ranged Auto Defense +7% Magic Auto Defense
Divine Shield Upgrade 1: + 7% Melee Auto Defense
Divine Shield Upgrade 1: + 7% Melee Auto Defense Artisan Upgrade: +1-2
Total from Upgrades: 6 with 21% Melee Auto Defense 8 with 14% Melee Auto Defense
Total Before Reforges: 6 with 21% Melee Auto Defense
8 with 14% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 11 (13) with 21% Melee Auto Defense
13 (15) with 14% Melee Auto Defense
Additional Effects
Auto Defense Auto Defense Ranged: 7% if Shield Unique Upgrade is taken Auto Defense Magic: 7% if Shield Unique Upgrade is taken Set Effects Charge Enhancement: +10
Critical Hit Enhancement: +5 Decreased Durability Loss: +5
Demonic Fear Shield [A]
Potential Base Protection
Base amount : 3 Maximum Additional Protection : 1 (1.05) Total: 4
Upgrade Path
Fear Shield Special Upgrade 1: + 5% Melee Auto Defense
Fear Shield Special Upgrade 1: + 5% Melee Auto Defense Fear Shield Special Upgrade 1: + 5% Melee Auto Defense
Fear Shield Special Upgrade 1: + 5% Melee Auto Defense
Fear Shield Special Upgrade 1: + 5% Melee Auto Defense Artisan Upgrade: +1-2
Total from Upgrades: 4 with 15% Melee Auto Defense 6 with 10% Melee Auto Defense
Total Before Reforges: 4 with 15% Melee Auto Defense
6 with 10% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 9 (11) with 15% Melee Auto Defense
11 (13) with 10% Melee Auto Defense
Shield of Avon [A]
Potential Base Protection
Base amount : 2
Maximum Additional Protection : 1 (1.05) Total: 3
Upgrade Path
Avon Shield Special Upgrade 1: + 5% Melee Auto Defense Avon Shield Special Upgrade 1: + 5% Melee Auto Defense
Avon Shield Special Upgrade 1: +5% Melee Auto Defense
Avon Shield Special Upgrade 1: + 5% Melee Auto Defense Avon Shield Special Upgrade 1: + 5% Melee Auto Defense
Artisan Upgrade: +1-2
Total from Upgrades: 3 with 15% Melee Auto Defense 5 with 10% Melee Auto Defense
Total Before Reforges: 3 with 15% Melee Auto Defense
5 with 10% Melee Auto Defense
Protection Reforge: 5 (7)
Total After Reforges: 8 (10) with 15% Melee Auto Defense
10 (12) with 10% Melee Auto Defense
Additional Effects
Set Effects
Charge Enhancement: +10
Misc Parts [A]
Order of the Black Moon Earring [A]
Potential Base Protection
Base amount: 2 Total: 2
Notes
Yes, as far as I can tell, the Order of the Black Moon Earring is the 2nd BiS protection headpiece, beating
the competition by a whopping 1 protection. It only loses to the Ceann Bliana items (which can get 3). I
wouldn’t bend over backwards to get it. You should be able to get the pattern easily enough from 7n
spam.
Dan 2 Tailored Robe [A]
Potential Base Protection
Base amount: 0 Dan 2 Tailoring Boost 1 Total: 1
Notes
I didn’t make the rules, Dan 2 Tailoring adds 1 protection to robes.
Unfinished Reverie’s Diadem Halo [A]
Potential Base Protection
Base amount: 5 Total: 5
Veil of Life Damage Reduction: 10%
Notes
Functionally it’s an upgraded Irusan Bell. It has the added benefit of boosting Saint’s Veil of Life’s
Damage Reduction.
Irusan's Bell [A]
Potential Base Protection
Base amount: 5 Total: 5
Notes
Irusan strikes again, having the best Offensive and Defensive Accessory. There are easier options, so I’d
go for those first.
Ancient Horned Ring [A]
Potential Base Protection
Base amount: 1-4 Total: 1-4
Drosera [A]
Potential Base Protection
Base amount: 3 Total: 3
Ancient Horned Ring/Drosera Notes
They’re pretty good accessories. The Ancient Horned Ring does require Suntouched Shyllien Crystals
from Treasure Dungeons, so you may want to keep an alt rebirthed as a Treasure Hunter.
Droseras on the other hand are extremely easy to make.
The Reforge for Accs caps at 2, with a Limit Break at 3
Production
When gathering without Phantasmal Sight, you may want to use Production Enchants and Luck/Gathering Tools to
maximize the chance of a Lucky Gather.
Equipment Reforges^ Set Effect Notes
Head Royal Society Wig^ >^ Patron Hat
Magic Craft Quality Boost: Quality boosts tend to be rare or single use items. For somebody looking to maximize their potential quality, you might consider using this. That said, typically a sufficient amount of Quality Potions and attempts is enough to get signatures (if not a bit pricey).
Blacksmith Enhancement: Boosts the success rate of Blacksmithing. For lower success rate manuals this can help you save on attempts.
Refining Enhancement: Most of the time, you can naturally (or with Rain Casting and production parties) reach a 100% success rate on Refining items. However, low success rate items such as Demonic ingots can benefit from this.
Body Special Royal Society Laboratory Outfit
Patron Wear
Hands Patron Gloves
Feet Patron Shoes
Robe
Accessories Various Skill Success Rate Boosts
Weapon Eweca Gathering Tools^ Tailoring Quality Bonus
Various Skill Success Rate Boosts
Various Item Quantity Bonuses
Misc Equipment
Hillwen Engineer's Emerald Golem
Echostone Yellow Echostone^ Fill With Missing
Commerce
Commerce equipment is very focused on non-equipment items, so this list will be slightly different.
If you can farm Scatach Beach Golems for their Metallurgy drops, prioritize that. Otherwise you will want Commerce
Enchant Accessories.
Commerce Equipment Recommendations
Reforges Enchants
Head
Body William Preppy Commerce Outfit/Brielle's Outfit/Bassanio's Costume (G15)/Antonio's Costume (G15)/Shylock's Costume (G15)/Portia's Costume (G15)
Commerce Transport Speed*
Hands
Feet Erinn Merchants' Guild Premium Shoes (30 Days)*
Fleet Feet/Shooting Star Flying Shoes/Shooting Star Roller Skates/Forest Ranger Boots
Robe Alpaca Robe^ Does not stack with Commerce Transport Speed Reforge
Accessories Metallurgy Success Rate Does not need to be on your Trustworthy/Trader accs
Prefix: Haggler/Trustworthy*
Suffix: Trader*
Weapon Metallurgy Sieve*^ Metallurgy Success Rate
Metallurgy Amount Gathered per Attempt
Misc Equipment
Transport Speed Increase Potion Does Stack with Commerce Transport Speed Reforge
Movement Speed Potions/Hillwen Engineer’s Research Group (for 4) Does not stack with Commerce Transport Speed Reforge
Letters of Guarantee*
*Yes the Erinn Merchants’ Guild Premium Shoes expire. The duration can be extended by purchasing an Erinn Merchants’ Guild Premium Shoes Extension Coupon (30 Days) for 5 million Seasonal Ducats (once per
season). They can only be extended if less than one year has passed since acquisition of the shoes.
Commerce Notes
While the Metallurgy Sieve doesn’t appear to directly affect the act of commencing, having a maximized
one can provide some of the best Commerce Trade Goods. By killing Scatach Beach Crystal/Amethyst
Golems then using Metallurgy on their bodies, you can gather Crystal Columns, Black Crystals, and White
Crystals. Crystal Columns are one of the most valuable Trade-in Items for commerce, so you’ll want to
maximize your success rate and item gather quantity. Ideally you will dual roll Metallurgy Success rate
(lvl 15+)and Item Gathering Quantity (lvl 3). Do note post The Great Era of Commerce Update, you
can only barter up to 200 of each Scatach Beach good per week.
Trustworthy and Trader’s drop locations on the Wiki have not been updated, but you can farm them in
game. Trustworthy drops from Peaca Basic and Intermediate (I think from the boss) while Trader drops
from Coil Intermediate and Ciar Adv Hard (again I think from the boss).
The Hillwen Engineer’s Research Group (for 4) provides a 40% movement speed boost for 5 minutes, but
requires you to sit for 2 minutes. It is reusable though. Movement Speed Potions on the other hand can
be used without waiting and tend to last for a longer duration, but they’re harder to come by. However,
neither stack with Commerce Transport Speed reforges.
Transport Speed Increase Potions do, however, stack with all other Commerce Transport Speed boosts.
Letters of Guarantee can be acquired from Festia, but higher grade letters tend to come in bulk from
certain Gachapons. Gacha Letters are tradable, so you may find some on the Auction House.
Alpaca Robe does not stack with the Commerce Transport Speed Reforge.
Weapon Archetype Tiering (Progression)
Sunsetting
This section will be sunset when all the Equipment updates have been completed as I rolled the
weapon progression into that format.
Archetype meaning the weapon name prefix/material group the weapon comes from.
Namely Perseus/Ruination, Nightbringer, and Celtic.
However, outside of certain exceptions (Nightbringer Staff and Bows), you can still treat the
below lists as a progression tree.
Weapon Progression is fairly straightforward. The basic rule is as follows:
_Perseus/Ruination > Revenant/Demolition > Massive Despair > Divine > Frosted Borealis =_
_Celtic Suffix > Weapons of Blossoming Memory > Celtic > Apostle > Demonic > High Rank_
_Crafted > Everything Else_
_*Treat “>” as a greater than sign rather than as a progression direction. Basically Thing 1 is_
_better than Thing 2._
Celtic Suffix refers to Celtic weapons with a unique naming convention (e.g Celtic Howling).
The Celtic Throwing Star and Celtic Control Bars are counted in this category despite not
following the same naming convention.
There are, however, exceptions to the rule. See below for the Weapon Archetype Tiering for
each talent.
Weapons of Blossoming Memory cannot be upgraded or reforged but instead come pre
upgraded, enchanted, and reforged. You cannot upgrade them to r6, reroll the reforge to a
stronger version, or Erg them. Because of this, they are for the most part rated above standard
Celtic weapons but below Celtic Suffix.
There are a few exceptions such as with Ninja and Chain Slash where the 2nd or 3rd BiS
weapon are likely to be step (R) 6/7 upgrade candidates and are thus rated higher. Blossoming
Memory Weapons will be outdone by weapons you plan on Erging since as mentioned above,
Blossoming Memory Weapons are not eligible for Erg.
Nightbringer weapons, while generally stronger than their Perseus/Ruination variants,
are actually weaker for Staves and Bows. This is because KR has not released Demolition
and Ruination weapons on their server, making Nightbringer the Best in Slot weapons for each
Talent.
I’ve also excluded beginner weapons. As a general rule for beginner weapons, they’re fine
starting out. The stronger you are, however, the more cost effective they will be at lower level
content. You may want to keep them around as a cost saving measure. You don’t need to use
a Conqueror Girgashiy Celtic Howling Chain on a Hard Shadow Wizard when you can get the
same result with a Beginner Cardinal Chain.
Close Combat Human
Soul Liberator Greatsword/Greathammer/Greataxe > Soluna Blade > Nightbringer
Warlord > Perseus Monumental Blade > Celtic Errant Blade > Divine Blade > Frosted
Borealis Blade = Fanatic Greatsword
The Bhafel Slayer can provide a slightly higher piercing alternative to the Divine Blade,
Frosted Borealis, and Fanatic two handed swords at the cost of attack speed. If you
intend to primarily use Eknight skills, this may be an acceptable option. With Corrib you
can reach lvl 3 Piercing while Meteorid/67th Floor can provide up to 5 Piercing.
Soul Liberator Sword > Nightbringer Assault > > Divine Bastard Sword > Celtic Royal
Knight Swords > Pilgrim Swords > Demonic Death Knight Swords
See this Reddit comment from u/knnisai for details on how dual wielded Erg 50
One-Handed Hammers with a Rage Impact cooldown echostone would work. The
same applies to One-Handed Swords, but you will have a longer Cooldown on Rage
Impact.
Soul Liberator Hammer > Nightbringer Enforcer > Perseus Brutal Warhammer > Frosted
Borealis Hammer
Soul Liberator Axe > Celtic Royal Battle Axe > Celtic Battle Axe
Close Combat Elf
Soul Liberator Greatsword/Greathammer/Greataxe > Soluna Blade > Nightbringer
Berserker > Perseus Cleaving Warrior Axe >Celtic Royal Warrior Axe >= Celtic Royal
Warrior Hammer > Celtic Warrior Axe >= Celtic Warrior Hammer
Soul Liberator > Nightbringer Enforcer > Perseus Brutal Warhammer > Frosted Borealis
Hammer
Soul Liberator > Celtic Royal Battle Axe > Celtic Battle Axe
Elves while able to “function” as a Warrior/Elemental Knight, are not the best suited for it. The
rather narrow (and frankly suboptimal) weapon selection makes it hard for an Elf to shine as a
Warrior/Elemental Knight.
Close Combat Giant
Soul Liberator Greatsword/Greathammer/Greataxe > Soluna Blade > Nightbringer
Warlord > Perseus Monumental Blade > Celtic Errant Blade > Divine Blade > Frosted
Borealis Blade = Fanatic Greatsword
The Bhafel Slayer can provide a slightly higher piercing alternative to the Divine Blade,
Massive Despair, Frosted Borealis, and Fanatic two handed swords.
The Nightbringer Warlord has Final Strike Rage Generation instead of Final Strike
damage meaning it builds speed faster.
Soul Liberator Greathammer/Greataxe > Nightbringer Berserker > Perseus Cleaving
Warrior Axe >Celtic Royal Warrior Axe >= Celtic Royal Warrior Hammer > Celtic
Warrior Axe >= Celtic Warrior Hammer > Massive Despair Hammer > Battle Hammer >
Broad Axe
Soul Liberator Hammer > Nightbringer Enforcer > Perseus Brutal Warhammer > Frosted
Borealis Hammer
See this Reddit comment from u/knnisai for details on how dual wielded Erg 50
One-Handed Hammers with a Rage Impact cooldown echostone would work.
Bone Atlatl > Feather Atlatl > Wood Atlatl
Long Javelin (Jousting) >= Long Javelin LT > Bundle of Long Javelins (2000 Cash
Shop 150 NX) > Bundle of Long Javelins (50)
Lance
Soul Liberator Lance > Nightbringer Spearhead > Perseus Tempestuous Lance > Celtic
Clashing Lance = Divine Short Lance > Lance of Blossoming Memories > Languhiris
Bone-Breaker > Demonic Oculus Lance > Knight Lance
The Lance of Blossoming Memories cannot be upgraded, reforged, enchanted (which it
doesn’t need anyways), or Erged. But it has 4 Piercing and comes pre-enchanted with
Cartel and Penetrating (Piercing Level 9). Its inability to be reforged and upgraded
excludes it from the Lance Gear and Equipment section, but this is an excellent budget
Judgment Blade Lance if you lack a r6 Lance.
Archery
Soul Liberator Bow > Nightbringer Rogue > Nightbringer Predator + Nightbringer
Huntsman (?) Bow of Ruination + Arrow of Ruination > Demolition Breaker Bow +
Demolition Breaker Arrow > > Perseus Dynamic Crossbow > Divine Crossbow > Celtic
Royal Crossbow > Perseus Voiceless Bow + Perseus Voiceless Arrow > Celtic Ancient
Bow = Bhafel Hunter + Bhafel Huntress = Salvation Bow > Crossbow of Blooming
Memories
Use with the following unless otherwise stated above:
Piercing Forest Arrows > Sharp Arrows = Special Arrows = Forest Ranger Arrows >
Solid Bone Arrow
Sharp Bolts = Special Bolts > Sephirot Arrows
The Nightbringer Rouge and Predator + Huntsman are downgrades from the Demolition
Breaker despite coming from more difficult content. They’re still decent bows, just not
as good as the Demo. Similarly, the Perseus Bow and Crossbow, while not bad bows,
are still not as effective as the Demolition Breaker Bow despite ostensibly coming from
the same content level.
Magic Staff
Advanced Magic
Soul Liberator Staff > Lord of Ruination Staff > Demolition Deepglow Staff (?)
Nightbringer Inquisitor > Perseus Mystic Staff > Celtic Druid Staff > Celtic Guardian Staff
> Original Sin Staff > Hermit’s Staff > Trinity Staff
Intermediate Magic
Soul Liberator Staff > Lord of Ruination Staff (?) Nightbringer Inquisitor > Demolition
Deepglow Staff = Perseus Mystic Staff > Celtic Druid Staff > Celtic Guardian Staff >
Original Sin Staff > Hermit’s Staff > Trinity Staff
While the Nightbringer Inquisitor gets a hefty amount of bonus Intermediate Magic
Damage (+35%), an impressive +15% Advanced Magic Damage, and an additional +45
Magic Attack to top it all off, it still ends up not reaching the same heights a Lord of
Ruination Staff can due to lower Piercing (specifically no piercing without Seething
Mana). It’s still a good staff, just not as strong as a Lord of Ruination.
The Perseus Mystic Staff probably isn’t worth springing for though. Again, it’s not a bad
staff, just not as good as the Demolition Deepglow (lacks innate Piercing and isn’t as
flexible because of the lack of Tri-Element boost and Adv magic set effects besides
Hailstorm).
Magic Fusion Bolt
Soul Liberator Wand > Nightbringer Elementalist > Perseus Arcane Wand > Divine
Tribolt Wand* > Celtic Tribolt Wand > Tribolt Wand of Blossoming Memories
Soul Liberator Grimore > Nightbringer Prophet > Perseus Forbidden Spellbook > Divine
Spellbook > Holy Eagle Mask
Cooking Pot*
Guard Cylinders
Compared to the Celtic Tribolt, the Divine Tribolt provides a minimal power boost while
costing significantly more. You may want to consider stopping at a Celtic Tribolt. The
Divine Tribolt doesn’t even have the exclusive advantage of being the only wand that
can cast all Int magic anymore. Even the Celtic Tribolt can do that now.
The Tribolt Wand of Blossoming Memories cannot be reforged, upgraded, or Erged.
But it is an excellent wand otherwise.
Spell Books and Cooking pots can roll up to 20 Magic Attack and 20 Max Damage.
Magic Blaze
Soul Liberator Wand > Nightbringer Elementalist > Perseus Arcane Wand > Divine
Tribolt Wand* > Celtic Tribolt Wand > Tribolt Wand of Blossoming Memories
Soul Liberator Grimore >Nightbringer Prophet > Perseus Forbidden Spellbook > Divine
Spellbook > Holy Eagle Mask
Soul Liberator Staff > Lord of Ruination Staff > Demolition Deepglow Staff (?)
Nightbringer Inquisitor > Perseus Mystic Staff > Celtic Druid Staff > Celtic Guardian Staff
> Original Sin Staff > Hermit’s Staff > Trinity Staff
The staves listed are treated as Combat Wands for the purpose of Blaze (would like to
verify that for the Perseus Staff, but it probably also is considering Dark Diviner). The
absence of the Combat Wand is because the Combat Wand cannot be Special
upgraded.
Alchemy
Soul Liberator Cylinder > Nightbringer Technician > Perseus Tyrannus Cylinder +
Perseus Tyrannus Guard Cylinder > Revenant Insight Cylinder + Revenant Insight
Guard Cylinder > Celtic Tetra Cylinder > Abyss/Hellfire Cylinder > Cylinder of
Blossoming Memories > Tidal Wave/Volcano Cylinder
It’s worth noting that the jump from Revenant to Perseus is very minimal for Alchemy.
The main upside is the rather mediocre Hero Alchemy set bonus. You may wish to use
Kraken Heart drops on Knuckles where the power difference is more pronounced.
Hurricane Cylinders are powerful support tools. You’ll generally want one blue
upgraded for Frozen Blast.
Fighter
Soul Liberator Knuckles > Nightbringer Vagabond > Perseus Tormented Knuckle >
Revenant Splinter Knuckle > Celtic Edge Knuckles > Knuckles of Blossoming Memories
> Demonic Solitude Knuckles
I do not believe Fighter is worth pursuing without at least Revenants, but you need
Celtic Edge Knuckles and Demonic Solitude Knuckles upgraded for Erg. So you can
use Celtics and Demonics as a mid way point (just don’t Erg or reforge them).
Music
Soul Liberator Lyre > Demonic Gloomy Sunday > Lute of Blossoming Memories
The Lute of Blossoming Memories cannot be upgraded or reforged, but it is an ok
instrument due to being pre-enchanted and pre-reforged.
Puppetry
Soul Liberator Control Bars and Marionette > Nightbringer Trickster > Perseus Conflict
Control Bar + Fallen Pierrot Figure > Revenant Lunatic Control Bar + Fallen Pierrot
Figure > Celtic Control Bar > Control Bar of Blossoming Memories > Demonic Illusion
Control Bar
There are two important reasons to upgrade from a Revenant Lunatic Control Bar to a
Perseus Control Bar: The 20% higher Rez chance and the extra puppet defensive stats
(HP, Protection/Magic Protection). There’s also some nice extra damage.
The jump to Nightbringer, however, provides a large damage boost and +1 to Puppet
Piercing.
Dual Guns
Soul Liberator G U N > Nightbringer Vanquisher > Perseus Thundering Dual Guns >
Divine Cinnsealach L2 > Celtic Dowra Ace > Dual Guns of Blossoming Memories =
Taunes MK3 = Dowra SE
The Taunes MK3 can reach similar attack speeds to the Dowra line under WotG with a
combination of Attack Speed set effects, Relentless Assault, Attack Delay set effects,
and Way of the Gun Attack Speed reforges. You will most likely hit the speed cap with
three of these effects combined. However, you do suffer from reduced range when
using the Taunes MK3 which does make it somewhat less efficient for WotG mob
clearing. The Nightbringer Vanquisher, however, absolutely blows the Tarunes out the
water.
Ninja
Soul Liberator Shuriken > Nightbringer Infiltrator > Perseus Swift Shuriken > Celtic
Throwing Star > Anju’s Shuriken > Shuriken of Blossoming Memories
Hagi's Shuriken has lower damage than Anju’s Shuriken, but it has a very fast attack
speed. If you use shuriken normal attacks frequently and don’t mind losing the extra
damage from the Anju/Celtic, this will be a good choice.
Chain Slash
Soul Liberator Chain Blade > Nightbringer Wraith > Perseus Rending Chain Blade >
Celtic Howling Chain Blade > Cutthroat Chain Blade > Chain Blade of Blossoming
Memories
Yes there are other chain variants, but the Cutthroat is so easily accessible I don’t think
the rest are worth mentioning. You also get a very strong free Chain Blade from
completing the Chain Slash Book IV memoirs. I would not overlook the Chainblade of
Blossoming Memories despite the lack of upgrades, lack of reforgability, and the lack of
Erg.
Astrologer
Soul Liberator Scythe > Nightbringer Observer > Perseus Peregrine Scythe > Celtic
Triplicity Scythe > Scythe of Blossoming Memories > Dispositor Scythe
Soul Liberator Orb > Nightbringer Vega > Perseus Arcturus Orb > Canopus Orb
As per usual, the Scythe of Blossoming Memories, while strong out the gate, cannot be
upgraded.
Titles
If you need to know what primary title to use, it depends.
Star of the Dawn from completing g25 is currently the 4rd best Max Damage Title with +20 Max Damage. Before the
Crom Bas and Glen Bearna Titles, this will likely be your go to title for Max Damage.
Meteor Strike Master/The Master of Battle Astrology are the best Magic Attack titles providing +50 Magic Attack.
But as an overall title, I would say The Flame of the Icebound Reverie is better despite having 5 less Magic Attack.
The Light in the Abyss from clearing Crom Bas at 80% Dark Erg is currently the BiS Max Damage (for the general
playerbase) Title with +25 Max, +200 HP, and +15 Protection and Magic Protection.
The Flame of the Icebound Reverie from clearing Glenn Bearna on the Hard difficulty might as well be tied with The
Light in the Abyss providing +25 Max Damage. It also upgrades Usurper of the Abyssal Throne. With +45 Magic
Attack, +15 Protection, and +15 Magic Protection. If you want a more hybrid Damage-Magic Damage title, this is a
good go to.
The Uniter of Dusk and Dawn from defeating _The Winter Tyrant_ in Primeval Winter without a single party death is
the current BiS offensive title providing +27 Max Damage, +50 Magic Attack, +15 Protection, +15 Magic Protection,
and +2% movement speed.
The Usurper of the Abyssal Throne is awarded for a 100% Crom clear and is more of a Magic-Max Damage Hybrid
with 20 Max and 40 Magic Attack. It’s a good title and a worthwhile sidegrade to Light in the Abyss.
Shepherd of Lost Souls from completing the Subject Theta Raid is the 3nd BiS Max Damage Title with +22 Max
and a large amount of protection (+12).
Master of Golden Time and Master of Alchemy are alchemy titles providing +10 Alchemic Damage (All elements).
The Royal Alchemist is the best water alchemy title providing +15 Water Alchemy damage, but only 100 people per
server can use it for the week. Not that there are 100 alchemy mains anyways.
The Fashionable is only available to people who participate in the Fashion Contest Finals, but it is a very useful
crafting title for making low success rate items such as Demonics. Blacksmithing, Refining, Tailoring, and Weaving
success rates are boosted by 2%.
The Master of Battlefield Overture is the go to primary Bard title for Physical Damage.
The Master of Vivace is the go to primary Bard title for Magic Attack.
There are various other master titles you can use such as Charging Strike Master , Chain Sweep
Master, and Master Chef. The common theme with these master titles is that they boost the damage
multipliers or effects of the skill. If a master title provides a non primary stat benefit, see if it will
significantly contribute to your damage in gameplay or if it provides a benefit that isn’t available anywhere
else. Here’s the list of Master Titles I’d consider based on your situation.
Charging Strike Master: Multiplies the base multiplier by 1.3 making Charging Strike deal 520% damage
Master of Drop Kick: Increases Drop Kick damage by 10%. I’m not sure if it is additive or multiplicative, but Drop
Kick is a very strong skill.
Chain Sweep Master: Increases Chain Sweep Damage by 20%. I’m not sure if it’s additive or multiplicative, but
Chain Sweep is the most used Chain Slash skill for good reason.
Magic Weapon Master: Discount Meteor Strike Master. A lot easier to get but also half as strong.
Master of Shadow Bind: Boosts the blind duration of Shadow Bind by 5 seconds. If you don’t have the duration
reforge for Shadow Bind and you want to stun vulnerable enemies for a bit longer, this is a good choice.
Hydra Transmutation Master: Boosts the duration of Hydra Transmutation by 20 seconds. This is huge since with a
maxed wind marble you can effectively loop Hydra with very little downtime. _Take a deep breath. Calm your mind. You know what is best. What is best is you comply. Compliance will be rewarded. Are you ready to comply?_ Chain Cylinder Master: -1 second to the cooldown on Chain Cylinder. It’s not much but if you don’t have high Erg
and only Revenants it’s something.
Master of Support Shot: Boosts Support Shot’s melee damage bonus by 5% additively.
Master Chef: Cooking Quality Bonus. It helps but you’re going to need the quality reforges and/or Antique Cooking
Knives/Ladles to get consistent 5 star dishes.
Master of Carpentry: Boosts Carpentry bow quality. You don’t get that many stats from quality but it’s nice to have.
Master of Fragmentation: You especially want this when fragmenting for Divine Magic Powder and Divine Mineral
Fragments. The base success rates are abysmal, the drops are uncommon, and you need every percentage point to
boost those success rates.
Master Engineer: Boosts quality from Hillwen Engineering. Considering Engineering is all roll based, anything to
increase your chances of a good roll is useful.
Magic Artisan: Pretty sure it’s quality. Same reasoning as Master Engineer.
Master of Ingredient Hunting: Boosts Leather and Ingredient drop rates. Ingredients can be important for Catering,
but you really want to use this title to boost Leather drop rates.
Master of Shields: This is fine as a protection title, especially early on when you may be lacking options. You
probably won’t use it as you progress to harder content where damage is needed more
Master of Party Healing: BiS Healing Primary Title providing 20% more Healing and 10% wound cure. Also the only
one.
The following lists are for 2nd titles. This list may be incomplete so if a Title is missing,
let me know. These lists will also exclude certain limited titles, namely Fahames titles.
Yes those would be BiS if you have them, but only a very limited number of people can
have them.
You can check a complete list of 2nd titles compiled by ndrr here.
*Note Need to update a lot of these enchants for the Refine update. If it's a character 2nd title, chances are
you can farm it in the game now. See a complete list here
Max Damage
These titles are sorted by Max Damage first , then Bonus Damage/Critical Hit damage for organization purposes.
DPS calculations may differ based on said secondary effects, but most of these titles should have similar overall
performance.
Title Name Max Damage Increase Other Stats
Himmel (Frieren: Beyond Journey's End)
+30 +3% Critical Damage, Max Stamina +100
Folamh* +30 +20 Strength, +15 Defense, +10 Protection, Critical +12%
Red Tainted Matter (60 Days) +30 Max Damage Magic Defense + 10, Magic Protection +8, Max HP +50, Critical +12%
Altam +28 Critical +10%, Magic Defense +12, Magic Protection +8, and Max HP +50.
Beimnech +28 +1% Movement Speed
Whimsical Fury +26 +3% Critical Hit Damage
Irusan* +26 +20 Dexterity, +3% Movement Speed
Special Cool Royal Teacup Set 2nd Title Coupon
+25 +2% Critical Hit Damage, +2% Movement Speed
Special Hand of Death +25 +2% Critical Hit Damage
Special Elegant Royal Teacup Set
+25, +1% Bonus Damage
+10 Min, +15 Strength
Sera +25 Min Damage +25 Critical Damage +1%
Gillach* +25 +18 Magic Attack, +12 Defense, +8 Protection, +12 Magic Defense, +8 Magic Protection
Lovely Cupid +25 Min Damage +25, Luck +25, and Movement Speed +3%.
Avatar of Balance +24 +1% Bonus Damage, +13 Protection, +10 Magic Protection
Fodla *Situational^ +15,
Dual Gun Max Damage +20
Movement Speed +1%
Cunning Hunter's Might *Situational^ +15 Max, +10 Chain Blade Max
Dorcha Snarch Dorcha Acquired +8%
Cunning Hunter’s
Domination *Situational
+22 Max, +8 Marionette Max Damage
Act 6: Crisis Radius +0.3m
Special Holy Winter Star +24 Defense +12, Protection +12, Magic Defense +12, Magic Protection +9, Movement Speed +3%
Special Mild Blue Hydrangea +23, +1% Bonus Damage Luck +20, Movement Speed +3%
Stark (Frieren: Beyond
Journey's End)
+23 Protection +13, Magic Protection +13, Max HP +50
Special Dark Star +23 Defense +6, Protection +6, and Movement Speed +1%.
Eiren +23 Dexterity +25 Luck +25 Movement Speed +1%
Special Cherry Delight +23 Magic ATT +10, Magic Defense +12, Magic Protection +7, and Critical +3%.
Walking Freakshow +23 M. ATT +16, M. DEF +14, and M. Protection +8.
Special Halloween Candy +22 Magic Attack +14, Defense +12, Protection +6, and Movement Speed +2%.
Special Floral Fairy Walk +22 Defense +12, Protection +6, Magic Defense +8, Magic Protection +8, Movement Speed +3%
Special Blooming Cosmos +22 Dexterity +15, Critical +12%, Max HP +40, and Max Stamina +35.
Special Large Snowflake +21 Magic Attack +10, Critical +8%, Music Buff Skill Effect +2, Defense +5, and Protection +5.
Elite Red Warrior +21 Critical +5%, Defense +3, Protection +3, Magic Defense +5, and Magic Protection +5
Special Superstar +21 Critical +10%, Music Buff Skill Effect +2, Defense +10, And Movement Speed +1%
Special Symbol of the Regal
Retreat
+20, +1% Bonus Damage +1% Critical Hit Damage, +2% Movement Speed
Vayne +20 +20 Magic Attack, +1% Movement Speed
Together with Pinkie and Katell +20 Magic Attack +10, Magic Defense +10,
Magic Protection +8, Critical +10%, and Movement Speed +3%
Ascension Boost +20 Magic Attack +16, Will +20, Luck +20, and Movement Speed +3%
8th Anniversary Fantasista +20 Magic Attack +6, Alchemy Water/Fire/Wind/Earth Damage +8, Music Buff Skill Effect +2, Magic Defense +4, and Magic Protection +4
Talvish +20 Strength +30, Magic Defense +12, Magic Protection +8, and Max HP +50
Avelin +20 Strength +30, Magic Defense +12, Magic Protection +8, and Max Stamina +50
Caswyn +20 Dexterity +30, Magic Defense +12, Magic Protection +8, and Max Stamina +50
Llywelyn +20 Strength +15, Intelligence +15, Magic Defense +12, Magic Protection +8, and Max Stamina +50
Ubel (Frieren: Beyond Journey's
End)
+18 Magic Attack +22, Movement Speed +3%
Manannan +18 Magic Attack +18 All Alchemy Damage +18
Morfydrianas +18 +18 Alchemy Damage, +1% Movement Speed
Enya +18 Magic Attack +12 Music Buff Effect +4
Eirlys +18 Critical +10%, and Max Stamina +30
14th Anniversary Fantasista +17 Magic Attack +17, Alchemic Damage +11, Movement Speed +1%
16th Anniversary Fantasy Star +16 Magic Attack +16, Alchemic Damage +10, Strength +16, Intelligence +16, Dexterity +16, Will +16, Luck +16, Movement Speed +1%
Logan +16 Dexterity +10, Max Stamina +30
Dai +16 Luck +10, and Max Stamina +30
Elsie +16 Will +10, and Max HP +30
Kanna +16 Strength +10, Max HP +30
Linie (Frieren: Beyond Journey's
End)
+15 Death Mark Duration +5 Sec Dorcha Snarch Dorcha Acquired +10%
Talek +15 All Alchemy Damage +15 Crystal Making Success Rate +5%
Fourth Step* +14 Movement Speed +1%
No wiki link, available from the 4th dungeon guide box Yes Irusan, Folamh, and Gillach are technically obtainable in game, but why would you. You’re using Nightbringer materials for a high chance of minimal material refund or purely cosmetic wings for a title that is only slightly better than previous BiS titles, some of which can be obtained from Erinn Spirits. And as some extra salt in the wound, the material cost is the equivalent of about 5000 Adamantine Coins.
Crafting and Production
Title Name Noteworthy bonus Success Rate Bonuses
Special Call of the Fragrant Flowers*
+4 Smithing Quality +4% Blacksmithing Success Rate, +4% Refining Success Rate, Production Success Rate +2%
Special Luminous Cosmos Milky Way*
+4 Smithing Quality +4% Blacksmithing Success Rate, +4% Refining Success Rate
Crazy Crafter * +3 Smithing Quality^ +3% smithing and refining success rate
Tani Production Quality +3^ Refining Success Rate +3% Blacksmithing Success Rate +3%
Edern +2 Smithing Quality^ Refining Success Rate +2% Blacksmithing Success Rate +2%
Special Peppy Royal Teacup Set 2nd Title Coupon
Increases Gathering Speed by 12% +12% Gathering Success Rate
Piran Gathering Speed +5% Increase Fish Catch Size
Gathering Success Rate +5% Increase Automatic Fishing Success Rate Increase Taming Rate by 25% Increase Transformation Collection Rate by 10%
Caracal/Friends When used with the Expert Engineer or the Magic Artisan, boosts quality.
+5% Production Success Rate
Hector When used with the Expert Engineer or the Magic Artisan, boosts quality.
Production Success Rate +4%
Special Dream of the Dense Forest
When used with the Magic Artisan Title, boosts quality.
Production Success Rate +3%
Known Far and Wide Boosts the Effects of a Life Master Title by 20%
Special Brilliant Cosmos Milky Way
When used with the Expert Engineer Master Title, boosts quality.
+3% Production success rate.
Elite Gold Adventurer +3% smithing success rate, +2% refining success rate
Etain Glyph Design Minimum Quality Bonus +10
Special Radiant Cosmos Milky Way
Glyph Design Minimum Quality Bonus +10
Magic Attack
These titles are sorted by Magic Attack first , then Magic Casting Speed for organization purposes. DPS
calculations may differ based on said secondary effects, but most of these titles should have similar overall
performance.
Title Name Magic Attack Other Stats
Frieren (Frieren: Beyond Journey's End)
+50 +1% Bonus Damage, Max MP +100
Fern (Frieren: Beyond Journey's End)
+45 Magic Casting Speed +5%, +5% Bolt Magic Damage
Blue Tainted Matter (60 Days) +47 Defense +10, Protection +6
Cunning Hunter’s Sagacity +46 Max MP +80, +3% Movement Speed
Whimsical Wisdom +45 Magic Casting Speed +5%., +3% Movement Speed
Special Voidal Butterfly +45 Magic Casting Speed +5%
Cethlenn +45 +3% Bolt Magic Damage
Brielle* +45 Critical +15%, Movement Speed +3%
Special Dazzling Dragonfly +45 Critical +10%, Magic Defense +8, Magic Protection +8, and Movement Speed +1%.
Outlaw Witch +45
Special Cute Royal Teacup Set 2nd Title Coupon
+44 +3% Bolt Magic Damage, Magic Casting Speed +3%, +20 Intelligence
Special Gloomy Blue Hydrangea +43 +5% Bolt Magic Damage, +3% Crit
Deirbhile +43 Intelligence + 25 Movement Speed +1%
Special Holy Ornament +42 Defense +12, Protection +12, Magic Defense +12, Magic Protection +9
Pihne +42 Intelligence +30, Defense +12, Protection +8, and Max MP +50
Special Witch Pentacle +42 +3% Move Speed
ALO Asuna +40* Taming Success Rate +20%, +2% Bolt Magic Damage
Secret Magical Spotlight +41 Critical +5%, Music buff Effect +2, Max MP +150, Intelligence +15
Toothache +39 +2% Bolt Magic Damage, Movement Speed + 3% Taming Success Rate +18% Max Stamina -30
Murielle +36^ Music Buff Effect +4 Movement Speed +1%
Special Biting Wind +36 Critical +5%, Music Buff Skill Effect +3, Defense +10, And Movement Speed +1%
Succubus Kristell +32 +2% Bolt Magic Damage
Green Aura +32 Critical +10%, Vivace Skill Effect +3, Defense +5, and Protection +5
Kaour +32 Intelligence +10, and Max MP +30
Winter Angel +28 Alchemic Damage +12, and Max MP +35
Rua +28 Critical +10%
Aer +24 Bolt Magic Damage +5
Juliet +24 Max MP +10
Ubel (Frieren: Beyond Journey's End)
+22 Max Damage +18, Movement Speed +3%
Special Dreamwood Butterfly +20 Firebolt Max Damage +1% Bolt Magic Damage +15% Fusion Bolt Damage +5% Max MP +50 Magic Casting Speed +5%
Vayne +20 Max Damage +20, +1% Movement Speed
ALO Asuna is listed as +10 but it actually adds +40. Yes Birelle is technically obtainable in game, but why would you. You’re using Nightbringer materials for a high chance of minimal material refund or purely cosmetic wings for a title that is only slightly better than previous BiS titles, some of which can be obtained from Erinn Spirits. And as some extra salt in the wound, the material cost is the equivalent of about 5000 Adamantine Coins.
Bard
Title Name Bard Buff Effect (^) Other Stats Special Dreamwood Blossom +12 Yellow Tainted Matter (60 Days) +11 +10 Buff Duration, +24 Dexterity Special Sweet Royal Teacup Set 2nd Title Coupon +11 +10 Buff Duration, +20 Dexterity Serie (Frieren: Beyond Journey's End) +10 +30 Buff Duration
Special Holy Decoration +10 +15 Buff Duration +4% Movement Speed
Whimsical Serenity +10 +13 Buff Duration, +3% Movement Speed
Royal Penguin/Friends +10 +15 Buff Duration
Avatar of Passion +9 +10 Music Buff Duration, Max Damage +15
Special Romantic Blue Hydrangea
+9 Max Damage +14, +2% Movement Speed
Fortissimo +9
Marleid +8 +15 Buff Duration
Melwyn Music Buff Effect +8 Max Damage +10 Movement Speed +2%
Starlet +8 +10 Max Damage
Special Dark Dynamis +8 Movement Speed +2%
Enya +4 +18 Max Damage +12 Magic Attack
Alchemy
Title Name Alchemy Damage Other Stats
Avatar of Harmony +23 +32 Magic Attack
Manannan +18 +18 Max Damage +18 Magic Attack
Morfydrianas +18 +18 Max Damage, +1% Movement Speed
Lugner (Frieren: Beyond Journey's End)
+15 Fire/Water/Wind/Earth Hydra Transmutation Duration +15 Sec Hydra Transmutation Radius +1m
Professor J +15 Alchemic Damage +20 Max Damage, M. DEF +12, and M. Protection +8.
Talek +15 Alchemic Damage +15 Max Damage Crystal Making Success Rate +5%
Winter Angel +12 Alchemic Damage Magic Attack +28, Max MP +35
Halloween Trickster +12 Alchemic Damage Magic Attack +15, Magic Defense +6, Magic Protection +6
14th Anniversary Fantasista +11 Alchemic Damage Max Damage +17, Magic Attack +17,
Movement Speed +1%
16th Anniversary Fantasy Star +10 Max Damage +16, Magic Attack +16, Strength +16, Intelligence +16, Dexterity +16, Will +16, Luck +16, Movement Speed +1%
God's Feather +10 Alchemic Damage +5% Crystal Making Success Rate
Healing
Title Name Healing Bonuses Other Stats
Special Cotton Candy Healing Effect +18%, Cures wounds at 5% of Healing Effect
Max MP +110
Elite White Healer Healing Effect +18%, Cures wounds at 5% of Healing Effect
Max MP +100
Blaanid Healing Effect +17%, Cures wounds at 5% of Healing Effect
MMO Junkie: Lily's Partner Healing Effect +17%, Cures Sounds at 5% of Healing Effect
+2% Movement Speed
SAO Pina +15% Healing Effect, Cures wounds at 5% of Healing Effect
Int +15, Max MP +30
Ferris +10% Healing Effect, Cures Wounds at 3% of Healing Effect
MMO Junkie: Yuki's Partner +10% Healing Effect^ +1% Movement Speed, Max Mp + 35%
Protection Titles
These titles contain special effects that boost Physical Protection. For the sake of my own sanity, I have only
included titles that have at least 7 protection.
Title Name Protection Other Stats
Stark (Frieren: Beyond Journey's End)
+13 Max Damage +23, Magic Protection +13, Max HP +50
Special Holy Ornament +12^ Magic Attack +42, Defense +12, Magic Defense +12, Magic Protection +8
Special Holy Winter Star +12^ Max Damage +24, Defense +12, Magic Defense +12, Magic Protection +9, Movement Speed +3%
MMO Junkie Hayashi's Partner +12^ Max HP +100, Defense +12, Magic Defense +6, Magic Protection +6, Movement Speed +2%
SAO Kirito +10^ Melee Damage Taken -3%, Defense +10
Bhatair +10^ Defense +12, Magic Defense +14, Magic Protection +8, Movement Speed +3%
Dark Lord +9^ Defense +9, Max MP +10
Special Autumn Leaves +8^ Maximum Damage +22, Defense +12 , Movement Speed +1% , Critical +8%
Pihne +8^ Magic Attack +42, Max MP +50, Int +30, Defense +12
Eirawen +8^ Defense +8, Stamina +10
Redire +8^ Defense +8, Critical +5%
Duncan +8 Defense +8, Critical +3%
Season 3 Puzzle Master +7^ Defense +7, Magic Defense +7, Magic Protection +7
Special Effect Titles
These titles contain special effects that boost certain aspects of a talent or skills within a talent..
Title Name Special Effect Other Stats
Lugner (Frieren: Beyond Journey's End)
Hydra Transmutation Duration +15 Sec Hydra Transmutation Radius +1m
+15 Fire/Water/Wind/Earth Alchemy Damage
Aura (Frieren: Beyond Journey's End)
Climatic Crash Damage +45% Act 6: Crisis Radius +0.5m Puppetry Skill Cooldown Reduction +3%
+15 Marionette Max Damage
Cunning Hunter’s Domination Act 6: Crisis Radius +0.3m^ +22 Max, +8 Marionette Max Damage
Special Dreamwood Butterfly Firebolt Max Damage +20 Bolt Magic Damage +15% Fusion Bolt Damage +5% Magic Casting Speed +5%
+20 Magic Attack Max MP +50
Linie (Frieren: Beyond Journey's End)
Death Mark Duration +5 Sec Dorcha Snarch Dorcha Acquired +10%
+15 Max
Cunning Hunter's Might Dorcha Snarch Dorcha Acquired +8%^ +15 Max, +10 Chain Blade Max
Advancement Test Titles Boosts Effects of respective Talent Master Titles by 20%
Passive Buff Equipment
Passive Buff Equipment tends to encompass Totems, Homestead items (Figures and Pet
Houses), and Doll Bags. They can be an important part of Min-Maxing, but the individual
bonuses may vary in their actual impact on your combat efficiency.
Doll Bags
If you don’t have the set Doll bags, you can acquire their effects by summoning the individual
dolls that make up that group. For instance, if you have a Tarlach, Mari, and Ruairi Doll Bag but
you do not have the Heroes of the Goddess Doll Bag, summoning the Tarlach, Mari, and Ruairi
doll bags will grant you the Heroes of the Goddess Doll Bag bonuses despite the individual bags
not providing stats that add up to the Heroes of the Goddess Doll Bag.
You can only have 3 Dolls summoned at a time. While some bags have 4 dolls, they simply
count as the max possible Doll bags summoned possible. Far Darrig Doll Bags are not affected
by the summon limit and pick up Phantasmal Remnants.
A few Doll bags have compact versions. They are functionally the same, but they take up less
basic inventory space and have an additional Collection Category Add-on slot.
Be sure to refer to the Doll Bag Storage Item Listing on the wiki, or the relevant news post from
the Mabinogi website (will be linked in lieu of a wiki link).
Default Item Collection
Doll Bags have items they can pick up by default, but you can also assign them to pick up
additional categories with Collection Category Add-on slots. The number of categories available
is dependent on the number of dolls summoned and if a bag is classified as a Compact bag or
not.
Summary Table
Doll Bag Damage Magic Attack
Protection Other Significant Attributes
Default Item Collection
Far Darrig Doll Bag +10 Luck, Does not take up a Summon Slot
Phantasmal Remnants
Frieren, Fern, and Stark Doll
+32 Max, +32 Min +23 MA +12 +200 HP/MP/Stam +5% Critical Hit Damage +6% Movement Speed +10% Attack Speed
Gold, Ore, Gems, Weaving/Sheep Shearing, Tailoring Materials, Artifacts, Shyllien Ecology, Rare Mineralogy, Fynni Gems, Herbs, Commerce
+13% Combat Exp Bonus
Frieren and Himmel
Doll Bag
+25 Max, +23 Min +11 MA +6 Prot +100 HP/MP/Stam +4% Critical Hit Damage +4% Movement Speed +6% Attack Speed
Gold, Artifact, Commerce, Shyllien Ecology, Herb, Fynni Gem
Rath Royal Castle
Residents Doll Bag
+24 Max, +21 Min +9 MA +5 Prot +1 Music Buff Effect
Gold, Ore, Gems, Weaving/Sheep Shearing, Tailoring Materials, Artifacts, Shyllien Ecology, Rare Mineralogy, Fynni Gems, Herbs, Commerce
Emain Macha Locals
Doll Bag
+24 Max, +21 Min +9 MA +5 Prot +2% Critical Hit Damage
Gold, Ore, Gems, Weaving/Sheep Shearing, Tailoring Materials, Artifacts, Shyllien Ecology, Rare Mineralogy, Fynni Gems, Herbs, Commerce
Black Moon
Commander Doll Bag
+21 Max, +20 Min +5 MA +2 Prot +1% Critical Hit Damage
Gold, Shyllien Crystals, Hillwen Ore Fragments, Fynni Gems
Aodhan and Shena Doll
Bag
+21 Min, +17 Max +3 MA +5 Prot +1% Critical Hit Damage
Gold, Shyllien Ecology, Herbs, Fynni Gems, Artifacts, Commerce
G22 Doll Bag +22 Max, +20 Min +6 Prot +1% Movement Speed
Gold, Weaving Materials, Tailoring Materials, Ores, Ore Fragments, Gems, Artifacts, Equipment
Frieren and Serie Doll
Bag
+20 Max, +17 Min +15 MA +5 Prot +100 HP/MP/Stam +4% Critical Hit Damage +4% Movement Speed +7% Gathering Speed
Gold, Artifact, Commerce, Shyllien Ecology, Ore, Herb, Weaving/Sheep Shearing, Tailoring Materials
Alban Knight Captains
Doll Bag
+20 Max, +20 Min +5 Prot +1% Movement Speed
Gold, Weaving Materials, Tailoring Materials, Ores, Ore Fragments, Artifacts, Equipment
Crom Bás Cast
Compact Doll Bag
+20 Max, +18 Min +8 MA +2 Prot +12% Combat Exp
Gold, various ores, gems, Fynni Gems, herbs, weaving and tailoring items, large nails, firewood
Splish-Splash Cat &
Bug Catcher Pup
Compact Doll Bag
+20 Max, +15 Min +2 MA +2 Prot +2% Attack Speed
Gold, Various Ore, Gems, Equipment
Talvish, Avelin, and
Altam Doll Bag
+18 Max, +18 Min +5 Prot +10% Combat Exp
Gold, Herbs, Potions, Ores, Ore Fragments, Gems, Equipment
Pihne, Caswyn, and
Llywelyn Doll Bag
+18 Max, +18 Min +5 Prot +10% Combat Exp
Gold, Weaving Materials, Tailoring Materials, Artifacts, Firewood Varieties, Large Nails
Professor Cottontail and
Schoolcub Teddy Doll
Bag
+18 Max, +17 Min +5 MA +2 Prot +4% Gathering Speed
Gold, Ore, Shyllien Ecology, Rare Mineralogy, Herbs, Weaving/Sheep Shearing, Tailoring Materials, Large Nails, Firewood
Merlin, Scarlet, and
Professor J Doll Bag
+18 Max +5 Prot Gold
Commerce
Companions Doll Bag
+17 Max, +17 Min +4 Prot +2% Movement Speed
Gold, Shyllien Crystals, Weaving and Tailoring Materials, Ores, Relics, Gems, Bandit Badges
Allies of the Goddess
Doll Bag
+17 Max +4 Prot Gold
Heroes of the Goddess
Doll Bag
+17 Max +4 Prot Gold
Fodla & Deirbhile Doll
Bag
+17 Max, +17 Min +2 Prot +9% Combat Exp
Gold, Fynni Gem, Bundles of Flowers, Fresh Grass, Four-Leaf Clovers.
Fodla & Treasure
Hunter Doll Bag
+17 Max, +17 Min +9% Combat Exp
Gold, Fynni Gems
Crom Bás Brielle &
Gillach Doll Bag
+16 Max, +15 Min +2 Prot +3% Gathering Speed
Gold, Weaving and Tailoring Materials, Large Nails, Firewood
Nele and Ailionoa Doll
Bag
+15 Max, +14 Min +6 MA +3 Prot +6 Music Buff Duration
Gold, Ore, Gems, Tailoring Materials, Weaving/Sheep Shearing, Rare Mineralogy
Folamh & Irusan Doll
Bag
+15 Max, +14 Min +2 MA +1% Critical Hit Damage
Gold, various ores, gems, Fynni Gems, herbs
Fez Doll Bag & Tia Doll
Bag
+15 Max (Both must be summoned to
- +3 Prot - Gold
activate)
Incubus King & Eiren
Doll Bag
+14 Max, +14 Min +5 MA +50% Pet Combat Exp
Gold, Hillwen Ore Fragments, cooking ingredients
Linden & Sayiv Doll Bag +14 Max, +14 Min +4 Prot +2% Movement Speed
Gold, Shyllien Crystals, Weaving and Tailoring Materials, Bandit Badges
Deirbhile & Piran Doll
Bag
+14 Max, +14 Min +2 Prot +9% Combat Exp
Gold, Bundles of Flowers, Fresh Grass, Four-Leaf Clovers, Weaving and Tailoring materials
Igerna & Caoimhin +10 Max, +10 Min +5 MA +4 +9 Combat Exp Gold, Various Ores, Gems, Relics, Bandit Badges
Moonlight Hammer
Ferghus Doll Bag
+10 Max +1 Prot 25 Luck Gold, Weaving Materials, Tailoring Materials, Herbs Potions, Ores, Ore Fragments, Gems
Sera Doll Bag +9 Max, +9 Min +2 Prot Gold, Shyllien Crystals
Folamh Doll Bag +7 Max, +7 Min Gold, Various Ores, Gems
Irusan Doll Bag +7 Max, +6 Min Gold, Fynni Gems, Herbs
Splish Splash Cat Doll
Bag
- +4 MA - - Gold, Minerals, Gems
Incubus King Doll Bag +1 Max, +1 Min +3 MA Gold, Hillwen Ore
Squirrel Plushie Bag
(Support)
+5 Max Gold
Bug Catcher Pup Doll +2 +1% Attack
Speed
Gold and Equipment
Homestead Props
ndrr's Homestead Stat Enhancers Listing
Homestead Figure List
For the most part, just throw whatever figures you have onto your homestead if you have space.
It’s free stats. For this list I’ll only focus on Max Damage, Magic Attack, Critical Damage, and
other unique effects.
I will also note if a figure is a sequel figure or not. Homestead Figures with the same bonuses
normally do not stack their bonuses, with only the highest amount of a specific bonus applying.
However, Sequel Figures will stack their bonuses with non-sequel Figures.
Credit to Randorn for the Following information on Prop boon stacking
Currently there are four (4) types of props that stack with each other Normal Sequel Pet House “Durability” (Internal name) “Durability” at present only accounts for the Homestead Goddess Statue prop.
The below lists are brief summaries. If you would like more detailed lists, I would recommend
the above links.
Physical Damage Figures/Props
Figure Damage Other Effects Sequel Figure (Y/N)
Homestead Special Masterpiece Scene Vol. 1
+20 +2% Bonus Damage
N
Subject Theta Figure +2% Bonus Damage N
Special Ubel Figure +2% N
Commander Altam +1% Bonus Damage, +8 Max
- N
Florian Sequel Figure +1% Bonus Damage (Enhancement Required)
+10 HP +6 Will (Enhancement Required) +6 Luck (Enhancement Required) +8 MP (Enhancement Required) +1% Movement Speed (Enhancement Required)
Y
R.S.A. Tent Figure +1% Bonus Damage (Final Damage), +5 Max
+7 Str N
Pinkie Figure +1% Bonus Damage (Final Damage)
+5 Magic Attack, +3% Critical Hit Damage
N
Abyssal Orb Figure +1% Bonus Damage
(Final Damage)
+2% Critical Hit Damage, +7 Will
N
Cowenna Figure +9 Max +7% Critical Hit Damage N
Hillwen Engineer's Research Group
+8 Max +10 HP N
Goddess's Miraculous Holy Water
+8 Max N
Special Stark Figure +7 N
Luna Fairy Swing +7 Max +8 Str N
Blaanid Figure +7 Max +4 Will N
Spring Garden Wisteria +7 Max N
Homestead Blooming
Romance Set
+6 Max (Each part of the set provides 3)
+6 Magic Attack (Each set item provides 3)
N
Celadon Figure +5 Max +5 Magic Attack, +2%
Critical Hit Damage
N
Talvish Figure +5 Max +3 Str N
Vayne Figure +5 Max +3 Str N
Piyu Sequel Figure +5 Max Y
Altam +4 Max +3 Str N
Llywelyn Figure +4 Max +10 Int N
Marleid Figure +4 Max +3 Dex N
Cethlenn Figure +4 Max +3 Int N
Sera Sequel Figure +4 Max Y
Daisy Sequel Figure +3 Max (Enhancement Required) (Verification on buff amount needed)
+10 SP +6 Dex (Enhancement Required) +8 HP (Enhancement Required) +4 Music Buff Effect (Enhancement Required) +2% Movement Speed (Enhancement Required)
Y
Stella Sequel Figure +3 Max (Enhancement Required) (Verification on buff amount needed)
+5 Luck +6 Str (Enhancement Required) +8 HP (Enhancement Required) +2 Critical Damage
Y
(Enhancement Required) +1% Movement Speed (Enhancement Required)
Fantastic Memory Steel Trophy
+3 Max Y
Avelin Figure +3 Max +3 Will N
Caswyn Figure +3 Max +1 Will N
Pihne Figure +3 Max +3 Int N
Murielle Figure +3 Max +5 Luck N
Piran Figure +3 Max +3 Luck N
Bhatair Figure +3 Max +8 Str N
13th Anniversary Festia Sequel Figure
+2 Max +2 Magic Attack, +2% Critical Hit Damage
Y
Girl's Portrait Easel +1 Max Y
Magic Damage Props
Figure Damage Other Effects Sequel Figure (Y/N)
Homestead Special Masterpiece Scene Vol. 1
+18 Magic Attack +2% Bonus Damage
Masterpiece Scene
Luna Fairy Pond +8 Magic Attack +10 MP N
Fleur Figure +7 Magic Attack N
Subject Theta Figure +2% Bonus Damage N
Pinkie Figure +5 Magic Attack, +1% Bonus Damage (Final Damage)
+3% Critical Hit Damage N
Abyssal Orb Figure +1% Bonus Damage (Final Damage)
+2% Critical Hit Damage, +7 Will
N
Homestead Blooming Romance Set
+6 Magic Attack (Each part of the set provides 3)
+6 Max (Each set item provides 3)
?
Etain Figure +6 Magic Attack +11 Int N
Brielle Sequel Figure +6 Magic Attack +5 Int Y
Celadon Figure +5 Magic Attack +5 Max, +2% Critical Hit Damage
N
Deirbhile Figure +5 Magic Attack +2 Music Buff Effect N
Gorgeous Cherry Blossom Tree
+5 Magic Attack +1 Music Buff Effect, +3 Int
N
Fancy Sand Castle +5 Magic Attack +5 Int, +10 Luck N
KartRider Bazzi Figure +5 Magic Attack +8 Int, +8 MP N
Fantastic Memory Bronze Trophy
+5 Magic Attack Y
Luna Sequel Figure +6 Magic Attack (Enhancement Required)
+10 MP +6 Int (Enhancement Required) +8 SP (Enhancement Required) +2 Critical Damage (Enhancement Required) +1% Movement Speed (Enhancement Required)
Y
Tani Figure +3 Magic Attack +6 Int N
13th Anniversary Festia Sequel Figure
+2 Magic Attack +2 Max, +2% Critical Hit Damage
Y
Music Buff Effect Figures
Figure Music Buff Effect Other Effects Sequel Figure (Y/N)
Special Masterpiece Scene Vol. 4
+5 Music Buff Effect +3 Magic Defense +3 Magic Protection
N
Eochaid Figure +4 Music Buff Effect N
Inquisitor Deirbhile +3 Music Buff Effect +10 Str N
Hillwen Engineer's Lab +3 Music Buff Effect +10 Int N
Special Secret Garden Hidden Spring
+3 Music Buff Effect N
Spring Garden Fountain +3 Music Buff Effect N
Daisy Sequel Figure +4 Music Buff Effect (Enhancement Required)
+10 SP +6 Dex (Enhancement Required) +8 HP (Enhancement Required) +3 Max (Enhancement Required) +2% Movement Speed (Enhancement Required)
Y
Deirbhile Figure +2 Music Buff Effect +5 Magic Attack N
Siyu Sequel Figure +2 Music Buff Effect Y
Irusan’s Altar Sequel Figure
+2 Music Buff Effect +13 HP Y
Summer Vacation Decoration Set
+1 Music Buff Effect +9 Dex, +9 Int, +10 Luck, +20 MP
N
Gorgeous Cherry Blossom Tree
+1 Music Buff Effect +5 Magic Attack, +3 Int N
Fantastic Memory Gold Trophy
+1 Music Buff Effect Y
Critical Hit Damage Figures
Figure Critical Damage Other Effects Sequel Figure (Y/N)
Special Masterpiece Scene Vol.3
+9% Critical Hit Damage +3 Defense +3 Protection
N
Cowenna Figure +7% Critical Hit Damage +9 Max N
Hillwen Engineer's Work Desk
+6% Critical Hit Damage +10 Luck N
Goddess's Abyssal Energy
+6% Critical Hit Damage N
Spring Garden Well +5% Critical Hit Damage Water Gathering Point N
Special Himmel Figure +5% Critical Hit Damage N
Pinkie Figure +3% Critical Hit Damage +1% Bonus Damage (Final Damage), +5 Magic Attack
N
Folmah Sequel Figure +3% Critical Hit Damage +15 HP Y
Abyssal Orb Figure +2% Critical Hit Damage +1% Bonus Damage (Final Damage), +7 Will
N
Melwyn Sequel Figure +3% Critical Hit Damage +6 Int Y
Celadon Figure +2% Critical Hit Damage +5 Max, +5 Magic Attack N
13th Anniversary Festia Sequel Figure
+2% Critical Hit Damage +2 Max, +2 Magic Attack Y
Katell Sequel Figure +2% Critical Hit Damage Y
Stella Sequel Figure +2 Critical Damage (Enhancement Required)
+5 Luck +6 Str (Enhancement Required) +8 HP (Enhancement
Y
Required) +3 Max (Enhancement Required) +1% Movement Speed (Enhancement Required)
Luna Sequel Figure +2 Critical Damage (Enhancement Required)
+10 MP +6 Int (Enhancement Required) +8 SP (Enhancement Required) +3 Magic Attack (Enhancement Required) +1% Movement Speed (Enhancement Required)
Y
Fantastic Memory Silver Trophy
+1% Critical Hit Damage Y
Critical Limit Figures
Figure Critical Limit Other Effects Sequel Figure (Y/N)
Cailleach's Barrier Figure +1% N
Protection Figures WIP
Figure Protection Other Effects Sequel Figure (Y/N)
Erinn Courier Figure (Male)
+3 Strength +10 N
Homestead Rage Fahmes Ruin Figure
+3 Defense +3 Magic Defense +3 Magic Prot +3
N
Homestead Courage Fahmes Ruin Figure
+2 Defense +2 Magic Defense +2 Magic Prot +2
N
Homestead Patience Fahmes Ruin Figure
+1 Defense +1 Magic Defense +1 Magic Prot +1
N
Homestead Goddess Statue
+1 ----------------------------------(Goddess’s Grace: +2)
Defense +1 Magic Defense +1 Magic Prot +1 Combat Exp +1% ----------------------------------Defense +5
Stacks with all other HS boons ("Durability” Type Figure)
Magic Defense +5
Magic Prot +2 Combat Exp +10%
Pet Houses
Homestead Pet House
Homestead Pet Houses will stack their effects with Homestead Figures. However, if two pet
houses provide the same type of stat boost (e.g Stage 4 Cat Tower and Medium Pet Pasture
both provide Critical Hit Damage), only the highest bonus will be applied.
There are so few varieties of Pet Houses that I’ll just go over each house individually.
Cloud Cushion
Cloud Cushion Stage 4
A pet house for small type pets. At stage 4, a pet in the 4th slot provides +1 Music Buff Effect.
Medium Pet Pasture
Medium Pet Pasture Stage 4
A pet house for Medium type pets. At stage 4, resting a pet in the right slot provides +1%
Critical Hit Damage.
Cat Tower
Cat Tower Stage 4
A pet house for Small Cat type pets (no Ceranus allowed). At stage 4, resting a pet in the 4th
slot will provide +2% Critical Hit Damage.
Stable
Stable Stage 4
A pet house for Horse type pets (no Deer allowed). At stage 4, resting a pet in the 4th slot will
provide +5 Magic Attack.
Large Pet Pasture
Large Pet Pasture Stage 2
A pet house for Large type pets. At stage 2, resting a pet in the 2nd slot will provide +3 Max
Damage.
Totems
Totems List
Eweca-Ladeca Amulet Totems
Wanderer's Amulet Totems
Totems can be significant boosts to your damage, though they tend to be exclusively from
events. We generally see totems return regularly. Additionally, there are three totem types that
can be acquired in game at all times by running specific content.
Generally only one totem of the same type can be activated alongside each other. This means
you cannot stack multiple Max Damage Totems together. However, Max Damage totems will
stack with Eweca-Ladeca Amulets and Alban Knight Emblems. Additionally, Max Damage
Totems will stack with Bonus Damage (Final Damage) totems and the Royal Society Coin.
Totems tend to have randomized stats across a wide range.
Physical Damage Totems
Totem Effect
Forget-Me-Not .1-1% Bonus Damage (Final Damage)
Royal Society Coin (Min/Max)
+1-20 Min, +1-20 Max, Stacks with Max Damage Totems (?)
Royal Jousting Coin (Min/Max)
+1-10 Min, +1-10 max, Does not Stack with Royal Society Coin
Katell's Small Rock +5-32 Max Damage
Gold Snowflower Tree Coin
+1-32 Max Damage
Kyle's Fountain Pen/Party Hat Panda Coin/Frosty Goodbye/Third Compass Fragment
+1-28 Max Damage
Doki Doki Matching Couples T-Shirt
+1-26 Max Damage
Cursed Halloween Scarecrow
+1-25 Max Damage
Morrighan Coin/Pumpkin Farmer's Letter
+1-24 Max Damage
Magic Attack Totems
Totem Effect
Forget-Me-Not .1-1% Bonus Damage (Final Damage)
Royal Society Coin (Int/Magic Attack)
+1-20 Magic Attack +1-20 Int
Copper Snowflower Tree Coin
+1-22 Magic Attack
Magical Bottle Cap +1-15 Magic Attack
Royal Jousting Coin (Int/Magic Attack)
+1-10 Magic Attack +1-10 Int Does not appear to stack with other Magic Attack totems
Onyx Amulets
Eweca-Ladeca Amulet/Wanderer's Amulet/Detective's Journal Amulet
These totems/Amulets can be used alongside the above totems but not with each other. Additionally,
they can roll weapon specific damage boosts such as Shuriken Max Damage. For Max Damage and
Magic Attack they range from + 1-10 while for weapon specific boosts they range from + 1-20.
Alban Knight Emblem
Alban Knight Emblem
These cannot be used alongside a Commander’s Emblem.
Alban Knight Emblems can be acquired by running the Alban Knight Training behind Nerys’ Blacksmith
shop. The key boosts to keep an eye out for are Maximum Damage, Critical Hit Damage, and Magic
Attack. The remaining bonuses are somewhat lackluster.
At level 5, you can gain 25 Maximum Damage or 5% critical hit damage from Runes of Sharpness, and
25 Magic Attack from Runes of Mana. However, attempting to add more than 3 categories or raising the
level of any category beyond 3 may destroy the emblem.
You raise the level of your emblem by “synthesizing” them with other Alban Knight emblems. This does
not mean you use the Synthesis skill, put that Dry Oven down. By right clicking the Emblem, you will
see an option labeled as “Synthesis.” This will allow you to use another Emblem to combine their stats or
to raise the level of a like stat by 1. You cannot Synthesize Alban Knight Emblems with Commander
Emblems.
Commander’s Emblem
Commander's Emblem
These cannot be used alongside an Alban Knight Emblem.
Commander Emblems can be acquired by killing Mimics in the mission Awakened Abyssal Lord (Kraken)
or by reaching the boss room in Kraken (Rune of Command Box). The two key Runes you will be likely to
use are Fateweaver and Phantasmal Sight. Tree of Renewal is ok but the remaining ones are lackluster.
At level 5, you can gain +10 seconds to your Fateweaver casts and 2% more bonus damage to
Phantasmal Sight. As with Alban Knight Emblems, boosting past level 3 will destroy your emblem if you
fail to synthesize them successfully and attempting to add more than 3 boosts may also destroy your
emblem.
You raise the level of your emblem by “synthesizing” them with other Commander emblems. This does
not mean you use the Synthesis skill, I told you to put that Dry Oven down. By right clicking the
Emblem, you will see an option labeled as “Synthesis.” This will allow you to use another Emblem to
combine their stats or to raise the level of a like stat by 1. You cannot Synthesize Alban Knight Emblems
with Commander Emblems.
Support Accessories
Accessories List
Magical Accessories List
While Accessories are primarily used as a “vehicle” for enchants and reforges, some accessories also
contain special effects. These can range from revealing Dungeon Maps, revealing correct orbs in
dungeons/missions, providing unique stat boosts, or even having unique skills (of questionable use).
There are a few general types of support puppet categories, so to conserve space (and for my own
sanity), I’ll be classifying the support puppets that are merely reskins as follows
Ancient Support Puppets are flying puppets with Dungeon Support Effects (Map Reveal, Orb Reveal,
Magic Shields), but do not have a daily usage timer.
Support Puppets are flying puppets with Dungeon Support Effects but do have a daily usage timer.
Any flying puppet without the Ancient Support naming convention will be named individually.
Generally Ancient Support Puppets and Support Puppets are Gacha or Non-Recurring Event exclusive.
Some are Crossover Event and Gacha Exclusive. I will list out Crossover exclusives and Non-Recurring
Event Exclusives as these have the lowest chance of ever returning.
I don’t have a Commerce Puppet, so I’m not sure how it was affected after the Commerce Update.
If you have one and can confirm that you can still enable them, I would be interested in knowing.
Hero Badges are technically not Gacha items, but are Cash Shop items nonetheless.
Puppet Type
Enchantment Support Effects
Enchant Reforge Map Reveal
Orb Reveal
Magic Shields
Skill/Special Stats Commerce Puppet*
Infinite Duration
Ancient Iris Plus Support Puppet/Ancient Lapin Plus Support Puppet
✔ ✔ ✔ ✔ ✔ Automatic Potion Use
✘ ✔
Ancient Support Puppets
✔ ✔ ✔ ✔ ✔ ✘ ✘ ✔
Iris Plus Support Puppet/Lapin Plus Support Puppet
✔ ✔ ✔ ✔ ✔ Automatic Potion Use
✘ ✘
Support Puppets ✔ ✔ ✔ ✔ ✔ ✘ ✘ ✘
Balloons ✘ ✘ ✘ ✘ ✘ Revives the user up to the listed amount of times before disappearing.
✘ _N/A_
Flying Irusan Puppet PLUS (Not Tradable)
✔ ✔ ✘ ✘ ✘ Revives the user up to the listed amount of times. Does not disappear after revives are consumed
✘ _N/A_
Scented Flying
Bear Puppet PLUS
✔ ✔ ✘ ✘ ✘ Revives the user up to the listed amount of times. Does not disappear after revives are consumed
✘ _N/A_
Archer Support Puppet
✔ ✔ ✔ ✔ ✔ Archer Strike Action
✔ ✔
Counseling Program Yui
✔ ✘ ✔ ✔ ✔ Yui Strike Action ✔ ✔
Illyasviel Support Puppet
✔ ✔ ✔ ✔ ✔ Illya Strike Action ✔ ✔
Belisha Support Puppet
✔ ✔ ✔ ✘ ✔ ✘ ✘ ✘
Odd-Eye Belisha Support Puppet
✔ ✔ ✔ ✘ ✔ Bolt Out of the Blue ✘ ✘
Saber Support Puppet
✔ ✔ ✔ ✔ ✔ Saber Strike Action ✔ ✔
Rin Tohsaka Support Puppet
✔ ✔ ✔ ✔ ✔ Rin Strike Action ✔ ✔
Persian Support Puppet
✔ ✔ ✔ ✔ ✔ ✘ ✘ ✘
Ancient Persian Support Puppet
✔ ✔ ✔ ✔ ✔ ✘ ✘ ✔
Great Spirit Puck Support Puppet
✔ ✔ ✔ ✔ ✔ Great Spirit Puck’s Support Attack
✘ ✘
Hero Badges ✔ ✔ ✘ ✘ ✘ Increases Training EXP for the relevant Talents by 50%
✘ _N/A_
Baltane Seal Ring ✔ ✔ ✘ ✘ ✘ Can Summon Baltane Squires up to 3 times a day.
✘ _N/A_
Drosera ✔ ✔ ✘ ✘ ✘ +0-5 Defense +0-2 Protection
✘ _N/A_
Ancient Horned Ring
✔ ✔ ✘ ✘ ✘ +0-5 Defense +0-3 Protection
✘ _N/A_
Lucky Rabbit Foot ✔ ✔ ✘ ✘ ✘ +1-15 Luck ✘ _N/A_
Ancient Four-Leaf
Clover Ornament
✔ ✔ ✘ ✘ ✘ +1-15 Luck +0-1 Defense
✘ _N/A_
Purple Heart ✔ ✔ ✘ ✘ ✘ +0-10 Str +0-10 Dex +0-10 Int +0-10 Will
✘ _N/A_
Ancient Sun Yeti Heart
✔ ✔ ✘ ✘ ✘ +0-10 Str +0-10 Dex +0-10 Int +0-10 Will +0-1 Protection
✘ _N/A_
Irusan's Bell ✔ ✔ ✘ ✘ ✘ +1 Piercing ✘ _N/A_
Techniques Overview
Techniques Techs/Cards
Acquired by completing G23, these “Playing Cards” are a collection of passive and active
abilities that can boost your combat efficiency and survivability. While technically a “skill,” they
fall under the purview of this guide because your Card loadouts can be customized, they are
essential to Min-Maxing, and newer content is being balanced around the use of them.
Knowledge of which Techniques are worth your time and slots is important.
Active Techniques have their cooldowns tick down as soon as the Technique is used. Some
Passive Techniques are always active while others activate at a set rate.
For the purposes of this guide, Techniques are assumed to be at level 10. If you would like rank
specific information, check out the wiki link under each Technique section.
Mandatory
These (well this) Technique is required on all of your Technique Card loadouts except during
certain exceptions.
Redoubled Offensive (Reaper)
Redoubled Offensive Passive 5%
Do not use this during Field Raids as you do not gain contribution for Redoubled
Offensive and in the case of Avalon Raids, Reaper can break the raid for everyone
if Reaper lands the Final Blow. I’m not sure this still applies.
Deals 200% True Damage based on the damage of the attack that proc’d Redoubled Offensive at a 5%
rate. Having less than 10% of your max HP will boost the activation rate to 7.5%. This damage instance
cannot score critical hits and does not inflict wounds.
Using a Geas Devastation Set for Redoubled Offensive (Weak) will boost the activation rate to 5.5%
(8.25%).
Using an Ultimate Geas Devastation Set for Redoubled Offensive (Strong) will boost the activation rate to
6% (9%).
Using both (as they are different set bonuses) will boost the activation rate to 6.6% (9.9%)? (Needs
Verification) The description on Redoubled Set Effects state the higher effect will apply, so they do not
stack.
What is True Damage? True Damage is simply a term to refer to damage that is not reduced by defensive stats. Can also be called Pure Damage.
Usage Situation Everywhere except for Field Raids. This is basically free damage and an extra critical hit that can trigger off of your critical hits. Despite the low activation rate, it’s a massive boost to your damage.
Reiterating Don’t use this during Field Raids though as you do not gain contribution for Redoubled Offensive and in the case of Avalon Raids, Reaper can break the raid for everyone. I’m not sure this still applies
Offensive
Fateweaver (FW)
Fateweaver Active 1-3 Phantasmal Remnants
Input with the 1-5 keys. Lasts 30 seconds without a Commander Emblem built for Fateweaver.
Fateweaver will remain active if you switch to another Technique Loadout.
Utilize combo 5231 on yourself or your allies for the highest Damage/Magic Attack boost with some
defensive boosts, attack speed/magic charge speed /alchemy charge speed/movement speed boosts,
and lifesteal. Will not stack with Exploit Weakness (EW) or Relentless Assault (RA). If you cast
Fateweaver on yourself with EW or RA active, EW and RA will end prematurely. If an ally casts
Fateweaver on you with EW or RA active, EW and RA will not be dissipated and you will not receive the
Aspect of Might or Swiftness buffs. Aspect of Reversal will allow you to lifesteal up to 100 times.
Utilize sequence 25 on an enemy to decrease enemy protection and to cause ally attacks to inflict 3%
more damage up to 100 times.
Utilize combo 42 or 3152 on an enemy to inflict an increased Protection debuff.
Use Aspect of Focus on yourself to drop aggression for 3 seconds (30 second reapply time). Can be
used in conjunction with Shadow Cloak and Crisis Escape to loop Crisis Escape and Shadow Cloak
Use Aspect of Focus on an enemy to force them to lose aggression for 3 seconds. Enemies can only be
afflicted by the Aspect of Focus up to 3 times.
What’s the difference between Combos and Sequences? A combo means an effect may be boosted or decreased, providing a more specialized buff. 5231 for instance boosts the Aspect of Might at the cost of reducing the buff from Aspect of Fortification and Aspect of Swiftness.
On the other hand, the 25 sequence is not associated with a combo and receives no boosts or reductions.
Usage Situation This is easily my most used Active Technique, though you’ll likely use 5231 the most. It’s got so many useful tools on a 0 second cooldown. You do need to pick up Phantasmal Remnants to fuel Fateweaver. Having a Far Darrig Doll Bag can help with passively picking up Phantasmal Remnants.
FW is strictly weaker than Exploit Weakness and Relentless Assault, but those have a long cooldown and are better suited for bossing.
I highly recommend making a Fateweaver and Phantasmal Sight Commander Emblem.
Phantasmal Sight (PS/Sight)
Phantasmal Sight Active 5 Minute Cooldown
Activates the Phantasmal Sight status effect for 2 minutes. Every 10 seconds, starting the moment
Phantasmal Sight is activated, releases a pulse that affects all enemies and gathering points within 700
Units of the player. Enemies and gathering points must be hit by the pulse to be affected by Phantasmal
Sight. Affected enemies and gathering points will be indicated by a red light above monsters, and a
varying colored light above gathering points
Inflicts a 3% Damage Amplification on enemies indicated by a Red Effect. The Commander Emblem can
increase the Damage Amplification by 2% for a total of 5%. The Damage Amplification stacks with other
Damage Amplification sources (e.g Death Mark), but not with other Phantasmal Sights. Depending on
enemy Max HP, Sighted enemies may drop a Phantasmal Remnant. Only 30 Phantasmal Remnants can
drop per use of Phantasmal Sight.
Phantasmal Sight will also benefit production. Additionally some pets can be affected by Phantasmal
Sight (White Sheep namely)
A Yellow Effect occurs at a 10% rate and will guarantee a Huge Lucky Gather. Stacking gathering speed
can allow you to get multiple Huge Lucky Gathers in a row.
A Blue Effect will allow the gathering of a resource, even if the gathering point is depleted. This can be
used to gather extra materials from depleted homestead props that only reset when the server resets
each day (7:00 AM PST) and dungeon gathering points. Some Gathering Points such as Alpacas, Fractal
Wells, and Gold Mushrooms will not allow for the unlimited gathering of the resource.
A Purple Effect will guarantee a 100% gathering success rate. Limited usefulness.
A Green Effect will increase the gathering speed at the affected Gathering Point. Ignore it.
Some items can only be crafted while Phantasmal Sight is active. The prime examples of this are
Revenant/Demolition, Perseus/Ruination equipment, and Comprehensive Recovery Potions.
Phantasmal Sight can reveal Artifacts from L-rod Exploration, albeit less efficiently than Demigod.
Usage Situation With 3 minutes of effective downtime and 2 minutes of up time, you can loop this Technique with 3 team members, and have only 1 min of down time with 2 team members. Against bosses and large waves of high HP mooks, it is especially valuable to coordinate the use of Phantasmal Sight.
I highly recommend making a Fateweaver and Phantasmal Sight Commander Emblem.
Time Shift (TS)
Time Shift Active 15 Minute Cooldown
For 40 seconds, grants 5 (6 with the Sandglass Enchant) charges of Time Shift. Each Charge allows you
to ignore the cooldown of a skill. Time Shift Charges are consumed upon ignoring a skill cooldown and
are not refunded when canceling the loaded skill.
As an example, you cast Sakura Abyss then use Time Shift. Bachram goes off right after you finish the
Sakura Abyss Animation but before you load another Sakura Abyss. At this point you would still have 5
charges of Time Shift as no cooldowns were ignored by the use of Time Shift. The next 5 uses of Sakura
Abyss would each consume a charge of Time Shift once loading begins. Canceling Sakura Abyss does
not refund charges to Time Shift.
Usage Situation Despite the long cooldown, this is one of the best Techniques in the game. It allows for the spamming of huge burst damage nukes such as Sakura Abyss/Meteor Strike or extremely fast single target burst damage skills like Charging Strike or Bullet Storm.
Exploit Weakness (EW)
Exploit Weakness Active 10 Minute Cooldown Requires a Step 5 Special Upgraded Weapon
Increases damage by 15% and applies +1 Piercing Level for 3 minutes.
Exploit Weakness will not stack with Fateweaver’s Aspect of Might buff. Attempting to buff yourself with
Fateweaver’s Aspect of Might while Exploit Weakness is active will prematurely end Exploit Weakness. If
an ally tries to buff you with FW’s Aspect of Might, Aspect of Might will not be applied.
Usage Situation A good Technique with 3 mins of up time and 7 mins of down time. Exploit Weakness a bit stronger than the 5231 Fateweaver buff and 1 Piercing, but also doesn’t stack with Aspect of Might. I primarily use EW for bossing.
Due to Power Pot/Bone Chip interactions with Fateweaver, the damage difference is a bit smaller than advertised.
Relentless Assault (RA)
Relentless Assault Active 10 Minute Cooldown
Reduces Attack Delay by 20%. Reduces the normal attack speed cap from 400ms to 300ms.
Increases Archery Aim speed by 200% (does not stack with Vision of Ladeca). Increases Magic cast
speed by 7%. Increases Alchemy load speed by 7%.
Relentless Assault will not stack with Fateweaver’s Aspect of Swiftness buff. Attempting to buff yourself
with Fateweaver’s Aspect of Swiftness while Relentless Assault is active will prematurely end Relentless
Assault. If an ally attempts to buff you with FW’s Aspect of Swiftness, Aspect of Swiftness will not be
applied.
Usage Situation The attack speed is nice, but the real prize is the reduction of the speed cap. Provided you aren’t too laggy, this is a large boost to Final Hit DPS, Fighter normal attacks for critical hit combo resetting, Brionac Protection shredding/Peeling, Dorcha Snatch speed, Way of the Gun speed, etc. You get the point. I primarily use this for Bossing, but not for Brionac Peeling usually. I’m an elf Fighter and if I’m peeling it’s because we didn’t bring enough hummus. B/Amphibia video of the Toads saying “Hummus” instead of “Human.”
Pragarah
Pragarah Active 10 Minute Cooldown, Effective 14 Minute Cooldown Without Demigod CD Gear
- Requires an Erg 25 Weapon
Reduces the Magic Defense and Protection of enemies hit while active by 3 per hit, similar to an
Awakened Brionac. Requires Awakening of Light to be active to use. Lasts 3 minutes. Does not affect
certain bosses. Certain bosses possess resistance to Brionac and Pragarah protection shredding.
Usage Situation Primarily a bossing skill due to the limited duration and long cooldown, further constrained by the requirement to have Awakening of Light (Demigod) active though Pragarah will remain active if Awakening deactivates.
However, it’s very good at Magic Protection Shredding. Unlike the Brionac which requires a melee hit to reduce protection, Pragarah will reduce MProt with any attack making Dual Guns and High Hit-Count spells like Thunder exceptionally fast at peeling enemy Magic Protection.
In Crom Bas, you may want to have your team rotate Pragarah for dungeoning, and especially against the Melci Diafol in the boss room. Enemies have a very high amount of magic protection and mooks can be peeled by Pragarah. In general if enemies have high m-prot though, you can consider using Pragarah.
From preliminary testing, it takes about 50 hits to go from a 100 damage per tic Flame Burst to a 1700 damage per tic Flame Burst (non crit). This test was conducted on room one and they were more or less already dead after that. I’d recommend Death Mark -> Thunder or Death Mark -> Flame Burst. This will also peel through Frozen Cari Circles and will allow you to deal damage to overlapping Cari Circles.
You may want a Goblet of Truth and an Awakening of Light Cooldown Hat to decrease the down time on Pragarah.
Elemental Attunement
Elemental Attunement Passive Variable Activation Rate (?) Requires an Elemental Enchanted
Weapon
Do not use Fire Elemental Attunement during Field Raids though as you do not
gain contribution for Bleed Damage and in the case of Avalon Raids, Bleed can
break the raid for everyone if the Bleed effect lands the Final Blow. I’m not sure
this still applies.
Fire Inflicts a 100% weapon damage bleed, dealing True Damage Over Time (DoT) bypassing passive
defenses. May not bypass invulnerability. DoT is calculated immediately on being inflicted.
Ice Inflicts a 45% speed reduction for 12 (?) seconds
Lightning Grants the player a 50% reduction in knockdown gauge damage, increasing the number of hits
required to knock an enemy down. Does not affect most skills as they either force knockdown or do not
contribute to the Knockdown Gauge.
Usage Situation A popular filler Technique for either extra damage, offensive utility, or defensive utility.
Fire is good for finishing off Deadly enemies or getting some extra damage due to the high proc rate. But turn this off for Field Raids because like Reaper, you don’t get contribution and it can break Avalon Raids.
Ice is nice on AoE heavy or high Hit-Count talents for crowd control such as Kunai Storm and Thunder.
Lightning is good for Fighter Normal Attacks for Critical Hit Combo Resets, Final Hit, and Dorcha Snatch as you can get more attacks in before you knock the enemy down.
Reiterating Do not use Fire Elemental Attunement during Field Raids though as
you do not gain contribution for Bleed Damage and in the case of Avalon Raids,
Bleed can break the raid for everyone if the Bleed effect lands the Final Blow.
I’m not sure this still applies.
Continuous Awakening
Continuous Awakening Passive 50% activation rate upon casting Spirit Awakening
Grants 50% chance to allow a Spirit Weapon Awakening to be used again.
Usage Situation I guess you could use it for a chance at some extra burst damage off of the Spirit Weapon Awakening.
Spirit Awakenings are strong and worth using, but I’m not convinced this is worth dedicating a card slot to. Still, you can swap it in for the Awakening, then swap it out right afterwards.
Unified Might
Unified Might Active 15 Minute Cooldown 3 Phantasmal Amalgams
Grants the Awakened status to party members. Awakened party members will deal 15% more
damage. 10% of all Awakened party member’s damage will be stored in Unified Might, capped at 50000
damage.
Unified Might deals _10000 + (10 * Accumulated Damage)_ as Magic Damage in a 500 unit radius around
the target zone, affected by Magic Defense and Protection.
Usage Situation See here to read me explain why Unified Might is so bad.
But assuming you didn’t click the link.
Unified Might deals Magic Damage based on how strong your party is. If your party can deal 500000 damage in 10 seconds, then Unified Might before protection will deal an impressive 510000 damage. Which is reduced by Magic Defense, then Magic Protection, then Mana Deflector which is always active. Not as impressive anymore and also everything already died.
If you’re in a party with people who can deal 500k damage in 10 seconds, you probably would
have been better off contributing DPS or Crowd Control instead of immobilizing yourself leaving
yourself open to attack.
Even the 15% damage boost isn’t that useful. I don’t think I have even seen it used in Hasidim
because it’s just too finicky to use on top of all of the other debuffs that need to be applied.
Heck I wouldn’t even use it in Feth Fiada’s Zombie Hallway. Either too many things could go
wrong, eating the cooldown of Unified Might, or your efforts would be better served with Damage
Amplification debuffs such as Support Shot.
Defensive
Dampen Shock
Dampen Shock Passive 150 Base Defense, 90 Base Magic Defense
Increases Defense by 315 and Magic Defense by 150.
Usage Situation It’s good to have on most Tech Loadouts. Dampen Shock is a large boost to your survivability and can ensure you can take an extra hit. However, you do need to have a base Defense of 150 and base Magic Defense of 90. Generally you’ll be able to hit this unlinked and naked/wearing clothing at around a 25k total at level 200 (for elves a 30k total at level 200 due to the lower strength from skills). Upgraded armor (or armor with high base stats such as Forest Ranger Armor) makes this threshold significantly easier to hit since armor stats count towards base stats.
If you’re a mage or you are using a Mana Shield Damage Reduction Glove, you probably have Mana Shield always active. You won’t need Dampen Shock in most situations because Mana Shield will be taking the brunt of the incoming damage and Mana Shield is not affected by defensive stats currently.
Vital Surge Skill Icon.png
Vital Surge (Vital)
Vital Surge Active 10 Minute Cooldown
Fully heals you and grants 10000 Over-Health for 3 minutes. If you are afflicted by Poison Attack or
Sulfur Poisoning, there is a chance that the cooldown of Vital Surge will be reset.
What is Over-Health? This is HP that cannot be healed, but takes damage before your main health bar takes damage. Once used, you cannot regenerate it during that instance of Vital Surge. This is not to be confused with Over-Shields that you gain from using Shield of Trust while in Nascent Divinity.
Usage Situation Use either preemptively to a scenario where you’ll be taking a lot of damage or in response to taking a large amount of damage. You can activate this Technique while in Hit-Stun and Knockdown which can grant you a chance to survive. If you have Mana Shield active, Mana Shield will deplete before Vital Surge does.
Iron Will (IW)
Iron Will Active 10 Minute Cooldown
Grants you Advanced Heavy Stander (AHS) and hit-stun immunity for 3 minutes. Will not prevent you
from being frozen by Ice Spear or Frozen Blast
What is Advanced Heavy Stander? Advanced Heavy Stander (AHS) is a state where a player or an enemy is immune to knockdown and usually Hit-Stun. Most AHS mobs have some form of Passive Defense.
Usage Situation Generally use preemptively in a scenario where you can afford to tank a few hits and you need to keep sustained DPS up. Examples include Cethlenn’s Scythe summon, Kraken Rex’s Soaring Legs, the Revived Illusion Gaeta, and Balor’s Lava pits. There are other use cases.
Be aware that this can be a double edged sword against enemies with a high Hit-Count or a massive swarm of un-crowd-controled enemies as your immunity to knockdown means they can get more hits on you without knockdown invincibility frames triggering. You especially do not want to use this against the Feth Fiada Gaeta without Mana Shield as the Gaeta’s laser attacks deal continuous contact damage, meaning you can be killed very quickly. This is something you should keep in mind with Shield of Trust as well.
Defiance
Defiance Passive 20% Activation Rate
Upon taking lethal damage, has a 20% chance to prevent you from being incapacited, knocks enemies
back, and fully heals you. Activation chance is boosted by the Geas Edge and Ultimate Geas Edge
armors.
Usage Situation You may consider pairing this with Mana Shield if you have 480+ Magic Attack with a Magic Weapon or in situations where the damage output is so extreme any basic hit or skill will likely be killed very quickly when taking damage. Defiance is a very good utility. The main places I’d recommend are Zebach, Feth Fiada’s Gaetas if you lack an Erg 50 Puppeteer, and Seven Nightmares due to the high damage-high spawn count of enemies, but you can also slot Defiance in as a substitute for Vital Surge if you want to preserve Vital for a boss fight or if Vital is on cooldown.
Blunting Field
Blunting Field Passive 5 Base Protection, 40 Base Magic Protection
Increases your Protection by 15 and your Magic Protection by 58.
Usage Situation Due to the diminishing returns of the Protection stat, this has less of an impact the better the armor you wear and if you have other temporary protection buffs such as Caters and Wind Guard. However, this is still a good choice to pair with Dampen Shock as the damage reduction can be noticeable. If you are unarmored you may consider this to help mitigate damage.
Tenacious Taunt
Tenacious Taunt Active 1 Phantasmal Remnant
Redirects the aggression of up to 15 enemies within the Taunt’s range to the targeted individual for 25
seconds. Can be canceled by pressing a button that appears over your head.
Usage Situation This is one of my favorite Techs despite the uncomfortably long load time and short duration. I almost always use it when I’m running Crom Bas. The aggression redirect when applied to a Divine Linked pet prevents enemies from retaliating against your attacks. It also does a great job of keeping enemies set up for Crowd Control and AoE group up attacks.
If you are a giant, use this alongside Taunt to gain 30% more HP and 10% more Protection/Magic Protection.
It can be used for luring enemies to your pet and it does have use against Subject Theta. If you are bringing a Tank (Guardian Dynamis), the Tank in Subject Theta should keep this active at all times to redirect Theta’s normal attacks to them.
Zone of Renewal
Zone of Renewal Active 3 Phantasmal Remnants
Creates a healing zone restoring 2% of your Max HP, MP, SP, and Wounds per second for 25 seconds for
a total of a 50% heal. Will cleanse Poison Attack, and Sulfur Poisoning after you are healed 5 times by
the tree. Multiple Zones do not stack, with the strongest effect applying.
Usage Situation Generally this won’t be used on active Offensive Technique sets, but it can find use in 7N where you lack access to pets in a high spawn wide agro range environment. Combining this with Glyph usage can mitigate the need for Recovery Potions.
Incorrect in-Game Description The game states you use 3 Phantasmal Amalgams when they actually consume Phantasmal Remnants. Currently Amalgams are only used for Unified Might.
S.H.I.E.L.D
Shield Active 5 Minute Cooldown
For 10 seconds, provides up to 520% of the player’s max HP as Over-Shield. Can protect up to 5 players
within 900 units.
Usage Situation This Technique is pretty bad. If the cooldown were shorter (1-2 minutes at most), the duration longer, and health higher (25-30 Seconds and 1000%) it could feasibly be useful.
As is it fails to even challenge Vital Suge’s spot on the throne of Over-Health by having a pathetic 10 second duration.
It then fails to be comparable to Nascent Divinity’s Shield of Trust Overshield which provides 200% of the player’s max health as Over-Shields on a 20 second cooldown while in Nascent Divinity (36 minutes after Nascent Ends).
Protective Touch
Protective Touch Active Spirit Weapon Awakening Status
Increases Defense by 84, Protection by 5, Magic Defense by 39, Magic Protection by 22. Lasts for the
duration of the Spirit Awakening Status effect.
Usage Situation It’s not great, but you could use it if you were trying to stack defensive stats.
It has an effective 15 minute cooldown without the Awakening Ultimate which pushes it down to 7 minutes which also doesn’t solve anything. You get 5 charges but you have to be actively in combat with the Spirit equipped in order to charge the Awakening. Finally, if you have 5 Awakening Buff Spirit to reduce the charging down time, you’re sacrificing the greater utility the Attack or Exclusive trees have.
There are better options to out there.
Recommended Combinations
These are combinations that I use and have been suggested by other players. If you have a
suggestion, let me know along with your reasoning.
Denotes a Free Slot that you can use based on your preferences.
I have placed the most important Techniques for a specific Loadout on the left side while more
flexible Technique selections are on the right side.
Burst Damage
_My Loadout:_
_Possible Alterations:_
This Loadout is built around Time Shift in order to quickly deal a high amount of Burst Damage.
Redoubled Offensive is mandatory on all non Field Raid loadouts.
Use Either Exploit Weakness or Fateweaver to boost your damage, though I use Fateweaver then
switch to my Burst Damage Card set if I’m trying to preserve Exploit Weakness.
Phantasmal Sight boosts the damage of our Burst Damage skill.
The Final Slot can be flexible based on your preferences. I personally use Dampen Shock so I don’t get
surprise one shot while using TS Sakura or TS Charging Strike. You may also consider Defiance so you
can get a chance to avoid wasting Time Shift if you eat a surprise OHKO.
Offensive Mobbing
_My Loadout:_
_Possible Alterations:_
This Loadout is built around progressing through a mission with an offensive focus on Technique
selection.
Redoubled Offensive is mandatory on all non Field Raid loadouts.
Fateweaver is picked because it serves as a consistent damage boosting Technique while progressing
through the mission. It also provides some defensive stats, lifesteal, and aggression disruption making it
a versatile utility.
Phantasmal Sight boosts the damage we deal against waves of enemies. Use liberally due to the low
cooldown, but try to coordinate with team members to loop the effect.
Tenacious Taunt is an excellent way to redirect aggression when paired with a Divine Linked pet. It
effectively prevents enemies from retaliating against you, allowing you to act more aggressively.
The Final Slot can be flexible based on your preferences. I personally use Dampen Shock so I don’t get
surprise one shot.
I previously Elemental Attunement as my 4th slot for the utility Lightning Elementals provide for the extra
damage Fire’s bleed deals. But I’ve since switched it out for Tenacious Taunt as the aggression
redirection is extremely useful (and allows me to avoid pet summon spam).
Defensive Mobbing
_My Loadout:_
_Possible Alterations:_
This Loadout is built around progressing through a mission with a defensive focus on Technique selection.
Redoubled Offensive is mandatory on all non Field Raid loadouts.
Fateweaver is picked because it serves as a consistent damage boosting Technique while progressing
through the mission. It also provides some defensive stats, lifesteal, and aggression disruption.
I use Defiance since I usually end up saving my Vital Surge for use in key moments rather than as a
panic button. Though only a 20% activation chance, it’s a better defensive use for me than Vital since I
have noticed I don't use Vital in a reactionary manner most of the time. However, Vital Suge would still
be a good technique for a defensive loadout as it can serve as an emergency heal with a relatively low
down-time. You can substitute this slot for a more damaging Technique like Phantasmal Sight.
Dampen Shock is used to boost our ability to tank.
Tenacious Taunt is an excellent way to redirect aggression when paired with a Divine Linked pet. It
effectively prevents enemies from retaliating against you, allowing you to act more aggressively. I don’t
use it on this set, but I would consider it.
You can use Zone of Renewal to help keep yourself topped off and above the 50% Health Gate, but it
does have a long cast time. You can also use Blunting Field (my preference now) to boost your ability to
tank. Alternatively you can switch it or Vital Surge out for a more damage boosting Technique like
Phantasmal Sight , though I use this Technique slot for when Phantasmal Sight is on Cooldown.
Knockdown Immunity
_My Loadout:_
_Possible Alterations:_
This Loadout is built around Iron Will’s knockdown immunity for high damage situations that are difficult
to fight around such as the Revived Illusion Gaeta, Balor’s lava pits, or Cethlenn’s Scythe phase. Despite
having 3/5 defensive Techniques, this should be treated as a very Offensive Focused Technique loadout
as you have a limited amount of time to make use of Knockdown Immunity.
Redoubled Offensive is mandatory on all non Field Raid loadouts.
Fateweaver or Phantasmal Sight is picked because it serves as a consistent damage boosting
Technique while progressing through the mission. Coordinate with your team to determine who will be
buffing with Fateweaver and who will be using Phantasmal Sight.
Fateweaver also provides some defensive stats, lifesteal, and aggression disruption. Aggression
Disruption can especially help deal with a large quantity of attacking enemies. The person in charge of
FW may want to keep this in mind in order to alleviate incoming damage.
Exploit Weakness is not a bad choice to take instead of Fateweaver as you would not need to worry as
much about rebuffing. The duration of Exploit Weakness lines up with Iron Will and Vital Surge.
Vital Surge temporarily boosts our ability to tank and helps manage the additional attacks we will be
receiving due to Iron Will. You may also consider the use of Defiance if Vital Surge is on Cooldown or is
completely consumed.
Dampen Shock is used to boost our ability to tank. Because Vital Surge is affected by Dampen Shock,
I’d recommend keeping Dampen Shock on.
Priority Targeting
_My Loadout:_
_Possible Alterations:_
This Loadout is built around Exploit Weakness for fighting a Boss Type Enemy or a large group of
priority targets. While I have a fairly mixed Offensive-Defensive set of techniques, you may want to focus
more on Offense or Defense depending on how much damage you are taking and how quickly you want
to end the fight.
Say it with me now: Redoubled Offensive is mandatory on all non Field Raid loadouts.
Relentless Assault is useful for Human Final Hitters and Fighters, but it can be replaced with a
Defensive Technique like Defiance and Blunting Field , or an Offensive Technique like Phantasmal
Sight. Replace as you see fit.
Vital Surge is used as a HP buffer while dealing damage, but it can be replaced with other Defensive and
Offensive Techniques as you see fit.
Dampen Shock is used to help manage incoming damage while dealing damage but it can be replaced
with other Offensive and Defensive Techniques as you see fit.
It doesn’t have to go on this loadout specifically, but Mages and Alchemists may want to have a Tech set
that has Pragarah on it. Since Pragarah is generally a bossing Tech, you may want to slot it in whichever
setup you plan to fight bosses with or on a separate setup which you can switch to for peeling. I also
have Tenacious Taunt on my Pragarah set to help prevent enemy groups from spreading out or targeting
me.
Field Raid
_Possible Loadout_ :
_Possible Alterations:_
Repeat after me: I will not use Redoubled Offensive or Fire Elemental Attunement during Field
Raids that have a damage based contribution system. This might no longer apply, Redoubled
away unless it somehow breaks the new raids. Even so, consider keeping it off to avoid wasting
contribution.
Pragarah can be useful if there are not a lot of people and you are a mage as field bosses can be peeled.
However Field Bosses will recover from Peeling.
Fateweaver and Phantasmal Sight boost your damage enabling you to earn more contribution per hit.
Vital Surge, Zone of Renewal, Defiance (to a lesser extent) can serve as healing if you take too much
damage during the Raid. Impending Death is a high damage DoT that kills, so healing techs won’t really
save you.
Exploit Weakness and Relentless Assault are usually good for a singular fight against boss type enemies,
which Field Raids are.
Iron Will can help with gaining contribution due to AoE knockdown attacks
Time Shift and Continuous Awakening can be useful for some quick burst damage in the raid.
Dampen Shock and Blunting Field can mitigate some damage, though you may want to focus more on
damage due to the nature of Contribution.
Stardust Overview
Mabinogi Stardust Web-Guide
Stardust Wiki Page
The Stardust is an upgradable piece of equipment to boost your damage or survivability. They
appear in the form of small Orbiters behind the player character, though the Null form cosmetic
will hide them. You must have a total level of 3k in order to obtain a Stardust.
The Stardust does not have durability and cannot break, though it can be blessed. It also
cannot be enchanted. Stardusts can be upgraded up to level 15. Stardust support effects can
be upgraded up to level 10. As the main Stardust ranks up, you will gain more Orbiters. At
level 15, you will have 5 Orbiters.
As you upgrade your Stardust, you will be required to sacrifice certain items acquired from the
Royal Society Sponsorship Quests. Materials are consumed regardless if you pass or fail,
though only support effects have a chance to fail. The main Stardust will always succeed in
upgrading. Materials for Stardust do not consume inventory space and instead are tracked in
the Stardust UI. You can store up to 1000 of each material.
You will also have to pay a gold fee while upgrading. The gold costs increase the higher the
level of the Stardust with costs on the main stardust as high as 1m at level 9-10 and 5m at level
14-15.
If you would like specifics on Stardust’s mechanics and boosts, I would review the Mabinogi
Stardust Web-Guide or the Stardust Wiki Page.
Stardust Progression Recomendation
When you are working on Stardust, I would recommend focusing (in order) on Veil, Flare, and
Blast. These will be the most relevant boosts in running content.
Veil: This is one of the most relevant survivability boosts Stardust provides. Veil has a chance
to reduce incoming damage for a short duration when you are hit.
Power Veil (Stardust Rank 15) Increases the activation rate and damage reduction rate of Veil. With many enemies in higher end content dealing large amounts of damage, this can help you survive otherwise fatal attacks. Smart Veil (Stardust Rank 10): Increases the duration and reflect damage of Veil. The reflect damage is insignificant, but the duration is important for maximizing the Damage Reduction uptime.
Flare/Blast: Most attacks in Mabinogi are Area of Effect based, so Flare does tend to have
better immediate value than Blast and should be prioritized. However, certain talents do use
single target abilities (e.g Fighter, Lance Charge, and Smash) so it is wise to still work on Blast.
Smart Flare/Blast (Flare Stardust Rank 7/Blast Stardust Rank 6): Increases the activation rate of Flare/Blast. The more often you can trigger Flare/Blast, the more Damage your Stardust will provide. Power Flare/Blast (Flare Stardust Rank 12/Blast Stardust Rank 6): Increases the damage of Flare/Blast. More damage per hit is always good.
Blow: Blow largely serves as a “Keep Away” skill/panic button. However, you can also use it to
forcibly reposition enemies. Blow also for a very short duration will increase the chance Veil
activates.
Smart Blow (Rank 8): Reduces the Cooldown of Blow and increases the Veil Activation rate chance. This might help with preemptively activating Veil, but you would need to anticipate an enemy’s damage nuke due to the short bonus activation chance period. Power Blow (Rank 13): Increases damage and Knockback Range. The damage is fairly irrelevant, but the Knockback Range does loop into the “Keep Away” and repositioning niche.
Chaser: Chaser is an excellent source of Hit-stun and can be used to trigger certain cooldown
reset mechanics. However, while Chaser is active, you cannot activate Veil/Flare/Blast. As a
result, Chaser tends to be the most niche of the Stardust abilities. Even so, constant Hit-Stun
does have several useful applications such as combining it with Death Mark to group up a
particularly tanky spawn wave.
Smart Chaser (Stardust Rank 9): Increases the damage of Chaser and reduces the cooldown. This is mostly relevant if you are actively using the niches where Chaser is useful. Again, you likely would rather have Veil/Flare/Blast Power Chaser (Stardust Rank 14): Increases the damage and effect range of Chaser. Once again, the damage is mostly irrelevant. The range bonus, however, is extremely useful for the Hit-Stun effect. Because you can tag a larger group, you can more easily control said group. Death Mark + Chaser espcially benefits from the increased range.
Pet Compendium
If you want to know which pets will be most worth your time, check out my Pet
Compendium. I have categorized the pets within the Compendium into specific niches
that a player may find useful. You can also find a brief summary of their stats, special
abilities, and my thoughts on each pet.
Consumable Guide
If you would like to know what consumables to use/keep an eye out for check out my
Consumable Guide.
Other Guides
Check out my Mabinogi Guide to Guides. If you would like to suggest a guide or section
to add to this guide, let me know.
Misc Information
Information here may not yet be on the wiki and will remain here for the time being for
completeness. As information is added to the wiki I’ll likely remove them from this section (if I
remember to).
Archived Guide Pages
For one reason or another due to the scale and scope of this guide, I might cut some pages. This could
be because it’s no longer relevant information, extra facts, I haven’t had time to finish writing it (and don’t
expect to have time soon), or I’m dissatisfied with how said pages were turning out. I’ll probably keep
them for posterity, but sequester them to individual documents/the Archive document.
BiS Archive Doc
A sample calculation to give an idea of how various sources of damage come together
A writeup explaining why a certain reforge was removed from the Crash Shot section
Future Content Information
Unlike the Unreleased Content designation (which requires an item be in the game
files/searchable via the auction house indicating they are soon to be released), this section will
mostly consist of information that we are at least several months out from getting such as new
BiS enchants, new armors and weapons, or new equipment types.
Changelog
See BiS Archive Doc for certain archived pages/sections
Date Comment
11/01/2025 -Finished rewriting all equipment sections for current Arcanas. I’ll be reworking the other sections later (hopefully before New Rise because Soul Liberators are still missing from those lists). If there is anything that you think should be updated or if you have a recommendation, do let me know. -Archived all old Arcana relevant sections and the Generalist section. -Removed pre-r1 Equipment from lists as this will no longer be relevant post New Rise. Also updated preface section for equipment. -Removed Signets from lists as this will no longer be relevant post New Rise. -Minor Update 11/06/2025 -Harmonious and Infernal Yantras were inadvertently left off the Sharpshooter and Diviner equipment lists. Added to Set Effects and Acc lists. -Added Missing Elemental Mastery Damage to Echostone list for Diviner -Minor Update 11/22/2025 -Updated Puppeteer notes to remove mentions of 70% damage share. The puppet now inherits the Puppeteer’s full damage and Piercing levels. I’ll rereview enchants later. -Adjusted positions for Ruination and Demolition weapons. Ruination weapons get the same Weapon Tier bonus as Nightbringer while Demolitions get the same Weapon Tier bonus as Perseus.
08/16/202510/10/2025
08/16/2025: -Added the G27 reward enchant to enchant lists. 08/27/2025 -Fixed some Magic Attack Enchants that weren't updated and updated wiki links for most Magic Attack enchants that still linked to the main site web posts. -Removed Max Damage from Magic Attack Lists as they are no longer relevant to Magic. -10/10/2025 Minor Update -Added Masterpiece Scene Vol 3 and 4 to Homestead Figure Lists
07/15/202508/11/2025
07/15/2025: -Added Sacred Guardian section. This section is also using a new layout which I am currently considering using on all other sections in a rewrite (over a longer period of time). -Moved Close Combat Giant Taunt to the BiS Archive Doc. Taunt as a skill is fairly obsolete with the presence of Sacred Guardian. -Moved the position of the Final Hit section. This is also somewhat less relevant nowadays. Elemental Knight is significantly more capable than Final Hit, so it has been moved to be less prominent. 07/24/2025:
- Added Fate and Fury Magic Attack Enchants and updated enchants affected by the update. -07/29/2025: Minor update
- Added a few more notes to Guardian’s offhand/secondary suggestions -08/01/2025: -Added balance stats to Max Damage Enchants that have them. While generally Balance is not something to worry that much about as it is fairly easy to hit the 80% (83%) cap, several BiS max damage enchants do _reduce_ (or increase ) Balance. This can potentially impact low balance weapons such as Lances. -Added Destructive Robe to Guardian equipment lists. Forgot to add it while working on the new template -Archived dungeon Re;Fine titles and new Perseus Tier Misc Information. All of this information should now be available on the wiki or can be found in the Mabinogi Official website guide/game update section. -Rewrote Stardust section to be more of a recommended progression path. The Wiki/Official Site guides are more comprehensive and you long term should be maxing all of your Stardust anyways. -08/06/2025: Minor Update -Added Movement Speed Shoes to Guardian Equipment list. These set effects were already listed in the set effect section, but were not mentioned in the equipment listing.
-08/11/2025: -Added Explosive Vanguard Section. Also moved the old Lance section to the Archive document. -Reformatted Sacred Guardian equipment section to match Explosive Vanguard Section (namely to better show the set effect breakdown). Also added some equipment that may be useful to a Guardian. -08/13/2025: Minor Update -Added Thyme’s Astrology Builder as a link to the Celestial Conjunction sections. You should check out their Astrology Builder Tool.
04/27/2025 -Added Etheral Ballet items to lists
-Fixed incorrect name for Friren, Fern, and Stark Doll Bag -Removed Kett’s Homestead Prop Table since this list has been moved to the figure category on the wiki (already linked) -Updated the status of several figures who’s Normal/Sequel status I wasn’t aware of. -Added the Goddess Statue to a Protection section for figures (incomplete list, will update when I have time) -Minor Update 04/27/2025 -Finished adding Protection Homestead Figures/Props. Thank you Randorn for forwarding the list of current NA Prot figures. -Minor Update 05/20/2025 -Added Morpho Dreamwood Box 2nd Titles -Updated Fire Alchemy Gear/reforge summary to reflect the updates to Elemental Wave (namely Heat Buster being able to rapid-fire for the duration). Editor’s note: It’s a lot of fun. -Minor Update 06/08/2025 -Changed Unfinished Reverie’s Diadem Halo to Legendary rarity. It’s from the currently hardest content in game and has an abysmal drop rate. -Added spell books to the Harmonic Saint Tank section.
02/22/2025 -Added Frieren Event items to Title, Doll Bag, and Homestead Figure Lists. -Minor Update 03/07/2025 -Fixed Astrologer Feet slot having Ultimate Geas Edge Greaves instead of Ultimate Geas Devastation Boots. -Changed the Homestead Figure list to Homestead Prop list and added the Erinn Courier Box Masterpiece Scenes to the Homestead Prop list -Minor Update 03/09/2025 -Added a link to Junein’s Intro to Echostones in the Gear/Reforge preface section. -Minor Update 04/03/2025 -Fixed Stellar Shard incorrectly listing +7 Lessen Mana Usage instead of +8
01/17/2025 -Added Royal Society Box item sets to various lists. -Expanded the General/Situational and Production Gear and Reforge sections to include Set Effect information -Minor Update 01/22/2025 -Fixed some typos with Deck Synergy (Control should be debuff duration) and an incorrectly listed synergy for a sample. I do later want to reformat this section to instead use screenshots and links that use Latharra’s Share tool as a template instead of what it currently is. -Added Master of Battle Astrology to title section as a sidegrade to Meteor Strike Master -Minor Update 01/23/2025 -Added Seraphic Cantabile Wig to Saint (Healer) for the Mana Reduction Effect. There are multiple ways to one piece a Healing Set, so you could free up the head slot for utility and QoL effects. -Minor Update 01/25/2025 -Added Rath Royal Castle Residents Doll Bag to Bag lists. This is the only bag that currently provides music buff effect at time of writing. -Extra Note: There are other bags that sidegrade currently listed bags in the gacha that released the Rath Castle Resident bag, but I haven’t added them to the list because I want to rework the formatting of the doll bag list. As is it’s just adding 3 new bags every few months that basically do the same thing. -Minor Update 01/28/2025 -Added the Cowena and Eochaid Homestead Figures to Homestead Figure lists (Max/Crit Damage and Music Buff Effect respectively)
-Minor Update 02/10/2025 -Added a link to ndrr’s Homestead Stat Enhancers Google Sheet -Minor Update 02/12/2025 -Added link to nddr’s 2nd title google sheet -Fixed Ardent and Hatred’s positions being flipped on Magic Attack body enchants
12/12/2024 -Added Astrologer Equipment and Reforge recommendations
-Added Celestial Conjunction, Hand of Destiny overviews, and Sample setup sections for these skills. -Added a section related to pages removed from the guide (either due to outdated, irrelevant, or incomplete/dissatisfied) -Minor Update 12/13/2024 -Added Weapon Enchants for Scythes. Also added Orbs to the Offhand Magic Attack section. There is currently a lack of Magic Attack enchants that can go on the Offhand slot, so options for the Orb are fairly limited -Minor Update 12/20/2024 -Fixed Astrologer Echostone rolls using unofficial translated skill names -Minor Update 12/28/2024 -Added a link to Latharra’s Celestial Conjunction Share Tool for the sample section. If you want to share your Conjunctions and Hand of Fate setups, you definitely should use this tool. -Minor Update 01/05/2025 -Added Katell’s Small Rock to Max Damage totem section
11/06/2024 - Added the Unfinished Reverie’s Diadem Halo to equipment lists.
-Added shields to the Harmonic Saint (Tank) section for players who want a more defensive focus -Added The Uniter of Dawn and Dusk to Title list -Added a Critical Limit Homestead Figure section and Cailleach’s Barrier Figure to the Critical Limit section -Added Primeval Winter Enchants to BiS list -Minor Update 11/14/2024 -Fixed Trail incorrectly listing +20 MA instead of -20 MA -Minor Update 12/05/2024 -Added Phoenix Blessing as BiS Luck Prefix
10/14/2024 - Added Tank section for Harmonic Saints. This section is also using an extra bit of formatting to denote a one-word summary of the purpose of each gear item (Offensive/Defensive/Healing).
07/23/2024 -Added Hyperion Eclipse items to equipment lists -Minor Update 09/05/2024 -Rearranged the position of the Imperial Knight Gloves in light of their nerf. Rage Impact is still worth throwing around, it’s just that the extra 2% probably isn’t going to make or break you. -Minor Update 09/07/2024 -Added Hatred to various enchant lists. For a free enchant from completing G26, it’s a very good and versatile body suffix. Bit late on the update but been busy and haven’t finished g26 at time of writing -Removed Invincible (+6-16) from Max Damage lists. We have comparable and better options that are not event exclusive/are obtainable from relatively easy sources -I probably won’t lower Rage Impact CD on Echostones from current positions because I think having the option for more consistency in maintaining a high Up/Low Down time is nice. It’s definitely not mandatory (and arguably never was post Spirit Ascension), but still a good option. Some of the “Fill with Missing Reforge” notes for close combat/Eknight were in the secondary section, so I’ve moved those to the Priority section instead.
06/15/2024 -Added Naraka Inferno Box items to equipment lists
-Minor Update 06/28/2024
- Added Damage Reduction Rate values to Sword and Shield lists and updated the Sword and Shield description. -Added Future Content Information for the Primeval Winter update -Added Shield Damage Reduction Rate values and Perseus Vigilant Shield to Protection Stacking Section
04/30/2024 -Added Florist Box Gacha’s titles to Max, Bard, and Alchemy title lists
02/01/2024 -Added Circus Troupe Magic Attack/Elemental Damage enchants to Magic enchant lists. -Minor Update 02/04/2024 -Added Lord of Ruination Staff to Healing/Harmonic Saint equipment section -Minor Update 02/11/2024 -Fixed Star Fishing 2023 Event totems being misnamed. Also fixed Luna Sequel Totem’s Magic Attack listing to properly indicate it is a +6 boost. -Minor Update 03/07/2024 -Renamed Off Hand/Shields to Shields/Physical Damage Off Hand and added a Spellbook/Magic Attack Off Hand section. -Minor Update 03/27/2024 -Added 16th Anniversary Second Title to title lists. -Corrected Starlet being improperly named Scarlet
01/18/2024 - Added new Perseus and Celtic weapons to equipment and Archetype tierling lists.
-Added a new Two-Handed Weapon Archetype Exclusive enchant list. Will likely add another one for One-Handed weapons (1h Close Combat, Control Bars) later down the line. -Added the new Enchants (Fury, Stellar, Inferno) to the Two-Handed Archetype Exclusive section. -Moved the Perseus Weapon future content information to Misc Information. Once wiki links are up and running, I’ll be removing/Archiving this specific section. -Minor Update 01/29/2024 -Added Elite White Healer to Healing titles.
01/04/2024 - Added a column to detail useful set effects and to briefly go over them and use case when appropriate. -Added Thames Plate equipment to Elemental Knight lists -Changed GiantDual Wield section to just be Dual Wielding and Giant SnS to just SnS. Though 1h swords don’t get as much CD reduction on Erg 1h swords, they do still get that CD reduction. They do get the same +25 Protection though. For SnS, KR does appear to be trying to buff non giant SnS, so for organization purposes and to save time later, I’m just going to add the equipment a Human/Elf using SnS might want. -Because of this, I’ve moved the 1h sword line out of the general Elemental Knight section and into the new Dual Wielding section. Similarly I moved the 1h sword and axe lines into the SnS section. -Moved Windmill Attack Range to Secondary Reforges. It’s just not noticeable enough. -Updated several links (namely Ceann Bliana equipment) with their wiki links. -Added Special Shadow Reaper equipment to lists. Minor Edit 01/01/2024: -Added Special Imperial Knight to Sharpshooter lists. The defensive boost from Unshakable Will can help get a Sharpshooter out of messy situations, especially since Sharpshooter skills force aggression. Also added some notes for Unshakable Will to some of the other talents, largely depending if they can benefit from it significantly or if they lack a form of Super Armor/Poise/Knockdown Resist in their skills.
12/22/2023 -Based on my testing (at time of writing editing a test video), the Support Shot Set Effect is Multiplicative to the base boost. This means it provides a comparatively small boost to what is stated. The Master Title is still providing an additive 5% boost though. As of right now I haven’t verified the Glyph yet, though most glyphs have been additive to their skills. -Also updated the Title Section for Support Shot to reflect the changes to it.
12/14/2023 - Several updates to equipment sections -Added Alchemic Sharpshooter section and converted Magnum and Crash Shot sections to subsections -Updated Support Shot descriptions to reflect the changes to support shot. -Changed Magic -Staff to Magic/Dark Diviner/Harmonic Saint Staff Generalist and converted each element into their own sections. Also updated Fusion Bolt and Blaze’s section header to also be Magic/Dark Diviner -Fire and Thunder are listed as Magic/Dark Diviner while Ice is listed as Magic/Dark Diviner/Harmonic Saint. Since Fireball was nerfed, Harmonic Saint mages may want to use
Hailstorm over Fireball.
11/21/2023 -Added Winter Specialist Doll Bags to Doll Bag section -Adjusted titling on item pickup to indicate default item pickup categories. -Added a note on default item pickup and Collection Add-on slots -Minor Update 11/28/2023 Added NB Berserker to Human/Elf Close Combat/Eknight weapon lists -Minor Update 12/11/2023 Added Special Ancient Dragon Guardian Wings to equipment lists
09/07/2023 -Added some future content information on the new Celtics and Perseus weapons. Also added information on the Nightbringer buffs -Added Royal Jousting Coins and updated Royal Society Coin names -Minor Update 09/25/2023 Made a few updates regarding the new Piercing Enchants for Guns/Chains/Shurikens, and updated some of the new effects on the NB weapons and Perseus weapons -Minor Update 11/14/2023 Updated 2nd magic title section to include Toothache Fixed Music Homestead Figures incorrectly having Captain Altam listed instead of Inquisitor Derbhile
07/28/2023 -Added Iris and Lapin Support Puppets to Support Acc list
-Added a sample calculation section to help visualize how all the various sections end up interacting -Minor Update 07/31/2023 and 08/01/2023 -Added Shieldless Charge to Eknight Human -Fixed Selene being incorrectly listed as a prefix enchant -Minor Update 08/09/2023 -Fixed Act 2: Threshold Cutter improperly being listed as a Glove Reforge. Also added a note to indicate that it cannot roll beyond lvl 3 on Echostones. -Minor Update 09/04/2023 -Made a note that Act 1/Act 2 may not properly progress combo cards if used too rapidly.
07/18/2023 -Reorganized the Weapon Enchants to better indicate which enchant is BiS. I think it’s important to include weapon exclusive enchants, but they really do throw off immediate visual detection. Enchants from Crom (and also Glen Bearna) do outperform Apostle, Divine, Perseus, and Ruination enchants. -Reorganized Puppetry sections to separate Crowd Control, AoE DPS, and Single Target DPS. Also added Act 9: Invigorating Encore Duration to all 3 sections. -Minor Edit 07/28/2023 -Moved Soluna in Final Hit section to be >= Nightbringer Warlord. -The Soluna Blade’s insanely high raw Max helps push it ahead of the Warlord. Based on testimony from somebody with a Soluna, it seems to be that the Final Hit Bonus Damage is a Final Multiplier after defensive calculations, which means it may end up providing less overall damage. Edit+ note: Math currently suggests that the Warlord still comes slightly ahead. However, I would say the Soluna is still overall the better weapon due to the higher raw max since it allows you to have meaty Eknight attacks.
07/15/2023 -Added Protection gear section featuring Armor, Shields, and Accs. -Fixed Irusan’s Bell having the incorrect link. -Minor Update 07/17/2023 Fixed every instance of Edern being misspelled as Erden.
07/12/2023 -Updated some missing Homestead figure links
-Added a Protection section for Secondary Titles -Rearranged a few Max Damage titles. They should for the most part now be sorted by pure Maximum Damage first, then Bonus Damage/Critical Hit Damage. This change is more for consistency in future updates to the list than a definitive “which title is the absolute best DPS boost”. A lot of the top titles are frankly close to each other in performance anyways. -Similar deal for Magic Attack. Magic Attack first, then Casting Speed.
-Added a Protection Enchant section. There aren’t that many, but if you’re stacking defensive stats better go all in. Minor Update 07/13/2023:
- Added Seraphic Cantabile items to Magic and Bard sets -Specific note for the Special Seraphic Cantabile Attire: It has a 30 Second Up time and a 100 Second Down time on its +100 Magic Attack Boost. It would be the best option when it activates (5% or about 9.75% with Fusion Bolt), but I wouldn’t go replacing your Special Elemental Harmonies if you don’t have a 2 piece Ceann Bliana for the Elemental Damage set effect. -The Seraphic Cantabile Wig was added to the General/Situational section. It’s not a bad set effect, but I don’t think it’s worth much more than a utility gear swap. -Switched Ceann Bliana equipment from Unreleased to In Game Drop
07/06/2023 -Updated Glen Bearna item names to NA localization. Added Glen Bearna Hard title to primary title list.
07/06/2023 -Added Bhafel Slayer to Eknight lists and human Close Combat Weapon Archetypes.
-For Human (if you’re an elf just pretend they still don’t exist), added as a different weapon archetype. Even though they’re both 2h swords, many humans still use Final Hit with Eknight, especially with Lightning Infusions. Because of this, the lower Attack Speed may make this not as valuable a choice despite the relatively low cost to create. -For Giants who don’t need attack speed, I placed it on the same level as the Divine Blade and Massive Despair Blade. The extra piercing level and relative cost to these two weapons make it worth considering for an Eknight. Massive Despair gear really can't catch a break.
-Added Glenn Bearna equipment to all gear sections as unreleased gear. This will be updated once the update lands. -Generally I’ve situated them on the top of the list, but in reality use your best judgment when making builds. 50 Max from the Intense set is good, but it requires 3 pieces to activate. This might mean giving up other utilities you have in your build such as higher Redoubled Offensive chance (which people say is about the same as adding 30 Max damage) or certain set effects.
-Updated future content description for the Intense Set to indicate that it will not stack with other Max Damage set effects. Only the highest value is applied, similar to the interaction between Geas and Ultimate Geas.
-Fixed the “Close Combat” Throwing Attack section erroneously having armor that provided no benefits to throwing attack (Refined Majestic Knight).
06/08/2023 -Added Magic Blaze section. Blaze has always hit hard, but it was hard to draw out its full power.
With the recent Blaze changes, though we lost the Invincibility Frames from Blaze, it has become significantly easier to use in combat. -Added Blaze weapon progression section -Added “Close Combat” Giant Throwing Attack section. I didn’t bother making a Throwing Attack section before, but the S4 renovation and the future Erg update should solidify Throwing Attack’s weird niche of an ‘aggressively ok’ ranged option for Giants. -Added Atlatl weapon progression section -Added Close Combat Giant Taunt section. For the giants who really want to make an ultra chonk 3000+ Defense build for reasons. I don’t have enchants set up for defensive stats, but I’m putting that off for a bit. -Updated Urgent Shot Aim Speed bonus to Urgent Shot Effect Duration -Added Star Fishing Event Homestead Sequel Figures -Added Open Ocean Box Titles Edit: 06/12/2023: With further testing (still ongoing), Celtic Tribolts and the Tribolt Wand of Blossoming Memory appear to be treated as Combat Wands. When testing a Clean Celtic Tribolt (+19 MA) with a Clean Savage Fire, they reached similar damage outputs against Tech Normal and Adv (Revived Illusion) enemies. The Tribolt Wand of Blossoming Memories achieved similar non-critical results and higher Critical results, indicating that it is also classified as a Combat Wand. I don’t have a Divine Tribolt, but I suspect it also is treated as a Combat Wand as a result. I won’t add it to the BiS guide unless I can get concrete proof, but frankly Divine Tribolts aren’t exactly great investments anyways.
Similarly I don’t have a Nightbringer wand to test that, but I do suspect it is also treated as a Combat Wand. You probably want to build a NB wand for Fusion Bolt anyways. But once again, if anyone can provide damage test numbers for NB and Divine wands, much appreciated. Added additional note regarding Guard Cylinders and Blaze (Wind Blast synergy). Edit: 06/15/2023 Fixed duplicate Special Luminous Cosmos Milky Way. One should have been Special Call of Fragrant Flowers. Fixed Beimnech title spelling Have not done yet, but I’m planning on cleaning up some title sorting consistency issues. Max damage titles have particularly egregious consistency issues for the stronger titles.
04/13/2023 -A few weapons are shuffling due to the Signet update. Also added a lot of suffixes to keep it clear
that ideally these weapons should be upgraded with their respective signets.
- Added Divine Bastard Sword to Human - With the Symbol Update, it and the CRKS can get some extra Final Hit damage
- Moved Massive Despair Hammer Down. It doesn’t get Giant Full Swing Damage while the Celtic 2h Hammers and Axes do.
- Moved Massive Despair Blade down. Considering the relative ease Divine Blades have to acquire Solitude for Piercing and Divine Blades can get Final Strike Rage Generation (like Nightbringer Warlord), there are fewer reasons to go for the Massive Despair Blade which only offers a bit more damage on Final Strike and innate Smash set effects.
- Moved Celtic Royal Crossbow and Celtic Crossbow up. While still close to the Bhafel Hunter _x_ Huntress (ergo still equal to Bhafel in the Magnum section), Crash Shot Final Damage likely pushes it ahead of the Bhafel. No movement on Divine though, that still doesn’t come close to the Demolition Staff.
- No movement in the Magic section. Celtic and Nightbringer are still worse than the Demolition Staff. But it is a bit more competitive if you can dump the signets into it.
- Almost the same deal with the Wand section, though there’s no Demolition/Ruination wand equivalent. Divine Spellbook has moved up due to the Magic attack signet -No movement on Alchemy, Puppet, or Fighter sections. You’re probably better off just making Revenants in the first place.
- No Movement on Dual Guns Ninja and Chain Slash, but the signets do help bridge the gap between Celtic, Divine (when applicable), and Nightbringer.
- Updated Weapon Archetype Tiering to reflect changes as well.
- Minor Update 04/25/2023: Moved Act 6 Casting Time and Act 7 Casting time up on the Accessory section for puppetry. After doing a side by side analysis, the difference, while small, is noticeable and can make your puppetry smoother. -Minor Update 04/25/2023: Added Performance Rate reforges to Secondary Reforges in the Bard section. They can be useful if you can dual roll it alongside the respective MK effect boost, but they won’t be a Bard’s priority
03/09/2023 -Added Edern to Crafting Title lists
02/26/2023 -Added Homestead Blooming Romance Decorations to Physical and Magic Attack Lists
02/06/2023 -Added Imperial Knight Greaves to Elemental Knight gear lists. Testing performed by other players suggests it’s approximately a 3% boost to Blazing Assault Slash. It’s not a lot since it’s only affecting the damage boost from Assault Slash, but a boost is a boost. -Removed most Misc information sections. Pretty sure most of the wiki articles (and links in the BiS guide) have been updated and are no longer needed in the guide. -Added Glen Verna equipment and reward information to Future Content section
01/08/2023 -Removed Blade from Control Bar Suffixes. Blade cannot be applied to Control Bars. -Added Elemental Harmony Shoes to most gear sections. They were already in the general gear section, so this is more of a consistency thing as all other move speed shoes are listed in multiple gear sections -Special Imperial Knight Equipment -Special Imperial Knight Royal Uniform Added to most gear slots. -Giant Dual Wield and Archery were excluded as you get the same Critical Hit set effect from Dual Frosted Borealis Hammers or Demolition/Ruination bows. A note for Human Final hit and non giant Elemental Knight was added as Celtic Royal
Knight Swords also provide the Critical Hit set effect. -This isn’t to say they’re bad choices on any of these if you’re looking to use the Special Imperial Knight defensively. But generally you want to avoid tanking hits. -Imperial Knight Gloves Added to most physical damage talents. -This is mostly for the Rage Impact enhancement, but the Max Damage set effect on the glove slot is pretty nice. I see this more as a gear-swap for many talents as you’d want to boost Rage Impact before a high multiplier hit, but it’s flexible. -Imperial Knight Royal Hat Added to most gearslots that have Attack Delay hats and Magic -To be clear though, this is not technically better than Ult Geas/Lang Circlet for Magic Attack. The set effect only provides 10 Magic Attack.
- Moved the ordering of Attack Delay hats in most sections that contain them. They’re still good options. It’s mostly an organization thing since you may want the Ult Geas over Attack Delay for most not Final Hit talents. It depends how you want to build (e.g WotG spam, normal attack resets, speed clearing trash mobs with norm attack) -Imperial Knight Boots - Not added to lists yet. -I am 90% (Ferghus approved) sure the Assault Slash set bonus doesn’t affect Blazing Assault Slash, which would be the main reason to use these shoes. This is likely because Elemental Knight on the whole is likely not affected by Set Effects as those do not directly increase the Close Combat version multipliers in the same way Reforges do. But if you have evidence that your Blazing Assault Slashes are 15% stronger with the set effect, let me know/show damage comparisons and I’ll add it. Otherwise I’ll get around to testing it with a Bhafel set Later. -You might be wondering why it isn’t added for the Move Speed set effect, and that’s because it’s the same as the Saint Guardian’s Helmet and provides 1% movement speed. 01/09/2023 Update: Added a few filler items to gear lists and added a Support Shot section -Added Saint Guardian Helmet to a few sections. Despite being only a 1% move speed boost, it’s still an option you can mix and match With, especially if you’re building for budget (like mostly pre-r1 gear). -Added direct reference to Pre-r1 gear for most slots that contain reforges. This is mainly to help emphasis the importance of using gear slots as a vehicle for reforges (and not just set effects) -Support Shot section is fairly straightforward. No relevant reforges to aim for, no need to worry about missing your support shots. Though depending on what you want to gearswap to, range is still Useful. 01/13/2023 Update: Added link to the Reforge by Equipment type section on the reforge Page under the gear summary. Also added the Echostone rate spreadsheet to the gear summary.
12/18/2022 -Added a section for Support Accessories (Suggestion by Bronzebreak) -Corrected several sections which had Geas misspelled as Geass. -Minor Update: 12/19/2022: moved Forest Ranger Boots to be “higher” than other move speed shoes (Fleet Feet variants) as the Forest Ranger Boots have higher defensive stats. -Minor Update 01/01/2023: Happy New Year. Added Corrib to the Staff Suffix Section as a sidegrade to Foretold. They’re close enough in performance and Corrib is fine as a discount(ish) staff suffix.
12/13/2022 -WIP on Arcana updates
- For the most part, builds shouldn’t change. Close Combat has been renamed to Close Combat/Elemental Knight, Magic - Healing has been renamed to Magic - Harmonious Saint
- Moved Party Healing HP Recovery to Priority Reforge on Wands. Some Arcana Skills scale on Party healing heal amount
- Removed Assault Slash Cooldown. The reforge does not affect Blazing Assault Slash and there is no reason to use normal Assault Slash over BAS.
- Under Giant sections, moved Assault Slash Damage and Windmill Radius up as these reforges affect Elemental Knight skills.
11/21/2022 -Added Maddening to prefix enchant lists
-Reclassified some Master Plan enchant rarities. -I don’t remember if Ardent or Embracing have shown up since their debut Master Plans, so they’re being moved to Event Rares
- Minor update 12/09/2022: Added Crash Shot Fragment Damage to the Archery - Crash Shot acc slot. Its exclusion was an oversight. Added Dark Moon wing enchants to Max Damage and Magic Attack lists.
11/03/2022 -Updated HS Figure list to include items from the Classic Maid Box
10/22/2022 -Updated Tech lists -Rewrote the Tenacious Taunt section slightly. It’s a very useful Tech and I use it fairly frequently on my Corgi. -Protective Touch has been updated to reflect that we have 5 Spirit Weapon slots -Updated my Tech Loadout recommendations with Tenacious Taunt suggestions. -Added the Trinity Staff to the Weapon Tiering section for Staff Magic. For 70k you get a staff that really isn’t much worse than a Hermit. It’s a good way for new mages to get their hands on a staff.
10/16/2022 -Added Cunning Hunter titles to 2nd title list. -Added a new 2nd title section for 2nd titles that provide special effects beyond stat increases
09/23/2023 -Slight updates to Tech sections. Namely for Redoubled Offensive, Elemental Attunement, and the Field Raid suggestion section. I’m pretty sure Redoubled is fine to use now. Haven’t seen a raid boss break from it yet (though if you have, do let me know)
08/17/2022 -Updated Title section for Regal Retreat titles -Added Assault Slash Range reforges to most Close Combat sections. I think most of the relevant reforges affect Arcana skills and Fire Leap is a nice utility. -Added Commerce Companions Doll Bags -Removed Doll Bag detail section and added links to the wiki’s storage bag listing (and notes on where else the information may be listed). The Doll Bag list was getting too long. That said let me know if you’d prefer to have the Doll Bag entries still listed. Also added pickup information to the table. -Minor Update 09/01/2022: Added Rua to Magic 2nd title list
07/06/2022 -Changed the name for the Weapon Progression section to Weapon Archetype Tiering
(Progression) and added some notes. The Nightbringer Inquisitor, Rouge, and Predator come from content more difficult than Tech Duinn, which should make them the next progression step. But these three weapons are downgrades to their Ruination variants. -Added Enchants from the Erinn Merchants’ Guild Souvenir Box to enchant lists. -Added Erinn Merchants' Guild Premium Shoes (30 Days) and the William Preppy Commerce Outfit to the Commerce gear lists. -Added Transport Speed Increase Potions to the Commerce Misc equipment list. Also added notes on speed stacking -07/18/2022 Minor Update: Moved some reforges around on the Close Combat Giant Sword and Shield section. Assault Slash is still likely a filler skill at best while Stampede is an all around strong utility for any giant. -07/21/2022 Minor Update: We have a little more Information on Arcana. The main possible change build wise is likely going to be slight adjustments for Human and Elf Close Combat to favor Smash and Windmill boosts over pure Max Damage. I don’t see Healer builds changing at all.
06/17/2022 -Added several titles to BiS lists (Titles from Hydrangea box) and HS figures from Guardian of the
Divine Beast box. -Added Special Draconian Wings to Robe Lists -Removed Enchantable Wings from Alchemy Robes. There aren’t any Alchemy Damage Wing Enchants and the Max Damage from Wing Enchants isn’t going to be that significant for Alchemy -06/26/2022 Minor Update: Updated links for Corrib, Sparkling, and Radiant enchants
04/18/2022 Fixed Sorcerer incorrectly being listed as +5-7 MA when it should be +3-7
Also Fixed Support incorrectly being +5-7 instead of +4-7. Whoopsie.
Updated the Lance Gear and Reforge section.
- Added Combat Mastery to Glove Secondary Reforges
- Added Balance as a Secondary Body Reforge
- Removed Lance Charge Horseback Additional Distance from Weapon
- Added the Ultimate Geas Devastation set to Recomendy Body gear with an upgrade note
- Edited the notes regarding Lance Charge Max Distance to reflect its status as a utility reforge
- Added notes on Balance Increase for the Body Slot and the Balance Upgrade from Weiss’s Magic Armor Upgrades
I’ve removed most of the Nightbringer Gear from the Misc Information list. This information is now available on the wiki and I’ve updated the links. Except for Vanguard. Nightbringer Vanguard is bad and should feel bad. And Huntsman, can’t find the wiki link for that.
- 04/25/2022 Minor Update: Fixed some more enchants
- Created has been updated to properly indicate it is a 2-4% Alchemy Success rate roll -Weekend was added to the Production/Luck enchant list with the caveat that it is only active on Saturday -Bandit was moved down and slashed out to indicate that the +25 Luck it has is unusable due to the r6 cap on Evasion.
04/13/2022 -Added Special Elemental Harmony Suits to Magic Gear pages. -Added Elemental Harmony Shoes to the General Gear page.
03/29/2022 -Added Fleet Feet to Commerce Feet Gear. Also added a note that Alpaca Robes do not stack with Commerce Transport Speed Reforges -03/30/2022 Minor Update: Made a small adjustment to the Healing and Puppetry page descriptions regarding the Healing Reforge and Puppet Erg.
03/27/2022 -Separated Control Bar enchants from One-Handed Weapon enchants. Control Bars cannot accept One-Handed Melee Weapon enchants which is what most of that category consists of. They can, however, accept One-Handed Weapon enchants -Updated several Enchants with Wiki Links -Added wiki links for Nightbringer Weapons -Added 14th Anniversary Fantasia to 2nd Title lists
02/10/2022 -Moved Shadow Cloak Duration to Priority Reforges and added Explosive Kunai Debuff Duration to Priority Reforges for the Ninja General Use section. -Shadow Cloak is an exceptionally strong aggression dropping tool, but the short duration can be limiting. Shadow Cloak Duration can add up to 10 additional seconds, allowing players to effectively loop Crisis Escape. -Explosive Kunai has an exceptionally strong movement speed debuff, which is an incredibly useful tool in Crom Bas (though it also can have useful applications in Tech Duinn). However the short base duration and lack of AoE limits its usefulness. The Ninja buffs we will be getting will fix the AoE problem, but the Reforge boosts the slow duration to 23 seconds. If you need to lure a boss that has a lot of adds that have a stupidly high amount of Magic Protection and the adds don’t respawn (yes I’m talking about Glas), this is a good tool for keeping Glas occupied. You can also use it to play keepaway with the Dark enemies who are resistant to stuns but not slows. -02/13/2022 Update: Moved Shadow Bind to Priority as well. I’m starting to think I just never read up on how Shadow Bind actually worked and kept running out of the tiny area you’re supposed to stand in. -02/18/2022 Update: Added Usurper of the Abyssal Throne to Title List
02/08/2022 -Updated Alban and Commander Totem wording. Previously it implied attempting to raise a stat beyond 3 (or adding more than 3 attributes) would destroy the totem when it only is a chance to destroy the totem. -Forgot to previously move Nightbringer to Misc Information. Moved now.
01/10/2022 -Updated Gear and Weapon Progression listings for Nightbringer equipment. Currently marked as
Unreleased
- Added Crom Bas Fused Erg Sealing Box 2nd Titles to lists. Currently marked as Unreleased. -01/13/2022 Update: Changed Nightbringer Weapons to In Game Drop. -Changed Fused Erg Sealing Box 2nd Titles to Legendary Rarity. The material requirements are unreasonably high, you’re not guaranteed the reward you want, and they’re only slightly better (or more likely sidegrades) to current BiS titles. -Added The Light in the Darkness as BiS (for the general playerbase) Primary Title
1/03/2022 -So apparently you can roll Magic Attack on Cooking Pots up to level 20. Updated Magic Fusion
Bolt page to reflect this. Also Wot. -Spellbooks can also roll up to 20 Magic Attack now which makes reparable options such as Divine Spellbooks and the Holy Eagle Mask significantly better options. It also firmly places the Nightbringer Spellbook as the BiS Off Hand for Fusion Bolt (assuming part 2 ships with the Magic Attack set effect)
1/1/2022 -Added a Commerce Section to Gear Suggestions. Happy New Year. -Added Production Sections to Enchants and Gear.
12/19/2021 -Finished Healing sections -Changed Irusan’s Bell to Legendary Rarity. You need 30 of them and they don’t seem to have a very high drop rate.
12/18/2021 -Added Blessed Ornament Box titles to Title lists
12/11/2021 -Added Crom Bas celebration event HS figures to lists
12/08/2021 -Updated Pragarah recommended use cases to include high protection situations such as Crom
Bas. -Added Crom Bas enchants to weapon lists. Currently marked as Unreleased. -12/09/2021 Changed to released -Added Irusan’s Bell to Accs for most equipment recommendations. Currently marked as Unreleased. -12/09/2021 Changed to released, depending on rarity may change to Legendary Rarity -Added Awakening of Light and Fury of Light Cooldown to the General/Situational Reforge section under Situational reforges. -Added Nuadha Set parts to the General/Situation Reforge section under Situational gear. -Moved General/Situational reforges and equipment to appear first in the list for better flow. -Added Ultimate Geas Edge Circlet, Greaves, and Gauntlets to General/Situational under General Equipment.
11/25/2021 -Fixed the Support enchant (Magic Attack) being incorrectly marked as BiS suffix Feet instead of
BiS Prefix Hand
11/19/2021 -Updated Title sections for ReFine titles and Erinn Spirit availability.
-Added WIP Healing Section to Gear Recommendation and Titles. I’ll get around to it later, Healing at present doesn’t have a lot of uses. -Moved some Info-dumps to a Misc Information section from the Future Content section.
11/13/2021 -Removed incorrect note on the Steel Enchant for alchemy. Credit Deathgrip635 for spotting the
error. -11/17/2021 Minor Update Made some proofreading changes to various sections and added the Detective Journal Amulet to the Totem section. Also renamed Eweca-Ladeca/Wander amulet section to Onyx Amulets
11/04/2021 -Changed General/Situational Reforge notes to indicate that Elemental Reforges can now be rolled
on Shurikens, Chain Blades, and Dual Guns.
10/28/2021 -Updated Dual Gun and Ninja Speed Running pages to reflect future updates to the talents.
-Dual Guns have primarily been changed to suggest Bullet Storm more, though Bullet Slide has also been added to the lists.
- _11/04/2021 note: Bullet Storm on the KR test server was nerfed quite a bit, but with a lvl 10 Bullet Storm Glyph you can still reach 100% damage per bullet on a single target. If you have a maxed Bullet Storm Damage per Bullet reforge, this is about 2880% total damage on a single target. Not as nuts as before but likely still usable._ -Ninja - Speed Running was Renamed to Ninja - General Use. More Ninja skills should be more usable in higher difficulty content since they adjusted how Defense and Protection was calculated (Multi Hit skills will only count Defense and Protection Once, Dual Guns and Puppets also will have this change). -For both Ninja pages added/moved Shadow Cloak Duration to Secondary Reforges. It’s a very nice QoL to have, but far from needed and you may even cancel it early. The buff post S3 Renovation to Shadow Cloak doesn’t really benefit from an extended duration either, but it could be nice to have.
10/14/2021 -Updated Homestead Figure list for several more recent figures and figures I missed
10/04/2021 -Added Reunion update enchants to main BiS list for Max Damage, Magic Attack, and Alchemy
lists. Currently marked as Unreleased but will update them to In Game after maintenance. -Added Refined Majestic Knight and Refined Dustin Silver Knight pieces to a couple gear recommendations (also currently marked as unreleased) -Dustin Silver Knight pieces were added to Human Final Hit, Dual Guns, and Ninja Speed Running as they do regularly use normal attacks (Final Hit, WotG, mook killing with normal attack) -Added Refined Majestic Knight pieces to Giant Sword and Shield and Giant Dual Wielding. Technically you don't need it for SnS, but it benefits Dual Wielding immensely since Giant Windmill Cooldown with Dual Erg 50 1h blunts is practically 0. I may add a Human non final hit Close Combat gear recommendation, which would recommend Majestic Knight pieces. -10/07/2021 update: Updated previously Unreleased Refine enchants to In Game Drops -Updated Brainstorm, Resolution, and Enigmatic to be In Game Drops -10/08/2021 Update Added a section for Humans not using Final Hit in case somebody really wanted to know recommendations. -Moved Stampede Cooldown for Close Combat Giant Wind Guard to Secondary and Close Combat Giant Dual Wield to Priority. It is that useful of a mobbing skill that you should try to reduce the cooldown as much as possible.
10/01/2021 -Made some edits to Alchemy sections to clarify how Flame Burst Duration works and to explain
the Crystal Storage mechanic
09/28/2021 -Fixed Various being improperly categorized as a Body Enchant instead of Hands and Feet.
09/23/2021 -Updated Subject Theta Perseus/Ruination exclusive enchants. Added Subject Theta Titles to the
Primary and Secondary Title lists.
09/13/2021 -Added the Royal Teacup Box 2nd Titles to their respective lists No Wiki links yet
-09/16/2021 Minor Update Added a note regarding Maximum Damage on Puppeteers for the Maximum Damage Enchant Note section. Essentially Puppeteers may want to use Max Damage enchants instead of Marionette Max Damage enchants because of the effects of Battlefield Overture and Weapon Power potions. -Moved Flame Burst Max Damage from Secondary to Primary
-09/17/2021 Minor Update Added Special Floral Fairy Walk to the 2nd Title list.
09/12/2021 -Updated the Magic Staff section to reflect the Magic skill buffs.
-Moved Lightning Mastery Damage to Priority head and Acc. Added Fire Mastery Damage to Priority Head and Acc. Ruination and Demolition Staves can make extensive use of Lightning Rod. If you are building towards Lightning Rod, you’ll want more Lightning Mastery Damage. Fire Mastery was added to Priority Reforges because Fireball received a large boost to its Spell Coefficient and Meteor Strike has face melting levels of damage, especially with Demolition and Ruination staves. -Added Fireball, Ice Spear, and Thunder Max damage to Tertiary Weapon Reforges. The Int Magics were buffed, so if you were building specifically for one of these spells you might want them, but you really should prioritize Magic Attack and hope to roll one of those. -Made some formatting adjustments for all Alchemy Gear sections -Updated the Puppetry section to reflect Puppetry skill changes. Puppetry primarily received damage buffs and some QoL changes, so some of these changes might have been made anyways. -Moved Act 2: Threshold Cutter to Priority Weapon Reforges. The change to AoE has made Threshold Cutter a good option to follow Act 6: Crisis with. It also just deals a lota damage now. -Moved Act 4: Rising Action to Secondary Weapon Reforges. This is less because it’s a worse reforge now and more because the other options are more useful now. Climatic Crash can more reliably hit 3 times, Threshold Cutter is just better now (and also an AoE), and Inciting Incident is for Erg 50 Combo Card spam. -Added Act 1: Inciting Incident to Priority Weapon Reforges. Ditto. -Added Act 6: Crisis Damage Magnification to Secondary Reforges. You probably will get more mileage out of Act 1, 2, or 7 Damage Magnification. But this can be good for speed running content that Crisis can come close to one shotting. -Added Act 1, 2, and 7 Damage Magnification to Acc Secondary Reforges. You still want to prioritize Act 6 range, but rolling these are nice to have. -Removed Shieldless Charge from Tertiary Reforges Accs. Just get on your pet. -Updated Close Combat Giant SnS and Close Combat Giant Dual Wield to reflect the skill changes to Close Combat -Added Assault Slash Damage to Body Priority Reforges. You can instantly follow up Smash with Assault Slash (provided you have a weapon with at least normal Attack Speed) making Assault Slash a good way to deal some bonus damage after a Smash. -Added Assault Slash Cooldown to Hats for SnS. Ditto, this just lets you use AS more. Dual Wield added AS Cooldown to Secondary Reforges because honestly, your Cooldown should be low enough with dual Erg 50 hammers. -Moved Final Strike Cooldown and Duration to Priority Reforges for SnS. I’m pretty sure most giants still don’t like Final Strike, but it’s still fine I think? It’s not like there’s much else you can put in the Head and Body slot. -Moved Stampede Cooldown to Secondary Reforges. Honestly I think this might warrant a bump up to primary, especially for Dual Wield. But I haven’t run with Close Combat Giants very much so I haven’t had a chance to see it in action. -Editor’s Note: No changes to the Human Section Close Combat section, but I am considering adding a non Final Hit Section for humans. It’s not as efficient as Giant non Final Close Combat, but presumably some human was looking for that advice. Or you know, just keep Ungabungaing.
09/04/2021 -Updated Gear for Alchemy Frozen Blast to be Alchemy Support and expanded upon it.
Alchemy’s support functions go beyond just Frozen Blast and while much of it has ended up being negated by later game content, it still sometimes works. -09/10/2021 Minor update: Moved Act 6 Crisis Range from Fire Alchemy Secondary to Primary. It’s always been integral to Flame Burst’s combat style, and it got even better with the removal of Crisis I-Frames
09/02/2021 -Updated Attribute’s name to Synastry to reflect the in-game name.
08/25/2021 -Updated some enchant wiki links
-Fixed Rocket and Marksman being switched (Rocket was previously marked as a suffix and Marksman was marked as a prefix when they are actually switched). -08/31/2021 update: Fixed Explosive being listed twice in Fire Alchemy Body Prefixes. Forgot to move Seething to the 2nd spot for Fire Alch which was why Explosive was listed twice
08/21/2021 -Replaced Fantastic with Stabbing. Fantastic was an event rare, and stabbing despite being heavy
armor only is still useful on Warrior, Lance, and Ninja sets.
08/19/2021 -Added Fragment to Fragmentation and Alch Success Rate shoe suffixes since you can get it
pre-enchanted as a drop from certain shadow missions. -Fixed Solitude being absent from 2h enchant suffixes for the Divine Blade. Must have accidentally deleted it while adding other enchants.
08/14/2021 -Moved Bolt Mastery Damage from priority to secondary reforges for Fusion Bolt. I’ll double check
the math later, but I recall my guild member saying they had lower damage on Bolt Mastery damage reforges. It’s likely due to how weird and complicated the magic damage formula is with bolt mastery being added together with other mastery bonuses whereas Fusion Bolt is effectively a final damage multiplier.
08/12/2021 -Well, Flamerider was in the most recent Gacha at time of writing so it’s no longer categorized as
perma-rare. -08/13 minor update Added a bunch of reminders to add wiki links. Also fixed the wiki link for solo.
08/06/2021 -Added Elemental Reforges to Crash Shot Secondary Reforges
-Moved Effective Range from Secondary Reforges to Primary Reforges -Removed Bow and Crossbow Mastery from weapon reforges as they can’t roll that -Moved Max Damage and Mastery Reforges from Secondary Accessory to Primary Accessory Reforges -Will be testing Crash Shot Projectile Damage later to confirm if it applies to the implosion. If it doesn’t, it will be removed from the list. -Update: Crash Shot Projectile Damage does indeed not affect implosion damage. Removing it from the list. -Switched Celtic Royal Warrior Axe and Hammer spots and made >=. Axe has slightly higher Max after upgrades and can inflict a small Prot debuff with Smash. You may want to work on Axe reforges in general anyways though since Nightbringer Berserker is an Axe. -Added Stardust Part 2 enchants to Future Content. Will move them to the main lists later. -Update: Added to main lists. Will keep the info in Future Content until the update.
08/05/2021 -Updated Nightbringer weapon information as several were buffed.
08/03/2021 -Edited Troubadour Note to reflect that the body adds +3 Music Buff Effect for Battlefield Overture
-Added Combat Mastery Max Damage to Puppetry Glove Secondary Reforges as it does affect Puppets (albeit at a 70% efficiency) -Corrected Challenger for Control Bar Suffixes to +35 Marionette Max Damage -Added Hideous to the 7th slot for Max Damage Accs
07/31/2021 -Deleted Divine Spellbook from Fusion Bolt list. The cost of materials isn’t worth it. If you have
gold to throw at a Divine Spellbook, make a r1 Cooking Pot or buy a Holy Eagle Mask.
07/28/2021 -Added more information on the Nightbringer weapons.
-Added Wiki Links to the Stardust System page
07/22/2021 -Added some future content information on Crom Bas, the new enchants, and the new weapon tier.
Will update as more information becomes available. -Moved Playing Instrument Effect for Instruments from Secondary to Primary reforges. While the absolute best combination would be PE on an Echostone, that’s exceedingly rare. On the Other hand, Dual Rolling PE and Normal/Excellent/Inspiring Performance Effects on a Gloomy is a lot easier (though still hard to do) and is worth keeping/selling. -Added a Field Raid Tech loadout page.
07/17/2021 -Finished editing the Stardust section. Added a link to the Mabi web-guide.
07/15/2021 -Added Awakening of Light Cooldown to Magic Staff and Magic Fusion Bolt Tertiary Head
reforges as they can reduce the down-time on the Pragarah Technique. -Added the Troubadour set items to the Bard BiS section -Added Supernatural to Staff and Wand enchants -Added a note regarding the Troubadour’s buff to Fantastic Chorus. It’s significant. -Moved Battlefield Overture Radius to Tertiary Bard Reforges. I mean, you literally will never need this. I’m not even sure it’s worth keeping on the list. -Changed Stardust Enchants from Unreleased to In Game Drops and added additional enchants to the lists. Also readjusted several enchant positions to reflect the placement of the new enchants.
07/14/2021 -Took notes on the Stardust update patch. Will move relevant information to appropriate sections
after the update notes drop.
07/13/2021 -Minor edits to the Technique section to clean up
-Added Judgment Blade armors to the General/Situational Equipment section -Switched Tournai and Chorus’ places on the Max Damage head slot Suffix. While Chorus provides 2 less max than Tournai, it is not on a roll, provides Music Buff Effect and Music Buff Duration, and it’s not completely useless to elves who cannot activate Tournai because of the Lance Mastery requirement. Honestly the sum of the parts for Chorus make it overall a better enchant than Tournai. -Added Wiki links for Demolition and Ruination gear
07/12/2021 -Added large warning labels to Redoubled Offensive and Elemental Attunement for Field Raids.
07/08/2021 -Moved Stardust information to the main document from the Future Information section. Will be
released next maintenance (07/15/2021)
07/07/2021 -Added Ardent to Max Damage runner up, Magic Attack, and Off-Hand enchant lists.
-Added MA stat to Successor in Max Damage enchants and Max Damage stat to Successor in Magic Attack enchants.
07/03/2021 -Added a note about the Nuadha Set to Fighter Notes. For now I won’t place it in the Gear and
Reforge suggestion table because I think the Demigod enhancement is too niche to warrant building for unless you happen to have a pre-r1 Nuadha Glove and Boots.
07/01/2021 -Added Rain Casting Cloud Range to Fighter Tertiary Gloves. Despite Rain Casting being
effectively banned from most end game content as an agro management mechanic, it can land critical hits which means it can trigger Revenant and Perseus Knuckle cooldown resets. -Added the Cylinder of Blossoming Memories as a Utility Weapon for Fighter. See above.
-Move Charging Strike Range from Primary to Secondary. It’s a really good QoL reforge and I highly recommend rolling it on your shoes or Echostones. But your priority should be Drop Kick Damage. -Moved Shieldless Charge from Fighter Head Primary to Secondary. Again, really good QoL, but your focus should be on the Cooldown reduction reforges. It’s also replaceable by equipping a shield in your off hand or extra equipment slots. If you can find it on an Accessory though, it’s still worth having. -Added Shieldless Charge to Accs for Close Combat Final Hit and Puppetry tertiary reforges. It’s nice to have but you don’t need them in either of these combat styles. -Added a General/Situational Reforge section -While I am adding a couple General/Situational Reforges, the notable one added is Mana Shield Damage Reduction Rate to the General/Situational General Gloves Section -Added Technique Overview and Card Loadout recommendations
06/25/2021 -Added a future content section for items that will likely not arrive on NA servers for a couple
months
06/16/2021 -Added Perseus and Ruination exclusive enchants. These will likely be released alongside the new
Tech Duinn Raid -Added an Unreleased rarity grouping for items that will soon be implemented
06/13/2021 -Removed Double/Triple Roll note for Dual Gun Maximum Damage and added Maximum Damage
to Dual Gun Priority Reforges. This appears to have been removed as of 06/10/2021
06/10/2021 -Removed Kunai Storm Attack Range from Ninja Speed Running's Weapon section. As of today’s
patch you can no longer roll this on Shurikens -Removed Kunai Storm Damage from Ninja Speed Running’s weapon section. Ditto -Added Ranged Attack Max Damage to Archery Magnum and Archery Crash Shot Body. As of today’s patch you can roll Ranged Attack Max Damage on Clothing, Light Armor, and Heavy Armor. However, it will not stack with the feet slot.
06/09/2021 -Finished work on the Passive Equipment Section
-Added Doll Bag Summary Table and rearranged order of bags. -Slightly changed the Criteria for Event Rares and Recurring Event Drop to encompass items that may be recurring event drops -Added Homestead Figure stat boosts, some notes on Homestead Houses, and Totems -Added Far Darrig Doll Bags to the Doll Bag lists -Rearranged sections so there’s less scrolling to Gear recommendations -Added Footer that links back to the Table of Contents -Updated Weapon Progression rule of thumb to include Ruination and Demolition Tags/Tiers -Added Ultimate Geas Devastation Gear for Archery Magnum and the Chestplate for Archery Crash Shot. Because you no longer are restricted to the Bohemian set when using Demolition/Ruination gear, Archers can use Geas Devastation gear for the boosted Redoubled Offensive Proc Rate. Chestplate was added for Crash Shot because of Forest Ranger Gloves. -Added Special Forest Ranger Outfit to Archery Magnum ad Archery Crash Shot. Because Bohemian sets are not mandatory with Demolition and Ruination Bows+Arrows, you can open up slots of other equipment. -Added the Forest Ranger Gloves for Archery Magnum and Archery Crash Shot. The Forest Ranger Gloves are useful gloves for Archers to put in the hand slot now. Because you no longer are restricted to the Bohemian set while using Demolition/Ruination gear, Archers can use the Forest Ranger Gloves to boost their effective range. However, the range boost they provide may be negligible
-Added Fleet Feet type shoes to Archery Magnum. Again, Bohemian is no longer mandatory if you use Ruination or Demolition Bows+Arrows allowing Archers more flexibility in their gear.
06/06/2021 -Started work on a Passive Equipment section for Doll Bags, Homestead Figures, and
Totems -Moved Doll Bags from the Consumable Guide to the Best in Slot guide. Will rearrange order later.
05/27/2021 -Added Demolition and Ruination equipment to the Gear Recommendation and Weapon
Progression lists for Archery (Magnum and Crash) and Staff Magic. These do not have wiki links yet so for now they will link to the update page. I will replace them with actual wiki links once those are up and running. -Changed Weapon Progression Archery Elf to just Archery.
05/26/2021 -Removed Hard Peaca from Runner up Feet Section.
-Moved Thunderbolt to Runner Up 6th slot. It’s not as accessible as Symbolic and it is a very wide range roll while also requiring a bridge. Symbolic meanwhile can be enchanted without bridges and will always add 10 Max Damage. For that reason, I am leaving Symbolic in the top 5. -Added Radiant as the 3rd best Feet suffix for Max damage and the best Feet Suffix for Attack Speed. -Removed Gamer so I could move Teaching down to 6th in Max Damage Hand Suffixes. The Dice Battler enchants are kind of a pain to deal with because of their high repair costs, need for bridges, and limited availability. While some will remain on the list, they are going forward the most likely to be booted off of the list regardless of their position. -Added Sparkling as the 3rd best hand suffix for Max Damage and the best hand suffix for Attack Speed
05/24/2021 -Removed Dazed from Max Damage Headgear Runner Ups. Just use Dexterity.
-Added Shadowy. It provides the same potential max as Gamer but lacks a roll and can be obtained fairly easily.
05/22/2021 -Changed Section Title Close Combat Giant Smash, Windmill, and Final Strike to Close
Combat Giant Sword and Shield. Less wordy title and it conveys the specific weapons you should be using in the build. -Changed Section Title Close Combat Giant Smash Windmill but with Borealis Hammers to just Close Combat Giant Dual Wield. Less wordy Title, it gets the same message across. -Moved all Windmill Reforges for Close Combat Giant Dual Wield to Priority Reforges. Windmill is expected to be buffed significantly making Windmill good to build for.
05/20/2021 -Added Meteoroid and 67th Floor for the Ruination and Demolition Staves. Which are still a week
out from release at time of writing. They will be added to Gear and Weapon progression lists upon release.
05/19/2021 -Updated Changelog formatting
-Added Known Far and Wide to life 2nd titles -Added the Weapons of Blossoming Memory line of weapons to the Gear Recommendation and Weapon Progression lists. Despite being essentially free weapons, they are very good for when you are first entering Late Game content and can carry you for quite a long time.
05/04/2021 -Removed Elemental Reforges from Dual Guns, Puppets, and Ninja Speed Running. Dual Guns,
Control Bars, Shurikens, and Chain Blades cannot roll elemental reforges.
04/30/2021 -Added some notes regarding the Skill Set Effect Enhancement Scrolls for Fusion Bolt and
Alchemy gear. If you get enough scrolls, you can limit the amount of slots dedicated to set bonuses allowing you to use other set effect equipment such as Geas Devastation or Fleet Feet.
04/28/2021 -Slashed out Weaving Glove Notes. It’s possible you can no longer use durability hammers on
weaving gloves.
04/26/2021 -Added Fragmentation and Production Alchemy success rate enchants. Because of the need for
Divine Mineral Fragments and Divine Magic Powder, Fragmentation has remained relevant. DMFs and Divine Powder don’t have maxed success rates with skills only, necessitating the use of success rate enchants to prevent the potential loss of valuable materials. -Added Death Mark Damage Amplification to Chain Slash Combat. Honestly this is as good a reforge as Spinning Slasher range on a combat focused Chain Slasher build. Death Mark is a large damage boost and you’re likely going to incorporate Death Mark into your combat anyways.
04/22/2021 -Added Arcane to BiS Staff sections and corrected roll range for Strange. Arcane is a sidegrade to
Strange and Strange is on a 10-20 roll, not 12-20. -Added Fury of Light and Awakening of Light cooldown reduction reforges to Tertiary Fighter Reforges. Fury of Light can score critical hits which can reset Fighter Skill Cooldowns when using Revenants or Perseus Knuckles. Cooldown reduction means more uptime on Fury of Light. However, I wouldn’t go out of my way to replace any of the Primary reforges with these, so put them on another headpiece and just switch it in when you are using Fury of Light. -Moved Focus Fist Charge time reduction to Secondary reforges in headgear. I like Focused Fist a lot, it’s got great damage and it’s just overall cool. But in practice I rarely fully charge Focused Fist despite having a max roll Focused Fist Charge time hat. It’s a huge QoL, but it isn’t as vital as Charging Strike Cooldown.
04/19/2021 -Lowered Rain Casting Duration in Alchemy Reforges to Tertiary and moved Water Cannon Max
Damage to primary. Since you should be using Rain Casting with Revenant/Perseus cylinders, the duration will already exceed the cooldown length significantly especially when factoring in CD reduction from Wind Marbles and reforges. The extra 30 seconds on Rain Casting is overkill. Water Cannon Max is basically just more damage for your Water Cannon.
04/09/2021 -Corrected a note on Lightning Rod Cooldown. The Cooldown Echostone is not enough to
completely negate the cooldown of L-rod. That being said, you should still get one anyways because the new staves that further reduce the cooldown of Lightning rod. The Shattered Overload Staff specifically will reduce L-rod’s cooldown by 5 seconds meaning you would be able to use L-rod every 6 seconds.
03/30/2021 -Added a few notes for the Tarunes MK3 and some of the weapon progression sections.
03/25/2021 -Added Caracal/Friends to BiS crafting table
-Added Weaving Gloves to the Staff and Fusion Bolt gear list as they can add up to 60 Magic -Attack while having a roundabout method of repair involving Platinum or Crystal durability hammers. -Added a mention to “the Fashionable” in the title section as it can be a useful life skill title that isn’t a master title. -Added a couple recommendations for Master Titles that may see some use in certain situations.
03/10/2021 -Added a link to the Category: Music Skills page on the wiki to Music Buff effect and Bard reforge
sections as it provides a music buff effect calculator
-Changed Fleur’s Grass Tiara from Green In Game Drop rarity to Red Legendary Rarity to reflect the extreme scarcity of this item. Nobody runs Mag Mel and I’ve never seen somebody with this item, not to mention the thing is based on a 2-4 Music Buff Effect and 5-10 Music buff duration roll. -Added an additional note on the Hagi shuriken -Moved Focus Fist from Priority reforges to Secondary Reforges and added a note on combo cards. While a good reforge, it is harder to get a combo card for Focus Fist. Additionally, even with the Charge Time reforge 2 seconds is quite a bit of time to be not punching things. -Moved Lance Charge Max Distance to secondary reforges as it only applies when unmounted.
03/01/2021 -Added note for Close Combat Giant Smash and WM with Frosted Borealis Hammers on the use
of bash -Removed Destruction Robe from Lance Equipment section since it is easier to cap Piercing with lances.
02/28/2021 -Fixed Ultimate Geas Devastation Circlet improperly linking to Ultimate Geas Edge Circlet
02/23/2021 Removed Stormy and Artisan and replaced with Solo for hand and feet prefixes. Solo is easier to
get (dungeon guide), is not on a roll, and provides music buff effect. Also rearranged the order slightly.
02/20/2021 -Added Milky Way Box production titles to the Production Title section
-Added a section linking to my Consumable Guide -Added a section linking to my Guide to Guides -Corrected Forest Ranger Arrows being mislabeled as Event Rares when they are Gacha Exclusive drops
02/16/2021 -Removed the Pet Tier List and Useful Summon Effects and replaced with a link to my Pet
Compendium.
02/10/2021 -Fixed Ocypete being incorrectly marked as a Prefix when it is actually a Suffix
02/03/2021 Added Pihne to the 2nd title list for Magic Attack.
-Added a Shield/Off Hand section for Weapon enchants -Added a note for the title section to reflect the best primary titles -Added Attack Speed enchant list -Removed Inclusive/Embracing from Max damage runner up list and added Hawk -Switched Sundrop and Wild Boar. Sundrop technically requires premium so you can get the advanced play accessories.
01/24/2021 -Updated the Magic Staff with auxiliary gear and a note regarding echostones.
-Updated the Magic Fusion Bolt section to include Cooking Pots to reflect that they can be used with Max Attack Power reforges to boost Fusion Bolt Damage. Reordered Wand reforges and added Firebolt Max Damage to the secondary reforge list for wands. -Changed Inclusive to Embracing to reflect the in-game name. -Added a note page for Magic enchants. -Cleaned up Magic and Bard 2nd Titles. Added Alchemy 2nd Title section. -Updated Alchemy enchant sections. -Updated color coding for Weapon Progression to be consistent with the rest of the document. -Fixed color coding of Chorus from Even Rare to In Game Drop
01/17/2021 -Removed Destruction from 2h weapon enchants and replaced with Fierce. While Fierce has 2
less max than a max roll Destruction, Fierce does not require a bridge and more importantly is not a roll.
-Fixed Novel and Starlight being marked as event rare enchants when they are in fact in game drops -Switched Respectful and Brainstorm’s places on the Bow enchant list. -Renamed Gacha Rare to Legendary Rarity to better reflect the status of items that are cash shop/crossover exclusive items unlikely to ever return or items that are so difficult to acquire that the NA servers have had difficulty seeing them in numbers greater than single digits.
01/08/2021 -In the Magic Attack Headgear prefix section moved Coma to 1, Apathetic to 2, and Soaked to 3.
Soaked does provide more Magic Attack than Coma and Apathetic, but it requires you to be under a Rain Casting Cloud which does hinder its activation. -Added wiki links for Aello, Ocypete, and Celaeno. -Added a secondary stat description for Sandglass to indicate that it provides an additional Time Shift Charge -Added a note and made adjustments to Bard reforges to reflect that you may prefer to get Playing Effect on the Echostone Slot instead of the instrument slot as Normal/Excellent/Inspiring performance reforges on the Echostone slot will not stack with the Accessory slot. -Added the Red Echostone to the Fighter Reforge section with the Combat Mastery Max Attack Power roll in Priority reforges. As a melee weapon, knuckles do benefit from Combat Mastery.
01/01/2021 -Removed Excellent from Max Damage Runner up and replaced with Seething. Seething has 2
less potential max, but does not require bridges and does not roll the max damage portion. It’s also readily available from the White Dragon Raid. -Fixed Backbreaking being marked as an Event Rare instead of In Game Drop
12/30/2020 -Removed Final Hit Max Damage from the hand slot as it cannot be rolled there.
12/29/2020 -Added Robe Section to all gear lists.
12/27/2020 -Moved Taunes Mk3 in the Gear suggestions and Weapon Progression to their own “category” to
reflect that certain builds may prefer the use of them over the Dowra line -Removed Final Hit Max Damage from recommended Final Hit reforges. It is not affected by buffs or skill multipliers which lowers the potential damage increase compared to maximum damage reforges.
12/26/2020 Corrected Viscount incorrectly being in hand enchants and fixed link. Added Inclusive to Max Damage Runner ups for Hand enchants.
12/23/2020 -Added Ultimate Geas Edge gear to the recommended Mage Gear section for the increased Iron Will up time. -Added Massive Despair Blade to Giant Gear recommendations. -Added Elemental Reforges to the secondary reforge section for Dual Guns and Speed Run Ninja. These are things you may use in dungeons or shadow missions which are affected by Elemental Reforges, but there are reforges you should prioritize over them.
12/22/2020 -Added Gear and Reforge Suggestions for Fire Alchemy, Water Alchemy, Frozen Blast, Fighter,
Bard, Puppetry, Dual Guns, Ninja, and Chain Slash.
12/21/2020 -Changed Color legend again per Fierlyt's suggestion to conform to modern looting color coding.
-Added Gear and Reforge Suggestions for Close Combat: Final Hit, Wind Guard, Giant Smash, -Frosted Borealis Hammer Smash, Lance, Elf Magnum, Crash Shot, Staff Magic, and Fusion Bolt Magic. -Added Table of Contents -Added note to Bone Dragon’s in the summon effects that Devil Cry can interrupt Song of Grief’s attack patterns, namely her Invincibility frame AoE skill. -Reordered Max damage runner up page to be closer to the Max Damage Page
12/18/2020 -Switched the Color legend for Recurring Event Drops and In Game Drops to better fit the
ROYGBIV format (with Y and I removed since Y kinda looks off and I is close enough to purple anyways). -Added note that the Patrasche cannot be Fyn Synced which does make it a lesser link pet. -Removed Magic and Music runner up pages as they are empty and it is unlikely they will be filled any time soon. Also slightly reformatted Weapon Enchant pages. -Removed Trader and added Enigmatic as Trader is only active while in commerce mode. -Added a note to the Max Damage Enchant section to explain why you may want to use Max Damage-Music Buff Effect hybrid enchants .Added additional notes for the Paradise Enchant in regards to the -20 balance. -Replaced Iron-Walled with Fortification. Although Fortification has a lower max damage potential, it provides a large amount of defense provided Dampen Shock is active. -Abbreviated Piercing level to PL. -Added note for how Echostone acc skills will not stack. -Added Divine Blade and Frosted Borealis Hammers to Giant weapon progression. -Added Hagi to Ninja weapon progression.
12/17/2020 Published for general use. Will update new enchants with wiki links after the wiki is updated.
_- Updated Witch (+2-4 Magic attack) to reflect that it is a roll. -Added some useful reforges to the list for General purpose, Magic, Alchemy, Fighter, Bard, Puppetry, Dual Guns, Ninja, and Chain Slash. Also cleaned up the sections._